Ancient Treeman skill planner
54 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).
- The Skewering BranchUnlocks at rank 5
Armour-piercing weapon damage: +3 for Dryads units (Lord's army)
Armour-piercing weapon damage: +10 for Tree Kin units (Lord's army)No hide nor armour can stand against the piercing fury of a Dryad or Tree Kin's savage limbs. - Skin of the WoodsUnlocks at rank 8
Ward save: +20% for Tree Kin units (Lord's army)Hewn from the same forest that surrounds them, Tree Kin withstand attacks like the forest withstands the fury of the seasons. - Rain of SpinesUnlocks at rank 10
Reload time reduction: +8% (Lord's army)A ranger should give no reprieve to the foe. Arrows must fall like a deluge, as deadly as lightning. - Speed of the HunterUnlocks at rank 10
Speed: +15% for Elven units (Lord's army)Elven hunters emulate Kurnous, the God of the Hunt. Their speed and swiftness is therefore without peer. - Soldiers of RenownUnlocks at rank 10 · 3 levelsLevel 1 · free at rank 10
Regiments of Renown army capacity: +1 (own army)Level 2 · free at rank 20
Regiments of Renown army capacity: +2 (own army)Level 3 · free at rank 30
Regiments of Renown army capacity: +3 (own army)Their renown shall further elevate the one under whose command they march. - ImmortalityUnlocks at rank 20
This Lord will be wounded instead of killed in battleWho wants to live forever? As it turns out, most beings wouldn't say no… - 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.
- Foe-Seeker
Ability: "Foe-Seeker"From one bloodied, lifeless corpse to the next, this one is always looking for the next adversary to best. - Endurance of the Oak2 levelsLevel 1
Hit points: +7%Level 2
Hit points: +15%Requires: Foe-SeekerTaking their cue from the forest itself, the Lord endures and overcomes all. - Impenetrable Bark2 levelsLevel 1
Armour: +15Level 2
Armour: +30Requires: Foe-SeekerUsing the forest itself as a shield, this Lord is protected by their devotion to Athel Loren. - Tempered Rigour2 levelsLevel 1
Melee attack: +6
Melee defence: +6Level 2
Melee attack: +12
Melee defence: +12Requires: Foe-SeekerWhen to strike, when to block, when to dodge. These are all skills the warriors of Athel Loren must perfect. - Violent Delights2 levelsLevel 1
Weapon strength: +15%Level 2
Weapon strength: +30%Requires: Foe-SeekerThere is no greater thrill than to be in the midst of battle, slaughtering in the forest's name. - Deadly Onslaught
Ability: "Deadly Onslaught"Requires all: Endurance of the Oak, Impenetrable Bark, Tempered Rigour, Violent DelightsThe war is endless. The cycle of charging, clashing, and bloody hand-to-hand fighting is without end. It will never stop.
- Awakening of the Wood2 levelsLevel 1
Cooldown: -30% to "Awakening of the Wood"
Spell: "Awakening of the Wood"Level 2
Winds of Magic cost: -1 for "Awakening of the Wood"
Cooldown: -50% to "Awakening of the Wood"
Spell: "Awakening of the Wood"Trees live for thousands of years and have very long memories. When called to fight, centuries of pent-up wrath are unleashed. - Life Bloom
Passive ability: "Life Bloom"Requires: Awakening of the WoodEven the simplest of spells can bring forth the full bloom of renewal, reinvigorating and healing the broken and bleeding. - 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"Requires: Awakening of the WoodThe Wizard draws wholesome energies from the soil, imbuing companions with the natural resilience of the earth. - 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: Awakening of the WoodPrickly gorse bursts from the ground around the caster's allies, protecting them from attack like a spiky, living shield. - Flesh to Stone2 levelsLevel 1
Overcast spell: "Flesh to Stone Upgraded"
