
Deathmaster Snikch skill planner
SkavenLegendary lordUnit stats
50 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).
- Expert ThiefUnlocks at rank 6
Post battle chance of stealing a magic item: +25%As it turns out, the more important the murder, the more likely they are to be carrying something worth 'appropriating'. - Rat-FuUnlocks at rank 8
Enemy Hero action success chance: -15% (enemy characters in region)
Hero self-defence: +15% chance of wounding aggressorsBy its very nature, being good at killing requires that you are equally adept at not dying. - SneakyUnlocks at rank 8
Missile resistance: 10%Furtive, scheming, sly, cunning, underhand, devious, conniving, double-dealing, and sneaky - valuable traits if you wish to stay alive! - TricksyUnlocks at rank 8
Spell resistance: 10%All Skaven are unprincipled and untrustworthy by their foul natures. However, this is rarely a disadvantage in the face of the enemy. - Slippery
Ability: "Slippery" - From the ShadowsUnlocks at rank 16
Ability: "From the Shadows"With almost un-Skaven-like focus, Snikch moves unseen through the battlefield until the moment of murderous truth. - 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. - 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.
- Jump-ScareUnlocks at rank 8
Melee attack: +6 during ambushes (Lord's army)
Ambush success chance: +20% (Lord's army)
Ambush defence chance: +20% (Lord's army)
Leadership: +8 during ambushes (Lord's army)
Enemy leadership: -5 (local region)All races have moments of weakness – times when their back is turned and their friends are looking the wrong way. - Scurry Fast-Quick
Charge bonus: +8 (Lord's army)
Campaign movement range: +5%
Attribute: Strider (Lord's army)Requires: Jump-ScareEshin Assassins are experts are exploiting the briefest vulnerabilities. Bursting out of the darkness to end lives with uncanny skill. - Conceal-Hide Them
Ability: "Concealment Bombs" for Night Runners and Gutter Runners units (Lord's army)
Speed: +10% for Infantry units (Lord's army)Requires: Jump-Scare"You are already kill-dead, man-thing!" - Contract Loopholes
Hero and Lord recruit rank: +3 (factionwide)
Upkeep: -10% (Lord's army)Requires: Jump-ScareMost of the other clans struggle to find the patience to deal with such things as 'paperwork' – another weakness that Clan Eshin ruthlessly exploits! - Just Dodge It
Melee defence: +5
Physical resistance: 15%Requires: Jump-ScareThey cannot hit what isn't there. - Sabotage & Unrest
Attrition suffered by defender: +15% when laying siege or encircling (local region)
Enemy leadership: -8 when enemy lays siege or encircles (local region)
Control: -8 (local enemy province)Requires 3 of: Scurry Fast-Quick, Conceal-Hide Them, Contract Loopholes, Just Dodge ItTime and time again, Snikch has proven that no wall, no castle and no hidden hole will save you from his Weeping Blades.
- Tail Weapon
Melee attack: +3
Weapon strength: +4%Whether by attachment or mutation, something nasty and spiky on your tail has got to bring no little advantage in battle. - Ruin & Decay2 levelsLevel 1
Weapon strength: +10% when fighting against Dwarfs
Weapon strength: +10% when fighting against Lizardmen
Weapon strength: +2%Level 2
Weapon strength: +10% when fighting against High Elves, Lizardmen, Dwarfs and men
Weapon strength: +5%Requires: Tail WeaponAs you might expect, the forces of order are repelled by the Skaven and their myriad disgusting, disease-ridden ways. - Thick-Skinned2 levelsLevel 1
Armour: +7Level 2
Armour: +15Requires: Tail WeaponCreatures 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. - Blade Master2 levelsLevel 1
Melee attack: +6Level 2
Melee attack: +12Requires: Tail WeaponThis warrior is one with their blade; it is an extension of their will, making them a worthy foe in combat. - Indomitable2 levelsLevel 1
Leadership: +6Level 2
Leadership: +12Requires: Tail WeaponThe iron will and indomitable presence of this leader ensures their followers remain steadfast when facing peril. - Verminous ValourUnlocks at rank 4
Ability: "Verminous Valour"Requires all: Ruin & Decay, Thick-Skinned, Blade Master, Indomitable - Wound-Maker2 levelsLevel 1
Weapon strength: +10%Level 2
Weapon strength: +20%Requires: Verminous ValourSuch 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: Verminous ValourThe scars on this storied warrior reveal a veteran of many battles, a being not easy to kill and one worthy of respect and fear. - Blade Shield2 levelsLevel 1
Melee defence: +6Level 2
Melee defence: +12Requires: Verminous ValourA blade that sings in defence will not let its wielder be penetrated. - Expeditious Endeavour2 levelsLevel 1
Speed: +7%Level 2
Speed: +15%Requires: Verminous ValourWhat the enemy cannot see, it cannot hit. What the enemy cannot see, it cannot survive. - Deathmaster's Sigil
Ability: "Deathmaster's Sigil"Requires all: Wound-Maker, Scarred Veteran, Blade Shield, Expeditious EndeavourSnikch leaves his distinctive symbol traced in blood beside his victims, so others will know the Deathmaster is abroad, and live in mortal dread.
