
Grey Seer Underling skill planner
SkavenLordUnit stats
40 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).
- Screaming BellUnlocks at rank 16
Mount: Screaming BellAn unholy battle altar dedicated to the Great Horned Rat, its ominous tolling strikes awe into evil Skaven hearts and fear into their opponents. - Warpstone TokensUnlocks at rank 4
Winds of Magic power reserve capacity: +13 (own army)
Miscast base chance: +5%As an aid to spellcasting, they are peerless. It is highly dangerous, of course, but a sure-fire route to limitless power. - SneakyUnlocks at rank 8
Missile resistance: 10%Furtive, scheming, sly, cunning, underhand, devious, conniving, double-dealing, and sneaky - valuable traits if you wish to stay alive! - TricksyUnlocks at rank 8
Spell resistance: 10%All Skaven are unprincipled and untrustworthy by their foul natures. However, this is rarely a disadvantage in the face of the enemy. - 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.
- Voice of the Horned RatUnlocks at rank 13
Character's aura leadership effect: +10
Leadership aura size: +20%All the hate, envy, and malice uttered in prayer each day, returned a thousand-fold. - Envoy of the CouncilUnlocks at rank 13
Diplomatic relations: +10 with SkavenSkaven society is a tyranny moderated by assassination; this one is its ambassador.
- Tail Weapon
Melee attack: +3
Weapon strength: +4%Whether by attachment or mutation, something nasty and spiky on your tail has got to bring no little advantage in battle. - Wound-Maker2 levelsLevel 1
Weapon strength: +10%Level 2
Weapon strength: +20%Requires: Tail WeaponSuch is their power and ferocity, a wound-maker will ravage the foe, cutting and pulverising until there is only one exit - death. - Scarred Veteran2 levelsLevel 1
Hit points: +7%Level 2
Hit points: +15%Requires: Tail WeaponThe scars on this storied warrior reveal a veteran of many battles, a being not easy to kill and one worthy of respect and fear. - Expeditious Endeavour2 levelsLevel 1
Speed: +7%Level 2
Speed: +15%Requires: Tail WeaponWhat the enemy cannot see, it cannot hit. What the enemy cannot see, it cannot survive.
- Warp Lightning2 levelsLevel 1
Cooldown: -30% to "Warp Lightning"
Overcast spell: "Warp Lightning Upgraded"Level 2
Cooldown: -50% to "Warp Lightning"
Miscast base chance: -15% for "Warp Lightning Upgraded"
Overcast spell: "Warp Lightning Upgraded"
Winds of Magic cost: -1 for "Warp Lightning"
Winds of Magic cost: -2 for "Warp Lightning Upgraded" - Musk of Fear
Passive ability: "Musk of Fear"Requires: Warp Lightning - Howling Warpgale2 levelsLevel 1
Cooldown: -30% to "Howling Warpgale"
Overcast spell: "Howling Warpgale Upgraded"Level 2
Cooldown: -50% to "Howling Warpgale"
Miscast base chance: -15% for "Howling Warpgale Upgraded"
Overcast spell: "Howling Warpgale Upgraded"
Winds of Magic cost: -1 for "Howling Warpgale"
Winds of Magic cost: -2 for "Howling Warpgale Upgraded"Requires: Warp Lightning - Death Frenzy2 levelsLevel 1
Cooldown: -30% to "Death Frenzy"
Spell: "Death Frenzy"
Overcast spell: "Death Frenzy Upgraded"Level 2
Cooldown: -50% to "Death Frenzy"
Miscast base chance: -15% for "Death Frenzy Upgraded"
Overcast spell: "Death Frenzy Upgraded"
Winds of Magic cost: -2 for "Death Frenzy"
Winds of Magic cost: -3 for "Death Frenzy Upgraded"Requires: Warp Lightning - Scorch2 levelsLevel 1
Cooldown: -30% to "Scorch"
Spell: "Scorch"
Overcast spell: "Scorch Upgraded"Level 2
