Fay Enchantress skill tree & build planner
BretonniaLegendary lordUnit stats
50 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
- SilvaronUnlocks at rank 5Mount: SilvaronThis proud and noble Unicorn elevates the Enchantress above her host, so all may see and be strengthened by her blessed presence.
- Loremaster, Lore of LifeUnlocks at rank 10Winds of Magic cost: -2 for "Dwellers Below Upgraded"Winds of Magic cost: -2 for "Regrowth Upgraded"Winds of Magic cost: -2 for "Shield of Thorns Upgraded"Cooldown: -25% to Lore of Life spellsNo one is more accomplished in the Lore of Life than the Fay Enchantress.
- Power FamiliarUnlocks at rank 12Winds of Magic power reserve capacity: +15 (own army)Whether a former Wizard who displeased the Enchantress or merely a toad, this magic-imbued amphibian strengthens her spells whilst weakening those of her opponents.
- Blessed WaterCharge bonus: +30% for Battle Pilgrim and Grail Reliquae units (Lord's army)"By this blessed water, prepare us for your service, dear Lady."
- Secrets of the GrailSpell resistance: 20% for Battle Pilgrim and Grail Reliquae units (Lord's army)"What is the secret of the Grail? Whom does it serve?"
- Virtue of EmpathyLeadership aura size: +25%Led by noble example, peasants fight longer and harder lest their Lord be dishonoured.
- LionheartedCooldown: -50% to "Rally!" and "Stand Your Ground"Like the lion, this one is the biggest and the bravest of his kind... with the sharpest teeth.
- Basic TrainingVigour loss reduction: -15% (Lord's army)Thorough drilling increases the peasants' chances of withstanding the horrors of battle.
- Girdle of GoldUnlocks at rank 15Ward save: +15%By which the person of the Fay Enchantress may remain unmolested in the face of sustained attack.
- 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.
- Beacon of DevotionUnlocks at rank 10Construction cost: -25% for Worship buildingsConstruction time: -1 for Worship buildingsThe Fay is the spiritual representation of the Lady, her blessing upon a shrine can bring the goddess close.
- Sacred DutyUnlocks at rank 10Recruit rank: +2 for Grail Knights and Grail Guardians units (Lord's army)Melee attack: +5 for Grail Knights and Grail Guardians units (Lord's army)Melee defence: +5 for Grail Knights and Grail Guardians units (Lord's army)Requires: Beacon of DevotionThose touched by the Grail are utterly devoted and would lay down their life for the Fay Enchantress.
- Lady of the LandUnlocks at rank 10Corruption: -10 (local province)Growth: +5 (all provinces)Control: +3 (local province)Requires: Beacon of DevotionThe magic of the Fay Enchantress is fundamentally tied to the lands of the Bretonni.
- Secrets of the OtherworldUnlocks at rank 10Ward save: +10% for Prophetess Lords and embedded Damsel Heroes (all armies)Winds of Magic power reserve capacity: +15 (own army)Requires: Beacon of DevotionThe Enchantress gathers the young and brings them to the otherworld, where some are blessed to return as damsels.
- Awakening of the Wood2 levelsLevel 1Cooldown: -30% to "Awakening of the Wood"Spell: "Awakening of the Wood"Level 2Winds 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 BloomPassive 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 Blood2 levelsLevel 1Overcast spell: "Earth Blood Upgraded"Cooldown: -30% to "Earth Blood"Spell: "Earth Blood"Level 2Miscast 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 Thorns2 levelsLevel 1Overcast spell: "Shield of Thorns Upgraded"Cooldown: -30% to "Shield of Thorns"Spell: "Shield of Thorns"Level 2Miscast 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 Stone2 levelsLevel 1Overcast spell: "Flesh to Stone Upgraded"Cooldown: -30% to "Flesh to Stone"Spell: "Flesh to Stone"Level 2Miscast 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.
