Fimir Balefiend (Fire) skill tree & build planner
NorscaHeroUnit stats
28 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
- Ritualistic FuryUnlocks at rank 10Melee attack: +5Melee defence: +5Although lacking the finesse of Elven magics, the sorceries of the north are no less potent, for they channel furious, Daemonic power.
- Aura of ChaosUnlocks at rank 9Missile resistance: 10%The shadow of the Ruinous Powers looms large, protecting those who bear their mark.
- 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.
- Might of the SwampUnlocks at rank 12Melee attack: +3Weapon strength: +10%The swamp will rise again, its inhabitants enjoying the blessings of the Dark Gods once more.
- Miasma of DespairArmour: +20Melee defence: +5Requires: Might of the SwampThe same enchanted mist that obscures Fimir Balefiend dwellings can also be conjured to confound and horrify would-be attackers on the battlefield.
- Swamp TotemsSpell resistance: -10% (enemy armies in local province)Missile resistance: -10% (enemy armies in local province)Requires: Might of the SwampStrange talismans and mouldy bone charms of the fens can often carry unique and unforeseen boons and side effects.
- Eye of the Balefiend2 levelsLevel 1Winds of Magic power reserve capacity: +4Spell resistance: 15%Level 2Winds of Magic power reserve capacity: +8Spell resistance: 25%Requires: 2 skill points across Swamp Totems, Miasma of DespairThey can see the Winds of Magic's ebb and flow, enabling them to make the best use of the magical power available.
- Fireball2 levelsLevel 1Overcast spell: "Fireball Upgraded"Cooldown: -30% to "Fireball"Level 2Miscast base chance: -15% for "Fireball Upgraded"Overcast spell: "Fireball Upgraded"Winds of Magic cost: -1 for "Fireball"Winds of Magic cost: -2 for "Fireball Upgraded"Cooldown: -50% to "Fireball"
- KindleflamePassive ability: "Kindleflame"Requires: Fireball
- Cascading Fire-Cloak2 levelsLevel 1Spell: "Cascading Fire Cloak"Level 2Winds of Magic cost: -1 for "Cascading Fire Cloak"Cooldown: -50% to "Cascading Fire Cloak"Spell: "Cascading Fire Cloak"Requires: Fireball
- Flaming Sword of Rhuin3 levelsLevel 1Spell: "Flaming Sword of Rhuin"Level 2Overcast spell: "Flaming Sword of Rhuin Upgraded"Cooldown: -30% to "Flaming Sword of Rhuin"Level 3Miscast base chance: -15% for "Flaming Sword of Rhuin Upgraded"Overcast spell: "Flaming Sword of Rhuin Upgraded"Winds of Magic cost: -2 for "Flaming Sword of Rhuin"Winds of Magic cost: -2 for "Flaming Sword of Rhuin Upgraded"Cooldown: -50% to "Flaming Sword of Rhuin"Requires: Fireball
- The Burning Head3 levelsLevel 1Spell: "The Burning Head"Level 2Overcast spell: "The Burning Head Upgraded"Cooldown: -30% to "The Burning Head"Level 3Miscast base chance: -15% for "The Burning Head Upgraded"Overcast spell: "The Burning Head Upgraded"Winds of Magic cost: -2 for "The Burning Head"Winds of Magic cost: -3 for "The Burning Head Upgraded"Cooldown: -50% to "The Burning Head"Requires: Fireball
- EvasionPassive ability: "Evasion"Requires: 4 skill points across Kindleflame, Cascading Fire-Cloak, Flaming Sword of Rhuin, The Burning Head
- Piercing Bolts of Burning3 levelsLevel 1Spell: "Piercing Bolts of Burning"Level 2Overcast spell: "Piercing Bolts of Burning Upgraded"Cooldown: -30% to "Piercing Bolts of Burning"Level 3Miscast base chance: -15% for "Piercing Bolts of Burning Upgraded"Overcast spell: "Piercing Bolts of Burning Upgraded"Winds of Magic cost: -2 for "Piercing Bolts of Burning"Winds of Magic cost: -3 for "Piercing Bolts of Burning Upgraded"Cooldown: -50% to "Piercing Bolts of Burning"Requires: Evasion
- Flame Storm3 levelsLevel 1Spell: "Flame Storm"Level 2Overcast spell: "Flame Storm Upgraded"Cooldown: -30% to "Flame Storm"Level 3Miscast base chance: -15% for "Flame Storm Upgraded"Overcast spell: "Flame Storm Upgraded"Winds of Magic cost: -3 for "Flame Storm"Winds of Magic cost: -3 for "Flame Storm Upgraded"Cooldown: -50% to "Flame Storm"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 Piercing Bolts of Burning, Flame Storm, Earthing, Magical Reserves
- Dangerous PracticeUnlocks at rank 10Passive ability: "Dangerous Practice"Spell intensity: +30%Not with: Ritual of Growth, Warrior-ShamanFor some, deathly agony is what awakens true power. They bleed willingly to conjure storms no mortals should wield.
- Warrior-ShamanUnlocks at rank 10Melee attack: +10Hit points: +10%Wound recovery time: -1 turnsNot with: Ritual of Growth, Dangerous PracticeDo not underestimate the strength of a battle-hardened warrior-sorcerer, for a Champion can fall to one gifted in sorcery in many ways.
- Ritual of GrowthUnlocks at rank 10Replenish Troops action: Replenishment rate is increased by an additional 5%Stimulate Growth action: Growth is modified by an additional 15Campaign line of sight: +50%Not with: Dangerous Practice, Warrior-ShamanIntrinsically connected to the Chaos-infused lands of their dwelling, the very earth responds to their will.
Campaign
- Replenish Troops3 levelsLevel 1Replenish Troops action: Replenishment rate is increased by an additional 3%Level 2 · rank 5Replenish Troops action: Replenishment rate is increased by an additional 6%Level 3 · rank 10Replenish Troops action: Replenishment rate is increased by an additional 9%Those in the army can find succour or be replenished by the power of this champion.
- Stimulate Growth3 levelsLevel 1Stimulate Growth action: Growth is modified by an additional 10Level 2 · rank 5Stimulate Growth action: Growth is modified by an additional 20Level 3 · rank 10Stimulate Growth action: Growth is modified by an additional 30All will listen, for the news will either be dire or wonderful.
- Damage Building3 levelsLevel 1Damage Building action: Additional 5% damage causedLevel 2 · rank 5Damage Building action: Additional 15% damage causedLevel 3 · rank 10Damage Building action: Additional 30% damage causedIt is not just the forces of Chaos that can despoil, break and ruin.
- 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
Fimir Balefiend (Fire) · base + skills + items; no techs, buffs, campaign or battle-context effects (vs a race, at sea…).
| Stat | Base | Build |
|---|---|---|
| Health | 5,040 | 5,040 |
| Armour | 65 | 65 |
| Leadership | 70 | 70 |
| Speed | 54 | 54 |
| Melee attack | 35 | 35 |
| Melee defence | 35 | 35 |
| Weapon strength | 400 | 400 |
| … armour-piercing | 320 | 320 |
| Charge bonus | 25 | 25 |
| Ward save % | 0 | 0 |
| Physical resistance % | 0 | 0 |
| Missile resistance % | 25 | 25 |
| Spell resistance % | 0 | 0 |
| 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.
