
Alchemist
Hero· Wizard· 1 model at Ultra size
Skill tree →Duel it in the combat calculator →vs Chaos Warriors, the unit the rankings measure against; pick any other there.
Alchemist is Grand Cathay hero: 3,420 HP, armour 15, melee attack 35, melee defence 30, weapon strength 300. It costs 1,000 in the campaign and 300 in multiplayer. Unit key wh3_main_cth_cha_alchemist_0. Patch 9.0.4, from the game's data tables.
Health
3,420
Armour
15
Leadership
60
Speed
34
Melee attack
35
Melee defence
30
Weapon strength
210 base + 90 armour-piercing
300
Charge bonus
15
Attributes
- Encourage
This unit provides a leadership bonus to nearby allies. Units within range of both the Lord's aura and an encouraging unit will receive the larger of the two bonuses.
- Hide (forest)
This unit can hide in forests until enemy units get too close.
- Mastery of Elemental Winds
When two or more units in the same army share this attribute, intensity increases the power of spells cast.
Abilities
- Enchanted MetallurgyAugment · +25% Base Missile Damage, +30% Base Weapon DamageactiveEnchanted MetallurgyAugment+25% Base Missile Damage+30% Base Weapon DamageCooldown 60 s · Duration 12 s · Range 35 mThe science by which metals are extracted from their ores can be charged by magic and given purpose in war to devastating effect.
- WoundsHex · -10% Speed, -20% Armour-Piercing Weapon Damage…passiveWoundsHex-10% Speed-20% Armour-Piercing Weapon Damage-20% Base Weapon DamagePassiveEven the greatest foes can be laid low with terrible injuries, and the greater the damage done, the less able they will be to effectively continue the fray.
Lore of magic
Counters
Good against
- Units with physical resistance — magical melee attackse.g. Hexwraiths, Cairn Wraiths, Syreens · Grand Cathay: Tiger Warrior Stalkers, Onyx Crowmen
Vulnerable to
- Bonus vs infantry — infantry-sizede.g. Doom-Flayers, War Mammoth, Feral Mammoth
- Missile fire — armour 15, no shielde.g. Ratling Guns, Stormfiends (Ratling Cannons), Chameleon Stalkers · Grand Cathay: Iron Hail Gunners, Fire Rain Rocket Battery
Computed from base unit-card values (no skills, items or abilities), one rule per line; examples are units with the most of that trait. How counters are worked out · Try it in the combat calculator
Alchemist skill tree
35 skills, line by line as the game lays them out. Hover a skill for the rank it unlocks at and its effects at each level.
- WarhorseWarhorseUnlocks at rank 7
- Mount: Warhorse
- Sky LanternSky LanternUnlocks at rank 15
- Mount: Sky Lantern
- Wind HarmonyWind HarmonyUnlocks at rank 7
- Spell resistance: 10%
- Ranged DisciplineRanged DisciplineUnlocks at rank 7
- Missile resistance: 10%
- ImmortalityImmortalityUnlocks at rank 20
- When normally killed in action, this Hero will be wounded instead
- MentorMentorUnlocks at rank 30 · 3 levelsLevel 1
- Character will share +15% of experience earned between all other active Heroes of the same type
- Character will share +30% of experience earned between all other active Heroes of the same type
- Character will share +50% of experience earned between all other active Heroes of the same type
- Enchanted MetallurgyEnchanted Metallurgy
- Ability: "Enchanted Metallurgy"
- Enchanted Metallurgy: FlamingEnchanted Metallurgy: Flaming
- Replaces: "Enchanted Metallurgy"
- Ability: "Enchanted Metallurgy: Flaming"
- Enchanted Metallurgy: PiercingEnchanted Metallurgy: Piercing
- Replaces: "Enchanted Metallurgy"
- Ability: "Enchanted Metallurgy: Piercing"
- Enchanted Metallurgy: PoisonEnchanted Metallurgy: Poison
- Replaces: "Enchanted Metallurgy"
- Ability: "Enchanted Metallurgy: Poison"
- Alchemical EnhancementsAlchemical Enhancements
- Ability: "Alchemist's Elixir of Puissance"
- Enables magical attacks (Hero's army)
- Searing DoomSearing Doom2 levelsLevel 1
- Overcast spell: "Searing Doom Upgraded"
- Cooldown: -30% to "Searing Doom"
- Miscast 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"
- MetalshiftingMetalshifting
- Passive ability: "Metalshifting"
- Plague of RustPlague of Rust3 levelsLevel 1
- Spell: "Plague of Rust"
- Overcast spell: "Plague of Rust Upgraded"
- Cooldown: -30% to "Plague of Rust"
- Miscast 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"
- Glittering RobeGlittering Robe3 levelsLevel 1
- Spell: "Glittering Robe"
- Overcast spell: "Glittering Robe Upgraded"
- Cooldown: -30% to "Glittering Robe"
- Miscast 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"
- Gehenna's Golden HoundsGehenna's Golden Hounds3 levelsLevel 1
- Spell: "Gehenna's Golden Hounds"
- Overcast spell: "Gehenna's Golden Hounds Upgraded"
- Cooldown: -30% to "Gehenna's Golden Hounds"
- Miscast 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"
- EvasionEvasion
- Passive ability: "Evasion"
