Your specialty is magical devices and concoctions, but you’ve also had some training in weaponry, so that you can fend off townsfolk angered by the vile reeks that frequently emanate from your workshop. Searching for the perfect recipes and trying to recover lost knowledge has sharpened your wits considerably. However, it’s left little time for physical training, and your sedentary lifestyle has weakened you. Your dependence on magical devices extends to the use of a talisman to channel mana. The talisman has become attuned to detonation and transmutation because of how you’ve used it.
The alchemist is selectable by players as their class. It has the following modifications to stat distribution:
Class selection does not affect stat maximums
Alchemist's starting equipment from treasure list alchemist_class_items :
Alchemistry isn't the most useful skill early on when an exploding cauldron accident could kill you, but being able to identify the piles of alchemical ingredients you can find lying in random maps is a great way to boost your EXP quickly early on. Bind a key to use_skill alchemy/alchemistry to check ingredients you find around you and you'll level up fairly quickly. You can also cast spells pretty effectively once you learn the skills or find the talismans for them, and having some basic weapon skills to work with is handy.
Green robes are pretty neat, so if you like the colour or fancy blending in with grass or bushes, give one a try.