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Alchemia Server ALCHEMIA SERVERThe world answers to your affinity
Magic · Alchemy · Affinity
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Vocations

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Promotion: Machinist

Scientist

Turns observation, materials and affinities into combat and repair instruments.

Playstyle

Marks targets, prepares devices and repositions with recoil. Turrets and combat devices are independent of the permanent familiar; each action retains its own rules and cooldowns.

Recommended for

For players who enjoy field preparation and coordinating two action sources.

Primary role

Technical fighter with a construct and field preparation

Secondary role

Marks targets, prepares devices and repositions with recoil. Turrets and combat devices are independent of the permanent familiar; each action retains its own rules and cooldowns.

Range and position

Secondary frontline or mid-range, depending on weapon and posture.

Limitations

Requires unit coordination · Lower defense than Guardian · Recall does not reset resources or cooldowns

Equipment direction

Technical weapons and books of mechanisms or formulas. A one-handed weapon can be combined with a compatible off-hand; resilience without replacing the main tank.

Training affinities

Weapon Fighting ×1.20 · Magic Level ×1.00 · Spell Power ×1.10 · Healing Power ×1.15 · Magic Resistance ×1.15 · Shielding ×1.00 · Magecraft ×1.15

Physical and elemental pressurePersistent constructField preparation
physicalenergyholyDifficulty: high

Scientist · Affinity by skill band

The summary numbers above represent base skill 0–49. The bands below use the skill’s own level, without equipment bonuses; not character level.

Skill0–4950–99100–149150+
Weapon Fighting×1.20×1.15×1.10×1.05
Spell Power×1.10×1.10×1.05×1.00
Healing Power×1.15×1.10×1.05×1.00
Shielding×1.00×1.00×1.00×1.00
Magic Resistance×1.15×1.15×1.10×1.05
Magecraft×1.15×1.10×1.05×1.00
Magic Level×1.00×1.00×1.00×1.00

This is the per-action affinity layer. Global training stages, progression requirements and temporary bonuses also apply. It is not a direct damage multiplier.

Spells and postures

After A porta aberta, new ways of combining affinities develop the same seven forces of Alchemia.

The Scientist turns study into instruments: Physical pressure, Energy discharges and Holy components share prepared charges. The construct is part of the strategy, while positioning decides when to advance, retreat and detonate. Emergency Plating: Scutum family: reduces Physical damage by 18% and Energy by 12% for 4s. Witchcraft may extend duration and add at most one percentage point of Physical protection. No speed penalty. Replaces the previous personal ward in the same family.

As a Machinist, the character deepens mastery of machines and protection. Ballistics, Galvanic Array and Siegecraft specialize precision, Energy and resilience. Precision posture: Shrapnel Volley uses three forward rows of three squares; Piercing Lance reaches six squares and preserves target falloff. Recoil Step moves two valid squares backward. Energy circuits: Arc Spark becomes a small cross with up to two targets at 70% per target. Arc Relay splits one budget 50/30/20%. Siege posture: Pressure Canister occupies 3×3 squares without adding targets or packets. General targeting range decreases by one. Companion and Sentry retain their separate rules.

Companion

Select a compatible option in Power Beasts. Change appearances in Customise Character.

Coil Custodian

Coil Custodian

off-tank

Deal 1.5D Energy damage to one target within 3 tiles; slow it by 15% for 2s. Shield yourself for 1.5 base H for 4s, absorbing Physical and Energy only. D and H mean the companion's own damage and base healing. “Yourself” refers to the companion. Command and recall are separate actions.

Mana: 20% (max. 1200) · Cooldown: 120s

Abilities and Bond
Arc Contact · Bond 0

Unlocks at Bond 0. Deal 1D total damage every 2s within 1 tile: half Physical, half Energy. No Spirit cost.

Static Bind · Bond 1

Unlocks at Bond 1. Deal 1.5D Energy damage to one target within 3 tiles; slow it by 15% for 2s. Cooldown: 8s. Spirit: 12.

Repair Capsule · Bond 2

Unlocks at Bond 2. Heal yourself every 4s while below 85% HP. No Spirit cost. Inactive in protection zones; healing caps and talent modifiers apply.

