
Marauder Chieftain skill planner
NorscaLordUnit stats
58 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).
- Norscan WarhorseUnlocks at rank 4
Mount: Norscan WarhorseThe horses of Norsca live for battle, even choosing to graze on the bones of the fallen over grass. - Marauder ChariotUnlocks at rank 10
Mount: Marauder ChariotMarauder mobs are awarded even greater mobility when riding their crude chariots of bone and wood, lashed together with the guts and sinew of the vanquished. - War MammothUnlocks at rank 18
Mount: War MammothTainted and savage they may be, but these behemoths remain willing to bear high-status Marauders into battle, trampling flat everything foolish enough to get in their way. - Eye of the GodsUnlocks at rank 7
Weapon strength: +10%The slightest glance, the merest glimpse from one of the Dark Gods is sufficient to propel their playthings to ever-greater feats of desolation. - Voice of the Dark GodsUnlocks at rank 15
Cooldown: -33% to "Stand or Die!"
Cooldown: -33% for "Fight or Die!"
Character's aura leadership effect: +4
Leadership aura size: +80%This Lord speaks with a dread booming voice - a gift from his Dark Masters to ensure obedience. - Hardened MonstrositiesUnlocks at rank 15
HIDDEN Attribute: Perfect Vigour for Monstrous Arcanum monsters (Rank 7 and above) (Lord's army)
Attribute: Perfect Vigour for Monstrous Arcanum monsters (Rank 7 and above) (Lord's army)
HIDDEN Barrier hit points: +800 for Monstrous Arcanum monsters (Lord's army)
Barrier hit points: +800 for Monstrous Arcanum monsters (Lord's army)
HIDDEN Melee attack: +8 for Monstrous Arcanum monsters (Lord's army)
Melee attack: +8 for Monstrous Arcanum monsters (Lord's army)Scarred and brutish, even for monstrous beasts, these now-tamed creatures can shrug off incredible punishment. - Aura of ChaosUnlocks at rank 9
Missile resistance: 10%The shadow of the Ruinous Powers looms large, protecting those who bear their mark. - Soldiers of RenownUnlocks at rank 10 · 3 levelsLevel 1 · free at rank 10
Regiments of Renown army capacity: +1 (own army)Level 2 · free at rank 20
Regiments of Renown army capacity: +2 (own army)Level 3 · free at rank 30
Regiments of Renown army capacity: +3 (own army)Their renown shall further elevate the one under whose command they march. - ImmortalityUnlocks at rank 20
This Lord will be wounded instead of killed in battleWho wants to live forever? As it turns out, most beings wouldn't say no… - 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.
- Drinker of BloodUnlocks at rank 12 · 2 levelsLevel 1
Armour-piercing weapon damage: +30
Melee attack: +4 (Lord's army)Level 2
Armour-piercing weapon damage: +3 (Lord's army)
Melee attack: +6 (Lord's army)Not with: Noxious Vessel, Dark Deceiver, Indulger in the Exotic, Intoxicating Visions, Putrefying Ooze, Spirit WandererDining upon the blood of slaughtered enemies may attract the notice, and maybe the favour, of the Hound. - Chron's WrathUnlocks at rank 12 · 2 levelsLevel 1
Bonus vs Infantry: +12
Charge bonus: +12% (Lord's army)Level 2
Bonus vs Infantry: +20
Charge bonus: +18% (Lord's army)Requires: Drinker of BloodNot with: Noxious Vessel, Dark Deceiver, Indulger in the Exotic, Intoxicating Visions, Putrefying Ooze, Spirit WandererThe Great Hound of War thirsts eternally for blood and slaughter, its rage manifesting itself in the unstoppable martial spirit of its warriors. - Fury of the Hound
Replenishes 15% campaign movement range after winning a battle
Replaces: "Rage"
Passive ability: "Berserk"Requires all: Chron's WrathThe Hound's unearthly fury is personified by its Champions' thirst for war and hunger for unending blood and violence. - Noxious VesselUnlocks at rank 12 · 2 levelsLevel 1
Hit points: +7%
Missile resistance: 8% (Lord's army)Level 2
Hit points: +15%
Missile resistance: 15% (Lord's army)Not with: Chron's Wrath, Dark Deceiver, Drinker of Blood, Indulger in the Exotic, Intoxicating Visions, Spirit WandererThusly, the virulent maladies of the Crow are borne forth to repulse and infect its mortal foes; there lieth victory eternal. - Putrefying OozeUnlocks at rank 12 · 2 levelsLevel 1
Armour: +8 (Lord's army)
Physical resistance: 5% (Lord's army)Level 2
Armour: +15 (Lord's army)
Physical resistance: 10% (Lord's army)Requires: Noxious VesselNot with: Chron's Wrath, Dark Deceiver, Drinker of Blood, Indulger in the Exotic, Intoxicating Visions, Spirit WandererThis foetid, disgusting pus is so repulsive to the untainted that it mimics traditional armour of far greater substance. - Plague of the Crow
Passive ability: "Regeneration"
Enables poison attacksRequires all: Putrefying OozeUnstable and miscreated, the Crow's strength spreads and grows like the most successful of diseases, consuming all before consuming itself and beginning again.
