Rejuvenating Bloom: Difference between revisions
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class-wiki: Alchemist rework - Bio Cannibalize Lv1 prereq |
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<tr><th style="text-align:left">Target</th><td>Ground</td></tr> | <tr><th style="text-align:left">Target</th><td>Ground</td></tr> | ||
<tr><th style="text-align:left">SP cost</th><td>30</td></tr> | <tr><th style="text-align:left">SP cost</th><td>30</td></tr> | ||
<tr><th style="text-align:left">Range</th><td> | <tr><th style="text-align:left">Range</th><td>4 cells</td></tr> | ||
<tr><th style="text-align:left">Cast time</th><td>1 sec</td></tr> | <tr><th style="text-align:left">Cast time</th><td>1 sec</td></tr> | ||
<tr><th style="text-align:left">After-cast delay</th><td>1 sec</td></tr> | <tr><th style="text-align:left">After-cast delay</th><td>1 sec</td></tr> | ||
<tr><th style="text-align:left">Duration</th><td>60 sec</td></tr> | <tr><th style="text-align:left">Duration</th><td>60 sec</td></tr> | ||
<tr><th style="text-align:left">Catalyst</th><td>Plant Bottle ×1</td></tr> | |||
<tr><th style="text-align:left">Requires</th><td>Bio Cannibalize Lv 1</td></tr> | |||
</table> | </table> | ||
== Overview == | == Overview == | ||
Rejuvenating Bloom sprouts a friendly Geographer at the chosen spot. The bloom | Rejuvenating Bloom sprouts a friendly Geographer at the chosen spot, within 4 cells of the caster. The bloom stays rooted for 60 seconds, healing wounded allies around it and lashing out at any enemy that wanders too close, acting as a stationary support turret. Only one healing Geographer can exist per Alchemist at a time; casting again removes the previous bloom and plants a new one. | ||
== Mechanics == | == Mechanics == | ||
The | The Geographer heals through two separate routines that run on their own timers, so both can be active in the same fight. | ||
'''Heal''' reaches any wounded ally standing near the bloom, whether or not they belong to the caster's party, and repeats on a short interval that shortens as the cast level rises. | |||
'''Double Heal''' picks two different party members within 10 cells and heals both at once, every 10 seconds at every cast level. It never picks the same target twice, so its output always lands on two people. | |||
Neither routine touches a target already above 90% of its maximum HP, so the bloom never spends a cast on someone who is healthy. | |||
'''Heal formula:''' | |||
Heal = ( Geographer Level + Geographer INT ) ÷ 8 × ( 4 + Heal Level × 8 ) | |||
== Leveling == | == Leveling == | ||
Each cast level plants a stronger Geographer with a faster Heal. The Double Heal interval is the same at every level. | |||
{| class="wikitable" | {| class="wikitable" | ||
! Level !! | ! Level !! Geographer level !! Geographer INT !! Heal level !! Heal interval !! Double Heal interval !! HP restored per Heal | ||
|- | |- | ||
| 1 || | | 1 || 60 || 60 || 7 || 5 sec || 10 sec || 900 | ||
|- | |- | ||
| 2 || | | 2 || 68 || 68 || 8 || 4.5 sec || 10 sec || 1,156 | ||
|- | |- | ||
| 3 || | | 3 || 76 || 76 || 9 || 4 sec || 10 sec || 1,444 | ||
|} | |} | ||
== The Geographer == | |||
The summoned bloom is a sturdy Earth creature that defends itself but will not stray far from where it was planted. | |||
{| class="wikitable" | |||
! Level !! Monster level !! HP !! Attack !! DEF !! MDEF !! INT | |||
|- | |||
| 1 || 60 || 8,071 || 467 to 621 || 28 || 26 || 60 | |||
|- | |||
| 2 || 68 || 8,071 || 467 to 621 || 28 || 26 || 68 | |||
|- | |||
| 3 || 76 || 8,071 || 467 to 621 || 28 || 26 || 76 | |||
|} | |||
Every version shares the same body: Medium size, Plant race, Earth element level 3, an attack range of 3 cells, a skill range of 10 cells and a chase range of 12 cells. | |||
== Notes == | == Notes == | ||
Place the bloom where allies will hold ground so the | Each cast consumes one Plant Bottle along with its SP. The skill has no cooldown, so the only real limits on replanting are the SP and the supply of bottles, and moving the bloom is simply a matter of casting it somewhere better. | ||
Place the bloom where allies will hold ground. Its healing reaches the area around the plant rather than following the Alchemist, so a bloom left behind while the group advances contributes nothing. | |||
Latest revision as of 09:11, 30 July 2026
| Job | Alchemist |
|---|---|
| Type | Active (Supportive) |
| Max level | 3 |
| Target | Ground |
| SP cost | 30 |
| Range | 4 cells |
| Cast time | 1 sec |
| After-cast delay | 1 sec |
| Duration | 60 sec |
| Catalyst | Plant Bottle ×1 |
| Requires | Bio Cannibalize Lv 1 |
Overview
Rejuvenating Bloom sprouts a friendly Geographer at the chosen spot, within 4 cells of the caster. The bloom stays rooted for 60 seconds, healing wounded allies around it and lashing out at any enemy that wanders too close, acting as a stationary support turret. Only one healing Geographer can exist per Alchemist at a time; casting again removes the previous bloom and plants a new one.
Mechanics
The Geographer heals through two separate routines that run on their own timers, so both can be active in the same fight.
Heal reaches any wounded ally standing near the bloom, whether or not they belong to the caster's party, and repeats on a short interval that shortens as the cast level rises.
Double Heal picks two different party members within 10 cells and heals both at once, every 10 seconds at every cast level. It never picks the same target twice, so its output always lands on two people.
Neither routine touches a target already above 90% of its maximum HP, so the bloom never spends a cast on someone who is healthy.
Heal formula:
Heal = ( Geographer Level + Geographer INT ) ÷ 8 × ( 4 + Heal Level × 8 )
Leveling
Each cast level plants a stronger Geographer with a faster Heal. The Double Heal interval is the same at every level.
| Level | Geographer level | Geographer INT | Heal level | Heal interval | Double Heal interval | HP restored per Heal |
|---|---|---|---|---|---|---|
| 1 | 60 | 60 | 7 | 5 sec | 10 sec | 900 |
| 2 | 68 | 68 | 8 | 4.5 sec | 10 sec | 1,156 |
| 3 | 76 | 76 | 9 | 4 sec | 10 sec | 1,444 |
The Geographer
The summoned bloom is a sturdy Earth creature that defends itself but will not stray far from where it was planted.
| Level | Monster level | HP | Attack | DEF | MDEF | INT |
|---|---|---|---|---|---|---|
| 1 | 60 | 8,071 | 467 to 621 | 28 | 26 | 60 |
| 2 | 68 | 8,071 | 467 to 621 | 28 | 26 | 68 |
| 3 | 76 | 8,071 | 467 to 621 | 28 | 26 | 76 |
Every version shares the same body: Medium size, Plant race, Earth element level 3, an attack range of 3 cells, a skill range of 10 cells and a chase range of 12 cells.
Notes
Each cast consumes one Plant Bottle along with its SP. The skill has no cooldown, so the only real limits on replanting are the SP and the supply of bottles, and moving the bloom is simply a matter of casting it somewhere better.
Place the bloom where allies will hold ground. Its healing reaches the area around the plant rather than following the Alchemist, so a bloom left behind while the group advances contributes nothing.