
Sorcerer-Prophet (Fire) skill planner
55 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).
- Great TaurusUnlocks at rank 10
Mount: Great TaurusAs creatures of flame and ash, the Red Bulls of Hashut cannot stray far from the Dark Lands, save for when the Winds of Magic – and Aqshy specifically – are at their strongest. - LammasuUnlocks at rank 15
Mount: LammasuBelieved to be a rare mutation of the Great Taurus, the magical Lammasu are the living embodiment of the Dark Land's rage, exhaling sorcerous clouds to protect their riders. - Bale TaurusUnlocks at rank 19
Mount: Bale TaurusWreathed in smoke, these huge, winged Daemonic-bulls are blessed with flesh that burns with the intensity of a living furnace that sparks the ground 'neath their hooves. - Unyielding CommandUnlocks at rank 8
Character's aura leadership effect: +5
Leadership aura size: +20%With a leader this cruel, is it any surprise that his troops are obedient and loyal to the end? Fear is the most effective motivator. - Careful CastingUnlocks at rank 17 · 2 levelsLevel 1
Cooldown: -10% to all spellsLevel 2
Cooldown: -10% to all spells
Winds of Magic cost: -10% for all spellsNot with: Sorcerer's CurseA modicum of care is just common sense when getting it wrong can find you trapped in another, infinitely worse dimension… - Sorcerer's CurseUnlocks at rank 17 · 2 levelsLevel 1
Miscast base chance: +10%
Physical resistance: 10%Level 2
Miscast base chance: +20%
Physical resistance: 20%Not with: Careful CastingBy which the foe slowly turns to stone, beginning with the feet, so they are all too aware of their terrible fate as it gradually unfolds. - Hashut's ScalesUnlocks at rank 8
Spell resistance: 10%The Father of Darkness protects his children from sorcery through a variety of magical means, all of them twisted and obscure. - Headdress of ZharrUnlocks at rank 8
Missile resistance: 10%Having a thing for hats can be most useful when everyone keeps aiming at your head… - Soldiers of RenownUnlocks at rank 10 · 3 levelsLevel 1 · free at rank 10
Regiments of Renown army capacity: +1 (own army)Level 2 · free at rank 20
Regiments of Renown army capacity: +2 (own army)Level 3 · free at rank 30
Regiments of Renown army capacity: +3 (own army)Their renown shall further elevate the one under whose command they march. - ImmortalityUnlocks at rank 20
This 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 1
Character experience gain: +20% (Heroes in Lord's army)
Character will share +15% of experience earned between all other active LordsLevel 2 · rank 40
Character experience gain: +35% (Heroes in Lord's army)
Character will share +30% of experience earned between all other active LordsLevel 3 · rank 50
Character 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.
- Thirst for MagicUnlocks at rank 12
Cooldown: -10% to all spells
Winds of Magic power reserve: +3 per turn
Magic item drop chance from battle: +10%Not with: Flesh Sacrifice, Voice of HashutThough the price may well be terrible, and it surely is, the Dawi-Zharr's lust for power remains insatiable and unquenchable. - Flesh SacrificeUnlocks at rank 12
Attribute: Perfect Vigour
Attribute: UnbreakableNot with: Thirst for Magic, Voice of HashutThe priests of Hashut make the most horrifying offerings to their grim, malignant deity. - Voice of HashutUnlocks at rank 12
Recruit rank: +3 for centaurs and monsters (Lord's army)
Casualty replenishment rate: +5% (Lord's army)
Vigour loss reduction: -15% (Lord's army)Not with: Flesh Sacrifice, Thirst for MagicWhen Father speaks of omens ill, his evil children listen intently to his heinous plans.
