Giant River Troll Hag skill tree & build planner
39 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
- Slimy ShanksUnlocks at rank 8Fire resistance: 15%Hit points: +8%The River Troll Hag is never without her signature coating of thick swamp slime, which can turn sword and axe away with disturbing undulations.
- Teach 'Em Right!Unlocks at rank 10Character's aura leadership effect: +5Leadership aura size: +25%No Greenskin would be so foolish as to act out of turn around a River Troll Hag, lest she decide they require her (often fatal) attentions.
- Bag Batterin'Unlocks at rank 16Attacks cause "'Orrible Smell!" effect, reducing leadershipWeapon strength: +10%All manner of things may be found inside a net of Dead-things. From horrid rotten morsels to still live enemy combatants, stored for easy snacking.
- Dodgy GeezerUnlocks at rank 8Missile resistance: 10%You can’t trust ‘im. E’s a little bit woaah, a little bit Waaagh! Ya know? Well dodgy.
- 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.
- Foul DietUnlocks at rank 12Cooldown: -50% to "Swamp Breath"Ability number of uses: +3 for "Swamp Breath"What goes down, must come up!
- Fetid RegenerationBattle healing cap: +50%Incoming Healing Modifier: +25%Requires: Foul DietTroll regeneration is legendary, the Hags’ connection to Shyish granting them unnatural resilience.
- Orrible smellAttribute: Immune to Contact EffectsEffect range: +50% for "Overwhelming Odour"Requires: Foul DietThe rank muck of the River Hags blisters noses at ten paces. At five, you may never smell again!
- BonesnapperAttribute: Causes TerrorMelee attack: +10Melee defence: +5Requires: Foul DietBefore the snacking, the foe must be tenderised, twisted and churned.
- MiasmaSpell intensity: +50% for "Doom & Darkness" and "Soulblight"Requires: 2 skill points across Fetid Regeneration, Orrible smell, BonesnapperHags are particularly adept at weaving death into a miasma that clings to the foe and drags them to the murky depths.
- Horrid MassLeadership: +5Hit points: +3%Truly despicable to behold, this creature deflects blows with its turgid body.
- Wild-Eyed3 levelsLevel 1Melee attack: +3Level 2Melee attack: +6Level 3Melee attack: +9Requires: Horrid Mass"Don't look into their eyes, there is only death there!"
- Devastating Charge3 levelsLevel 1Charge bonus: +6Level 2Charge bonus: +16Level 3Charge bonus: +30Requires: Horrid MassSome creatures charge home with such fury that the very ground shakes beneath their feet.
- Expeditious Endeavour3 levelsLevel 1Speed: +3%Level 2Speed: +8%Level 3Speed: +15%Requires: Horrid MassWhat the enemy cannot see, it cannot hit. What the enemy cannot see, it cannot survive.
- Conviction3 levelsLevel 1Leadership: +2Level 2Leadership: +5Level 3Leadership: +9Requires: Horrid MassSuch is this one's conviction that others have no choice but to believe.
- MitherAbility: "Mither"Requires: 4 skill points across Wild-Eyed, Devastating Charge, Expeditious Endeavour, Conviction
- Fervour3 levelsLevel 1Weapon strength: +5%Level 2Weapon strength: +12%Level 3Weapon strength: +20%Requires: MitherThis one fights with a fervour to be both admired and despised.
- Tenacity3 levelsLevel 1Hit points: +3%Level 2Hit points: +8%Level 3Hit points: +15%Requires: MitherThis one will not go down easily - it will be necessary to break both the will and the body first.
- Soothsaying3 levelsLevel 1Leadership aura size: +10%Level 2Leadership aura size: +20%Level 3Leadership aura size: +40%Requires: MitherSpeaking words of power or faith can alter perceptions on the battlefield.
- Hard to Hit3 levelsLevel 1Melee defence: +3Level 2Melee defence: +7Level 3Melee defence: +12Requires: MitherHand-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 OnslaughtAbility: "Deadly Onslaught"Requires: 4 skill points across Fervour, Tenacity, Soothsaying, Hard to HitThe war is endless. The cycle of charging, clashing, and bloody hand-to-hand fighting is without end. It will never stop.
