The Changeling skill tree & build planner
TzeentchLegendary lordUnit stats
55 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
- Void WranglerUnlocks at rank 7Barrier: +500 for Forsaken, Chaos Spawn and Mutalith Vortex Beast units (Lord's army)Speed: +15% for Forsaken, Chaos Spawn and Mutalith Vortex Beast units (Lord's army)Weapon strength: +10% for Forsaken, Chaos Spawn and Mutalith Vortex Beast units (Lord's army)Those who follow the Changeling find themselves particularly mutable. One moment they are themselves, the next they are another. When enough have passed, they can never find themselves again.
- Perplexing MeddlerUnlocks at rank 9Winds of Magic cost: +25% for all enemy spells (enemy armies in local region)Speed: -15% (enemy armies in local region)Armour: -20 (enemy armies in local region)"Where's my staff!? Bring me my armour! No, that suit has no shoes! WHO'S RESPONSIBLE?"
- 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.
- 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.
- Master SchemerUnlocks at rank 5Hero action success chance: +10% (all characters)Diplomatic relations: +30 with all factionsYou always make time for the shape of a friend.
- 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.
- Adherents of the TricksterUnlocks at rank 12Passive ability: "Guardian" for Lords and embedded Heroes (Lord's army)Hero action cost: -33% for CultistsHero recruit rank: +5 for CultistsThey truly are mad, but you wouldn't know until it is way, way too late.
- ParasitosisEnemy casualty replenishment rate: -10% (enemy armies in local province)Upkeep: +25% (enemy armies in local province)Casualty replenishment rate: +5% (when in enemy or razed territory)Upkeep: -20% (when in enemy or razed territory)Requires: Adherents of the Trickster"What do you mean I already had the supplies sent to the front?"
- SymbiosisRequest army cost: -50%Allegiance points gained: +50%Reinforcement range: +50% (Allied armies in the local province)Casualty replenishment rate: +10% (allied armies in the local region)Upkeep: -50% (allied armies in the local province)Requires: Adherents of the Trickster"Do not question providence. The grinning quartermaster and the gentle Wizard have always worked here."
- I Come in Peace! No, Really…Melee attack: +10 for units recruited via allied recruitment (excluding Tzeentch units) (all armies)Melee defence: +10 for units recruited via allied recruitment (excluding Tzeentch units) (all armies)Reload time reduction: +25% for units recruited via allied recruitment (excluding Tzeentch units) (all armies)Allied recruitment cost: -50% (factionwide)Requires: a point in any of Parasitosis, Symbiosis"...and that's why you should loan me your best regiments. Your personal guard, perhaps?"
- First Come, First ServedCampaign movement range: +10% (when in enemy or razed territory)Campaign movement range: -10% (enemy armies in local province)Control: -8 (local enemy province)Requires: a point in any of Parasitosis, Symbiosis"Halt, who goes there!? The patrol has already passed through! Identify yourselves!"
