Astromancer skill tree & build planner
32 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
- WarhorseUnlocks at rank 5Mount: WarhorseA general's horse can be their most trusted and daring companion. Just don't name him 'Daisy'.
- Great Moon BirdUnlocks at rank 13Mount: Great Moon BirdA most resplendent airborne mount, the Great Moon Bird’s flaming exterior can only be resisted by those practiced in the magic of the heavens.
- Wu Xing War CompassUnlocks at rank 18Mount: Wu Xing War CompassConstructed by the Celestial Court, this is a smaller version of the great construct in Wei-Jin.
- Wind HarmonyUnlocks at rank 7Spell resistance: 10%The turbulent Winds of Magic can do little harm to those who have found harmony amidst its raging currents.
- Ranged DisciplineUnlocks at rank 7Missile resistance: 10%The best way to repel the chaotic flurry of missile fire is to meet it with order, discipline, and a stalwart row of shields.
- ImmortalityUnlocks at rank 20When normally killed in action, this Hero will be wounded insteadWho wants to live forever? As it turns out, most beings wouldn't say no…
- MentorUnlocks at rank 30 · 3 levelsLevel 1Character will share +15% of experience earned between all other active Heroes of the same typeLevel 2 · rank 40Character will share +30% of experience earned between all other active Heroes of the same typeLevel 3 · rank 50Character will share +50% of experience earned between all other active Heroes of the same typeHaving learned much in their long years of service, this character now turns their attention to training others.
- Attuned to the HeavensUnlocks at rank 12Winds of Magic power reserve: +3 per turnUnderstanding the movements of celestial bodies helps anticipate where the Winds will wax or wane the strongest.
- Weavings the WindsCooldown: -15% to Lore of Heavens spellsRequires: Attuned to the HeavensWith deep focus on the fluctuations of the Celestial Winds upon the battlefield, the Astromancer weaves magic from their threads at will.
- Martial InterestsMelee attack: +5Melee defence: +5Requires: Attuned to the Heavens"Just because one knows the secrets of the stars, it doesn’t mean they don’t know where to stick a blade."
- Trusted CounselConstruction cost: -10% for all buildings (local province)Research rate: +4Requires: Attuned to the HeavensThe ability to scry the heavens and understand the stars is a sign of deep intelligence, leading many Astromancers to advisory positions for city rulers and planners.
- Celestial ConduitSpell intensity: +10%Requires: 2 skill points across Weavings the Winds, Martial Interests, Trusted CounselA deep understanding of the Heavens is the basic requirement for learning the secrets of the Meteor Wind. Advanced practicioners are a force to be reckoned with.
- Harmonic Convergence2 levelsLevel 1Overcast spell: "Harmonic Convergence Upgraded"Cooldown: -30% to "Harmonic Convergence"Level 2Miscast base chance: -15% for "Harmonic Convergence Upgraded"Overcast spell: "Harmonic Convergence Upgraded"Winds of Magic cost: -1 for "Harmonic Convergence"Winds of Magic cost: -2 for "Harmonic Convergence Upgraded"Cooldown: -50% to "Harmonic Convergence"
- Roiling SkiesPassive ability: "Roiling Skies"Requires: Harmonic Convergence
- Wind Blast3 levelsLevel 1Spell: "Wind Blast"Level 2Overcast spell: "Wind Blast Upgraded"Cooldown: -30% to "Wind Blast"Level 3Miscast base chance: -15% for "Wind Blast Upgraded"Overcast spell: "Wind Blast Upgraded"Winds of Magic cost: -1 for "Wind Blast"Winds of Magic cost: -2 for "Wind Blast Upgraded"Cooldown: -50% to "Wind Blast"Requires: Harmonic Convergence
- Curse of the Midnight Wind3 levelsLevel 1Spell: "Curse of the Midnight Wind"Level 2Overcast spell: "Curse of the Midnight Wind Upgraded"Cooldown: -30% to "Curse of the Midnight Wind"Level 3Miscast base chance: -15% for "Curse of the Midnight Wind Upgraded"Overcast spell: "Curse of the Midnight Wind Upgraded"Winds of Magic cost: -2 for "Curse of the Midnight Wind"Winds of Magic cost: -3 for "Curse of the Midnight Wind Upgraded"Cooldown: -50% to "Curse of the Midnight Wind"Requires: Harmonic Convergence
- Urannon's Thunderbolt3 levelsLevel 1Spell: "Urannon's Thunderbolt"Level 2Overcast spell: "Urannon's Thunderbolt Upgraded"Cooldown: -30% to "Urannon's Thunderbolt"Level 3Miscast base chance: -15% for "Urannon's Thunderbolt Upgraded"Overcast spell: "Urannon's Thunderbolt Upgraded"Winds of Magic cost: -2 for "Urannon's Thunderbolt"Winds of Magic cost: -2 for "Urannon's Thunderbolt Upgraded"Cooldown: -50% to "Urannon's Thunderbolt"Requires: Harmonic Convergence
