Markus Wulfhart skill tree & build planner
The EmpireLegendary lordUnit stats
54 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
- Brass-LungedUnlocks at rank 4Leadership aura size: +25%This Lord belts out orders and can be heard even across a battlefield smothered in the grim noise of war.
- Hold the Line!Unlocks at rank 6Passive ability: "Hold the Line!"
- Mark of HyshUnlocks at rank 8Spell resistance: 10%Those who bear the Mark of Hysh are practitioners of the magical Lore of Light, and the bane of Chaos, for they are able to control and manipulate the White Wind of Magic.
- Sigmar’s WardUnlocks at rank 8Missile resistance: 10%The relentless drive and fury of the Hammer, harnessed for the protection of this ward’s bearer.
- 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.
- Best of the BestUnlocks at rank 10Recruit rank: +2 for all unitsKarl Franz's Captain of Scouts is the very best in his field; a hunter truly without peer.
- Impervious to AttackUnlocks at rank 10Melee defence: +10Missile resistance: 10%Requires: Best of the BestMarkus Wulfhart seems to almost bend the air around him – arrows and blades just seem to glance off, if they even connect.
- Master SurvivalistUnlocks at rank 10Campaign line of sight: +10%Campaign movement range: +5%Casualty replenishment rate: +6% (Lord's army)Requires: Best of the BestThe dense, dark forest of Middenland is the most unforgiving, inhospitable of training grounds, and the place where Wulfhart perfected his survival skills.
- Irregular EliteUnlocks at rank 10Melee attack: +8 for Huntsmen units (Lord's army)Missile strength: +10% for Huntsmen and Archers units (Lord's army)Upkeep: -15% for Huntsmen and Archers units (Lord's army)Requires: Best of the BestAs you might expect, the very best hunters make for elite ambushers and skirmishers.
- Sleight of HandUnlocks at rank 10"Double Shot" Ammunition (extra projectiles) for Huntsmen units (Lord's army)Reload time reduction: +8%Requires: Best of the BestBlink and you'll probably be dead.
- Telescopic AimUnlocks at rank 10Enables sundering attacksRange: +12%Requires: Best of the BestDeprive them of their eyes and they cannot shoot back.
- Grand HuntsmarshalUnlocks at rank 10Attribute: Immune to Psychology (Lord's army)Attribute: Vanguard Deployment (Lord's army)Requires: 2 skill points across Impervious to Attack, Master Survivalist, Irregular Elite, Sleight of Hand, Telescopic AimWulfhart is by far the most successful monster hunter and slayer anywhere in the Old World.
- Focused ShotCooldown: -25% to "Focused Shot"There’s no need to rush when your target has little prospect of escape.
- Seasoned Marksman2 levelsLevel 1Reload time reduction: +6%Level 2Reload time reduction: +12%Requires: Focused ShotSilent, swift and very, very deadly, this one can take down the foe from range without breaking a sweat or revealing his position.
- Destroy the Heart2 levelsLevel 1Missile strength: +4%Level 2Missile strength: +15%Requires: Focused ShotThrough the skin to kill the soul.
- Locked & Loaded2 levelsLevel 1Ammunition: +4%Speed: +8%Level 2Ammunition: +12%Speed: +15%Requires: Focused ShotOnly the foolish go on the hunt without supplies and a cast-iron plan.
- Sure & TruePassive ability: "Sure & True"Requires: Focused ShotSuch advanced ballistic skills tend to rub off on one's subordinates.
- ExecutionerReplaces: "Focused Shot"Ability: "Executioner"Requires: 4 skill points across Seasoned Marksman, Destroy the Heart, Locked & Loaded, Sure & TrueWulfhart considers it his sworn duty to dispatch the Emperor's enemies without the slightest hesitation.
- Hard to HitMelee defence: +5Hand-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.
