
Zhao Ming, the Iron Dragon skill planner
Grand CathayLegendary lordUnit stats
63 skills, line by line as the game lays them out. Click or tap a skill to put a point in it; right-click or long-press takes one back. Skills that need others first stay grey until they have them; the rank counter shows the rank a character needs for the build (one point per rank, up to 50).
- Wind HarmonyUnlocks at rank 7
Spell resistance: 10%The turbulent Winds of Magic can do little harm to those who have found harmony amidst its raging currents. - Ranged DisciplineUnlocks at rank 7
Missile resistance: 10%The best way to repel the chaotic flurry of missile fire is to meet it with order, discipline, and a stalwart row of shields. - Warding Iron
Passive ability: "Warding Iron" - Desert Armour
Armour: +10 for melee units (Lord's army)
Armour: +10Crafted from the unusual minerals of the Warpstone Desert, Zhao Ming's armour protects him from all but the fiercest blows. - Desert Weapons
Weapon strength: +15% for melee units (Lord's army)Weapons crafted in the Western Provinces are forged from the strongest metals of the Warpstone Desert. - Iron Strength
Melee attack: +10% for melee units (Lord's army)The strength and ferocity of the Iron Dragon and his forces have never been in doubt. His sanity, however… - Army of RenownUnlocks at rank 10 · 3 levelsLevel 1 · free at rank 10
Regiments of Renown army capacity: +2 (own army)Level 2 · free at rank 20
Regiments of Renown army capacity: +4 (own army)Level 3 · free at rank 30
Regiments 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 1
Character experience gain: +20% (Heroes in Lord's army)
Character will share +15% of experience earned between all other active LordsLevel 2 · rank 40
Character experience gain: +35% (Heroes in Lord's army)
Character will share +30% of experience earned between all other active LordsLevel 3 · rank 50
Character 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.
- Master of MetalUnlocks at rank 9
Winds of Magic cost: -2 for "Final Transmutation Upgraded"
Winds of Magic cost: -2 for "Plague of Rust Upgraded"
Cooldown: -25% to Lore of Metal spellsThough madness seems to tug at Zhao Ming's mind, his mysterious crafts are nonetheless effective, relentlessly harrying Cathay's foes. - Lord of Shang-Yang
Passive ability: "Guardian" for All Ogre Kingdoms units (including mercenaries) (all armies)
Upkeep: -25% for All Ogre Kingdoms units (including mercenaries) (Lord's army)
Weapon Strength and Missile Strength: +20% for All Ogre Kingdoms units (including mercenaries) (all armies)
Diplomatic relations: +20 with Grand Cathay
Diplomatic relations: +40 with Ogre KingdomsRequires: Master of MetalOgre mercenaries are a common sight in Shang-Yang, where their battle prowess benefits the armies of Cathay. - Strange Alchemy
Hero capacity: +1 for Alchemists
Hero recruit rank: +2 for Alchemists (factionwide)
Construction cost: -15% for all buildings (local province)Requires: Master of MetalCabals of Metal and Fire Wizards are welcome in the Western Provinces, where their strange alchemy bolsters the fortress of Shang-Yang. - Iron Scale
Passive ability: "Regeneration"
Armour-piercing weapon damage: +30
Armour-piercing weapon damage: +5% (Lord's army)Requires: Master of MetalThe armies of the Iron Dragon harness his mighty strength, tearing through the armour of their enemies. - Master of AlchemyUnlocks at rank 9
Ability: "Master of Alchemy" (in human form) - Master of Alchemy: Flaming
Replaces: "Master of Alchemy" (in human form)
Ability: "Master of Alchemy: Flaming" (in human form)Requires: Master of AlchemyNot with: Master of Alchemy: Piercing, Master of Alchemy: Poison - Master of Alchemy: Piercing
