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        <title>Alchemist — Achaea&#039;s Forums</title>
        <link>https://forums.achaea.com/index.php?p=/</link>
        <pubDate>Sun, 12 Apr 2026 11:39:35 +0000</pubDate>
        <language>en</language>
            <description>Alchemist — Achaea's Forums</description>
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    <item>
        <title>atavian alchemist?</title>
        <link>https://forums.achaea.com/index.php?p=/discussion/7227/atavian-alchemist</link>
        <pubDate>Wed, 20 May 2020 23:20:32 +0000</pubDate>
        <category>Alchemist</category>
        <dc:creator>Rok</dc:creator>
        <guid isPermaLink="false">7227@/index.php?p=/discussions</guid>
        <description><![CDATA[I'm considering a class change from sentinel to alchemist. My current stats are str 11 , int 12, dex 14 , con 12. Anyone have recommendations on race specialisation? I'm thinking sentry or exemplar.<br /><br />thanks!]]>
        </description>
    </item>
    <item>
        <title>Newb Alchie Q&#39;s</title>
        <link>https://forums.achaea.com/index.php?p=/discussion/5295/newb-alchie-q-039-s</link>
        <pubDate>Wed, 28 Dec 2016 03:16:46 +0000</pubDate>
        <category>Alchemist</category>
        <dc:creator>Bann</dc:creator>
        <guid isPermaLink="false">5295@/index.php?p=/discussions</guid>
        <description><![CDATA[Is there a way for my homunculus to not suck ass and disapoof every time I starburst/die? Kinda sucks to have to run alllll the way back to lab to cultivate/germinate again any time I wanna go pk. Most classes just falcon recall/resummon ents and go. Alchie can't do that. Am I missing something, outside of 'Don't die'?<br />]]>
        </description>
    </item>
    <item>
        <title>Philosopher Stones?</title>
        <link>https://forums.achaea.com/index.php?p=/discussion/4107/philosopher-stones</link>
        <pubDate>Sat, 03 Oct 2015 07:58:26 +0000</pubDate>
        <category>Alchemist</category>
        <dc:creator>Dochitha</dc:creator>
        <guid isPermaLink="false">4107@/index.php?p=/discussions</guid>
        <description><![CDATA[<blockquote>Syntax:            TRANSMUTATE PHILOSOPHER STONE<br />Cooldown:          7.50 seconds of equilibrium<br />Resource:          2000 mana<br />Details:<br />The Philosopher's Stone is the pinnacle of Alchemical learning and<br />mastery. The Stone is created in four steps, with each step providing<br />increased power and insight to the Alchemist who creates it. The<br />nigredo, or blackening comes first. Following this is the albedo, the<br />whitening. Then the citrinitas, or yellowing. The final step is the<br />rubedo, or reddening.<br />Most Alchemists will only be able to ever complete the nigredo, and none<br />have ever completed the final step of rubedo. What powers it ultimately<br />holds is unknown, but many theories have been whispered in the vaunted<br />halls of the Cauda Pavonis.</blockquote><div><br />What is Philosopher Stone ? I transmutated, nothing in my inventory...</div>]]>
        </description>
    </item>
    <item>
        <title>What other small details could I be missing?</title>
        <link>https://forums.achaea.com/index.php?p=/discussion/6531/what-other-small-details-could-i-be-missing</link>
        <pubDate>Thu, 18 Oct 2018 08:00:00 +0000</pubDate>
        <category>Alchemist</category>
        <dc:creator>Deah</dc:creator>
        <guid isPermaLink="false">6531@/index.php?p=/discussions</guid>
        <description><![CDATA[As far as I know there are 4 kill routes. Reave, aurify, truelock, and damage. I’ve been struggling with prep classes who just leave the room and I lose all momentum. I was stupid and assumed I should always be truewracking for afflictions before it dawned on me that tempers win fights, not afflictions. Even for the truelock route, you still need either 6 or 8 tempers depending on the class you’re fighting and only need to stick one or two afflictions before inundating. Wrack is always better than truewrack. Truewrack should be used to secure hinder or a certain aff like sensitivity for choleric inundate.  I typically use mercury for my homunculus, but if anyone could give some pointers or ideas I would appreciate it. I’ve had to piece together everything on my own since there aren’t many alchemists around.]]>
        </description>
    </item>
    <item>
        <title>Lock Speed</title>
        <link>https://forums.achaea.com/index.php?p=/discussion/3102/lock-speed</link>
