
Burplesmirk Spewpit skill planner
NorscaLordUnit 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).
- Hates TzeentchUnlocks at rank 4 · Starting skill
Melee attack: +10 when fighting against Tzeentchian factions
Weapon strength: +15% when fighting against Tzeentchian factionsThe Fly Lord and his devotees despise Tzeentch, for his obsession with schemes and trickery are the polar opposite of Nurgle's delight in slow, musty stagnation. - Bloated CarcassUnlocks at rank 7
Missile resistance: 10%Anything fired at this vile Nurglish servant's immense girth must penetrate many folds of sweaty fat before they even have the slightest chance of piercing his flesh. - Hardened MonstrositiesUnlocks at rank 15
HIDDEN Attribute: Perfect Vigour for Monstrous Arcanum monsters (Rank 7 and above) (Lord's army)
Attribute: Perfect Vigour for Monstrous Arcanum monsters (Rank 7 and above) (Lord's army)
HIDDEN Barrier hit points: +800 for Monstrous Arcanum monsters (Lord's army)
Barrier hit points: +800 for Monstrous Arcanum monsters (Lord's army)
HIDDEN Melee attack: +8 for Monstrous Arcanum monsters (Lord's army)
Melee attack: +8 for Monstrous Arcanum monsters (Lord's army)Scarred and brutish, even for monstrous beasts, these now-tamed creatures can shrug off incredible punishment. - 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. - ImmortalityUnlocks at rank 20 · Starting skill
This Lord will be wounded instead of killed in battleWho wants to live forever? As it turns out, most beings wouldn't say no… - 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.
- Gifts of BlightUnlocks at rank 12
Population surplus: +1 for newly-captured settlements (Lord's army)
Casualty replenishment rate: +5% (Lord's army)The true power of Nurgle's Gifts is that joyously, and pestilentially, they make more of themselves, whatever ’they’ may be. - Locus of Virulence
Ability: "Locus of Virulence"Requires: Gifts of Blight - Instruments of Filth
Armour: +25
Weapon strength: +15%Requires: Gifts of BlightThe noxious strength of a Great Unclean One's bodily putrefaction cuts through any protection as readily as it folds the corroded remains of any enemy weapon into itself. - Defiling Deluge
Battle healing cap: +50%
Ability: "Defiling Deluge"Requires all: Locus of Virulence, Instruments of Filth - Necrotised FleshUnlocks at rank 14
Battle healing cap: +25% (Lord's army)
Melee defence: +5 (Lord's army)
Missile resistance: 10% (Lord's army)Not with: Seeping Ichor, The Verdi-grease RitualSallow phlegm is slathered thickly over deadened tissue, the viscous substance preventing it from sloughing off and hardening the necrotised flesh beneath. - Seeping IchorUnlocks at rank 14
Passive ability: "Horrible Regeneration" for Plague Toads, Rot Flies, Pox Riders, Plague Drones and Plague Drones (Death's Heads) units (Lord's army)
Melee attack: +7 for Plague Toads, Rot Flies, Pox Riders, Plague Drones and Plague Drones (Death's Heads) units (Lord's army)
Melee defence: +7 for Plague Toads, Rot Flies, Pox Riders, Plague Drones and Plague Drones (Death's Heads) units (Lord's army)Not with: Necrotised Flesh, The Verdi-grease RitualIchor oozes from every pore and orifice of Nurgle's favoured aberrations, rendering them at once more noxious and perversely resilient. - The Verdi-grease RitualUnlocks at rank 14
Passive ability: "Blisterback" for Great Unclean One units (Lord's army)
Physical resistance: 10% for Great Unclean One units (Lord's army)
Armour: +15 (Lord's army)Not with: Necrotised Flesh, Seeping IchorHaving willingly endured a wasting rite that would reduce lesser Daemons to malformed ruin, these corpulent mountains of rot withstand a hundred sword blows without faltering. - Cadaverous ResilienceUnlocks at rank 14
Unit mass: +30%
Melee defence: -5
Hit points: +20%Not with: Prodigious Plague-craft, Sorcerous SludgeAlong the winding path of Daemonhood, the misshapen fiends swell to towering proportions. Open boils stud their cadaverous skin, and their lips peel back into fixed rictuses – outward marks of an unearthly resilience. - Prodigious Plague-craftUnlocks at rank 14
Chance of a plague spreading: +15% (Lord's army)
Campaign movement range: -20% (enemy armies in local province)
Enables replenishment in foreign territory (Lord's army)Not with: Cadaverous Resilience, Sorcerous SludgeA peerless brewer and propagator of plagues, the creature is forever hunched over a tarnished bronze vessel. Only its hirsute shoulders remain visible, furred with coarse hair like the thorax of a cluster fly. - Sorcerous SludgeUnlocks at rank 14
Winds of Magic cost: -20% for Lores of Nurgle and Death spells
Ward save: +10%
Enemy leadership: -5 (enemy armies in local province)Not with: Cadaverous Resilience, Prodigious Plague-craftGlistening organs hang from the Daemon's ruptured flesh like sodden robes. It ladles up the rank sludge dripping from its exposed viscera, knowing it for a potent sorcerous reagent.