Capacitor Cage · Bond 3

Unlocks at Bond 3. Shield yourself for 1.5 base H for 4s, absorbing Physical and Energy only. Cooldown: 30s. Spirit: 30.

Grounded Chassis · Bond 4

Unlocks at Bond 4. Gain 2 points of Energy protection. Companion only; does not affect the owner, party or other companions.

Stored Charge · Bond 5

Unlocks at Bond 5. Three valid basic hits charge the next Static Bind for +10% damage. Consumes all three charges.

Manual signature requires Bond 7. Blue command: 50 mana. Command and recall are separate actions.

Companion talents

Row 1

  • Calibrated Aim: Basic attack damage +10%; other abilities are unchanged.
  • Repair Efficiency: Self-healing +8%, within the healing cap.
  • Reinforced Chassis: Base HP +8%, within the talent cap.

Row 2

  • Extended Conductor: Signature range increases from 3 to 4 tiles.
  • Static Lock: Signature slow increases from 15% to 20%, for the same duration.
  • Focused Discharge: Remove the slow; signature damage +15%.

Row 3

  • Insulated Circuit: Personal Energy protection increases from 2 to 3 points.
  • Emergency Insulation: Personal Energy protection increases to 4 points below 35% HP; otherwise 2.
  • Spirit Capacitor: Regain 2 Spirit per 5s in combat, within the total 6/s cap.

Row 4

  • Precision Repair: Self-healing +10%, within the global healing cap.
  • Preventive Repair: Begin healing below 95% HP; each heal -10%. Same 4s interval.
  • Repair Buffer: Convert 20% of the periodic heal into a personal shield for 3s; heal the other 80%.

Row 5

  • Dense Capacitor Cage: Shield capacity +20%.
  • Sustained Capacitor Cage: Shield duration increases from 4s to 6s.
  • Broadband Cage: Absorb all damage types; shield capacity -25%.

Row 6

  • Material Affinity: Gain 4 points of Energy and 2 points of Physical protection. Companion only.
  • Cycle Discipline: Combat Spirit regeneration increases from 5 to 6 per second; cooldowns are unchanged.
  • Stable Actuators: Eligible slows on the companion last 20% less. Does not bypass boss mechanics.

Row 7

  • Stored Charge: Charged signature bonus increases from 10% to 25%; no extra hit.
  • Repair Relay: Every third periodic heal adds 0.5H self-healing. Internal cooldown: 30s.
  • Last Capacitor: Below 25% HP, gain a shield worth 10% of your HP for 4s. Internal cooldown: 90s.

Bomber Goblin

Bomber Goblin

warrior

Launch shrapnel dealing Physical damage in a 3-tile cone: 1.2D to the main target and 0.6D to up to two secondary targets. Shield yourself for 1.2 base H for 4s. If broken, deal 0.5D Physical damage to your current legal target. D and H mean the companion's own damage and base healing. “Yourself” refers to the companion. Command and recall are separate actions.

Mana: 20% (max. 1200) · Cooldown: 120s

Abilities and Bond
Rivet Strike · Bond 0

Unlocks at Bond 0. Deal 1D total damage every 2s within 1 tile: entirely Physical. No Spirit cost.

Shrapnel Fan · Bond 1

Unlocks at Bond 1. Launch shrapnel dealing Physical damage in a 3-tile cone: 1.2D to the main target and 0.6D to up to two secondary targets. Cooldown: 8s. Spirit: 15.

Self Repair · Bond 2

Unlocks at Bond 2. Heal yourself every 4s while below 85% HP. No Spirit cost. Inactive in protection zones; healing caps and talent modifiers apply.

Reactive Plating · Bond 3

Unlocks at Bond 3. Shield yourself for 1.2 base H for 4s. If broken, deal 0.5D Physical damage to your current legal target. Cooldown: 30s. Spirit: 30.

Tempered Chassis · Bond 4

Unlocks at Bond 4. Gain 2 points of Physical protection. Companion only; does not affect the owner, party or other companions.

Fragmentation · Bond 5

Unlocks at Bond 5. Every third basic hit embeds fragments dealing 0.3D Physical damage over 3s. One fragment wound per owner/target; no critical or leech.

Manual signature requires Bond 7. Blue command: 50 mana. Command and recall are separate actions.

