Tehenhauin skill tree & build planner
LizardmenLegendary lordUnit stats
61 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
- Horned OneUnlocks at rank 7Mount: Horned OneVery rare and virtually extinct, even in Lustria, the Horned One's preternatural swiftness puts it way ahead of other Cold Ones.
- RipperdactylUnlocks at rank 10Mount: RipperdactylUnique and terrifying flying reptiles that are just as much a danger to their riders as the enemy!
- Ancient Stegadon (Engine of the Gods)Unlocks at rank 20Mount: Ancient Stegadon (Engine of the Gods)Only the eldest, largest and most ferocious of their kind can move the Engines of the Gods!
- Agility of the LizardUnlocks at rank 8Missile resistance: 10%Lizardmen can move with deceptive speed and agility when they have to.
- Protection of the Old OnesUnlocks at rank 8Spell resistance: 10%Across the gulf of space, the serene Potec has shared the secrets of time so that the Lizardmen may protect themselves against supernatural attack.
- 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.
- FanaticUnlocks at rank 12Melee attack: +12Physical resistance: 10%Not with: Promises of ReconstructionMore than just a fantastic orator, Tehenhauin leads his armies personally across Lustria in a crusade against the vermin parasites.
- Prophecy of EradicationWeapon strength: +10% when fighting against Skaven, Beastmen, Warriors of Chaos, Daemons of Chaos, Chaos Dwarfs and Norsca (Lord's army)Bonus vs Infantry: +15Weapon strength: +10%Requires: FanaticFirst comes the vermin, then comes the plagues, but it will end with the eradication of the Skaven - for they play no part in the Old Ones' plans.
- Disciples of SotekArmour: +20 for Skink, Chameleon Skink, Red Crested Skink and Bastiladon (Ark of Sotek) units (Lord's army)Melee defence: +8 for Skink, Chameleon Skink, Chameleon Stalker and Red Crested Skink units (Lord's army)Requires: FanaticThose who followed Tehenhauin knew the what would befall Lustria if they faltered. The prophecy must be seen through to the bitter end.
- Tide of SotekLeadership: +6 for Skink, Chameleon Skink, Red Crested Skink and Bastiladon (Ark of Sotek) units (Lord's army)Melee attack: +8 for Skink, Chameleon Skink and Red Crested Skink units (Lord's army)Sacrificial Offerings gained post battle: +20% (faction leader)Requires: FanaticSotek's children swarm to Tehenhauin's call, vicious serpents that turn the tide of battle in the Prophet's favour.
- Promises of ReconstructionUnlocks at rank 12Control: +2 (all provinces)Corruption: -2 (local province)Income from all buildings: +30% (local province)Not with: FanaticSotek's prophecy spoke of ruin and destruction but also of hope; with the vermin menace eradicated, the Lizardmen would rebuild anew.
- Sotek's GiftedWinds of Magic cost: -10% for Lore of Beasts spellsWinds of Magic power reserve capacity: +10 (own army)Requires: Promises of ReconstructionTo fulfil the prophecy and overcome the Skaven assault on Lustria, Sotek gifted great power to his followers.
- ReverenceCasualty replenishment rate: +8% for Skink, Chameleon Skink, Red Crested Skink and Bastiladon (Ark of Sotek) units (Lord's army)Upkeep: -20% for Skink, Chameleon Skink, Red Crested Skink and Bastiladon (Ark of Sotek) units (Lord's army)Requires: Promises of ReconstructionIdolised by his followers, Tehenhauin attracts the loyalty of some of the finest Skink spawnings in all of Lustria.
- EnlightenSacrificial Offerings generated: 25 per turnGlobal recruitment capacity: +1Local recruitment capacity: +1 (local province)Requires: Promises of ReconstructionWord of the Serpent-God has opened many Skinks’ eyes to Tehenhauin’s holy cause.
- Predatory FighterCharge bonus: +5Weapon strength: +10%Of course, those who live to kill must also kill to live...
