Iridescent Horror (Metal) skill tree & build planner
26 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.
- ImmortalityUnlocks at rank 20When 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 1Character will share +15% of experience earned between all other active Heroes of the same typeLevel 2 · rank 40Character will share +30% of experience earned between all other active Heroes of the same typeLevel 3 · rank 50Character 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.
- Locus of ChangeAbility: "Locus of Change"Not with: Locus of Conjuration, Locus of Transmogrification
- Locus of ConjurationAbility: "Locus of Conjuration"Not with: Locus of Change, Locus of Transmogrification
- Locus of TransmogrificationAbility: "Locus of Transmogrification"Not with: Locus of Change, Locus of Conjuration
- Searing Doom2 levelsLevel 1Overcast spell: "Searing Doom Upgraded"Cooldown: -30% to "Searing Doom"Level 2Miscast base chance: -15% for "Searing Doom Upgraded"Overcast spell: "Searing Doom Upgraded"Winds of Magic cost: -1 for "Searing Doom"Winds of Magic cost: -2 for "Searing Doom Upgraded"Cooldown: -50% to "Searing Doom"
- MetalshiftingPassive ability: "Metalshifting"Requires: Searing Doom
- Plague of Rust3 levelsLevel 1Spell: "Plague of Rust"Level 2Overcast spell: "Plague of Rust Upgraded"Cooldown: -30% to "Plague of Rust"Level 3Miscast base chance: -15% for "Plague of Rust Upgraded"Overcast spell: "Plague of Rust Upgraded"Winds of Magic cost: -1 for "Plague of Rust"Winds of Magic cost: -1 for "Plague of Rust Upgraded"Cooldown: -50% to "Plague of Rust"Requires: Searing Doom
- Glittering Robe3 levelsLevel 1Spell: "Glittering Robe"Level 2Overcast spell: "Glittering Robe Upgraded"Cooldown: -30% to "Glittering Robe"Level 3Miscast base chance: -15% for "Glittering Robe Upgraded"Overcast spell: "Glittering Robe Upgraded"Winds of Magic cost: -1 for "Glittering Robe"Winds of Magic cost: -2 for "Glittering Robe Upgraded"Cooldown: -50% to "Glittering Robe"Requires: Searing Doom
- Gehenna's Golden Hounds3 levelsLevel 1Spell: "Gehenna's Golden Hounds"Level 2Overcast spell: "Gehenna's Golden Hounds Upgraded"Cooldown: -30% to "Gehenna's Golden Hounds"Level 3Miscast base chance: -15% for "Gehenna's Golden Hounds Upgraded"Overcast spell: "Gehenna's Golden Hounds Upgraded"Winds of Magic cost: -2 for "Gehenna's Golden Hounds"Winds of Magic cost: -3 for "Gehenna's Golden Hounds Upgraded"Cooldown: -50% to "Gehenna's Golden Hounds"Requires: Searing Doom
- Prismatic PluralityPassive ability: "Prismatic Plurality"Requires: 4 skill points across Metalshifting, Plague of Rust, Glittering Robe, Gehenna's Golden Hounds
- Transmutation of Lead3 levelsLevel 1Spell: "Transmutation of Lead"Level 2Overcast spell: "Transmutation of Lead Upgraded"Cooldown: -30% to "Transmutation of Lead"Level 3Miscast base chance: -15% for "Transmutation of Lead Upgraded"Overcast spell: "Transmutation of Lead Upgraded"Winds of Magic cost: -2 for "Transmutation of Lead"Winds of Magic cost: -3 for "Transmutation of Lead Upgraded"Cooldown: -50% to "Transmutation of Lead"Requires: Prismatic Plurality
- Final Transmutation3 levelsLevel 1Spell: "Final Transmutation"Level 2Overcast spell: "Final Transmutation Upgraded"Cooldown: -30% to "Final Transmutation"Level 3Miscast base chance: -15% for "Final Transmutation Upgraded"Overcast spell: "Final Transmutation Upgraded"Winds of Magic cost: -2 for "Final Transmutation"Winds of Magic cost: -4 for "Final Transmutation Upgraded"Cooldown: -50% to "Final Transmutation"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, Transmutation of Lead, Final Transmutation
Campaign
- Replenish Troops3 levelsLevel 1Replenish Troops action: Replenishment rate is increased by an additional 3%Level 2 · rank 5Replenish Troops action: Replenishment rate is increased by an additional 6%Level 3 · rank 10Replenish Troops action: Replenishment rate is increased by an additional 9%Those in the army can find succour or be replenished by the power of this champion.
- Stimulate Growth3 levelsLevel 1Stimulate Growth action: Growth is modified by an additional 10Level 2 · rank 5Stimulate Growth action: Growth is modified by an additional 20Level 3 · rank 10Stimulate Growth action: Growth is modified by an additional 30All will listen, for the news will either be dire or wonderful.
- Damage Building3 levelsLevel 1Damage Building action: Additional 5% damage causedLevel 2 · rank 5Damage Building action: Additional 15% damage causedLevel 3 · rank 10Damage Building action: Additional 30% damage causedIt is not just the forces of Chaos that can despoil, break and ruin.
- Wound3 levelsLevel 1Wound action: Additional 5% chance of wounding targetLevel 2 · rank 5Wound action: Additional 12% chance of wounding targetLevel 3 · rank 10Wound action: Additional 21% chance of wounding targetSuch a champion will not bend or break, but slay in their Lord's name.
- Assault Units3 levelsLevel 1Assault Units action: Additional 3% casualties inflictedLevel 2 · rank 5Assault Units action: Additional 8% casualties inflictedLevel 3 · rank 10Assault Units action: Additional 15% casualties inflictedLying in wait, experienced and patient, striking when the foe least expects.
- Specialist3 levelsLevel 1Hero action cost: -10%Hero action success chance: +1%Level 2Hero action cost: -20%Hero action success chance: +3%Level 3Hero 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.
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
Iridescent Horror (Metal) · base + skills + items; no techs, buffs, campaign or battle-context effects (vs a race, at sea…).
| Stat | Base | Build |
|---|---|---|
| Health | 3,408 | 3,408 |
| Barrier | 600 | 600 |
| Armour | 35 | 35 |
| Leadership | 65 | 65 |
| Speed | 38 | 38 |
| Melee attack | 30 | 30 |
| Melee defence | 30 | 30 |
| Weapon strength | 300 | 300 |
| … armour-piercing | 90 | 90 |
| Charge bonus | 20 | 20 |
| Missile damage | 270 | 270 |
| 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.
