Chem Point Buy: Difference between revisions

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The Chem Point Buy is part of the bigger Proficiency System. Please read the [[Proficiency]] Page first before reading this one. Chem Point Buy provides Packs for the Character to become proficient in Alchemy and Chemistry for either combat or utility. You might think, why is Chem Point Buy in Magic? Because to some in Aloria, Alchemy and the art of material chemistry, is indistinguishable from Magic (and because it makes full tech investment difficult if we put it in Wisdom).
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===Chem Talent===
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Talents provide somewhat broad descriptions of out-of-combat things a Character can do that have a vaguely or explicit technological feel to them. This includes but is not limited to medical healing and concoctions, salves and potions for different hair colors, gender-bending, making fireworks, cleaning foams, changing materials, or generally adding alchemical parts to daily tasks or the body to create a better standard of living. If you feel choice-paralysis over what you can do with this, or feel creatively lacking ideas, be sure to ask a Lore Staff in a Ticket.
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| header1    = The Ability and Proficiency System
===Gadget Combat===
| data2      =
Chem Point Buy is very similar to Melee Point Buy, in that it gives the Character proficiency to use Alchemy or Tech (or a combination) as a weapon. The aesthetics do not matter, whether to splash enemies with chemicals, or have a shoulder-mounted robotic drill, the user can perform Gadget Attack Emotes, which use Magic Proficiency as Main Combat Stat (for dice rolling).  When performing Defense rolls, Constitution as a Proficiency must be used for Main Defense Stat. When using Gadget Combat to attack, weapons and shields cannot be wielded. Gadget Attack Emotes must always be in melee range, there is no mechanic to turn this into Ranged.
This page involves the [[Abilities]] and [[Proficiency]] system, which is a core part of how Combat Roleplay and "Competitive" Roleplay works on Massivecraft. To see an explanation of general Rules, Terminology, and Mechanics used on this page, read the [[Abilities]] page. To see a broader explanation of the Abilities and Rules used on this page, read the [[Proficiency]] Page. To see an indexed list of all Abilities, read the [[Ability List]] Page.
 
}}
Chem Talent and Gadget Combat are gained for free upon Point Buying any Chem Point Buy Pack.
The Chem Point Buy is part of the bigger Proficiency System. Please read the [[Proficiency]] Page first before reading this one. Chem Point Buy provides Packs for the Character to become proficient in Alchemy and Chemistry for either combat or utility.
 
===Chem Feeding===
Chem Feeding does not grant any Abilities, but grants utility for dealing with the Afflicted. The Chemist can produce Magic Aureates, which are apple-sized edible crystals which can satiate the feeding hunger of Vampires or Geists. The same object sates any of their hungers as if they have fed from a real person. Aureates can be produced one of two ways. Firstly, the Chemist must use an attack emote against someone, where the attack uses Gadget Combat. If they succeed in doing 1 HP damage, they gain 1 Magic Aureate, and only one can be produced per day. The second method, is to take a blood sample of their own, and mix it through a complex alchemical process to become a Magic Aureate. Up to three can be produced this way, but any Afflicted who consumes this Aureate becomes enthralled to the Chemist, meaning they listen to the commands and directives of the chemist against their will (this is all within reason, and with consent, the Chemist should not start acting against the interest of the Afflicted, and any weirdness forces the addiction to be retconned). This mechanic is disabled if the Chemist becomes Afflicted themselves. The only exception to this is if the Chemist has an Invaded or Vested Spirit Affliction. Chem Feeding is gained for free upon Point Buying any Chem Point Buy Pack.
==Chem Packs==
==Chem Packs==
===Chem Enrage Pack===
===Chem Bolts Pack===
This pack allows Alchemists to increase their strength at the cost of their defense.
This pack allows Alchemists to use their concoctions to attack at ranged, harming their enemies from afar. '''Please note, if your character has this Stance Ability, they cannot acquire any other Stance Abilities, regardless of their source.'''
{| class="wikitable" style="width:50%;"
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|- style="font-weight:bold; text-align:center; background-color:#c0c0c0;"
|- style="font-weight:bold; text-align:center; background-color:#c0c0c0;"
! Ability Name
! Ability Name
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! Modifiers
! Modifiers
|-
|-
| style="background-color:#e5ffcc;" | Chem Enrage
| style="background-color:#e5ffcc;" | Chem Bolts
| Active Technique
| Stance Technique
| {{#simple-tooltip: Self | Self Range means that it applies to the user themselves, or something they can directly touch after casting it.}}
| {{#simple-tooltip: Self | Self Range means that it applies to the user themselves, or something they can directly touch after casting it.}}
| Grants the user {{#simple-tooltip: Chem Enrage | To increase damage at the cost of defense, apply this Ability to gain +2 Main Combat Stat (breaking cap up to 11), and lose -2 Main Defense Stat (can go into minus). This Ability cannot be used if Chem Endure is active, but Chem Berserk can override it (removing Chem Enrage's effects). This effect remains active until end of Combat. This Ability does not count as a full Action. This Ability cannot be re-used until the effect has ended.}}
| Grants the user {{#simple-tooltip: Chem Bolts | To throw (or shoot with some contraption) alchemical bombs, poisons, or vials, the user gains either Ranger Stance or Deadeye Stance, which activates when this Ability is used. The stance chosen functions with some alchemy/technology, not a weapon, but does not count for using that Stance’s associated Abilities. Additionally, once per combat, the user can deal -1HP damage to themselves, and grant +5 to the final result of their next Attack Roll. Chem Bolts can be upheld indefinitely, but has a 20 minute cooldown once ended.}}
| N/A
| {{#simple-tooltip: N/A }}
|-
|-
|}
|}
===Chem Endure Pack===
 
