
Ketzak Fimdirach skill planner
NurgleHeroUnit stats
27 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).
- Miasma of Despair
Armour: +20
Melee defence: +5The same enchanted mist that obscures Fimir Balefiend dwellings can also be conjured to confound and horrify would-be attackers on the battlefield. - Eye of the Balefiend2 levelsLevel 1
Winds of Magic power reserve capacity: +4
Spell resistance: 15%Level 2
Winds of Magic power reserve capacity: +8
Spell resistance: 25%They can see the Winds of Magic's ebb and flow, enabling them to make the best use of the magical power available. - Ritualistic FuryUnlocks at rank 10
Melee attack: +5
Melee defence: +5Although lacking the finesse of Elven magics, the sorceries of the north are no less potent, for they channel furious, Daemonic power. - Might of the SwampUnlocks at rank 12
Melee attack: +3
Weapon strength: +10%The swamp will rise again, its inhabitants enjoying the blessings of the Dark Gods once more. - The Ketzak FimdirachUnlocks at rank 15
Recruitment health: +5% for all units (Hero's army)
Miscast base chance: -25%
Spell resistance: 10% (Hero's army)Sometimes called the Restorer, the Ketzak Fimdirach is a male Fimir shaman of singular power, seen only once in a generation among his benighted species. - Aura of ChaosUnlocks at rank 9
Missile resistance: 10%The shadow of the Ruinous Powers looms large, protecting those who bear their mark.
- From the SwampsUnlocks at rank 10
Control: +5 (local province)
Diplomatic relations: +20 with NorscaA friend of the Ketzak Fimdirach is a friend of all Fimir, and of fouler things which live in the caves and swamps, far from prying, human eyes. - Cutting Power
Winds of Magic cost: -1 for "The Penumbral Pendulum"Bound spell: "The Penumbral Pendulum"
Cooldown: -25% to "The Penumbral Pendulum"Requires: From the SwampsWhen a flying magical cleaver just isn't enough... - Swamp Totems
Spell resistance: -10% (enemy armies in local province)
Missile resistance: -10% (enemy armies in local province)Requires: From the SwampsStrange talismans and mouldy bone charms of the fens can often carry unique and unforeseen boons and side effects. - Baleful Regeneration
Passive ability: "Horrible Regeneration" for Cygor, Beasts of Nurgle, Fimir Warriors and Skin Wolves units (Hero's army)
Passive ability: "Regeneration" for Chaos Frost Dragon and Dragon Ogre Shaggoth units (Hero's army)Requires all: Cutting Power, Swamp TotemsWith minacious magics galore, the Restorer can heal even gaping, sucking wounds beyond the limits of a Troll's natural regenerative capabilities.
- Melkoth's Mystifying Miasma2 levelsLevel 1
Overcast spell: "Melkoth's Mystifying Miasma Upgraded"
Cooldown: -30% to "Melkoth's Mystifying Miasma"Level 2
Miscast base chance: -15% for "Melkoth's Mystifying Miasma Upgraded"
Overcast spell: "Melkoth's Mystifying Miasma Upgraded"
Winds of Magic cost: -1 for "Melkoth's Mystifying Miasma"
Winds of Magic cost: -2 for "Melkoth's Mystifying Miasma Upgraded"
Cooldown: -50% to "Melkoth's Mystifying Miasma"The caster weaves a confounding fog that numbs and deludes enemies, causing them to stumble and stagger. - Smoke & Mirrors
Passive ability: "Smoke & Mirrors"Requires: Melkoth's Mystifying MiasmaA conjured shadow is just as obfuscating as a real one - the Shadow Wizard is master or mistress of the 'concealing' arts. - The Enfeebling Foe3 levelsLevel 1
Spell: "The Enfeebling Foe"Level 2
Overcast spell: "The Enfeebling Foe Upgraded"
Cooldown: -30% to "The Enfeebling Foe"Level 3
Miscast base chance: -15% for "The Enfeebling Foe Upgraded"
Overcast spell: "The Enfeebling Foe Upgraded"
Winds of Magic cost: -1 for "The Enfeebling Foe"
Winds of Magic cost: -2 for "The Enfeebling Foe Upgraded"
Cooldown: -50% to "The Enfeebling Foe"Requires: Melkoth's Mystifying MiasmaWhen cast, this spell enfeebles enemy minds; they feel the crushing weight of reality bearing down upon them. - The Withering3 levelsLevel 1
Spell: "The Withering"Level 2
Overcast spell: "The Withering Upgraded"
Cooldown: -30% to "The Withering"Level 3
Miscast base chance: -15% for "The Withering Upgraded"
Overcast spell: "The Withering Upgraded"
Winds of Magic cost: -1 for "The Withering"
Winds of Magic cost: -2 for "The Withering Upgraded"
Cooldown: -50% to "The Withering"Requires: Melkoth's Mystifying MiasmaThe Wizard destroys their enemies from within, corroding foes' minds with doubt and crisis. - The Penumbral Pendulum3 levelsLevel 1
