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authorBardur Arantsson <bardur@scientician.net>2012-03-04 15:53:46 +0100
committerBardur Arantsson <bardur@scientician.net>2012-03-29 19:59:21 +0200
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+~~~~~01|Alchemist
+~~~~~02|Classes|Alchemist
+#####R=== Alchemists ===
+
+#####GDescription
+Alchemists are the only class that can harness the abilities of the
+essences found in the dungeon. They can add these essences to staves,
+rings, wands, rods, and sometimes weapons and armour to create new items
+or recharge old ones. They can also extract essences from magical items
+they find. Using these abilities, Alchemists can get very good items at
+low levels. The trouble is getting them to survive later on.
+
+Alchemists are extremely proficient with all kinds of magical devices,
+and have made a fine art of extracting, storing, and using these
+objects' magical energies. Because they neither fight well nor cast
+powerful spells, Alchemists rely on their craftsmanship to cope with
+the dangers of the dungeons. They will quickly learn to create damage-
+dealing wands, rods, and staffs, forge powerful weapons and armour,
+make highly useful objects of other kinds, and eventually, at great cost
+to other knowledge, they can learn the perilous art of artifact creation
+itself.
+
+#####GStarting Stat Modifiers
+Strength -5
+Intelligence +3
+Wisdom +0
+Dexterity +1
+Constitution -2
+Charisma +1
+Hit Die +d0
+Spell Points +0%
+Exp Penalty 30%
+
+#####GStarting Skills:
+#####BSkill Start Level Skill Point Gains
+Combat 1.000 [0.700]
+ Weaponmastery 0.700 [0.700]
+Sneakiness 1.000 [0.900]
+ Stealth 0.000 [0.400]
+Magic 3.000 [0.900]
+ Magic-Device 1.000 [1.250]
+ Geomancy
+ Fire 0.000 [0.100]
+ Water 0.000 [0.100]
+ Air 0.000 [0.100]
+ Earth 0.000 [0.100]
+ Meta 0.000 [0.500]
+ Conveyance 0.000 [0.100]
+ Divination 0.000 [0.500]
+ Temporal 0.000 [0.100]
+ Mind 0.000 [0.100]
+ Nature 0.000 [0.100]
+ Necromancy 0.000 [0.100]
+ Runecraft 0.000 [0.700]
+ Thaumaturgy 0.000 [0.100]
+ Alchemy 1.000 [0.800]
+Spirituality 1.000 [0.800]
+ Prayer 0.000 [0.500]
+Monster-lore 0.000 [0.500]
+
+*An Alchemist cannot learn the Geomancy skill, but it is shown in his skill
+screen because the elemental schools are sub-skills of it.
+
+#####GInnate Abilities:
+#####BAbility Character level
+Perfect casting 1
+
+#####GStarting Equipment
+An Alchemist begins the game with:
+ a Dagger
+ six Essences of Explosion
+ an Empty Bottle
+ a Set of Leather Gloves
+~~~~~03|Alchemist|Alchemy powers explained
+~~~~~05|Skills|Alchemy - Alchemy powers
+#####GAlchemy
+[[[[[BThe alchemical techniques are accessed using the 'm' key.]
+Alchemists may then 'E'xtract essences or add 'P'owers. The Alchemist [[[[[vmust]
+be wearing GLOVES to use their alchemy powers.
+
+An Alchemist is also capable of [[[[[Bcreating their own artifacts], but
+this is a time-consuming, and costly, activity. To do so, he must first
+learn the ability *****ability.txt*09[Artifact Creation], which costs a whopping 70 skill points
+to learn, and requires some high pre-requisites. Once he has done so,
+he needs to imbue an ego item with a number of essences of magic (equal
+to their skill level) and then wield the item. While using the item,
+it will gain experience (which reduces the amount of exp the wearer
+gains during this time). When the Alchemist feels that the item is
+powerful enough, he can finalise the artifact by "buying" powers using
+the experience the artifact has collected. He will also require exotic
+ingredients to add the abilities.
+
+Most (but not all) potions, scrolls, wands, staffs, rods, rings, and
+amulets contain usable magical energies. An Alchemist taps that
+energy, using the technique "'E'xtract essences" to create one or more
+essences of a type appropriate to the original object.
+
+The drained object itself is now called "of nothing". Unlike any
+other kind of object, it can have new magics added to it.
+
+An Alchemist can add power to such items by using essences he made or
+found. He does this with the technique "'P'ower". He can then select
+the object he wishes to enchant, and the kind of object he wishes to
+create. Only object types for which he knows the recipe will be displayed,
+and ones for which essences are lacking will be displayed in red. Objects
+whose level exceeds his own are sometimes difficult to create, though
+he can always add gold to improve the chances of his success.
+
+[[[[[BA few pointers:]
+ -Recipes are (usually) logical. Acid essences don't make Dragon
+ Weapons. And you can always look at the recipes you know with
+ the "recipe 'B'ook" command.
+ -Not all objects or ego-item types can be made using alchemy.
+ -Alchemy is mostly reversible. Most items that you can
+ 'E'xtract from, you can later re-create, if you learn about
+ them when extracting from them. You won't always get enough
+ essences from destroying an item to recreate it, though the
+ chance of doing so will get higher as you increase in skill.
+ -*Identifying* an object that you can destroy will always teach
+ you how to create it (if creating it is possible).
+ -Since you can't create abilities in artifacts that you aren't
+ aware of, make sure to *identify* all the artifacts you can.
+ -You can't *identify* things you buy in shops, so you'll have
+ to extract from them and take your chances.
+
+[[[[[BSome Recipes:]
+Any Alchemist worth his salt knows lots of recipes. By extracting from
+items in the dungeon, he learns to create more and more items. You can
+see the recipes you know using the "recipe 'B'ook" command. The Alchemist
+starts off knowing some basic recipes, and gains more recipes as time
+goes on.
+
+More details can be found in the *****essences.txt*0[Essences SPOILER]).
+