
Grey 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: 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 Shadows 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. - Grey Scholar
Winds of Magic cost: -10% for Lore of Shadows 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. - Into the Shadows
Ability: "Slippery"
Attribute: Stalk
Ambush success chance: +20% (Hero's army)Requires 2 of: Lord's Councillor, Grey Scholar, Battle HardenedSome Wizards sink into darkness like a shroud, enveloping themselves in shadow to better stalk their foes.
- Melkoth's Mystifying Miasma2 levelsLevel 1
Overcast spell: "Melkoth's Mystifying Miasma Upgraded"
Cooldown: -30% to "Melkoth's Mystifying Miasma"Level 2
Miscast base chance: -15% for "Melkoth's Mystifying Miasma Upgraded"
Overcast spell: "Melkoth's Mystifying Miasma Upgraded"
Winds of Magic cost: -1 for "Melkoth's Mystifying Miasma"
Winds of Magic cost: -2 for "Melkoth's Mystifying Miasma Upgraded"
Cooldown: -50% to "Melkoth's Mystifying Miasma"The caster weaves a confounding fog that numbs and deludes enemies, causing them to stumble and stagger. - Smoke & Mirrors
Passive ability: "Smoke & Mirrors"Requires: Melkoth's Mystifying MiasmaA conjured shadow is just as obfuscating as a real one - the Shadow Wizard is master or mistress of the 'concealing' arts. - The Enfeebling Foe3 levelsLevel 1
Spell: "The Enfeebling Foe"Level 2
Overcast spell: "The Enfeebling Foe Upgraded"
Cooldown: -30% to "The Enfeebling Foe"Level 3
Miscast base chance: -15% for "The Enfeebling Foe Upgraded"
Overcast spell: "The Enfeebling Foe Upgraded"
Winds of Magic cost: -1 for "The Enfeebling Foe"
Winds of Magic cost: -2 for "The Enfeebling Foe Upgraded"
Cooldown: -50% to "The Enfeebling Foe"Requires: Melkoth's Mystifying MiasmaWhen cast, this spell enfeebles enemy minds; they feel the crushing weight of reality bearing down upon them. - The Withering3 levelsLevel 1
Spell: "The Withering"Level 2
Overcast spell: "The Withering Upgraded"
Cooldown: -30% to "The Withering"Level 3
Miscast base chance: -15% for "The Withering Upgraded"
Overcast spell: "The Withering Upgraded"
Winds of Magic cost: -1 for "The Withering"
Winds of Magic cost: -2 for "The Withering Upgraded"
Cooldown: -50% to "The Withering"Requires: Melkoth's Mystifying MiasmaThe Wizard destroys their enemies from within, corroding foes' minds with doubt and crisis. - The Penumbral Pendulum3 levelsLevel 1
Spell: "The Penumbral Pendulum"Level 2
Overcast spell: "The Penumbral Pendulum Upgraded"
Cooldown: -30% to "The Penumbral Pendulum"Level 3
Miscast base chance: -15% for "The Penumbral Pendulum Upgraded"
Overcast spell: "The Penumbral Pendulum Upgraded"
Winds of Magic cost: -2 for "The Penumbral Pendulum"
Winds of Magic cost: -3 for "The Penumbral Pendulum Upgraded"
Cooldown: -50% to "The Penumbral Pendulum"Requires: Melkoth's Mystifying MiasmaA spectral pendulum is summoned by the Wizard. On command, it swings, razor sharp and with lethal speed, through the foe. - Evasion
Passive ability: "Evasion"Requires all: Smoke & Mirrors, The Enfeebling Foe, The Withering, The Penumbral Pendulum - Pit of Shades3 levelsLevel 1
Spell: "Pit of Shades"Level 2
Overcast spell: "Pit of Shades Upgraded"
Cooldown: -30% to "Pit of Shades"Level 3
Miscast base chance: -15% for "Pit of Shades Upgraded"
Overcast spell: "Pit of Shades Upgraded"
Winds of Magic cost: -3 for "Pit of Shades"
Winds of Magic cost: -3 for "Pit of Shades Upgraded"
Cooldown: -50% to "Pit of Shades"Requires: EvasionThe spellcaster opens a vortex leading into the Pit. Anything caught within it will be lost forever. - Okkam's Mindrazor3 levelsLevel 1
Spell: "Okkam's Mindrazor"Level 2
Overcast spell: "Okkam's Mindrazor Upgraded"
Cooldown: -30% to "Okkam's Mindrazor"Level 3
Miscast base chance: -15% for "Okkam's Mindrazor Upgraded"
Overcast spell: "Okkam's Mindrazor Upgraded"
Winds of Magic cost: -2 for "Okkam's Mindrazor"
Winds of Magic cost: -3 for "Okkam's Mindrazor Upgraded"
Cooldown: -50% to "Okkam's Mindrazor"Requires: EvasionThe supernatural solution is often the best; weapons materialise before the caster's allies, allowing them to slice through flesh, soul, and consciousness. - 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, Pit of Shades, Okkam's Mindrazor
- 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 Units3 levelsLevel 1
Assault Units action: Additional 3% casualties inflictedLevel 2 · rank 5
Assault Units action: Additional 8% casualties inflictedLevel 3 · rank 10
Assault Units action: Additional 15% casualties inflictedLying in wait, experienced and patient, striking when the foe least expects. - 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.