Alchemist is a popular class in many mmorpgs and it would be cool to see a smart magical classes that uses it's tools to deal magic damage without having any innate magic powers. -Note: this is just a fun suggestion don't take this to your heart if you don't like it Weapon of choice: Gloves / Gauntlets Main attack - Fireballs but with potion particles Basic Alchemist Spells RLR - Splash - Throws a potion in the direction you're facing RRR - Explode - Creates an explosion which throws you into the air towards the direction you're facing RLL - Channel - Creates a beam of energy in the direction you're facing which takes 1.5 seconds to charge RRL - Transmutation - Creates a circle around you which damages mobs and heals you based on the mobs hit (2.5% hp for every mob in the circle) ARCHETYPES: •Apothecary credits to monumenta for the name <3 Apothecary is the archetype focused on Transmutation, it focuses on buffing players and being a support class. also turns the transmutation circle from a circle into a full alchemy circle some notable spells could be - Transformation - Every transmutation you activate activates a transmutation buff ability - Aquatic Ritual - turns your Transmutation circle blue, increases range and heal to 4% per mob - Lingering - your Transmutation remains in the ground for 3 seconds now and has a dot in the spot it was caster - Cursed Ritual - Creates a red pentagram in your Transmutation circle, pulls nearby mobs into the circle 3 times every 1s and increases dmg - Equivalence - Creates multiple smaller circles inside the transmutation which buff player damage - Exchange - Creates small triangles inside the transmutation circle which give the players inside damage resistance - Rejuvination - Potions heal nearby players for 2% of their hp whenever you cast splash - Elemental Concoction - Transmutation Circle boosts nearby player's elemental defenses by 40% - Philosopher's Chaos - When casting splash, create mini transmutation circles wherever your potions land Rest of abilities would boost the damage of transmutation and splash •Harbinger again, credits to mommymenta for the name <3 Harbinger is the damage focused class which focuses on enhancing splash and channel, and making them more unique some notable spells could be - Reactive Flasks - Causes a small blast at the location of splashes, increasing their damage - Collateral - every mob hit by channel increases your energy bar by 5, every 20 energy your splash deals 20% more damage (max 160 bars) - Unleash - when over 120 energy bar, shift an cast channel to unleash a blast (with a wide angle) that stuns enemies hit by it - Mana Flasks - Whenever your flask kills an enemy, gain 10 mana, flask splash color is changed to blue - Artillery - Turns your flasks into projectiles with higher range and speed and buffs damage - Lightning Flasks - After getting 100 energy bars, your splash lingers on the ground in the form of electricity that deal thunder damage - Mad Alchemy - Your channel buffs players' IDs by 20%, including the negative IDs in it's hitbox but decreases their elemental defense by 40% and walk speed by 10% (10s cd) Rest of abilities would boost the damage of splash and channel •Engineer Engineer focuses on changing up the gameplay for all spells entirely and providing a new way to play, it's damage over time by setting up machines. some notable spells could be - Turret - Whenever you cast transmutation, create an elemental turret based on the weapon dmg that shoots elemental bullets, max 5 turrets, range: 25 blocks, lasts 5 seconds - Homing Flasks - your splash always lands into the nearby mob and deals extra damage, range: 40 blocks, lasts 10 seconds, blocks artillery - Generator - When casting channel create a generator which makes a field in 15 block radius that damages mobs over time (max 2 generators) (generator uptime is 10 seconds) - Catapult - When casting explode, instead create a catapult that launches you into the air - Tesla Coil - Makes your generator electrocute mobs inside the field at random and cause a chain lightning effect to mobs around the electrocuted mob - More Generators - Increases your geneator cap to 5 - Transformer - Generator boosts the damage of turrets in it's field by 40% - Shock Tower - This ability need 5 generator to be on field, all 5 generator will charge up for 5 seconds. Once 5 seconds is up, call down a powerful thunderstrike that deal 550% Thunder damage and leave a field of fire on where it strike. Deletes all generators when shock occurs Rest of abilities would just be buffs / changes to the base 4 being generator, turret, cannon and catapult Addressing some possible issues: Q: Isn't alchemist too similar to shaman? A: shaman gameplay revolves around a totem which does everything while alchemist instead relies on it's core spells for whatever it does, as in it uses Transmutation circles with splash and channel for damage and exploding around the place - engineer is way more dynamic and would require you to constantly keep creating machines and interacting them with each other to deal high dmg, which is different than summoner which isn't as dynamic to play - harbinger requires you to manage your energy and deal high burst dmg at once, which is different than something like acolyte which is consistent dmg and healing - apothecary is using your Transmutations to buff your friends, similar to most support archetypes Q: Isn't this too similar to monumenta? A: Yes, but that's not a bad thing, it's working some mechanics from monumenta into wynn which are functionally very different and it's just taken inspiration from monumenta not copy it completely, this takes a lot of inspiration from Fullmetal Alchemist too Q: Doesn't Wynn have enough classes? A: If you have more questions, feel free to ask in the comments, also pls remember to like and bump the thread!