The base stats were a bit too high. I nerfed them.
This is final update on alchemy and alchemist class so far:
--Total PC Level: 1--
1.Recognizing Stingweed and Chamomile
gives 3 Chamomile or 1 Chamomile + 1 Stingweed or 3 Stingweed from Herbal Patch (grass) tile
2.Mixing basic medicine
2x Chamomile + 1x Stingweed = 1 Vulnerary
3.Producing remedy for various venoms and poisons
1x Chamomile + 2x Stingweed = 1 Antidote
--Total PC Level: 5--
4.Finding alchemical ingredients amongst grasses and weeds
gives 50% chance for 1 Chamomile or 1 Stingweed from any Grass tile
5.Plucking mushrooms from cave floors
gives 1 Bluecap from Shroom Patch (caves). Bluecaps work exactly like Chamomile and can be used in recipes calling for it.
6.Spotting water lillies
gives 1 Water Lily from any Lily Pond (swamps) tile
7.Applying poisonous balm
1x Stingweed + 1x Water Lily = choosen physical weapon of [alchemist] or adjacent ally gains 'Poison on hit' for 5 turns.
--Total PC Level: 10--
8.Quick extracting of freshly killed beast's teeth
Monster that dies adjacent to [alchemist] gives 1 Monster Fang
9.Enhancing simple medicine
1 full Vulnerary + 1x Water Lily = 1 full Concoction
10.Crushing monster fangs
1x Monster Fang = 5x Fang Powder
11.First aid powder
1x Fang Powder + 1x Chamomile = Restores up to 15HP of [alchemist] or adjacent ally; KO'd allies are revived with 10HP.
--Total PC Level: 15--
12.Producing magic repellant
1x Water Lily + 2x Fang Powder = 1 full Pure Water
--Promoted class + Total PC Level: 15--
13.Making potent medicine from different ingredients
1 part Antidote + 1x Fang Powder + 1x Water Lily = 1 full Concoction
14.Boosting companion's combat skills
2x Fang Powder + 1x Stingweed = Adjacent ally gets +5 Hit, +5 Evasion, +5 Crit and +5 Dodge for 3 turns.
--Promoted class + Total PC Level: 20--
15.Brewing powerful medicine
1 full Concoction + 1 part Pure Water + 2x Chamomile + 2x Fang Powder = 1 full Elixir
16.Rejunevation dust
1 part Vulnerary + 1x Fang Powder = Restores up to 25HP of [alchemist] or adjacent ally; KO'd allies are revived with 15HP.
--Promoted class + Total PC Level: 25--
17.Alternative recipe for powerful medicine
1 part Vulnerary + 1 part Concoction + 1 part Pure Water = 1 full Elixir
Special: Alchemy
Activated Effect
Allows gathering and combining of ingredients to create various restorative items and effects.
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Trainee base: Priest Trainee
First Class:
ALCHEMIST: People who are not as magically-adept as Priests, or do not belong to any 'holy' religion, often become Alchemists; these sturdy folk brave deep forests and treacherous swamps, using axes and clubs for protection. In these unwelcome, wild places, Alchemists gather their ingredients, both mundane and mystical, from which various everyday medicine will be created, for the use of common folk.
Preferred stats: HP, SPD
Weapon Skill: 1 Axe subcategory (C), 1 Staff subcategory (D), Axes (D), Staves (E)
Starting Weapon: Iron Club or Heal (staff)
Special: Alchemy
Special: Herbal Stash
Passive Effect
Provides special Inventory for alchemical ingredients (Chamomile, Stingweed, Water Lily, Bluecap, Monster Fang, Fang Powder). It cannot be used to carry weapons or items, even items used in alchemy (Vulneraries, for example).
Special: Pathfinder
Passive Effect
Lowers the MOV Cost requirements of Swamps by 1; Any other terrains are not modified by Pathfinder.
