Alchemist of the Malefic Viper

Jake gained this profession through The Malefic Viper's challenge dungeon in his tutorial. It is an F-grade profession that is considered an advanced variant of the Alchemist type professions.

System Description
Alchemist of the Malefic Viper – The Alchemist of the Malefic Viper can combine natural treasures of the world, and make potions, pills, transmute one material to another, with a slew of other mystical means to be discovered. This rare type of alchemist specializes in the concoction of poisons. From a craft classically bringing restoration and improvement, the Alchemist of the Malefic Viper brings pain, deterioration, and death. Stat bonuses per level: +2 Vit +2 Wis +1 Will +1 Tough +2 Free Points.

Initial Skills Gained
Note: Asterisks denote skills that Jake acquired at that specific level.

* [Herbology (Common)] – Grants knowledge of herbs found throughout the multiverse The most numerous source of natural treasures comes in the form of herbs found throughout existence. The knowledge of plants and their effects is, therefore, essential to any alchemist. An alchemist must know what he works with in order to create his products after all. Grants the ability to recognize herbs at a glance, and correctly Identify their properties.

* [Brew Potion (Common)] – Potion-brewing is the bread and butter of most alchemists. A potion can be the savior in a time of need, or that extra boost to defeat your opponent. Allows for the brewing of potions with common-rarity and below. Must have suitable materials and equipment in order to create potions. Adds a minor increase to the effectiveness of created potions based on wisdom.

* [Concoct Poison (Common)] – While most focus on the aspect of giving life through their craft, others prefer to take it away. Allows for the concoction of common-rarity poisons and below. Must have suitable materials and equipment in order to create poisons. Adds a minor increase to the effectiveness of created poisons based on wisdom.

* [Toxicology (Uncommon)] – The knowledge of all that is toxic. Be able to recognize poisonous substances at a glance and correctly identify their properties. To concoct the deadliest toxins, one must know what to mix after all.

* [Malefic Viper’s Poison (Rare)] – The Malefic Viper stalks its prey and needs only to strike once as venom devours its prey. Increases the potency of all crafted poisons. Grants the ability to craft a poison with a rarity above that of your Concoct Poison skill if certain conditions are met. The poison may at most be upgraded to the rarity of the Malefic Viper’s Poison skill (Common --> Rare). Allows poison not to lose efficiency for a short amount of time after being applied to a weapon.

Skills Available at Level 5
[Pill Consolidation (Inferior)] – The path of alchemy is diverse and methods aplenty, potion brewing but one of the major paths, another being pill consolidation. Pills come in many forms, but most have the purpose of empowering the one who consumes it, both temporarily and permanently. Must have suitable materials and equipment in order to create pills. Adds a minor increase to the effectiveness of produced pills based on wisdom.

[Geology (Inferior)] – Grants knowledge of minerals and other similar natural treasures found throughout the multiverse. These natural treasures can be combined with other materials to amplify or bring forth strong magical effects. An alchemist must be able to distinguish the magical rock from the mundane gravel after all.

[Metallurgy (Inferior)] – Grants knowledge of metallic materials and substances found throughout the multiverse. Many types of rare and powerful metals are found throughout the multiverse and can be combined with other material to amplify or bring forth powerful magical effects, not limited only to alchemical products.

[Sense Herb (Common)] – Gives a passive ability to detect herbs and a rough feeling of their properties. An alchemist must be able to find the materials to craft his products after all. Adds a minor increase to the effectiveness of Sense Herb based on perception.

[Sense Poison (Uncommon)] – Gives a passive ability to detect poisonous substances and their toxicity level. An alchemist must be able to find the materials to craft his products after all. Adds a minor increase to the effectiveness of Sense Poison based on perception.

* [Palate of the Malefic Viper (Rare)] – The Malefic Viper has honed its venom by devouring myriad toxins found throughout the multiverse. In the same vein, the Alchemist of the Malefic Viper can consume toxins to learn their effects and properties. Grants the alchemist immunity or resistance to most low-level poisons. Through consumption, may your power grow, through gluttony may your Records expand.

Skills Available at Level 10
[Transmute (Inferior)] – Transmutation is an ancient art used by alchemists since the beginning of time. Allows for the alchemist to attempt to transmute types of metal into ones of greater value. Must have suitable materials. Transmute does not require any additional tools or equipment, but the skill’s effect can be amplified using certain catalysts. Adds a minor increase to the effectiveness of Transmute based on wisdom.

[Graft Plant (Common)] – Sometimes, two plants are greater than the sum of their parts, and the perfect plant may be created, not found. Grants the ability to graft plants. Plants must be compatible. Must have suitable ingredients and equipment to facilitate the grafting of plants. Adds a minor increase to the effectiveness of Graft Plant based on wisdom.

[Alchemist’s Purification (Common)] – Attempt to purify any alchemical ingredient. Purification can help remove unwanted properties from a component, making the finished mixture purer. Must have suitable ingredients. Must have suitable materials. Purification does not require any additional tools or equipment, but the skill’s effect can be amplified using certain catalysts. Adds a minor increase to the effectiveness of Alchemist’s Purification based on wisdom.

[Germinate Herb (Common)] – Germinate a herb, allowing it to grow faster and increase its quality. Germinate Herb enables the alchemist not to wait the many years usually required for the necessary herb to mature. Germinate herb does not require any additional tools or equipment, but the skill’s effect can be amplified using certain catalysts. Adds a minor increase to the effectiveness of Germinate Herb based on wisdom.

* [Cultivate Toxin (Uncommon)] – Cultivate the desired toxic ingredient, allowing it to amplify its deadly toxins. On poisonous plants, this skill will also enable said plants to grow faster and increase their quality. Cultivate Toxin does not require any additional tools or equipment, but the skill’s effect can be amplified using certain catalysts. Adds a minor increase to the effectiveness of Cultivate Toxin based on wisdom.

Skills Available at Level 15
Note: The full list of skills available is not shown as Jake says that "No new attractive options had come up."

* [Sense Poison (Uncommon)] – Gives a passive ability to detect poisonous substances and their toxicity level. An alchemist must be able to find the materials to craft his products after all. Adds a minor increase to the effectiveness of Sense Poison based on perception.

Skills Available at Level 20
Note: The full list of skills available is not shown.

* [Alchemist’s Purification (Common)] – Attempt to purify any alchemical ingredient. Purification can help remove unwanted properties from a component, making the finished mixture purer. Must have suitable ingredients. Must have suitable materials. Purification does not require any additional tools or equipment, but the skill’s effect can be amplified using certain catalysts. Adds a minor increase to the effectiveness of Alchemist’s Purification based on wisdom.