Great Bray-Shaman (Death) skill tree & build planner
51 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
- Tuskgor ChariotUnlocks at rank 12Mount: Tuskgor ChariotPugnacious and stubborn, the war beasts that pull these ramshackle chariots are grotesque combinations of great boar and mighty ram.
- Razorgor ChariotUnlocks at rank 16Mount: Razorgor ChariotThose strong enough to tame the powerful, unruly Razorgors can harness them for chariots.
- Fuelled by BloodUnlocks at rank 5Speed: +5% for all units (Lord's army)Vigour loss reduction: -15% (Lord's army)Even when not feasting, the Beastmen taste blood on their lips, smell it on their fur, and want for more.
- Voice of the Dark GodsUnlocks at rank 5 · 2 levelsLevel 1Leadership aura size: +25%Level 2Character's aura leadership effect: +5Leadership: +5Leadership aura size: +25%This Lord speaks with a dread booming voice – a gift from his Dark Masters to ensure obedience.
- Distorted RealityUnlocks at rank 8Passive ability: "Distorted Reality"A palpable miasma of fell sorcery surrounds the Bray-Shaman, distorting and maiming reality.
- Darkling SpiritUnlocks at rank 12Bound spell: "Savage Dominion"Shamans do not generally engage in physical combat themselves, instead sending out their spirit to possess a suitably monstrous surrogate.
- Speaker of Darkling CounselUnlocks at rank 12Winds of Magic cost: -10% for all spellsWinds of Magic cost: +15% for all enemy spells (enemy armies in local province)Bray-Shamans speak the will of the Dark Gods, and those that defy them pay the highest price of all.
- Uncanny SensesUnlocks at rank 10Spell resistance: 15%He knows. Nobody knows how, but he does. He has always just known.
- Shadow HideUnlocks at rank 10Missile resistance: 10%Chaos smiles upon them, granting unnatural and heretical defence against mortal machinations.
- 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.
- Dreads & CharmsUnlocks at rank 5Armour: +15Melee defence: +5Not with: Dual WielderImpenetrably matted fur and grim trinkets make the Bray-Shamans more than just vile to behold, but incredibly hard to injure.
- Hardened PeltsArmour: +15 for Chaos Warhounds, Harpies, Razorgor Herd, Chaos Spawn, Giant, Jabberslythe, Cockatrice, Incarnate Elemental of Beasts, Ghorgon, Cygor, and Manticore units (all units in army)Requires: Dreads & CharmsBy the Bray-Shaman’s incantations, those lesser in body or mind have their hair and fur clogged into impervious hides.
- Dual WielderUnlocks at rank 5Charge bonus: +15Weapon strength: +15%Not with: Dreads & CharmsIn the right hands the braystaff is not just a symbol of position or conduit of magic, but also a brutal weapon.
- Bellows of the DiscordantWeapon strength: +15% for Chaos Warhounds, Harpies, Razorgor Herd, Chaos Spawn, Giant, Jabberslythe, Cockatrice, Incarnate Elemental of Beasts, Ghorgon, Cygor and Manticore units (all units in army)Requires: Dual WielderIn frenzied ritual celebration the Bray-Shaman invokes the Dark Gods’ power to infuse the herds with bestial strength.
- 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"
- Aspect of the Dread Knight2 levelsLevel 1Overcast spell: "Aspect of the Dread Knight Upgraded"Cooldown: -30% to "Aspect of the Dread Knight"Level 2Miscast 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
- Life-LeechingPassive ability: "Life Leeching"Requires: Spirit Leech
- Soulblight2 levelsLevel 1Overcast spell: "Soulblight Upgraded"Cooldown: -30% to "Soulblight"Spell: "Soulblight"Level 2Miscast 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 & Darkness2 levelsLevel 1Overcast spell: "Doom & Darkness Upgraded"Cooldown: -30% to "Doom & Darkness"Spell: "Doom & Darkness"Level 2Miscast 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 BjunaWinds 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 Xereus2 levelsLevel 1Overcast spell: "The Purple Sun of Xereus Upgraded"Cooldown: -30% to "The Purple Sun of Xereus"Spell: "The Purple Sun of Xereus"Level 2Miscast 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
Battle
- Presence of MorrsliebUnit experience gain per turn: +75 (Lord's army)Character's aura leadership effect: +5The great green orb hangs ominously in the sky above, its followers driven to acts of madness and depravity.