- Inspiring Presence
Unit experience gain per turn: +75 (Lord's army)
Character's aura leadership effect: +5There are Lords that radiate power, confidence and fear, inspiring their followers to great or terrible acts. - Pack Leader3 levelsLevel 1
Melee attack: +4 for Clanrats units (Lord's army)Level 2
Leadership: +3 for Clanrats units (Lord's army)
Melee attack: +4 for Clanrats units (Lord's army)Level 3
Leadership: +5 for Clanrats units (Lord's army)
Melee attack: +6 for Clanrats units (Lord's army)Requires: Inspiring PresenceTo rise above the rank and file, to claw one's way above the mire and the filth, takes a certain, superior breed of Skaven. - Infiltrator3 levelsLevel 1
Reload time reduction: +3% for Night Runners and Gutter Runners units (Lord's army)Level 2
Reload time reduction: +6% for Night Runners and Gutter Runners units (Lord's army)
Speed: +7% for Night Runners and Gutter Runners units (Lord's army)Level 3
Reload time reduction: +9% for Night Runners and Gutter Runners units (Lord's army)
Speed: +10% for Night Runners and Gutter Runners units (Lord's army)Requires: Inspiring PresenceHaving to hide, for an extended period, in a dark, dank recess, in order to entrap and kill your target encourages lateral thinking. - Blastmaster3 levelsLevel 1
Ammunition: +8% for Warpfire Thrower, Warplock Jezzails, Ratling Gun, Poisoned Wind Globadiers, Poisoned Wind Mortars, Death Globe Bombardiers and Ranged Stormfiend units (Lord's army)Level 2
Ammunition: +12% for Warpfire Thrower, Warplock Jezzails, Ratling Gun, Poisoned Wind Globadiers, Poisoned Wind Mortars, Death Globe Bombardiers and Ranged Stormfiend units (Lord's army)
Reload time reduction: +4% for Warpfire Thrower, Warplock Jezzails, Ratling Gun, Poisoned Wind Globadiers, Poisoned Wind Mortars, Death Globe Bombardiers and Ranged Stormfiend units (Lord's army)Level 3
Ammunition: +20% for Warpfire Thrower, Warplock Jezzails, Ratling Gun, Poisoned Wind Globadiers, Poisoned Wind Mortars, Death Globe Bombardiers and Ranged Stormfiend units (Lord's army)
Reload time reduction: +8% for Warpfire Thrower, Warplock Jezzails, Ratling Gun, Poisoned Wind Globadiers, Poisoned Wind Mortars, Death Globe Bombardiers and Ranged Stormfiend units (Lord's army)Requires: Inspiring PresenceKnowing exactly where and when to strike is essential when fielding fiendish, potentially battle-winning plague-weapons. - Respected & Feared3 levelsLevel 1
Weapon strength: +6% for Stormvermin, Death Runners, Plague Monks and Eshin Triads units (Lord's army)
Armour: +6 for Cauldron of a Thousand Poxes units (Lord's army)Level 2
Melee attack: +4 for Stormvermin, Death Runners, Plague Monks and Eshin Triads units (Lord's army)
Weapon strength: +6% for Stormvermin, Death Runners, Plague Monks and Eshin Triads units (Lord's army)
Armour: +9 for Cauldron of a Thousand Poxes units (Lord's army)Level 3
Melee attack: +6 for Stormvermin, Death Runners, Plague Monks and Eshin Triads units (Lord's army)
Weapon strength: +9% for Stormvermin, Death Runners, Plague Monks and Eshin Triads units (Lord's army)
Armour: +12 for Cauldron of a Thousand Poxes units (Lord's army)Requires: Inspiring PresenceIs it better to be respected or feared? What sort of question is that... why, both of course! - Moulder Knowledge3 levelsLevel 1
Charge bonus: +6 for Wolf Rats, Rat Ogres, Mutant Rat Ogre, Brood Horror, Melee Stormfiend and Hell Pit Abomination units (Lord's army)Level 2
Charge bonus: +9 for Wolf Rats, Rat Ogres, Mutant Rat Ogre, Brood Horror, Melee Stormfiend and Hell Pit Abomination units (Lord's army)
Speed: +7% for Wolf Rats, Rat Ogres, Mutant Rat Ogre, Brood Horror, Melee Stormfiend and Hell Pit Abomination units (Lord's army)Level 3
Charge bonus: +12 for Wolf Rats, Rat Ogres, Mutant Rat Ogre, Brood Horror, Melee Stormfiend and Hell Pit Abomination units (Lord's army)
Speed: +10% for Wolf Rats, Rat Ogres, Mutant Rat Ogre, Brood Horror, Melee Stormfiend and Hell Pit Abomination units (Lord's army)Requires: Inspiring PresenceThis one has seen the hideous deformities created by Clan Moulder firsthand and now fancies himself a dab hand with a needle and thread… - Engineering Skill3 levelsLevel 1