Cooldown: -50% to "Scorch"
Miscast base chance: -15% for "Scorch Upgraded"
Overcast spell: "Scorch Upgraded"
Winds of Magic cost: -2 for "Scorch"
Winds of Magic cost: -3 for "Scorch Upgraded"Requires: Warp Lightning - Evasion
Passive ability: "Evasion"Requires all: Howling Warpgale, Death Frenzy, Scorch, Musk of Fear - Cracks Call2 levelsLevel 1
Cooldown: -30% to "Cracks Call"
Spell: "Crack's Call"
Overcast spell: "Cracks Call Upgraded"Level 2
Cooldown: -50% to "Cracks Call"
Miscast base chance: -15% for "Cracks Call Upgraded"
Overcast spell: "Cracks Call Upgraded"
Winds of Magic cost: -3 for "Cracks Call"
Winds of Magic cost: -4 for "Cracks Call Upgraded"Requires: Evasion - The Dreaded Thirteenth2 levelsLevel 1
Overcast spell: "The Dreaded Thirteenth Spell Upgraded"
Spell: "The Dreaded Thirteenth Spell"Level 2
Cooldown: -50% to "The Dreaded Thirteenth Spell Upgraded"
Overcast spell: "The Dreaded Thirteenth Spell Upgraded"
Cooldown: -50% to "The Dreaded Thirteenth Spell"
Spell: "The Dreaded Thirteenth Spell"
Winds of Magic cost: -3 for "The Dreaded Thirteenth Spell"Requires: EvasionA terrible bell chimes from afar. By its thirteenth toll, Skaven have been brought forth through a hole in reality. - 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: Cracks Call, The Dreaded Thirteenth, Earthing, Magical Reserves
- Inspiring Presence
Schemes at start of : +1
Character's aura leadership effect: +5There are Lords that radiate power, confidence and fear, inspiring their followers to great or terrible acts. - Pack Leader3 levelsLevel 1
Melee attack: +4 for Clanrats units (Lord's army)Level 2
Leadership: +3 for Clanrats units (Lord's army)
Melee attack: +4 for Clanrats units (Lord's army)Level 3
Leadership: +5 for Clanrats units (Lord's army)
Melee attack: +6 for Clanrats units (Lord's army)Requires: Inspiring PresenceTo rise above the rank and file, to claw one's way above the mire and the filth, takes a certain, superior breed of Skaven. - Infiltrator3 levelsLevel 1
Reload time reduction: +3% for Night Runners and Gutter Runners units (Lord's army)Level 2
Reload time reduction: +6% for Night Runners and Gutter Runners units (Lord's army)
Speed: +7% for Night Runners and Gutter Runners units (Lord's army)Level 3
Reload time reduction: +9% for Night Runners and Gutter Runners units (Lord's army)
Speed: +10% for Night Runners and Gutter Runners units (Lord's army)Requires: Inspiring PresenceHaving to hide, for an extended period, in a dark, dank recess, in order to entrap and kill your target encourages lateral thinking. - Blastmaster3 levelsLevel 1
Ammunition: +8% for Warpfire Thrower, Warplock Jezzails, Ratling Gun, Poisoned Wind Globadiers, Poisoned Wind Mortars, Death Globe Bombardiers and Ranged Stormfiend units (Lord's army)Level 2
Ammunition: +12% for Warpfire Thrower, Warplock Jezzails, Ratling Gun, Poisoned Wind Globadiers, Poisoned Wind Mortars, Death Globe Bombardiers and Ranged Stormfiend units (Lord's army)
Reload time reduction: +4% for Warpfire Thrower, Warplock Jezzails, Ratling Gun, Poisoned Wind Globadiers, Poisoned Wind Mortars, Death Globe Bombardiers and Ranged Stormfiend units (Lord's army)Level 3
Ammunition: +20% for Warpfire Thrower, Warplock Jezzails, Ratling Gun, Poisoned Wind Globadiers, Poisoned Wind Mortars, Death Globe Bombardiers and Ranged Stormfiend units (Lord's army)
