Alchemist
Second Jobs · 26 skills · 21 active, 5 passive
Compare official pre-renewal values with DARO. Mastery and Kugan bonuses are shown separately: they depend on your build. The change list is being verified.
Learning Potion
#227 · AM_LEARNINGPOTION
Build bonuses
Passive Max Lv 10
Learning Potion
Increases effectiveness of created potions, as well as increases potion creation success rate.
| Level | Effect |
|---|---|
| Lv 10 | +50% healing items, +10% potion creation |
Given or raised by: Treat Learn (Doctor), Mind Adaptation (Artificer)
Pharmacy
#228 · AM_PHARMACY
Build bonuses
Active Max Lv 10
Requirement: Learning Potion 5
Pharmacy
▶ Watch the demo

Enables manufacturing of potion and chemical. The correct Potion Creation Guide is needed for the manufacture of specific potions.
Given or raised by: Synthesis Mine (Creation Master), Synthesis Bio (Creation Master), Synthesis Cultivation (Creation Master), Synthesis Acid (Creation Master), Treat Pharmacy (Doctor), Treat Learn (Doctor), Treat Sleep (Doctor), Chemical Pharmacy (Chemist), Chemical Fire (Chemist), Chemical Acid (Chemist)
Demonstration
#229 · AM_DEMONSTRATION
DARO changes
Physical attack Max Lv 10
Target: GroundCast: 1 secRange: 9 CellsDelay: ASPD basedElement: FireRequirement: Pharmacy 4
Demonstration
▶ Watch the demo

Targets an area and set it on fire by throwing a Bottle Grenade.
The flames will not push back enemies within their range, but they do have a chance of damaging the weapons of enemies.
The fire covers a 3x3 area for 40 seconds and hits the enemies inside it every second.
Each INT point adds 0.5% to overall skill damage.
Each Lv of Learning Potion adds 1.5% to the skill overall damage.
| Level | Effect |
|---|---|
| Lv 10 | 2 Bottle Grenade required, SP cost doubled, 450% damage, 40% breaking chance |
Given or raised by: Chemical Fire (Chemist)
Acid Terror
#230 · AM_ACIDTERROR
DARO changes
Physical attack Max Lv 10
Target: 1 EnemyCast: 1 secRange: 9 CellsDelay: ASPD basedRequirement: Pharmacy 5
Acid Terror
▶ Watch the demo

Flings a bottle of acid at an enemy that has the chance of damaging the target's armor, helm or shield, or causing the Bleeding effect.
Ignores the target's armor DEF and cannot miss.
Each INT point adds 0.5% to overall skill damage.
Each Lv of Learning Potion adds 1.5% to the skill overall damage.
Every cast that hits increases Acidity by 4% on target (8% with Chemical Mastery), up to 50%.
Acidity increases non elemental and neutral damage received by target by half of Acidity%. Also, reduces DEF by a fourth of Acidity%. Acidity is reduced to 0 on death and when the target regains its initiative (7 sec without fighting), reduced by 10% per Cure's skill level (down to 0) and halved if Potion Pitcher is used.
| Level | Effect |
|---|---|
| Lv 10 | 2 Acid Bottle required, SP cost doubled, 500% damage, 60% breaking chance, 25% Bleeding chance |
Given or raised by: Synthesis Acid (Creation Master), Chemical Acid (Chemist)
Potion Pitcher
#231 · AM_POTIONPITCHER
DARO changes
Active Max Lv 5
Target: 1 PlayerDelay: 0.5secRange: 9 CellsRequirement: Pharmacy 3
Potion Pitcher
▶ Watch the demo

Throws a potion to an ally that will immediately take effect. Skill level determines the type of potion thrown, so increasing this skill's level makes more kinds of potions usable with this skill.
The potion's effect is increased by 10% per level of Potion Pitcher, 5% per level of Learning Potion, and by 2% per point of the target's VIT (HP) or INT (SP).
| Level | Effect |
|---|---|
| Lv 1 | Red Potion |
| Lv 2 | Orange Potion |
| Lv 3 | Yellow Potion |
| Lv 4 | White Potion |
| Lv 5 | Blue Potion |
Given or raised by: Treat Pitcher (Doctor)
Summon Flora
#232 · AM_CANNIBALIZE
DARO changes
Active Max Lv 10
Target: GroundCast: 2secRange: 4 CellsDelay: 0.5secCooldown: 20 secDuration: 60 secRequirement: Pharmacy 6
Summon Flora
▶ Watch the demo

