Description: Turning base metal not only into gold but into the finest gold, measured by quarters of wheat grains, is only the first step, albeit the Magnum Opus, of Alchemists. When they have achieved this they are entitled to call themselves Adepts, to take new names, and to put their apprentinces in pointed hats. If their alchemy surmounts this plateau, which it must if it is truly alchemy, it is concerned with achieving perfect knowledge of everything. For in all aspects of earth, fire, water, and air Alchemists seek facts, if not wisdom. Alchemists are busy men and benefit much from the assistance of their apprentices. Alchemy is transmittable from master to disciple and is not succesfully practiced from books alone. From their solitary habits, from the telltale gleams of light behind shuttered grilles, from the vapors and sounds issuing from the deep regions of their houses at the ends of cul-de-sacs, gossiping neighbors constructed tales of atrocities, witchcraft, Black Magic, but these are little true. Alchemists cherish secret passions for enthralled maidens who spin straw into gold, but if they marry, it is with a thrifty, patient housewife who does not interefere and is content with a silver wedding ring.
Leader bonus: 5 SPR
Champion bonus: 5 SPR. Always makes perfect throws (critical success 10% damage boost) with elemental burst and elemental ray.
Guild Choices for: Alchemist
Primary Guilds: Abjurer,Assassin, Bard, Biomancer, Druid, Mage, Merchant, Necromancer
Secondary Guilds: Antiquarian, Asphixiamancer, Chovihani, Corrosionist, Cryomancer, Discordian, Electromancer, Enochian, Geomancer, Illusionist, Pyromancer, Sharpshooter, Telemancer, Toximancer
Good: Atomy, Boelir, Changeling, Elf, Gnome, Gremlin, Hephestian, Human, Jinn, Kanku, Kreen, Leprechaun, Mummy, Myconoid, Titan, Vampire and Vulpin
Average: Arcanus, Argus, Centaur, Dragon, Drensiegi and Gargoyle