- Indulger in the ExoticUnlocks at rank 12 · 2 levelsLevel 1
Speed: +7% (Lord's army)
Vigour loss reduction: -10% (Lord's army)Level 2
Speed: +15% (Lord's army)Not with: Noxious Vessel, Chron's Wrath, Dark Deceiver, Drinker of Blood, Putrefying Ooze, Spirit WandererThe Serpent's temptations come in many forms, all of them designed to appeal to the twisted desires buried deep within us all. - Intoxicating VisionsUnlocks at rank 12 · 2 levelsLevel 1
Casualty replenishment rate: +4% (Lord's army)
Leadership: +4 (Lord's army)Level 2
Casualty replenishment rate: +8% (Lord's army)
Leadership: +8 (Lord's army)Requires: Indulger in the ExoticNot with: Noxious Vessel, Chron's Wrath, Dark Deceiver, Drinker of Blood, Putrefying Ooze, Spirit WandererSeductive images of sensual luxuries may tempt the enemy from their chosen paths onto roads much, much less travelled and from which there can be no return. - Seduction of the Serpent
Ability: "Seduction of the Serpent"
Upkeep: -15% (Lord's army)Requires all: Intoxicating VisionsAlthough the youngest of the Dark Gods, the Serpent is no less potent and can bind mortals to eternal service with alluring visions or tantalising temptations. - Spirit WandererUnlocks at rank 12 · 2 levelsLevel 1
Winds of Magic power reserve: +3 per turn (Lord's army)
Winds of Magic power reserve capacity: +7 (Lord's army)Level 2
Winds of Magic power reserve: +6 per turn (Lord's army)
Winds of Magic power reserve capacity: +15 (Lord's army)Not with: Noxious Vessel, Chron's Wrath, Drinker of Blood, Indulger in the Exotic, Intoxicating Visions, Putrefying OozeMore fool they who go to war and quest with minds unfocused, for they risk the Eagle's desolate, underhand deceptions. - Dark DeceiverUnlocks at rank 12 · 2 levelsLevel 1
Barrier hit points: +250 (Lord's army)
Spell resistance: 10% (Lord's army)Level 2
Barrier hit points: +500 (Lord's army)
Spell resistance: 20% (Lord's army)Requires: Spirit WandererNot with: Noxious Vessel, Chron's Wrath, Drinker of Blood, Indulger in the Exotic, Intoxicating Visions, Putrefying OozeThe Eagle weaves a complex web of duplicity around its servants, further bracing their combat abilities in subtle, unexpected ways. - Sorcery of the Eagle
Bound spell: "Tzeentch's Firestorm"
Spell intensity: +10% (Lord's army)
Enables magical attacksRequires all: Dark DeceiverAs the undisputed master of magic, the Eagle uses complex sorcery to influence its followers and draw opponents into his multifarious, interwoven schemes.
