Herald of Tzeentch (Tzeentch) skill tree & build planner
55 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
- Disc of TzeentchUnlocks at rank 6Mount: Disc of TzeentchAs part of the binding ritual, Screamer bodies are flattened and transmuted into unlikely aspects.
- Burning ChariotUnlocks at rank 16Mount: Burning ChariotHurtling across the realms like incandescent meteors, Burning Chariots bring Tzeentch's emissaries to the foe.
- Invulnerable Through ChangeUnlocks at rank 7Missile resistance: 10%With just a wave of the hand, projectiles fired at this servant of Tchar are turned from sharp and pointy to soft and entirely harmless.
- Hates NurgleUnlocks at rank 4 · Starting skillMelee attack: +10 when fighting against Nurglish factionsWeapon strength: +15% when fighting against Nurglish factionsPerhaps it is the Fly Lord's apparent nonchalance that enrages Tzeentch so? Whatever the reason, the Great Game's greatest player, and his greatest servant, have an adversary on which to focus their ire.
- Soldiers of RenownUnlocks at rank 10 · 3 levelsLevel 1 · free at rank 10Regiments of Renown army capacity: +1 (own army)Level 2 · free at rank 20Regiments of Renown army capacity: +2 (own army)Level 3 · free at rank 30Regiments of Renown army capacity: +3 (own army)Their renown shall further elevate the one under whose command they march.
- ImmortalityUnlocks at rank 20This Lord will be wounded instead of killed in battleWho wants to live forever? As it turns out, most beings wouldn't say no…
- MentorUnlocks at rank 30 · 3 levelsLevel 1Character experience gain: +20% (Heroes in Lord's army)Character will share +15% of experience earned between all other active LordsLevel 2 · rank 40Character experience gain: +35% (Heroes in Lord's army)Character will share +30% of experience earned between all other active LordsLevel 3 · rank 50Character experience gain: +50% (Heroes in Lord's army)Character will share +50% of experience earned between all other active LordsHaving learned much in their long years of service, this character now turns their attention to training others.
- PotentialiteUnlocks at rank 8Unit experience gain: +25% (Lord's army)The meanest streaks give rise to the greatest potential.
- Locus of ChangeAbility: "Locus of Change"Requires: PotentialiteNot with: Locus of Conjuration, Locus of Transmogrification
- Locus of ConjurationAbility: "Locus of Conjuration"Requires: PotentialiteNot with: Locus of Change, Locus of Transmogrification
- Locus of TransmogrificationAbility: "Locus of Transmogrification"Requires: PotentialiteNot with: Locus of Change, Locus of Conjuration
- Greater LociiEffect duration: +100% for Tzeentch Locus abilitiesNum uses: +1 for Tzeentch Locus abilitiesRequires: a point in any of Locus of Change, Locus of Conjuration, Locus of Transmogrification"Now do it again... but better."
- Dream BigUnlocks at rank 12Character experience gain: +200%Leadership: +10Wound recovery time: +10 turnsLeadership: -10 (Lord's army)Not with: Raucous Kin, Favourite TrickChoose change, or choose death.
- Raucous KinUnlocks at rank 12Missile strength: +15% for Blue Horrors of Tzeentch, Pink Horrors of Tzeentch and Exalted Pink Horrors of Tzeentch units (Lord's army)Speed: +25% for Blue Horrors of Tzeentch, Pink Horrors of Tzeentch and Exalted Pink Horrors of Tzeentch units (Lord's army)Not with: Dream Big, Favourite TrickTo deter retribution, tomfoolery is best indulged in as a group.
- Favourite TrickUnlocks at rank 12Winds of Magic cost: -2 for Common Lore of Metal and Lore of Tzeentch spellsNot with: Dream Big, Raucous Kin"Keep it simple, stupid!"
- Hard to HitMelee defence: +5Hand-to-hand combat is a lethal match of cut and thrust. However, it’s not all about offensive strikes; parries and other defensive moves can also win the day.
- Warded2 levelsLevel 1Barrier hit points: +150Level 2Barrier hit points: +300Requires: Hard to HitThose who wield the Winds will often (and quite fairly!) find themselves targeted on the field of battle.
- Spellfire2 levelsLevel 1Missile strength: +8%Level 2Missile strength: +15%Requires: Hard to HitA bit of focus goes a long way.
