
Imrik skill planner
High ElvesLegendary lordUnit stats
51 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).
- MautereriusUnlocks at rank 1 · Starting skill
Mount: Elven SteedThe Dragon Prince’s unwavering steed is bedecked in plates and scales of ‘sky-silver’ that mimic the appearance of a mighty Drake. - MinaithnirUnlocks at rank 14
Mount: MinaithnirImrik’s fanatically loyal Drake is a symbol of the Elf Lord’s irrefutable eminence as the last true Dragon Prince. - Speed of AsuryanUnlocks at rank 4
Melee defence: +3
Speed: +15%The High Elves possess a natural skill that far outstrips the prowess of ordinary mortals. - Ward of LoecUnlocks at rank 8
Missile resistance: 10%The Trickster God knows all manner of ploys and ruses that can be used to counter missile attacks. - Ward of HoethUnlocks at rank 8
Spell resistance: 10%Knowledge can be used as a shield against magical attack. - Army of RenownUnlocks at rank 10 · 3 levelsLevel 1 · free at rank 10
Regiments of Renown army capacity: +2 (own army)Level 2 · free at rank 20
Regiments of Renown army capacity: +4 (own army)Level 3 · free at rank 30
Regiments of Renown army capacity: +6 (own army)If their renown does them justice, they will be fit to serve one whose fame they will never outstrip. - MentorUnlocks at rank 30 · 3 levelsLevel 1
Character experience gain: +20% (Heroes in Lord's army)
Character will share +15% of experience earned between all other active LordsLevel 2 · rank 40
Character experience gain: +35% (Heroes in Lord's army)
Character will share +30% of experience earned between all other active LordsLevel 3 · rank 50
Character 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.
- Caledor IncumbentUnlocks at rank 12
Hero capacity: +3 for Nobles
Unlocks Hero recruitment: Noble (all provinces)
Influence: +2 per turnImrik is prince of the silent realm of Caledor. Despite the decline of the Dragons, Imrik does not waver in his duty. - Vaul's Armaments
Armour: +15 (Lord's army)
Spell resistance: 15% (Lord's army)
Research rate: +10Requires: Caledor IncumbentCaledor is home to Vaul's Anvil, the site of a great temple to the God of Smiths. The work of the priests of Vaul binds the Winds into steel, and forges peerless magical arms and armour. - Dragonheart
Melee attack: +7
Fire resistance: 35% (Lord's army)
Leadership: +5 (Lord's army)Requires: Caledor IncumbentThe age of Dragons is long past, but the pride of Caledorians doth never wane. The fires that once raged upon the peaks now rages within every Caledorian Elf. - Astride the Battlefield
Charge bonus: +15% for Cavalry units (Lord's army)
Recruit rank: +2 for Cavalry units
Speed: +15% for Cavalry units (Lord's army)Requires: Caledor IncumbentCaledorians are renowned for their arrogance. It is however hard to argue their proficiency as elite cavalry. - Ancient Pride
Melee defence: +6 for Dragon Prince and Dragon units (Lord's army)
Physical resistance: 10% for Dragon Prince and Dragon units (Lord's army)
Vigour loss reduction: -50% for Dragon Prince and Dragon units (Lord's army)Requires: Caledor IncumbentDragon Princes are the only Elves who would never dip their banners for the Phoenix King, holding to an honour said to have been granted by Caledor himself! - Ashen Fields
Passive ability: "Ashen Fields"
Weapon strength: +10%Requires 2 of: Ancient Pride, Astride the Battlefield, Dragonheart, Vaul's ArmamentsWhen it is done there shall remain but mounds of ash as far as the eye can see. - Dedicated to VaulUnlocks at rank 10
Income from Industry buildings: +1% (factionwide)
Leadership: +5 for Dragon Princes units (Lord's army)
Upkeep: -5% for Dragon Princes units (Lord's army)
Armour: +10The God of Smiths knows the Elves will need fire and fury to survive; his blessings steel them for the darker days ahead. - Blazing LanceUnlocks at rank 12
Attacks cause "Flammable" effect, reducing fire resistance
Charge bonus: +20It is not the Dragon you should fear… - DragonpactUnlocks at rank 16
Bound spell: "Piercing Bolts of Burning"
- Swordplayer
Armour-piercing weapon damage: +12
Charge bonus: +5
Melee attack: +3The sword is the axis of the world and its power is absolute. - Valour of Ages2 levelsLevel 1
Weapon strength: +10% when fighting against Dark Elves
Weapon strength: +3%Level 2
Weapon strength: +15% when fighting against Greenskins, Skaven, Dark Elves, Beastmen, Warriors of Chaos, Daemons of Chaos, Chaos Dwarfs and Norsca