- Enforcer of Order2 levelsLevel 1Weapon strength: +5% when fighting against Greenskins, Skaven, Dark Elves, Beastmen, Warriors of Chaos, Daemons of Chaos, Chaos Dwarfs and NorscaWeapon strength: +2%Level 2Weapon strength: +10% when fighting against Greenskins, Skaven, Dark Elves, Beastmen, Warriors of Chaos, Daemons of Chaos, Chaos Dwarfs and NorscaWeapon strength: +5%Requires: Predatory FighterThe Plan *will* be observed, even if every member of the younger races has to die to achieve the Old Ones' goals.
- Thick-Skinned2 levelsLevel 1Armour: +7Level 2Armour: +15Requires: Predatory FighterCreatures with tough hides or some kind of natural armour are tough nuts to crack - even a powerful attack may fall foul of their thick-skin.
- Blade Master2 levelsLevel 1Melee attack: +6Level 2Melee attack: +12Requires: Predatory FighterThis warrior is one with their blade; it is an extension of their will, making them a worthy foe in combat.
- Indomitable2 levelsLevel 1Leadership: +6Level 2Leadership: +12Requires: Predatory FighterThe iron will and indomitable presence of this leader ensures their followers remain steadfast when facing peril.
- Foe-SeekerAbility: "Foe-Seeker"Requires: 4 skill points across Enforcer of Order, Thick-Skinned, Blade Master, IndomitableFrom one bloodied, lifeless corpse to the next, this one is always looking for the next adversary to best.
- Wound-Maker2 levelsLevel 1Weapon strength: +10%Level 2Weapon strength: +20%Requires: Foe-SeekerSuch is their power and ferocity, a wound-maker will ravage the foe, cutting and pulverising until there is only one exit - death.
- Scarred Veteran2 levelsLevel 1Hit points: +7%Level 2Hit points: +15%Requires: Foe-SeekerThe scars on this storied warrior reveal a veteran of many battles, a being not easy to kill and one worthy of respect and fear.
- Blade Shield2 levelsLevel 1Melee defence: +6Level 2Melee defence: +12Requires: Foe-SeekerA blade that sings in defence will not let its wielder be penetrated.
- Expeditious Endeavour2 levelsLevel 1Speed: +7%Level 2Speed: +15%Requires: Foe-SeekerWhat the enemy cannot see, it cannot hit. What the enemy cannot see, it cannot survive.
- Deadly OnslaughtAbility: "Deadly Onslaught"Requires: 4 skill points across Wound-Maker, Scarred Veteran, Blade Shield, Expeditious EndeavourThe war is endless. The cycle of charging, clashing, and bloody hand-to-hand fighting is without end. It will never stop.
- Wyssan's Wildform2 levelsLevel 1Overcast spell: "Wyssan's Wildform Upgraded"Cooldown: -30% to "Wyssan's Wildform"Level 2Miscast base chance: -15% for "Wyssan's Wildform Upgraded"Overcast spell: "Wyssan's Wildform Upgraded"Winds of Magic cost: -1 for "Wyssan's Wildform"Winds of Magic cost: -1 for "Wyssan's Wildform Upgraded"Cooldown: -50% to "Wyssan's Wildform"The spellcaster unleashes the beast within, using its fury to transform allies into bestial forms.
- Wild HeartPassive ability: "Wild Heart"Requires: Wyssan's WildformThe spellcaster attunes the magic of the wild, channelling its ancient and arcane power.
- Flock of Doom2 levelsLevel 1Overcast spell: "Flock of Doom Upgraded"Cooldown: -30% to "Flock of Doom"Spell: "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"Requires: Wyssan's WildformWith a mighty bellow, the caster invokes Corvus the Crow Lord, summoning his servants to peck at the foe's eyes.
- Pann's Impenetrable Pelt2 levelsLevel 1Overcast spell: "Pann's Impenetrable Pelt Upgraded"Cooldown: -30% to "Pann's Impenetrable Pelt"Spell: "Pann's Impenetrable Pelt"Level 2Miscast base chance: -15% for "Pann's Impenetrable Pelt Upgraded"Overcast spell: "Pann's Impenetrable Pelt Upgraded"Winds of Magic cost: -1 for "Pann's Impenetrable Pelt"Winds of Magic cost: -2 for "Pann's Impenetrable Pelt Upgraded"Cooldown: -50% to "Pann's Impenetrable Pelt"Requires: Wyssan's WildformCalling upon the beast spirits of the wild, the caster sheathes vulnerable flesh in unyielding fur and hide.