- Blade Master
Melee attack: +5This warrior is one with their blade; it is an extension of their will, making them a worthy foe in combat. - Devastating Charge2 levelsLevel 1
Charge bonus: +15Level 2
Charge bonus: +30Requires: Blade MasterSome creatures charge home with such fury that the very ground shakes beneath their feet. - Thick-Skinned2 levelsLevel 1
Armour: +7Level 2
Armour: +15Requires: Blade MasterCreatures 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. - Hard to Hit2 levelsLevel 1
Melee defence: +6Level 2
Melee defence: +12Requires: Blade MasterHand-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. - Deadly Blade2 levelsLevel 1
Melee attack: +6Level 2
Melee attack: +12Requires: Blade MasterA deadly blade is especially lethal when in the hands of this master death-maker, killer and slaughterer! - Foe-Seeker
Ability: "Foe-Seeker"Requires all: Devastating Charge, Thick-Skinned, Hard to Hit, Deadly BladeFrom one bloodied, lifeless corpse to the next, this one is always looking for the next adversary to best. - Wound-Maker2 levelsLevel 1
Weapon strength: +10%Level 2
Weapon strength: +20%Requires: Foe-SeekerSuch 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: Foe-SeekerThe scars on this storied warrior reveal a veteran of many battles, a being not easy to kill and one worthy of respect and fear. - Indomitable2 levelsLevel 1
Leadership: +6Level 2
Leadership: +12Requires: Foe-SeekerThe iron will and indomitable presence of this leader ensures their followers remain steadfast when facing peril. - Quicksilver2 levelsLevel 1
Speed: +7%Level 2
Speed: +15%Requires: Foe-SeekerBlink and you die. - Deadly Onslaught
Ability: "Deadly Onslaught"Requires all: Wound-Maker, Scarred Veteran, Indomitable, QuicksilverThe war is endless. The cycle of charging, clashing, and bloody hand-to-hand fighting is without end. It will never stop.
- Dominating Presence
Unit experience gain per turn: +75 (Lord's army)
Character's aura leadership effect: +5A Chaos Lord dominates – lesser beings cringe from a being that is so intently under scrutiny from the Dark Gods. - Fearsome Warriors3 levelsLevel 1
Melee attack: +4 for Marauders, Marauder Spearmen, Marauder Berserkers, Marauder Bearmen, Flayerkin and Marauder Champions units (Lord's army)Level 2
Melee attack: +6 for Marauders, Marauder Spearmen, Marauder Berserkers, Marauder Bearmen, Flayerkin and Marauder Champions units (Lord's army)
Weapon strength: +6% for Marauders, Marauder Spearmen, Marauder Berserkers, Marauder Bearmen, Flayerkin and Marauder Champions units (Lord's army)Level 3
Melee attack: +8 for Marauders, Marauder Spearmen, Marauder Berserkers, Marauder Bearmen, Flayerkin and Marauder Champions units (Lord's army)
Weapon strength: +12% for Marauders, Marauder Spearmen, Marauder Berserkers, Marauder Bearmen, Flayerkin and Marauder Champions units (Lord's army)Requires: Dominating PresenceThose who do not bend the knee to the Gods of the North soon find all they hold dear obliterated before them. - Beast Slayers3 levelsLevel 1
Missile strength: +4% for Marauder Hunters, Marauder Horsemen, and Marauder Horsemasters units (Lord's army)Level 2
Ammunition: +10% for Marauder Hunters, Marauder Horsemen, and Marauder Horsemasters units (Lord's army)
Missile strength: +6% for Marauder Hunters, Marauder Horsemen, and Marauder Horsemasters units (Lord's army)Level 3
Ammunition: +20% for Marauder Hunters, Marauder Horsemen, and Marauder Horsemasters units (Lord's army)
Missile strength: +8% for Marauder Hunters, Marauder Horsemen, and Marauder Horsemasters units (Lord's army)Requires: Dominating PresenceDelighting in death and suffering, these savage warriors follow their ignoble Lord wherever he goes. - Unnatural Selection3 levelsLevel 1
Speed: +6% for Norscan Warhounds, Norscan Ice Wolves, Marauder Chariot and Kurgan Horsemen units (Lord's army)Level 2
Charge bonus: +6 for Norscan Warhounds, Norscan Ice Wolves, Marauder Chariot and Kurgan Horsemen units (Lord's army)
Speed: +9% for Norscan Warhounds, Norscan Ice Wolves, Marauder Chariot and Kurgan Horsemen units (Lord's army)Level 3
Charge bonus: +12 for Norscan Warhounds, Norscan Ice Wolves, Marauder Chariot and Kurgan Horsemen units (Lord's army)
Speed: +12% for Norscan Warhounds, Norscan Ice Wolves, Marauder Chariot and Kurgan Horsemen units (Lord's army)Requires: Dominating PresenceOnly the fiercest creatures can survive the frozen north; the strongest are rounded up for war and starved into viciousness, ready for the next battle. - Frostbitten3 levelsLevel 1
