Orc Shaman skill tree & build planner
27 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
- War BoarUnlocks at rank 6Mount: War BoarThe war boar is a stubborn and vicious animal - an extremely tough beast that is notoriously bad tempered, loudly flatulent, unpredictable, and wholly dangerous.
- 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.
- One of da BoyzUnlocks at rank 12Melee attack: +5Weapon strength: +10%While an Orc Shaman will primarily dance around chanting their magic, never forget that they are Greenskins, and Orcs at that. Get too close and they'll still rip your arms off!
- Don't Look 'Em in da EyeHero action cost: -10%Hero action success chance: +5%Requires: One of da BoyzThe ability to create discomfort among friend or foe through their gaze can be quite disarming, allowing for the Orc Shamans to act freely and manipulate events as they unfold.
- Da Great GreenWinds of Magic cost: -10% for Big Waaagh! spellsAbility: "Mumbo-Jumbo Chant"Winds of Magic power reserve capacity: +5Requires: Don't Look 'Em in da EyeThe bigger the Waaagh!, the bigger the spells, and the greater the Shaman's power.
- Brutal BlowsUnlocks at rank 9Spell intensity: +33% for "Fists of Gork"Armour-piercing weapon damage: +50Not with: Thick Skull, Big Ideas"You smash! I smash! WAAAAAAAAGH!!!"
- Thick SkullUnlocks at rank 9Spell intensity: +33% for "'Eadbutt"Spell intensity: +33% for "'Eadbutt Upgraded"Armour: +20Not with: Brutal Blows, Big IdeasHeadbutting is useful for building character... or at least a very thick skull!
- Big IdeasUnlocks at rank 9Spell intensity: +33% for "Brain Bursta"Spell intensity: +33% for "Brain Bursta Upgraded"Targeting range: +25% for spellsNot with: Brutal Blows, Thick SkullThoughts so big they're liable to burst right out!
- Gaze of Mork2 levelsLevel 1Overcast spell: "Gaze of Mork Upgraded"Cooldown: -30% to "Gaze of Mork"Level 2Miscast base chance: -15% for "Gaze of Mork Upgraded"Overcast spell: "Gaze of Mork Upgraded"Winds of Magic cost: -1 for "Gaze of Mork"Winds of Magic cost: -1 for "Gaze of Mork Upgraded"Cooldown: -50% to "Gaze of Mork"
- Power of da Waaagh!Passive ability: "Power of da Waaagh!"Requires: Gaze of Mork
- Brain Bursta3 levelsLevel 1Spell: "Brain Bursta"Level 2Overcast spell: "Brain Bursta Upgraded"Cooldown: -30% to "Brain Bursta"Level 3Miscast base chance: -15% for "Brain Bursta Upgraded"Overcast spell: "Brain Bursta Upgraded"Winds of Magic cost: -1 for "Brain Bursta"Winds of Magic cost: -2 for "Brain Bursta Upgraded"Cooldown: -50% to "Brain Bursta"Requires: Gaze of Mork
- Fists of Gork2 levelsLevel 1Spell: "Fists of Gork"Level 2Winds of Magic cost: -1 for "Fists of Gork"Cooldown: -50% to "Fists of Gork"Spell: "Fists of Gork"Requires: Gaze of Mork
- 'Eadbutt3 levelsLevel 1Spell: "'Eadbutt"Level 2Overcast spell: "'Eadbutt Upgraded"Cooldown: -30% to "'Eadbutt"Level 3Miscast base chance: -15% for "'Eadbutt Upgraded"Overcast spell: "'Eadbutt Upgraded"Winds of Magic cost: -2 for "'Eadbutt"Winds of Magic cost: -3 for "'Eadbutt Upgraded"Cooldown: -50% to "'Eadbutt"Requires: Gaze of Mork
- EvasionPassive ability: "Evasion"Requires: 4 skill points across Power of da Waaagh!, Brain Bursta, Fists of Gork, 'Eadbutt
- Ere We Go!2 levelsLevel 1Spell: "'Ere We Go"Level 2Winds of Magic cost: -2 for "'Ere We Go"Cooldown: -50% to "'Ere We Go"Spell: "'Ere We Go"Requires: Evasion
- Foot of Gork3 levelsLevel 1Spell: "Foot of Gork"Level 2Overcast spell: "Foot of Gork Upgraded"Cooldown: -30% to "Foot of Gork"Level 3Miscast base chance: -15% for "Foot of Gork Upgraded"Overcast spell: "Foot of Gork Upgraded"Winds of Magic cost: -3 for "Foot of Gork"Winds of Magic cost: -4 for "Foot of Gork Upgraded"Cooldown: -50% to "Foot of Gork"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, Ere We Go!, Foot of Gork
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.
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
Orc Shaman · base + skills + items; no techs, buffs, campaign or battle-context effects (vs a race, at sea…).
| Stat | Base | Build |
|---|---|---|
| Health | 3,869 | 3,869 |
| Armour | 30 | 30 |
| Leadership | 55 | 55 |
| Speed | 33 | 33 |
| Melee attack | 38 | 38 |
| Melee defence | 20 | 20 |
| Weapon strength | 310 | 310 |
| … armour-piercing | 95 | 95 |
| Charge bonus | 40 | 40 |
| 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.
