U45 Preview 1: Alchemist Base Class
Hello, all! This is the first Lamannia Preview for the newest class to be introduced in DDO: The Alchemist! The class is a bit complicated due to the reactions system (detailed in the spells post below) and as such we HIGHLY recommend logging onto Lamannia and playing around with it before attempting to give feedback. There are a number of threads at play here:
- Class Overview (that's this thread!)
- Spells & Spellcasting
- Bombardier Enhancement Tree
- Apothecary Enhancement Tree
- Vile Chemist Enhancement Tree
Overview
- Based on: Alchemist Savant, Magic of Eberron
- Flavor: Make Potions and Poisons
- Base Attack Bonus: +0.75
- Hit Die: d4
- Alignment: Any
- Proficiencies: Simple Weapons, no armor
- Spellcasting Ability: Intelligence
- Saving Throws: Good Fortitude and Reflex save progressions, bad Will save progression (think the inverse of Artificer here)
- Class Skills:
- Bluff
- Balance
- Concentration
- Diplomacy
- Haggle
- Heal
- Search
- Spot
- Spellcraft
- Use Magic Device
Level Progression:
- Level 1:
- Memorize Recipes: You can use this feat to inscribe Alchemical Recipes (as a Wizard would Scrolls).
- Arcane Lore (every level)
- Magical Training
- Alchemist Spellcasting Feat (this is a general how-to instruction manual for Alchemist Spellcasting and will explain the Reactions in its tooltip, it will otherwise do nothing)
- Echoes of Power
- Level 2:
- Insightful Reflexes Feat (INT for Reflex Saves)
- Knowledge: Potions +1 (as Arti)
- Level 3:
- Level 4:
- Alchemist Class Feat
- Alchemy on the Run (You can now move while drinking potions)
- Level 5:
- Level 6:
- Feat: Multitude of Missiles
- For the next 20 seconds, while wielding a Simple Thrown Weapon add 120 to your Doubleshot and {4x your Base Attack Bonus} to Ranged Power. Cooldown: 2 minutes. (REQ: Point-Blank Shot, Base attack bonus +6)
- This Feat will be generally available to non-Alchemists as well
- Since you're being granted it at level-up, you do not need to meet the prerequisites.
- Level 7:
- Resistances to Natural Poison
- Level 8:
- Alchemist Class Feat
- Knowledge: Potions +3
- Level 9:
- Level 10:
- Level 11:
- Level 12:
- Level 13:
- Level 14:
- Level 15:
- Level 16:
- Level 17:
- Level 18:
- Level 19:
- Level 20:
Alchemist Feat List: (These are going to make a lot more sense if you've read the Spellcasting thread.)
- Empower Spell
- Enlarge Spell
- Eschew Materials
- Extend Spell
- Heighten Spell
- Maximize Spell
- Mental Toughness
- Quicken Spell
- Improved Mental Toughness
- Precision
- Precise Shot
- Quick Draw
- Rapid Shot
- Shot on the Run
- Dodge
- Mobility
- Point Blank Shot
- Simple Thrown Expertise: You are skilled with the use of the Simple Throwing Weapons, and have a chance to throw an additional one per throw. (Percent chance to throw an additional projectile is equal to your Dexterity.) (REQ: Dex 13+) (Simple Thrown Expertise will also be available to non-Alchemists as a general/open Feat).
- Alchemical Studies: Pyrite: +1 Caster level with spells that match either of the two colors in your study. (requires Alchemist 4)
- Alchemical Studies: Verudite: +1 Caster level with spells that match either of the two colors in your study. (requires Alchemist 4)
- Alchemical Studies: Orchidium: +1 Caster level with spells that match either of the two colors in your study. (requires Alchemist 4)
- Battalion Brew: Int to hit and damage with Simple weapons. (requires Alchemist 4)
- Liquid Courage: You can use INT for Will saves. (requires Alchemist 8)
- Tough Tincture: You can use INT for Fort saves. (requires Alchemist 8)
- Toxic Tonic: You are immune to Poison damage and get bonus saves versus poisons. (requires Alchemist 12)
- Liquid Luck: You gain evasion. (requires Alchemist 12)
- Alchemical Studies: Pyrite: +1 Max Caster level with spells that match either of the two colors in your study. (requires Alchemist 16 and the relevant Studies feat)
- Alchemical Studies: Verudite: +1 Max Caster level with spells that match either of the two colors in your study. (requires Alchemist 16 and the relevant Studies feat)
- Alchemical Studies: Orchidium: +1 Max Caster level with spells that match either of the two colors in your study. (requires Alchemist 16 and the relevant Studies feat)
Known Issues
- The Reaction system UI is currently placeholder.
