
Drycha skill planner
Wood ElvesLegendary lordUnit stats
53 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).
- The Skewering BranchUnlocks at rank 5
Armour-piercing weapon damage: +3 for Dryads units (Lord's army)
Armour-piercing weapon damage: +10 for Tree Kin units (Lord's army)No hide nor armour can stand against the piercing fury of a Dryad or Tree Kin's savage limbs. - Skin of the WoodsUnlocks at rank 8
Ward save: +20% for Tree Kin units (Lord's army)Hewn from the same forest that surrounds them, Tree Kin withstand attacks like the forest withstands the fury of the seasons. - Dark HeartUnlocks at rank 1 · 2 levelsLevel 1
Armour-piercing weapon damage: +3 for Cave Bats, Feral Manticore, Giant Spiders, Great Hawks, Giant Wolves and Feral Bears units (Lord's army)
Charge bonus: +6 for Cave Bats, Feral Manticore, Giant Spiders, Great Hawks, Giant Wolves and Feral Bears units (Lord's army)
Speed: +5% for Cave Bats, Feral Manticore, Giant Spiders, Great Hawks, Giant Wolves and Feral Bears units (Lord's army)Level 2 · rank 1
Armour-piercing weapon damage: +6 for Cave Bats, Feral Manticore, Giant Spiders, Great Hawks, Giant Wolves and Feral Bears units (Lord's army)
Charge bonus: +12 for Cave Bats, Feral Manticore, Giant Spiders, Great Hawks, Giant Wolves and Feral Bears units (Lord's army)
Speed: +10% for Cave Bats, Feral Manticore, Giant Spiders, Great Hawks, Giant Wolves and Feral Bears units (Lord's army)The wild beasts of the forest always sense the emotions of the Treemen, empathising with their pain over eons of loss. - Scent of BloodUnlocks at rank 14
Passive ability: "Frenzy" for Cave Bats, Feral Manticore, Giant Spiders, Great Hawks, Giant Wolves and Feral Bears units (Lord's army)
Recruitment cost: -25% for units recruited from the Wild Spirits panelThe promise of spilt blood rouses the forest’s predators from their lairs, salivating in anticipation of the slaughter. - Army of RenownUnlocks at rank 10 · 3 levelsLevel 1 · free at rank 10
Regiments of Renown army capacity: +2 (own army)Level 2 · free at rank 20
Regiments of Renown army capacity: +4 (own army)Level 3 · free at rank 30
Regiments of Renown army capacity: +6 (own army)If their renown does them justice, they will be fit to serve one whose fame they will never outstrip. - MentorUnlocks at rank 30 · 3 levelsLevel 1
Character experience gain: +20% (Heroes in Lord's army)
Character will share +15% of experience earned between all other active LordsLevel 2 · rank 40
Character experience gain: +35% (Heroes in Lord's army)
Character will share +30% of experience earned between all other active LordsLevel 3 · rank 50
Character experience gain: +50% (Heroes in Lord's army)
Character will share +50% of experience earned between all other active LordsHaving learned much in their long years of service, this character now turns their attention to training others.