- Devastating Charge2 levelsLevel 1Charge bonus: +15Level 2Charge bonus: +30Requires: Hard to HitSome creatures charge home with such fury that the very ground shakes beneath their feet.
- Full Plate Armour2 levelsLevel 1Armour: +7Level 2Armour: +15Requires: Hard to HitFull-Plate armour protects the wearer from head-to-foot. Many such suits are blessed or imbued with arcane abilities.
- Scarred Veteran2 levelsLevel 1Hit points: +7%Level 2Hit points: +15%Requires: Hard to HitThe scars on this storied warrior reveal a veteran of many battles, a being not easy to kill and one worthy of respect and fear.
- Deadly Blade2 levelsLevel 1Melee attack: +6Level 2Melee attack: +12Requires: Hard to HitA deadly blade is especially lethal when in the hands of this master death-maker, killer and slaughterer!
- Hunter's SnareAbility: "Hunter's Snare"Requires: 4 skill points across Devastating Charge, Full Plate Armour, Scarred Veteran, Deadly BladeThis traditional trapper's tool is a noose made from wire; if the foe struggles, it simply tightens, cutting into the flesh.
- Wound-Maker2 levelsLevel 1Weapon strength: +10%Level 2Weapon strength: +20%Requires: Hunter's SnareSuch is their power and ferocity, a wound-maker will ravage the foe, cutting and pulverising until there is only one exit - death.
- Blade Master2 levelsLevel 1Melee attack: +6Level 2Melee attack: +12Requires: Hunter's SnareThis 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: Hunter's SnareThe iron will and indomitable presence of this leader ensures their followers remain steadfast when facing peril.
- Blade Shield2 levelsLevel 1Melee defence: +6Level 2Melee defence: +12Requires: Hunter's SnareA blade that sings in defence will not let its wielder be penetrated.
- Hunter's TrapReplaces: "Hunter's Snare"Ability: "Hunter's Trap"Requires: 4 skill points across Wound-Maker, Blade Master, Indomitable, Blade ShieldBears, Orcs, Kroxigor - prey-size is not a hindrance to the master hunter.
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.
- Emperor's Finest3 levelsLevel 1Melee defence: +4 for Melee Infantry units (Lord's army)Level 2Melee attack: +4 for Melee Infantry units (Lord's army)Melee defence: +4 for Melee Infantry units (Lord's army)Level 3Melee attack: +6 for Melee Infantry units (Lord's army)Melee defence: +6 for Melee Infantry units (Lord's army)Requires: Inspiring Presence“We march to war for our Emperor, and Sigmar, our saviour and lord.”
- Speed of Horse3 levelsLevel 1Charge bonus: +6 for Melee Cavalry units (Lord's army)Level 2Charge bonus: +6 for Melee Cavalry units (Lord's army)Speed: +5% for Melee Cavalry units (Lord's army)Level 3Charge bonus: +9 for Melee Cavalry units (Lord's army)Speed: +10% for Melee Cavalry units (Lord's army)Requires: Inspiring PresenceThese steeds are bred for speed and war, but foremost it is their gallop which marks them out.
- Pistolkorps3 levelsLevel 1Missile strength: +4% for Missile, Missile Cavalry and Missile Chariot units (Lord's army)Level 2Ammunition: +10% for Missile, Missile Cavalry and Missile Chariot units (Lord's army)Missile strength: +6% for Missile, Missile Cavalry and Missile Chariot units (Lord's army)Level 3Ammunition: +20% for Missile, Missile Cavalry and Missile Chariot units (Lord's army)Missile strength: +8% for Missile, Missile Cavalry and Missile Chariot units (Lord's army)Requires: Inspiring PresenceThis Lord expects his men to practice the disciplines of the Pistolkorps, and all be expert marksmen.