- The Amber Spear2 levelsLevel 1Overcast spell: "The Amber Spear Upgraded"Cooldown: -30% to "The Amber Spear"Spell: "The Amber Spear"Level 2Miscast base chance: -15% for "The Amber Spear Upgraded"Overcast spell: "The Amber Spear Upgraded"Winds of Magic cost: -2 for "The Amber Spear"Winds of Magic cost: -2 for "The Amber Spear Upgraded"Cooldown: -50% to "The Amber Spear"Requires: Wyssan's WildformSounding a gnarled horn, the caster summons a glowing amber spear and hurls it at the foe with uncanny accuracy.
- EvasionPassive ability: "Evasion"Requires: 4 skill points across Wild Heart, Flock of Doom, Pann's Impenetrable Pelt, The Amber Spear
- The Curse of Anraheir2 levelsLevel 1Overcast spell: "The Curse of Anraheir Upgraded"Cooldown: -30% to "The Curse of Anraheir"Spell: "The Curse of Anraheir"Level 2Miscast base chance: -15% for "The Curse of Anraheir Upgraded"Overcast spell: "The Curse of Anraheir Upgraded"Winds of Magic cost: -2 for "The Curse of Anraheir"Winds of Magic cost: -2 for "The Curse of Anraheir Upgraded"Cooldown: -50% to "The Curse of Anraheir"Requires: EvasionNebulous nature spirits assail the foe, clawing at them with hands not nearly as insubstantial as they appear.
- Transformation of KadonSpell: "Transformation of Kadon"Winds of Magic cost: -6 for "Transformation of Kadon"Requires: EvasionKadon, a master of forms, was able to shift his shape into anything he chose. This mastery is used to summon a Manticore, as if Kadon himself fights for you.
- 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 The Curse of Anraheir, Transformation of Kadon, Earthing, Magical Reserves
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.
- Proud Warrior3 levelsLevel 1Melee attack: +4 for Saurus units (Lord's army)Level 2Armour: +3 for Saurus units (Lord's army)Melee attack: +4 for Saurus units (Lord's army)Level 3Armour: +6 for Saurus units (Lord's army)Melee attack: +6 for Saurus units (Lord's army)Requires: Inspiring PresenceA long-serving member of an ancient, honourable tradition.
- Skirmisher3 levelsLevel 1Missile strength: +6% for Salamander and Razordon Hunting Pack units (Lord's army)Weapon strength: +6% for Salamander and Razordon Hunting Pack units (Lord's army)Missile strength: +4% for Skink, Chameleon Skink and Chameleon Stalker units (Lord's army)Weapon strength: +6% for Skink, Chameleon Skink, Chameleon Stalker and Red Crested Skink units (Lord's army)Level 2Melee defence: +4 for Salamander and Razordon Hunting Pack units (Lord's army)Missile strength: +6% for Salamander and Razordon Hunting Pack units (Lord's army)Weapon strength: +9% for Salamander and Razordon Hunting Pack units (Lord's army)Melee defence: +4 for Skink, Chameleon Skink, Chameleon Stalker and Red Crested Skink units (Lord's army)Missile strength: +6% for Skink, Chameleon Skink and Chameleon Stalker units (Lord's army)Weapon strength: +9% for Skink, Chameleon Skink, Chameleon Stalker and Red Crested Skink units (Lord's army)Level 3Melee defence: +6 for Salamander and Razordon Hunting Pack units (Lord's army)Missile strength: +8% for Salamander and Razordon Hunting Pack units (Lord's army)Weapon strength: +12% for Salamander and Razordon Hunting Pack units (Lord's army)Melee defence: +6 for Skink, Chameleon Skink, Chameleon Stalker and Red Crested Skink units (Lord's army)Missile strength: +8% for Skink, Chameleon Skink and Chameleon Stalker units (Lord's army)Weapon strength: +12% for Skink, Chameleon Skink, Chameleon Stalker and Red Crested Skink units (Lord's army)Requires: Inspiring PresenceThis seasoned warrior understands irregular combat perfectly: when to attack, when to hold back, when to withdraw behind heavier lines.