- Nature’s VengeanceUnlocks at rank 12
"Roused to Wrath" ability gains increased range, and the summoned Dryads no longer degrade
Charge bonus: +10 for Dryad, Tree Kin and Treeman units (Lord's army)Those at forest fringes where the Wargrove is known to dwell gather anything but deadwood at their peril! - Roots of Woe
Ability: "Pageant of Shrikes"
Charge bonus: +20
Weapon strength: +12%Requires: Nature’s VengeanceMany believe Drycha lost her mind when Morghur’s blood was spilt amongst the roots of the once-glorious creature known as the Tree of Woe. - Indoctrinator
Replaces the "Glamoured" passive ability with "Insidious Glamour" for all Elf units (Lord's army)
Winds of Magic cost: -1 for "Melkoth's Mystifying Miasma"
Winds of Magic cost: -2 for "Melkoth's Mystifying Miasma Upgraded"Requires: Nature’s VengeanceAfter years examining the Elves’ every action, the Briarmaven knows how to exploit their strengths as well as their weaknesses. - Shifting Woods
Ability: "Befuddlement of Mischiefs"
Attribute: Causes Fear and Terror when ambushing in forests (Lord's army)
Ambush success chance: +15% (Lord's army)Requires: Nature’s VengeanceThe verdant labyrinth of the forest unsettles even the most courageous soul. - The Natural Order
Hero action cost: -25% for Branchwraiths
Unlocks Hero recruitment: Branchwraith (all provinces)
Hero recruit rank: +3 for Branchwraiths (factionwide)Requires: Nature’s VengeanceThe Ancients’ former handmaidens were once the forest’s overseers, taming the Winds to bring sustenance to bough and branch – that time will come again. - Mantra of the Fallen
Enemy leadership: -8 for Elven units (enemy armies in local province)
"Roused to Wrath" ability gains an additional charge and infinite range
Leadership: +8 for Dryads, Tree Kin and Treemen units (Lord's army)Requires 2 of: Roots of Woe, Indoctrinator, Shifting Woods, The Natural OrderMany are the spirits Drycha believes have been failed by the Asrai, their names remembered by the enchantments of her unending mantra.
- Foe-Seeker
Ability: "Foe-Seeker"From one bloodied, lifeless corpse to the next, this one is always looking for the next adversary to best. - Endurance of the Oak2 levelsLevel 1
Hit points: +7%Level 2
Hit points: +15%Requires: Foe-SeekerTaking their cue from the forest itself, the Lord endures and overcomes all. - Impenetrable Bark2 levelsLevel 1
Armour: +15Level 2
Armour: +30Requires: Foe-SeekerUsing the forest itself as a shield, this Lord is protected by their devotion to Athel Loren. - Tempered Rigour2 levelsLevel 1
Melee attack: +6
Melee defence: +6Level 2
Melee attack: +12
Melee defence: +12Requires: Foe-SeekerWhen to strike, when to block, when to dodge. These are all skills the warriors of Athel Loren must perfect. - Violent Delights2 levelsLevel 1
Weapon strength: +15%Level 2
Weapon strength: +30%Requires: Foe-SeekerThere is no greater thrill than to be in the midst of battle, slaughtering in the forest's name. - Deadly Onslaught
Ability: "Deadly Onslaught"Requires all: Endurance of the Oak, Impenetrable Bark, Tempered Rigour, Violent DelightsThe war is endless. The cycle of charging, clashing, and bloody hand-to-hand fighting is without end. It will never stop.
- 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 Foe2 levelsLevel 1
Overcast spell: "The Enfeebling Foe Upgraded"
Cooldown: -30% to "The Enfeebling Foe"Level 2
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 Withering2 levelsLevel 1
Overcast spell: "The Withering Upgraded"
Cooldown: -30% to "The Withering"
Spell: "The Withering"Level 2
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 Pendulum2 levelsLevel 1
Overcast spell: "The Penumbral Pendulum Upgraded"
Cooldown: -30% to "The Penumbral Pendulum"
Spell: "The Penumbral Pendulum"Level 2
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 Shades2 levelsLevel 1
Overcast spell: "Pit of Shades Upgraded"
Cooldown: -30% to "Pit of Shades"
Spell: "Pit of Shades"Level 2
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 Mindrazor2 levelsLevel 1
Overcast spell: "Okkam's Mindrazor Upgraded"
Cooldown: -30% to "Okkam's Mindrazor"
Spell: "Okkam's Mindrazor"Level 2
