
Great Bray-Shaman (Wild) skill planner
51 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).
- Tuskgor ChariotUnlocks at rank 12
Mount: 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 16
Mount: Razorgor ChariotThose strong enough to tame the powerful, unruly Razorgors can harness them for chariots. - Fuelled by BloodUnlocks at rank 5
Speed: +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 1
Leadership aura size: +25%Level 2
Character's aura leadership effect: +5
Leadership: +5
Leadership aura size: +25%This Lord speaks with a dread booming voice – a gift from his Dark Masters to ensure obedience. - Distorted RealityUnlocks at rank 8
Passive 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 12
Winds of Magic cost: -10% for all spells
Winds 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 10
Spell resistance: 15%He knows. Nobody knows how, but he does. He has always just known. - Shadow HideUnlocks at rank 10
Missile 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 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.
- Dreads & CharmsUnlocks at rank 5
Armour: +15
Melee 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 Pelts
Armour: +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 5
Charge bonus: +15
Weapon 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 Discordant
Weapon 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.
- Devolve2 levelsLevel 1
Overcast spell: "Devolve Upgraded"
Cooldown: -30% to "Devolve"Level 2
Miscast base chance: -15% for "Devolve Upgraded"
Overcast spell: "Devolve Upgraded"
Winds of Magic cost: -1 for "Devolve"
Winds of Magic cost: -2 for "Devolve Upgraded"
Cooldown: -30% to "Devolve"The Bray-Shaman magnifies the savage and animalistic parts of the foe's psyche until they are no more than growling beasts. - Bestial Surge
Passive ability: "Bestial Surge"Requires: DevolveThe Bray-Shaman inflames the uncontrollable urge to rend the foe limb from limb, causing the roaring, bellowing mass to surge forward. - Bray-Scream2 levelsLevel 1
Overcast spell: "Bray-Scream Upgraded"
Cooldown: -30% to "Bray-Scream"Level 2
Miscast base chance: -15% for "Bray-Scream Upgraded"
Overcast spell: "Bray-Scream Upgraded"
Winds of Magic cost: -1 for "Bray-Scream"
Winds of Magic cost: -2 for "Bray-Scream Upgraded"
Cooldown: -50% to "Bray-Scream"Requires: DevolveThis spell unleashes a howling roar of such intensity that it mashes brains and bursts eyeballs. - Viletide2 levelsLevel 1
Overcast spell: "Viletide Upgraded"
Cooldown: -30% to "Viletide"Level 2
Miscast base chance: -15% for "Viletide Upgraded"
Overcast spell: "Viletide Upgraded"
Winds of Magic cost: -2 for "Viletide"
Winds of Magic cost: -3 for "Viletide Upgraded"
Cooldown: -50% to "Viletide"Requires: DevolveA vile wave indeed, the creeping things that nest in the decaying undergrowth swarm all over the foe. - Traitor-Kin2 levelsLevel 1
Overcast spell: "Traitor-Kin Upgraded"
Cooldown: -30% to "Traitor-Kin"Level 2
Miscast base chance: -15% for "Traitor-Kin Upgraded"
Overcast spell: "Traitor-Kin Upgraded"
Winds of Magic cost: -2 for "Traitor-Kin"
Winds of Magic cost: -3 for "Traitor-Kin Upgraded"
Cooldown: -50% to "Traitor-Kin"Requires: DevolveA red-hot spear of wrath is driven into enemy mounts' wild hearts, causing them to turn upon their riders. - Evasion
Passive ability: "Evasion"Requires all: Bestial Surge, Bray-Scream, Viletide, Traitor-Kin - Mantle of Ghorok2 levelsLevel 1
Overcast Spell: "Mantle of Ghorok Upgraded"
Cooldown: -50% to "Mantle of Ghorok"Level 2
Overcast Spell: "Mantle of Ghorok Upgraded"
Miscast base chance: -15% for "Mantle of Ghorok Upgraded"
Winds of Magic cost: -3 for "Mantle of Ghorok Upgraded"
Winds of Magic cost: -2 for "Mantle of Ghorok"
Cooldown: -50% to "Mantle of Ghorok"Requires: EvasionGhorok was a legendary Minotaur, ferocious as a storm. His spirit-mantle is terrible and dangerous to the bearer. - Savage Dominion
Winds of Magic cost: -5 for "Savage Dominion"
Spell: "Savage Dominion"Requires: EvasionThe Bray-Shaman sends his mind into the wilds, possessing the largest creature he can find and storming back with a vengeance. - Earthing
Miscast 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 Reserves
Winds 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 Conduit
