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Skills de Alchemist


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Axe Mastery
Descripción

Max Level: 10
Type: Passive
Effect: Raises Attack Power that ignores Def by +3 per SkillLV when using Axe type weapons. This damage ignores modification from Armor and VIT defense, but not from Elemental and Card modifiers and applies to all hits for multi hit attacks.
[LV 1] ATK +3
[LV 2] ATK +6
[LV 3] ATK +9
[LV 4] ATK +12
[LV 5] ATK +15
[LV 6] ATK +18
[LV 7] ATK +21
[LV 8] ATK +24
[LV 9] ATK +27
[LV 10] ATK +30

Potion Research
Descripción

Required For: Prepare Potion (L5)
Max Level: 10
Type: Passive
Effect: Increases effectiveness of healing items by 5% per SkillLV and potion creation chance by 1% per SkillLV.
[LV 1] +5%, +1% potion creation
[LV 2] +10%, +2% potion creation
[LV 3] +15%, +3% potion creation
[LV 4] +20%, +4% potion creation
[LV 5] +25%, +5% potion creation
[LV 6] +30%, +6% potion creation
[LV 7] +35%, +7% potion creation
[LV 8] +40%, +8% potion creation
[LV 9] +45%, +9% potion creation
[LV 10] +50%, +10% potion creation
KRO Name: Learning Potion

Prepare Potion
Descripción

Required For: Summon Marine Sphere (L2), Aid Potion (L3), Bomb (L4), Acid Terror (L5), Bio Cannibalize (L6), Biochemical Helm (L2), Spiritual Potion Creation I (L10 -SoulLinked), Spiritual Potion Creation II (L10 -SoulLinked), Spiritual Potion Creation III (L10 -SoulLinked).
Max Level: 10
Type: Active
SP Cost: 5
Target: Self
Cast Time: 1 sec
Cool Down: 0.5 sec
Duration: 40 + SkillLV sec
Effect: Allows the creation of potions. Requires a Product Manual and uses up a Medicine Bowl and different ingredients for each potion to be made. Increases the chance of a successful creation by +3% per SkillLV.
The Success Formula for Potions seems to be:
-Normal Potions (%)=JobLV0.2+(DEX+LUK)0.1+Potion Research1+Prepare Potion3+Aid Potion1+Base Value 20

-Alcohol- (%)=JobLV0.2+(DEX+LUK)0.1+Potion Research1+Prepare Potion3+Base Value 10

-Condensed Potions- (%)=JobLV0.2+(DEX+LUK)0.1+Potion Research1+Prepare Potion3+Base Value 0

-Bottles & Coats- (%)=JobLV0.2+(DEX+LUK)0.1+Potion Research1+Prepare Potion3+Each Respective SkillLV1+Base Value 5

The above values are not officially confirmed, but all sources indicate that DEX and LUK have very low influence on the creation success, contrary to common belief.
And as an important note to remember, an adopted Alchemist will have halved success rates!
KRO Name: Pharmacy

Bomb
Descripción

Required For: Acid Bomb (L5 Biochemist).
Max Level: 5
Type: Offensive (Fire)
SP Cost: 10
Target: 1 cell
Range: 9 cells
Cast Time: 1 sec
Cool Down: 0.5 sec
Duration: 40 + SkillLV sec
Catalyst: 1 Bottle Grenade
Effect: Throws a Molotov Cocktail, setting a 3x3 area ablaze. Has a (1*SkillLV)% chance to damage the targets Weapon. Can not be cast directly under an enemy or directly next to yourself. Damage is (100+20*SkillLV)% ATK which is not increased via +% cards, +ATK cards however, do help.
Status inflicting cards have no effect. It can't be placed next to other Bombs or stacked on top of another Bomb.

[LV 1] 120% ATK & 1% Chance
[LV 2] 140% ATK & 2% Chance
[LV 3] 160% ATK & 3% Chance
[LV 4] 180% ATK & 4% Chance
[LV 5] 200% ATK & 5% Chance
KRO Name: Demonstration

Acid Terror
Descripción

Required For: Acid Bomb (L5 Biochemist).
Max Level: 5
Type: Offensive
SP Cost: 10
Target: Enemy
Range: 9 cells
Cast Time: 1 sec
Cool Down: 0.5 sec
Duration: Instant
Catalyst: 1 Acid Bottle
Effect: Throw an Acid Bottle at your opponent with a small chance to break their armor, and inflict the external bleeding status. This skill ignores armor defense, and hits regardless of Flee.
VIT defense is calculated in, however. While the damage can be blocked by Pneuma, the chance to break armor remains. Kyrie, however, blocks both the damage and the chance of breaking armor, as well as a Crusader with Guard.
A successful armor break calculation makes the target use the /omg emoticon. That doesn't automatically mean they had their armor broken; even when using the Synthetic Armor skill or wearing an Immortal armor, the /omg will display itself so long as the attack was considered a success.
Just like Bomb, the damage is increased via +ATK cards, and status and +% cards have no effect. It's also unaffected by elements. The Acid Bottle is consumed at the beginning of the cast, as opposed to the end like the other potion skills.
This means that if you are interrupted while casting, the bottle is lost with nothing to show for it. Damage is (100+40*SkillLV)% ATK.

