Sea Lord Aislinn skill tree & build planner
High ElvesLegendary lordUnit stats
53 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
- Skycutter ChariotUnlocks at rank 10Mount: Skycutter Chariot
- Star DragonUnlocks at rank 18Mount: Star DragonThe eldest, most powerful Dragons can destroy entire units with a molten blast of their white-hot breath.
- Speed of AsuryanUnlocks at rank 4Melee defence: +3Speed: +15%The High Elves possess a natural skill that far outstrips the prowess of ordinary mortals.
- 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.
- 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.
- The PerniciousUnlocks at rank 12Enemy casualty replenishment rate: -20% (enemy armies in local province)Attrition suffered by defender: +50% when laying siege or encircling (local region)Enemy leadership: -5 (local region)Those who cross the Sea Lord of Ulthuan rarely survive unscathed, if at all.
- Master of MistsAbility: "Master of Mists"Attribute: Stalk for Lothern Sea Guard units (Lord's army)Replenishes 10% campaign movement range after winning a battleRequires: The PerniciousIn one moment, the still morning fog; in the next, Asur regiments charging forth, clouds of whistling death falling ahead of them.
- Excessive MeasuresAbility number of uses: +1 for Dragonship army abilities (own army)Dragonship Supply construction cost: -10% for all Dragonship buildings (own army)Requires: The PerniciousWhat other Asur deem excessive, Aislinn considers being thorough.
- First StrikeAttribute: Vanguard Deployment for all units (Lord's army)Campaign movement range: -50% for enemy armies starting their turn in this region (enemy armies in region)Ambush success chance: +20% (Lord's army)Requires: The PerniciousThe first strike decides all. On the Sea Lord's signal, the sea claims what it is owed.
- Give No QuarterReplenishes 10% campaign movement range after winning a battleMissile strength: +10% (Lord's army)Weapon strength: +10% (Lord's army)Requires: 2 skill points across Master of Mists, Excessive Measures, First Strike"Leave nothing alive. Prisoners of war are nothing but dead weight."
- Dedicated to MathlannUnlocks at rank 10Upkeep: -5% for Ship's Company and Lothern Sea Guard units (Lord's army)Melee defence: +4Income from Ports: +1% (factionwide)Leadership: +5 for Ship's Company and Lothern Sea Guard units (Lord's army)As the Lord of the Sea, Mathlann is patron to sailors and explorers; he is prayed to by Elves about to embark on a voyage or seeking new lands.
- Herald of MathlannUnlocks at rank 14Ward save: +20% when fighting at sea (Lord's army)Leadership: +5 for Oceanids, Sea Elementals, Merwyrm and Ship's Company units (Lord's army)Melee attack: +10 for Oceanids, Sea Elementals, Merwyrm and Ship's Company units (Lord's army)Requires: Dedicated to MathlannMathlann has marked Aislinn as his herald, for purposes as inscrutable as the Lord of the Deeps himself.
- Vicious FighterUnlocks at rank 10Attribute: Unyielding AssaultMelee attack: +12In contrast to the enemy’s savagery and blind bloodlust, Aislinn commands fear through a measured, contemptuous application of force.
- Spirit of the Sea GodPhysical resistance: 10% for Merwrym, Oceanids, Sea Elemental and Ship's Company units (Lord's army)Ward save: +10%Requires: Vicious FighterDevout veneration of Mathlann can garner the god's favour, despite his uncaring nature.
- Naval DisciplineUnlocks at rank 10Melee attack: +5 when attacking (Lord's army)Ability: "Naval Discipline"Melee defence: +5 when defending (Lord's army)By the call of its mighty Sea Lords, the Asur fleet demonstrates why it is renowned as the greatest naval power in the world, its training superior to all others.
- Approval of FinubarDiplomatic relations: +10 with High ElvesRecruitment cost: -10% (Lord's army)Income from sacking settlements: +25% (Lord's army)Requires: Naval DisciplineThe trust between two master sailors. Finubar the Seafarer knows the harsh realities of the sea and approves of Aislinn's methods.
- SwordplayerArmour-piercing weapon damage: +12Charge bonus: +5Melee attack: +3The sword is the axis of the world and its power is absolute.
