Durthu skill tree & build planner
Wood ElvesLegendary lordUnit stats
56 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
- The Skewering BranchUnlocks at rank 5Armour-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 8Ward 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.
- Rain of SpinesUnlocks at rank 10Reload time reduction: +8% (Lord's army)A ranger should give no reprieve to the foe. Arrows must fall like a deluge, as deadly as lightning.
- Speed of the HunterUnlocks at rank 10Speed: +15% for Elven units (Lord's army)Elven hunters emulate Kurnous, the God of the Hunt. Their speed and swiftness is therefore without peer.
- Howl of the ForestUnlocks at rank 6Passive ability: "Howl of the Forest"Not with: Possessed by the Trickster God, Sight Beyond SightThe Lord charges their troops to fight for Athel Loren, for their very souls are tethered to its fate.
- Sight Beyond SightUnlocks at rank 6Passive ability: "Sight Beyond Sight"Not with: Howl of the Forest, Possessed by the Trickster GodWaystalkers’ keen eyes can spot an enemy at a distance that defies belief, and so they demand the same of their troops.
- Possessed by the Trickster GodUnlocks at rank 6Passive ability: "Possessed by the Trickster God"Not with: Howl of the Forest, Sight Beyond SightOnce consumed by Loec’s aspect, one can instinctively evade attack through trickery, mimicking his deception of the Dark Gods.
- Army of RenownUnlocks at rank 10 · 3 levelsLevel 1 · free at rank 10Regiments of Renown army capacity: +2 (own army)Level 2 · free at rank 20Regiments of Renown army capacity: +4 (own army)Level 3 · free at rank 30Regiments 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 1Character experience gain: +20% (Heroes in Lord's army)Character will share +15% of experience earned between all other active LordsLevel 2 · rank 40Character experience gain: +35% (Heroes in Lord's army)Character will share +30% of experience earned between all other active LordsLevel 3 · rank 50Character 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.
- Ancient EnmityUnlocks at rank 12Cooldown: -33% to "Lamentation of Despairs"Leadership: +8 when laying siege or encircling (Lord's army)Any compassion remaining in Durthu’s ancient mind has eroded, making him little more than a destroyer.
- BoughwardenPhysical resistance: 10% during forest battles (Lord's army)Winds of Magic power reserve capacity: +10 (own army)Melee defence: +5 when defending (Lord's army)Requires: Ancient EnmityDurthu's connection with the forest is absolute, his mere presence enough to harness the power of the other, long-slumbering Ancients.
- WardbarkArmour: +15 for Dryad, Tree Kin and Treeman units (Lord's army)Fire resistance: 20% for Dryad, Tree Kin and Treeman units (Lord's army)Requires: Ancient EnmityNo mere fire of the natural world can burn that which is born of Athel Loren.
- Rage of KurnousWinds of Magic cost: -2 for "Pann's Impenetrable Pelt"Winds of Magic cost: -4 for "Pann's Impenetrable Pelt Upgraded"Winds of Magic cost: -2 for "Wyssan's Wildform"Winds of Magic cost: -4 for "Wyssan's Wildform Upgraded"Requires: Ancient EnmityThe forest has a great rage, which is manifest in its warriors' violent deeds in Kurnous' name.
- Oaken HeartsLeadership: +5 when attacking (Lord's army)Vigour loss reduction: -33% (Lord's army)Requires: Ancient EnmityDurthu's towering form is as unyielding and implacable as the earth itself.
- Awaken the WoodsEnables Awakened Forest attrition (enemy armies in region)Requires: 2 skill points across Boughwarden, Wardbark, Rage of Kurnous, Oaken HeartsThe sheer weight of Durthu's hatred is great enough to seep into the very land upon which he treads.
- Foe-SeekerAbility: "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 1Hit points: +7%Level 2Hit points: +15%Requires: Foe-SeekerTaking their cue from the forest itself, the Lord endures and overcomes all.
- Impenetrable Bark2 levelsLevel 1Armour: +15Level 2Armour: +30Requires: Foe-SeekerUsing the forest itself as a shield, this Lord is protected by their devotion to Athel Loren.
- Tempered Rigour2 levelsLevel 1Melee attack: +6Melee defence: +6Level 2Melee attack: +12Melee 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 1Weapon strength: +15%Level 2Weapon strength: +30%Requires: Foe-SeekerThere is no greater thrill than to be in the midst of battle, slaughtering in the forest's name.
