
Azrik the Maze Keeper skill planner
NorscaLordUnit 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).
- Gaze of FateUnlocks at rank 7
Ability: "Gaze of Fate" - Hidden in TimeUnlocks at rank 10
- Invulnerable Through ChangeUnlocks at rank 7
Missile resistance: 10%With just a wave of the hand, projectiles fired at this servant of Tchar are turned from sharp and pointy to soft and entirely harmless. - Hates NurgleUnlocks at rank 4 · Starting skill
Melee attack: +10 when fighting against Nurglish factions
Weapon strength: +15% when fighting against Nurglish factionsPerhaps it is the Fly Lord's apparent nonchalance that enrages Tzeentch so? Whatever the reason, the Great Game's greatest player, and his greatest servant, have an adversary on which to focus their ire. - Hardened MonstrositiesUnlocks at rank 15
HIDDEN Attribute: Perfect Vigour for Monstrous Arcanum monsters (Rank 7 and above) (Lord's army)
Attribute: Perfect Vigour for Monstrous Arcanum monsters (Rank 7 and above) (Lord's army)
HIDDEN Barrier hit points: +800 for Monstrous Arcanum monsters (Lord's army)
Barrier hit points: +800 for Monstrous Arcanum monsters (Lord's army)
HIDDEN Melee attack: +8 for Monstrous Arcanum monsters (Lord's army)
Melee attack: +8 for Monstrous Arcanum monsters (Lord's army)Scarred and brutish, even for monstrous beasts, these now-tamed creatures can shrug off incredible punishment. - 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. - ImmortalityUnlocks at rank 20 · Starting skill
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.
- Unstoppable ChannellerUnlocks at rank 12
Winds of Magic power reserve capacity: +10
Miscast base chance: -20%The shifting currents of the Winds take devious paths, but for one versed in the Crystal Labyrinth's maddening turns, everything else is a straight line, easily followed. - Locus of Conjuration
Ability: "Locus of Conjuration"Requires: Unstoppable Channeller - Devious Flames
Weakness to Fire Damage: -20% for all units (enemy armies in local province)
Melee attack: +8
Weapon strength: +10%Requires: Unstoppable ChannellerAzrik can guide a fire's manifold garrulous tongues along arcane avenues that burn a foe's flesh and soul, no matter how safe they think they are. - Confounding Barriers
Barrier hit points: +60%
Barrier replenishment delay: -30%
Barrier replenishment rate: +30%Requires all: Locus of Conjuration, Devious FlamesAzrik's protection allows him to divert blows that are destined to land or negate ones that, in fact, landed just a moment ago – or so his hapless foe thought!
- Impossible Egotist
Winds of Magic cost: +20% for all spells
Attribute: Silenced (Heroes in Lord's army)
Spell intensity: +100%Not with: Touch of Dust, Projected SelfThe Winds roil and buck at the whims of this eldritch creature, it alone can direct the Chaos! - Touch of Dust
Attribute: Executioner
Attacks cause "Unravelling Existence" effect (draining hit points and instantly killing units below 20%% hit points)Not with: Impossible Egotist, Projected SelfWithout the concern of limitations, spells can be turned into raw obliterative power. - Projected Self
Attribute: 360 Missile Block
Barrier hit points: +1000
Missile block chance: +50%
Wound recovery time: -10 turnsNot with: Impossible Egotist, Touch of Dust"It was clear after the battle that the fiend the men had spoken of was but an image of a distant and more terrible foe…"
- Blue Fire of Tzeentch2 levelsLevel 1
