โ๏ธAlchemist Job

On Classic Reimagined the Alchemist has two custom kits. Necromancy raises up to three undead fighters that hunt monsters for you and grow stronger with your stats. The Biolo-style alchemy kit adds physical area attacks: Briar Barrage, five elemental Corrosive skills and Alchemic Detonation, linked by an automatic combo bonus called Catalytic Reaction. You can play a summoner that stays back and heals its army, a front-line acid bomber, or a hybrid of both.
โน๏ธClassic 99/50 server. Custom skills are learned from the normal skill tree with skill points, after their prerequisites: the basic ones unlock from a related class skill, the strongest ones need another custom skill (usually at Lv 3) or a signature class skill first. Values below are for the current patch (November 2026).
โ ๏ธAll custom Alchemist skills are for the normal Alchemist job only. They are not passed on to other classes and cannot be used through copied, item-granted or autocast skills.
Custom Skills Overview
| Skill | Max Lv | Type | Prerequisite |
|---|---|---|---|
| Raise Flesh Colossus | 1 | Summon (melee) | Undead Mastery Lv 3 |
| Raise Skeleton | 3 | Summon (melee) | Learning Potion Lv 1 |
| Raise Bone Archer | 2 | Summon (ranged) | Raise Skeleton Lv 2 |
| Raise Wolf | 3 | Summon (melee) | Raise Skeleton Lv 2 |
| Raise Death Knight | 1 | Summon (elite melee) | Necromancy Mastery Lv 5 |
| Undead Mastery | 10 | Passive (summon boost) | Raise Skeleton Lv 1 |
| Necromancy Mastery | 10 | Passive (summon stat sharing) | Raise Skeleton Lv 1 |
| Soul Sanctuary | 5 | Supportive (ground heal) | Potion Pitcher Lv 1 |
| Briar Barrage | 10 | Offensive (physical, ranged, area) | Learning Potion Lv 1 |
| Corrosive Burst | 5 | Offensive (physical, ranged, area, Neutral) | Learning Potion Lv 1 |
| Corrosive Rupture | 5 | Offensive (physical, ranged, area, Earth) | Learning Potion Lv 1 |
| Acidified Zone Wind | 5 | Offensive (physical, ranged, area, Wind) | Learning Potion Lv 1 |
| Corrosive Flare | 5 | Offensive (physical, ranged, area, Fire) | Learning Potion Lv 1 |
| Corrosive Torrent | 5 | Offensive (physical, ranged, area, Water) | Learning Potion Lv 1 |
| Alchemic Detonation | 5 | Offensive (physical, melee, area around self) | Learning Potion Lv 1 |
Catalytic Reaction is an automatic passive. It needs no skill points (see its section below).
Class Signature: Catalytic Reaction
โญClass signature: a built-in bonus every player of this job has. It needs no skill points and works automatically: follow the pattern below to trigger its bonus.
| Who | Normal Alchemist with Learning Potion (no skill points, no activation) |
| Build | Hit an enemy with Briar Barrage, then with any Corrosive skill (each step must follow within 8 s) |
| Ready | Reaction Ready for 8 s (buff icon) |
| Bonus | Alchemic Detonation: +15% damage to every enemy hit (+7% vs players / PvP / GvG) |
| Recovery | 8 s |
A built-in combo for normal Alchemists who have Learning Potion. It needs no skill points and no activation.
- Reagent Primer: damage an enemy with Briar Barrage. Primer lasts 8 s (status icon shown).
- Reaction Ready: before Primer runs out, damage an enemy with any Corrosive skill. Ready lasts 8 s.
- Detonate: before Ready runs out, damage an enemy with Alchemic Detonation. Every enemy hit by that cast takes +15% damage. The bonus drops to +7% against players, against player-owned units (summons, homunculi and similar), and on PvP/GvG maps.
Notes
- Repeating a step (for example Briar Barrage twice) does not refresh or reset your progress. Using a skill out of order does nothing.
- Misses and 0-damage hits do not advance or spend the combo. Emperium hits do not count.
- After an empowered Detonation there is an 8 s recovery: no new progress can be built, but all skills stay usable.
- Only manual casts count. Summons, acid residue and autocasts cannot advance the combo.
- Death, changing maps, logging out or the timer running out clears unused progress.