- Infernal Champion
Weapon strength: +10%The Warriors of Chaos are the playthings of Gods and given many gifts, including formidable fighting skills. - Devastating Charge2 levelsLevel 1
Charge bonus: +15Level 2
Charge bonus: +30Requires: Infernal ChampionSome creatures charge home with such fury that the very ground shakes beneath their feet. - Thick-Skinned2 levelsLevel 1
Armour: +7Level 2
Armour: +15Requires: Infernal ChampionCreatures 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. - Hard to Hit2 levelsLevel 1
Melee defence: +6Level 2
Melee defence: +12Requires: Infernal ChampionHand-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. - Deadly Blade2 levelsLevel 1
Melee attack: +6Level 2
Melee attack: +12Requires: Infernal ChampionA deadly blade is especially lethal when in the hands of this master death-maker, killer and slaughterer! - Foetid Stench
Passive ability: "Foetid Stench"Requires all: Devastating Charge, Thick-Skinned, Hard to Hit, Deadly Blade - Wound-Maker2 levelsLevel 1
Weapon strength: +10%Level 2
Weapon strength: +20%Requires: Foetid StenchSuch 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 1
Hit points: +7%Level 2
Hit points: +15%Requires: Foetid StenchThe scars on this storied warrior reveal a veteran of many battles, a being not easy to kill and one worthy of respect and fear. - Indomitable2 levelsLevel 1
Leadership: +6Level 2
Leadership: +12Requires: Foetid StenchThe 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: Foetid StenchA blade that sings in defence will not let its wielder be penetrated. - Pestilent Decay
Passive ability: "Pestilent Decay"Requires all: Wound-Maker, Scarred Veteran, Indomitable, Blade Shield
- Miasma of Pestilence2 levelsLevel 1
Cooldown: -30% to "Miasma of Pestilence"
Overcast spell: "Miasma of Pestilence Upgraded"Level 2
Cooldown: -50% to "Miasma of Pestilence"
Miscast base chance: -15% for "Miasma of Pestilence Upgraded"
Overcast spell: "Miasma of Pestilence Upgraded"
Winds of Magic cost: -1 for "Miasma of Pestilence"
Winds of Magic cost: -2 for "Miasma of Pestilence Upgraded" - Children of Nurgle
Passive ability: "Children of Nurgle"Requires: Miasma of Pestilence - Stream of Corruption2 levelsLevel 1
Cooldown: -30% to "Stream of Corruption"
Overcast spell: "Stream of Corruption Upgraded"Level 2
Cooldown: -50% to "Stream of Corruption"
Miscast base chance: -15% for "Stream of Corruption Upgraded"
Overcast spell: "Stream of Corruption Upgraded"
Winds of Magic cost: -1 for "Stream of Corruption"
Winds of Magic cost: -2 for "Stream of Corruption Upgraded"Requires: Miasma of Pestilence - Curse of the Leper2 levelsLevel 1
Cooldown: -30% to "Curse of the Leper"
Spell: "Curse of the Leper"
Overcast spell: "Curse of the Leper Upgraded"Level 2
Cooldown: -50% to "Curse of the Leper"
Miscast base chance: -15% for "Curse of the Leper Upgraded"
Overcast spell: "Curse of the Leper Upgraded"
Winds of Magic cost: -2 for "Curse of the Leper"
Winds of Magic cost: -3 for "Curse of the Leper Upgraded"Requires: Miasma of Pestilence - Rancid Visitations2 levelsLevel 1
Cooldown: -30% to "Rancid Visitations"
Spell: "Rancid Visitations"
Overcast spell: "Rancid Visitations Upgraded"Level 2
Cooldown: -50% to "Rancid Visitations"
Miscast base chance: -15% for "Rancid Visitations Upgraded"
Overcast spell: "Rancid Visitations Upgraded"
Winds of Magic cost: -2 for "Rancid Visitations"
Winds of Magic cost: -3 for "Rancid Visitations Upgraded"Requires: Miasma of Pestilence - Evasion
Passive ability: "Evasion"Requires all: Children of Nurgle, Stream of Corruption, Curse of the Leper, Rancid Visitations - Fleshy Abundance2 levelsLevel 1
Cooldown: -30% to "Fleshy Abundance"
Spell: "Fleshy Abundance"
Overcast spell: "Fleshy Abundance Upgraded"Level 2
Cooldown: -50% to "Fleshy Abundance"
Miscast base chance: -15% for "Fleshy Abundance Upgraded"
Overcast spell: "Fleshy Abundance Upgraded"
