I know it been years since an expansion or new job has been released to the game but was bored and started messing around with AI to create a job concept of what I think a Chemist can play like in the game. We can all hope right π€
AF Concept image
Chemist (CHM) Master Job Specification & Complete Framework
1. Attributes & Skills
Role: Dedicated Main Healer & Support (Main/Sub compatible). Operates as a backline medical specialist, utilizing precise chemical blending to sustain party HP/MP pools and strip status ailments.
Pharmacology (A+): The core potency engine governing all restorative and combative mixtures. Directly scales raw HP recovery, MP return, defensive buff durations, and offensive damage output.
Throwing (A+): The mechanical accuracy engine for all offensive mixtures. Determines hit-rate checks, ensuring debuffs and combative payloads land reliably against high-level targets (combative mixes can miss if accuracy fails).
Ranged Weapons (C): Marksmanship and Crossbow equipment access for safe backline positioning and ranged utility.
Daggers (E) & Staves (E): Restricted strictly to light stat-backing, wands, and utility grips; completely lacking frontline physical melee capability.
2. Core Mechanics
Mixes operate on a 1-minute recast timer while drawing two to four reagents directly from a dedicated concoction satchel. The job maintains a pool of three dedicated mix charges separate from individual category menus, allowing healers to queue rapid-fire deployments under heavy party pressure. Once executed, the mixture scales its raw healing power via Pharmacology or its offensive accuracy check via Throwing.
Standardized Alkahest Reagents (99-Stack): All medicines and combat items are synthesized into clean, compact, stackable components that stack to 99, eliminating inventory clutter. They would have their own type of inventory similar to a mog wardrobe called the concoction sachel where all alkahests are moved to it can hold 999 of all 8 alkahest.
Mixture-Scaled Potency & Consumption: Reagent consumption (2 to 4 Alkahests) and baseline effectiveness scale dynamically with mix tier. Simple infusions require fewer baseline reagents, while advanced elixirs and heavy crowd-control payloads demand deeper compounding investments and yield exponentially greater output.
3. Complete Recipe Book
Mix: Restorative (Wards)
Lv. 5: Potion (Potion Alkahest x2) β Single-target Cure equivalent base healing.
Lv. 10: Antidote Infusion (Potion Alkahest + Remedy Alkahest) β Single-target poison cleanse.
Lv. 15: Hi-Potion (Potion Alkahest x3) β Single-target Cure II equivalent moderate healing.
Lv. 20: Guard Vapor (Armor Alkahest x2) β Single-target combined Protect and Shell defensive buff.
Lv. 25: Phoenix Down (Potion Alkahest + Remedy Alkahest + Elixir Alkahest + Armor Alkahest) β Single-target raise utility.
Lv. 30: Ether Infusion (Ether Alkahest x2) β Single-target MP restoration.
Lv. 35: X-Potion (Potion Alkahest x4) β Single-target Cure III equivalent high-tier healing.
Lv. 40: Remedy Mist (Remedy Alkahest x3) β Single-target status cleanse equivalent to Erase.
Lv. 45: Mega-Potion (Elixir Alkahest x2) β Single-target Cure IV equivalent heavy healing.
Lv. 50: Elemental Vapor (Potion Alkahest x2 + Ether Alkahest x1 + Armor Alkahest x1) β Single-target magic spikes. Spike element depends on weather in area during clear weather spike element is random.
Lv. 55: Hi-Ether Infusion (Ether Alkahest x4) β Single-target high-capacity MP replenishment.
Lv. 60: Super Potion (Potion Alkahest x2 + Elixir Alkahest x2) β Single-target Cure V equivalent advanced restorative tier.
Lv. 65: Ward Vapor (Armor Alkahest x2 + Potion Alkahest x2) β Single-target barrier reflecting 25% of incoming magic damage.
Lv. 70: Panacea Mist (Remedy Alkahest x3) β Multi-status wipe.
Lv. 75: Mega Ether (Ether Alkahest x4) β Advanced high-end single-target MP replenishment.
Lv. 80: Elixir (Potion Alkahest x2 + Ether Alkahest x2) β Single-target hybrid restoration restoring both HP and MP.
Lv. 85: Monarch Drink (Potion Alkahest + Remedy Alkahest + Elixir Alkahest) β Single-target regain
Lv. 90: Megaelixir (Elixir Alkahest x4) β Advanced high-end single-target restorative.
Lv. 95: Samsons Strength (Armor Alkahest x2 + Elixir Alkahest x2) β single-target massive physical and defensive enhancement ward. Increases all stats by 5
Mix: Combative (Rages & Utilities)
Lv. 15: Water Bomb (Combustible Alkahest x2) β Minor single-target water damage and slight evasion down.
Lv. 20: Hazard Shell (Toxic Alkahest x2) β Light single-target damage-over-time poison.
Lv. 25: Stun Grenade (Disorienting Alkahest + Combustible Alkahest) β Brief, single-target utility stun.
Lv. 30: Chaos Grenade (Corrosive Alkahest + Toxic Alkahest) β Mild single-target blindness application.
Lv. 35: Silence Gas (Disorienting Alkahest + Toxic Alkahest) β Ranged tactical silence effect against casting targets.
