
Night Goblin Big Boss skill planner
29 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).
- wh3_dlc26_skill_mount_grn_night_goblin_big_boss_great_cave_squigUnlocks at rank 9
Mount: Great Cave Squig - Stalker
Campaign line of sight: +20%"I spy with my beady eye… something that needs to be killed." - Deadly SchemerUnlocks at rank 7
Hero action success chance: +10%
Hero self-defence: +10% chance of wounding aggressors
Campaign 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 10
Ambush 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 8
Missile resistance: 10%You can’t trust ‘im. E’s a little bit woaah, a little bit Waaagh! Ya know? Well dodgy. - ImmortalityUnlocks at rank 20
When 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 1
Character will share +15% of experience earned between all other active Heroes of the same typeLevel 2 · rank 40
Character will share +30% of experience earned between all other active Heroes of the same typeLevel 3 · rank 50
Character 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 12
Ability: "" - 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 Squigs
Passive 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! - HerderHIDDEN - used in conjuction with squig recruit rank effect for merc squig units (Hero's army)
Recruit 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'! - Tricksy
Effect duration: +50% for ""
Ability number of uses: +3 for ""Requires 2 of: 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 Blade
Weapon strength: +10%A drawn blade should not be put away until slaked in blood. - Gutter Fighter3 levelsLevel 1
Melee attack: +3Level 2
Melee attack: +7Level 3
Melee attack: +12Requires: Bloody BladeThis being fights dirty, no honour system applies here! - Elusive3 levelsLevel 1
Melee defence: +3Level 2
Melee defence: +7Level 3
Melee defence: +12Requires: Bloody Blade"Stay in one place, gods-damn you!" - Precise3 levelsLevel 1
Weapon strength: +5%Level 2
Weapon strength: +12%Level 3
Weapon 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 1
Speed: +3%Level 2
Speed: +8%Level 3
Speed: +15%Requires: Bloody BladeThose who are fleet of foot can reach the enemy faster. - Foe-Seeker
Ability: "Foe-Seeker"Requires all: 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 1
Charge bonus: +4Level 2
Charge bonus: +9Level 3
Charge bonus: +15Requires: Foe-SeekerAlways on the lookout for an opening or advantage in battle - somewhere to put the knife in… - Hard to Hit3 levelsLevel 1
Melee defence: +3Level 2
Melee defence: +7Level 3
Melee 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 1
Hit points: +3%Level 2
Hit points: +8%Level 3
Hit 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 1
Leadership: +2Level 2
Leadership: +5Level 3
Leadership: +9Requires: Foe-SeekerNever trap this one, when cornered they have nothing left to lose. - Deadly Onslaught
Ability: "Deadly Onslaught"Requires all: 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.
- Increase Mobility3 levelsLevel 1
Increase Mobility action: Movement range is increased by an additional 5%Level 2 · rank 5
Increase Mobility action: Movement range is increased by an additional 10%Level 3 · rank 10
Increase 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 1
Stimulate Growth action: Growth is modified by an additional 10
Growth: -10 (local enemy province)
Growth: +10 (local province)Level 2 · rank 5
Stimulate Growth action: Growth is modified by an additional 20
Growth: -20 (local enemy province)
Growth: +20 (local province)Level 3 · rank 10
Stimulate Growth action: Growth is modified by an additional 30
Growth: -30 (local enemy province)
Growth: +30 (local province)All will listen, for the news will either be dire or wonderful. - Damage Walls3 levelsLevel 1
Damage Walls action: 1 additional wall breachesLevel 2 · rank 5
Damage Walls action: 2 additional wall breachesLevel 3 · rank 10
Damage Walls action: 3 additional wall breachesThey cannot stop what they cannot see. - Wound3 levelsLevel 1
Wound action: Additional 5% chance of wounding targetLevel 2 · rank 5
Wound action: Additional 12% chance of wounding targetLevel 3 · rank 10
Wound action: Additional 21% chance of wounding targetSuch a champion will not bend or break, but slay in their Lord's name. - Hinder Replenishment3 levelsLevel 1
Hinder Replenishment action: Replenishment is modified by an additional -10%Level 2 · rank 5
Hinder Replenishment action: Replenishment is modified by an additional -20%Level 3 · rank 10
Hinder 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 1
Hero action cost: -10%
Hero action success chance: +1%Level 2
Hero action cost: -20%
Hero action success chance: +3%Level 3
Hero 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.
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.