Teclis skill tree & build planner
High ElvesLegendary lordUnit stats
54 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
- Barded Ithilmar SteedUnlocks at rank 11Mount: Barded Ithilmar SteedAn extremely light yet resilient material, Ithilmar gives the same protection as heavy steel, but without slowing down its wearer.
- Arcane PhoenixUnlocks at rank 18Mount: Arcane PhoenixFighting upon an Arcane Phoenix, Teclis rides the magical tempests, harnessing the power of the howling Winds sweeping through the world of mortals.
- Potion of CharoiUnlocks at rank 8Ability: "Potion of Charoi"
- Ward of HoethUnlocks at rank 8Spell resistance: 10%Knowledge can be used as a shield against magical attack.
- Greater WardUnlocks at rank 8Ward save: +10%With precise applications of unmaking, any threat may be rendered null and void in turn.
- Army of RenownUnlocks at rank 10 · 3 levelsLevel 1 · free at rank 10Regiments of Renown army capacity: +2 (own army)Level 2 · free at rank 20Regiments of Renown army capacity: +4 (own army)Level 3 · free at rank 30Regiments of Renown army capacity: +6 (own army)If their renown does them justice, they will be fit to serve one whose fame they will never outstrip.
- 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.
- Sublime FocusUnlocks at rank 7Winds of Magic power reserve capacity: +5Miscast base chance: -30%The utmost concentration, the greatest attention to detail, are required if the world is to be saved from the destructive madness of the Ruinous Ones.
- Potential EnergyWinds of Magic power reserve capacity: +10Speed: +10%Requires: Sublime FocusThe Archmage crackles and flows with energies that would unmake any mortal practitioner.
- Magical ReservesWinds of Magic power reserve capacity: +5Requires: Sublime FocusA 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: Sublime Focus
- Glamour of HoethPassive ability: "Glamour of Hoeth"Melee defence: +10Physical resistance: 10%Requires: Sublime Focus
- Master of the OrderHero action success chance: +5% for Mages and Loremasters of Hoeth (all characters)Ward save: +10% for Loremasters of Hoeth (all characters)Ward save: +10% for Mages (all characters)Hero action cost: -15% for Loremasters of Hoeth and Mages (all characters)Requires: Sublime FocusAs master of the foremost Asur mages, this Elf has studied in their secret libraries longer than most men live.
- Flock of Doom2 levelsLevel 1Overcast spell: "Flock of Doom Upgraded"Cooldown: -30% to "Flock of Doom"Level 2Miscast base chance: -15% for "Flock of Doom Upgraded"Overcast spell: "Flock of Doom Upgraded"Winds of Magic cost: -1 for "Flock of Doom"Winds of Magic cost: -2 for "Flock of Doom Upgraded"Cooldown: -50% to "Flock of Doom"With a mighty bellow, the caster invokes Corvus the Crow Lord, summoning his servants to peck at the foe's eyes.
- Cascading Fire-CloakWinds of Magic cost: -1 for "Cascading Fire Cloak"Cooldown: -50% to "Cascading Fire Cloak"Requires: Flock of Doom
- Net of Amyntok2 levelsLevel 1Overcast spell: "Net of Amyntok Upgraded"Cooldown: -30% to "Net of Amyntok"Spell: "Net of Amyntok"Level 2Miscast base chance: -15% for "Net of Amyntok Upgraded"Overcast spell: "Net of Amyntok Upgraded"Winds of Magic cost: -2 for "Net of Amyntok"Winds of Magic cost: -3 for "Net of Amyntok Upgraded"Cooldown: -50% to "Net of Amyntok"Requires: Flock of Doom
- Soulblight2 levelsLevel 1Overcast spell: "Soulblight Upgraded"Cooldown: -30% to "Soulblight"Spell: "Soulblight"Level 2Miscast base chance: -15% for "Soulblight Upgraded"Overcast spell: "Soulblight Upgraded"Winds of Magic cost: -2 for "Soulblight"Winds of Magic cost: -3 for "Soulblight Upgraded"Cooldown: -50% to "Soulblight"Requires: Flock of Doom
- Chain LightningWinds of Magic cost: -3 for "Chain Lightning"Cooldown: -50% to "Chain Lightning"Spell: "Chain Lightning"Requires: Flock of Doom
- Regrowth2 levelsLevel 1Overcast spell: "Regrowth Upgraded"Cooldown: -30% to "Regrowth"Spell: "Regrowth"Level 2Miscast 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: Flock of DoomBy speaking Druthandor's name the Wizard is able to heal allies' injuries much faster than by natural means.