Reload time reduction: +8% for Warpfire Thrower, Warplock Jezzails, Ratling Gun, Poisoned Wind Globadiers, Poisoned Wind Mortars, Death Globe Bombardiers and Ranged Stormfiend units (Lord's army)Requires: Inspiring PresenceKnowing exactly where and when to strike is essential when fielding fiendish, potentially battle-winning plague-weapons. - Respected & Feared3 levelsLevel 1
Weapon strength: +6% for Stormvermin, Death Runners, Plague Monks and Eshin Triads units (Lord's army)
Armour: +6 for Cauldron of a Thousand Poxes units (Lord's army)Level 2
Melee attack: +4 for Stormvermin, Death Runners, Plague Monks and Eshin Triads units (Lord's army)
Weapon strength: +6% for Stormvermin, Death Runners, Plague Monks and Eshin Triads units (Lord's army)
Armour: +9 for Cauldron of a Thousand Poxes units (Lord's army)Level 3
Melee attack: +6 for Stormvermin, Death Runners, Plague Monks and Eshin Triads units (Lord's army)
Weapon strength: +9% for Stormvermin, Death Runners, Plague Monks and Eshin Triads units (Lord's army)
Armour: +12 for Cauldron of a Thousand Poxes units (Lord's army)Requires: Inspiring PresenceIs it better to be respected or feared? What sort of question is that... why, both of course! - Moulder Knowledge3 levelsLevel 1
Charge bonus: +6 for Wolf Rats, Rat Ogres, Mutant Rat Ogre, Brood Horror, Melee Stormfiend and Hell Pit Abomination units (Lord's army)Level 2
Charge bonus: +9 for Wolf Rats, Rat Ogres, Mutant Rat Ogre, Brood Horror, Melee Stormfiend and Hell Pit Abomination units (Lord's army)
Speed: +7% for Wolf Rats, Rat Ogres, Mutant Rat Ogre, Brood Horror, Melee Stormfiend and Hell Pit Abomination units (Lord's army)Level 3
Charge bonus: +12 for Wolf Rats, Rat Ogres, Mutant Rat Ogre, Brood Horror, Melee Stormfiend and Hell Pit Abomination units (Lord's army)
Speed: +10% for Wolf Rats, Rat Ogres, Mutant Rat Ogre, Brood Horror, Melee Stormfiend and Hell Pit Abomination units (Lord's army)Requires: Inspiring PresenceThis one has seen the hideous deformities created by Clan Moulder firsthand and now fancies himself a dab hand with a needle and thread… - Engineering Skill3 levelsLevel 1
Charge bonus: +6% for Doomwheel and Doom-Flayers units (Lord's army)
Speed: +3% for Warp-Grinders units (Lord's army)
Reload time reduction: +3% for Doomwheel, Plagueclaw Catapult, Warp Lightning Cannon and Warp-Doom Magma-Cannon units (Lord's army)Level 2
Armour: +6 for Doomwheel, Doom-Flayers and Warp-Grinders units (Lord's army)
Charge bonus: +9% for Doomwheel and Doom-Flayers units (Lord's army)
Speed: +7% for Warp-Grinders units (Lord's army)
Ammunition: +12% for Doomwheel, Plagueclaw Catapult, Warp Lightning Cannon and Warp-Doom Magma-Cannon units (Lord's army)
Reload time reduction: +6% for Doomwheel, Plagueclaw Catapult, Warp Lightning Cannon and Warp-Doom Magma-Cannon units (Lord's army)Level 3
Armour: +12 for Doomwheel, Doom-Flayers and Warp-Grinders units (Lord's army)
Charge bonus: +12% for Doomwheel and Doom-Flayers units (Lord's army)
Speed: +12% for Warp-Grinders units (Lord's army)
Ammunition: +20% for Doomwheel, Plagueclaw Catapult, Warp Lightning Cannon and Warp-Doom Magma-Cannon units (Lord's army)
Reload time reduction: +9% for Doomwheel, Plagueclaw Catapult, Warp Lightning Cannon and Warp-Doom Magma-Cannon units (Lord's army)Requires: Inspiring PresenceThis one's intimate knowledge of the inner workings of Skaven machinery enables him to improve their efficiency on the battlefield. - Rally!