Replaces: "Master of Alchemy" (in human form)
Ability: "Master of Alchemy: Piercing" (in human form)Requires: Master of AlchemyNot with: Master of Alchemy: Flaming, Master of Alchemy: Poison - Master of Alchemy: Poison
Replaces: "Master of Alchemy" (in human form)
Ability: "Master of Alchemy: Poison" (in human form)Requires: Master of AlchemyNot with: Master of Alchemy: Flaming, Master of Alchemy: Piercing
- Hard to Hit
Melee defence: +5Hand-to-hand combat is a lethal match of cut and thrust. However, it’s not all about offensive strikes; parries and other defensive moves can also win the day. - Devastating Charge2 levelsLevel 1
Charge bonus: +15Level 2
Charge bonus: +30Requires: Hard to HitSome creatures charge home with such fury that the very ground shakes beneath their feet. - Full Plate Armour2 levelsLevel 1
Armour: +7Level 2
Armour: +15Requires: Hard to HitFull-Plate armour protects the wearer from head-to-foot. Many such suits are blessed or imbued with arcane abilities. - Scarred Veteran2 levelsLevel 1
Hit points: +7%Level 2
Hit points: +15%Requires: Hard to HitThe scars on this storied warrior reveal a veteran of many battles, a being not easy to kill and one worthy of respect and fear. - Deadly Blade2 levelsLevel 1
Melee attack: +6Level 2
Melee attack: +12Requires: Hard to HitA deadly blade is especially lethal when in the hands of this master death-maker, killer and slaughterer! - Foe-Seeker
Ability: "Foe-Seeker" (in human form)Requires all: Devastating Charge, Full Plate Armour, Scarred Veteran, Deadly BladeFrom one bloodied, lifeless corpse to the next, this one is always looking for the next adversary to best. - Wound-Maker2 levelsLevel 1
Weapon strength: +10%Level 2
Weapon 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. - Blade Master2 levelsLevel 1
Melee attack: +6Level 2
Melee attack: +12Requires: Foe-SeekerThis warrior is one with their blade; it is an extension of their will, making them a worthy foe in combat. - Indomitable2 levelsLevel 1
Leadership: +6Level 2
Leadership: +12Requires: Foe-SeekerThe iron will and indomitable presence of this leader ensures their followers remain steadfast when facing peril. - Blade Shield2 levelsLevel 1
Melee defence: +6Level 2
Melee defence: +12Requires: Foe-SeekerA blade that sings in defence will not let its wielder be penetrated. - Deadly Onslaught
Ability: "Deadly Onslaught" (in human form)Requires all: Wound-Maker, Blade Master, Indomitable, Blade ShieldThe war is endless. The cycle of charging, clashing, and bloody hand-to-hand fighting is without end. It will never stop.
- Plague of Rust2 levelsLevel 1
Overcast spell: "Plague of Rust Upgraded"
Cooldown: -30% to "Plague of Rust"Level 2
Miscast base chance: -15% for "Plague of Rust Upgraded"
Winds of Magic cost: -1 for "Plague of Rust"
Winds of Magic cost: -1 for "Plague of Rust Upgraded"
Spell: "Plague of Rust" (in human form)
Overcast spell: "Plague of Rust Upgraded"
Cooldown: -50% to "Plague of Rust" - Strength of Yang
Passive ability: "Strength of Yang"Requires: Plague of Rust - Metalshifting
Passive ability: "Metalshifting"Requires: Plague of Rust - Dragon's Breath2 levelsLevel 1
Cooldown: -30% to "Dragon's Breath"
Overcast spell: ""Level 2
Cooldown: -50% to "Dragon's Breath"
Miscast base chance: -15% for "Dragon's Breath Upgraded"
Overcast spell: ""
Winds of Magic cost: -1 for "Dragon's Breath"
Winds of Magic cost: -2 for "Dragon's Breath Upgraded"Requires: Plague of Rust - Wall of Wind & Fire2 levelsLevel 1
Cooldown: -30% to "Wall of Wind & Fire"
Spell: "Wall of Wind & Fire" (in human form)
Overcast spell: "" (in human form)Level 2
Cooldown: -50% to "Wall of Wind & Fire"
Spell: "Wall of Wind & Fire" (in human form)