Cooldown: -30% to "Blue Fire of Tzeentch"
Overcast spell: "Blue Fire of Tzeentch Upgraded"Level 2
Cooldown: -50% to "Blue Fire of Tzeentch"
Miscast base chance: -15% for "Blue Fire of Tzeentch Upgraded"
Overcast spell: "Blue Fire of Tzeentch Upgraded"
Winds of Magic cost: -1 for "Blue Fire of Tzeentch"
Winds of Magic cost: -2 for "Blue Fire of Tzeentch Upgraded" - Pink Fire of Tzeentch2 levelsLevel 1
Cooldown: -30% to "Pink Fire of Tzeentch"
Overcast spell: "Pink Fire of Tzeentch Upgraded"Level 2
Cooldown: -50% to "Pink Fire of Tzeentch"
Miscast base chance: -15% for "Pink Fire of Tzeentch Upgraded"
Overcast spell: "Pink Fire of Tzeentch Upgraded"
Winds of Magic cost: -1 for "Pink Fire of Tzeentch"
Winds of Magic cost: -2 for "Pink Fire of Tzeentch Upgraded"Requires: Blue Fire of Tzeentch - Glean Magic2 levelsLevel 1
Cooldown: -30% to "Glean Magic"
Spell: "Glean Magic"
Overcast spell: "Glean Magic Upgraded"Level 2
Cooldown: -50% to "Glean Magic"
Miscast base chance: -15% for "Glean Magic Upgraded"
Overcast spell: "Glean Magic Upgraded"
Winds of Magic cost: -2 for "Glean Magic"
Winds of Magic cost: -3 for "Glean Magic Upgraded"Requires: Blue Fire of Tzeentch - Treason of Tzeentch2 levelsLevel 1
Cooldown: -30% to "Treason of Tzeentch"
Spell: "Treason of Tzeentch"
Overcast spell: "Treason of Tzeentch Upgraded"Level 2
Cooldown: -50% to "Treason of Tzeentch"
Miscast base chance: -15% for "Treason of Tzeentch Upgraded"
Overcast spell: "Treason of Tzeentch Upgraded"
Winds of Magic cost: -2 for "Treason of Tzeentch"
Winds of Magic cost: -3 for "Treason of Tzeentch Upgraded"Requires: Blue Fire of Tzeentch - Fires of Change
Passive ability: "Fires of Change"Requires: Blue Fire of Tzeentch - Prismatic Plurality
Passive ability: "Prismatic Plurality"Requires all: Pink Fire of Tzeentch, Glean Magic, Treason of Tzeentch, Fires of Change - Tzeentch's Firestorm2 levelsLevel 1
Cooldown: -30% to "Tzeentch's Firestorm"
Spell: "Tzeentch's Firestorm"
Overcast spell: "Tzeentch's Firestorm Upgraded"Level 2
Cooldown: -50% to "Tzeentch's Firestorm"
Miscast base chance: -15% for "Tzeentch's Firestorm Upgraded"
Overcast spell: "Tzeentch's Firestorm Upgraded"
Winds of Magic cost: -2 for "Tzeentch's Firestorm"
Winds of Magic cost: -3 for "Tzeentch's Firestorm Upgraded"Requires: Prismatic Plurality - Infernal Gateway2 levelsLevel 1
Cooldown: -30% to "Infernal Gateway"
Spell: "Infernal Gateway"
Overcast spell: "Infernal Gateway Upgraded"Level 2
Cooldown: -50% to "Infernal Gateway"
Miscast base chance: -15% for "Infernal Gateway Upgraded"
Overcast spell: "Infernal Gateway Upgraded"
Winds of Magic cost: -2 for "Infernal Gateway"
Winds of Magic cost: -3 for "Infernal Gateway Upgraded"Requires: Prismatic Plurality - Earthing
Miscast base chance: -15%Requires: Prismatic PluralityBy 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: Prismatic PluralityA 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 Conduit
Passive ability: "Greater Arcane Conduit"Requires all: Earthing, Magical Reserves, Tzeentch's Firestorm, Infernal Gateway
- Dominating Presence
Unit experience gain per turn: +75 (Lord's army)
Character's aura leadership effect: +5A Chaos Lord dominates – lesser beings cringe from a being that is so intently under scrutiny from the Dark Gods. - Fearsome Warriors3 levelsLevel 1
Melee attack: +4 for Marauders, Marauder Spearmen, Marauder Berserkers, Marauder Bearmen, Flayerkin and Marauder Champions units (Lord's army)Level 2
