The Blue Scribes skill tree & build planner
30 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
- The Power of TwoUnlocks at rank 10Ammunition: +100%Missile strength: +50%What once was one, now is two. And together we will blast you!
- Invulnerable Through ChangeUnlocks at rank 7Missile resistance: 10%With just a wave of the hand, projectiles fired at this servant of Tchar are turned from sharp and pointy to soft and entirely harmless.
- Blueflame BombardmentUnlocks at rank 15Adds Blue-flame explosions to the Blue Scribe's attacksEven the Scribes have favourites among the scrolls.
- Cacophony of HorrorsUnlocks at rank 6Attribute: Causes Terror for Horror units (Hero's army)Barrier: +600 for Blue Horrors of Tzeentch, Pink Horrors of Tzeentch and Exalted Pink Horrors of Tzeentch units (Hero's army)Enemy leadership: -5 (enemy armies in local province)The cackling never ends, and you'll know not if it's two or a thousand maniacal voices raised in mockery!
- Wandering WizardsUnlocks at rank 6Campaign movement range: +40% (when not embedded)Campaign movement range: +10% (own army)The Blue Scribes are fragments of the great changer himself, forever bound to wander the world searching for every spell – past, present and future.
- Tzeentch's QuaestorsUnlocks at rank 8Assassinate action: Additional 10% success chanceSteal Technology action: Research rate is increased by an additional 25Funnel Magic action: Winds of Magic power reserve is increased by an additional 5Siphon Winds action: Winds of Magic power reserve is modified by an additional -10Hero action cost: -60%While not exactly masterful agents of great cunning or skill, a boundless supply of esoteric magic makes up for many shortcomings.
- Squabble ProsUnlocks at rank 12Armour-piercing weapon damage: +100Melee attack: +15Melee defence: +25Xirat'P and P'tarix are not fleeting constructs driven to find entertainment or combust. No, they are surly and cunning combatants with years of experience.
- The Changer's ToolsStarting skillAll spells from the Lore of Tzeentch are added to the Scrolls of SorceryThe first spells the Scribes collected were those of the Daemons from which they stemmed.
- AqshyWinds of Magic cost: -4% for all spellsAll spells from the Lore of Fire are added to the Scrolls of SorceryRequires: The Changer's ToolsThese scrolls smoulder slightly, consumed by an ever-burning flame.
- AzyrWinds of Magic cost: -4% for all spellsAll spells from the Lore of Heavens are added to the Scrolls of SorceryRequires: The Changer's ToolsThese scrolls gently scintillate like stars in the night sky.
- ChamonWinds of Magic cost: -4% for all spellsAll spells from the Lore of Metal are added to the Scrolls of SorceryRequires: The Changer's ToolsThese scrolls are not truly scrolls at all, but blades folded into their shape! Watch those fingers!
- GhurWinds of Magic cost: -4% for all spellsAll spells from the Lore of Beasts are added to the Scrolls of SorceryRequires: The Changer's ToolsEach time these scrolls are unfurled, small insects burst forth all over the nearby area.
- GhyranWinds of Magic cost: -4% for all spellsAll spells from the Lore of Life are added to the Scrolls of SorceryRequires: The Changer's ToolsThese scrolls must be trimmed regularly, lest the they become subsumed by the various branches and leaves sprouting from within.
- HyshWinds of Magic cost: -4% for all spellsAll spells from the Lore of Light are added to the Scrolls of SorceryRequires: The Changer's ToolsOf their vast collection, these scrolls are among their least favourite, as merely unfurling them threatens to banish the Scribes back to the Realm of Chaos!
- ShyishWinds of Magic cost: -4% for all spellsAll spells from the Lore of Death are added to the Scrolls of SorceryRequires: The Changer's ToolsThese scrolls must regularly be scribed again, as the Winds of Shyish eat away at their form, much to the Scribes dismay.
- UlguWinds of Magic cost: -4% for all spellsAll spells from the Lore of Shadows are added to the Scrolls of SorceryRequires: The Changer's ToolsIt is only the providence of the Architect of Fate himself that even allows these scrolls to be retrieved when necessary, as they can only be taken from between the shadows of other scrolls.
- Rat MagicWinds of Magic cost: -4% for all spellsAll spells from the Skaven Spells of Plague are added to the Scrolls of SorceryAll spells from the Skaven Spells of Ruin are added to the Scrolls of SorceryAll spells from the Skaven Spells of Stealth are added to the Scrolls of SorceryRequires: 4 skill points across Aqshy, Azyr, Chamon, Ghur, Ghyran, Hysh, Shyish, UlguThese scrolls glow with the ominous light of Warpstone, and the faint chittering of vermin can be heard.
- Primal MagicWinds of Magic cost: -4% for all spellsAll spells of the Big Waaagh! are added to the Scrolls of SorceryAll spells of the Little Waaagh! are added to the Scrolls of SorceryAll spells from the Lore of the Great Maw are added to the Scrolls of SorceryAll spells from the Lore of the Wild are added to the Scrolls of SorceryRequires: 4 skill points across Aqshy, Azyr, Chamon, Ghur, Ghyran, Hysh, Shyish, UlguThese scrolls scream, literally, when unfurled, eternally hungry for meat and war.
