
Lord Mazdamundi skill planner
LizardmenLegendary 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).
- ZlaaqUnlocks at rank 18
Mount: ZlaaqThe largest Stegadon to be found anywhere, Zlaaq has served Lord Mazdamundi faithfully for almost five hundred years. - TelekinesisUnlocks at rank 8
Missile resistance: 15%The power to move objects without touching them makes missiles attacks against this one largely pointless. - Protection of the Old OnesUnlocks at rank 8
Spell resistance: 10%Across the gulf of space, the serene Potec has shared the secrets of time so that the Lizardmen may protect themselves against supernatural attack. - Vehement ZealotryUnlocks at rank 20 · 2 levelsLevel 1
Local Recruitment duration: -1 turn for Temple Guard units (minimum 1) (own army)Level 2
Ward save: +5% for Temple Guard units in Lord Mazdamundi's army
Local Recruitment duration: -1 turn for Temple Guard units (minimum 1) (own army)Unchained by the malaise that afflicts the Slann, the Lord of the Solar-City spurs the unnerving vigil of the Temple Guard into vehement zealotry. - 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.
- Reserves of Eldritch EnergyUnlocks at rank 4
Winds of Magic power reserve minimum: +10The power of the Old Ones, stored for future use so that - at precisely the right time - the Great Plan may be advanced. - Becalming CogitationUnlocks at rank 8
Enemy Winds of Magic power reserve capacity: -15 (local region)Requires: Reserves of Eldritch EnergyContemplation is the path to alignment, to the correct interpretation of the Great Plan. - Arcane ConvergenceUnlocks at rank 12
Winds of Magic power reserve capacity: +20 (own army)Requires: Becalming CogitationAll shall be one, as it is written. - Focus of MysteriesUnlocks at rank 16
Bound spell: "Banishment"Requires: Arcane ConvergenceThrough millennia of study, total mastery over magic may be attained. - Ruination of CitiesUnlocks at rank 20
Ability: "The Ruination of Cities"Requires: Focus of Mysteries
- Unfathomable PresenceUnlocks at rank 4
Barrier hit points: +800The Mage-Priest's thought patterns are so alien that they are even beyond the perception of enemy Wizards. - Soul of StoneUnlocks at rank 8
Spell resistance: 20%
Spell resistance: 10% (all armies factionwide)Requires: Unfathomable PresenceCold, merciless, without pity, obeying only logic. Hardened against magic's ill-effects. - The Harrowing ScrutinyUnlocks at rank 12
Attribute: Causes Terror
Control: +3 (local province)Requires: Soul of StoneWithin the Slann's gaze shines the cold-blooded scrutiny of the Old Ones. - Transcendent HealingUnlocks at rank 16
Passive ability: "Regeneration"
Wound recovery time: -1 turnsRequires: The Harrowing ScrutinyWhen wounded, the Slann's sheer force of will literally recombines his body. - Higher State of ConsciousnessUnlocks at rank 20
Barrier replenishment delay: -50%Requires: Transcendent Healing"Everywhere we shine, death and life burn into something new…"
- Soul Quench2 levelsLevel 1
Cooldown: -30% to "Soul Quench"
Overcast spell: "Soul Quench Upgraded"Level 2
Cooldown: -50% to "Soul Quench"
Miscast base chance: -15% for "Soul Quench Upgraded"
Overcast spell: "Soul Quench Upgraded"
Winds of Magic cost: -2 for "Soul Quench"
Winds of Magic cost: -2 for "Soul Quench Upgraded" - Roiling Skies
Passive ability: "Roiling Skies"Requires: Soul Quench - Apotheosis2 levelsLevel 1
Cooldown: -30% to "Apotheosis"
Overcast spell: "Apotheosis Upgraded"Level 2
Cooldown: -50% to "Apotheosis"
Miscast base chance: -15% for "Apotheosis Upgraded"
Overcast spell: "Apotheosis Upgraded"
Winds of Magic cost: -2 for "Apotheosis"