[LV 1] 3% chance to damage Armor, 3% chance of Bleeding
[LV 2] 7% chance to damage Armor, 6% chance of Bleeding
[LV 3] 10% chance to damage Armor, 9% chance of Bleeding
[LV 4] 12% chance to damage Armor, 12% chance of Bleeding
[LV 5] 13% chance to damage Armor, 15% chance of Bleeding

Aid Potion
Descripción

Required For: Aid Condensed Potion (L5 Biochemist)
Max Level: 5
Type: Active, Level Selectable
SP Cost: 1
Target: Player/Homunculus
Range: 9 cells
Cast Time: Instant
Cool Down: 0.5 sec
Duration: Instant
Effect: Allows you to throw a potion at yourself, another party or guild member with increased healing efficiency. Higher skill levels allow the use of more potent potions and the selected level determines the potion type that is used.
Learned SkillLV also increases the impact potency by 10% per SkillLV which stacks with existing bonuses like Potion Research, VIT and INT, Increase HP Recovery and Increase SP Recovery (yes, with maxed Increase HP Recovery the healed amount is doubled).
It uses up one Potion of the thrown type. It will not damage Undead when you use a healing potion on them.

[LV 1] +10% Heal, Up to Red Potion
[LV 2] +20% Heal, Up to Orange Potion
[LV 3] +30% Heal, Up to Yellow Potion
[LV 4] +40% Heal, Up to White Potion
[LV 5] +50% Heal, Up to Blue Potion
KRO Name: Potion Pitcher

Bio Cannibalize
Descripción

Max Level: 5
Type: Active, Level selectable
SP Cost: 20
Target: Cell
Range: 4 cells
Cast Time: 2 sec
Cool Down: 0.5 sec
Duration: 35 + 5*SkillLV sec (only 60 sec at LV 5 confirmed)
Effect: Summon various plants to attack monsters or players. The level you have determines the HP of the plant, while the level you use determines the type of plant summoned, the duration, and the amount of Plant Bottles consumed.
The HP formula is 2230+200*Possessed SkillLV per plant (yes, these have significantly more HP than normal ones), all other stats remain the same. If you have less than the total amount of bottles required for the Skill Level you used, it will take the rest of the bottles, and summon that many plants.
So if you have three plant bottles, and use level one, youll end up with three Mandragora instead of the typical five. When used during the War of Emperium, the defense value of the castle the plants are in raises the defense of the plants themselves.
Their attacks are considered extensions of your own when it comes to a single thing: auto-cast spells granted by weapons or cards. Status effects and damage increasing cards do not carry over to the plants.
You can only summon more plants once your first plants have died, or gone through their duration time. So long as you remain on screen with them, you will get the experience for their kills.
An effective strategy for all the plants is to summon them, hit/target a monster, and then use a Hiding accessory once the monster is in range of your plants.
Monsters will not attack your plants, thus rendering them sitting ducks until your plants have had their way with them, provided theyre not insect or demon type monsters.
The attacks are of neutral element with the occasional elemental attack corresponding to the plants element. The HIT/Flee stats below are what's required of players to hit/dodge them, not the HIT or Flee of the plant itself.

[LV 1] 5 Mandragoras, 5 Plant Bottle
ATK: 26-35
Element/size: Earth 3/medium.
HIT: 44
Flee: 123
ASPD: Fairly slow.
Range: 4
Tip: Long lasting, use them with autocast weapons and to decrease Flee. Blocked by Pneuma.


[LV 2] 4 Hydras^, 4 Plant Bottle
ATK: 22-28
Element/size: Water 2/small.
HIT: 48
Flee: 129
ASPD: Quite fast.
Range: 7
Tip: Use them with autocast weapons. Blocked by Pneuma.


[LV 3] 3 Floras, 3 Plant Bottle
ATK: 242-273
Element/size: Earth 1/large.
HIT: 72
Flee: 144
ASPD: Average.
Range: 3
Tip: randomly casts HP drain to replenish its HP.


[LV 4] 2 Parasites, 2 Plant Bottle
ATK: 215-430
Element/size: Wind 2/medium.
HIT: 109
Flee: 214
ASPD: Somewhat fast.
Range: 8
Tip: High Range. Blocked by Pneuma.