        <pubDate>Sun, 25 Jan 2015 21:59:38 +0000</pubDate>
        <category>Alchemist</category>
        <dc:creator>Nellaundra</dc:creator>
        <guid isPermaLink="false">3102@/index.php?p=/discussions</guid>
        <description><![CDATA[Alright. I'm actually starting to understand Alchemist, but I keep running into this snag - basically, I can't figure out how to bypass the long startup time of tempering Sanguine up to acceptable levels. This almost doubles my lock time, and I'd love to get a way around it or through it, but I can't see what I'm supposed to do.<br /><br />And I don't have trans weaponry either, so just jabbing curare is out.]]>
        </description>
    </item>
    <item>
        <title>Alchemist combat 2/2016</title>
        <link>https://forums.achaea.com/index.php?p=/discussion/4492/alchemist-combat-2-2016</link>
        <pubDate>Fri, 19 Feb 2016 00:05:06 +0000</pubDate>
        <category>Alchemist</category>
        <dc:creator>Peregrino</dc:creator>
        <guid isPermaLink="false">4492@/index.php?p=/discussions</guid>
        <description><![CDATA[There's some old threads on this, I thought I'd float some questions about it in the current context.&#13;
&#13;
The impression I get from reading the help files is you open with the balance or EQ punishing state, then you educe for damage and temper 4 humors as a combo, maybe do that again if they cure some of it, then you move onto wracking two afflictions at a time.  Maybe throw in more educe/temper stuff as you go on.  The goal is to either get their health and mana down or truelock them.&#13;
&#13;
Assuming my impression is correct, it sounds a lot like playing an apostate except you replace the setup with installing a nightmare and daegger hunt, then you throw two afflictions at a time.&#13;
&#13;
So the main difference is in utility skills (apostate has more) and having more health damage (and more artifact requirements) as an alchemist.  Also, alchemist bashing sounds like it might be better than apostate bashing.  Am I on the right track here? <img src="https://forums.achaea.com/resources/emoji/smile.png" title=":)" alt=":)" height="20" />]]>
        </description>
    </item>
    <item>
        <title>State of the class?</title>
        <link>https://forums.achaea.com/index.php?p=/discussion/4310/state-of-the-class</link>
        <pubDate>Sun, 20 Dec 2015 04:08:32 +0000</pubDate>
        <category>Alchemist</category>
        <dc:creator>Zarhan</dc:creator>
        <guid isPermaLink="false">4310@/index.php?p=/discussions</guid>
        <description><![CDATA[Having always loved the idea of the class, and originally tried it when it was first released I've been wondering how it fairs right now. How is the class in the grand scheme of things for pking?<br />]]>
        </description>
    </item>
    <item>
        <title>Mayalogy, anyone?</title>
        <link>https://forums.achaea.com/index.php?p=/discussion/4120/mayalogy-anyone</link>
        <pubDate>Fri, 09 Oct 2015 02:42:12 +0000</pubDate>
        <category>Alchemist</category>
        <dc:creator>Dochitha</dc:creator>
        <guid isPermaLink="false">4120@/index.php?p=/discussions</guid>
        <description><![CDATA[This is pretty amazing, but what if everyone just run when you popped destructive? And yes, there is a 3rd party message. I thought it should be removed...(well we could still pop that out of room though).<br /><br />Death is certain, burst-able which is good. What should I ask... Anyone used and loved it? Under what circumstances do you use it?]]>
        </description>
    </item>
    <item>
        <title>Formulation</title>
        <link>https://forums.achaea.com/index.php?p=/discussion/3983/formulation</link>
        <pubDate>Wed, 26 Aug 2015 07:22:40 +0000</pubDate>
        <category>Alchemist</category>
        <dc:creator>Cinandra</dc:creator>
        <guid isPermaLink="false">3983@/index.php?p=/discussions</guid>
        <description><![CDATA[So does anyone else feel like formulation is a pretty useless skill? I gather it seems to be a support skill? but it seems pretty useless in my opinion I mean Devitalisation seemed decent till it affects you and against say a knight class or monk/bard etc I feel it will work more for your opponent than it would you. Also Mayology yeah I mean half balanced attacks is nice but than 30 seconds come and you're dead... So has anyone came up with any useful ways to utilize this skillset or am I just looking at it wrong? <br />]]>
        </description>
