Clawspeaker (Shadows) 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.
- Melkoth's Mystifying Miasma2 levelsLevel 1Overcast spell: "Melkoth's Mystifying Miasma Upgraded"Cooldown: -30% to "Melkoth's Mystifying Miasma"Level 2Miscast base chance: -15% for "Melkoth's Mystifying Miasma Upgraded"Overcast spell: "Melkoth's Mystifying Miasma Upgraded"Winds of Magic cost: -1 for "Melkoth's Mystifying Miasma"Winds of Magic cost: -2 for "Melkoth's Mystifying Miasma Upgraded"Cooldown: -50% to "Melkoth's Mystifying Miasma"The caster weaves a confounding fog that numbs and deludes enemies, causing them to stumble and stagger.
- Smoke & MirrorsPassive ability: "Smoke & Mirrors"Requires: Melkoth's Mystifying MiasmaA conjured shadow is just as obfuscating as a real one - the Shadow Wizard is master or mistress of the 'concealing' arts.
- The Enfeebling Foe3 levelsLevel 1Spell: "The Enfeebling Foe"Level 2Overcast spell: "The Enfeebling Foe Upgraded"Cooldown: -30% to "The Enfeebling Foe"Level 3Miscast base chance: -15% for "The Enfeebling Foe Upgraded"Overcast spell: "The Enfeebling Foe Upgraded"Winds of Magic cost: -1 for "The Enfeebling Foe"Winds of Magic cost: -2 for "The Enfeebling Foe Upgraded"Cooldown: -50% to "The Enfeebling Foe"Requires: Melkoth's Mystifying MiasmaWhen cast, this spell enfeebles enemy minds; they feel the crushing weight of reality bearing down upon them.
- The Withering3 levelsLevel 1Spell: "The Withering"Level 2Overcast spell: "The Withering Upgraded"Cooldown: -30% to "The Withering"Level 3Miscast base chance: -15% for "The Withering Upgraded"Overcast spell: "The Withering Upgraded"Winds of Magic cost: -1 for "The Withering"Winds of Magic cost: -2 for "The Withering Upgraded"Cooldown: -50% to "The Withering"Requires: Melkoth's Mystifying MiasmaThe Wizard destroys their enemies from within, corroding foes' minds with doubt and crisis.
- The Penumbral Pendulum3 levelsLevel 1Spell: "The Penumbral Pendulum"Level 2Overcast spell: "The Penumbral Pendulum Upgraded"Cooldown: -30% to "The Penumbral Pendulum"Level 3Miscast base chance: -15% for "The Penumbral Pendulum Upgraded"Overcast spell: "The Penumbral Pendulum Upgraded"Winds of Magic cost: -2 for "The Penumbral Pendulum"Winds of Magic cost: -3 for "The Penumbral Pendulum Upgraded"Cooldown: -50% to "The Penumbral Pendulum"Requires: Melkoth's Mystifying MiasmaA spectral pendulum is summoned by the Wizard. On command, it swings, razor sharp and with lethal speed, through the foe.
- EvasionPassive ability: "Evasion"Requires: 4 skill points across Smoke & Mirrors, The Enfeebling Foe, The Withering, The Penumbral Pendulum
- Pit of Shades3 levelsLevel 1Spell: "Pit of Shades"Level 2Overcast spell: "Pit of Shades Upgraded"Cooldown: -30% to "Pit of Shades"Level 3Miscast base chance: -15% for "Pit of Shades Upgraded"Overcast spell: "Pit of Shades Upgraded"Winds of Magic cost: -3 for "Pit of Shades"Winds of Magic cost: -3 for "Pit of Shades Upgraded"Cooldown: -50% to "Pit of Shades"Requires: EvasionThe spellcaster opens a vortex leading into the Pit. Anything caught within it will be lost forever.
- Okkam's Mindrazor3 levelsLevel 1Spell: "Okkam's Mindrazor"Level 2Overcast spell: "Okkam's Mindrazor Upgraded"Cooldown: -30% to "Okkam's Mindrazor"Level 3Miscast base chance: -15% for "Okkam's Mindrazor Upgraded"Overcast spell: "Okkam's Mindrazor Upgraded"Winds of Magic cost: -2 for "Okkam's Mindrazor"Winds of Magic cost: -3 for "Okkam's Mindrazor Upgraded"Cooldown: -50% to "Okkam's Mindrazor"Requires: EvasionThe supernatural solution is often the best; weapons materialise before the caster's allies, allowing them to slice through flesh, soul, and consciousness.
- 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 Pit of Shades, Okkam's Mindrazor, 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 (Shadows) · 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.