Necromancy
How Summons Work
These rules apply to all five Raise skills.
| Rule | Value |
|---|---|
| Active limit | 3 fighters in total, shared by all five Raise skills |
| Per-type limit | Flesh Colossus: 2 at a time. Each other type: 1 at a time |
| Duration | 60 seconds from summoning. Recasting does not refresh fighters that are already out |
| Damage | All damage a summon deals (normal attacks and skills) is multiplied by x1.5 at the end of the damage calculation |
| Siege | Summons cannot damage the Emperium or guild guardians (their hits miss) |
| HP / ATK | Fixed base values for each summon (see the table below), plus your mastery bonuses |
- Spawn: fighters appear on your cell. If you are already at the 3-fighter limit, or at the limit for that type, the cast fails and no SP is used.
- Raise Flesh Colossus fills as many free slots as it can, up to 2. With 0 fighters out, one cast raises 2 Colossi. With 2 other fighters out, it raises 1.
- Skill level: Raise Skeleton Lv 2-3, Raise Bone Archer Lv 2 and Raise Wolf Lv 2-3 still raise exactly one fighter with the same stats as Lv 1. Higher levels add nothing.
- Targeting: summons attack monsters only. They do not pick players as targets. They lock onto the nearest hostile monster within 7 cells that they can reach. They keep attacking that monster until it dies or cannot be targeted, even if you walk away.
- Following: a fighter with no target walks back to you. It does not teleport to you when you get far away, so don't run off too far.
- Taking aggro: a monster that can see both you and one of your summons attacks whichever is closer. A summon placed between you and a monster draws its attacks.
- Teleport / Fly Wing / Butterfly Wing: any Teleport effect (the skill, Fly Wing or Butterfly Wing) takes your summons with you. They reappear next to you after the map loads with their current HP. Their 60-second timer keeps running during the load.
- Other map changes: portals, warp NPCs, being recalled, logging out or going to character select remove your summons. Your death also kills all of them.
- Rewards: EXP and drops from monsters your summons kill go to you.
Summon Stats (base, before masteries)
| Summon | Lv | HP | ATK | DEF / MDEF | Race / Element / Size | Range | Skills used (skill Lv, reuse) |
|---|---|---|---|---|---|---|---|
| Flesh Colossus | 80 | 10,500 | 270-385 | 30 / 15 | Undead / Wind 1 / Medium | 1 (melee) | Earth-element Ground Attack (Lv 1, 14 s), Shield Charge (Lv 1, 17 s) |
| Skeleton | 62 | 2,800 | 140-200 | 18 / 10 | Undead / Dark 1 / Medium | 1 (melee) | Bash (Lv 5, 5 s), Sonic Blow (Lv 3, 8 s) |
| Bone Archer | 72 | 6,200 | 225-310 | 30 / 18 | Undead / Fire 1 / Large | 3 (ranged) | Double Strafe (Lv 3, 9.5 s), Arrow Shower (Lv 2, 14 s), Guided Attack (Lv 1, 11.5 s), Charge Arrow (Lv 1, 12 s) |
| Wolf | 74 | 11,500 | 165-250 | 60 / 30 | Undead / Fire 1 / Large | 2 (melee) | Combo Attack (Lv 3, 10.5 s), Critical Slash (Lv 2, 13 s), Fire Attack (Lv 3, 9 s) |
| Death Knight | 85 | 8,500 | 300-430 | 38 / 18 | Undead / Earth 1 / Small | 1 (melee) | Grave Shockwave (220% ATK, 7x7, 5.5 s), Fire Breath (Lv 3, 9.5 s), Stun Attack (Lv 1, 15 s) |
Bonus ATK from your stats (always active)
Each summon also gains flat weapon ATK from one of your stats, even without any mastery:
| Summon | Bonus ATK |
|---|---|
| Flesh Colossus | your AGI / 7 |
| Skeleton | your STR / 4 |
| Bone Archer | your DEX / 3 |
| Wolf | your STR / 5 |
| Death Knight | your VIT / 4 |
Example: with 99 DEX a Bone Archer gets +33 ATK.
All bonuses are calculated when the fighter is summoned. Buffs or gear you change afterwards do not affect fighters that are already out.
Raise Flesh Colossus
Raises up to two durable melee fighters that use Earth-element Ground Attack and Shield Charge.
| Max Level | 1 |
| Type | Summon (melee) |
| Element | โ |
| Target | Self |
| Cast Time | 0.5 s (variable, reduced by DEX) |
| After-Cast Delay | 0 s |
| Cooldown | 10 s |
| SP Cost | 30 |
| Requirement | Undead Mastery Lv 3 |
| Weapon / Catalyst | โ |
| Level | Effect |
|---|---|
| 1 | Raises Flesh Colossi into free slots (max 2 Colossi at once), 60 s each |
Notes
- This is the only summon that can have two copies out at once. Two Colossi plus one other fighter fills all 3 slots.
