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The '''Alchemist''' is mainly a [[caster]] class, with several possible variations on gameplay and multiple builds. The Alchemist can throw lethal potions onto his enemies, inflict them with various [[debuff]]s using hex fields, or summon natural phenomena to attack their enemies or help their allies.
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The '''Alchemist''' is mainly a [[caster]] hybrid class. He (much like his female counterpart) is a student of alchemy, an apothecary, and a philosopher. The Alchemist can throw lethal potions to attack his enemies and inflict them with various [[debuff]]s, and manifest powerful spirits to fight for him, protect him, and even change his form.  
  
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His shape-shifting abilities allow him to vary his standing on the field -making him elusive, deceptive, magic-mighty, or a pure tank. The new skill system includes runestone effects and traits designed specifically for the Alchemist.
  
  
{{Alchemist|Kire}}
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{{Fanclass|'''Kire'''}}
  
  
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{{Classbox
 
{{Classbox
 
|game= Diablo III
 
|game= Diablo III
[[Image:Alchemist.jpg]]
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|portrait= Alchemist-Male.jpg
 
|classtype= fanclass
 
|classtype= fanclass
 
|role= [[Caster]]
 
|role= [[Caster]]
|attrib= [[Vitality]] [[Willpower]] [[Life]] [[Mana]]
 
<!-- Class Skills -->
 
|skilltree1= Potion Skill Tree
 
|skilltree2= Hex Field Skill Tree
 
|skilltree3= Phenomenon Skill Tree
 
 
<!-- Background -->
 
<!-- Background -->
 
|origin= [[Dry Steppes]]
 
|origin= [[Dry Steppes]]
 
|affiliation= Oruegia Society
 
|affiliation= Oruegia Society
|friends= Several clans
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|friends= Several clans, especially [[Priests of Rathma]]
 
|foes= [[Demon]]s, Cultists
 
|foes= [[Demon]]s, Cultists
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|catesxlude=
 
}}
 
}}
  
Hailing from the southern reaches of the Dry Steppes, the Alchemists of the Oruegia Society strive to learn and record all knowledge found in the world of Sanctuary. Normally reclusive, young alchemists are sent out into the world to broaden their knowledge of the magicks and beliefs of other cultures. Many individuals hold the title of Alchemist, but few are trained in the ancient arts of the Oruegia, the eldest of alchemical orders. The purpose of the Society is to study the fundamental nature of existence –the natural laws and energies as well as and basic components of matter. With the understanding of the Greater World around and the Lesser World beneath and their own perspective between, Alchemists are naturally humble and do not futilely seek power. This same control of ego prevents alchemists from being lure by the tempting powers of the High Heavens and the Burning Hells. While most mages seek wisdom through power –reaching outward –alchemists instead choose to seek power through wisdom –reaching within. Their name for theirselves, the Oruegia, actually comes from a phrase in their own ancient tongue as ''Orue Agea'' -meaning ''Seekers of the Self''.  
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Hailing from the southern reaches of the [[Dry Steppes]], the Alchemists of the Oruegia Society strive to learn and record all knowledge found in the world of [[Sanctuary]]. Normally reclusive, young alchemists are sent out into the world to broaden their knowledge of the magicks and beliefs of other cultures. Many individuals hold the title of Alchemist, but few are trained in the ancient arts of the Oruegia, the eldest of alchemical orders. The purpose of the Society is to study the fundamental nature of existence –the natural laws and energies as well as the basic components of matter. With the understanding of the Greater World around and the Lesser World beneath and their own perspective between, Alchemists are naturally humble and do not futilely seek power. This same control of ego prevents alchemists from being lure by the tempting powers of the [[High Heavens]] and the [[Burning Hells]]. While most mages seek wisdom through power –reaching outward –alchemists instead choose to seek power through wisdom –reaching within. The name by which we refer to them, the Oruegia, actually comes from a phrase in their own ancient tongue as ''Orue Agea'' -meaning ''Seekers of the Self''. Their concept of balance is exemplified in the ancient text "<u>Opus Mensurae Firmamentorum</u>" in the passage "<u>De Terra et Ceteris Paribus Superiorque Inferiorque</u>":
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::"We are but a world upon a grain of sand, and the sands beneath be the lower worlds unseen by mortal eyes as we dwell upon our grain unseen by the eyes of a higher world. For just as all things are above, so be they below." -Arlore Geid
  
The ancient city of Melatras is the stronghold of the Alchemists, carved into the very mountains of the Dry Steppes that border Kurast. At the heart of Melatras is the Grand Library of Cedurnem, considered by most to be the oldest repository of knowledge in the world. Countless scrolls and vials fill the shelves and wisdom of the ages can be felt when walking down its weathered passages. Alchemists over the centuries have gathered knowledge of other clans and tribes and refined their techniques to great degrees. Though they are willing to share their arts with other magic-users, most outsiders do not possess the precision to use their skills –yet they have shared knowledge with of mage clans before. The curses of the Necromancers share a common root with the Hex Fields of the Alchemists, and the Horadric Cube is actually an elder secret bestowed to the Horadrim to show the Alchemists’ support.
 
  
While the Alchemists of Oruegia normally show compassion and peace to all life, they despise otherworldly forces that bring unbalance to the mortal realm. Therefore, Alchemists often view [[Demons]] with caution and even fury. They abhor humans that ally themselves with such wickedness even more than Demons, viewing them as traitors to their own kind that pervert the noble pursuits of knowledge for their own selfish purposes. Although not prone to war, an Alchemist will do all possible to ensure the complete annihilation of those like the [[Cultists]]. As the dark influence of the Burning Hells reaches across the world, the Alchemists have become less solitary in order to confront those that would deliver our world into the hands of evil.
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The ancient city of Melatras is the stronghold of the Alchemists, carved into the very mountains of the Dry Steppes that border [[Kehjistan]]. At the heart of Melatras is the Grand Library of Cedurnem, considered by most to be the oldest repository of knowledge in the world. Countless scrolls and vials fill the shelves and wisdom of the ages can be felt when walking down its weathered passages. Alchemists over the centuries have gathered knowledge of other clans and tribes and refined their techniques to great degrees. Though they are willing to share their arts with other magic-users, most outsiders do not possess the precision to use their skills –yet they have shared knowledge with of mage clans before. The curses of the [[Necromancer]]s share a common root with the Alchemists' studies of physiology and psychology, and the [[Horadric Cube]] is actually an elder secret bestowed to the [[Horadrim]] to show the Alchemists' support. Of all the mage clans of Sanctuary, the Alchemists are most closely tied to the Priests of Rathma -some believe they share a common history. The two orders often refer to each other as "two sides of the same coin."
  
  
===The Squared Circle===
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While the Alchemists of Oruegia normally show compassion and peace to all life, they despise otherworldly forces that bring unbalance to the mortal realm. Therefore, Alchemists often view [[Demons]] with caution and even fury.  They abhor humans that ally themselves with such wickedness even more than Demons, viewing them as traitors to their own kind that pervert the noble pursuits of knowledge for their own selfish purposes. Although not prone to war, an Alchemist will do all possible to ensure the complete annihilation of those like the [[Cultist]]s. As the dark and insidious influence of the Burning Hells creeps forth onto the mortal plane, the Alchemists have become less solitary in order to confront those that would deliver our world into the hands of evil.
  
[[Image:Squared-Circle.jpg]]
 
  
Representing the whole philosphy of the Alchemists, the Squared Circle carries multiple layers of meaning:
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With the destruction of [[Arreat]], the world's natural fields have shifted -coursing with greater, unleashed energy. The Alchemists have noticed this, and so two young students of Oruegia have set forward to study the strange occurrences of the West. They are indeed are rare sight, as few in the world of Sanctuary have the natural ability and focus to be trained in the arts of the Oruegia, and only when they are young do they wander the world. After countless years of training and studying, the apprenticeships of the two have ended, and they set out to begin their own studies of the world. Though still inexperienced, the training of the youths guides them to understand and combat the darkness that has come upon us.
  
