Mage (Metal) skill tree & build planner
27 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
- Barded Ithilmar SteedUnlocks at rank 7Mount: 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 14Mount: 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 4Winds 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 8Missile 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 8Spell resistance: 10%Knowledge can be used as a shield against magical attack.
- 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.
- Focused MindUnlocks at rank 10Hero 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 20Cooldown: -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 25Winds 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.
- 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"
- 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
- MetalshiftingPassive ability: "Metalshifting"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
- EvasionPassive ability: "Evasion"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: Evasion
- 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: Evasion
- EarthingMiscast 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 ReservesWinds 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 ConduitPassive ability: "Arcane Conduit"Requires: 4 skill points across Earthing, Magical Reserves, Transmutation of Lead, Final Transmutation
Campaign
- Scouting3 levelsLevel 1Scouting action: Magic item drop chance is increased by an additional 5%Level 2 · rank 5Scouting action: Magic item drop chance is increased by an additional 10%Level 3 · rank 10Scouting 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 1Cleanse Corruption action: Corruption is reduced by an additional 1Level 2 · rank 5Cleanse Corruption action: Corruption is reduced by an additional 2Level 3 · rank 10Cleanse Corruption action: Corruption is reduced by an additional 3The locals take notice and will be inspired or frightened into action.
- Steal Technology3 levelsLevel 1Steal Technology action: Research rate is increased by an additional 3Level 2 · rank 5Steal Technology action: Research rate is increased by an additional 6Level 3 · rank 10Steal 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 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.
- Block Army3 levelsLevel 1Block Army action: Movement range is modified by an additional -3%Level 2 · rank 5Block Army action: Movement range is modified by an additional -8%Level 3 · rank 10Block 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 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
Mage (Metal) · base + skills + items; no techs, buffs, campaign or battle-context effects (vs a race, at sea…).
| Stat | Base | Build |
|---|---|---|
| Health | 3,420 | 3,420 |
| Armour | 15 | 15 |
| Leadership | 60 | 60 |
| Speed | 35 | 35 |
| Melee attack | 36 | 36 |
| Melee defence | 28 | 28 |
| Weapon strength | 285 | 285 |
| … armour-piercing | 85 | 85 |
| Charge bonus | 15 | 15 |
| Ward save % | 0 | 0 |
| Physical resistance % | 0 | 0 |
| Missile resistance % | 15 | 15 |
| Spell resistance % | 0 | 0 |
| Fire resistance % | 0 | 0 |
| Magical attacks | No | No |
| Flaming attacks | No | No |
All effects of this build
No skills taken yet.
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.
