Night Goblin Big Boss skill tree & build planner
29 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
- Great Cave SquigUnlocks at rank 9Mount: Great Cave SquigAs large as an Imperial warhorse and thrice as fierce – a most appropriate mount for a Night Goblin Warboss!
- StalkerCampaign line of sight: +20%"I spy with my beady eye… something that needs to be killed."
- Deadly SchemerUnlocks at rank 7Hero action success chance: +10%Hero self-defence: +10% chance of wounding aggressorsCampaign movement range: +20% (when not embedded)There is no one whom the Night Goblin Big Boss has faced and hasn’t ran away from – and no one whose back he has seen and hasn’t stabbed, and killed.
- Dark DeedsUnlocks at rank 10Ambush defence chance: +10% (Hero's army)Chance of intercepting an army using Tunnelling, beast-paths or Worldroots: +20% (accompanying Lord)"None seez 'til I doez the deedz, an' den dem bonez will rot on da stonez!"
- Dodgy GeezerUnlocks at rank 8Missile resistance: 10%You can’t trust ‘im. E’s a little bit woaah, a little bit Waaagh! Ya know? Well dodgy.
- ImmortalityUnlocks at rank 20When normally killed in action, this Hero will be wounded insteadWho wants to live forever? As it turns out, most beings wouldn't say no…
- MentorUnlocks at rank 30 · 3 levelsLevel 1Character will share +15% of experience earned between all other active Heroes of the same typeLevel 2 · rank 40Character will share +30% of experience earned between all other active Heroes of the same typeLevel 3 · rank 50Character will share +50% of experience earned between all other active Heroes of the same typeHaving learned much in their long years of service, this character now turns their attention to training others.
- Empowering ShroomsUnlocks at rank 12Ability: "Empowering Shrooms"The fact that Squigs and gobbos love them should serve as a warning to the more inherently sensible races.
- Release da Squigs!Passive ability: "Loner" for Squig Herd and Colossal Squig units (Hero's army)Attribute: Vanguard Deployment for Squig Herd and Colossal Squig units (Hero's army)Requires: Empowering Shrooms"We 'aven't fed dese ones for a few days – lets release 'em on da enemy gitz, so dey can eat dere fill!"
- Craziest SquigsPassive ability: "Frenzy" for Squig Hoppers and Mangler Squigs units (Hero's army)Attribute: Causes Fear for Squig Hoppers and Mangler Squigs units (Hero's army)Requires: Empowering ShroomsOnly the bravest Night Goblins dare climb on the backs of the wildest Squigs. Finding such a gobbo is easier said than done!
- HerderRecruit rank: +1 for Squig units (Hero's army)Upkeep: -5% for Squig units (Hero's army)Requires: Empowering ShroomsExperienced Night Goblin Herders can spot a Squig with the temperament to be controlled... and know to stay well away from those that cant'!
- TricksyEffect duration: +50% for "Empowering Shrooms"Ability number of uses: +3 for "Squig Thinkin'"Requires: 2 skill points across Release da Squigs!, Craziest Squigs, HerderIt takes a lot of dirty tricks and a fair share of luck, but those who last this long are truly dangerous ladz to have around.
- Bloody BladeWeapon strength: +10%A drawn blade should not be put away until slaked in blood.
- Gutter Fighter3 levelsLevel 1Melee attack: +3Level 2Melee attack: +7Level 3Melee attack: +12Requires: Bloody BladeThis being fights dirty, no honour system applies here!
- Elusive3 levelsLevel 1Melee defence: +3Level 2Melee defence: +7Level 3Melee defence: +12Requires: Bloody Blade"Stay in one place, gods-damn you!"
- Precise3 levelsLevel 1Weapon strength: +5%Level 2Weapon strength: +12%Level 3Weapon strength: +20%Requires: Bloody BladeWhether a targeted slice to the throat, or a precision stab to the heart, this one knows how to kill!
