
Hag Witch (Shadows) skill planner
KislevHeroUnit stats
27 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).
- One with NatureUnlocks at rank 6
Campaign line of sight: +15%
Growth: +8 (local province)"Drop these seeds into your garden and your harvest shall be bountiful indeed! But pick not the eye-laden stalk, not even once!" - WoodwardenUnlocks at rank 6
Attribute: Woodsman
Physical resistance: 10% during forest battles
Armour: +20Into the boughs and under the snow, where the witches dance and the new spring grows. - Protective CharmsUnlocks at rank 8
Spell resistance: 10%
Missile resistance: 10%A root to bind arrows to the earth and a simple switch of wood from a young sprout to return their magics to the spring from which it came. - Upheaval of EarthUnlocks at rank 10
Bound spell: "Assault of Stone"
Corruption: -1 (local province)"Rise now, twisted branch and mossy stone!" - 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.
- Sleigh DirgeUnlocks at rank 8
Attribute: Causes Terror
Charge bonus: +30
Weapon strength: +20%Not with: Wildkeeper, Hexen, Mother Knows BestThe rasp of wood, freely given, upon snow heralds their approach... - WildkeeperUnlocks at rank 8
Attribute: Stalk for Things in the Woods and Incarnate Elemental of Beasts units (Hero's army)
Vigour loss reduction: -20% for Things in the Woods, Incarnate Elemental of Beasts, Bear, Frost Wyrm, Snow Leopard and Forest Animals units (Hero's army)
Leadership aura size: +50%Not with: Sleigh Dirge, Hexen, Mother Knows BestFamiliars of the wood bound and leap between the shadows, ready to strike out if the deal is deemed sour. - HexenUnlocks at rank 8
Effect duration: +50% for Hex spellsNot with: Sleigh Dirge, Wildkeeper, Mother Knows BestOf all the twisting of the Winds, curses come most naturally to the Hags. - Mother Knows BestUnlocks at rank 8
Ability number of uses: +1 for "Potion of Toughness" (accompanying Lord)
Character experience gain: +15% (accompanying Lord)
Ability: "Potion of Toughness" (accompanying Lord)
Enables magical attacks (accompanying Lord)Not with: Sleigh Dirge, Wildkeeper, HexenA leader is best appointed with a wise advisor by their side… One that knows the proper ways of the world.
- 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
- Protective Charms3 levelsLevel 1
Protective Charms action: Attrition suffered is modified by an additional -10%Level 2 · rank 5
Protective Charms action: Attrition suffered is modified by an additional -20%Level 3 · rank 10
Protective Charms action: Attrition suffered is modified by an additional -30%Bear them close to your heart, for the wild holds sole domain over you now. - Spread Control3 levelsLevel 1
Spread Control action: Control is modified by an additional 1
Control: -1 (local enemy province)
Control: +1 (local province)Level 2 · rank 5
Spread Control action: Control is modified by an additional 2
Control: -2 (local enemy province)
Control: +2 (local province)Level 3 · rank 10
Spread Control action: Control is modified by an additional 3
Control: -3 (local enemy province)
Control: +3 (local province)The sight of this warrior, their stature, import or infamy, can have a calming effect. - 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. - Hag's Cursemark3 levelsLevel 1
Hag's Cursemark action: Additional 3% success chanceLevel 2 · rank 5
Hag's Cursemark action: Additional 8% success chanceLevel 3 · rank 10
Hag's Cursemark action: Additional 15% success chanceA slightest pinch of hate to make the curse just that much harder to bear. - 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.