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HomeHome / Total War: WARHAMMER III / The Western Provinces / Units / Alchemist (Warhorse)
Alchemist (Warhorse) The Western ProvincesThe Western Provinces Heroes

Alchemist (Warhorse)

Once outcasts for dabbling in forbidden elements, now prized for their fearsome mastery of metal and fire.

Outcast elemental Wizards often gravitate toward Shang-Yang and the west. Here they have formed their own shadow Celestial Court known as the House of Secrets. In the House of Secrets, all kinds of magic are practised, though the Alchemists of Shang Yang are especially well known, using the rare elements of the Warpstone Desert to create powerful elixirs, metals and potions. Favoured by the Iron Dragon, the Alchemists have steadily gained power and acceptance over the centuries, and generals and magistrates will sometimes secure their services in battle, where their sorcery can enchant the weapons of their soldiers.

Alchemist (Warhorse)

Unit Name

Alchemist (Warhorse)

Main Unit Key

wh3_main_cth_cha_alchemist_1

Land Unit Key

wh3_main_cth_cha_alchemist_1

Land Unit Group Parents

Heroes

Land Unit Group

Wizard

Caste

Hero

Category

War Beast

Class

Command

Custom Battle Cost

500

Recruitment Cost

1100

Upkeep Cost

275

Number of Units

1

Hit Points

3840

├ Mount

1

├ Mount Entity

├ Mount Hit Points

├ Num Mounts

hu1e_hr1_warhorse_mage_female_hero

├ Man Entity

wh3_main_cth_hum_alchemist_blood

├ Man Hit Points

8

├ Num Men

1

└ Bonus Hit Points

3832

Mass

600

└ Man Mass

600.0000

Armour

50

├ Armour

wh2_main_chainmail_50

├ Shield

none

Missile Block Chance

0

Leadership

60

Speed

34

└ Man Speed

34

Melee Attack

35

Melee Defence

30

Weapon Strength

300

├ Melee Weapon

wh3_main_cth_alchemist

Base Weapon Damage

210

Armour-Piercing Weapon Damage

90

Bonus vs. Large

0

Bonus vs. Infantry

0

Charge Bonus

35

Abilities

  • Enchanted Metallurgy
    The science by which metals are extracted from their ores can be charged by magic and given purpose in war to devastating effect.
    Base Missile Damage x 125%
    Base Weapon Damage x 130%
  • Wounds
    Even 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.
    Speed x 90%
    Armour-Piercing Weapon Damage x 80%
    Base Weapon Damage x 80%

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.

Strengths & Weaknesses

  • Harmony Amplifier: +25%
    This unit increases Harmony bonuses for nearby units by +25%. Only the strongest amplifier bonus is applied.