- Colossi have the highest single-summon HP after the Wolf, which makes them good at drawing monster attacks.
Raise Skeleton
Raises one fast melee fighter that uses Bash and Sonic Blow on cooldown.
| Max Level | 3 |
| Type | Summon (melee) |
| Element | โ |
| Target | Self |
| Cast Time | 0.25 s (variable, reduced by DEX) |
| After-Cast Delay | 0 s |
| Cooldown | 10 s |
| SP Cost | 30 (all levels) |
| Requirement | Learning Potion Lv 1 |
| Weapon / Catalyst | โ |
| Level | Effect |
|---|---|
| 1 | 1 Skeleton, 60 s |
| 2 | 1 Skeleton, 60 s (same as Lv 1) |
| 3 | 1 Skeleton, 60 s (same as Lv 1) |
Notes
- The Skeleton always uses Bash Lv 5 (5 s reuse) and Sonic Blow Lv 3 (8 s reuse) when they are ready, which gives steady burst damage.
- It has the lowest HP of the summons (2,800), so keep it behind a Colossus or Wolf.
Raise Bone Archer
Raises one ranged fighter with single-target and area arrow skills.
| Max Level | 2 |
| Type | Summon (ranged physical) |
| Element | โ |
| Target | Self |
| Cast Time | 0.25 s (variable, reduced by DEX) |
| After-Cast Delay | 0 s |
| Cooldown | 10 s |
| SP Cost | 30 (all levels) |
| Requirement | Raise Skeleton Lv 2 |
| Weapon / Catalyst | โ |
| Level | Effect |
|---|---|
| 1 | 1 Bone Archer, 60 s |
| 2 | 1 Bone Archer, 60 s (same as Lv 1) |
Notes
- Skills: Double Strafe, Arrow Shower (area), Guided Attack and Charge Arrow (knockback).
- Gets bonus ATK equal to your DEX / 3, so DEX builds benefit the most.
Raise Wolf
Raises one tough close-range fighter with combo, critical and fire attacks.
| Max Level | 3 |
| Type | Summon (melee) |
| Element | โ |
| Target | Self |
| Cast Time | 2 s (variable, reduced by DEX) |
| After-Cast Delay | 0 s |
| Cooldown | 30 s |
| SP Cost | 30 (all levels) |
| Requirement | Raise Skeleton Lv 2 |
| Weapon / Catalyst | โ |
| Level | Effect |
|---|---|
| 1 | 1 Wolf, 60 s |
| 2 | 1 Wolf, 60 s (same as Lv 1) |
| 3 | 1 Wolf, 60 s (same as Lv 1) |
Notes
- Highest HP (11,500) and highest DEF/MDEF (60 / 30) of all summons. It is the best tank.
- Skills: Combo Attack Lv 3, Critical Slash Lv 2, Fire Attack Lv 3.
Raise Death Knight
Raises one elite melee fighter whose Grave Shockwave hits a 7x7 area.
| Max Level | 1 |
| Type | Summon (elite melee) |
| Element | โ |
| Target | Self |
| Cast Time | 2 s (variable, reduced by DEX) |
| After-Cast Delay | 0 s |
| Cooldown | 30 s |
| SP Cost | 30 |
| Requirement | Necromancy Mastery Lv 5 |
| Weapon / Catalyst | โ |
| Level | Effect |
|---|---|
| 1 | 1 Death Knight, 60 s |
Notes
- Grave Shockwave: 220% ATK physical splash in a 7x7 area, used every 5.5 s. The summon x1.5 bonus applies on top.
- Also uses Fire Breath Lv 3 and Stun Attack.
- Highest base ATK of all summons (300-430). Gets bonus ATK equal to your VIT / 4.
Undead Mastery
Passive that makes every fighter from the Raise skills stronger and tougher.
| Max Level | 10 |
| Type | Passive |
| Element | โ |
| Target | Self (affects your summons) |
| SP Cost | โ |
| Requirement | Raise Skeleton Lv 1 |
| Level | Effect on each summon |
|---|---|
| 1 | +1% ATK, +1% MATK, -1% physical and magic damage taken |
| 2 | +2% ATK, +2% MATK, -2% physical and magic damage taken |
| 3 | +3% ATK, +3% MATK, -3% physical and magic damage taken |
| 4 | +4% ATK, +4% MATK, -4% physical and magic damage taken |
| 5 | +5% ATK, +5% MATK, -5% physical and magic damage taken |
| 6 | +6% ATK, +6% MATK, -6% physical and magic damage taken |
| 7 | +7% ATK, +7% MATK, -7% physical and magic damage taken |
| 8 | +8% ATK, +8% MATK, -8% physical and magic damage taken |
| 9 | +9% ATK, +9% MATK, -9% physical and magic damage taken |
| 10 | +10% ATK, +10% MATK, -10% physical and magic damage taken |
Notes
- Applied when the fighter is summoned and lasts until it disappears.
