
Alarielle the Radiant skill planner
High ElvesLegendary lordUnit stats
51 skills, line by line as the game lays them out. Click or tap a skill to put a point in it; right-click or long-press takes one back. Skills that need others first stay grey until they have them; the rank counter shows the rank a character needs for the build (one point per rank, up to 50).
- Barded Ithilmar SteedUnlocks at rank 7
Mount: Barded Ithilmar SteedAn extremely light yet resilient material, Ithilmar gives the same protection as heavy steel, but without slowing down its wearer. - Great EagleUnlocks at rank 16
Mount: Great EagleUlthuan's Great Eagles are the firm allies of the Elves, fighting their causes since the coming of Chaos. - Ward of IshaUnlocks at rank 8
Ward save: +10%Isha's protection can protect the faithful Asur through the darkest of days. - Isha's BlessingUnlocks at rank 8
Winds of Magic power reserve capacity: +10 (own army)
Miscast base chance: -15%Isha's blessing is only granted to the worthy - those who seek to protect life rather than take it. - Touch of the EverqueenUnlocks at rank 12
Melee attack: +4 when fighting against Undead factions (Lord's army)
Weapon strength: +12%Those of a fell heart will be destroyed if they receive the Everqueen's touch. - Chaos BaneUnlocks at rank 14
Melee attack: +4 when fighting against Warriors of Chaos, Daemons of Chaos, Chaos Dwarfs, Norsca and Beastmen (Lord's army)
Bonus vs Large: +15The Everqueen can banish the taint of Chaos with a single touch. - Army of RenownUnlocks at rank 10 · 3 levelsLevel 1 · free at rank 10
Regiments of Renown army capacity: +2 (own army)Level 2 · free at rank 20
Regiments of Renown army capacity: +4 (own army)Level 3 · free at rank 30
Regiments of Renown army capacity: +6 (own army)If their renown does them justice, they will be fit to serve one whose fame they will never outstrip. - MentorUnlocks at rank 30 · 3 levelsLevel 1
Character experience gain: +20% (Heroes in Lord's army)
Character will share +15% of experience earned between all other active LordsLevel 2 · rank 40
Character experience gain: +35% (Heroes in Lord's army)
Character will share +30% of experience earned between all other active LordsLevel 3 · rank 50
Character experience gain: +50% (Heroes in Lord's army)
Character will share +50% of experience earned between all other active LordsHaving learned much in their long years of service, this character now turns their attention to training others.
- Tradition DictatesUnlocks at rank 12
Control: +2 (all provinces)
Income from all buildings: +5% (factionwide)Not with: Blood & FireWhile Alarielle herself is seen as a radical force, she is bound to certain ceremonial duties, which is reassuring for many Asur. - Leader of the Court
Diplomatic relations: +15 with High Elves
Construction cost: -10% for all buildings (local province)Requires: Tradition DictatesElves are political creatures, but the Everqueen exists above such debased notions; when she speaks all listen and put aside petty machinations. - Servant of Isha2 levelsLevel 1
Hero capacity: +1 for Handmaidens
Unlocks Hero recruitment: Handmaiden (all provinces)
Hero recruit rank: +1 for Handmaidens (all provinces)Level 2
Hero capacity: +2 for Handmaidens
Unlocks Hero recruitment: Handmaiden (all provinces)
Hero recruit rank: +2 for Handmaidens (all provinces)Requires: Tradition DictatesAs a paragon of the Earth Mother and queen of Avelorn, growth and fortitude for the land itself is promoted. - Spiritual Defender
Melee defence: +10 for Sisters of Avelorn units (armies in local province)
Local Recruitment duration: -1 turn for Sisters of Avelorn units (minimum 1) (all provinces)
Corruption: -6 (local province)Requires: Tradition DictatesThe spiritual defence and well-being of the Elves is the traditional duty of the Everqueen. - Blood & FireUnlocks at rank 12
Campaign movement range: +5%
Upkeep: -10% (Lord's army)Not with: Tradition DictatesThe Everqueen does not traditionally go to war, but Alarielle is different - she will punish the invaders of Avelorn! - Beacon of Hope
Leadership: +6 (armies in local province)
Melee defence: +6 (armies in local province)Requires: Blood & FireRepresenting the Isha and all the Gods of the Cadai, the Everqueen is a beacon of hope in these turbulent times. - Gifts of Isha2 levelsLevel 1
Armour: +10 for Forest Spirit units (Lord's army)
Ward save: +6%
Casualty replenishment rate: +4% (Lord's army)Level 2
Armour: +20 for Forest Spirit units (Lord's army)
Ward save: +12%
Casualty replenishment rate: +8% (Lord's army)Requires: Blood & FireA gift from Isha; no wounds are beyond Alarielle's skills and her wards of protection know no equal. - Guardian of the Land
Melee attack: +9 for Forest Spirit units (Lord's army)
Cooldown: -15% to all spells
Winds of Magic power reserve capacity: +15 (own army)Requires: Blood & FireAs guardian of the lands, the Everqueen can manipulate the Lores of Life and Light with unrivalled skill.
