Kairos Fateweaver skill tree & build planner
TzeentchLegendary lordUnit stats
46 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
- 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.
- Gaze of FateUnlocks at rank 7Ability: "Gaze of Fate"
- 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.
- Hidden in TimeUnlocks at rank 10Ability: "Hidden in Time"
- 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.
- Oracle of EternityUnlocks at rank 14Ability: "Oracle of Eternity"Barrier: +40% during battles
- The OracleChance of Winds of Magic increasing in strength when changing: +10% (local province)Miscast base chance: -40%Requires: Oracle of EternityFateweaver may harness the Winds of Magic to his best advantage, for he already knows all the possible outcomes of his actions.
- Thaumaturgic RejuvenationBarrier replenishment delay: -25% (Lord's army)Barrier replenishment rate: +25% (Lord's army)Requires: Oracle of EternityThough all who serve the Changer are gifted with additional protection from attack, some can restore it to maximum effectiveness faster than others.
- Wind SummonerWinds of Magic power reserve: +3 per turnPhysical resistance: 10%Requires: Oracle of EternityThe unstoppable magician can draw the Winds to him and bind them for protection more easily than other practitioners of the craft.
- Irridescent ScrivenersHero action success chance: +20% for Iridescent Horrors (all characters)Hero recruit rank: +3 for Iridescent Horrors (factionwide)Attribute: Causes Terror for embedded Iridescent Horror Heroes (all armies factionwide)Tzeentch corruption: +2 (local province)Requires: Oracle of EternityKairos' scribes faithfully record every baleful whisper that passes his lips, that they be made real, in the form of the Daemonic Horrors that do his bidding.
- Boons of ChangeWinds of Magic cost: -15% for Lore of Tzeentch spells (Lord's army)Barrier: +20% for Lord of Change units (Lord's army)Requires: Oracle of EternityOf all the gifts bestowed by the Dark Powers upon their followers, the boons of Tzeentch are surely the most desirable.
- Bewitching PotencyBarrier: +20% during battles (Lord's army)Attribute: Mastery of the Elemental Winds for Iridescent Horrors, Cultists and Lords of Change (Lord's army)Requires: 3 skill points across The Oracle, Wind Summoner, Boons of Change, Irridescent Scriveners, Thaumaturgic RejuvenationEnchantments such as these may be strengthened further by those with the requisite magical skill.
- Fate…Unlocks at rank 1 · Starting skillUnlocks the Fragments of Sorcery slot for the first group of common spellsUnlocks the Fragments of Sorcery slot for the second group of common spellsEvery possible future blazes with the light of sorcery and change.
- Is…Unlocks at rank 5Unlocks the Fragments of Sorcery slot for the first group of uncommon spellsRequires: Fate…To see the future is to know which tools can most efficiently enforce the fickle whims of Tzeentch.
- Mine…Unlocks at rank 10Unlocks the Fragments of Sorcery slot for the second group of uncommon spellsRequires: Is…To know the future is to understand the true futility in mortal flailings against fate.
- To…Unlocks at rank 15Unlocks the Fragments of Sorcery slot for the first group of rare spellsRequires: Mine…"I could tell you of your defeat this day, but your future has already arrived. So let us meet it together, you and I."
- Command!Unlocks at rank 20Unlocks the Fragments of Sorcery slot for the second group of rare spellsRequires: To…Infinite pasts lead to this point, where the foe is destroyed utterly in service of futures pleasing Tzeentch numbering nine times nine.
- Greater Arcane ConduitUnlocks at rank 7Passive ability: "Greater Arcane Conduit"
- Gaze to the Past2 levelsLevel 1Winds of Magic cost: -15% for Lores of Life, Metal, Light and Heavens spellsLevel 2Winds of Magic cost: -25% for Lores of Life, Metal, Light and Heavens spellsPassive ability: "Life Bloom"Passive ability: "Exorcism"Passive ability: "Metalshifting"Passive ability: "Roiling Skies"Requires: Greater Arcane Conduit"From creation, beget destruction."