Companion talents

Row 1

  • Calibrated Aim: Basic attack damage +10%; other abilities are unchanged.
  • Repair Efficiency: Self-healing +8%, within the healing cap.
  • Reinforced Chassis: Base HP +8%, within the talent cap.

Row 2

  • Focused Shrapnel: Hit only the main target for 1.8D.
  • Wide Shrapnel: Up to four secondary targets, each for 0.4D instead of 0.6D.
  • Suppressive Shrapnel: Damage -10%; struck enemies deal 2% less damage to this companion for 3s.

Row 3

  • Reinforced Plating: Personal Physical protection increases from 2 to 3 points.
  • Emergency Plating: Personal Physical protection increases to 4 points below 35% HP; otherwise 2.
  • Spirit Capacitor: Regain 2 Spirit per 5s in combat, within the total 6/s cap.

Row 4

  • Precision Repair: Self-healing +10%, within the global healing cap.
  • Preventive Repair: Begin healing below 95% HP; each heal -10%. Same 4s interval.
  • Repair Buffer: Convert 20% of the periodic heal into a personal shield for 3s; heal the other 80%.

Row 5

  • Dense Plating: Shield +20%; remove its break damage.
  • Recycled Plating: Unused shield heals you on expiry, up to 0.25H.
  • Reactive Burst: Break damage increases from 0.5D to 0.8D; shield -15%.

Row 6

  • Material Affinity: Gain 4 points of Physical and 2 points of Energy protection. Companion only.
  • Cycle Discipline: Combat Spirit regeneration increases from 5 to 6 per second; cooldowns are unchanged.
  • Stable Actuators: Eligible slows on the companion last 20% less. Does not bypass boss mechanics.

Row 7

  • Embedded Fragments: Passive fragment damage increases from 0.3D to 0.5D with the same timing.
  • Repair Barrier: A periodic heal also grants a 0.3H shield for 3s. Internal cooldown: 30s.
  • Tempered Chassis: Gain 8 points of Physical and 4 points of Energy protection, within the protection cap.

Machine Spider

Machine Spider

tactical

1.2D total: half Energy, half Physical. For 4s, convert 12% actual damage to owner mana (0.4% max mana/s cap); deal 20% less damage. D and H mean the companion's own damage and base healing. “Yourself” refers to the companion. Command and recall are separate actions.

Mana: 20% (max. 1200) · Cooldown: 120s

Abilities and Bond
Relay Strike · Bond 0

Unlocks at Bond 0. 1D total: half Energy, half Physical.

Energy Siphon · Bond 1

Unlocks at Bond 1. 1.2D total: half Energy, half Physical. Cooldown: 10s. Spirit: 15.

Relay Repair · Bond 2

Unlocks at Bond 2. Recover 1H below 85% HP. Cooldown: 18s. Spirit: 10.

Power Relay · Bond 3

Unlocks at Bond 3. For 4s, convert 12% actual damage to owner mana (0.4% max mana/s cap); deal 20% less damage. Cooldown: 30s. Spirit: 30. Player mana: 50.

Circuit Attunement · Bond 4

Unlocks at Bond 4. Companion primary protection +2 percentage points.

Closed Circuit · Bond 5

Unlocks at Bond 5. Return 8% actual damage as owner mana, capped at 0.4% max mana/s, within 5 tiles and line of sight.

Manual signature requires Bond 7. Blue command: 50 mana. Command and recall are separate actions.

Companion talents

Row 1

  • Reinforced Housing: HP +4%.
  • Repair Calibration: Self-healing +3%.
  • Spirit Capacitor: Maximum Spirit +4.

Row 2

  • Efficient Siphon: Signature Spirit cost -10%.
  • Relay Reach: Signature range +1; line of sight still required.
  • Relay Frequency: Signature cooldown -1s.

Row 3

  • Circuit Insulation: Primary protection +2 percentage points.
  • Impact Insulation: Physical protection +1 percentage point.
  • Expanded Housing: HP +3%.

Row 4

  • Efficient Relay: Command Spirit cost -15%.
  • Relay Cycle: Command cooldown -2s.
  • Sustained Relay: Command duration +1s, with no additional damage ticks.