- EvasionPassive ability: "Evasion"Requires: 4 skill points across Roiling Skies, Wind Blast, Curse of the Midnight Wind, Urannon's Thunderbolt
- Comet of Casandora3 levelsLevel 1Spell: "Comet of Casandora"Level 2Overcast spell: "Comet of Casandora Upgraded"Cooldown: -30% to "Comet of Casandora"Level 3Miscast base chance: -15% for "Comet of Casandora Upgraded"Overcast spell: "Comet of Casandora Upgraded"Winds of Magic cost: -2 for "Comet of Casandora"Winds of Magic cost: -4 for "Comet of Casandora Upgraded"Cooldown: -50% to "Comet of Casandora"Requires: Evasion
- Chain Lightning2 levelsLevel 1Spell: "Chain Lightning"Level 2Winds of Magic cost: -3 for "Chain Lightning"Cooldown: -50% to "Chain Lightning"Spell: "Chain Lightning"Requires: Evasion
- EarthingMiscast 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 ReservesWinds 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 ConduitPassive ability: "Arcane Conduit"Requires: 4 skill points across Earthing, Magical Reserves, Comet of Casandora, Chain Lightning
- Astromantic WardingUnlocks at rank 14Passive ability: "Astromantic Warding" for Jade Lion, Jet Lion and Terracotta Sentinel units (Hero's army)Not with: Heavenly Bonds, Peerless AstromancyWhen marching into battle alongside Cathay’s mightiest constructs, more prudent Astromancers may weave into them special protective wards to enhance their resilience.
- Heavenly BondsUnlocks at rank 14Passive ability: "Heavenly Bonds" for Celestial Lion and Great Moon Bird units (Hero's army)Not with: Astromantic Warding, Peerless AstromancyThose whose hearts are closely attuned to the Cathayan homeland as well as the heavens can share their inner strength with celestial beasts.
- Peerless AstromancyUnlocks at rank 14Targeting range: +10% for spellsArmour: +15Not with: Astromantic Warding, Heavenly Bonds"The deepest secrets of the Celestial Sky yield untold power to those with the purest will to find it." – Proverb of the Grand Observatory
Campaign
- Scouting3 levelsLevel 1Scouting action: Magic item drop chance is increased by an additional 5%Level 2 · rank 5Scouting action: Magic item drop chance is increased by an additional 10%Level 3 · rank 10Scouting action: Magic item drop chance is increased by an additional 15%Spellcasters can oft-sense when magic is close or being drawn from the Winds.
- Spread Control3 levelsLevel 1Spread Control action: Control is modified by an additional 1Level 2 · rank 5Spread Control action: Control is modified by an additional 2Level 3 · rank 10Spread Control action: Control is modified by an additional 3The sight of this warrior, their stature, import or infamy, can have a calming effect.
- Steal Technology3 levelsLevel 1Steal Technology action: Research rate is increased by an additional 3Level 2 · rank 5Steal Technology action: Research rate is increased by an additional 6Level 3 · rank 10Steal Technology action: Research rate is increased by an additional 10Oft-times, though you may have much, what you want the most is what your rivals have; such envy focuses the mind and creativity.
- Wound3 levelsLevel 1Wound action: Additional 5% chance of wounding targetLevel 2 · rank 5Wound action: Additional 12% chance of wounding targetLevel 3 · rank 10Wound action: Additional 21% chance of wounding targetSuch a champion will not bend or break, but slay in their Lord's name.
- Block Army3 levelsLevel 1Block Army action: Movement range is modified by an additional -3%Level 2 · rank 5Block Army action: Movement range is modified by an additional -8%Level 3 · rank 10Block Army action: Movement range is modified by an additional -15%To sow discord and confuse the enemy, sending them down the wrong route or befuddling their senses.
- Specialist3 levelsLevel 1Hero action cost: -10%Hero action success chance: +1%Level 2Hero action cost: -20%Hero action success chance: +3%Level 3Hero action cost: -40%Hero action success chance: +6%An expert in their craft, this Hero knows all the mistakes that can be made and how to best avoid making them.
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
Astromancer · base + skills + items; no techs, buffs, campaign or battle-context effects (vs a race, at sea…).
| Stat | Base | Build |
|---|---|---|
| Health | 3,420 | 3,420 |
| Armour | 15 | 15 |
| Leadership | 60 | 60 |
| Speed | 34 | 34 |
| Melee attack | 40 | 40 |
| Melee defence | 25 | 25 |
| Weapon strength | 300 | 300 |
| … armour-piercing | 90 | 90 |
| Charge bonus | 10 | 10 |
| Ward save % | 0 | 0 |
| Physical resistance % | 0 | 0 |
| Missile resistance % | 15 | 15 |
| Spell resistance % | 0 | 0 |
| Fire resistance % | 0 | 0 |
| Magical attacks | Yes | Yes |
| 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.
