Archmage (Shadows) skill tree & build planner
57 skills, up to rank 50. Tap a skill for a point; long-press, right-click or − takes it back. The mount, items and stat card are under the tree.
Character
- Barded Ithilmar SteedUnlocks at rank 11Mount: Elven SteedAn extremely light yet resilient material, Ithilmar gives the same protection as heavy steel, but without slowing down its wearer.
- Ithilmar ChariotUnlocks at rank 14Mount: Ithilmar ChariotExcellent Elven chariots, barded with priceless Ithilmar for extra protection on the battlefield but at no cost in speed or agility.
- Great EagleUnlocks at rank 16Mount: Great EagleUlthuan's Great Eagles are the firm allies of the Elves, fighting their causes since the coming of Chaos.
- Moon DragonUnlocks at rank 22Mount: Moon DragonThose atop the mighty Moon Drakes are steeled in the knowledge of their mount’s enlightened strength that has seen them face down Daemons.
- Speed of AsuryanUnlocks at rank 4Melee defence: +3Speed: +15%The High Elves possess a natural skill that far outstrips the prowess of ordinary mortals.
- Greater WardUnlocks at rank 8Ward save: +10%With precise applications of unmaking, any threat may be rendered null and void in turn.
- Soldiers of RenownUnlocks at rank 10 · 3 levelsLevel 1 · free at rank 10Regiments of Renown army capacity: +1 (own army)Level 2 · free at rank 20Regiments of Renown army capacity: +2 (own army)Level 3 · free at rank 30Regiments of Renown army capacity: +3 (own army)Their renown shall further elevate the one under whose command they march.
- ImmortalityUnlocks at rank 20This 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 1Character experience gain: +20% (Heroes in Lord's army)Character will share +15% of experience earned between all other active LordsLevel 2 · rank 40Character experience gain: +35% (Heroes in Lord's army)Character will share +30% of experience earned between all other active LordsLevel 3 · rank 50Character 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.
- Crackling PotencyUnlocks at rank 12Bound spell: "Chain Lightning"Campaign line of sight: +25%
- Absolute ControlUnlocks at rank 14Cooldown: -10% to all spellsWinds of Magic cost: -10% for all spellsRequires: Crackling PotencyMere talent alone is not enough, one must be truly gifted to be chosen to study at the Tower of Hoeth.
- Peerless AbjurationBarrier hit points: +500Enemy Winds of Magic power reserve capacity: -15 (local region)Spell resistance: 10% (Lord's army)Requires: Crackling PotencyUlthuan’s mages wield their peerless gift for abjuration and counterspell by the grace of Lileath, Maiden of dreams and fortune.
- Aberrant SensitivityWard save: +10% when fighting against armies that spread corruption (Lord's army)Enemy Hero action success chance: -10%Ambush defence chance: +20% (Lord's army)Requires: Crackling PotencyAspiring archmages steel their senses to Chaos by keeping vigil against the corrupted beasts that prowl amid the crags of the Annulii.
- Scholarly BrillianceSpell intensity: +10%Winds of Magic power reserve capacity: +10Magic item drop chance from battle: +30%Requires: 2 skill points across Absolute Control, Peerless Abjuration, Aberrant SensitivityBlessed by the crescent moon, this magister wields sorceries of rare brilliance, and artefacts are drawn unbidden to their hands.
- Dedicated to AsuryanUnlocks at rank 10Upkeep: -5% for Phoenix Guard units (Lord's army)Leadership: +5 for Phoenix Guard units (Lord's army)Speed: +15%Control: +2 (local province)Not with: Dedicated to Addaioth, Dedicated to Hoeth, Dedicated to Hukon, Dedicated to Isha, Dedicated to Kurnous, Dedicated to Mathlann, Dedicated to VaulAsuryan's adherents believe they are part of the Creator's plan and will never be abandoned.