- Noble Beasts3 levelsLevel 1Melee attack: +4 for Demigryph Knights and Hunting Hounds units (Lord's army)Level 2Melee attack: +4 for Demigryph Knights and Hunting Hounds units (Lord's army)Speed: +5% for Demigryph Knights and Hunting Hounds units (Lord's army)Level 3Melee attack: +6 for Demigryph Knights and Hunting Hounds units (Lord's army)Speed: +10% for Demigryph Knights and Hunting Hounds units (Lord's army)Requires: Inspiring PresenceHarnessed for war, these great beasts have proven themselves as loyal and powerful champions on the battlefield.
- Mighty Forge3 levelsLevel 1Ward save: +7% for War Wagon, Steam Tank, Marienburg Land Ship and Celestial Hurricanum, Luminark of Hysh units (Lord's army)Level 2Reload time reduction: +4% for War Wagon, Steam Tank, Marienburg Land Ship and Celestial Hurricanum, Luminark of Hysh units (Lord's army)Ward save: +11% for War Wagon, Steam Tank, Marienburg Land Ship and Celestial Hurricanum, Luminark of Hysh units (Lord's army)Level 3Reload time reduction: +8% for War Wagon, Steam Tank, Marienburg Land Ship and Celestial Hurricanum, Luminark of Hysh units (Lord's army)Ward save: +15% for War Wagon, Steam Tank, Marienburg Land Ship and Celestial Hurricanum, Luminark of Hysh units (Lord's army)Requires: Inspiring PresencePatrons of great forges and smiths expect, and are rewarded with, tougher and more enduring war machines.
- Imperial Gunnery3 levelsLevel 1Missile strength: +4% for Mortar, Great Cannon, Helblaster Volley Gun and Helstorm Rocket Battery units (Lord's army)Level 2Ammunition: +10% for Mortar, Great Cannon, Helblaster Volley Gun and Helstorm Rocket Battery units (Lord's army)Missile strength: +6% for Mortar, Great Cannon, Helblaster Volley Gun and Helstorm Rocket Battery units (Lord's army)Level 3Ammunition: +20% for Mortar, Great Cannon, Helblaster Volley Gun and Helstorm Rocket Battery units (Lord's army)Missile strength: +8% for Mortar, Great Cannon, Helblaster Volley Gun and Helstorm Rocket Battery units (Lord's army)Requires: Inspiring PresenceDespite what the Dwarfs think, no other race can bring to bear such devastating artillery volleys.
- Rally!Ability: "Rally!"Requires: 6 skill points across Emperor's Finest, Speed of Horse, Pistolkorps, Noble Beasts, Mighty Forge, Imperial Gunnery
- Strength of HardshipArmour: 10 for Melee Infantry (Rank 7 and above) (Lord's army)Physical resistance: 10% for Melee Infantry (Rank 7 and above) (Lord's army)Melee defence: +5 for Melee Infantry (Rank 7 and above) (Lord's army)Requires: Rally!The frontline will either make or break you. Those who survive become the backbone of any army.
- SharpshooterMissile strength: +12% for Missile, Missile Cavalry and Missile Chariot units (Rank 7 and above) (Lord's army)Missile resistance: 15% for Missile, Missile Cavalry and Missile Chariot units (Rank 7 and above) (Lord's army)Reload time reduction: +10% for Missile, Missile Cavalry and Missile Chariot units (Rank 7 and above) (Lord's army)Requires: Rally!The veteran marksman knows the precise range required to land the killing shot.
- Taste for BattleMelee attack: +5 for Empire Knight, Demigryph Knights and Hunting Hounds units (Rank 7 and above) (Lord's army)Leadership: +5 for Empire Knight, Demigryph Knights and Hunting Hounds units (Rank 7 and above) (Lord's army)Charge bonus: +12 for Empire Knight, Demigryph Knights and Hunting Hounds units (Rank 7 and above) (Lord's army)Requires: Rally!Some men grow to relish war, dulled to the pain and living solely for the thrill of the kill.