- Transmutation of LeadTransmutation of Lead3 levelsLevel 1
- Spell: "Transmutation of Lead"
- Overcast spell: "Transmutation of Lead Upgraded"
- Cooldown: -30% to "Transmutation of Lead"
- Miscast 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"
- Final TransmutationFinal Transmutation3 levelsLevel 1
- Spell: "Final Transmutation"
- Overcast spell: "Final Transmutation Upgraded"
- Cooldown: -30% to "Final Transmutation"
- Miscast 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"
- EarthingEarthing
- Miscast base chance: -15%
- Magical ReservesMagical Reserves
- Winds of Magic power reserve capacity: +5
- Arcane ConduitArcane Conduit
- Passive ability: "Arcane Conduit"
- Student of the House of SecretsStudent of the House of SecretsUnlocks at rank 12
- Cooldown: -10% to Lore of Metal spells
- Speed: +15%
- Steel-SheathingSteel-Sheathing
- Ability: "Alchemist's Elixir of Iron Skin"
- Armour: +20
- Alchemical WrathAlchemical Wrath
- Melee attack: +6
- Range: +15%
- Living ForgeLiving Forge
- Winds of Magic power reserve capacity: +5
- Ammunition: +20%
- Harmonic AnchoringHarmonic Anchoring
- Unit counts as both a Yin and Yang unit for activating Battle Harmony
- Ability: "Potion of Healing"
- Metallurgic RefiningMetallurgic RefiningUnlocks at rank 5 · 3 levelsLevel 1
- Metallurgic Refining action: Weapon strength is increased by 3%
- Unlocks Hero action: Metallurgic Refining
- Metallurgic Refining action: Weapon strength is increased by an additional 3%
- Unlocks Hero action: Metallurgic Refining
- Metallurgic Refining action: Weapon strength is increased by an additional 7%
- Unlocks Hero action: Metallurgic Refining
- Alchemical HardeningAlchemical HardeningUnlocks at rank 5 · 3 levelsLevel 1
- Alchemical Hardening action: Armour is increased by 3
- Unlocks Hero action: Alchemical Hardening
- Alchemical Hardening action: Armour is increased by an additional 3
- Unlocks Hero action: Alchemical Hardening
- Alchemical Hardening action: Armour is increased by an additional 7
- Unlocks Hero action: Alchemical Hardening
- Increase MobilityIncrease Mobility3 levelsLevel 1
- Increase Mobility action: Movement range is increased by an additional 5%
- Increase Mobility action: Movement range is increased by an additional 10%
- Increase Mobility action: Movement range is increased by an additional 15%
- Boost IncomeBoost Income3 levelsLevel 1
- Boost Income action: Income is modified by an additional 2%
- Boost Income action: Income is modified by an additional 4%
- Boost Income action: Income is modified by an additional 6%
- Damage BuildingDamage Building3 levelsLevel 1
- Damage Building action: Additional 5% damage caused
- Damage Building action: Additional 15% damage caused
- Damage Building action: Additional 30% damage caused
- AssassinateAssassinate3 levelsLevel 1
- Assassinate action: Additional 3% success chance
- Assassinate action: Additional 8% success chance
- Assassinate action: Additional 15% success chance
- Hinder ReplenishmentHinder Replenishment3 levelsLevel 1
- Hinder Replenishment action: Replenishment is modified by an additional -10%
- Hinder Replenishment action: Replenishment is modified by an additional -20%
- Hinder Replenishment action: Replenishment is modified by an additional -40%
- SpecialistSpecialist3 levelsLevel 1
- Hero action cost: -10%
- Hero action success chance: +1%
- Hero action cost: -20%
- Hero action success chance: +3%
- Hero action cost: -40%
- Hero action success chance: +6%
Every version of Alchemist
3 units share this name (mounts, race versions, renown or faction variants). Differences from the first row are highlighted.
| Version | HP | Models | Armour | Lead. | Speed | MA | MD | WS | Charge | Cost | Upkeep | Unit key |
|---|---|---|---|---|---|---|---|---|---|---|---|---|
| Grand CathayWizard | 3,420 | 1 | 15 | 60 | 34 | 35 | 30 | 300 | 15 | 1,000 | 250 | wh3_main_cth_cha_alchemist_0 |
| Grand CathayWizard | 3,848 | 1 | 50 | 60 | 78 | 35 | 30 | 300 | 35 | 1,100 | 275 | wh3_main_cth_cha_alchemist_1 |
| Grand CathayWizard | 6,548 | 1 | 30 | 60 | 60 | 20 | 20 | 26 | 1 | 1,100 | 250 | wh3_main_cth_cha_alchemist_2 |
Who can field it
- Grand Cathay · The Northern Provinces
Custom Battle lists factions under each race; every faction of a race fields that race's units (units_custom_battle_permissions rows of any of its factions). The name after the race is the faction the army builder uses.
Where these numbers come from
Read from the game's database tables for patch 9.0.4 (main_units, land_units, battle_entities, melee_weapons, projectiles…) as published in the WH3-Dump export (commit 099796e8). Formulas that turn table values into card values are checked against known units before they are shown — how we verify.