This pack allows Alchemists to increase their defense at the cost of their strength.
===Chem Hyperfocus Pack===
This pack allows Alchemists to increase their strength at the cost of their defense.
{| class="wikitable" style="width:50%;"
{| class="wikitable" style="width:50%;"
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! Modifiers
! Modifiers
|-
|-
| style="background-color:#e5ffcc;" | Chem Endure
| style="background-color:#e5ffcc;" | Chem Hyperfocus
| Active Technique
| Instant Technique
| {{#simple-tooltip: Self | Self Range means that it applies to the user themselves, or something they can directly touch after casting it.}}
| {{#simple-tooltip: Self | Self Range means that it applies to the user themselves, or something they can directly touch after casting it.}}
| Grants the user {{#simple-tooltip: Chem Endure | To increase defense at the cost of attack, apply this Ability to gain +2 Main Defense Stat (breaking cap up to 9), and lose -2 Main Combat Stat (can go into minus). This Ability cannot be used if Chem Enrage is active, but Chem Berserk can override it (removing Chem Endure's effects). This effect remains active until end of Combat. This Ability does not count as a full Action. This Ability cannot be re-used until the effect has ended.
| Grants the user {{#simple-tooltip: Chem Hyperfocus  | To become good at one thing only, choose Attack Stat or Defense Stat. Raise the chosen Stat by +2 (breaks cap up to 11 or 9), and lower the other stat by -3 (can go into minus). This effect remains active until the end of Combat. This Ability does not use an Action. This Ability cannot be re-used until the effect has ended.}}
}}
| N/A
| N/A
|-
|-
|}
|}
===Chem Cleanse Pack===
===Chem Cleanse Pack===
This pack allows Alchemists to cleanse their own Debuffs.
This pack allows Alchemists to cleanse their own Status Effects, but at a cost to their own health.
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|-
|-
| style="background-color:#e5ffcc;" | Chem Cleanse  
| style="background-color:#e5ffcc;" | Chem Cleanse  
| Active Technique
| Instant Technique
| {{#simple-tooltip: Self | Self Range means that it applies to the user themselves, or something they can directly touch after casting it.}}
| {{#simple-tooltip: Self | Self Range means that it applies to the user themselves, or something they can directly touch after casting it.}}
| Grants the user {{#simple-tooltip: Chem Cleanse | To remove Debuffs from self, use this Ability to instantly cleanse all Debuffs that are active on the user only. Chem Cleanse has a 3 Hour Cooldown.}}
| Grants the user {{#simple-tooltip: Chem Cleanse | To remove Status Effects from self, use this Ability to instantly remove one (choice, if multiple) Status Effects from the user, but deal 1HP Damage to self. Chem Cleanse has a 15 Minute  Cooldown.}}
| N/A
| N/A
|-
|-
|}
|}
===Chem Experiment Pack===
===Chem Bloodboil Pack===
This pack allows Alchemists to weaken an enemy or raise their attacking strength.
This pack allows Alchemists to poison themselves, but also poison any enemy who hurts them, in exchange.
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{| class="wikitable" style="width:50%;"
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! Modifiers
! Modifiers
|-
|-
| style="background-color:#e5ffcc;" | Chem Experiment
| style="background-color:#e5ffcc;" | Chem Bloodboil
| Active Technique
| Instant Technique
| {{#simple-tooltip: Emote Range | Emote Range means that it can target anyone who is within Emote Range (thus who can see your emotes when you use them).}}
| {{#simple-tooltip: Self | Self Range means that it applies to the user themselves, or something they can directly touch after casting it.}}
| Grants the user {{#simple-tooltip: Chem Experiment | To help in a fight, Target an enemy in Range with a Ranged Attack Emote, and perform the necessary rolls. If the attack succeeds, the Target has a -1 Main Defense Stat (can go into minus) for the rest of Combat. If the attack failed, the user gains +1 Main Combat Stat (does not break cap) for the rest of Combat. Chem Experiment has a 2 Hour Cooldown, and cannot Stack.
| Grants the user {{#simple-tooltip: Chem Bloodboil | To make the user’s blood caustic, immediately deal -2HP damage to self, but automatically deal 1HP damage to Target enemy the next 3 times the user takes damage from Target enemy’s Attack Emote, which can be multiple Enemies. However, if only one Enemy, maximum -2HP to Enemy. Chem Bloodboil can be used Once Per Combat.}}
}}
| N/A
| N/A
|-
|-
|}
|}
===Technique Parry Pack===
===Technique Parry Pack===
This pack allows Alchemists to protect themselves and move away from a technique.
This pack allows Alchemists to protect themselves from a devastating technique or maneuver.
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| style="background-color:#e5ffcc;" | Technique Parry
| style="background-color:#e5ffcc;" | Technique Parry
| Counter Technique
| Counter Technique
| {{#simple-tooltip: Melee Range | Melee Range means what the combatants consider within reasonable range to strike a target with a Melee attack regardless of weapon length. This can be anywhere between 1 to 2 blocks.}}
| {{#simple-tooltip: Self  | Self Range means that it applies to the user themselves, or something they can directly touch after casting it.}}
| Grants the user {{#simple-tooltip: Technique Parry | To defend against an attack, use this Ability to protect the user from the effects of an Active Technique that specifically effect the user. Additionally, the user may choose to move up to 3 Blocks immediately after, but this is optional. Technique Parry has a 2 Hour Cooldown.}}
| Grants the user {{#simple-tooltip: Technique Parry | To defend against an attack, use this Ability as a reaction to protect the user only from the effects of an Instant or Movement Technique from Melee, Bruiser, or Cutthroat Point Buy. Technique parry does not use an Action. Technique Parry has a 1 Hour Cooldown.}}
| {{#simple-tooltip: N/A }}
| {{#simple-tooltip: N/A }}
|-
|-
|}
|}


