Skills or States for Alchemist class ?

Kupotepo

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Please, I would like to hear from your way of doing. Maybe you help other lookers and beginners get the ideas. Thank you for your contributions and your kindness to help others.
 
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MushroomCake28

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Everything potion related
Everything status effects related, positive (for party) and negative (for enemies)
Some fantasy give them "astral" spells (like the final fantasy franchise that gives them ultimate spells like Flare, Bio, etc.)

If you look at western rpgs now, alchemy is a lot more potion mixing, creating oils that are effective against certain monsters, bombs, traps, like in the Witcher series.
 

Tiamat-86

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class renamed Tradesmen
skill cost item plugin for sure = skills that turn potion, hi-ether, remedy, ect. items into AoE skills.

Forage - trigger common event chance to find random crafting ingredients.
Gather - trigger common event chance to find random Ore/Lumber.
Tinkering - chance to craft bombs without material cost.
Brewing - chance to craft potions without material cost.

item drop condition plugin
Poach - killing blow garenties an item drop.

edit

take a look at Rikku's skills from FF10.
 
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M.I.A.

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I recently removed the Alchemist class from my project.
Originally, the Alchemist was the upgraded Chemist. The Chemist was the only class that could use items in battle.. and all their skills involved Items and Bombs. When upgraded to Alchemist, they gained the ability to charge their Bombs with Magic (Elements).

They also could "reverse" some Items effects (Turn a "Regen" potion into a "Poison" potion to use on the enemy).

I dunno.. it was a utility class. :)
-MIA
 

NinjaKittyProductions

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What kind of alchemist are you going for? Potion mixing, elemental manipulation, full-metal alchemist, weapon and armor summoner?
 

Kupotepo

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@kamuipsyus, I will do all of them and also might help others too. It might be helpful to others people to list all of them. Thank you for taking your time to help me.

@M.I.A., I agree with alchemist and chemist are very similar and wanna be a part of a science community.
 

TheoAllen

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I will do all of them and also might help others too. It might be helpful to others people to list all of them. Thank you for taking your time to help me.
Maybe yes, maybe not. The definition is important because without a boundary I can list my fighter skill in alchemist class because "well, in my game/world, the alchemist would hit the enemy hard". It seems like you rarely put a limit to yourself and just going with the route "I will take all the possibilities".
 

Kupotepo

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@TheoAllen, it is a general discussion. I got it now. I mean "Potion mixing, elemental manipulation, full-metal alchemist." It has to have a boundary for my personal requirement. However, others might have different criteria. That is why I do not put in my hard boundary on this discusses. You are right if anything can be anything, how anyone can discern or distinguish the difference of classes.
 

NinjaKittyProductions

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With an alchemist, you can give them map spells or abilities instead of just regular combat abilities. Like the ability to transmute rock to help clear a path or uncover a secret entrance/cave. Transmute wood to build a bridge. Transmute water to ice so that you can walk across rivers.

If you are looking for battle abilities.
  • Weaken Armor
  • Strengthen Weapon
  • Add Element to Weapon
  • a multitude of different types of bombs
  • potions that turn your character into different monsters that have their own abilites
Hope these are of some help.
 

Kupotepo

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@kamuipsyus, it is a great idea. The map spells might be a lot hard from me and opening a secret passage sounds fun ideas for a player. The transmute of gemstones that what I direction for my game which Item Concoctions plugin from fallenangelolivia made it possible. I just have to work on it. Other might found your ideas useful.:kaoblush:

Add Element to Weapon is easy to do and that goes along with common element weaknesses.

a multitude of different types of bombs, for my game, I reserved for the robot class.

potions that turn your character into different monsters that have their own abilities, I think it is a great idea, however, I think it is going to hard to track the character transition. It is good for a play, but it is not good for me to make it.

Thank you for sharing your ideas.
 

Aesica

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Let's see. This one's kind of tricky because, unless you severely limit consumables for other classes, anyone can use the item command to do stuff with potions and whatnot. Anyway:
  • Mix: Combine 2 (or more?) potions to create new and fantastic effects
  • Emergency Potion/Ether/etc: Skills with an MP cost or cooldown that mimic the effects of the items in question
  • Explosive/Poison/etc Concoction: Deals fire or poison or whatever damage to enemies. Requires item reagents (monster parts or whatever) per use instead of MP. You could make a whole slew of abilities based on reagents.
  • Transmute: Turn enemies into items. :3 Think Ragnarok esper from FF6.
...Eeh that's all I got. but note that the Emergency Potion/Ether/etc abilities could nicely pad an alchemist's skill book
 

NinjaKittyProductions

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Requires item reagents (monster parts or whatever) per use instead of MP.
I had almost forgot about Secret of Evermore! This is what it did for alchemy. Fangs, ash, timber, oil, etc... used those as catalyst to cast spells instead of mana.
 

