Malekith skill tree & build planner
Dark ElvesLegendary lordUnit stats
64 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 Naggaroth, tempted from their damp, warm caves to bear the Druchii to battle.
- Cold One ChariotUnlocks at rank 10Mount: Cold One ChariotMagnificent chariots, gifted to those who have impressed with their devotion, bravery and prowess in battle.
- SeraphonUnlocks at rank 18Mount: SeraphonThis terrifying Black Dragon is the Witch King's favoured mount upon which to ride into battle.
- SadisticUnlocks at rank 4Armour-piercing weapon damage: +12Charge bonus: +5Melee attack: +3There is great pleasure to be derived from the humiliation and suffering of others; this one has felt and revelled in it.
- Eternal HatredUnlocks at rank 6Weapon strength: +10% when fighting against High ElvesWeapon strength: +6%The strength of this warrior's attack never wavers for an instance, such is the opprobrium felt for their hated High Elf cousins.
- Absolute PowerUnlocks at rank 10Passive ability: "Hold the Line!"Character's aura leadership effect: +5Leadership aura size: +100%
- Ward of KhaineUnlocks at rank 8Missile resistance: 10%The Bloody-handed God watches over his disciples.
- Ward of HekartiUnlocks at rank 8Spell resistance: 10%Magic's dark mistress has a care for her dutiful acolytes.
- 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.
- TyrantUnlocks at rank 12Income from all buildings: +5% (factionwide)Control: +1 (all provinces)Not with: WarleaderOppression. Cruelty. Incontrovertible power.
- Motivation Through FearIncome from slaves: +5% (factionwide)Requires: TyrantUnsurprisingly, dread, either of the lash or summary execution, is something of an incentive for many.
- Seditious or SanguineDiplomatic relations: +15 with Dark ElvesCorruption: -10 (when in own province)Control: +4 (local province)Requires: TyrantIn society, one must learn to conform... or suffer the direst of consequences.
- Efforts RedoubledConstruction time: -50% for all buildings (local province)Construction cost: -15% for all buildings (local province)Income from all buildings: +30% (local province)Growth: +25 (local province)Requires: TyrantBy carrot or stick, those whose lot it is to serve can always be made to work harder; usually by stick...
- WarleaderUnlocks at rank 12Income from post-battle loot: +5% (all characters)Upkeep: -10% (all armies)Leadership: +5 (Lord's army)Not with: TyrantThe war is endless, it will never cease. Stay ready.
- Scoured & StrippedCasualties captured post-battle: +50%Income from looting settlements: +100% (Lord's army)Income from sacking settlements: +100% (Lord's army)Requires: WarleaderEvery last ounce of wealth is there for the taking, should you know where to look. In that regard, this one knows exactly what he is doing.
- Triumph of EvilCasualty replenishment rate: +8% (Lord's army)Attrition: -50% casualties suffered from all attrition (Lord's army)Lord recruit rank: +2 (factionwide)Requires: WarleaderThey say for evil to triumph, all that's required is that the good do nothing… or, preferably, are stone dead from the outset.
- Reach Equals GraspMagic item drop chance from battle: +25%Income from post-battle loot: +50%Requires: WarleaderWhen literally nothing is beyond your reach, there can be no sanctuary and no escape.
- Sea Dragon CloakArmour: +5The tough, scaly hide of the Sea Dragon provides excellent protection against all manner of blows.
- Devastating Charge2 levelsLevel 1Charge bonus: +15Level 2Charge bonus: +30Requires: Sea Dragon CloakSome creatures charge home with such fury that the very ground shakes beneath their feet.
- Hard to Hit2 levelsLevel 1Melee defence: +6Level 2Melee defence: +12Requires: Sea Dragon CloakHand-to-hand combat is a lethal match of cut and thrust. However, it’s not all about offensive strikes; parries and other defensive moves can also win the day.
