Night Goblin Shaman skill tree & build planner
26 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
- 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.
- Extra Sneaky StabberUnlocks at rank 10Spell 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 10Attribute: Immune to Contact EffectsSpell 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 10Spell 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 12Ability: "Mad Cap Mushrooms"
- Shrouded StrikeAttribute: 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! spellsWinds 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 1Cooldown: -30% to "Sneaky Stabbin'"Level 2Winds 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 1Spell: "Vindictive Glare"Level 2Overcast spell: "Vindictive Glare Upgraded"Cooldown: -30% to "Vindictive Glare"Level 3Miscast 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 1Spell: "Itchy Nuisance"Level 2Winds of Magic cost: -2 for "Itchy Nuisance"Cooldown: -50% to "Itchy Nuisance"Spell: "Itchy Nuisance"Requires: Sneaky Stabbin'
- Gork'll Fix It2 levelsLevel 1Spell: "Gork'll Fix It"Level 2Winds of Magic cost: -1 for "Gork'll Fix It"Cooldown: -50% to "Gork'll Fix It"Spell: "Gork'll Fix It"Requires: Sneaky Stabbin'
- EvasionPassive ability: "Evasion"Requires: 4 skill points across Sneaky Stealin', Vindictive Glare, Itchy Nuisance, Gork'll Fix It
- Night Shroud3 levelsLevel 1Spell: "Night Shroud"Level 2Overcast spell: "Night Shroud Upgraded"Cooldown: -30% to "Night Shroud"Level 3Miscast 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 1Spell: "Curse of Da Bad Moon"Level 2Overcast spell: "Curse of Da Bad Moon Upgraded"Cooldown: -30% to "Curse of Da Bad Moon"Level 3Miscast 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
- EarthingMiscast 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 ReservesWinds 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 ConduitPassive ability: "Arcane Conduit"Requires: 4 skill points across Earthing, Magical Reserves, Night Shroud, Curse of da Bad Moon
Campaign
- Scouting3 levelsLevel 1Scouting action: Magic item drop chance is increased by an additional 5%Level 2 · rank 5Scouting action: Magic item drop chance is increased by an additional 10%Level 3 · rank 10Scouting 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 1Spread Control action: Control is modified by an additional 1Level 2 · rank 5Spread Control action: Control is modified by an additional 2Level 3 · rank 10Spread Control action: Control is modified by an additional 3The sight of this warrior, their stature, import or infamy, can have a calming effect.
- Steal Technology3 levelsLevel 1Steal Technology action: Research rate is increased by an additional 3Level 2 · rank 5Steal Technology action: Research rate is increased by an additional 6Level 3 · rank 10Steal 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 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.
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
Night Goblin Shaman · base + skills + items; no techs, buffs, campaign or battle-context effects (vs a race, at sea…).
| Stat | Base | Build |
|---|---|---|
| Health | 3,386 | 3,386 |
| Armour | 15 | 15 |
| Leadership | 50 | 50 |
| Speed | 35 | 35 |
| Melee attack | 24 | 24 |
| Melee defence | 26 | 26 |
| Weapon strength | 280 | 280 |
| … armour-piercing | 80 | 80 |
| Charge bonus | 20 | 20 |
| 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.