- Valour of Ages2 levelsLevel 1Weapon strength: +10% when fighting against Dark ElvesWeapon strength: +3%Level 2Weapon strength: +15% when fighting against Greenskins, Skaven, Dark Elves, Beastmen, Warriors of Chaos, Daemons of Chaos, Chaos Dwarfs and NorscaWeapon strength: +8%Requires: SwordplayerPanic and fear are things that happen to others.
- Hard to Hit2 levelsLevel 1Melee defence: +6Level 2Melee defence: +12Requires: SwordplayerHand-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.
- Blade Master2 levelsLevel 1Melee attack: +6Level 2Melee attack: +12Requires: SwordplayerThis warrior is one with their blade; it is an extension of their will, making them a worthy foe in combat.
- Scarred Veteran2 levelsLevel 1Hit points: +7%Level 2Hit points: +15%Requires: SwordplayerThe scars on this storied warrior reveal a veteran of many battles, a being not easy to kill and one worthy of respect and fear.
- Foe-SeekerAbility: "Foe-Seeker"Requires: 4 skill points across Valour of Ages, Hard to Hit, Blade Master, Scarred VeteranFrom one bloodied, lifeless corpse to the next, this one is always looking for the next adversary to best.
- Wound-Maker2 levelsLevel 1Weapon strength: +10%Level 2Weapon strength: +20%Requires: Foe-SeekerSuch is their power and ferocity, a wound-maker will ravage the foe, cutting and pulverising until there is only one exit - death.
- Full Plate Armour2 levelsLevel 1Armour: +7Level 2Armour: +15Requires: Foe-SeekerFull-Plate armour protects the wearer from head-to-foot. Many such suits are blessed or imbued with arcane abilities.
- Blade Shield2 levelsLevel 1Melee defence: +6Level 2Melee defence: +12Requires: Foe-SeekerA blade that sings in defence will not let its wielder be penetrated.
- Expeditious Endeavour2 levelsLevel 1Speed: +7%Level 2Speed: +15%Requires: Foe-SeekerWhat the enemy cannot see, it cannot hit. What the enemy cannot see, it cannot survive.
- Quicksilver StrikeAbility: "Quicksilver Strike"Requires: 4 skill points across Wound-Maker, Full Plate Armour, Blade Shield, Expeditious EndeavourA technique performed with such speed and precision that it may appear to not have happened at all.
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.
- Militia Master3 levelsLevel 1Melee defence: +4 for Ship's Company, Spearmen, Silverin Guard, Rangers, Archers and Lothern Sea Guard units (Lord's army)Level 2Melee attack: +4 for Ship's Company, Spearmen, Silverin Guard, Rangers, Archers and Lothern Sea Guard units (Lord's army)Melee defence: +4 for Ship's Company, Spearmen, Silverin Guard, Rangers, Archers and Lothern Sea Guard units (Lord's army)Level 3Melee attack: +6 for Ship's Company, Spearmen, Silverin Guard, Rangers, Archers and Lothern Sea Guard units (Lord's army)Melee defence: +6 for Ship's Company, Spearmen, Silverin Guard, Rangers, Archers and Lothern Sea Guard units (Lord's army)Requires: Inspiring PresenceTurning an untrained bunch of regular citizens into effective fighting units requires a special kind of talent, and oodles of patience.
- Bow Master3 levelsLevel 1Ammunition: +8% for Archers, Lothern Sea Guard, Shadow Warriors, Shadow-walkers, Sisters of Avelorn, Skycutters and Bolt Thrower units (Lord's army)Level 2Ammunition: +12% for Archers, Lothern Sea Guard, Shadow Warriors, Shadow-walkers, Sisters of Avelorn, Skycutters and Bolt Thrower units (Lord's army)Reload time reduction: +4% for Archers, Lothern Sea Guard, Shadow Warriors and Shadow-walkers units (Lord's army)Level 3Ammunition: +20% for Archers, Lothern Sea Guard, Shadow Warriors, Shadow-walkers, Sisters of Avelorn, Skycutters and Bolt Thrower units (Lord's army)Reload time reduction: +8% for Archers, Lothern Sea Guard, Shadow Warriors and Shadow-walkers units (Lord's army)Requires: Inspiring PresenceMissile combat isn't always about attacking; knowing how to defend also pays dividends.