- Blade Master2 levelsLevel 1Melee attack: +6Level 2Melee attack: +12Requires: Sea Dragon CloakThis 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: Sea Dragon CloakThe iron will and indomitable presence of this leader ensures their followers remain steadfast when facing peril.
- Deadly OnslaughtAbility: "Deadly Onslaught"Requires: 4 skill points across Devastating Charge, Hard to Hit, Blade Master, IndomitableThe war is endless. The cycle of charging, clashing, and bloody hand-to-hand fighting is without end. It will never stop.
- Wound-Maker2 levelsLevel 1Weapon strength: +10%Level 2Weapon strength: +20%Requires: Deadly OnslaughtSuch is their power and ferocity, a wound-maker will ravage the foe, cutting and pulverising until there is only one exit - death.
- Full Plate Armour2 levelsLevel 1Armour: +7Level 2Armour: +15Requires: Deadly OnslaughtFull-Plate armour protects the wearer from head-to-foot. Many such suits are blessed or imbued with arcane abilities.
- Blade Shield2 levelsLevel 1Melee defence: +6Level 2Melee defence: +12Requires: Deadly OnslaughtA blade that sings in defence will not let its wielder be penetrated.
- Expeditious Endeavour2 levelsLevel 1Speed: +7%Level 2Speed: +15%Requires: Deadly OnslaughtWhat the enemy cannot see, it cannot hit. What the enemy cannot see, it cannot survive.
- Gaze of MaliceAbility: "Gaze of Malice"Requires: 4 skill points across Wound-Maker, Full Plate Armour, Blade Shield, Expeditious Endeavour
- Chillwind2 levelsLevel 1Cooldown: -30% to "Chillwind"Overcast spell: "Chillwind Upgraded"Level 2Cooldown: -50% to "Chillwind"Miscast base chance: -15% for "Chillwind Upgraded"Overcast spell: "Chillwind Upgraded"Winds of Magic cost: -1 for "Chillwind"Winds of Magic cost: -2 for "Chillwind Upgraded"
- Spiteful ConjurationPassive ability: "Spiteful Conjuration"Requires: Chillwind
- Power of DarknessCooldown: -50% to "Power of Darkness"Winds of Magic cost: -1 for "Power of Darkness"Requires: Chillwind
- Word of Pain2 levelsLevel 1Cooldown: -30% to "Word of Pain"Spell: "Word of Pain"Overcast spell: "Word of Pain Upgraded"Level 2Cooldown: -50% to "Word of Pain"Miscast base chance: -15% for "Word of Pain Upgraded"Overcast spell: "Word of Pain Upgraded"Winds of Magic cost: -2 for "Word of Pain"Winds of Magic cost: -3 for "Word of Pain Upgraded"Requires: Chillwind
- Bladewind2 levelsLevel 1Cooldown: -30% to "Bladewind"Spell: "Bladewind"Overcast spell: "Bladewind Upgraded"Level 2Cooldown: -50% to "Bladewind"Miscast base chance: -15% for "Bladewind Upgraded"Overcast spell: "Bladewind Upgraded"Winds of Magic cost: -2 for "Bladewind"Winds of Magic cost: -2 for "Bladewind Upgraded"Requires: Chillwind
- EvasionPassive ability: "Evasion"Requires: 4 skill points across Power of Darkness, Word of Pain, Bladewind, Spiteful Conjuration
- Doombolt2 levelsLevel 1Cooldown: -30% to "Doombolt"Spell: "Doombolt"Overcast spell: "Doombolt Upgraded"Level 2Cooldown: -50% to "Doombolt"Miscast base chance: -15% for "Doombolt Upgraded"Overcast spell: "Doombolt Upgraded"Winds of Magic cost: -2 for "Doombolt"Winds of Magic cost: -3 for "Doombolt Upgraded"Requires: Evasion
- Soul StealerCooldown: -50% to "Soul Stealer"Spell: "Soul Stealer"Winds of Magic cost: -4 for "Soulstealer"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 Doombolt, Soul Stealer, Earthing, Magical Reserves
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.
