RRRRRR    A       GGGGG   N   N    A       RRRRRR  oooooooo  KK  KK
        RR  RR   AAA     GG       N   N   AAA      RR  RR  oo    oo  KK KK
       RR  RR   A   A    GG      N N N   A   A    RR  RR  oo    oo  KKKKK
       RRRRRR  AAAAAAA  GG  GGG  N N N  AAAAAAA   RRRRRR  oo    oo  KK  KK
      RR  RR  AA     AA GG   GG N   N  AA     AA RR  RR  oo    oo  KK    KK
      RR   RR AA     AA  GGGGG  N   N  AA     AA RR   RR oooooooo  KK    KK

                                    ONLINE

                           Battle Alchemist Guide v1.0
                           by Raine. slashgg@gmail.com

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Table of Contents
_______________________________________________________________________________

1. Version History.
2. Why battle? (Or, alchemist at all o__o;)
3. Job Changing quest.
4. Builds.
5. Bonuses.
6. Skills.
7. Credits.

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1. Version History.
_______________________________________________________________________________


v1.0 - Original version.


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2. Why battle?
_______________________________________________________________________________


Why battle? Battle is really an alternative as opposed to the whole Full Brewer
(99 dex, 99 int) build. Basically, the whole point of a Full Brewer is kinda to
be like a FS priest/priestess, but chemist's weren't designed to be entirely FS
anyway.. 


Their awesome skills are really useful, especially the ones which summon things
(Flora and Marine Spheres). These skills are really useful because of the fact
that you can summon like.. a lot.. at a time >_>.. This really comes in handy
when dealing with strong monsters, especially agi-based ones (because of the
fact that each mob attacking a certain target decreases the enemy's, or your,
flee rate) making these skills some of the most useful that you can get against
high agility/flee monsters.


Depending on your build, you can still use throw potion for quite a high amount
and still have the ability to attack well (kinda like a hybrid support/battle
priest, or a monk with lotsa int - they CAN still heal if they need to, they're
just better at one certain thingy).


So really, battle is basically just for a fun alternative.. Although, when used
correctly, they can really tear some shit up :3


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3. Job Changing Quest.
_______________________________________________________________________________


For the test, you will need the following items:

 coal, 5 ea
 mini-furnace, 5 ea
 empty bottle, 3 ea
 medicine bowl, 3 ea
 herbs - red, 1 ea
         yellow, 1 ea
	 white, 1 ea
 hammer of blacksmith, 1 ea
 worn out scrool, 1 ea

*NOTE; the quest below is compulsory to complete if you plan on doing the
       chemist quest.
                                    *SUB QUEST*

Unfortunantley, you also have to have completed the dye-making quest.
Instructions are as follows:

+ talk to a man called 'Louitz' in Alberta. he should be located at the points
  133, 57. He will ask you to gather the following ingredients; 

 alcohol, 1 ea
 dextrimedridexa, 1 ea
 karvodainrol, 1 ea

Bring these to him, and then choose the second choice. If this is done correctly
you should be sent to Geffen.

+ try to find another man called 'Dupon" who should be located at around 
  180, 115. Talk to him (choose all options) and he'll tell you about some other
  guy in the Blacksmith place (in Geffen).

+ go upstairs of this blacksmith place, and talk to a man called 'Molgensten'.He
  will then make you a counteragent and mixture, and the quest is complete! :D 


				    *CHEMIST QUEST*

Coming in the near future! Sorry, I would've included it, but it takes a really
long time to write! D:


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4. Builds
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Agility Build:
STR: 85
AGI: 95
VIT:  1 
INT: 19
DEX: 45
LUK:  1

I'm really not gonna reccomend any gear, but for all Agility builds, you should
get a Mocking Muffler like.. Pronto o__o




Vitality Build:
STR: 85
AGI:  1
VIT: 85
INT: 15
DEX: 59
LUK: 12

I really don't reccomend this build - It's easy to level at first, but you'll
have a hard time with the INCREDIBLY low attack speed. Try dropping some strength
or dexterity to increase vitality or agility. It's really up to you - these are
not strict rules in the slightest, they're only guidelines.