- Cavalry Master3 levelsLevel 1Speed: +5% for Ellyrian Reavers and Silver Helms units (Lord's army)Level 2Charge bonus: +9 for Ellyrian Reavers and Silver Helms units (Lord's army)Missile strength: +6% for Ellyrian Reavers units (Lord's army)Speed: +7% for Ellyrian Reavers and Silver Helms units (Lord's army)Level 3Charge bonus: +12 for Ellyrian Reavers and Silver Helms units (Lord's army)Missile strength: +8% for Ellyrian Reavers units (Lord's army)Speed: +10% for Ellyrian Reavers and Silver Helms units (Lord's army)Requires: Inspiring PresenceYears of experience in mounted combat has started to pay off; this one is always in command of both their force and its steeds.
- Vanguard Master3 levelsLevel 1Charge bonus: +6 for Chariot, War Lion, Dragon Princes and Merwyrm units (Lord's army)Level 2Charge bonus: +9 for Chariot, War Lion, Dragon Princes and Merwyrm units (Lord's army)Melee attack: +4 for Chariot, War Lion, Dragon Princes and Merwyrm units (Lord's army)Missile strength: +9% for Tiranoc Chariot units (Lord's army)Level 3Charge bonus: +12 for Chariot, War Lion, Dragon Princes and Merwyrm units (Lord's army)Melee attack: +6 for Chariot, War Lion, Dragon Princes and Merwyrm units (Lord's army)Missile strength: +12% for Tiranoc Chariot units (Lord's army)Requires: Inspiring PresenceBeing present at the very forefront of the assault, on many occasions, prepares one for future engagements of a similar nature.
- Sky Master3 levelsLevel 1Weapon strength: +6% for Great Eagle, Phoenix and Dragon units (Lord's army)Level 2Charge bonus: +9 for Great Eagle, Phoenix and Dragon units (Lord's army)Weapon strength: +9% for Great Eagle, Phoenix and Dragon units (Lord's army)Level 3Charge bonus: +12 for Great Eagle, Phoenix and Dragon units (Lord's army)Weapon strength: +12% for Great Eagle, Phoenix and Dragon units (Lord's army)Requires: Inspiring PresenceThe firmament holds no fear for this one, such is their command of the many airborne beasts of battle.
- Master Strategist3 levelsLevel 1Melee attack: +4 for Swordmasters of Hoeth, White Lions of Chrace, Phoenix Guard, Oceanids and Sea Elemental units (Lord's army)Level 2Melee attack: +4 for Swordmasters of Hoeth, White Lions of Chrace, Phoenix Guard, Oceanids and Sea Elemental units (Lord's army)Melee defence: +4 for Swordmasters of Hoeth, White Lions of Chrace, Phoenix Guard, Oceanids and Sea Elemental units (Lord's army)Level 3Melee attack: +6 for Swordmasters of Hoeth, White Lions of Chrace, Phoenix Guard, Oceanids and Sea Elemental units (Lord's army)Melee defence: +6 for Swordmasters of Hoeth, White Lions of Chrace, Phoenix Guard, Oceanids and Sea Elemental units (Lord's army)Requires: Inspiring PresenceKnowing that it is the rare plan that survives contact with the enemy, yet being prepared for all eventualities, raises this one above mere planners.
- Rally!Ability: "Rally!"Requires: 6 skill points across Militia Master, Bow Master, Cavalry Master, Vanguard Master, Sky Master, Master Strategist
- Immovable ForceSpell resistance: 15% for Ship's Company, Spearmen, Silverin Guard, Silver Helms, Swordmasters of Hoeth, White Lions of Chrace and Merwyrm units (Rank 7 and above) (Lord's army)Melee defence: +5 for Ship's Company, Spearmen, Silverin Guard, Silver Helms, Swordmasters of Hoeth, White Lions of Chrace and Merwyrm units (Rank 7 and above) (Lord's army)Weapon strength: +10% for Ship's Company, Spearmen, Silverin Guard, Silver Helms, Swordmasters of Hoeth, White Lions of Chrace and Merwyrm units (Rank 7 and above) (Lord's army)Requires: Rally!Like a wall of the hardest stone imaginable - such is their ability to withstand attack.
- Favourable WindsArmour: +10 for Archers, Lothern Sea Guard, Shadow Warriors, Shadow-walkers, Sisters of Avelorn, Skycutters and Bolt Thrower units (Rank 7 and above) (Lord's army)Missile strength: +12% for Archers and Lothern Sea Guard, Shadow Warriors, Shadow-walkers, Sisters of Avelorn, Skycutters and Bolt Thrower units (Rank 7 and above) (Lord's army)Missile resistance: 15% for Archers, Lothern Sea Guard, Shadow Warriors, Shadow-walkers, Sisters of Avelorn, Skycutters and Bolt Thrower units (Rank 7 and above) (Lord's army)Requires: Rally!When the gale always blows in the direction of your choosing, failure becomes a rare event indeed.
