
Chaos Sorcerer Lord (Death) skill planner
53 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).
- Chaos SteedUnlocks at rank 4
Mount: Chaos SteedThe dread steeds of Chaos are more than mere horses, but creatures tainted by Daemon blood, said to be gifts from the Dark Gods themselves. - Chaos WarshrineUnlocks at rank 14
Mount: WarshrineA vast, mobile altar allows the souls of the slain to be ritualistically condemned directly from the field of slaughter. - ManticoreUnlocks at rank 18
Mount: ManticoreManticores are highly prized by Sorcerers, for they are creatures bathed in magic and as cruel as their riders. - Chaos DragonUnlocks at rank 22
Mount: Chaos DragonChaos Dragons were once noble rulers of the skies, now split and corrupted by the forces of Change. - Undivided Authority3 levels · Starting skillLevel 1 · taken
Khorne Authority: -2 (Lord's army)
Undivided Authority: +2 (Lord's army)Level 2 · free at rank 11
Khorne Authority: -2 (Lord's army)
Undivided Authority: +3 (Lord's army)Level 3 · free at rank 21
Khorne Authority: -2 (Lord's army)
Undivided Authority: +4 (Lord's army)The Ruinous Powers tighten their grip on the land, as dark sorcery paves the way for their fell influence. - Infernal ChampionUnlocks at rank 15
Weapon strength: +10%The Warriors of Chaos are the playthings of Gods and given many gifts, including formidable fighting skills. - Hearts of Iron
Vigour loss reduction: -15% (Lord's army)The followers of Chaos need not to rest, they march on with iron hearts desperate to harvest souls. - Voice of the Dark Gods
Leadership aura size: +40%This Lord speaks with a dread booming voice - a gift from his Dark Masters to ensure obedience. - Aura of ChaosUnlocks at rank 8
Missile resistance: 10%The shadow of the Ruinous Powers looms large, protecting those who bear their mark. - Soldiers of RenownUnlocks at rank 10 · 3 levelsLevel 1 · free at rank 10
Regiments of Renown army capacity: +1 (own army)Level 2 · free at rank 20
Regiments of Renown army capacity: +2 (own army)Level 3 · free at rank 30
Regiments of Renown army capacity: +3 (own army)Their renown shall further elevate the one under whose command they march. - ImmortalityUnlocks at rank 20
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.
- Corrupt MageUnlocks at rank 10
Miscast base chance: +15% for all enemy spellcasters (enemy armies in local province)
Winds of Magic power reserve: +3 per turn (own army)Magic and Chaos are eternally intertwined in a symbiotic storm of malevolent power. - Malefic Sorcerer
Armour: +10
Melee attack: +5
Melee defence: +7Requires: Corrupt MageMagic need not only wreak havoc at range—half the fun of battle, after all, is seeing the fear in your enemy's eyes. - Vile Enchanter
Attribute: Perfect Vigour for Forsaken (Lord's army)
Melee attack: +5 for Forsaken, Chaos Spawn and Chaos Feral Manticore units (Lord's army)Requires: Corrupt MageThe Forsaken heed the commands of the powerful, and thrive on the excess of their energy. - Chaos MarkedUnlocks at rank 16
Armour-piercing weapon damage: +50
Armour: +15Kill, crush, destroy—these are the tenets of Chaos! - Ruinous Seal
Undivided Authority: +1 (Lord's army)
Physical resistance: 10%Requires: Chaos MarkedPain is a trivial price to pay in assuring the complete annihilation of Order! - Brand of Turmoil
Passive ability: "Paragon of Ruin"
Missile resistance: 5% (Lord's army)Requires: Chaos MarkedThe brand of the Ruinous Powers is seared into the skin, a mark of absolute dedication to the cause of corruption.