- Flames of the PhoenixReplaces: "Fireball"Bound spell: "Bound Fiery Convocation"Cooldown: -33% for bound spell "Fireball Upgraded"Bound spell: "Fireball Upgraded"Requires: 5 skill points across Cascading Fire-Cloak, Net of Amyntok, Soulblight, Chain Lightning, RegrowthThe caster utters words of power and a phoenix of pure fire manifests to swoop upon the enemy, bathing them in cleansing flame.
- Shield of SapheryUnlocks at rank 10Passive ability: "Shield of Saphery"
- KindleflamePassive ability: "Kindleflame"Requires: Shield of Saphery
- MetalshiftingPassive ability: "Metalshifting"Requires: Shield of Saphery
- Roiling SkiesPassive ability: "Roiling Skies"Requires: Shield of Saphery
- Life BloomPassive ability: "Life Bloom"Requires: Shield of SapheryEven the simplest of spells can bring forth the full bloom of renewal, reinvigorating and healing the broken and bleeding.
- Smoke & MirrorsPassive ability: "Smoke & Mirrors"Requires: Shield of SapheryA conjured shadow is just as obfuscating as a real one - the Shadow Wizard is master or mistress of the 'concealing' arts.
- Life-LeechingPassive ability: "Life Leeching"Requires: Shield of Saphery
- Wild HeartPassive ability: "Wild Heart"Requires: Shield of SapheryThe spellcaster attunes the magic of the wild, channelling its ancient and arcane power.
- ExorcismPassive ability: "Exorcism"Requires: Shield of Saphery
- Manifold SorceryWinds of Magic cost: -20% for all spellsRequires: 4 skill points across Kindleflame, Metalshifting, Roiling Skies, Life Bloom, Smoke & Mirrors, Life-Leeching, Wild Heart, Exorcism"The Realms of Man must not fall. Our fate is intertwined with theirs, and if they fall, so too do we. For this reason, I taught their first masters of magic, and for this reason, we must not abandon Men, despite their barbarous ways."
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.
- Militia Master3 levelsLevel 1Melee defence: +4 for Ship's Company, Spearmen, Silverin Guard, Rangers, Archers and Lothern Sea Guard units (Lord's army)Level 2Melee attack: +4 for Ship's Company, Spearmen, Silverin Guard, Rangers, Archers and Lothern Sea Guard units (Lord's army)Melee defence: +4 for Ship's Company, Spearmen, Silverin Guard, Rangers, Archers and Lothern Sea Guard units (Lord's army)Level 3Melee attack: +6 for Ship's Company, Spearmen, Silverin Guard, Rangers, Archers and Lothern Sea Guard units (Lord's army)Melee defence: +6 for Ship's Company, Spearmen, Silverin Guard, Rangers, Archers and Lothern Sea Guard units (Lord's army)Requires: Inspiring PresenceTurning an untrained bunch of regular citizens into effective fighting units requires a special kind of talent, and oodles of patience.
- Bow Master3 levelsLevel 1Ammunition: +8% for Archers, Lothern Sea Guard, Shadow Warriors, Shadow-walkers, Sisters of Avelorn, Skycutters and Bolt Thrower units (Lord's army)Level 2Ammunition: +12% for Archers, Lothern Sea Guard, Shadow Warriors, Shadow-walkers, Sisters of Avelorn, Skycutters and Bolt Thrower units (Lord's army)Reload time reduction: +4% for Archers, Lothern Sea Guard, Shadow Warriors and Shadow-walkers units (Lord's army)Level 3Ammunition: +20% for Archers, Lothern Sea Guard, Shadow Warriors, Shadow-walkers, Sisters of Avelorn, Skycutters and Bolt Thrower units (Lord's army)Reload time reduction: +8% for Archers, Lothern Sea Guard, Shadow Warriors and Shadow-walkers units (Lord's army)Requires: Inspiring PresenceMissile combat isn't always about attacking; knowing how to defend also pays dividends.