- Silver TorrentMissile resistance: 15% for Rangers, Great Eagle, War Lion, Chariot, Ellyrian Reavers, Oceanids and Sea Elemental units (Rank 7 and above) (Lord's army)Speed: +10% for Rangers, Great Eagle, War Lion, Chariot, Ellyrian Reavers, Oceanids and Sea Elemental units (Rank 7 and above) (Lord's army)Weapon strength: +12% for Rangers, Great Eagle, War Lion, Chariot, Ellyrian Reavers, Oceanids and Sea Elemental units (Rank 7 and above) (Lord's army)Requires: Rally!Speed, agility and control - all must be mastered if your crushing tide is to break perfectly upon enemy shores.
- Heart of the FlameArmour: +10 for Dragon, Phoenixes, Dragon Princes and Phoenix Guard units (Rank 7 and above) (Lord's army)Melee defence: +5 for Dragon, Phoenixes, Dragon Princes and Phoenix Guard units (Rank 7 and above) (Lord's army)Physical resistance: 10% for Dragon, Phoenixes, Dragon Princes and Phoenix Guard units (Rank 7 and above) (Lord's army)Requires: Rally!The very centre of the fire always burns the hottest.
- Stand Your Ground!Replaces: "Rally!"Ability: "Stand Your Ground!"Requires: a point in any of Immovable Force, Favourable Winds, Silver Torrent, Heart of the Flame
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.
- Renowned Admiral3 levelsLevel 1Dragonship crew growth: +1Level 2Dragonship crew growth: +2Level 3Dragonship crew growth: +3Requires: Route MarcherEvery High Elf sailor has heard of Sea Lord Aislinn, and many dream of serving under his command.
- 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.
- 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.
- 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: Route MarcherThis warrior has been ambushed previously and got themselves and many of their compatriots away safely. Such things make one naturally suspicious.
- DraftmasterRecruit rank: +1 for all unitsHorde recruitment capacity +1Requires: 4 skill points across Renowned Admiral, Ancient Cunning, Bonded Service, WarySomeone 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!"
- Quartermaster3 levelsLevel 1Upkeep: -3% (Lord's army)Level 2Upkeep: -6% (Lord's army)Level 3Upkeep: -10% (Lord's army)Requires: DraftmasterA good quartermaster can ration equipment and foodstuffs efficiently, making supplies last longer.
- Elven Healing3 levelsLevel 1Casualty replenishment rate: +2% (Lord's army)Attrition: -10% casualties suffered from all attrition (Lord's army)Level 2Casualty replenishment rate: +4% (Lord's army)Attrition: -20% casualties suffered from all attrition (Lord's army)Level 3Casualty replenishment rate: +6% (Lord's army)Attrition: -30% casualties suffered from all attrition (Lord's army)Requires: DraftmasterThe ancient Asur arts teach one how to heal as well as how to harm.
- Elven Scholar3 levelsLevel 1Magic item drop chance from battle: +8%Research rate: +5Level 2Magic item drop chance from battle: +16%Research rate: +10Level 3Magic item drop chance from battle: +24%Research rate: +15Requires: DraftmasterFar removed from the petty squabbles of other races, many High Elves are able to devote themselves to learning, magic and the arts.
- 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, Quartermaster, Elven Healing, Elven ScholarThis Lord's many deeds - both on and off the battlefield - have brought them renown among their allies and made them feared by their enemies.
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
- 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
Sea Lord Aislinn · base + skills + items; no techs, buffs, campaign or battle-context effects (vs a race, at sea…).
| Stat | Base | Build |
|---|---|---|
| Health | 4,288 | 4,288 |
| Armour | 90 | 90 |
| Leadership | 85 | 85 |
| Speed | 36 | 36 |
| Melee attack | 55 | 55 |
| Melee defence | 65 | 65 |
| Weapon strength | 460 | 460 |
| … armour-piercing | 150 | 150 |
| Charge bonus | 50 | 50 |
| Bonus vs infantry | 28 | 28 |
| 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.