Alchemist Spells and Reactions System
Hello, all! This is the First Look thread for Alchemist spellcasting and spells. If you haven't looked at the Base Class thread yet, I suggest you do that first, then come back here.
Alchemists have 6 levels of spells, and progress up at the following progression:
Level |
1st |
2nd |
3rd |
4th |
5th |
6th |
1st |
2 |
- |
- |
- |
- |
- |
2nd |
3 |
- |
- |
- |
- |
- |
3rd |
3 |
1 |
- |
- |
- |
- |
4th |
3 |
2 |
- |
- |
- |
- |
5th |
3 |
2 |
- |
- |
- |
- |
6th |
3 |
2 |
1 |
- |
- |
- |
7th |
4 |
2 |
2 |
- |
- |
- |
8th |
4 |
3 |
2 |
- |
- |
- |
9th |
4 |
3 |
3 |
1 |
- |
- |
10th |
4 |
3 |
3 |
2 |
- |
- |
11th |
5 |
4 |
3 |
3 |
- |
- |
12th |
5 |
4 |
3 |
3 |
1 |
- |
13th |
5 |
4 |
4 |
3 |
2 |
- |
14th |
5 |
5 |
4 |
4 |
3 |
- |
15th |
5 |
5 |
4 |
4 |
3 |
2 |
16th |
5 |
5 |
5 |
5 |
4 |
3 |
17th |
5 |
5 |
5 |
5 |
5 |
4 |
18th |
5 |
5 |
5 |
5 |
5 |
5 |
19th |
5 |
5 |
5 |
5 |
5 |
5 |
20th |
5 |
5 |
5 |
5 |
5 |
5 |
As mentioned in the class thread, Alchemists prepare and inscribe their spells/recipes like Artificers and Wizards do. They gain a Memorize Recipe feat at level 1. You can use this feat to inscribe Alchemical Recipes (as a Wizard would Scrolls). Alchemical Recipes are essentially identical to Scrolls, but cannot be equipped or cast; only Inscribed. (This does mean that Alchemist's new spells are exclusive to the class).
Every Alchemist spell is part of one of three Primer Categories: Crimsonite, Gildleaf, and Cerulite (If it helps you to think of them as Red, Yellow, and Blue respectively, go for it). Using spells with different Primers in succession causes a Reaction; Verdanite , Orchidium, or Pyrite (if it helps to think of THESE as Green, Purple, and Orange respectively, go for it).
The game remembers your current Reaction as well as the Primer of the last spell you cast. Using a Crimsonite spell and then a Gildleaf spell will put you in the Pyrite state (with a sub-state listing of Gildleaf, for the last spell you cast). Casting Crimsonite or Gildleaf spells while in Pyrite will keep you Pyrite (but will change your sub-color to Gildleaf or Crimsonite). If you were to then cast an Ceruleite spell, it would combine with the sub-state from the last spell you cast, putting you in Orchidium (if the previous spell was Crimsonite) or Verdanite (if the previous spell was Gildleaf).
In short: The last two Alchemist spells you cast determine your Reaction. Each of the Reactions does something to you, and the Enhancement Trees hook into them significantly.
Pyrite Reaction: +2 Fire, Cold, Electric, Acid, and Poison Spell Power per Alchemist Level. (+40 at 20 Alc)
Verdanite Reaction: +2 Positive and Negative Spell Power per Alchemist Level (+40 at 20 Alc)
Orchidium Reaction: +2 PRR per Alchemist Level (+40 at 20 Alc)
Furthermore, when you change reactions, you'll get a large bonus that corresponds to the Reaction you moved to for 12 seconds:
Pyrite Reaction: Fire, Cold, Electric, Acid, and Poison Spellpower equal to (10 + quadruple your Alchemist level) and a -20% Enhancement Bonus to Spell Point Cost.
Verdanite Reaction: Positive and Negative Spellpower equal to (10 + quadruple your Alchemist level) and Transmutation and Conjuration DCs equal to (1 + 1 for every 10 Alchemist Levels).
Orchidium Reaction: Physical Resistance Rating and Elemental Resistance equal to (10 + triple your Alchemist level).