- 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" - Cascading Fire-Cloak
Winds of Magic cost: -1 for "Cascading Fire Cloak"
Cooldown: -50% to "Cascading Fire Cloak"
Spell: "Cascading Fire Cloak"Requires: Fireball - Kindleflame
Passive ability: "Kindleflame"Requires: Fireball - Flaming Sword of Rhuin2 levelsLevel 1
Overcast spell: "Flaming Sword of Rhuin Upgraded"
Cooldown: -30% to "Flaming Sword of Rhuin"
Spell: "Flaming Sword of Rhuin"Level 2
Miscast base chance: -15% for "Flaming Sword of Rhuin Upgraded"
Overcast spell: "Flaming Sword of Rhuin Upgraded"
Winds of Magic cost: -2 for "Flaming Sword of Rhuin"
Winds of Magic cost: -2 for "Flaming Sword of Rhuin Upgraded"
Cooldown: -50% to "Flaming Sword of Rhuin"Requires: Fireball - The Burning Head2 levelsLevel 1
Overcast spell: "The Burning Head Upgraded"
Cooldown: -30% to "The Burning Head"
Spell: "The Burning Head"Level 2
Miscast base chance: -15% for "The Burning Head Upgraded"
Overcast spell: "The Burning Head Upgraded"
Winds of Magic cost: -2 for "The Burning Head"
Winds of Magic cost: -3 for "The Burning Head Upgraded"
Cooldown: -50% to "The Burning Head"Requires: Fireball - Evasion
Passive ability: "Evasion"Requires all: Kindleflame, Cascading Fire-Cloak, Flaming Sword of Rhuin, The Burning Head - Piercing Bolts of Burning2 levelsLevel 1
Overcast spell: "Piercing Bolts of Burning Upgraded"
Cooldown: -30% to "Piercing Bolts of Burning"
Spell: "Piercing Bolts of Burning"Level 2
Miscast base chance: -15% for "Piercing Bolts of Burning Upgraded"
Overcast spell: "Piercing Bolts of Burning Upgraded"
Winds of Magic cost: -2 for "Piercing Bolts of Burning"
Winds of Magic cost: -3 for "Piercing Bolts of Burning Upgraded"
Cooldown: -50% to "Piercing Bolts of Burning"Requires: Evasion - Flame Storm2 levelsLevel 1
Overcast spell: "Flame Storm Upgraded"
Cooldown: -30% to "Flame Storm"
Spell: "Flame Storm"Level 2
Miscast base chance: -15% for "Flame Storm Upgraded"
Overcast spell: "Flame Storm Upgraded"
Winds of Magic cost: -3 for "Flame Storm"
Winds of Magic cost: -3 for "Flame Storm Upgraded"
Cooldown: -50% to "Flame Storm"Requires: Evasion - 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. - Arcane Conduit
Passive ability: "Arcane Conduit"Requires all: Earthing, Magical Reserves, Piercing Bolts of Burning, Flame Storm
- Survivalist
Hit points: +5%"The enemy's fear; their blood spilt in the mud – these are the things that sustain me." - Always Ready2 levelsLevel 1
Reload time reduction: +7%Level 2
Reload time reduction: +15%Requires: SurvivalistDeath is always just a shot away. - Bandolier2 levelsLevel 1
Ammunition: +15%Level 2
Ammunition: +30%Requires: SurvivalistProfessional soldiery means never running out of ammo at the crucial moment. - Expeditious Endeavour2 levelsLevel 1
Speed: +7%Level 2
Speed: +15%Requires: SurvivalistWhat the enemy cannot see, it cannot hit. What the enemy cannot see, it cannot survive. - Piercing Shots2 levelsLevel 1
Explosive missile damage: +7%
Missile strength: +7%Level 2
Explosive missile damage: +15%
Missile strength: +15%Requires: SurvivalistWhat use armour, or even magical defences, against such powerful ordnance? - Foe-Seeker
Ability: "Foe-Seeker"Requires all: Always Ready, Bandolier, Expeditious Endeavour, Piercing ShotsFrom one bloodied, lifeless corpse to the next, this one is always looking for the next adversary to best.
