Slann Mage-Priest (Metal) skill tree & build planner
48 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
- TelekinesisUnlocks at rank 8Missile resistance: 15%The power to move objects without touching them makes missiles attacks against this one largely pointless.
- 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.
- Soldiers of RenownUnlocks at rank 10 · 3 levelsLevel 1 · free at rank 10Regiments of Renown army capacity: +1 (own army)Level 2 · free at rank 20Regiments of Renown army capacity: +2 (own army)Level 3 · free at rank 30Regiments of Renown army capacity: +3 (own army)Their renown shall further elevate the one under whose command they march.
- ImmortalityUnlocks at rank 20This Lord will be wounded instead of killed in battleWho wants to live forever? As it turns out, most beings wouldn't say no…
- 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.
- Reserves of Eldritch EnergyUnlocks at rank 4Winds of Magic power reserve minimum: +10The power of the Old Ones, stored for future use so that - at precisely the right time - the Great Plan may be advanced.
- Becalming CogitationUnlocks at rank 8Enemy Winds of Magic power reserve capacity: -15 (local region)Requires: Reserves of Eldritch EnergyContemplation is the path to alignment, to the correct interpretation of the Great Plan.
- Arcane ConvergenceUnlocks at rank 12Winds of Magic power reserve capacity: +20 (own army)Requires: Becalming CogitationAll shall be one, as it is written.
- Focus of MysteriesUnlocks at rank 16Bound spell: "Banishment"Requires: Arcane ConvergenceThrough millennia of study, total mastery over magic may be attained.
- Unfathomable PresenceUnlocks at rank 4Barrier hit points: +800The Mage-Priest's thought patterns are so alien that they are even beyond the perception of enemy Wizards.
- Soul of StoneUnlocks at rank 8Miscast base chance: -40%Requires: Unfathomable PresenceCold, merciless, without pity, obeying only logic. Hardened against magic's ill-effects.
- The Harrowing ScrutinyUnlocks at rank 12Attribute: Causes TerrorControl: +3 (local province)Requires: Soul of StoneWithin the Slann's gaze shines the cold-blooded scrutiny of the Old Ones.
- Transcendent HealingUnlocks at rank 16Passive ability: "Regeneration"Wound recovery time: -1 turnsRequires: The Harrowing ScrutinyWhen wounded, the Slann's sheer force of will literally recombines his body.
- 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"
- Gehenna's Golden Hounds2 levelsLevel 1Overcast spell: "Gehenna's Golden Hounds Upgraded"Cooldown: -30% to "Gehenna's Golden Hounds"Spell: "Gehenna's Golden Hounds"Level 2Miscast 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
- MetalshiftingPassive ability: "Metalshifting"Requires: Searing Doom
- Plague of Rust2 levelsLevel 1Overcast spell: "Plague of Rust Upgraded"Cooldown: -30% to "Plague of Rust"Level 2Miscast 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
- Glittering Robe2 levelsLevel 1Overcast spell: "Glittering Robe Upgraded"Cooldown: -30% to "Glittering Robe"Spell: "Glittering Robe"Level 2Miscast 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
- EvasionPassive ability: "Evasion"Requires: 4 skill points across Metalshifting, Plague of Rust, Glittering Robe, Gehenna's Golden Hounds
- Transmutation of Lead2 levelsLevel 1Overcast spell: "Transmutation of Lead Upgraded"Cooldown: -30% to "Transmutation of Lead"Spell: "Transmutation of Lead"Level 2Miscast 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 Transmutation2 levelsLevel 1Overcast spell: "Final Transmutation Upgraded"Cooldown: -30% to "Final Transmutation"Spell: "Final Transmutation"Level 2Miscast 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.
- Greater Arcane ConduitPassive ability: "Greater Arcane Conduit"Requires: 4 skill points across Transmutation of Lead, Final Transmutation, Earthing, Magical Reserves
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!
- Slann ForcefieldAbility: "Shield of the Old Ones"Replaces: "Rally!"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
- 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
Slann Mage-Priest (Metal) · base + skills + items; no techs, buffs, campaign or battle-context effects (vs a race, at sea…).
| Stat | Base | Build |
|---|---|---|
| Health | 6,552 | 6,552 |
| Armour | 45 | 45 |
| Leadership | 85 | 85 |
| Speed | 34 | 34 |
| Melee attack | 24 | 24 |
| Melee defence | 32 | 32 |
| Weapon strength | 320 | 320 |
| … armour-piercing | 80 | 80 |
| Charge bonus | 14 | 14 |
| Ward save % | 0 | 0 |
| Physical resistance % | 0 | 0 |
| Missile resistance % | 40 | 40 |
| Spell resistance % | 0 | 0 |
| Fire resistance % | 0 | 0 |
| Magical attacks | Yes | Yes |
| 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.
Also in the game with this unit: Slann Mage-Priest (Metal) (Horde).
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.