Cooldown: -30% to "Flesh to Stone"
Spell: "Flesh to Stone"Level 2
Miscast base chance: -15% for "Flesh to Stone Upgraded"
Overcast spell: "Flesh to Stone Upgraded"
Winds of Magic cost: -1 for "Flesh to Stone"
Winds of Magic cost: -1 for "Flesh to Stone Upgraded"
Cooldown: -50% to "Flesh to Stone"Requires: Awakening of the WoodThis spell temporarily transforms allies' mortal flesh into unbreakable rock, increasing tenfold their resistance to attack. - Evasion
Passive ability: "Evasion"Requires all: Life Bloom, Earth Blood, Shield of Thorns, Flesh to Stone - Regrowth2 levelsLevel 1
Overcast spell: "Regrowth Upgraded"
Cooldown: -30% to "Regrowth"
Spell: "Regrowth"Level 2
Miscast base chance: -15% for "Regrowth Upgraded"
Overcast spell: "Regrowth Upgraded"
Winds of Magic cost: -2 for "Regrowth"
Winds of Magic cost: -3 for "Regrowth Upgraded"
Cooldown: -50% to "Regrowth"Requires: EvasionBy speaking Druthandor's name the Wizard is able to heal allies' injuries much faster than by natural means. - The Dwellers Below2 levelsLevel 1
Overcast spell: "The Dwellers Below Upgraded"
Cooldown: -30% to "The Dwellers Below"
Spell: "The Dwellers Below"Level 2
Miscast base chance: -15% for "The Dwellers Below Upgraded"
Overcast spell: "The Dwellers Below Upgraded"
Winds of Magic cost: -3 for "Dwellers Below"
Winds of Magic cost: -3 for "Dwellers Below Upgraded"
Cooldown: -50% to "The Dwellers Below"Requires: EvasionThis spell causes gnarled, fibrous hands to emerge from beneath the ground, dragging the foe to a claustrophobic, suffocating end. - Earthing
Miscast base chance: -15%Requires: EvasionBy stabbing a staff or some arcane conduit into the ground, an accomplished magic-user can earth or tether the Winds and hopefully reduce a chance of miscasting. - Magical Reserves
Winds of Magic power reserve capacity: +5Requires: EvasionA few magic-users have the ability to store the Winds of Magic for later use, increasing their spellcasting power when it really counts. - Arcane Conduit
Passive ability: "Arcane Conduit"Requires all: Earthing, Magical Reserves, Regrowth, The Dwellers Below
- Call of the Woods
Passive ability: "Call of the Woods"Not with: Dance of Loec, The Eye of Kurnous, Sight Beyond SightThe Lord embodies the forest; as a result of this, their warriors feel a greater call to defend it. - Howl of the Forest
Replaces: "Call of the Woods"
Passive ability: "Howl of the Forest"Requires: Call of the WoodsNot with: Dance of Loec, The Eye of Kurnous, Sight Beyond SightThe Lord charges their troops to fight for Athel Loren, for their very souls are tethered to its fate. - The Eye of Kurnous
Passive ability: "The Eye of Kurnous"Not with: Dance of Loec, Call of the Woods, Howl of the ForestThe Lord sets their eye upon the foe, imbuing their troops with Kurnous' spirit and the will to see his enemies destroyed. - Sight Beyond Sight
Replaces: "The Eye of Kurnous"
Passive ability: "Sight Beyond Sight"Requires: The Eye of KurnousNot with: Dance of Loec, Call of the Woods, Howl of the ForestThis Lord can spot an enemy at a distance that defies belief, and demands their troops do the same. - Dance of Loec
Passive ability: "Dance of Loec"Not with: Call of the Woods, Howl of the Forest, The Eye of Kurnous, Sight Beyond SightThis ritualistic war dance requires neither rhythm nor order, enabling evasion of the enemy’s clumsy attacks, and lethal counterattacks. - Possessed by the Trickster God
Replaces: "Dance of Loec"
Passive ability: "Possessed by the Trickster God"Requires: Dance of LoecNot with: Call of the Woods, Howl of the Forest, The Eye of Kurnous, Sight Beyond SightOnce consumed by Loec’s aspect, one can instinctively evade attack through trickery, mimicking his deception of the Dark Gods.