- Artillery MasterAmmunition: +20% for Mortar, Great Cannon, Helblaster Volley Gun, Helstorm Rocket Battery, Marienburg Land Ship, Celestial Hurricanum, Luminark of Hysh and Steam Tank units (Rank 7 and above) (Lord's army)Missile strength: +12% for Mortar, Great Cannon, Helblaster Volley Gun, Helstorm Rocket Battery, Marienburg Land Ship, Celestial Hurricanum, Luminark of Hysh and Steam Tank units (Rank 7 and above) (Lord's army)Reload time reduction: +10% for Mortar, Great Cannon, Helblaster Volley Gun, Helstorm Rocket Battery, Marienburg Land Ship, Celestial Hurricanum, Luminark of Hysh and Steam Tank units (Rank 7 and above) (Lord's army)Requires: Rally!Those in command of ordnance can potentially decide a battle before the melee has even begun.
- Stand Your Ground!Replaces: "Rally!"Ability: "Stand Your Ground!"Requires: a point in any of Strength of Hardship, Sharpshooter, Taste for Battle, Artillery Master
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.
- Leader of Renown3 levelsLevel 1Recruitment cost: -5% (Lord's army)Level 2Recruitment cost: -10% (Lord's army)Level 3Recruitment cost: -15% (Lord's army)Requires: Route MarcherRevered by the masses, such a celebrated leader will inspire many new recruits.
- Reassuring Presence3 levelsLevel 1Attrition: -10% casualties suffered from all attrition (Lord's army)Level 2Attrition: -20% casualties suffered from all attrition (Lord's army)Level 3Attrition: -30% casualties suffered from all attrition (Lord's army)Requires: Route MarcherThe presence of this Lord ensures a measure of calm, reducing panic and desertion amongst followers.
- 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.
- IrrepressibleCasualty replenishment rate: +30% for this Lord (Lord's army)Character experience gain: +15%Wound recovery time: -1 turnsRequires: 4 skill points across Iron Disciplinarian, Leader of Renown, Reassuring Presence, FerventIt is said that Sigmar would bear a mortal wound and carry on fighting; this champion follows the hallowed Warrior-God.
- 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: Irrepressible"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: IrrepressibleA good quartermaster can ration equipment and foodstuffs efficiently, making supplies last longer.
- Logistician3 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: IrrepressibleProficient with figures, this Lord, or his subordinates, can keep his army fulfilled, even in dire circumstances.
- Alert3 levelsLevel 1Ambush defence chance: +6% (Lord's army)Level 2Ambush defence chance: +16% (Lord's army)Chance of intercepting an army using Tunnelling, beast-paths or Worldroots: +5%Level 3Ambush defence chance: +30% (Lord's army)Chance of intercepting an army using Tunnelling, beast-paths or Worldroots: +10%Requires: IrrepressibleCountless conflicts and a keen sense of awareness have made this Lord difficult to entrap.
- HeadhunterCampaign movement range: +5%Recruit rank: +2 for all units (Lord's army)Upkeep: -8% (Lord's army)Local recruitment capacity: +1 (local province)Requires: 4 skill points across Lightning Strike, Quartermaster, Logistician, Alert"Ever thought about joining the Elector's troops, chief? You'd make a good soldier alright."
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
Markus Wulfhart · base + skills + items; no techs, buffs, campaign or battle-context effects (vs a race, at sea…).
| Stat | Base | Build |
|---|---|---|
| Health | 4,268 | 4,268 |
| Armour | 50 | 50 |
| Leadership | 75 | 75 |
| Speed | 36 | 36 |
| Melee attack | 58 | 58 |
| Melee defence | 45 | 45 |
| Weapon strength | 360 | 360 |
| … armour-piercing | 90 | 90 |
| Charge bonus | 30 | 30 |
| Missile damage | 330 | 330 |
| Range | 180 | 180 |
| Ammunition | 45 | 45 |
| Reload time (s) | 8 | 8 |
| 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.