'''The Outer Circle'''– The Chaos of Existence, from which all things come.
 
  
'''The Foundation Triangle'''– The three base elements of matter:
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===Male Alchemist Background===
'''Sulfur'''     - '''Mercury''' - '''Salt'''
 
  
'''The Elemental Square'''– The four basic elements of magic of the mortal plane:
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The Alchemist is considered to be primarily male, just as the [[Barbarian]] is first seen male, the [[Witch Doctor]] male, the [[Wizard]] female, the [[Monk]] male, and the [[Demon Hunter]] female. The background for the male version of the Alchemist is further detailed:
'''Fire'''      - '''Water'''      - '''Earth'''      - '''Air'''
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Beginning as a lonely street urchin in [[Ureh]], this young boy survived on his resourcefulness and creativity from a young age. As he grew into a young adult, he began to work as an assistant to local apothecaries, where he found particular skill in potion work. Eventually, he set out on his own to [[Caldeum]] in hopes of studying more alchemy and magical arts with the [[Vizjerei]] but was rejected for not possessing sufficient magical talent. He desperately attempted to survive by joining the military of the city as soldier and medic, being fairly decent with a blade, but was again refused by the elitist commanders. Distraught, he wandered in search of more instruction until he was forced to live as an urchin again in Caldeum, making meager potions to sell for his livelihood. It was then at his darkest time that he was discovered by a passing alchemist of the Orue Agea who took him to his home city of Melatras.
''>Each magical element has its own patron in alchemic lore:
 
'''Vulken of Fire''' - '''Enquira of Water'''
 
- '''Agathaea of Earth''' - '''Heremis of Air'''''
 
  
'''The Balanced Ring'''– The duality of existence: male & female, light & shadow, good & evil.
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There, he was amazed at the feeling of the scholars of various fields: many possessed little magical ability but were still masters of their arts. He apprenticed to a master alchemist and spent several years learning the precise and delicate art of alchemy. Over time the young alchemist mastered not only potion-making but also the philosophical nature of existence and the spirits that dwell within the elements. In his pursuit of the Great Work, he mastered techniques that allowed him to alter fundamental matter and even shift his form. He was taught humility, patience, and bravery during his time with the Orue Agea. Although he never did have the traditional magical prowess necessary to study in other mage clans, he came to be adept in his own arts.  
  
'''The Inner Circle'''– The Order of Existence, that bonds all things together.
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Now a man in his late twenties, he has finished his apprenticeship and learned all he can from his master. Curious of the apothecaries' techniques in the West, he set out on a journey across [[Khanduras]] as far as [[Westmarch]] to learn from fellow alchemists. Unfortunately, his expedition has been interrupted by the streaking fire falling from the sky. Filled with wonder over this event, he makes his way to [[New Tristram]] to decipher the meaning of this strange occurrence, for he senses an unnatural chaos in this fiery harbinger.
  
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-The female Alchemist background has not been completed.
  
 
==Class Design==
 
==Class Design==
The alchemist is mainly a caster/ranged class, with the ability to cast a wide variety of potions, natural phenomena, and can supplement these attacks with reality-altering Hex Fields. Given such a wide variety, new players can handle the class with relative ease while more experienced players can focus on skills that complement each other for complex and interesting character builds. Along with a variety of caster builds, a player could choose to build a solely spell-casting build, or even a melee fighter build.
 
  
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The Alchemist is a devoted scientist and student of the philosophical arts. Unlike the wizard, he is a patient scholar, who has learned his skills from years of dedicated research and practice -he is learned and experienced. Science is his faith, and he bases his beliefs on logic and knowledge of scholars passed. The alchemist is mainly a short-ranged [[caster]] class, with the ability to cast a wide variety of potions and call upon spirits to either attack enemies or give the Alchemist a boost in some way. However, he is a stronger physical fighter than the Wizard or Witch doctor and is quite skilled with a sword -a necessary ability as the Alchemist is typically very close to the fight to use his skills. Given such a wide variety, new players can handle the class with relative ease while more experienced players can focus on skills that complement each other for complex and interesting character builds. Along with a variety of caster builds, a player could choose to design a melee fighter build, a crowd-control/debuffing build for multiplayer, or a number of other possibilities.
  
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Although the alchemist has some skills that require moving into melee range of an enemy, he typically tries to keep his enemies at a slight distance. To this end, he possesses several spells that work to manipulate enemies by weakening them, slowing them, repelling them, or keep them from casting magic. He can also boost his own skills and even shape-shift to grant him various enhancements and abilities. He is capable of inflicting damage in the forms of physical, elemental, and magical attacks.
  
==Attributes and Skills==
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===Resource System===
Most alchemist skills require a decent amount of mana, so [[Willpower]] is an important attribute. Most potions act as a ranged attack, as do most of the phenomena. Hex Fields act similar to both the [[Necromancer]]'s Curses and The [[Paladin]]'s auras. The hex field is cast in a particular spot with a radius around it. Any enemy that enters the field is affected. It does NOT follow the player or the enemies but remains fixed on the ground. Each skill is designed to be effective in its own way. Whereas some older classes had skills that would become obsolete or eclipsed after a while, each of the Alchemist's skills are designed to be useful at any level with a variety of boosting passive skills.
 
  
===Attributes===
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[[Image:Squared-Circle.jpg|thumb|100px75px|The Squared Circle.]]
The distribution of attributes has yet to have been determined.
 
  
====Starting Attributes====
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Given that the [[resource]] systems have yet to be finalized for canonical classes, the resource for the Alchemist cannot be determined at this time; however, it will no longer be mana. The general idea is to base it on the steps of the Great Work of alchemy, although it is not yet known how this will be done. More needs to be understood about the canonical resources in order to design an appropriate, unique system that encourages gameplay befitting an alchemist. The way of the Great Work can be seen in the symbol of the Orue Agea to the right, called the "Squared Circle".
*'''[[Strength]]:''' x
 
*'''[[Dexterity]]:''' x
 
*'''[[Vitality]]:''' x
 
*'''[[Willpower]]:''' x
 
*'''[[Life]]:''' x
 
*'''[[Mana]]:''' x
 
  
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Representing the whole philosophy of the Alchemists, the Squared Circle moves inward and carries multiple layers of meaning:
  
====Attribute Increase Per Level====
 
*'''[[Strength]]:''' x
 
*'''[[Dexterity]]:''' x
 
*'''[[Vitality]]:''' x
 
*'''[[Willpower]]:''' x
 
  
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'''The Outer Circle'''– The Chaos of existence, from which all things come. It is the Prima Materia, the first matter, which is the base form of creation.
  
===Alchemist Skills===
 
The [[alchemist skill]]s are arranged into to three distinctive skill tree categories:
 
* [[Potion_Skill_Tree|Potion]]
 
* [[Hex Field_Skill_Tree|Hex Field]]
 
* [[Phenomenon_Skill_Tree|Phenomenon]].
 
All three trees have a combination of active and passive skills. Active skills are used in combat, while the passive skills boost or change the behaviour of the active skills or the Alchemist himself.
 
  
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'''The Foundation Triangle'''– The three fundamental substances of the first matter that arise for the Chaos:
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:'''Sulfur'''     - '''Mercury''' - '''Salt'''
  
  
====Potion Skills====
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'''The Elemental Square'''– The four basic elements of magic of the mortal plane:
The [[Potion_Skill_Tree|Potion tree skills]] include several potions and powders that an alchemist can use to both damage his enemies and strike them with debilitating debuffs.
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:'''Fire'''      - '''Water'''      - '''Earth'''      - '''Air'''
<div style="clear:both;"></div>
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'''[[Tier 1 Skills:]]'''  
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:*''Each magical element has its own patron in alchemic lore:''
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::'''Vulken of Fire''' -The Forger
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::'''Enquirre of Water''' -The Artist
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::'''Hermothes of Air''' -The Traveler
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::'''Agathaea of Earth''' -The Healer
  
> '''Aqua Fortis'''- Active Skill. Periodically deals Lightning damage and has chance of interrupting the current action of a monster.
 