- Cavalry Master3 levelsLevel 1Speed: +5% for Ellyrian Reavers and Silver Helms units (Lord's army)Level 2Charge bonus: +9 for Ellyrian Reavers and Silver Helms units (Lord's army)Missile strength: +6% for Ellyrian Reavers units (Lord's army)Speed: +7% for Ellyrian Reavers and Silver Helms units (Lord's army)Level 3Charge bonus: +12 for Ellyrian Reavers and Silver Helms units (Lord's army)Missile strength: +8% for Ellyrian Reavers units (Lord's army)Speed: +10% for Ellyrian Reavers and Silver Helms units (Lord's army)Requires: Inspiring PresenceYears of experience in mounted combat has started to pay off; this one is always in command of both their force and its steeds.
- Vanguard Master3 levelsLevel 1Charge bonus: +6 for Chariot, War Lion, Dragon Princes and Merwyrm units (Lord's army)Level 2Charge bonus: +9 for Chariot, War Lion, Dragon Princes and Merwyrm units (Lord's army)Melee attack: +4 for Chariot, War Lion, Dragon Princes and Merwyrm units (Lord's army)Missile strength: +9% for Tiranoc Chariot units (Lord's army)Level 3Charge bonus: +12 for Chariot, War Lion, Dragon Princes and Merwyrm units (Lord's army)Melee attack: +6 for Chariot, War Lion, Dragon Princes and Merwyrm units (Lord's army)Missile strength: +12% for Tiranoc Chariot units (Lord's army)Requires: Inspiring PresenceBeing present at the very forefront of the assault, on many occasions, prepares one for future engagements of a similar nature.
- Sky Master3 levelsLevel 1Weapon strength: +6% for Great Eagle, Phoenix and Dragon units (Lord's army)Level 2Charge bonus: +9 for Great Eagle, Phoenix and Dragon units (Lord's army)Weapon strength: +9% for Great Eagle, Phoenix and Dragon units (Lord's army)Level 3Charge bonus: +12 for Great Eagle, Phoenix and Dragon units (Lord's army)Weapon strength: +12% for Great Eagle, Phoenix and Dragon units (Lord's army)Requires: Inspiring PresenceThe firmament holds no fear for this one, such is their command of the many airborne beasts of battle.
- Master Strategist3 levelsLevel 1Melee attack: +4 for Swordmasters of Hoeth, White Lions of Chrace, Phoenix Guard, Oceanids and Sea Elemental units (Lord's army)Level 2Melee attack: +4 for Swordmasters of Hoeth, White Lions of Chrace, Phoenix Guard, Oceanids and Sea Elemental units (Lord's army)Melee defence: +4 for Swordmasters of Hoeth, White Lions of Chrace, Phoenix Guard, Oceanids and Sea Elemental units (Lord's army)Level 3Melee attack: +6 for Swordmasters of Hoeth, White Lions of Chrace, Phoenix Guard, Oceanids and Sea Elemental units (Lord's army)Melee defence: +6 for Swordmasters of Hoeth, White Lions of Chrace, Phoenix Guard, Oceanids and Sea Elemental units (Lord's army)Requires: Inspiring PresenceKnowing that it is the rare plan that survives contact with the enemy, yet being prepared for all eventualities, raises this one above mere planners.
- Rally!Ability: "Rally!"Requires: 6 skill points across Militia Master, Bow Master, Cavalry Master, Vanguard Master, Sky Master, Master Strategist
- Immovable ForceSpell resistance: 15% for Ship's Company, Spearmen, Silverin Guard, Silver Helms, Swordmasters of Hoeth, White Lions of Chrace and Merwyrm units (Rank 7 and above) (Lord's army)Melee defence: +5 for Ship's Company, Spearmen, Silverin Guard, Silver Helms, Swordmasters of Hoeth, White Lions of Chrace and Merwyrm units (Rank 7 and above) (Lord's army)Weapon strength: +10% for Ship's Company, Spearmen, Silverin Guard, Silver Helms, Swordmasters of Hoeth, White Lions of Chrace and Merwyrm units (Rank 7 and above) (Lord's army)Requires: Rally!Like a wall of the hardest stone imaginable - such is their ability to withstand attack.
