Fimir Noble skill tree & build planner
NorscaHeroUnit stats
30 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
- Might of the SwampUnlocks at rank 12Melee attack: +3Weapon strength: +10%The swamp will rise again, its inhabitants enjoying the blessings of the Dark Gods once more.
- Hardened SkinUnlocks at rank 15Armour: +15Melee defence: +5Maybe it is the near-constant state of regeneration that gives the hide a toughened sheen, almost impervious to claw, talon or blade.
- Aura of ChaosUnlocks at rank 9Missile resistance: 10%The shadow of the Ruinous Powers looms large, protecting those who bear their mark.
- ImmortalityUnlocks at rank 20When normally killed in action, this Hero will be wounded insteadWho wants to live forever? As it turns out, most beings wouldn't say no…
- MentorUnlocks at rank 30 · 3 levelsLevel 1Character will share +15% of experience earned between all other active Heroes of the same typeLevel 2 · rank 40Character will share +30% of experience earned between all other active Heroes of the same typeLevel 3 · rank 50Character will share +50% of experience earned between all other active Heroes of the same typeHaving learned much in their long years of service, this character now turns their attention to training others.
- Favoured by the MatriarchUnlocks at rank 12Ability: "Favoured by the Matriarch"Ward save: +5%These creatures are born to lead and marked for greatness, chosen the moment they hatch by the Fimir Matriarch of their stronghold.
- Unnatural FleshPassive ability: "Regeneration"Hit points: +10%Requires: Favoured by the MatriarchThe Fimir Noble's unnatural flesh twists and writhes to seal wounds moments after they are inflicted.
- Warrior of the FimirAttribute: Unyielding AssaultAttribute: Unyielding Assault for Fimir Warrior units (Hero's army)Weapon strength: +10%Requires: Favoured by the MatriarchA creature of cunning and opportunism, the Fimir Noble can direct their warband to exploit the weaknesses of their foes.
- Crippling OnslaughtCharge bonus: +15Speed: +15%Requires: Favoured by the MatriarchAny living thing on the receiving end of a blow by a Fimir Noble's Baleglyph maul would be a crumpled heap of flesh long before the weapon's atrophic magic takes its toll.
- Shrouding MistsEffect range: +35% for "From the Mist"Attribute: Stalk for Fimir Warriors and Fimir Balefiend units (Hero's army)Attribute: StalkAmbush success chance: +10% (Hero's army)Requires: 2 skill points across Unnatural Flesh, Warrior of the Fimir, Crippling OnslaughtThe obscuring fog that shrouds the Fimir’s boggy fortresses follows them onto the battlefield, shielding them from more than just prying eyes and the harsh sun.
- Dark HorrorMelee attack: +5Many are the dark horrors of twisted flesh and nightmares made real that the Ruinous Powers have visited upon the world, but few are quite as vicious.
- Devastating Charge3 levelsLevel 1Charge bonus: +6Level 2Charge bonus: +16Level 3Charge bonus: +30Requires: Dark HorrorSome creatures charge home with such fury that the very ground shakes beneath their feet.
- Thick-Skinned3 levelsLevel 1Armour: +3Level 2Armour: +8Level 3Armour: +15Requires: Dark HorrorCreatures 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 Hit3 levelsLevel 1Melee defence: +3Level 2Melee defence: +7Level 3Melee defence: +12Requires: Dark HorrorHand-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 Blade3 levelsLevel 1Melee attack: +3Level 2Melee attack: +7Level 3Melee attack: +12Requires: Dark HorrorA 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-Maker3 levelsLevel 1Weapon strength: +5%Level 2Weapon strength: +12%Level 3Weapon 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.
- Unnatural Thirst3 levelsLevel 1Hit points: +6%Level 2Hit points: +16%Level 3Hit points: +30%Requires: Foe-SeekerIt is never enough. The food, the drink, the slaughter. It is never, ever enough.
- Indomitable3 levelsLevel 1Leadership: +4Level 2Leadership: +8Level 3Leadership: +12Requires: Foe-SeekerThe iron will and indomitable presence of this leader ensures their followers remain steadfast when facing peril.