'''''Lore''':  By utilizing simple acids, an alchemist can blister the raw skin of his opponents. Though not potent enough to kill, these acids are capable of shocking the nerves and causing spasms.''
 
   
 
> '''Phosphorous'''- Active Skill. Temporary blinds monsters in range.
 
'''''Lore''':  Not all potions are meant to attack directly. With this in mind, an alchemist can mix delicate proportions of chemicals to produce a reaction that creates blinding light, allowing him to dispatch his foe by other means while they are incapacitated or escape unnoticed.''
 
  
> '''Alembic''' - Passive Skill. Decrease the cost of all Potion skills.
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'''The Balanced Ring'''– The duality of existence: male & female, light & shadow, mind & body, physical & ethereal.
  
> '''Lobbing Arm''' - Passive Skill. Increases the attack rating and casting speed of all Potion skills.
 
  
> '''Aftereffects''' - Passive Skill. Increases the range of Aqua Fortis shock damage.
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'''The Inner Circle'''– The Order of existence, which bonds all things together and gives rise to life. It is perfection.
  
'''[[Tier 2 Skills:]]'''
 
  
> '''Brimstone''' - Active Skill. Monsters within the cloud flee until it dissipates.
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The Alchemist does not rely on traditional [[magic]], as he is not the typical mage. His resource would be focused on using his connection to magical energy to manipulate the chaos that hides everywhere and use it to craft more complex substances and energies. The skills reflect this progression along the Great Work, as the first tier involves the fundamental substances, while the elemental skills appear mid-way through the list. The top tiers concerns dual natures and profound powers of order. My personal liking is for something akin to '''"Focus"''', as the Alchemist requires great focus to alter the chaos into useful substances. The mechanics of the system are still under development. For this reason the costs of the skills has not been listed yet.
'''''Lore''': When surrounded by enemies, an alchemist can utilize the foul nature of this fundamental substance to create putrid clouds of sulfur that quickly spread through the area. So powerful is the sulfur that it drives enemies away simply by the noxious odor.''
 
  
> '''Muriatic Acid''' - Active Skill. Increases weapon damage, but has a chance to lower weapon’s durability.
 
'''''Lore''': Not above conventional weaponry, an alchemist in combat can imbue his weapon with corrosive acid that eats into the flesh of his wounded enemy. The strength of the acid greatly increases the damage of an attack, but also damages the weapon itself – slowly eating into it and degrading its durability.''
 
  
> '''Tempered Vial''' - Passive Skill. Increases the splash radius of all Potion skills.
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==Skills & Traits==
  
> '''Duplication''' - Passive Skill. Increases the chance to cast two vials of a potion instead of one.
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Main article:  [[Alchemist Skills]]
  
> '''Catalyst''' - Passive Skill. --- (To be determined)
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The skills have recently been redesigned to conform to the new skill layout of the canonical classes. The former list of skills can be seen at [[Former Alchemist Skills]]. Each skill includes a description, next level effects, lore, and known rune effects. Skill costs, casting speeds, and cooldowns are not listed until a resource system is created. More skills are likely to be added while ones may be changed.
  
'''[[Tier 3 Skills:]]'''
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Brief descriptions of each skill appear below.
  
> '''Black Powder''' - Active Skill. Explodes on contact, deals Fire damage, cause knockback.
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===Tier 1 Skills===
'''''Lore''': Should an alchemist be in need of force, he can cast a volatile powder that generates powerful explosions. So great is the force of the explosion that it can knock enemies awat from the blast.''
 
  
> '''Pitch''' - Active Skill. Enemies caught in area of effect are slowed or stopped.
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'''<u>Brimstone</u>:''' No damage. The Alchemist throws a vial at his feet to release a billowing yellow cloud of sulfur lingers for a few seconds to blind and drive enemies away. Good for escaping a tight situation.
'''''Lore''': Speed is a powerful weapon. By using the natural thickness of this substance, an alchemist can ensnare his foes. After being slowed or even immobilized by the pitch, an enemy is easily dispatched by other attacks.''
 
  
> '''Nitre''' - Passive Skill. Adds additional explosives to Black Powder that spread outward from the initial explosion.
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'''<u>Quicksilver</u>:''' Physical damage. The Alchemist extends a tendril of quicksilver from his hand that quickly solidifies into a spike and pierces any enemies in its way. It then reliquifies and falls to the ground. The casting rate is high and the cooldown time is short, so this is a quick way to attack close-by enemies.
  
> '''High Temperatures''' - Passive Skill. Adds Fire damage to Pitch.
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'''<u>Salt Acids</u>:''' Lightning damage. The Alchemist sprays nearby enemies with acid that shocks them. Afterwards, affected enemies are susceptible to random spasms that shock them again and interrupt their actions. A momentary spasm is all that's needed to escape an enemy for finish him off.  
  
> '''Residue''' - Passive Skill. Increases the effect duration of all Potion skills.
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===Tier 2 Skills===
  
'''[[Tier 4 Skills:]]'''
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'''<u>Black Powder</u>:''' Fire and Physical damage. The Alchemist ignites volatile powder to send out a conical explosion that burns enemies and knocks them back. Blast enemies back when they crowd in too close.
  
> '''Aqua Vitae''' - Active Skill. Deals Cold damage, lowers monsters’ attack rating.
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'''<u>Drug of Nepenthe</u>:''' Cold damage. The Alchemist lobs a potion that shatters to release a swirling, churning cloud of alcoholic fluid that chills and drugs enemies. This one can slow enemies and make their physical attacks less likely to actual hit you.
'''''Lore''': Having long studied the effects of spirits on drunkards, an alchemist can distill this liquid into a potion that intoxicates his victims. Their thinned blood leaves them cold and sluggish, while their attacks become uncoordinated. It is unlikely that a monster could land even a single blow while in such a drunken stupor.''
 
  
> '''Ichor''' - Active Skill. Deals Poison damage.
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'''<u>Noxious Miasma</u>:''' Poison damage. The Alchemist sends out a small, poisonous cloud that infects enemies in front of him with a deadly toxin that lasts for a long time.  Most effective when in tight areas where enemies are close to each other to maximize the number of enemies affected by the poison.
'''''Lore''': Legend has long told of this chemical being the essence of immortality in the blood of the gods, but also being extremely toxic to mortals. Should an alchemist be able to procure this rare substance, he can fill his enemies with a deadly poison.''
 
  
> '''Hoarfrost''' - Passive Skill. Adds Cold damage to Aqua Vitae.
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===Tier 3 Skills===
  
> '''Enhanced Formula''' - Passive Skill. --- (To be determined)
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'''<u>Boiling Tar</u>:''' Fire damage. The Alchemist launches a bottle that explodes in midair and coats an area with sticky, molten tar that burns enemies and slows them down. Not only burns enemies from original contact but slows the movement of enemies in the area of effect -good to slow the advance of an oncoming mob.
  
> '''Nepenthe''' - Passive Skill. Adds a chance to receive % less physical damage for 10 seconds when struck.
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'''<u>Metamorphosis Serum</u>:''' No damage. The Alchemist prepares a special concoction which, when combined with the blood of his enemy, allows him to shapeshift into the form of that enemy. During this time, other monsters are fooled and cease their attacks. Important in those early stages when the alchemist is still fair weak and in near of ways to keep enemies away. This is the first of four shape-shifting skills.
  
'''[[Tier 5 Skills:]]'''  
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'''<u>Wandering Wisp</u>:''' Cold damage. The Alchemist calls forth a gaseous spirit that circles him until an enemy approaches. It attacks to drain the warmth from his enemies, chilling them and leaving them less resistant to the elements. Definitely a good skill to focus on an enemy in order to lower its resistances and then follow up with a more damaging skill.
  
