
Fay Enchantress skill planner
BretonniaLegendary lordUnit stats
50 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).
- SilvaronUnlocks at rank 5
Mount: 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 10
Winds 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 12
Winds 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 Water
Charge 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 Grail
Spell 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 Empathy
Leadership aura size: +25%Led by noble example, peasants fight longer and harder lest their Lord be dishonoured. - Lionhearted
Cooldown: -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 Training
Vigour loss reduction: -15% (Lord's army)Thorough drilling increases the peasants' chances of withstanding the horrors of battle. - Girdle of GoldUnlocks at rank 15
Ward 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 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.
- Beacon of DevotionUnlocks at rank 10
Construction cost: -25% for Worship buildings
Construction 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 10
Recruit 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 10
Corruption: -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 10
Ward 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 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 Blood2 levelsLevel 1
Overcast spell: "Earth Blood Upgraded"
Cooldown: -30% to "Earth Blood"
Spell: "Earth Blood"Level 2
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 Thorns2 levelsLevel 1
Overcast spell: "Shield of Thorns Upgraded"
Cooldown: -30% to "Shield of Thorns"
Spell: "Shield of Thorns"Level 2
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 Stone2 levelsLevel 1
Overcast spell: "Flesh to Stone Upgraded"
Cooldown: -30% to "Flesh to Stone"
Spell: "Flesh to Stone"Level 2
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 - Regrowth2 levelsLevel 1
Overcast spell: "Regrowth Upgraded"
Cooldown: -30% to "Regrowth"
Spell: "Regrowth"Level 2
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 Below2 levelsLevel 1
Overcast spell: "The Dwellers Below Upgraded"
Cooldown: -30% to "The Dwellers Below"
Spell: "The Dwellers Below"Level 2
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
- 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. - Low-Born Militia3 levelsLevel 1
Leadership: +4 for Peasant Mob, Men-at-Arms, and Spearmen-at-Arms units (Lord's army)Level 2
Leadership: +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 3
Leadership: +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 1
Ammunition: +10% for Peasant Bowmen and Mounted Yeomen Archers units (Lord's army)Level 2
Ammunition: +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 3
Ammunition: +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 1
Armour: +6 for Grail Reliquae, Battle Pilgrims, and Foot Squires units (Lord's army)Level 2
Armour: +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 3
Armour: +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 1
Charge bonus: +6 for Mounted Yeomen, Knights Errant, Knights of the Realm, Questing Knights, Grail Knights, and Grail Guardians units (Lord's army)Level 2
Charge 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 3
Charge 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 1
Charge bonus: +6 for Pegasus Knights, Royal Pegasus Knights, and Royal Hippogryph Knights units (Lord's army)Level 2
Charge 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 3
Charge 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 1
Missile strength: +4% for Field Trebuchet units (Lord's army)Level 2
Ammunition: +10% for Field Trebuchet units (Lord's army)
Missile strength: +6% for Field Trebuchet units (Lord's army)Level 3
Ammunition: +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 all: Low-Born Militia, Peasant Proficiency, Worshippers of the Grail, Glorfinial's Progeny, Guardians of the Lady, Engines of War - The Peasant's Duty
Armour: +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 Realm
Armour: +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 Code
Melee 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 Lady
Missile 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 1 of: The Peasant's Duty, Protectors of the Realm, Chivalric Code, Guided by the Lady
- Route Marcher
Campaign movement range: +5%Those who know the land and its secrets will travel faster and further than the foes who don't. - Justiciar3 levelsLevel 1
Control: +1 (local province)Level 2
Control: +2 (local province)Level 3
Control: +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 1
Recruitment cost: -5% (Lord's army)Level 2
Recruitment cost: -10% (Lord's army)Level 3
Recruitment cost: -15% (Lord's army)Requires: Route MarcherThe Lords rule, the peasants toil. Nothing has changed in over a thousand years. - Tenth-Share3 levelsLevel 1
Income from Farms: +4% (local region)Level 2
Income from Farms: +8% (local region)Level 3
Income 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 1
Corruption: -1 (local province)
Casualty replenishment rate: +2% (Lord's army)Level 2
Corruption: -2 (local province)
Casualty replenishment rate: +4% (Lord's army)Level 3
Corruption: -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 Beginnings
Corruption: -4 (local province)
Hero capacity: +1 for Damsels
Hero recruit rank: +5 for Damsels (local province)Requires all: 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 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: Gifted Beginnings"The time to strike is now!" - Steward of the Realm3 levelsLevel 1
Growth: +8 (local province)Level 2
Growth: +20 (local province)Level 3
Growth: +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 1
Attrition: -3% when under siege (Lord's army)Level 2
Attrition: -8% when under siege (Lord's army)Level 3
Attrition: -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 1
Ambush defence chance: +6% (Lord's army)Level 2
Ambush defence chance: +16% (Lord's army)
Chance of intercepting an army using Tunnelling, beast-paths or Worldroots: +8%Level 3
Ambush 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. - Bailiff
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)Requires all: 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.
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.