- Quicksilver3 levelsLevel 1Speed: +5%Level 2Speed: +10%Level 3Speed: +15%Requires: Foe-SeekerBlink and you die.
- Heroic Killing BlowAbility: "Heroic Killing Blow"Requires: 4 skill points across Wound-Maker, Unnatural Thirst, Indomitable, Quicksilver
- Squash the BugsUnlocks at rank 10Armour: +10 for Fimir Warriors units (Hero's army)Bonus vs Infantry: +5 for Fimir Warrior units (Hero's army)Not with: Slayer of Heroes, Born PillagerMan-things, Elf-kind or stunted Dawi – it matters not, for all are mere insects to be trampled underfoot!
- Slayer of HeroesUnlocks at rank 10Armour-piercing weapon damage: +30Bonus vs Large: +15Not with: Squash the Bugs, Born PillagerAdorned in the cracked skulls and battered trappings of those slain by their hand, this fiend is a born head-hunter, worthy of Norscan legend.
- Born PillagerUnlocks at rank 10Increase Mobility action: Movement range is increased by an additional 5%Income from raiding: +20% (Hero's army)Income from sacking settlements: +8% (Hero's army)Not with: Squash the Bugs, Slayer of HeroesA constant hunger and lust for gold and shiny things; a talent for finding and lifting anything of value.
Campaign
- Increase Mobility3 levelsLevel 1Increase Mobility action: Movement range is increased by an additional 5%Level 2 · rank 5Increase Mobility action: Movement range is increased by an additional 10%Level 3 · rank 10Increase Mobility action: Movement range is increased by an additional 15%Whether it be training harder, travelling lighter, eating less or sleeping better, there's always a way to draw more from the day.
- Stimulate Growth3 levelsLevel 1Stimulate Growth action: Growth is modified by an additional 10Level 2 · rank 5Stimulate Growth action: Growth is modified by an additional 20Level 3 · rank 10Stimulate Growth action: Growth is modified by an additional 30All will listen, for the news will either be dire or wonderful.
- Assault Garrison3 levelsLevel 1Assault Garrison action: Additional 5% casualties inflictedLevel 2 · rank 5Assault Garrison action: Additional 15% casualties inflictedLevel 3 · rank 10Assault Garrison action: Additional 30% casualties inflicted"If they know I'm coming then more's the better!"
- Wound3 levelsLevel 1Wound action: Additional 5% chance of wounding targetLevel 2 · rank 5Wound action: Additional 12% chance of wounding targetLevel 3 · rank 10Wound action: Additional 21% chance of wounding targetSuch a champion will not bend or break, but slay in their Lord's name.
- Assault Units3 levelsLevel 1Assault Units action: Additional 3% casualties inflictedLevel 2 · rank 5Assault Units action: Additional 8% casualties inflictedLevel 3 · rank 10Assault Units action: Additional 15% casualties inflictedLying in wait, experienced and patient, striking when the foe least expects.
- Specialist3 levelsLevel 1Hero action cost: -10%Hero action success chance: +1%Level 2Hero action cost: -20%Hero action success chance: +3%Level 3Hero action cost: -40%Hero action success chance: +6%An expert in their craft, this Hero knows all the mistakes that can be made and how to best avoid making them.
Items
- Weapon
- Armour
- Talisman
- Enchanted 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
Fimir Noble · base + skills + items; no techs, buffs, campaign or battle-context effects (vs a race, at sea…).
| Stat | Base | Build |
|---|---|---|
| Health | 5,440 | 5,440 |
| Armour | 110 | 110 |
| Leadership | 70 | 70 |
| Speed | 50 | 50 |
| Melee attack | 52 | 52 |
| Melee defence | 30 | 30 |
| Weapon strength | 450 | 450 |
| … armour-piercing | 350 | 350 |
| Charge bonus | 40 | 40 |
| Bonus vs large | 20 | 20 |
| Ward save % | 0 | 0 |
| Physical resistance % | 0 | 0 |
| Missile resistance % | 25 | 25 |
| Spell resistance % | 0 | 0 |
| Fire resistance % | 0 | 0 |
| Magical attacks | Yes | Yes |
| Flaming attacks | No | No |
All effects of this build
No skills taken yet.
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.