- Spirit Leech2 levelsLevel 1Overcast spell: "Spirit Leech Upgraded"Cooldown: -30% to "Spirit Leech"Level 2Miscast 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"
- Life-LeechingPassive ability: "Life Leeching"Requires: Spirit Leech
- Aspect of the Dread Knight3 levelsLevel 1Spell: "Aspect of the Dread Knight"Level 2Overcast spell: "Aspect of the Dread Knight Upgraded"Cooldown: -30% to "Aspect of the Dread Knight"Level 3Miscast base chance: -15% for "Aspect of the Dread Knight Upgraded"Overcast spell: "Aspect of the Dread Knight Upgraded"Winds of Magic cost: -1 for "Aspect of the Dread Knight"Winds of Magic cost: -2 for "Aspect of the Dread Knight Upgraded"Cooldown: -50% to "Aspect of the Dread Knight"Requires: Spirit Leech
- Soulblight3 levelsLevel 1Spell: "Soulblight"Level 2Overcast spell: "Soulblight Upgraded"Cooldown: -30% to "Soulblight"Level 3Miscast 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: Spirit Leech
- Doom & Darkness3 levelsLevel 1Spell: "Doom & Darkness"Level 2Overcast spell: "Doom & Darkness Upgraded"Cooldown: -30% to "Doom & Darkness"Level 3Miscast base chance: -15% for "Doom & Darkness Upgraded"Overcast spell: "Doom & Darkness Upgraded"Winds of Magic cost: -1 for "Doom & Darkness"Winds of Magic cost: -2 for "Doom & Darkness Upgraded"Cooldown: -50% to "Doom & Darkness"Requires: Spirit Leech
- EvasionPassive ability: "Evasion"Requires: 4 skill points across Life-Leeching, Aspect of the Dread Knight, Soulblight, Doom & Darkness
- The Fate of Bjuna2 levelsLevel 1Spell: "The Fate of Bjuna"Level 2Winds of Magic cost: -3 for "The Fate of Bjuna"Cooldown: -50% to "The Fate of Bjuna"Spell: "The Fate of Bjuna"Requires: Evasion
- The Purple Sun of Xereus3 levelsLevel 1Spell: "The Purple Sun of Xereus"Level 2Overcast spell: "The Purple Sun of Xereus Upgraded"Cooldown: -30% to "The Purple Sun of Xereus"Level 3Miscast 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: 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 Earthing, Magical Reserves, The Fate of Bjuna, The Purple Sun of Xereus
Campaign
- Replenish Troops3 levelsLevel 1Replenish Troops action: Replenishment rate is increased by an additional 3%Level 2 · rank 5Replenish Troops action: Replenishment rate is increased by an additional 6%Level 3 · rank 10Replenish Troops action: Replenishment rate is increased by an additional 9%Those in the army can find succour or be replenished by the power of this champion.
- Spread Control3 levelsLevel 1Spread Control action: Control is modified by an additional 1Level 2 · rank 5Spread Control action: Control is modified by an additional 2Level 3 · rank 10Spread Control action: Control is modified by an additional 3The sight of this warrior, their stature, import or infamy, can have a calming effect.
- Steal Technology3 levelsLevel 1Steal Technology action: Research rate is increased by an additional 3Level 2 · rank 5Steal Technology action: Research rate is increased by an additional 6Level 3 · rank 10Steal Technology action: Research rate is increased by an additional 10Oft-times, though you may have much, what you want the most is what your rivals have; such envy focuses the mind and creativity.
- 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
- 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
Giant River Troll Hag · base + skills + items; no techs, buffs, campaign or battle-context effects (vs a race, at sea…).
| Stat | Base | Build |
|---|---|---|
| Health | 5,619 | 5,619 |
| Armour | 50 | 50 |
| Leadership | 55 | 55 |
| Speed | 54 | 54 |
| Melee attack | 25 | 25 |
| Melee defence | 32 | 32 |
| Weapon strength | 360 | 360 |
| … armour-piercing | 225 | 225 |
| Charge bonus | 24 | 24 |
| 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
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.