- Spirit Leech2 levelsLevel 1
Overcast spell: "Spirit Leech Upgraded"
Cooldown: -30% to "Spirit Leech"Level 2
Miscast base chance: -15% for "Spirit Leech Upgraded"
Overcast spell: "Spirit Leech Upgraded"
Winds of Magic cost: -2 for "Spirit Leech"
Winds of Magic cost: -2 for "Spirit Leech Upgraded"
Cooldown: -50% to "Spirit Leech" - Life-Leeching
Passive ability: "Life Leeching"Requires: Spirit Leech - Aspect of the Dread Knight2 levelsLevel 1
Overcast spell: "Aspect of the Dread Knight Upgraded"
Cooldown: -30% to "Aspect of the Dread Knight"Level 2
Miscast base chance: -15% for "Aspect of the Dread Knight Upgraded"
Overcast spell: "Aspect of the Dread Knight Upgraded"
Winds of Magic cost: -1 for "Aspect of the Dread Knight"
Winds of Magic cost: -2 for "Aspect of the Dread Knight Upgraded"
Cooldown: -50% to "Aspect of the Dread Knight"Requires: Spirit Leech - Soulblight2 levelsLevel 1
Overcast spell: "Soulblight Upgraded"
Cooldown: -30% to "Soulblight"
Spell: "Soulblight"Level 2
Miscast base chance: -15% for "Soulblight Upgraded"
Overcast spell: "Soulblight Upgraded"
Winds of Magic cost: -2 for "Soulblight"
Winds of Magic cost: -3 for "Soulblight Upgraded"
Cooldown: -50% to "Soulblight"Requires: Spirit Leech - Doom & Darkness2 levelsLevel 1
Overcast spell: "Doom & Darkness Upgraded"
Cooldown: -30% to "Doom & Darkness"
Spell: "Doom & Darkness"Level 2
Miscast base chance: -15% for "Doom & Darkness Upgraded"
Overcast spell: "Doom & Darkness Upgraded"
Winds of Magic cost: -1 for "Doom & Darkness"
Winds of Magic cost: -2 for "Doom & Darkness Upgraded"
Cooldown: -50% to "Doom & Darkness"Requires: Spirit Leech - Evasion
Passive ability: "Evasion"Requires all: Life-Leeching, Aspect of the Dread Knight, Soulblight, Doom & Darkness - The Fate of Bjuna
Winds of Magic cost: -3 for "The Fate of Bjuna"
Cooldown: -50% to "The Fate of Bjuna"
Spell: "The Fate of Bjuna"Requires: Evasion - The Purple Sun of Xereus2 levelsLevel 1
Overcast spell: "The Purple Sun of Xereus Upgraded"
Cooldown: -30% to "The Purple Sun of Xereus"
Spell: "The Purple Sun of Xereus"Level 2
Miscast base chance: -15% for "The Purple Sun of Xereus Upgraded"
Overcast spell: "The Purple Sun of Xereus Upgraded"
Winds of Magic cost: -2 for "The Purple Sun of Xereus"
Winds of Magic cost: -3 for "The Purple Sun of Xereus Upgraded"
Cooldown: -50% to "The Purple Sun of Xereus"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, The Fate of Bjuna, The Purple Sun of Xereus
- 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. - Chaos Vanguard3 levelsLevel 1
Melee attack: +4 for all non-Daemonic Infantry units (Lord's army)Level 2
Armour: +6 for all non-Daemonic Infantry units (Lord's army)
Melee attack: +6 for all non-Daemonic Infantry units (Lord's army)Level 3
Armour: +12 for all non-Daemonic Infantry units (Lord's army)
Melee attack: +8 for all non-Daemonic Infantry units (Lord's army)Requires: Dominating PresenceTo the Northmen, there is no greater honour than to fight and perish under the gaze of the Gods. - Savage Bloodlust3 levelsLevel 1
Armour: +4 for all Daemonic melee units (Lord's army)Level 2
Armour: +8 for all Daemonic melee units (Lord's army)
Charge bonus: +8 for all Daemonic melee units (Lord's army)Level 3
Armour: +12 for all Daemonic melee units (Lord's army)
Charge bonus: +12 for all Daemonic melee units (Lord's army)Requires: Dominating PresenceThe Daemons of Chaos bay for blood, spurred on by a chorus of agonised screams. - Warp Fire3 levelsLevel 1
Melee defence: +4 for all Daemonic Missile and Flying units (Lord's army)Level 2
Melee defence: +6 for all Daemonic Missile and Flying units (Lord's army)
Missile strength: +8% for all Daemonic Missile units (Lord's army)
Speed: +4% for all Daemonic Flying units (Lord's army)Level 3
Melee defence: +8 for all Daemonic Missile and Flying units (Lord's army)