Melee attack: +6 for Marauders, Marauder Spearmen, Marauder Berserkers, Marauder Bearmen, Flayerkin and Marauder Champions units (Lord's army)
Weapon strength: +6% for Marauders, Marauder Spearmen, Marauder Berserkers, Marauder Bearmen, Flayerkin and Marauder Champions units (Lord's army)Level 3
Melee attack: +8 for Marauders, Marauder Spearmen, Marauder Berserkers, Marauder Bearmen, Flayerkin and Marauder Champions units (Lord's army)
Weapon strength: +12% for Marauders, Marauder Spearmen, Marauder Berserkers, Marauder Bearmen, Flayerkin and Marauder Champions units (Lord's army)Requires: Dominating PresenceThose who do not bend the knee to the Gods of the North soon find all they hold dear obliterated before them. - Beast Slayers3 levelsLevel 1
Missile strength: +4% for Marauder Hunters, Marauder Horsemen, and Marauder Horsemasters units (Lord's army)Level 2
Ammunition: +10% for Marauder Hunters, Marauder Horsemen, and Marauder Horsemasters units (Lord's army)
Missile strength: +6% for Marauder Hunters, Marauder Horsemen, and Marauder Horsemasters units (Lord's army)Level 3
Ammunition: +20% for Marauder Hunters, Marauder Horsemen, and Marauder Horsemasters units (Lord's army)
Missile strength: +8% for Marauder Hunters, Marauder Horsemen, and Marauder Horsemasters units (Lord's army)Requires: Dominating PresenceDelighting in death and suffering, these savage warriors follow their ignoble Lord wherever he goes. - Unnatural Selection3 levelsLevel 1
Speed: +6% for Norscan Warhounds, Norscan Ice Wolves, Marauder Chariot and Kurgan Horsemen units (Lord's army)Level 2
Charge bonus: +6 for Norscan Warhounds, Norscan Ice Wolves, Marauder Chariot and Kurgan Horsemen units (Lord's army)
Speed: +9% for Norscan Warhounds, Norscan Ice Wolves, Marauder Chariot and Kurgan Horsemen units (Lord's army)Level 3
Charge bonus: +12 for Norscan Warhounds, Norscan Ice Wolves, Marauder Chariot and Kurgan Horsemen units (Lord's army)
Speed: +12% for Norscan Warhounds, Norscan Ice Wolves, Marauder Chariot and Kurgan Horsemen units (Lord's army)Requires: Dominating PresenceOnly the fiercest creatures can survive the frozen north; the strongest are rounded up for war and starved into viciousness, ready for the next battle. - Frostbitten3 levelsLevel 1
Melee attack: +4 for Skin Wolves and Troll units (Lord's army)Level 2
Melee attack: +4 for Skin Wolves and Troll units (Lord's army)
Weapon strength: +6% for Skin Wolves and Troll units (Lord's army)Level 3
Melee attack: +6 for Skin Wolves and Troll units (Lord's army)
Weapon strength: +12% for Skin Wolves and Troll units (Lord's army)Requires: Dominating PresenceThe intense cold cuts into the flesh, burning the foe's extremities until they drop off altogether! - Hail of Teeth3 levelsLevel 1
Melee attack: +4 for Manticore, Chimera and Chaos Frost Dragon units (Lord's army)Level 2
Armour: +6 for Manticore, Chimera and Chaos Frost Dragon units (Lord's army)
Melee attack: +4 for Manticore, Chimera and Chaos Frost Dragon units (Lord's army)Level 3
Armour: +12 for Manticore, Chimera and Chaos Frost Dragon units (Lord's army)
Melee attack: +6 for Manticore, Chimera and Chaos Frost Dragon units (Lord's army)Requires: Dominating PresenceThe razor-sharp hail of the north is not the only danger in the Norscan sky – its airborne beasts are just as deadly and far less predictable. - Monsters of the North3 levelsLevel 1