===Chem Slip Pack===
===Chem Purge Pack===
This pack allows Alchemists to counter movement-heavy enemies.
This pack allows Alchemists to purge themselves of harmful statuses, but at the cost of making themselves extremely weak.
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! Modifiers
! Modifiers
|-
|-
| style="background-color:#e5ffcc;" | Chem Slip
| style="background-color:#e5ffcc;" | Chem Purge
| Counter Technique
| Counter Technique
| {{#simple-tooltip: Emote Range | Emote Range means that it can target anyone who is within Emote Range (thus who can see your emotes when you use them).}}
| {{#simple-tooltip: Self Range | Self Range means that it applies to the user themselves, or something they can directly touch after casting it.}}
| Grants the user {{#simple-tooltip: Chem Slip | To prevent Movement Powers, use this Ability to cause Emote Range around the user to block the use of Movement Powers, until one is used. If a Movement Power is used, that Ability is Countered, and the effect (preventing Movement Powers) ends. The effect (preventing Movement Powers) can be ended early with an enemy performing a Mundane or Magical Attack Emote at the ground, but this consumes their entire Action that they cannot use to attack someone else. Chem Slip has a 2 Hour Cooldown. }}
| Grants the user {{#simple-tooltip: Chem Purge | To protect from Status Effects at a cost, cleanse all Status Effects and become immune to future Status Effect applications for the duration, but, set Defense Stat to 2 (cannot be raised) for the duration of Chem Purge. Chem Purge does not consume an action, and can be used out of turn. Chem Purge lasts for 20 Minutes, and cannot be ended early. Chem Purge has a 2 Hour Cooldown. }}
| N/A
| N/A
|-
|-
|}
|}
===Chem Berserk Pack===
===Chem Berserk Pack===
This pack allows Alchemists to become offensively very powerful, but take many hits in exchange.
This pack allows Alchemists to become offensively very powerful, but suffer more damage in exchange.
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|-
|-
| style="background-color:#e5ffcc;" | Chem Berserk  
| style="background-color:#e5ffcc;" | Chem Berserk  
| Active Technique
| Instant Technique
| {{#simple-tooltip: Self | Self Range means that it applies to the user themselves, or something they can directly touch after casting it.}}
| {{#simple-tooltip: Self | Self Range means that it applies to the user themselves, or something they can directly touch after casting it.}}
| Grants the user {{#simple-tooltip: Chem Berserk | To become a glass cannon in combat, use this Ability to add Main Defense Stat on top of Main Combat Stat (breaking cap up to 14) for Melee Attacks only, but the user can no longer perform Defense Dice Rolls, and needs to take all hits until end of Combat. Using Chem Berserk overrides Chem Enrage and Chem Endure, and removes their effects. Chem Berserk cannot be re-used until the effect has ended.}}
| Grants the user {{#simple-tooltip: Chem Berserk | To become a glass cannon in combat, use this Ability to add an additional 1 HP of damage to Melee Attacks, but the user also takes an additional 1 HP of damage from Attacks targeting them in turn. Also, remove all Block Tokens and prevent the user from gaining any for the duration. Chem Berserk lasts until the end of Combat, and can be used Once Per Combat.}}