- 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. - Piercing Thorns3 levelsLevel 1
Melee attack: +4 for Eternal Guard and Dryads units (Lord's army)Level 2
Melee attack: +4 for Eternal Guard and Dryads units (Lord's army)
Weapon strength: +6% for Eternal Guard and Dryads units (Lord's army)Level 3
Melee attack: +6 for Eternal Guard and Dryads units (Lord's army)
Weapon strength: +12% for Eternal Guard and Dryads units (Lord's army)Requires: Inspiring PresenceEvery blade and barbed branch will eventually find its mark – when they do, the forest’s infinite anger is truly felt. - Bolts of the Forest3 levelsLevel 1
Missile strength: +4% for Glade Guard, Deepwood Scouts, and Waywatchers units (Lord's army)Level 2
Missile strength: +6% for Glade Guard, Deepwood Scouts, and Waywatchers units (Lord's army)
Reload time reduction: +4% for Glade Guard, Deepwood Scouts, and Waywatchers units (Lord's army)Level 3
Missile strength: +8% for Glade Guard, Deepwood Scouts, and Waywatchers units (Lord's army)
Reload time reduction: +8% for Glade Guard, Deepwood Scouts, and Waywatchers units (Lord's army)Requires: Inspiring PresenceLet each bolt be imbued with the strength of Kurnous, and bring death to all his enemies. - Striking Branches3 levelsLevel 1
Speed: +6% for Glade Riders, Wild Riders, Great Stag Knights, Zoats and Sisters of the Thorn units (Lord's army)Level 2
Charge bonus: +6 for Glade Riders, Wild Riders, Great Stag Knights, Zoats and Sisters of the Thorn units (Lord's army)
Speed: +9% for Glade Riders, Wild Riders, Great Stag Knights, Zoats and Sisters of the Thorn units (Lord's army)Level 3
Charge bonus: +12 for Glade Riders, Wild Riders, Great Stag Knights, Zoats and Sisters of the Thorn units (Lord's army)
Speed: +12% for Glade Riders, Wild Riders, Great Stag Knights, Zoats and Sisters of the Thorn units (Lord's army)Requires: Inspiring PresenceLet the enemy feel the fury of nature, embodied in these warriors as they crash through their lines. - Swinging Boughs3 levelsLevel 1
Melee attack: +4 for Wardancers, Bladesingers and Wildwood Rangers units (Lord's army)Level 2
Melee attack: +4 for Wardancers, Bladesingers and Wildwood Rangers units (Lord's army)
Melee defence: +4 for Wardancers, Bladesingers and Wildwood Rangers units (Lord's army)Level 3
Melee attack: +6 for Wardancers, Bladesingers and Wildwood Rangers units (Lord's army)
Melee defence: +6 for Wardancers, Bladesingers and Wildwood Rangers units (Lord's army)Requires: Inspiring PresenceThe warrior strikes with the strength of a swinging tree limb; few can stand against such strength. - Ancient Bark3 levelsLevel 1
Armour: +6 for Tree Kin and Treeman units (Lord's army)Level 2
Armour: +9 for Tree Kin and Treeman units (Lord's army)
Physical resistance: 3% for Tree Kin and Treeman units (Lord's army)Level 3
Armour: +12 for Tree Kin and Treeman units (Lord's army)
Physical resistance: 6% for Tree Kin and Treeman units (Lord's army)Requires: Inspiring PresenceCenturies upon centuries of existence have given these ancient Tree Spirits a natural armour, mitigating any physical blows dealt against them. - Wings of the Forest3 levelsLevel 1
Weapon strength: +6% for Hawk Riders, Great Eagle, and Forest Dragon units (Lord's army)Level 2
Charge bonus: +6 for Hawk Riders, Great Eagle, and Forest Dragon units (Lord's army)
Reload time reduction: +4% for Hawk Riders units (Lord's army)
Weapon strength: +6% for Hawk Riders, Great Eagle, and Forest Dragon units (Lord's army)Level 3
Charge bonus: +12 for Hawk Riders, Great Eagle, and Forest Dragon units (Lord's army)
Reload time reduction: +8% for Hawk Riders units (Lord's army)
Weapon strength: +9% for Hawk Riders, Great Eagle, and Forest Dragon units (Lord's army)Requires: Inspiring PresenceNot all of the forest's guardians are rooted to the ground – flying enemies will always be in danger from the woodland's airborne protectors. - Rally!
Ability: "Rally!"Requires all: Piercing Thorns, Bolts of the Forest, Striking Branches, Swinging Boughs, Ancient Bark, Wings of the Forest - Shield of the Forest
Armour: +12 for Eternal Guard, Dryads, Wardancers, Bladesingers and Wildwood Rangers units (Rank 7 and above) (Lord's army)
Melee defence: +5 for Eternal Guard, Dryads, Wardancers, Bladesingers and Wildwood Rangers units (Rank 7 and above) (Lord's army)
Physical resistance: 10% for Eternal Guard, Dryads, Wardancers, Bladesingers and Wildwood Rangers units (Rank 7 and above) (Lord's army)Requires: Rally!Armour as hard as the ancient bark of the forest, it repels blows that would rend others asunder. - Nature's Quiver
Ammunition: +20% for Glade Guard, Deepwood Scouts, and Waywatchers units (Rank 7 and above) (Lord's army)
Missile resistance: 15% for Glade Guard, Deepwood Scouts, and Waywatchers units (Rank 7 and above) (Lord's army)
Range: +10% for Glade Guard, Deepwood Scouts, and Waywatchers units (Rank 7 and above) (Lord's army)Requires: Rally!What is a ranger without an arrow? Who can be the best without dozens? - Swift & Sturdy
Charge bonus: +12 for Glade Riders, Wild Riders, Great Stag Knights, Zoats, Sisters of the Thorn and Hawk Riders units (Rank 7 and above) (Lord's army)
Melee defence: +5 Glade Riders, Wild Riders, Great Stag Knights, Zoats, Sisters of the Thorn and Hawk Riders units (Rank 7 and above) (Lord's army)
Missile strength: +12% for Glade Riders, Sisters of the Thorn and Hawk Riders units (Rank 7 and above) (Lord's army)
Weapon strength: +12% Glade Riders, Wild Riders, Great Stag Knights, Zoats, Sisters of the Thorn and Hawk Riders units (Rank 7 and above) (Lord's army)Requires: Rally!Moving like the wind, whistling past tree branches, the riders of the forest hunt any who would do harm to the place they call home. - The Forest's Roar
Melee attack: +5 for Tree Kin, Treeman, Great Eagle, and Forest Dragon units (Rank 7 and above) (Lord's army)
Melee defence: +5 for Tree Kin, Treeman, Great Eagle, and Forest Dragon units (Rank 7 and above) (Lord's army)
Missile resistance: 15% for Tree Kin, Treeman, Great Eagle, and Forest Dragon units (Rank 7 and above) (Lord's army)Requires: Rally!All of Athel Loren shouts with a fury as old as the ages, and the enemy knows its power. - Stand Your Ground!
