Clawspeaker (Life) skill tree & build planner
32 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
- Wind HarmonyUnlocks at rank 7Spell resistance: 10%The turbulent Winds of Magic can do little harm to those who have found harmony amidst its raging currents.
- Ranged DisciplineUnlocks at rank 7Missile resistance: 10%The best way to repel the chaotic flurry of missile fire is to meet it with order, discipline, and a stalwart row of shields.
- 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.
- Divine EpiphanyUnlocks at rank 12Campaign movement range: +10%"Never forget that we descend from Kamau himself, His will like the desert wind – unyielding, unseen, and unstoppable."
- Hunter-MysticVigour loss reduction: -15% for all Tiger Warrior units (Hero's army)Hit points: +10%Requires: Divine Epiphany"The ways of the Great Chieftain demand that the hunt only ends with the kill – and not a moment sooner."
- Leader of CeremoniesCorruption: -4 (local province)Growth: +8 (local province)Control: +4 (local province)Requires: Divine EpiphanyThe intricate and mysterious rites of the Clawspeakers mend both broken lands and broken minds.
- Unrelenting ConduitSpell resistance: 15% for all Tiger Warrior units (Hero's army)Miscast base chance: -10%Requires: Divine EpiphanyWhen an indomitable mind becomes one with the Winds, feats of battle both great and legendary are made manifest.
- Litany of the WindsSpell intensity: +5%Requires: 2 skill points across Hunter-Mystic, Leader of Ceremonies, Unrelenting ConduitWhispering in chants of ancient Ind’s unwritten traditions, the Clawspeaker enters a state of consciousness allowing them to see the Winds in their purest form.
- Ferocity of KamauUnlocks at rank 8Passive ability: "Ferocity of Kamau"Melee attack: +8Melee defence: +6Base weapon damage: +20%Not with: Mysticism of Kamau, Protection of Kamau"Stay true to the battle. Others before you endured the same. Do not weaken!"
- Mantra of RighteousnessBattle prayer: "Mantra of Righteousness"Attribute: Immune to Psychology for all Tiger Warrior units (Hero's army)Attribute: Causes FearRequires: Ferocity of KamauThe might of all Thousand Gods can be called down to the battlefield to anchor the souls of the noble Tigers.
- Mysticism of KamauUnlocks at rank 8Passive ability: "Mysticism of Kamau"Winds of Magic power reserve: +2 per turnWinds of Magic power reserve capacity: +10Not with: Ferocity of Kamau, Protection of KamauKamau’s fabled esoteric knowledge of martial mysticism was said to have been gifted by the Thousand Gods, then shared to his worshippers via the Clawspeakers’ oral traditions.
- Arcane HymnBattle prayer: "Arcane Hymn"Winds of Magic cost: -1 for Lore of Beasts, Life, and Shadow spellsCooldown: -15% to Lore of Beasts, Life, and Shadow spellsRequires: Mysticism of KamauIn hissed arcane melody, the Clawspeaker masterfully binds the Winds into a single, obedient stream.
- Protection of KamauUnlocks at rank 8Passive ability: "Protection of Kamau"Attrition: -10% casualties suffered from Chaos attrition (Hero's army)Ward save: +5%Not with: Mysticism of Kamau, Ferocity of KamauThe Clawspeaker’s presence brings forth the robust aspect of Kamau, bestowing upon worshippers a divine steadfastness under hardship.
- Mantra of InvigorationBattle prayer: "Mantra of Invigoration"Battle healing cap: +10% (Hero's army)Casualty replenishment rate: +5% (Hero's army)Requires: Protection of KamauThrough fervent supplication, a Clawspeaker may be rejuvenated in body, for he knows mental fortitude cannot overcome the body's failings.
- Awakening of the Wood2 levelsLevel 1Cooldown: -30% to "Awakening of the Wood"Spell: "Awakening of the Wood"Level 2Winds of Magic cost: -1 for "Awakening of the Wood"Cooldown: -50% to "Awakening of the Wood"Spell: "Awakening of the Wood"Trees live for thousands of years and have very long memories. When called to fight, centuries of pent-up wrath are unleashed.
- Life BloomPassive ability: "Life Bloom"Requires: Awakening of the WoodEven the simplest of spells can bring forth the full bloom of renewal, reinvigorating and healing the broken and bleeding.
- Earth Blood3 levelsLevel 1Spell: "Earth Blood"Level 2Overcast spell: "Earth Blood Upgraded"Cooldown: -30% to "Earth Blood"Level 3Miscast base chance: -15% for "Earth Blood Upgraded"Overcast spell: "Earth Blood Upgraded"Winds of Magic cost: -2 for "Earth Blood"Winds of Magic cost: -3 for "Earth Blood Upgraded"Cooldown: -50% to "Earth Blood"Requires: Awakening of the WoodThe Wizard draws wholesome energies from the soil, imbuing companions with the natural resilience of the earth.
