
Morathi skill planner
Dark ElvesLegendary lordUnit stats
62 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).
- SulephetUnlocks at rank 12
Mount: SulephetThe only Dark Pegasus to bear a name is Morathi's personal mount, who carries the Hag Sorceress into the fray. - Hekarti's BlessingUnlocks at rank 6
Winds of Magic power reserve capacity: +5 (all armies factionwide)It is easy to favour Hekarti - who pays close attention to Elven desires - over Atharti, but only the foolish allow that to happen. - Earthing
Miscast base chance: -15%Requires: Hekarti's BlessingBy 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 Reserves
Winds of Magic power reserve capacity: +5Requires: Hekarti's BlessingA few magic-users have the ability to store the Winds of Magic for later use, increasing their spellcasting power when it really counts. - The First Sorceress
Hero capacity: +1 for Sorceresses
Unlocks Hero recruitment: Sorceress (all provinces)
Hero recruit rank: +2 for Sorceresses (factionwide)Requires: Hekarti's BlessingAll the hate, envy, and malice uttered in prayer each day, returned a thousand-fold. - Blessed by Evil
Cooldown: -20% to all spells
Winds of Magic cost: -2 for "Doom & Darkness Upgraded"
Winds of Magic cost: -1 for "Melkoth's Mystifying Miasma Upgraded"
Winds of Magic cost: -2 for "Pit of Shades Upgraded"
Winds of Magic cost: -2 for "Power of Darkness"
Winds of Magic cost: -2 for "Soulblight Upgraded"
Winds of Magic cost: -3 for "Soulstealer"
Miscast base chance: -15%Requires 2 of: Earthing, Magical Reserves, The First SorceressEvil takes flight; blotting out the moon on blackened wings, calling us to the dance… - A Dark DallianceUnlocks at rank 20 · 2 levelsLevel 1
Melee attack: +6 for Daemonettes of Slaanesh, Exalted Daemonettes of Slaanesh and Devotees of Slaanesh units (Lord's army)
Speed: +6% for Daemonettes of Slaanesh, Exalted Daemonettes of Slaanesh and Devotees of Slaanesh units (Lord's army)
Slaanesh corruption: +2 (local province)Level 2
Melee attack: +6 for Daemonettes of Slaanesh, Exalted Daemonettes of Slaanesh and Devotees of Slaanesh units (all armies factionwide)
Physical resistance: +10% for Daemonettes of Slaanesh, Exalted Daemonettes of Slaanesh and Devotees of Slaanesh units (Lord's army)
Speed: +12% for Daemonettes of Slaanesh, Exalted Daemonettes of Slaanesh and Devotees of Slaanesh units (all armies factionwide)
Slaanesh corruption: +4 (local province)Morathi's dalliances with Chaos in its finer forms have brought upon a familiarity and an appreciation for a certain Prince's servants. - Ward of KhaineUnlocks at rank 8
Missile resistance: 10%The Bloody-handed God watches over his disciples. - Army of RenownUnlocks at rank 10 · 3 levelsLevel 1 · free at rank 10
Regiments of Renown army capacity: +2 (own army)Level 2 · free at rank 20
Regiments of Renown army capacity: +4 (own army)Level 3 · free at rank 30
Regiments 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 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.
- InsidiousUnlocks at rank 12
Hero recruit rank: +2 for Khainite Assassins (factionwide)
Hero action success chance: +5% (all characters)Not with: TenaciousSlowly, gradually, subtly harming all those that block her path. - Endless Scheming
Assassinate action: Additional 5% success chance (all characters)
Campaign movement range: +5% (all characters factionwide)Requires: InsidiousA plan so complex, so labyrinthine, can change even as it comes to fruition. - Favourite Assets
Melee attack: +5 for Lords and embedded Heroes (armies in region)
Melee attack: +10 for Shades and Dark Riders units (armies in region)
Melee defence: +10 for Shades, Dark Riders, Doomfire Warlock and Scourgerunner Chariot units (armies in region)
Melee defence: +5 for Lords and embedded Heroes (armies in region)Requires: InsidiousThe most skilled amongst her possessions are held aloft, that they may burn all the more brightly. - Shroud of Despair
Slaanesh corruption: +5 (when in own province)
Enemy leadership: -10 (local region)
Control: +5 (local province)Requires: InsidiousLight is driven from the battlefield; numbing darkness rushes to fill the void. - TenaciousUnlocks at rank 12
Casualties captured post-battle: +15% (all armies)
Income from post-battle loot: +10% (all characters)Not with: InsidiousMore than determined, she ensures her nefarious goal is always kept firmly in sight. - Rituals of Blood
Unit experience gain per turn: +25 (Lord's army)
Casualty replenishment rate: +6% (Lord's army)
Ward save: +5% (Lord's army)Requires: TenaciousBlood, preferably from a still-living 'donor', can enhance and intensify the effects of ceremonial magic. - Grotesque Sacrifices
Slaanesh corruption: +1 (all provinces)
Diplomatic relations: +10 with Beastmen
Magic item drop chance from battle: +10% (factionwide)
Diplomatic relations: +30 with NorscaRequires: TenaciousThe grimmer the offering, the more likely it is to attract exactly the right kind of attention. - Absolute Devotion
Upkeep: -30% (Lord's army)
Attrition: -50% casualties suffered from all attrition (Lord's army)Requires: TenaciousAlways ready to fan the flames of hatred in the Witch King's heart; when he has been betrayed, none have fought so hard to restore his rule.