Winds of Magic cost: -2 for "Fleshy Abundance"
Winds of Magic cost: -3 for "Fleshy Abundance Upgraded"Requires: Evasion - Blight Boil2 levelsLevel 1
Cooldown: -30% to "Blight Boil"
Spell: "Blight Boil"
Overcast spell: "Blight Boil Upgraded"Level 2
Cooldown: -50% to "Blight Boil"
Miscast base chance: -15% for "Blight Boil Upgraded"
Overcast spell: "Blight Boil Upgraded"
Winds of Magic cost: -2 for "Blight Boil"
Winds of Magic cost: -3 for "Blight Boil Upgraded"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: Earthing, Magical Reserves, Fleshy Abundance, Blight Boil
- Dominating Presence
Unit experience gain per turn: +75 (Lord's army)
Character's aura leadership effect: +5A Chaos Lord dominates – lesser beings cringe from a being that is so intently under scrutiny from the Dark Gods. - Fearsome Warriors3 levelsLevel 1
Melee attack: +4 for Marauders, Marauder Spearmen, Marauder Berserkers, Marauder Bearmen, Flayerkin and Marauder Champions units (Lord's army)Level 2
Melee attack: +6 for Marauders, Marauder Spearmen, Marauder Berserkers, Marauder Bearmen, Flayerkin and Marauder Champions units (Lord's army)
Weapon strength: +6% for Marauders, Marauder Spearmen, Marauder Berserkers, Marauder Bearmen, Flayerkin and Marauder Champions units (Lord's army)Level 3
Melee attack: +8 for Marauders, Marauder Spearmen, Marauder Berserkers, Marauder Bearmen, Flayerkin and Marauder Champions units (Lord's army)
Weapon strength: +12% for Marauders, Marauder Spearmen, Marauder Berserkers, Marauder Bearmen, Flayerkin and Marauder Champions units (Lord's army)Requires: Dominating PresenceThose who do not bend the knee to the Gods of the North soon find all they hold dear obliterated before them. - Beast Slayers3 levelsLevel 1
Missile strength: +4% for Marauder Hunters, Marauder Horsemen, and Marauder Horsemasters units (Lord's army)Level 2
Ammunition: +10% for Marauder Hunters, Marauder Horsemen, and Marauder Horsemasters units (Lord's army)
Missile strength: +6% for Marauder Hunters, Marauder Horsemen, and Marauder Horsemasters units (Lord's army)Level 3
Ammunition: +20% for Marauder Hunters, Marauder Horsemen, and Marauder Horsemasters units (Lord's army)
Missile strength: +8% for Marauder Hunters, Marauder Horsemen, and Marauder Horsemasters units (Lord's army)Requires: Dominating PresenceDelighting in death and suffering, these savage warriors follow their ignoble Lord wherever he goes. - Unnatural Selection3 levelsLevel 1
Speed: +6% for Norscan Warhounds, Norscan Ice Wolves, Marauder Chariot and Kurgan Horsemen units (Lord's army)Level 2
Charge bonus: +6 for Norscan Warhounds, Norscan Ice Wolves, Marauder Chariot and Kurgan Horsemen units (Lord's army)
Speed: +9% for Norscan Warhounds, Norscan Ice Wolves, Marauder Chariot and Kurgan Horsemen units (Lord's army)Level 3
Charge bonus: +12 for Norscan Warhounds, Norscan Ice Wolves, Marauder Chariot and Kurgan Horsemen units (Lord's army)
Speed: +12% for Norscan Warhounds, Norscan Ice Wolves, Marauder Chariot and Kurgan Horsemen units (Lord's army)Requires: Dominating PresenceOnly the fiercest creatures can survive the frozen north; the strongest are rounded up for war and starved into viciousness, ready for the next battle. - Frostbitten3 levelsLevel 1
Melee attack: +4 for Skin Wolves and Troll units (Lord's army)Level 2
Melee attack: +4 for Skin Wolves and Troll units (Lord's army)
Weapon strength: +6% for Skin Wolves and Troll units (Lord's army)Level 3
Melee attack: +6 for Skin Wolves and Troll units (Lord's army)
Weapon strength: +12% for Skin Wolves and Troll units (Lord's army)Requires: Dominating PresenceThe intense cold cuts into the flesh, burning the foe's extremities until they drop off altogether! - Hail of Teeth3 levelsLevel 1
Melee attack: +4 for Manticore, Chimera and Chaos Frost Dragon units (Lord's army)Level 2
Armour: +6 for Manticore, Chimera and Chaos Frost Dragon units (Lord's army)