- Shield of Thorns3 levelsLevel 1Spell: "Shield of Thorns"Level 2Overcast spell: "Shield of Thorns Upgraded"Cooldown: -30% to "Shield of Thorns"Level 3Miscast base chance: -15% for "Shield of Thorns Upgraded"Overcast spell: "Shield of Thorns Upgraded"Winds of Magic cost: -2 for "Shield of Thorns"Winds of Magic cost: -2 for "Shield of Thorns Upgraded"Cooldown: -50% to "Shield of Thorns"Requires: Awakening of the WoodPrickly gorse bursts from the ground around the caster's allies, protecting them from attack like a spiky, living shield.
- Flesh to Stone3 levelsLevel 1Spell: "Flesh to Stone"Level 2Overcast spell: "Flesh to Stone Upgraded"Cooldown: -30% to "Flesh to Stone"Level 3Miscast base chance: -15% for "Flesh to Stone Upgraded"Overcast spell: "Flesh to Stone Upgraded"Winds of Magic cost: -1 for "Flesh to Stone"Winds of Magic cost: -1 for "Flesh to Stone Upgraded"Cooldown: -50% to "Flesh to Stone"Requires: Awakening of the WoodThis spell temporarily transforms allies' mortal flesh into unbreakable rock, increasing tenfold their resistance to attack.
- EvasionPassive ability: "Evasion"Requires: 4 skill points across Life Bloom, Earth Blood, Shield of Thorns, Flesh to Stone
- Regrowth3 levelsLevel 1Spell: "Regrowth"Level 2Overcast spell: "Regrowth Upgraded"Cooldown: -30% to "Regrowth"Level 3Miscast base chance: -15% for "Regrowth Upgraded"Overcast spell: "Regrowth Upgraded"Winds of Magic cost: -2 for "Regrowth"Winds of Magic cost: -3 for "Regrowth Upgraded"Cooldown: -50% to "Regrowth"Requires: EvasionBy speaking Druthandor's name the Wizard is able to heal allies' injuries much faster than by natural means.
- The Dwellers Below3 levelsLevel 1Spell: "The Dwellers Below"Level 2Overcast spell: "The Dwellers Below Upgraded"Cooldown: -30% to "The Dwellers Below"Level 3Miscast base chance: -15% for "The Dwellers Below Upgraded"Overcast spell: "The Dwellers Below Upgraded"Winds of Magic cost: -3 for "Dwellers Below"Winds of Magic cost: -3 for "Dwellers Below Upgraded"Cooldown: -50% to "The Dwellers Below"Requires: EvasionThis spell causes gnarled, fibrous hands to emerge from beneath the ground, dragging the foe to a claustrophobic, suffocating end.
- 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 Regrowth, The Dwellers Below, Earthing, Magical Reserves
Campaign
- Replenish Troops3 levelsLevel 1Replenish Troops action: Replenishment rate is increased by an additional 3%Level 2 · rank 5Replenish Troops action: Replenishment rate is increased by an additional 6%Level 3 · rank 10Replenish Troops action: Replenishment rate is increased by an additional 9%Those in the army can find succour or be replenished by the power of this champion.
- Hinder Replenishment3 levelsLevel 1Hinder Replenishment action: Replenishment is modified by an additional -10%Level 2 · rank 5Hinder Replenishment action: Replenishment is modified by an additional -20%Level 3 · rank 10Hinder Replenishment action: Replenishment is modified by an additional -40%The sight of a powerful figure extolling death and blasphemies can bring enemy ranks to their knees.
- Damage Walls3 levelsLevel 1Damage Walls action: 1 additional wall breachesLevel 2 · rank 5Damage Walls action: 2 additional wall breachesLevel 3 · rank 10Damage Walls action: 3 additional wall breachesThey cannot stop what they cannot see.
- 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.
- Cleanse Corruption3 levelsLevel 1Cleanse Corruption action: Corruption is reduced by an additional 1Level 2 · rank 5Cleanse Corruption action: Corruption is reduced by an additional 2Level 3 · rank 10Cleanse Corruption action: Corruption is reduced by an additional 3The locals take notice and will be inspired or frightened into action.
- 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.
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
Clawspeaker (Life) · base + skills + items; no techs, buffs, campaign or battle-context effects (vs a race, at sea…).
| Stat | Base | Build |
|---|---|---|
| Health | 4,548 | 4,548 |
| Armour | 20 | 20 |
| Leadership | 65 | 65 |
| Speed | 44 | 44 |
| Melee attack | 42 | 42 |
| Melee defence | 40 | 40 |
| Weapon strength | 325 | 325 |
| … armour-piercing | 100 | 100 |
| Charge bonus | 40 | 40 |
| Ward save % | 0 | 0 |
| Physical resistance % | 0 | 0 |
| Missile resistance % | 15 | 15 |
| Spell resistance % | 0 | 0 |
| Fire resistance % | 0 | 0 |
| Magical attacks | Yes | Yes |
| 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.
