Skink Oracle skill tree & build planner
45 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
- Telepathic ConnectionUnlocks at rank 12Bound spell: "Comet of Casandora"
- Guerrilla FighterUnlocks at rank 7Attribute: Vanguard DeploymentSpeed: +10%Whereby the terrain itself is both shield and weapon, enabling the Lizardmen to both mask their numbers and surprise the foe.
- Natural CamouflageUnlocks at rank 15Attribute: StalkSpeed: +10%Requires: Guerrilla FighterSome Lizardmen are able to seamlessly blend in with their jungle environment in order to observe, or defend themselves from, their enemies.
- 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.
- 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.
- Adroit SpecimenUnlocks at rank 10Campaign movement range: +25%Wound recovery time: -1 turnsAn instrument of foresight in the execution of the Great Plan, an unpredicted and solitary spawning of a twin-tailed Oracle can produce an especially learned individual.
- Masterful ScryerUnlocks at rank 12Campaign line of sight: +10%Ambush defence chance: +10% (Hero's army)Requires: Adroit SpecimenStaring into reflective waters, a Slann can comprehend world-spanning visions of which a Skink prognosticator is allowed but a glimpse.
- Warding PatternsUnlocks at rank 15Barrier hit points: +200Missile block chance: +10%Requires: Masterful ScryerThrough the unwitting replication of certain patterns of the Geomantic Web, a ritualistic daubing of warpaint can apply unseen protection to the Oracle so marked.
- Inspiring ConundrumUnlocks at rank 18Winds of Magic cost: -10% for all spellsEnemy Winds of Magic power reserve capacity: -5 (local region)Requires: Warding PatternsThe ceaseless consternation stemming from the presence of the Chaos Moon also spurs the arcane ingenuity of the cold-blooded astromancers, often aimed at its destruction.
- Minor Blessing of ChotecEnables flaming attacksHit points: +5%Not with: Minor Blessing of Huanchi, Minor Blessing of Itzl, Minor Blessing of Quetzl, Minor Blessing of Tepok, Minor Blessing of Tlazcotl"Whilst one brother lives in darkness, the other, his double-twin, exists in light. Behold!"
- Minor Blessing of QuetzlUpkeep: -5% for Saurus Infantry and Temple Guard units (own army)Armour: +5Not with: Minor Blessing of Chotec, Minor Blessing of Huanchi, Minor Blessing of Itzl, Minor Blessing of Tepok, Minor Blessing of Tlazcotl"By your scales be you blessed by the divine protector."
- Minor Blessing of TepokUpkeep: -5% for Flying units (own army)Spell resistance: 5% (own army)Not with: Minor Blessing of Chotec, Minor Blessing of Huanchi, Minor Blessing of Itzl, Minor Blessing of Quetzl, Minor Blessing of Tlazcotl"Brother of Great Tlazcotl, Tepok of the Air shall always be honoured. Let it be done."
- Minor Blessing of HuanchiDiplomatic relations: -2 with Dark ElvesDouble experience gain when fighting against Dark Elves (Hero's army)Ambush defence chance: +5% (own army)Not with: Minor Blessing of Chotec, Minor Blessing of Itzl, Minor Blessing of Quetzl, Minor Blessing of Tepok, Minor Blessing of Tlazcotl"Cousin of darkness, Huanchi's priests too shall dwell in twilight."
- Minor Blessing of TlazcotlWound recovery time: -1 turnsControl: +1 (local province)Not with: Minor Blessing of Chotec, Minor Blessing of Huanchi, Minor Blessing of Itzl, Minor Blessing of Quetzl, Minor Blessing of Tepok"The universe resides within his reflective eyes; embrace the coldness of blessed certainty."
- Minor Blessing of ItzlUpkeep: -5% for Ancient Salamander, Stegadon, Bastiladon, Coatl, Dread Saurian, Feral Troglodon and Carnosaur units (own army)Not with: Minor Blessing of Chotec, Minor Blessing of Huanchi, Minor Blessing of Quetzl, Minor Blessing of Tepok, Minor Blessing of Tlazcotl"Creator-meld of the beast, Itzl be praised!"