> '''Alkahest''' - Active Skill. Deals Fire damage, spreads through contact.
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===Tier 4 Skills===
'''''Lore''': Hailed as the long-sought after universal solvent, a wise alchemist could discover an acid capable of dissolving even gold. An alchemist can use this chemical to melt to flesh from bone of any creature it comes into contact with. Its resilience allows it easily spread from monster to monster or from the ground for its duration.''
 
  
> '''Aether''' - Active Skill. Steals life of monsters, replenishes the health of the caster.
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'''<u>Petrify</u>:''' Arcane damage. The Alchemist shoots a blast of shimmering sand that binds to an enemy and hardens its body, slowing it down at the cost of making it slightly more resilient to damage for a time. The Stone Curse from Diablo 1 returns in this skill, good for slowing an enemy down at the cost of making it take less damage from attacks. This slowing effect can be used on a single enemy up to three times and will completely immobilize it if slowed enough.
'''''Lore''': Considered to be the fifth element of existence, Aether is the essence of life and spirit. When properly channeled, an alchemist can focus the spirits of Aether to seek out his enemies and rob them of their life force in order to replenish his own health.''
 
  
> '''Potency''' - Passive Skill. Increases damage of acids and poisons while enemy is moving.
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'''<u>Earth Embodiment</u>:''' Physical damage. The Alchemist calls upon the spirit of the earth gnome to surround him with earth and stone. In this great form, the Alchemist easily resists attacks and smashes multiple enemies in front of him with powerful attacks of his own. The second shape-shifting skill, this allows the alchemist to get his hands dirty as a melee brawler and even a tank.
  
> '''Panacea''' - Passive Skill. Increases effect of non-skill potions.
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'''<u>Wind Tutelary</u>:''' Lightning damage. The Alchemist conjures the spirit of the wind sylph stand between him and his enemies as a guard, buffeting attackers with hurricane winds and striking them with lightning. Good for putting some distance between you and the enemy while dealing some damage at the same time.
  
> '''Quintessence''' - Passive Skill. Increases duration that enemy affected by Aether continues to give health to caster when nearby.
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'''<u>Life-force Extract</u>:''' Arcane damage. The Alchemist fires a bolt of magical energy that pulls the life-force out of an enemy and returns it to the alchemist. This does great for hitting distant, evasive enemies and for low-health emergencies.
  
====Hex Field Skills====
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===Tier 5 Skills===
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.
 
<div style="clear:both;"></div>
 
'''[[Tier 1 Skills:]]'''
 
  
> '''Crisis'''- Active Skill. Lowers physical resistance of enemy and increases chance of critical strike.
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'''<u>Combustion</u>:''' Fire damage. The Alchemist excites the heat and anger within an enemy until he draws out the spirit of the fire salamander to scorch the enemy with its own rage. The enemy continues to burn all over so long as the spirit remains over him, pushing his anger to the point that he attacks his fellow monsters. A fire-and-forget skill that also gives you a temporary ally.
'''''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.
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'''<u>Tonic of Sufferance</u>:''' No damage. The Alchemist sacrifices a percent of his life to create a potion that reduces the damage he takes and the duration of debilitating effects over a period of time.
  
> '''Fine-Tuning''' - Passive Skill. Adds a wave of Arcane damage when Confinement field collapses.
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'''<u>Invoke the Deluge</u>:''' Cold damage. The Alchemist invokes the spirit of the water undine to change his shape into that of icy water, able to surge like a wave past enemies and over obstacles to any desired location until his loses control of the form. This third shape-shifting skill also serves as a movement skill, letting you slip between enemies and over gaps.
  
> '''Prediction''' - Passive Skill. Increases the chance to avoid an enemy attack when you are not casting.
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===Tier 6 Skills===
  
'''[[Tier 2 Skills:]]'''  
+
'''<u>Astral Chaos</u>:''' No damage. The Alchemist creates a glowing field over an area that drains enemies of their magical energies, negates their special abilities and lowers their resistance to magical attacks. Deadly against magic users, as it hinders casting speed and prevents special abilities such as spells, curses, and teleporting.
  
> '''Dyscrasia''' - Active Skill. Enemies within field move slower and have lower elemental resistances.
+
'''<u>Doppelganger</u>:''' Physical damage. The Alchemist stabs an enemy and uses its blood to create a copy of it that fights for the alchemist against the original enemy. Provides you a distraction that tanks for you and adds a little more damage against an enemy.
'''''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.
+
'''<u>Fuming Oil</u>:''' ''Unknown damage''. The Alchemist throws a flask full of chemicals so corrosive that they leak out of the container as it travels. The projectile rolls under enemies and will ricochet off of objects and walls. The chemicals consume enemies' weapons and armor to leave them weakened and vulnerable to attack. A heavily damaging skill able the bounce off walls and could be used to block off certain areas.
'''''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.
+
'''<u>Empathy</u>:''' Physical damage. The Alchemist reaches into the mind of his enemy and links the two together. For every pain that the Alchemist feels, the enemy feels the same pain as if it were inflicted on its flesh. Unlike Diablo 2's Thorns and Iron Maiden, which affect multiple enemies and reflected only the monster's own damage, Empathy affects a single enemy but shares all incoming damage you receive from attacks with that enemy.
  
> '''Mystic Pattern''' - Passive Skill. --- (To be determined)
+
===Tier 7 Skills===
  
> '''Metallurgy''' - Passive Skill. Weapon damage receives bonus from Willpower.
+
'''<u>Sacred Molecule</u>:''' -Arcane damage. The Alchemist crafts a glowing molecule of energy in his hands that he detonates in a brilliant explosion of light. Magical particles radiate chaotically outward from the blast, penetrating enemies and obstacles. Has a long cooldown, but is great for annihilating all enemies in range with a chance to strike distant enemies with the particles.
  
'''[[Tier 3 Skills:]]'''  
+
'''<u>Transfiguration</u>:''' No damage. The Alchemist ascends into a higher form of pure energy, increasing the damage of his spells and his resistance to magical damage. The fourth and last shape-shifting skill, any spell-casting alchemist will want this skill because, although it will be costly, it will also boost all spell damage.
  
> '''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.
+
===Traits===
'''''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.
+
Even though the [[trait]] system is relatively new, I have thought of some alchemist-specific traits:
  
> '''Field Flux''' - Passive Skill. Increases the health and mana orbs dropped in hex fields.
+
* Lingering Aftereffects –Increases duration of effects and debuffs by X%
 +
* Order and Equilibrium –Increase arcane resistance and health regeneration by X
 +
* Philosopher’s Stone –Increases Life and gold find by X%
 +
* Balanced Humors –Increases elemental resistances by X
 +
* Potent Catalyst –Increases damage of critical strike by X%
 +
* Panacea –Increases effects of drinkable potions, elixirs, and shrines by X%
 +
* Practiced Hand –Increases Attack by X% amount of Precision (under revision)
 +
* Enhanced Formula – Affects resource in some way (unfinished)
 +
* Thriftiness –Increases material received from salvaging and lowers costs of crafting recipes by X%
 +
* Execute and Recover –Increases casting speed and lowers cooldown period by X%
 +
* Infused Potential –Base spell damage increases weapon damage by X% for Y seconds
  
> '''Alignment''' - Passive Skill. --- (To be determined)
 
  
'''[[Tier 4 Skills:]]'''
+
==Leveling-Up Effects==
  
> '''Violent Demise''' - Active Skill. Enemies that die within field explode. Spirits of dead attack other monsters.
+
(This idea is something I thing would be interesting, but I doubt it would be implemented with the arrival of the artisan system)
'''''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.
+
As the Alchemist gains in experience from his studies and travels, he learns the ways of infusing mundane objects with powerful alchemical abilities. The art of Transmutation is well-known to Alchemists; it is the nature of the inquisitive mind. While the exact effects of each occurrence of [[leveling-up]] have yet to be determined, there is a special ability an Alchemist acquires after every five levels. Upon leveling up five times, the Alchemist is allowed the ability to imbue one non-magical item with random magical qualities -much like [[Charsi]] from Act I of Diablo 2. This occurs every five levels and is permittable for any kind of item.
'''''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.
+
-My thanks to '''Munedwg''' for this suggestion. I had been looking for a way to work in Transmutation for a while!
  