    </item>
    <item>
        <title>Hints and Tricks</title>
        <link>https://forums.achaea.com/index.php?p=/discussion/3648/hints-and-tricks</link>
        <pubDate>Wed, 20 May 2015 04:36:28 +0000</pubDate>
        <category>Alchemist</category>
        <dc:creator>Eivan</dc:creator>
        <guid isPermaLink="false">3648@/index.php?p=/discussions</guid>
        <description><![CDATA[The Alchemist is a very versatile class with many unique skills and abilities that may be used in many different ways.  What are some of the creative ways that you make practical use of the Alchemists' skill set?  Do you have any hints, tricks or strategies to make better use of the skills that we as Alchemists were given?  If so...  Share them here.]]>
        </description>
    </item>
    <item>
        <title>Talisman of Greater Cultivation:</title>
        <link>https://forums.achaea.com/index.php?p=/discussion/3493/talisman-of-greater-cultivation</link>
        <pubDate>Sat, 11 Apr 2015 18:21:04 +0000</pubDate>
        <category>Alchemist</category>
        <dc:creator>Zarhan</dc:creator>
        <guid isPermaLink="false">3493@/index.php?p=/discussions</guid>
        <description><![CDATA[Is this worth getting? I've got an SoA, level 2 sip ring, level 1 regen ring already. Does this actually do anything combat wise for the midget?<br />]]>
        </description>
    </item>
    <item>
        <title>Help on moving forward!</title>
        <link>https://forums.achaea.com/index.php?p=/discussion/3165/help-on-moving-forward</link>
        <pubDate>Sat, 07 Feb 2015 22:19:10 +0000</pubDate>
        <category>Alchemist</category>
        <dc:creator>Sheverad</dc:creator>
        <guid isPermaLink="false">3165@/index.php?p=/discussions</guid>
        <description><![CDATA[Hi! I've decided I wanna switch to the Alchemy class for better RP opportunities and coolness. But I kind of like to min-max otherwise I seem to lose interest after some time, so the problem is that I would like to make good use of my reincarnation and trait reset - I can work with the RP for each class. My focus will be on bashing definitely, and I would also like to do as much combat as possible on the side. <br /><br />A quick look at the abilities of alchemist show extra crit chance, health sip etc., so it seems to go very well with human. But horkval could also offer better resists and they would stack nicely with the robes for some tankiness. And btw, int or con spec best? (maybe depending on race - con grook/int human-hork?). Also, I've read that I need quick-witted for bashing but nimble for combat - so is not having nimble that much of a penalty in PvP? Will I lose a lot of 1v1 matches or be less useful in possible party combat like that? I don't want to rule combat out even if I intend to focus on bashing primarily (wish it were like sylvan/magi that use quick-witted anyway). <img src="https://forums.achaea.com/resources/emoji/cry.png" title=":cry:" alt=":cry:" height="20" /> <br /><br />From artifacts, I guess SoA, Diadem, Collar are essential, and pendant/bracelet/belt/ring would be nice for later on, right? If anyone can give me some directions so I don't make any mistakes I'll regret later on I will appreciate it a lot! If not, I'll go stubborn as a mule and stick with whatever I pick. <img src="https://forums.achaea.com/resources/emoji/tongue.png" title=":tongue:" alt=":tongue:" height="20" /> <br />]]>
        </description>
    </item>
    <item>
        <title>What I&#39;m doing and Where I&#39;m Going and oh god am I doing this right</title>
        <link>https://forums.achaea.com/index.php?p=/discussion/3032/what-i-039-m-doing-and-where-i-039-m-going-and-oh-god-am-i-doing-this-right</link>
        <pubDate>Wed, 14 Jan 2015 05:44:25 +0000</pubDate>
        <category>Alchemist</category>
        <dc:creator>Asphel</dc:creator>
        <guid isPermaLink="false">3032@/index.php?p=/discussions</guid>