- Fury of the Herd3 levelsLevel 1Melee defence: +4 for Ungor Spearmen Herd, Ungor Herd, Gor Herd, Tzaangors, Pestigors, Khorngors, Slaangors and Bestigor Herd units (Lord's army)Level 2Leadership: +4 for Ungor Spearmen Herd, Ungor Herd, Gor Herd, Tzaangors, Pestigors, Khorngors, Slaangors and Bestigor Herd units (Lord's army)Melee defence: +4 for Ungor Spearmen Herd, Ungor Herd, Gor Herd, Tzaangors, Pestigors, Khorngors, Slaangors and Bestigor Herd units (Lord's army)Level 3Leadership: +6 for Ungor Spearmen Herd, Ungor Herd, Gor Herd, Tzaangors, Pestigors, Khorngors, Slaangors and Bestigor Herd units (Lord's army)Melee defence: +6 for Ungor Spearmen Herd, Ungor Herd, Gor Herd, Tzaangors, Pestigors, Khorngors, Slaangors and Bestigor Herd units (Lord's army)Requires: Presence of MorrsliebA summons to war in which all are drawn into the cacophonous charge; glory or sanguine death is the prize.
- Leader of the Raucous Host3 levelsLevel 1Charge bonus: +6 for Centigors, Centigors (Great Weapons), Centigors of Tzeentch, Tuskgor Chariots and Razorgor Chariot units (Lord's army)Level 2Charge bonus: +9 for Centigors, Centigors (Great Weapons), Centigors of Tzeentch, Tuskgor Chariots and Razorgor Chariot units (Lord's army)Weapon strength: +6% for Centigors, Centigors (Great Weapons), Centigors of Tzeentch, Tuskgor Chariots and Razorgor Chariot units (Lord's army)Speed: +6% for Centigors, Centigors (Great Weapons), Centigors of Tzeentch, Tuskgor Chariots and Razorgor Chariot units (Lord's army)Level 3Charge bonus: +12 for Centigors, Centigors (Great Weapons), Centigors of Tzeentch, Tuskgor Chariots and Razorgor Chariot units (Lord's army)Weapon strength: +12% for Centigors, Centigors (Great Weapons), Centigors of Tzeentch, Tuskgor Chariots and Razorgor Chariot units (Lord's army)Speed: +12% for Centigors, Centigors (Great Weapons), Centigors of Tzeentch, Tuskgor Chariots and Razorgor Chariot units (Lord's army)Requires: Presence of MorrsliebAt the head of the warherd, he whips his followers into a frothing furore, then unleashes them upon the enemy.
- Beastlord’s Spite3 levelsLevel 1Ammunition: +10% for Ungor Raiders and Centigors (Throwing Axes) and Cygor units (Lord's army)Level 2Ammunition: +15% for Ungor Raiders and Centigors (Throwing Axes) and Cygor units (Lord's army)Speed: +6% for Ungor Raiders and Centigors (Throwing Axes) and Cygor units (Lord's army)Reload time reduction: +5% for Ungor Raiders, Centigors (Throwing Axes) and Cygor units (Lord's army)Level 3Ammunition: +20% for Ungor Raiders and Centigors (Throwing Axes) and Cygor units (Lord's army)Speed: +12% for Ungor Raiders and Centigors (Throwing Axes) and Cygor units (Lord's army)Reload time reduction: +10% for Ungor Raiders, Centigors (Throwing Axes) and Cygor units (Lord's army)Requires: Presence of MorrsliebThe Beastlord truly has no mercy – those who flee will soon find all paths lead to a brutal end by arrow or axe.
- Beastlord's Lash3 levelsLevel 1Charge bonus: +6 for Chaos Warhounds, Razorgor Herd, Feral Manticore, Harpies, Chimera and Preyton units (Lord's army)Level 2Charge bonus: +9 for Chaos Warhounds, Razorgor Herd, Feral Manticore, Harpies, Chimera and Preyton units (Lord's army)Melee attack: +4 for Chaos Warhounds, Razorgor Herd, Feral Manticore, Harpies, Chimera and Preyton units (Lord's army)Level 3Charge bonus: +12 for Chaos Warhounds, Razorgor Herd, Feral Manticore, Harpies, Chimera and Preyton units (Lord's army)Melee attack: +6 for Chaos Warhounds, Razorgor Herd, Feral Manticore, Harpies, Chimera and Preyton units (Lord's army)Requires: Presence of MorrsliebNo beast can truly be controlled, but these desperate contrivances bring the smallest semblance of order.
- Hoofed Heavyweights3 levelsLevel 1Melee defence: +4 for Minotaurs units (Lord's army)Level 2Melee attack: +4 for Minotaurs units (Lord's army)Melee defence: +4 for Minotaurs units (Lord's army)Level 3Melee attack: +6 for Minotaurs units (Lord's army)Melee defence: +6 for Minotaurs units (Lord's army)Requires: Presence of MorrsliebThese colossal, brutish warriors are the core of any true brayherd.