- Earth Blood2 levelsLevel 1
Overcast spell: "Earth Blood Upgraded"
Cooldown: -30% to "Earth Blood"
Spell: "Earth Blood"Level 2
Miscast base chance: -15% for "Earth Blood Upgraded"
Overcast spell: "Earth Blood Upgraded"
Winds of Magic cost: -2 for "Earth Blood"
Winds of Magic cost: -3 for "Earth Blood Upgraded"
Cooldown: -50% to "Earth Blood"The Wizard draws wholesome energies from the soil, imbuing companions with the natural resilience of the earth. - Pha's Protection2 levelsLevel 1
Overcast spell: "Pha's Protection Upgraded"
Cooldown: -30% to "Pha's Protection"
Spell: "Pha's Protection"Level 2
Miscast base chance: -15% for "Pha's Protection Upgraded"
Overcast spell: "Pha's Protection Upgraded"
Winds of Magic cost: -1 for "Pha's Protection"
Winds of Magic cost: -2 for "Pha's Protection Upgraded"
Cooldown: -50% to "Pha's Protection"Requires: Earth Blood - Life Bloom
Passive ability: "Life Bloom"Requires: Earth BloodEven the simplest of spells can bring forth the full bloom of renewal, reinvigorating and healing the broken and bleeding. - Shield of Thorns2 levelsLevel 1
Overcast spell: "Shield of Thorns Upgraded"
Cooldown: -30% to "Shield of Thorns"
Spell: "Shield of Thorns"Level 2
Miscast base chance: -15% for "Shield of Thorns Upgraded"
Overcast spell: "Shield of Thorns Upgraded"
Winds of Magic cost: -2 for "Shield of Thorns"
Winds of Magic cost: -2 for "Shield of Thorns Upgraded"
Cooldown: -50% to "Shield of Thorns"Requires: Earth BloodPrickly gorse bursts from the ground around the caster's allies, protecting them from attack like a spiky, living shield. - Shield of Saphery
Passive ability: "Shield of Saphery"Requires: Earth Blood - Evasion
Passive ability: "Evasion"Requires all: Pha's Protection, Life Bloom, Shield of Thorns, Shield of Saphery - Tempest2 levelsLevel 1
Cooldown: -30% to "Tempest"
Spell: "Tempest"
Overcast spell: "Tempest Upgraded"Level 2
Cooldown: -50% to "Tempest"
Miscast base chance: -15% for "Tempest Upgraded"
Overcast spell: "Tempest Upgraded"
Winds of Magic cost: -2 for "Tempest"
Winds of Magic cost: -2 for "Tempest Upgraded"Requires: Evasion - Exorcism
Passive ability: "Exorcism"Requires: Evasion - Arcane Unforging2 levelsLevel 1
Cooldown: -30% to "Arcane Unforging"
Spell: "Arcane Unforging"
Overcast spell: "Arcane Unforging Upgraded"Level 2
Cooldown: -50% to "Arcane Unforging"
Miscast base chance: -15% for "Arcane Unforging Upgraded"
Overcast spell: "Arcane Unforging Upgraded"
Winds of Magic cost: -2 for "Arcane Unforging"
Winds of Magic cost: -3 for "Arcane Unforging Upgraded"Requires: Evasion - Banishment2 levelsLevel 1
Overcast spell: "Banishment Upgraded"
Cooldown: -30% to "Banishment"
Spell: "Banishment"Level 2
Miscast base chance: -15% for "Banishment Upgraded"
Overcast spell: "Banishment Upgraded"
Winds of Magic cost: -2 for "Banishment"
Winds of Magic cost: -3 for "Banishment Upgraded"
Cooldown: -50% to "Banishment"Requires: Evasion - Arcane Conduit
Passive ability: "Arcane Conduit"Requires all: Tempest, Banishment, Arcane Unforging, Exorcism
- Inspiring Presence
Unit experience gain per turn: +75 (Lord's army)
Character's aura leadership effect: +5There are Lords that radiate power, confidence and fear, inspiring their followers to great or terrible acts. - Militia Master3 levelsLevel 1
Melee defence: +4 for Ship's Company, Spearmen, Silverin Guard, Rangers, Archers and Lothern Sea Guard units (Lord's army)Level 2