Melee attack: +4 for Skin Wolves and Troll units (Lord's army)Level 2
Melee attack: +4 for Skin Wolves and Troll units (Lord's army)
Weapon strength: +6% for Skin Wolves and Troll units (Lord's army)Level 3
Melee attack: +6 for Skin Wolves and Troll units (Lord's army)
Weapon strength: +12% for Skin Wolves and Troll units (Lord's army)Requires: Dominating PresenceThe intense cold cuts into the flesh, burning the foe's extremities until they drop off altogether! - Hail of Teeth3 levelsLevel 1
Melee attack: +4 for Manticore, Chimera and Chaos Frost Dragon units (Lord's army)Level 2
Armour: +6 for Manticore, Chimera and Chaos Frost Dragon units (Lord's army)
Melee attack: +4 for Manticore, Chimera and Chaos Frost Dragon units (Lord's army)Level 3
Armour: +12 for Manticore, Chimera and Chaos Frost Dragon units (Lord's army)
Melee attack: +6 for Manticore, Chimera and Chaos Frost Dragon units (Lord's army)Requires: Dominating PresenceThe razor-sharp hail of the north is not the only danger in the Norscan sky – its airborne beasts are just as deadly and far less predictable. - Monsters of the North3 levelsLevel 1
Melee attack: +4 for Fimir Warriors, Norscan Giant, Feral Mammoth, Dread Maw, Curs'd Ettin and War Mammoth units (Lord's army)Level 2
Melee attack: +4 for Fimir Warriors, Norscan Giant, Feral Mammoth, Dread Maw, Curs'd Ettin and War Mammoth units (Lord's army)
Melee defence: +4 for Fimir Warriors, Norscan Giant, Feral Mammoth, Dread Maw, Curs'd Ettin and War Mammoth units (Lord's army)Level 3
Melee attack: +6 for Fimir Warriors, Norscan Giant, Feral Mammoth, Dread Maw, Curs'd Ettin and War Mammoth units (Lord's army)
Melee defence: +6 for Fimir Warriors, Norscan Giant, Feral Mammoth, Dread Maw, Curs'd Ettin and War Mammoth units (Lord's army)Requires: Dominating PresenceGiant, deadly, and able to take orders, this Lord’s monstrosities are especially terrifying and lethal. - Rally!
Ability: "Rally!"Requires all: Fearsome Warriors, Beast Slayers, Unnatural Selection, Frostbitten, Hail of Teeth, Monsters of the North - Champions of the North
Armour: +12 for Marauders, Marauder Spearmen, Marauder Berserkers, Marauder Bearmen, Flayerkin and Marauder Champions units (Rank 7 and above) (Lord's army)
Melee defence: +5 for Marauders, Marauder Spearmen, Marauder Berserkers, Marauder Bearmen, Flayerkin and Marauder Champions units (Rank 7 and above) (Lord's army)
Physical resistance: 10% for Marauders, Marauder Spearmen, Marauder Berserkers, Marauder Bearmen, Flayerkin and Marauder Champions units (Rank 7 and above) (Lord's army)Requires: Rally!In spite of their savage nature, they are possessed of a savage code of conduct and form a loose brotherhood of those considered worthy. - Hardened Hunters
Missile strength: +12% for Marauder Hunters, Marauder Horsemen, and Marauder Horsemasters units (Rank 7 and above) (Lord's army)
Missile resistance: 15% for Marauder Hunters, Marauder Horsemen, and Marauder Horsemasters units (Rank 7 and above) (Lord's army)
Reload time reduction: +10% for Marauder Hunters, Marauder Horsemen, and Marauder Horsemasters units (Rank 7 and above) (Lord's army)Requires: Rally!No beast too large, no adversary too great; no quarry - mortal or otherwise - can evade them. - Icy Wrath
Charge bonus: +12 for Norscan Warhounds, Norscan Ice Wolves, Manticore, Skin Wolves, Marauder Chariot and Kurgan Horsemen units (Rank 7 and above) (Lord's army)
Melee attack: +5 for Norscan Warhounds, Norscan Ice Wolves, Manticore, Skin Wolves, Marauder Chariot and Kurgan Horsemen units (Rank 7 and above) (Lord's army)
Weapon strength: +12% for Norscan Warhounds, Norscan Ice Wolves, Manticore, Skin Wolves, Marauder Chariot and Kurgan Horsemen units (Rank 7 and above) (Lord's army)Requires: Rally!The intense cold and near-constant darkness of the far north make for a certain kind of killer. - Hulks of Death
Armour: +12 for Trolls, Chaos Frost Dragon, Norscan Giant, Fimir, Feral Mammoth, Chimera, Dread Maw, Curs'd Ettin and War Mammoth units (Rank 7 and above) (Lord's army)
Ward save: +8% for Trolls, Chaos Frost Dragon, Norscan Giant, Fimir, Feral Mammoth, Chimera, Dread Maw, Curs'd Ettin and War Mammoth units (Rank 7 and above) (Lord's army)
Weapon strength: +12% for Trolls, Chaos Frost Dragon, Norscan Giant, Fimir, Feral Mammoth, Chimera, Dread Maw, Curs'd Ettin and War Mammoth units (Rank 7 and above) (Lord's army)Requires: Rally!The freezing darkness and stunning violence of the far north bring no small solace to those who have lost everything and wish to forget. - Stand or Die!
