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Some of the greatest inventors in the world of Varlonan are alchemists. They tinker with things until they come up with something new and useful, applying it to other things in the world that lead to grand new discoveries and inventions. As long as alchemists follow the "Laws of Alchemy" they are great assets to the world. Though some are known for treading on the 'taboo' by breaking the laws. Some of the well-known laws are:
Do not create wealth, as it throws off the balance of an economy.
Do not bring people back from the dead, it throws off the balance of life and death in the world.
Do not manipulate life's physical forms to create a race of your own, as the races exist and co-exist the way nature intended.
Disturbing the balances in the world can cause mass devastation, and alchemists are raised to know this and use their powers wisely. They also know that breaking the taboo comes with punishment; the shortening of one's own life (halved permanent LP.) Who deals out this punishment has never been proven for sure, but it will always happen, regardless of where it comes from.

Why be an alchemist?

Players who enjoy having a character that learns new things and applies them in game may enjoy having an alchemist. This is a class that takes a little extra work to master, and can sometimes be more frustrating than enjoyable to play... but if you stick it out, often times it can be very rewarding both in story ideas and items. Other classes often come to alchemists to enhance and improve their own skills and quests since the alchemist have the unique ability of combining what already exists to create something new.

How do they fair in battle?

This is a "middle of the road" type class when it comes to anything. They are not weak with battle, but they are not quite as skilled as dedicated warrior classes. Their own abilities lean more toward crafts and less toward battle skill, but they have a few tricks that can lend support or deal out some damage if they work toward it.

How do they fair in quests?

Similar to battle, they are neither greatly useful, or useless when it comes to questing. They can lend support in some ways, but the majority of their skills are more useful outside of events with creating items that they can then give or sell to others for use. Sometimes an alchemist will have a better ability to understand things than most classes, which can come in handy with some events.

What race and alignment are most typical for this class?

Since alchemists are always striving to better themselves and learn from everything around them, they can come off as evil but are generally just neutral. Some alchemist's morals outdo their scientific curiosity, but it's a rarity since most would be willing to even cut open a child if it meant they could get their hands on something new.

The Namuh are a result of humans who dabbled too much in magic, resulting in the poisoning of their very existence. Since the Namuh from birth are considered cursed and outcast, they typically find themselves following alchemy. The blend of magic and science suits them perfectly in their quest to find their place in the world or at least to eventually be seen as valuable in the eyes of others.


Minimum of: 30 MP & 6 Aptitude & 7 Influence

Armor Limit: None

Weapon Limit: None

Race Restrictions: None
Weapons to Unlock: Staff, Dagger
(Instead of unlocking a weapon through 10 duels, you can unlock the above by using a CP; allowing for faster and easier access to a weapon if you do not wish to duel.)

Automatically Known Skills

(Invest CP to make them stronger)

Transmutation: 10%

Type/Cost: Mastery, 1 CP for every 10%.

Roll: d100; must roll lower than listed percentage.

Requirements: Minimum stats of 10 APT and 8 INF.

Description: Transforms one material into another. Alchemists are bound to the "Laws of Alchemy" however, and any breaking of these laws results in punishment by an unknown entity (most believe it to be a God, but some doubt this) that shortens their life span (halves permanent LP) to deter people from breaking the laws.

More to come regarding Transmutation.

Unlock-able Skills

(Use CP to unlock these additional skills)


Type/Cost: Mastery; 1 CP for every 10%

Roll: d100

Requirements: 5 VIG; Requires Blacksmith Tools; Can create 1 item a week with a successful roll. Items must be appraised for value.

Description: The ability to create objects from wrought iron or steel by forging the metal; that is, by using tools to hammer, bend, and cut. For each CP invested in the skill, the Blacksmith can create an item of the same damage, absorb, or block level. (For 3 CP, they'll make a d3 damage weapon)

The Blacksmith is also allowed to transfer up to 10 of their own permanent LP into the item to increase its stats by that much as well, thus putting their 'life' into the work. Also for every stat point above 10 they have in VIG and APT their items will increase by 1 as well. (If you have 12 VIG, the item you make will gain 2 more points in its stat, such as damage for a weapon) This is because the stronger and more intelligent the Blacksmith, the more techniques they can use in their work which will make them better quality.


Type/Cost: Mastery; 1 CP for every 10%

Roll: d100

Requirements: Level 10+; Limited to Once Weekly

Description: Invent a unique item, upon approval of the game. Reserve the right to use and create this item until told or sold to someone else who then gets the knowledge to create/use it. Items need to not be similar to other existing items, they cannot be 'mass destruction' style items, and they cannot have technology different or greater than anything already in existence. No modern items/weapons/inventions. An idea of what could be invented is a smoke bomb (which doesn't exist currently), or a steam powered tool, or a innocent looking item that triggers magical effects (mixed with the 'Infuse' skill) upon doing something with it like dropping it. Weapons can be altered to become unique (glowing blades, blades that cast no shadow, arrows that whistle as they fly, etc.) as well, but must be different enough from a regular weapon to be accepted.

Be ready to be rejected! It is VERY difficult to get an item passed in the game, and just like in real life, many inventions will be turned down before one is accepted and recognized for it's greatness. Do not take it to heart, and do not be discouraged. Keep trying! Successful inventions will need to be appraised (by another player with the 'Appraise' skill) to determine their value. The game staff will decide the stats of the item if there are any, and will consider your ideas/recommendations for what the stats should be, adjusting accordingly.

Infuse Magic

Type/Cost: Mastery; 1 CP for every 10%

Roll: d100

Requirements: Level 10+; Materials Needed

Description: Infuse magic into non-magical items to add magical damage or effects.

Extract Magic

Type/Cost: Mastery; 1 CP for every 10%

Roll: d100

Requirements: Level 10+; Materials Needed

Description: Remove magic from magical items to learn that spell/effect to use without the item.

More to Come.

Structure Investments

(Meet the requirement and unlock the ability to purchase the structure.)

Coming Soon


Coming Soon


Coming Soon


Coming Soon