- Line Breaker3 levelsLevel 1Melee defence: +4 for Dreadspears, Bleakswords, Black Ark Corsairs and Darkshards units (Lord's army)Level 2Melee attack: +4 for Dreadspears, Bleakswords, Black Ark Corsairs and Darkshards units (Lord's army)Melee defence: +4 for Dreadspears, Bleakswords, Black Ark Corsairs and Darkshards units (Lord's army)Level 3Melee attack: +6 for Dreadspears, Bleakswords, Black Ark Corsairs and Darkshards units (Lord's army)Melee defence: +6 for Dreadspears, Bleakswords, Black Ark Corsairs and Darkshards units (Lord's army)Requires: Inspiring PresenceMagic is a most useful tool on the field of battle, but generally secondary in the face of good, old-fashioned brute force.
- Sheafmaster3 levelsLevel 1Ammunition: +8% for Darkshards, Black Ark Corsairs and Reaper Bolt Thrower units (Lord's army)Level 2Ammunition: +12% for Darkshards, Black Ark Corsairs and Reaper Bolt Thrower units (Lord's army)Reload time reduction: +4% for Darkshards, Black Ark Corsairs and Bolt Thrower units (Lord's army)Level 3Ammunition: +20% for Darkshards, Black Ark Corsairs and Reaper Bolt Thrower units (Lord's army)Reload time reduction: +8% for Darkshards, Black Ark Corsairs and Bolt Thrower units (Lord's army)Requires: Inspiring PresenceMarshalling missile troops effectively - even elites - is all about timing.
- Raid Leader3 levelsLevel 1Charge bonus: +6 for Shades, Dark Riders, Doomfire Warlocks and Scourgerunner Chariot units (Lord's army)Level 2Charge bonus: +9 for Shades, Dark Riders, Doomfire Warlocks and Scourgerunner Chariot units (Lord's army)Melee defence: +3 for Shades, Dark Riders, Doomfire Warlock and Scourgerunner Chariot units (Lord's army)Missile strength: +6% for Shades, Dark Riders and Scourgerunner Chariot units (Lord's army)Level 3Charge bonus: +12 for Shades, Dark Riders, Doomfire Warlocks and Scourgerunner Chariot units (Lord's army)Melee defence: +5 for Shades, Dark Riders, Doomfire Warlock and Scourgerunner Chariot units (Lord's army)Missile strength: +8% for Shades, Dark Riders and Scourgerunner Chariot units (Lord's army)Requires: Inspiring PresenceThe most effective raiders have a plan that is certain to succeed and stick to it; this one ensures that they do.
- Lash Master3 levelsLevel 1Weapon strength: +6% for Harpies, War Hydra, Kharibdyss, Black Dragon, Feral Manticore and Bloodwrack Medusae units (Lord's army)Level 2Reload time reduction: +9% for Bloodwrack Medusae units (Lord's army)Charge bonus: +9 for Harpies, War Hydra, Kharibdyss, Black Dragon, Feral Manticore and Bloodwrack Medusae units (Lord's army)Weapon strength: +9% for Harpies, War Hydra, Kharibdyss, Black Dragon, Feral Manticore and Bloodwrack Medusae units (Lord's army)Level 3Reload time reduction: +12% for Bloodwrack Medusae units (Lord's army)Charge bonus: +12 for Harpies, War Hydra, Kharibdyss, Black Dragon, Feral Manticore and Bloodwrack Medusae units (Lord's army)Weapon strength: +12% for Harpies, War Hydra, Kharibdyss, Black Dragon, Feral Manticore and Bloodwrack Medusae units (Lord's army)Requires: Inspiring PresenceJudicious, or even not-so-judicious, use of the lash tends to get the desired results, so why hold back?