Charge bonus: +6% for Doomwheel and Doom-Flayers units (Lord's army)
Speed: +3% for Warp-Grinders units (Lord's army)
Reload time reduction: +3% for Doomwheel, Plagueclaw Catapult, Warp Lightning Cannon and Warp-Doom Magma-Cannon units (Lord's army)Level 2
Armour: +6 for Doomwheel, Doom-Flayers and Warp-Grinders units (Lord's army)
Charge bonus: +9% for Doomwheel and Doom-Flayers units (Lord's army)
Speed: +7% for Warp-Grinders units (Lord's army)
Ammunition: +12% for Doomwheel, Plagueclaw Catapult, Warp Lightning Cannon and Warp-Doom Magma-Cannon units (Lord's army)
Reload time reduction: +6% for Doomwheel, Plagueclaw Catapult, Warp Lightning Cannon and Warp-Doom Magma-Cannon units (Lord's army)Level 3
Armour: +12 for Doomwheel, Doom-Flayers and Warp-Grinders units (Lord's army)
Charge bonus: +12% for Doomwheel and Doom-Flayers units (Lord's army)
Speed: +12% for Warp-Grinders units (Lord's army)
Ammunition: +20% for Doomwheel, Plagueclaw Catapult, Warp Lightning Cannon and Warp-Doom Magma-Cannon units (Lord's army)
Reload time reduction: +9% for Doomwheel, Plagueclaw Catapult, Warp Lightning Cannon and Warp-Doom Magma-Cannon units (Lord's army)Requires: Inspiring PresenceThis one's intimate knowledge of the inner workings of Skaven machinery enables him to improve their efficiency on the battlefield. - Rally!
Ability: "Rally!"Requires all: Pack Leader, Infiltrator, Blastmaster, Respected & Feared, Moulder Knowledge, Engineering Skill - Whip-Smart
Leadership: +5 for Skavenslaves, Clanrats, Stormvermin and Pusbag units (Rank 7 and above) (Lord's army)
Melee attack: +5 for Skavenslaves, Clanrats, Stormvermin and Pusbag units (Rank 7 and above) (Lord's army)
Missile resistance: 15% for Skavenslaves, Clanrats, Stormvermin and Pusbag units (Rank 7 and above) (Lord's army)Requires: Rally!The wise commander considers the lash a dear friend - so much more than a motivational tool to encourage correctness in spirit and behaviour. - Gutter-Wise
Leadership: +5 for Gutter Runners, Night Runners, Death Runners and Eshin Triads units (Rank 7 and above) (Lord's army)
Range: +15% for Gutter Runners and Night Runners units (Rank 7 and above) (Lord's army)
Speed: +20% for Death Runners and Eshin Triads units (Rank 7 and above) (Lord's army)Requires: Rally!Early years spent in the gutter both prepares the ambitious rat for power and schools him in the dirtier, more cut-throat ways of war. - Warp-Smart
Bonus vs Infantry: +5 for Doomwheel, Doom-Flayers and Warp-Grinders units (Rank 7 and above) (Lord's army)
Leadership: +5 for Weapon Team, Doom-Flayers, Doomwheel, Plagueclaw Catapult, Warp Lightning Cannon, Ranged Stormfiend and Warp-Doom Magma-Cannon units (Rank 7 and above) (Lord's army)
Spell resistance: 15% for Weapon Team, Doom-Flayer, Doomwheel, Plagueclaw Catapult, Warp Lightning Cannon, Ranged Stormfiend and Warp-Doom Magma-Cannon units (Rank 7 and above) (Lord's army)
Missile strength: +12% for Weapon Team, Doomwheel, Plagueclaw Catapult, Warp Lightning Cannon, Ranged Stormfiend and Warp-Doom Magma-Cannon units (Rank 7 and above) (Lord's army)Requires: Rally!This one knows just what to say to 'encourage' the very best work from his underling Warp-smiths and technicians. - Mutagenic Elixirs
Armour: +10 for Wolf Rats, Rat Ogres, Mutant Rat Ogre, Brood Horror, Hell Pit Abomination, Plague Monks, Melee Stormfiend, Pusbag and Cauldron of a Thousand Poxes units (Rank 7 and above) (Lord's army)
Leadership: +5 for Wolf Rats, Rat Ogres, Mutant Rat Ogre, Brood Horror, Hell Pit Abomination, Plague Monks, Melee Stormfiend, Pusbag and Cauldron of a Thousand Poxes units (Rank 7 and above) (Lord's army)
Physical resistance: 10% for Wolf Rats, Rat Ogres, Mutant Rat Ogre, Brood Horror, Hell Pit Abomination, Plague Monks, Melee Stormfiend, Pusbag and Cauldron of a Thousand Poxes units (Rank 7 and above) (Lord's army)Requires: Rally!Potions infused with Warpstone transmogrify the not-always-willing testbed subjects; those who survive the process emerge stronger and better in every way. - Stand or Die!
