Kroq-Gar skill tree & build planner
LizardmenLegendary lordUnit stats
59 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
- Cold OneUnlocks at rank 7Mount: Cold OneDark, feral beasts indigenous to Lustria, tempted from their tropical jungles to bear the Lizardmen to battle.
- Horned OneUnlocks at rank 10Mount: Horned OneVery rare and virtually extinct, even in Lustria, the Horned One's preternatural swiftness puts it way ahead of other Cold Ones.
- GrymloqUnlocks at rank 18Mount: GrymloqGrymloq is Kroq-Gar's ageless Carnosaur, upon which the great Lizardman Lord has won all his many victories.
- Obedience Brings Victory!Unlocks at rank 4Character's aura leadership effect: +5Leadership aura size: +50%Orders must be followed and the chain of command honoured; only then will the Great Plan be served.
- Agility of the LizardUnlocks at rank 8Missile resistance: 10%Lizardmen can move with deceptive speed and agility when they have to.
- Protection of the Old OnesUnlocks at rank 8Spell resistance: 10%Across the gulf of space, the serene Potec has shared the secrets of time so that the Lizardmen may protect themselves against supernatural attack.
- Spawning of XhotlAbility: "Sacred Spawning of Xhotl"Physical resistance: 15%The City of Destiny withstood the Ancient Enemy's infernal onslaught for centuries; subsequent spawnings have magical resistance to physical attack.
- Honoured ElderUnlocks at rank 20Upkeep: -5% for Saurus and Cold One units (Lord's army)Upkeep: -5% for Temple Guard units (Lord's army)Ward save: +5%Control: +1 (all provinces)Those Saurus not lost to war may live to a great age - their long service esteemed and respected by younger Lizardmen hungry for experience.
- Army of RenownUnlocks at rank 10 · 3 levelsLevel 1 · free at rank 10Regiments of Renown army capacity: +2 (own army)Level 2 · free at rank 20Regiments of Renown army capacity: +4 (own army)Level 3 · free at rank 30Regiments of Renown army capacity: +6 (own army)If their renown does them justice, they will be fit to serve one whose fame they will never outstrip.
- 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.
- Annihilate the BeastmenUnlocks at rank 10Weapon strength: +10% when fighting against Beastmen (Lord's army)Melee attack: +15 when fighting against BeastmenLeadership: +6 when fighting against Beastmen (Lord's army)The relentlessly-bloodthirsty Children of Chaos do not deserve a place in the Old Ones' perfect world.
- Destroy the SkavenUnlocks at rank 10Leadership: +6 when fighting against Skaven (Lord's army)Weapon strength: +10% when fighting against Skaven (Lord's army)Attribute: Immune to Contact EffectsThe insidious Rat-spawn, who dare threaten Lustria's temple-cities with their vile plagues, must be wiped from its hallowed shores.
- Exterminate the Dark ElvesUnlocks at rank 10Melee attack: +10 when fighting against Dark ElvesLeadership: +6 when fighting against Dark Elves (Lord's army)Weapon strength: +10% when fighting against Dark Elves (Lord's army)The vicious cruelty of the Druchii has no place within the Great Plan and must be stamped out at all costs.
- Extinguish the GreenskinsUnlocks at rank 10Enemy battle reinforcement time: +25%Leadership: +6 when fighting against Greenskins (Lord's army)Weapon strength: +10% when fighting against Greenskins (Lord's army)Resolutely not part of the Great Plan, the disgusting Greenskins are a stain on the surface of the world.
- Kill the DwarfsUnlocks at rank 10Melee attack: +20 when fighting against DwarfsWeapon strength: +10% when fighting against Dwarfs (Lord's army)Leadership: +6 when fighting against Dwarfs (Lord's army)The self-serving, insular Dawi must all be killed if balance is to be restored to the world.
- Neutralise ChaosUnlocks at rank 10Weapon strength: +10% when fighting against Warriors of Chaos, Daemons of Chaos, Chaos Dwarfs and Norsca (Lord's army)Melee attack: +8Leadership: +6 when fighting against Warriors of Chaos, Chaos Dwarfs, Norsca and Daemons of Chaos (Lord's army)Once before, the Ancient Enemy unmade the Great Plan. It shall not be permitted to do so again.
- Obliterate the UndeadUnlocks at rank 10Melee attack: +10 when fighting against Undead factionsWeapon strength: +10% when fighting against Undead factions (Lord's army)Leadership: +6 when fighting against Undead factions (Lord's army)The dead should dead remain, never to rise again and trouble the living.
