Alchemist skill tree & build planner
35 skills, up to rank 50. Tap a skill for a point; long-press, right-click or − takes it back. The mount, items and stat card are under the tree.
Character
- WarhorseUnlocks at rank 7Mount: WarhorseA general's horse can be their most trusted and daring companion. Just don't name him 'Daisy'.
- Sky LanternUnlocks at rank 15Mount: Sky Lantern
- Wind HarmonyUnlocks at rank 7Spell resistance: 10%The turbulent Winds of Magic can do little harm to those who have found harmony amidst its raging currents.
- Ranged DisciplineUnlocks at rank 7Missile resistance: 10%The best way to repel the chaotic flurry of missile fire is to meet it with order, discipline, and a stalwart row of shields.
- ImmortalityUnlocks at rank 20When normally killed in action, this Hero will be wounded insteadWho wants to live forever? As it turns out, most beings wouldn't say no…
- MentorUnlocks at rank 30 · 3 levelsLevel 1Character will share +15% of experience earned between all other active Heroes of the same typeLevel 2 · rank 40Character will share +30% of experience earned between all other active Heroes of the same typeLevel 3 · rank 50Character will share +50% of experience earned between all other active Heroes of the same typeHaving learned much in their long years of service, this character now turns their attention to training others.
- Enchanted MetallurgyAbility: "Enchanted Metallurgy"
- Enchanted Metallurgy: FlamingReplaces: "Enchanted Metallurgy"Ability: "Enchanted Metallurgy: Flaming"Requires: Enchanted MetallurgyNot with: Enchanted Metallurgy: Piercing, Enchanted Metallurgy: Poison
- Enchanted Metallurgy: PiercingReplaces: "Enchanted Metallurgy"Ability: "Enchanted Metallurgy: Piercing"Requires: Enchanted MetallurgyNot with: Enchanted Metallurgy: Flaming, Enchanted Metallurgy: Poison
- Enchanted Metallurgy: PoisonReplaces: "Enchanted Metallurgy"Ability: "Enchanted Metallurgy: Poison"Requires: Enchanted MetallurgyNot with: Enchanted Metallurgy: Flaming, Enchanted Metallurgy: Piercing
- Alchemical EnhancementsAbility: "Alchemist's Elixir of Puissance"Enables magical attacks (Hero's army)Requires: a point in any of Enchanted Metallurgy: Flaming, Enchanted Metallurgy: Piercing, Enchanted Metallurgy: PoisonOnce embraced, sorcery can yield amazing results. Sometimes the threat of a blade can achieve the same.
- Searing Doom2 levelsLevel 1Overcast spell: "Searing Doom Upgraded"Cooldown: -30% to "Searing Doom"Level 2Miscast base chance: -15% for "Searing Doom Upgraded"Overcast spell: "Searing Doom Upgraded"Winds of Magic cost: -1 for "Searing Doom"Winds of Magic cost: -2 for "Searing Doom Upgraded"Cooldown: -50% to "Searing Doom"
- MetalshiftingPassive ability: "Metalshifting"Requires: Searing Doom
- Plague of Rust3 levelsLevel 1Spell: "Plague of Rust"Level 2Overcast spell: "Plague of Rust Upgraded"Cooldown: -30% to "Plague of Rust"Level 3Miscast base chance: -15% for "Plague of Rust Upgraded"Overcast spell: "Plague of Rust Upgraded"Winds of Magic cost: -1 for "Plague of Rust"Winds of Magic cost: -1 for "Plague of Rust Upgraded"Cooldown: -50% to "Plague of Rust"Requires: Searing Doom
- Glittering Robe3 levelsLevel 1Spell: "Glittering Robe"Level 2Overcast spell: "Glittering Robe Upgraded"Cooldown: -30% to "Glittering Robe"Level 3Miscast base chance: -15% for "Glittering Robe Upgraded"Overcast spell: "Glittering Robe Upgraded"Winds of Magic cost: -1 for "Glittering Robe"Winds of Magic cost: -2 for "Glittering Robe Upgraded"Cooldown: -50% to "Glittering Robe"Requires: Searing Doom
- Gehenna's Golden Hounds3 levelsLevel 1Spell: "Gehenna's Golden Hounds"Level 2Overcast spell: "Gehenna's Golden Hounds Upgraded"Cooldown: -30% to "Gehenna's Golden Hounds"Level 3Miscast base chance: -15% for "Gehenna's Golden Hounds Upgraded"Overcast spell: "Gehenna's Golden Hounds Upgraded"Winds of Magic cost: -2 for "Gehenna's Golden Hounds"Winds of Magic cost: -3 for "Gehenna's Golden Hounds Upgraded"Cooldown: -50% to "Gehenna's Golden Hounds"Requires: Searing Doom