- Impaling Attack
Charge bonus: +15
Speed: +10%Every fibre of their being is charged and ready for action - wherever, whenever. - Blade Master2 levelsLevel 1
Melee attack: +6Level 2
Melee attack: +12Requires: Impaling AttackThis warrior is one with their blade; it is an extension of their will, making them a worthy foe in combat. - Hard to Hit2 levelsLevel 1
Melee defence: +6Level 2
Melee defence: +12Requires: Impaling AttackHand-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. - Wound-Maker2 levelsLevel 1
Weapon strength: +10%Level 2
Weapon strength: +20%Requires: Impaling AttackSuch is their power and ferocity, a wound-maker will ravage the foe, cutting and pulverising until there is only one exit - death. - Survivalist2 levelsLevel 1
Hit points: +7%Level 2
Hit points: +15%Requires: Impaling Attack"The enemy's fear; their blood spilt in the mud – these are the things that sustain me." - Foe-Seeker
Ability: "Foe-Seeker"Requires 3 of: Blade Master, Hard to Hit, Wound-Maker, SurvivalistFrom one bloodied, lifeless corpse to the next, this one is always looking for the next adversary to best. - Enchanting Beauty
Passive ability: "Enchanting Beauty"Requires: Foe-Seeker - A Thousand & One Dark Blessings2 levelsLevel 1
Spell resistance: 10%
Physical resistance: 15%Level 2
Spell resistance: 20%
Physical resistance: 30%Requires: Foe-SeekerThe Hag Sorceress' allegiance to the Ruinous influence of the Chaos Gods grants her a degree of protection against magical attack. - wh3_dlc24_skill_all_all_self_colossal_strike
Ability: ""Requires: Foe-Seeker
- Melkoth's Mystifying Miasma2 levelsLevel 1
Overcast spell: "Melkoth's Mystifying Miasma Upgraded"
Cooldown: -30% to "Melkoth's Mystifying Miasma"Level 2
Miscast base chance: -15% for "Melkoth's Mystifying Miasma Upgraded"
Overcast spell: "Melkoth's Mystifying Miasma Upgraded"
Winds of Magic cost: -1 for "Melkoth's Mystifying Miasma"
Winds of Magic cost: -2 for "Melkoth's Mystifying Miasma Upgraded"
Cooldown: -50% to "Melkoth's Mystifying Miasma"The caster weaves a confounding fog that numbs and deludes enemies, causing them to stumble and stagger. - Power of Darkness
Cooldown: -50% to "Power of Darkness"
Winds of Magic cost: -1 for "Power of Darkness"Requires: Melkoth's Mystifying Miasma - Doom & Darkness2 levelsLevel 1
Overcast spell: "Doom & Darkness Upgraded"
Cooldown: -30% to "Doom & Darkness"
Spell: "Doom & Darkness"Level 2
Miscast 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: Melkoth's Mystifying Miasma - Soulblight2 levelsLevel 1
Overcast spell: "Soulblight Upgraded"
Cooldown: -30% to "Soulblight"
Spell: "Soulblight"Level 2
Miscast base chance: -15% for "Soulblight Upgraded"
Overcast spell: "Soulblight Upgraded"
Winds of Magic cost: -2 for "Soulblight"
Winds of Magic cost: -3 for "Soulblight Upgraded"
Cooldown: -50% to "Soulblight"Requires: Melkoth's Mystifying Miasma - Life-Leeching
Passive ability: "Life Leeching"Requires: Melkoth's Mystifying Miasma - Evasion
Passive ability: "Evasion"Requires all: Power of Darkness, Doom & Darkness, Soulblight, Life-Leeching - Pit of Shades2 levelsLevel 1
Overcast spell: "Pit of Shades Upgraded"
Cooldown: -30% to "Pit of Shades"
Spell: "Pit of Shades"Level 2
Miscast base chance: -15% for "Pit of Shades Upgraded"
Overcast spell: "Pit of Shades Upgraded"
Winds of Magic cost: -3 for "Pit of Shades"
Winds of Magic cost: -3 for "Pit of Shades Upgraded"
Cooldown: -50% to "Pit of Shades"Requires: EvasionThe spellcaster opens a vortex leading into the Pit. Anything caught within it will be lost forever. - Soul Stealer
Cooldown: -50% to "Soul Stealer"
Spell: "Soul Stealer"
Winds of Magic cost: -4 for "Soulstealer"Requires: Evasion - Spiteful Conjuration
Passive ability: "Spiteful Conjuration"Requires: Evasion - Smoke & Mirrors
Passive ability: "Smoke & Mirrors"Requires: EvasionA conjured shadow is just as obfuscating as a real one - the Shadow Wizard is master or mistress of the 'concealing' arts. - Greater Arcane Conduit
Passive ability: "Greater Arcane Conduit"Requires all: Pit of Shades, Soul Stealer, Spiteful Conjuration, Smoke & Mirrors
- Inspiring Presence
Unit 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 1
Melee defence: +4 for Dreadspears, Bleakswords, Black Ark Corsairs and Darkshards units (Lord's army)Level 2
