Balthasar Gelt skill tree & build planner
The EmpireLegendary lordUnit 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
- Barded WarhorseUnlocks at rank 7Mount: Barded WarhorseA general's horse can be their most trusted and daring companion. Just don't name him 'Daisy'.
- QuicksilverUnlocks at rank 16Mount: Imperial PegasusGelt has appeared on many battlefields soaring overhead on his pegasus.
- Hardened ShotMissile strength: +10% for Gunnery Infantry units (Lord's army)Not with: Hardened BladesBy increasing the density of the shot stockpiles with which his army travels, the guns of the Empire rain devastation down upon their foes.
- Hardened BladesWeapon strength: +10% for Melee Infantry units (Lord's army)Not with: Hardened ShotThe infantry under his command gain renewed courage as their blades are reinforced by the Winds of Chamon.
- Brass-LungedUnlocks at rank 4Leadership aura size: +25%This Lord belts out orders and can be heard even across a battlefield smothered in the grim noise of war.
- Hold the Line!Unlocks at rank 6Passive ability: "Hold the Line!"
- Mark of HyshUnlocks at rank 8Spell resistance: 10%Those who bear the Mark of Hysh are practitioners of the magical Lore of Light, and the bane of Chaos, for they are able to control and manipulate the White Wind of Magic.
- Sigmar’s WardUnlocks at rank 8Missile resistance: 10%The relentless drive and fury of the Hammer, harnessed for the protection of this ward’s bearer.
- 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.
- 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.
- Tempered AuraUnlocks at rank 12Passive ability: "Tempered Aura"Physical resistance: 10%By simply being near, the Gold Wizard hardens allied armour as if it had been tempered by the most gifted blacksmiths.
- Compounding MedicinesChance of a plague spreading: -20% (Lord's army)Casualty replenishment rate: +5% (Lord's army)Attrition: -25% casualties suffered from all attrition (Lord's army)Requires: Tempered AuraIn his younger years Balthasar showed great promise when it came to understanding the medicinal properties of minerals and herbs.
- New FormulationsMissile explosion radius: +20% for Helstorm Rocket Battery units (all armies)Explosive missile damage +10% for Helstorm Rocket Battery units (all armies)Requires: Tempered AuraWhat ingenious technological advance is this, that affords Imperial artillerists more and better ammunition with which to smite Karl Franz's enemies?
- Golden Face MaskAttribute: Immune to PsychologyArmour: +20Requires: Tempered AuraGelt's mask of gold both covers up the results of the explosion that almost ended his life and affords considerable protection to its wearer in battle.
- Will of the PatriarchHero action cost: -20% for Wizards (all characters factionwide)Hero action success chance: +15% for Wizards (all characters factionwide)Hero recruit rank: +2 for Battle Wizards (factionwide)Requires: Tempered AuraPossessed of a fierce intelligence and remarkable magical skills, the youngest Wizard ever to become Patriarch of the Gold College is known - and feared - throughout the land.
- Loremaster, Lore of MetalWinds of Magic cost: -2 for Lore of Metal spellsCooldown: -25% to Lore of Metal spellsRequires: 4 skill points across Golden Face Mask, Compounding Medicines, New Formulations, Will of the PatriarchNo one is more accomplished in the Lore of Metal than the golden-masked Gelt.
