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 Post subject: Class Suggestion: Alchemist
PostPosted: Thu Dec 21, 2006 4:11 pm 
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Joined: Mon Nov 28, 2005 10:36 pm
Posts: 521
This idea was inspired by the "Ideas for 2007" thread.

My idea of an alchemist would be as follows. The main role for the class would be support, similar to a priest or shaman, and they would be able to craft their own vials and brew their own potions. To do this well, they would need a few skills.

First, they would be able to find and collect herbs, just as a scout does. There would need to be more herbs added to the game, for new spell effects, as Alchemists would be able to brew almost any spell in the game, save for the more specialized ones, such as finger of death, energy drain, final strike, etc. They may not actually know the spells themselves, instead, they use spell components to achieve the desired effects.

They would also need to be able to craft their own vials. The vials they create would vary in strength depending on their level. They would last longer than regular brewed spells, as well. (As in, the brewed flask would last longer without going *poof*)

Alchemists would also need a new command, formulas. It would function similar to a bard's song list function. Typing Formulas on its own would list all the spells they can acquire formulas for, and at what level/status they can brew them. Typing "formulas <spell name> would list all the formulas that they know for that spell.

Code:
[HP:100%] [ME:100%] [PE:100%]
> formulas 'cure critical'

You know the following formulas for cure critical:
1. One part fuzzy green moss, one part yellow flower.
2. Etc, et al.


For example, a cure critical vial might use one fuzzy green moss and one yellow flower, but it might also be made with different components.

Alchemists can brew offensive spells into vials to be thrown at their enemies, achieving the same effect of the spell. They would have to wield a vial, and then throw it at an enemy, incurring a slight delay after the toss to prevent ninjar alchemy rape.

To brew vials, they would need a mortar (or mortal, depending on how you spell it) and pestle, to crush components. An alembic might be required for more advanced spells. Alchemists would also receive a form of advanced brewing, allowing them to brew successfully more often than other classes.

Alchemists would also be able to imbue weapons with elemental effects, as a spell. This would function like c imbue <element> <weapon>. That weapon would then gain the effects of that element (such as sonic, divine, flaming bite, etc) for the duration. It would last about as long, or longer than, a hellion's malediction upon a weapon.

To sum it up, the main aspects of alchemists would be:

Herb Lore
Craft - Flask
Formulas
Tools - Mortar and Pestle; Alembic
Advanced Brewing
Imbue Elements

Suggestions? Comments?


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PostPosted: Thu Dec 21, 2006 4:15 pm 
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Joined: Fri Mar 01, 2002 4:00 pm
Posts: 2637
Location: Floating in Previous Player Ether
Psh. Everyone knows the best alchemists only need a transmutation circle.


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PostPosted: Thu Dec 21, 2006 4:18 pm 
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Goldlantern wrote:
Psh. Everyone knows the best alchemists only need a transmutation circle.


Your mom needs a transmutation circle.

I don't know what that means either.

I suppose this should stay on topic. Here's an example of how the formula command would work, typed on its own.

Code:
formula

You have formulas for the following spells:

Amateur - cure light
          bless
          armor
          etc.


You get the idea.


Last edited by Nath on Thu Dec 21, 2006 4:25 pm, edited 1 time in total.

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PostPosted: Thu Dec 21, 2006 4:25 pm 
Nath wrote:
Goldlantern wrote:
Psh. Everyone knows the best alchemists only need a transmutation circle.


Your mom needs a transmutation circle.

I don't know what that means either.


You are sheltered.


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PostPosted: Thu Dec 21, 2006 4:26 pm 
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Joined: Mon Nov 28, 2005 10:36 pm
Posts: 521
I've seen FMA, I own the entire series and the movie.

FMA is not SK.
SK is not FMA.


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PostPosted: Thu Dec 21, 2006 6:04 pm 
How many times has a potential alchemist class been brought up in a new thread of its own?

OVER NINE THOUSAAAAAAAAND!


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PostPosted: Thu Dec 21, 2006 6:08 pm 
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Joined: Fri Mar 01, 2002 4:00 pm
Posts: 2637
Location: Floating in Previous Player Ether
Too late! There are already transmutation circles in SK :p


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PostPosted: Thu Dec 21, 2006 6:33 pm 
Over NINE THOUSAAAAAAAAND!


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PostPosted: Thu Dec 21, 2006 7:04 pm 
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Joined: Mon Nov 28, 2005 10:36 pm
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Jardek wrote:


Every idea you can think of has been suggested since the time of this game's conception.


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PostPosted: Thu Dec 21, 2006 7:08 pm 
I disagree, but in those cases where you're right, it's fairly likely that it was me who originally brought it up.


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