- Dead MagicWinds of Magic cost: -4% for all spellsAll spells from the Lore of Nehekhara are added to the Scrolls of SorceryAll spells from the Lore of the Deep are added to the Scrolls of SorceryAll spells from the Lore of Vampires are added to the Scrolls of SorceryAll spells from the Lore of Undeath are added to the Scrolls of SorceryRequires: 4 skill points across Aqshy, Azyr, Chamon, Ghur, Ghyran, Hysh, Shyish, UlguWhen these scrolls are unfurled near places of death, remains have a habit of bursting into spontaneous, short-lived life.
- Harmonious MagicWinds of Magic cost: -4% for all spellsAll spells from the Lore of Yang are added to the Scrolls of SorceryAll spells from the Lore of Yin are added to the Scrolls of SorceryRequires: 4 skill points across Aqshy, Azyr, Chamon, Ghur, Ghyran, Hysh, Shyish, UlguThese scrolls each come in pairs, each one only complete when held alongside its twin, unfortunately making them very annoying to store.
- Elf MagicWinds of Magic cost: -4% for all spellsAll spells from the Lore of Dark Magic are added to the Scrolls of SorceryAll spells from the Lore of High Magic are added to the Scrolls of SorceryAll spells from the Lore of Mists are added to the Scrolls of SorceryRequires: 4 skill points across Aqshy, Azyr, Chamon, Ghur, Ghyran, Hysh, Shyish, UlguThese scrolls have a certain haughty air around them, Xirat'p finds them insufferably judgemental.
- Daemon MagicWinds of Magic cost: -4% for all spellsAll spells from the Lore of Hashut are added to the Scrolls of SorceryAll spells from the Lore of Nurgle are added to the Scrolls of SorceryAll spells from the Lore of Slaanesh are added to the Scrolls of SorceryRequires: 4 skill points across Aqshy, Azyr, Chamon, Ghur, Ghyran, Hysh, Shyish, UlguEach home to a minor Daemon bound in the parchment, these scrolls jump into Xirat'p's hands as if eager to unleash their destruction on the material world.
- Ice MagicWinds of Magic cost: -4% for all spellsAll spells from the Lore of Ice are added to the Scrolls of SorceryAll spells from the Lore of Tempest are added to the Scrolls of SorceryAll spells from the Lore of the Hag are added to the Scrolls of SorceryRequires: 4 skill points across Aqshy, Azyr, Chamon, Ghur, Ghyran, Hysh, Shyish, UlguSometimes the Scribes retrieve these scrolls to bask in the refreshing winter chill on a hot summer's day.
- Scrolls of the ApocalypseEach turn, the army will have access to a randomly chosen Cataclysm Spell (accompanying Lord)Requires: 7 skill points across Rat Magic, Primal Magic, Dead Magic, Harmonious Magic, Elf Magic, Daemon Magic, Ice MagicLarger than any other scrolls, these bear the weighty incantations that would consume a mortal Wizard.
Campaign
- Funnel Magic3 levelsLevel 1Funnel Magic action: Winds of Magic power reserve is increased by an additional 5Level 2Funnel Magic action: Winds of Magic power reserve is increased by an additional 10Level 3Funnel Magic action: Winds of Magic power reserve is increased by an additional 15In their eternal search, the Scribes have picked up a couple knacks for wringing extra Winds from this place.
- Spread Corruption3 levelsLevel 1Spread Corruption action: Tzeentch corruption is increased by an additional 1Level 2 · rank 5Spread Corruption action: Tzeentch corruption is increased by an additional 2Level 3 · rank 10Spread Corruption action: Tzeentch corruption is increased 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.
- Assassinate3 levelsLevel 1Assassinate action: Additional 3% success chanceLevel 2 · rank 5Assassinate action: Additional 8% success chanceLevel 3 · rank 10Assassinate action: Additional 15% success chanceA skilled assassin is a cold-hearted killer and merciless murderer.
- Siphon Winds3 levelsLevel 1Siphon Winds action: Winds of Magic power reserve is modified by an additional -5Level 2Siphon Winds action: Winds of Magic power reserve is modified by an additional -10Level 3Siphon Winds action: Winds of Magic power reserve is modified by an additional -15If they've seen it before, they have absolutely no need to see it again.
- 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.
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
The Blue Scribes · base + skills + items; no techs, buffs, campaign or battle-context effects (vs a race, at sea…).
| Stat | Base | Build |
|---|---|---|
| Health | 3,520 | 3,520 |
| Barrier | 600 | 600 |
| Armour | 20 | 20 |
| Leadership | 70 | 70 |
| Speed | 95 | 95 |
| Melee attack | 35 | 35 |
| Melee defence | 25 | 25 |
| Weapon strength | 380 | 380 |
| … armour-piercing | 265 | 265 |
| Charge bonus | 22 | 22 |
| Missile damage | 300 | 300 |
| Range | 130 | 130 |
| Ammunition | 30 | 30 |
| Reload time (s) | 8 | 8 |
| Ward save % | 0 | 0 |
| Physical resistance % | 20 | 20 |
| Missile resistance % | 0 | 0 |
| Spell resistance % | 0 | 0 |
| Fire resistance % | 0 | 0 |
| Magical attacks | Yes | Yes |
| Flaming attacks | No | No |
All effects of this build
- All spells from the Lore of Tzeentch are added to the Scrolls of Sorcery
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.