- Farcast2 levelsLevel 1Range: +8%Level 2Range: +15%Requires: Hard to Hit"It's simple, see, just forget everything you've learned about ballistics…"
- Simplicity2 levelsLevel 1Ammunition: +10%Reload time reduction: +7%Level 2Ammunition: +20%Reload time reduction: +15%Requires: Hard to HitEven the greatest sorcerer knows the greatest learnings come from utilising the same spells time and time again.
- Warpflame Blast"Warpflame Bolts" (projectiles have improved armour penetration and inflict Warpflame, reducing enemy armour)Requires: 4 skill points across Warded, Spellfire, Farcast, Simplicity"Burn so bright, burn so nice, it's a crying shame you can't die twice!"
- Blue Fire of Tzeentch2 levelsLevel 1Cooldown: -30% to "Blue Fire of Tzeentch"Overcast spell: "Blue Fire of Tzeentch Upgraded"Level 2Cooldown: -50% to "Blue Fire of Tzeentch"Miscast base chance: -15% for "Blue Fire of Tzeentch Upgraded"Overcast spell: "Blue Fire of Tzeentch Upgraded"Winds of Magic cost: -1 for "Blue Fire of Tzeentch"Winds of Magic cost: -2 for "Blue Fire of Tzeentch Upgraded"
- Fires of ChangePassive ability: "Fires of Change"Requires: Blue Fire of Tzeentch
- Pink Fire of Tzeentch2 levelsLevel 1Cooldown: -30% to "Pink Fire of Tzeentch"Overcast spell: "Pink Fire of Tzeentch Upgraded"Level 2Cooldown: -50% to "Pink Fire of Tzeentch"Miscast base chance: -15% for "Pink Fire of Tzeentch Upgraded"Overcast spell: "Pink Fire of Tzeentch Upgraded"Winds of Magic cost: -1 for "Pink Fire of Tzeentch"Winds of Magic cost: -2 for "Pink Fire of Tzeentch Upgraded"Requires: Blue Fire of Tzeentch
- Glean Magic2 levelsLevel 1Cooldown: -30% to "Glean Magic"Spell: "Glean Magic"Overcast spell: "Glean Magic Upgraded"Level 2Cooldown: -50% to "Glean Magic"Miscast base chance: -15% for "Glean Magic Upgraded"Overcast spell: "Glean Magic Upgraded"Winds of Magic cost: -2 for "Glean Magic"Winds of Magic cost: -3 for "Glean Magic Upgraded"Requires: Blue Fire of Tzeentch
- Treason of Tzeentch2 levelsLevel 1Cooldown: -30% to "Treason of Tzeentch"Spell: "Treason of Tzeentch"Overcast spell: "Treason of Tzeentch Upgraded"Level 2Cooldown: -50% to "Treason of Tzeentch"Miscast base chance: -15% for "Treason of Tzeentch Upgraded"Overcast spell: "Treason of Tzeentch Upgraded"Winds of Magic cost: -2 for "Treason of Tzeentch"Winds of Magic cost: -3 for "Treason of Tzeentch Upgraded"Requires: Blue Fire of Tzeentch
- Prismatic PluralityPassive ability: "Prismatic Plurality"Requires: 4 skill points across Fires of Change, Pink Fire of Tzeentch, Glean Magic, Treason of Tzeentch
- Tzeentch's Firestorm2 levelsLevel 1Cooldown: -30% to "Tzeentch's Firestorm"Spell: "Tzeentch's Firestorm"Overcast spell: "Tzeentch's Firestorm Upgraded"Level 2Cooldown: -50% to "Tzeentch's Firestorm"Miscast base chance: -15% for "Tzeentch's Firestorm Upgraded"Overcast spell: "Tzeentch's Firestorm Upgraded"Winds of Magic cost: -2 for "Tzeentch's Firestorm"Winds of Magic cost: -3 for "Tzeentch's Firestorm Upgraded"Requires: Prismatic Plurality
- Infernal Gateway2 levelsLevel 1Cooldown: -30% to "Infernal Gateway"Spell: "Infernal Gateway"Overcast spell: "Infernal Gateway Upgraded"Level 2Cooldown: -50% to "Infernal Gateway"Miscast base chance: -15% for "Infernal Gateway Upgraded"Overcast spell: "Infernal Gateway Upgraded"Winds of Magic cost: -2 for "Infernal Gateway"Winds of Magic cost: -3 for "Infernal Gateway Upgraded"Requires: Prismatic Plurality
- EarthingMiscast base chance: -15%Requires: Prismatic PluralityBy 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: Prismatic PluralityA 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, Tzeentch's Firestorm, Infernal Gateway
Battle
- Inspiring PresenceUnit experience gain per turn: +75 (Lord's army)Character's aura leadership effect: +5There are Lords that radiate power, confidence and fear, inspiring their followers to great or terrible acts.