Spell: "The Penumbral Pendulum"Level 2
Overcast spell: "The Penumbral Pendulum Upgraded"
Cooldown: -30% to "The Penumbral Pendulum"Level 3
Miscast base chance: -15% for "The Penumbral Pendulum Upgraded"
Overcast spell: "The Penumbral Pendulum Upgraded"
Winds of Magic cost: -2 for "The Penumbral Pendulum"
Winds of Magic cost: -3 for "The Penumbral Pendulum Upgraded"
Cooldown: -50% to "The Penumbral Pendulum"Requires: Melkoth's Mystifying MiasmaA spectral pendulum is summoned by the Wizard. On command, it swings, razor sharp and with lethal speed, through the foe. - Evasion
Passive ability: "Evasion"Requires all: Smoke & Mirrors, The Enfeebling Foe, The Withering, The Penumbral Pendulum - Pit of Shades3 levelsLevel 1
Spell: "Pit of Shades"Level 2
Overcast spell: "Pit of Shades Upgraded"
Cooldown: -30% to "Pit of Shades"Level 3
Miscast base chance: -15% for "Pit of Shades Upgraded"
Overcast spell: "Pit of Shades Upgraded"
Winds of Magic cost: -3 for "Pit of Shades"
Winds of Magic cost: -3 for "Pit of Shades Upgraded"
Cooldown: -50% to "Pit of Shades"Requires: EvasionThe spellcaster opens a vortex leading into the Pit. Anything caught within it will be lost forever. - Okkam's Mindrazor3 levelsLevel 1
Spell: "Okkam's Mindrazor"Level 2
Overcast spell: "Okkam's Mindrazor Upgraded"
Cooldown: -30% to "Okkam's Mindrazor"Level 3
Miscast base chance: -15% for "Okkam's Mindrazor Upgraded"
Overcast spell: "Okkam's Mindrazor Upgraded"
Winds of Magic cost: -2 for "Okkam's Mindrazor"
Winds of Magic cost: -3 for "Okkam's Mindrazor Upgraded"
Cooldown: -50% to "Okkam's Mindrazor"Requires: EvasionThe supernatural solution is often the best; weapons materialise before the caster's allies, allowing them to slice through flesh, soul, and consciousness. - Earthing
Miscast base chance: -15%Requires: EvasionBy 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 Reserves
Winds of Magic power reserve capacity: +5Requires: EvasionA few magic-users have the ability to store the Winds of Magic for later use, increasing their spellcasting power when it really counts. - Greater Arcane Conduit
Passive ability: "Greater Arcane Conduit"Requires all: Pit of Shades, Okkam's Mindrazor, Earthing, Magical Reserves
- Replenish Troops3 levelsLevel 1
Replenish Troops action: Replenishment rate is increased by an additional 3%Level 2 · rank 5
Replenish Troops action: Replenishment rate is increased by an additional 6%Level 3 · rank 10
Replenish 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 1
Stimulate Growth action: Growth is modified by an additional 10
Growth: -10 (local enemy province)
Growth: +10 (local province)Level 2 · rank 5
Stimulate Growth action: Growth is modified by an additional 20
Growth: -20 (local enemy province)
Growth: +20 (local province)Level 3 · rank 10
Stimulate Growth action: Growth is modified by an additional 30
Growth: -30 (local enemy province)
Growth: +30 (local province)All will listen, for the news will either be dire or wonderful. - Damage Building3 levelsLevel 1
Damage Building action: Additional 5% damage causedLevel 2 · rank 5
Damage Building action: Additional 15% damage causedLevel 3 · rank 10
Damage Building action: Additional 30% damage causedIt is not just the forces of Chaos that can despoil, break and ruin. - Wound3 levelsLevel 1
Wound action: Additional 5% chance of wounding targetLevel 2 · rank 5
Wound action: Additional 12% chance of wounding targetLevel 3 · rank 10
Wound action: Additional 21% chance of wounding targetSuch a champion will not bend or break, but slay in their Lord's name. - Hinder Replenishment3 levelsLevel 1
Hinder Replenishment action: Replenishment is modified by an additional -10%Level 2 · rank 5
Hinder Replenishment action: Replenishment is modified by an additional -20%Level 3 · rank 10
Hinder Replenishment action: Replenishment is modified by an additional -40%The sight of a powerful figure extolling death and blasphemies can bring enemy ranks to their knees. - Specialist3 levelsLevel 1
Hero action cost: -10%
Hero action success chance: +1%Level 2
Hero action cost: -20%
Hero action success chance: +3%Level 3
Hero 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.
All effects of this build
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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.