> '''Gematria''' - Passive Skill. --- (To be determined)
 
  
> '''Equilibrium''' - Passive Skill. Alchemist receives % mana in proportion to his/her life at any given moment.
+
==Development==
 
 
'''[[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====
 
The [[Phenomenon_Skill_Tree|Phenomenon tree skills]] covers a wide array of natural Phenomena that the Alchemists have studied. In understanding the nature of these Phenomena, a skilled alchemist can channel them himself, unleashing untold destruction onto his enemies.
 
<div style="clear:both;"></div>
 
'''[[Tier 1 Skills:]]'''
 
 
 
> '''Ignis Fatuus'''- Active Skill. Deals Fire damage with a 25% chance of dealing Poison damage.
 
'''''Lore''':  This eerie fire can be seen hovering over the ground, moving as though it has a mind of its own –beckoning observers. Even a young alchemist can learn the secret to this mysterious fire with little instruction, igniting deadly gases to conjure ghastly flames that will scorch his foes and poison their veins.''
 
   
 
> '''Aurora'''- Active Skill. Deals lightning damage with chance of stunning.
 
'''''Lore''':  Myths across the world tell tales of the lights that snake across the night, bring good or ill omen. An alchemist can summon forth these shimmering lights of the northern and southern skies to electrify his enemies and perhaps leave them dazed.''
 
 
 
> '''Qi Focus''' - Passive Skill. Increases mana recovery when not moving.
 
 
 
> '''Deja Vu''' - Passive Skill. Increases the chance of critical strike when the same Phenomenon skill is cast more than once within a 5 second period.
 
 
 
> '''Research''' - Passive Skill. Increases the damage of all Phenomenon skills.
 
 
 
'''[[Tier 2 Skills:]]'''
 
 
 
> '''Combustion''' - Active Skill. Sets monster on fire for a time, deals constant Fire damage.
 
'''''Lore''': An alchemist can use his knowledge of the temperaments to raise natural choler in a monster’s body to a dangerously high level. Eventually, the monster bursts into flames from the excess, burning it from head to toe.''
 
 
 
> '''Spectral Lightning''' - Active Skill. Deals Lightning damage to enemy targetted and lesser Lightning damage to any enemies in its path.
 
'''''Lore''': Manifesting this rarely seen phenomenon, an alchemist can hurl a sphere a burning electrical energy. The sphere releases arcs of lightning onto any enemy in its path and detonates in a deadly blast when it reaches its destination.''
 
 
 
> '''Phantom Pain''' - Passive Skill. When an enemy receives critical strike, it continues to lose health realated to % of critical strike damage per second for 5 seconds.
 
 
 
> '''Amnesia''' - Passive Skill. Increases the chance that enemy will disengage attacking after being struck by melee attack.
 
 
 
> '''Balanced Humors''' - Passive Skill. Increases resistances.
 
 
 
'''[[Tier 3 Skills:]]'''
 
  
> '''Saint's Fire''' - Active Skill. Glow attracts monsters, chain lightning deals Lighting damage.
+
July '09 -The Alchemist originally started as an experiment in designing a character for Diablo 2, but has been revamped to accommodate the new skill system of Diablo 3. One thing about Diablo 2 is that there were potions that could be equipped as weapons, yet these potions quickly became outclassed by other weapons. It seemed like a waste, but it was wondered if new, more lethal potions could be used on a more regular basis. The Alchemist is intended to take that step in using potions as his main weapon. However, the potions are a skill, so the Alchemist can still equip an actually weapon to suit his/her purposes. There are even Alchemist oriented item sets and Alchemist-specific helms already created; however, until more is revealed about items in Diablo 3, these sets and item ideas will not be posted. Many of the skills have connections to actual alchemical inventions or concepts.
'''''Lore''': Legend tells of a band of pirates that stole sacred relics from a clan of sorcerers, and were cursed by its priests. While on the sea, the sailors were startled by a fire on the mast, but mystified by its beauty and the fact that it did not burn the ship. Suddenly, a bolt of lightning struck, and the ship –with its crew –sank to oblivion. Likewise, an alchemist can call forth the strange glow of the fire to mesmerize his enemies before lightning strikes them down.''
 
  
> '''Salt Crystals''' - Active Skill. Field of crystals spread in direction cast, deals Physical damage, monsters attack pillars.
+
"<u>Opus Mensurae Firmamentorum</u>" - "The Work of Measuring the Expanse"
'''''Lore''': Alchemists of old identified salt as one of the three base elements of the universe. Today, an alchemist can bring salt from the earth, sending out a field of crystals spikes beneath his enemies’ feet and providing pillars of salt as a barrier for the alchemist.''
 
  
> '''Crystalization''' - Passive Skill. Increases the range of the Salt Crystal skill.
+
"<u>De Terra et Ceteris Paribus Superiorque Inferiorque</u>" - "Concerning the Earth and All Others Being Equal, Higher, and Lower"
  
> '''Spine Chill''' - Passive Skill. Increases the chance to stun enemies with Lightning Phenomenon skills.
 
  
> '''Proximity Burns''' - Passive Skill. Adds splash damage to all Fire Phenomenon skills.
+
March '10 -The Skill system has been completely redesigned. The trees have been completed.
 
 
'''[[Tier 4 Skills:]]'''
 
 
 
> '''Prima Materia''' - Active Skill. Tendrils seek out enemies and deal Physical damage.
 
'''''Lore''': Because of its liquid form, alchemist have long considered quicksilver to be the prima material, the base form of metal and a fundamental substance. An alchemist can send out this quicksilver to seek enemies and strike at them with its metallic tendrils.''
 
 
 
> '''Elemental''' - Active Skill. Summons one random elemental:  Sylph, Gnome, Undine, or Salamander. Can only have one elemental at a time.
 
'''''Lore''': In his mastery of the temperaments, an alchemist can summon a being of pure element to fight at his side. Upon finishing his incantation, he is joined by one of four creatures:  a sylph of lightning, a gnome of poison, an undine of ice, or a salamander of fire.''
 
 
 
> '''Elemental Refinement''' - Passive Skill. Increases the attack damage and life of Elementals.
 
 
 
> '''Theurgy''' - Passive Skill. --- (To be determined)
 
 
 
> '''Amalgamation''' - Passive Skill. Alchemist and allies receive increased attack damage for 15 seconds when touched by Prima Materia tendril.
 
 
 
'''[[Tier 5 Skills:]]'''
 
 
 
> '''Transfiguration''' - Active Skill. Alchemist transfigures into the shape of first enemy attacked. Enemies of same type will not attack Alchemist but will attack other types of enemies that the alchemist targets. Does not influence unique or champion monsters.
 
'''''Lore''': One of the greatest secrets of the Alchemists, a wizened alchemist can actually shift his form to resemble his enemy. While in such a form, enemies of his kind will view him as their own and give their loyalty to him. Should the alchemist choose to attack another kind of enemy, his new allies will willingly fight for their brother.''
 
 
 
> '''Sanctum Moleculae''' - Active Skill. Molecule splits into particles that radiate in zigzag pattern, deals Arcane damage.
 
'''''Lore''': The greatest of alchemists understand the basic components of matter and the power within them. With this power, an alchemist can create the Sacred Molecule to attack his enemies. The molecule shatters in chaotically moving particles that radiate outward and permeate enemies with magical energies.''
 
 
 
> '''Sufferance''' - Passive Skill. Increases the duration of Transfiguration.
 
 
 
> '''Oscillation''' - Passive Skill. Increases the number of particles released by Sanctum Moleculae.
 
