Sorcerer-Prophet (Hashut) skill tree & build planner
55 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
- Great TaurusUnlocks at rank 10Mount: 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 15Mount: 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 19Mount: 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 8Character's aura leadership effect: +5Leadership 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 1Cooldown: -10% to all spellsLevel 2Cooldown: -10% to all spellsWinds 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 1Miscast base chance: +10%Physical resistance: 10%Level 2Miscast 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 8Spell 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 8Missile 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 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.
- Thirst for MagicUnlocks at rank 12Cooldown: -10% to all spellsWinds of Magic power reserve: +3 per turnMagic 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 12Attribute: Perfect VigourAttribute: 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 12Recruit 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.
- Burning Wrath2 levelsLevel 1Cooldown: -30% to "Burning Wrath"Overcast spell: "Burning Wrath Upgraded"Level 2Cooldown: -50% to "Burning Wrath"Overcast spell: "Burning Wrath Upgraded"Miscast base chance: -15% for "Burning Wrath Upgraded"Winds of Magic cost: -1 for "Burning Wrath"Winds of Magic cost: -2 for "Burning Wrath Upgraded"
- Killing FirePassive ability: "Killing Fire"Requires: Burning Wrath
- Dark Subjugation2 levelsLevel 1Cooldown: -30% to "Dark Subjugation"Overcast spell: "Dark Subjugation Upgraded"Level 2Cooldown: -50% to "Dark Subjugation"Overcast spell: "Dark Subjugation Upgraded"Miscast base chance: -15% for "Dark Subjugation Upgraded"Winds of Magic cost: -1 for "Dark Subjugation"Winds of Magic cost: -2 for "Dark Subjugation Upgraded"Requires: Burning Wrath
- Ash Storm2 levelsLevel 1Spell: "Ash Storm"Overcast spell: "Ash Storm Upgraded"Level 2Cooldown: -50% to "Ash Storm"Overcast spell: "Ash Storm Upgraded"Miscast base chance: -15% for "Ash Storm Upgraded"Winds of Magic cost: -2 for "Ash Storm"Winds of Magic cost: -3 for "Ash Storm Upgraded"Requires: Burning Wrath
- Curse of Hashut2 levelsLevel 1Cooldown: -30% to "Curse of Hashut"Spell: "Curse of Hashut"Overcast spell: "Curse of Hashut Upgraded"Level 2Cooldown: -50% to "Curse of Hashut"Overcast spell: "Curse of Hashut Upgraded"Miscast base chance: -15% for "Curse of Hashut Upgraded"Winds of Magic cost: -2 for "Curse of Hashut"Winds of Magic cost: -3 for "Curse of Hashut Upgraded"Requires: Burning Wrath
- EvasionPassive ability: "Evasion"Requires: 4 skill points across Dark Subjugation, Killing Fire, Ash Storm, Curse of Hashut
- Hell Hammer2 levelsLevel 1Cooldown: -30% to "Hell Hammer"Spell: "Hell Hammer"Overcast spell: "Hell Hammer Upgraded"Level 2Cooldown: -50% to "Hell Hammer"Overcast spell: "Hell Hammer Upgraded"Miscast base chance: -15% for "Hell Hammer Upgraded"Winds of Magic cost: -3 for "Hell Hammer"Winds of Magic cost: -4 for "Hell Hammer Upgraded"Requires: Evasion
- Flames of Azgorh2 levelsLevel 1Cooldown: -30% to "Flames of Azgorh"Spell: "Flames of Azgorh"Overcast spell: "Flames of Azgorh Upgraded"Level 2Cooldown: -50% to "Flames of Azgorh"Overcast spell: "Flames of Azgorh Upgraded"Miscast base chance: -15% for "Flames of Azgorh Upgraded"Winds of Magic cost: -3 for "Flames of Azgorh"Winds of Magic cost: -4 for "Flames of Azgorh Upgraded"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.
- Arcane ConduitPassive ability: "Arcane Conduit"Requires: 4 skill points across Earthing, Magical Reserves, Hell Hammer, Flames of Azgorh
- SurvivalistHit points: +5%"The enemy's fear; their blood spilt in the mud – these are the things that sustain me."
- Always Ready2 levelsLevel 1Reload time reduction: +7%Level 2Reload time reduction: +15%Requires: SurvivalistDeath is always just a shot away.
- Bandolier2 levelsLevel 1Ammunition: +15%Level 2Ammunition: +30%Requires: SurvivalistProfessional soldiery means never running out of ammo at the crucial moment.
- Expeditious Endeavour2 levelsLevel 1Speed: +7%Level 2Speed: +15%Requires: SurvivalistWhat the enemy cannot see, it cannot hit. What the enemy cannot see, it cannot survive.
- Piercing Shots2 levelsLevel 1Explosive missile damage: +7%Missile strength: +7%Level 2Explosive missile damage: +15%Missile strength: +15%Requires: SurvivalistWhat use armour, or even magical defences, against such powerful ordnance?