- Swift Rider3 levelsLevel 1Speed: +5% for Terradon Riders, Ripperdactyl Riders, Coatl and Cold One units (Lord's army)Level 2Missile strength: +6% for Terradon Riders units (Lord's army)Speed: +7% for Terradon Riders, Ripperdactyl Riders, Coatl and Cold One units (Lord's army)Weapon strength: +6% for Terradon Riders, Ripperdactyl Riders, Coatl and Cold One units (Lord's army)Level 3Missile strength: +8% for Terradon Riders units (Lord's army)Speed: +10% for Terradon Riders, Ripperdactyl Riders, Coatl and Cold One units (Lord's army)Weapon strength: +8% for Terradon Riders, Ripperdactyl Riders, Coatl and Cold One units (Lord's army)Requires: Inspiring PresenceOnly the finest beast riders can hang on whilst their mounts crash through the jungle undergrowth or smash through the foe's ranks.
- Sacred Guardian3 levelsLevel 1Melee attack: +4 for Kroxigor, Sacred Kroxigor and Temple Guard units (Lord's army)Level 2Melee attack: +4 for Kroxigor, Sacred Kroxigor and Temple Guard units (Lord's army)Melee defence: +4 for Kroxigor, Sacred Kroxigor and Temple Guard units (Lord's army)Level 3Melee attack: +6 for Kroxigor, Sacred Kroxigor and Temple Guard units (Lord's army)Melee defence: +6 for Kroxigor, Sacred Kroxigor and Temple Guard units (Lord's army)Requires: Inspiring PresenceIt is a great honour to direct the elite warriors who protect the Plan from calamity.
- Hunt Leader3 levelsLevel 1Melee attack: +4 for Feral Carnosaur and Dread Saurian units (Lord's army)Level 2Melee attack: +6 for Feral Carnosaur and Dread Saurian units (Lord's army)Weapon strength: +9% for Feral Carnosaur and Dread Saurian units (Lord's army)Level 3Melee attack: +8 for Feral Carnosaur and Dread Saurian units (Lord's army)Weapon strength: +12% for Feral Carnosaur and Dread Saurian units (Lord's army)Requires: Inspiring PresenceThe most intelligent hunter tends to move swiftly up the chain of command.
- Beast Driver3 levelsLevel 1Missile strength: +4% for Stegadon, Feral Troglodon, Ancient Salamander and Bastiladon units (Lord's army)Weapon strength: +6% for Stegadon, Feral Troglodon, Ancient Salamander and Bastiladon units (Lord's army)Level 2Melee defence: +4 for Stegadon, Feral Troglodon, Ancient Salamander and Bastiladon units (Lord's army)Missile strength: +6% for Stegadon, Feral Troglodon, Ancient Salamander and Bastiladon units (Lord's army)Weapon strength: +9% for Stegadon, Feral Troglodon, Ancient Salamander and Bastiladon units (Lord's army)Level 3Melee defence: +6 for Stegadon, Feral Troglodon, Ancient Salamander and Bastiladon units (Lord's army)Missile strength: +8% for Stegadon, Feral Troglodon, Ancient Salamander and Bastiladon units (Lord's army)Weapon strength: +12% for Stegadon, Feral Troglodon, Ancient Salamander and Bastiladon units (Lord's army)Requires: Inspiring PresenceThe largest, most aggressive creatures - usually the oldest bulls of the herd - must be directed, lest their independent spirit lead them astray.
- Rally!Ability: "Rally!"Requires: 6 skill points across Proud Warrior, Skirmisher, Swift Rider, Sacred Guardian, Hunt Leader, Beast Driver
- Jungle DominionArmour: +10 for Saurus and Temple Guard units (Rank 7 and above) (Lord's army)Spell resistance: 15% for Saurus and Temple Guard units (Rank 7 and above) (Lord's army)Weapon strength: +12% for Saurus and Temple Guard units (Rank 7 and above) (Lord's army)Requires: Rally!The unforgiving law of the jungle is most clear on matters of ascendancy.
