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Alchemist

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Alchemist
Starting a...

Enhancements
Tactics
Equipment
Spells

The Alchemist is a Premium class introduced in U45 (Feb 2020). It is a full spell-casting class, based on the Alchemist Savant prestige class from the Magic of Eberron PnP sourcebook DDO Forums .

The Alchemist casts spells in a different manner from other classes and has a unique spellbook with 90+ spells. As Intelligence-based prepared casters, Alchemists' spells are subject to Arcane Spell Failure. When not casting, the Alchemist is designed as a range-throwing hybrid. The Alchemist has the following key features:

  • Flask-Throwing
  • Elemental Damage
  • Poisoned Weapons
  • Healing
  • Party member buffs, with powerful short-term effects
  • Unique spells not available to other classes

The Alchemist is free to VIPs and can be purchased in the DDO Store for 1,495 DP. As of Update 53, it is the only class that is neither free nor unlockable via in-game play.

Class Summary[edit]

Alignment: Any

Hit dice: d6

Class Skills

Skill points at 1st level: (4 + Intelligence modifier) x4
Skill points at each additional level: 4 + Intelligence modifier
Skill balance.png Balance (Dexterity)
Skill concentration.png Concentration (Constitution)
Skill bluff.png Bluff (Charisma)
Diplomacy icon.png Diplomacy (Charisma)
Skill heal (skill).png Heal (Wisdom)
Skill spellcraft.png Spellcraft (Intelligence)
Skill search.png Search (Intelligence)
Skill spot.png Spot (Wisdom)
Skill use magic device.png Use Magic Device (Charisma)
Skill haggle.png Haggle (Charisma)

Weapon and Armor Proficiencies[edit]

Feat simpleweaponproficiency.png Simple weapons

Past Lives[edit]

File:nopic.jpg Past Life: Mixer of Magics You recall more about your past life as an alchemist. You gain +1 to your Use Magical Device skill, and once per Rest you can restore Spell Points to yourself. (Once per rest, activate this alchemist ability to gain 5SP + 3SP per Character Level (max 65 at level 20). In Epic, this increases to 10SP + 5SP per Character Level (max 160 at level 30)). 3 minute cooldown.
File:nopic.jpg Past Life: Alchemist You were an Alchemist in a past life. You occasionally find yourself drinking things without knowing what they do. Each time you acquire this feat you gain a stacking (up to 3 times):
  • +1 to the DC's of your Transmutation spells
  • +20 Maximum Spell Points

Past Life Feat is a Free Feat, which means it is permanently added to the character that unlocks it and you won't need to choose it, neither at new life nor at level up.

Prestige Enhancements[edit]

  • Apothecary enhancements - Buff, support, positive healing & negative damage; Tier 5 - Cure/Inflict Critical Wounds admixture as AoE SLA, no Max Caster Level for Curative Admixtures and Gildleaf spells
  • Bombardier enhancements - Spell DPS, elemental SLAs, bonuses with Pyrite reactions; Tier 5 - Make immune creatures vulnerable to elemental damage
  • Vile Chemist enhancements - Poisons & debuffs: Additional poison damage to weapons (scales with Alchemist level & Cores enhancements); Bonuses to hit/damage for simple weapons; AoE poison SLAs with lingering damage; Tier 5 - Extra Critical Threat with Darts

Advancement table[edit]

Table: The Alchemist Alchemist Spells
Level Base Attack Bonus Fort Save Ref Save Will Save Auto-Granted Feats Spell points 1st 2nd 3rd 4th 5th 6th
1st +0/+0 +2 +2 +0 Inscribe Alchemy Recipe, Arcane Lore, Magical Training, Alchemical Spellcasting 50 3 - - - - -
2nd +1/+1/+6 +3 +3 +0 Insightful Reflexes, Potions +1 75 3 - - - - -
3rd +2/+2/+7 +3 +3 +1 Alchemy on the Run 100 3 1 - - - -
4th +3/+3/+8 +4 +4 +1 Bonus Feat 125 3 2 - - - -
5th +3/+3/+8 +4 +4 +1 Potions +2 150 3 2 - - - -
6th +4/+4/+9 +5 +5 +2 Multitude of Missiles 180 3 2 1 - - -
7th +5/+5/+10/+15 +5 +5 +2 Poisonblood 210 4 2 2 - - -
8th +6/+6/+11/+16 +6 +6 +2 Bonus Feat, Potions +3 245 4 3 2 - - -
9th +6/+6/+11/+16 +6 +6 +3 280 4 3 3 1 - -
10th +7/+7/+12/+17 +7 +7 +3 320 4 3 3 2 - -
11th +8/+8/+13/+18 +7 +7 +3 Potions +4 360 5 4 3 3 - -
12th +9/+9/+14/+19 +8 +8 +4 Bonus Feat 405 5 4 3 3 1 -
13th +9/+9/+14/+19 +8 +8 +4 450 5 4 4 3 2 -
14th +10/+10/+15/+20 +9 +9 +4 Potions +5 500 5 5 4 4 3 -
15th +11/+11/+16/+21 +9 +9 +5 550 5 5 4 4 3 1
16th +12/+12/+17/+22 +10 +10 +5 Bonus Feat 600 5 5 5 5 4 2
17th +12/+12/+17/+22 +10 +10 +5 660 5 5 5 5 5 3
18th +13/+13/+18/+23 +11 +11 +6 720 5 5 5 5 5 4
19th +14/+14/+19/+24 +11 +11 +6 780 5 5 5 5 5 4
20th +15/+15/+20/+25 +12 +12 +6 Bonus Feat 845 5 5 5 5 5 5

