Firebelly skill tree & build planner
31 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
- Lucky GnoblarsUnlocks at rank 7Physical resistance: 5%It never hurts to keep your lucky Gnoblar with you, just in case.
- Lookout GnoblarsUnlocks at rank 7Missile resistance: 10%Stumpy and short-witted as they are, these Gnoblars have an eye on the sky at all times.
- Blessed by the Great MawUnlocks at rank 7Spell resistance: 10%Puny magicks are nothing in the face of the Great Maw's endless hunger.
- 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.
- Fire BreathUnlocks at rank 12Ability: "Fire Breath"
- Blessing of the Volcano GodFire resistance: 20%Ward save: +5%Requires: Fire BreathEvery army needs a warrior with a fire burning in their belly. Literally.
- Fire WithinMelee attack: +5Weapon strength: +10%Requires: Fire BreathA sword of searing heat cuts through flesh as if tearing through a damp scroll.
- Flame IncarnateAbility: "Flame Incarnate"Requires: Fire Breath
- EruptionAbility: "Eruption"Requires: Fire Breath
- IncendiaryCooldown: -10% to spellsAbility number of uses: +1 for "Eruption"Ability number of uses: +1 for "Fire Breath"Requires: 3 skill points across Blessing of the Volcano God, Fire Within, Flame Incarnate, EruptionEven walls cannot protect you from a fire that cannot be quenched.
- WandererUnlocks at rank 10Scouting action: Magic item drop chance is increased by an additional 10%Block Army action: Movement range is modified by an additional -8%Attribute: Vanguard DeploymentSpeed: +20%Not with: Destroyer, Firebrand"Da Wanderer, they call 'im da Wanderer – 'e roams around, around, around, around, around."
- FirebrandUnlocks at rank 10Spread Control action: Control is modified by an additional 2Enables "Burnt" contact effect (reduced leadership)Attribute: Causes TerrorNot with: Destroyer, WandererScorch the earth and set whole cities aflame – the Fire Mouth will claim all in the infernal blaze.
- DestroyerUnlocks at rank 10Enables sundering attacksWound action: Additional 10% chance of wounding targetDamage Walls action: 2 additional wall breachesWeapon strength: +10%Not with: Firebrand, WandererThose who have gorged upon the magma of the Fire Mouth harness the very essence of its burning rage.
- 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 Earthing, Magical Reserves, Piercing Bolts of Burning, Flame Storm
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 Control3 levelsLevel 1Spread Control action: Control is modified by an additional 1Level 2 · rank 5Spread Control action: Control is modified by an additional 2Level 3 · rank 10Spread Control action: Control is modified by an additional 3The sight of this warrior, their stature, import or infamy, can have a calming effect.
- 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.
- Block Army3 levelsLevel 1Block Army action: Movement range is modified by an additional -3%Level 2 · rank 5Block Army action: Movement range is modified by an additional -8%Level 3 · rank 10Block Army action: Movement range is modified by an additional -15%To sow discord and confuse the enemy, sending them down the wrong route or befuddling their senses.
- 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
Firebelly · base + skills + items; no techs, buffs, campaign or battle-context effects (vs a race, at sea…).
| Stat | Base | Build |
|---|---|---|
| Health | 5,508 | 5,508 |
| Armour | 30 | 30 |
| Leadership | 65 | 65 |
| Speed | 54 | 54 |
| Melee attack | 48 | 48 |
| Melee defence | 32 | 32 |
| Weapon strength | 430 | 430 |
| … armour-piercing | 300 | 300 |
| Charge bonus | 50 | 50 |
| Ward save % | 0 | 0 |
| Physical resistance % | 0 | 0 |
| Missile resistance % | 15 | 15 |
| Spell resistance % | 0 | 0 |
| Fire resistance % | 40 | 40 |
| Magical attacks | Yes | Yes |
| Flaming attacks | Yes | Yes |
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.