Alchemist’s organized play performance is on the Stats page.  Solution Solution Solution Composition Composition Crucible
Status Effects Punchify Unique Status Effect
Stack limit 6, Attack Modifier - May only be Attached to an Offensive Ability. When spent, add 2 dmg to your Attack.
Bolsterate Unique Status Effect
Stack limit 2 - May only be Attached to a Defensive Ability. When spent, prevent 2 incoming dmg.
Cleansitude Unique Status Effect
Stack limit 3 - May be Attached to any Ability. When spent, the Alchemist chooses one: Remove 1 status effect from yourself or Heal 1.
Toxification Unique Status Effect
Stack limit 1 - May be Attached to any Ability. When spent, inflict Poison on a chosen player.
Poison Negative Status Effect
Stack limit 3 - A player afflicted with this token is dealt 1 dmg per Poison token during their Upkeep Phase. Persistent.
Other RulesPotions Mechanic- Potions are a Unique Status Effect with a stack limit that varies by type. Whenever you Attach a Potion, choose any one Potion and place it on an open Potion Slot within an acceptable Ability. You may not Attach more Potions (on your entire Hero Board) than the Limit noted for each Potion type. Whenever you activate an Ability, you may spend any number of Potions that are Attached to that Ability. For an Offensive Ability, spend at the end of the Offensive Roll Phase. For a Defensive Ability, spend after resolving the effects of your defense. Potions may not be transferred by any means (but can be removed).
AbilitiesThe Lab Passive- During your Upkeep Phase, Attach 1 Potion. You may remove an Attached Potion at any time to re-roll 1 of your dice.
Diffusion Offensive (61.5% / 26.1%)- Small Straight Attach 1 Potion. Deal 7 dmg.
- Large Straight Attach 2 Potions. Draw 1. Deal 8 dmg.
Passivation DefensiveDefense Roll 5 dice - Attach 1 x
Potion.
UpgradesThe Lab II Upgrade of The Lab (2 CP)- During your Upkeep Phase, roll 1 die: On
, Attach 1 Potion. On or , Attach 2 Potions. You may remove an Attached Potion at any time to re-roll 1 of your dice.
Hero CardsGirded! CardRoll Phase Action, 1 CP - You may perform an additional Roll Attempt of up to five dice during the Defensive Roll Phase. If you do not roll any
with your defense, prevent 2 incoming dmg.
Potion Explosion! CardRoll Phase Action, 1 CP - Play only after being Attacked. Remove up to 2 Attached Potions. Then deal 2 dmg per Potion removed.
Roll Phase Action, 2 CP, Attack Modifier - Roll 3 dice: Add 1 x
dmg. Heal 1 x .
Potion Master! CardMain Phase Action, 2 CP - Attach 1 of each type of Potion.
Noxious! CardMain Phase Action, 1 CP Tonic! CardMain Phase Action, 1 CP - Remove Punchify to deal 3 dmg to a chosen player.
Mutation! CardMain Phase Action, 0 CP - Remove up to 2 Attached Potions. Then gain 2 CP per Potion removed.
Chemistry! CardMain Phase Action, 2 CP - Remove 1 Attached Potion. Then Attach 3 Potions that are a different type than the one that was removed (the new Potions may all be of the same type or different types).
Transmogrify! CardMain Phase Action, 1 CP - Remove Cleansitude to remove a status effect token from a chosen player.
Refill! CardMain Phase Action, 0 CP, Promo card - Roll 1 die: On
, Attach 4 Potions. On any other outcome, draw 1.
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