| N/A
| N/A
|-
|-
|}
|}
===Chem Revive Pack===
===Chem Revive Pack===
This pack allows Alchemists to attempt to revive an ally on their last legs.
This pack allows Alchemists to attempt to revive an ally on their last legs.
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|-
|-
| style="background-color:#e5ffcc;" | Chem Revive  
| style="background-color:#e5ffcc;" | Chem Revive  
| Active Technique
| Instant Technique
| {{#simple-tooltip: Emote Range | Emote Range means that it can target anyone who is within Emote Range (thus who can see your emotes when you use them).}}
| {{#simple-tooltip: Emote Range | Emote Range means that it can target anyone who is within Emote Range (thus who can see your emotes when you use them).}}
| Grants the user {{#simple-tooltip: Chem Revive | To empower an Ally, Target them with this Ability. If the Ally reaches 0 HP, they are instead revived with 1 temporary HP, and given 2 more Attack Emotes. If either of these Attack Emotes was able to put an enemy down to 0 HP, the 1 temporary HP is converted to permanent HP. If they fail to put an enemy to 0 HP, the temporary HP is removed, and they KO properly. This Ability cannot be used on a person already affected by Radiant Revive and vice versa. Chem Revive has a 2 Hour Cooldown.
| Grants the user {{#simple-tooltip: Chem Revive | To bring an ally back, target Ally at 0HP within range. Immediately revive the Ally with 4HP, and force their next 2 actions to be Attack Emotes. If either of these Attack Emotes reduce an enemy to 0HP, heal the Ally +2HP more. If neither Attack Emotes do, deal -3HP damage to the Ally. This Ability cannot be used on a person already affected by a Revive Ability (Sacred Revive, Chem Revive, etc). Chem Revive has a 2 Hour Cooldown.}}
}}
| N/A
| N/A
|-
|-
|}
|}
===Chem Bang Pack===
===Chem Bang Pack===
This pack allows Alchemists to counter mounted enemies or prevent unmounted enemies from using Abilities.
This pack allows Alchemists to flashbang and weaken their foes, which is especially effective against Mounted Combatants.  
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| style="background-color:#e5ffcc;" | Chem Bang
| style="background-color:#e5ffcc;" | Chem Bang
| Counter Technique
| Counter Technique
| {{#simple-tooltip: 10 Blocks | X Blocks range means that it must occur within that number of Minecraft blocks from where the User currently stands.}}
| {{#simple-tooltip: 5 Blocks | X Blocks range means that it must occur within that number of Minecraft blocks from where the User currently stands.}}
| Grants the user {{#simple-tooltip: Chem Bang | To sabotage a foe, send an explosive charge at the Target. If the Target is Mounted (riding on a Mount), they are dismounted, and cannot re-Mount for 10 Minutes. If the Target was not Mounted, they are Weakened for 10 Minutes. Chem Bang has a 3 Hour Cooldown, and cannot Stack.  
| Grants the user {{#simple-tooltip: Chem Bang | To test a foe, toss an explosive charge at the Target. If the Target is Mounted (riding on a Mount), reduce their Movement Speed by 5 Blocks for the next 30 Minutes. If the Target was not Mounted, apply the Weakened Status Effect for their next 3 actions. Chem Bang has a 2 Hour Cooldown.}}
}}
| N/A
| N/A
|-
|-
|}
|}


