Malagor the Dark Omen skill tree & build planner
BeastmenLegendary lordUnit stats
53 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
- Fuelled by BloodUnlocks at rank 5Speed: +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 1Leadership aura size: +25%Level 2Character's aura leadership effect: +5Leadership: +5Leadership aura size: +25%This Lord speaks with a dread booming voice – a gift from his Dark Masters to ensure obedience.
- Uncanny SensesUnlocks at rank 10Spell resistance: 15%He knows. Nobody knows how, but he does. He has always just known.
- Shadow HideUnlocks at rank 10Missile resistance: 10%Chaos smiles upon them, granting unnatural and heretical defence against mortal machinations.
- 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.
- Something Wicked This Way ComesUnlocks at rank 12 · 2 levelsLevel 1Enemy leadership: -5 (local region)Level 2Passive ability: "Something Wicked This Way Comes Upgraded"Attribute: Causes FearEnemy leadership: -9 (local region)Malagor's very presence strikes fear into the heart of men - they tremble at the sight of the Crowfather approaching.
- Unholy PowerWinds of Magic power reserve capacity: +10Requires: Something Wicked This Way ComesGifted by the Chaos Gods themselves, Malagor distributes this gift to his followers, that his masters may see their agenda realised.
- CrowfatherUnit capacity: +4 HarpiesSpeed: +15%Missile resistance: 20% (Lord's army)Requires: Something Wicked This Way Comes"Into the mud with them, break their skulls and eat their hearts!"
- Portents of DoomAttribute: Causes TerrorControl: -10 (local enemy province)Requires: Something Wicked This Way Comes"He is the devil rendered in woodcut in ancient tomes kept under lock and key, lest the terrible secrets within blast the sanity of any who read them."
- Nightmarish CabalHero action cost: -25% for Bray-Shamans (all characters)Hero action success chance: +10% for Bray-Shamans (all characters)Requires: Something Wicked This Way ComesMalagor's profanities are so great that no other Bray-Shaman would dare enact them. Despite this, the foolish and insane attempt a fraction of his works.
- Mantle of CrowsPassive ability: "Unending Flock of Doom"Requires: 2 skill points across Nightmarish Cabal, Portents of Doom, Unholy Power, CrowfatherThe Dark Omen twists the Winds to both savage his enemies and empower his hordes.
- Dreads & CharmsUnlocks at rank 5Armour: +15Melee 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 PeltsArmour: +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 5Charge bonus: +15Weapon 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 DiscordantWeapon 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.
- Flock of Doom2 levelsLevel 1Overcast spell: "Flock of Doom Upgraded"Cooldown: -30% to "Flock of Doom"Level 2Miscast base chance: -15% for "Flock of Doom Upgraded"Overcast spell: "Flock of Doom Upgraded"Winds of Magic cost: -1 for "Flock of Doom"Winds of Magic cost: -2 for "Flock of Doom Upgraded"Cooldown: -50% to "Flock of Doom"With a mighty bellow, the caster invokes Corvus the Crow Lord, summoning his servants to peck at the foe's eyes.
- The Enfeebling Foe2 levelsLevel 1Overcast spell: "The Enfeebling Foe Upgraded"Cooldown: -30% to "The Enfeebling Foe"Level 2Miscast base chance: -15% for "The Enfeebling Foe Upgraded"Overcast spell: "The Enfeebling Foe Upgraded"Winds of Magic cost: -1 for "The Enfeebling Foe"Winds of Magic cost: -2 for "The Enfeebling Foe Upgraded"Cooldown: -50% to "The Enfeebling Foe"Requires: Flock of DoomWhen cast this spell enfeebles enemy minds; they feel the crushing weight of reality bearing down upon them.
- The Penumbral Pendulum2 levelsLevel 1Overcast spell: "The Penumbral Pendulum Upgraded"Cooldown: -30% to "The Penumbral Pendulum"Spell: "The Penumbral Pendulum"Level 2Miscast base chance: -15% for "The Penumbral Pendulum Upgraded"Overcast spell: "The Penumbral Pendulum Upgraded"Winds of Magic cost: -2 for "The Penumbral Pendulum"Winds of Magic cost: -3 for "The Penumbral Pendulum Upgraded"Cooldown: -50% to "The Penumbral Pendulum"Requires: Flock of DoomA spectral pendulum is summoned by the Wizard. On command, it swings, razor sharp and with lethal speed, through the foe.
- Doom & Darkness2 levelsLevel 1Overcast spell: "Doom & Darkness Upgraded"Cooldown: -30% to "Doom & Darkness"Spell: "Doom & Darkness"Level 2Miscast base chance: -15% for "Doom & Darkness Upgraded"Overcast spell: "Doom & Darkness Upgraded"Winds of Magic cost: -1 for "Doom & Darkness"Winds of Magic cost: -2 for "Doom & Darkness Upgraded"Cooldown: -50% to "Doom & Darkness"Requires: Flock of Doom
- Mantle of Ghorok2 levelsLevel 1Overcast Spell: "Mantle of Ghorok Upgraded"Cooldown: -50% to "Mantle of Ghorok"Level 2Overcast 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: Flock of DoomGhorok was a legendary Minotaur, ferocious as a storm. His spirit-mantle is terrible and dangerous to the bearer.
- Savage DominionWinds of Magic cost: -5 for "Savage Dominion"Spell: "Savage Dominion"Requires: Flock of DoomThe Bray-Shaman sends his mind into the wilds, possessing the largest creature he can find and storming back with a vengeance.