[LV 5] 1 Geographer, 1 Plant Bottle
ATK: 467-621
Element/size: Earth 3/medium.
HIT: 143
Flee: 199
ASPD: Average.
Range: 3
Tip: randomly casts a 1024 HP Heal on allies. On specific servers (Aegis) in PvP only heals you if youre in a party, its required for the Geographer to recognize you as a valid target for healing even if you are the only member.

IRO Name: Summon Flora

Summon Marine Sphere
Descripción

Max Level: 5
Type: Active
SP Cost: 10
Target: Cell
Range: Melee
Cast Time: 5 sec
Cool Down: 0.5 sec
Duration: 30 + 10*SkillLV
Catalyst: 1 Marine Sphere Bottle
Effect: Summons a Marine Sphere with twice the normal HP. After being hit, it starts a 5 second countdown and moves away from the attacker. When the countdown reaches 0 it explodes and inflicts damage to anyone (party members, enemies and guild members) equal to its remaining HP.
You can not summon more than 3 in a 9x9 area. The Spheres Maximum HP is based on your skill level (2000+400*SkillLV HP). When used in WoE, the defense value of the castle the Sphere is in will raise the defense of the Sphere itself.

[LV 1] 2400 HP, lasts 40 sec
[LV 2] 2800 HP, lasts 50 sec
[LV 3] 3200 HP, lasts 60 sec
[LV 4] 3600 HP, lasts 70 sec
[LV 5] 4000 HP, lasts 80 sec
KRO Name: Sphere Mine

Alchemical Weapon
Descripción

Required For: Full Chemical Protection (L5 Biochemist)
Max Level: 5
Type: Support
SP Cost: 30
Target: Player
Range: Melee
Cast Time: 2 sec
Cool Down: 0.5 sec
Duration: 120*SkillLV sec
Catalyst: 1 Glistening Coat
Effect: Causes an equipped weapon to become unbreakable for the skill's duration, also protects against Rogue skill Divest Weapon.
[LV 1] 120 sec
[LV 2] 240 sec
[LV 3] 360 sec
[LV 4] 480 sec
[LV 5] 600 sec
KRO Name: Chemical Protection Weapon

Synthesized Shield
Descripción

Required For: Synthetic Armor (L3), Full Chemical Protection (L5 Biochemist)
Max Level: 5
Type: Support
SP Cost: 25
Target: Player
Range: Melee
Cast Time: 2 sec
Cool Down: 0.5 sec
Duration: 120*SkillLV sec
Catalyst: 1 Glistening Coat
Effect: Causes an equipped shield to become unbreakable for the skill's duration, also protects against Rogue skill Divest Shield.
[LV 1] 120 sec
[LV 2] 240 sec
[LV 3] 360 sec
[LV 4] 480 sec
[LV 5] 600 sec
KRO Name: Chemical Protection Shield

Synthetic Armor
Descripción

Required For: Alchemical Weapon (L3), Full Chemical Protection (L5 Biochemist)
Max Level: 5
Type: Support
SP Cost: 25
Target: Player
Range: Melee
Cast Time: 2 sec
Cool Down: 0.5 sec
Duration: 120*SkillLV sec
Catalyst: 1 Glistening Coat
Effect: Causes an equipped armor to become unbreakable for the skill's duration, also protects against Rogue skill Divest Armor.
[LV 1] 120 sec
[LV 2] 240 sec
[LV 3] 360 sec
[LV 4] 480 sec
[LV 5] 600 sec
KRO Name: Chemical Protection Armor

Biochemical Helm
Descripción

Required For: Synthesized Shield (L3), Full Chemical Protection (L5 Biochemist)
Max Level: 5
Type: Support
SP Cost: 25
Target: Player
Range: Melee
Cast Time: 2 sec
Cool Down: 0.5 sec
Duration: 120*SkillLV sec
Catalyst: 1 Glistening Coat
Effect: Causes an equipped helm to become indestructible for the skill's duration. Protects against Rogue skill Divest Helm.
[LV 1] 120 sec
[LV 2] 240 sec
[LV 3] 360 sec
[LV 4] 480 sec
[LV 5] 600 sec
KRO Name: Chemical Protection Helm

Bioethics Pasivo
Descripción SP
Permite al alchemist tener un Homunculo y subir sus skills relacionadas.

-
Nivel requerido
No hay requisito.
Para conseguirla necesitas...
Geek Glasses x 1
Grandpa Beard x 1
No se consumen, sólo tienes que equipartelos.
Cómo conseguirla
Tienes que realizar la quest de Bioethics en Lighthalzen para conseguirla.
Call Homunculus
Descripción

Required For: Homunuculus Resurrection
Max Level: 1
Type: Active
SP Cost: 10
Target: Self
Cast Time: Unknown
Cool Down: Unknown
Duration: Unknown
Effect: Summon or recall an already created Homunculus using an 'Embryo' item. When used for the first time the Embryo gives one of the 4 possible types at random, if you don't like the Homunculus, destroy it and make a new one.
You can see its state by right-clicking on it, then order it to either - attack, move, stay, feed, name change, and delete.