- Fleet-Footed3 levelsLevel 1Speed: +3%Level 2Speed: +8%Level 3Speed: +15%Requires: Bloody BladeThose who are fleet of foot can reach the enemy faster.
- Foe-SeekerAbility: "Foe-Seeker"Requires: 4 skill points across Gutter Fighter, Elusive, Precise, Fleet-FootedFrom one bloodied, lifeless corpse to the next, this one is always looking for the next adversary to best.
- Opportunist3 levelsLevel 1Charge bonus: +4Level 2Charge bonus: +9Level 3Charge bonus: +15Requires: Foe-SeekerAlways on the lookout for an opening or advantage in battle - somewhere to put the knife in…
- Hard to Hit3 levelsLevel 1Melee defence: +3Level 2Melee defence: +7Level 3Melee defence: +12Requires: Foe-SeekerHand-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.
- Survivalist3 levelsLevel 1Hit points: +3%Level 2Hit points: +8%Level 3Hit points: +15%Requires: Foe-Seeker"The enemy's fear; their blood spilt in the mud – these are the things that sustain me."
- Cornered Rat3 levelsLevel 1Leadership: +2Level 2Leadership: +5Level 3Leadership: +9Requires: Foe-SeekerNever trap this one, when cornered they have nothing left to lose.
- Deadly OnslaughtAbility: "Deadly Onslaught"Requires: 4 skill points across Opportunist, Hard to Hit, Survivalist, Cornered RatThe war is endless. The cycle of charging, clashing, and bloody hand-to-hand fighting is without end. It will never stop.
Campaign
- Increase Mobility3 levelsLevel 1Increase Mobility action: Movement range is increased by an additional 5%Level 2 · rank 5Increase Mobility action: Movement range is increased by an additional 10%Level 3 · rank 10Increase Mobility action: Movement range is increased by an additional 15%Whether it be training harder, travelling lighter, eating less or sleeping better, there's always a way to draw more from the day.
- Stimulate Growth3 levelsLevel 1Stimulate Growth action: Growth is modified by an additional 10Level 2 · rank 5Stimulate Growth action: Growth is modified by an additional 20Level 3 · rank 10Stimulate Growth action: Growth is modified by an additional 30All will listen, for the news will either be dire or wonderful.
- Damage Walls3 levelsLevel 1Damage Walls action: 1 additional wall breachesLevel 2 · rank 5Damage Walls action: 2 additional wall breachesLevel 3 · rank 10Damage Walls action: 3 additional wall breachesThey cannot stop what they cannot see.
- Wound3 levelsLevel 1Wound action: Additional 5% chance of wounding targetLevel 2 · rank 5Wound action: Additional 12% chance of wounding targetLevel 3 · rank 10Wound action: Additional 21% chance of wounding targetSuch a champion will not bend or break, but slay in their Lord's name.
- Hinder Replenishment3 levelsLevel 1Hinder Replenishment action: Replenishment is modified by an additional -10%Level 2 · rank 5Hinder Replenishment action: Replenishment is modified by an additional -20%Level 3 · rank 10Hinder Replenishment action: Replenishment is modified by an additional -40%The sight of a powerful figure extolling death and blasphemies can bring enemy ranks to their knees.
- Specialist3 levelsLevel 1Hero action cost: -10%Hero action success chance: +1%Level 2Hero action cost: -20%Hero action success chance: +3%Level 3Hero action cost: -40%Hero action success chance: +6%An expert in their craft, this Hero knows all the mistakes that can be made and how to best avoid making them.
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
- 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
Night Goblin Big Boss · base + skills + items; no techs, buffs, campaign or battle-context effects (vs a race, at sea…).
| Stat | Base | Build |
|---|---|---|
| Health | 3,485 | 3,485 |
| Armour | 25 | 25 |
| Leadership | 45 | 45 |
| Speed | 35 | 35 |
| Melee attack | 35 | 35 |
| Melee defence | 45 | 45 |
| Weapon strength | 340 | 340 |
| … armour-piercing | 140 | 140 |
| Charge bonus | 15 | 15 |
| 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.
