
Damsel (Life) skill planner
23 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).
- Barded WarhorseUnlocks at rank 5
Mount: Barded WarhorseThe finest horses in the Old World, bred for their endurance and fiery temperament, barded for further protection. - UnicornUnlocks at rank 10
Mount: UnicornIts forehead adorned with a spiral horn, this noble mount carries the Damsel where their magical gifts are needed most. - Aura of the LadyUnlocks at rank 12
Passive ability: "Aura of the Lady"Acolytes too are blessed by the Lady's spirit, enabling them to resist magical attacks. - Lady’s MantleUnlocks at rank 8
Missile resistance: 10%From the verdant depths, the Lady rises to protect the faithful. - 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.
- Awakening of the Wood2 levelsLevel 1
Cooldown: -30% to "Awakening of the Wood"
Spell: "Awakening of the Wood"Level 2
Winds 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 Bloom
Passive 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 1
Spell: "Earth Blood"Level 2
Overcast spell: "Earth Blood Upgraded"
Cooldown: -30% to "Earth Blood"Level 3
Miscast 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 1
Spell: "Shield of Thorns"Level 2
Overcast spell: "Shield of Thorns Upgraded"
Cooldown: -30% to "Shield of Thorns"Level 3
Miscast 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 1
Spell: "Flesh to Stone"Level 2
Overcast spell: "Flesh to Stone Upgraded"
Cooldown: -30% to "Flesh to Stone"Level 3
Miscast 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. - Evasion
Passive ability: "Evasion"Requires all: Life Bloom, Earth Blood, Shield of Thorns, Flesh to Stone - Regrowth3 levelsLevel 1
Spell: "Regrowth"Level 2
Overcast spell: "Regrowth Upgraded"
Cooldown: -30% to "Regrowth"Level 3
Miscast 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 1
Spell: "The Dwellers Below"Level 2
Overcast spell: "The Dwellers Below Upgraded"
Cooldown: -30% to "The Dwellers Below"Level 3
Miscast 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. - 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: Earthing, Magical Reserves, Regrowth, The Dwellers Below
- 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. - 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. - Steal Technology3 levelsLevel 1
Steal Technology action: Research rate is increased by an additional 3Level 2 · rank 5
Steal Technology action: Research rate is increased by an additional 6Level 3 · rank 10
Steal 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 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. - Block Army3 levelsLevel 1
Block Army action: Movement range is modified by an additional -3%Level 2 · rank 5
Block Army action: Movement range is modified by an additional -8%Level 3 · rank 10
Block Army action: Movement range is modified by an additional -15%To sow discord and confuse the enemy, sending them down the wrong route or befuddling their senses. - 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.