Melee attack: +4 for Ship's Company, Spearmen, Silverin Guard, Rangers, Archers and Lothern Sea Guard units (Lord's army)
Melee defence: +4 for Ship's Company, Spearmen, Silverin Guard, Rangers, Archers and Lothern Sea Guard units (Lord's army)Level 3
Melee attack: +6 for Ship's Company, Spearmen, Silverin Guard, Rangers, Archers and Lothern Sea Guard units (Lord's army)
Melee defence: +6 for Ship's Company, Spearmen, Silverin Guard, Rangers, Archers and Lothern Sea Guard units (Lord's army)Requires: Inspiring PresenceTurning an untrained bunch of regular citizens into effective fighting units requires a special kind of talent, and oodles of patience. - Bow Master3 levelsLevel 1
Ammunition: +8% for Archers, Lothern Sea Guard, Shadow Warriors, Shadow-walkers, Sisters of Avelorn, Skycutters and Bolt Thrower units (Lord's army)Level 2
Ammunition: +12% for Archers, Lothern Sea Guard, Shadow Warriors, Shadow-walkers, Sisters of Avelorn, Skycutters and Bolt Thrower units (Lord's army)
Reload time reduction: +4% for Archers, Lothern Sea Guard, Shadow Warriors and Shadow-walkers units (Lord's army)Level 3
Ammunition: +20% for Archers, Lothern Sea Guard, Shadow Warriors, Shadow-walkers, Sisters of Avelorn, Skycutters and Bolt Thrower units (Lord's army)
Reload time reduction: +8% for Archers, Lothern Sea Guard, Shadow Warriors and Shadow-walkers units (Lord's army)Requires: Inspiring PresenceMissile combat isn't always about attacking; knowing how to defend also pays dividends. - Cavalry Master3 levelsLevel 1
Speed: +5% for Ellyrian Reavers and Silver Helms units (Lord's army)Level 2
Charge bonus: +9 for Ellyrian Reavers and Silver Helms units (Lord's army)
Missile strength: +6% for Ellyrian Reavers units (Lord's army)
Speed: +7% for Ellyrian Reavers and Silver Helms units (Lord's army)Level 3
Charge bonus: +12 for Ellyrian Reavers and Silver Helms units (Lord's army)
Missile strength: +8% for Ellyrian Reavers units (Lord's army)
Speed: +10% for Ellyrian Reavers and Silver Helms units (Lord's army)Requires: Inspiring PresenceYears of experience in mounted combat has started to pay off; this one is always in command of both their force and its steeds. - Vanguard Master3 levelsLevel 1
Charge bonus: +6 for Chariot, War Lion, Dragon Princes and Merwyrm units (Lord's army)Level 2
Charge bonus: +9 for Chariot, War Lion, Dragon Princes and Merwyrm units (Lord's army)
Melee attack: +4 for Chariot, War Lion, Dragon Princes and Merwyrm units (Lord's army)
Missile strength: +9% for Tiranoc Chariot units (Lord's army)Level 3
Charge bonus: +12 for Chariot, War Lion, Dragon Princes and Merwyrm units (Lord's army)
Melee attack: +6 for Chariot, War Lion, Dragon Princes and Merwyrm units (Lord's army)
Missile strength: +12% for Tiranoc Chariot units (Lord's army)Requires: Inspiring PresenceBeing present at the very forefront of the assault, on many occasions, prepares one for future engagements of a similar nature. - Sky Master3 levelsLevel 1
Weapon strength: +6% for Great Eagle, Phoenix and Dragon units (Lord's army)Level 2
Charge bonus: +9 for Great Eagle, Phoenix and Dragon units (Lord's army)
Weapon strength: +9% for Great Eagle, Phoenix and Dragon units (Lord's army)Level 3
Charge bonus: +12 for Great Eagle, Phoenix and Dragon units (Lord's army)
Weapon strength: +12% for Great Eagle, Phoenix and Dragon units (Lord's army)Requires: Inspiring PresenceThe firmament holds no fear for this one, such is their command of the many airborne beasts of battle. - Master Strategist3 levelsLevel 1