 
 
> '''Philosopher's Stone''' - Passive Skill. Increases the health gained from health orbs, increases the amount dropped by enemies and chests or stashes.
 
 
 
 
 
====Skill-Boosting Prefixes====
 
 
 
In [[Diablo 2]], every character class had prefixes on items that boosted all skills in general or all skills of a particular skill tree. It is unknown if the same or a similar format will be used in Diablo 3. However, if it were, the prefixes for the Alchemist would be as follows:
 
 
 
'''Student’s''' (or '''Adept's''') – 1 to all Alchemist skills
 
 
 
'''Alchemist’s''' – 2 to all Alchemist skills
 
 
 
'''Potion-Maker’s''' – 1 to all Potion skills
 
 
 
'''Herbalist’s''' – 2 to Potion skills
 
 
 
'''Apothecary’s''' – 3 to all Potion skills
 
 
 
'''Scribe’s''' – 1 to all Hex Field skills
 
 
 
'''Scholar’s''' – 2 to all Hex Field skills
 
 
 
'''Philosopher’s''' – 3 to all Hex Field skills
 
 
 
'''Eerie''' – 1 to all Phenomenon skills
 
 
 
'''Uncanny''' – 2 to all Phenomenon skills
 
 
 
'''Phenomenal''' -3 to all Phenomenon skills
 
 
 
 
 
 
 
==Development==
 
The Alchemist originally started as an experiment in designing a character for Diablo 2, but has been revamped to accomodate the new skill system of Diablo 3. One thing about Diablo 2 is that there were potions that could be equipped as weapons, yet these potions quickly became outclassed by other weapons. It seemed like a waste, but it was wondered if new, more lethal potions could be used on a more regular basis. The Alchemist is intended to take that step in using potions as his main weapon. However, the potions are a skill, so the Alchemist can still equip an actually weapon to suit his/her purposes. There are even Alchemist oriented item sets and Alchemist-specific helms already created; however, until more is revealed about items in Diablo 3, these sets and item ideas will not be posted. Many of the skills have connections to actual alchemical inventions or concepts.  
 
  
 +
December '10 -The Skill system has been completely redesigned...again. The trees and passives are gone, and traits have been created. The names have been simplified to make it easier to understand the nature of the spells; the lore now contains the references to actual alchemical philosophy. The redesigned rune system has been taken into account as well: the skills are meant to be far more interesting when socketed with runes. The resource system and appearance design are being worked on.
  
 +
* I'd like to give credit to  '''Tritonus''' for his suggestions on an alchemist that has a slight Jekyl-Hyde/Dr. Frankenstein feel to it that possesses focus on shapeshifting.
  
 
==Media==
 
==Media==
Line 348: Line 200:
  
 
<gallery>
 
<gallery>
Image:Diablo_III_Logo.jpg|Pic 1
+
Image:Alchemist.jpg|Alchemist preparing his dangerous potions.
Image:Diablo_III_Logo.jpg|Pic 2
+
Image:Alchemist-Male.jpg|A male Alchemist.
Image:Melatras.jpg|Location of Melatras in Sanctuary
+
Image:Alchemist-Female.jpg|A female Alchemist.
 +
Image:Alchemist-New.jpg|an Alchemist with a heavier armor look - by '''[[User:Veskin7 Bukito|Veskin7 Bukito]]'''.
 +
Image:Melatras.jpg|Location of Melatras in Sanctuary.
 +
Image:Alchemist Skill Trees.JPG|The Alchemist Skill Trees (now obsolete).
 
</gallery>
 
</gallery>
  
 
+
My thanks to my cousin Jeffrey for helping design original male and female versions with whatever programs he uses.
  
 
==References==
 
==References==
Feel free to ask questions about the Alchemist to '''Kire''' or at his e-mail at '''[email protected] ''' He looks foward to any comments or suggestions you might have.  
+
Feel free to ask questions about the Alchemist to '''Kire''' or at his e-mail at '''[email protected] ''' He looks foward to any comments or suggestions you might have, especially concerning the skill system redesign.
  
  
{{Class navbox floor}}
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{{Fanmade navbox|fan_class}}
 +
[[Category:Kire]]

Latest revision as of 14:00, 5 May 2012

The Alchemist is mainly a caster hybrid class. He (much like his female counterpart) is a student of alchemy, an apothecary, and a philosopher. The Alchemist can throw lethal potions to attack his enemies and inflict them with various debuffs, and manifest powerful spirits to fight for him, protect him, and even change his form.

His shape-shifting abilities allow him to vary his standing on the field -making him elusive, deceptive, magic-mighty, or a pure tank. The new skill system includes runestone effects and traits designed specifically for the Alchemist.



Stub sm.jpg The Alchemist is not an official class: It's a fan class. Author(s) of the article are:
    Kire




Background[edit source]

Diablo III Class [e]
Alchemist-Male.jpg
Alchemist
Bosshead.png Fan-made Class Bosshead.png
Role: Caster
Primary Attributes: {{{attrib}}}
Class Skills

Skills and Traits

Background
Origin: Dry Steppes
Affiliation: Oruegia Society
Friends: Several clans, especially Priests of Rathma
Foes: Demons, Cultists


Hailing from the southern reaches of the Dry Steppes, the Alchemists of the Oruegia Society strive to learn and record all knowledge found in the world of Sanctuary. Normally reclusive, young alchemists are sent out into the world to broaden their knowledge of the magicks and beliefs of other cultures. Many individuals hold the title of Alchemist, but few are trained in the ancient arts of the Oruegia, the eldest of alchemical orders. The purpose of the Society is to study the fundamental nature of existence –the natural laws and energies as well as the basic components of matter. With the understanding of the Greater World around and the Lesser World beneath and their own perspective between, Alchemists are naturally humble and do not futilely seek power. This same control of ego prevents alchemists from being lure by the tempting powers of the High Heavens and the Burning Hells. While most mages seek wisdom through power –reaching outward –alchemists instead choose to seek power through wisdom –reaching within. The name by which we refer to them, the Oruegia, actually comes from a phrase in their own ancient tongue as Orue Agea -meaning Seekers of the Self. Their concept of balance is exemplified in the ancient text "Opus Mensurae Firmamentorum" in the passage "De Terra et Ceteris Paribus Superiorque Inferiorque":

"We are but a world upon a grain of sand, and the sands beneath be the lower worlds unseen by mortal eyes as we dwell upon our grain unseen by the eyes of a higher world. For just as all things are above, so be they below." -Arlore Geid


The ancient city of Melatras is the stronghold of the Alchemists, carved into the very mountains of the Dry Steppes that border Kehjistan. At the heart of Melatras is the Grand Library of Cedurnem, considered by most to be the oldest repository of knowledge in the world. Countless scrolls and vials fill the shelves and wisdom of the ages can be felt when walking down its weathered passages. Alchemists over the centuries have gathered knowledge of other clans and tribes and refined their techniques to great degrees. Though they are willing to share their arts with other magic-users, most outsiders do not possess the precision to use their skills –yet they have shared knowledge with of mage clans before. The curses of the Necromancers share a common root with the Alchemists' studies of physiology and psychology, and the Horadric Cube is actually an elder secret bestowed to the Horadrim to show the Alchemists' support. Of all the mage clans of Sanctuary, the Alchemists are most closely tied to the Priests of Rathma -some believe they share a common history. The two orders often refer to each other as "two sides of the same coin."


While the Alchemists of Oruegia normally show compassion and peace to all life, they despise otherworldly forces that bring unbalance to the mortal realm. Therefore, Alchemists often view Demons with caution and even fury. They abhor humans that ally themselves with such wickedness even more than Demons, viewing them as traitors to their own kind that pervert the noble pursuits of knowledge for their own selfish purposes. Although not prone to war, an Alchemist will do all possible to ensure the complete annihilation of those like the Cultists. As the dark and insidious influence of the Burning Hells creeps forth onto the mortal plane, the Alchemists have become less solitary in order to confront those that would deliver our world into the hands of evil.


