
Gold Wizard skill planner
28 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).
- Barded WarhorseUnlocks at rank 7
Mount: Barded WarhorseA general's horse can be their most trusted and daring companion. Just don't name him 'Daisy'. - Imperial PegasusUnlocks at rank 16
Mount: Imperial PegasusAn Imperial pegasus is a noble, winged steed, intelligent and loyal. - Mark of HyshUnlocks at rank 8
Spell resistance: 10%Those who bear the Mark of Hysh are practitioners of the magical Lore of Light, and the bane of Chaos, for they are able to control and manipulate the White Wind of Magic. - Sigmar’s WardUnlocks at rank 8
Missile resistance: 10%The relentless drive and fury of the Hammer, harnessed for the protection of this ward’s bearer. - ImmortalityUnlocks at rank 20
When 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 1
Character will share +15% of experience earned between all other active Heroes of the same typeLevel 2 · rank 40
Character will share +30% of experience earned between all other active Heroes of the same typeLevel 3 · rank 50
Character 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.
- Star StudentUnlocks at rank 12
Cooldown: -10% to Lore of Metal spells
Miscast base chance: -25%After myriad hours of study, poring over arcane manuals and ancient, dusty tomes, mastery of spells now comes naturally. - Lord's Councillor
Boost Income action: Income is modified by an additional 5%
Income from all buildings: -5% (local province)
Income from all buildings: +5% (local province)
Hero action cost: -25%
Hero action success chance: +15%Requires: Star StudentKnowledge of ancient wisdoms often places Wizards into positions of great importance, enabling them to make connections across the Empire and foreign lands too. - Gold Scholar
Winds of Magic cost: -10% for Lore of Metal spells
Winds of Magic power reserve capacity: +5Requires: Star StudentThis Wizard has undoubtedly studied for many years to hone their craft, but there's always more to learn. - Battle Hardened
Armour: +20
Speed: +10%Requires: Star StudentFar from the frail and willowy image of decrepit old men secreted away in crumbling towers, Battle Wizards must be exemplars of well-honed athleticism and strength. - wh3_dlc25_skill_emp_hero_battle_wizard_gold_unique
Passive ability: "Tempered Aura"
Physical resistance: 10%Requires 2 of: Lord's Councillor, Gold Scholar, Battle Hardened
- Searing Doom2 levelsLevel 1
Overcast spell: "Searing Doom Upgraded"
Cooldown: -30% to "Searing Doom"Level 2
Miscast base chance: -15% for "Searing Doom Upgraded"
Overcast spell: "Searing Doom Upgraded"
Winds of Magic cost: -1 for "Searing Doom"
Winds of Magic cost: -2 for "Searing Doom Upgraded"
Cooldown: -50% to "Searing Doom" - Metalshifting
Passive ability: "Metalshifting"Requires: Searing Doom - Plague of Rust3 levelsLevel 1
Spell: "Plague of Rust"Level 2
Overcast spell: "Plague of Rust Upgraded"
Cooldown: -30% to "Plague of Rust"Level 3
Miscast base chance: -15% for "Plague of Rust Upgraded"
Overcast spell: "Plague of Rust Upgraded"
Winds of Magic cost: -1 for "Plague of Rust"
Winds of Magic cost: -1 for "Plague of Rust Upgraded"
Cooldown: -50% to "Plague of Rust"Requires: Searing Doom - Glittering Robe3 levelsLevel 1
Spell: "Glittering Robe"Level 2
Overcast spell: "Glittering Robe Upgraded"
Cooldown: -30% to "Glittering Robe"Level 3
Miscast base chance: -15% for "Glittering Robe Upgraded"
Overcast spell: "Glittering Robe Upgraded"
Winds of Magic cost: -1 for "Glittering Robe"
Winds of Magic cost: -2 for "Glittering Robe Upgraded"
Cooldown: -50% to "Glittering Robe"Requires: Searing Doom - Gehenna's Golden Hounds3 levelsLevel 1
Spell: "Gehenna's Golden Hounds"Level 2