- Dedicated to HoethUnlocks at rank 10Leadership: +5 for Swordmasters of Hoeth units (Lord's army)Upkeep: -5% for Swordmasters of Hoeth units (Lord's army)Corruption: -2 (local province)Winds of Magic power reserve capacity: +5 (own army)Not with: Dedicated to Addaioth, Dedicated to Asuryan, Dedicated to Hukon, Dedicated to Isha, Dedicated to Kurnous, Dedicated to Mathlann, Dedicated to VaulThe supporters of Hoeth bask in their patron's generosity, for it was he who gifted the Elves with much of their revered knowledge.
- Dedicated to VaulUnlocks at rank 10Income from Industry buildings: +1% (factionwide)Leadership: +5 for Dragon Princes units (Lord's army)Upkeep: -5% for Dragon Princes units (Lord's army)Armour: +10Not with: Dedicated to Addaioth, Dedicated to Asuryan, Dedicated to Hoeth, Dedicated to Hukon, Dedicated to Isha, Dedicated to Kurnous, Dedicated to MathlannThe God of Smiths knows the Elves will need fire and fury to survive; his blessings steel them for the darker days ahead.
- Dedicated to KurnousUnlocks at rank 10Leadership: +5 for White Lions of Chrace units (Lord's army)Upkeep: -5% for White Lions of Chrace, War Lions and Lion Chariot units (Lord's army)Attribute: Vanguard DeploymentIncome from post-battle loot: +10%Not with: Dedicated to Addaioth, Dedicated to Asuryan, Dedicated to Hoeth, Dedicated to Hukon, Dedicated to Isha, Dedicated to Mathlann, Dedicated to VaulIsha's husband is the father of all Elves; his blessings are given to those who hunt for food, but woe betide those who kill for sport.
- Dedicated to IshaUnlocks at rank 10Leadership: +5 for Spearmen and Archers units (Lord's army)Upkeep: -5% for Spearmen, Rangers and Archers units (Lord's army)Physical resistance: 3%Casualty replenishment rate: +5% (Lord's army)Not with: Dedicated to Addaioth, Dedicated to Asuryan, Dedicated to Hoeth, Dedicated to Hukon, Dedicated to Kurnous, Dedicated to Mathlann, Dedicated to VaulThe Goddess of Fertility blesses farmers and mothers, but also those votaries who are caught abroad in dangerous lands.
- Dedicated to AddaiothUnlocks at rank 10Upkeep: -5% for Dragon units (Lord's army)Leadership: +5 for Dragon units (Lord's army)Armour-piercing weapon damage: +30Income from sacking settlements: +15% (Lord's army)Not with: Dedicated to Asuryan, Dedicated to Hoeth, Dedicated to Hukon, Dedicated to Isha, Dedicated to Kurnous, Dedicated to Mathlann, Dedicated to VaulThose who follow the Bringer of Wrath and Fire are blessed with direct and forceful solutions to the obstacles in their way.
- Dedicated to MathlannUnlocks at rank 10Upkeep: -5% for Ship's Company and Lothern Sea Guard units (Lord's army)Melee defence: +4Income from Ports: +1% (factionwide)Leadership: +5 for Ship's Company and Lothern Sea Guard units (Lord's army)Not with: Dedicated to Addaioth, Dedicated to Asuryan, Dedicated to Hoeth, Dedicated to Hukon, Dedicated to Isha, Dedicated to Kurnous, Dedicated to VaulAs the Lord of the Sea, Mathlann is patron to sailors and explorers; he is prayed to by Elves about to embark on a voyage or seeking new lands.
- Dedicated to HukonUnlocks at rank 10Leadership: +5 for Chariot units (Lord's army)Upkeep: -5% for Chariot units (Lord's army)Campaign movement range: +5%Charge bonus: +5Not with: Dedicated to Addaioth, Dedicated to Asuryan, Dedicated to Hoeth, Dedicated to Isha, Dedicated to Kurnous, Dedicated to Mathlann, Dedicated to VaulIf you can hold you ground when all around are falling into the cracks, then that's the patronage of Hukon, God of Earthquakes.