- Knight Lord3 levelsLevel 1Melee attack: +4 for Cold One Knights, Cold One Dread Knights and Cold One Chariot units (Lord's army)Level 2Melee attack: +4 for Cold One Knights, Cold One Dread Knights and Cold One Chariot units (Lord's army)Melee defence: +4 for Cold One Knights, Cold One Dread Knights and Cold One Chariot units (Lord's army)Level 3Melee attack: +6 for Cold One Knights, Cold One Dread Knights and Cold One Chariot units (Lord's army)Melee defence: +6 for Cold One Knights, Cold One Dread Knights and Cold One Chariot units (Lord's army)Requires: Inspiring PresenceThe ability to command the savage, untamed Cold Ones should not be underestimated - not everyone has the knack!
- Slaughterlord3 levelsLevel 1Melee attack: +4 for Witch Elves, Har Ganeth Executioners, Black Guard of Naggarond and Sisters of Slaughter units (Lord's army)Level 2Melee attack: +4 for Witch Elves, Har Ganeth Executioners, Black Guard of Naggarond and Sisters of Slaughter units (Lord's army)Melee defence: +4 for Witch Elves, Har Ganeth Executioners, Black Guard of Naggarond and Sisters of Slaughter units (Lord's army)Level 3Melee attack: +6 for Witch Elves, Har Ganeth Executioners, Black Guard of Naggarond and Sisters of Slaughter units (Lord's army)Melee defence: +6 for Witch Elves, Har Ganeth Executioners, Black Guard of Naggarond and Sisters of Slaughter units (Lord's army)Requires: Inspiring PresenceAn elite even amongst elites, this accomplished warrior directs the cut-and-thrust of melee - a choreographer of death, you might say.
- Rally!Ability: "Rally!"Requires: 6 skill points across Line Breaker, Sheafmaster, Raid Leader, Lash Master, Knight Lord, Slaughterlord
- Cull the UnworthyArmour: +10 for Bleakswords, Dreadspears, Darkshards and Reaper Bolt Thrower units (Rank 7 and above) (Lord's army)Missile strength: +12% for Darkshards and Reaper Bolt Thrower units (Rank 7 and above) (Lord's army)Missile resistance: 15% for Bleakswords, Dreadspears, Darkshards and Reaper Bolt Thrower units (Rank 7 and above) (Lord's army)Weapon strength: +12% for Bleakswords, Dreadspears, Darkshards and Reaper Bolt Thrower units (Rank 7 and above) (Lord's army)Requires: Rally!Those who fail to make the grade don't just die, they're tortured and used for target practice!
- Ravager RewardsArmour: +10 for Black Ark Corsairs, Shades, Dark Riders, Doomfire Warlocks and Scourgerunner Chariot units (Rank 7 and above) (Lord's army)Range: +15% for Black Ark Corsairs, Shades, Dark Riders and Scourgerunner Chariot units (Rank 7 and above) (Lord's army)Speed: +10% for Black Ark Corsairs, Shades, Dark Riders, Doomfire Warlocks and Scourgerunner Chariot units (Rank 7 and above) (Lord's army)Requires: Rally!You'd think that pillaging the land would bring payment enough. You'd be wrong.
- Favour the FortunateArmour: +5 for Black Guard of Naggarond, Har Ganeth Executioners, Cold One Knights, Cold One Dread Knights and Cold One Chariot units (Rank 7 and above) (Lord's army)Charge bonus: +12 for Black Guard of Naggarond, Har Ganeth Executioners, Cold One Knights, Cold One Dread Knights and Cold One Chariot units (Rank 7 and above) (Lord's army)Weapon strength: +12% for Black Guard of Naggarond, Har Ganeth Executioners, Cold One Knights, Cold One Dread Knights and Cold One Chariot units (Rank 7 and above) (Lord's army)Requires: Rally!The gods help those who help themselves - raising them above the rank and file to elite status.