Summons a Plant monster to a targeted cell.
Summon Power = INT * (20 + Lv Potion Pitcher + Lv Slim Pitcher + 2 * Lv Bioethic + 2 * Lv Cannibalize + Lv Sphere Mine + Lv Full Chemical) / 100
Reduced by AD (2.5% per level), AT (1% per level) and FD (1% per level) levels.
The plant takes the summoner's Base Level; its stats, ATK and MATK are multiplied by Summon Power % and its HP by half of Summon Power %.
flee2 up by 1 every level in Chemical Protection Armor
def up by 1 every level in Chemical Protection Shield
mdef up by 1 every level in Chemical Protection Helm
crit up by 1 every level in Chemical Protection Weapon
Up to 5 plants can be out at once at level 1, 4 at level 2, 3 at level 3, 2 at level 4 and 1 from level 5. At levels 1, 2, 3 and 4, the plant's HP and ATK are divided by 4, 3, 2 and 1.5.
| Level | Effect |
|---|---|
| Lv 10 | Summons 1 Musciplar |
Given or raised by: Synthesis Bio (Creation Master)
Sphere Mine
#233 · AM_SPHEREMINE
Build bonuses
Active Max Lv 5
Target: GroundCast: 2 secRange: 1 CellDelay: 0.5 secDuration: 30 secRequirement: Pharmacy 2
Sphere Mine
▶ Watch the demo

Summons a Marine Sphere to a targeted cell. Marine Spheres will cast Self-Destruct upon receiving damage.
Up to 3 Marine Spheres can be out at once.
HP depending on SkillLv, user's INT and skills.
HP formula is (user's INT * user's INT * (10 + SkillLv)) / 50
HP are increase by some skills if learned :
-> Cannibalize (summon flora) +1% per level
-> Full Chemical Protection +2% per level
-> Potion Pitcher +2% per level
-> Slim Potion Pitcher +1% per level
-> With Cannibalize learned, HP further increased by 2% per level of Cannibalize and Bioethics
-> Chemical Protection Helm : Gives 3 MDEF per Level
-> Chemical Protection Shield : Gives 3 DEF per Level
-> Chemical Protection Armor : Gives 2 perfect flee per Level
-> Chemical Protection Weapon : Gives 3 critical rate per Level
The self destruction deals damage equal to the sphere's remaining HP, reduced by the target's lowest value between DEF and MDEF (in %); damage above 2772 is halved. A critical self destruction deals no additional damage.
| Level | Effect |
|---|---|
| Lv 1 | HP = INT * INT * 11 / 50 |
| Lv 2 | HP = INT * INT * 12 / 50 |
| Lv 3 | HP = INT * INT * 13 / 50 |
| Lv 4 | HP = INT * INT * 14 / 50 |
| Lv 5 | HP = INT * INT * 15 / 50 |
| Lv 6 | CRI, PFLEE, DEF and MDEF + 4 |
| Lv 7 | CRI, PFLEE, DEF and MDEF + 8 |
| Lv 8 | CRI, PFLEE, DEF and MDEF + 12 |
| Lv 9 | CRI, PFLEE, DEF and MDEF + 16 |
| Lv 10 | CRI, PFLEE, DEF and MDEF + 20 |
Given or raised by: Synthesis Mine (Creation Master)
Chemical Protection Weapon
#234 · AM_CP_WEAPON
Build bonuses
Active Max Lv 5
Target: 1 PlayerCast: 2secRange: 1 CellDelay: ASPD basedRequirement: Chemical Protection Armor 3
Chemical Protection Weapon
▶ Watch the demo

