
Daemon Prince of Nurgle skill planner
59 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).
- Lord of Pestilence3 levels · Starting skillLevel 1 · taken
Nurgle Authority: +2 (Lord's army)
Tzeentch Authority: -2 (Lord's army)Level 2 · free at rank 11 · taken
Nurgle Authority: +3 (Lord's army)
Tzeentch Authority: -2 (Lord's army)Level 3 · free at rank 21 · taken
Nurgle 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. - 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. - 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. - 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.
- Sickness & HealthUnlocks at rank 18
Passive ability: "Pestilent Decay"
Hit points: +15%Through the grotesque blessings of Nurgle, virulent pus absorbs every incoming blow. - Swarming Masses
Casualty replenishment rate: +5% in friendly, neutral and enemy territory
Nurgle corruption: +4 (local province)
Growth: +100 (local province)Requires: Sickness & HealthThe hordes of decay are endless, creeping across the land like a repulsive plague of death. - Acidic Ichor
Passive ability: Acid Ichor for Plaguebearers units (Lord's army)
Nurgle Authority: +2 (Lord's army)
Daemons Reforged: +10% chance for destroyed Daemons of Nurgle units to be restored after battle (Lord's army)Requires: Sickness & HealthA viscous, burning acid spurts wildly from bulbous pustules, corroding through flesh and bone. - Plague MarkedUnlocks at rank 16
Ability: "Locus of Virulence"Those bearing the mark of Nurgle exude a sickening miasma wherever they go. - Seal of Sickness
Nurgle 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 Brand
Passive 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.
- 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! - Foe-Seeker
Ability: "Foe-Seeker"Requires all: 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 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. - Scarred Veteran2 levelsLevel 1
Hit points: +7%Level 2
Hit 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 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. - Daemonic Onslaught
Ability: "Daemonic Onslaught"Requires all: Wound-Maker, Scarred Veteran, Indomitable, Blade ShieldNo mortal host shall hold them back.
- 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 - 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"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 - 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: Miasma of Pestilence - Life-Leeching
Passive ability: "Life Leeching"Requires all: Children of Nurgle, Spirit Leech, Curse of the Leper, Soulblight - 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: Life-Leeching - 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: Life-Leeching - Earthing
Miscast base chance: -15%Requires: Life-LeechingBy 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: Life-LeechingA 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: Magical Reserves, Fleshy Abundance, The Purple Sun of Xereus, Earthing
- 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: Speed & Malice, Freakish Mutations, Malevolent Ranger, Legion of Doom
- 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. - Disease Bearer
Souls gained from battles: +10%
Nurgle corruption: +1 (local province)
Campaign movement range: +5%
Income from post-battle loot: +10%Requires all: Premonition, Lightning Strike, Foetid Gallipot, Blessed by EvilWhole civilisations will be flooded by infection, as its spread spins wildly out of control.
All effects of this build
Nurgle Authority: +4 (Lord's army)
Tzeentch Authority: -4 (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.