Melee attack: +4 for Swordmasters of Hoeth, White Lions of Chrace, Phoenix Guard, Oceanids and Sea Elemental units (Lord's army)Level 2
Melee attack: +4 for Swordmasters of Hoeth, White Lions of Chrace, Phoenix Guard, Oceanids and Sea Elemental units (Lord's army)
Melee defence: +4 for Swordmasters of Hoeth, White Lions of Chrace, Phoenix Guard, Oceanids and Sea Elemental units (Lord's army)Level 3
Melee attack: +6 for Swordmasters of Hoeth, White Lions of Chrace, Phoenix Guard, Oceanids and Sea Elemental units (Lord's army)
Melee defence: +6 for Swordmasters of Hoeth, White Lions of Chrace, Phoenix Guard, Oceanids and Sea Elemental units (Lord's army)Requires: Inspiring PresenceKnowing that it is the rare plan that survives contact with the enemy, yet being prepared for all eventualities, raises this one above mere planners. - Rally!
Ability: "Rally!"Requires all: Militia Master, Bow Master, Cavalry Master, Vanguard Master, Sky Master, Master Strategist - Immovable Force
Spell resistance: 15% for Ship's Company, Spearmen, Silverin Guard, Silver Helms, Swordmasters of Hoeth, White Lions of Chrace and Merwyrm units (Rank 7 and above) (Lord's army)
Melee defence: +5 for Ship's Company, Spearmen, Silverin Guard, Silver Helms, Swordmasters of Hoeth, White Lions of Chrace and Merwyrm units (Rank 7 and above) (Lord's army)
Weapon strength: +10% for Ship's Company, Spearmen, Silverin Guard, Silver Helms, Swordmasters of Hoeth, White Lions of Chrace and Merwyrm units (Rank 7 and above) (Lord's army)Requires: Rally!Like a wall of the hardest stone imaginable - such is their ability to withstand attack. - Favourable Winds
Armour: +10 for Archers, Lothern Sea Guard, Shadow Warriors, Shadow-walkers, Sisters of Avelorn, Skycutters and Bolt Thrower units (Rank 7 and above) (Lord's army)
Missile strength: +12% for Archers and Lothern Sea Guard, Shadow Warriors, Shadow-walkers, Sisters of Avelorn, Skycutters and Bolt Thrower units (Rank 7 and above) (Lord's army)
Missile resistance: 15% for Archers, Lothern Sea Guard, Shadow Warriors, Shadow-walkers, Sisters of Avelorn, Skycutters and Bolt Thrower units (Rank 7 and above) (Lord's army)Requires: Rally!When the gale always blows in the direction of your choosing, failure becomes a rare event indeed. - Silver Torrent
Missile resistance: 15% for Rangers, Great Eagle, War Lion, Chariot, Ellyrian Reavers, Oceanids and Sea Elemental units (Rank 7 and above) (Lord's army)
Speed: +10% for Rangers, Great Eagle, War Lion, Chariot, Ellyrian Reavers, Oceanids and Sea Elemental units (Rank 7 and above) (Lord's army)
Weapon strength: +12% for Rangers, Great Eagle, War Lion, Chariot, Ellyrian Reavers, Oceanids and Sea Elemental units (Rank 7 and above) (Lord's army)Requires: Rally!Speed, agility and control - all must be mastered if your crushing tide is to break perfectly upon enemy shores. - Heart of the Flame
Armour: +10 for Dragon, Phoenixes, Dragon Princes and Phoenix Guard units (Rank 7 and above) (Lord's army)
Melee defence: +5 for Dragon, Phoenixes, Dragon Princes and Phoenix Guard units (Rank 7 and above) (Lord's army)
Physical resistance: 10% for Dragon, Phoenixes, Dragon Princes and Phoenix Guard units (Rank 7 and above) (Lord's army)Requires: Rally!The very centre of the fire always burns the hottest. - Stand Your Ground!