- Deadly OnslaughtAbility: "Deadly Onslaught"Requires: 4 skill points across 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.
- Wyssan's Wildform2 levelsLevel 1Overcast spell: "Wyssan's Wildform Upgraded"Cooldown: -30% to "Wyssan's Wildform"Level 2Miscast base chance: -15% for "Wyssan's Wildform Upgraded"Overcast spell: "Wyssan's Wildform Upgraded"Winds of Magic cost: -1 for "Wyssan's Wildform"Winds of Magic cost: -1 for "Wyssan's Wildform Upgraded"Cooldown: -50% to "Wyssan's Wildform"The spellcaster unleashes the beast within, using its fury to transform allies into bestial forms.
- Wild HeartPassive ability: "Wild Heart"Requires: Wyssan's WildformThe spellcaster attunes the magic of the wild, channelling its ancient and arcane power.
- Flock of Doom2 levelsLevel 1Overcast spell: "Flock of Doom Upgraded"Cooldown: -30% to "Flock of Doom"Spell: "Flock of Doom"Level 2Miscast base chance: -15% for "Flock of Doom Upgraded"Overcast spell: "Flock of Doom Upgraded"Winds of Magic cost: -1 for "Flock of Doom"Winds of Magic cost: -2 for "Flock of Doom Upgraded"Cooldown: -50% to "Flock of Doom"Requires: Wyssan's WildformWith a mighty bellow, the caster invokes Corvus the Crow Lord, summoning his servants to peck at the foe's eyes.
- Pann's Impenetrable Pelt2 levelsLevel 1Overcast spell: "Pann's Impenetrable Pelt Upgraded"Cooldown: -30% to "Pann's Impenetrable Pelt"Spell: "Pann's Impenetrable Pelt"Level 2Miscast base chance: -15% for "Pann's Impenetrable Pelt Upgraded"Overcast spell: "Pann's Impenetrable Pelt Upgraded"Winds of Magic cost: -1 for "Pann's Impenetrable Pelt"Winds of Magic cost: -2 for "Pann's Impenetrable Pelt Upgraded"Cooldown: -50% to "Pann's Impenetrable Pelt"Requires: Wyssan's WildformCalling upon the beast spirits of the wild, the caster sheathes vulnerable flesh in unyielding fur and hide.
- The Amber Spear2 levelsLevel 1Overcast spell: "The Amber Spear Upgraded"Cooldown: -30% to "The Amber Spear"Spell: "The Amber Spear"Level 2Miscast base chance: -15% for "The Amber Spear Upgraded"Overcast spell: "The Amber Spear Upgraded"Winds of Magic cost: -2 for "The Amber Spear"Winds of Magic cost: -2 for "The Amber Spear Upgraded"Cooldown: -50% to "The Amber Spear"Requires: Wyssan's WildformSounding a gnarled horn, the caster summons a glowing amber spear and hurls it at the foe with uncanny accuracy.
- EvasionPassive ability: "Evasion"Requires: 4 skill points across Wild Heart, Flock of Doom, Pann's Impenetrable Pelt, The Amber Spear
- The Curse of Anraheir2 levelsLevel 1Overcast spell: "The Curse of Anraheir Upgraded"Cooldown: -30% to "The Curse of Anraheir"Spell: "The Curse of Anraheir"Level 2Miscast base chance: -15% for "The Curse of Anraheir Upgraded"Overcast spell: "The Curse of Anraheir Upgraded"Winds of Magic cost: -2 for "The Curse of Anraheir"Winds of Magic cost: -2 for "The Curse of Anraheir Upgraded"Cooldown: -50% to "The Curse of Anraheir"Requires: EvasionNebulous nature spirits assail the foe, clawing at them with hands not nearly as insubstantial as they appear.
- Transformation of KadonWinds of Magic cost: -6 for "Transformation of Kadon"Spell: "Transformation of Kadon"Requires: EvasionKadon, a master of forms, was able to shift his shape into anything he chose. This mastery is used to summon a Great Eagle, as if Kadon himself fights for you.
