Celestial Wizard skill tree & build planner
28 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'.
- Imperial PegasusUnlocks at rank 16Mount: Imperial PegasusAn Imperial pegasus is a noble, winged steed, intelligent and loyal.
- 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.
- 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.
- Star StudentUnlocks at rank 12Cooldown: -10% to Lore of Heavens spellsMiscast base chance: -25%After myriad hours of study, poring over arcane manuals and ancient, dusty tomes, mastery of spells now comes naturally.
- Lord's CouncillorBoost Income action: Income is modified by an additional 5%Hero action cost: -25%Hero action success chance: +15%Requires: Star StudentKnowledge of ancient wisdoms often places Wizards into positions of great importance, enabling them to make connections across the Empire and foreign lands too.
- Celestial ScholarWinds of Magic cost: -10% for Lore of Heavens spellsWinds of Magic power reserve capacity: +5Requires: Star StudentThis Wizard has undoubtedly studied for many years to hone their craft, but there's always more to learn.
- Battle HardenedArmour: +20Speed: +10%Requires: Star StudentFar from the frail and willowy image of decrepit old men secreted away in crumbling towers, Battle Wizards must be exemplars of well-honed athleticism and strength.
- Guided by the StarsCampaign line of sight: +15%Campaign movement range: +5% (Hero's army)Ambush defence chance: +20% (Hero's army)Requires: 2 skill points across Lord's Councillor, Celestial Scholar, Battle HardenedA Celestial Wizard is a welcome addition to any army, for their mastery of the stars allows them to predict where trouble might strike.
- 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
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.
- Boost Income3 levelsLevel 1Boost Income action: Income is modified by an additional 2%Level 2 · rank 5Boost Income action: Income is modified by an additional 4%Level 3 · rank 10Boost Income action: Income is modified by an additional 6%Such magic-users may be wise and able to offer sage advice, especially if they have scried the region.
- 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.
- Assault Units3 levelsLevel 1Assault Units action: Additional 3% casualties inflictedLevel 2 · rank 5Assault Units action: Additional 8% casualties inflictedLevel 3 · rank 10Assault Units action: Additional 15% casualties inflictedLying in wait, experienced and patient, striking when the foe least expects.
- 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
Celestial Wizard · 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 | 20 | 20 |
| Leadership | 55 | 55 |
| Speed | 35 | 35 |
| Melee attack | 25 | 25 |
| Melee defence | 30 | 30 |
| Weapon strength | 300 | 300 |
| … armour-piercing | 90 | 90 |
| Charge bonus | 15 | 15 |
| Ward save % | 0 | 0 |
| Physical resistance % | 0 | 0 |
| Missile resistance % | 15 | 15 |
| Spell resistance % | 0 | 0 |
| 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.
