
Orc Shaman skill planner
27 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).
- wh_main_skill_grn_wizard_unique_orc_shaman_war_boarUnlocks at rank 6
Mount: War Boar - 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.
- One of da BoyzUnlocks at rank 12
Melee attack: +5
Weapon 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 Eye
Hero 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 Green
Winds of Magic cost: -10% for Big Waaagh! spells
Ability: ""
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 9
Spell 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 9
Spell 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 9
Spell 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 1
Overcast spell: "Gaze of Mork Upgraded"
Cooldown: -30% to "Gaze of Mork"Level 2
Miscast 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 1
Spell: "Brain Bursta"Level 2
Overcast spell: "Brain Bursta Upgraded"
Cooldown: -30% to "Brain Bursta"Level 3
Miscast 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 1
Spell: "Fists of Gork"Level 2
Winds of Magic cost: -1 for "Fists of Gork"
Cooldown: -50% to "Fists of Gork"
Spell: "Fists of Gork"Requires: Gaze of Mork - 'Eadbutt3 levelsLevel 1
Spell: "'Eadbutt"Level 2
Overcast spell: "'Eadbutt Upgraded"
Cooldown: -30% to "'Eadbutt"Level 3
Miscast 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 - Evasion
Passive ability: "Evasion"Requires all: Power of da Waaagh!, Brain Bursta, Fists of Gork, 'Eadbutt - Ere We Go!2 levelsLevel 1
Spell: "'Ere We Go"Level 2
Winds of Magic cost: -2 for "'Ere We Go"
Cooldown: -50% to "'Ere We Go"
Spell: "'Ere We Go"Requires: Evasion - Foot of Gork3 levelsLevel 1
Spell: "Foot of Gork"Level 2
Overcast spell: "Foot of Gork Upgraded"
Cooldown: -30% to "Foot of Gork"Level 3
Miscast 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 - 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, Ere We Go!, Foot of Gork
- 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.