Great Shaman-Sorcerer (Metal) skill tree & build planner
NorscaLordUnit stats
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
- Norscan WarhorseUnlocks at rank 4Mount: Norscan WarhorseThe horses of Norsca live for battle, even choosing to graze on the bones of the fallen over grass.
- Marauder ChariotUnlocks at rank 10Mount: Marauder ChariotMarauder mobs are awarded even greater mobility when riding their crude chariots of bone and wood, lashed together with the guts and sinew of the vanquished.
- War Mammoth (Warshrine)Unlocks at rank 26Mount: War Mammoth (Warshrine)
- Voice of the Dark GodsUnlocks at rank 15Cooldown: -33% to "Stand or Die!"Cooldown: -33% for "Fight or Die!"Character's aura leadership effect: +4Leadership aura size: +80%This Lord speaks with a dread booming voice - a gift from his Dark Masters to ensure obedience.
- Ritualistic FuryUnlocks at rank 10Melee attack: +5Melee defence: +5Although lacking the finesse of Elven magics, the sorceries of the north are no less potent, for they channel furious, Daemonic power.
- Hardened MonstrositiesUnlocks at rank 15Attribute: Perfect Vigour for Monstrous Arcanum monsters (Rank 7 and above) (Lord's army)Barrier hit points: +800 for Monstrous Arcanum monsters (Lord's army)Melee attack: +8 for Monstrous Arcanum monsters (Lord's army)Scarred and brutish, even for monstrous beasts, these now-tamed creatures can shrug off incredible punishment.
- Aura of ChaosUnlocks at rank 9Missile resistance: 10%The shadow of the Ruinous Powers looms large, protecting those who bear their mark.
- 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.
- Practiced MurdererUnlocks at rank 12Charge bonus: +20Weapon strength: +10%Either in the quiet, snow-swept Northern expanses or on a screaming battlefield littered with death, Great Shaman Sorcerers are adept at enacting sacrifices in propitiation of the Dark Gods.
- Eager for SlaughterMelee attack: +4 for all units (Rank 7 and above) (Lord's army)Passive ability: "Frenzy"Vigour loss reduction: -20% (Lord's army)Requires: Practiced MurdererEven in those Norscans most prone to bloody excess, the Great Shaman Sorcerers inspire paroxysms of frenzy that would be impossible without them.
- Persuasion TacticsRecruitment cost: -20% (Lord's army)Casualty replenishment rate: +6% (Lord's army)Local recruitment capacity: +1 (local province)Requires: Practiced MurdererGreat Shaman Sorcerers are often the ones creating the impetus for war, using their prophetic influence to whisper visions of glory into the minds of the Chieftains.
- Accomplished RitualistWinds of Magic cost: -2 for rare spellsWinds of Magic power reserve capacity: +10Requires: Practiced MurdererWith the correct ritual, even the Winds of Magic can be woven and wielded like a whip.
- Offering to the GodsAbility: "Offering to the Gods"Income from post-battle loot: +30%Leadership: +6 (Lord's army)Requires: 2 skill points across Eager for Slaughter, Persuasion Tactics, Accomplished RitualistIn true Norscan fashion, whatever cunning pacts and bargains the Shaman Sorcerers pursue, they must seal them with blood. Not theirs, of course…
- Searing Doom2 levelsLevel 1Overcast spell: "Searing Doom Upgraded"Cooldown: -30% to "Searing Doom"Level 2Miscast base chance: -15% for "Searing Doom Upgraded"Overcast spell: "Searing Doom Upgraded"Winds of Magic cost: -1 for "Searing Doom"Winds of Magic cost: -2 for "Searing Doom Upgraded"Cooldown: -50% to "Searing Doom"
- MetalshiftingPassive ability: "Metalshifting"Requires: Searing Doom
- Plague of Rust2 levelsLevel 1Overcast spell: "Plague of Rust Upgraded"Cooldown: -30% to "Plague of Rust"Level 2Miscast base chance: -15% for "Plague of Rust Upgraded"Overcast spell: "Plague of Rust Upgraded"Winds of Magic cost: -1 for "Plague of Rust"Winds of Magic cost: -1 for "Plague of Rust Upgraded"Cooldown: -50% to "Plague of Rust"Requires: Searing Doom
- Glittering Robe2 levelsLevel 1Overcast spell: "Glittering Robe Upgraded"Cooldown: -30% to "Glittering Robe"Spell: "Glittering Robe"Level 2Miscast base chance: -15% for "Glittering Robe Upgraded"Overcast spell: "Glittering Robe Upgraded"Winds of Magic cost: -1 for "Glittering Robe"Winds of Magic cost: -2 for "Glittering Robe Upgraded"Cooldown: -50% to "Glittering Robe"Requires: Searing Doom