With the destruction of Arreat, the world's natural fields have shifted -coursing with greater, unleashed energy. The Alchemists have noticed this, and so two young students of Oruegia have set forward to study the strange occurrences of the West. They are indeed are rare sight, as few in the world of Sanctuary have the natural ability and focus to be trained in the arts of the Oruegia, and only when they are young do they wander the world. After countless years of training and studying, the apprenticeships of the two have ended, and they set out to begin their own studies of the world. Though still inexperienced, the training of the youths guides them to understand and combat the darkness that has come upon us.


Male Alchemist Background[edit source]

The Alchemist is considered to be primarily male, just as the Barbarian is first seen male, the Witch Doctor male, the Wizard female, the Monk male, and the Demon Hunter female. The background for the male version of the Alchemist is further detailed:

Beginning as a lonely street urchin in Ureh, this young boy survived on his resourcefulness and creativity from a young age. As he grew into a young adult, he began to work as an assistant to local apothecaries, where he found particular skill in potion work. Eventually, he set out on his own to Caldeum in hopes of studying more alchemy and magical arts with the Vizjerei but was rejected for not possessing sufficient magical talent. He desperately attempted to survive by joining the military of the city as soldier and medic, being fairly decent with a blade, but was again refused by the elitist commanders. Distraught, he wandered in search of more instruction until he was forced to live as an urchin again in Caldeum, making meager potions to sell for his livelihood. It was then at his darkest time that he was discovered by a passing alchemist of the Orue Agea who took him to his home city of Melatras.

There, he was amazed at the feeling of the scholars of various fields: many possessed little magical ability but were still masters of their arts. He apprenticed to a master alchemist and spent several years learning the precise and delicate art of alchemy. Over time the young alchemist mastered not only potion-making but also the philosophical nature of existence and the spirits that dwell within the elements. In his pursuit of the Great Work, he mastered techniques that allowed him to alter fundamental matter and even shift his form. He was taught humility, patience, and bravery during his time with the Orue Agea. Although he never did have the traditional magical prowess necessary to study in other mage clans, he came to be adept in his own arts.

Now a man in his late twenties, he has finished his apprenticeship and learned all he can from his master. Curious of the apothecaries' techniques in the West, he set out on a journey across Khanduras as far as Westmarch to learn from fellow alchemists. Unfortunately, his expedition has been interrupted by the streaking fire falling from the sky. Filled with wonder over this event, he makes his way to New Tristram to decipher the meaning of this strange occurrence, for he senses an unnatural chaos in this fiery harbinger.

-The female Alchemist background has not been completed.

Class Design[edit source]

The Alchemist is a devoted scientist and student of the philosophical arts. Unlike the wizard, he is a patient scholar, who has learned his skills from years of dedicated research and practice -he is learned and experienced. Science is his faith, and he bases his beliefs on logic and knowledge of scholars passed. The alchemist is mainly a short-ranged caster class, with the ability to cast a wide variety of potions and call upon spirits to either attack enemies or give the Alchemist a boost in some way. However, he is a stronger physical fighter than the Wizard or Witch doctor and is quite skilled with a sword -a necessary ability as the Alchemist is typically very close to the fight to use his skills. Given such a wide variety, new players can handle the class with relative ease while more experienced players can focus on skills that complement each other for complex and interesting character builds. Along with a variety of caster builds, a player could choose to design a melee fighter build, a crowd-control/debuffing build for multiplayer, or a number of other possibilities.

Although the alchemist has some skills that require moving into melee range of an enemy, he typically tries to keep his enemies at a slight distance. To this end, he possesses several spells that work to manipulate enemies by weakening them, slowing them, repelling them, or keep them from casting magic. He can also boost his own skills and even shape-shift to grant him various enhancements and abilities. He is capable of inflicting damage in the forms of physical, elemental, and magical attacks.

Resource System[edit source]

The Squared Circle.

Given that the resource systems have yet to be finalized for canonical classes, the resource for the Alchemist cannot be determined at this time; however, it will no longer be mana. The general idea is to base it on the steps of the Great Work of alchemy, although it is not yet known how this will be done. More needs to be understood about the canonical resources in order to design an appropriate, unique system that encourages gameplay befitting an alchemist. The way of the Great Work can be seen in the symbol of the Orue Agea to the right, called the "Squared Circle".

Representing the whole philosophy of the Alchemists, the Squared Circle moves inward and carries multiple layers of meaning:


The Outer Circle– The Chaos of existence, from which all things come. It is the Prima Materia, the first matter, which is the base form of creation.


The Foundation Triangle– The three fundamental substances of the first matter that arise for the Chaos:

Sulfur - Mercury - Salt


The Elemental Square– The four basic elements of magic of the mortal plane:

Fire - Water - Earth - Air
  • Each magical element has its own patron in alchemic lore:
Vulken of Fire -The Forger
Enquirre of Water -The Artist
Hermothes of Air -The Traveler
Agathaea of Earth -The Healer


The Balanced Ring– The duality of existence: male & female, light & shadow, mind & body, physical & ethereal.


The Inner Circle– The Order of existence, which bonds all things together and gives rise to life. It is perfection.


The Alchemist does not rely on traditional magic, as he is not the typical mage. His resource would be focused on using his connection to magical energy to manipulate the chaos that hides everywhere and use it to craft more complex substances and energies. The skills reflect this progression along the Great Work, as the first tier involves the fundamental substances, while the elemental skills appear mid-way through the list. The top tiers concerns dual natures and profound powers of order. My personal liking is for something akin to "Focus", as the Alchemist requires great focus to alter the chaos into useful substances. The mechanics of the system are still under development. For this reason the costs of the skills has not been listed yet.


Skills & Traits[edit source]

Main article: Alchemist Skills

The skills have recently been redesigned to conform to the new skill layout of the canonical classes. The former list of skills can be seen at Former Alchemist Skills. Each skill includes a description, next level effects, lore, and known rune effects. Skill costs, casting speeds, and cooldowns are not listed until a resource system is created. More skills are likely to be added while ones may be changed.

Brief descriptions of each skill appear below.

Tier 1 Skills[edit source]

Brimstone: No damage. The Alchemist throws a vial at his feet to release a billowing yellow cloud of sulfur lingers for a few seconds to blind and drive enemies away. Good for escaping a tight situation.

Quicksilver: Physical damage. The Alchemist extends a tendril of quicksilver from his hand that quickly solidifies into a spike and pierces any enemies in its way. It then reliquifies and falls to the ground. The casting rate is high and the cooldown time is short, so this is a quick way to attack close-by enemies.

Salt Acids: Lightning damage. The Alchemist sprays nearby enemies with acid that shocks them. Afterwards, affected enemies are susceptible to random spasms that shock them again and interrupt their actions. A momentary spasm is all that's needed to escape an enemy for finish him off.

Tier 2 Skills[edit source]

Black Powder: Fire and Physical damage. The Alchemist ignites volatile powder to send out a conical explosion that burns enemies and knocks them back. Blast enemies back when they crowd in too close.

Drug of Nepenthe: Cold damage. The Alchemist lobs a potion that shatters to release a swirling, churning cloud of alcoholic fluid that chills and drugs enemies. This one can slow enemies and make their physical attacks less likely to actual hit you.

Noxious Miasma: Poison damage. The Alchemist sends out a small, poisonous cloud that infects enemies in front of him with a deadly toxin that lasts for a long time. Most effective when in tight areas where enemies are close to each other to maximize the number of enemies affected by the poison.

Tier 3 Skills[edit source]

Boiling Tar: Fire damage. The Alchemist launches a bottle that explodes in midair and coats an area with sticky, molten tar that burns enemies and slows them down. Not only burns enemies from original contact but slows the movement of enemies in the area of effect -good to slow the advance of an oncoming mob.