        <description><![CDATA[OK, so, ages ago I made an Alchemist. It was fun for a while, but  Asphel was mostly forgotten about until a friend of mine mentioned changes in Achaea. And I was like "Oh yeah, Achaea's a thing." I actually had to leaf through some of my old stuff to remember Asphel's name.<br /><br />So I resurrected him and, upon looking at my departure notes, remembered that I'm basically trying to grind up money for credits to trans things.<br /><br />What I was originally doing was tearing up Manara burrow while stopping to smell the roses (as well as the prime-extracting acids or whatever they are), and then trying to sell off those primes. <br /><br />But now that I can't do that (THE BIG CHANGE) I've been trying to think of how to make cash as an Alchemist. I really don't know much else to do besides clear out Actar/Ulangi/Xhaiden, rinse and repeat.<br /><br />Right?<br /><br />Lastly, here's what I'm working with:<br /><a href="http://pastebin.com/QSwZfcye" rel="nofollow">http://pastebin.com/QSwZfcye</a><br /><br />I was able to get to such a high level because I had an Achaean friend of mine coaching me (but we've since parted ways), so I still feel like basically a newbie at heart. Go here, draw triangles until things stop killing you, go elsewhere...<br /><br /><br /><br />]]>
        </description>
    </item>
    <item>
        <title>How do you think Alchemy RP should/will play out in light of the big change?</title>
        <link>https://forums.achaea.com/index.php?p=/discussion/2997/how-do-you-think-alchemy-rp-should-will-play-out-in-light-of-the-big-change</link>
        <pubDate>Tue, 06 Jan 2015 12:38:04 +0000</pubDate>
        <category>Alchemist</category>
        <dc:creator>Vayne</dc:creator>
        <guid isPermaLink="false">2997@/index.php?p=/discussions</guid>
        <description><![CDATA[In light of the "Big Change", the question must be asked, "What does this mean for alchemist RP?" While the change makes sense mechanically, and the addition of formulations is pretty awesome, a significant portion of the basis for alchemy has been abolished with no apparent resolution in sight. It is not that I dislike any of the new features, a lot of depth has been added to the game, but the deus ex machina(at least as far as we have seen or know so far)way it was implemented seems to do some damage, especially to alchemists.&#13;
&#13;
The Alchemists of the Cauda Pavonis allowed the city-states the ability to tap into the Ether under the stipulation that they forsake new Forestal citizens. 5 out of 6 cities agreed. While as far as I know, that rule still stands, though I do recall mention of these restrictions potentially lifted after the change, but the insinuated premise for the Cauda Pavonis's disdain is now abolished since harvest/concoctions and synthesis/transmutation are no longer under the exclusive purview of Forestal and Alchemists respectively. While this change does not directly violate the agreement it goes a long way to circumvent it, something I do not foresee Khunrath taking kindly to.]]>
        </description>
    </item>
    <item>
        <title>The Future of Alchemist Roleplay</title>
        <link>https://forums.achaea.com/index.php?p=/discussion/2995/the-future-of-alchemist-roleplay</link>
        <pubDate>Mon, 05 Jan 2015 18:06:24 +0000</pubDate>
        <category>Alchemist</category>
        <dc:creator>Vayne</dc:creator>
        <guid isPermaLink="false">2995@/index.php?p=/discussions</guid>
        <description><![CDATA[In light of the "Big Change", the question must be asked, "What does this mean for alchemist RP?" While the change makes sense mechanically, and the addition of formulations is pretty awesome, a significant portion of the basis for alchemy has been abolished with no apparent resolution in sight. It is not that I dislike any of the new features, a lot of depth has been added to the game, but the deus ex machina(at least as far as we have seen or know so far)way it was implemented seems to do some damage, especially to alchemists.<br /><br />The Alchemists of the Cauda Pavonis allowed the city-states the ability to tap into the Ether under the stipulation that they forsake new Forestal citizens. 5 out of 6 cities agreed. While as far as I know, that rule still stands, though I do recall mention of these restrictions potentially lifted after the change, but the insinuated premise for the Cauda Pavonis's disdain is now abolished since harvest/concoctions and synthesis/transmutation are no longer under the exclusive purview of Forestal and Alchemists respectively. While this change does not directly violate the agreement it goes a long way to circumvent it, something I do not foresee Khunrath taking kindly to.<div><br /></div><div>Some potential ways it could play out:</div><div><br /></div><div>A. Somehow the Cauda Pavonis does not hear of what happened/doesn't care and things proceed as are. This seems unlikely to me since the CP has representatives in each city and surely one of them would report the infidelity, and I severely doubt they would not care.