Melee attack: +4 for Manticore, Chimera and Chaos Frost Dragon units (Lord's army)Level 3
Armour: +12 for Manticore, Chimera and Chaos Frost Dragon units (Lord's army)
Melee attack: +6 for Manticore, Chimera and Chaos Frost Dragon units (Lord's army)Requires: Dominating PresenceThe razor-sharp hail of the north is not the only danger in the Norscan sky – its airborne beasts are just as deadly and far less predictable. - Monsters of the North3 levelsLevel 1
Melee attack: +4 for Fimir Warriors, Norscan Giant, Feral Mammoth, Dread Maw, Curs'd Ettin and War Mammoth units (Lord's army)Level 2
Melee attack: +4 for Fimir Warriors, Norscan Giant, Feral Mammoth, Dread Maw, Curs'd Ettin and War Mammoth units (Lord's army)
Melee defence: +4 for Fimir Warriors, Norscan Giant, Feral Mammoth, Dread Maw, Curs'd Ettin and War Mammoth units (Lord's army)Level 3
Melee attack: +6 for Fimir Warriors, Norscan Giant, Feral Mammoth, Dread Maw, Curs'd Ettin and War Mammoth units (Lord's army)
Melee defence: +6 for Fimir Warriors, Norscan Giant, Feral Mammoth, Dread Maw, Curs'd Ettin and War Mammoth units (Lord's army)Requires: Dominating PresenceGiant, deadly, and able to take orders, this Lord’s monstrosities are especially terrifying and lethal. - Rally!
Ability: "Rally!"Requires all: Fearsome Warriors, Beast Slayers, Unnatural Selection, Frostbitten, Hail of Teeth, Monsters of the North - Champions of the North
Armour: +12 for Marauders, Marauder Spearmen, Marauder Berserkers, Marauder Bearmen, Flayerkin and Marauder Champions units (Rank 7 and above) (Lord's army)
Melee defence: +5 for Marauders, Marauder Spearmen, Marauder Berserkers, Marauder Bearmen, Flayerkin and Marauder Champions units (Rank 7 and above) (Lord's army)
Physical resistance: 10% for Marauders, Marauder Spearmen, Marauder Berserkers, Marauder Bearmen, Flayerkin and Marauder Champions units (Rank 7 and above) (Lord's army)Requires: Rally!In spite of their savage nature, they are possessed of a savage code of conduct and form a loose brotherhood of those considered worthy. - Hardened Hunters
Missile strength: +12% for Marauder Hunters, Marauder Horsemen, and Marauder Horsemasters units (Rank 7 and above) (Lord's army)
Missile resistance: 15% for Marauder Hunters, Marauder Horsemen, and Marauder Horsemasters units (Rank 7 and above) (Lord's army)
Reload time reduction: +10% for Marauder Hunters, Marauder Horsemen, and Marauder Horsemasters units (Rank 7 and above) (Lord's army)Requires: Rally!No beast too large, no adversary too great; no quarry - mortal or otherwise - can evade them. - Icy Wrath
Charge bonus: +12 for Norscan Warhounds, Norscan Ice Wolves, Manticore, Skin Wolves, Marauder Chariot and Kurgan Horsemen units (Rank 7 and above) (Lord's army)
Melee attack: +5 for Norscan Warhounds, Norscan Ice Wolves, Manticore, Skin Wolves, Marauder Chariot and Kurgan Horsemen units (Rank 7 and above) (Lord's army)
Weapon strength: +12% for Norscan Warhounds, Norscan Ice Wolves, Manticore, Skin Wolves, Marauder Chariot and Kurgan Horsemen units (Rank 7 and above) (Lord's army)Requires: Rally!The intense cold and near-constant darkness of the far north make for a certain kind of killer. - Hulks of Death
Armour: +12 for Trolls, Chaos Frost Dragon, Norscan Giant, Fimir, Feral Mammoth, Chimera, Dread Maw, Curs'd Ettin and War Mammoth units (Rank 7 and above) (Lord's army)
Ward save: +8% for Trolls, Chaos Frost Dragon, Norscan Giant, Fimir, Feral Mammoth, Chimera, Dread Maw, Curs'd Ettin and War Mammoth units (Rank 7 and above) (Lord's army)
Weapon strength: +12% for Trolls, Chaos Frost Dragon, Norscan Giant, Fimir, Feral Mammoth, Chimera, Dread Maw, Curs'd Ettin and War Mammoth units (Rank 7 and above) (Lord's army)Requires: Rally!The freezing darkness and stunning violence of the far north bring no small solace to those who have lost everything and wish to forget. - Stand or Die!