- EvasionPassive ability: "Evasion"Requires: 4 skill points across Metalshifting, Plague of Rust, Glittering Robe, Gehenna's Golden Hounds
- Transmutation of Lead3 levelsLevel 1Spell: "Transmutation of Lead"Level 2Overcast spell: "Transmutation of Lead Upgraded"Cooldown: -30% to "Transmutation of Lead"Level 3Miscast base chance: -15% for "Transmutation of Lead Upgraded"Overcast spell: "Transmutation of Lead Upgraded"Winds of Magic cost: -2 for "Transmutation of Lead"Winds of Magic cost: -3 for "Transmutation of Lead Upgraded"Cooldown: -50% to "Transmutation of Lead"Requires: Evasion
- Final Transmutation3 levelsLevel 1Spell: "Final Transmutation"Level 2Overcast spell: "Final Transmutation Upgraded"Cooldown: -30% to "Final Transmutation"Level 3Miscast base chance: -15% for "Final Transmutation Upgraded"Overcast spell: "Final Transmutation Upgraded"Winds of Magic cost: -2 for "Final Transmutation"Winds of Magic cost: -4 for "Final Transmutation Upgraded"Cooldown: -50% to "Final Transmutation"Requires: Evasion
- EarthingMiscast base chance: -15%Requires: EvasionBy stabbing a staff or some arcane conduit into the ground, an accomplished magic-user can earth or tether the Winds and hopefully reduce a chance of miscasting.
- Magical ReservesWinds of Magic power reserve capacity: +5Requires: EvasionA few magic-users have the ability to store the Winds of Magic for later use, increasing their spellcasting power when it really counts.
- Arcane ConduitPassive ability: "Arcane Conduit"Requires: 4 skill points across Earthing, Magical Reserves, Transmutation of Lead, Final Transmutation
- Student of the House of SecretsUnlocks at rank 12Cooldown: -10% to Lore of Metal spellsSpeed: +15%Study and repetition make the Alchemist all the more potent, with Shang-Yang’s teachings yielding exceptional practitioners.
- Steel-SheathingAbility: "Alchemist's Elixir of Iron Skin"Armour: +20Requires: Student of the House of Secrets"Metal is not shaped by force of will alone. It must be felt within; made part of one’s soul – only then may it be shaped effortlessly." –Shang-Yang Tome of Metallurgic Secrets
- Alchemical WrathMelee attack: +6Range: +15%Requires: Student of the House of SecretsThe fire of an Alchemist’s soul may shape and refine the world's metals, but is equally powerful when manifested physically against their enemies.
- Living ForgeWinds of Magic power reserve capacity: +5Ammunition: +20%Requires: Student of the House of SecretsWhy forge bullets when one can conjure them from the very air itself?
- Harmonic AnchoringUnit counts as both a Yin and Yang unit for activating Battle HarmonyAbility: "Potion of Healing"Requires: 2 skill points across Steel-Sheathing, Alchemical Wrath, Living Forge"The unchecked flame easily spirals, but focus and control hone the intensity of the raging forge." – War Artificer's proverb
Battle
- Metallurgic RefiningUnlocks at rank 5 · 3 levelsLevel 1Metallurgic Refining action: Weapon strength is increased by 3%Unlocks Hero action: Metallurgic RefiningLevel 2 · rank 9Metallurgic Refining action: Weapon strength is increased by an additional 3%Unlocks Hero action: Metallurgic RefiningLevel 3 · rank 13Metallurgic Refining action: Weapon strength is increased by an additional 7%Unlocks Hero action: Metallurgic RefiningAlchemists serving the armies of Cathay are often called upon to imbue their troops’ weapons with arcane enhancements.
- Alchemical HardeningUnlocks at rank 5 · 3 levelsLevel 1Alchemical Hardening action: Armour is increased by 3Unlocks Hero action: Alchemical HardeningLevel 2 · rank 9Alchemical Hardening action: Armour is increased by an additional 3Unlocks Hero action: Alchemical HardeningLevel 3 · rank 13Alchemical Hardening action: Armour is increased by an additional 7Unlocks Hero action: Alchemical HardeningAlchemists offer far more than any run-of-the-mill blacksmith, hardening Cathayan troops’ armour by inscrutable, non-traditional means.
