Alchemist
Alchemist
Races: aelin, caladaran, ch-taren, ethron, human, nefortu, srryn.
Alignments: Any non-chaotic

Alchemists are philosophers and mystics who believe that the path to knowledge lies through transmutation, combination, and distillation of the materials of Avendar. While seldom drawing on mystical forces directly, alchemists can evoke a great many magical effects via potions, oils, or pills that they produce by mixing together ingredients. Some alchemists even believe that they can use their art to create life, produce elixirs that grant immortality, or even produce matter in a pure, divine form.

Whether or not these claims are true, it is clear that the magic produced by alchemy can be formidable. Since alchemists are not themselves spellcasters, they are often denounced as charlatans or hedge wizards by various elemental scholars. The utility of alchemical products is such, though, that they have earned their place in large cities.

Skills

Level Skill
Level 1: Dagger, Discern Magic, Mace, Staff, Sword
Level 4: Harrudim Talc
Level 6: Poultice
Level 7: Parry
Level 8: Wands
Level 9: Haggle
Level 10: Meditation
Level 11: Staves
Level 12: Brew, Make
Level 13: Find Items
Level 14: Smokescreen
Level 17: Dodge
Level 19: Second Attack
Level 20: Mix, Apply Oil
Level 21: Fast Healing, Rynath's Brew
Level 22: Boil
Level 23: Dissolve, Flash Powder
Level 24: Create Wand, Pulverize
Level 25: Dilute
Level 26: Distill
Level 27: Reforge
Level 28: Animate Golem
Level 30: Delay Reaction, Trance
Level 35: Caution
Level 40: Alchemic Stone
Level 42: Create Homonculus
Level 51: Concentrate

Tips

Young Alchemists can have a frustrating start, once they reach lvl 12 (where they can brew potions and make pills), with little to no explanation ingame on the common sense behind crafting. Here are some finding that might help an aspiring alchemist to get started.

  • Materials:

Discern magic gives all the information you need to know as to which materials are identical. A material can be summarized as 'type X, made of material Y'. For example, an uncut sapphire pendant is type ARMOR, made of SAPPHIRE. These characteristics will largely determine the elemental plane of the enchantment that your pill / potion / oil will have. However, the exact spell that you get also seems to depend on the level of the object, and sometimes even its name. The order in which you process your ingredients, luckily doesn't seem to matter. Guaranteed is that using the same ingredients in the same order gives you the same potion (unless you are using delay, which is stochastic in nature, and gives you one potion of a small set of potions). Note that you can use identical ingredients, just be sure to make clear that you are brewing 1.sword 2.sword and 3.sword, and not try to brew the same sword thrice.

  • Subtle Factors:

In addition to the type and material of your ingredients, keep an eye out for other lines of inquiry. For example, when making a potion solely with trophies, try using trophies from the same kind of creature, and/or of the same body part. A potion made from ethron tongues may be entirely different from one made of srryn entrails.

  • Important Factors:

Laboratories have a large effect on the success chance of brewing potions, but I've found no differences between laboratories yet. Also, your level as an alchemist matters! Don't go looking for avatar spells at lvl 30. You will need skills like delayed reaction and a high-lvl alchemist stones to reach some of the higher spells.

Example of Alchemic Logic

As material, we have a lvl 51 alchemist, a ditto alchemist stone, and a red iron wristguard, a red iron amulet, and a red iron ring (all three hero day gear, so not normally available in the game). The three items discern as follows:

Object: a red iron ring is of type armor
It is composed of iron, and is level 20

Object: a red iron wristguard is of type armor
It is composed of iron, and is level 20

Object: a red iron amulet is of type armor
It is composed of iron, and is level 20

For creating a potion (brew), we have a few variables: we can directly brew, or delay by 1,2,3,4 or 5 hours, we can concentrate, we can add the alchemist' stone to the mix, we could perform our experiment outside the laboratory, and pulverize, dissolve or reforge the ingredients. In total, this gives us hundreds of options. Lets' look at a few:

no stone, no altering of ingredients
no delay: always lvl 54 armor
delay 1: 1x armor, 10x anchor
delay 2: 2x anchor
delay 3: 1x armor, 4x anchor
delay 4: 2x anchor, 3x stone skin
delay 5: 4x anchor

The armor spells are lvl 54, anchor is lvl 51-52, and stone skin lvl 26.

As you can see, there's some element of chance in what potion you get, based on delay. Applying no delay always gives armor, but when applying a delay, there are two other spells that you might create: anchor and stone skin. As of yet, I haven't found much of a logic in what delay causes what spell with what frequency.

with stone, no altering of ingredients
no delay: always lvl 53 shield
delay 1: 1x lvl 51 stone shell
delay 2: 1x lvl 51 stabilize
delay 3: 1x lvl 54 stabilize
delay 4: 1x lvl 53 shield
delay 5: 1x lvl 52 stabilize

Very similar skills (armor to shield, anchor to stabilize, stone skin to stone shell).

no stone, with concentration, no altering of ingredients
no delay: 2x lvl 54 armor ; 1x lvl 54 armor, stone shell ; 2x lvl 54 armor, shield ; 1x lvl 54 armor, armor ; 1x lvl 29 armor, stone shell
delay 1: lvl 26 anchor, armor
delay 2: lvl 52 anchor, armor
delay 3: lvl 52 anchor, armor
delay 4: lvl 51 stone skin, armor
delay 5: lvl 52 anchor, shield

Concentration seems to be able to combine both spells that you get with an alchemists' stone and spells that you get without an alchemist' stone, when you are brewing potions without the stone.

with stone and concentration, no altering of ingredients
no delay: 2x lvl 53 shield, armor ; 2x lvl 53 shield, shield ; 1x lvl 53 shield, shield, shield ;
delay 1: 1x lvl 51 stone shell, stone shell ; 1x lvl 51 stone shell
delay 2: 1x lvl 51 stone shell, shield ; 1x lvl 51 stone shell
delay 3: 1x lvl 51 stabilize
delay 4: 1x lvl 52 stabilize ; 1x lvl 51 stone shell, shield ; 1x lvl 51 stabilize
delay 5: 1x lvl 53 shield ;

Effects of Reforging.

no stone, with reforged ingredients
no delay: lvl 52 anchor
delay 1: lvl 51 stone skin
delay 2: lvl 51 stone skin
delay 3: lvl 51 stone skin
delay 4: lvl 51 stone skin

with stone, with reforged ingredients
no delay: lvl 51 stabilize
delay 1: lvl 52 stabilize
delay 2: lvl 52 stabilize
delay 3: lvl 52 stabilize
delay 4: lvl 53 stabilize
delay 5: lvl 53 stabilize

There's a nice effect. delaying indeed increases level, from 51 to 53. There doesn't seem to be any variation available anymore with the reforged ingredients. It is anchor without stone, and stabilize with stone.

** Effects of Pulverizing.**

with stone, pulverized ingredients
no delay: lvl 53 shield

with stone, concentration, pulverized ingredients
delay 1: lvl 54 shield

no stone, with concentration, powdered amulet
delay 4: lvl 51 anchor

** Effects of Diluting.**

no stone, with dissolved ingredients
no delay: lvl 52 anchor
delay 1: 1x lvl 51 wall of stone
delay 4: 2x lvl 51 wall of stone ;

with stone, with dissolved ingredients
no delay: lvl 53 shield
delay 1: lvl 51 stone shell

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