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Essences, Base and Divine
To properly define the intricate and miraculous work of an alchemist would take days of lengthy explanation--an explanation that you would most likely fail to understand. The simple appellation of "potion brewer" given to us by the masses is, however, largely accurate. Restorative salves, ability-enhancing elixirs, deadly toxins and poisons--these are all substances that can be created through our versatile and practical profession. With the proper knowledge and process, even the most worthless-seeming materials can be combined to produce wondrous compounds. The applications of alchemy are nearly limitless!
Masters of Science and Nature, the devilish and the divine, alchemists ensure their livelihood through the transmogrification of mundane materials into wondrous wares—from curative concoctions to potent potables. Upon conducting their symphonies of commixing and combining, distilling and decocting, the impossible waxes possible, and miracles are born.
The Eorzean school only recently came to be recognized in scientific circles as a valid branch of alchemical orthodoxy. It is based on fundamental principles originating in the Near East tradition, but draws heavily upon esoteric elements of both Lalafellin herbalism and Miqo'te occultism as well.
One of the main purposes of Alchemists is that they can craft various medicines that can be used in battle, such as Potions, Ethers and Antidotes. They are also able to craft one-handed wands for Conjurers, treated daggers for Rogues, and Grimoires for Arcanists. Alchemists are also capable of affixing Materia onto these weapons.
Alchemists are also capable of producing various dyes that can be used to change the color of one's clothing, and they can also produce many different kinds of glues, oils, solutions and growth formula which may then be used by other disciples of the hand. They can also prepare and grow various plants to decorate homes.
Alchemists are defined as wielding an alembic in the main hand, and can also equip mortars in the off-hand.
|Basic Synthesis||1||0||No||Increases progress. Efficiency: 100% Success Rate: 90%|
|Basic Touch||5||18||No||Increases quality. Efficiency: 100% Success Rate: 70%|
|Master's Mend||7||92||No||Restores item durability by 30.|
|Steady Hand||9||22||No||Improves action success rate by 20% for the next five steps.|
|Inner Quiet||11||18||No||Grants a bonus to control with every increase in quality.|
|Observe||13||14||No||Do nothing for one step.|
|Tricks of the Trade||15||0||Yes||Restores 45 CP. Can only be used when material condition is good.|
|Standard Touch||18||32||No||Increases quality. Efficiency: 125% Success Rate: 80%|
|Great Strides||21||32||No||Doubles efficiency of next Touch action. Effect active for three steps.|
|Master's Mend II||25||160||No||Restores item durability by 60.|
|Standard Synthesis||31||15||No||Increases progress. Efficiency: 150% Success Rate: 90%|
|Brand of Water||37||15||Yes||Increases progress. Progress doubles when recipe affinity is water. Efficiency: 100% (200%) Success Rate: 90%|
|Advanced Touch||43||48||No||Increases quality. Efficiency: 150% Success Rate: 90%|
|Comfort Zone||50||58||Yes||Restores 10 CP after each step for the next ten steps.|
Alchemist appears in Final Fantasy Trading Card Game as an Aqua-elemental card.