Miscast base chance: -15% for "Wall of Wind & Fire Upgraded"
Overcast spell: "" (in human form)
Winds of Magic cost: -2 for "Wall of Wind & Fire"
Winds of Magic cost: -3 for "Wall of Wind & Fire Upgraded"Requires: Plague of Rust - Glittering Robe2 levelsLevel 1
Spell: "Glittering Robe" (in human form)
Overcast spell: "Glittering Robe Upgraded" (in human form)
Cooldown: -30% to "Glittering Robe"Level 2
Miscast base chance: -15% for "Glittering Robe Upgraded"
Winds of Magic cost: -1 for "Glittering Robe"
Winds of Magic cost: -2 for "Glittering Robe Upgraded"
Spell: "Glittering Robe" (in human form)
Overcast spell: "Glittering Robe Upgraded" (in human form)
Cooldown: -50% to "Glittering Robe"Requires: Plague of Rust - Evasion
Passive ability: "Evasion"Requires all: Strength of Yang, Metalshifting, Dragon's Breath, Wall of Wind & Fire, Glittering Robe - Constellation of the Dragon2 levelsLevel 1
Cooldown: -30% to "Constellation of the Dragon"
Spell: "Constellation of the Dragon" (in human form)
Overcast spell: "" (in human form)Level 2
Cooldown: -50% to "Constellation of the Dragon"
Spell: "Constellation of the Dragon" (in human form)
Miscast base chance: -15% for "Constellation of the Dragon Upgraded"
Overcast spell: "" (in human form)
Winds of Magic cost: -2 for "Constellation of the Dragon"
Winds of Magic cost: -3 for "Constellation of the Dragon Upgraded"Requires: Evasion - Final Transmutation2 levelsLevel 1
Spell: "Final Transmutation" (in human form)
Overcast spell: "Final Transmutation Upgraded" (in human form)
Cooldown: -30% to "Final Transmutation"Level 2
Miscast base chance: -15% for "Final Transmutation Upgraded"
Winds of Magic cost: -2 for "Final Transmutation"
Winds of Magic cost: -4 for "Final Transmutation Upgraded"
Spell: "Final Transmutation" (in human form)
Overcast spell: "Final Transmutation Upgraded" (in human form)
Cooldown: -50% to "Final Transmutation"Requires: Evasion - Earthing
Miscast 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 Reserves
Winds 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 Conduit
Passive ability: "Arcane Conduit"Requires all: Constellation of the Dragon, Final Transmutation, Earthing, Magical Reserves
- Inspiring Presence
Unit 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. - Unyielding3 levelsLevel 1
Melee attack: +4 for Peasant Long Spearmen, Celestial Dragon Guard, Jade Warriors, Jade Warriors (Halberds), Tiger Warriors (Dual Axes), Tiger Warrior Stalkers and Iron Claw Tiger Warriors units (Lord's army)Level 2
Melee attack: +4 for Peasant Long Spearmen, Celestial Dragon Guard, Jade Warriors, Jade Warriors (Halberds), Tiger Warriors (Dual Axes), Tiger Warrior Stalkers and Iron Claw Tiger Warriors units (Lord's army)
Melee defence: +4 for Peasant Long Spearmen, Celestial Dragon Guard, Jade Warriors, Jade Warriors (Halberds), Tiger Warriors (Dual Axes), Tiger Warrior Stalkers and Iron Claw Tiger Warriors units (Lord's army)Level 3
Melee attack: +6 for Peasant Long Spearmen, Celestial Dragon Guard, Jade Warriors, Jade Warriors (Halberds), Tiger Warriors (Dual Axes), Tiger Warrior Stalkers and Iron Claw Tiger Warriors units (Lord's army)
Melee defence: +6 for Peasant Long Spearmen, Celestial Dragon Guard, Jade Warriors, Jade Warriors (Halberds), Tiger Warriors (Dual Axes), Tiger Warrior Stalkers and Iron Claw Tiger Warriors units (Lord's army)Requires: Inspiring PresenceThe Dragon Emperor guides every sword and spear of the northern provinces, inspiring a strength of arms to match an unflinching strength of will. - Sure Aim3 levelsLevel 1
Missile strength: +6% for Peasant Archers, Celestial Dragon Crossbows, and Jade Warrior Crossbows units (Lord's army)Level 2