- EvasionPassive ability: "Evasion"Requires: 4 skill points across Life Bloom, Earth Blood, Shield of Thorns, Flesh to Stone
- Regrowth2 levelsLevel 1Overcast spell: "Regrowth Upgraded"Cooldown: -30% to "Regrowth"Spell: "Regrowth"Level 2Miscast 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 Below2 levelsLevel 1Overcast spell: "The Dwellers Below Upgraded"Cooldown: -30% to "The Dwellers Below"Spell: "The Dwellers Below"Level 2Miscast 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.
- 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, Regrowth, The Dwellers Below
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.
- Low-Born Militia3 levelsLevel 1Leadership: +4 for Peasant Mob, Men-at-Arms, and Spearmen-at-Arms units (Lord's army)Level 2Leadership: +4 for Peasant Mob, Men-at-Arms, and Spearmen-at-Arms units (Lord's army)Melee defence: +4 for Peasant Mob, Men-at-Arms, and Spearmen-at-Arms units (Lord's army)Level 3Leadership: +6 for Peasant Mob, Men-at-Arms, and Spearmen-at-Arms units (Lord's army)Melee defence: +6 for Peasant Mob, Men-at-Arms, and Spearmen-at-Arms units (Lord's army)Requires: Inspiring PresenceEven stupid peasants can learn to stand fast and brace against the charge.
- Peasant Proficiency3 levelsLevel 1Ammunition: +10% for Peasant Bowmen and Mounted Yeomen Archers units (Lord's army)Level 2Ammunition: +15% for Peasant Bowmen and Mounted Yeomen Archers units (Lord's army)Reload time reduction: +4% for Peasant Bowmen and Mounted Yeomen Archers units (Lord's army)Level 3Ammunition: +20% for Peasant Bowmen and Mounted Yeomen Archers units (Lord's army)Reload time reduction: +8% for Peasant Bowmen and Mounted Yeomen Archers units (Lord's army)Requires: Inspiring PresenceEven dull and stupid peasants can aim a bow, but with a little training they can learn to shoot with some success.
- Worshippers of the Grail3 levelsLevel 1Armour: +6 for Grail Reliquae, Battle Pilgrims, and Foot Squires units (Lord's army)Level 2Armour: +9 for Grail Reliquae, Battle Pilgrims, and Foot Squires units (Lord's army)Melee attack: +4 for Grail Reliquae, Battle Pilgrims, and Foot Squires units (Lord's army)Level 3Armour: +12 for Grail Reliquae, Battle Pilgrims, and Foot Squires units (Lord's army)Melee attack: +6 for Grail Reliquae, Battle Pilgrims, and Foot Squires units (Lord's army)Requires: Inspiring PresenceDrink from the chalice. You will be reborn.
- Glorfinial's Progeny3 levelsLevel 1Charge bonus: +6 for Mounted Yeomen, Knights Errant, Knights of the Realm, Questing Knights, Grail Knights, and Grail Guardians units (Lord's army)Level 2Charge bonus: +9 for Mounted Yeomen, Knights Errant, Knights of the Realm, Questing Knights, Grail Knights, and Grail Guardians units (Lord's army)Weapon strength: +6% for Mounted Yeomen, Knights Errant, Knights of the Realm, Questing Knights, Grail Knights, and Grail Guardians units (Lord's army)Level 3Charge bonus: +12 for Mounted Yeomen, Knights Errant, Knights of the Realm, Questing Knights, Grail Knights, and Grail Guardians units (Lord's army)Weapon strength: +12% for Mounted Yeomen, Knights Errant, Knights of the Realm, Questing Knights, Grail Knights, and Grail Guardians units (Lord's army)Requires: Inspiring PresenceThe bloodline of the noblest of all steeds has been preserved; it serves us still.
