Secondary Class Guides

Alchemist is the utility-focused continuation of , shifting the Merchant line away from pure cart pressure and into potion support, Homunculus progression, and specialized consumable damage. On Age of Ymir, Alchemist can still lean on Merchant staples like and , then layer in class-defining tools like , , and . AoY's Game Changes add one important limitation to plan around, though: Homunculus EXP stops if the owner is not roaming for 30 seconds.
The class rewards planning more than raw simplicity. You can build it as a stable melee Merchant upgrade, a support-oriented potion thrower, a Homunculus-centered farming route, or a specialized brewer preparing for .
Details
Alchemist is a utility-heavy Merchant evolution with strong support options, scalable consumable damage, and one of the most distinct class side-systems in the game through Homunculus progression.

| Job Bonuses | STR+5 AGI+6 VIT+3 INT+7 DEX+9 LUK+0 |
|---|---|
| Type | UtilitySupportHomunculus |
| Max Job Level | 50 |
| Skill Access | 15 Alchemist skills + 1 quest skill, plus Homunculus management utilities on the class tree |
| Next Job | |
| Job Change Area | |
| Core Role | Alchemist combines Merchant fundamentals with , , , and chemical protection skills to become one of the most flexible Merchant-line classes. |
Builds
This is the most straightforward combat bridge from Merchant. It stays centered on for AoE pulls, while remains your single-target finisher. It is the cleanest choice if you want a second class that still levels like an aggressive Merchant but gains utility on top.
This path is generally the least setup-heavy way to enter Alchemist while you decide whether to stay combat-oriented or branch harder into Homunculus and brewing later.
This is the practical low-cost route for players who want to melee quickly while building into the class systems. It uses high attack speed, some FLEE support from gear, and straightforward weapons while gradually adding and into the build. It is also the cleaner fit for AoY's roaming rule, because Homunculus EXP stops after 30 seconds of standing still.
It is the least punishing entry point for players who want to learn the class without immediately paying for high consumable usage. Since Alchemist does not get a native FLEE steroid, it helps to pair this route with gear such as , , and a FLEE garment like a whisper-carded manteau.
This is the higher-cost offensive route for players who want faster burst and are comfortable maintaining bottles. It relies on for focused ranged pressure and for persistent fire-zone damage.
It is strong, but it is also the most resource-intensive Alchemist leveling path. If you do not want regular bottle costs, the melee or Cart Revolution routes are easier to sustain.
This route trades some direct damage for steadier front-line presence and stronger party utility. It uses higher VIT, enough AGI to stay comfortable, and leans more heavily on and the chemical protection suite.
It is the best fit if you want Alchemist to function as a durable support bridge instead of purely a leveling damage class.
This route exists to reach stable Homunculus play as efficiently as possible. You keep personal combat investment low, push survivability and AGI high enough to reach the class systems, then let the Homunculus carry more of the long-term farming load. On AoY, though, it is not truly an idle AFK route because Homunculus EXP stops after 30 seconds without roaming.
It is not the fastest early combat route, but it is the most direct path for players whose main goal is long-term Homunculus utility.
This is the dedicated potion-creation route. It pushes brewing success rates as hard as possible, but in return it is one of the least comfortable leveling builds and usually depends on outside support or later-stage progression.
If you have access to support from or , especially with Marionette Control support, the stat pressure becomes easier to manage. Without that support, it is usually better to treat brewing as a later specialization instead of your first Alchemist experience.
Skills
| Skill | Description |
|---|---|
| is the foundation of the class. It opens potion creation, supports brewing routes, and sits behind most of the consumable-based utility and damage tools. | |
| boosts potion efficiency and improves brewing success, making it core for support, brewing, and consumable-damage routes alike. | |
| is the direct damage passive for combat Alchemists who want to lean into axes or sword-based melee play. | |
| turns potions into targeted support and becomes especially useful once party play or Homunculus sustain starts to matter more. | |