Increases efficiency and protects a targeted ally's Weapon from being destroyed in battle for a set duration.
The damage bonus is reduced by 33% for each other Chemical Protection (Shield, Armor, Helm) active on the target, also when the protections come from Full Chemical Protection.
| Level | Effect |
|---|---|
| Lv 1 | 120 sec, Damage increased by 4% |
| Lv 2 | 240 sec, Damage increased by 6% |
| Lv 3 | 360 sec, Damage increased by 8% |
| Lv 4 | 480 sec, Damage increased by 10% |
| Lv 5 | 600 sec, Damage increased by 12% |
Chemical Protection Shield
#235 · AM_CP_SHIELD
Build bonuses
Active Max Lv 5
Target: 1 PlayerCast: 2secRange: 1 CellDelay: ASPD basedRequirement: Chemical Protection Helm 3
Chemical Protection Shield
▶ Watch the demo

Increases efficiency and protects a targeted ally's Shield from being destroyed in battle for a set duration.
The damage reduction is reduced by 33% for each other Chemical Protection (Weapon, Armor, Helm) active on the target, also when the protections come from Full Chemical Protection.
| Level | Effect |
|---|---|
| Lv 1 | 120 sec, Damage reduced by 4% |
| Lv 2 | 240 sec, Damage reduced by 6% |
| Lv 3 | 360 sec, Damage reduced by 8% |
| Lv 4 | 480 sec, Damage reduced by 10% |
| Lv 5 | 600 sec, Damage reduced by 12% |
Chemical Protection Armor
#236 · AM_CP_ARMOR
Build bonuses
Active Max Lv 5
Target: 1 PlayerCast: 2secRange: 1 CellDelay: ASPD basedRequirement: Chemical Protection Shield 3
Chemical Protection Armor
▶ Watch the demo

Increases efficiency and protects a targeted ally's Armor from damage in battle for a set duration.
The status reduction is reduced by 33% for each other Chemical Protection (Weapon, Shield, Helm) active on the target, also when the protections come from Full Chemical Protection.
| Level | Effect |
|---|---|
| Lv 1 | 120 sec, Reduces Status rate/duration received by 8% |
| Lv 2 | 240 sec, Reduces Status rate/duration received by 12% |
| Lv 3 | 360 sec, Reduces Status rate/duration received by 16% |
| Lv 4 | 480 sec, Reduces Status rate/duration received by 20% |
| Lv 5 | 600 sec, Reduces Status rate/duration received by 24% |
Chemical Protection Helm
#237 · AM_CP_HELM
Build bonuses
Active Max Lv 5
Target: 1 PlayerCast: 2secRange: 1 CellDelay: ASPD basedRequirement: Pharmacy 2
Chemical Protection Helm
▶ Watch the demo

Increases efficiency and protects a targeted ally's Headgear from damage in battle for a set duration.
The status bonus is reduced by 33% for each other Chemical Protection (Weapon, Shield, Armor) active on the target, also when the protections come from Full Chemical Protection.
| Level | Effect |
|---|---|
| Lv 1 | 120 sec, Increases Status rate/duration inflicted by 8% |
| Lv 2 | 240 sec, Increases Status rate/duration inflicted by 12% |
| Lv 3 | 360 sec, Increases Status rate/duration inflicted by 16% |
| Lv 4 | 480 sec, Increases Status rate/duration inflicted by 20% |
| Lv 5 | 600 sec, Increases Status rate/duration inflicted by 24% |
Bioethics
#238 · AM_BIOETHICS
DARO changes
Passive Max Lv 5
Bioethics
A skill that is fundamental in enabling the creation of Homunculus.
| Level | Effect |
|---|---|
| Lv 1 | Increases intimacy gains and reduces intimacy lost by 4% |
| Lv 2 | Increases intimacy gains and reduces intimacy lost by 8% |
| Lv 3 | Increases intimacy gains and reduces intimacy lost by 12% |
| Lv 4 | Increases intimacy gains and reduces intimacy lost by 16% |
| Lv 5 | Increases intimacy gains and reduces intimacy lost by 20% |
Call Homunculus
#243 · AM_CALLHOMUN
Build bonuses
Active Max Lv 1
Requirement: Rest 1
Call Homunculus
▶ Watch the demo