- Dwell in the PresentPassive ability: "Fires of Change"Passive ability: "Prismatic Plurality"Winds of Magic cost: -15% for Lore of Tzeentch spellsMiscast base chance: -20%Requires: Greater Arcane Conduit"In the unknowable now, ruminate."
- Gaze to the Future2 levelsLevel 1Winds of Magic cost: -15% for Lores of Death, Beasts, Shadows and Fire spellsLevel 2Winds of Magic cost: -25% for Lores of Death, Beasts, Shadows and Fire spellsPassive ability: "Wild Heart"Passive ability: "Smoke & Mirrors"Passive ability: "Kindleflame"Passive ability: "Life Leeching"Requires: Greater Arcane Conduit"From potential, beget change."
- Prescient CantCooldown: -25% to all spellsSpell intensity: +20%Requires: 3 skill points across Gaze to the Past, Dwell in the Present, Gaze to the FutureThough blind to the present, Kairos can look into the future and begin weaving spells far in advance, layering multitudinous slivers of power for just the right moment.
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.
- 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: Route MarcherThe 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.
- Control Through Confusion3 levelsLevel 1Control: +1 (all provinces)Level 2Control: +2 (all provinces)Level 3Control: +3 (all provinces)Requires: Route MarcherThose who cannot think clearly and lucidly are unable to resist the insidious creep of Ruin.
- Elementals of Surprise3 levelsLevel 1Ambush success chance: +10% (Lord's army)Level 2Ambush success chance: +20% (Lord's army)Level 3Ambush success chance: +30% (Lord's army)Requires: Route MarcherSurprise is half the battle. The other half is pure, unadulterated terror in the face of certain madness.
- Binding of the Wills3 levelsLevel 1Changing of the Ways cooldown: -1 turnsLevel 2Changing of the Ways cooldown: -2 turnsLevel 3Changing of the Ways cooldown: -3 turnsRequires: Route MarcherHaving effected Change upon one's enemies, what next for the Mocking Watcher? More of the same, naturally, for to do so over and over again brings the sweetest of raptures.
- 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: 4 skill points across Scrolls of Destiny, Control Through Confusion, Elementals of Surprise, Binding of the Wills"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: Lightning StrikeThe promise of Change, though it may amount to nothing more than the cruellest of tricks, ensures the forces of Tzeeneth are fed and nourished.
- All Intents & PurposesChanging of the Ways cost: -33% for "Track Army" and "Reveal Shroud"Requires: Lightning StrikeWhen you know all there is to know, as does Kairos, nothing is beyond the reach of your grasp.
- Reckoning of Transmogrification3 levelsLevel 1Changing of the Ways cost: -3% (factionwide)Level 2Changing of the Ways cost: -6% (factionwide)Level 3Changing of the Ways cost: -9% (factionwide)Requires: Lightning StrikeWho pays the piper? Why, Fateweaver's opponents, of course, with their minds and souls as coins of currency.
- 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: Lightning StrikeTzeentch 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 Called by Change, Legions of Madness, All Intents & Purposes, Reckoning of TransmogrificationThis Lord's many deeds - both on and off the battlefield - have brought them renown among their allies and made them feared by their enemies.
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
Kairos Fateweaver · base + skills + items; no techs, buffs, campaign or battle-context effects (vs a race, at sea…).
| Stat | Base | Build |
|---|---|---|
| Health | 8,048 | 8,048 |
| Barrier | 1,200 | 1,200 |
| Armour | 50 | 50 |
| Leadership | 85 | 85 |
| Speed | 90 | 90 |
| Melee attack | 35 | 35 |
| Melee defence | 20 | 20 |
| Weapon strength | 420 | 420 |
| … armour-piercing | 295 | 295 |
| Charge bonus | 20 | 20 |
| 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 | No | No |
All effects of this build
- Melee attack: +10 when fighting against Nurglish factions
- Weapon strength: +15% when fighting against Nurglish factions
- Unlocks the Fragments of Sorcery slot for the first group of common spells
- Unlocks the Fragments of Sorcery slot for the second group of common spells
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.