- Guardians of the Lady3 levelsLevel 1Charge bonus: +6 for Pegasus Knights, Royal Pegasus Knights, and Royal Hippogryph Knights units (Lord's army)Level 2Charge bonus: +9 for Pegasus Knights, Royal Pegasus Knights, and Royal Hippogryph Knights units (Lord's army)Speed: +6% for Pegasus Knights, Royal Pegasus Knights, and Royal Hippogryph Knights units (Lord's army)Level 3Charge bonus: +12 for Pegasus Knights, Royal Pegasus Knights, and Royal Hippogryph Knights units (Lord's army)Speed: +12% for Pegasus Knights, Royal Pegasus Knights, and Royal Hippogryph Knights units (Lord's army)Requires: Inspiring PresenceThose who serve the Lady purely are rewarded with a portion of her strength when battle is joined.
- Engines of War3 levelsLevel 1Missile strength: +4% for Field Trebuchet units (Lord's army)Level 2Ammunition: +10% for Field Trebuchet units (Lord's army)Missile strength: +6% for Field Trebuchet units (Lord's army)Level 3Ammunition: +20% for Field Trebuchet units (Lord's army)Missile strength: +8% for Field Trebuchet units (Lord's army)Requires: Inspiring PresenceAlthough nothing can replace the thrill of the charge and the righteous clash of steel, seriously heavy artillery generally helps.
- Rally!Ability: "Rally!"Requires: 6 skill points across Low-Born Militia, Peasant Proficiency, Worshippers of the Grail, Glorfinial's Progeny, Guardians of the Lady, Engines of War
- The Peasant's DutyArmour: +12 for Peasant Mob, Men-at-Arms, Spearmen-at-Arms, Grail Reliquae, Battle Pilgrims, and Foot Squires units (Rank 7 and above) (Lord's army)Leadership: +5 for Peasant Mob, Men-at-Arms, Spearmen-at-Arms, Grail Reliquae, Battle Pilgrims, and Foot Squires units (Rank 7 and above) (Lord's army)Physical resistance: 10% for Peasant Mob, Men-at-Arms, Spearmen-at-Arms, Grail Reliquae, Battle Pilgrims, and Foot Squires units (Rank 7 and above) (Lord's army)Requires: Rally!When the alternative probably involves being killed by their own side, the smallfolk tend to rise to the occasion...
- Protectors of the RealmArmour: +12 for Mounted Yeomen, Knights Errant, Knights of the Realm, Questing Knights, and Pegasus Knights units (Rank 7 and above) (Lord's army)Charge bonus: +12 for Mounted Yeomen, Knights Errant, Knights of the Realm, Questing Knights, and Pegasus Knights units (Rank 7 and above) (Lord's army)Melee defence: +5 for Mounted Yeomen, Knights Errant, Knights of the Realm, Questing Knights, and Pegasus Knights units (Rank 7 and above) (Lord's army)Requires: Rally!There are literally no opponents too great for them to face down. None.
- Chivalric CodeMelee attack: +5 for Grail Knights, Grail Guardians, Royal Pegasus Knights, and Royal Hippogryph Knights units (Rank 7 and above) (Lord's army)Ward save: +8% for Grail Knights, Grail Guardians, Royal Pegasus Knights, and Royal Hippogryph Knights units (Rank 7 and above) (Lord's army)Weapon strength: +12% for Grail Knights, Grail Guardians, Royal Pegasus Knights, and Royal Hippogryph Knights units (Rank 7 and above) (Lord's army)Requires: Rally!Thou shalt be everywhere and always the champion of the Right and the Good against Injustice and Evil.
- Guided by the LadyMissile strength: +12% for Peasant Bowmen, Mounted Yeomen Archers, and Field Trebuchet units (Rank 7 and above) (Lord's army)Range: +10% for Peasant Bowmen, Mounted Yeomen Archers, and Field Trebuchet units (Rank 7 and above) (Lord's army)Reload time reduction: +10% for Peasant Bowmen, Mounted Yeomen Archers, and Field Trebuchet units (Rank 7 and above) (Lord's army)Requires: Rally!Many Bretonnian veterans speak of a soothing presence felt on occasion in the heat of battle, helping them to find their mark and keep their cool.