- Gehenna's Golden Hounds2 levelsLevel 1Overcast spell: "Gehenna's Golden Hounds Upgraded"Cooldown: -30% to "Gehenna's Golden Hounds"Spell: "Gehenna's Golden Hounds"Level 2Miscast base chance: -15% for "Gehenna's Golden Hounds Upgraded"Overcast spell: "Gehenna's Golden Hounds Upgraded"Winds of Magic cost: -2 for "Gehenna's Golden Hounds"Winds of Magic cost: -3 for "Gehenna's Golden Hounds Upgraded"Cooldown: -50% to "Gehenna's Golden Hounds"Requires: Searing Doom
- EvasionPassive ability: "Evasion"Requires: 4 skill points across Metalshifting, Plague of Rust, Glittering Robe, Gehenna's Golden Hounds
- Transmutation of Lead2 levelsLevel 1Overcast spell: "Transmutation of Lead Upgraded"Cooldown: -30% to "Transmutation of Lead"Spell: "Transmutation of Lead"Level 2Miscast base chance: -15% for "Transmutation of Lead Upgraded"Overcast spell: "Transmutation of Lead Upgraded"Winds of Magic cost: -2 for "Transmutation of Lead"Winds of Magic cost: -3 for "Transmutation of Lead Upgraded"Cooldown: -50% to "Transmutation of Lead"Requires: Evasion
- Final Transmutation2 levelsLevel 1Overcast spell: "Final Transmutation Upgraded"Cooldown: -30% to "Final Transmutation"Spell: "Final Transmutation"Level 2Miscast base chance: -15% for "Final Transmutation Upgraded"Overcast spell: "Final Transmutation Upgraded"Winds of Magic cost: -2 for "Final Transmutation"Winds of Magic cost: -4 for "Final Transmutation Upgraded"Cooldown: -50% to "Final Transmutation"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, Transmutation of Lead, Final Transmutation
Battle
- Dominating PresenceUnit experience gain per turn: +75 (Lord's army)Character's aura leadership effect: +5A Chaos Lord dominates – lesser beings cringe from a being that is so intently under scrutiny from the Dark Gods.
- Fearsome Warriors3 levelsLevel 1Melee attack: +4 for Marauders, Marauder Spearmen, Marauder Berserkers, Marauder Bearmen, Flayerkin and Marauder Champions units (Lord's army)Level 2Melee attack: +6 for Marauders, Marauder Spearmen, Marauder Berserkers, Marauder Bearmen, Flayerkin and Marauder Champions units (Lord's army)Weapon strength: +6% for Marauders, Marauder Spearmen, Marauder Berserkers, Marauder Bearmen, Flayerkin and Marauder Champions units (Lord's army)Level 3Melee attack: +8 for Marauders, Marauder Spearmen, Marauder Berserkers, Marauder Bearmen, Flayerkin and Marauder Champions units (Lord's army)Weapon strength: +12% for Marauders, Marauder Spearmen, Marauder Berserkers, Marauder Bearmen, Flayerkin and Marauder Champions units (Lord's army)Requires: Dominating PresenceThose who do not bend the knee to the Gods of the North soon find all they hold dear obliterated before them.
- Beast Slayers3 levelsLevel 1Missile strength: +4% for Marauder Hunters, Marauder Horsemen, and Marauder Horsemasters units (Lord's army)Level 2Ammunition: +10% for Marauder Hunters, Marauder Horsemen, and Marauder Horsemasters units (Lord's army)Missile strength: +6% for Marauder Hunters, Marauder Horsemen, and Marauder Horsemasters units (Lord's army)Level 3Ammunition: +20% for Marauder Hunters, Marauder Horsemen, and Marauder Horsemasters units (Lord's army)Missile strength: +8% for Marauder Hunters, Marauder Horsemen, and Marauder Horsemasters units (Lord's army)Requires: Dominating PresenceDelighting in death and suffering, these savage warriors follow their ignoble Lord wherever he goes.
- Unnatural Selection3 levelsLevel 1Speed: +6% for Norscan Warhounds, Norscan Ice Wolves, Marauder Chariot and Kurgan Horsemen units (Lord's army)Level 2Charge bonus: +6 for Norscan Warhounds, Norscan Ice Wolves, Marauder Chariot and Kurgan Horsemen units (Lord's army)Speed: +9% for Norscan Warhounds, Norscan Ice Wolves, Marauder Chariot and Kurgan Horsemen units (Lord's army)Level 3Charge bonus: +12 for Norscan Warhounds, Norscan Ice Wolves, Marauder Chariot and Kurgan Horsemen units (Lord's army)Speed: +12% for Norscan Warhounds, Norscan Ice Wolves, Marauder Chariot and Kurgan Horsemen units (Lord's army)Requires: Dominating PresenceOnly the fiercest creatures can survive the frozen north; the strongest are rounded up for war and starved into viciousness, ready for the next battle.
