Cultist of Tzeentch skill tree & build planner
25 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
- Chaos SteedUnlocks at rank 4Mount: Chaos SteedThe dread steeds of Chaos are more than mere horses, but creatures tainted by Daemon blood, said to be gifts from the Dark Gods themselves.
- Chaos WarshrineUnlocks at rank 14Mount: WarshrineA vast, mobile altar allows the souls of the slain to be ritualistically condemned directly from the field of slaughter.
- Gate of TzeentchUnlocks at rank 13 · 3 levelsLevel 1Ability: "Gate of Tzeentch"Level 2Ability: "Gate of Tzeentch"Ability number of uses: +1 for "Gate of Tzeentch"Level 3Ability: "Gate of Tzeentch"Ability number of uses: +2 for "Gate of Tzeentch"
- Greater Gate of TzeentchAbility: "Greater Gate of Tzeentch"Requires: 3 points in Gate of Tzeentch
- Invulnerable Through ChangeUnlocks at rank 7Missile resistance: 10%With just a wave of the hand, projectiles fired at this servant of Tchar are turned from sharp and pointy to soft and entirely harmless.
- Hates NurgleUnlocks at rank 4 · Starting skillMelee attack: +10 when fighting against Nurglish factionsWeapon strength: +15% when fighting against Nurglish factionsPerhaps it is the Fly Lord's apparent nonchalance that enrages Tzeentch so? Whatever the reason, the Great Game's greatest player, and his greatest servant, have an adversary on which to focus their ire.
- 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.
- Fireball2 levelsLevel 1Overcast spell: "Fireball Upgraded"Cooldown: -30% to "Fireball"Level 2Miscast base chance: -15% for "Fireball Upgraded"Overcast spell: "Fireball Upgraded"Winds of Magic cost: -1 for "Fireball"Winds of Magic cost: -2 for "Fireball Upgraded"Cooldown: -50% to "Fireball"
- KindleflamePassive ability: "Kindleflame"Requires: Fireball
- Cascading Fire-Cloak2 levelsLevel 1Spell: "Cascading Fire Cloak"Level 2Winds of Magic cost: -1 for "Cascading Fire Cloak"Cooldown: -50% to "Cascading Fire Cloak"Spell: "Cascading Fire Cloak"Requires: Fireball
- Flaming Sword of Rhuin3 levelsLevel 1Spell: "Flaming Sword of Rhuin"Level 2Overcast spell: "Flaming Sword of Rhuin Upgraded"Cooldown: -30% to "Flaming Sword of Rhuin"Level 3Miscast base chance: -15% for "Flaming Sword of Rhuin Upgraded"Overcast spell: "Flaming Sword of Rhuin Upgraded"Winds of Magic cost: -2 for "Flaming Sword of Rhuin"Winds of Magic cost: -2 for "Flaming Sword of Rhuin Upgraded"Cooldown: -50% to "Flaming Sword of Rhuin"Requires: Fireball
- The Burning Head3 levelsLevel 1Spell: "The Burning Head"Level 2Overcast spell: "The Burning Head Upgraded"Cooldown: -30% to "The Burning Head"Level 3Miscast base chance: -15% for "The Burning Head Upgraded"Overcast spell: "The Burning Head Upgraded"Winds of Magic cost: -2 for "The Burning Head"Winds of Magic cost: -3 for "The Burning Head Upgraded"Cooldown: -50% to "The Burning Head"Requires: Fireball
- Prismatic PluralityPassive ability: "Prismatic Plurality"Requires: 4 skill points across Kindleflame, Cascading Fire-Cloak, Flaming Sword of Rhuin, The Burning Head
- Piercing Bolts of Burning3 levelsLevel 1Spell: "Piercing Bolts of Burning"Level 2Overcast spell: "Piercing Bolts of Burning Upgraded"Cooldown: -30% to "Piercing Bolts of Burning"Level 3Miscast base chance: -15% for "Piercing Bolts of Burning Upgraded"Overcast spell: "Piercing Bolts of Burning Upgraded"Winds of Magic cost: -2 for "Piercing Bolts of Burning"Winds of Magic cost: -3 for "Piercing Bolts of Burning Upgraded"Cooldown: -50% to "Piercing Bolts of Burning"Requires: Prismatic Plurality
- Flame Storm3 levelsLevel 1Spell: "Flame Storm"Level 2Overcast spell: "Flame Storm Upgraded"Cooldown: -30% to "Flame Storm"Level 3Miscast base chance: -15% for "Flame Storm Upgraded"Overcast spell: "Flame Storm Upgraded"Winds of Magic cost: -3 for "Flame Storm"Winds of Magic cost: -3 for "Flame Storm Upgraded"Cooldown: -50% to "Flame Storm"Requires: Prismatic Plurality
- EarthingMiscast base chance: -15%Requires: Prismatic PluralityBy 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: Prismatic PluralityA 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, Piercing Bolts of Burning, Flame Storm
Campaign
- Increase Mobility3 levelsLevel 1Increase Mobility action: Movement range is increased by an additional 5%Level 2 · rank 5Increase Mobility action: Movement range is increased by an additional 10%Level 3 · rank 10Increase Mobility action: Movement range is increased by an additional 15%Whether it be training harder, travelling lighter, eating less or sleeping better, there's always a way to draw more from the day.
- Spread Corruption3 levelsLevel 1Spread Corruption action: Tzeentch corruption is increased by an additional 1Level 2 · rank 5Spread Corruption action: Tzeentch corruption is increased by an additional 2Level 3 · rank 10Spread Corruption action: Tzeentch corruption is increased by an additional 3The locals take notice and will be inspired or frightened into action.
- 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.
- 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.
- 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
Cultist of Tzeentch · base + skills + items; no techs, buffs, campaign or battle-context effects (vs a race, at sea…).
| Stat | Base | Build |
|---|---|---|
| Health | 3,688 | 3,688 |
| Barrier | 600 | 600 |
| Armour | 15 | 15 |
| Leadership | 55 | 55 |
| Speed | 34 | 34 |
| Melee attack | 25 | 25 |
| Melee defence | 30 | 30 |
| Weapon strength | 285 | 285 |
| … armour-piercing | 85 | 85 |
| 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 | Yes | Yes |
| Flaming attacks | No | No |
All effects of this build
- Melee attack: +10 when fighting against Nurglish factions
- Weapon strength: +15% when fighting against Nurglish factions
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.
