Alchemist

Archetype
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Prime Perk Spirited
Archetype Trait Potency

The Alchemist is an Archetype in Remnant 2. The Alchemist is a support and utility-focused character Archetype. They excel at providing powerful buffs to their allies through the use of vials and consumables. As an Alchemist, their main role is to enhance the effectiveness of their team by providing various beneficial effects and protective abilities. Archetypes can be considered the different Classes available in-game. Players' Archetype choice at the beginning of the game is important, but they can change them to another one later on by using another Archetype's item if they so desire.

 

Utility, Support, Buffing Allies

 

Remnant 2 Alchemist Information

  • The Alchemist specialises in powerful buffing Vials and consumable potency.

 

How to unlock Alchemist in Remnant 2

To unlock the Alchemist Archetype players need to craft the following Engram:

To craft the Philosopher's Stone Engram, players first need to obtain Philosopher's Stone (Material) which can be obtained by defeating Manticora in the Manticora from the Drain Event at Losomn.

 

Starting Equipment for Alchemist in Remnant 2

The Alchemist start the game with the following Equipment:

Armor
Weapons

 

Remnant 2 Alchemist Archetype Item

 

Alchemist Progression in Remnant 2

 

Remnant 2 Alchemist Prime Perk

All Archetypes have one unique Prime Perk, which becomes available once they use an Archetype as the Main Class. Prime Perks can get two upgrades. The first one when they reach level 5, and the second one once they reach level 10.

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Spirited

Prime Perk
Automatically Unlocked

Alchemist can have 1 additional Concoction buff active.

Upgraded at Level 5

Upgrade: Alchemist can have 2 additional Concoction buffs active.

Upgraded at level 10

Upgrade: Alchemist can have 3 additional Concoction buffs active.

 

 

Remnant 2 Alchemist Archetype Perks

Archetype Perks are divided into four different categories: Damage Perks, Team Perks, Utility Perks, and Relic Perks. 

Damage Perk

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Liquid Courage

Damage Perk
Unlocked at level 1

Gain 2.5%  increase to All Damage.

Increases with Alchemist Level.

Upgrade Unlocked at level 6

Upgrade: Grants a 25% increase to All Damage and 5% Critical Chance.

Team Perk

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Panacea

Team Perk
Unlocked at level 2

Curative effects apply to all allies within 15m and grant 15 additional Resistance.

Upgrade unlocked at level 7

Upgrade: Allies affected by Panacea gain +10% Status and Blight Resistance.

Utility Perk

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Gold to Lead

Utility Perk
Unlocked at level 3

Picking up Scrap has a 15% chance to also award Ammo to the Alchemist.

Upgrade unlocked at level 8

Upgrade: Picking up Scrap or Metals also has a 15% chance to award Ammo to the Alchemist.

Relic Perk

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Experimentalist

Relic Perk
Unlocked at level 4

Using a Relic applies a random buff on the Alchemist for 30s. Cannot be overridden.

Upgrade unlocked at level 9

Upgrade: Using a Relic applies a random buff on the Alchemist and allies within 20m for 60s. Cannot be overridden.

 

Alchemist Skills in Remnant 2

All Archetypes have three skills at their disposal, but they can only have one equipped at a time. These skills have long cooldowns, making the decision of WHEN to use them a crucial one. Skills can't be upgraded, and have only one level.

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Vial: Stone Mist

Automatically Unlocked

Creates a mysterious vapor cloud which lasts 10s and applies STONESKIN.

STONESKIN reduces incoming damage by 25%, greatly increases Blight Buildup Decay Rate, reduces Stagger by l, and makes the target immune to Status Effects. Lasts 15s.

PRESS: Slam Vial on the ground, creating the effect at the Alchemist's feet.

HOLD & RELEASE: Aim and throw the Vial causing the same effect where it lands.

Cooldown: 72s

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Vial: Frenzy Dust

Unlocked at level 5

Creates a mysterious vapor cloud which lasts 10s and applies FRENZIED.

FRENZlED increases Fire Rate, Reload Speed, Melee Speed and Melee Charge Speed by 20%, and Movement Speed by 15%. Lasts 15s.

PRESS: Slam Vial on the ground, creating the effect at the Alchemist's feet.

HOLD & RELEASE: Aim and throw the Vial causing the same effect where it lands.

Cooldown: 72s

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Vial: Elixir of Life

Unlocked at level 10

Creates a mysterious vapor cloud that lasts 10s and applies LIVING WILL.

LIVING WILL grants 5 Health Regeneration per second, and automatically protects against fatal damage while active. Can revive downed players if it heals them to full when downed. Lasts 20s.

Revived allies cannot be affected by Living Will for 180s.

PRESS: Slam Vial on the ground, creating the effect at the Alchemist's feet.

HOLD & RELEASE: Aim and throw the Vial causing the same effect where it lands.

Cooldown: 90s

 

 

Remnant 2 Alchemist Traits

The Unique Archetype Trait for the Alchemist Archetype is Potency, and it level ups automatically as the Archetype levels up. 

Level Effect
Level 1
+10% Consumable Duration
Level 2
+20% Consumable Duration
Level 3
+30% Consumable Duration
Level 4
+40% Consumable Duration
Level 5
+50% Consumable Duration
Level 6
+60% Consumable Duration
Level 7
+70% Consumable Duration
Level 8
+80% Consumable Duration
Level 9
+90% Consumable Duration
Level 10
+100% Consumable Duration
 
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Remnant 2 Alchemist Notes & Trivia

  • Concoction buffs refer to the 60m buffs granted by consumables.  
  • Changing the alchemist's archetype will remove all additional active Concoctions. The last Concoction buff consumed will be kept.
  • Before using a Concoction on any of the other archetypes, you can switch to Alchemist to benefit from the Potency trait bonus. The increased consumable duration will continue even when switching archetypes
  • Event location (Manticora From the Drain) : Ironborough , Losomn
    When you defeat this Manticora it will drop the Philosopher's Stone.