- Inspiring Presence
Unit 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. - Fervent Fodder3 levelsLevel 1
Leadership: +2 for Labourers, Hobgoblins and Hobgoblin Wolf Raiders Melee units (Lord's army)Level 2
Leadership: +4 for Labourers, Hobgoblins and Hobgoblin Wolf Raiders Melee units (Lord's army)
Melee defence: +3 for Labourers, Hobgoblins and Hobgoblin Wolf Raiders Melee units (Lord's army)Level 3
Leadership: +6 for Labourers, Hobgoblins and Hobgoblin Wolf Raiders Melee units (Lord's army)
Melee defence: +6 for Labourers, Hobgoblins and Hobgoblin Wolf Raiders Melee units (Lord's army)Requires: Inspiring PresenceThough they face almost-certain death at the enemy's hands, that has to be better than what the Chaos Dwarfs have in store for their Greenskin underlings, right? Some even welcome such an end. - Blackshard Bulwark3 levelsLevel 1
Armour: +4 for Chaos Dwarf Melee Infantry units (Lord's army)Level 2
Armour: +8 for Chaos Dwarf Melee Infantry units (Lord's army)
Melee attack: +3 for Chaos Dwarf Melee Infantry units (Lord's army)Level 3
Armour: +12 for Chaos Dwarf Melee Infantry units (Lord's army)
Melee attack: +6 for Chaos Dwarf Melee Infantry units (Lord's army)Requires: Inspiring PresenceWearing ultra-resilient armour forged with blood and hellfire, the Chaos Dwarfs present a mighty defensive wall, stronger even than steel, to their incautious, overconfident enemies. - Firing Drills3 levelsLevel 1
Missile strength: +4% for Hobgoblin Archers, Chaos Dwarf Blunderbusses, Infernal Guard (Fireglaives) and Hobgoblin Wolf Raiders (Bows) units (Lord's army)Level 2
Ammunition: +10% for Hobgoblin Archers, Chaos Dwarf Blunderbusses, Infernal Guard (Fireglaives) and Hobgoblin Wolf Raiders (Bows) units (Lord's army)
Missile strength: +8% for Hobgoblin Archers, Chaos Dwarf Blunderbusses, Infernal Guard (Fireglaives) and Hobgoblin Wolf Raiders (Bows) units (Lord's army)Level 3
Ammunition: +20% for Hobgoblin Archers, Chaos Dwarf Blunderbusses, Infernal Guard (Fireglaives) and Hobgoblin Wolf Raiders (Bows) units (Lord's army)
Missile strength: +12% for Hobgoblin Archers, Chaos Dwarf Blunderbusses, Infernal Guard (Fireglaives) and Hobgoblin Wolf Raiders (Bows) units (Lord's army)Requires: Inspiring PresenceDrilling loading, shooting and reloading, until they become second nature, so the foe is under constant barrage, is surely the way to victory. - Hellforged Ordnance3 levelsLevel 1
Ammunition: +6% for Iron Daemon and Artillery units (Lord's army)Level 2
Ammunition: +12% for Iron Daemon and Artillery units (Lord's army)
Range: +5% for Iron Daemon and Artillery units (Lord's army)Level 3
Ammunition: +20% for Iron Daemon and Artillery units (Lord's army)
Range: +10% for Iron Daemon and Artillery units (Lord's army)Requires: Inspiring PresenceBeneath their mutated faces and ever-darkened souls, the Chaos Dwarfs are still Dwarfs at heart, retaining all of their counterparts' metalworking skill and knack for ingenious engineering solutions. - Crushing Charge3 levelsLevel 1
Weapon strength: +4% for Bull Centaur Renders units (Lord's army)Level 2
Charge bonus: +4 for Bull Centaur Renders units (Lord's army)
Weapon strength: +8% for Bull Centaur Renders units (Lord's army)Level 3
Charge bonus: +9 for Bull Centaur Renders units (Lord's army)
Weapon strength: +12% for Bull Centaur Renders units (Lord's army)Requires: Inspiring PresenceAssuming you can't avoid the confrontation altogether, the most sensible course of action is to get well out of the way! - Hellish Blows3 levelsLevel 1
Weapon strength: +4% for Great Taurus, Lammasu, Bale Taurus, Chaos Siege Giant, K'daai and Skullcracker units (Lord's army)Level 2
Melee attack: +3 for Great Taurus, Lammasu, Bale Taurus, Chaos Siege Giant, K'daai and Skullcracker units (Lord's army)
Weapon strength: +8% for Great Taurus, Lammasu, Bale Taurus, Chaos Siege Giant, K'daai and Skullcracker units (Lord's army)Level 3
Melee attack: +6 for Great Taurus, Lammasu, Bale Taurus, Chaos Siege Giant, K'daai and Skullcracker units (Lord's army)
Weapon strength: +12% for Great Taurus, Lammasu, Bale Taurus, Chaos Siege Giant, K'daai and Skullcracker units (Lord's army)Requires: Inspiring PresenceThe Daemonic fire-elementals and various other monstrous creatures in the Chaos Dwarfs' service are fielded to crack the skulls and crush the souls of those who dare stand against them. - Rally!
