
Mage (Life) skill planner
28 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).
- Barded Ithilmar SteedUnlocks at rank 7
Mount: Elven SteedAn extremely light yet resilient material, Ithilmar gives the same protection as heavy steel, but without slowing down its wearer. - Ithilmar ChariotUnlocks at rank 14
Mount: Ithilmar ChariotExcellent Elven chariots, barded with priceless Ithilmar for extra protection on the battlefield but at no cost in speed or agility. - Lileath's BlessingUnlocks at rank 4
Winds of Magic power reserve capacity: +8 (own army)Those facing a great challenge, a difficult decision, or simply in need of luck, may call upon the Goddess of Dreams and Fortune. - Ward of LoecUnlocks at rank 8
Missile 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 8
Spell resistance: 10%Knowledge can be used as a shield against magical attack. - ImmortalityUnlocks at rank 20
When 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 1
Character will share +15% of experience earned between all other active Heroes of the same typeLevel 2 · rank 40
Character will share +30% of experience earned between all other active Heroes of the same typeLevel 3 · rank 50
Character 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.
- Focused MindUnlocks at rank 10
Hero action success chance: +4%
Miscast base chance: -15%An Elf's mind is prone to obsession. This meditative discipline centers the spirit, shielding it from magical chaos and temptation. - Student of the White TowerUnlocks at rank 20
Cooldown: -10% to all spellsA human wizard may take a lifetime to master just one aspect of the Winds. A High Elf masters all eight just to be considered a student of Hoeth. - Excellent EfficiencyUnlocks at rank 25
Winds of Magic cost: -10% for all spellsLesser races use magic as a blunt tool; the Asur wield it as an art. This is the discipline of Saphery, achieving more with less.
- Awakening of the Wood2 levelsLevel 1
Cooldown: -30% to "Awakening of the Wood"
Spell: "Awakening of the Wood"Level 2
Winds of Magic cost: -1 for "Awakening of the Wood"
Cooldown: -50% to "Awakening of the Wood"
Spell: "Awakening of the Wood"Trees live for thousands of years and have very long memories. When called to fight, centuries of pent-up wrath are unleashed. - Life Bloom
Passive ability: "Life Bloom"Requires: Awakening of the WoodEven the simplest of spells can bring forth the full bloom of renewal, reinvigorating and healing the broken and bleeding. - Earth Blood3 levelsLevel 1
Spell: "Earth Blood"Level 2
Overcast spell: "Earth Blood Upgraded"
Cooldown: -30% to "Earth Blood"Level 3
Miscast base chance: -15% for "Earth Blood Upgraded"
Overcast spell: "Earth Blood Upgraded"
Winds of Magic cost: -2 for "Earth Blood"
Winds of Magic cost: -3 for "Earth Blood Upgraded"
Cooldown: -50% to "Earth Blood"Requires: Awakening of the WoodThe Wizard draws wholesome energies from the soil, imbuing companions with the natural resilience of the earth. - Flesh to Stone3 levelsLevel 1
Spell: "Flesh to Stone"Level 2
Overcast spell: "Flesh to Stone Upgraded"
Cooldown: -30% to "Flesh to Stone"Level 3
Miscast base chance: -15% for "Flesh to Stone Upgraded"
Overcast spell: "Flesh to Stone Upgraded"
Winds of Magic cost: -1 for "Flesh to Stone"
Winds of Magic cost: -1 for "Flesh to Stone Upgraded"
Cooldown: -50% to "Flesh to Stone"Requires: Awakening of the WoodThis spell temporarily transforms allies' mortal flesh into unbreakable rock, increasing tenfold their resistance to attack. - Shield of Thorns3 levelsLevel 1
Spell: "Shield of Thorns"Level 2
Overcast spell: "Shield of Thorns Upgraded"
Cooldown: -30% to "Shield of Thorns"Level 3
Miscast base chance: -15% for "Shield of Thorns Upgraded"
Overcast spell: "Shield of Thorns Upgraded"
Winds of Magic cost: -2 for "Shield of Thorns"
Winds of Magic cost: -2 for "Shield of Thorns Upgraded"
Cooldown: -50% to "Shield of Thorns"Requires: Awakening of the WoodPrickly gorse bursts from the ground around the caster's allies, protecting them from attack like a spiky, living shield. - Evasion
Passive ability: "Evasion"Requires all: Earth Blood, Life Bloom, Flesh to Stone, Shield of Thorns - Regrowth3 levelsLevel 1
Spell: "Regrowth"Level 2
Overcast spell: "Regrowth Upgraded"
Cooldown: -30% to "Regrowth"Level 3
Miscast base chance: -15% for "Regrowth Upgraded"
Overcast spell: "Regrowth Upgraded"
Winds of Magic cost: -2 for "Regrowth"
Winds of Magic cost: -3 for "Regrowth Upgraded"
Cooldown: -50% to "Regrowth"Requires: EvasionBy speaking Druthandor's name the Wizard is able to heal allies' injuries much faster than by natural means. - The Dwellers Below3 levelsLevel 1
Spell: "The Dwellers Below"Level 2
Overcast spell: "The Dwellers Below Upgraded"
Cooldown: -30% to "The Dwellers Below"Level 3
Miscast base chance: -15% for "The Dwellers Below Upgraded"
Overcast spell: "The Dwellers Below Upgraded"
Winds of Magic cost: -3 for "Dwellers Below"
Winds of Magic cost: -3 for "Dwellers Below Upgraded"
Cooldown: -50% to "The Dwellers Below"Requires: EvasionThis spell causes gnarled, fibrous hands to emerge from beneath the ground, dragging the foe to a claustrophobic, suffocating end. - 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. - Arcane Conduit
Passive ability: "Arcane Conduit"Requires all: Earthing, Magical Reserves, Regrowth, The Dwellers Below
- Scouting3 levelsLevel 1
Scouting action: Magic item drop chance is increased by an additional 5%Level 2 · rank 5
Scouting action: Magic item drop chance is increased by an additional 10%Level 3 · rank 10
Scouting action: Magic item drop chance is increased by an additional 15%Spellcasters can oft-sense when magic is close or being drawn from the Winds. - Cleanse Corruption3 levelsLevel 1
Cleanse Corruption action: Corruption is reduced by an additional 1
Corruption: -1 (local province)Level 2 · rank 5
Cleanse Corruption action: Corruption is reduced by an additional 2
Corruption: -2 (local province)Level 3 · rank 10
Cleanse Corruption action: Corruption is reduced by an additional 3
Corruption: -3 (local province)The locals take notice and will be inspired or frightened into action. - Steal Technology3 levelsLevel 1
Steal Technology action: Research rate is increased by an additional 3Level 2 · rank 5
Steal Technology action: Research rate is increased by an additional 6Level 3 · rank 10
Steal Technology action: Research rate is increased by an additional 10Oft-times, though you may have much, what you want the most is what your rivals have; such envy focuses the mind and creativity. - 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. - Block Army3 levelsLevel 1
Block Army action: Movement range is modified by an additional -3%Level 2 · rank 5
Block Army action: Movement range is modified by an additional -8%Level 3 · rank 10
Block Army action: Movement range is modified by an additional -15%To sow discord and confuse the enemy, sending them down the wrong route or befuddling their senses. - 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.
- [HIDDEN][HIDDEN]
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.