- The ATK % is applied after Necromancy Mastery's stat sharing, so it also boosts the shared STR. The flat stat bonus ATK (for example DEX / 3 on the Bone Archer) is added after it and is not scaled.
Necromancy Mastery
Passive that shares part of your own stats with every fighter you summon.
| Max Level | 10 |
| Type | Passive |
| Element | โ |
| Target | Self (affects your summons) |
| SP Cost | โ |
| Requirement | Raise Skeleton Lv 1 |
| Level | Effect |
|---|---|
| 1 | Summons gain 10% of your STR, AGI, VIT, INT, DEX and LUK |
| 2 | 20% |
| 3 | 30% |
| 4 | 40% |
| 5 | 50% |
| 6 | 60% |
| 7 | 70% |
| 8 | 80% |
| 9 | 90% |
| 10 | 100% |
Notes
- Uses your total stats (base plus gear and buffs) at the moment you summon.
- The shared stats recalculate the summon's HIT, FLEE, soft DEF/MDEF, crit, status ATK and MATK. Shared STR is also added directly to the summon's weapon ATK. Example: Lv 10 with 90 total STR gives every new summon +90 STR and +90 weapon ATK.
- Max HP is not affected. Summon HP is always the base value from the table.
- Stacks with Undead Mastery.
Soul Sanctuary
Creates a healing field that heals you, your party members and your own summons every second.
| Max Level | 5 |
| Type | Supportive (ground heal) |
| Element | โ |
| Target | Ground |
| Range | 10 cells |
| Area | 13x13 (6 cells around the target cell) |
| Cast Time | 0.5 s (variable, reduced by DEX) |
| After-Cast Delay | 0 s |
| Cooldown | 5 s |
| SP Cost | 22 / 29 / 36 / 43 / 50 |
| Requirement | Potion Pitcher Lv 1 |
| Weapon / Catalyst | โ |
| Level | Heal per pulse (5 pulses, 1 per second) |
|---|---|
| 1 | 15% of your average MATK |
| 2 | 30% of your average MATK |
| 3 | 45% of your average MATK |
| 4 | 60% of your average MATK |
| 5 | 75% of your average MATK (~282 HP per pulse, ~1,410 total at INT 99 with no MATK gear) |
Notes
- Average MATK = (min MATK + max MATK) / 2. Your current MATK is used for every pulse, so INT and MATK gear raise the healing.
- Heals only: you, players in your party, and your own summons standing in the area. It never heals enemies or other players' summons.
- 5 pulses over about 4 seconds. The field stops if you die or leave the map.
- Does not need Holy Water or any other catalyst.
Alchemy (Biolo-style Skills)
All of these are physical (ATK-based) skills that ignore FLEE (they always hit), though elemental immunity and blocking effects still apply. Damage is not split between targets. No item cost.
Briar Barrage
Hits the target and every enemy around it three times with thorns. This is also the opener for Catalytic Reaction.
| Max Level | 10 |
| Type | Offensive (Physical, ranged, area) |
| Element | Weapon |
| Target | Enemy |
| Range | 9 cells |
| Area | 7x7 around target (Lv 1-5), 9x9 (Lv 6-10) |
| Cast Time | 0.5 s (variable, reduced by DEX) |
| After-Cast Delay | 0.3 s |
| Cooldown | 1.25 s |
| SP Cost | 28 / 31 / 34 / 37 / 40 / 43 / 46 / 49 / 52 / 55 |
| Requirement | Learning Potion Lv 1 |
| Weapon / Catalyst | โ |
| Level | Damage |
|---|---|
| 1 | 102% ATK x3 = 306% |
| 2 | 124% ATK x3 = 372% |
| 3 | 146% ATK x3 = 438% |
| 4 | 168% ATK x3 = 504% |
| 5 | 190% ATK x3 = 570% |
| 6 | 212% ATK x3 = 636% |
| 7 | 234% ATK x3 = 702% |
| 8 | 256% ATK x3 = 768% |
| 9 | 278% ATK x3 = 834% |
| 10 | 300% ATK x3 = 900% |
Notes
- Per-hit damage = (80 + 22 x level)% ATK.
