
Balthasar Gelt skill planner
The EmpireLegendary lordUnit 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).
- Barded WarhorseUnlocks at rank 7
Mount: Barded WarhorseA general's horse can be their most trusted and daring companion. Just don't name him 'Daisy'. - QuicksilverUnlocks at rank 16
Mount: Imperial PegasusGelt has appeared on many battlefields soaring overhead on his pegasus. - Hardened Shot
Missile 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 Blades
Weapon 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 4
Leadership 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 6
Passive ability: "Hold the Line!" - Mark of HyshUnlocks at rank 8
Spell 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 8
Missile 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 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. - 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.
- wh3_dlc25_skill_emp_gelt_tempered_auraUnlocks at rank 12
Passive ability: "Tempered Aura"
Physical resistance: 10% - Compounding Medicines
Chance 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: wh3_dlc25_skill_emp_gelt_tempered_auraIn his younger years Balthasar showed great promise when it came to understanding the medicinal properties of minerals and herbs. - New Formulations
Missile explosion radius: +20% for Helstorm Rocket Battery units (all armies)
Explosive missile damage +10% for Helstorm Rocket Battery units (all armies)Requires: wh3_dlc25_skill_emp_gelt_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 Mask
Attribute: Immune to Psychology
Armour: +20Requires: wh3_dlc25_skill_emp_gelt_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 Patriarch
Hero 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: wh3_dlc25_skill_emp_gelt_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 Metal
Winds of Magic cost: -2 for Lore of Metal spells
Cooldown: -25% to Lore of Metal spellsRequires all: 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 1
Overcast spell: "Searing Doom Upgraded"
Cooldown: -30% to "Searing Doom"Level 2
Miscast 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" - Metalshifting
Passive ability: "Metalshifting"Requires: Searing Doom - Plague of Rust2 levelsLevel 1
Overcast spell: "Plague of Rust Upgraded"
Cooldown: -30% to "Plague of Rust"Level 2
Miscast 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 1
Overcast spell: "Glittering Robe Upgraded"
Cooldown: -30% to "Glittering Robe"
Spell: "Glittering Robe"Level 2
Miscast 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 1
Overcast spell: "Gehenna's Golden Hounds Upgraded"
Cooldown: -30% to "Gehenna's Golden Hounds"
Spell: "Gehenna's Golden Hounds"Level 2
Miscast 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 - Evasion
Passive ability: "Evasion"Requires all: Metalshifting, Plague of Rust, Glittering Robe, Gehenna's Golden Hounds - Transmutation of Lead2 levelsLevel 1
Overcast spell: "Transmutation of Lead Upgraded"
Cooldown: -30% to "Transmutation of Lead"
Spell: "Transmutation of Lead"Level 2
Miscast 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 1
Overcast spell: "Final Transmutation Upgraded"
Cooldown: -30% to "Final Transmutation"
Spell: "Final Transmutation"Level 2
Miscast 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 - Earthing
Miscast 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 Reserves
Winds 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 Conduit
Passive ability: "Arcane Conduit"Requires all: Earthing, Magical Reserves, Transmutation of Lead, Final Transmutation
- Inspiring Presence
Unit 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 1
Melee defence: +4 for Melee Infantry units (Lord's army)Level 2
Melee attack: +4 for Melee Infantry units (Lord's army)
Melee defence: +4 for Melee Infantry units (Lord's army)Level 3
Melee 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 1
Charge bonus: +6 for Melee Cavalry units (Lord's army)Level 2
Charge bonus: +6 for Melee Cavalry units (Lord's army)
Speed: +5% for Melee Cavalry units (Lord's army)Level 3
Charge 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 1
Missile strength: +4% for Missile, Missile Cavalry and Missile Chariot units (Lord's army)Level 2
Ammunition: +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 3
Ammunition: +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 1
Melee attack: +4 for Demigryph Knights and Hunting Hounds units (Lord's army)Level 2
Melee 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 3
Melee 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 1
Ward save: +7% for War Wagon, Steam Tank, Marienburg Land Ship and Celestial Hurricanum, Luminark of Hysh units (Lord's army)Level 2
Reload 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 3
Reload 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 1
Missile strength: +4% for Mortar, Great Cannon, Helblaster Volley Gun and Helstorm Rocket Battery units (Lord's army)Level 2
Ammunition: +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 3
Ammunition: +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 all: Emperor's Finest, Speed of Horse, Pistolkorps, Noble Beasts, Mighty Forge, Imperial Gunnery - Strength of Hardship
Armour: 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. - Sharpshooter
Missile 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 Battle
Melee 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 Master
Ammunition: +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 1 of: Strength of Hardship, Sharpshooter, Taste for Battle, Artillery Master
- 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. - Iron Disciplinarian3 levelsLevel 1
Control: +1 (local province)Level 2
Control: +2 (local province)Level 3
Control: +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 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 MarcherRevered by the masses, such a celebrated leader will inspire many new recruits. - Reassuring Presence3 levelsLevel 1
Attrition: -10% casualties suffered from all attrition (Lord's army)Level 2
Attrition: -20% casualties suffered from all attrition (Lord's army)Level 3
Attrition: -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 1
Corruption: -1 (local province)Level 2
Corruption: -2 (local province)Level 3
Corruption: -3 (local province)Requires: Route MarcherThrough our acts, the gods will cleanse the lands. - Irrepressible
Casualty replenishment rate: +30% for this Lord (Lord's army)
Character experience gain: +15%
Wound recovery time: -1 turnsRequires all: 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 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: Irrepressible"The time to strike is now!" - Quartermaster3 levelsLevel 1
Upkeep: -3% (Lord's army)Level 2
Upkeep: -6% (Lord's army)Level 3
Upkeep: -10% (Lord's army)Requires: IrrepressibleA good quartermaster can ration equipment and foodstuffs efficiently, making supplies last longer. - Logistician3 levelsLevel 1
Casualty replenishment rate: +2% (Lord's army)Level 2
Casualty replenishment rate: +4% (Lord's army)Level 3
Casualty 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 1
Ambush defence chance: +6% (Lord's army)Level 2
Ambush defence chance: +16% (Lord's army)
Chance of intercepting an army using Tunnelling, beast-paths or Worldroots: +5%Level 3
Ambush 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. - Headhunter
Campaign movement range: +5%
Recruit rank: +2 for all units (Lord's army)
Upkeep: -8% (Lord's army)
Local recruitment capacity: +1 (local province)Requires all: Lightning Strike, Quartermaster, Logistician, Alert"Ever thought about joining the Elector's troops, chief? You'd make a good soldier alright."
All effects of this build
No skills taken yet.
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.