Oxyotl skill tree & build planner
LizardmenLegendary lordUnit stats
47 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
- The Enemy's WeaponsUnlocks at rank 6The ground crystals of Tzeentch's realm can imbue darts with the power to pierce any ward and find the weakest points on the most formidable foes.
- Poisons of the WarpUnlocks at rank 9Harvested from a rare flower found only in the most toxic corners of Nurgle's gardens, this poison ensures a long and painful death.
- Agility of the LizardUnlocks at rank 8Missile resistance: 10%Lizardmen can move with deceptive speed and agility when they have to.
- Protection of the Old OnesUnlocks at rank 8Spell 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.
- 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.
- Ancient KnowledgeUnlocks at rank 12Sanctum Gems gained: +1 per turnUnit experience: +150 (Lord's army)Research rate: +15Oxyotl’s time was closer to an age of technological wonders, when the Lizardmen wielded the Old Ones’ untold devices of mysterious power.
- Hunter of NightmaresUnlocks at rank 1Attribute: Immune to Psychology when fighting Daemons of Chaos, Warriors of Chaos, Chaos Dwarfs, Beastmen and Norsca (Lord's army)Corruption: -4 (local province)Melee attack: +6 when fighting against Warriors of Chaos, Daemons of Chaos, Chaos Dwarfs and Norsca (Lord's army)Requires: Ancient KnowledgeWith nothing but instincts and cunning, Oxyotl survived the creatures of the Chaos Realm. In this realm, they will not survive him.
- The Hidden NuisanceUnlocks at rank 1Greatly reduced chance of being detected while in ambush stanceAttribute: Snipe for Chamelon Skinks (Lord's army)Attribute: Stalk for all Skink Infantry units (Lord's army)Attribute: Unspottable for Chamelon Stalker units (Lord's army)Requires: Ancient KnowledgeTime after time, Oxyotl’s enemies arrive to find him ensconced nearby, soon meeting their deaths in a hail of barbed darts.
- Explorer of Lost WorldsUnlocks at rank 1Unlocks Hero recruitment: Skink Oracle (all provinces)Missile resistance: 15% for Troglodon, Coatl and Skink Oracle units (Lord's army)Upkeep: -15% for Troglodon, Coatl, and Skink Oracle units (Lord's army)Requires: Ancient KnowledgeThe path back from the Chaos Realm passes through fell places that cannot be recounted, but also forgotten lands of wondrous creatures.
- Behind Enemy LinesUnlocks at rank 1Melee attack: +8 when in foreign territory (Lord's army)Casualty replenishment rate: +5% when in foreign territory (Lord's army)Missile Damage +10% when in foreign territory (Lord's army)Global recruitment capacity: +2Requires: Ancient KnowledgeExtinction is the rule. Survival is the exception.
- The Long RevengeUnlocks at rank 1Attribute: Perfect VigourAmmunition: +50% for all Skink Infantry units (Lord's army)Vigour loss reduction: -30% for all Skink and Chameleon Skink Infantry units (Lord's army)Campaign movement range: +15%Requires: 3 skill points across Hunter of Nightmares, The Hidden Nuisance, Explorer of Lost Worlds, Behind Enemy LinesA first-hand glimpse of the world’s fate – should Chaos succeed – is enough to know the fight against them must never falter.
- Predatory FighterCharge bonus: +5Weapon strength: +10%Of course, those who live to kill must also kill to live...
- Indomitable2 levelsLevel 1Leadership: +6Level 2Leadership: +12Requires: Predatory FighterThe iron will and indomitable presence of this leader ensures their followers remain steadfast when facing peril.
- Deadeye2 levelsLevel 1Ammunition: +15%Reload time reduction: +7%Level 2Ammunition: +30%Reload time reduction: +15%Requires: Predatory FighterAlthough precision in missile combat is something that can be learned, this one was born with a high degree of natural talent.
- Hard to Hit2 levelsLevel 1Melee defence: +6Level 2Melee defence: +12Requires: Predatory FighterHand-to-hand combat is a lethal match of cut and thrust. However, it’s not all about offensive strikes; parries and other defensive moves can also win the day.
- Piercing Shots2 levelsLevel 1Missile strength: +7%Level 2Missile strength: +15%Requires: Predatory FighterThe forest teaches a warrior not only when to fire but where, which makes a bigger difference.
- SlipperyAbility: "Slippery"Requires: 4 skill points across Indomitable, Deadeye, Hard to Hit, Piercing Shots
- Wound-Maker2 levelsLevel 1Weapon strength: +10%Level 2Weapon strength: +20%Requires: SlipperySuch is their power and ferocity, a wound-maker will ravage the foe, cutting and pulverising until there is only one exit - death.
- Scarred Veteran2 levelsLevel 1Hit points: +7%Level 2Hit points: +15%Requires: SlipperyThe scars on this storied warrior reveal a veteran of many battles, a being not easy to kill and one worthy of respect and fear.