The sorting of spells into Primer Categories isn't 100% cut-and-dry - you'll find damage in all three Categories, for instance - but most of them fall into the following categories:
- Crimsonite spells govern Elemental and Poison damage (fire cold acid electric and poison) and melee/ranged imbues
- Gildleaf spells govern Positive and negative healing/damage, Crowd Control, and Debuffs
- Cerulite spells govern Defensive abilities and mitigation, buffs, and utility spells
Casting animations will be largely new, but most fall into one of these categories:
- All "Vials" and "Admixtures" (& a lot of the miscellaneous spells here) are cast like Artificer's Curative Admixtures. That does include the Arcing throw pattern. We're tentatively thinking of ways to let you get around arcing them, but they may not make it in time for Alchemist launch. Basically, if it doesn't say anything else, assume you're throwing a bottle. A lot of these can be Quickened.
- "Multivial" is exactly what it sounds like - You throw more than one.
- Anything marked as "PBAoE" below will have you smash a bottle to the ground at your feet, performing an AOE centered on you.
- Anything marked "Yourself Only" or "Self" will have a cast animation that looks like drinking a potion
All spells have Somatic components, and Alchemist spells do invoke Arcane Spell Failure. Some spells have Material components. Alchemists have their own Material Components (unlike, for example, how Wiz/Sorc/Warlock share a set).
Admixtures that are overlapped with Arti have the same costs and cooldowns. Most direct-damage spells are Conjuration. Most Crowd Control spells will be Transmutation.
Level 1 Spells
Crimsonite Spells
- Venom Vial (1d6+2 Poison damage per Caster Level to a single target (MCL 10), 4.5 second cooldown) 2SP
- Vial of Flame (1d6+2 Fire damage per Caster Level to a single target (MCL 10), 4.5 second cooldown) 2SP
- Vial of Acid (1d6+2 Acid damage per Caster Level to a single target (MCL 10), 4.5 second cooldown) 2SP
- Vial of Frost (1d6+2 damage per Caster Level to a single target (MCL 10), 4.5 second cooldown) 2SP
- Vial of Sparks (1d6+2 Electric damage per Caster Level to a single target (MCL 10), 4.5 second cooldown) 2SP
- Venom Vial Smash: (1d6+2 Poison damage per Caster Level to a small AoE (like burning hands) (MCL 10), 4.5 second cooldown) 2SP
- Vial Smash: Flame (1d6+2 Fire damage per Caster Level to a small AoE (like burning hands) (MCL 10), 4.5 second cooldown) 2SP
- Vial Smash: Acid (1d6+2 Acid damage per Caster Level to a small AoE (like burning hands) (MCL 10), 4.5 second cooldown) 2SP
- Vial Smash: Frost (1d6+2 damage per Caster Level to a small AoE (like burning hands) (MCL 10), 4.5 second cooldown) 2SP
- Vial Smash: Sparks (1d6+2 Electric damage per Caster Level to a small AoE (like burning hands) (MCL 10), 4.5 second cooldown) 2SP
- Empty Bottle (1d6+2 Bludgeon damage per Caster Level to a single target (MCL 10), 4.5 second cooldown) 2SP
- Action Boost Bottle: Attack - this is essentially Action Boost: Attack, but it's a spell not an enhancement. Triggers Aboost stuff, costs spell points, triggers aboost shared cooldowns.