Weapon strength: +8%Requires: SwordplayerPanic and fear are things that happen to others. - Hard to Hit2 levelsLevel 1
Melee defence: +6Level 2
Melee defence: +12Requires: SwordplayerHand-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. - Blade Master2 levelsLevel 1
Melee attack: +6Level 2
Melee attack: +12Requires: SwordplayerThis warrior is one with their blade; it is an extension of their will, making them a worthy foe in combat. - Devastating Charge2 levelsLevel 1
Charge bonus: +15Level 2
Charge bonus: +30Requires: SwordplayerSome creatures charge home with such fury that the very ground shakes beneath their feet. - Lord of Dragons
Ability: "Lord of Dragons"Requires all: Valour of Ages, Hard to Hit, Blade Master, Devastating Charge - Wound-Maker2 levelsLevel 1
Weapon strength: +10%Level 2
Weapon strength: +20%Requires: Lord of DragonsSuch is their power and ferocity, a wound-maker will ravage the foe, cutting and pulverising until there is only one exit - death. - Full Plate Armour2 levelsLevel 1
Armour: +7Level 2
Armour: +15Requires: Lord of DragonsFull-Plate armour protects the wearer from head-to-foot. Many such suits are blessed or imbued with arcane abilities. - Blade Shield2 levelsLevel 1
Melee defence: +6Level 2
Melee defence: +12Requires: Lord of DragonsA blade that sings in defence will not let its wielder be penetrated. - Expeditious Endeavour2 levelsLevel 1
Speed: +7%Level 2
Speed: +15%Requires: Lord of DragonsWhat the enemy cannot see, it cannot hit. What the enemy cannot see, it cannot survive. - wh3_dlc24_skill_all_all_self_colossal_strike
Ability: ""Requires all: Wound-Maker, Full Plate Armour, Blade Shield, Expeditious Endeavour
- Dragonhorn
Ability: "Dragonhorn" - Militia Master3 levelsLevel 1
Melee defence: +4 for Ship's Company, Spearmen, Silverin Guard, Rangers, Archers and Lothern Sea Guard units (Lord's army)Level 2
Melee attack: +4 for Ship's Company, Spearmen, Silverin Guard, Rangers, Archers and Lothern Sea Guard units (Lord's army)
Melee defence: +4 for Ship's Company, Spearmen, Silverin Guard, Rangers, Archers and Lothern Sea Guard units (Lord's army)Level 3
Melee attack: +6 for Ship's Company, Spearmen, Silverin Guard, Rangers, Archers and Lothern Sea Guard units (Lord's army)
Melee defence: +6 for Ship's Company, Spearmen, Silverin Guard, Rangers, Archers and Lothern Sea Guard units (Lord's army)Requires: DragonhornTurning an untrained bunch of regular citizens into effective fighting units requires a special kind of talent, and oodles of patience. - Bow Master3 levelsLevel 1
Ammunition: +8% for Archers, Lothern Sea Guard, Shadow Warriors, Shadow-walkers, Sisters of Avelorn, Skycutters and Bolt Thrower units (Lord's army)Level 2
Ammunition: +12% for Archers, Lothern Sea Guard, Shadow Warriors, Shadow-walkers, Sisters of Avelorn, Skycutters and Bolt Thrower units (Lord's army)
Reload time reduction: +4% for Archers, Lothern Sea Guard, Shadow Warriors and Shadow-walkers units (Lord's army)Level 3
Ammunition: +20% for Archers, Lothern Sea Guard, Shadow Warriors, Shadow-walkers, Sisters of Avelorn, Skycutters and Bolt Thrower units (Lord's army)
Reload time reduction: +8% for Archers, Lothern Sea Guard, Shadow Warriors and Shadow-walkers units (Lord's army)Requires: DragonhornMissile combat isn't always about attacking; knowing how to defend also pays dividends. - Cavalry Master3 levelsLevel 1
Speed: +5% for Ellyrian Reavers and Silver Helms units (Lord's army)Level 2
Charge bonus: +9 for Ellyrian Reavers and Silver Helms units (Lord's army)
Missile strength: +6% for Ellyrian Reavers units (Lord's army)
Speed: +7% for Ellyrian Reavers and Silver Helms units (Lord's army)Level 3
Charge bonus: +12 for Ellyrian Reavers and Silver Helms units (Lord's army)
Missile strength: +8% for Ellyrian Reavers units (Lord's army)
Speed: +10% for Ellyrian Reavers and Silver Helms units (Lord's army)Requires: DragonhornYears of experience in mounted combat has started to pay off; this one is always in command of both their force and its steeds. - Vanguard Master3 levelsLevel 1
Charge bonus: +6 for Chariot, War Lion, Dragon Princes and Merwyrm units (Lord's army)Level 2
Charge bonus: +9 for Chariot, War Lion, Dragon Princes and Merwyrm units (Lord's army)
Melee attack: +4 for Chariot, War Lion, Dragon Princes and Merwyrm units (Lord's army)