- Bottomless Quiver2 levelsLevel 1Ammunition: +15%Level 2Ammunition: +30%Requires: SlipperyAlways willing to fight on, a widened quiver allows arrows to rain, almost without end.
- Expeditious Endeavour2 levelsLevel 1Speed: +7%Level 2Speed: +15%Requires: SlipperyWhat the enemy cannot see, it cannot hit. What the enemy cannot see, it cannot survive.
- Swiftness of ItzlAbility: "Swiftness of Itzl"Requires: 4 skill points across Wound-Maker, Scarred Veteran, Bottomless Quiver, Expeditious Endeavour
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.
- Proud Warrior3 levelsLevel 1Melee attack: +4 for Saurus units (Lord's army)Level 2Armour: +3 for Saurus units (Lord's army)Melee attack: +4 for Saurus units (Lord's army)Level 3Armour: +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 1Missile 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 2Melee 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 3Melee 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 1Speed: +5% for Terradon Riders, Ripperdactyl Riders, Coatl and Cold One units (Lord's army)Level 2Missile 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 3Missile 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 1Melee attack: +4 for Kroxigor, Sacred Kroxigor and Temple Guard units (Lord's army)Level 2Melee 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 3Melee 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 1Melee attack: +4 for Feral Carnosaur and Dread Saurian units (Lord's army)Level 2Melee 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 3Melee 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 1Missile 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 2Melee 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 3Melee 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: 6 skill points across Proud Warrior, Skirmisher, Swift Rider, Sacred Guardian, Hunt Leader, Beast Driver
- Jungle DominionArmour: +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-KinLeadership: +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 BoundMelee 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.
- EpicentristArmour: +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!
- Stand Your Ground!Replaces: "Rally!"Ability: "Stand Your Ground!"Requires: a point in any of Jungle Dominion, Spawn-Kin, Soul Bound, Epicentrist
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.
- Iron Disciplinarian3 levelsLevel 1Control: +1 (local province)Level 2Control: +2 (local province)Level 3Control: +3 (local province)Requires: Route MarcherThis Lord expects utter obedience from the smallfolk, and has little time for insurrections or petty revolts.
- Fervent3 levelsLevel 1Corruption: -1 (local province)Level 2Corruption: -2 (local province)Level 3Corruption: -3 (local province)Requires: Route MarcherThrough our acts, the gods will cleanse the lands.
- Bonded Service3 levelsLevel 1Recruitment cost: -5% (Lord's army)Level 2Recruitment cost: -10% (Lord's army)Level 3Recruitment cost: -15% (Lord's army)Requires: Route MarcherThe Lords rule, the peasants toil. Nothing has changed in over a thousand years.
- Ancient Cunning3 levelsLevel 1Ambush success chance: +6% (Lord's army)Level 2Ambush success chance: +16% (Lord's army)Level 3Ambush success chance: +30% (Lord's army)Requires: Route MarcherSuch long-lived creatures develop a level of guile that mortals cannot match.
- DraftmasterRecruit rank: +1 for all units (Lord's army)Local recruitment capacity: +1 (local province)Requires: 4 skill points across Iron Disciplinarian, Fervent, Bonded Service, Ancient CunningSomeone has to ensure the numbers and quality of recruits remain high.
- 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: Draftmaster"The time to strike is now!"
- Geomantic Sustenance3 levelsLevel 1Upkeep: -3% (Lord's army)Level 2Upkeep: -6% (Lord's army)Level 3Upkeep: -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 1Enemy Hero action success chance: -3%Ambush defence chance: +8% (Lord's army)Level 2Enemy Hero action success chance: -8%Ambush defence chance: +16% (Lord's army)Level 3Enemy 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 1Casualty replenishment rate: +2% (Lord's army)Level 2Casualty replenishment rate: +4% (Lord's army)Level 3Casualty 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 & 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 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.
Items
- Weapon
- Armour
- Talisman
- Enchanted 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
Oxyotl · base + skills + items; no techs, buffs, campaign or battle-context effects (vs a race, at sea…).
| Stat | Base | Build |
|---|---|---|
| Health | 3,688 | 3,688 |
| Armour | 30 | 30 |
| Leadership | 75 | 75 |
| Speed | 54 | 54 |
| Melee attack | 50 | 50 |
| Melee defence | 45 | 45 |
| Weapon strength | 400 | 400 |
| … armour-piercing | 100 | 100 |
| Charge bonus | 30 | 30 |
| Missile damage | 96 | 96 |
| Range | 120 | 120 |
| Ammunition | 50 | 50 |
| Reload time (s) | 6 | 6 |
| Ward save % | 0 | 0 |
| Physical resistance % | 0 | 0 |
| Missile resistance % | 40 | 40 |
| 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.
