Spellsinger (Life) skill tree & build planner
24 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
- Elven SteedUnlocks at rank 7Mount: Elven SteedThe bond between rider and steed goes beyond friendship or family; they act as one.
- UnicornUnlocks at rank 10Mount: UnicornIts forehead adorned with a spiral horn, this noble mount carries the Spellsinger where their magical gifts are needed most.
- Great EagleUnlocks at rank 16Mount: Great EagleFly on your wings, like an eagle. Touch the sun. Track the foe, ambush, and defeat.
- Ward of LoecUnlocks at rank 8Missile resistance: 10%The Trickster God knows all manner of ploys and ruses that can be used to counter missile attacks.
- Ward of HoethUnlocks at rank 8Spell resistance: 10%Knowledge can be used as a shield against magical attack.
- 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.
- Awakening of the Wood2 levelsLevel 1Cooldown: -30% to "Awakening of the Wood"Spell: "Awakening of the Wood"Level 2Winds of Magic cost: -1 for "Awakening of the Wood"Cooldown: -50% to "Awakening of the Wood"Spell: "Awakening of the Wood"Trees live for thousands of years and have very long memories. When called to fight, centuries of pent-up wrath are unleashed.
- Life BloomPassive ability: "Life Bloom"Requires: Awakening of the WoodEven the simplest of spells can bring forth the full bloom of renewal, reinvigorating and healing the broken and bleeding.
- Earth Blood3 levelsLevel 1Spell: "Earth Blood"Level 2Overcast spell: "Earth Blood Upgraded"Cooldown: -30% to "Earth Blood"Level 3Miscast 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: Awakening of the WoodThe Wizard draws wholesome energies from the soil, imbuing companions with the natural resilience of the earth.
- Shield of Thorns3 levelsLevel 1Spell: "Shield of Thorns"Level 2Overcast spell: "Shield of Thorns Upgraded"Cooldown: -30% to "Shield of Thorns"Level 3Miscast base chance: -15% for "Shield of Thorns Upgraded"Overcast spell: "Shield of Thorns Upgraded"Winds of Magic cost: -2 for "Shield of Thorns"Winds of Magic cost: -2 for "Shield of Thorns Upgraded"Cooldown: -50% to "Shield of Thorns"Requires: Awakening of the WoodPrickly gorse bursts from the ground around the caster's allies, protecting them from attack like a spiky, living shield.
- Flesh to Stone3 levelsLevel 1Spell: "Flesh to Stone"Level 2Overcast spell: "Flesh to Stone Upgraded"Cooldown: -30% to "Flesh to Stone"Level 3Miscast base chance: -15% for "Flesh to Stone Upgraded"Overcast spell: "Flesh to Stone Upgraded"Winds of Magic cost: -1 for "Flesh to Stone"Winds of Magic cost: -1 for "Flesh to Stone Upgraded"Cooldown: -50% to "Flesh to Stone"Requires: Awakening of the WoodThis spell temporarily transforms allies' mortal flesh into unbreakable rock, increasing tenfold their resistance to attack.
- EvasionPassive ability: "Evasion"Requires: 4 skill points across Life Bloom, Earth Blood, Shield of Thorns, Flesh to Stone
- Regrowth3 levelsLevel 1Spell: "Regrowth"Level 2Overcast spell: "Regrowth Upgraded"Cooldown: -30% to "Regrowth"Level 3Miscast base chance: -15% for "Regrowth Upgraded"Overcast spell: "Regrowth Upgraded"Winds of Magic cost: -2 for "Regrowth"Winds of Magic cost: -3 for "Regrowth Upgraded"Cooldown: -50% to "Regrowth"Requires: EvasionBy speaking Druthandor's name the Wizard is able to heal allies' injuries much faster than by natural means.
- The Dwellers Below3 levelsLevel 1Spell: "The Dwellers Below"Level 2Overcast spell: "The Dwellers Below Upgraded"Cooldown: -30% to "The Dwellers Below"Level 3Miscast base chance: -15% for "The Dwellers Below Upgraded"Overcast spell: "The Dwellers Below Upgraded"Winds of Magic cost: -3 for "Dwellers Below"Winds of Magic cost: -3 for "Dwellers Below Upgraded"Cooldown: -50% to "The Dwellers Below"Requires: EvasionThis spell causes gnarled, fibrous hands to emerge from beneath the ground, dragging the foe to a claustrophobic, suffocating end.
- 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, Regrowth, The Dwellers Below
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.
- Cleanse Corruption3 levelsLevel 1Cleanse Corruption action: Corruption is reduced by an additional 1Level 2 · rank 5Cleanse Corruption action: Corruption is reduced by an additional 2Level 3 · rank 10Cleanse Corruption action: Corruption is reduced by an additional 3The locals take notice and will be inspired or frightened into action.
- 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.
- Hinder Replenishment3 levelsLevel 1Hinder Replenishment action: Replenishment is modified by an additional -10%Level 2 · rank 5Hinder Replenishment action: Replenishment is modified by an additional -20%Level 3 · rank 10Hinder Replenishment action: Replenishment is modified by an additional -40%The sight of a powerful figure extolling death and blasphemies can bring enemy ranks to their knees.
- 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
Spellsinger (Life) · 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 | 15 | 15 |
| Leadership | 60 | 60 |
| Speed | 34 | 34 |
| Melee attack | 33 | 33 |
| Melee defence | 34 | 34 |
| Weapon strength | 240 | 240 |
| … armour-piercing | 60 | 60 |
| Charge bonus | 20 | 20 |
| Ward save % | 0 | 0 |
| Physical resistance % | 0 | 0 |
| Missile resistance % | 15 | 15 |
| 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.
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.