</div><div><br /></div><div>B. The CP expects the city-states who made the agreement to continue banning not only Forestals, but the practice of Harvesting(I believe Mhaldor is already enforcing this)in order for a city to not only have Alchemists, but use Synthesis. However, this would be difficult to do since many have already selected Harvesting in alchemist cities.</div><div><br /></div><div>C. Some sort of event happens that makes the change ok, either Khunrath has a change in temperament, maybe he dies or is replaced by a more progressive Imperator, or something else satisfactory.</div><div><br /></div><div>So how does you feel about the change? What do you think about the potential solutions? Do you have an alternate ideas?</div><div><br /></div>]]>
        </description>
    </item>
    <item>
        <title>Tracking humours</title>
        <link>https://forums.achaea.com/index.php?p=/discussion/2870/tracking-humours</link>
        <pubDate>Thu, 04 Dec 2014 02:13:43 +0000</pubDate>
        <category>Alchemist</category>
        <dc:creator>Taurnil</dc:creator>
        <guid isPermaLink="false">2870@/index.php?p=/discussions</guid>
        <description><![CDATA[In combat, it becomes hard to read what is going on, as such most people either highlight things, make new lines for things, or make  something to track things. Well, I got bored and decided to try my hand at making something for Alchemists to help with such a thing. I in no way, claim that this is perfect as there are issues it has (just because I have no idea how to fix them) however it is a good start for anyone who wishes to learn combat or to get an idea of how to script (look at that, works both ways.)<br /><br /><a href="https://www.dropbox.com/s/v5l9q5936jlwycg/HumourTracker.zip?dl=0" rel="nofollow">https://www.dropbox.com/s/v5l9q5936jlwycg/HumourTracker.zip?dl=0</a><br /><br />When you upload it via the package manager, go to the scripts and change the:  x = 1000, y = 0, to something a tad bit smaller. Because of the fact that I play on a 32" tv it gets hard to see things going on in th e game when I have this window covering it. Something around 150 will make the screen visible, however moving it simple. Just change the X axis to something you like depending on where you want it from left to right, same with the Y axis if you want it to go up or down. To reset the tracker just do HRESET (all lowercase) and it will do it.<br /><br /><a href="https://ada-young.appspot.com/pastebin/76e7ee55" rel="nofollow">https://ada-young.appspot.com/pastebin/76e7ee55</a><br /><br /><br />The colour of the ON|OFF changes depending on if you are on balance or not, same with EQ. If ON balance of either one, then the ON is white while the OFF is grey, and vice versa if you are off balance. Do enjoy, and let me know if you need any help via PM or a comment. Any comments on it good or bad is welcomed.<br />]]>
        </description>
    </item>
    <item>
        <title>More to Alchemy than Killing</title>
        <link>https://forums.achaea.com/index.php?p=/discussion/2394/more-to-alchemy-than-killing</link>
        <pubDate>Fri, 11 Jul 2014 20:22:57 +0000</pubDate>
        <category>Alchemist</category>
        <dc:creator>Tisel</dc:creator>
        <guid isPermaLink="false">2394@/index.php?p=/discussions</guid>
        <description><![CDATA[<p>I know there are talks about trade skills being separated eventually, but until that happens, I'd like to hear from other Alchemist, what you do besides killing, and any tips, tricks or hints. Myself, I've been focusing strictly on the alchemy skill, with the goal of reaching metallurgy and then Transmutation after I embrace. Actually, I found that I could not reach metallurgy until after I embrace, due to the skill cap. Since I am not using anything from Physiology, my only attacks are Educe Iron. Displace and Educe Copper seem the only good skills for helping out in a group. Straight Alchemy seems weak for any type of combat, so I avoid PvP. Astronomy could be helpful for my city, if there are enough people who have reached that level. Instead of hunting, I've been spending a lot of time extracting, since I'll need that stuff later on. <br /></p><p>So, any tips on extraction, group participation, and single combat (denizens who get in the way of my extraction)? <br /></p>]]>
        </description>
    </item>
    <item>
        <title>Anchors</title>
        <link>https://forums.achaea.com/index.php?p=/discussion/2416/anchors</link>