Metamorphosis Serum: No damage. The Alchemist prepares a special concoction which, when combined with the blood of his enemy, allows him to shapeshift into the form of that enemy. During this time, other monsters are fooled and cease their attacks. Important in those early stages when the alchemist is still fair weak and in near of ways to keep enemies away. This is the first of four shape-shifting skills.

Wandering Wisp: Cold damage. The Alchemist calls forth a gaseous spirit that circles him until an enemy approaches. It attacks to drain the warmth from his enemies, chilling them and leaving them less resistant to the elements. Definitely a good skill to focus on an enemy in order to lower its resistances and then follow up with a more damaging skill.

Tier 4 Skills[edit source]

Petrify: Arcane damage. The Alchemist shoots a blast of shimmering sand that binds to an enemy and hardens its body, slowing it down at the cost of making it slightly more resilient to damage for a time. The Stone Curse from Diablo 1 returns in this skill, good for slowing an enemy down at the cost of making it take less damage from attacks. This slowing effect can be used on a single enemy up to three times and will completely immobilize it if slowed enough.

Earth Embodiment: Physical damage. The Alchemist calls upon the spirit of the earth gnome to surround him with earth and stone. In this great form, the Alchemist easily resists attacks and smashes multiple enemies in front of him with powerful attacks of his own. The second shape-shifting skill, this allows the alchemist to get his hands dirty as a melee brawler and even a tank.

Wind Tutelary: Lightning damage. The Alchemist conjures the spirit of the wind sylph stand between him and his enemies as a guard, buffeting attackers with hurricane winds and striking them with lightning. Good for putting some distance between you and the enemy while dealing some damage at the same time.

Life-force Extract: Arcane damage. The Alchemist fires a bolt of magical energy that pulls the life-force out of an enemy and returns it to the alchemist. This does great for hitting distant, evasive enemies and for low-health emergencies.

Tier 5 Skills[edit source]

Combustion: Fire damage. The Alchemist excites the heat and anger within an enemy until he draws out the spirit of the fire salamander to scorch the enemy with its own rage. The enemy continues to burn all over so long as the spirit remains over him, pushing his anger to the point that he attacks his fellow monsters. A fire-and-forget skill that also gives you a temporary ally.

Tonic of Sufferance: No damage. The Alchemist sacrifices a percent of his life to create a potion that reduces the damage he takes and the duration of debilitating effects over a period of time.

Invoke the Deluge: Cold damage. The Alchemist invokes the spirit of the water undine to change his shape into that of icy water, able to surge like a wave past enemies and over obstacles to any desired location until his loses control of the form. This third shape-shifting skill also serves as a movement skill, letting you slip between enemies and over gaps.

Tier 6 Skills[edit source]

Astral Chaos: No damage. The Alchemist creates a glowing field over an area that drains enemies of their magical energies, negates their special abilities and lowers their resistance to magical attacks. Deadly against magic users, as it hinders casting speed and prevents special abilities such as spells, curses, and teleporting.

Doppelganger: Physical damage. The Alchemist stabs an enemy and uses its blood to create a copy of it that fights for the alchemist against the original enemy. Provides you a distraction that tanks for you and adds a little more damage against an enemy.

Fuming Oil: Unknown damage. The Alchemist throws a flask full of chemicals so corrosive that they leak out of the container as it travels. The projectile rolls under enemies and will ricochet off of objects and walls. The chemicals consume enemies' weapons and armor to leave them weakened and vulnerable to attack. A heavily damaging skill able the bounce off walls and could be used to block off certain areas.

Empathy: Physical damage. The Alchemist reaches into the mind of his enemy and links the two together. For every pain that the Alchemist feels, the enemy feels the same pain as if it were inflicted on its flesh. Unlike Diablo 2's Thorns and Iron Maiden, which affect multiple enemies and reflected only the monster's own damage, Empathy affects a single enemy but shares all incoming damage you receive from attacks with that enemy.

Tier 7 Skills[edit source]

Sacred Molecule: -Arcane damage. The Alchemist crafts a glowing molecule of energy in his hands that he detonates in a brilliant explosion of light. Magical particles radiate chaotically outward from the blast, penetrating enemies and obstacles. Has a long cooldown, but is great for annihilating all enemies in range with a chance to strike distant enemies with the particles.

Transfiguration: No damage. The Alchemist ascends into a higher form of pure energy, increasing the damage of his spells and his resistance to magical damage. The fourth and last shape-shifting skill, any spell-casting alchemist will want this skill because, although it will be costly, it will also boost all spell damage.


Traits[edit source]

Even though the trait system is relatively new, I have thought of some alchemist-specific traits:

  • Lingering Aftereffects –Increases duration of effects and debuffs by X%
  • Order and Equilibrium –Increase arcane resistance and health regeneration by X
  • Philosopher’s Stone –Increases Life and gold find by X%
  • Balanced Humors –Increases elemental resistances by X
  • Potent Catalyst –Increases damage of critical strike by X%
  • Panacea –Increases effects of drinkable potions, elixirs, and shrines by X%
  • Practiced Hand –Increases Attack by X% amount of Precision (under revision)
  • Enhanced Formula – Affects resource in some way (unfinished)
  • Thriftiness –Increases material received from salvaging and lowers costs of crafting recipes by X%
  • Execute and Recover –Increases casting speed and lowers cooldown period by X%
  • Infused Potential –Base spell damage increases weapon damage by X% for Y seconds


Leveling-Up Effects[edit source]

(This idea is something I thing would be interesting, but I doubt it would be implemented with the arrival of the artisan system)

As the Alchemist gains in experience from his studies and travels, he learns the ways of infusing mundane objects with powerful alchemical abilities. The art of Transmutation is well-known to Alchemists; it is the nature of the inquisitive mind. While the exact effects of each occurrence of leveling-up have yet to be determined, there is a special ability an Alchemist acquires after every five levels. Upon leveling up five times, the Alchemist is allowed the ability to imbue one non-magical item with random magical qualities -much like Charsi from Act I of Diablo 2. This occurs every five levels and is permittable for any kind of item.

-My thanks to Munedwg for this suggestion. I had been looking for a way to work in Transmutation for a while!


Development[edit source]

July '09 -The Alchemist originally started as an experiment in designing a character for Diablo 2, but has been revamped to accommodate the new skill system of Diablo 3. One thing about Diablo 2 is that there were potions that could be equipped as weapons, yet these potions quickly became outclassed by other weapons. It seemed like a waste, but it was wondered if new, more lethal potions could be used on a more regular basis. The Alchemist is intended to take that step in using potions as his main weapon. However, the potions are a skill, so the Alchemist can still equip an actually weapon to suit his/her purposes. There are even Alchemist oriented item sets and Alchemist-specific helms already created; however, until more is revealed about items in Diablo 3, these sets and item ideas will not be posted. Many of the skills have connections to actual alchemical inventions or concepts.

"Opus Mensurae Firmamentorum" - "The Work of Measuring the Expanse"

"De Terra et Ceteris Paribus Superiorque Inferiorque" - "Concerning the Earth and All Others Being Equal, Higher, and Lower"


March '10 -The Skill system has been completely redesigned. The trees have been completed.

December '10 -The Skill system has been completely redesigned...again. The trees and passives are gone, and traits have been created. The names have been simplified to make it easier to understand the nature of the spells; the lore now contains the references to actual alchemical philosophy. The redesigned rune system has been taken into account as well: the skills are meant to be far more interesting when socketed with runes. The resource system and appearance design are being worked on.

  • I'd like to give credit to Tritonus for his suggestions on an alchemist that has a slight Jekyl-Hyde/Dr. Frankenstein feel to it that possesses focus on shapeshifting.

Media[edit source]

My thanks to my cousin Jeffrey for helping design original male and female versions with whatever programs he uses.

References[edit source]

Feel free to ask questions about the Alchemist to Kire or at his e-mail at [email protected] He looks foward to any comments or suggestions you might have, especially concerning the skill system redesign.