- Greater Arcane ConduitPassive ability: "Greater Arcane Conduit"Requires: 5 skill points across The Enfeebling Foe, The Penumbral Pendulum, Doom & Darkness, Mantle of Ghorok, Savage Dominion
- Magical ReservesWinds of Magic power reserve capacity: +5A few magic-users have the ability to store the Winds of Magic for later use, increasing their spellcasting power when it really counts.
- Bestial SurgePassive ability: "Bestial Surge"Requires: Magical ReservesThe Bray-Shaman inflames the uncontrollable urge to rend the foe limb from limb, causing the roaring, bellowing mass to surge forward.
- Wild HeartPassive ability: "Wild Heart"Requires: Magical ReservesThe spellcaster attunes the magic of the wild, channelling its ancient and arcane power.
- Life-LeechingPassive ability: "Life Leeching"Requires: Magical Reserves
- Smoke & MirrorsPassive ability: "Smoke & Mirrors"Requires: Magical ReservesA conjured shadow is just as obfuscating as a real one - the Shadow Wizard is master or mistress of the 'concealing' arts.
- Doom of MankindWinds of Magic cost: -10% for all spellsRequires: 2 skill points across Bestial Surge, Wild Heart, Life-Leeching, Smoke & MirrorsTo many, the vilified Crowfather is a harbinger of the downfall of all they hold dear.
Battle
- Presence of MorrsliebUnit 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 1Melee defence: +4 for Ungor Spearmen Herd, Ungor Herd, Gor Herd, Tzaangors, Pestigors, Khorngors, Slaangors and Bestigor Herd units (Lord's army)Level 2Leadership: +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 3Leadership: +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 1Charge bonus: +6 for Centigors, Centigors (Great Weapons), Centigors of Tzeentch, Tuskgor Chariots and Razorgor Chariot units (Lord's army)Level 2Charge 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 3Charge 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 1Ammunition: +10% for Ungor Raiders and Centigors (Throwing Axes) and Cygor units (Lord's army)Level 2Ammunition: +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 3Ammunition: +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 1Charge bonus: +6 for Chaos Warhounds, Razorgor Herd, Feral Manticore, Harpies, Chimera and Preyton units (Lord's army)Level 2Charge 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 3Charge 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 1Melee defence: +4 for Minotaurs units (Lord's army)Level 2Melee attack: +4 for Minotaurs units (Lord's army)Melee defence: +4 for Minotaurs units (Lord's army)Level 3Melee 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 1Weapon strength: +6% for Chaos Spawn, Giant, Jabberslythe, Basilisk, Cockatrice, Incarnate Elemental of Beasts, Giant Spined Chaos Beast and Ghorgon units (Lord's army)Level 2Melee 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 3Melee 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 ViolenceAbility: "Call of Violence"Requires: 6 skill points across 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 SavageryMelee 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 HerdCharge 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 ButchersWeapon 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 HunterSpell 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 VisionReplaces: "Call of Violence"Ability: "Apocalyptic Vision"Requires: a point in any 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.
Campaign
- Gargantuan HoovesCampaign movement range: +10%The ground shakes. The earth moves. The spirit trembles. The Beastman comes.
- Feasting Upon Man3 levelsLevel 1Income from raiding: +10% (Lord's army)Level 2Income from raiding: +20% (Lord's army)Income from razing settlements: +3% (Lord's army)Level 3Income 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 1Post battle chance of stealing a magic item: +10%Income from post-battle loot: +5%Level 2Post battle chance of stealing a magic item: +20%Income from post-battle loot: +10%Level 3Post 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 1Casualty replenishment rate: +2% (Lord's army)Attrition: -10% casualties suffered from all attrition (Lord's army)Level 2Casualty replenishment rate: +4% (Lord's army)Attrition: -20% casualties suffered from all attrition (Lord's army)Level 3Casualty 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 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: Gargantuan Hooves"This stinking mortal Hold will fall, my masters have foreseen it. Bring them ruin!"
- Unholy ResilienceCasualty replenishment rate: +30% for this Lord (Lord's army)Wound recovery time: -1 turnsRequires: 4 skill points across 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 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: Unholy Resilience"The time to strike is now!"
- Corruption3 levelsLevel 1Chaos Undivided corruption: +1 (local province)Magic item drop chance from battle: +5%Level 2Chaos Undivided corruption: +2 (local province)Magic item drop chance from battle: +10%Level 3Chaos 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 1Horde recruitment capacity +1Level 2Horde recruitment capacity +2Level 3Horde recruitment capacity +3Requires: Unholy ResilienceWhen the warherd gathers, there is much feasting, debauchery, and revelling in mania and depravity.
- Foul Premonitions3 levelsLevel 1Ambush 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 2Ambush 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 3Ambush 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 ChaosBestial rage: +1 (Lord's army)Enemy Hero action success chance: -10%Hero self-defence: +25% chance of wounding aggressorsCampaign movement range: +5%Recruit rank: +1 for all unitsRequires: 4 skill points across 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.
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
Malagor the Dark Omen · base + skills + items; no techs, buffs, campaign or battle-context effects (vs a race, at sea…).
| Stat | Base | Build |
|---|---|---|
| Health | 4,972 | 4,972 |
| Armour | 15 | 15 |
| Leadership | 65 | 65 |
| Speed | 110 | 110 |
| Melee attack | 50 | 50 |
| Melee defence | 45 | 45 |
| Weapon strength | 400 | 400 |
| … armour-piercing | 135 | 135 |
| Charge bonus | 50 | 50 |
| 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.