Overcast spell: "Gehenna's Golden Hounds Upgraded"
Cooldown: -30% to "Gehenna's Golden Hounds"Level 3
Miscast base chance: -15% for "Gehenna's Golden Hounds Upgraded"
Overcast spell: "Gehenna's Golden Hounds Upgraded"
Winds of Magic cost: -2 for "Gehenna's Golden Hounds"
Winds of Magic cost: -3 for "Gehenna's Golden Hounds Upgraded"
Cooldown: -50% to "Gehenna's Golden Hounds"Requires: Searing Doom - Evasion
Passive ability: "Evasion"Requires all: Metalshifting, Plague of Rust, Glittering Robe, Gehenna's Golden Hounds - Transmutation of Lead3 levelsLevel 1
Spell: "Transmutation of Lead"Level 2
Overcast spell: "Transmutation of Lead Upgraded"
Cooldown: -30% to "Transmutation of Lead"Level 3
Miscast base chance: -15% for "Transmutation of Lead Upgraded"
Overcast spell: "Transmutation of Lead Upgraded"
Winds of Magic cost: -2 for "Transmutation of Lead"
Winds of Magic cost: -3 for "Transmutation of Lead Upgraded"
Cooldown: -50% to "Transmutation of Lead"Requires: Evasion - Final Transmutation3 levelsLevel 1
Spell: "Final Transmutation"Level 2
Overcast spell: "Final Transmutation Upgraded"
Cooldown: -30% to "Final Transmutation"Level 3
Miscast base chance: -15% for "Final Transmutation Upgraded"
Overcast spell: "Final Transmutation Upgraded"
Winds of Magic cost: -2 for "Final Transmutation"
Winds of Magic cost: -4 for "Final Transmutation Upgraded"
Cooldown: -50% to "Final Transmutation"Requires: Evasion - 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: Transmutation of Lead, Final Transmutation, Earthing, Magical Reserves
- Scouting3 levelsLevel 1
Scouting action: Magic item drop chance is increased by an additional 5%Level 2 · rank 5
Scouting action: Magic item drop chance is increased by an additional 10%Level 3 · rank 10
Scouting 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. - Boost Income3 levelsLevel 1
Boost Income action: Income is modified by an additional 2%
Income from all buildings: -2% (local province)
Income from all buildings: +2% (local province)Level 2 · rank 5
Boost Income action: Income is modified by an additional 4%
Income from all buildings: -4% (local province)
Income from all buildings: +4% (local province)Level 3 · rank 10
Boost Income action: Income is modified by an additional 6%
Income from all buildings: -6% (local province)
Income from all buildings: +6% (local province)Such magic-users may be wise and able to offer sage advice, especially if they have scried the region. - Steal Technology3 levelsLevel 1
Steal Technology action: Research rate is increased by an additional 3Level 2 · rank 5
Steal Technology action: Research rate is increased by an additional 6Level 3 · rank 10
Steal Technology action: Research rate is increased by an additional 10Oft-times, though you may have much, what you want the most is what your rivals have; such envy focuses the mind and creativity. - Wound3 levelsLevel 1
Wound action: Additional 5% chance of wounding targetLevel 2 · rank 5
Wound action: Additional 12% chance of wounding targetLevel 3 · rank 10
Wound action: Additional 21% chance of wounding targetSuch a champion will not bend or break, but slay in their Lord's name. - Assault Unit3 levelsLevel 1
Assault Unit action: Additional 5% damage causedLevel 2 · rank 5
Assault Unit action: Additional 15% damage causedLevel 3 · rank 10
Assault Unit action: Additional 30% damage caused"I'm no pupil, but an adept! A hex on them, may their souls shrivel from their bones!" - Specialist3 levelsLevel 1
Hero action cost: -10%
Hero action success chance: +1%Level 2
Hero action cost: -20%
Hero action success chance: +3%Level 3
Hero 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.
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.