Replaces: "Rally!"
Ability: "Stand or Die!"Requires 1 of: Whip-Smart, Gutter-Wise, Warp-Smart, Mutagenic Elixirs
- 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. - Looter3 levelsLevel 1
Income from looting settlements: +3% (Lord's army)Level 2
Income from looting settlements: +8% (Lord's army)Level 3
Income from looting settlements: +15% (Lord's army)Requires: Route MarcherThose that excel as looters make sure that every coin or gold tooth is found and added to the plunder. Woe betide the warrior that misses even a single copper token! - Ancient Cunning3 levelsLevel 1
Ambush success chance: +6% (Lord's army)Level 2
Ambush success chance: +16% (Lord's army)Level 3
Ambush success chance: +30% (Lord's army)Requires: Route MarcherSuch long-lived creatures develop a level of guile that mortals cannot match. - Bonded Service3 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 MarcherThe Lords rule, the peasants toil. Nothing has changed in over a thousand years. - Dictatorial3 levelsLevel 1
Corruption: -1 (when in own province)Level 2
Corruption: -2 (when in own province)Level 3
Corruption: -3 (when in own province)Requires: Route MarcherNot with: CorruptiveKeeping on top of things with an iron fist prevents Skavendom from becoming too much of a degenerate mess. - Corruptive3 levelsLevel 1
Skaven corruption: +1 (local enemy province)Level 2
Skaven corruption: +2 (local enemy province)Level 3
Skaven corruption: +3 (local enemy province)Requires: Route MarcherNot with: DictatorialNaturally, rats get in everywhere – even the tiniest opening presents little obstacle – spreading their disease and corruption everywhere they can. - Draftmaster
Recruit rank: +1 for all units (Lord's army)
Local recruitment capacity: +1 (local province)Requires 4 of: Looter, Ancient Cunning, Bonded Service, Dictatorial, CorruptiveSomeone has to ensure the numbers and quality of recruits remain high. - 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: Draftmaster"The time to strike is now!" - Quartermaster3 levelsLevel 1
Upkeep: -3% (Lord's army)Level 2
Upkeep: -6% (Lord's army)Level 3
Upkeep: -10% (Lord's army)Requires: DraftmasterA good quartermaster can ration equipment and foodstuffs efficiently, making supplies last longer. - Wary3 levelsLevel 1
Enemy Hero action success chance: -3%
Ambush defence chance: +8% (Lord's army)Level 2
Enemy Hero action success chance: -8%
Ambush defence chance: +16% (Lord's army)Level 3
Enemy Hero action success chance: -15%
Ambush defence chance: +30% (Lord's army)Requires: DraftmasterThis warrior has been ambushed previously and got themselves and many of their compatriots away safely. Such things make one naturally suspicious. - "Miiine All Miiine!"3 levelsLevel 1
Post battle chance of stealing a magic item: +5%
Income from post-battle loot: +10%Level 2
Post battle chance of stealing a magic item: +10%
Income from post-battle loot: +20%Level 3
Post battle chance of stealing a magic item: +15%
Income from post-battle loot: +30%Requires: DraftmasterWhen making corpses of your foes, leave nothing of value for their kin to recover. - Renowned & Feared
Enemy Hero action success chance: -10%
Hero self-defence: +25% chance of wounding aggressors
Campaign movement range: +5%
Recruit rank: +1 for all units (Lord's army)
Upkeep: -8% (Lord's army)Requires all: Lightning Strike, Quartermaster, Wary, "Miiine All Miiine!"This Lord's many deeds - both on and off the battlefield - have brought them renown among their allies and made them feared by their enemies.
All effects of this build
No skills taken yet.
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.