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: Earthing, Magical Reserves, Pit of Shades, Okkam's Mindrazor
- Inspiring Presence
Unit experience gain per turn: +75 (Lord's army)
Character's aura leadership effect: +5There are Lords that radiate power, confidence and fear, inspiring their followers to great or terrible acts. - Piercing Thorns3 levelsLevel 1
Melee attack: +4 for Eternal Guard and Dryads units (Lord's army)Level 2
Melee attack: +4 for Eternal Guard and Dryads units (Lord's army)
Weapon strength: +6% for Eternal Guard and Dryads units (Lord's army)Level 3
Melee attack: +6 for Eternal Guard and Dryads units (Lord's army)
Weapon strength: +12% for Eternal Guard and Dryads units (Lord's army)Requires: Inspiring PresenceEvery blade and barbed branch will eventually find its mark – when they do, the forest’s infinite anger is truly felt. - Bolts of the Forest3 levelsLevel 1
Missile strength: +4% for Glade Guard, Deepwood Scouts, and Waywatchers units (Lord's army)Level 2
Missile strength: +6% for Glade Guard, Deepwood Scouts, and Waywatchers units (Lord's army)
Reload time reduction: +4% for Glade Guard, Deepwood Scouts, and Waywatchers units (Lord's army)Level 3
Missile strength: +8% for Glade Guard, Deepwood Scouts, and Waywatchers units (Lord's army)
Reload time reduction: +8% for Glade Guard, Deepwood Scouts, and Waywatchers units (Lord's army)Requires: Inspiring PresenceLet each bolt be imbued with the strength of Kurnous, and bring death to all his enemies. - Striking Branches3 levelsLevel 1
Speed: +6% for Glade Riders, Wild Riders, Great Stag Knights, Zoats and Sisters of the Thorn units (Lord's army)Level 2
Charge bonus: +6 for Glade Riders, Wild Riders, Great Stag Knights, Zoats and Sisters of the Thorn units (Lord's army)
Speed: +9% for Glade Riders, Wild Riders, Great Stag Knights, Zoats and Sisters of the Thorn units (Lord's army)Level 3
Charge bonus: +12 for Glade Riders, Wild Riders, Great Stag Knights, Zoats and Sisters of the Thorn units (Lord's army)
Speed: +12% for Glade Riders, Wild Riders, Great Stag Knights, Zoats and Sisters of the Thorn units (Lord's army)Requires: Inspiring PresenceLet the enemy feel the fury of nature, embodied in these warriors as they crash through their lines. - Swinging Boughs3 levelsLevel 1
Melee attack: +4 for Wardancers, Bladesingers and Wildwood Rangers units (Lord's army)Level 2
Melee attack: +4 for Wardancers, Bladesingers and Wildwood Rangers units (Lord's army)
Melee defence: +4 for Wardancers, Bladesingers and Wildwood Rangers units (Lord's army)Level 3
Melee attack: +6 for Wardancers, Bladesingers and Wildwood Rangers units (Lord's army)
Melee defence: +6 for Wardancers, Bladesingers and Wildwood Rangers units (Lord's army)Requires: Inspiring PresenceThe warrior strikes with the strength of a swinging tree limb; few can stand against such strength. - Ancient Bark3 levelsLevel 1
Armour: +6 for Tree Kin and Treeman units (Lord's army)Level 2
Armour: +9 for Tree Kin and Treeman units (Lord's army)
Physical resistance: 3% for Tree Kin and Treeman units (Lord's army)Level 3
Armour: +12 for Tree Kin and Treeman units (Lord's army)
Physical resistance: 6% for Tree Kin and Treeman units (Lord's army)Requires: Inspiring PresenceCenturies upon centuries of existence have given these ancient Tree Spirits a natural armour, mitigating any physical blows dealt against them. - Wings of the Forest3 levelsLevel 1
Weapon strength: +6% for Hawk Riders, Great Eagle, and Forest Dragon units (Lord's army)Level 2
Charge bonus: +6 for Hawk Riders, Great Eagle, and Forest Dragon units (Lord's army)
Reload time reduction: +4% for Hawk Riders units (Lord's army)
Weapon strength: +6% for Hawk Riders, Great Eagle, and Forest Dragon units (Lord's army)Level 3
Charge bonus: +12 for Hawk Riders, Great Eagle, and Forest Dragon units (Lord's army)
Reload time reduction: +8% for Hawk Riders units (Lord's army)
Weapon strength: +9% for Hawk Riders, Great Eagle, and Forest Dragon units (Lord's army)Requires: Inspiring PresenceNot all of the forest's guardians are rooted to the ground – flying enemies will always be in danger from the woodland's airborne protectors. - Rally!
