Azrik the Maze Keeper skill tree & build planner
NorscaLordUnit stats
51 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
- Gaze of FateUnlocks at rank 7Ability: "Gaze of Fate"
- Hidden in TimeUnlocks at rank 10Ability: "Hidden in Time"
- Invulnerable Through ChangeUnlocks at rank 7Missile 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 skillMelee attack: +10 when fighting against Nurglish factionsWeapon 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 15Attribute: Perfect Vigour for Monstrous Arcanum monsters (Rank 7 and above) (Lord's army)Barrier hit points: +800 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 10Regiments of Renown army capacity: +2 (own army)Level 2 · free at rank 20Regiments of Renown army capacity: +4 (own army)Level 3 · free at rank 30Regiments 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 skillThis 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.
- Unstoppable ChannellerUnlocks at rank 12Winds of Magic power reserve capacity: +10Miscast 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 ConjurationAbility: "Locus of Conjuration"Requires: Unstoppable Channeller
- Devious FlamesWeakness to Fire Damage: -20% for all units (enemy armies in local province)Melee attack: +8Weapon 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 BarriersBarrier hit points: +60%Barrier replenishment delay: -30%Barrier replenishment rate: +30%Requires: 2 skill points across 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 EgotistWinds of Magic cost: +20% for all spellsAttribute: 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 DustAttribute: ExecutionerAttacks 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 SelfAttribute: 360 Missile BlockBarrier hit points: +1000Missile 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 1Cooldown: -30% to "Blue Fire of Tzeentch"Overcast spell: "Blue Fire of Tzeentch Upgraded"Level 2Cooldown: -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 1Cooldown: -30% to "Pink Fire of Tzeentch"Overcast spell: "Pink Fire of Tzeentch Upgraded"Level 2Cooldown: -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 1Cooldown: -30% to "Glean Magic"Spell: "Glean Magic"Overcast spell: "Glean Magic Upgraded"Level 2Cooldown: -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 1Cooldown: -30% to "Treason of Tzeentch"Spell: "Treason of Tzeentch"Overcast spell: "Treason of Tzeentch Upgraded"Level 2Cooldown: -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 ChangePassive ability: "Fires of Change"Requires: Blue Fire of Tzeentch
- Prismatic PluralityPassive ability: "Prismatic Plurality"Requires: 4 skill points across Pink Fire of Tzeentch, Glean Magic, Treason of Tzeentch, Fires of Change
- Tzeentch's Firestorm2 levelsLevel 1Cooldown: -30% to "Tzeentch's Firestorm"Spell: "Tzeentch's Firestorm"Overcast spell: "Tzeentch's Firestorm Upgraded"Level 2Cooldown: -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 1Cooldown: -30% to "Infernal Gateway"Spell: "Infernal Gateway"Overcast spell: "Infernal Gateway Upgraded"Level 2Cooldown: -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
- EarthingMiscast 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 ReservesWinds 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 ConduitPassive ability: "Greater Arcane Conduit"Requires: 4 skill points across Earthing, Magical Reserves, Tzeentch's Firestorm, Infernal Gateway
Battle
- Dominating PresenceUnit 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 1Melee attack: +4 for Marauders, Marauder Spearmen, Marauder Berserkers, Marauder Bearmen, Flayerkin and Marauder Champions units (Lord's army)Level 2Melee 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 3Melee 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 1Missile strength: +4% for Marauder Hunters, Marauder Horsemen, and Marauder Horsemasters units (Lord's army)Level 2Ammunition: +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 3Ammunition: +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 1Speed: +6% for Norscan Warhounds, Norscan Ice Wolves, Marauder Chariot and Kurgan Horsemen units (Lord's army)Level 2Charge 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 3Charge 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 1Melee attack: +4 for Skin Wolves and Troll units (Lord's army)Level 2Melee attack: +4 for Skin Wolves and Troll units (Lord's army)Weapon strength: +6% for Skin Wolves and Troll units (Lord's army)Level 3Melee 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 1Melee attack: +4 for Manticore, Chimera and Chaos Frost Dragon units (Lord's army)Level 2Armour: +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 3Armour: +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 1Melee attack: +4 for Fimir Warriors, Norscan Giant, Feral Mammoth, Dread Maw, Curs'd Ettin and War Mammoth units (Lord's army)Level 2Melee 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 3Melee 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: 6 skill points across Fearsome Warriors, Beast Slayers, Unnatural Selection, Frostbitten, Hail of Teeth, Monsters of the North
- Champions of the NorthArmour: +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 HuntersMissile 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 WrathCharge 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 DeathArmour: +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: a point in any 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: a point in any of Champions of the North, Hardened Hunters, Icy Wrath, Hulks of DeathNot with: Stand or Die!There is no other choice. There never was.
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.
- Takers of All3 levelsLevel 1Income from post-battle loot: +5%Level 2Income from post-battle loot: +10%Level 3Income 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 1Recruitment cost: -5% (Lord's army)Level 2Recruitment cost: -10% (Lord's army)Level 3Recruitment cost: -15% (Lord's army)Requires: Route Marcher"You will serve me, wretch, or you will die, there is no other option."
- Norse ResilienceCasualty 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 1Growth: +8 (local province)Level 2Growth: +20 (local province)Level 3Growth: +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 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: 4 skill points across Takers of All, Serve or Die, Norse Resilience, Swelling of Doom"The time to strike is now!"
- Ruination3 levelsLevel 1Attrition suffered by defender: +10% when laying siege or encircling (local region)Level 2Attrition suffered by defender: +20% when laying siege or encircling (local region)Control: -4 (local enemy province)Level 3Attrition 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 1Recruit rank: +1 for all units (Lord's army)Level 2Recruit rank: +2 for all units (Lord's army)Level 3Recruit 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 HealingCasualty 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 1Upkeep: -3% (Lord's army)Level 2Upkeep: -6% (Lord's army)Level 3Upkeep: -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 ChaosUnit experience gain per turn: +200 (Lord's army)Enemy Hero action success chance: -10%Campaign movement range: +5%Requires: 4 skill points across 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.
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
Azrik the Maze Keeper · base + skills + items; no techs, buffs, campaign or battle-context effects (vs a race, at sea…).
| Stat | Base | Build |
|---|---|---|
| Health | 8,176 | 8,176 |
| Armour | 30 | 30 |
| Leadership | 100 | 100 |
| Speed | 90 | 90 |
| Melee attack | 60 | 60 |
| Melee defence | 40 | 40 |
| Weapon strength | 470 | 470 |
| … armour-piercing | 325 | 325 |
| Charge bonus | 40 | 40 |
| Ward save % | 0 | 0 |
| Physical resistance % | 20 | 20 |
| Missile resistance % | 40 | 40 |
| Spell resistance % | 25 | 25 |
| Fire resistance % | 0 | 0 |
| Magical attacks | Yes | Yes |
| Flaming attacks | No | No |
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
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.
