
Night Goblin Shaman skill planner
26 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).
- 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.
- Extra Sneaky StabberUnlocks at rank 10
Spell intensity: +33% for "Sneaky Stabbin'"
Attribute: UnspottableNot with: Spore Bath, Instrument of GorkWhen regular stabbin' just won't "cut it", get yourself a Night Goblin for hire. - Spore BathUnlocks at rank 10
Attribute: Immune to Contact Effects
Spell intensity: +33% for "'Itchy Nuisance"Not with: Extra Sneaky Stabber, Instrument of GorkUnlike their unfortunate foes, Night Goblins are more than acclimated to the nasty, stinging spores that drench the air of their deepest caverns. - Instrument of GorkUnlocks at rank 10
Spell intensity: +33% for "Gork'll Fix It"
Melee defence: +24Not with: Extra Sneaky Stabber, Spore Bath"It's not that Mork don't like me... only that Gork likes me more…"
- Mad Cap MushroomsUnlocks at rank 12
Ability: "Mad Cap Mushrooms" - Shrouded Strike
Attribute: Stalk during ambushes (Hero's army)
Ambush success chance: +5% (Hero's army)Requires: Mad Cap MushroomsThe Goblin Shamans of the Little Waaagh! can cast a shroud across their army, setting up the most perfect ambushes. - Subtle Spellcraftin'
Winds of Magic cost: -10% for Little Waaagh! spells
Winds of Magic power reserve capacity: +5Requires: Shrouded StrikeLittle Waaagh! spells are surprisingly sneaky – subtle, even, which is much more surprising for those on the wrong end of one!
- Sneaky Stabbin'2 levelsLevel 1
Cooldown: -30% to "Sneaky Stabbin'"Level 2
Winds of Magic cost: -1 for "Sneaky Stabbin'"
Cooldown: -50% to "Sneaky Stabbin'"The targets of this spell are driven to go right for the 'hurty bitz' or sneak up on opponents at unexpected angles. - Sneaky Stealin'
Passive ability: "Sneaky Stealin'"Requires: Sneaky Stabbin' - Vindictive Glare3 levelsLevel 1
Spell: "Vindictive Glare"Level 2
Overcast spell: "Vindictive Glare Upgraded"
Cooldown: -30% to "Vindictive Glare"Level 3
Miscast base chance: -15% for "Vindictive Glare Upgraded"
Overcast spell: "Vindictive Glare Upgraded"
Winds of Magic cost: -1 for "Vindictive Glare"
Winds of Magic cost: -2 for "Vindictive Glare Upgraded"
Cooldown: -50% to "Vindictive Glare"Requires: Sneaky Stabbin' - Itchy Nuisance2 levelsLevel 1
Spell: "Itchy Nuisance"Level 2
Winds of Magic cost: -2 for "Itchy Nuisance"
Cooldown: -50% to "Itchy Nuisance"
Spell: "Itchy Nuisance"Requires: Sneaky Stabbin' - Gork'll Fix It2 levelsLevel 1
Spell: "Gork'll Fix It"Level 2
Winds of Magic cost: -1 for "Gork'll Fix It"
Cooldown: -50% to "Gork'll Fix It"
Spell: "Gork'll Fix It"Requires: Sneaky Stabbin' - Evasion
Passive ability: "Evasion"Requires all: Sneaky Stealin', Vindictive Glare, Itchy Nuisance, Gork'll Fix It - Night Shroud3 levelsLevel 1
Spell: "Night Shroud"Level 2
Overcast spell: "Night Shroud Upgraded"
Cooldown: -30% to "Night Shroud"Level 3
Miscast base chance: -15% for "Night Shroud Upgraded"
Overcast spell: "Night Shroud Upgraded"
Winds of Magic cost: -2 for "Night Shroud"
Winds of Magic cost: -3 for "Night Shroud Upgraded"
Cooldown: -50% to "Night Shroud"Requires: Evasion - Curse of da Bad Moon3 levelsLevel 1
Spell: "Curse of Da Bad Moon"Level 2
Overcast spell: "Curse of Da Bad Moon Upgraded"
Cooldown: -30% to "Curse of Da Bad Moon"Level 3
Miscast base chance: -15% for "Curse of Da Bad Moon Upgraded"
Overcast spell: "Curse of Da Bad Moon Upgraded"
Winds of Magic cost: -2 for "Curse of Da Bad Moon"
Winds of Magic cost: -3 for "Curse of Da Bad Moon Upgraded"
Cooldown: -50% to "Curse of Da Bad Moon"Requires: Evasion - Earthing
Miscast base chance: -15%Requires: EvasionBy 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: EvasionA few magic-users have the ability to store the Winds of Magic for later use, increasing their spellcasting power when it really counts. - Arcane Conduit
Passive ability: "Arcane Conduit"Requires all: Earthing, Magical Reserves, Night Shroud, Curse of da Bad Moon
- Scouting3 levelsLevel 1
Scouting action: Magic item drop chance is increased by an additional 5%Level 2 · rank 5
Scouting action: Magic item drop chance is increased by an additional 10%Level 3 · rank 10
Scouting action: Magic item drop chance is increased by an additional 15%Spellcasters can oft-sense when magic is close or being drawn from the Winds. - Spread Control3 levelsLevel 1
Spread Control action: Control is modified by an additional 1
Control: -1 (local enemy province)
Control: +1 (local province)Level 2 · rank 5
Spread Control action: Control is modified by an additional 2
Control: -2 (local enemy province)
Control: +2 (local province)Level 3 · rank 10
Spread Control action: Control is modified by an additional 3
Control: -3 (local enemy province)
Control: +3 (local province)The sight of this warrior, their stature, import or infamy, can have a calming effect. - Steal Technology3 levelsLevel 1
Steal Technology action: Research rate is increased by an additional 3Level 2 · rank 5
Steal Technology action: Research rate is increased by an additional 6Level 3 · rank 10
Steal Technology action: Research rate is increased by an additional 10Oft-times, though you may have much, what you want the most is what your rivals have; such envy focuses the mind and creativity. - 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.