- Frostbitten3 levelsLevel 1Melee attack: +4 for Skin Wolves and Troll units (Lord's army)Level 2Melee attack: +4 for Skin Wolves and Troll units (Lord's army)Weapon strength: +6% for Skin Wolves and Troll units (Lord's army)Level 3Melee attack: +6 for Skin Wolves and Troll units (Lord's army)Weapon strength: +12% for Skin Wolves and Troll units (Lord's army)Requires: Dominating PresenceThe intense cold cuts into the flesh, burning the foe's extremities until they drop off altogether!
- Hail of Teeth3 levelsLevel 1Melee attack: +4 for Manticore, Chimera and Chaos Frost Dragon units (Lord's army)Level 2Armour: +6 for Manticore, Chimera and Chaos Frost Dragon units (Lord's army)Melee attack: +4 for Manticore, Chimera and Chaos Frost Dragon units (Lord's army)Level 3Armour: +12 for Manticore, Chimera and Chaos Frost Dragon units (Lord's army)Melee attack: +6 for Manticore, Chimera and Chaos Frost Dragon units (Lord's army)Requires: Dominating PresenceThe razor-sharp hail of the north is not the only danger in the Norscan sky – its airborne beasts are just as deadly and far less predictable.
- Monsters of the North3 levelsLevel 1Melee attack: +4 for Fimir Warriors, Norscan Giant, Feral Mammoth, Dread Maw, Curs'd Ettin and War Mammoth units (Lord's army)Level 2Melee attack: +4 for Fimir Warriors, Norscan Giant, Feral Mammoth, Dread Maw, Curs'd Ettin and War Mammoth units (Lord's army)Melee defence: +4 for Fimir Warriors, Norscan Giant, Feral Mammoth, Dread Maw, Curs'd Ettin and War Mammoth units (Lord's army)Level 3Melee attack: +6 for Fimir Warriors, Norscan Giant, Feral Mammoth, Dread Maw, Curs'd Ettin and War Mammoth units (Lord's army)Melee defence: +6 for Fimir Warriors, Norscan Giant, Feral Mammoth, Dread Maw, Curs'd Ettin and War Mammoth units (Lord's army)Requires: Dominating PresenceGiant, deadly, and able to take orders, this Lord’s monstrosities are especially terrifying and lethal.
- Rally!Ability: "Rally!"Requires: 6 skill points across Fearsome Warriors, Beast Slayers, Unnatural Selection, Frostbitten, Hail of Teeth, Monsters of the North
- Champions of the NorthArmour: +12 for Marauders, Marauder Spearmen, Marauder Berserkers, Marauder Bearmen, Flayerkin and Marauder Champions units (Rank 7 and above) (Lord's army)Melee defence: +5 for Marauders, Marauder Spearmen, Marauder Berserkers, Marauder Bearmen, Flayerkin and Marauder Champions units (Rank 7 and above) (Lord's army)Physical resistance: 10% for Marauders, Marauder Spearmen, Marauder Berserkers, Marauder Bearmen, Flayerkin and Marauder Champions units (Rank 7 and above) (Lord's army)Requires: Rally!In spite of their savage nature, they are possessed of a savage code of conduct and form a loose brotherhood of those considered worthy.
- Hardened HuntersMissile strength: +12% for Marauder Hunters, Marauder Horsemen, and Marauder Horsemasters units (Rank 7 and above) (Lord's army)Missile resistance: 15% for Marauder Hunters, Marauder Horsemen, and Marauder Horsemasters units (Rank 7 and above) (Lord's army)Reload time reduction: +10% for Marauder Hunters, Marauder Horsemen, and Marauder Horsemasters units (Rank 7 and above) (Lord's army)Requires: Rally!No beast too large, no adversary too great; no quarry - mortal or otherwise - can evade them.
- Icy WrathCharge bonus: +12 for Norscan Warhounds, Norscan Ice Wolves, Manticore, Skin Wolves, Marauder Chariot and Kurgan Horsemen units (Rank 7 and above) (Lord's army)Melee attack: +5 for Norscan Warhounds, Norscan Ice Wolves, Manticore, Skin Wolves, Marauder Chariot and Kurgan Horsemen units (Rank 7 and above) (Lord's army)Weapon strength: +12% for Norscan Warhounds, Norscan Ice Wolves, Manticore, Skin Wolves, Marauder Chariot and Kurgan Horsemen units (Rank 7 and above) (Lord's army)Requires: Rally!The intense cold and near-constant darkness of the far north make for a certain kind of killer.