- Now You See Me…Attribute: Stalk (Lord's army)Reinforcement range: +50% (Lord's army)Requires: a point in any of I Come in Peace! No, Really…, First Come, First ServedYou probably expected me to say "Now you don't", but it was merely a cunning ruse…
- Blue Fire of Tzeentch2 levelsLevel 1Overcast spell: "Blue Fire of Tzeentch Upgraded" (when in the form of the Changeling)Cooldown: -30% to "Blue Fire of Tzeentch"Level 2Overcast spell: "Blue Fire of Tzeentch Upgraded" (when in the form of the Changeling)Cooldown: -50% to "Blue Fire of Tzeentch"Miscast base chance: -15% for "Blue Fire of Tzeentch Upgraded"Winds of Magic cost: -1 for "Blue Fire of Tzeentch"Winds of Magic cost: -2 for "Blue Fire of Tzeentch Upgraded"
- Fires of ChangePassive ability: "Fires of Change"Requires: Blue Fire of Tzeentch
- Pink Fire of Tzeentch2 levelsLevel 1Overcast spell: "Pink Fire of Tzeentch Upgraded" (when in the form of the Changeling)Cooldown: -30% to "Pink Fire of Tzeentch"Level 2Overcast spell: "Pink Fire of Tzeentch Upgraded" (when in the form of the Changeling)Cooldown: -50% to "Pink Fire of Tzeentch"Miscast base chance: -15% for "Pink Fire of Tzeentch Upgraded"Winds of Magic cost: -1 for "Pink Fire of Tzeentch"Winds of Magic cost: -2 for "Pink Fire of Tzeentch Upgraded"Requires: Blue Fire of Tzeentch
- Glean Magic2 levelsLevel 1Spell: "Glean Magic" (when in the form of the Changeling)Overcast spell: "Glean Magic Upgraded" (when in the form of the Changeling)Cooldown: -30% to "Glean Magic"Level 2Overcast spell: "Glean Magic Upgraded" (when in the form of the Changeling)Cooldown: -50% to "Glean Magic"Miscast base chance: -15% for "Glean Magic Upgraded"Winds of Magic cost: -2 for "Glean Magic"Winds of Magic cost: -3 for "Glean Magic Upgraded"Requires: Blue Fire of Tzeentch
- Treason of Tzeentch2 levelsLevel 1Spell: "Treason of Tzeentch" (when in the form of the Changeling)Overcast spell: "Treason of Tzeentch Upgraded" (when in the form of the Changeling)Cooldown: -30% to "Treason of Tzeentch"Level 2Overcast spell: "Treason of Tzeentch Upgraded" (when in the form of the Changeling)Cooldown: -50% to "Treason of Tzeentch"Miscast base chance: -15% for "Treason of Tzeentch Upgraded"Winds of Magic cost: -2 for "Treason of Tzeentch"Winds of Magic cost: -3 for "Treason of Tzeentch Upgraded"Requires: Blue Fire of Tzeentch
- Prismatic PluralityPassive ability: "Prismatic Plurality"Requires: 4 skill points across Fires of Change, Pink Fire of Tzeentch, Glean Magic, Treason of Tzeentch
- Tzeentch's Firestorm2 levelsLevel 1Spell: "Tzeentch's Firestorm" (when in the form of the Changeling)Overcast spell: "Tzeentch's Firestorm Upgraded" (when in the form of the Changeling)Cooldown: -30% to "Tzeentch's Firestorm"Level 2Overcast spell: "Tzeentch's Firestorm Upgraded" (when in the form of the Changeling)Cooldown: -50% to "Tzeentch's Firestorm"Miscast base chance: -15% for "Tzeentch's Firestorm Upgraded"Winds of Magic cost: -2 for "Tzeentch's Firestorm"Winds of Magic cost: -3 for "Tzeentch's Firestorm Upgraded"Requires: Prismatic Plurality
- Infernal Gateway2 levelsLevel 1Spell: "Infernal Gateway" (when in the form of the Changeling)Overcast spell: "Infernal Gateway Upgraded" (when in the form of the Changeling)Cooldown: -30% to "Infernal Gateway"Level 2Overcast spell: "Infernal Gateway Upgraded" (when in the form of the Changeling)Cooldown: -50% to "Infernal Gateway"Miscast base chance: -15% for "Infernal Gateway Upgraded"Winds of Magic cost: -2 for "Infernal Gateway"Winds of Magic cost: -3 for "Infernal Gateway Upgraded"Requires: Prismatic Plurality
- EarthingMiscast base chance: -15%Requires: Prismatic PluralityBy 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: Prismatic PluralityA 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, Tzeentch's Firestorm, Infernal Gateway
- Horrifying RevelationAttribute: Causes TerrorEnemy leadership: -6 (enemy armies in local region)The moments that evoke the highest emotions are those that occur when the mask slips and falls.
- I'm You, Just BetterMelee attack: +5 (while transformed)Melee defence: +5 (while transformed)Weapon strength: +10% (while transformed)Requires: Horrifying RevelationThe disguise can be as exact as needed. Sometimes that need includes a striking set of tentacles!
- Skip the Boring PartAmmunition: +30% (while transformed)Reload time reduction: +30% (while transformed)Requires: Horrifying RevelationLogistics, training and all those other nonsensical concepts don't apply when you can simply appear fully-formed with bow in hand.