Missile strength: +9% for Tiranoc Chariot units (Lord's army)Level 3
Charge bonus: +12 for Chariot, War Lion, Dragon Princes and Merwyrm units (Lord's army)
Melee attack: +6 for Chariot, War Lion, Dragon Princes and Merwyrm units (Lord's army)
Missile strength: +12% for Tiranoc Chariot units (Lord's army)Requires: DragonhornBeing present at the very forefront of the assault, on many occasions, prepares one for future engagements of a similar nature. - Sky Master3 levelsLevel 1
Weapon strength: +6% for Great Eagle, Phoenix and Dragon units (Lord's army)Level 2
Charge bonus: +9 for Great Eagle, Phoenix and Dragon units (Lord's army)
Weapon strength: +9% for Great Eagle, Phoenix and Dragon units (Lord's army)Level 3
Charge bonus: +12 for Great Eagle, Phoenix and Dragon units (Lord's army)
Weapon strength: +12% for Great Eagle, Phoenix and Dragon units (Lord's army)Requires: DragonhornThe firmament holds no fear for this one, such is their command of the many airborne beasts of battle. - Master Strategist3 levelsLevel 1
Melee attack: +4 for Swordmasters of Hoeth, White Lions of Chrace, Phoenix Guard, Oceanids and Sea Elemental units (Lord's army)Level 2
Melee attack: +4 for Swordmasters of Hoeth, White Lions of Chrace, Phoenix Guard, Oceanids and Sea Elemental units (Lord's army)
Melee defence: +4 for Swordmasters of Hoeth, White Lions of Chrace, Phoenix Guard, Oceanids and Sea Elemental units (Lord's army)Level 3
Melee attack: +6 for Swordmasters of Hoeth, White Lions of Chrace, Phoenix Guard, Oceanids and Sea Elemental units (Lord's army)
Melee defence: +6 for Swordmasters of Hoeth, White Lions of Chrace, Phoenix Guard, Oceanids and Sea Elemental units (Lord's army)Requires: DragonhornKnowing that it is the rare plan that survives contact with the enemy, yet being prepared for all eventualities, raises this one above mere planners. - Rally!
Ability: "Rally!"Requires all: Militia Master, Bow Master, Cavalry Master, Vanguard Master, Sky Master, Master Strategist - Immovable Force
Spell resistance: 15% for Ship's Company, Spearmen, Silverin Guard, Silver Helms, Swordmasters of Hoeth, White Lions of Chrace and Merwyrm units (Rank 7 and above) (Lord's army)
Melee defence: +5 for Ship's Company, Spearmen, Silverin Guard, Silver Helms, Swordmasters of Hoeth, White Lions of Chrace and Merwyrm units (Rank 7 and above) (Lord's army)
Weapon strength: +10% for Ship's Company, Spearmen, Silverin Guard, Silver Helms, Swordmasters of Hoeth, White Lions of Chrace and Merwyrm units (Rank 7 and above) (Lord's army)Requires: Rally!Like a wall of the hardest stone imaginable - such is their ability to withstand attack. - Favourable Winds
Armour: +10 for Archers, Lothern Sea Guard, Shadow Warriors, Shadow-walkers, Sisters of Avelorn, Skycutters and Bolt Thrower units (Rank 7 and above) (Lord's army)
Missile strength: +12% for Archers and Lothern Sea Guard, Shadow Warriors, Shadow-walkers, Sisters of Avelorn, Skycutters and Bolt Thrower units (Rank 7 and above) (Lord's army)
Missile resistance: 15% for Archers, Lothern Sea Guard, Shadow Warriors, Shadow-walkers, Sisters of Avelorn, Skycutters and Bolt Thrower units (Rank 7 and above) (Lord's army)Requires: Rally!When the gale always blows in the direction of your choosing, failure becomes a rare event indeed. - Silver Torrent
Missile resistance: 15% for Rangers, Great Eagle, War Lion, Chariot, Ellyrian Reavers, Oceanids and Sea Elemental units (Rank 7 and above) (Lord's army)
Speed: +10% for Rangers, Great Eagle, War Lion, Chariot, Ellyrian Reavers, Oceanids and Sea Elemental units (Rank 7 and above) (Lord's army)
Weapon strength: +12% for Rangers, Great Eagle, War Lion, Chariot, Ellyrian Reavers, Oceanids and Sea Elemental units (Rank 7 and above) (Lord's army)Requires: Rally!Speed, agility and control - all must be mastered if your crushing tide is to break perfectly upon enemy shores. - Heart of the Flame
Armour: +10 for Dragon, Phoenixes, Dragon Princes and Phoenix Guard units (Rank 7 and above) (Lord's army)
Melee defence: +5 for Dragon, Phoenixes, Dragon Princes and Phoenix Guard units (Rank 7 and above) (Lord's army)
Physical resistance: 10% for Dragon, Phoenixes, Dragon Princes and Phoenix Guard units (Rank 7 and above) (Lord's army)Requires: Rally!The very centre of the fire always burns the hottest. - Stand Your Ground!