Replaces: "Rally!"
Ability: "Stand or Die!"Requires 1 of: Champions of the North, Hardened Hunters, Icy Wrath, Hulks of DeathNot with: Fight or Die!There can be no turning back for those whose souls are turning black. - Fight or Die!
Ability: "Fight or Die!"
Replaces: "Rally!"Requires 1 of: Champions of the North, Hardened Hunters, Icy Wrath, Hulks of DeathNot with: Stand or Die!There is no other choice. There never was.
- Route Marcher
Campaign movement range: +5%Those who know the land and its secrets will travel faster and further than the foes who don't. - Takers of All3 levelsLevel 1
Income from post-battle loot: +5%Level 2
Income from post-battle loot: +10%Level 3
Income from post-battle loot: +15%Requires: Route MarcherThat which is not offered up to the Dark Gods of the North in tribute is harvested by their servants for their own petty gain. - Serve or Die3 levelsLevel 1
Recruitment cost: -5% (Lord's army)Level 2
Recruitment cost: -10% (Lord's army)Level 3
Recruitment cost: -15% (Lord's army)Requires: Route Marcher"You will serve me, wretch, or you will die, there is no other option." - Norse Resilience
Casualty replenishment rate: +5% (Lord's army)Requires: Route MarcherThe bleak, brutal landscape of the far north breeds bloody, warlike tribes in thrall to Chaos' delicious, twisted power. - Swelling of Doom3 levelsLevel 1
Growth: +8 (local province)Level 2
Growth: +20 (local province)Level 3
Growth: +36 (local province)Requires: Route MarcherMaybe it is the influence of the Dark Gods that has caused the populace to burgeon and proliferate beyond their natural bounds? - Lightning Strike3 levelsLevel 1
Enemy 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 2
Enemy 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 3
Enemy 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 penalty
Enables lightning strike battles when reinforcements are presentRequires all: Takers of All, Serve or Die, Norse Resilience, Swelling of Doom"The time to strike is now!" - Ruination3 levelsLevel 1
Attrition suffered by defender: +10% when laying siege or encircling (local region)Level 2
Attrition suffered by defender: +20% when laying siege or encircling (local region)
Control: -4 (local enemy province)Level 3
Attrition suffered by defender: +40% when laying siege or encircling (local region)
Control: -8 (local enemy province)Requires: Lightning Strike"This stinking mortal Hold will fall, my masters have foreseen it. Bring them ruin!" - Savage Skills3 levelsLevel 1
Recruit rank: +1 for all units (Lord's army)Level 2
Recruit rank: +2 for all units (Lord's army)Level 3
Recruit rank: +3 for all units (Lord's army)Requires: Lightning StrikeThere's something about the harsh, unforgiving nature of northern life that makes its occupants fight harder and longer than many of their soft, southern equivalents. - Unnatural Healing
Casualty replenishment rate: +4% (Lord's army)Requires: Lightning StrikeSomething strange - something no scholar really wishes to discover - governs who dies and who lives in the warlike northern wastes. - Fuelled by War3 levelsLevel 1
Upkeep: -3% (Lord's army)Level 2
Upkeep: -6% (Lord's army)Level 3
Upkeep: -9% (Lord's army)Requires: Lightning StrikeWar and glory before the Gods are the determining elements in every decision made; there is nothing else worth living - or dying - for. - Spawn of Chaos
Unit experience gain per turn: +200 (Lord's army)
Enemy Hero action success chance: -10%
Campaign movement range: +5%Requires all: Ruination, Savage Skills, Unnatural Healing, Fuelled by WarThe tendrils (and tentacles!) of the Northern Gods reach down from the poles and far across the world, twisting and corrupting all they touch.
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.
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.