- Can land critical hits.
- Counts as a ranged attack (blocked by Pneuma).
- Enemies need a clear line from the target cell to be hit (walls block the splash).
Corrosive Skills (Acidified Zone family)
Five versions of the same acid attack, one per element: Corrosive Burst (Neutral), Corrosive Rupture (Earth), Acidified Zone Wind (Wind), Corrosive Flare (Fire) and Corrosive Torrent (Water). Each hits the target and the enemies around it seven times.
| Max Level | 5 (each) |
| Type | Offensive (Physical, ranged, area) |
| Element | Neutral / Earth / Wind / Fire / Water (fixed by skill, not by weapon) |
| Target | Enemy |
| Range | 7 cells |
| Area | 3x3 around target (Lv 1-2), 5x5 (Lv 3-4), 7x7 (Lv 5) |
| Cast Time | 0.6 s (variable, reduced by DEX) |
| After-Cast Delay | 0.35 s |
| Cooldown | 2 s, shared by all five variants |
| SP Cost | 32 / 37 / 42 / 47 / 52 |
| Requirement | Learning Potion Lv 1 |
| Weapon / Catalyst | โ |
| Level | Impact damage | Acid residue (per hit, vs players only) |
|---|---|---|
| 1 | 50% ATK x7 = 350% | 30% ATK |
| 2 | 70% ATK x7 = 490% | 40% ATK |
| 3 | 90% ATK x7 = 630% | 50% ATK |
| 4 | 110% ATK x7 = 770% | 60% ATK |
| 5 | 130% ATK x7 = 910% | 70% ATK |
Notes
- Per-hit impact damage = (30 + 20 x level)% ATK. They cannot crit.
- Shared cooldown: casting any variant puts all five on the same 2 s cooldown, so you cannot chain different elements back to back.
- Acid residue: when the impact damages a player, a 1-cell acid pool is left on that player's cell. It lasts 3 s and hits enemies standing on it once per second (up to 3 hits) for (20 + 10 x level)% ATK, using the same element. Hitting monsters does not leave residue.
- Recasting any variant removes your previous acid residues.
- Any variant counts as step 2 of Catalytic Reaction.
- Counts as a ranged attack (blocked by Pneuma).
- Pick the variant whose element the target is weak to. Corrosive Burst (Neutral) is the safe default.
Alchemic Detonation
Explodes powder around you, hitting every nearby enemy three times. This is the finisher for Catalytic Reaction.
| Max Level | 5 |
| Type | Offensive (Physical, melee, area) |
| Element | Weapon |
| Target | Self |
| Range | 0 |
| Area | 7x7 around you |
| Cast Time | None |
| After-Cast Delay | 0.3 s |
| Cooldown | 2 s |
| SP Cost | 28 / 33 / 38 / 43 / 48 |
| Requirement | Learning Potion Lv 1 |
| Weapon / Catalyst | โ |
| Level | Damage |
|---|---|
| 1 | 140% ATK x3 = 420% |
| 2 | 180% ATK x3 = 540% |
| 3 | 220% ATK x3 = 660% |
| 4 | 260% ATK x3 = 780% |
| 5 | 300% ATK x3 = 900% |
Notes
- Per-hit damage = (100 + 40 x level)% ATK. It cannot crit.
- Counts as a melee attack (not blocked by Pneuma, but blocked by Safety Wall).
- With Catalytic Reaction ready, the whole cast deals +15% damage (+7% vs players).
Tips
- Open a fight with Raise Wolf or two Flesh Colossi to take hits, then add a Skeleton, Bone Archer or Death Knight for damage. You can never have more than 3 fighters, so plan which ones you want.
- Max Necromancy Mastery before summoning, and summon after buffing (Blessing, Increase AGI, food). The stat bonuses are locked in when each fighter appears and do not update afterwards.
- Use Fly Wings freely, because summons teleport with you. Avoid walking through portals or warp NPCs during a fight, because that removes them.
- In the acid rotation, Briar Barrage -> a Corrosive skill of the right element -> Alchemic Detonation gives +15% on the Detonation every 8 s. Move into melee range before you detonate.
- Poem of Bragi reduces cast time and after-cast delay but not cooldown. It speeds up the 2 s summon casts and Briar Barrage spam, but the 10 s / 30 s summon cooldowns and the shared 2 s Corrosive cooldown stay the same.