For this, you should probably get some HP adding gear, see below for an example.


Head(Top): Majestic Goat (Or anything that you see fit)
Head(Middle): Elven Ears, Mini-Glasses, Blush (Anything you want)
Head(Lower): Romantic leaf? (Anything you want)

Armor: Hard Lord's clothes (Pupa card)
Garment: (Anything you want)
Feet: Green boots (Matyr card) or Fledged boots (Verit card)
Accessories: For level -90, 2 necklaces, for levels 90+, slotted necklaces of
	     Spore (Spore cards).




Hybrid forge Build:
STR: 65
AGI: 80
VIT: 20
INT: 50
DEX: 60
LUK: 16

This one's not actually too bad.. If you have like.. a FS priest with you, it's
actually one of the better builds, but you might also want to consider some of
the HP-adding gear that the Vitality build offers.




Hybrid battle Build:
STR: 65
AGI: 90-ish
VIT: 55 or so
INT:  1
DEX: 50-ish
LUK: 10 or lower

This build is quite similar to the forge build, just a bit better. I think that
I kinda overdid the dexterity a little bit, but that's okay, you can drop it if
you really wish to do so. This build is really quite good with a good friend to
help you out (A priest, or a party). The 50-or-so vit stops you from being hit
too severely (except from boss monsters, or things of the likes) and the agi
really helps you fend off said monsters, which is really nice, unless you happen
to get into a mob attack :S

I reccomend that you get a mocking muffler/manteau, and some HP adding gear
which should make a nice combo, making you feel quite secure with your 10k or so
HP, so even if you do get hit, you should really be fine. :3




Critical agile build:
STR: 60
AGI: 90
VIT:  1
INT: 14
DEX: 22
LUK: 76

This build is okay.. if you have the right gear (Perhaps a 4s battle axe with
some SS cards..) But you'd HAVE to party with a priest.. (For gloria, of course)
and then still, you'd only have about 80% critical rate.. This build is actually
quite successful, IF you have the right gear, and the right friends x3.

Some gear is reccomended; below:

Head(top): Bunny Band, or other luck-adding gear
Head(middle): Doesn't matter
Head(lower): Doesn't matter

Armor: Lucky Lords clothes? (Poring card)
Garment: Mocking Manteau (Whisper card)
Feet: Crystal Pumps
Accessories: Slotted rosaries of counter (Cobold card)

With this, Gloria, and a 4s battle axe, all with Soldier Skeleton cards, you'll
ONLY have 80% crit, which seriously isn't that good.. It's actually a pretty good
build though, if you have that kind of style.




Critical Vital build:
STR: 60
AGI:  1 
VIT: 80
INT: 16
DEX: 22
LUK: 86

The gear applies exactly the same to the build above. If you want more crit,
this build with the above equip gives you about 83% crit - not much change.
I think that you should probably decrease some luck, increase some agi or
stuff like that.. but it's actually a pretty good build. The one thing that
you don't have to keep, however, is the mocking hood/manteau/muffler/cape.





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5. Bonuses
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Form is... Level: +bonus TYPE (for that level)   , Total bonuses so far