- Purge Mankind!Unlocks at rank 10Weapon strength: +10% when fighting against Humans (Lord's army)Attribute: Devastating FlankerLeadership: +6 when fighting against Humans (Lord's army)Mankind has developed in a direction not in keeping with the tenets of the Great Plan; they must be stopped.
- Blessing of ChotecUnlocks at rank 10Enables flaming attacksConstruction time: -1 for Province Capital/Settlement buildings (local province)Hit points: +10%Not with: Blessing of Huanchi, Blessing of Itzl, Blessing of Quetzl, Blessing of Tepok, Blessing of Tlazcotl"Whilst one brother lives in darkness, the other, his double-twin, exists in light. Behold!"
- Blessing of QuetzlUnlocks at rank 10Upkeep: -20% for Saurus Infantry and Temple Guard units (Lord's army)Barrier hit points: +200 for Saurus and Temple Guard (own army)Armour: +10Not with: Blessing of Chotec, Blessing of Huanchi, Blessing of Itzl, Blessing of Tepok, Blessing of Tlazcotl"By your scales be you blessed by the divine protector."
- Blessing of TepokUnlocks at rank 10Winds of Magic power reserve capacity: +10 (own army)Spell resistance: 10% (Lord's army)Speed: +10% (Lord's army)Not with: Blessing of Chotec, Blessing of Huanchi, Blessing of Itzl, Blessing of Quetzl, Blessing of Tlazcotl"Brother of Great Tlazcotl, Tepok of the Air shall always be honoured. Let it be done."
- Blessing of HuanchiUnlocks at rank 10Melee attack: +5 when fighting against Dark ElvesDiplomatic relations: -5 with Dark ElvesIncome from post-battle loot: +20%Ambush success chance: +20% (Lord's army)Not with: Blessing of Chotec, Blessing of Itzl, Blessing of Quetzl, Blessing of Tepok, Blessing of Tlazcotl"Cousin of darkness, Huanchi's priests too shall dwell in twilight."
- Blessing of TlazcotlUnlocks at rank 10Corruption: -3 (local province)Casualty replenishment rate: +6% (Lord's army)Control: +5 (local province)Not with: Blessing of Chotec, Blessing of Huanchi, Blessing of Itzl, Blessing of Quetzl, Blessing of Tepok"The universe resides within his reflective eyes; embrace the coldness of blessed certainty."
- Blessing of ItzlUnlocks at rank 10Leadership: +5 for Ancient Salamander, Stegadon, Bastiladon, Coatl, Dread Saurian, Feral Troglodon and Carnosaur units (Lord's army)Upkeep: -20% for Ancient Salamander, Stegadon, Bastiladon, Coatl, Dread Saurian, Feral Troglodon and Carnosaur units (Lord's army)Leadership: +6 during ambushes (Lord's army)Not with: Blessing of Chotec, Blessing of Huanchi, Blessing of Quetzl, Blessing of Tepok, Blessing of Tlazcotl"Creator-meld of the beast, Itzl be praised!"
- Predatory FighterCharge bonus: +5Weapon strength: +10%Of course, those who live to kill must also kill to live...
- Enforcer of Order2 levelsLevel 1Weapon strength: +5% when fighting against Greenskins, Skaven, Dark Elves, Beastmen, Warriors of Chaos, Daemons of Chaos, Chaos Dwarfs and NorscaWeapon strength: +2%Level 2Weapon strength: +10% when fighting against Greenskins, Skaven, Dark Elves, Beastmen, Warriors of Chaos, Daemons of Chaos, Chaos Dwarfs and NorscaWeapon strength: +5%Requires: Predatory FighterThe Plan *will* be observed, even if every member of the younger races has to die to achieve the Old Ones' goals.
- Thick-Skinned2 levelsLevel 1Armour: +7Level 2Armour: +15Requires: Predatory FighterCreatures with tough hides or some kind of natural armour are tough nuts to crack - even a powerful attack may fall foul of their thick-skin.
- Blade Master2 levelsLevel 1Melee attack: +6Level 2Melee attack: +12Requires: Predatory FighterThis warrior is one with their blade; it is an extension of their will, making them a worthy foe in combat.
- Indomitable2 levelsLevel 1Leadership: +6Level 2Leadership: +12Requires: Predatory FighterThe iron will and indomitable presence of this leader ensures their followers remain steadfast when facing peril.