- Searing Doom2 levelsLevel 1Overcast spell: "Searing Doom Upgraded"Cooldown: -30% to "Searing Doom"Level 2Miscast base chance: -15% for "Searing Doom Upgraded"Overcast spell: "Searing Doom Upgraded"Winds of Magic cost: -1 for "Searing Doom"Winds of Magic cost: -2 for "Searing Doom Upgraded"Cooldown: -50% to "Searing Doom"
- MetalshiftingPassive ability: "Metalshifting"Requires: Searing Doom
- Plague of Rust2 levelsLevel 1Overcast spell: "Plague of Rust Upgraded"Cooldown: -30% to "Plague of Rust"Level 2Miscast base chance: -15% for "Plague of Rust Upgraded"Overcast spell: "Plague of Rust Upgraded"Winds of Magic cost: -1 for "Plague of Rust"Winds of Magic cost: -1 for "Plague of Rust Upgraded"Cooldown: -50% to "Plague of Rust"Requires: Searing Doom
- Glittering Robe2 levelsLevel 1Overcast spell: "Glittering Robe Upgraded"Cooldown: -30% to "Glittering Robe"Spell: "Glittering Robe"Level 2Miscast base chance: -15% for "Glittering Robe Upgraded"Overcast spell: "Glittering Robe Upgraded"Winds of Magic cost: -1 for "Glittering Robe"Winds of Magic cost: -2 for "Glittering Robe Upgraded"Cooldown: -50% to "Glittering Robe"Requires: Searing Doom
- Gehenna's Golden Hounds2 levelsLevel 1Overcast spell: "Gehenna's Golden Hounds Upgraded"Cooldown: -30% to "Gehenna's Golden Hounds"Spell: "Gehenna's Golden Hounds"Level 2Miscast base chance: -15% for "Gehenna's Golden Hounds Upgraded"Overcast spell: "Gehenna's Golden Hounds Upgraded"Winds of Magic cost: -2 for "Gehenna's Golden Hounds"Winds of Magic cost: -3 for "Gehenna's Golden Hounds Upgraded"Cooldown: -50% to "Gehenna's Golden Hounds"Requires: Searing Doom
- EvasionPassive ability: "Evasion"Requires: 4 skill points across Metalshifting, Plague of Rust, Glittering Robe, Gehenna's Golden Hounds
- Transmutation of Lead2 levelsLevel 1Overcast spell: "Transmutation of Lead Upgraded"Cooldown: -30% to "Transmutation of Lead"Spell: "Transmutation of Lead"Level 2Miscast base chance: -15% for "Transmutation of Lead Upgraded"Overcast spell: "Transmutation of Lead Upgraded"Winds of Magic cost: -2 for "Transmutation of Lead"Winds of Magic cost: -3 for "Transmutation of Lead Upgraded"Cooldown: -50% to "Transmutation of Lead"Requires: Evasion
- Final Transmutation2 levelsLevel 1Overcast spell: "Final Transmutation Upgraded"Cooldown: -30% to "Final Transmutation"Spell: "Final Transmutation"Level 2Miscast base chance: -15% for "Final Transmutation Upgraded"Overcast spell: "Final Transmutation Upgraded"Winds of Magic cost: -2 for "Final Transmutation"Winds of Magic cost: -4 for "Final Transmutation Upgraded"Cooldown: -50% to "Final Transmutation"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, Transmutation of Lead, Final Transmutation
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.
- Emperor's Finest3 levelsLevel 1Melee defence: +4 for Melee Infantry units (Lord's army)Level 2Melee attack: +4 for Melee Infantry units (Lord's army)Melee defence: +4 for Melee Infantry units (Lord's army)Level 3Melee attack: +6 for Melee Infantry units (Lord's army)Melee defence: +6 for Melee Infantry units (Lord's army)Requires: Inspiring Presence“We march to war for our Emperor, and Sigmar, our saviour and lord.”
- Speed of Horse3 levelsLevel 1Charge bonus: +6 for Melee Cavalry units (Lord's army)Level 2Charge bonus: +6 for Melee Cavalry units (Lord's army)Speed: +5% for Melee Cavalry units (Lord's army)Level 3Charge bonus: +9 for Melee Cavalry units (Lord's army)Speed: +10% for Melee Cavalry units (Lord's army)Requires: Inspiring PresenceThese steeds are bred for speed and war, but foremost it is their gallop which marks them out.
- Pistolkorps3 levelsLevel 1Missile strength: +4% for Missile, Missile Cavalry and Missile Chariot units (Lord's army)Level 2Ammunition: +10% for Missile, Missile Cavalry and Missile Chariot units (Lord's army)Missile strength: +6% for Missile, Missile Cavalry and Missile Chariot units (Lord's army)Level 3Ammunition: +20% for Missile, Missile Cavalry and Missile Chariot units (Lord's army)Missile strength: +8% for Missile, Missile Cavalry and Missile Chariot units (Lord's army)Requires: Inspiring PresenceThis Lord expects his men to practice the disciplines of the Pistolkorps, and all be expert marksmen.