Row 5

  • Repair Output: Self-healing +5%.
  • Repair Cycle: Self-heal cooldown -1s.
  • Efficient Repair: Self-heal Spirit cost -15%.

Row 6

  • Power Conversion: Owner mana return increases to 10%.
  • Extended Link: Owner return range increases to 6 tiles.
  • Relay Capacity: Owner mana cap increases to 0.45% max mana/s.

Row 7

  • Durable Housing: HP +5%.
  • Circuit Mastery: Signature and command Spirit costs -8%.
  • Resonant Insulation: Primary protection +3 percentage points.

Health and damage grow with level and Bond; owner offensive skills are not inherited. Recall before switching; health percentage is preserved and no protection zone is required.

Recalling costs 50 mana. Cooldown is shared; health and Spirit are retained. Talents, presets and equipment remain in the Companion window.

Animagis · Avatars

Select a compatible option in Power Beasts. Change appearances in Customise Character.

Siege Frame

Siege Frame

Offensive

Eight seconds: offensive avatar, +5% outgoing damage and the existing 2% avatar critical chance (factor 1.14). Walk fields share one 50-100 Physical/Energy budget. Activation pulse shares one Physical budget, with 30% deferred.

Mana: 300 · Cooldown: 60s · 8s

Siege Frame

Level 100 and vocation promotion.

Tempered Frame

Tempered Frame

Defensive

Eight seconds: defensive avatar, 5% less incoming damage. Energy walk fields deal the existing light budget; every fifth field carries the same eligible silence. Activation grants the existing bounded healing pulse.

Mana: 300 · Cooldown: 60s · 8s

Tempered Frame

Level 100 and vocation promotion.

Relay Frame

Relay Frame

Tactical

Eight seconds: tactical avatar. On your own fields, eligible Physical/Energy attacks cost 5% less. Alternating pure Physical and Energy within 4s builds up to 3 charges; eligible support consumes them for 2% less mana per charge. Mixed attacks do not build two charges. Activation costs 300 mana; no separate three-cast discount.

Mana: 300 · Cooldown: 60s · 8s

Relay Frame

Level 100 and vocation promotion.

Witchcraft Book

Gems: Coil · Lesser / Regular / Greater

Tree skills: spell_power, shielding, magic_resist

SpellFirst upgradeSecond upgrade
Rivet Shot+3% shared damage budget+3% additional budget (6% total)
Clockwork Charge-5 Mana Cost+4% shared damage budget
Deploy Sentry-10 Mana Cost+4% shared damage budget
Emergency Plating-10 Mana Cost+1 percentage point physical reduction
Controlled Demolition-10 Mana Cost+4% shared damage budget

Exclusive weapons and armor

One-handed options allow a compatible off-hand. Two-handed options occupy both positions. Starter equipment has no level requirement; requirements begin at level 50.

refined torsion caster

Lv. 100 · Forge 2 · 1 imbuements · 1H

26–62 physical

Weapon Fighting +1; Spell Power +1

adept torsion caster

Lv. 200 · Forge 3 · 2 imbuements · 1H

40–86 physical

Weapon Fighting +1; Spell Power +1

adept siege calibrator

Lv. 200 · Forge 3 · 2 imbuements · 2H

45–95 physical

Weapon Fighting +1; Spell Power +1

exalted torsion caster

Lv. 400 · Forge 4 · 2 imbuements · 1H

62–122 physical

Weapon Fighting +2; Spell Power +1

artificer cuirass

Lv. 300 · Forge 3 · 2 imbuements

Armor 17

Weapon Fighting +1; Spell Power +1; Shielding +1; Physical protection +3%; Energy protection +3%

dynamo cuirass

Lv. 400 · Forge 4 · 2 imbuements

Armor 18

Weapon Fighting +2; Spell Power +2; Shielding +1; Physical protection +4%; Energy protection +4%

aegisframe cuirass

Lv. 600 · Forge 4 · 2 imbuements

Armor 20

Weapon Fighting +3; Spell Power +3; Shielding +2; Physical protection +5%; Energy protection +5%

axiom cuirass

Lv. 800 · Forge 4 · 2 imbuements

Armor 21

Weapon Fighting +4; Spell Power +4; Shielding +2; Physical protection +6%; Energy protection +6%

