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.

Brewmaster
Passive: You know all there is to know about liquids. Poisons and potions cannot harm you.

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.

Concoct.png Concoct
Brew powerful elixirs, poisons or potions. Cooldown: 7 turns.

Create one of 7 possible items:


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

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

Transmute.png Transmute
Turn 1 item of your choice into 4-7 Rupees. Cooldown: 3 turns.

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

 * 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)