        <pubDate>Thu, 17 Jul 2014 14:39:07 +0000</pubDate>
        <category>Alchemist</category>
        <dc:creator>Tisel</dc:creator>
        <guid isPermaLink="false">2416@/index.php?p=/discussions</guid>
        <description><![CDATA[<p>According to help scroll, a budding Alchemist needs to touch an anchor to attune themselves to the powers. Since there are only 4 Anchors, I'm not sure which Anchor people should be attuned to if they are rogue or not from one of the 4 major cities. Adding to the confusion is the current newbie trials you get Educe Iron as your attack. Great, but this is done without ever attuning to any Anchor. I know the Anchors have great IC meaning, but it seems like the actual game mechanics don't match, that is, you can be an Alchemist, but never attune to an Anchor. </p><p>Two questions about Anchors</p><p>1. Are there any actual game mechanics in touching (or not) an Anchor? That is, does it affect your abilities at all? Does touching more than 1 Anchor have any effect?</p><p>2. The other use for the Anchors is transportation. It makes sense that I could Etherchannel to the Anchor I am attuned to, but why can I travel to the other Anchors? It sort of seems like the purpose of attunement is lost.  I'm not certain how much of it is chance, but it almost seems like I can only successfully travel once per day. I can't find any help files on this.</p><p><br /></p><p><br /></p>]]>
        </description>
    </item>
    <item>
        <title>The bug that made fluid gain go crazy</title>
        <link>https://forums.achaea.com/index.php?p=/discussion/2675/the-bug-that-made-fluid-gain-go-crazy</link>
        <pubDate>Sat, 11 Oct 2014 04:43:19 +0000</pubDate>
        <category>Alchemist</category>
        <dc:creator>Kandra</dc:creator>
        <guid isPermaLink="false">2675@/index.php?p=/discussions</guid>
        <description><![CDATA[<div><br /></div><div>So this is a bug (or at least a thing that does the opposite of what AB says it does) that I'm going to describe and why I think it made fluid gain go nuts. The bug is still a thing, and I think it should be fixed, but you can't see it now because fluid bonuses don't happen until 7.</div><div><br /></div><div>AB physiology humourism states: </div><div>Each time you TEMPER a humour it raises the level by 1. If the target is</div><div>afflicted with afflictions related to that humour, this number may rise.</div><div><br /></div><div>These are the humour-related afflictions:</div><div>Choleric: Nausea, sensitivity, slickness.</div><div>Melancholic: stupidity, anorexia, impatience.</div><div>Phlegmatic: clumsiness, weariness, asthma.</div><div>Sanguine: Haemophilia, recklessness, paralysis.</div><div><br /></div><div>Going by the AB, when you temper someone's sanguine, if they have haemophilia, recklessness, and/or paralysis, you get extra fluid.</div><div><br /></div><div>You actually don't get fluid bonus from stacking these three afflictions, though. You get it by stacking afflictions related to multiple humours.</div><div><br /></div><div>Here's why that made fluid gain go crazy...</div><div>You can only truewrack multiple humours at one time. If it worked as intended, you would only ever gain one affliction that related to the humour you're tempering. Instead, both afflictions given by a truewrack are contributing to fluid bonus. It would be easy to give priority to sanguine afflictions and make yourself almost immune to sanguine inundation (or whichever fluid you particularly don't want to have bonuses on), but it's impossible for most people to keep up with two bonus-granting afflictions at a time.</div><div><br /></div><div>For an example of the difference, let's assume you can cure one affliction every time you get two. I know you cure much faster than that, but let's not get complex.</div><div><br /></div><div>The way the AB says, it looks like this:</div><div><br /></div><div>Alchemist tempers 1 sanguine and gives you haemophilia and clumsiness.</div><div>You cure haemophilia. You have 1 sanguine and clumsiness.</div><div>Alchemist tempers 1 sanguine and gives you haemophilia and nausea.</div><div>You cure haemophilia. You have 2 sanguine, clumsiness, and nausea.</div><div>Alchemist tempers 1 sanguine and gives you haemophilia and stupidity.</div><div>You cure haemophilia. You have 3 sanguine, clumsiness, nausea, and stupidity.</div><div><br /></div><div>The way it works(worked, it doesn't do it now at low levels, but high levels are harder to give examples of), it looks like this:</div><div><br /></div><div>Alchemist tempers 1 sanguine and gives you haemophilia and clumsiness.