Missile strength: +12% for all Daemonic Missile units (Lord's army)
Speed: +6% for all Daemonic Flying units (Lord's army)Requires: Dominating PresenceAs dark wings take to the skies and Daemon arrows bear down, the enemies of Chaos know their end is near. - Hammer into Anvil3 levelsLevel 1
Charge bonus: +6 for all non-Daemonic Cavalry and Chariot units (Lord's army)Level 2
Charge bonus: +6 for all non-Daemonic Cavalry and Chariot units (Lord's army)
Melee defence: +6 for all non-Daemonic Cavalry and Chariot units (Lord's army)Level 3
Charge bonus: +12 for all non-Daemonic Cavalry and Chariot units (Lord's army)
Melee defence: +8 for all non-Daemonic Cavalry and Chariot units (Lord's army)Requires: Dominating PresenceBreaking bones and ending lives, the armies of Chaos strike like an unholy hammer crashing through their enemies' ranks. - Monstrous Strength3 levelsLevel 1
Weapon strength: +4% for all non-Daemonic war beasts, monstrous and monster units (Lord's army)Level 2
Melee attack: +6 for all non-Daemonic war beasts, monstrous, and monster units (Lord's army)
Weapon strength: +6% for all non-Daemonic war beasts, monstrous and monster units (Lord's army)Level 3
Melee attack: +8 for all non-Daemonic war beasts, monstrous, and monster units (Lord's army)
Weapon strength: +10% for all non-Daemonic war beasts, monstrous and monster units (Lord's army)Requires: Dominating PresenceHulks of pure muscle, held upright by unsullied hatred, can crush a man with a frightening lack of effort. - Doomfire3 levelsLevel 1
Ammunition: +10% for all non-Daemonic Missile Cavalry and Artillery units (Lord's army)Level 2
Ammunition: +15% for all non-Daemonic Missile Cavalry and Artillery units (Lord's army)
Missile strength: +8% for all non-Daemonic Missile Cavalry and Artillery units (Lord's army)Level 3
Ammunition: +20% for all non-Daemonic Missile Cavalry and Artillery units (Lord's army)
Missile strength: +12% for all non-Daemonic Missile Cavalry and Artillery units (Lord's army)Requires: Dominating PresenceSubdue the enemy with savage fire, as flaming projectiles burn a trail across the sky. - Rally!
Ability: "Rally!"Requires all: Chaos Vanguard, Savage Bloodlust, Warp Fire, Hammer into Anvil, Monstrous Strength, Doomfire - Legion of Doom
Armour: +10 for all Infantry units (Rank 7 and above) (Lord's army)
Melee defence: +5 for all Infantry units (Rank 7 and above) (Lord's army)
Spell resistance: 20% for all Infantry units (Rank 7 and above) (Lord's army)Requires: Rally!The legions march forth under the Lord's inscrutable gaze, eager to kill for fear of his wrath. - Speed & Malice
Melee attack: +5 for all Cavalry, Chariot and Flying units (Rank 7 and above) (Lord's army)
Missile resistance: 15% for all Cavalry, Chariot and Flying units (Rank 7 and above) (Lord's army)
Speed: +10% for all Cavalry, Chariot and Flying units (Rank 7 and above) (Lord's army)Requires: Rally!The worthiest of Chaos' vanguard are blessed with the most elaborate mutations, which also enable them to move faster for longer. - Freakish Mutations
Leadership: +8 for all war beasts, monstrous and monster units (Rank 7 and above) (Lord's army)
Melee attack: +5 for all war beasts, monstrous, and monster units (Rank 7 and above) (Lord's army)
Ward save: +5% for all war beasts, monstrous and monster units (Rank 7 and above) (Lord's army)Requires: Rally!Mutations awarded by the Chaos Gods to their followers may look horrific to southerners, but such gifts are prized. - Malevolent Ranger
Armour: +10 for all Missile units (Rank 7 and above) (Lord's army)
Missile resistance: 15% for all Missile units (Rank 7 and above) (Lord's army)
Reload time reduction: +10% for all Missile units (Rank 7 and above) (Lord's army)Requires: Rally!To devastate one's enemies from afar is the key to controlling the battlefield. - Stand or Die!