- Melkoth's Mystifying Miasma2 levelsLevel 1Overcast spell: "Melkoth's Mystifying Miasma Upgraded"Cooldown: -30% to "Melkoth's Mystifying Miasma"Level 2Miscast base chance: -15% for "Melkoth's Mystifying Miasma Upgraded"Overcast spell: "Melkoth's Mystifying Miasma Upgraded"Winds of Magic cost: -1 for "Melkoth's Mystifying Miasma"Winds of Magic cost: -2 for "Melkoth's Mystifying Miasma Upgraded"Cooldown: -50% to "Melkoth's Mystifying Miasma"The caster weaves a confounding fog that numbs and deludes enemies, causing them to stumble and stagger.
- Smoke & MirrorsPassive ability: "Smoke & Mirrors"Requires: Melkoth's Mystifying MiasmaA conjured shadow is just as obfuscating as a real one - the Shadow Wizard is master or mistress of the 'concealing' arts.
- The Enfeebling Foe2 levelsLevel 1Overcast spell: "The Enfeebling Foe Upgraded"Cooldown: -30% to "The Enfeebling Foe"Level 2Miscast base chance: -15% for "The Enfeebling Foe Upgraded"Overcast spell: "The Enfeebling Foe Upgraded"Winds of Magic cost: -1 for "The Enfeebling Foe"Winds of Magic cost: -2 for "The Enfeebling Foe Upgraded"Cooldown: -50% to "The Enfeebling Foe"Requires: Melkoth's Mystifying MiasmaWhen cast this spell enfeebles enemy minds; they feel the crushing weight of reality bearing down upon them.
- The Withering2 levelsLevel 1Overcast spell: "The Withering Upgraded"Cooldown: -30% to "The Withering"Spell: "The Withering"Level 2Miscast base chance: -15% for "The Withering Upgraded"Overcast spell: "The Withering Upgraded"Winds of Magic cost: -1 for "The Withering"Winds of Magic cost: -2 for "The Withering Upgraded"Cooldown: -50% to "The Withering"Requires: Melkoth's Mystifying MiasmaThe Wizard destroys their enemies from within, corroding foes' minds with doubt and crisis.
- The Penumbral Pendulum2 levelsLevel 1Overcast spell: "The Penumbral Pendulum Upgraded"Cooldown: -30% to "The Penumbral Pendulum"Spell: "The Penumbral Pendulum"Level 2Miscast base chance: -15% for "The Penumbral Pendulum Upgraded"Overcast spell: "The Penumbral Pendulum Upgraded"Winds of Magic cost: -2 for "The Penumbral Pendulum"Winds of Magic cost: -3 for "The Penumbral Pendulum Upgraded"Cooldown: -50% to "The Penumbral Pendulum"Requires: Melkoth's Mystifying MiasmaA spectral pendulum is summoned by the Wizard. On command, it swings, razor sharp and with lethal speed, through the foe.
- Potential EnergyWinds of Magic power reserve capacity: +10Speed: +10%Requires: 4 skill points across Smoke & Mirrors, The Enfeebling Foe, The Withering, The Penumbral PendulumThe Archmage crackles and flows with energies that would unmake any mortal practitioner.
- Pit of Shades2 levelsLevel 1Overcast spell: "Pit of Shades Upgraded"Cooldown: -30% to "Pit of Shades"Spell: "Pit of Shades"Level 2Miscast base chance: -15% for "Pit of Shades Upgraded"Overcast spell: "Pit of Shades Upgraded"Winds of Magic cost: -3 for "Pit of Shades"Winds of Magic cost: -3 for "Pit of Shades Upgraded"Cooldown: -50% to "Pit of Shades"Requires: Potential EnergyThe spellcaster opens a vortex leading into the Pit. Anything caught within it will be lost forever.
- Okkam's Mindrazor2 levelsLevel 1Overcast spell: "Okkam's Mindrazor Upgraded"Cooldown: -30% to "Okkam's Mindrazor"Spell: "Okkam's Mindrazor"Level 2Miscast base chance: -15% for "Okkam's Mindrazor Upgraded"Overcast spell: "Okkam's Mindrazor Upgraded"Winds of Magic cost: -2 for "Okkam's Mindrazor"Winds of Magic cost: -3 for "Okkam's Mindrazor Upgraded"Cooldown: -50% to "Okkam's Mindrazor"Requires: Potential EnergyThe supernatural solution is often the best; weapons materialise before the caster's allies, allowing them to slice through flesh, soul, and consciousness.
