
Clawspeaker (Shadows) skill planner
32 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).
- Wind HarmonyUnlocks at rank 7
Spell 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 7
Missile 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 20
When 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 1
Character will share +15% of experience earned between all other active Heroes of the same typeLevel 2 · rank 40
Character will share +30% of experience earned between all other active Heroes of the same typeLevel 3 · rank 50
Character 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 12
Campaign movement range: +10%"Never forget that we descend from Kamau himself, His will like the desert wind – unyielding, unseen, and unstoppable." - Hunter-Mystic
Vigour 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 Ceremonies
Corruption: -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 Conduit
Spell 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 Winds
Spell intensity: +5%Requires 2 of: 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.
- wh3_cp1_skill_cth_clawspeaker_shadows_offense_0Unlocks at rank 8
Passive ability: ""
Melee attack: +8
Melee defence: +6
Base weapon damage: +20%Requires all: wh3_cp1_skill_cth_clawspeaker_shadows_offense_4Not with: wh3_cp1_skill_cth_clawspeaker_shadows_mystic_0, wh3_cp1_skill_cth_clawspeaker_shadows_protect_0 - wh3_cp1_skill_cth_clawspeaker_shadows_offense_4
Battle prayer: ""
Attribute: Immune to Psychology for all Tiger Warrior units (Hero's army)
Attribute: Causes FearRequires: wh3_cp1_skill_cth_clawspeaker_shadows_offense_0 - wh3_cp1_skill_cth_clawspeaker_shadows_mystic_0Unlocks at rank 8
Passive ability: ""
Winds of Magic power reserve: +2 per turn
Winds of Magic power reserve capacity: +10Requires all: wh3_cp1_skill_cth_clawspeaker_shadows_mystic_4Not with: wh3_cp1_skill_cth_clawspeaker_shadows_offense_0, wh3_cp1_skill_cth_clawspeaker_shadows_protect_0 - wh3_cp1_skill_cth_clawspeaker_shadows_mystic_4
Battle prayer: ""
Winds of Magic cost: -1 for Lore of Beasts, Life, and Shadow spells
Cooldown: -15% to Lore of Beasts, Life, and Shadow spellsRequires: wh3_cp1_skill_cth_clawspeaker_shadows_mystic_0 - wh3_cp1_skill_cth_clawspeaker_shadows_protect_0Unlocks at rank 8
Passive ability: ""
Attrition: -10% casualties suffered from Chaos attrition (Hero's army)
Ward save: +5%Requires all: wh3_cp1_skill_cth_clawspeaker_shadows_protect_4Not with: wh3_cp1_skill_cth_clawspeaker_shadows_mystic_0, wh3_cp1_skill_cth_clawspeaker_shadows_offense_0 - wh3_cp1_skill_cth_clawspeaker_shadows_protect_4
Battle prayer: ""
Battle healing cap: +10% (Hero's army)
Casualty replenishment rate: +5% (Hero's army)Requires: wh3_cp1_skill_cth_clawspeaker_shadows_protect_0
- Melkoth's Mystifying Miasma2 levelsLevel 1
Overcast spell: "Melkoth's Mystifying Miasma Upgraded"
Cooldown: -30% to "Melkoth's Mystifying Miasma"Level 2
Miscast 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 & Mirrors
Passive 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 1
Spell: "The Enfeebling Foe"Level 2
Overcast spell: "The Enfeebling Foe Upgraded"
Cooldown: -30% to "The Enfeebling Foe"Level 3
Miscast 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 1
Spell: "The Withering"Level 2
Overcast spell: "The Withering Upgraded"
Cooldown: -30% to "The Withering"Level 3
Miscast 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 1
Spell: "The Penumbral Pendulum"Level 2
Overcast spell: "The Penumbral Pendulum Upgraded"
Cooldown: -30% to "The Penumbral Pendulum"Level 3
Miscast 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. - Evasion
Passive ability: "Evasion"Requires all: Smoke & Mirrors, The Enfeebling Foe, The Withering, The Penumbral Pendulum - Pit of Shades3 levelsLevel 1
Spell: "Pit of Shades"Level 2
Overcast spell: "Pit of Shades Upgraded"
Cooldown: -30% to "Pit of Shades"Level 3
Miscast 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 1
Spell: "Okkam's Mindrazor"Level 2
Overcast spell: "Okkam's Mindrazor Upgraded"
Cooldown: -30% to "Okkam's Mindrazor"Level 3
Miscast 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. - 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: Pit of Shades, Okkam's Mindrazor, Earthing, Magical Reserves
- Replenish Troops3 levelsLevel 1
Replenish Troops action: Replenishment rate is increased by an additional 3%Level 2 · rank 5
Replenish Troops action: Replenishment rate is increased by an additional 6%Level 3 · rank 10
Replenish 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 1
Hinder Replenishment action: Replenishment is modified by an additional -10%Level 2 · rank 5
Hinder Replenishment action: Replenishment is modified by an additional -20%Level 3 · rank 10
Hinder 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 1
Damage Walls action: 1 additional wall breachesLevel 2 · rank 5
Damage Walls action: 2 additional wall breachesLevel 3 · rank 10
Damage Walls action: 3 additional wall breachesThey cannot stop what they cannot see. - Wound3 levelsLevel 1
Wound action: Additional 5% chance of wounding targetLevel 2 · rank 5
Wound action: Additional 12% chance of wounding targetLevel 3 · rank 10
Wound action: Additional 21% chance of wounding targetSuch a champion will not bend or break, but slay in their Lord's name. - Cleanse Corruption3 levelsLevel 1
Cleanse Corruption action: Corruption is reduced by an additional 1
Corruption: -1 (local province)Level 2 · rank 5
Cleanse Corruption action: Corruption is reduced by an additional 2
Corruption: -2 (local province)Level 3 · rank 10
Cleanse Corruption action: Corruption is reduced by an additional 3
Corruption: -3 (local province)The locals take notice and will be inspired or frightened into action. - Specialist3 levelsLevel 1
Hero action cost: -10%
Hero action success chance: +1%Level 2
Hero action cost: -20%
Hero action success chance: +3%Level 3
Hero 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.
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.