An Alchemist dedicates themselves to the pursuit of making things more valuable. Some say that real-life Alchemy started as a mere metaphor for self-improvement; in Dominions, however, Alchemists really can make some quick cash.
In prior Dominions games, Alchemy could be performed with even two gems; one was wasted to kickstart the ritual, and then the rest would be converted into gold. The ritualist's relevant magic skill determined the base gold value they got from each gem. Overall, this system allowed one mage to make their nation a ton of money, at the expense of preventing junior mages from practicing.
In Dominions 6, the Alchemical Rituals have been reworked. Now, a critical mass of ten gems is needed; no more, no less. No gems are wasted, though this system may (depending on your values) waste the ritualist's time. Skill level in the base path no longer impacts the quality of the Alchemy, aside from the "dabbling" (level 1) rituals being less efficient than the more-experienced (level-2) rituals.
In all games, an Alchemist's point value in the trait modifies the payout.
Most professionals at the art have an Alchemist value of 50, for example, which gets them 50% more gold from their rituals. A few beings have mastered the art enough to have an Alchemist value of 100, which gets them 100% more gold than what their uninitiated peers would manage. Though it may be possible to have an Alchemist value above 100, that would require an Alchemist's Stone (a Philosopher's stone), an Artifact.
Ritual | Standard Results | Alchemist (50) Results | Alchemist (100) Results |
---|---|---|---|
Alchemical Transmutation (1) | 200 Gold | 300 Gold | 400 Gold |
Distill Gold (1) | 250 Gold | 375 Gold | 500 Gold |
Earth Gem Alchemy (2) | 300 Gold | 450 Gold | 600 Gold |
Transmute Fire (2) | 350 Gold | 525 Gold | 700 Gold |