Melee attack: +4 for Fimir Warriors, Norscan Giant, Feral Mammoth, Dread Maw, Curs'd Ettin and War Mammoth units (Lord's army)Level 2
Melee attack: +4 for Fimir Warriors, Norscan Giant, Feral Mammoth, Dread Maw, Curs'd Ettin and War Mammoth units (Lord's army)
Melee defence: +4 for Fimir Warriors, Norscan Giant, Feral Mammoth, Dread Maw, Curs'd Ettin and War Mammoth units (Lord's army)Level 3
Melee attack: +6 for Fimir Warriors, Norscan Giant, Feral Mammoth, Dread Maw, Curs'd Ettin and War Mammoth units (Lord's army)
Melee defence: +6 for Fimir Warriors, Norscan Giant, Feral Mammoth, Dread Maw, Curs'd Ettin and War Mammoth units (Lord's army)Requires: Dominating PresenceGiant, deadly, and able to take orders, this Lord’s monstrosities are especially terrifying and lethal. - Rally!
Ability: "Rally!"Requires all: Fearsome Warriors, Beast Slayers, Unnatural Selection, Frostbitten, Hail of Teeth, Monsters of the North - Champions of the North
Armour: +12 for Marauders, Marauder Spearmen, Marauder Berserkers, Marauder Bearmen, Flayerkin and Marauder Champions units (Rank 7 and above) (Lord's army)
Melee defence: +5 for Marauders, Marauder Spearmen, Marauder Berserkers, Marauder Bearmen, Flayerkin and Marauder Champions units (Rank 7 and above) (Lord's army)
Physical resistance: 10% for Marauders, Marauder Spearmen, Marauder Berserkers, Marauder Bearmen, Flayerkin and Marauder Champions units (Rank 7 and above) (Lord's army)Requires: Rally!In spite of their savage nature, they are possessed of a savage code of conduct and form a loose brotherhood of those considered worthy. - Hardened Hunters
Missile strength: +12% for Marauder Hunters, Marauder Horsemen, and Marauder Horsemasters units (Rank 7 and above) (Lord's army)
Missile resistance: 15% for Marauder Hunters, Marauder Horsemen, and Marauder Horsemasters units (Rank 7 and above) (Lord's army)
Reload time reduction: +10% for Marauder Hunters, Marauder Horsemen, and Marauder Horsemasters units (Rank 7 and above) (Lord's army)Requires: Rally!No beast too large, no adversary too great; no quarry - mortal or otherwise - can evade them. - Icy Wrath
Charge bonus: +12 for Norscan Warhounds, Norscan Ice Wolves, Manticore, Skin Wolves, Marauder Chariot and Kurgan Horsemen units (Rank 7 and above) (Lord's army)
Melee attack: +5 for Norscan Warhounds, Norscan Ice Wolves, Manticore, Skin Wolves, Marauder Chariot and Kurgan Horsemen units (Rank 7 and above) (Lord's army)
Weapon strength: +12% for Norscan Warhounds, Norscan Ice Wolves, Manticore, Skin Wolves, Marauder Chariot and Kurgan Horsemen units (Rank 7 and above) (Lord's army)Requires: Rally!The intense cold and near-constant darkness of the far north make for a certain kind of killer. - Hulks of Death
Armour: +12 for Trolls, Chaos Frost Dragon, Norscan Giant, Fimir, Feral Mammoth, Chimera, Dread Maw, Curs'd Ettin and War Mammoth units (Rank 7 and above) (Lord's army)
Ward save: +8% for Trolls, Chaos Frost Dragon, Norscan Giant, Fimir, Feral Mammoth, Chimera, Dread Maw, Curs'd Ettin and War Mammoth units (Rank 7 and above) (Lord's army)
Weapon strength: +12% for Trolls, Chaos Frost Dragon, Norscan Giant, Fimir, Feral Mammoth, Chimera, Dread Maw, Curs'd Ettin and War Mammoth units (Rank 7 and above) (Lord's army)Requires: Rally!The freezing darkness and stunning violence of the far north bring no small solace to those who have lost everything and wish to forget. - Stand or Die!