- EarthingMiscast base chance: -15%Requires: Potential EnergyBy 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 ReservesWinds of Magic power reserve capacity: +5Requires: Potential EnergyA few magic-users have the ability to store the Winds of Magic for later use, increasing their spellcasting power when it really counts.
- Greater Arcane ConduitPassive ability: "Greater Arcane Conduit"Requires: 4 skill points across Earthing, Magical Reserves, Pit of Shades, Okkam's Mindrazor
Battle
- Inspiring PresenceUnit 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 1Melee defence: +4 for Ship's Company, Spearmen, Silverin Guard, Rangers, Archers and Lothern Sea Guard units (Lord's army)Level 2Melee 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 3Melee 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 1Ammunition: +8% for Archers, Lothern Sea Guard, Shadow Warriors, Shadow-walkers, Sisters of Avelorn, Skycutters and Bolt Thrower units (Lord's army)Level 2Ammunition: +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 3Ammunition: +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 1Speed: +5% for Ellyrian Reavers and Silver Helms units (Lord's army)Level 2Charge 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 3Charge 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 1Charge bonus: +6 for Chariot, War Lion, Dragon Princes and Merwyrm units (Lord's army)Level 2Charge 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 3Charge 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 1Weapon strength: +6% for Great Eagle, Phoenix and Dragon units (Lord's army)Level 2Charge 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 3Charge 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 1Melee attack: +4 for Swordmasters of Hoeth, White Lions of Chrace, Phoenix Guard, Oceanids and Sea Elemental units (Lord's army)Level 2Melee 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 3Melee 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.
- Loose!Passive ability: "Loose!"Requires: 6 skill points across Militia Master, Bow Master, Cavalry Master, Vanguard Master, Sky Master, Master Strategist
- Immovable ForceSpell 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: Loose!Like a wall of the hardest stone imaginable - such is their ability to withstand attack.
- Favourable WindsArmour: +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: Loose!When the gale always blows in the direction of your choosing, failure becomes a rare event indeed.
- Silver TorrentMissile 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: Loose!Speed, agility and control - all must be mastered if your crushing tide is to break perfectly upon enemy shores.
- Heart of the FlameArmour: +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: Loose!The very centre of the fire always burns the hottest.
- Darken the SkiesReplaces: "Loose!"Passive ability: "Darken the Skies"Requires: a point in any of Immovable Force, Favourable Winds, Silver Torrent, Heart of the Flame
Campaign
- Route MarcherCampaign movement range: +5%Those who know the land and its secrets will travel faster and further than the foes who don't.
- Iron Disciplinarian3 levelsLevel 1Control: +1 (local province)Level 2Control: +2 (local province)Level 3Control: +3 (local province)Requires: Route MarcherThis Lord expects utter obedience from the smallfolk, and has little time for insurrections or petty revolts.
- Looter3 levelsLevel 1Income from looting settlements: +3% (Lord's army)Level 2Income from looting settlements: +8% (Lord's army)Level 3Income from looting settlements: +15% (Lord's army)Requires: Route MarcherThose that excel as looters make sure that every coin or gold tooth is found and added to the plunder. Woe betide the warrior that misses even a single copper token!
- Bonded Service3 levelsLevel 1Recruitment cost: -5% (Lord's army)Level 2Recruitment cost: -10% (Lord's army)Level 3Recruitment cost: -15% (Lord's army)Requires: Route MarcherThe Lords rule, the peasants toil. Nothing has changed in over a thousand years.