Missile strength: +6% for Peasant Archers, Celestial Dragon Crossbows, and Jade Warrior Crossbows units (Lord's army)
Range: +5% for Peasant Archers, Celestial Dragon Crossbows, and Jade Warrior Crossbows units (Lord's army)Level 3
Missile strength: +9% for Peasant Archers, Celestial Dragon Crossbows, and Jade Warrior Crossbows units (Lord's army)
Range: +10% for Peasant Archers, Celestial Dragon Crossbows, and Jade Warrior Crossbows units (Lord's army)Requires: Inspiring PresenceFrom lowly peasant to expert marksman, every arrow of the east soars with a Draconic power and grace. - Eastern Fires3 levelsLevel 1
Ammunition: +5% for Iron Hail Gunners, Crane Gunners, Nan-Gau Grenadiers, Grand Cannon and Fire Rain Rocket units (Lord's army)Level 2
Ammunition: +12% for Iron Hail Gunners, Crane Gunners, Nan-Gau Grenadiers, Grand Cannon and Fire Rain Rocket units (Lord's army)
Missile strength: +6% for Iron Hail Gunners, Crane Gunners, Grand Cannon and Fire Rain Rocket units (Lord's army)Level 3
Ammunition: +20% for Iron Hail Gunners, Crane Gunners, Nan-Gau Grenadiers, Grand Cannon and Fire Rain Rocket units (Lord's army)
Missile strength: +8% for Iron Hail Gunners, Crane Gunners, Grand Cannon and Fire Rain Rocket units (Lord's army)Requires: Inspiring PresenceAncient Cathay stands historically unconquered. Booming cannons and rockets of exploding fire help ensure it will remain so. - Mighty Charge3 levelsLevel 1
Charge bonus: +12% for Peasant Horsemen, Jade Lancers and Great Longma Riders units (Lord's army)Level 2
Charge bonus: +12% for Peasant Horsemen, Jade Lancers and Great Longma Riders units (Lord's army)
Weapon strength: +6% for Peasant Horsemen, Jade Lancers and Great Longma Riders units (Lord's army)Level 3
Charge bonus: +18% for Peasant Horsemen, Jade Lancers and Great Longma Riders units (Lord's army)
Weapon strength: +8% for Peasant Horsemen, Jade Lancers and Great Longma Riders units (Lord's army)Requires: Inspiring PresenceWho can withstand a charge with the sweeping force of a hundred hooves in unison? - Stone Gaze3 levelsLevel 1
Weapon strength: +4% for Wu Xing War Compass, Zhangu War Drum, Jade Lion, Jet Lion and Terracotta Sentinel units (Lord's army)Level 2
Armour: +6 for Wu Xing War Compass, Zhangu War Drum, Jade Lion, Jet Lion and Terracotta Sentinel units (Lord's army)
Weapon strength: +8% for Wu Xing War Compass, Zhangu War Drum, Jade Lion, Jet Lion and Terracotta Sentinel units (Lord's army)Level 3
Armour: +12 for Wu Xing War Compass, Zhangu War Drum, Jade Lion, Jet Lion and Terracotta Sentinel units (Lord's army)
Weapon strength: +12% for Wu Xing War Compass, Zhangu War Drum, Jade Lion, Jet Lion and Terracotta Sentinel units (Lord's army)Requires: Inspiring PresenceEven the most inexperienced peasant rallies under the cold-eyed gaze of Cathay's most stoic guardians. - Sky Fire3 levelsLevel 1
Weapon strength: +4% for Onyx Crowmen, Celestial Lion and Great Moon Bird units (Lord's army)
Speed: +5% for Sky Lantern, Sky-junk, Onyx Crowmen, Celestial Lion and Great Moon Bird units (Lord's army)Level 2
Weapon strength: +8% for Onyx Crowmen, Celestial Lion and Great Moon Bird units (Lord's army)
Missile strength: +8% for Sky Lantern and Sky-junk units (Lord's army)
Speed: +10% for Sky Lantern, Sky-junk, Onyx Crowmen, Celestial Lion and Great Moon Bird units (Lord's army)Level 3
Weapon strength: +12% for Onyx Crowmen, Celestial Lion and Great Moon Bird units (Lord's army)
Missile strength: +12% for Sky Lantern and Sky-junk units (Lord's army)
Speed: +15% for Sky Lantern, Sky-junk, Onyx Crowmen, Celestial Lion and Great Moon Bird units (Lord's army)Requires: Inspiring PresenceWhen fire hangs in the sky above the battlefield, death is sure to rain down upon it. - Rally!