Replaces: "Rally!"
Ability: "Stand Your Ground!"Requires 1 of: Shield of the Forest, Nature's Quiver, Swift & Sturdy, The Forest's Roar
- Ever-Reaching Tendrils
Campaign movement range: +5%The denizens of the forest will travel many miles to see those who would threaten Athel Loren put to rout. - Wonders of the Forest3 levelsLevel 1
Income from post-battle loot: +10%
Income from raiding: +5% (Lord's army)
Income from razing settlements: +2%Level 2
Income from post-battle loot: +20%
Income from raiding: +12% (Lord's army)
Income from razing settlements: +5%Level 3
Income from post-battle loot: +30%
Income from raiding: +20% (Lord's army)
Income from razing settlements: +10%Requires: Ever-Reaching TendrilsAthel Loren provides for its deserving children, with wondrous boons gifted in recognition of their many endeavours. - Nature's Salve3 levelsLevel 1
Corruption: -1 (local province)Level 2
Corruption: -2 (local province)Level 3
Corruption: -3 (local province)Requires: Ever-Reaching TendrilsThe Worldroots provide succour for their children, purging the forests of any corrupting infestation. - Obscuring Canopy3 levelsLevel 1
Ambush success chance: +5% (Lord's army)Level 2
Missile strength: +5% during ambushes (Lord's army)
Ambush success chance: +10% (Lord's army)Level 3
Missile strength: +10% during ambushes (Lord's army)
Ambush success chance: +20% (Lord's army)Requires: Ever-Reaching TendrilsThe magics of the woods obscure and connive, able to turn enemy blades away from their targets. - Growth of the Forest3 levelsLevel 1
Growth: +5 (local province)
Control: +1 (local province)Level 2
Growth: +12 (local province)
Control: +1 (local province)Level 3
Growth: +20 (local province)
Control: +2 (local province)Requires: Ever-Reaching TendrilsThe forest provides for its warriors, rehabilitating and regenerating wounds suffered in its defence. - Open Branches
Recruit rank: +1 for all units
Global recruitment capacity: +1Requires all: Wonders of the Forest, Nature's Salve, Obscuring Canopy, Growth of the ForestFrom all corners of the forest, they come to defend their homes. - 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: Open Branches"The time to strike is now!" - Swiftfingers3 levelsLevel 1
Magic item drop chance from battle: +5%
Post battle chance of stealing a magic item: +5%Level 2
Magic item drop chance from battle: +10%
Post battle chance of stealing a magic item: +10%Level 3
Magic item drop chance from battle: +15%
Post battle chance of stealing a magic item: +15%Requires: Open BranchesThe dead do not want for material possessions, yet the living may yet find value in them… - Perenniality3 levelsLevel 1
Casualty replenishment rate: +4% (Lord's army)Level 2
Casualty replenishment rate: +8% (Lord's army)Level 3
Casualty replenishment rate: +15% (Lord's army)Requires: Open BranchesLike the forest itself, the warriors of Athel Loren ebb and flow and regenerate with the passing of time. - Quartermaster3 levelsLevel 1
Upkeep: -3% (Lord's army)Level 2
Upkeep: -6% (Lord's army)Level 3
Upkeep: -10% (Lord's army)Requires: Open BranchesA good quartermaster can ration equipment and foodstuffs efficiently, making supplies last longer. - Home Amongst the Boughs
Enemy Hero action success chance: -10%
Hero self-defence: +25% chance of wounding aggressors
Campaign movement range: +5%
Recruit rank: +1 for all units (Lord's army)
Upkeep: -8% (Lord's army)Requires all: Quartermaster, Lightning Strike, Swiftfingers, PerennialityThe forest-dwellers draw from the strength of Kurnous to fight ever harder, and be ever stronger.
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.