- Freakish Mutations3 levelsLevel 1Weapon strength: +6% for Chaos Spawn, Giant, Jabberslythe, Basilisk, Cockatrice, Incarnate Elemental of Beasts, Giant Spined Chaos Beast and Ghorgon units (Lord's army)Level 2Melee attack: +4 for Chaos Spawn, Giant, Jabberslythe, Basilisk, Cockatrice, Incarnate Elemental of Beasts, Giant Spined Chaos Beast and Ghorgon units (Lord's army)Weapon strength: +6% for Chaos Spawn, Giant, Jabberslythe, Basilisk, Cockatrice, Incarnate Elemental of Beasts, Giant Spined Chaos Beast and Ghorgon units (Lord's army)Level 3Melee attack: +4 for Chaos Spawn, Giant, Jabberslythe, Basilisk, Cockatrice, Incarnate Elemental of Beasts, Giant Spined Chaos Beast and Ghorgon units (Lord's army)Weapon strength: +9% for Chaos Spawn, Giant, Jabberslythe, Basilisk, Cockatrice, Incarnate Elemental of Beasts, Giant Spined Chaos Beast and Ghorgon units (Lord's army)Requires: Presence of MorrsliebMutations awarded by the Chaos Gods to their followers may look horrific to southerners, but such gifts are prized.
- Call of ViolenceAbility: "Call of Violence"Requires: 6 skill points across Fury of the Herd, Leader of the Raucous Host, Beastlord’s Spite, Beastlord's Lash, Hoofed Heavyweights, Freakish Mutations"We feel it. We all feel it. The pull to war. The tug of battle. The NEED to kill."
- Unrelenting SavageryMelee attack: +5 for Ungor Spearmen Herd, Ungor Herd, Gor Herd, Tzaangors, Pestigors, Khorngors, Slaangors and Bestigor Herd units (Rank 7 and above) (Lord's army)Melee defence: +5 for Ungor Spearmen Herd, Ungor Herd, Gor Herd, Tzaangors, Pestigors, Khorngors, Slaangors and Bestigor Herd units (Rank 7 and above) (Lord's army)Physical resistance: 10% for Ungor Spearmen Herd, Ungor Herd, Gor Herd, Tzaangors, Pestigors, Khorngors, Slaangors and Bestigor Herd units (Rank 7 and above) (Lord's army)Requires: Call of ViolenceThe Beastman delights in constant fighting; in vicious, ceaseless brutality. It gives him purpose.
- Creatures of the HerdCharge bonus: +12 for Centigors, Centigors (Great Weapons), Centigors of Tzeentch, Razorgor Herd, Razorgor Chariot, Tuskgor Chariot, Chaos Warhounds, Feral Manticore and, Harpies, Chimera and Preyton units (Rank 7 and above) (Lord's army)Missile resistance: 15% for Centigors, Centigors (Great Weapons), Centigors of Tzeentch, Razorgor Herd, Razorgor Chariot, Tuskgor Chariot, Chaos Warhounds, Feral Manticore, Harpies, Chimera and Preyton units (Rank 7 and above) (Lord's army)Speed: +10% for Centigors, Centigors (Great Weapons), Centigors of Tzeentch, Razorgor Herd, Razorgor Chariot, Tuskgor Chariot, Chaos Warhounds, Feral Manticore, Harpies, Chimera and Preyton units (Rank 7 and above) (Lord's army)Requires: Call of ViolenceThe Beastmen’s elite menagerie – the brayherds – slaughter all those caught in their savage, animalistic sights.
- Bestial ButchersWeapon strength: +12% for Chaos Spawn, Minotaurs, Giant, Jabberslythe, Basilisk, Cockatrice, Incarnate Elemental of Beasts, Giant Spined Chaos Beast and Ghorgon units (Rank 7 and above) (Lord's army)Melee attack: +5 for Chaos Spawn, Minotaurs, Giant, Jabberslythe, Basilisk, Cockatrice, Incarnate Elemental of Beasts, Giant Spined Chaos Beast and Ghorgon units (Rank 7 and above) (Lord's army)Missile resistance: 15% for Chaos Spawn, Minotaurs, Giant, Jabberslythe, Basilisk, Cockatrice, Incarnate Elemental of Beasts, Giant Spined Chaos Beast and Ghorgon units (Rank 7 and above) (Lord's army)Requires: Call of ViolenceOnly a select few from a herd gain their Beastlord's acknowledgement – a prize earned through the carnage and chaos they spread in battle.