</div><div>You cure haemophilia. You have 1 sanguine and clumsiness.</div><div>Alchemist tempers 2 sanguine and gives you haemophilia and nausea.</div><div>You cure haemophilia. You have 3 sanguine, clumsiness, and nausea.</div><div>Alchemist tempers 3 sanguine and gives you haemophilia and stupidity.</div><div>You cure haemophilia. You have 6 sanguine, clumsiness, nausea, and stupidity.</div><div><br /></div><div>The only way you should be getting that much fluid under the directions given in the AB would be with completely backwards curing, but it's natural progression when the outside humours are contributing to fluid bonus.</div><div><br /></div><div>Couple this with the fact that it's very hard to stack multiple afflictions from the same humour on someone (each humour has at least one focus affliction and/or afflictions using salve or smoke instead of herb balance) and fluid gain SHOULD be very tolerable. It's just that damned bug.</div>]]>
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        <title>Things To Remember When Fighting An Alchemist</title>
        <link>https://forums.achaea.com/index.php?p=/discussion/2514/things-to-remember-when-fighting-an-alchemist</link>
        <pubDate>Tue, 19 Aug 2014 14:22:04 +0000</pubDate>
        <category>Alchemist</category>
        <dc:creator>Cynlael</dc:creator>
        <guid isPermaLink="false">2514@/index.php?p=/discussions</guid>
        <description><![CDATA[<p>Requested by <a href="https://forums.achaea.com/index.php?p=/profile/Sherazad" rel="nofollow">@Sherazad</a> to be taken from: <a href="http://forums.achaea.com/discussion/2509/strongest-classes" rel="nofollow">http://forums.achaea.com/discussion/2509/strongest-classes</a> (thanks to <a href="https://forums.achaea.com/index.php?p=/profile/Jhui" rel="nofollow">@Jhui</a> for clarification on some things)<br /></p><p>Alchemists will typically open with vitrification (causes you to &#13;
bleed when using balance), or phlogisitication (consuming EQ will lessen&#13;
 the effects of moss/potash) - Following, they will move onto their &#13;
offence.<br /></p><p>Tempers are split into four separate humours: (if you're just wracking, you don't need levels for afflictions)</p><ol><li>Sanguine:&#13;
 Increasing amounts of bleeding damage per level of humour. - Level 0/1 &#13;
allows truewracking of haemophilia, Level 2 is recklessness and Level 3 &#13;
paralysis.<br /></li><li>Phlegmatic: Each level will increase your smoke &#13;
balance. Level 0/1 allows truewracking of clumsiness, Level 2 is &#13;
weariness, and Level 3 is asthma.</li><li>Choleric: Each level has an &#13;
increasing chance for your random curing abilities to fail (tree, etc). &#13;
Level 0/1 allows truewracking of Nausea, Level 2 sensitivity, Level 3 &#13;
slickness.</li><li>Melancholic: Each level makes potash/moss have an &#13;
increasingly reduced effect. (around level 3-4 makes it heal for next to&#13;
 nothing). Level 0/1 allows truewracking of stupidity, Level 2 anorexia,&#13;
 Level 3 impatience.</li></ol><p>A basic alchemist combo will generally &#13;
be temper &lt;target&gt; &lt;humour&gt; + truewrack target &#13;
&lt;affliction 1&gt; &lt;affliction 2&gt; - you can also truewrack via  &#13;
just the humours, if you don't care about sticking particular &#13;
afflictions. Doing it that way, will hide the affliction that's shown, &#13;
and just show that your humours have been wracked.</p><p>They can also &#13;
combo symbology attacks, though this'll generally slow down their &#13;
affliction rate since all symbology attacks are decently slower if you &#13;
take nimble (which you should be doing if you wanna pvp). - Will also be slowed due to the fact they can only wrack a single affliction when educing, rather than truewracking for 2 (e.g temper &#13;
&lt;tar&gt; sanguine; educe tin; wrack &lt;tar&gt; sanguine) - Humor levels increase by 1 on tempering, but can be increased up &#13;
to 3 (this is cut off at 2 after you have 5 levels) if you temper a &#13;
humor when they have a specific affliction from that pool or 2 if they &#13;
have a general affliction from a different pool.</p><p>Following this, is the Inundate &#13;
ability, which you should probably find the lines for to highlight. What&#13;
 this does, is drains all the fluid from whichever humour they inundate &#13;