- Fool the WindCooldown: -20% to all spellsWinds of Magic cost: -10% for all spellsRequires: Horrifying Revelation"You know, I'm something of a Wizard myself..."
- Red Hot JapeAccess the assumed form's battle abilities when using "Formless Horror"Replenishes 20% campaign movement range after winning a battlePost battle chance of stealing a magic item: +100%Requires: 2 skill points across I'm You, Just Better, Skip the Boring Part, Fool the WindAnd when the curtain falls, the victim is left stupefied as the Changeling pulls back to savour his spoils.
- Turtle, Hare & BoarArmour: +40 (while transformed)Charge bonus: +30% (while transformed)Speed: +30% (while transformed)Requires: Red Hot JapeTake from each guise a little sliver of what makes them special, and bring it to the fore.
- Armour of LiesPhysical resistance: 20% (while transformed)Requires: Red Hot Jape"Would you really strike an old friend?"
- Top of the ClassSpell intensity: +10%Requires: Red Hot Jape"I put on my robe and Wizard guise…"
- One Thousand FacesCooldown: -50% to "Formless Horror"Access the assumed form's spells when using "Formless Horror"Attribute: Vanguard Deployment (Lord's army)Requires: 2 skill points across Turtle, Hare & Boar, Armour of Lies, Top of the Class*mad cackling* "…Oh, yes… yes!"
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.
- Accursed Horrors3 levelsLevel 1Missile strength: +8% for Blue Horrors of Tzeentch, Pink Horrors of Tzeentch and Exalted Pink Horrors of Tzeentch units (Lord's army)Level 2Barrier: +5% for Marauders of Tzeentch, Tzaangor, Chaos Warriors of Tzeentch, Blue Horrors of Tzeentch, Pink Horrors of Tzeentch and Exalted Pink Horrors of Tzeentch units (Lord's army)Missile strength: +12% for Blue Horrors of Tzeentch, Pink Horrors of Tzeentch and Exalted Pink Horrors of Tzeentch units (Lord's army)Level 3Barrier: +10% for Marauders of Tzeentch, Tzaangor, Chaos Warriors of Tzeentch, Blue Horrors of Tzeentch, Pink Horrors of Tzeentch and Exalted Pink Horrors of Tzeentch units (Lord's army)Missile strength: +16% for Blue Horrors of Tzeentch, Pink Horrors of Tzeentch and Exalted Pink Horrors of Tzeentch units (Lord's army)Requires: Inspiring PresenceThough they may appear ridiculous, the whirling, screeching footsoldiers of the Great Conspirator are the iron in his feathered martial glove.
- Myriad Servants3 levelsLevel 1Melee attack: +4 for Chaos Furies, Screamers of Tzeentch, Forsaken of Tzeentch, Chaos Warriors of Tzeentch, Tzaangors, Centigors of Tzeentch, Chosen of Tzeentch and Spawn of Tzeentch units (Lord's army)Level 2Charge bonus: +6 for Chaos Furies, Screamers of Tzeentch, Forsaken of Tzeentch, Tzaangors, Centigors of Tzeentch, Chaos Warriors of Tzeentch, Chosen of Tzeentch and Spawn of Tzeentch units (Lord's army)Melee attack: +4 for Chaos Furies, Screamers of Tzeentch, Forsaken of Tzeentch, Chaos Warriors of Tzeentch, Tzaangors, Centigors of Tzeentch, Chosen of Tzeentch and Spawn of Tzeentch units (Lord's army)Speed: +10% for Chaos Furies, Screamers of Tzeentch, Forsaken of Tzeentch, Tzaangors, Centigors of Tzeentch, Chaos Warriors of Tzeentch, Chosen of Tzeentch and Spawn of Tzeentch units (Lord's army)Level 3Charge bonus: +8 for Chaos Furies, Screamers of Tzeentch, Forsaken of Tzeentch, Tzaangors, Centigors of Tzeentch, Chaos Warriors of Tzeentch, Chosen of Tzeentch and Spawn of Tzeentch units (Lord's army)Melee attack: +6 for Chaos Furies, Screamers of Tzeentch, Forsaken of Tzeentch, Chaos Warriors of Tzeentch, Tzaangors, Centigors of Tzeentch, Chosen of Tzeentch and Spawn of Tzeentch units (Lord's army)Speed: +15% for Chaos Furies, Screamers of Tzeentch, Forsaken of Tzeentch, Tzaangors, Centigors of Tzeentch, Chaos Warriors of Tzeentch, Chosen of Tzeentch and Spawn of Tzeentch units (Lord's army)Requires: Inspiring PresenceAlthough it can be said that they have failed His tests, the broken minds and fluctuating, mutated bodies of Tzeeneth's lesser minions still have their uses.