- Mage HunterSpell resistance: 15% for Ungor Raiders, Centigors (Throwing Axes), and Cygor units (Rank 7 and above) (Lord's army)Missile strength: +12% for Ungor Raiders, Centigors (Throwing Axes) and Cygor units (Rank 7 and above) (Lord's army)Reload time reduction: +10% for Ungor Raiders, Centigors (Throwing Axes), and Cygor units (Rank 7 and above) (Lord's army)Requires: Call of ViolenceThe stench of magic is palpable. No mage can stand in the midst of battle against the baying warherds.
- Apocalyptic VisionReplaces: "Call of Violence"Ability: "Apocalyptic Vision"Requires: a point in any of Unrelenting Savagery, Creatures of the Herd, Bestial Butchers, Mage HunterIn fitful dreams, he sees the end. The world collapsing in on itself, leaving nothing but ashes and aberration.
Campaign
- Gargantuan HoovesCampaign movement range: +10%The ground shakes. The earth moves. The spirit trembles. The Beastman comes.
- Feasting Upon Man3 levelsLevel 1Income from raiding: +10% (Lord's army)Level 2Income from raiding: +20% (Lord's army)Income from razing settlements: +3% (Lord's army)Level 3Income from raiding: +30% (Lord's army)Income from razing settlements: +8% (Lord's army)Requires: Gargantuan HoovesFor those who face the warherd, a fate worse than death awaits their salivating jaws and unremitting bloodlust.
- Blessed by Evil3 levelsLevel 1Post battle chance of stealing a magic item: +10%Income from post-battle loot: +5%Level 2Post battle chance of stealing a magic item: +20%Income from post-battle loot: +10%Level 3Post battle chance of stealing a magic item: +30%Income from post-battle loot: +15%Requires: Gargantuan HoovesUnknowingly, the Beastmen serve their dark and Ruinous Gods, who in turn bless their every action.
- 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: Gargantuan HoovesA pungent mix of fell unguents ensures the unholy vitality of one’s minions.
- 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: Gargantuan Hooves"This stinking mortal Hold will fall, my masters have foreseen it. Bring them ruin!"
- Unholy ResilienceCasualty replenishment rate: +30% for this Lord (Lord's army)Wound recovery time: -1 turnsRequires: 4 skill points across Feasting Upon Man, Blessed by Evil, Foetid Gallipot, 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!"
- Corruption3 levelsLevel 1Chaos Undivided corruption: +1 (local province)Magic item drop chance from battle: +5%Level 2Chaos Undivided corruption: +2 (local province)Magic item drop chance from battle: +10%Level 3Chaos Undivided corruption: +4 (local province)Magic item drop chance from battle: +15%Requires: Unholy ResilienceWith the servants of Chaos comes the corruption - as the landscape twists, this one speeds the transformation.
- Gathering of Beasts3 levelsLevel 1Horde recruitment capacity +1Level 2Horde recruitment capacity +2Level 3Horde recruitment capacity +3Requires: Unholy ResilienceWhen the warherd gathers, there is much feasting, debauchery, and revelling in mania and depravity.
- Foul Premonitions3 levelsLevel 1Ambush success chance: +3% (Lord's army)Ambush defence chance: +3% (Lord's army)Chance of intercepting an army using Tunnelling, beast-paths or Worldroots: +5%Level 2Ambush success chance: +6% (Lord's army)Ambush defence chance: +8% (Lord's army)Chance of intercepting an army using Tunnelling, beast-paths or Worldroots: +10%Level 3Ambush success chance: +10% (Lord's army)Ambush defence chance: +15% (Lord's army)Chance of intercepting an army using Tunnelling, beast-paths or Worldroots: +15%Requires: Unholy ResilienceBrought into this world by the cataclysm of Chaos, Beastmen are the very image of a dread future.
- Children of ChaosBestial rage: +1 (Lord's army)Enemy Hero action success chance: -10%Hero self-defence: +25% chance of wounding aggressorsCampaign movement range: +5%Recruit rank: +1 for all unitsRequires: 4 skill points across Lightning Strike, Corruption, Gathering of Beasts, Foul PremonitionsThey bray beneath the weird, green moon, and do their perverse, grim butchery in the name of the heretical Gods.
Mount
A mount comes with its skill in the tree: some the game grants at a rank, others take a skill point (picking one here takes it when the tree allows).
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
Great Bray-Shaman (Death) · base + skills + items; no techs, buffs, campaign or battle-context effects (vs a race, at sea…).
| Stat | Base | Build |
|---|---|---|
| Health | 4,568 | 4,568 |
| Armour | 15 | 15 |
| Leadership | 65 | 65 |
| Speed | 38 | 38 |
| Melee attack | 30 | 30 |
| Melee defence | 28 | 28 |
| Weapon strength | 310 | 310 |
| … armour-piercing | 95 | 95 |
| Charge bonus | 38 | 38 |
| 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.