Winds of Magic cost: -3 for "Apotheosis Upgraded"Requires: Soul Quench - Net of Amyntok2 levelsLevel 1
Overcast spell: "Net of Amyntok Upgraded"
Cooldown: -30% to "Net of Amyntok"
Spell: "Net of Amyntok"Level 2
Miscast base chance: -15% for "Net of Amyntok Upgraded"
Overcast spell: "Net of Amyntok Upgraded"
Winds of Magic cost: -2 for "Net of Amyntok"
Winds of Magic cost: -3 for "Net of Amyntok Upgraded"
Cooldown: -50% to "Net of Amyntok"Requires: Soul Quench - Curse of the Midnight Wind2 levelsLevel 1
Overcast spell: "Curse of the Midnight Wind Upgraded"
Cooldown: -30% to "Curse of the Midnight Wind"
Spell: "Curse of the Midnight Wind"Level 2
Miscast base chance: -15% for "Curse of the Midnight Wind Upgraded"
Overcast spell: "Curse of the Midnight Wind Upgraded"
Winds of Magic cost: -2 for "Curse of the Midnight Wind"
Winds of Magic cost: -3 for "Curse of the Midnight Wind Upgraded"
Cooldown: -50% to "Curse of the Midnight Wind"Requires: Soul Quench - Evasion
Passive ability: "Evasion"Requires all: Apotheosis, Net of Amyntok, Curse of the Midnight Wind, Roiling Skies - Arcane Unforging2 levelsLevel 1
Cooldown: -30% to "Arcane Unforging"
Spell: "Arcane Unforging"
Overcast spell: "Arcane Unforging Upgraded"Level 2
Cooldown: -50% to "Arcane Unforging"
Miscast base chance: -15% for "Arcane Unforging Upgraded"
Overcast spell: "Arcane Unforging Upgraded"
Winds of Magic cost: -2 for "Arcane Unforging"
Winds of Magic cost: -3 for "Arcane Unforging Upgraded"Requires: Evasion - Comet of Casandora2 levelsLevel 1
Overcast spell: "Comet of Casandora Upgraded"
Cooldown: -30% to "Comet of Casandora"
Spell: "Comet of Casandora"Level 2
Miscast base chance: -15% for "Comet of Casandora Upgraded"
Overcast spell: "Comet of Casandora Upgraded"
Winds of Magic cost: -2 for "Comet of Casandora"
Winds of Magic cost: -4 for "Comet of Casandora Upgraded"
Cooldown: -50% to "Comet of Casandora"Requires: Evasion - Shield of Saphery
Passive ability: "Shield of Saphery"Requires: Evasion - Exorcism
Passive ability: "Exorcism"Requires: Evasion - Greater Arcane Conduit
Passive ability: "Greater Arcane Conduit"Requires all: Arcane Unforging, Comet of Casandora, Shield of Saphery, Exorcism
- Inspiring Presence
Unit 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. - Proud Warrior3 levelsLevel 1
Melee attack: +4 for Saurus units (Lord's army)Level 2
Armour: +3 for Saurus units (Lord's army)
Melee attack: +4 for Saurus units (Lord's army)Level 3
Armour: +6 for Saurus units (Lord's army)
Melee attack: +6 for Saurus units (Lord's army)Requires: Inspiring PresenceA long-serving member of an ancient, honourable tradition. - Skirmisher3 levelsLevel 1
Missile strength: +6% for Salamander and Razordon Hunting Pack units (Lord's army)
Weapon strength: +6% for Salamander and Razordon Hunting Pack units (Lord's army)
Missile strength: +4% for Skink, Chameleon Skink and Chameleon Stalker units (Lord's army)
Weapon strength: +6% for Skink, Chameleon Skink, Chameleon Stalker and Red Crested Skink units (Lord's army)Level 2
Melee defence: +4 for Salamander and Razordon Hunting Pack units (Lord's army)
Missile strength: +6% for Salamander and Razordon Hunting Pack units (Lord's army)
Weapon strength: +9% for Salamander and Razordon Hunting Pack units (Lord's army)
Melee defence: +4 for Skink, Chameleon Skink, Chameleon Stalker and Red Crested Skink units (Lord's army)
Missile strength: +6% for Skink, Chameleon Skink and Chameleon Stalker units (Lord's army)
Weapon strength: +9% for Skink, Chameleon Skink, Chameleon Stalker and Red Crested Skink units (Lord's army)Level 3
Melee defence: +6 for Salamander and Razordon Hunting Pack units (Lord's army)