- Divinatory AuthorityUnlocks at rank 1Cooldown: -50% to "Focus Instincts"The Oracle’s divining presence can anchor the impassiveness of the braves around him in the most heated of battles.
- Augury3 levelsLevel 1Character's aura leadership effect: +2Level 2Character's aura leadership effect: +5Level 3Character's aura leadership effect: +9Requires: Divinatory AuthorityAn omen, a sign - this being knows things and any who follow will share their glory.
- Venomous SpitUnlocks at rank 1 · 3 levelsLevel 1Missile strength: +4%Range: +4%Level 2 · rank 1Missile strength: +9%Range: +9%Level 3 · rank 1Missile strength: +15%Range: +15%Requires: Divinatory AuthoritySpitting toxic bile, the Troglodon triangulates its victim’s location as the fluid sizzles upon searing flesh.
- Wild-Eyed3 levelsLevel 1Melee attack: +3Level 2Melee attack: +6Level 3Melee attack: +9Requires: Divinatory Authority"Don't look into their eyes, there is only death there!"
- Thick-Skinned3 levelsLevel 1Armour: +3Level 2Armour: +8Level 3Armour: +15Requires: Divinatory AuthorityCreatures with tough hides or some kind of natural armour are tough nuts to crack - even a powerful attack may fall foul of their thick-skin.
- Primeval RoarUnlocks at rank 1Ability: "Primeval Roar"Requires: 4 skill points across Augury, Venomous Spit, Wild-Eyed, Thick-Skinned
- Soothsaying3 levelsLevel 1Leadership aura size: +10%Level 2Leadership aura size: +20%Level 3Leadership aura size: +40%Requires: Primeval RoarSpeaking words of power or faith can alter perceptions on the battlefield.
- Fervour3 levelsLevel 1Weapon strength: +5%Level 2Weapon strength: +12%Level 3Weapon strength: +20%Requires: Primeval RoarThis one fights with a fervour to be both admired and despised.
- Fleet-Footed3 levelsLevel 1Speed: +3%Level 2Speed: +8%Level 3Speed: +15%Requires: Primeval RoarThose who are fleet of foot can reach the enemy faster.
- Opportunist3 levelsLevel 1Charge bonus: +4Level 2Charge bonus: +9Level 3Charge bonus: +15Requires: Primeval RoarAlways on the lookout for an opening or advantage in battle - somewhere to put the knife in…
- Swiftness of ItzlAbility: "Swiftness of Itzl"Requires: 4 skill points across Soothsaying, Fervour, Fleet-Footed, Opportunist
Battle
- Fireball2 levelsLevel 1Overcast spell: "Fireball Upgraded"Cooldown: -30% to "Fireball"Level 2Miscast base chance: -15% for "Fireball Upgraded"Overcast spell: "Fireball Upgraded"Winds of Magic cost: -1 for "Fireball"Winds of Magic cost: -2 for "Fireball Upgraded"Cooldown: -50% to "Fireball"
- Wyssan's Wildform3 levelsLevel 1Spell: "Wyssan's Wildform"Level 2Overcast spell: "Wyssan's Wildform Upgraded"Cooldown: -30% to "Wyssan's Wildform"Level 3Miscast base chance: -15% for "Wyssan's Wildform Upgraded"Overcast spell: "Wyssan's Wildform Upgraded"Winds of Magic cost: -1 for "Wyssan's Wildform"Winds of Magic cost: -1 for "Wyssan's Wildform Upgraded"Cooldown: -50% to "Wyssan's Wildform"Requires: FireballThe spellcaster unleashes the beast within, using its fury to transform allies into bestial forms.
- Earth Blood3 levelsLevel 1Spell: "Earth Blood"Level 2Overcast spell: "Earth Blood Upgraded"Cooldown: -30% to "Earth Blood"Level 3Miscast 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: FireballThe Wizard draws wholesome energies from the soil, imbuing companions with the natural resilience of the earth.