Ability: "Rally!"Requires all: Fervent Fodder, Blackshard Bulwark, Firing Drills, Hellforged Ordnance, Crushing Charge, Hellish Blows - Lucky Lackeys
Melee attack: +5 for Labourers, Hobgoblins and Hobgoblin Wolf Raiders units (Rank 7 and above) (Lord's army)
Missile strength: +12% for Hobgoblins and Hobgoblin Wolf Raiders units (Rank 7 and above) (Lord's army)
Speed: +10% for Labourers, Hobgoblins and Hobgoblin Wolf Raiders units (Rank 7 and above) (Lord's army)
Ward save: +10% for Labourers, Hobgoblins and Hobgoblin Wolf Raiders units (Rank 7 and above) (Lord's army)Requires: Rally!Even though they're considered little more than a raw resource by their evil masters, some Greenskins avoid being worked to death by "assisting" their keepers on the field of battle. - Marshalled Military
Melee attack: +5 for Chaos Dwarf Melee Infantry units (Rank 7 and above) (Lord's army)
Melee defence: +5 for Chaos Dwarf Melee Infantry units (Rank 7 and above) (Lord's army)
Spell resistance: 15% for Chaos Dwarf Melee Infantry units (Rank 7 and above) (Lord's army)Requires: Rally!To be this effective in battle takes not just suicidal levels of courage and determination, but the discipline to hold the line and, as one, take the fight directly into the enemy's wavering hearts. - Bloodied Bombardment
Explosive missile damage: +12% for Iron Daemon and Artillery units (Rank 7 and above) (Lord's army)
Missile resistance: 15% for Iron Daemon and Artillery, Chaos Dwarf Blunderbusses and Infernal Guard (Fireglaives) units (Rank 7 and above) (Lord's army)
Missile strength: +12% for Iron Daemon, Artillery, Chaos Dwarf Blunderbusses and Infernal Guard (Fireglaives) units (Rank 7 and above) (Lord's army)
Reload time reduction: +10% for Iron Daemon and Artillery, Chaos Dwarf Blunderbusses and Infernal Guard (Fireglaives) units (Rank 7 and above) (Lord's army)Requires: Rally!From the barrels of the Chaos Dwarfs' infernal war machines are fired shrieking rockets and blasts of raw, Ruinous magick, leaving those not instantly turned to liquid quaking and gibbering in their wake. - Wretched Warhost
Charge bonus: +12 for Bull Centaur Renders, Great Taurus, Lammasu, Bale Taurus, Chaos Siege Giant, K'daai and Skullcracker units (Rank 7 and above) (Lord's army)
Physical resistance: 10% for Bull Centaur Renders, Great Taurus, Lammasu, Bale Taurus, Chaos Siege Giant, K'daai and Skullcracker units (Rank 7 and above) (Lord's army)
Weapon strength: +12% for Bull Centaur Renders, Great Taurus, Lammasu, Bale Taurus, Chaos Siege Giant, K'daai and Skullcracker units (Rank 7 and above) (Lord's army)Requires: Rally!Those twisted, hellishly-mutated monsters in the service of the Chaos Dwarfs are some of their most effective weapons, particularly when organised into a malign host of Ruinous shock troops. - Stand or Die!
Replaces: "Rally!"