===Chem Feeding Pack===
===Chem Mend Pack===
The Chem Feeding Pack does not grant any Abilities, but grants utility for dealing with the Afflicted. The Chem Feeding Pack allows the chemist to produce Magic Aureates, which are apple-sized edible crystals which can satiate the feeding hunger of Vampires, Cahal, or Geists. The same object sates any of their hungers as if they have fed from a real person. Aureates can be produced one of two ways. Firstly, the Chemist must use an attack emote against someone, where the attack uses Gadget Combat. If they succeed in doing 1 HP damage, they gain 1 Magic Aureate, and only one can be produced per day. The second method, is to take a blood sample of their own, and mix it through a complex alchemical process to become a Magic Aureate. Up to three can be produced this way, but any Afflicted who consumes this Aureate becomes enthralled to the Chemist, meaning they listen to the commands and directives of the chemist against their will (this is all within reason, and with consent, the Chemist should not start acting against the interest of the Afflicted, and any weirdness forces the addiction to be retconned). This pack is disabled if the Chemist becomes Afflicted themselves. The only exception to this is if the Chemist has an Invaded or Vested Spirit Affliction.
This pack allows Alchemists to mitigate the harm their poisons and concoctions do to themselves, protecting themselves for a brief period.
 
{| class="wikitable" style="width:50%;"
 
|- style="font-weight:bold; text-align:center; background-color:#c0c0c0;"
! Ability Name
! Ability Type
! Ability Range
! Ability Description
! Modifiers
|-
| style="background-color:#e5ffcc;" | Chem Mend
| Passive Technique
| {{#simple-tooltip: Self | Self Range means that it applies to the user themselves, or something they can directly touch after casting it.}}
| Grants the user {{#simple-tooltip: Chem Mend | To mitigate toxins, when the user has collectively dealt -2HP damage to themselves with Abilities, grant 1 Block Token. Once per combat, If Chem Mend is on Cooldown when the User drops to 4 HP, take Chem Mend off cooldown. Chem Mend has a 1 Hour Cooldown.}}
| N/A
|-
|}
{{Proficiency}}
{{Proficiency}}
[[category:Proficiency]] [[category:Magic Point Buy]]
[[category:Proficiency]] [[category:Wisdom Point Buy]]

Latest revision as of 03:35, 1 April 2024

The Ability and Proficiency System
This page involves the Abilities and Proficiency system, which is a core part of how Combat Roleplay and "Competitive" Roleplay works on Massivecraft. To see an explanation of general Rules, Terminology, and Mechanics used on this page, read the Abilities page. To see a broader explanation of the Abilities and Rules used on this page, read the Proficiency Page. To see an indexed list of all Abilities, read the Ability List Page.