- Harmonic Convergence3 levelsLevel 1Spell: "Harmonic Convergence"Level 2Overcast spell: "Harmonic Convergence Upgraded"Cooldown: -30% to "Harmonic Convergence"Level 3Miscast base chance: -15% for "Harmonic Convergence Upgraded"Overcast spell: "Harmonic Convergence Upgraded"Winds of Magic cost: -1 for "Harmonic Convergence"Winds of Magic cost: -2 for "Harmonic Convergence Upgraded"Cooldown: -50% to "Harmonic Convergence"Requires: Fireball
- Flock of Doom3 levelsLevel 1Spell: "Flock of Doom"Level 2Overcast spell: "Flock of Doom Upgraded"Cooldown: -30% to "Flock of Doom"Level 3Miscast base chance: -15% for "Flock of Doom Upgraded"Overcast spell: "Flock of Doom Upgraded"Winds of Magic cost: -1 for "Flock of Doom"Winds of Magic cost: -2 for "Flock of Doom Upgraded"Cooldown: -50% to "Flock of Doom"Requires: FireballWith a mighty bellow, the caster invokes Corvus the Crow Lord, summoning his servants to peck at the foe's eyes.
- Wind Blast3 levelsLevel 1Spell: "Wind Blast"Level 2Overcast spell: "Wind Blast Upgraded"Cooldown: -30% to "Wind Blast"Level 3Miscast base chance: -15% for "Wind Blast Upgraded"Overcast spell: "Wind Blast Upgraded"Winds of Magic cost: -1 for "Wind Blast"Winds of Magic cost: -2 for "Wind Blast Upgraded"Cooldown: -50% to "Wind Blast"Requires: Fireball
- EvasionPassive ability: "Evasion"Requires: 4 skill points across Wyssan's Wildform, Earth Blood, Harmonic Convergence, Flock of Doom, Wind Blast
- Life BloomPassive ability: "Life Bloom"Requires: EvasionEven the simplest of spells can bring forth the full bloom of renewal, reinvigorating and healing the broken and bleeding.
- Wild HeartPassive ability: "Wild Heart"Requires: EvasionThe spellcaster attunes the magic of the wild, channelling its ancient and arcane power.
- 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.
Campaign
- Increase Mobility3 levelsLevel 1Increase Mobility action: Movement range is increased by an additional 5%Level 2 · rank 5Increase Mobility action: Movement range is increased by an additional 10%Level 3 · rank 10Increase Mobility action: Movement range is increased by an additional 15%Whether it be training harder, travelling lighter, eating less or sleeping better, there's always a way to draw more from the day.
- Stimulate Growth3 levelsLevel 1Stimulate Growth action: Growth is modified by an additional 10Level 2 · rank 5Stimulate Growth action: Growth is modified by an additional 20Level 3 · rank 10Stimulate Growth action: Growth is modified by an additional 30All will listen, for the news will either be dire or wonderful.
- Assault Units3 levelsLevel 1Assault Units action: Additional 3% casualties inflictedLevel 2 · rank 5Assault Units action: Additional 8% casualties inflictedLevel 3 · rank 10Assault Units action: Additional 15% casualties inflictedLying in wait, experienced and patient, striking when the foe least expects.
- 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.
- Assault Garrison3 levelsLevel 1Assault Garrison action: Additional 5% casualties inflictedLevel 2 · rank 5Assault Garrison action: Additional 15% casualties inflictedLevel 3 · rank 10Assault Garrison action: Additional 30% casualties inflicted"If they know I'm coming then more's the better!"
- 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.
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
Skink Oracle · base + skills + items; no techs, buffs, campaign or battle-context effects (vs a race, at sea…).
| Stat | Base | Build |
|---|---|---|
| Health | 7,528 | 7,528 |
| Armour | 95 | 95 |
| Leadership | 65 | 65 |
| Speed | 75 | 75 |
| Melee attack | 39 | 39 |
| Melee defence | 46 | 46 |
| Weapon strength | 450 | 450 |
| … armour-piercing | 330 | 330 |
| Charge bonus | 50 | 50 |
| Missile damage | 640 | 640 |
| … explosion | 220 | 220 |
| Range | 120 | 120 |
| Ammunition | 20 | 20 |
| Reload time (s) | 8 | 8 |
| 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.