Passive ability: "Arcane Conduit"Requires all: Earthing, Magical Reserves, Mantle of Ghorok, Savage Dominion
- Presence of Morrslieb
Unit 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 1
Melee defence: +4 for Ungor Spearmen Herd, Ungor Herd, Gor Herd, Tzaangors, Pestigors, Khorngors, Slaangors and Bestigor Herd units (Lord's army)Level 2
Leadership: +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 3
Leadership: +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 1
Charge bonus: +6 for Centigors, Centigors (Great Weapons), Centigors of Tzeentch, Tuskgor Chariots and Razorgor Chariot units (Lord's army)Level 2
Charge 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 3
Charge 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 1
Ammunition: +10% for Ungor Raiders and Centigors (Throwing Axes) and Cygor units (Lord's army)Level 2
Ammunition: +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 3
Ammunition: +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 1
Charge bonus: +6 for Chaos Warhounds, Razorgor Herd, Feral Manticore, Harpies, Chimera and Preyton units (Lord's army)Level 2
Charge 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 3
Charge 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 1
Melee defence: +4 for Minotaurs units (Lord's army)Level 2
Melee attack: +4 for Minotaurs units (Lord's army)
Melee defence: +4 for Minotaurs units (Lord's army)Level 3
Melee 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 1
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 2
Melee 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 3
Melee 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 Violence
Ability: "Call of Violence"Requires all: 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 Savagery
Melee 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 Herd
Charge 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 Butchers
Weapon 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 Hunter
Spell 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 Vision
Replaces: "Call of Violence"
Ability: "Apocalyptic Vision"Requires 1 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.
- Gargantuan Hooves
Campaign movement range: +10%The ground shakes. The earth moves. The spirit trembles. The Beastman comes. - Feasting Upon Man3 levelsLevel 1
Income from raiding: +10% (Lord's army)Level 2
Income from raiding: +20% (Lord's army)
Income from razing settlements: +3% (Lord's army)Level 3
Income 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 1
Post battle chance of stealing a magic item: +10%
Income from post-battle loot: +5%Level 2
Post battle chance of stealing a magic item: +20%
Income from post-battle loot: +10%Level 3
Post 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 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: Gargantuan HoovesA pungent mix of fell unguents ensures the unholy vitality of one’s minions. - 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: Gargantuan Hooves"This stinking mortal Hold will fall, my masters have foreseen it. Bring them ruin!" - Unholy Resilience
Casualty replenishment rate: +30% for this Lord (Lord's army)
Wound recovery time: -1 turnsRequires all: 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 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!" - Corruption3 levelsLevel 1
Chaos Undivided corruption: +1 (local province)
Magic item drop chance from battle: +5%Level 2
Chaos Undivided corruption: +2 (local province)
Magic item drop chance from battle: +10%Level 3
Chaos 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 1
Horde recruitment capacity +1Level 2
Horde recruitment capacity +2Level 3
Horde recruitment capacity +3Requires: Unholy ResilienceWhen the warherd gathers, there is much feasting, debauchery, and revelling in mania and depravity. - Foul Premonitions3 levelsLevel 1
Ambush 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 2
Ambush 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 3
Ambush 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 Chaos
Bestial rage: +1 (Lord's army)
Enemy Hero action success chance: -10%
Hero self-defence: +25% chance of wounding aggressors
Campaign movement range: +5%
Recruit rank: +1 for all unitsRequires all: 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.
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.