- Accursed Horrors3 levelsLevel 1Missile strength: +8% for Blue Horrors of Tzeentch, Pink Horrors of Tzeentch and Exalted Pink Horrors of Tzeentch units (Lord's army)Level 2Barrier: +5% for Marauders of Tzeentch, Tzaangor, Chaos Warriors of Tzeentch, Blue Horrors of Tzeentch, Pink Horrors of Tzeentch and Exalted Pink Horrors of Tzeentch units (Lord's army)Missile strength: +12% for Blue Horrors of Tzeentch, Pink Horrors of Tzeentch and Exalted Pink Horrors of Tzeentch units (Lord's army)Level 3Barrier: +10% for Marauders of Tzeentch, Tzaangor, Chaos Warriors of Tzeentch, Blue Horrors of Tzeentch, Pink Horrors of Tzeentch and Exalted Pink Horrors of Tzeentch units (Lord's army)Missile strength: +16% for Blue Horrors of Tzeentch, Pink Horrors of Tzeentch and Exalted Pink Horrors of Tzeentch units (Lord's army)Requires: Inspiring PresenceThough they may appear ridiculous, the whirling, screeching footsoldiers of the Great Conspirator are the iron in his feathered martial glove.
- Myriad Servants3 levelsLevel 1Melee attack: +4 for Chaos Furies, Screamers of Tzeentch, Forsaken of Tzeentch, Chaos Warriors of Tzeentch, Tzaangors, Centigors of Tzeentch, Chosen of Tzeentch and Spawn of Tzeentch units (Lord's army)Level 2Charge bonus: +6 for Chaos Furies, Screamers of Tzeentch, Forsaken of Tzeentch, Tzaangors, Centigors of Tzeentch, Chaos Warriors of Tzeentch, Chosen of Tzeentch and Spawn of Tzeentch units (Lord's army)Melee attack: +4 for Chaos Furies, Screamers of Tzeentch, Forsaken of Tzeentch, Chaos Warriors of Tzeentch, Tzaangors, Centigors of Tzeentch, Chosen of Tzeentch and Spawn of Tzeentch units (Lord's army)Speed: +10% for Chaos Furies, Screamers of Tzeentch, Forsaken of Tzeentch, Tzaangors, Centigors of Tzeentch, Chaos Warriors of Tzeentch, Chosen of Tzeentch and Spawn of Tzeentch units (Lord's army)Level 3Charge bonus: +8 for Chaos Furies, Screamers of Tzeentch, Forsaken of Tzeentch, Tzaangors, Centigors of Tzeentch, Chaos Warriors of Tzeentch, Chosen of Tzeentch and Spawn of Tzeentch units (Lord's army)Melee attack: +6 for Chaos Furies, Screamers of Tzeentch, Forsaken of Tzeentch, Chaos Warriors of Tzeentch, Tzaangors, Centigors of Tzeentch, Chosen of Tzeentch and Spawn of Tzeentch units (Lord's army)Speed: +15% for Chaos Furies, Screamers of Tzeentch, Forsaken of Tzeentch, Tzaangors, Centigors of Tzeentch, Chaos Warriors of Tzeentch, Chosen of Tzeentch and Spawn of Tzeentch units (Lord's army)Requires: Inspiring PresenceAlthough it can be said that they have failed His tests, the broken minds and fluctuating, mutated bodies of Tzeeneth's lesser minions still have their uses.
