Daemon Prince (Chaos Undivided) skill tree & build planner
59 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
- Rule of Chaos3 levels · Starting skillLevel 1 · takenUndivided Authority: +2 (Lord's army)Level 2 · free at rank 11 · takenUndivided Authority: +3 (Lord's army)Level 3 · free at rank 21 · takenUndivided Authority: +4 (Lord's army)The dominion of Chaos grows larger each day; soon the whole world will be under its sway.
- 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.
- Atmosphere of RuinUnlocks at rank 18Ability: "Mortal Blow"Leadership aura size: +100%An aura of pure malevolence crackles and burns with energy, exuded from only those truly steeped in Chaos.
- Dark EmergenceCharacter experience gain: +15% (all characters)Chaos Undivided corruption: +4 (local province)Requires: Atmosphere of Ruin"Glory will be mine—my ascendance is inevitable!"
- United in ChaosAll Authority: +1 (Lord's army)Undivided Authority: +1 (Lord's army)Daemons Reforged: +5% chance for destroyed Daemonic units to be restored after battle (Lord's army)Requires: Atmosphere of RuinThe Ruinous Powers stand unified in only one pursuit; the stark and utter destruction of Order.
- Chaos MarkedUnlocks at rank 16Armour-piercing weapon damage: +50Armour: +15Kill, crush, destroy—these are the tenets of Chaos!
- Ruinous SealUndivided 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 TurmoilPassive 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.
- Infernal ChampionWeapon strength: +10%The Warriors of Chaos are the playthings of Gods and given many gifts, including formidable fighting skills.
- Devastating Charge2 levelsLevel 1Charge bonus: +15Level 2Charge bonus: +30Requires: Infernal ChampionSome creatures charge home with such fury that the very ground shakes beneath their feet.
- Thick-Skinned2 levelsLevel 1Armour: +7Level 2Armour: +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 1Melee defence: +6Level 2Melee 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 1Melee attack: +6Level 2Melee attack: +12Requires: Infernal ChampionA deadly blade is especially lethal when in the hands of this master death-maker, killer and slaughterer!
- Foe-SeekerAbility: "Foe-Seeker"Requires: 4 skill points across Devastating Charge, Thick-Skinned, Hard to Hit, Deadly BladeFrom one bloodied, lifeless corpse to the next, this one is always looking for the next adversary to best.
- Wound-Maker2 levelsLevel 1Weapon strength: +10%Level 2Weapon 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.
- Scarred Veteran2 levelsLevel 1Hit points: +7%Level 2Hit points: +15%Requires: Foe-SeekerThe 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 1Leadership: +6Level 2Leadership: +12Requires: Foe-SeekerThe iron will and indomitable presence of this leader ensures their followers remain steadfast when facing peril.
- Blade Shield2 levelsLevel 1Melee defence: +6Level 2Melee defence: +12Requires: Foe-SeekerA blade that sings in defence will not let its wielder be penetrated.
- Daemonic OnslaughtAbility: "Daemonic Onslaught"Requires: 4 skill points across Wound-Maker, Scarred Veteran, Indomitable, Blade ShieldNo mortal host shall hold them back.