- Colossal StrikeAbility: "Colossal Strike"Requires: 4 skill points across Enforcer of Order, Thick-Skinned, Blade Master, IndomitableThe bigger they are, the harder they fall.
- Wound-Maker2 levelsLevel 1Weapon strength: +10%Level 2Weapon strength: +20%Requires: Colossal StrikeSuch 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: Colossal StrikeThe scars on this storied warrior reveal a veteran of many battles, a being not easy to kill and one worthy of respect and fear.
- Blade Shield2 levelsLevel 1Melee defence: +6Level 2Melee defence: +12Requires: Colossal StrikeA blade that sings in defence will not let its wielder be penetrated.
- Expeditious Endeavour2 levelsLevel 1Speed: +7%Level 2Speed: +15%Requires: Colossal StrikeWhat the enemy cannot see, it cannot hit. What the enemy cannot see, it cannot survive.
- Swiftness of ItzlAbility: "Swiftness of Itzl"Requires: 4 skill points across Wound-Maker, Scarred Veteran, Blade Shield, Expeditious Endeavour
Battle
- Inspiring PresenceUnit experience gain per turn: +75 (Lord's army)Character's aura leadership effect: +5There are Lords that radiate power, confidence and fear, inspiring their followers to great or terrible acts.
- Proud Warrior3 levelsLevel 1Melee attack: +4 for Saurus units (Lord's army)Level 2Armour: +3 for Saurus units (Lord's army)Melee attack: +4 for Saurus units (Lord's army)Level 3Armour: +6 for Saurus units (Lord's army)Melee attack: +6 for Saurus units (Lord's army)Requires: Inspiring PresenceA long-serving member of an ancient, honourable tradition.
- Skirmisher3 levelsLevel 1Missile strength: +6% for Salamander and Razordon Hunting Pack units (Lord's army)Weapon strength: +6% for Salamander and Razordon Hunting Pack units (Lord's army)Missile strength: +4% for Skink, Chameleon Skink and Chameleon Stalker units (Lord's army)Weapon strength: +6% for Skink, Chameleon Skink, Chameleon Stalker and Red Crested Skink units (Lord's army)Level 2Melee defence: +4 for Salamander and Razordon Hunting Pack units (Lord's army)Missile strength: +6% for Salamander and Razordon Hunting Pack units (Lord's army)Weapon strength: +9% for Salamander and Razordon Hunting Pack units (Lord's army)Melee defence: +4 for Skink, Chameleon Skink, Chameleon Stalker and Red Crested Skink units (Lord's army)Missile strength: +6% for Skink, Chameleon Skink and Chameleon Stalker units (Lord's army)Weapon strength: +9% for Skink, Chameleon Skink, Chameleon Stalker and Red Crested Skink units (Lord's army)Level 3Melee defence: +6 for Salamander and Razordon Hunting Pack units (Lord's army)Missile strength: +8% for Salamander and Razordon Hunting Pack units (Lord's army)Weapon strength: +12% for Salamander and Razordon Hunting Pack units (Lord's army)Melee defence: +6 for Skink, Chameleon Skink, Chameleon Stalker and Red Crested Skink units (Lord's army)Missile strength: +8% for Skink, Chameleon Skink and Chameleon Stalker units (Lord's army)Weapon strength: +12% for Skink, Chameleon Skink, Chameleon Stalker and Red Crested Skink units (Lord's army)Requires: Inspiring PresenceThis seasoned warrior understands irregular combat perfectly: when to attack, when to hold back, when to withdraw behind heavier lines.
- Swift Rider3 levelsLevel 1Speed: +5% for Terradon Riders, Ripperdactyl Riders, Coatl and Cold One units (Lord's army)Level 2Missile strength: +6% for Terradon Riders units (Lord's army)Speed: +7% for Terradon Riders, Ripperdactyl Riders, Coatl and Cold One units (Lord's army)Weapon strength: +6% for Terradon Riders, Ripperdactyl Riders, Coatl and Cold One units (Lord's army)Level 3Missile strength: +8% for Terradon Riders units (Lord's army)Speed: +10% for Terradon Riders, Ripperdactyl Riders, Coatl and Cold One units (Lord's army)Weapon strength: +8% for Terradon Riders, Ripperdactyl Riders, Coatl and Cold One units (Lord's army)Requires: Inspiring PresenceOnly the finest beast riders can hang on whilst their mounts crash through the jungle undergrowth or smash through the foe's ranks.