- Many-Coloured Fires3 levelsLevel 1Missile strength: +4% for Flamers of Tzeentch, Changebringers, Exalted Flamer of Tzeentch and Burning Chariot of Tzeentch units (Lord's army)Level 2Missile strength: +6% for Flamers of Tzeentch, Changebringers, Exalted Flamer of Tzeentch and Burning Chariot of Tzeentch units (Lord's army)Range: +5% for Flamers of Tzeentch, Changebringers, Exalted Flamer of Tzeentch and Burning Chariot of Tzeentch units (Lord's army)Level 3Missile strength: +8% for Flamers of Tzeentch, Changebringers, Exalted Flamer of Tzeentch and Burning Chariot of Tzeentch units (Lord's army)Range: +10% for Flamers of Tzeentch, Changebringers, Exalted Flamer of Tzeentch and Burning Chariot of Tzeentch units (Lord's army)Requires: Inspiring PresenceUnburdened by mass, Tzeentch's flaming servants surge toward the foe – the heralds of their utter doom, no less.
- Riders of Change3 levelsLevel 1Weapon strength: +8% for Marauder Horsemen of Tzeentch, Chaos Chariots of Tzeentch, Chaos Knights of Tzeentch and Doom Knights of Tzeentch units (Lord's army)Level 2Charge bonus: +12% for Marauder Horsemen of Tzeentch, Chaos Chariots of Tzeentch, Chaos Knights of Tzeentch and Doom Knights of Tzeentch units (Lord's army)Weapon strength: +12% for Marauder Horsemen of Tzeentch, Chaos Chariots of Tzeentch, Chaos Knights of Tzeentch and Doom Knights of Tzeentch units (Lord's army)Level 3Charge bonus: +18% for Marauder Horsemen of Tzeentch, Chaos Chariots of Tzeentch, Chaos Knights of Tzeentch and Doom Knights of Tzeentch units (Lord's army)Weapon strength: +16% for Marauder Horsemen of Tzeentch, Chaos Chariots of Tzeentch, Chaos Knights of Tzeentch and Doom Knights of Tzeentch units (Lord's army)Requires: Inspiring PresenceThe thundering of their Chaos Steeds and chariots announces the arrival of Kaldour's dread Knights, and death is never far behind them.
- Warped Retainers3 levelsLevel 1Armour: +6 for Lord of Change, Chaos Warshrine of Tzeentch, Soul Grinder (Tzeentch), Cockatrice and Mutalith Vortex Beast units (Lord's army)Level 2Armour: +9 for Lord of Change, Chaos Warshrine of Tzeentch, Soul Grinder (Tzeentch), Cockatrice and Mutalith Vortex Beast units (Lord's army)Melee attack: +4 for Lord of Change, Chaos Warshrine of Tzeentch, Soul Grinder (Tzeentch), Cockatrice and Mutalith Vortex Beast units (Lord's army)Level 3Armour: +12 for Lord of Change, Chaos Warshrine of Tzeentch, Soul Grinder (Tzeentch), Cockatrice and Mutalith Vortex Beast units (Lord's army)Melee attack: +6 for Lord of Change, Chaos Warshrine of Tzeentch, Soul Grinder (Tzeentch), Cockatrice and Mutalith Vortex Beast units (Lord's army)Requires: Inspiring PresenceFor the Winged Watchers and Doomstriders of this world, their very lack of identifiable corporeal form shall be their armour against attack.
