Alchemist (ALC) Crafting Abilities and Materia
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.
Below is a list of abilities for the Alchemist class up to level 50. All of the Alchemist's abilities use 0 MP or TP and have 0 cast time.
Abilities
While Alchemists can equip up to 10 abilities to their bar, only 5 will appear during the
crafting process and these will be chosen at random when the process starts. It may work out better for you to only equip the best 5 for
Alchemist crafting.
As none of the DoH abilities are exclusive to any specific class it is worth
levelling up other DoH classes so that you can get better abilities.
DoH:
Alchemist |
Armorer |
Blacksmith |
Carpenter |
Culinarian |
Goldsmith |
Leatherworker |
Weaver
|
Name |
Level |
Cast |
Recast |
Requires |
 |
Stone Throw |
1 |
0 |
5 |
Discipline of Hand or Land |
| Throw a rock at an enemy. |
 |
Wrist Flick |
10 |
0 |
30 |
Discipline of Hand or Land |
| Hurl with great force, causing your next thrown stone to stun the target. |
 |
Aspect Balance |
10 |
0 |
0 |
Discipline of Hand |
| Maintains white glow for the next three steps. |
 |
Hasty Hand |
15 |
0 |
0 |
Discipline of Hand |
| Instantly completes synthesis when successful, but worsens results of failure. Adequate skill guarantees success. |
 |
Creative Urge |
20 |
0 |
0 |
Discipline of Hand |
| Ensures success of all types of synthesis for the next step. |
 |
Innovation |
30 |
0 |
0 |
Discipline of Hand |
| Increases quality by 50% for the next three steps. |
 |
Tricks of the Trade |
30 |
0 |
0 |
Discipline of Hand |
| Advances progress. |
 |
Comfort Zone |
36 |
0 |
0 |
Discipline of Hand |
| Reduces loss of durability by 100% for the next three steps, but prevents great success for all types of synthesis. |
 |
Purification |
36 |
0 |
0 |
Discipline of Hand |
| Increases quality by 125% for the next step. |
 |
Master's Mend |
45 |
0 |
0 |
Discipline of Hand |
| Greatly restores durability. |
Materia Selection
To get the most out of your
Alchemist, you should aim to maximise their stats through
using materia that best benefits the class. An alchemist's main attributes are
INT and
STR, so focusing on these will be beneficial. Below is a list of materia that we recommend you aim for.
DoH:
Alchemist |
Armorer |
Blacksmith |
Carpenter |
Culinarian |
Goldsmith |
Leatherworker |
Weaver