- Hulks of DeathArmour: +12 for Trolls, Chaos Frost Dragon, Norscan Giant, Fimir, Feral Mammoth, Chimera, Dread Maw, Curs'd Ettin and War Mammoth units (Rank 7 and above) (Lord's army)Ward save: +8% for Trolls, Chaos Frost Dragon, Norscan Giant, Fimir, Feral Mammoth, Chimera, Dread Maw, Curs'd Ettin and War Mammoth units (Rank 7 and above) (Lord's army)Weapon strength: +12% for Trolls, Chaos Frost Dragon, Norscan Giant, Fimir, Feral Mammoth, Chimera, Dread Maw, Curs'd Ettin and War Mammoth units (Rank 7 and above) (Lord's army)Requires: Rally!The freezing darkness and stunning violence of the far north bring no small solace to those who have lost everything and wish to forget.
- Stand or Die!Replaces: "Rally!"Ability: "Stand or Die!"Requires: a point in any of Champions of the North, Hardened Hunters, Icy Wrath, Hulks of DeathNot with: Fight or Die!There can be no turning back for those whose souls are turning black.
- Fight or Die!Ability: "Fight or Die!"Replaces: "Rally!"Requires: a point in any of Champions of the North, Hardened Hunters, Icy Wrath, Hulks of DeathNot with: Stand or Die!There is no other choice. There never was.
Campaign
- Route MarcherCampaign movement range: +5%Those who know the land and its secrets will travel faster and further than the foes who don't.
- Takers of All3 levelsLevel 1Income from post-battle loot: +5%Level 2Income from post-battle loot: +10%Level 3Income from post-battle loot: +15%Requires: Route MarcherThat which is not offered up to the Dark Gods of the North in tribute is harvested by their servants for their own petty gain.
- Serve or Die3 levelsLevel 1Recruitment cost: -5% (Lord's army)Level 2Recruitment cost: -10% (Lord's army)Level 3Recruitment cost: -15% (Lord's army)Requires: Route Marcher"You will serve me, wretch, or you will die, there is no other option."
- Norse ResilienceCasualty replenishment rate: +5% (Lord's army)Requires: Route MarcherThe bleak, brutal landscape of the far north breeds bloody, warlike tribes in thrall to Chaos' delicious, twisted power.
- Swelling of Doom3 levelsLevel 1Growth: +8 (local province)Level 2Growth: +20 (local province)Level 3Growth: +36 (local province)Requires: Route MarcherMaybe it is the influence of the Dark Gods that has caused the populace to burgeon and proliferate beyond their natural bounds?
- 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: 4 skill points across Takers of All, Serve or Die, Norse Resilience, Swelling of Doom"The time to strike is now!"
- 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: Lightning Strike"This stinking mortal Hold will fall, my masters have foreseen it. Bring them ruin!"
- Savage Skills3 levelsLevel 1Recruit rank: +1 for all units (Lord's army)Level 2Recruit rank: +2 for all units (Lord's army)Level 3Recruit rank: +3 for all units (Lord's army)Requires: Lightning StrikeThere's something about the harsh, unforgiving nature of northern life that makes its occupants fight harder and longer than many of their soft, southern equivalents.
- Unnatural HealingCasualty replenishment rate: +4% (Lord's army)Requires: Lightning StrikeSomething strange - something no scholar really wishes to discover - governs who dies and who lives in the warlike northern wastes.
- Fuelled by War3 levelsLevel 1Upkeep: -3% (Lord's army)Level 2Upkeep: -6% (Lord's army)Level 3Upkeep: -9% (Lord's army)Requires: Lightning StrikeWar and glory before the Gods are the determining elements in every decision made; there is nothing else worth living - or dying - for.
- Spawn of ChaosUnit experience gain per turn: +200 (Lord's army)Enemy Hero action success chance: -10%Campaign movement range: +5%Requires: 4 skill points across Ruination, Savage Skills, Unnatural Healing, Fuelled by WarThe tendrils (and tentacles!) of the Northern Gods reach down from the poles and far across the world, twisting and corrupting all they touch.
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 Shaman-Sorcerer (Metal) · base + skills + items; no techs, buffs, campaign or battle-context effects (vs a race, at sea…).
| Stat | Base | Build |
|---|---|---|
| Health | 3,660 | 3,660 |
| Armour | 35 | 35 |
| Leadership | 70 | 70 |
| Speed | 35 | 35 |
| Melee attack | 35 | 35 |
| Melee defence | 35 | 35 |
| Weapon strength | 345 | 345 |
| … armour-piercing | 105 | 105 |
| Charge bonus | 20 | 20 |
| 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.
