Morathi skill tree & build planner
Dark ElvesLegendary lordUnit stats
62 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
- SulephetUnlocks at rank 12Mount: 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 6Winds 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.
- EarthingMiscast 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 ReservesWinds 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 SorceressHero capacity: +1 for SorceressesUnlocks 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 EvilCooldown: -20% to all spellsWinds 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 skill points across 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 1Melee 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 2Melee 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 8Missile resistance: 10%The Bloody-handed God watches over his disciples.
- 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.
- InsidiousUnlocks at rank 12Hero 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 SchemingAssassinate 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 AssetsMelee 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 DespairSlaanesh 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 12Casualties 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 BloodUnit 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 SacrificesSlaanesh corruption: +1 (all provinces)Diplomatic relations: +10 with BeastmenMagic 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 DevotionUpkeep: -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 AttackCharge bonus: +15Speed: +10%Every fibre of their being is charged and ready for action - wherever, whenever.
- Blade Master2 levelsLevel 1Melee attack: +6Level 2Melee 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 1Melee defence: +6Level 2Melee 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 1Weapon strength: +10%Level 2Weapon 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 1Hit points: +7%Level 2Hit points: +15%Requires: Impaling Attack"The enemy's fear; their blood spilt in the mud – these are the things that sustain me."
- Foe-SeekerAbility: "Foe-Seeker"Requires: 3 skill points across 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 BeautyPassive ability: "Enchanting Beauty"Requires: Foe-Seeker
- A Thousand & One Dark Blessings2 levelsLevel 1Spell resistance: 10%Physical resistance: 15%Level 2Spell 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.
- Colossal StrikeAbility: "Colossal Strike"Requires: Foe-SeekerThe bigger they are, the harder they fall.
- Melkoth's Mystifying Miasma2 levelsLevel 1Overcast spell: "Melkoth's Mystifying Miasma Upgraded"Cooldown: -30% to "Melkoth's Mystifying Miasma"Level 2Miscast 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 DarknessCooldown: -50% to "Power of Darkness"Winds of Magic cost: -1 for "Power of Darkness"Requires: Melkoth's Mystifying Miasma
- 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: Melkoth's Mystifying Miasma
- Soulblight2 levelsLevel 1Overcast spell: "Soulblight Upgraded"Cooldown: -30% to "Soulblight"Spell: "Soulblight"Level 2Miscast 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-LeechingPassive ability: "Life Leeching"Requires: Melkoth's Mystifying Miasma
- EvasionPassive ability: "Evasion"Requires: 4 skill points across Power of Darkness, Doom & Darkness, Soulblight, Life-Leeching
- Pit of Shades2 levelsLevel 1Overcast spell: "Pit of Shades Upgraded"Cooldown: -30% to "Pit of Shades"Spell: "Pit of Shades"Level 2Miscast 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 StealerCooldown: -50% to "Soul Stealer"Spell: "Soul Stealer"Winds of Magic cost: -4 for "Soulstealer"Requires: Evasion
- Spiteful ConjurationPassive ability: "Spiteful Conjuration"Requires: Evasion
- Smoke & MirrorsPassive 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 ConduitPassive ability: "Greater Arcane Conduit"Requires: 4 skill points across Pit of Shades, Soul Stealer, Spiteful Conjuration, Smoke & Mirrors
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
Morathi · base + skills + items; no techs, buffs, campaign or battle-context effects (vs a race, at sea…).
| Stat | Base | Build |
|---|---|---|
| Health | 3,688 | 3,688 |
| Armour | 15 | 15 |
| Leadership | 85 | 85 |
| Speed | 43 | 43 |
| Melee attack | 55 | 55 |
| Melee defence | 40 | 40 |
| Weapon strength | 340 | 340 |
| … armour-piercing | 240 | 240 |
| Charge bonus | 55 | 55 |
| Bonus vs large | 15 | 15 |
| Ward save % | 0 | 0 |
| Physical resistance % | 0 | 0 |
| Missile resistance % | 15 | 15 |
| Spell resistance % | 25 | 25 |
| 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.