Replaces: "Rally!"
Ability: "Stand or Die!"Requires 1 of: Champions of the North, Hardened Hunters, Icy Wrath, Hulks of DeathNot with: Fight or Die!There can be no turning back for those whose souls are turning black. - Fight or Die!
Ability: "Fight or Die!"
Replaces: "Rally!"Requires 1 of: Champions of the North, Hardened Hunters, Icy Wrath, Hulks of DeathNot with: Stand or Die!There is no other choice. There never was.
- 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. - Takers of All3 levelsLevel 1
Income from post-battle loot: +5%Level 2
Income from post-battle loot: +10%Level 3
Income from post-battle loot: +15%Requires: Route MarcherThat which is not offered up to the Dark Gods of the North in tribute is harvested by their servants for their own petty gain. - Serve or Die3 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 Marcher"You will serve me, wretch, or you will die, there is no other option." - Norse Resilience
Casualty replenishment rate: +5% (Lord's army)Requires: Route MarcherThe bleak, brutal landscape of the far north breeds bloody, warlike tribes in thrall to Chaos' delicious, twisted power. - Swelling of Doom3 levelsLevel 1
Growth: +8 (local province)Level 2
Growth: +20 (local province)Level 3
Growth: +36 (local province)Requires: Route MarcherMaybe it is the influence of the Dark Gods that has caused the populace to burgeon and proliferate beyond their natural bounds? - 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 all: Takers of All, Serve or Die, Norse Resilience, Swelling of Doom"The time to strike is now!" - Ruination3 levelsLevel 1
Attrition suffered by defender: +10% when laying siege or encircling (local region)Level 2
Attrition suffered by defender: +20% when laying siege or encircling (local region)
Control: -4 (local enemy province)Level 3
Attrition suffered by defender: +40% when laying siege or encircling (local region)
Control: -8 (local enemy province)Requires: Lightning Strike"This stinking mortal Hold will fall, my masters have foreseen it. Bring them ruin!" - Savage Skills3 levelsLevel 1
Recruit rank: +1 for all units (Lord's army)Level 2
Recruit rank: +2 for all units (Lord's army)Level 3
Recruit rank: +3 for all units (Lord's army)Requires: Lightning StrikeThere's something about the harsh, unforgiving nature of northern life that makes its occupants fight harder and longer than many of their soft, southern equivalents. - Unnatural Healing
Casualty replenishment rate: +4% (Lord's army)Requires: Lightning StrikeSomething strange - something no scholar really wishes to discover - governs who dies and who lives in the warlike northern wastes. - Fuelled by War3 levelsLevel 1
Upkeep: -3% (Lord's army)Level 2
Upkeep: -6% (Lord's army)Level 3
Upkeep: -9% (Lord's army)Requires: Lightning StrikeWar and glory before the Gods are the determining elements in every decision made; there is nothing else worth living - or dying - for. - Spawn of Chaos
Unit experience gain per turn: +200 (Lord's army)
Enemy Hero action success chance: -10%
Campaign movement range: +5%Requires all: Ruination, Savage Skills, Unnatural Healing, Fuelled by WarThe tendrils (and tentacles!) of the Northern Gods reach down from the poles and far across the world, twisting and corrupting all they touch.
All effects of this build
Melee attack: +10 when fighting against Tzeentchian factions
Weapon strength: +15% when fighting against Tzeentchian factions
This Lord will be wounded instead of killed in battle
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.