- Favourable WindsArmour: +10 for Archers, Lothern Sea Guard, Shadow Warriors, Shadow-walkers, Sisters of Avelorn, Skycutters and Bolt Thrower units (Rank 7 and above) (Lord's army)Missile strength: +12% for Archers and Lothern Sea Guard, Shadow Warriors, Shadow-walkers, Sisters of Avelorn, Skycutters and Bolt Thrower units (Rank 7 and above) (Lord's army)Missile resistance: 15% for Archers, Lothern Sea Guard, Shadow Warriors, Shadow-walkers, Sisters of Avelorn, Skycutters and Bolt Thrower units (Rank 7 and above) (Lord's army)Requires: Rally!When the gale always blows in the direction of your choosing, failure becomes a rare event indeed.
- Silver TorrentMissile resistance: 15% for Rangers, Great Eagle, War Lion, Chariot, Ellyrian Reavers, Oceanids and Sea Elemental units (Rank 7 and above) (Lord's army)Speed: +10% for Rangers, Great Eagle, War Lion, Chariot, Ellyrian Reavers, Oceanids and Sea Elemental units (Rank 7 and above) (Lord's army)Weapon strength: +12% for Rangers, Great Eagle, War Lion, Chariot, Ellyrian Reavers, Oceanids and Sea Elemental units (Rank 7 and above) (Lord's army)Requires: Rally!Speed, agility and control - all must be mastered if your crushing tide is to break perfectly upon enemy shores.
- Heart of the FlameArmour: +10 for Dragon, Phoenixes, Dragon Princes and Phoenix Guard units (Rank 7 and above) (Lord's army)Melee defence: +5 for Dragon, Phoenixes, Dragon Princes and Phoenix Guard units (Rank 7 and above) (Lord's army)Physical resistance: 10% for Dragon, Phoenixes, Dragon Princes and Phoenix Guard units (Rank 7 and above) (Lord's army)Requires: Rally!The very centre of the fire always burns the hottest.
- Stand Your Ground!Replaces: "Rally!"Ability: "Stand Your Ground!"Requires: a point in any of Immovable Force, Favourable Winds, Silver Torrent, Heart of the Flame
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.
- Merchant Lord3 levelsLevel 1Tradable resources produced: +2% (factionwide)Level 2Tradable resources produced: +5% (factionwide)Level 3Tradable resources produced: +9% (factionwide)Requires: Route Marcher“Underlying most arguments against the free market is a lack of belief in freedom itself.”
- 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.
- 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: Route MarcherThis warrior has been ambushed previously and got themselves and many of their compatriots away safely. Such things make one naturally suspicious.
- DraftmasterRecruit rank: +1 for all units (Lord's army)Local recruitment capacity: +1 (local province)Requires: 4 skill points across Iron Disciplinarian, Merchant Lord, Bonded Service, WarySomeone 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!"
- Quartermaster3 levelsLevel 1Upkeep: -3% (Lord's army)Level 2Upkeep: -6% (Lord's army)Level 3Upkeep: -10% (Lord's army)Requires: DraftmasterA good quartermaster can ration equipment and foodstuffs efficiently, making supplies last longer.
- Elven Healing3 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: DraftmasterThe ancient Asur arts teach one how to heal as well as how to harm.
- Elven Scholar3 levelsLevel 1Magic item drop chance from battle: +8%Research rate: +5Level 2Magic item drop chance from battle: +16%Research rate: +10Level 3Magic item drop chance from battle: +24%Research rate: +15Requires: DraftmasterFar removed from the petty squabbles of other races, many High Elves are able to devote themselves to learning, magic and the arts.
- 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, Quartermaster, Elven Healing, Elven ScholarThis Lord's many deeds - both on and off the battlefield - have brought them renown among their allies and made them feared by their enemies.
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
Teclis · base + skills + items; no techs, buffs, campaign or battle-context effects (vs a race, at sea…).
| Stat | Base | Build |
|---|---|---|
| Health | 3,688 | 3,688 |
| Armour | 15 | 15 |
| Leadership | 85 | 85 |
| Speed | 36 | 36 |
| Melee attack | 36 | 36 |
| Melee defence | 28 | 28 |
| Weapon strength | 280 | 280 |
| … armour-piercing | 112 | 112 |
| 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.
