Alchemist: Difference between revisions

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Revision as of 01:15, 4 September 2024

Hero classes
Castle
 Knight
 Cleric
Rampart
 Ranger
 Druid
Tower
 Alchemist
 Wizard
Inferno
 Demoniac
 Heretic
Necropolis
 Death Knight
 Necromancer
Dungeon
 Overlord
 Warlock
Stronghold
 Barbarian
 Battle Mage
Fortress
 Beastmaster
 Witch
Conflux
 Planeswalker
 Elementalist
Cove Horn of the Abyss
 Captain
 Navigator
Factory Horn of the Abyss
 Mercenary
 Artificer
Alchemist
Male Alchemist
Male Alchemist
Female Alchemist
 Skills 1 2–9 >10
 Attack:  1  30%  30%
 Defense:  1  30%  30%
 Power:  2  20%  20%
 Knowledge:  2  20%  20%
Chances of secondary skills
Combat Magic Adventure
 Archery  5
 Armorer  8
 Artillery  4
 Ballistics  6
 First Aid  2
 Leadership  3
 Luck  2
 Offense  6
 Resistance  5
 Tactics  4
 Interference Horn of the Abyss  5
 Intelligence  4
 Mysticism  4
 Scholar  3
 Sorcery  3
 Wisdom  6
 Air Magic  4
 Earth Magic  3
 Fire Magic  1
 Water Magic  2
 Diplomacy  3
 Eagle Eye  3
 Estates  4
 Learning  10
 Logistics  6
 Navigation  3
 Necromancy  0
 Pathfinding  4
 Scouting  4

Alchemists are the might heroes of Tower.

"Alchemists are skilled in physical and chemical magic, particularly so in the building and animation of golems. Working their craft builds muscular strength, which makes Alchemists ready learners of military skills as well. Their armor is composed of rare metal alloys created through their skill in alchemy." RoE manual

Alchemists are one of the two might classes, along with Death Knights, that start with a spell book.

As they are heroes of a good town, this allows them to get experience on Altar of Sacrifice and in Grotto Horn of the Abyss for artifacts only.

They cannot learn Necromancy, which means they can only acquire it from Witch Huts (if allowed), Scholars, Seer's Huts, Pandora's Boxes or Events.

Most likely to learn: Unlikely to learn: Cannot learn:

See also: