Alchemist

"Brew potions and turn items into cash!"

—Specialized Adventuring! Description

Alchemist is a class. It is only available during Expert Mode games.

Brewmaster

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! Tooltip
 * You are a true Brewmaster. You know all there is to know about potions, elixirs and oils.
 * You are a true Brewmaster. You know all there is to know about potions, elixirs and oils.

If the Class Talent is active: Whenever you drink something, a random skill cooldown will tick down 4 turns.

Category: Buff
 * }

Effect

 * Passively grants Poison Immunity.
 * When you have a Random Drink:
 * You aren't affected by the Aphrodisiac, Piss, or Vodka (unless you're a Baratheon) subevents aside from generic drink-related effects activating.
 * You don't die or catch on Fire from the Volatile Oil subevent, though you do gain Skip A Turn (unless you have Fire Immunity.)
 * You can choose whether or not you drink in the Shift Elixir subevent.


 * If the Class Talent is active: Whenever you drink something, a random skill in your inventory will have its cooldown lowered by 4.

Standard Use

 * Choose one of four random Liquids to concoct.
 * This use is available even if Concoct is on cooldown: Use Broken Glass to lower Concoct's cooldown by 3 and increase number of liquids to choose from to six.

Event Use

 * None

Standard Use

 * Choose an item you have. It is removed from the game, also you gain 4-7 Rupees.

Event Use

 * None

Standard Use

 * Creates an item for 8 Rupees.

Event Use

 * None

Strengths

 * Holy Water is a powerful and versatile item. The other Concoct brews aren't half-bad, either, though they're more situational.
 * Transmute can quickly dispose of unwanted items, such as an ACME Pogo Stick that's been used a few times. It can also provide rupees in a pinch.
 * The Dehydration Debuff can be removed safely by drinking any Concoctable item besides Volatile Oil. Even Poison will work without penalty due to the Poison Immunity passive.

Weaknesses

 * Alchemist lacks movement-based Skills.
 * Other players cannot be affected directly by Alchemist Skills.
 * The Detonation spell is a constant threat to be aware of that deters stockpiling of Holy Hand Grenades or Sex Bombs.

Strategies

 * A good way to stockpile Rupees is to buy cheap items (cost less than 4 Rupees), then Transmute them later for a profit.
 * Break a glass item with a Hammer in Item Combining to gain Broken Glass for resetting the Concoct Skill. (This cannot be done with Volatile Oil, Soulstone, or items which were specifically created with the Concoct Skill.)
 * One way to move a significant amount of spaces is to obtain a Hand Grenade through purchasing it at the ACME Shop or Ivan's Weapons Van or using the Weaponize spell, then combine it with Holy Water or Flask Of Mojo from the Concoct Skill to create a Holy Hand Grenade or Sex Bomb. A player may even store a Holy Hand Grenade, a Sex Bomb, a Hand Grenade, Holy Water, multiple sources of the Weaponize spell, and an uncharged ACME Pogo Stick in their inventory, then wait for their turn to start, queue the ACME Shop with a Wildcard: Shops, and use the stockpile besides the Sex Bomb for movement, Transmute the ACME Pogo Stick, enter the shop and get another spaces boost, then get a final boost from the Sex Bomb for an overwhelmingly large amount of spaces moved in one turn. Utilizing Concoct's cooldown reset with Broken Glass (multiple times with the above tip) can be particularly helpful for making more Holy Water for Holy Hand Grenades during this process. (Note that this stockpile and the player will be extremely vulnerable to the Detonation spell, and this is a highly idealized version of the stockpile.)
 * Use a Holy Hand Grenade when you are close to and in front of multiple players to knock them back or kill them while propelling yourself forward.
 * Use a Sex Bomb when you have the Pacman Skill and Crystal Meth Focus or Man Mode to eat many players at once while they are unable to react. (This also works well if the Sex Bomb is used during the turn of the player immediately preceding you after placing Pacman on cooldown to ensure the ability to act in your skipped turn's Effect Phase while others are still incapacitated.)
 * Volatile Oil has a fair amount of crafting options, such as with a Hammer to make a Torch. It's also useful when instant suicides would be beneficial -- for example, when at the Haunted Mansion's Graveyard.
 * Liquid Luck from the Concoct Skill can be used at the Dragon to gain Rupees, move spaces forward, or put the dragon to sleep. This is particularly useful if one joins House Targaryen in Board Game of Thrones. It can also be used to move a few spaces forward and avoid running backwards at the Bear event.
 * Binge drinking of Potions can occasionally yield surprising results. The Cowboy shop in the Wild West sells them.
 * In the Archaeology Dig, Holy Water can be used to beat the Bearded Phantom, Truth Serum can be used to beat the Sphinx, Poison can be used as 2 food items for the Hungry Monster, Flask Of Mojo can be used to beat the Libido Demon, and all Concoctable items can be used as 1 item for the Greedy Goblin.

Dual-Class Synergies
Illusionist: With Illusionist's ability to store items in its Magic Hat, an Alchemist's ability to move a large amount of spaces at once can be amplified. The player can store a Holy Hand Grenade, a Sex Bomb, and a Hand Grenade in their Magic Hat (safe from the Detonation spell) and take 2 of them out later in the same turn (1 before the Effects Phase and 1 after). This combined with the stockpile mentioned above for the standard Alchemist can potentially win a game even more suddenly. Alternately, one could play more safely from the Detonation spell and neglect the standard stockpile in favor of only keeping the Magic Hat/Weaponize spell portion with a more minor risk upon use. (Keep in mind that only one item from each item slot can be stored in the Magic Hat at once and that there is a cooldown of 1 turn for retrieving an item from it.)

(More to be done later)