- Noble Beasts3 levelsLevel 1Melee attack: +4 for Demigryph Knights and Hunting Hounds units (Lord's army)Level 2Melee attack: +4 for Demigryph Knights and Hunting Hounds units (Lord's army)Speed: +5% for Demigryph Knights and Hunting Hounds units (Lord's army)Level 3Melee attack: +6 for Demigryph Knights and Hunting Hounds units (Lord's army)Speed: +10% for Demigryph Knights and Hunting Hounds units (Lord's army)Requires: Inspiring PresenceHarnessed for war, these great beasts have proven themselves as loyal and powerful champions on the battlefield.
- Mighty Forge3 levelsLevel 1Ward save: +7% for War Wagon, Steam Tank, Marienburg Land Ship and Celestial Hurricanum, Luminark of Hysh units (Lord's army)Level 2Reload time reduction: +4% for War Wagon, Steam Tank, Marienburg Land Ship and Celestial Hurricanum, Luminark of Hysh units (Lord's army)Ward save: +11% for War Wagon, Steam Tank, Marienburg Land Ship and Celestial Hurricanum, Luminark of Hysh units (Lord's army)Level 3Reload time reduction: +8% for War Wagon, Steam Tank, Marienburg Land Ship and Celestial Hurricanum, Luminark of Hysh units (Lord's army)Ward save: +15% for War Wagon, Steam Tank, Marienburg Land Ship and Celestial Hurricanum, Luminark of Hysh units (Lord's army)Requires: Inspiring PresencePatrons of great forges and smiths expect, and are rewarded with, tougher and more enduring war machines.
- Imperial Gunnery3 levelsLevel 1Missile strength: +4% for Mortar, Great Cannon, Helblaster Volley Gun and Helstorm Rocket Battery units (Lord's army)Level 2Ammunition: +10% for Mortar, Great Cannon, Helblaster Volley Gun and Helstorm Rocket Battery units (Lord's army)Missile strength: +6% for Mortar, Great Cannon, Helblaster Volley Gun and Helstorm Rocket Battery units (Lord's army)Level 3Ammunition: +20% for Mortar, Great Cannon, Helblaster Volley Gun and Helstorm Rocket Battery units (Lord's army)Missile strength: +8% for Mortar, Great Cannon, Helblaster Volley Gun and Helstorm Rocket Battery units (Lord's army)Requires: Inspiring PresenceDespite what the Dwarfs think, no other race can bring to bear such devastating artillery volleys.
- Rally!Ability: "Rally!"Requires: 6 skill points across Emperor's Finest, Speed of Horse, Pistolkorps, Noble Beasts, Mighty Forge, Imperial Gunnery
- Strength of HardshipArmour: 10 for Melee Infantry (Rank 7 and above) (Lord's army)Physical resistance: 10% for Melee Infantry (Rank 7 and above) (Lord's army)Melee defence: +5 for Melee Infantry (Rank 7 and above) (Lord's army)Requires: Rally!The frontline will either make or break you. Those who survive become the backbone of any army.
- SharpshooterMissile strength: +12% for Missile, Missile Cavalry and Missile Chariot units (Rank 7 and above) (Lord's army)Missile resistance: 15% for Missile, Missile Cavalry and Missile Chariot units (Rank 7 and above) (Lord's army)Reload time reduction: +10% for Missile, Missile Cavalry and Missile Chariot units (Rank 7 and above) (Lord's army)Requires: Rally!The veteran marksman knows the precise range required to land the killing shot.
- Taste for BattleMelee attack: +5 for Empire Knight, Demigryph Knights and Hunting Hounds units (Rank 7 and above) (Lord's army)Leadership: +5 for Empire Knight, Demigryph Knights and Hunting Hounds units (Rank 7 and above) (Lord's army)Charge bonus: +12 for Empire Knight, Demigryph Knights and Hunting Hounds units (Rank 7 and above) (Lord's army)Requires: Rally!Some men grow to relish war, dulled to the pain and living solely for the thrill of the kill.