- Action Boost Bottle: Defense - see above
Gildleaf Spells
- Rapid Condensation (solid fog), 25 SP 10s cooldown
- Cure Light Wounds admixture (same as arti for all admixtures - 6 SP and 6 sec cooldown)
- Inflict Light Wounds admixture (same as arti for all admixtures - 6 SP and 6 sec cooldown)
- Fine Dust (grease but with dust vfx), 25 SP 10s cooldown
- Sleep Powder (sleep PBAoE), 25 SP 10s cooldown
- Cure Poison Admixture (10 SP and 6 sec cooldown)
- Cure Disease Admixture (10 SP and 6 sec cooldown)
- Flash Powder (single target touch range stun)
Ceruleite Spells
- Stiffen Skin (bonus to AC on self) 5sp 5s cooldown
- Elemental Skin (resist one of the four elements, has faint vfx)5sp 5s cooldown
- Gills Extract (water breathing to self) 5sp 5s cooldown
- Feathers Extract (feather falling to self) 5sp 5s cooldown
- Lesser Restorative Vial (lesser resto admixture) 10sp 6s cooldown
- Conjure Component (as the Renegade Mastermaker spell) 2sp, 2s cooldown
- Lesser Alchemical Evolution (spell selector - pick an animal from the 6 animal stat/types (so bull for str, cat for dex, etc) and gain +1 Alchemical bonus to this stat. You can only have one Alchemical Mutation at a time regardless of tier. Self only spell)
Level 2 Spells
Crimsonite Spells
- Greater Venom Vial (1d6+2 Poison in an AoE) 10 SP, 6s cooldown
- Lesser Heartseeker Poison Imbue: temporary weapon enchantment, on hit: -1 Fort saves, no stacking
- Lesser Ice Chill Poison Imbue: temporary weapon enchantment, on hit: -1 Reflex saves, no stacking
- Lesser Soulshatter Poison Imbue: temporary weapon enchantment, on hit: -1 Will saves, no stacking
- Lesser Voidmind Poison Imbue: temporary weapon enchantment, on hit: -1 Spell Resistance, no stacking
Gildleaf Spells
- Cure Moderate Wounds Admixture (8 SP 6 cooldown)
- Inflict Moderate Wounds Admixture (8 SP 6 cooldown)
- Remove Curse Admixture (10 SP 6 cooldown)
- Remove Paralysis Admixture (10 SP 6 cooldown)
- Melt Armor (single target heavy hitter Fire damage, -AC and -PRR) 10 SP, 5 second cooldown
- Corrode Weapons (single target heavy hitter Acid damage, -melee power and accuracy) 10 SP, 5 second cooldown
- Cold Spike (single target heavy hitter Cold damage, -movement speed and damage) 10 SP, 5 second cooldown
- Voltaic Backlash (single target heavy hitter Electric damage, -spell power) 10 SP, 5 second cooldown
Ceruleite Spells
- Liquid Courage (heroism to self) 20sp 10s cooldown
- Augment Armor (bonus to AC/prr to self) 10sp 5s cooldown
- Restorative Vial (Resto Admixture) 10sp 6s cooldown
- Salt Crystals (Cone, coat in thin Salt for a Daze-alike - damage breaks free) 20SP 20s cooldown
- Glue Solution (throw some sticky mimic stuff, PBAoE) 20sp 10s cooldown
- Alluring Elixir (+4 to all Cha skills, self only)[/COLOR]
- Action Boost Bottle: Spell Power
Level 3 Spells
Crimsonite Spells
- Heartstopper Poison (AoE, Poison DoT, person selected also gets additional damage) 15 SP, 30s cooldown
- Molotov Cocktail (Firewall but a big circle) (Firewall but a big circle, 15 SP, 30s cooldown)
- Voltaic Induction (short Damage over time, Electric (nonstacking)) 15 SP, 30s cooldown
- Bitter Frost Burst (big spike of Cold damage)15 SP, 30s cooldown
- Caustic Solvent (long Damage over time, Acid (stacking))
- Elemental Weapons (as per the Arti spell)
Gildleaf Spells
- Flash Freeze (Frozen in Ice PBAoE) 25 SP, 60 second cooldown
- Cure Serious Wounds Admixture (12 SP 6 cooldown)
- Inflict Serious Wounds Admixture (12 SP 6 cooldown)
- Choking Smog (AoE, enemies are blinded and slowed inside) 30 SP, 30 second cooldown
- Iron Shavings (AoE, incorp enemies inside become corporeal) 20 SP, 30 second cooldown
Ceruleite Spells
- Greater Restorative Vial (Greater Resto Admixture) 25sp 6s cooldown
- Greater Liquid Courage (Greater Heroism to self) 20sp 10s cooldown
- Invisibility Potion (invisibility to self) 20sp 10s cooldown
- Melt Lock (this is knock) 20sp 10s cooldown
- Quicksilver Potion (Haste to self) 20sp 10s cooldown
- Alchemical Evolution (spell selector - pick an animal from the 6 animal stat/types (so bull for str, cat for dex, etc) and gain +2 Alchemical bonus to this stat. You can only have one Alchemical Mutation at a time regardless of tier. Self only spell)