Alchemist Class Feats[edit]

Alchemists can select bonus feats at levels 4, 8, 12, 16 & 20 from the following list:

Spells[edit]

Alchemists may know any number of spells from their list (unlike bards and sorcerers)

Alchemists must choose and prepare their spells ahead of time:

  • Spells can be selected after resting at a rest shrine or while in a tavern
  • Alchemists should decide which spells to prepare based on upcoming questing requirements

To inscribe, prepare or cast a spell, an alchemist must have an Intelligence score equal to at least 10 + the spell level

Like other spellcasters, Alchemists have a limited number of spell points and spell slots

All Alchemist spells have Somatic components and invoke Arcane Spell Failure. Some spells have Material components - Alchemists use their own component list, distinct from those of other classes

See also spell usefulness.

Alchemist Spell Primers & Reactions[edit]

Every Alchemist spell is part of one of three Primer Categories:

  • Crimsonite
  • Gildleaf
  • Cerulite

Using spells with different Primers in succession causes one of the following Reactions:

  • Verdanite
  • Orchidium
  • Pyrite

The game remembers the current Reaction as well as the Primer of the last spell cast. In short, the last two Alchemist spells you cast determine your Reaction, for example:

  • Using a Crimsonite spell then a Gildleaf spell will put the Alchemist into Pyrite state (with a sub-state listing of Gildleaf, for the last spell cast)
  • Casting Crimsonite or Gildleaf spells while in Pyrite will keep the Alchemist in Pyrite (but will change the sub-state to Gildleaf or Crimsonite)
  • Casting a Cerulite spell would remove the Alchemist from Pyrite state and change the Primer to Cerulite.

Each Reaction provides a different effect and the Enhancement Trees hook into them significantly:

  • Pyrite Reaction: +2 Fire, Cold, Electric, Acid & Poison Spell Power per Alchemist Level. (+40 at Alchemist Level 20)
  • Verdanite Reaction: +2 Positive & Negative Spell Power per Alchemist Level (+40 at Alchemist Level 20)
  • Orchidium Reaction: +2 Physical Resistance Rating per Alchemist Level (+40 at Alchemist Level 20)

On changing Reaction, the Alchemist receives a large bonus, for 12 seconds, corresponding to the Reaction they moved to:

  • Pyrite Reaction: Fire, Cold, Electric, Acid & Poison Spell Power equal to (10 + (Alchemist Level x 6)) and a -50% Enhancement Bonus to Spell Point Cost.
  • Verdanite Reaction: Positive & Negative Spell Power equal to (10 + (Alchemist Level x 6)) and Transmutation & Conjuration DCs equal to (1 + 1 for every 5 Alchemist Levels).
  • Orchidium Reaction: Physical Resistance Rating and Elemental Resistance equal to (10 + (Alchemist Level x 4)).

With some exceptions, the following applies:

  • Crimsonite spells relate to Elemental & Poison damage (fire, cold, acid, electricity, poison) and melee/ranged imbues
  • Gildleaf spells relate to Positive & Negative healing/damage, Crowd Control and Debuffs
  • Cerulite spells relate to defensive abilities & mitigation, buffs and utility spells

In summary, using spells with different Primers in succession causes a Reaction. Enter a reaction state, provides a short-term buff (12s) and a long-term buff (permanent until leaving the reaction state). An alchemist remains in a reaction state, as long as they only cast spells from the two triggering primers. The effects of a reaction can be increased by spending points in the Alchemist enhancement trees.

Reaction Triggered by casting Long-term buff (per alchemist level) Short-term buff Related tree
Orchidium Crimsonite > Cerulite +2 PRR PRR & Elemental Resistance of (10 + (Alchemist Level x 3)) Vile Chemist enhancements
Pyrite Crimsonite > Gildleaf +2 Fire, Cold, Electric, Acid & Poison Spell Power Fire, Cold, Electric, Acid & Poison Spell Power of (10 + (Alchemist Level x 4)); -20% Enhancement Bonus to Spell Point Cost (Actual effect is a -50% cost reduction) Bombardier enhancements
Verdanite Gildleaf > Cerulite +2 Positive & Negative Spell Power Positive & Negative Spell Power of (10 + (Alchemist Level x 4)); Transmutation & Conjuration DCs of (1 + 1 for every 10 Alchemist Levels) Apothecary enhancements

See also[edit]