artificer goggles

Lv. 300 · Forge 3 · 2 imbuements

Armor 10

Weapon Fighting +1; Spell Power +1; Magic Resist +1; Physical protection +3%; Energy protection +3%

artificer greaves

Lv. 300 · Forge 3 · 0 imbuements

Armor 9

Weapon Fighting +1; Spell Power +1; Physical protection +5%; Fire protection +3%

artificer treads

Lv. 300 · Forge 3 · 1 imbuements

Armor 3

Weapon Fighting +1; Speed +10; Physical protection +1%; Ice protection +2%

aegisframe goggles

Lv. 600 · Forge 4 · 2 imbuements

Armor 12

Weapon Fighting +2; Spell Power +1; Magic Resist +2; Physical protection +5%; Energy protection +4%

aegisframe greaves

Lv. 600 · Forge 4 · 0 imbuements

Armor 11

Weapon Fighting +2; Spell Power +1; Physical protection +8%; Fire protection +4%

aegisframe treads

Lv. 600 · Forge 4 · 1 imbuements

Armor 4

Weapon Fighting +2; Speed +20; Physical protection +3%; Ice protection +3%

axiom goggles

Lv. 800 · Forge 4 · 2 imbuements

Armor 13

Weapon Fighting +2; Spell Power +2; Magic Resist +2; Physical protection +5%; Energy protection +5%

axiom greaves

Lv. 800 · Forge 4 · 0 imbuements

Armor 12

Weapon Fighting +3; Spell Power +1; Physical protection +8%; Fire protection +5%

axiom treads

Lv. 800 · Forge 4 · 1 imbuements

Armor 4

Weapon Fighting +2; Speed +20; Shielding +1; Physical protection +3%; Ice protection +4%

dynamo handbook

Lv. 300 · Forge 0 · 1 imbuements

Armor 0

Weapon Fighting +2; Spell Power +3; Energy protection +3%; Energy Magic Level +1

aegis blueprint

Lv. 600 · Forge 0 · 1 imbuements

Armor 0

Weapon Fighting +3; Spell Power +4; Fire protection +4%; Energy Magic Level +2

axiom compendium

Lv. 800 · Forge 0 · 1 imbuements

Armor 0

Weapon Fighting +4; Spell Power +5; Energy protection +4%; Energy Magic Level +3

flywheel signet

Lv. 400 · Forge 0 · 0 imbuements

Armor 0

Weapon Fighting +2; Energy protection +2%

calibrator locket

Lv. 450 · Forge 0 · 0 imbuements

Armor 0

Weapon Fighting +1; Healing Power +1; Energy protection +2%

copperwright jacket

Lv. 50 · Forge 2 · 1 imbuements

Armor 10

Spell Power +1; Energy protection +3%

fieldengineer visor

Lv. 150 · Forge 2 · 2 imbuements

Armor 8

Weapon Fighting +1; Spell Power +1; Physical protection +1%; Energy protection +2%

fieldengineer cuirass

Lv. 150 · Forge 2 · 2 imbuements

Armor 15

Weapon Fighting +1; Spell Power +1; Physical protection +2%; Energy protection +3%

fieldengineer greaves

Lv. 150 · Forge 2 · 0 imbuements

Armor 8

Weapon Fighting +1; Physical protection +2%; Fire protection +3%

fieldengineer boots

Lv. 150 · Forge 2 · 1 imbuements

Armor 3

Speed +10; Healing Power +1; Physical protection +1%; Ice protection +2%

induction visor

Lv. 400 · Forge 4 · 2 imbuements

Armor 9

Weapon Fighting +1; Spell Power +1; Physical protection +1%; Energy protection +6%

induction cuirass

Lv. 400 · Forge 4 · 2 imbuements

Armor 17

Weapon Fighting +1; Spell Power +3; Physical protection +2%; Energy protection +6%

induction greaves

Lv. 400 · Forge 4 · 0 imbuements

Armor 10

Weapon Fighting +2; Spell Power +1; Physical protection +2%; Ice protection +6%

induction treads

Lv. 400 · Forge 4 · 1 imbuements

Armor 3

Speed +15; Healing Power +2; Energy protection +3%

stormcoil visor

Lv. 600 · Forge 4 · 2 imbuements

Armor 11

Weapon Fighting +3; Spell Power +3; Physical protection +2%; Energy protection +6%