- Foe-SeekerAbility: "Foe-Seeker"Requires: 4 skill points across 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.
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.
- Fervent Fodder3 levelsLevel 1Leadership: +2 for Labourers, Hobgoblins and Hobgoblin Wolf Raiders Melee units (Lord's army)Level 2Leadership: +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 3Leadership: +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 1Armour: +4 for Chaos Dwarf Melee Infantry units (Lord's army)Level 2Armour: +8 for Chaos Dwarf Melee Infantry units (Lord's army)Melee attack: +3 for Chaos Dwarf Melee Infantry units (Lord's army)Level 3Armour: +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 1Missile strength: +4% for Hobgoblin Archers, Chaos Dwarf Blunderbusses, Infernal Guard (Fireglaives) and Hobgoblin Wolf Raiders (Bows) units (Lord's army)Level 2Ammunition: +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 3Ammunition: +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 1Ammunition: +6% for Iron Daemon and Artillery units (Lord's army)Level 2Ammunition: +12% for Iron Daemon and Artillery units (Lord's army)Range: +5% for Iron Daemon and Artillery units (Lord's army)Level 3Ammunition: +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 1Weapon strength: +4% for Bull Centaur Renders units (Lord's army)Level 2Charge bonus: +4 for Bull Centaur Renders units (Lord's army)Weapon strength: +8% for Bull Centaur Renders units (Lord's army)Level 3Charge 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 1Weapon strength: +4% for Great Taurus, Lammasu, Bale Taurus, Chaos Siege Giant, K'daai and Skullcracker units (Lord's army)Level 2Melee 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 3Melee 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: 6 skill points across Fervent Fodder, Blackshard Bulwark, Firing Drills, Hellforged Ordnance, Crushing Charge, Hellish Blows
- Lucky LackeysMelee 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 MilitaryMelee 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 BombardmentExplosive 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 WarhostCharge 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: a point in any of Lucky Lackeys, Marshalled Military, Bloodied Bombardment, Wretched Warhost
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.
- Cunning3 levelsLevel 1Ambush success chance: +10% (Lord's army)Level 2Ambush success chance: +20% (Lord's army)Chance of intercepting an army using Tunnelling, beast-paths or Worldroots: +10%Level 3Ambush 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 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: Route MarcherProficient with figures, this Lord, or his subordinates, can keep his army fulfilled, even in dire circumstances.
- Ruthless Disciplinarian3 levelsLevel 1Control: +1 (local province)Level 2Chaos Undivided corruption: +1 (local province)Control: +2 (local province)Level 3Chaos Undivided corruption: +2 (local province)Control: +3 (local province)Requires: Route MarcherBeatings WILL continue until morale improves, or even if it does...
- Tyrant3 levelsLevel 1Labour gained post-battle: +5%Income from post-battle loot: +5%Level 2Labour gained post-battle: +10%Income from post-battle loot: +10%Level 3Labour 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-WilledCasualty replenishment rate: +30% for this LordWound recovery time: -1 turnsRequires: 4 skill points across 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 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: Iron-Willed"The time to strike is now!"
- Alert3 levelsLevel 1Ambush defence chance: +10% (Lord's army)Level 2Ambush defence chance: +20% (Lord's army)Evasion chance when using Tunnelling: +10%Level 3Ambush 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 1Income from razing settlements: +5% (Lord's army)Income from sacking settlements: +5% (Lord's army)Level 2Income from razing settlements: +10% (Lord's army)Income from sacking settlements: +10% (Lord's army)Level 3Income 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 1Recruitment cost: -5% (Lord's army)Level 2Recruit rank: +1 for all units (Lord's army)Recruitment cost: -10% (Lord's army)Level 3Recruit 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 CrueltyChaos Undivided corruption: +1 (local province)Campaign movement range: +5%Casualty replenishment rate: +4% (Lord's army)Upkeep: -10% (Lord's army)Requires: 4 skill points across Lightning Strike, Alert, Despoilers, Serve or DieBrutality or viciousness don't go anywhere near far enough. Even barbarism is too mild a term.
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
- 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
Sorcerer-Prophet (Hashut) · base + skills + items; no techs, buffs, campaign or battle-context effects (vs a race, at sea…).
| Stat | Base | Build |
|---|---|---|
| Health | 4,048 | 4,048 |
| Armour | 120 | 120 |
| Leadership | 75 | 75 |
| Speed | 32 | 32 |
| Melee attack | 44 | 44 |
| Melee defence | 42 | 42 |
| Weapon strength | 330 | 330 |
| … armour-piercing | 100 | 100 |
| Charge bonus | 16 | 16 |
| Missile damage | 135 | 135 |
| … explosion | 49 | 49 |
| Range | 110 | 110 |
| Ammunition | 45 | 45 |
| Reload time (s) | 10 | 10 |
| Ward save % | 0 | 0 |
| Physical resistance % | 0 | 0 |
| Missile resistance % | 15 | 15 |
| Spell resistance % | 0 | 0 |
| Fire resistance % | 25 | 25 |
| 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.
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.
