
Skink Oracle skill planner
45 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).
- Telepathic ConnectionUnlocks at rank 12Bound spell: "Comet of Casandora"
- Guerrilla FighterUnlocks at rank 7
Attribute: Vanguard Deployment
Speed: +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 15
Attribute: Stalk
Speed: +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 8
Missile resistance: 10%Lizardmen can move with deceptive speed and agility when they have to. - Protection of the Old OnesUnlocks at rank 8
Spell 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 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.
- Adroit SpecimenUnlocks at rank 10
Campaign 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 12
Campaign 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 15
Barrier hit points: +200
Missile 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 18
Winds of Magic cost: -10% for all spells
Enemy 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 Chotec
Enables flaming attacks
Hit 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 Quetzl
Upkeep: -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 Tepok
Upkeep: -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 Huanchi
Diplomatic relations: -2 with Dark Elves
Double 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 Tlazcotl
Wound recovery time: -1 turns
Control: +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 Itzl
Upkeep: -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 1
Cooldown: -50% to ""The Oracle’s divining presence can anchor the impassiveness of the braves around him in the most heated of battles. - Augury3 levelsLevel 1
Character's aura leadership effect: +2Level 2
Character's aura leadership effect: +5Level 3
Character'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 1
Missile strength: +4%
Range: +4%Level 2 · rank 1
Missile strength: +9%
Range: +9%Level 3 · rank 1
Missile 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 1
Melee attack: +3Level 2
Melee attack: +6Level 3
Melee attack: +9Requires: Divinatory Authority"Don't look into their eyes, there is only death there!" - Thick-Skinned3 levelsLevel 1
Armour: +3Level 2
Armour: +8Level 3
Armour: +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 1
Ability: "Primeval Roar"Requires all: Augury, Venomous Spit, Wild-Eyed, Thick-Skinned - Soothsaying3 levelsLevel 1
Leadership aura size: +10%Level 2
Leadership aura size: +20%Level 3
Leadership aura size: +40%Requires: Primeval RoarSpeaking words of power or faith can alter perceptions on the battlefield. - Fervour3 levelsLevel 1
Weapon strength: +5%Level 2
Weapon strength: +12%Level 3
Weapon strength: +20%Requires: Primeval RoarThis one fights with a fervour to be both admired and despised. - Fleet-Footed3 levelsLevel 1
Speed: +3%Level 2
Speed: +8%Level 3
Speed: +15%Requires: Primeval RoarThose who are fleet of foot can reach the enemy faster. - Opportunist3 levelsLevel 1
Charge bonus: +4Level 2
Charge bonus: +9Level 3
Charge bonus: +15Requires: Primeval RoarAlways on the lookout for an opening or advantage in battle - somewhere to put the knife in… - Swiftness of Itzl
Ability: "Swiftness of Itzl"Requires all: Soothsaying, Fervour, Fleet-Footed, Opportunist
- Fireball2 levelsLevel 1
Overcast spell: "Fireball Upgraded"
Cooldown: -30% to "Fireball"Level 2
Miscast 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 1
Spell: "Wyssan's Wildform"Level 2
Overcast spell: "Wyssan's Wildform Upgraded"
Cooldown: -30% to "Wyssan's Wildform"Level 3
Miscast 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 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: FireballThe Wizard draws wholesome energies from the soil, imbuing companions with the natural resilience of the earth. - Harmonic Convergence3 levelsLevel 1
Spell: "Harmonic Convergence"Level 2
Overcast spell: "Harmonic Convergence Upgraded"
Cooldown: -30% to "Harmonic Convergence"Level 3
Miscast 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 1
Spell: "Flock of Doom"Level 2
Overcast spell: "Flock of Doom Upgraded"
Cooldown: -30% to "Flock of Doom"Level 3
Miscast 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 1
Spell: "Wind Blast"Level 2
Overcast spell: "Wind Blast Upgraded"
Cooldown: -30% to "Wind Blast"Level 3
Miscast 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 - Evasion
Passive ability: "Evasion"Requires 4 of: Wyssan's Wildform, Earth Blood, Harmonic Convergence, Flock of Doom, Wind Blast - Life Bloom
Passive 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 Heart
Passive ability: "Wild Heart"Requires: EvasionThe spellcaster attunes the magic of the wild, channelling its ancient and arcane power. - 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.
- Increase Mobility3 levelsLevel 1
Increase Mobility action: Movement range is increased by an additional 5%Level 2 · rank 5
Increase Mobility action: Movement range is increased by an additional 10%Level 3 · rank 10
Increase 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 1
Stimulate Growth action: Growth is modified by an additional 10
Growth: -10 (local enemy province)
Growth: +10 (local province)Level 2 · rank 5
Stimulate Growth action: Growth is modified by an additional 20
Growth: -20 (local enemy province)
Growth: +20 (local province)Level 3 · rank 10
Stimulate Growth action: Growth is modified by an additional 30
Growth: -30 (local enemy province)
Growth: +30 (local province)All will listen, for the news will either be dire or wonderful. - Assault Units3 levelsLevel 1
Assault Units action: Additional 3% casualties inflictedLevel 2 · rank 5
Assault Units action: Additional 8% casualties inflictedLevel 3 · rank 10
Assault Units action: Additional 15% casualties inflictedLying in wait, experienced and patient, striking when the foe least expects. - 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. - Assault Garrison3 levelsLevel 1
Assault Garrison action: Additional 5% casualties inflictedLevel 2 · rank 5
Assault Garrison action: Additional 15% casualties inflictedLevel 3 · rank 10
Assault Garrison action: Additional 30% casualties inflicted"If they know I'm coming then more's the better!" - 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.
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.