Summons an existing Homunculus that was stored by using the Rest skill.
If no Homunculus exists yet, creates a new one from an Embryo.
Rest
#244 · AM_REST
Active Max Lv 1
Requirement: Bioethics 1
Rest
Vaporizes Homunculus into a form that is much easier to carry around. This skill is only usable if Homunculus has at least 80% of its MaxHP.
Vaporized Homunculus can be restored with the Call Homunculus skill.
Resurrect Homunculus
#247 · AM_RESURRECTHOMUN
DARO changes
Active Max Lv 5
Target: SelfCast: 2secCooldown: 20secRequirement: Call Homunculus 1
Resurrect Homunculus
▶ Watch the demo

Resurrect a killed Homunculus.
| Level | Effect |
|---|---|
| Lv 1 | Revive at 20% HP |
| Lv 2 | Revive at 40% HP |
| Lv 3 | Revive at 60% HP |
| Lv 4 | Revive at 80% HP |
| Lv 5 | Revive at 100% HP |
| Lv 6 | Revive and grants buff All attributes +4, Max HP +4%, Kyrie Eleison lvl 2 for 60sec |
| Lv 7 | Revive and grants buff All attributes +8, Max HP +8%, Kyrie Eleison lvl 4 for 60sec |
| Lv 8 | Revive and grants buff All attributes +12, Max HP +12%, Kyrie Eleison lvl 6 for 60sec |
| Lv 9 | Revive and grants buff All attributes +16, Max HP +16%, Kyrie Eleison lvl 8 for 60sec |
| Lv 10 | Revive and grants buff All attributes +20, Max HP +20%, Kyrie Eleison lvl 10 for 60sec |
Berserk Pitcher
#446 · AM_BERSERKPITCHER
Active Max Lv 1
Target: 1 PlayerRange: 9 CellsDelay: 0.5 sec
Berserk Pitcher
▶ Watch the demo

