Alchemists can boost allies and hinder foes with their magic, and are the only class that can create and enhance equipment. Blacksmithing completely changes the game's difficulty. It gets to the point that you won't want to change your Alchemist's class, as they are so useful for gear modifications. Class Skills:
- Forging: Can strengthen equipment with ore at the Alchemy Storehouse.
- Transmutation: Can combine ores at the Alchemy Storehouse to create new items.
Mastery Skills (level 26):
- Alchemy Power UP+1: Alchemy spell power increases significantly with level (such as for Zeo Nadar)
- Disassemble: Materials can be recovered from forged items.
- High Purity Synthesis: Bonus to AP when crafting based on level, up to 284.4%.
Optional Unique EX Skill: Divination: Gives them the AP value of items instantly in dungeons, and warns you if an item is cursed. Also usable by Servants and Bishops.
Starting Class: A. Alchemy spells are very useful (Rood and Rarood are useful the entire game); only Alchemists can learn Alchemy spells, which can then be passed onto other classes
Ending Class: A. Again, Alchemy spells are useful, and being able to forge your own gear is a game-changer.
No Class Change: C. Just switch to mage/priest, get the spells, and come back.
- Like the Mage, the Alchemist has terrible HP growth.
- The Hunter can inherit a full 9 MP/casts per level from the Alchemist.
- Pendeku is very useful for repairing broken tools.
- Even if you don't want an Alchemist in your combat group (i.e. use a Hunter for Alchemy magic instead), it might still be very useful to level one on the side and leave them in town for equipment enhancement.