Ability: "Rally!"Requires all: Pack Leader, Infiltrator, Blastmaster, Moulder Knowledge, Engineering Skill, Respected & Feared - Whip-Smart
Leadership: +5 for Skavenslaves, Clanrats, Stormvermin and Pusbag units (Rank 7 and above) (Lord's army)
Melee attack: +5 for Skavenslaves, Clanrats, Stormvermin and Pusbag units (Rank 7 and above) (Lord's army)
Missile resistance: 15% for Skavenslaves, Clanrats, Stormvermin and Pusbag units (Rank 7 and above) (Lord's army)Requires: Rally!The wise commander considers the lash a dear friend - so much more than a motivational tool to encourage correctness in spirit and behaviour. - Gutter-Wise
Leadership: +5 for Gutter Runners, Night Runners, Death Runners and Eshin Triads units (Rank 7 and above) (Lord's army)
Range: +15% for Gutter Runners and Night Runners units (Rank 7 and above) (Lord's army)
Speed: +20% for Death Runners and Eshin Triads units (Rank 7 and above) (Lord's army)Requires: Rally!Early years spent in the gutter both prepares the ambitious rat for power and schools him in the dirtier, more cut-throat ways of war. - Warp-Smart
Bonus vs Infantry: +5 for Doomwheel, Doom-Flayers and Warp-Grinders units (Rank 7 and above) (Lord's army)
Leadership: +5 for Weapon Team, Doom-Flayers, Doomwheel, Plagueclaw Catapult, Warp Lightning Cannon, Ranged Stormfiend and Warp-Doom Magma-Cannon units (Rank 7 and above) (Lord's army)
Spell resistance: 15% for Weapon Team, Doom-Flayer, Doomwheel, Plagueclaw Catapult, Warp Lightning Cannon, Ranged Stormfiend and Warp-Doom Magma-Cannon units (Rank 7 and above) (Lord's army)
Missile strength: +12% for Weapon Team, Doomwheel, Plagueclaw Catapult, Warp Lightning Cannon, Ranged Stormfiend and Warp-Doom Magma-Cannon units (Rank 7 and above) (Lord's army)Requires: Rally!This one knows just what to say to 'encourage' the very best work from his underling Warp-smiths and technicians. - Mutagenic Elixirs
Armour: +10 for Wolf Rats, Rat Ogres, Mutant Rat Ogre, Brood Horror, Hell Pit Abomination, Plague Monks, Melee Stormfiend, Pusbag and Cauldron of a Thousand Poxes units (Rank 7 and above) (Lord's army)
Leadership: +5 for Wolf Rats, Rat Ogres, Mutant Rat Ogre, Brood Horror, Hell Pit Abomination, Plague Monks, Melee Stormfiend, Pusbag and Cauldron of a Thousand Poxes units (Rank 7 and above) (Lord's army)
Physical resistance: 10% for Wolf Rats, Rat Ogres, Mutant Rat Ogre, Brood Horror, Hell Pit Abomination, Plague Monks, Melee Stormfiend, Pusbag and Cauldron of a Thousand Poxes units (Rank 7 and above) (Lord's army)Requires: Rally!Potions infused with Warpstone transmogrify the not-always-willing testbed subjects; those who survive the process emerge stronger and better in every way. - Stand or Die!
Replaces: "Rally!"
Ability: "Stand or Die!"Requires 2 of: Whip-Smart, Gutter-Wise, Warp-Smart, Mutagenic Elixirs
- Scavenger’s Eye
Risk in Masterplans: -5%Skaven are thrifty by instinct, quick to find advantage where lesser minds would see only hardship. - Looter3 levelsLevel 1
Income from looting settlements: +3% (Lord's army)Level 2
Income from looting settlements: +8% (Lord's army)Level 3
Income from looting settlements: +15% (Lord's army)Requires: Scavenger’s EyeThose that excel as looters make sure that every coin or gold tooth is found and added to the plunder. Woe betide the warrior that misses even a single copper token! - Trickery3 levelsLevel 1
Masterplans Tricks cost: -5%Level 2
Masterplans Tricks cost: -10%Level 3
Masterplans Tricks cost: -15%
Schemes at start of а : +1Requires: Scavenger’s EyeThis Skaven is deceit personified, his mind a-rattle with a twitching, gibbering pile of ploys, ruses and stratagems. - Man-Thing Hoards3 levelsLevel 1
Treasury from Masterplans: +10%
Warpstone from Masterplans: +10%Level 2
Treasury from Masterplans: +20%
Warpstone from Masterplans: +20%Level 3
Treasury from Masterplans: +30%
Warpstone from Masterplans: +30%Requires: Scavenger’s EyeMan-things are strange beasts: they pile treasure high, then build walls too thin to keep out claws, tunnels, or a proper bribe. - Teeming Prosperity
Risk in Masterplans: -5%
Schemes at start of any Masterplan: +1
Character experience gain: +15%Requires all: Looter, Trickery, Man-Thing HoardsProsperity in a warren is never quiet. One full larder becomes thirteen litters, thirteen schemes, and then a geyser of rats bursting upwards.
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.
Also in the game with this unit: Grey Seer (Plague).
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.