Ability: "Rally!"Requires all: Piercing Thorns, Bolts of the Forest, Striking Branches, Swinging Boughs, Ancient Bark, Wings of the Forest - Shield of the Forest
Armour: +12 for Eternal Guard, Dryads, Wardancers, Bladesingers and Wildwood Rangers units (Rank 7 and above) (Lord's army)
Melee defence: +5 for Eternal Guard, Dryads, Wardancers, Bladesingers and Wildwood Rangers units (Rank 7 and above) (Lord's army)
Physical resistance: 10% for Eternal Guard, Dryads, Wardancers, Bladesingers and Wildwood Rangers units (Rank 7 and above) (Lord's army)Requires: Rally!Armour as hard as the ancient bark of the forest, it repels blows that would rend others asunder. - Nature's Quiver
Ammunition: +20% for Glade Guard, Deepwood Scouts, and Waywatchers units (Rank 7 and above) (Lord's army)
Missile resistance: 15% for Glade Guard, Deepwood Scouts, and Waywatchers units (Rank 7 and above) (Lord's army)
Range: +10% for Glade Guard, Deepwood Scouts, and Waywatchers units (Rank 7 and above) (Lord's army)Requires: Rally!What is a ranger without an arrow? Who can be the best without dozens? - Swift & Sturdy
Charge bonus: +12 for Glade Riders, Wild Riders, Great Stag Knights, Zoats, Sisters of the Thorn and Hawk Riders units (Rank 7 and above) (Lord's army)
Melee defence: +5 Glade Riders, Wild Riders, Great Stag Knights, Zoats, Sisters of the Thorn and Hawk Riders units (Rank 7 and above) (Lord's army)
Missile strength: +12% for Glade Riders, Sisters of the Thorn and Hawk Riders units (Rank 7 and above) (Lord's army)
Weapon strength: +12% Glade Riders, Wild Riders, Great Stag Knights, Zoats, Sisters of the Thorn and Hawk Riders units (Rank 7 and above) (Lord's army)Requires: Rally!Moving like the wind, whistling past tree branches, the riders of the forest hunt any who would do harm to the place they call home. - The Forest's Roar
Melee attack: +5 for Tree Kin, Treeman, Great Eagle, and Forest Dragon units (Rank 7 and above) (Lord's army)
Melee defence: +5 for Tree Kin, Treeman, Great Eagle, and Forest Dragon units (Rank 7 and above) (Lord's army)
Missile resistance: 15% for Tree Kin, Treeman, Great Eagle, and Forest Dragon units (Rank 7 and above) (Lord's army)Requires: Rally!All of Athel Loren shouts with a fury as old as the ages, and the enemy knows its power. - Stand Your Ground!
Replaces: "Rally!"