Replaces: "Rally!"
Ability: "Stand Your Ground!"Requires 1 of: Immovable Force, Favourable Winds, Silver Torrent, Heart of the Flame
- Route Marcher
Campaign movement range: +5%Those who know the land and its secrets will travel faster and further than the foes who don't. - Iron Disciplinarian3 levelsLevel 1
Control: +1 (local province)Level 2
Control: +2 (local province)Level 3
Control: +3 (local province)Requires: Route MarcherThis Lord expects utter obedience from the smallfolk, and has little time for insurrections or petty revolts. - Merchant Lord3 levelsLevel 1
Tradable resources produced: +2% (factionwide)Level 2
Tradable resources produced: +5% (factionwide)Level 3
Tradable resources produced: +9% (factionwide)Requires: Route Marcher“Underlying most arguments against the free market is a lack of belief in freedom itself.” - Bonded Service3 levelsLevel 1
Recruitment cost: -5% (Lord's army)Level 2
Recruitment cost: -10% (Lord's army)Level 3
Recruitment cost: -15% (Lord's army)Requires: Route MarcherThe Lords rule, the peasants toil. Nothing has changed in over a thousand years. - Wary3 levelsLevel 1
Enemy Hero action success chance: -3%
Ambush defence chance: +8% (Lord's army)Level 2
Enemy Hero action success chance: -8%
Ambush defence chance: +16% (Lord's army)Level 3
Enemy Hero action success chance: -15%
Ambush defence chance: +30% (Lord's army)Requires: Route MarcherThis warrior has been ambushed previously and got themselves and many of their compatriots away safely. Such things make one naturally suspicious. - Draftmaster
Recruit rank: +1 for all units (Lord's army)
Local recruitment capacity: +1 (local province)Requires all: Iron Disciplinarian, Merchant Lord, Bonded Service, WarySomeone has to ensure the numbers and quality of recruits remain high. - Lightning Strike3 levelsLevel 1
Enemy 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 2
Enemy 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 3
Enemy 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 penalty
Enables lightning strike battles when reinforcements are presentRequires: Draftmaster"The time to strike is now!" - Quartermaster3 levelsLevel 1
Upkeep: -3% (Lord's army)Level 2
Upkeep: -6% (Lord's army)Level 3
Upkeep: -10% (Lord's army)Requires: DraftmasterA good quartermaster can ration equipment and foodstuffs efficiently, making supplies last longer. - Elven Healing3 levelsLevel 1
Casualty replenishment rate: +2% (Lord's army)
Attrition: -10% casualties suffered from all attrition (Lord's army)Level 2
Casualty replenishment rate: +4% (Lord's army)
Attrition: -20% casualties suffered from all attrition (Lord's army)Level 3
Casualty replenishment rate: +6% (Lord's army)
Attrition: -30% casualties suffered from all attrition (Lord's army)Requires: DraftmasterThe ancient Asur arts teach one how to heal as well as how to harm. - Elven Scholar3 levelsLevel 1
Magic item drop chance from battle: +8%
Research rate: +5Level 2
Magic item drop chance from battle: +16%
Research rate: +10Level 3
Magic item drop chance from battle: +24%
Research rate: +15Requires: DraftmasterFar removed from the petty squabbles of other races, many High Elves are able to devote themselves to learning, magic and the arts. - Renowned & Feared
Enemy Hero action success chance: -10%
Hero self-defence: +25% chance of wounding aggressors
Campaign movement range: +5%
Recruit rank: +1 for all units (Lord's army)
Upkeep: -8% (Lord's army)Requires all: Lightning Strike, Quartermaster, Elven Healing, Elven ScholarThis Lord's many deeds - both on and off the battlefield - have brought them renown among their allies and made them feared by their enemies.
All effects of this build
Mount: Elven Steed
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.