- Seer of DestinyPassive ability: "Seer of Destiny"Requires: 6 skill points across Accursed Horrors, Myriad Servants, Many-Coloured Fires, Riders of Change, Warped Retainers
- Horrific AdvancementLeadership: +6 for Marauders, Tzaangors, Centigors of Tzeentch, Marauder Horsemen of Tzeentch, Chaos Chariots of Tzeentch, Chaos Warshrines, Blue Horrors of Tzeentch, Pink Horrors of Tzeentch and Exalted Pink Horrors of Tzeentch units (Rank 7 and above) (Lord's army)Missile resistance: 15% for Marauders, Tzaangors, Centigors of Tzeentch, Marauder Horsemen of Tzeentch, Chaos Chariots of Tzeentch, Chaos Warshrines, Blue Horrors of Tzeentch, Pink Horrors of Tzeentch and Exalted Pink Horrors of Tzeentch units (Rank 7 and above) (Lord's army)Speed: +10% for Marauders, Tzaangors, Centigors of Tzeentch, Marauder Horsemen of Tzeentch, Chaos Chariots of Tzeentch, Chaos Warshrines, Blue Horrors of Tzeentch, Pink Horrors of Tzeentch and Exalted Pink Horrors of Tzeentch units (Rank 7 and above) (Lord's army)Requires: Seer of DestinyEven the bravest, most rational souls waver in the hideous, laughing face of their worst nightmares.
- Arsenal of InsanityBonus vs Infantry: +6 for Forsaken of Tzeentch, Spawn of Tzeentch, Lord of Change, Soul Grinder units, Cockatrice and Mutalith Vortex Beast units (Rank 7 and above) (Lord's army)Spell resistance: 15% for Forsaken of Tzeentch, Spawn of Tzeentch, Lord of Change, Soul Grinder units, Cockatrice and Mutalith Vortex Beast units (Rank 7 and above) (Lord's army)Weapon strength: +12% for Forsaken of Tzeentch, Spawn of Tzeentch, Lord of Change, Soul Grinder units, Cockatrice and Mutalith Vortex Beast units (Rank 7 and above) (Lord's army)Requires: Seer of DestinyOf the many weapons available to Tchar, derangement must surely be the greatest and most satsifying to wield.
- Incendiary AscentLeadership: +6 for Flamers of Tzeentch, Changebringers, Exalted Flamer of Tzeentch and Burning Chariot of Tzeentch units (Rank 7 and above) (Lord's army)Spell resistance: 15% for Flamers of Tzeentch, Changebringers, Exalted Flamer of Tzeentch and Burning Chariot of Tzeentch units (Rank 7 and above) (Lord's army)Missile strength: +12% for Flamers of Tzeentch, Changebringers, Exalted Flamer of Tzeentch and Burning Chariot of Tzeentch units (Rank 7 and above) (Lord's army)Requires: Seer of DestinyThe flickering beings of flame are in many ways the purest servants of the Changer, for their gaseous forms are ever in a state of flux.
- Armour of DeliriumArmour: +12 for Chaos Warriors of Tzeentch, Chosen of Tzeentch, Chaos Knights of Tzeentch, Doom Knights of Tzeentch, Chaos Furies and Screamers of Tzeentch units (Rank 7 and above) (Lord's army)Leadership: +6 for Chaos Warriors of Tzeentch, Chaos Knights of Tzeentch, Chosen of Tzeentch, Doom Knights of Tzeentch, Chaos Furies and Screamers of Tzeentch units (Rank 7 and above) (Lord's army)Missile resistance: 15% for Chaos Warriors of Tzeentch, Chaos Knights of Tzeentch, Chosen of Tzeentch, Doom Knights of Tzeentch, Chaos Furies and Screamers of Tzeentch units (Rank 7 and above) (Lord's army)Requires: Seer of DestinyThe best form of defence is attack, and the best form of attack is the one which reaches into the foe's mind and turns its contents against them.
- Master of FatesReplaces: "Seer of Destiny"Passive ability: "Master of Fates"Requires: a point in any of Horrific Advancement, Arsenal of Insanity, Incendiary Ascent, Armour of Delirium
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.
- Serve or Die3 levelsLevel 1Recruitment cost: -5% (Lord's army)Level 2Recruitment cost: -10% (Lord's army)Level 3Recruitment cost: -15% (Lord's army)Requires: Route Marcher"You will serve me, wretch, or you will die, there is no other option."