- Stand Your Ground!Replaces: "Rally!"Ability: "Stand Your Ground!"Requires: a point in any of The Peasant's Duty, Protectors of the Realm, Chivalric Code, Guided by the Lady
Campaign
- Route MarcherCampaign movement range: +5%Those who know the land and its secrets will travel faster and further than the foes who don't.
- Justiciar3 levelsLevel 1Control: +1 (local province)Level 2Control: +2 (local province)Level 3Control: +3 (local province)Requires: Route MarcherAs an expert in such matters, it is their duty to know the king's law and to mete justice in his name.
- Bonded Service3 levelsLevel 1Recruitment cost: -5% (Lord's army)Level 2Recruitment cost: -10% (Lord's army)Level 3Recruitment cost: -15% (Lord's army)Requires: Route MarcherThe Lords rule, the peasants toil. Nothing has changed in over a thousand years.
- Tenth-Share3 levelsLevel 1Income from Farms: +4% (local region)Level 2Income from Farms: +8% (local region)Level 3Income from Farms: +10% (local region)Income from Industry: +5% (local region)Requires: Route MarcherThe Lord is entitled to collect tithes from tenants in return for continued protection.
- Devoted of the Goddess3 levelsLevel 1Corruption: -1 (local province)Casualty replenishment rate: +2% (Lord's army)Level 2Corruption: -2 (local province)Casualty replenishment rate: +4% (Lord's army)Level 3Corruption: -3 (local province)Casualty replenishment rate: +6% (Lord's army)Requires: Route MarcherThey've seen the Lady's acts or witnessed her blessed grace.
- Gifted BeginningsCorruption: -4 (local province)Hero capacity: +1 for DamselsHero recruit rank: +5 for Damsels (local province)Requires: 4 skill points across Justiciar, Bonded Service, Tenth-Share, Devoted of the GoddessIt falls to the privileged few to tell the many of the Lady's blessed will.
- 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: Gifted Beginnings"The time to strike is now!"
- Steward of the Realm3 levelsLevel 1Growth: +8 (local province)Level 2Growth: +20 (local province)Level 3Growth: +36 (local province)Requires: Gifted Beginnings"The land from here to the sea is yours, if you enforce the king's will."
- Lordly Conqueror3 levelsLevel 1Attrition: -3% when under siege (Lord's army)Level 2Attrition: -8% when under siege (Lord's army)Level 3Attrition: -15% when under siege (Lord's army)Requires: Gifted BeginningsThe knowledge that they fight in the king's name, with his support, steels an army for the privations of the siege.
- Premonition3 levelsLevel 1Ambush defence chance: +6% (Lord's army)Level 2Ambush defence chance: +16% (Lord's army)Chance of intercepting an army using Tunnelling, beast-paths or Worldroots: +8%Level 3Ambush defence chance: +30% (Lord's army)Chance of intercepting an army using Tunnelling, beast-paths or Worldroots: +15%Requires: Gifted BeginningsThis being must be touched by Tzeentch, seeing things before they happen.
- BailiffEnemy 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)Requires: 4 skill points across Lightning Strike, Steward of the Realm, Lordly Conqueror, PremonitionLords must not be concerned with the collecting of taxes; there are others whose lot it is to feel the people's scorn.
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
Fay Enchantress · base + skills + items; no techs, buffs, campaign or battle-context effects (vs a race, at sea…).
| Stat | Base | Build |
|---|---|---|
| Health | 3,688 | 3,688 |
| Armour | 15 | 15 |
| Leadership | 70 | 70 |
| Speed | 34 | 34 |
| Melee attack | 38 | 38 |
| Melee defence | 34 | 34 |
| Weapon strength | 300 | 300 |
| … armour-piercing | 100 | 100 |
| Charge bonus | 30 | 30 |
| Ward save % | 0 | 0 |
| Physical resistance % | 0 | 0 |
| Missile resistance % | 15 | 15 |
| Spell resistance % | 25 | 25 |
| Fire resistance % | 0 | 0 |
| 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.
