Stats
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Alchemists have very bad HP, STR, and VIT. They obviously don't give two shits about STR, but their low HP and VIT means they're very, very fragile, even in the back row. Their AGI's decent, but they're always going to be pretty slow due to staves having negative speed modifiers. Their TP and TEC are the highest of any class, and their LUC is the second-highest of any class. They actually make for fairly decent disable inflicters due to their TEC/LUC spread.
Common Passives: TP Up
Gathering Skill: Chop
Formula Mastery
- Requirements: None
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Required to learn Formula skills. Increases damage dealt with Formula skills.
Fire Formula / Ice Formula / Volt Formula
- Requirements: Formula Mastery level 1
- Body parts used:
Head
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Deals ranged TEC-based fire/ice/volt damage to one enemy. Has an 80% speed modifier and a base accuracy of 99% at all levels.
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The most basic Formula skills. They deal damage, they certainly do. You'll want all of these maxed out by the endgame, and at least level 5 by the midgame. The tier 2 Formulas do deal more damage than these, yes, but not by much--Flame Formula deals 50% more damage at level 10, Freeze Formula deals 35% more damage, and Spark Formula deals a measly 10% more damage at level 10. All of these cost 18 more TP at level 10 than the tier 1 Formulas.
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Inferno Formula / Cocytus Formula / Thor Formula
- Requirements:
- Flame Formula: Fire Formula level 5
- Freeze Formula: Ice Formula level 5
- Spark Formula: Volt Formula level 5
- Body parts used:
Head
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Deals ranged TEC-based fire/ice/volt damage to all enemies. Has a 60% speed modifier and a base accuracy of 99% at all levels.
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The big problem with the tier 3 Formulas, to me, is that it'd be preferable to have all of them available for the sake of coverage, but each of them requires five points in their respective tier 1 skill to unlock. Given that, I'd honestly advocate for picking either Inferno Formula or Thor Formula by the endgame and postgame--not enough things are weak enough to ice for Cocytus Formula to be attractive.
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Flame Formula / Freeze Formula / Spark Formula
- Requirements: Formula Mastery level 5
- Body parts used:
Head
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Deals ranged TEC-based fire damage to one enemy, with splash damage. Has a 70% speed modifier and a base accuracy of 99% at all levels.
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Deals ranged TEC-based ice damage that pierces enemy rows. Has a 70% speed modifier and a base accuracy of 99% at all levels.
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Deals ranged TEC-based volt damage to one row of enemies. Has a 70% speed modifier and a base accuracy of 99%.
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The tier 2 Formulas occupy an awkward space between the tier 1 Formulas' TP efficiency (relative to the tier 2s, anyway) and the tier 3 Formulas' multi-target coverage. Like I mentioned above, they don't deal enough damage compared to the tier 1 Formulas at equivalent levels for the TP increase.
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Dilution
- Requirements: Flame Formula level 3, Freeze Formula level 3, Spark Formula level 3
- Body parts used:
Head
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Reduces all enemies' elemental defense for a set amount of turns. Has no speed modifier at all levels.
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Analysis
- Requirements: Formula Mastery level 7
- Body parts used:
Head
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Increases the user's attack when hitting an enemy's weakness for a set amount of turns. Has a 90% speed modifier at all levels.
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Now, Analysis is still, like, insanely good, mind you. An extra 50% damage on top of hitting a weakness means your Alchemist gets 87.5% more damage than normal when hitting a 125% vulnerability, and 125% more damage when hitting a 150% weakness. That's not even getting into the level 15 version, too.
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Pain Formula
- Requirements: Formula Mastery level 10
- Body parts used:
Arms
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Requires that the user be in the front row to use. Deals melee TEC-based bash damage to one enemy.
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Firelight
- Requirements: Pain Formula level 1
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At the end of the turn, deals ranged TEC-based fire damage to the target of Pain Formula, or to any enemies that activated Light Formula or Light Tincture.
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Light Formula
- Requirements: Firelight level 1
- Body parts used:
Arms
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Nullifies physical damage to the user for one turn. Each time Light Formula activates, the chance if it activating again on that turn is reduced.
Light Tincture
- Requirements: Firelight level 1
- Body parts used:
Arms
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Nullifies elemental damage to the user for one turn. Each time Light Tincture activates, the chance if it activating again on that turn is reduced.
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Return Formula
- Requirements: TP Up level 1
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Can only be used in the Labyrinth. Attempts to exit the Labyrinth and return the party to town.
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Flee
- Requirements: Return Formula level 3
- Body parts used:
Legs
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The user consumes a percentage of their current HP to attempt to escape from the current battle. If successful, Flee will place the party at the location they entered the floor from.
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Alchemy
- Requirements: TP Up level 2
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When an item is thrown away, the party receives a percentage of its sell price as money.
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Scavenge
- Requirements: TP Up level 3
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Increases monster drop rates.
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Sight Formula
- Requirements: TP Up level 5
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Reveals FOE positions on the map in an area around the party.
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it's in bold this time
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Focus
- Requirements: TP Up level 10
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Restores the user's TP at the end of each turn if their HP is full.
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