Melee 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 3
Melee 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 1
Ammunition: +8% for Darkshards, Black Ark Corsairs and Reaper Bolt Thrower units (Lord's army)Level 2
Ammunition: +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 3
Ammunition: +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 1
Charge bonus: +6 for Shades, Dark Riders, Doomfire Warlocks and Scourgerunner Chariot units (Lord's army)Level 2
Charge 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 3
Charge 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 1
Weapon strength: +6% for Harpies, War Hydra, Kharibdyss, Black Dragon, Feral Manticore and Bloodwrack Medusae units (Lord's army)Level 2
Reload 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 3
Reload 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 1
Melee attack: +4 for Cold One Knights, Cold One Dread Knights and Cold One Chariot units (Lord's army)Level 2
Melee 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 3
Melee 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 1
Melee attack: +4 for Witch Elves, Har Ganeth Executioners, Black Guard of Naggarond and Sisters of Slaughter units (Lord's army)Level 2
Melee 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 3
Melee 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 all: Line Breaker, Sheafmaster, Raid Leader, Lash Master, Knight Lord, Slaughterlord - Cull the Unworthy
Armour: +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 Rewards
Armour: +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 Fortunate
Armour: +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 Bloodlust
Physical 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 1 of: Cull the Unworthy, Ravager Rewards, Favour the Fortunate, Confer Bloodlust
- 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. - Iron Disciplinarian3 levelsLevel 1
Control: +1 (local province)Level 2
Control: +2 (local province)Level 3
Control: +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 1
Casualties captured post-battle: +5%Level 2
Casualties captured post-battle: +12%Level 3
Casualties 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 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." - Infamous Raider3 levelsLevel 1
Income from looting settlements: +4% (Lord's army)
Income from raiding: +10% (Lord's army)
Income from sacking settlements: +4% (Lord's army)Level 2
Income from looting settlements: +9% (Lord's army)
Income from raiding: +20% (Lord's army)
Income from sacking settlements: +9% (Lord's army)Level 3
Income 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. - Draftmaster
Recruit rank: +1 for all units (Lord's army)
Local recruitment capacity: +1 (local province)Requires all: Iron Disciplinarian, Dreaded Slaver, Serve or Die, Infamous RaiderSomeone has to ensure the numbers and quality of recruits remain high. - 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: Draftmaster"The time to strike is now!" - Quartermaster3 levelsLevel 1
Upkeep: -3% (Lord's army)Level 2
Upkeep: -6% (Lord's army)Level 3
Upkeep: -10% (Lord's army)Requires: DraftmasterA good quartermaster can ration equipment and foodstuffs efficiently, making supplies last longer. - Fleeting Shadow3 levelsLevel 1
Ambush success chance: +6% (Lord's army)
Ambush defence chance: +5% (Lord's army)Level 2
Ambush success chance: +16% (Lord's army)
Ambush defence chance: +10% (Lord's army)Level 3
Attribute: Vanguard Deployment
Ambush 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 1
Casualty replenishment rate: +2% (Lord's army)
Attrition: -10% casualties suffered from all attrition (Lord's army)Level 2
Casualty replenishment rate: +4% (Lord's army)
Attrition: -20% casualties suffered from all attrition (Lord's army)Level 3
Casualty 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 & Feared
Enemy Hero action success chance: -10%
Hero self-defence: +25% chance of wounding aggressors
Campaign movement range: +5%
Recruit rank: +1 for all units (Lord's army)
Upkeep: -8% (Lord's army)Requires all: 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.
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.