|Class line||Alchemist ⇢ Doctor|
|Description||Distill alchemical potions and rejuvenate allies.|
- host and clear the Co-op Quests Claw-Carved Path.
Level BonusesLevel bonuses are earned with levels 1, 5, 10, 15, and 20.
|Master Bonuses||Healing +5%|
|Alchemical Expertise||Boost to green and blue potion effects.|
|Inspired Knowledge||Boost to A Little Pick-Me-Up.||Base Multiattack Rates|
Base DA RateIncluding Support Skills/Level Bonuses
Base TA RateIncluding Support Skills/Level Bonuses
|Recommended Extended Mastery Perks|
C/DCooldown in Turns
DurDuration in Turns or Seconds
SubSubskill usable on other classes
LVLClass level required
|Alchemize Green Potion||Create one green potion.||7T||-||No||1|
|Just the Cure||Restore 25% HP to all allies (Healing cap: 1500 HP).||7T||-||Yes||5|
|A Little Pick-Me-Up||All parties gain.||10T||-||Yes||15||Buff increases to
with Inspired Knowledge. |
Affects all players.
Extended Mastery Skills
EMPCost in EMP
|Fury Capsule||Gain. After 3 turns all allies gain .||6T||3T||10|
Horrible class to main, but good bonuses to unlock.
+5% heal is Good. (if your MC heals, that is)
Allows you to be a healer without staff/spear main hand. Gives the only sub-skill direct party heal in game (this doesn't count Bard Song, as it gives Refresh).
Alchemize Green Potion - Lets you start hoarding potions from turn 1, and they help to heal even if you are skill sealed... But green potions heal only one person, you can already have some for free if you have the corresponding crew skill, and the cooldown is bad. Theoretically if you have a post-game grid that gives you upwards 10k HP on characters, a potion will be better than Panacea's 3k... But it will still heal only one person, and the cooldown will still be bad, plus with this kind of grid you typically don't need to heal.
Just the Cure - The only sub skill party heal that you can get on MC. Very good, even if terribly weak. Allows you to have heals to use in any class needed, with any weapon, and any team, and not die from chip damage. Especially good on Dark Fencer / Chaos ruller, because -1 turn cooldown. Becomes obsolete later in the game, when 1500 hp is nothing.
A Little Pick-Me-Up - terrible. Could be conceivable useful only for strange 1st turn C.A. setups, when you just need an additional last 5% charge. 99% of the people use Mechanic, Berserker or very specific summons for this type of setup, with better results.
Fury Capsule (EMP) - Tecnically not that bad, as it gives +30% more attack than Rage II, but it has a longer cooldown and requires you to plan 3 turns ahead. It is easier to use Rage or Taking Chances, if you need it, or even different a sub skill all together. Has the potential to be good if alchemist line ever gets to next class row.
|I||Fighter • Knight • Priest • Wizard • Thief • Enhancer • Grappler • Ranger • Harpist • Lancer|
|II||Warrior • Sentinel • Cleric • Sorcerer • Raider • Arcana Dueler • Kung Fu Artist • Archer • Bard • Dragoon|
|III||Weapon Master • Holy Saber • Bishop • Hermit • Hawkeye • Dark Fencer • Ogre • Sidewinder • Superstar • Valkyrie|
|IV||Berserker • Spartan • Sage • Warlock • Bandit Tycoon • Chaos Ruler • Luchador • Nighthound • Elysian • Apsaras|
|EX I||Alchemist • Ninja • Samurai • Sword Master • Gunslinger • Mystic • Assassin • Drum Master • Dancer • Mechanic|
|EX II||Doctor • Runeslayer • Kengo • Glorybringer • Nekomancer|