1 : +1 INT   , 1 int
2 : +1 DEX   , 1 int, 1 dex
3 : +1 DEX   , 1 int, 2 dex
6 : +1 STR   , 1 int, 2 dex, 1 str
8 : +1 DEX   , 1 int, 3 dex, 1 str
9 : +1 INT   , 2 int, 3 dex, 1 str
11: +1 AGI   , 2 int, 3 dex, 1 str, 1 agi
13: +1 DEX   , 2 int, 3 dex, 1 str, 1 agi, 1 dex
14: +1 AGI   , 2 int, 3 dex, 1 str, 2 agi, 1 dex
15: +1 STR   , 2 int, 3 dex, 2 str, 2 agi, 1 dex
17: +1 INT   , 3 int, 3 dex, 2 str, 2 agi, 1 dex
19: +1 DEX   , 3 int, 3 dex, 2 str, 2 agi, 2 dex
20: +1 VIT   , 3 int, 3 dex, 2 str, 2 agi, 2 dex, 1 vit
21: +1 DEX   , 3 int, 4 dex, 2 str, 2 agi, 2 dex, 1 vit
23: +1 INT   , 4 int, 4 dex, 2 str, 2 agi, 2 dex, 1 vit
24: +1 INT   , 5 int, 4 dex, 2 str, 2 agi, 2 dex, 1 vit
25: +1 DEX   , 5 int, 5 dex, 2 str, 2 agi, 2 dex, 1 vit
26: +1 STR   , 5 int, 5 dex, 3 str, 2 agi, 2 dex, 1 vit
28: +1 DEX   , 5 int, 5 dex, 3 str, 2 agi, 3 dex, 1 vit
29: +1 INT   , 6 int, 5 dex, 3 str, 2 agi, 3 dex, 1 vit
31: +1 VIT   , 6 int, 5 dex, 3 str, 2 agi, 3 dex, 2 vit
34: +1 STR   , 6 int, 5 dex, 4 str, 2 agi, 3 dex, 2 vit
36: +1 VIT   , 6 int, 5 dex, 4 str, 2 agi, 3 dex, 3 vit
38: +1 INT   , 7 int, 5 dex, 4 str, 2 agi, 3 dex, 3 vit
40: +1 AGI   , 7 int, 5 dex, 4 str, 3 agi, 3 dex, 3 vit
43: +1 STR   , 7 int, 5 dex, 5 str, 3 agi, 3 dex, 3 vit
45: +1 AGI   , 7 int, 5 dex, 5 str, 4 agi, 3 dex, 3 vit
49: +1 AGI   , 7 int, 5 dex, 5 str, 5 agi, 3 dex, 3 vit
50: +1 AGI   , 7 int, 5 dex, 5 str, 6 agi, 3 dex, 3 vit

TOTAL BONUSES: 5 str, 6 agi, 3 vit, 7 int, 3 dex, 0 luk (No luck! D:)


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6. Skills
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ACID TERROR 
 
Requires Prepare Potion lvl 5, and is mastered at lvl 5.
Attacks a target by throwing an acid bottle. This skill has a chance to damage
the armor of the target at the same time.
Consumes 1 Acid Bottle for a use. If the armor of the target is being protected
by [Synthetic Armor] skill, this skill cannot damage the armor.
Requires 15 SP for a use. 
 
 
lvl   ATK  Armor Damage Chance 
 1   140%  	   3% 
 2   180%  	   7% 
 3   220%  	  10% 
 4   260%  	  12% 
 5   300%  	  13% 


 
AID POTION 
 
Requires Prepare Potion lvl 3, and is mastered at lvl 5.
Restores HP by throwing a potion to a party member/guildsman of the caster.
Skill level affects on the kind of potion the caster can use. Consumes 10 SP. 
 
 
lvl  Potion Value      Potion 
1  	 110%  	     Red Potion 
2  	 120%  	    Orange Potion 
3   	 130%  	    Yellow Potion 
4    	140%  	    White Potion 
5    	150%  	     Blue Potion 

 

  
ALCHEMICAL WEAPON 
 
Requires Synthetic Armor lvl 3, and is mastered at lvl 5.
Protects the weapon of a target for a skill duration. Consumes 1 Glistening 
Coat for a use.
This skill counteracts [Divest Weapon], the Rogue skill.
Requires 30 SP regardless of the skill level. 
 
 
lvl  Skill Duration 
 1       60sec 
 2      120sec 
 3      180sec 
 4      240sec 
 5      300sec 
 

AXE MASTERY
 
A basic Alchemist skill which is mastered at lvl 10.
Increases axe weapon danage. 
 
 
lvl  Attack Strength Added by lvl 
 1  		  3 
 2  		  6 
 3  		  9 
 4  		 12 
 5  	 	 15 
 6  	 	 18 
 7  	 	 21 
 8  	 	 24 
 9  		 27 
10  		 30 
  
