Chaos Sorcerer Lord of Nurgle (Nurgle) skill tree & build planner
52 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
- Chaos SteedUnlocks at rank 4Mount: 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 14Mount: WarshrineA vast, mobile altar allows the souls of the slain to be ritualistically condemned directly from the field of slaughter.
- Rot BeastUnlocks at rank 16Mount: Rot BeastThis vile, mutilated steed bears its rider into the very thick of battle, where any wounds scored upon its cancerous flesh are sealed by the pus weeping from its foetid body.
- Lord of Pestilence3 levels · Starting skillLevel 1 · takenNurgle Authority: +2 (Lord's army)Tzeentch Authority: -2 (Lord's army)Level 2 · free at rank 11Nurgle Authority: +3 (Lord's army)Tzeentch Authority: -2 (Lord's army)Level 3 · free at rank 21Nurgle Authority: +4 (Lord's army)Tzeentch Authority: -4 (Lord's army)Create a nightmare of decay, and let the Plague Lord feast on the suffering and sickness that follows.
- Infernal ChampionUnlocks at rank 15Weapon strength: +10%The Warriors of Chaos are the playthings of Gods and given many gifts, including formidable fighting skills.
- Hearts of IronVigour 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 GodsLeadership 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 8Missile 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 10Regiments of Renown army capacity: +1 (own army)Level 2 · free at rank 20Regiments of Renown army capacity: +2 (own army)Level 3 · free at rank 30Regiments of Renown army capacity: +3 (own army)Their renown shall further elevate the one under whose command they march.
- ImmortalityUnlocks at rank 20This 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 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.
- Corrupt MageUnlocks at rank 10Miscast 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 SorcererArmour: +10Melee attack: +5Melee 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 EnchanterAttribute: 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.
- Plague MarkedUnlocks at rank 16Ability: "Locus of Virulence"Those bearing the mark of Nurgle exude a sickening miasma wherever they go.
- Seal of SicknessNurgle Authority: +1 (Lord's army)Hit points: +10%Requires: Plague MarkedHow exactly does one injure further the decayed, rotting flesh of the Urfather's servants?
- Decaying BrandPassive ability: "Paragon of Decay"Casualty replenishment rate: +5% (Lord's army)Requires: Plague MarkedThe armies of Nurgle find strength in decay, bolstered by their own festering wounds.
- Miasma of Pestilence2 levelsLevel 1Cooldown: -30% to "Miasma of Pestilence"Overcast spell: "Miasma of Pestilence Upgraded"Level 2Cooldown: -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 NurglePassive ability: "Children of Nurgle"Requires: Miasma of Pestilence
- Stream of Corruption2 levelsLevel 1Cooldown: -30% to "Stream of Corruption"Overcast spell: "Stream of Corruption Upgraded"Level 2Cooldown: -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 1Cooldown: -30% to "Curse of the Leper"Spell: "Curse of the Leper"Overcast spell: "Curse of the Leper Upgraded"Level 2Cooldown: -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 1Cooldown: -30% to "Rancid Visitations"Spell: "Rancid Visitations"Overcast spell: "Rancid Visitations Upgraded"Level 2Cooldown: -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
- EvasionPassive ability: "Evasion"Requires: 4 skill points across Children of Nurgle, Stream of Corruption, Curse of the Leper, Rancid Visitations
- Fleshy Abundance2 levelsLevel 1Cooldown: -30% to "Fleshy Abundance"Spell: "Fleshy Abundance"Overcast spell: "Fleshy Abundance Upgraded"Level 2Cooldown: -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 1Cooldown: -30% to "Blight Boil"Spell: "Blight Boil"Overcast spell: "Blight Boil Upgraded"Level 2Cooldown: -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
- EarthingMiscast 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 ReservesWinds 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 ConduitPassive ability: "Arcane Conduit"Requires: 4 skill points across Magical Reserves, Fleshy Abundance, Blight Boil, Earthing
Battle
- Dominating PresenceUnit 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 1Melee attack: +4 for all non-Daemonic Infantry units (Lord's army)Level 2Armour: +6 for all non-Daemonic Infantry units (Lord's army)Melee attack: +6 for all non-Daemonic Infantry units (Lord's army)Level 3Armour: +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 1Armour: +4 for all Daemonic melee units (Lord's army)Level 2Armour: +8 for all Daemonic melee units (Lord's army)Charge bonus: +8 for all Daemonic melee units (Lord's army)Level 3Armour: +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 1Melee defence: +4 for all Daemonic Missile and Flying units (Lord's army)Level 2Melee 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 3Melee 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 1Charge bonus: +6 for all non-Daemonic Cavalry and Chariot units (Lord's army)Level 2Charge 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 3Charge 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 1Weapon strength: +4% for all non-Daemonic war beasts, monstrous and monster units (Lord's army)Level 2Melee 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 3Melee 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 1Ammunition: +10% for all non-Daemonic Missile Cavalry and Artillery units (Lord's army)Level 2Ammunition: +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 3Ammunition: +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: 6 skill points across Chaos Vanguard, Savage Bloodlust, Warp Fire, Hammer into Anvil, Monstrous Strength, Doomfire
- Legion of DoomArmour: +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 & MaliceMelee 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 MutationsLeadership: +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 RangerArmour: +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: a point in any of Speed & Malice, Freakish Mutations, Malevolent Ranger, Legion of Doom
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.