- Action Boost Bottle: Doubleshot/Doublestrike
Level 4 Spells
Crimsonite Spells
- Corrosive Dust (2d6+8 Rust damage per caster level to target Construct, MCL 10) 20 SP, 30s cooldown
- Heartseeker Poison Imbue: temporary weapon enchantment, on hit: -1 Fort saves, 3 stacks, on crit: 1d6 Con damage
- Ice Chill Poison Imbue: temporary weapon enchantment, on hit: -1 Reflex saves, 3 stacks, on crit: 1d6 dex damage
- Soulshatter Poison Imbue: temporary weapon enchantment, on hit: -1 Will saves, 3 stacks, on crit: 1d6 wis damage
- Voidmind Poison Imbue: temporary weapon enchantment, on hit: -1 Spell Resistance, 3 stacks, on crit: 1d6 int damage
Gildleaf Spells
- Cure Critical Wounds Admixture (25 SP 6 cooldown)
- Inflict Critical Wounds Admixture (25 SP 6 cooldown)
- Smoke Bomb (PBAoE blind, turn invisible, gain dodge) 30 SP, 90 second cooldown
- Caustic Overload (PBAoE heavy hitting -AC and -PRR debuff, Acid damage) 30 SP, 15s cooldown
- Voltaic Burst (Cone silence and Electric damage, -MRR) 30 SP, 15s cooldown
- Cindersmoke (AoE Blind, -melee power, -AC, Fire damage) 30 SP, 15s cooldown
- Vein Freeze (AoE Cold damage heavy hitting, chance to freeze, lingering slow) 30 SP, 15s cooldown
Ceruleite Spells
- Hypnotic Combination (more potent Hypnotic Pattern in a small AOE) 25 sp 20s cooldown
- Flesh to Gold (single target flesh to stone, touch range, glittery vfx)
- Stoneskin Potion (stoneskin to self)
- Action Boost Bottle: Melee/Ranged Power
- Action Boost Bottle: Sprint Boost
Level 5 Spells
Crimsonite Spells
- Multivial of Flame (Throw five vials that each deal 1d3+1 damage per Caster Level, MCL 20) 20 SP, 5s Cooldown
- Multivial of Acid (Throw five vials that each deal 1d3+1 damage per Caster Level, MCL 20) 20 SP, 5s Cooldown
- Multivial of Bitterchill (Throw five vials that each deal 1d3+1 damage per Caster Level, MCL 20) 20 SP, 5s Cooldown
- Multivial of Sparks (Throw five vials that each deal 1d3+1 damage per Caster Level, MCL 20) 20 SP, 5s Cooldown
- Greater Elemental Weapons (3d6 (element) damage on weapon, 20SP, 2.5sec cooldown
- A more powerful version of the Arti Imbue, Arti will get this also
- Poison Breath (breathe poison at people)
Gildleaf Spells
- Flesh to Gold, Mass (flesh to stone PBAoE) 30 SP, 90 second cooldown
- Flashbang (blinds in an AoE. If they're already blinded, stuns)
Ceruleite Spells
- Greater Stoneskin (stoneskin but 20/adamantine and 20 per caster level instead)
- Turn to Frog (single target frog, this is a death effect)
- Greater Alchemical Evolution (spell selector - pick an animal from the 6 animal stat/types (so bull for str, cat for dex, etc) and gain +4 Alchemical bonus to this stat. You can only have one Alchemical Mutation at a time regardless of tier. Self only spell)
- Action Boost Bottle: Attack Speed
Level 6 Spells
Crimsonite Spells
- Elemental Reaction: (does all 4 elements a la Hellball at 1d2+1 per caster level each, MCL 20) 30 SP, 30s cooldown
- Gold Breath (Fire and Bludgeoning cone, has a chance to Flesh to Gold enemies hit) 30 SP, 30s cooldown
- Heartseeker Poison Imbue: temporary weapon enchantment, on hit: -1 Fort saves, 5 stacks, on crit: 1d6 Con damage, on vorpal: 1 stack of vuln
- Ice Chill Poison Imbue: temporary weapon enchantment, on hit: -1 Reflex saves, 5 stacks, on crit: 1d6 dex damage, on vorpal: paralysis
- Soulshatter Poison Imbue: temporary weapon enchantment, on hit: -1 Will saves, 5 stacks, on crit: 1d6 wis damage, on vorpal: silence
- Voidmind Poison Imbue: temporary weapon enchantment, on hit: -1 Spell Resistance, 5 stacks, on crit: 1d6 int damage, on vorpal: shattermantle
Gildleaf Spells
- Heal Admixture - 50 SP 6s cooldown
- Harm Admixture - 50 SP 6s cooldown
Ceruleite Spells
- Dust of Confusion (Charm Person, Mass) 35 SP, 90 second cooldown
- Goldskin Potion (Stoneskin but with 30/Adamantine and 30 per caster level, also new shiny VFX)
Known Issues
- There are a couple of spells still in this build that are not intended to release with the class as they were prototypes that didn't work. Everything listed in this post is intended.