 
BIOCHEMICAL HELM
 
Requires Prepare Potion lvl 2 and is mastered at lvl 5.
Protects the headgear of a target for a skill duration. Requires 1 Glistening 
Coat for a use. This skill counteracts [Divest Helm], the Rogue skill.
Consumes 30 SP regardless of the skill level. 
 
 
lvl  Skill Duration 
 1       60sec 
 2      120sec 
 3      180sec 
 4      240sec 
 5      300sec 


BOMB
 
Requires Prepare Potion lvl 4 and is mastered at lvl 5.
Set the ground on fire with a bottle grenade.The fire does damages on a
target every 1 second. However the target is not forced back.
Also this skill has a chance to damage the weapon of target at the same time 
when the target's taken damages.
Consumes 10 SP. 
 
 
lvl     ATK      Weapon Damage Chance 
 1     120%  		 1% 
 2     140%  		 2% 
 3     160%  		 3% 
 4     180%  		 4% 
 5     200%  		 5% 

  
POTION RESEARCH
 
A basic Alchemist skill which is mastered at lvl 10.
Improves potion value, aid in manufacturing potions at the same time.
The restoration amount of a potion is added on the total restoration amount 
increased by VIT stat and HP recovery skills. 
 
 
lvl  + Value 
 1      5% 
 2     10% 
 3     15% 
 4     20% 
 5     25% 
 6     30% 
 7     35% 
 8     40% 
 9     45% 
10     50% 


PREPARE POTION 
 
Requires Potion Research lvl 5, and is mastered at lvl 10.
Create various potions or chemicals.
Consumes 5 SP. 

**REQUIRES; 1 Medicine Bowl and the Creation Guide for the potion the caster
            attempt to create for a use.**
 

SUMMON FLORA
 
Requires Prepare Potion lvl 6, and is mastered at lvl 5.
Summons Floras on a chosen spot. The maximum HP of Flora is affected by the 
skill level.

**REQUIRES; 1 Plant Bottle, 15 SP for a skill use.**
 
 
SUMMON MARINE SPHERE
 
Requires Prepare Potion lvl 2, and is mastered at lvl 5.
Summon Marine Spheres on a chosen spot. Marine Sphere randomly moves and 
casts self destructive skill when attacked. The Marine Sphere can move and 
cast theself destructive skill at the same time, the casting time for self
destructiveskill is 5 seconds, as time goes by the marine sphere can move
faster.
Requires 10 SP. 
 

SYNTHESIZED SHIELD 
 
Requires Biochemical Helm lvl 3 and is mastered at lvl 5.
Protects the shield of a target for a skill duration. Consumes 1 Glistening
Coat for a skill duration.
This skill counteracts [Divest Shield], the Rogue skill.
Consumes 30 SP regardless of the skill level. 
 
 
lvl  Skill Duration 
 1       60sec 
 2      120sec 
 3      180sec 
 4      240sec 
 5      300sec 

 
SYNTHETIC ARMOR  
 
Requires Synthesized Shield lvl 3 and is mastered at lvl 5.
Protects the armor of a target for a skill duration. Requires 1 Glistening
Coat for a skill duration.
This skill counteracts [Divest Armor], the Rogue skill.
Consumes 30 SP regardless of the skill level. 
 
 
lvl  Skill Duration 
 1       60sec 
 2      120sec 
 3      180sec 
 4      240sec 
 5      300sec 
 
 

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7. Credits.
_______________________________________________________________________________

Credits go too... Me :D For writing this wonderful guide </end sarcasm o___o>
		  Zero and Acchan for playing with me in-game! <3
                  Gamefaqs because your FAQ site is so spankin` good! :O *moans*
		  iRO for letting us play the great game, and for the skill tree.

I love you gamefaqs! :3 (Sex0rz the site up <_<)

If you need to contact me, I'd be glad to hear from you. slashgg@gmail.com <3