- 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.
- Serve or Die3 levelsLevel 1Recruitment cost: -5% (Lord's army)Level 2Unit Upgrades cost: -5% for all unitsRecruitment cost: -10% (Lord's army)Level 3Unit Upgrades cost: -10% for all unitsRecruitment 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 1Increased experience gain: +10% for units when fighting against the Forces of Order (Lord's army)Level 2Increased experience gain: +15% for units when fighting against the Forces of Order (Lord's army)Souls gained from battles: +10%Level 3Increased 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 1Attrition suffered by defender: +10% when laying siege or encircling (local region)Level 2Attrition suffered by defender: +20% when laying siege or encircling (local region)Control: -4 (local enemy province)Level 3Attrition 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 ResilienceCasualty replenishment rate: +30% for this LordWound recovery time: -1 turnsRequires: 4 skill points across 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 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: Unholy Resilience"The time to strike is now!"
- Foetid Gallipot3 levelsLevel 1Casualty replenishment rate: +2% (Lord's army)Attrition: -10% casualties suffered from all attrition (Lord's army)Level 2Casualty replenishment rate: +4% (Lord's army)Attrition: -20% casualties suffered from all attrition (Lord's army)Level 3Casualty 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 1Post battle chance of stealing a magic item: +5%Income from post-battle loot: +5%Level 2Post battle chance of stealing a magic item: +10%Income from post-battle loot: +10%Level 3Post 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 1Ambush defence chance: +10% (Lord's army)Chance of intercepting an army using Tunnelling, beast-paths or Worldroots: +10%Level 2Ambush defence chance: +20% (Lord's army)Chance of intercepting an army using Tunnelling, beast-paths or Worldroots: +20%Level 3Ambush 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.
- Disease BearerSouls gained from battles: +10%Nurgle corruption: +1 (local province)Campaign movement range: +5%Income from post-battle loot: +10%Requires: 4 skill points across Premonition, Lightning Strike, Foetid Gallipot, Blessed by EvilWhole civilisations will be flooded by infection, as its spread spins wildly out of control.
Mount
A mount comes with its skill in the tree: some the game grants at a rank, others take a skill point (picking one here takes it when the tree allows).
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
Chaos Sorcerer Lord of Nurgle (Nurgle) · base + skills + items; no techs, buffs, campaign or battle-context effects (vs a race, at sea…).
| Stat | Base | Build |
|---|---|---|
| Health | 4,188 | 4,188 |
| Armour | 80 | 80 |
| Leadership | 70 | 70 |
| Speed | 33 | 33 |
| Melee attack | 43 | 43 |
| Melee defence | 49 | 49 |
| Weapon strength | 360 | 360 |
| … armour-piercing | 120 | 120 |
| Charge bonus | 20 | 20 |
| Ward save % | 0 | 0 |
| Physical resistance % | 0 | 0 |
| Missile resistance % | 15 | 15 |
| Spell resistance % | 0 | 0 |
| Fire resistance % | 0 | 0 |
| Magical attacks | No | No |
| Flaming attacks | No | No |
All effects of this build
- Nurgle Authority: +2 (Lord's army)
- Tzeentch Authority: -2 (Lord's army)
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.