Missile strength: +8% for Salamander and Razordon Hunting Pack units (Lord's army)
Weapon strength: +12% for Salamander and Razordon Hunting Pack units (Lord's army)
Melee defence: +6 for Skink, Chameleon Skink, Chameleon Stalker and Red Crested Skink units (Lord's army)
Missile strength: +8% for Skink, Chameleon Skink and Chameleon Stalker units (Lord's army)
Weapon strength: +12% for Skink, Chameleon Skink, Chameleon Stalker and Red Crested Skink units (Lord's army)Requires: Inspiring PresenceThis seasoned warrior understands irregular combat perfectly: when to attack, when to hold back, when to withdraw behind heavier lines. - Swift Rider3 levelsLevel 1
Speed: +5% for Terradon Riders, Ripperdactyl Riders, Coatl and Cold One units (Lord's army)Level 2
Missile strength: +6% for Terradon Riders units (Lord's army)
Speed: +7% for Terradon Riders, Ripperdactyl Riders, Coatl and Cold One units (Lord's army)
Weapon strength: +6% for Terradon Riders, Ripperdactyl Riders, Coatl and Cold One units (Lord's army)Level 3
Missile strength: +8% for Terradon Riders units (Lord's army)
Speed: +10% for Terradon Riders, Ripperdactyl Riders, Coatl and Cold One units (Lord's army)
Weapon strength: +8% for Terradon Riders, Ripperdactyl Riders, Coatl and Cold One units (Lord's army)Requires: Inspiring PresenceOnly the finest beast riders can hang on whilst their mounts crash through the jungle undergrowth or smash through the foe's ranks. - Sacred Guardian3 levelsLevel 1
Melee attack: +4 for Kroxigor, Sacred Kroxigor and Temple Guard units (Lord's army)Level 2
Melee attack: +4 for Kroxigor, Sacred Kroxigor and Temple Guard units (Lord's army)
Melee defence: +4 for Kroxigor, Sacred Kroxigor and Temple Guard units (Lord's army)Level 3
Melee attack: +6 for Kroxigor, Sacred Kroxigor and Temple Guard units (Lord's army)
Melee defence: +6 for Kroxigor, Sacred Kroxigor and Temple Guard units (Lord's army)Requires: Inspiring PresenceIt is a great honour to direct the elite warriors who protect the Plan from calamity. - Hunt Leader3 levelsLevel 1
Melee attack: +4 for Feral Carnosaur and Dread Saurian units (Lord's army)Level 2
Melee attack: +6 for Feral Carnosaur and Dread Saurian units (Lord's army)
Weapon strength: +9% for Feral Carnosaur and Dread Saurian units (Lord's army)Level 3
Melee attack: +8 for Feral Carnosaur and Dread Saurian units (Lord's army)
Weapon strength: +12% for Feral Carnosaur and Dread Saurian units (Lord's army)Requires: Inspiring PresenceThe most intelligent hunter tends to move swiftly up the chain of command. - Beast Driver3 levelsLevel 1
Missile strength: +4% for Stegadon, Feral Troglodon, Ancient Salamander and Bastiladon units (Lord's army)
Weapon strength: +6% for Stegadon, Feral Troglodon, Ancient Salamander and Bastiladon units (Lord's army)Level 2
Melee defence: +4 for Stegadon, Feral Troglodon, Ancient Salamander and Bastiladon units (Lord's army)
Missile strength: +6% for Stegadon, Feral Troglodon, Ancient Salamander and Bastiladon units (Lord's army)
Weapon strength: +9% for Stegadon, Feral Troglodon, Ancient Salamander and Bastiladon units (Lord's army)Level 3
Melee defence: +6 for Stegadon, Feral Troglodon, Ancient Salamander and Bastiladon units (Lord's army)
Missile strength: +8% for Stegadon, Feral Troglodon, Ancient Salamander and Bastiladon units (Lord's army)
Weapon strength: +12% for Stegadon, Feral Troglodon, Ancient Salamander and Bastiladon units (Lord's army)Requires: Inspiring PresenceThe largest, most aggressive creatures - usually the oldest bulls of the herd - must be directed, lest their independent spirit lead them astray. - Rally!