- Arch-Manipulator3 levelsLevel 1Chance of Winds of Magic changing in strength: +5% (local province)Chance of Winds of Magic increasing in strength when changing: +5% (local province)Level 2Chance of Winds of Magic changing in strength: +10% (local province)Chance of Winds of Magic increasing in strength when changing: +10% (local province)Level 3Chance of Winds of Magic changing in strength: +15% (local province)Chance of Winds of Magic increasing in strength when changing: +15% (local province)Requires: Route MarcherAs they are a most adept and dedicated magic-user, where this one treads, the Winds always blow high and hard.
- Despoilers3 levelsLevel 1Income from raiding: +10% (Lord's army)Income from sacking settlements: +5% (Lord's army)Level 2Income from raiding: +20% (Lord's army)Income from sacking settlements: +10% (Lord's army)Level 3Income from raiding: +30% (Lord's army)Income from sacking settlements: +15% (Lord's army)Requires: Route MarcherTo despoil, to corrupt and ruin, to break the mortals and take their gods from them - this is what Chaos wants.
- Corruption3 levelsLevel 1Tzeentch corruption: +1 (local province)Level 2Tzeentch corruption: +2 (local province)Level 3Tzeentch corruption: +4 (local province)Requires: Route MarcherWith the servants of Chaos comes the corruption - as the landscape twists, this one speeds the transformation.
- IrrepressibleCasualty replenishment rate: +30% for this Lord (Lord's army)Character experience gain: +15%Wound recovery time: -1 turnsRequires: 4 skill points across Serve or Die, Arch-Manipulator, Despoilers, CorruptionIt is said that Sigmar would bear a mortal wound and carry on fighting; this champion follows the hallowed Warrior-God.
- 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: Irrepressible"The time to strike is now!"
- Called by Change3 levelsLevel 1Upkeep: -3% (Lord's army)Level 2Upkeep: -6% (Lord's army)Level 3Upkeep: -9% (Lord's army)Requires: IrrepressibleThe promise of Change, though it may amount to nothing more than the cruellest of tricks, ensures the forces of Tzeeneth are fed and nourished.
- Scrolls of Destiny3 levelsLevel 1Grimoires: 1 per turnLevel 2Grimoires from all buildings: +50% (local province)Grimoires: 2 per turnLevel 3Grimoires from all buildings: +100% (local province)Grimoires: 3 per turnRequires: IrrepressibleThe many faces of the Wind-lord are described here, along with all the terrible mysteries of destiny. Between these lines lurks insanity, ever waiting to trap the unwary.
- Legions of Madness3 levelsLevel 1Daemons Reforged: +3% chance for destroyed Daemons of Tzeentch units to be restored after battle (Lord's army)Casualty replenishment rate: +2% (Lord's army)Level 2Daemons Reforged: +6% chance for destroyed Daemons of Tzeentch units to be restored after battle (Lord's army)Casualty replenishment rate: +4% (Lord's army)Level 3Daemons Reforged: +10% chance for destroyed Daemons of Tzeentch units to be restored after battle (Lord's army)Casualty replenishment rate: +6% (Lord's army)Requires: IrrepressibleTzeentch knows that at their cores all beings desire Change, and as such there are no shortage of recruits willing to march under his many-coloured banner.
- 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, Scrolls of Destiny, Called by Change, Legions of MadnessThis Lord's many deeds - both on and off the battlefield - have brought them renown among their allies and made them feared by their enemies.
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 Changeling · base + skills + items; no techs, buffs, campaign or battle-context effects (vs a race, at sea…).
| Stat | Base | Build |
|---|---|---|
| Health | 4,321 | 4,321 |
| Barrier | 600 | 600 |
| Armour | 25 | 25 |
| Leadership | 75 | 75 |
| Speed | 50 | 50 |
| Melee attack | 30 | 30 |
| Melee defence | 50 | 50 |
| Weapon strength | 375 | 375 |
| … armour-piercing | 125 | 125 |
| Charge bonus | 30 | 30 |
| 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 | Yes | Yes |
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.