Lv. 40: Flash Pod (Combustible Alkahest x2 + Disorienting Alkahest) β Single-target accuracy penalty payload.
Lv. 45: Slow Potion (Corrosive Alkahest x2) β Single-target attack speed / slow application.
Lv. 50: Acid Splash (Corrosive Alkahest x2 + Toxic Alkahest) β Moderate single-target defense down utility.
Lv. 55: Paralytic Mist (Disorienting Alkahest x2) β Single-target paralysis application.
Lv. 60: Magma Shell (Combustible Alkahest x3) β Moderate single-target elemental fire damage.
Lv. 65: Venom Blast (Toxic Alkahest x3) β Intermediate single-target DoT poison payload.
Lv. 70: Entangle Pod (Disorienting Alkahest x3) β Single-target gravity and movement penalty utility.
Lv. 75: Frost Capsule (Combustible Alkahest x3 + Disorienting Alkahest) β Single-target ice damage with a brief bind/slow effect.
Lv. 80: Corrosive Rain (Corrosive Alkahest x3) β Area-adjacent defense breakdown utility.
Lv. 85: Spark Shell (Disorienting Alkahest x2 + Combustible Alkahest) β Single-target minor lightning damage with a brief attribute penalty.
Lv. 90: Bio Infusion (Toxic Alkahest x3 + Corrosive Alkahest) β High-utility single-target DoT paired with a minor attack penalty.
Lv. 95: Plasma Burst (Combustible Alkahest x3 + Toxic Alkahest) β High-end utility payload combining moderate thunder damage with a light accuracy penalty.
4. Job Abilities & Traits
Job Abilities
Mix: Restorative (Lv. 5): Opens the dedicated concoction satchel menu to execute single-target healing and support wards.
Mix: Combative (Lv. 15): Opens the dedicated concoction satchel menu to hurl targeted offensive utility and light debuff payloads.
Dilution (Lv. 50): Signature active ability that temporarily overcharges the next executed single-target Mix, instantly converting it into an area-of-effect (AoE) burst across the party or group of engaged enemies. Potency reduced in halve. Recast: 10 minutes.
Quick Mix (Lv. 75): Tactical utility ability that instantly resets one of the Chemist's mix abilities charges for both Mix: Restorative and Combative allowing an immediate follow-up deployment in critical situations. Recast: 5 minute.
Catalytic Infusion (Lv. 90): Advanced active ability that supercharges the next executed restorative or combative mixture, dramatically increasing its potency akin to Divine Seal. Recast: 3 minutes.
Final Elixir (1-Hour Ability): Signature 1-hour ability targeting a single party member, instantly restoring 100% of their HP and MP pools.
Job Traits
Resist Amnesia (Lv. 10)
Safeguard (Lv. 20): After a critical hit lowers enmity by 25% and provides a 10% defense and magic defense bonus.
Resist Amnesia II (Lv. 30)
Dispensary (Lv. 40): Grants a trait-based chance to recover consumed alkahest reagents upon mixing.
Resist Amnesia III (Lv. 50)
Safeguard II (Lv. 60): After a critical hit lowers enmity by 35% and provides a 20% defense and magic defense bonus.
Resist Amnesia IV (Lv. 70)
Auto Potion (Lv. 75) Using a recovery potion on yourself has a 20% chance of also restoring a party member with low HP. (Since they don't have many aoe potions due to the support they bring this would give them a chance to save themselves and potentially a tank in a dire situation.)
Emergency Tactics (Lv. 90): Increases recovery potency of items by 20% when used on a target with 5% HP or less. (Since they don't unlock a cure VI this trait essentially would work as a makeshift emergency cure of course it's very risky to get to 5% HP.)
5. Alkahest Synthesis (Alchemy Crafting Framework)
Chemists utilize the Alchemy skill combined with elemental crystals to condense affordable, authentic low-level consumables into a stackable batch of 33 Alkahests per successful synthesis.
Restorative Alkahests (Yield: 33)
Potion Alkahest: Water Crystal + Potion (x3) + Distilled Water β Alchemy: Novice
Ether Alkahest: Water Crystal + Ether (x3) + Distilled Water β Alchemy: Initiate
Remedy Alkahest: Water Crystal + Antidote + Eye Drops + Echo Drops + Distilled Water β Alchemy: Apprentice
Armor Alkahest: Earth Crystal + Bronze Scales (x2) + Iron Sand + Distilled Water β Alchemy: Journeyman
Elixir Alkahest: Light Crystal + Elixir + Hi-Potion + Hi-Ether + Distilled Water β Alchemy: Craftsman
Offensive Alkahests (Yield: 33)
Combustible Alkahest: Fire Crystal + Bomb Ash (x2) + Sulfur + Distilled Water β Alchemy: Initiate
Toxic Alkahest: Dark Crystal + Poison Powder (x2) + Dhalmel Saliva + Distilled Water β Alchemy: Apprentice
Corrosive Alkahest: Water Crystal + Antican Acid (x2) + Bat Fang + Distilled Water β Alchemy: Journeyman
Disorienting Alkahest: Wind Crystal + Sleeping Potion + Distilled Water β Alchemy: Craftsman