Ability: "Stand or Die!"Requires 1 of: Lucky Lackeys, Marshalled Military, Bloodied Bombardment, Wretched Warhost
- Route Marcher
Campaign movement range: +5%Those who know the land and its secrets will travel faster and further than the foes who don't. - Cunning3 levelsLevel 1
Ambush success chance: +10% (Lord's army)Level 2
Ambush success chance: +20% (Lord's army)
Chance of intercepting an army using Tunnelling, beast-paths or Worldroots: +10%Level 3
Ambush success chance: +30% (Lord's army)
Chance of intercepting an army using Tunnelling, beast-paths or Worldroots: +20%Requires: Route MarcherDeceit is a perfectly acceptable means of attack. - Logistician3 levelsLevel 1
Casualty replenishment rate: +2% (Lord's army)
Attrition: -10% casualties suffered from all attrition (Lord's army)Level 2
Casualty replenishment rate: +4% (Lord's army)
Attrition: -20% casualties suffered from all attrition (Lord's army)Level 3
Casualty replenishment rate: +6% (Lord's army)
Attrition: -30% casualties suffered from all attrition (Lord's army)Requires: Route MarcherProficient with figures, this Lord, or his subordinates, can keep his army fulfilled, even in dire circumstances. - Ruthless Disciplinarian3 levelsLevel 1
Control: +1 (local province)Level 2
Chaos Undivided corruption: +1 (local province)
Control: +2 (local province)Level 3
Chaos Undivided corruption: +2 (local province)
Control: +3 (local province)Requires: Route MarcherBeatings WILL continue until morale improves, or even if it does... - Tyrant3 levelsLevel 1
Labour gained post-battle: +5%
Income from post-battle loot: +5%Level 2
Labour gained post-battle: +10%
Income from post-battle loot: +10%Level 3
Labour gained post-battle: +15%
Income from post-battle loot: +15%Requires: Route MarcherSome conquerors are mild and fair. Not so this one, whose savagery and corruption truly know no bounds. - Iron-Willed
Casualty replenishment rate: +30% for this Lord
Wound recovery time: -1 turnsRequires all: Cunning, Logistician, Ruthless Disciplinarian, TyrantA Dawi-Zharr such as he does not care for being wounded – by his will alone he continues to fight. - Lightning Strike3 levelsLevel 1
Enemy 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 2
Enemy 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 3
Enemy 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 penalty
Enables lightning strike battles when reinforcements are presentRequires: Iron-Willed"The time to strike is now!" - Alert3 levelsLevel 1
Ambush defence chance: +10% (Lord's army)Level 2
Ambush defence chance: +20% (Lord's army)
Evasion chance when using Tunnelling: +10%Level 3
Ambush defence chance: +30% (Lord's army)
Evasion chance when using Tunnelling: +20%Requires: Iron-WilledCountless conflicts and a keen sense of awareness have made this Lord difficult to entrap. - Despoilers3 levelsLevel 1
Income from razing settlements: +5% (Lord's army)
Income from sacking settlements: +5% (Lord's army)Level 2
Income from razing settlements: +10% (Lord's army)
Income from sacking settlements: +10% (Lord's army)Level 3
Income from razing settlements: +15% (Lord's army)
Income from sacking settlements: +15% (Lord's army)Requires: Iron-WilledTo despoil, to corrupt and ruin, to break the mortals and take their gods from them – this is what Chaos wants. - Serve or Die3 levelsLevel 1
Recruitment cost: -5% (Lord's army)Level 2
Recruit rank: +1 for all units (Lord's army)
Recruitment cost: -10% (Lord's army)Level 3
Recruit rank: +2 for all units (Lord's army)
Recruitment cost: -15% (Lord's army)Requires: Iron-Willed"You will serve me, wretch, or you will die. There is no other option." - Unbridled Cruelty
Chaos Undivided corruption: +1 (local province)
Campaign movement range: +5%
Casualty replenishment rate: +4% (Lord's army)
Upkeep: -10% (Lord's army)Requires all: Lightning Strike, Alert, Despoilers, Serve or DieBrutality or viciousness don't go anywhere near far enough. Even barbarism is too mild a term.
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.