- 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 Earthing, Magical Reserves, The Curse of Anraheir, Transformation of Kadon
Battle
- Inspiring PresenceUnit 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 1Melee attack: +4 for Eternal Guard and Dryads units (Lord's army)Level 2Melee attack: +4 for Eternal Guard and Dryads units (Lord's army)Weapon strength: +6% for Eternal Guard and Dryads units (Lord's army)Level 3Melee 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 1Missile strength: +4% for Glade Guard, Deepwood Scouts, and Waywatchers units (Lord's army)Level 2Missile 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 3Missile 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 1Speed: +6% for Glade Riders, Wild Riders, Great Stag Knights, Zoats and Sisters of the Thorn units (Lord's army)Level 2Charge 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 3Charge 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 1Melee attack: +4 for Wardancers, Bladesingers and Wildwood Rangers units (Lord's army)Level 2Melee 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 3Melee 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 1Armour: +6 for Tree Kin and Treeman units (Lord's army)Level 2Armour: +9 for Tree Kin and Treeman units (Lord's army)Physical resistance: 3% for Tree Kin and Treeman units (Lord's army)Level 3Armour: +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 1Weapon strength: +6% for Hawk Riders, Great Eagle, and Forest Dragon units (Lord's army)Level 2Charge 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 3Charge 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: 6 skill points across Piercing Thorns, Bolts of the Forest, Striking Branches, Swinging Boughs, Ancient Bark, Wings of the Forest
- Shield of the ForestArmour: +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 QuiverAmmunition: +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 & SturdyCharge 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 RoarMelee 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: a point in any of Shield of the Forest, Nature's Quiver, Swift & Sturdy, The Forest's Roar
Campaign
- Ever-Reaching TendrilsCampaign 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 1Income from post-battle loot: +10%Income from raiding: +5% (Lord's army)Income from razing settlements: +2%Level 2Income from post-battle loot: +20%Income from raiding: +12% (Lord's army)Income from razing settlements: +5%Level 3Income 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 1Corruption: -1 (local province)Level 2Corruption: -2 (local province)Level 3Corruption: -3 (local province)Requires: Ever-Reaching TendrilsThe Worldroots provide succour for their children, purging the forests of any corrupting infestation.
- Obscuring Canopy3 levelsLevel 1Ambush success chance: +5% (Lord's army)Level 2Missile strength: +5% during ambushes (Lord's army)Ambush success chance: +10% (Lord's army)Level 3Missile 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 1Growth: +5 (local province)Control: +1 (local province)Level 2Growth: +12 (local province)Control: +1 (local province)Level 3Growth: +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 BranchesRecruit rank: +1 for all unitsGlobal recruitment capacity: +1Requires: 4 skill points across 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 1Enemy 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 2Enemy 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 3Enemy 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 penaltyEnables lightning strike battles when reinforcements are presentRequires: Open Branches"The time to strike is now!"
- Swiftfingers3 levelsLevel 1Magic item drop chance from battle: +5%Post battle chance of stealing a magic item: +5%Level 2Magic item drop chance from battle: +10%Post battle chance of stealing a magic item: +10%Level 3Magic 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 1Casualty replenishment rate: +4% (Lord's army)Level 2Casualty replenishment rate: +8% (Lord's army)Level 3Casualty 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 1Upkeep: -3% (Lord's army)Level 2Upkeep: -6% (Lord's army)Level 3Upkeep: -10% (Lord's army)Requires: Open BranchesA good quartermaster can ration equipment and foodstuffs efficiently, making supplies last longer.
- Home Amongst the BoughsEnemy Hero action success chance: -10%Hero self-defence: +25% chance of wounding aggressorsCampaign movement range: +5%Recruit rank: +1 for all units (Lord's army)Upkeep: -8% (Lord's army)Requires: 4 skill points across Quartermaster, Lightning Strike, Swiftfingers, PerennialityThe forest-dwellers draw from the strength of Kurnous to fight ever harder, and be ever stronger.
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
Durthu · base + skills + items; no techs, buffs, campaign or battle-context effects (vs a race, at sea…).
| Stat | Base | Build |
|---|---|---|
| Health | 10,328 | 10,328 |
| Armour | 110 | 110 |
| Leadership | 90 | 90 |
| Speed | 35 | 35 |
| Melee attack | 65 | 65 |
| Melee defence | 52 | 52 |
| Weapon strength | 560 | 560 |
| … armour-piercing | 400 | 400 |
| Charge bonus | 40 | 40 |
| Ward save % | 0 | 0 |
| Physical resistance % | 20 | 20 |
| Missile resistance % | 15 | 15 |
| Spell resistance % | 0 | 0 |
| Fire resistance % | -25 | -25 |
| 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.
