Alchemist

Overview
Brew potions and turn items into cash! With Alchemist, you have a wide range of control over liquids (and liquidizing your assets to boot). This is an Expert Mode class; although the skills seem simple enough to use, it will require smart decisions to make the most of it.

Concoct (7 turn cooldown)
Create one of six possible items:


 * Truth Serum
 * Poison
 * Liquid Luck
 * Holy Water
 * Volatile Oil
 * Flask of Mojo

You may also reset the cooldown with a Broken Glass item.

Transmute (3 turn cooldown)
Turn one item of your choice into 4-7 rupees.

Poison Immunity (passive)
Poisons will not affect you.

Brewmaster (passive)
Using a Potion will never force you to accept a bad result. You will be notified if it is, and will be allowed the option to back out.

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 a Pogo Stick that's been used a few times. It can also provide rupees in a pinch.
 * Dehydration is easy to remove, by creating certain liquids to drink. Even Poison will work due to the Poison Immunity passive!

Weaknesses

 * Alchemist lacks movement-based skills.
 * Other players cannot be affected directly by Alchemist skills.

Strategies

 * One way to gain significant spaces is to obtain the Hand Grenade through purchasing it at the ACME Shop or using the dark spell Weaponize, then combine it with Holy Water or Flask of Mojo to create a Holy Hand Grenade or Sex Bomb, this can be done repeatedly as long as you have a hammer and other glass items(But not the ones you brewed, they don't give broken glass, so it might be better to collect glass items such as potions, bottle of beer and liquid luck, keep in mind though that combining hammer with volatile oil however will not make broken glass.) and multiple holy hand granade can move one quite a lot of space by themselves.
 * Volatile Oil has a fair amount of crafting options, such as the Torch. It's also useful when instant suicides would be beneficial -- for example, when at the Haunted Mansion's Graveyard.
 * Binge drinking of potions can occasionally yield surprising results. The Cowboy shop in the Wild West sells them.

Dual-Class Synergies
With Illusionist : With Illusionists Ability to store granades in its magic hat, an Alchemist's ability to make multiple holy hand granade and cover large spaces can be amplified a large amount by Illusionist, being able to use 4 Holy Hand Granade From Inventory in 1 turn+1 more from Acme shop in that said turn if that event occurs(via wildcard for example)+any number of weaponize present to go quite a large amount of space that can often be a major portion of the game's space in small and medium sized games.

(More to be done later)