Replaces: "Rally!"
Ability: "Stand Your Ground!"Requires 1 of: Immovable Force, Favourable Winds, Silver Torrent, Heart of the Flame
- Route Marcher
Campaign movement range: +5%Those who know the land and its secrets will travel faster and further than the foes who don't. - Radiant3 levelsLevel 1
Control: +2 (local province)Level 2
Control: +4 (local province)Level 3
Control: +6 (local province)Requires: Route MarcherShe is the Radiant – Isha's chosen – her beauty radiating not merely from without but from within. - Merchant Lord3 levelsLevel 1
Tradable resources produced: +2% (factionwide)Level 2
Tradable resources produced: +5% (factionwide)Level 3
Tradable resources produced: +9% (factionwide)Requires: Route Marcher“Underlying most arguments against the free market is a lack of belief in freedom itself.” - Bonded Service3 levelsLevel 1
Recruitment cost: -5% (Lord's army)Level 2
Recruitment cost: -10% (Lord's army)Level 3
Recruitment cost: -15% (Lord's army)Requires: Route MarcherThe Lords rule, the peasants toil. Nothing has changed in over a thousand years. - Elven Healing3 levelsLevel 1
Casualty replenishment rate: +2% (Lord's army)
Attrition: -10% casualties suffered from all attrition (Lord's army)Level 2
Casualty replenishment rate: +4% (Lord's army)
Attrition: -20% casualties suffered from all attrition (Lord's army)Level 3
Casualty replenishment rate: +6% (Lord's army)
Attrition: -30% casualties suffered from all attrition (Lord's army)Requires: Route MarcherThe ancient Asur arts teach one how to heal as well as how to harm. - Draftmaster
Recruit rank: +1 for all units (Lord's army)
Local recruitment capacity: +1 (local province)Requires all: Radiant, Merchant Lord, Bonded Service, Elven HealingSomeone has to ensure the numbers and quality of recruits remain high. - Lightning Strike3 levelsLevel 1
Enemy battle reinforcement time: +25%
Battle reinforcement time: -10%
Reinforcements supporting this army can have their arrival point adjusted by +250 metres without incurring any time penaltyLevel 2
Enemy battle reinforcement time: +50%
Battle reinforcement time: -20%
Reinforcements supporting this army can have their arrival point adjusted by +600 metres without incurring any time penaltyLevel 3
Enemy battle reinforcement time: +50%
Battle reinforcement time: -30%
Reinforcements supporting this army can have their arrival point adjusted by +1000 metres without incurring any time penalty
Enables lightning strike battles when reinforcements are presentRequires: Draftmaster"The time to strike is now!" - Quartermaster3 levelsLevel 1
Upkeep: -3% (Lord's army)Level 2
Upkeep: -6% (Lord's army)Level 3
Upkeep: -10% (Lord's army)Requires: DraftmasterA good quartermaster can ration equipment and foodstuffs efficiently, making supplies last longer. - Wary3 levelsLevel 1
Enemy Hero action success chance: -3%
Ambush defence chance: +8% (Lord's army)Level 2
Enemy Hero action success chance: -8%
Ambush defence chance: +16% (Lord's army)Level 3
Enemy Hero action success chance: -15%
Ambush defence chance: +30% (Lord's army)Requires: DraftmasterThis warrior has been ambushed previously and got themselves and many of their compatriots away safely. Such things make one naturally suspicious. - Elven Scholar3 levelsLevel 1
Magic item drop chance from battle: +8%
Research rate: +5Level 2
Magic item drop chance from battle: +16%
Research rate: +10Level 3
Magic item drop chance from battle: +24%
Research rate: +15Requires: DraftmasterFar removed from the petty squabbles of other races, many High Elves are able to devote themselves to learning, magic and the arts. - Renowned & Loved
Campaign movement range: +5%
Income from all buildings: +15% (local province)
Recruit rank: +1 for all units (Lord's army)
Upkeep: -8% (Lord's army)Requires all: Lightning Strike, Quartermaster, Wary, Elven ScholarAll Asur adore the Everqueen, but Alarielle is especially beloved for her willingness to join warriors in battle.
All effects of this build
No skills taken yet.
Like lines are added up; 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, via the WH3-Dump export. The general tree only: faction and campaign variants of a tree are not included.