- Fireball2 levelsLevel 1Overcast spell: "Fireball Upgraded"Cooldown: -30% to "Fireball"Level 2Miscast base chance: -15% for "Fireball Upgraded"Overcast spell: "Fireball Upgraded"Winds of Magic cost: -1 for "Fireball"Winds of Magic cost: -2 for "Fireball Upgraded"Cooldown: -50% to "Fireball"
- KindleflamePassive ability: "Kindleflame"Requires: Fireball
- Cascading Fire-CloakWinds of Magic cost: -1 for "Cascading Fire Cloak"Cooldown: -50% to "Cascading Fire Cloak"Spell: "Cascading Fire Cloak"Requires: Fireball
- Flaming Sword of Rhuin2 levelsLevel 1Overcast spell: "Flaming Sword of Rhuin Upgraded"Cooldown: -30% to "Flaming Sword of Rhuin"Spell: "Flaming Sword of Rhuin"Level 2Miscast base chance: -15% for "Flaming Sword of Rhuin Upgraded"Overcast spell: "Flaming Sword of Rhuin Upgraded"Winds of Magic cost: -2 for "Flaming Sword of Rhuin"Winds of Magic cost: -2 for "Flaming Sword of Rhuin Upgraded"Cooldown: -50% to "Flaming Sword of Rhuin"Requires: Fireball
- The Burning Head2 levelsLevel 1Overcast spell: "The Burning Head Upgraded"Cooldown: -30% to "The Burning Head"Spell: "The Burning Head"Level 2Miscast base chance: -15% for "The Burning Head Upgraded"Overcast spell: "The Burning Head Upgraded"Winds of Magic cost: -2 for "The Burning Head"Winds of Magic cost: -3 for "The Burning Head Upgraded"Cooldown: -50% to "The Burning Head"Requires: Fireball
- EvasionPassive ability: "Evasion"Requires: 4 skill points across Kindleflame, Cascading Fire-Cloak, Flaming Sword of Rhuin, The Burning Head
- Piercing Bolts of Burning2 levelsLevel 1Overcast spell: "Piercing Bolts of Burning Upgraded"Cooldown: -30% to "Piercing Bolts of Burning"Spell: "Piercing Bolts of Burning"Level 2Miscast base chance: -15% for "Piercing Bolts of Burning Upgraded"Overcast spell: "Piercing Bolts of Burning Upgraded"Winds of Magic cost: -2 for "Piercing Bolts of Burning"Winds of Magic cost: -3 for "Piercing Bolts of Burning Upgraded"Cooldown: -50% to "Piercing Bolts of Burning"Requires: Evasion
- Flame Storm2 levelsLevel 1Overcast spell: "Flame Storm Upgraded"Cooldown: -30% to "Flame Storm"Spell: "Flame Storm"Level 2Miscast base chance: -15% for "Flame Storm Upgraded"Overcast spell: "Flame Storm Upgraded"Winds of Magic cost: -3 for "Flame Storm"Winds of Magic cost: -3 for "Flame Storm Upgraded"Cooldown: -50% to "Flame Storm"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, Piercing Bolts of Burning, Flame Storm, 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 Legion of Doom, Speed & Malice, Freakish Mutations, Malevolent Ranger
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: +6% (Lord's army)Level 2Ambush defence chance: +16% (Lord's army)Chance of intercepting an army using Tunnelling, beast-paths or Worldroots: +8%Level 3Ambush defence chance: +30% (Lord's army)Chance of intercepting an army using Tunnelling, beast-paths or Worldroots: +15%Requires: Unholy ResilienceThis being must be touched by Tzeentch, seeing things before they happen.
- Chaos UnchainedSouls gained from battles: +10%Chaos Undivided corruption: +1 (local province)Campaign movement range: +5%Income from post-battle loot: +10%Requires: 4 skill points across Lightning Strike, Foetid Gallipot, Blessed by Evil, PremonitionAll will bow before such a harbinger of pure, unbridled Chaos, oozing with the energies of corruption.
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
Daemon Prince · base + skills + items; no techs, buffs, campaign or battle-context effects (vs a race, at sea…).
| Stat | Base | Build |
|---|---|---|
| Health | 7,600 | 7,600 |
| Armour | 30 | 30 |
| Leadership | 80 | 80 |
| Speed | 80 | 80 |
| Melee attack | 55 | 55 |
| Melee defence | 55 | 55 |
| Weapon strength | 500 | 500 |
| … armour-piercing | 300 | 300 |
| Charge bonus | 50 | 50 |
| 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 | No | No |
All effects of this build
- Undivided Authority: +4 (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.
Also in the game with this unit: Daemon Prince, Daemon Prince (Daemons of Chaos).
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.