- Many-Coloured Fires3 levelsLevel 1Missile strength: +4% for Flamers of Tzeentch, Changebringers, Exalted Flamer of Tzeentch and Burning Chariot of Tzeentch units (Lord's army)Level 2Missile strength: +6% for Flamers of Tzeentch, Changebringers, Exalted Flamer of Tzeentch and Burning Chariot of Tzeentch units (Lord's army)Range: +5% for Flamers of Tzeentch, Changebringers, Exalted Flamer of Tzeentch and Burning Chariot of Tzeentch units (Lord's army)Level 3Missile strength: +8% for Flamers of Tzeentch, Changebringers, Exalted Flamer of Tzeentch and Burning Chariot of Tzeentch units (Lord's army)Range: +10% for Flamers of Tzeentch, Changebringers, Exalted Flamer of Tzeentch and Burning Chariot of Tzeentch units (Lord's army)Requires: Inspiring PresenceUnburdened by mass, Tzeentch's flaming servants surge toward the foe – the heralds of their utter doom, no less.
- Riders of Change3 levelsLevel 1Weapon strength: +8% for Marauder Horsemen of Tzeentch, Chaos Chariots of Tzeentch, Chaos Knights of Tzeentch and Doom Knights of Tzeentch units (Lord's army)Level 2Charge bonus: +12% for Marauder Horsemen of Tzeentch, Chaos Chariots of Tzeentch, Chaos Knights of Tzeentch and Doom Knights of Tzeentch units (Lord's army)Weapon strength: +12% for Marauder Horsemen of Tzeentch, Chaos Chariots of Tzeentch, Chaos Knights of Tzeentch and Doom Knights of Tzeentch units (Lord's army)Level 3Charge bonus: +18% for Marauder Horsemen of Tzeentch, Chaos Chariots of Tzeentch, Chaos Knights of Tzeentch and Doom Knights of Tzeentch units (Lord's army)Weapon strength: +16% for Marauder Horsemen of Tzeentch, Chaos Chariots of Tzeentch, Chaos Knights of Tzeentch and Doom Knights of Tzeentch units (Lord's army)Requires: Inspiring PresenceThe thundering of their Chaos Steeds and chariots announces the arrival of Kaldour's dread Knights, and death is never far behind them.
- Warped Retainers3 levelsLevel 1Armour: +6 for Lord of Change, Chaos Warshrine of Tzeentch, Soul Grinder (Tzeentch), Cockatrice and Mutalith Vortex Beast units (Lord's army)Level 2Armour: +9 for Lord of Change, Chaos Warshrine of Tzeentch, Soul Grinder (Tzeentch), Cockatrice and Mutalith Vortex Beast units (Lord's army)Melee attack: +4 for Lord of Change, Chaos Warshrine of Tzeentch, Soul Grinder (Tzeentch), Cockatrice and Mutalith Vortex Beast units (Lord's army)Level 3Armour: +12 for Lord of Change, Chaos Warshrine of Tzeentch, Soul Grinder (Tzeentch), Cockatrice and Mutalith Vortex Beast units (Lord's army)Melee attack: +6 for Lord of Change, Chaos Warshrine of Tzeentch, Soul Grinder (Tzeentch), Cockatrice and Mutalith Vortex Beast units (Lord's army)Requires: Inspiring PresenceFor the Winged Watchers and Doomstriders of this world, their very lack of identifiable corporeal form shall be their armour against attack.
- Seer of DestinyPassive ability: "Seer of Destiny"Requires: 6 skill points across Accursed Horrors, Myriad Servants, Many-Coloured Fires, Riders of Change, Warped Retainers
- Horrific AdvancementLeadership: +6 for Marauders, Tzaangors, Centigors of Tzeentch, Marauder Horsemen of Tzeentch, Chaos Chariots of Tzeentch, Chaos Warshrines, Blue Horrors of Tzeentch, Pink Horrors of Tzeentch and Exalted Pink Horrors of Tzeentch units (Rank 7 and above) (Lord's army)Missile resistance: 15% for Marauders, Tzaangors, Centigors of Tzeentch, Marauder Horsemen of Tzeentch, Chaos Chariots of Tzeentch, Chaos Warshrines, Blue Horrors of Tzeentch, Pink Horrors of Tzeentch and Exalted Pink Horrors of Tzeentch units (Rank 7 and above) (Lord's army)Speed: +10% for Marauders, Tzaangors, Centigors of Tzeentch, Marauder Horsemen of Tzeentch, Chaos Chariots of Tzeentch, Chaos Warshrines, Blue Horrors of Tzeentch, Pink Horrors of Tzeentch and Exalted Pink Horrors of Tzeentch units (Rank 7 and above) (Lord's army)Requires: Seer of DestinyEven the bravest, most rational souls waver in the hideous, laughing face of their worst nightmares.
