Grey Seer Underling skill tree & build planner
SkavenLordUnit stats
40 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
- Screaming BellUnlocks at rank 16Mount: 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 4Winds 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 8Missile resistance: 10%Furtive, scheming, sly, cunning, underhand, devious, conniving, double-dealing, and sneaky - valuable traits if you wish to stay alive!
- TricksyUnlocks at rank 8Spell 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 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.
- Voice of the Horned RatUnlocks at rank 13Character's aura leadership effect: +10Leadership aura size: +20%All the hate, envy, and malice uttered in prayer each day, returned a thousand-fold.
- Envoy of the CouncilUnlocks at rank 13Diplomatic relations: +10 with SkavenSkaven society is a tyranny moderated by assassination; this one is its ambassador.
- Tail WeaponMelee attack: +3Weapon 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 1Weapon strength: +10%Level 2Weapon 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 1Hit points: +7%Level 2Hit 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 1Speed: +7%Level 2Speed: +15%Requires: Tail WeaponWhat the enemy cannot see, it cannot hit. What the enemy cannot see, it cannot survive.
- Warp Lightning2 levelsLevel 1Cooldown: -30% to "Warp Lightning"Overcast spell: "Warp Lightning Upgraded"Level 2Cooldown: -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 FearPassive ability: "Musk of Fear"Requires: Warp Lightning
- Howling Warpgale2 levelsLevel 1Cooldown: -30% to "Howling Warpgale"Overcast spell: "Howling Warpgale Upgraded"Level 2Cooldown: -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 1Cooldown: -30% to "Death Frenzy"Spell: "Death Frenzy"Overcast spell: "Death Frenzy Upgraded"Level 2Cooldown: -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 1Cooldown: -30% to "Scorch"Spell: "Scorch"Overcast spell: "Scorch Upgraded"Level 2Cooldown: -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
- EvasionPassive ability: "Evasion"Requires: 4 skill points across Howling Warpgale, Death Frenzy, Scorch, Musk of Fear
- Cracks Call2 levelsLevel 1Cooldown: -30% to "Cracks Call"Spell: "Crack's Call"Overcast spell: "Cracks Call Upgraded"Level 2Cooldown: -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 1Overcast spell: "The Dreaded Thirteenth Spell Upgraded"Spell: "The Dreaded Thirteenth Spell"Level 2Cooldown: -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.
- 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 Cracks Call, The Dreaded Thirteenth, Earthing, Magical Reserves
Battle
- Inspiring PresenceSchemes at start of : +1Character's aura leadership effect: +5There are Lords that radiate power, confidence and fear, inspiring their followers to great or terrible acts.
- Pack Leader3 levelsLevel 1Melee attack: +4 for Clanrats units (Lord's army)Level 2Leadership: +3 for Clanrats units (Lord's army)Melee attack: +4 for Clanrats units (Lord's army)Level 3Leadership: +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 1Reload time reduction: +3% for Night Runners and Gutter Runners units (Lord's army)Level 2Reload 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 3Reload 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 1Ammunition: +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 2Ammunition: +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 3Ammunition: +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 1Weapon 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 2Melee 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 3Melee 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 1Charge bonus: +6 for Wolf Rats, Rat Ogres, Mutant Rat Ogre, Brood Horror, Melee Stormfiend and Hell Pit Abomination units (Lord's army)Level 2Charge 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 3Charge 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 1Charge 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 2Armour: +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 3Armour: +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: 6 skill points across Pack Leader, Infiltrator, Blastmaster, Moulder Knowledge, Engineering Skill, Respected & Feared
- Whip-SmartLeadership: +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-WiseLeadership: +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-SmartBonus 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 ElixirsArmour: +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 skill points across Whip-Smart, Gutter-Wise, Warp-Smart, Mutagenic Elixirs
Campaign
- Scavenger’s EyeRisk in Masterplans: -5%Skaven are thrifty by instinct, quick to find advantage where lesser minds would see only hardship.
- Looter3 levelsLevel 1Income from looting settlements: +3% (Lord's army)Level 2Income from looting settlements: +8% (Lord's army)Level 3Income 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 1Masterplans Tricks cost: -5%Level 2Masterplans Tricks cost: -10%Level 3Masterplans 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 1Treasury from Masterplans: +10%Warpstone from Masterplans: +10%Level 2Treasury from Masterplans: +20%Warpstone from Masterplans: +20%Level 3Treasury 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 ProsperityRisk in Masterplans: -5%Schemes at start of any Masterplan: +1Character experience gain: +15%Requires: 6 skill points across 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.
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
Grey Seer (Plague) · base + skills + items; no techs, buffs, campaign or battle-context effects (vs a race, at sea…).
| Stat | Base | Build |
|---|---|---|
| Health | 3,688 | 3,688 |
| Armour | 20 | 20 |
| Leadership | 55 | 55 |
| Speed | 42 | 42 |
| Melee attack | 30 | 30 |
| Melee defence | 34 | 34 |
| Weapon strength | 310 | 310 |
| … armour-piercing | 93 | 93 |
| Charge bonus | 15 | 15 |
| 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.
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 9.0.4, 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.
