Sorceress (Shadows) skill tree & build planner
25 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
- Dark SteedUnlocks at rank 7Mount: Dark SteedTrue horses no longer, Dark Magic corrupts the finest Elven steeds and turns them into black-flanked killers.
- Cold OneUnlocks at rank 11Mount: Cold OneDark, feral beasts indigenous to Naggaroth, tempted from their damp, warm caves to bear the Druchii to battle.
- Dark PegasusUnlocks at rank 16Mount: Dark PegasusThe corrupted Dark Pegasi fly south from the Chaos Wastes to Naggaroth's Iron Mountains to make their nests.
- Hekarti's BlessingUnlocks at rank 4Winds of Magic power reserve capacity: +8 (own army)It is easy to favour Hekarti - who pays close attention to Elven desires - over Atharti, but only the foolish allow that to happen.
- Ward of HekartiUnlocks at rank 8Spell resistance: 10%Magic's dark mistress has a care for her dutiful acolytes.
- Ward of KhaineUnlocks at rank 8Missile resistance: 10%The Bloody-handed God watches over his disciples.
- 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.
- Melkoth's Mystifying Miasma2 levelsLevel 1Overcast spell: "Melkoth's Mystifying Miasma Upgraded"Cooldown: -30% to "Melkoth's Mystifying Miasma"Level 2Miscast base chance: -15% for "Melkoth's Mystifying Miasma Upgraded"Overcast spell: "Melkoth's Mystifying Miasma Upgraded"Winds of Magic cost: -1 for "Melkoth's Mystifying Miasma"Winds of Magic cost: -2 for "Melkoth's Mystifying Miasma Upgraded"Cooldown: -50% to "Melkoth's Mystifying Miasma"The caster weaves a confounding fog that numbs and deludes enemies, causing them to stumble and stagger.
- Smoke & MirrorsPassive ability: "Smoke & Mirrors"Requires: Melkoth's Mystifying MiasmaA conjured shadow is just as obfuscating as a real one - the Shadow Wizard is master or mistress of the 'concealing' arts.
- The Enfeebling Foe3 levelsLevel 1Spell: "The Enfeebling Foe"Level 2Overcast spell: "The Enfeebling Foe Upgraded"Cooldown: -30% to "The Enfeebling Foe"Level 3Miscast base chance: -15% for "The Enfeebling Foe Upgraded"Overcast spell: "The Enfeebling Foe Upgraded"Winds of Magic cost: -1 for "The Enfeebling Foe"Winds of Magic cost: -2 for "The Enfeebling Foe Upgraded"Cooldown: -50% to "The Enfeebling Foe"Requires: Melkoth's Mystifying MiasmaWhen cast, this spell enfeebles enemy minds; they feel the crushing weight of reality bearing down upon them.
- The Withering3 levelsLevel 1Spell: "The Withering"Level 2Overcast spell: "The Withering Upgraded"Cooldown: -30% to "The Withering"Level 3Miscast base chance: -15% for "The Withering Upgraded"Overcast spell: "The Withering Upgraded"Winds of Magic cost: -1 for "The Withering"Winds of Magic cost: -2 for "The Withering Upgraded"Cooldown: -50% to "The Withering"Requires: Melkoth's Mystifying MiasmaThe Wizard destroys their enemies from within, corroding foes' minds with doubt and crisis.
- The Penumbral Pendulum3 levelsLevel 1Spell: "The Penumbral Pendulum"Level 2Overcast spell: "The Penumbral Pendulum Upgraded"Cooldown: -30% to "The Penumbral Pendulum"Level 3Miscast base chance: -15% for "The Penumbral Pendulum Upgraded"Overcast spell: "The Penumbral Pendulum Upgraded"Winds of Magic cost: -2 for "The Penumbral Pendulum"Winds of Magic cost: -3 for "The Penumbral Pendulum Upgraded"Cooldown: -50% to "The Penumbral Pendulum"Requires: Melkoth's Mystifying MiasmaA spectral pendulum is summoned by the Wizard. On command, it swings, razor sharp and with lethal speed, through the foe.
- EvasionPassive ability: "Evasion"Requires: 4 skill points across Smoke & Mirrors, The Enfeebling Foe, The Withering, The Penumbral Pendulum
- Pit of Shades3 levelsLevel 1Spell: "Pit of Shades"Level 2Overcast spell: "Pit of Shades Upgraded"Cooldown: -30% to "Pit of Shades"Level 3Miscast base chance: -15% for "Pit of Shades Upgraded"Overcast spell: "Pit of Shades Upgraded"Winds of Magic cost: -3 for "Pit of Shades"Winds of Magic cost: -3 for "Pit of Shades Upgraded"Cooldown: -50% to "Pit of Shades"Requires: EvasionThe spellcaster opens a vortex leading into the Pit. Anything caught within it will be lost forever.
- Okkam's Mindrazor3 levelsLevel 1Spell: "Okkam's Mindrazor"Level 2Overcast spell: "Okkam's Mindrazor Upgraded"Cooldown: -30% to "Okkam's Mindrazor"Level 3Miscast base chance: -15% for "Okkam's Mindrazor Upgraded"Overcast spell: "Okkam's Mindrazor Upgraded"Winds of Magic cost: -2 for "Okkam's Mindrazor"Winds of Magic cost: -3 for "Okkam's Mindrazor Upgraded"Cooldown: -50% to "Okkam's Mindrazor"Requires: EvasionThe supernatural solution is often the best; weapons materialise before the caster's allies, allowing them to slice through flesh, soul, and consciousness.
- 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, Pit of Shades, Okkam's Mindrazor
Campaign
- Scouting3 levelsLevel 1Scouting action: Magic item drop chance is increased by an additional 5%Level 2 · rank 5Scouting action: Magic item drop chance is increased by an additional 10%Level 3 · rank 10Scouting action: Magic item drop chance is increased by an additional 15%Spellcasters can oft-sense when magic is close or being drawn from the Winds.
- Spread Control3 levelsLevel 1Spread Control action: Control is modified by an additional 1Level 2 · rank 5Spread Control action: Control is modified by an additional 2Level 3 · rank 10Spread Control action: Control is modified by an additional 3The sight of this warrior, their stature, import or infamy, can have a calming effect.
- Steal Technology3 levelsLevel 1Steal Technology action: Research rate is increased by an additional 3Level 2 · rank 5Steal Technology action: Research rate is increased by an additional 6Level 3 · rank 10Steal Technology action: Research rate is increased by an additional 10Oft-times, though you may have much, what you want the most is what your rivals have; such envy focuses the mind and creativity.
- 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.
- Block Army3 levelsLevel 1Block Army action: Movement range is modified by an additional -3%Level 2 · rank 5Block Army action: Movement range is modified by an additional -8%Level 3 · rank 10Block Army action: Movement range is modified by an additional -15%To sow discord and confuse the enemy, sending them down the wrong route or befuddling their senses.
- 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.
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
Sorceress (Shadows) · base + skills + items; no techs, buffs, campaign or battle-context effects (vs a race, at sea…).
| Stat | Base | Build |
|---|---|---|
| Health | 3,420 | 3,420 |
| Armour | 10 | 10 |
| Leadership | 60 | 60 |
| Speed | 36 | 36 |
| Melee attack | 39 | 39 |
| Melee defence | 30 | 30 |
| Weapon strength | 285 | 285 |
| … armour-piercing | 85 | 85 |
| Charge bonus | 15 | 15 |
| 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.