Enables: "Rally!" (in human form)Requires all: Unyielding, Sure Aim, Eastern Fires, Mighty Charge, Stone Gaze, Sky Fire - Blades of the Bastion
Leadership: +6 for Peasant Long Spearmen, Celestial Dragon Guard, Jade Warriors, Jade Warriors (Halberds), Tiger Warriors (Dual Axes), Tiger Warrior Stalkers and Iron Claw Tiger Warriors units (Rank 7 and above) (Lord's army)
Spell resistance: 10% for Peasant Long Spearmen, Celestial Dragon Guard, Jade Warriors, Jade Warriors (Halberds), Tiger Warriors (Dual Axes), Tiger Warrior Stalkers and Iron Claw Tiger Warriors units (Rank 7 and above) (Lord's army)
Melee defence: +5 for Peasant Long Spearmen, Celestial Dragon Guard, Jade Warriors, Jade Warriors (Halberds), Tiger Warriors (Dual Axes), Tiger Warrior Stalkers and Iron Claw Tiger Warriors units (Rank 7 and above) (Lord's army)Requires: Rally!Cathayan armies have been tested time and again, their skills proven in a tumultuous arena of bloodshed and near-constant war. - Fast Hands
Missile strength: +6% for Peasant Archers, Celestial Dragon Crossbows, Jade Warrior Crossbows, Iron Hail Gunners, Crane Gunners, Nan-Gau Grenadier, Grand Cannon and Fire Rain Rocket units (Rank 7 and above) (Lord's army)
Missile resistance: 15% for Peasant Archers, Celestial Dragon Crossbows, Jade Warrior Crossbows, Iron Hail Gunners, Crane Gunners, Nan-Gau Grenadier, Grand Cannon and Fire Rain Rocket units (Rank 7 and above) (Lord's army)
Reload time reduction: +10% for Peasant Archers, Celestial Dragon Crossbows, Jade Warrior Crossbows, Iron Hail Gunners, Crane Gunners, Nan-Gau Grenadier, Grand Cannon and Fire Rain Rocket units (Rank 7 and above) (Lord's army)Requires: Rally!When the raging of battle begins, swift hands and swifter feet are the keys to surviving at range. - Unified Charge
Melee attack: +5 for Peasant Horsemen, Jade Lancers, Great Longma Riders, Terracotta Sentinel, Jade Lion, Jet Lion, Celestial Lion, Wu Xing War Compass and Zhangu War Drum units (Rank 7 and above) (Lord's army)
Physical resistance: 10% for Peasant Horsemen, Jade Lancers, Great Longma Riders, Terracotta Sentinel, Jade Lion, Jet Lion, Celestial Lion, Wu Xing War Compass and Zhangu War Drum units (Rank 7 and above) (Lord's army)
Speed: +10% for Peasant Horsemen, Jade Lancers, Great Longma Riders, Terracotta Sentinel, Jade Lion, Jet Lion, Celestial Lion, Wu Xing War Compass and Zhangu War Drum units (Rank 7 and above) (Lord's army)Requires: Rally!Swift, steady and moving as one, the hardy warriors of Cathay race headlong into battle. - Looming Lanterns
Leadership: +6 for Sky Lantern, Sky-junk, Onyx Crowmen and Great Moon Bird units (Rank 7 and above) (Lord's army)
Missile resistance: 15% for Sky Lantern, Sky-junk, Onyx Crowmen and Great Moon Bird units (Rank 7 and above) (Lord's army)
Range: +15% for Sky Lantern and Sky-junk units (Rank 7 and above) (Lord's army)Requires: Rally!A blanket of glowing lights amidst the clouds is sure to stir the heart of every Cathayan warrior beneath them. - Stand Your Ground!