stormcoil harness

Lv. 600 · Forge 4 · 2 imbuements

Armor 19

Weapon Fighting +4; Spell Power +5; Physical protection +2%; Energy protection +6%

thunderforge visor

Lv. 800 · Forge 4 · 2 imbuements

Armor 12

Weapon Fighting +4; Spell Power +4; Physical protection +2%; Energy protection +7%

thunderforge harness

Lv. 800 · Forge 4 · 2 imbuements

Armor 20

Weapon Fighting +5; Spell Power +6; Physical protection +3%; Energy protection +7%

fieldmender greaves

Lv. 600 · Forge 4 · 0 imbuements

Armor 10

Healing Power +4; Magic Resist +2; Physical protection +5%; Fire protection +4%

fieldmender boots

Lv. 600 · Forge 4 · 1 imbuements

Armor 3

Speed +20; Healing Power +3; Magic Resist +1; Physical protection +2%; Ice protection +3%

lifework greaves

Lv. 800 · Forge 4 · 0 imbuements

Armor 11

Healing Power +5; Magic Resist +3; Physical protection +5%; Fire protection +5%

lifework boots

Lv. 800 · Forge 4 · 1 imbuements

Armor 3

Speed +20; Healing Power +4; Magic Resist +2; Physical protection +2%; Ice protection +4%

fieldmedic handbook

Lv. 400 · Forge 0 · 1 imbuements

Armor 0

Weapon Fighting +1; Spell Power +2; Healing Power +3; Energy protection +3%

bulwark schematics

Lv. 650 · Forge 0 · 0 imbuements

Armor 0

Weapon Fighting +2; Spell Power +1; Magic Resist +3; Shielding +2; Physical protection +3%; Energy protection +5%

lifeline engineering folio

Lv. 750 · Forge 0 · 0 imbuements

Armor 0

Weapon Fighting +2; Spell Power +2; Healing Power +4; Energy protection +4%; Mana leech chance +100%; Mana leech amount +0.5%

fieldmedic visor

Lv. 100 · Forge 2 · 1 imbuements

Armor 7

Weapon Fighting +1; Healing Power +1; Energy protection +2%

fieldmedic brigandine

Lv. 100 · Forge 2 · 1 imbuements

Armor 14

Weapon Fighting +1; Healing Power +1; Fire protection +4%

fieldmedic boots

Lv. 100 · Forge 2 · 1 imbuements

Armor 2

Speed +10; Healing Power +1; Earth protection +2%

foundrywarden visor

Lv. 200 · Forge 3 · 2 imbuements

Armor 9

Weapon Fighting +1; Magic Resist +2; Earth protection +3%

foundrywarden cuirass

Lv. 200 · Forge 3 · 2 imbuements

Armor 16

Weapon Fighting +1; Magic Resist +2; Physical protection +1%; Fire protection +5%

foundrywarden greaves

Lv. 200 · Forge 3 · 0 imbuements

Armor 8

Weapon Fighting +1; Healing Power +1; Physical protection +1%; Ice protection +4%

foundrywarden boots

Lv. 250 · Forge 3 · 1 imbuements

Armor 3

Weapon Fighting +1; Speed +10; Physical protection +1%; Fire protection +3%

coilwright schematic

Lv. 100 · Forge 0 · 0 imbuements

Armor 0

Weapon Fighting +1; Spell Power +2; Energy Magic Level +1

fieldwork formula codex

Lv. 150 · Forge 0 · 1 imbuements

Armor 0

Weapon Fighting +1; Spell Power +2; Healing Power +1

blastshield blueprint

Lv. 200 · Forge 0 · 1 imbuements

Armor 0

Weapon Fighting +1; Shielding +2; Fire protection +4%

triage formula ledger

Lv. 250 · Forge 0 · 1 imbuements

Armor 0

Weapon Fighting +1; Healing Power +3; Ice protection +4%

ratchet torsion caster

Lv. 150 · Forge 2 · 1 imbuements · 1H

33–74 physical

Weapon Fighting +1; Spell Power +1

induction projector

Lv. 150 · Forge 2 · 1 imbuements · 2H

37–82 energy

Weapon Fighting +1; Spell Power +1

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