Ability: "Stand Your Ground!"Requires 1 of: Shield of the Forest, Nature's Quiver, Swift & Sturdy, The Forest's Roar
- Ever-Reaching Tendrils
Campaign movement range: +5%The denizens of the forest will travel many miles to see those who would threaten Athel Loren put to rout. - Wonders of the Forest3 levelsLevel 1
Income from post-battle loot: +10%
Income from raiding: +5% (Lord's army)
Income from razing settlements: +2%Level 2
Income from post-battle loot: +20%
Income from raiding: +12% (Lord's army)
Income from razing settlements: +5%Level 3
Income from post-battle loot: +30%
Income from raiding: +20% (Lord's army)
Income from razing settlements: +10%Requires: Ever-Reaching TendrilsAthel Loren provides for its deserving children, with wondrous boons gifted in recognition of their many endeavours. - Nature's Salve3 levelsLevel 1
Corruption: -1 (local province)Level 2
Corruption: -2 (local province)Level 3
Corruption: -3 (local province)Requires: Ever-Reaching TendrilsThe Worldroots provide succour for their children, purging the forests of any corrupting infestation. - Obscuring Canopy3 levelsLevel 1
Ambush success chance: +5% (Lord's army)Level 2
Missile strength: +5% during ambushes (Lord's army)
Ambush success chance: +10% (Lord's army)Level 3
Missile strength: +10% during ambushes (Lord's army)
Ambush success chance: +20% (Lord's army)Requires: Ever-Reaching TendrilsThe magics of the woods obscure and connive, able to turn enemy blades away from their targets. - Growth of the Forest3 levelsLevel 1
Growth: +5 (local province)
Control: +1 (local province)Level 2
Growth: +12 (local province)
Control: +1 (local province)Level 3
Growth: +20 (local province)
Control: +2 (local province)Requires: Ever-Reaching TendrilsThe forest provides for its warriors, rehabilitating and regenerating wounds suffered in its defence. - Open Branches
Recruit rank: +1 for all units
Global recruitment capacity: +1Requires all: Wonders of the Forest, Nature's Salve, Obscuring Canopy, Growth of the ForestFrom all corners of the forest, they come to defend their homes. - Lightning Strike3 levelsLevel 1
Enemy battle reinforcement time: +25%
Battle reinforcement time: -10%
Reinforcements supporting this army can have their arrival point adjusted by +250 metres without incurring any time penaltyLevel 2
Enemy battle reinforcement time: +50%
Battle reinforcement time: -20%
Reinforcements supporting this army can have their arrival point adjusted by +600 metres without incurring any time penaltyLevel 3
Enemy battle reinforcement time: +50%
Battle reinforcement time: -30%
Reinforcements supporting this army can have their arrival point adjusted by +1000 metres without incurring any time penalty
Enables lightning strike battles when reinforcements are presentRequires: Open Branches"The time to strike is now!" - Swiftfingers3 levelsLevel 1
Magic item drop chance from battle: +5%
Post battle chance of stealing a magic item: +5%Level 2
Magic item drop chance from battle: +10%
Post battle chance of stealing a magic item: +10%Level 3
Magic item drop chance from battle: +15%
Post battle chance of stealing a magic item: +15%Requires: Open BranchesThe dead do not want for material possessions, yet the living may yet find value in them… - Perenniality3 levelsLevel 1
Casualty replenishment rate: +4% (Lord's army)Level 2
Casualty replenishment rate: +8% (Lord's army)Level 3
Casualty replenishment rate: +15% (Lord's army)Requires: Open BranchesLike the forest itself, the warriors of Athel Loren ebb and flow and regenerate with the passing of time. - Quartermaster3 levelsLevel 1
Upkeep: -3% (Lord's army)Level 2
Upkeep: -6% (Lord's army)Level 3
Upkeep: -10% (Lord's army)Requires: Open BranchesA good quartermaster can ration equipment and foodstuffs efficiently, making supplies last longer. - Home Amongst the Boughs
Enemy Hero action success chance: -10%
Hero self-defence: +25% chance of wounding aggressors
Campaign movement range: +5%
Recruit rank: +1 for all units (Lord's army)
Upkeep: -8% (Lord's army)Requires all: Quartermaster, Lightning Strike, Swiftfingers, PerennialityThe forest-dwellers draw from the strength of Kurnous to fight ever harder, and be ever stronger.
All effects of this build
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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.