Throws 2 Berserk Potions at the target, that takes effect ignoring class restrictions, but the target still needs to be BaseLV 85 or more.
Twilight Alchemy I
#496 · AM_TWILIGHT1
Build bonuses
Active Max Lv 1
Cast: 3 secDelay: 10 secRequirement: Pharmacy 10
Twilight Alchemy I
Make 200 attempts to create a White Potion every 0.005 seconds. This skill has the same success rate as the Pharmacy skill. If there are not enough ingredients to create all 200 at once, the skill will fail.
Twilight Alchemy II
#497 · AM_TWILIGHT2
Build bonuses
Active Max Lv 1
Cast: 3 secDelay: 10 secRequirement: Pharmacy 10
Twilight Alchemy II
Make 200 attempts to create a Condensed White Potion every 0.005 seconds. This skill has the same success rate as the Pharmacy skill. If there are not enough ingredients to create all 200 at once, the skill will fail.
Twilight Alchemy III
#498 · AM_TWILIGHT3
Build bonuses
Active Max Lv 1
Cast: 3 secDelay: 10 secRequirement: Pharmacy 10
Twilight Alchemy III
Creates 100 Alcohol, 50 Acid Bottle and 50 Bottle Grenade. Each cast requires 200 Empty Bottle, 50 Fabric and enough materials to craft the produced items (including 50 Alcohol already in the inventory). If there are not enough ingredients to create them all at once, the skill will fail.
Twilight Alchemy IV
#1829 · AM_TWILIGHT4
Active Max Lv 1
Cast: 3 secDelay: 10 secRequirement: Pharmacy 10
Twilight Alchemy IV
Make 200 attempts to create a Blue Potion every 0.005 seconds. This skill has the same success rate as the Pharmacy skill. If there are not enough ingredients to create all 200 at once, the skill will fail.
Twilight Alchemy V
#1834 · AM_TWILIGHT5
Active Max Lv 1
Twilight Alchemy V
Make 200 attempts to create Acid and Fire Bottles every 0.005 seconds. This skill has the same success rate as the Pharmacy 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.
Twilight Alchemy VI
#1835 · AM_TWILIGHT6
Active Max Lv 1
Twilight Alchemy VI
Make 200 attempts to create Glistening Coat every 0.005 seconds. This skill has the same success rate as the Pharmacy 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.
Drillmaster
#245 · AM_DRILLMASTER
Passive Max Lv 10
Requirement: Bioethics 5
Drillmaster
Raises Attack Power and defense of Homunculus.
| Level | Effect |
|---|---|
| Lv 1 | Damage +2% & DEF/MDEF +1 |
| Lv 2 | Damage +4% & DEF/MDEF +2 |
| Lv 3 | Damage +6% & DEF/MDEF +3 |
| Lv 4 | Damage +8% & DEF/MDEF +4 |
| Lv 5 | Damage +10% & DEF/MDEF +5 |
| Lv 6 | Damage +12% & DEF/MDEF +6 |
| Lv 7 | Damage +14% & DEF/MDEF +7 |
| Lv 8 | Damage +16% & DEF/MDEF +8 |
| Lv 9 | Damage +18% & DEF/MDEF +9 |
| Lv 10 | Damage +20% & DEF/MDEF +10 |
Biotechnology
#239 · AM_BIOTECHNOLOGY
Passive Max Lv 10
Requirement: Bioethics 5
Biotechnology
Researches biotechnology in order to increase Homunculus creation success rate and Homunculus's MaxHP.
| Level | Effect |
|---|---|
| Lv 1 | MaxHP +2%, Chance to create +2% |
| Lv 2 | MaxHP +4%, Chance to create +4% |
| Lv 3 | MaxHP +6%, Chance to create +6% |
| Lv 4 | MaxHP +8%, Chance to create +8% |
| Lv 5 | MaxHP +10%, Chance to create +10% |
| Lv 6 | MaxHP +12%, Chance to create +12% |
| Lv 7 | MaxHP +14%, Chance to create +14% |
| Lv 8 | MaxHP +16%, Chance to create +16% |
| Lv 9 | MaxHP +18%, Chance to create +18% |
| Lv 10 | MaxHP +20%, Chance to create +20% |
Flame Control
#242 · AM_FLAMECONTROL
Active and Passive Max Lv 1
Target: 1 EnemyRange: 9 CellsCooldown: 3 secSP Cost: 5Requirement: Biotechnology 1
Flame Control
Inflict damage linked with your homunculus. Those damage are based on Homunculus's ATK or MATK.
[Amistr]: 100% ATK, 20% chance to stun for 2 sec
[Lif]: 100% ATK, 75% chance to silence for 2 sec
[Filir]: 100% ATK, 100% chance to deep wound for 2 sec
[Vanilmirth]: 100% MATK, 50% chance to burning for 3 sec
Grant the use of the @amode command which let you decide of a mode for some alchimist skills.
@amode <skill> <mode> <ratio> in order to choose for each skills to set it as:
- Normal mode (no changes)
- Eco mode (no material costs but effects reduced by 50% if skill used not mastered OR 33% if skill used mastered)
- Boost mode (double material costs but effects improved by 33% if skill used not mastered OR 50% if skill used mastered)
Also makes possible to choose an improved SP cost to improve skills even more (0.1% per 1%, max +100%).
Configurations can be checked in the Kugans window (Alt+K), configurations remains when disconnected or if flame control is unlearned but has no effect if flame control is not learned again, also user may reset everything there.
Affected skills are Acid Terror, Fire Demonstration, Acid Demonstration, Summon Flora, Summon Marine Sphere, Potion Pitcher and Slim Potion Pitcher.
Heal Homunculus
#246 · AM_HEALHOMUN
Active Max Lv 5
Target: HomunculusDelay: 1secRequirement: Call Homunculus 1
Heal Homunculus
Automatically throws a White Potion to the homunculus that will immediately take effect.
Consume 1 White Potion
| Level | Effect |
|---|---|
| Lv 1 | 3 cells range |
| Lv 2 | 5 cells range |
| Lv 3 | 7 cells range |
| Lv 4 | 9 cells range |
| Lv 5 | 11 cells range |