- Spawn-KinLeadership: +5 for Skinks, Chameleon Skinks, Red Crested Skinks, Salamander and Razordon Hunting Packs, Kroxigor and Sacred Kroxigor units (Rank 7 and above) (Lord's army)Melee defence: +5 for Skinks, Chameleon Skinks, Red Crested Skinks, Salamander and Razordon Hunting Packs, Kroxigor and Sacred Kroxigor units (Rank 7 and above) (Lord's army)Missile resistance: 15% for Skinks, Chameleon Skinks, Red Crested Skinks, Salamander and Razordon Hunting Packs, Kroxigor and Sacred Kroxigor units (Rank 7 and above) (Lord's army)Requires: Rally!Braves who emerge from the same spawning often share a deep connection – a bond which provides considerable advantages in battle.
- Soul BoundMelee attack: +5 for Cold One, Terradon Riders, Ripperdactyl Riders, and Coatl units (Rank 7 and above) (Lord's army)Melee defence: +5 for Cold One, Terradon Riders, Ripperdactyl Riders, and Coatl units (Rank 7 and above) (Lord's army)Missile resistance: 15% for Cold One, Terradon Riders, Ripperdactyl Riders, and Coatl units (Rank 7 and above) (Lord's army)Requires: Rally!Mount and rider, together as one at their very cores. Indivisible.
- EpicentristArmour: +10 for Ancient Salamander, Bastiladon, Stegadon, Feral Carnosaur, Feral Troglodon and Dread Saurian units (Rank 7 and above) (Lord's army)Charge bonus: +12 for Ancient Salamander, Bastiladon, Stegadon, Feral Carnosaur, Feral Troglodon and Dread Saurian units (Rank 7 and above) (Lord's army)Leadership: +5 for Ancient Salamander, Bastiladon, Stegadon, Feral Carnosaur, Feral Troglodon and Dread Saurian units (Rank 7 and above) (Lord's army)Requires: Rally!You need to be at the very centre of this pack of furious monsters to have the minutest chance of controlling their rage. Good luck!
- Stand Your Ground!Replaces: "Rally!"Ability: "Stand Your Ground!"Requires: a point in any of Jungle Dominion, Spawn-Kin, Soul Bound, Epicentrist
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.
- Fervent3 levelsLevel 1Corruption: -1 (local province)Level 2Corruption: -2 (local province)Level 3Corruption: -3 (local province)Requires: Route MarcherThrough our acts, the gods will cleanse the lands.
- 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.
- Ancient Cunning3 levelsLevel 1Ambush success chance: +6% (Lord's army)Level 2Ambush success chance: +16% (Lord's army)Level 3Ambush success chance: +30% (Lord's army)Requires: Route MarcherSuch long-lived creatures develop a level of guile that mortals cannot match.
- DraftmasterRecruit rank: +1 for all units (Lord's army)Local recruitment capacity: +1 (local province)Requires: 4 skill points across Iron Disciplinarian, Fervent, Bonded Service, Ancient CunningSomeone 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!"
- Geomantic Sustenance3 levelsLevel 1Upkeep: -3% (Lord's army)Level 2Upkeep: -6% (Lord's army)Level 3Upkeep: -9% (Lord's army)Requires: DraftmasterThe power generated by the overarching Geomantic Web can also be used to nourish the Saurus on the march.
- 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: DraftmasterThis warrior has been ambushed previously and got themselves and many of their compatriots away safely. Such things make one naturally suspicious.
- Gifts of the Jungle3 levelsLevel 1Casualty replenishment rate: +2% (Lord's army)Level 2Casualty replenishment rate: +4% (Lord's army)Level 3Casualty replenishment rate: +6% (Lord's army)Requires: DraftmasterLife in the jungle means knowing the difference between which flora can heal and what, if ingested, will kill you.
- 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, Geomantic Sustenance, Wary, Gifts of the JungleThis 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
Tehenhauin · base + skills + items; no techs, buffs, campaign or battle-context effects (vs a race, at sea…).
| Stat | Base | Build |
|---|---|---|
| Health | 4,348 | 4,348 |
| Armour | 75 | 75 |
| Leadership | 85 | 85 |
| Speed | 46 | 46 |
| Melee attack | 55 | 55 |
| Melee defence | 45 | 45 |
| Weapon strength | 400 | 400 |
| … armour-piercing | 280 | 280 |
| Charge bonus | 40 | 40 |
| 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.