Ability: "Rally!"Requires all: Proud Warrior, Skirmisher, Swift Rider, Sacred Guardian, Hunt Leader, Beast Driver - Jungle Dominion
Armour: +10 for Saurus and Temple Guard units (Rank 7 and above) (Lord's army)
Spell resistance: 15% for Saurus and Temple Guard units (Rank 7 and above) (Lord's army)
Weapon strength: +12% for Saurus and Temple Guard units (Rank 7 and above) (Lord's army)Requires: Rally!The unforgiving law of the jungle is most clear on matters of ascendancy. - Spawn-Kin
Leadership: +5 for Skinks, Chameleon Skinks, Red Crested Skinks, Salamander and Razordon Hunting Packs, Kroxigor and Sacred Kroxigor units (Rank 7 and above) (Lord's army)
Melee defence: +5 for Skinks, Chameleon Skinks, Red Crested Skinks, Salamander and Razordon Hunting Packs, Kroxigor and Sacred Kroxigor units (Rank 7 and above) (Lord's army)
Missile resistance: 15% for Skinks, Chameleon Skinks, Red Crested Skinks, Salamander and Razordon Hunting Packs, Kroxigor and Sacred Kroxigor units (Rank 7 and above) (Lord's army)Requires: Rally!Braves who emerge from the same spawning often share a deep connection – a bond which provides considerable advantages in battle. - Soul Bound
Melee attack: +5 for Cold One, Terradon Riders, Ripperdactyl Riders, and Coatl units (Rank 7 and above) (Lord's army)
Melee defence: +5 for Cold One, Terradon Riders, Ripperdactyl Riders, and Coatl units (Rank 7 and above) (Lord's army)
Missile resistance: 15% for Cold One, Terradon Riders, Ripperdactyl Riders, and Coatl units (Rank 7 and above) (Lord's army)Requires: Rally!Mount and rider, together as one at their very cores. Indivisible. - Epicentrist
Armour: +10 for Ancient Salamander, Bastiladon, Stegadon, Feral Carnosaur, Feral Troglodon and Dread Saurian units (Rank 7 and above) (Lord's army)
Charge bonus: +12 for Ancient Salamander, Bastiladon, Stegadon, Feral Carnosaur, Feral Troglodon and Dread Saurian units (Rank 7 and above) (Lord's army)
Leadership: +5 for Ancient Salamander, Bastiladon, Stegadon, Feral Carnosaur, Feral Troglodon and Dread Saurian units (Rank 7 and above) (Lord's army)Requires: Rally!You need to be at the very centre of this pack of furious monsters to have the minutest chance of controlling their rage. Good luck! - Slann Forcefield
Ability: "Shield of the Old Ones"
Replaces: "Rally!"Requires 1 of: Jungle Dominion, Spawn-Kin, Soul Bound, Epicentrist
- 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. - Fervent3 levelsLevel 1
Corruption: -1 (local province)Level 2
Corruption: -2 (local province)Level 3
Corruption: -3 (local province)Requires: Route MarcherThrough our acts, the gods will cleanse the lands. - 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. - Ancient Cunning3 levelsLevel 1
Ambush success chance: +6% (Lord's army)Level 2
Ambush success chance: +16% (Lord's army)Level 3
Ambush success chance: +30% (Lord's army)Requires: Route MarcherSuch long-lived creatures develop a level of guile that mortals cannot match. - Draftmaster
Recruit rank: +1 for all units (Lord's army)
Local recruitment capacity: +1 (local province)Requires all: Iron Disciplinarian, Fervent, Bonded Service, Ancient CunningSomeone 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!" - Geomantic Sustenance3 levelsLevel 1
Upkeep: -3% (Lord's army)Level 2
Upkeep: -6% (Lord's army)Level 3
Upkeep: -9% (Lord's army)Requires: DraftmasterThe power generated by the overarching Geomantic Web can also be used to nourish the Saurus on the march. - 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: DraftmasterThis warrior has been ambushed previously and got themselves and many of their compatriots away safely. Such things make one naturally suspicious. - Gifts of the Jungle3 levelsLevel 1
Casualty replenishment rate: +2% (Lord's army)Level 2
Casualty replenishment rate: +4% (Lord's army)Level 3
Casualty replenishment rate: +6% (Lord's army)Requires: DraftmasterLife in the jungle means knowing the difference between which flora can heal and what, if ingested, will kill you. - 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, Geomantic Sustenance, Wary, Gifts of the JungleThis 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
No skills taken yet.
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.