    Event location (Manticora From the Drain) : Tiller's Rest, Losomn
    Manticora Den : Dead Body will have the Alchemist Armor

  • Using the Vial: Stone Mist skill will allow you to survive N'Erud's Instant Death Blight fog for an extended period of time.

     

All Archetypes in Remnant 2
Archon  ♦  Challenger  ♦  Engineer  ♦  Explorer  ♦  Gunslinger  ♦  Handler  ♦  Hunter  ♦  Invader  ♦  Invoker  ♦  Medic  ♦  Ritualist  ♦  Summoner

 




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    • Anonymous

      My ONLY complaint with this arch is the damage perk. It seems like the devs got lazy and just gave the alchemist and medic a flat 25% boost to all dmg instead of making the dmg boost contingent on something else. Why not have the dmg increase based on the number of concoctions you have active? Alchemist can have 4, 5 if using the ring. Maybe have all dmg increase by 6% per concoction? I don’t think that’s unreasonable.

      • Anonymous

        is it just me or do the actual skills seem kinda weak? need to play around with em in game but the durations and numbers seem low...

        • Anonymous

          Alchemist Experimentalist relic perk buffs:

          Red - 5% Increase to Damage
          Green - 1% increase to Health Regen
          Blue - 6% increase to Damage Reduction
          Orange - 7% increase to Reload Speed
          Yellow - 5% increase to Crit. Chance

          Can be observed from the top right of the Character screeen.

          • Anonymous

            did anybody notice that u can slot alchemist as peimary, drink 4 potions, swap to another primary class and still have 4 pots running. reduced to the default 60 mins but still 4 at once.
            when u then drink any other concoction that new one deletes the 4 previous ones. so swap in alchemist every hour for potion reset and then back to ur normal class.
            doesnt seem intended that way. will get fixed soon i guess.

            • Anonymous

              bear in mind the manticora from the drain event won't transport you in coop, you just die from it without being transported to a new area
              also, dont be cute like me and wiggle back and forth in front of the drains, its possible to dodge the grab
              so far i've dodged the grab once, triggered the event but didn't get teleported because i was in coop, and got the event but died to the manticora *facepalm*

              • I would like this class a lot better if they had a chance to not use consumables, right now it feels pretty expensive to put buffs on the team over and over and have no bonus for using grenades :c

                • Anonymous

                  Great class, but needs a little boost to consumable usage. Prime skill should also make concoctions free to use, but are removed if Alchemist is no longer the primary archetype to prevent abuse. Gold to lead should instead give a chance to get a random non concoction consumable as well as maybe a 35% chance to not use a comsumable.

                  • The best version of this build includes the following: Medic as your main class with the Redemption skill; Alchemist as your side class with the Elixir of Life skill; the Resonating Heart relic; the Red Doe Sigil amulet; the Burden of the Divine, Black Cat Band, Ring of Omens, and either the Ring of Diversion for dodges or the Hardcore Metal Band for DR; the Root Water, Blood Root, and Ambit Embers consumables along with any of the Thaen Fruit; maxing out the Vigor, Expertise, Regrowth, and Glutton, with either Fortify at 10 and Barkskin at 8 for 100% DR (need to check if this still works with today's patch) and the other points in whatever you want or got for the the dodge version and max out Fitness and Untouchable.

                    Before every fight: use your consumables, have all of your teammates if any stand next to you and cast Elixir of Life, then fully charge Redemption, pop a relic, and run in. You and your whole team will heal your entire health bars every second for 20 seconds, and before that 20 seconds runs out use another relic then rinse and repeat.

                    This will give your team anywhere between 200-300 hps of healing for 10 seconds and then 150hps for another 10. Up to 4 insta-revives a person 3 of which can be reapplied every 2-3 minutes.

                    • Anonymous

                      Really glad they added this class since it's lacking in the vast majority of games. Two issues I have with it tho:
                      - It has no elemental reactions or buffs to elemental damage.
                      - It's a class based fully on consumables yet 90% of consumables are bought off of NPCs causing a massive hole in your pocket to the point you won't even be able to upgrade your items, causing all the consumable related bonuses to be completely useless until you get to the higher difficulties and have the scrap to make use of them.
                      Why doesn't this class have a passive that allows you to get random consumables from mobs?

                      • Anonymous

                        Just a thought I had, but if you were able to get enough cooldown reduction to get the cooldown lower or equal to the duration of the buff you could get 100% up time on any of these buffs... effective immortallity?

                        • Anonymous

                          Don't recommend going to get this class on hardcore ended up losing my character as it looked like they were dead in my inventory and game wouldn't let me exit even in the ward because of enemies were near by, alt+F4 and come back to the menu dead only 24 hours lost on this character. :)

                          • Anonymous

                            Event location (Manticora From the Drain) : Ironborough , Losomn
                            When you defeat this Manticora it will drop the Philosopher's Stone.

                            Event location (Manticora From the Drain) : Tiller's Rest, Losomn
                            Manticora Den : Dead Body will have the Alchemist Armor

                            • Anonymous

                              Does Curative effects mean just things from consumables, or does it mean all healing received is shared with allies, even skills and mods?

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