- Artillery MasterAmmunition: +20% for Mortar, Great Cannon, Helblaster Volley Gun, Helstorm Rocket Battery, Marienburg Land Ship, Celestial Hurricanum, Luminark of Hysh and Steam Tank units (Rank 7 and above) (Lord's army)Missile strength: +12% for Mortar, Great Cannon, Helblaster Volley Gun, Helstorm Rocket Battery, Marienburg Land Ship, Celestial Hurricanum, Luminark of Hysh and Steam Tank units (Rank 7 and above) (Lord's army)Reload time reduction: +10% for Mortar, Great Cannon, Helblaster Volley Gun, Helstorm Rocket Battery, Marienburg Land Ship, Celestial Hurricanum, Luminark of Hysh and Steam Tank units (Rank 7 and above) (Lord's army)Requires: Rally!Those in command of ordnance can potentially decide a battle before the melee has even begun.
- Stand Your Ground!Replaces: "Rally!"Ability: "Stand Your Ground!"Requires: a point in any of Strength of Hardship, Sharpshooter, Taste for Battle, Artillery Master
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.
- Leader of Renown3 levelsLevel 1Recruitment cost: -5% (Lord's army)Level 2Recruitment cost: -10% (Lord's army)Level 3Recruitment cost: -15% (Lord's army)Requires: Route MarcherRevered by the masses, such a celebrated leader will inspire many new recruits.
- Reassuring Presence3 levelsLevel 1Attrition: -10% casualties suffered from all attrition (Lord's army)Level 2Attrition: -20% casualties suffered from all attrition (Lord's army)Level 3Attrition: -30% casualties suffered from all attrition (Lord's army)Requires: Route MarcherThe presence of this Lord ensures a measure of calm, reducing panic and desertion amongst followers.
- Fervent3 levelsLevel 1Corruption: -1 (local province)Level 2Corruption: -2 (local province)Level 3Corruption: -3 (local province)Requires: Route MarcherThrough our acts, the gods will cleanse the lands.
- IrrepressibleCasualty replenishment rate: +30% for this Lord (Lord's army)Character experience gain: +15%Wound recovery time: -1 turnsRequires: 4 skill points across Iron Disciplinarian, Leader of Renown, Reassuring Presence, FerventIt is said that Sigmar would bear a mortal wound and carry on fighting; this champion follows the hallowed Warrior-God.
- 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: Irrepressible"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: IrrepressibleA good quartermaster can ration equipment and foodstuffs efficiently, making supplies last longer.
- Logistician3 levelsLevel 1Casualty replenishment rate: +2% (Lord's army)Level 2Casualty replenishment rate: +4% (Lord's army)Level 3Casualty replenishment rate: +6% (Lord's army)Requires: IrrepressibleProficient with figures, this Lord, or his subordinates, can keep his army fulfilled, even in dire circumstances.
- Alert3 levelsLevel 1Ambush defence chance: +6% (Lord's army)Level 2Ambush defence chance: +16% (Lord's army)Chance of intercepting an army using Tunnelling, beast-paths or Worldroots: +5%Level 3Ambush defence chance: +30% (Lord's army)Chance of intercepting an army using Tunnelling, beast-paths or Worldroots: +10%Requires: IrrepressibleCountless conflicts and a keen sense of awareness have made this Lord difficult to entrap.
- HeadhunterCampaign movement range: +5%Recruit rank: +2 for all units (Lord's army)Upkeep: -8% (Lord's army)Local recruitment capacity: +1 (local province)Requires: 4 skill points across Lightning Strike, Quartermaster, Logistician, Alert"Ever thought about joining the Elector's troops, chief? You'd make a good soldier alright."
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
Balthasar Gelt · base + skills + items; no techs, buffs, campaign or battle-context effects (vs a race, at sea…).
| Stat | Base | Build |
|---|---|---|
| Health | 3,688 | 3,688 |
| Armour | 20 | 20 |
| Leadership | 65 | 65 |
| Speed | 34 | 34 |
| Melee attack | 34 | 34 |
| Melee defence | 38 | 38 |
| Weapon strength | 300 | 300 |
| … armour-piercing | 90 | 90 |
| Charge bonus | 30 | 30 |
| Ward save % | 0 | 0 |
| Physical resistance % | 0 | 0 |
| Missile resistance % | 25 | 25 |
| Spell resistance % | 25 | 25 |
| 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.
