Eshin Sorcerer skill tree & build planner
SkavenHeroUnit stats
29 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
- SneakyUnlocks at rank 8Missile resistance: 10%Furtive, scheming, sly, cunning, underhand, devious, conniving, double-dealing, and sneaky - valuable traits if you wish to stay alive!
- TricksyUnlocks at rank 8Spell resistance: 10%All Skaven are unprincipled and untrustworthy by their foul natures. However, this is rarely a disadvantage in the face of the enemy.
- Warp-FireballUnlocks at rank 8Bound spell: "Warp-Fireball"
- 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.
- Rat-KarutaUnlocks at rank 5Melee defence: +10Missile resistance: 10%Innovative eastern techniques of armour assembly make it slightly less dangerous for the Sorcerer to be in range of their enemies’ attacks.
- Cathayan TrainingUnlocks at rank 7Unit experience gain per turn: +40 (armies in local province)Those of Eshin knowledgeable in the Cathayan art of war are few and far between, using their learned secrets to advance their brood’s malevolence.
- Concealment BombsUnlocks at rank 9Ability: "Concealment Bombs"
- Tail WeaponMelee attack: +3Weapon strength: +4%Whether by attachment or mutation, something nasty and spiky on your tail has got to bring no little advantage in battle.
- Expeditious Endeavour3 levelsLevel 1Speed: +3%Level 2Speed: +8%Level 3Speed: +15%Requires: Tail WeaponWhat the enemy cannot see, it cannot hit. What the enemy cannot see, it cannot survive.
- Hard to Hit3 levelsLevel 1Melee defence: +3Level 2Melee defence: +7Level 3Melee defence: +12Requires: Tail WeaponHand-to-hand combat is a lethal match of cut and thrust. However, it’s not all about offensive strikes; parries and other defensive moves can also win the day.
- Tenacity3 levelsLevel 1Hit points: +3%Level 2Hit points: +8%Level 3Hit points: +15%Requires: Tail WeaponThis one will not go down easily - it will be necessary to break both the will and the body first.
- Warp Stars2 levelsLevel 1Cooldown: -30% to "Warp Stars"Overcast spell: "Warp Stars Upgraded"Level 2Cooldown: -50% to "Warp Stars"Overcast spell: "Warp Stars Upgraded"Miscast base chance: -15% for "Warp Stars Upgraded"Winds of Magic cost: -2 for "Warp Stars"Winds of Magic cost: -2 for "Warp Stars Upgraded"
- Toxic RainPassive ability: "Toxic Rain"Requires: Warp Stars
- Skitterleap3 levelsLevel 1Spell: "Skitterleap"Level 2Cooldown: -30% to "Skitterleap"Overcast spell: "Skitterleap Upgraded"Level 3Cooldown: -50% to "Skitterleap"Overcast spell: "Skitterleap Upgraded"Miscast base chance: -15% for "Skitterleap Upgraded"Winds of Magic cost: -1 for "Skitterleap"Winds of Magic cost: -2 for "Skitterleap Upgraded"Requires: Warp Stars
- Armour of Darkness3 levelsLevel 1Spell: "Armour of Darkness"Level 2Cooldown: -30% to "Armour of Darkness"Overcast spell: "Armour of Darkness Upgraded"Level 3Cooldown: -50% to "Armour of Darkness"Overcast spell: "Armour of Darkness Upgraded"Miscast base chance: -15% for "Armour of Darkness Upgraded"Winds of Magic cost: -2 for "Armour of Darkness"Winds of Magic cost: -3 for "Armour of Darkness Upgraded"Requires: Warp Stars
- Veil of Shadows2 levelsLevel 1Spell: "Veil of Shadows"Level 2Cooldown: -50% to "Veil of Shadows"Overcast spell: "Veil of Shadows Upgraded"Miscast base chance: -15% for "Veil of Shadows Upgraded"Winds of Magic cost: -2 for "Veil of Shadows"Winds of Magic cost: -3 for "Veil of Shadows Upgraded"Requires: Warp Stars
- EvasionPassive ability: "Evasion"Requires: 4 skill points across Skitterleap, Armour of Darkness, Veil of Shadows, Toxic Rain
- Brittle Bone3 levelsLevel 1Spell: "Brittle Bone"Level 2Cooldown: -30% to "Brittle Bone"Overcast spell: "Brittle Bone Upgraded"Level 3Cooldown: -50% to "Brittle Bone"Overcast spell: "Brittle Bone Upgraded"Miscast base chance: -15% for "Brittle Bone Upgraded"Winds of Magic cost: -3 for "Brittle Bone"Winds of Magic cost: -4 for "Brittle Bone Upgraded"Requires: Evasion
- Black Whirlwind2 levelsLevel 1Spell: "Black Whirlwind"Level 2Cooldown: -50% to "Black Whirlwind"Overcast spell: "Black Whirlwind Upgraded"Miscast base chance: -15% for "Black Whirlwind Upgraded"Winds of Magic cost: -3 for "Black Whirlwind"Winds of Magic cost: -3 for "Black Whirlwind Upgraded"Requires: Evasion
- 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, Brittle Bone, Black Whirlwind
Campaign
- Scouting3 levelsLevel 1Scouting action: Magic item drop chance is increased by an additional 5%Level 2 · rank 5Scouting action: Magic item drop chance is increased by an additional 10%Level 3 · rank 10Scouting action: Magic item drop chance is increased by an additional 15%Spellcasters can oft-sense when magic is close or being drawn from the Winds.
- Spread Corruption3 levelsLevel 1Spread Corruption action: Skaven corruption is increased by an additional 1Level 2 · rank 5Spread Corruption action: Skaven corruption is increased by an additional 2Level 3 · rank 10Spread Corruption action: Skaven 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.
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
Eshin Sorcerer · base + skills + items; no techs, buffs, campaign or battle-context effects (vs a race, at sea…).
| Stat | Base | Build |
|---|---|---|
| Health | 3,600 | 3,600 |
| Armour | 20 | 20 |
| Leadership | 50 | 50 |
| Speed | 42 | 42 |
| Melee attack | 35 | 35 |
| Melee defence | 40 | 40 |
| Weapon strength | 310 | 310 |
| … armour-piercing | 93 | 93 |
| Charge bonus | 15 | 15 |
| Ward save % | 0 | 0 |
| Physical resistance % | 30 | 30 |
| Missile resistance % | 0 | 0 |
| Spell resistance % | 0 | 0 |
| Fire resistance % | 0 | 0 |
| Magical attacks | No | No |
| 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.