[Status]
This shows variety of information about your Homunculus. This is where variety of command can be given to your Homunculus.

[Attack]
Select an enemy via Alt + Right click, then press Alt + Right click one more time to set the Homunculus to attack that target. To cancel, simply give it order to move or stay.

[Move]
Click Alt + Right click on ground to let it move there. This command overrides all other commands. Homunculus cannot move too far away from you.

[Stay]
While doing other motion - [Move] or [Attack] - right click on the Homunculus to bring out the menu. Choose [Stay], then it will cancel all it was doing and stay by your side in idle state.

[Feed]
Select this, or click [Feed] in Homunculus status window, then you will feed the Homunculus with appropriate food.

Homunculus eats following food:
Lif: Pet Food
Amistr: Zargon
Filir: Garlet
Vanilmirth: Scell

Warning: Homunculus is an artificial life form. If you do not feed it periodically, it will simply disappear. So, take extra care in its feeding time!

Every Homunculus has different Skills, depending on its type:

- Lif (Dryad): -support caster
Healing Hands - heals the master
Urgent Escape
Brain Surgery
Mental Charge (unknown)

- Amistr (Sheep): -defensive melee
Castling
Amistr Bulwark
Adamantium Skin
Blood Lust (unknown)

- Filir (Bird): -offensive meele
Moonlight
Flitting
Accelerated Flight
S.B.R.44 (unknown)

- Vanilmirth (Mutant Jelly): -offensive spellcaster
Caprice
Chaotic Blessings
Instruction Change
Self-Destruction (unknown)

Leveling For Homunculus
- Exp acquire by Homunculus depends on the damage it deals to the monster.
- No matter how many monsters the player kill, the Homunculus will not gain any exp.
- Let the Homunculus attack in order to level up Homunculus [no special effect when Homunculus Level Up].
- Whether the exp obtained by the Homunculus will be shared by the player or not is still not confirmed.
- Max level of Homunculus is LV 99
- There is an equipment section in the status window of the Homunculus, therefore there might be special equipment for the Homunculus in the future.
- Currently the only way to recover the Homunculus's HP is to let it rest. Aid Potion, Heal, etc, all of them have no effect.

Rest
Descripción

Required For: Call Homunculus
Max Level: 1
Type: Active
Effect: Destroys a currently created Homunculus.
IRO Name: Vaporize

Homunculus Resurrection
Descripción

Max Level: 5
Type: Active
SP Cost: 80 - 6*SkillLV
Target: Homunculus
Effect: Resurrect a killed Homunculus.
KRO Name: Resurrect Homunculus

Aid Berserk Potion
Descripción

Max Level: 1
Type: Supportive
SP Cost: 10
Target: Ally
Range: 9 cells
Cast Time: 0.5 sec
Cool Down: Unknown
Duration: Half Berserk Potion duration
Catalyst: 2 Berserk Potion
Effect: Throws a Berserk Potion at the target, that takes effect ignoring class restrictions, but the target still needs to be BaseLV 85 or more.
KRO Name: Berserk Pitcher

Spiritual Potion Creation I
Descripción

Max Level: 1
Type: Active
SP Cost: 200
Target: Self
Cast Time: 3 sec (not reduced by DEX)
Cool Down: Unknown
Duration: Instant
Effect: Make 200 attempts to create a White Potion every 0.005 seconds. This skill has the same success rate as the Prepare Potion skill. If there are not enough ingredients to create all 200 at once, the skill will fail.
Check the Potion Creation Guide for the necessary ingredients.
KRO Name: Twilight Alchemy I

Spiritual Potion Creation II
Descripción

Max Level: 1
Type: Active
SP Cost: 200
Target: Self
Cast Time: 3 sec (not reduced by DEX)
Cool Down: Unknown
Duration: Instant
Effect: Make 200 attempts to create a Condensed White Potion every 0.005 seconds. This skill has the same success rate as the Prepare Potion skill. If there are not enough ingredients to create all 200 at once, the skill will fail.
Check the Condensed Potion Creation Guide for the necessary ingredients.
KRO Name: Twilight Alchemy II

Spiritual Potion Creation III
Descripción

Max Level: 1
Type: Active
SP Cost: 200
Target: Self
Cast Time: 3 sec (not reduced by DEX)
Cool Down: Unknown
Duration: Instant
Effect: Creates 100 Alcohol, 50 Acid Bottle and 50 Bottle Grenade. Each cast requires 50 Fabric, 50 Empty Bottle and enough materials to craft the produced items. If there are not enough ingredients to create them all at once, the skill will fail.
Check the Alcohol Creation Guide, Acid Bottle Creation Guide and Bottle Grenade Creation Guide for the necessary ingredients.
KRO Name: Twilight Alchemy III