- Sacred Guardian3 levelsLevel 1Melee attack: +4 for Kroxigor, Sacred Kroxigor and Temple Guard units (Lord's army)Level 2Melee attack: +4 for Kroxigor, Sacred Kroxigor and Temple Guard units (Lord's army)Melee defence: +4 for Kroxigor, Sacred Kroxigor and Temple Guard units (Lord's army)Level 3Melee attack: +6 for Kroxigor, Sacred Kroxigor and Temple Guard units (Lord's army)Melee defence: +6 for Kroxigor, Sacred Kroxigor and Temple Guard units (Lord's army)Requires: Inspiring PresenceIt is a great honour to direct the elite warriors who protect the Plan from calamity.
- Hunt Leader3 levelsLevel 1Melee attack: +4 for Feral Carnosaur and Dread Saurian units (Lord's army)Level 2Melee attack: +6 for Feral Carnosaur and Dread Saurian units (Lord's army)Weapon strength: +9% for Feral Carnosaur and Dread Saurian units (Lord's army)Level 3Melee attack: +8 for Feral Carnosaur and Dread Saurian units (Lord's army)Weapon strength: +12% for Feral Carnosaur and Dread Saurian units (Lord's army)Requires: Inspiring PresenceThe most intelligent hunter tends to move swiftly up the chain of command.
- Beast Driver3 levelsLevel 1Missile strength: +4% for Stegadon, Feral Troglodon, Ancient Salamander and Bastiladon units (Lord's army)Weapon strength: +6% for Stegadon, Feral Troglodon, Ancient Salamander and Bastiladon units (Lord's army)Level 2Melee defence: +4 for Stegadon, Feral Troglodon, Ancient Salamander and Bastiladon units (Lord's army)Missile strength: +6% for Stegadon, Feral Troglodon, Ancient Salamander and Bastiladon units (Lord's army)Weapon strength: +9% for Stegadon, Feral Troglodon, Ancient Salamander and Bastiladon units (Lord's army)Level 3Melee defence: +6 for Stegadon, Feral Troglodon, Ancient Salamander and Bastiladon units (Lord's army)Missile strength: +8% for Stegadon, Feral Troglodon, Ancient Salamander and Bastiladon units (Lord's army)Weapon strength: +12% for Stegadon, Feral Troglodon, Ancient Salamander and Bastiladon units (Lord's army)Requires: Inspiring PresenceThe largest, most aggressive creatures - usually the oldest bulls of the herd - must be directed, lest their independent spirit lead them astray.
- Rally!Ability: "Rally!"Requires: 6 skill points across Proud Warrior, Skirmisher, Swift Rider, Sacred Guardian, Hunt Leader, Beast Driver
- Jungle DominionArmour: +10 for Saurus and Temple Guard units (Rank 7 and above) (Lord's army)Spell resistance: 15% for Saurus and Temple Guard units (Rank 7 and above) (Lord's army)Weapon strength: +12% for Saurus and Temple Guard units (Rank 7 and above) (Lord's army)Requires: Rally!The unforgiving law of the jungle is most clear on matters of ascendancy.
- Spawn-KinLeadership: +5 for Skinks, Chameleon Skinks, Red Crested Skinks, Salamander and Razordon Hunting Packs, Kroxigor and Sacred Kroxigor units (Rank 7 and above) (Lord's army)Melee defence: +5 for Skinks, Chameleon Skinks, Red Crested Skinks, Salamander and Razordon Hunting Packs, Kroxigor and Sacred Kroxigor units (Rank 7 and above) (Lord's army)Missile resistance: 15% for Skinks, Chameleon Skinks, Red Crested Skinks, Salamander and Razordon Hunting Packs, Kroxigor and Sacred Kroxigor units (Rank 7 and above) (Lord's army)Requires: Rally!Braves who emerge from the same spawning often share a deep connection – a bond which provides considerable advantages in battle.
- Soul BoundMelee attack: +5 for Cold One, Terradon Riders, Ripperdactyl Riders, and Coatl units (Rank 7 and above) (Lord's army)Melee defence: +5 for Cold One, Terradon Riders, Ripperdactyl Riders, and Coatl units (Rank 7 and above) (Lord's army)Missile resistance: 15% for Cold One, Terradon Riders, Ripperdactyl Riders, and Coatl units (Rank 7 and above) (Lord's army)Requires: Rally!Mount and rider, together as one at their very cores. Indivisible.