| creates a fire-damage zone and gives Alchemist a consumable-based area-control option when you are willing to spend bottles. | |
| is the high-cost offensive skill for players who want stronger single-target ranged burst and armor pressure. | |
| gives Alchemist plant summons and helps reinforce the class’ utility identity rather than pure stat-based damage. | |
| is a niche but useful support summon and part of the class’ broader bottle-based toolkit. | |
| is the gate into Homunculus gameplay and is the key quest skill if you want the full class system instead of staying a simple Merchant upgrade. | |
| and are what make long-term Alchemist progression distinct from every other Merchant path. On AoY, the related Game Changes note that Homunculus EXP is disabled if the owner stops roaming for 30 seconds. | |
| , , , and are what give Alchemist long-term support relevance in PvM and party utility setups. |
Equipment
For early beginners on AoY, the are still the safest starting point. Free Merchant-line gear buys time while you decide whether your Alchemist is staying melee, transitioning into bottle damage, or setting up for brewing and Homunculus play. The one-handed sword route is especially practical early because it keeps your attack flow smoother while your build is still underfunded.
As your Alchemist develops, it is usually better to plan around future goals instead of overspending on temporary gear. Combat builds generally want stronger ATK and clean weapon requirements, while brewing and support routes care more about stat utility and long-term class systems.
| Equipment | Description |
|---|---|
| are the cleanest free starting set, and the early one-handed sword progression is a practical fit for Alchemist before more specialized weapons take over. | |
| is one of the cleaner sword choices for AGI and melee Alchemist setups that want card flexibility and steady attack speed. | |
| is a lighter sword option with built-in offensive value if you prefer sword ASPD over slower axe swings. | |
| is the heavier damage choice for players who want to take full advantage of and elemental-forged melee play. | |
| is a useful brewing-leaning weapon because it adds INT and LUK, both of which support potion-creation routes more than pure combat builds. | |
| is one of the more interesting spell-leaning weapon choices because it opens extra utility through Heal access while still functioning as an axe. | |
| , , , and are the main utility and autocast-style sidegrades if you want something more specialized than a plain melee weapon. | |
| or , backed by , , , , , or , is a practical package for AGI Alchemist. | |
| is one of the more useful general-purpose garments for AGI or hybrid Alchemist routes that still need flexible offensive stats. | |
| remains one of the most practical low-cost sustain items when mobbing or when your build is still too early to support safer farming. | |
| To set up Homunculus progression, create an Embryo with , , , , and through . | |
| Once your route is active, feed the matching pet line with for Amistr, for Filir, for Lif, and for Vanilmirth. |
Leveling
| Level Range | Location | Notes |
|---|---|---|
| 55-70 | Fresh Alchemists can keep the same practical Merchant flow by pairing with , , and while your class core comes online. | |
| 70-85 | and are stable midgame targets if you are pushing stronger single-target pressure or simply following common Eden progression routes. | |
| 85-99 | stays one of the cleaner late-game leveling targets if your damage and sustain are already stable and you are preparing for Creator progression. |
Job Change
You can become an Alchemist once your Merchant reaches Job Level 40 or 50. On Age of Ymir, you have two practical routes:
| Route | What You Get | Notes |
|---|---|---|
| Official Alchemist class access through the guild tests in , including item collection, a written exam, and the transformation experiment. | This is the full guild route and the one to take if you want the entire class-change process instead of only the endpoint. | |
| Immediate Alchemist advancement and automatic quest/platinum skills through . | The Job Master route is the convenience option for second classes. It skips the official tests and does not add a separate secondary-class reward bundle. |
Recommendation
- Take the official route if you want the full Alchemist guild questline.
- Use the AoY Job Master if you want immediate access to Alchemist systems and faster progression.
Source referenced for class guide details: iRO Wiki: Alchemist

Details
Builds
Skills
Equipment
Leveling
Job Change