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Fanmade:Alchemist

5,528 bytes added, 20:10, 6 July 2009
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The [[Hex Field_Skill_Tree|Hex Field tree skills]] focus on altering reality in order to allow an alchemist to finish his enemies faster and easier. Once a hex field is cast, the glyph representing that hex field floats at the center and projects a faint boundary for the area of effect. Multiple hex fields cannot be cast, but cannot overlap their effects. If a new hex field overlaps an older one, the new one will cancel the effects of part the old hex field it overlaps.
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'''[[Tier 1 Skills:]]'''
 
> '''Crisis'''- Active Skill. Lowers physical resistance of enemy and increases chance of critical strike.
'''''Lore''': Alchemists have long studied the crisis period, the critical point in the body’s defenses that results in recovery or death. Having this knowledge, an alchemist can subtly influence the probability to be in favor of death, causing wounds to fail to heal and bleed uncontrollably.''
> '''Confinement'''- Active Skill. Enemies that enter field cannot move beyond its limits. Each additional monster lowers field’s duration.
'''''Lore''': By altering the natural laws, an alchemist can manifest temporary pocket realities onto the worldly plane. These pockets bind monsters to their reality, allowing them to enter but not leave until the reality dissipates.''
 
> '''Calligraphy''' - Passive Skill. Increases the range of all Hex Field skills.
 
> '''Fine-Tuning''' - Passive Skill. Adds a wave of Arcane damage when Confinement field collapses.
 
> '''Prediction''' - Passive Skill. Increases the chance to avoid an enemy attack when you are not casting.
 
'''[[Tier 2 Skills:]]'''
 
> '''Dyscrasia''' - Active Skill. Enemies within field move slower and have lower elemental resistances.
'''''Lore''': Through years of studying the fundamental temperaments, an alchemist can upset the natural balance of a monster’s bodily fluids. The lack of equilibrium slows the monster’s natural bodily functions and renders it unable to withstand sudden elemental or environmental changes.''
 
> '''Peaceful Slumber''' - Active Skill. Prevents enemy heal within field, slain monsters cannot be used in any way.
'''''Lore''': In understanding the nature of the life force, an alchemist can impede the flow of vitality, rendering any attempt to heal by potion or spell ineffective. By driving out this life force, the corpse of a slain monster cannot be manipulated or resurrected.''
 
> '''Death Rattle''' - Passive Skill. When enemy dies in hex field, lowers defense of nearby enemies.
 
> '''Mystic Pattern''' - Passive Skill. --- (To be determined)
 
> '''Metallurgy''' - Passive Skill. Weapon damage receives bonus from Willpower.
 
'''[[Tier 3 Skills:]]'''
 
> '''Spirit Sever''' - Active Skill. Enemies within field suffer mana burn and lose magic resistance.
'''''Lore''': The alchemists have long understood that all magic of the world is done by manipulating the world’s natural fields. An alchemist can sever a monster’s ties to these natural fields, draining its mana reserves and leaving it vulnerable to magical damage.''
 
> '''Vulken's Wrath''' - Active Skill. Demons and Undead receive regular fire damage, lowers their physical resistance.
'''''Lore''': Fire has always been seen as a symbol of purity and a key to the art of alchemy. By invoking the wrath of Vulken, the alchemical patron of fire, an alchemist can call forth this purifying fire to sear the corrupted spirits of demons and the undead.''
 
> '''Empowered Psyche''' - Passive Skill. Alchemist gains % of mana lost by enemy in Spirit Sever field.
 
> '''Field Flux''' - Passive Skill. Increases the health and mana orbs dropped in hex fields.
 
> '''Alignment''' - Passive Skill. --- (To be determined)
 
'''[[Tier 4 Skills:]]'''
 
> '''Violent Demise''' - Active Skill. Enemies that die within field explode. Spirits of dead attack other monsters.
'''''Lore''': An alchemist can infuriate his enemy by filling its body with pain, tormenting its spirit until it violently explodes from its body upon death. The furious spirit will blindly lash out at its former allies before it is forced to move on and leave the mortal plane.''
 
> '''Empathy''' - Active Skill. Enemies in field receive % of melee or ranged damage they inflict.
'''''Lore''': Alchemists have studied the workings of the mind for ages. With an understanding of the complex subtleties of thought, an alchemist can force an enemy to share his feelings and pains. Even as an enemy strikes the alchemist, it feels the pain of the wound as if it were its own wound.''
 
> '''Greater Logic''' - Passive Skill. Increases the mana gained from points in Willpower.
 
> '''Gematria''' - Passive Skill. --- (To be determined)
 
> '''Equilibrium''' - Passive Skill. Alchemist receives % mana in proportion to his/her life at any given moment.
 
'''[[Tier 5 Skills:]]'''
 
> '''Archeus''' - Active Skill. Enemies within field are attacked by weaker doppelgangers.
'''''Lore''': Through sheer force of will, an alchemist can manifest the higher realm onto the world. In the righteous power of this realm, all minions of the Burning Hells find themselves being punished by the conscience over the guilt of their wickedness. It is as though their own shadows have been charge by the Light to rebuke their dark deeds.''
 
> '''Aether''' - Active Skill. Monsters within field lose auras, enchantments, and special resistances, qualities and attacks.
'''''Lore''': In his innate understanding of existence, an alchemist can send the natural laws of the world in to chaos. Without the guidance of the laws, chaos completely disrupts monsters’ inherent abilities –going as far as to negating the effects of any monster’s auras, enchantments, and special resistances or qualities.''
 
> '''Astral Force''' - Passive Skill. Increase the attack speed and chance of critical strike for Archeus doppelgangers.
 
> '''Transcendence''' - Passive Skill. --- (To be determined)
 
> '''Order''' - Passive Skill. Lowers cost and Increases duration of all Hex Field skills.
====Phenomenon Skills====
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