Imrik skill tree & build planner
High ElvesLegendary lordUnit stats
51 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
- MautereriusUnlocks at rank 1 · Starting skillMount: 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 14Mount: 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 4Melee defence: +3Speed: +15%The High Elves possess a natural skill that far outstrips the prowess of ordinary mortals.
- Ward of LoecUnlocks at rank 8Missile 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 8Spell resistance: 10%Knowledge can be used as a shield against magical attack.
- Army of RenownUnlocks at rank 10 · 3 levelsLevel 1 · free at rank 10Regiments of Renown army capacity: +2 (own army)Level 2 · free at rank 20Regiments of Renown army capacity: +4 (own army)Level 3 · free at rank 30Regiments 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 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.
- Caledor IncumbentUnlocks at rank 12Hero capacity: +3 for NoblesUnlocks 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 ArmamentsArmour: +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.
- DragonheartMelee attack: +7Fire 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 BattlefieldCharge bonus: +15% for Cavalry units (Lord's army)Recruit rank: +2 for Cavalry unitsSpeed: +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 PrideMelee 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 FieldsPassive ability: "Ashen Fields"Weapon strength: +10%Requires: 2 skill points across 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 10Income 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 12Attacks cause "Flammable" effect, reducing fire resistanceCharge bonus: +20It is not the Dragon you should fear…
- DragonpactUnlocks at rank 16Bound spell: "Piercing Bolts of Burning"
- SwordplayerArmour-piercing weapon damage: +12Charge bonus: +5Melee attack: +3The sword is the axis of the world and its power is absolute.
- Valour of Ages2 levelsLevel 1Weapon strength: +10% when fighting against Dark ElvesWeapon strength: +3%Level 2Weapon strength: +15% when fighting against Greenskins, Skaven, Dark Elves, Beastmen, Warriors of Chaos, Daemons of Chaos, Chaos Dwarfs and NorscaWeapon strength: +8%Requires: SwordplayerPanic and fear are things that happen to others.
- Hard to Hit2 levelsLevel 1Melee defence: +6Level 2Melee 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 1Melee attack: +6Level 2Melee 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 1Charge bonus: +15Level 2Charge bonus: +30Requires: SwordplayerSome creatures charge home with such fury that the very ground shakes beneath their feet.
- Lord of DragonsAbility: "Lord of Dragons"Requires: 4 skill points across Valour of Ages, Hard to Hit, Blade Master, Devastating Charge
- Wound-Maker2 levelsLevel 1Weapon strength: +10%Level 2Weapon 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 1Armour: +7Level 2Armour: +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 1Melee defence: +6Level 2Melee defence: +12Requires: Lord of DragonsA blade that sings in defence will not let its wielder be penetrated.
- Expeditious Endeavour2 levelsLevel 1Speed: +7%Level 2Speed: +15%Requires: Lord of DragonsWhat the enemy cannot see, it cannot hit. What the enemy cannot see, it cannot survive.
- Colossal StrikeAbility: "Colossal Strike"Requires: 4 skill points across Wound-Maker, Full Plate Armour, Blade Shield, Expeditious EndeavourThe bigger they are, the harder they fall.
Battle
- DragonhornAbility: "Dragonhorn"
- Militia Master3 levelsLevel 1Melee defence: +4 for Ship's Company, Spearmen, Silverin Guard, Rangers, Archers and Lothern Sea Guard units (Lord's army)Level 2Melee 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 3Melee 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 1Ammunition: +8% for Archers, Lothern Sea Guard, Shadow Warriors, Shadow-walkers, Sisters of Avelorn, Skycutters and Bolt Thrower units (Lord's army)Level 2Ammunition: +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 3Ammunition: +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 1Speed: +5% for Ellyrian Reavers and Silver Helms units (Lord's army)Level 2Charge 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 3Charge 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 1Charge bonus: +6 for Chariot, War Lion, Dragon Princes and Merwyrm units (Lord's army)Level 2Charge 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 3Charge 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 1Weapon strength: +6% for Great Eagle, Phoenix and Dragon units (Lord's army)Level 2Charge 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 3Charge 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 1Melee attack: +4 for Swordmasters of Hoeth, White Lions of Chrace, Phoenix Guard, Oceanids and Sea Elemental units (Lord's army)Level 2Melee 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 3Melee 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: 6 skill points across Militia Master, Bow Master, Cavalry Master, Vanguard Master, Sky Master, Master Strategist
- Immovable ForceSpell 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 WindsArmour: +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 TorrentMissile 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 FlameArmour: +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: a point in any of Immovable Force, Favourable Winds, Silver Torrent, Heart of the Flame
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.
- Iron Disciplinarian3 levelsLevel 1Control: +1 (local province)Level 2Control: +2 (local province)Level 3Control: +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 1Tradable resources produced: +2% (factionwide)Level 2Tradable resources produced: +5% (factionwide)Level 3Tradable 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 1Recruitment cost: -5% (Lord's army)Level 2Recruitment cost: -10% (Lord's army)Level 3Recruitment cost: -15% (Lord's army)Requires: Route MarcherThe Lords rule, the peasants toil. Nothing has changed in over a thousand years.
- Wary3 levelsLevel 1Enemy Hero action success chance: -3%Ambush defence chance: +8% (Lord's army)Level 2Enemy Hero action success chance: -8%Ambush defence chance: +16% (Lord's army)Level 3Enemy 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.
- DraftmasterRecruit rank: +1 for all units (Lord's army)Local recruitment capacity: +1 (local province)Requires: 4 skill points across Iron Disciplinarian, Merchant Lord, Bonded Service, WarySomeone 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!"
- Quartermaster3 levelsLevel 1Upkeep: -3% (Lord's army)Level 2Upkeep: -6% (Lord's army)Level 3Upkeep: -10% (Lord's army)Requires: DraftmasterA good quartermaster can ration equipment and foodstuffs efficiently, making supplies last longer.
- Elven Healing3 levelsLevel 1Casualty replenishment rate: +2% (Lord's army)Attrition: -10% casualties suffered from all attrition (Lord's army)Level 2Casualty replenishment rate: +4% (Lord's army)Attrition: -20% casualties suffered from all attrition (Lord's army)Level 3Casualty 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 1Magic item drop chance from battle: +8%Research rate: +5Level 2Magic item drop chance from battle: +16%Research rate: +10Level 3Magic 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 & 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, 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.
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
- 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
Imrik on Mautererius · base + skills + items; no techs, buffs, campaign or battle-context effects (vs a race, at sea…).
| Stat | Base | Build |
|---|---|---|
| Health | 4,864 | 4,864 |
| Armour | 110 | 110 |
| Leadership | 85 | 85 |
| Speed | 78 | 78 |
| Melee attack | 60 | 60 |
| Melee defence | 60 | 60 |
| Weapon strength | 420 | 420 |
| … armour-piercing | 290 | 290 |
| Charge bonus | 90 | 90 |
| Bonus vs large | 30 | 30 |
| Ward save % | 0 | 0 |
| Physical resistance % | 0 | 0 |
| Missile resistance % | 15 | 15 |
| Spell resistance % | 0 | 0 |
| Fire resistance % | 25 | 25 |
| Magical attacks | No | No |
| Flaming attacks | No | No |
All effects of this build
- Mount: Elven Steed
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.
