Master of Alchemy
After having at least five decades of experience, an Alchemist may finally be able to earn the title 'Master of Alchemy', awarded yearly to elder Alchemists who have proven their worth on the battlefield. The rare few who attain this level of experience often retire to train initiate Alchemists, while some remain on the battlefield for even several more decades. Masters of Alchemy are revered by even the strongest Dwarvish Lords, and protecting a Master in battle is considered an honor for only the bravest of dwarvish warriors.
Special Notes: This unit is able to slow its enemies, halving their movement speed and attack damage until they end a turn. This unit’s marksmanship gives it a high chance of hitting targeted enemies, but only on the attack. This unit is capable of healing those around it, and curing them of poison.
Information
| Advances from: | Potion Smith |
| Advances to: | |
| Cost: | 66 |
| HP: | 50 |
| Movement: | 4 |
| XP: | 150 |
| Level: | 3 |
| Alignment: | neutral |
| ID | Master of Alchemy |
| Abilities: | cures, heals +8 |
Attacks (damage - count)
![]() | morningstar melee | 6 - 2 impact | |
![]() | bolas ranged | 6 - 3 impact | slows marksman |
Resistances
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blade | 30% | ![]() |
pierce | 20% | |
|---|---|---|---|---|---|---|
![]() |
impact | 20% | ![]() |
fire | 20% | |
![]() |
cold | 20% | ![]() |
arcane | 20% |
Terrain
| Movement Cost | |||
|---|---|---|---|
| Terrain | Defense | ||
![]() |
Castle | 1 | 60% |
![]() |
Cave | 1 | 50% |
![]() |
Coastal Reef | 2 | 30% |
![]() |
Deep Water | - | 0% |
![]() |
Flat | 1 | 30% |
![]() |
Forest | 1 | 30% |
![]() |
Frozen | 2 | 30% |
![]() |
Hills | 1 | 60% |
![]() |
Mountains | 1 | 70% |
![]() |
Mushroom Grove | 1 | 40% |
![]() |
Sand | 1 | 30% |
![]() |
Shallow Water | 3 | 20% |
![]() |
Swamp | 3 | 20% |
![]() |
Unwalkable | - | 0% |
![]() |
Village | 1 | 50% |






