- Wary3 levelsLevel 1Enemy Hero action success chance: -3%Ambush defence chance: +8% (Lord's army)Level 2Enemy Hero action success chance: -8%Ambush defence chance: +16% (Lord's army)Level 3Enemy Hero action success chance: -15%Ambush defence chance: +30% (Lord's army)Requires: Route MarcherThis warrior has been ambushed previously and got themselves and many of their compatriots away safely. Such things make one naturally suspicious.
- DraftmasterRecruit rank: +1 for all units (Lord's army)Local recruitment capacity: +1 (local province)Requires: 4 skill points across Iron Disciplinarian, Looter, Bonded Service, WarySomeone has to ensure the numbers and quality of recruits remain high.
- Lightning Strike3 levelsLevel 1Enemy 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 2Enemy 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 3Enemy 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 penaltyEnables lightning strike battles when reinforcements are presentRequires: Draftmaster"The time to strike is now!"
- Quartermaster3 levelsLevel 1Upkeep: -3% (Lord's army)Level 2Upkeep: -6% (Lord's army)Level 3Upkeep: -10% (Lord's army)Requires: DraftmasterA good quartermaster can ration equipment and foodstuffs efficiently, making supplies last longer.
- Elven Healing3 levelsLevel 1Casualty replenishment rate: +2% (Lord's army)Attrition: -10% casualties suffered from all attrition (Lord's army)Level 2Casualty replenishment rate: +4% (Lord's army)Attrition: -20% casualties suffered from all attrition (Lord's army)Level 3Casualty replenishment rate: +6% (Lord's army)Attrition: -30% casualties suffered from all attrition (Lord's army)Requires: DraftmasterThe ancient Asur arts teach one how to heal as well as how to harm.
- Ancient Cunning3 levelsLevel 1Ambush success chance: +6% (Lord's army)Level 2Ambush success chance: +16% (Lord's army)Level 3Ambush success chance: +30% (Lord's army)Requires: DraftmasterSuch long-lived creatures develop a level of guile that mortals cannot match.
- Renowned & FearedEnemy Hero action success chance: -10%Hero self-defence: +25% chance of wounding aggressorsCampaign movement range: +5%Recruit rank: +1 for all units (Lord's army)Upkeep: -8% (Lord's army)Requires: 4 skill points across Lightning Strike, Quartermaster, Elven Healing, Ancient CunningThis Lord's many deeds - both on and off the battlefield - have brought them renown among their allies and made them feared by their enemies.
Mount
A mount comes with its skill in the tree: some the game grants at a rank, others take a skill point (picking one here takes it when the tree allows).
Items
- Weapon
- Armour
- Talisman
- Enchanted item
- Arcane item
- Follower or banner0/2
Items this character can carry: its race's (or any race's), its kind of character, and the ones made for it; an item only some factions get is left out for a legendary lord of another faction and marked “… only” for everyone else. The arcane item slot is for spellcasters (Dwarf characters carry three Character Runes there); followers and banners share two ancillary slots.
Stats of this build
Archmage (Shadows) · base + skills + items; no techs, buffs, campaign or battle-context effects (vs a race, at sea…).
| Stat | Base | Build |
|---|---|---|
| Health | 3,820 | 3,820 |
| Armour | 15 | 15 |
| Leadership | 75 | 75 |
| Speed | 35 | 35 |
| Melee attack | 36 | 36 |
| Melee defence | 28 | 28 |
| Weapon strength | 285 | 285 |
| … armour-piercing | 85 | 85 |
| Charge bonus | 15 | 15 |
| Ward save % | 0 | 0 |
| Physical resistance % | 0 | 0 |
| Missile resistance % | 15 | 15 |
| Spell resistance % | 0 | 0 |
| Fire resistance % | 0 | 0 |
| Magical attacks | No | No |
| Flaming attacks | No | No |
All effects of this build
No skills taken yet.
Skills and items; like lines are added up, and 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 9.0.4, via the WH3-Dump export. The general tree only: faction and campaign variants of a tree are not included. A skill after a group of skills (SUBSET_REQUIRED) opens once the skill points character_skill_nodes.required_num_parents asks for are spent in that group, in any mix — the game's “Available after spending N skill points in the previous group”; each REQUIRED skill needs a point.