- Arsenal of InsanityBonus vs Infantry: +6 for Forsaken of Tzeentch, Spawn of Tzeentch, Lord of Change, Soul Grinder units, Cockatrice and Mutalith Vortex Beast units (Rank 7 and above) (Lord's army)Spell resistance: 15% for Forsaken of Tzeentch, Spawn of Tzeentch, Lord of Change, Soul Grinder units, Cockatrice and Mutalith Vortex Beast units (Rank 7 and above) (Lord's army)Weapon strength: +12% for Forsaken of Tzeentch, Spawn of Tzeentch, Lord of Change, Soul Grinder units, Cockatrice and Mutalith Vortex Beast units (Rank 7 and above) (Lord's army)Requires: Seer of DestinyOf the many weapons available to Tchar, derangement must surely be the greatest and most satsifying to wield.
- Incendiary AscentLeadership: +6 for Flamers of Tzeentch, Changebringers, Exalted Flamer of Tzeentch and Burning Chariot of Tzeentch units (Rank 7 and above) (Lord's army)Spell resistance: 15% for Flamers of Tzeentch, Changebringers, Exalted Flamer of Tzeentch and Burning Chariot of Tzeentch units (Rank 7 and above) (Lord's army)Missile strength: +12% for Flamers of Tzeentch, Changebringers, Exalted Flamer of Tzeentch and Burning Chariot of Tzeentch units (Rank 7 and above) (Lord's army)Requires: Seer of DestinyThe flickering beings of flame are in many ways the purest servants of the Changer, for their gaseous forms are ever in a state of flux.
- Armour of DeliriumArmour: +12 for Chaos Warriors of Tzeentch, Chosen of Tzeentch, Chaos Knights of Tzeentch, Doom Knights of Tzeentch, Chaos Furies and Screamers of Tzeentch units (Rank 7 and above) (Lord's army)Leadership: +6 for Chaos Warriors of Tzeentch, Chaos Knights of Tzeentch, Chosen of Tzeentch, Doom Knights of Tzeentch, Chaos Furies and Screamers of Tzeentch units (Rank 7 and above) (Lord's army)Missile resistance: 15% for Chaos Warriors of Tzeentch, Chaos Knights of Tzeentch, Chosen of Tzeentch, Doom Knights of Tzeentch, Chaos Furies and Screamers of Tzeentch units (Rank 7 and above) (Lord's army)Requires: Seer of DestinyThe best form of defence is attack, and the best form of attack is the one which reaches into the foe's mind and turns its contents against them.
- Master of FatesReplaces: "Seer of Destiny"Passive ability: "Master of Fates"Requires: a point in any of Horrific Advancement, Arsenal of Insanity, Incendiary Ascent, Armour of Delirium
Campaign
- Route MarcherCampaign movement range: +5%Those who know the land and its secrets will travel faster and further than the foes who don't.
- Serve or Die3 levelsLevel 1Recruitment cost: -5% (Lord's army)Level 2Recruitment cost: -10% (Lord's army)Level 3Recruitment cost: -15% (Lord's army)Requires: Route Marcher"You will serve me, wretch, or you will die, there is no other option."
- Arch-Manipulator3 levelsLevel 1Chance of Winds of Magic changing in strength: +5% (local province)Chance of Winds of Magic increasing in strength when changing: +5% (local province)Level 2Chance of Winds of Magic changing in strength: +10% (local province)Chance of Winds of Magic increasing in strength when changing: +10% (local province)Level 3Chance of Winds of Magic changing in strength: +15% (local province)Chance of Winds of Magic increasing in strength when changing: +15% (local province)Requires: Route MarcherAs they are a most adept and dedicated magic-user, where this one treads, the Winds always blow high and hard.
- Despoilers3 levelsLevel 1Income from raiding: +10% (Lord's army)Income from sacking settlements: +5% (Lord's army)Level 2Income from raiding: +20% (Lord's army)Income from sacking settlements: +10% (Lord's army)Level 3Income from raiding: +30% (Lord's army)Income from sacking settlements: +15% (Lord's army)Requires: Route MarcherTo despoil, to corrupt and ruin, to break the mortals and take their gods from them - this is what Chaos wants.
- Corruption3 levelsLevel 1Tzeentch corruption: +1 (local province)Level 2Tzeentch corruption: +2 (local province)Level 3Tzeentch corruption: +4 (local province)Requires: Route MarcherWith the servants of Chaos comes the corruption - as the landscape twists, this one speeds the transformation.