The Chem Point Buy is part of the bigger Proficiency System. Please read the Proficiency Page first before reading this one. Chem Point Buy provides Packs for the Character to become proficient in Alchemy and Chemistry for either combat or utility.

Chem Feeding

Chem Feeding does not grant any Abilities, but grants utility for dealing with the Afflicted. The Chemist can produce Magic Aureates, which are apple-sized edible crystals which can satiate the feeding hunger of Vampires or Geists. The same object sates any of their hungers as if they have fed from a real person. Aureates can be produced one of two ways. Firstly, the Chemist must use an attack emote against someone, where the attack uses Gadget Combat. If they succeed in doing 1 HP damage, they gain 1 Magic Aureate, and only one can be produced per day. The second method, is to take a blood sample of their own, and mix it through a complex alchemical process to become a Magic Aureate. Up to three can be produced this way, but any Afflicted who consumes this Aureate becomes enthralled to the Chemist, meaning they listen to the commands and directives of the chemist against their will (this is all within reason, and with consent, the Chemist should not start acting against the interest of the Afflicted, and any weirdness forces the addiction to be retconned). This mechanic is disabled if the Chemist becomes Afflicted themselves. The only exception to this is if the Chemist has an Invaded or Vested Spirit Affliction. Chem Feeding is gained for free upon Point Buying any Chem Point Buy Pack.

Chem Packs

Chem Bolts Pack

This pack allows Alchemists to use their concoctions to attack at ranged, harming their enemies from afar. Please note, if your character has this Stance Ability, they cannot acquire any other Stance Abilities, regardless of their source.

Ability Name Ability Type Ability Range Ability Description Modifiers
Chem Bolts Stance Technique Self

Grants the user Chem Bolts

N/A

Chem Hyperfocus Pack

This pack allows Alchemists to increase their strength at the cost of their defense.

Ability Name Ability Type Ability Range Ability Description Modifiers
Chem Hyperfocus Instant Technique Self

Grants the user Chem Hyperfocus

N/A

Chem Cleanse Pack

This pack allows Alchemists to cleanse their own Status Effects, but at a cost to their own health.

Ability Name Ability Type Ability Range Ability Description Modifiers
Chem Cleanse Instant Technique Self

Grants the user Chem Cleanse

N/A

Chem Bloodboil Pack

This pack allows Alchemists to poison themselves, but also poison any enemy who hurts them, in exchange.

Ability Name Ability Type Ability Range Ability Description Modifiers
Chem Bloodboil Instant Technique Self

Grants the user Chem Bloodboil

N/A

Technique Parry Pack

This pack allows Alchemists to protect themselves from a devastating technique or maneuver.

Ability Name Ability Type Ability Range Ability Description Modifiers
Technique Parry Counter Technique Self

Grants the user Technique Parry

N/A

Chem Purge Pack

This pack allows Alchemists to purge themselves of harmful statuses, but at the cost of making themselves extremely weak.

Ability Name Ability Type Ability Range Ability Description Modifiers
Chem Purge Counter Technique Self Range

Grants the user Chem Purge

N/A

Chem Berserk Pack

This pack allows Alchemists to become offensively very powerful, but suffer more damage in exchange.

Ability Name Ability Type Ability Range Ability Description Modifiers
Chem Berserk Instant Technique Self

Grants the user Chem Berserk

N/A

Chem Revive Pack

This pack allows Alchemists to attempt to revive an ally on their last legs.

Ability Name Ability Type Ability Range Ability Description Modifiers
Chem Revive Instant Technique Emote Range

Grants the user Chem Revive

N/A

Chem Bang Pack

This pack allows Alchemists to flashbang and weaken their foes, which is especially effective against Mounted Combatants.

Ability Name Ability Type Ability Range Ability Description Modifiers
Chem Bang Counter Technique 5 Blocks

Grants the user Chem Bang

N/A

Chem Mend Pack

This pack allows Alchemists to mitigate the harm their poisons and concoctions do to themselves, protecting themselves for a brief period.

Ability Name Ability Type Ability Range Ability Description Modifiers
Chem Mend Passive Technique Self

Grants the user Chem Mend

N/A