Kupotepo

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@Aesica, thank you for sharing your thoughts with me.
I think emergency potion about just turn into auto-potion when hp is low.
My final skills for Alchemist in game is Ororboros with heal all of party and damage all enemies.
I am planning to transmute skills into different skills like Full Alchemist material mixing.
@kamuipsyus, I plan disable the MP too, because I think Alchemist is like a magician. They are more like a mad scientist.
 

Wavelength

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When I've designed Alchemist classes, what I generally like to do is design a lot of their skills around creating "temporary items" that last only for the duration of the battle. Then, I also give them a few skills that work with these temporary items, such as a powerful attack that requires you to be holding 3 or more temp items, a skill that allows you to pick a temp item you've got and use it on all targets except just one, or a skill that duplicates a temp item you've got.

The purpose of making the items temporary is so that the player isn't encouraged to sit there at the end of combat against a single weak foe, doing nothing but creating items for dozens of turns to bolster their inventory. If MP (or whatever resource they use for skills) is a very limited, precious resource, then it's probably OK to make the items permanent (or at least let them last until the player leaves the dungeon).

The cool thing about this Item Creation dynamic is that, because you are creating actual items instead of just "simulating" items via skill effects, it feels very unique and requires a different type of timing and flow. The item takes a single action to create, and a single turn to use - the double action cost means that you can make the effect almost twice as powerful as other skills without imbalancing it. Additionally, you can have other party members use the temporary item once it's created (essentially splitting the action cost with them), and you can also create items early on in battle to use later on when things have gone badly and you need them. The uncool thing about this dynamic is that it tends to feel slow (especially if most battles only last 1-2 turns anyway), so there may be certain battle systems where it doesn't fit great.

Finally, I've also used the "Transmute" skill, like @Aesica mentioned. How cool is it, after all, to literally turn a slime enemy into a usable potion, or a plant enemy into linens to use in crafting? It's also not that hard to implement. What you have to be careful about is letting this ability overshadow the rest of the Alchemist's kit - you want it to be something players are encouraged to use occasionally, not all the time. In one of my games, I'm limiting the use of this skill (and similar skills) to four times per in-game day.

Transmute could also be a passive property on the Alchemist, where (for example) any time he lands the final blow on an enemy using any attack/skill, he transforms it into an item.
 

Finnuval

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Another way in which Transmute could work is have it turn an enemy into gold (either for a few turns or permanently) but with a very low chance of succes hinting at the alchemists's legendary ability of turning things into gold
 

Aesica

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Another way in which Transmute could work is have it turn an enemy into gold (either for a few turns or permanently) but with a very low chance of succes hinting at the alchemists's legendary ability of turning things into gold
I actually made this plugin for my project, for both items and gold, depending on what gets specified in a given creature's note tag. Instead of RNG though, I went with HP thresholds (also specified in the note tag) so that the player can work toward strategically whittling down a target's HP instead of spamming the skill and hoping for a blessing from RNGsus. This even allows it to be used even bosses in a balanced way.
 

Finnuval

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@Aesica Nice! Yeah RNGsus is terrible (though being oldskool I sometimes miss it too... weird huh?! ) Even nicer if it is successful give the player more money instead of exp making it yet another a strategic choice but for the long game (that's what I'd do anyway haha)
 

Kupotepo

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@Wavelength, I like this when people debate. It always reminds me to take another perspective. If I only have Transmute as my only skill for an alchemist class, you probably laugh so hard. However, I plan to TP costs. Transmute is for mixing items together. I see your point that mixing items could be wasted of time for a fight weak monster. I am just allowed some chemical substances to use by itself with some cost of TP. Learn the periodic table and alchemic elements table, such as educations while fun. In the later stage, an alchemic character can pick between Mysticist || Chemist.
If you use the Transmute skill that transforms an enemy into useable items, I afraid it might break the items drop rate. I am more in favor of
@Finnuval which transform it into money because of the myth of lead into gold.

"Transmute could also be a passive property on the Alchemist, where (for example) any time he lands the final blow on an enemy using any attack/skill, he transforms it into an item." That would be very funny if I did that.

Another thing you rise it is scarcity/abundant of the resources. The special skills or strong would cost item or two. I change my mind; I am going to MP gauge. The skills that an alchemist would depend on geography which cost both MP and TP. That would be eliminated the fear of running out of resources and make a battle going a little faster.
 
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