- Confer BloodlustPhysical resistance: 10% for Witch Elves, Harpies, War Hydra, Kharibdyss, Black Dragon, Feral Manticore, Sisters of Slaughter and Bloodwrack Medusae units (Rank 7 and above) (Lord's army)Speed: +10% for Witch Elves, Harpies, War Hydra, Kharibdyss, Black Dragon, Feral Manticore, Sisters of Slaughter and Bloodwrack Medusae units (Rank 7 and above) (Lord's army)Weapon strength: +12% for Witch Elves, Harpies, War Hydra, Kharibdyss, Black Dragon, Feral Manticore, Sisters of Slaughter and Bloodwrack Medusae units (Rank 7 and above) (Lord's army)Requires: Rally!The murderous, unforgiving rage of Khaine can be transferred from a Lord to his legions.
- Stand or Die!Replaces: "Rally!"Ability: "Stand or Die!"Requires: a point in any of Cull the Unworthy, Ravager Rewards, Favour the Fortunate, Confer Bloodlust
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.
- Dreaded Slaver3 levelsLevel 1Casualties captured post-battle: +5%Level 2Casualties captured post-battle: +12%Level 3Casualties captured post-battle: +25%Requires: Route MarcherThis one ensures that those captured in battle wished they'd died on the field, so great is the cruelty that awaits them.
- 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."
- Infamous Raider3 levelsLevel 1Income from looting settlements: +4% (Lord's army)Income from raiding: +10% (Lord's army)Income from sacking settlements: +4% (Lord's army)Level 2Income from looting settlements: +9% (Lord's army)Income from raiding: +20% (Lord's army)Income from sacking settlements: +9% (Lord's army)Level 3Income from looting settlements: +15% (Lord's army)Income from raiding: +30% (Lord's army)Income from sacking settlements: +15% (Lord's army)Requires: Route MarcherIf there were annals detailing the dastardly deeds of the sackers and looters of the world, this inveterate brigand would feature heavily.
- DraftmasterRecruit rank: +1 for all units (Lord's army)Local recruitment capacity: +1 (local province)Requires: 4 skill points across Iron Disciplinarian, Dreaded Slaver, Serve or Die, Infamous RaiderSomeone 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!"
- Quartermaster3 levelsLevel 1Upkeep: -3% (Lord's army)Level 2Upkeep: -6% (Lord's army)Level 3Upkeep: -10% (Lord's army)Requires: DraftmasterA good quartermaster can ration equipment and foodstuffs efficiently, making supplies last longer.
- Fleeting Shadow3 levelsLevel 1Ambush success chance: +6% (Lord's army)Ambush defence chance: +5% (Lord's army)Level 2Ambush success chance: +16% (Lord's army)Ambush defence chance: +10% (Lord's army)Level 3Attribute: Vanguard DeploymentAmbush success chance: +30% (Lord's army)Ambush defence chance: +20% (Lord's army)Requires: DraftmasterKnowing precisely where and when to launch an ambush, and against who, takes an unusual level of guile.
- Elven Healing3 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: DraftmasterThe ancient Asur arts teach one how to heal as well as how to harm.
- 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, Quartermaster, Fleeting Shadow, Elven HealingThis 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
- 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
Malekith · base + skills + items; no techs, buffs, campaign or battle-context effects (vs a race, at sea…).
| Stat | Base | Build |
|---|---|---|
| Health | 4,288 | 4,288 |
| Armour | 90 | 90 |
| Leadership | 85 | 85 |
| Speed | 36 | 36 |
| Melee attack | 65 | 65 |
| Melee defence | 55 | 55 |
| Weapon strength | 420 | 420 |
| … armour-piercing | 147 | 147 |
| Charge bonus | 45 | 45 |
| Missile block chance | 60 | 60 |
| Ward save % | 0 | 0 |
| Physical resistance % | 20 | 20 |
| 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.