Replaces: "Rally!"
Ability: "Stand or Die!"Requires 1 of: Legion of Doom, Speed & Malice, Freakish Mutations, Malevolent Ranger
- 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. - Despoilers3 levelsLevel 1
Income from raiding: +10% (Lord's army)
Income from sacking settlements: +5% (Lord's army)Level 2
Income from raiding: +20% (Lord's army)
Income from sacking settlements: +10% (Lord's army)Level 3
Income 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. - Serve or Die3 levelsLevel 1
Recruitment cost: -5% (Lord's army)Level 2
Unit Upgrades cost: -5% for all units
Recruitment cost: -10% (Lord's army)Level 3
Unit Upgrades cost: -10% for all units
Recruitment cost: -15% (Lord's army)Requires: Route Marcher"You will serve me, wretch, or you will die, there is no other option." - Devoted of Chaos3 levelsLevel 1
Increased experience gain: +10% for units when fighting against the Forces of Order (Lord's army)Level 2
Increased experience gain: +15% for units when fighting against the Forces of Order (Lord's army)
Souls gained from battles: +10%Level 3
Increased experience gain: +20% for units when fighting against the Forces of Order (Lord's army)
Souls gained from battles: +15%Requires: Route MarcherNo act of faith can rival reaving the souls of the slain; a dark and twisted offering in honour of the Ruinous Powers. - 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: Route Marcher"This stinking mortal Hold will fall, my masters have foreseen it. Bring them ruin!" - Unholy Resilience
Casualty replenishment rate: +30% for this Lord
Wound recovery time: -1 turnsRequires all: Despoilers, Serve or Die, Devoted of Chaos, RuinationThis willing servant of the Ruinous Powers has a resilience that is beyond any mortal measure. - 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: Unholy Resilience"The time to strike is now!" - Foetid Gallipot3 levelsLevel 1
Casualty replenishment rate: +2% (Lord's army)
Attrition: -10% casualties suffered from all attrition (Lord's army)Level 2
Casualty replenishment rate: +4% (Lord's army)
Attrition: -20% casualties suffered from all attrition (Lord's army)Level 3
Casualty replenishment rate: +6% (Lord's army)
Attrition: -30% casualties suffered from all attrition (Lord's army)Requires: Unholy ResilienceA pungent mix of fell unguents ensures the unholy vitality of one’s minions. - Blessed by Evil3 levelsLevel 1
Post battle chance of stealing a magic item: +5%
Income from post-battle loot: +5%Level 2
Post battle chance of stealing a magic item: +10%
Income from post-battle loot: +10%Level 3
Post battle chance of stealing a magic item: +15%
Income from post-battle loot: +15%Requires: Unholy ResilienceFor one fighting with the favour of the Ruinous Powers, glory and riches come naturally. - Premonition3 levelsLevel 1
Ambush defence chance: +10% (Lord's army)
Chance of intercepting an army using Tunnelling, beast-paths or Worldroots: +10%Level 2
Ambush defence chance: +20% (Lord's army)
Chance of intercepting an army using Tunnelling, beast-paths or Worldroots: +20%Level 3
Ambush defence chance: +30% (Lord's army)
Chance of intercepting an army using Tunnelling, beast-paths or Worldroots: +30%Requires: Unholy ResilienceVisions cloud the mind, prophesising the arrival of the enemy and uncovering every shadow in which they lurk. - Chaos Unchained
Souls gained from battles: +10%
Chaos Undivided corruption: +1 (local province)
Campaign movement range: +5%
Income from post-battle loot: +10%Requires all: Lightning Strike, Foetid Gallipot, Blessed by Evil, PremonitionAll will bow before such a harbinger of pure, unbridled Chaos, oozing with the energies of corruption.
All effects of this build
Khorne Authority: -2 (Lord's army)
Undivided Authority: +2 (Lord's army)
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.