to do a specific effect;</p><ol><li>Sanguine: Bleeding. About 250 per fluid level.<br /></li><li>Choleric: Health loss. Each level will cause about 7% of your health to chunk away. (~70% at max) - Not affected by sensitivity.<br /></li><li>Melancholic: Same as above, but for mana.</li><li>Phlegmatic: Randomly afflict with afflictions from: anorexia, slickness, weariness, lethargy. -- All four at a level 10 inundate.<br /></li></ol><p>The&#13;
 final part of their offence that you need to most definitely highlight /&#13;
 pay close attention to is homunculus corrupt (which can be combo'd with&#13;
 inundate). This causes bleeding to affect your mana rather than health,&#13;
 and your clotting to consume health rather than mana - do note that you&#13;
 can still, obviously, die from clotting if your health reaches 0.</p><p>Lastly-&#13;
 shielding against an Alchemist is useless, please don't sit there spam &#13;
shielding. Tempering goes through shield, and they can combo their &#13;
afflicting with shield stripping and lose literally 0 momentum if they &#13;
pay attention and raze as soon as shield is put up.<br /></p>That's about &#13;
all there is to Alchemist combat- Their finishers: 1) Aurification &#13;
requires you to be below 60% of both health as well as mana, and 2) &#13;
Reave requires 2 tempered humours for them to start a channeled &#13;
instakill (it's about 12 seconds with only 2) - each tempered humour &#13;
decreases the cooldown by between 2-3 seconds (for a minimum channel of &#13;
about 6-8)<br /><br /><br /><br />PS from <a href="https://forums.achaea.com/index.php?p=/profile/Jhui" rel="nofollow">@Jhui</a>: Do not wait until the You bleed &lt;blah&gt; message to clot.  This is 100% going to get you killed if you don't pre-clot<br />PPS - If you have anything to add, feel free!<br />]]>
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    <item>
        <title>Alchemist combat.</title>
        <link>https://forums.achaea.com/index.php?p=/discussion/1698/alchemist-combat</link>
        <pubDate>Wed, 06 Nov 2013 04:58:26 +0000</pubDate>
        <category>Alchemist</category>
        <dc:creator>Varrorr</dc:creator>
        <guid isPermaLink="false">1698@/index.php?p=/discussions</guid>
        <description><![CDATA[They any good? Also, how or why? I find them interesting, but kinda turned off with the lack of overall abilities.]]>
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        <title>Alchemist Fighting</title>
        <link>https://forums.achaea.com/index.php?p=/discussion/1993/alchemist-fighting</link>
        <pubDate>Tue, 25 Feb 2014 13:30:11 +0000</pubDate>
        <category>Alchemist</category>
        <dc:creator>Aduan</dc:creator>
        <guid isPermaLink="false">1993@/index.php?p=/discussions</guid>
        <description><![CDATA[I've been sparring a bit with a set of people, and attempted to approach alchemist combat from several different directions.<div><br /></div><div>Honestly, it feels like a big mess at current. Alchemists aren't very tanky, and have to stick around to get their attacks in and build up moment (as referenced by Dji earlier). The problem is very glaring when attempting to fight monks, runies and magi. A bit less when facing affliction classes.</div><div><br /></div><div>At the moment:<br />Temper takes 4 seconds balance recovery</div><div>Wrack/Truewrack approximately 2-2.1</div><div>Educing: 4 seconds flat.</div><div><br /></div><div>As the attacks need to be strung together, we can decide to afflict with one affliction every two seconds, or educe as well, and afflict every 4 seconds. Unsurprisingly, this won't really hinder anyone. Most classes that have such slow balances, generally have some kind of passive hindering to make up for it or armor. Alchemists appear to have neither.</div><div><br /></div><div>With the current way it is, fluid balance can be easily be brought down by hindering the alchemist, running isn't necessary by default even. I think it would be interesting to see what happens, if the fluid increase from Temper was halved, and the recovery speed brought down to 2 seconds. Along with educing being reduced in recovery and damage. </div><div><br /></div><div>When that happens, applying the other humours and inundating them for example for damage would lead to an actual spike. The alchemist could push a bit more in a fight, making them offensively at least somewhat competitive. It's not that big of a change overal, as the spike ends when the fluid runs low (about 3 inundations, after that it takes a while to build up again).</div>]]>
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