Last but certainly not least, this week we'll be taking a look at one of my personal favourite units: The Alchemist.
Alchemists are a somewhat reclusive bunch, but if you have the good fortune to get one to join you, they will be absolutely invaluable. The Alchemist can use equipment inside of an Academy to make some very powerful potions.
An Alchemist can only carry one type of potion at a time, and has a limited number of them on his person. If you ever want him to switch them out, he will need to return to the Academy to pick up the new potion (if you have it brewed). If not, he will also need to brew a few of the potions first. Idle Alchemists will work to replenish potion stocks though, so if they aren't too busy (and you have the resources to make the potions), you shouldn't have too much of a problem.
The Alchemist preparing to make a potion.
Alchemists are the only unit in the utility branch that is capable of going on Adventure Parties, and what they add to it depends on what potion they have equipped. They also have unique abilities on the local map which make them a very versatile unit to have. Currently in the game there are four potions that they can make:
- Alchemist's Fire causes them to add a greater chance of winning battles (due to the extra damage). Around the local map it allows them to throw it at enemies to deal splash damage and put a burning DoT on them.
- Healing Balm allows the Alchemist to once per adventure prevent an ally from dying, instead returning them to full health. On the local map these potions can be thrown to allies which will heal them.
- Stimulus Brew cause the party to be able to move across the world map much faster than they would otherwise be able to. Locally, this makes the targeted unit move significantly faster than normal for a while.
- Synthesis Elixirs don't add any use to an adventure party and shouldn't be taken if it can be helped. Locally though, this causes plants and crops to grow much faster, which is invaluable in more barren climates with limited rainfall.
You'll definitely want a couple of frontline units to keep enemy attention though, like a Squire or a Knight. Alchemists are very weak if attacked. They do their best work from the back line.
That's all for this week. Next week we take a look at the Wizard himself. Stay tuned!
As always, thanks for reading!