- EpicentristArmour: +10 for Ancient Salamander, Bastiladon, Stegadon, Feral Carnosaur, Feral Troglodon and Dread Saurian units (Rank 7 and above) (Lord's army)Charge bonus: +12 for Ancient Salamander, Bastiladon, Stegadon, Feral Carnosaur, Feral Troglodon and Dread Saurian units (Rank 7 and above) (Lord's army)Leadership: +5 for Ancient Salamander, Bastiladon, Stegadon, Feral Carnosaur, Feral Troglodon and Dread Saurian units (Rank 7 and above) (Lord's army)Requires: Rally!You need to be at the very centre of this pack of furious monsters to have the minutest chance of controlling their rage. Good luck!
- Stand Your Ground!Replaces: "Rally!"Ability: "Stand Your Ground!"Requires: a point in any of Jungle Dominion, Spawn-Kin, Soul Bound, Epicentrist
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.
- Iron Disciplinarian3 levelsLevel 1Control: +1 (local province)Level 2Control: +2 (local province)Level 3Control: +3 (local province)Requires: Route MarcherThis Lord expects utter obedience from the smallfolk, and has little time for insurrections or petty revolts.
- Fervent3 levelsLevel 1Corruption: -1 (local province)Level 2Corruption: -2 (local province)Level 3Corruption: -3 (local province)Requires: Route MarcherThrough our acts, the gods will cleanse the lands.
- Bonded Service3 levelsLevel 1Recruitment cost: -5% (Lord's army)Level 2Recruitment cost: -10% (Lord's army)Level 3Recruitment cost: -15% (Lord's army)Requires: Route MarcherThe Lords rule, the peasants toil. Nothing has changed in over a thousand years.
- Ancient Cunning3 levelsLevel 1Ambush success chance: +6% (Lord's army)Level 2Ambush success chance: +16% (Lord's army)Level 3Ambush success chance: +30% (Lord's army)Requires: Route MarcherSuch long-lived creatures develop a level of guile that mortals cannot match.
- DraftmasterRecruit rank: +1 for all units (Lord's army)Local recruitment capacity: +1 (local province)Requires: 4 skill points across Iron Disciplinarian, Fervent, Bonded Service, Ancient CunningSomeone has to ensure the numbers and quality of recruits remain high.
- 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: Draftmaster"The time to strike is now!"
- Geomantic Sustenance3 levelsLevel 1Upkeep: -3% (Lord's army)Level 2Upkeep: -6% (Lord's army)Level 3Upkeep: -9% (Lord's army)Requires: DraftmasterThe power generated by the overarching Geomantic Web can also be used to nourish the Saurus on the march.
- Wary3 levelsLevel 1Enemy Hero action success chance: -3%Ambush defence chance: +8% (Lord's army)Level 2Enemy Hero action success chance: -8%Ambush defence chance: +16% (Lord's army)Level 3Enemy Hero action success chance: -15%Ambush defence chance: +30% (Lord's army)Requires: DraftmasterThis warrior has been ambushed previously and got themselves and many of their compatriots away safely. Such things make one naturally suspicious.
- Gifts of the Jungle3 levelsLevel 1Casualty replenishment rate: +2% (Lord's army)Level 2Casualty replenishment rate: +4% (Lord's army)Level 3Casualty replenishment rate: +6% (Lord's army)Requires: DraftmasterLife in the jungle means knowing the difference between which flora can heal and what, if ingested, will kill you.
- Renowned & FearedEnemy Hero action success chance: -10%Hero self-defence: +25% chance of wounding aggressorsCampaign movement range: +5%Recruit rank: +1 for all units (Lord's army)Upkeep: -8% (Lord's army)Requires: 4 skill points across Lightning Strike, Geomantic Sustenance, Wary, Gifts of the JungleThis Lord's many deeds - both on and off the battlefield - have brought them renown among their allies and made them feared by their enemies.
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
- 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
Kroq-Gar · base + skills + items; no techs, buffs, campaign or battle-context effects (vs a race, at sea…).
| Stat | Base | Build |
|---|---|---|
| Health | 5,136 | 5,136 |
| Armour | 95 | 95 |
| Leadership | 80 | 80 |
| Speed | 34 | 34 |
| Melee attack | 57 | 57 |
| Melee defence | 44 | 44 |
| Weapon strength | 440 | 440 |
| … armour-piercing | 310 | 310 |
| Charge bonus | 50 | 50 |
| Bonus vs large | 30 | 30 |
| 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.