Campaign
- Increase Mobility3 levelsLevel 1Increase Mobility action: Movement range is increased by an additional 5%Level 2 · rank 5Increase Mobility action: Movement range is increased by an additional 10%Level 3 · rank 10Increase Mobility action: Movement range is increased by an additional 15%Whether it be training harder, travelling lighter, eating less or sleeping better, there's always a way to draw more from the day.
- Boost Income3 levelsLevel 1Boost Income action: Income is modified by an additional 2%Level 2 · rank 5Boost Income action: Income is modified by an additional 4%Level 3 · rank 10Boost Income action: Income is modified by an additional 6%Such magic-users may be wise and able to offer sage advice, especially if they have scried the region.
- Damage Building3 levelsLevel 1Damage Building action: Additional 5% damage causedLevel 2 · rank 5Damage Building action: Additional 15% damage causedLevel 3 · rank 10Damage Building action: Additional 30% damage causedIt is not just the forces of Chaos that can despoil, break and ruin.
- Assassinate3 levelsLevel 1Assassinate action: Additional 3% success chanceLevel 2 · rank 5Assassinate action: Additional 8% success chanceLevel 3 · rank 10Assassinate action: Additional 15% success chanceA skilled assassin is a cold-hearted killer and merciless murderer.
- Hinder Replenishment3 levelsLevel 1Hinder Replenishment action: Replenishment is modified by an additional -10%Level 2 · rank 5Hinder Replenishment action: Replenishment is modified by an additional -20%Level 3 · rank 10Hinder Replenishment action: Replenishment is modified by an additional -40%The sight of a powerful figure extolling death and blasphemies can bring enemy ranks to their knees.
- Specialist3 levelsLevel 1Hero action cost: -10%Hero action success chance: +1%Level 2Hero action cost: -20%Hero action success chance: +3%Level 3Hero action cost: -40%Hero action success chance: +6%An expert in their craft, this Hero knows all the mistakes that can be made and how to best avoid making them.
Mount
A mount comes with its skill in the tree: some the game grants at a rank, others take a skill point (picking one here takes it when the tree allows).
Items
- Weapon
- Armour
- Talisman
- Enchanted item
- Arcane item
- Follower or banner0/2
Items this character can carry: its race's (or any race's), its kind of character, and the ones made for it; an item only some factions get is left out for a legendary lord of another faction and marked “… only” for everyone else. The arcane item slot is for spellcasters (Dwarf characters carry three Character Runes there); followers and banners share two ancillary slots.
Stats of this build
Alchemist · base + skills + items; no techs, buffs, campaign or battle-context effects (vs a race, at sea…).
| Stat | Base | Build |
|---|---|---|
| Health | 3,420 | 3,420 |
| Armour | 15 | 15 |
| Leadership | 60 | 60 |
| Speed | 34 | 34 |
| Melee attack | 35 | 35 |
| Melee defence | 30 | 30 |
| Weapon strength | 300 | 300 |
| … armour-piercing | 90 | 90 |
| Charge bonus | 15 | 15 |
| Ward save % | 0 | 0 |
| Physical resistance % | 0 | 0 |
| Missile resistance % | 15 | 15 |
| Spell resistance % | 0 | 0 |
| Fire resistance % | 0 | 0 |
| Magical attacks | Yes | Yes |
| Flaming attacks | No | No |
All effects of this build
No skills taken yet.
Skills and items; like lines are added up, and a skill counts at the highest level taken (each level lists its totals). Army of Renown fills itself in at its ranks.
Source: character_skill_node_sets, character_skill_nodes, character_skill_node_links (REQUIRED and SUBSET_REQUIRED), character_skill_level_details, character_skills_to_level_reached_criterias, character_skill_nodes_skill_locks and character_experience_skill_tiers, patch 9.0.4, via the WH3-Dump export. The general tree only: faction and campaign variants of a tree are not included. A skill after a group of skills (SUBSET_REQUIRED) opens once the skill points character_skill_nodes.required_num_parents asks for are spent in that group, in any mix — the game's “Available after spending N skill points in the previous group”; each REQUIRED skill needs a point.