- DraftmasterRecruit rank: +1 for all units (Lord's army)Local recruitment capacity: +1 (local province)Requires: 4 skill points across Serve or Die, Arch-Manipulator, Despoilers, CorruptionSomeone has to ensure the numbers and quality of recruits remain high.
- Lightning Strike3 levelsLevel 1Enemy battle reinforcement time: +25%Battle reinforcement time: -10%Reinforcements supporting this army can have their arrival point adjusted by +250 metres without incurring any time penaltyLevel 2Enemy battle reinforcement time: +50%Battle reinforcement time: -20%Reinforcements supporting this army can have their arrival point adjusted by +600 metres without incurring any time penaltyLevel 3Enemy battle reinforcement time: +50%Battle reinforcement time: -30%Reinforcements supporting this army can have their arrival point adjusted by +1000 metres without incurring any time penaltyEnables lightning strike battles when reinforcements are presentRequires: Draftmaster"The time to strike is now!"
- Called by Change3 levelsLevel 1Upkeep: -3% (Lord's army)Level 2Upkeep: -6% (Lord's army)Level 3Upkeep: -9% (Lord's army)Requires: DraftmasterThe promise of Change, though it may amount to nothing more than the cruellest of tricks, ensures the forces of Tzeeneth are fed and nourished.
- Scrolls of Destiny3 levelsLevel 1Grimoires: 1 per turnLevel 2Grimoires from all buildings: +50% (local province)Grimoires: 2 per turnLevel 3Grimoires from all buildings: +100% (local province)Grimoires: 3 per turnRequires: DraftmasterThe many faces of the Wind-lord are described here, along with all the terrible mysteries of destiny. Between these lines lurks insanity, ever waiting to trap the unwary.
- Legions of Madness3 levelsLevel 1Daemons Reforged: +3% chance for destroyed Daemons of Tzeentch units to be restored after battle (Lord's army)Casualty replenishment rate: +2% (Lord's army)Level 2Daemons Reforged: +6% chance for destroyed Daemons of Tzeentch units to be restored after battle (Lord's army)Casualty replenishment rate: +4% (Lord's army)Level 3Daemons Reforged: +10% chance for destroyed Daemons of Tzeentch units to be restored after battle (Lord's army)Casualty replenishment rate: +6% (Lord's army)Requires: DraftmasterTzeentch knows that at their cores all beings desire Change, and as such there are no shortage of recruits willing to march under his many-coloured banner.
- Renowned & FearedEnemy Hero action success chance: -10%Hero self-defence: +25% chance of wounding aggressorsCampaign movement range: +5%Recruit rank: +1 for all units (Lord's army)Upkeep: -8% (Lord's army)Requires: 4 skill points across Lightning Strike, Scrolls of Destiny, Called by Change, Legions of MadnessThis Lord's many deeds - both on and off the battlefield - have brought them renown among their allies and made them feared by their enemies.
Mount
A mount comes with its skill in the tree: some the game grants at a rank, others take a skill point (picking one here takes it when the tree allows).
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
Herald of Tzeentch (Tzeentch) · base + skills + items; no techs, buffs, campaign or battle-context effects (vs a race, at sea…).
| Stat | Base | Build |
|---|---|---|
| Health | 3,808 | 3,808 |
| Barrier | 600 | 600 |
| Armour | 35 | 35 |
| Leadership | 70 | 70 |
| Speed | 38 | 38 |
| Melee attack | 35 | 35 |
| Melee defence | 35 | 35 |
| Weapon strength | 375 | 375 |
| … armour-piercing | 125 | 125 |
| Charge bonus | 20 | 20 |
| Missile damage | 300 | 300 |
| Range | 130 | 130 |
| Ammunition | 20 | 20 |
| Reload time (s) | 8 | 8 |
| Ward save % | 0 | 0 |
| Physical resistance % | 20 | 20 |
| Missile resistance % | 0 | 0 |
| Spell resistance % | 0 | 0 |
| Fire resistance % | 0 | 0 |
| Magical attacks | Yes | Yes |
| Flaming attacks | Yes | Yes |
All effects of this build
- Melee attack: +10 when fighting against Nurglish factions
- Weapon strength: +15% when fighting against Nurglish factions
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.