Ability: "Stand Your Ground!" (in human form)
Replaces: "Rally!"Requires 1 of: Blades of the Bastion, Fast Hands, Unified Charge, Looming Lanterns
- Route Marcher
Campaign 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 1
Control: +1 (local province)Level 2
Control: +2 (local province)Level 3
Control: +3 (local province)Requires: Route MarcherThis Lord expects utter obedience from the smallfolk, and has little time for insurrections or petty revolts. - Inspiring Recruitment3 levelsLevel 1
Recruitment cost: -5% (Lord's army)Level 2
Recruitment cost: -10% (Lord's army)Level 3
Recruitment cost: -15% (Lord's army)Requires: Route MarcherAll warriors of honour and pride are eager to fight under the Dragon-Emperor's banners. - Reassuring Presence3 levelsLevel 1
Attrition: -10% casualties suffered from all attrition (Lord's army)Level 2
Attrition: -20% casualties suffered from all attrition (Lord's army)Level 3
Attrition: -30% casualties suffered from all attrition (Lord's army)Requires: Route MarcherThe presence of this Lord ensures a measure of calm, reducing panic and desertion amongst followers. - Fervent3 levelsLevel 1
Corruption: -1 (local province)Level 2
Corruption: -2 (local province)Level 3
Corruption: -3 (local province)Requires: Route MarcherThrough our acts, the gods will cleanse the lands. - Irrepressible
Casualty replenishment rate: +30% for this Lord (Lord's army)
Character experience gain: +15%
Wound recovery time: -1 turnsRequires all: Iron Disciplinarian, Inspiring Recruitment, Reassuring Presence, FerventEvery wound that is not fatal is but a lesson to learn from. - Lightning Strike3 levelsLevel 1
Enemy 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 2
Enemy 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 3
Enemy 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 penalty
Enables lightning strike battles when reinforcements are presentRequires: Irrepressible"The time to strike is now!" - Quartermaster3 levelsLevel 1
Upkeep: -3% (Lord's army)Level 2
Upkeep: -6% (Lord's army)Level 3
Upkeep: -10% (Lord's army)Requires: IrrepressibleA good quartermaster can ration equipment and foodstuffs efficiently, making supplies last longer. - Logistician3 levelsLevel 1
Casualty replenishment rate: +2% (Lord's army)Level 2
Casualty replenishment rate: +4% (Lord's army)Level 3
Casualty replenishment rate: +6% (Lord's army)Requires: IrrepressibleProficient with figures, this Lord, or his subordinates, can keep his army fulfilled, even in dire circumstances. - Alert3 levelsLevel 1
Ambush defence chance: +6% (Lord's army)Level 2
Ambush defence chance: +16% (Lord's army)
Chance of intercepting an army using Tunnelling, beast-paths or Worldroots: +5%Level 3
Ambush defence chance: +30% (Lord's army)
Chance of intercepting an army using Tunnelling, beast-paths or Worldroots: +10%Requires: IrrepressibleCountless conflicts and a keen sense of awareness have made this Lord difficult to entrap. - The Great Bastion
Recruit rank: +2 for all units (Lord's army)
Upkeep: -6% (Lord's army)
Local recruitment capacity: +2 (local province)Requires all: Lightning Strike, Quartermaster, Logistician, AlertThe blood-soaked battlefields of the northern provinces are the proving grounds upon which the mightiest warriors of Cathay have honed their craft.
All effects of this build
No skills taken yet.
Like lines are added up; 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, via the WH3-Dump export. The general tree only: faction and campaign variants of a tree are not included.