Promotes From: Priest Trainee
Promotes To: Combat Medic, Pharmacist
Items Required: Herbal Sigil (both)
Base Stats:
HP 18 STR 5 MAG 4 SKL 3 CON 7 AID 6
LCK 4 DEF 3 RES 7 SPD 5 MOV 5
Promotion Bonuses:
HP +2 STR +2 MAG +0 SKL +1 CON +4 AID +4
LCK +0 DEF +2 RES +0 SPD +0 MOV +1
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Promoted Class A:
FIELD MEDIC: Fate and Alchemist's own passion oft takes them into the battefields; be it a skirmish with bandits or huge battle between two armies, Combat Medics excel in keeping everyone alive as long as it is possible. Their extensive battle training - be it with weapons or how to defend oneself - ensures that they won't die so easily as well.
Preferred stats: LCK, SPD
Weapon Skill: 1 Axe subcategory (B), 1 Sword subcategory (B), 1 Staff subcategory (C), Axes (C), Swords (C), Staves (D)
Special: Alchemy
Special: Away from Danger
Passive Effect
Increases Evasion and Dodge of Field Medic by 15 when defending during Enemy Phase; if Combat Medic is defending from a enemy's counter during Player Phase, this bonus does not apply.
Promotes From: Alchemist
Items Required: Herbal Sigil
Promotion Bonuses:
HP +1 STR +2 MAG +2 SKL +0 CON +3 AID +3
LCK +1 DEF +2 RES +2 SPD +1 MOV +1
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Promoted Class A, variant with co-promotion from Nomad:
COMBAT MEDIC: Be it a Nomad that took on alchemy, or an Alchemist that devoted his life to battlefields - Combat Medics are synergy of both. Alchemy and staves provide more than enough healing opportunities, and sturdy, fast mount ensures that Combat Medics will be able to reach much more fallen companions than if one would have to run across the field on foot.
Preferred stats: LCK, SPD
Weapon Skill:
When promoting from Alchemist: 1 Axe subcategory (A), 1 Staff subcategory (B), Axes (C), Staves (C)
When promoting from Nomad: 1 Bow subcategory (B), 1 Staff subcategory (B), Bows (C), Staves (C)
Special: Horseback, Dismount
Special: Away from Danger
Passive Effect
Increases Evasion and Dodge of Combat Medic by 15 when defending during Enemy Phase; if Combat Medic is defending from a enemy's counter during Player Phase, this bonus does not apply.
Special: Medicine Man
Passive Effect
When Combat Medic promotes from Nomad, he/she gains Alchemy special.
Promotes From: Alchemist, Nomad
Items Required: Herbal Sigil
Promotion Bonuses:
HP +2 STR +1 MAG +3 SKL +1 CON +4 AID +4
LCK +0 DEF +0 RES +3 SPD +1 MOV +1
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Promoted Class B:
PHARMACIST: Given enough time, successful Alchemists gain enough fame and wealth, allowing them to settle down and open apothecaries; such Pharmacists are treasured by the citizenry as being short of miracle-workers. Traveling Pharmacists gain quite a reputation, too; songs and tales of bards mention traveling doctors that, with only their alchemical skills and wisdom, manage to cure whole villages from plague and disease.
Preferred stats: HP, SPD
Weapon Skill: 1 Axe subcategory (A), 1 Staff subcategory (B), Axes (C), Staves (D)
Special: Alchemy
Special: Walking Apothecary
Passive Effect
All Vulneraries and Concoctions used by Pharmacist restore 5HP more than usual and also remove Poison; KO'd allies are revived with 10 and 20HP, respectively. Also, Elixirs used by a Pharmacist restore all Ailments; revived allies recover 3/4HP instead of 1/2.
Promotes From: Alchemist
Items Required: Herbal Sigil (both)
Promotion Bonuses:
HP +3 STR +3 MAG +2 SKL +1 CON +3 AID +3
LCK +1 DEF +1 RES +0 SPD +1 MOV +1
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