Replaces: "Rally!"
Ability: "Stand or Die!"Requires 1 of: Champions of the North, Hardened Hunters, Icy Wrath, Hulks of DeathNot with: Fight or Die!There can be no turning back for those whose souls are turning black. - Fight or Die!
Ability: "Fight or Die!"
Replaces: "Rally!"Requires 1 of: Champions of the North, Hardened Hunters, Icy Wrath, Hulks of DeathNot with: Stand or Die!There is no other choice. There never was.
- 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. - Takers of All3 levelsLevel 1
Income from post-battle loot: +5%Level 2
Income from post-battle loot: +10%Level 3
Income from post-battle loot: +15%Requires: Route MarcherThat which is not offered up to the Dark Gods of the North in tribute is harvested by their servants for their own petty gain. - Serve or Die3 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 Marcher"You will serve me, wretch, or you will die, there is no other option." - Norse Resilience
Casualty replenishment rate: +5% (Lord's army)Requires: Route MarcherThe bleak, brutal landscape of the far north breeds bloody, warlike tribes in thrall to Chaos' delicious, twisted power. - Swelling of Doom3 levelsLevel 1
Growth: +8 (local province)Level 2
Growth: +20 (local province)Level 3
Growth: +36 (local province)Requires: Route MarcherMaybe it is the influence of the Dark Gods that has caused the populace to burgeon and proliferate beyond their natural bounds? - 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 all: Takers of All, Serve or Die, Norse Resilience, Swelling of Doom"The time to strike is now!" - Ruination3 levelsLevel 1
Attrition suffered by defender: +10% when laying siege or encircling (local region)Level 2
Attrition suffered by defender: +20% when laying siege or encircling (local region)
Control: -4 (local enemy province)Level 3
Attrition suffered by defender: +40% when laying siege or encircling (local region)
Control: -8 (local enemy province)Requires: Lightning Strike"This stinking mortal Hold will fall, my masters have foreseen it. Bring them ruin!" - Savage Skills3 levelsLevel 1
Recruit rank: +1 for all units (Lord's army)Level 2
Recruit rank: +2 for all units (Lord's army)Level 3
Recruit rank: +3 for all units (Lord's army)Requires: Lightning StrikeThere's something about the harsh, unforgiving nature of northern life that makes its occupants fight harder and longer than many of their soft, southern equivalents. - Unnatural Healing
Casualty replenishment rate: +4% (Lord's army)Requires: Lightning StrikeSomething strange - something no scholar really wishes to discover - governs who dies and who lives in the warlike northern wastes. - Fuelled by War3 levelsLevel 1
Upkeep: -3% (Lord's army)Level 2
Upkeep: -6% (Lord's army)Level 3
Upkeep: -9% (Lord's army)Requires: Lightning StrikeWar and glory before the Gods are the determining elements in every decision made; there is nothing else worth living - or dying - for. - Spawn of Chaos
Unit experience gain per turn: +200 (Lord's army)
Enemy Hero action success chance: -10%
Campaign movement range: +5%Requires all: Ruination, Savage Skills, Unnatural Healing, Fuelled by WarThe tendrils (and tentacles!) of the Northern Gods reach down from the poles and far across the world, twisting and corrupting all they touch.
All effects of this build
Melee attack: +10 when fighting against Nurglish factions
Weapon strength: +15% when fighting against Nurglish factions
This Lord will be wounded instead of killed in battle
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.