
Runelord skill planner
DwarfsLordUnit stats
54 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).
- Anvil of DoomUnlocks at rank 14
Mount: Anvil of DoomCovered in the Runelord’s ancient script, the anvil has given form to the most powerful runic weapons ever forged. - Master of the ForgeUnlocks at rank 3 · 2 levelsLevel 1
Oathgold from buildings: +20% (local province)Level 2 · rank 10
Oathgold from buildings: +40% (local province)There are none more adept at metal-shaping than those who command the runes. - ObdurateUnlocks at rank 6
Leadership: +9All Dwarfs are stubborn, but none more so than Grudgebearer, the founder of the Age of Reckoning. - Ancestral GrudgeUnlocks at rank 10
Weapon strength: +8%
Weapon strength: +15% when fighting against GreenskinsAll Dwarfs despise the Greenskins, for the urki and grobi are the prime agents in the Times of Woe. - Brass-LungedUnlocks at rank 4
Leadership aura size: +25%This Lord belts out orders and can be heard even across a battlefield smothered in the grim noise of war. - Lord of the DeepsUnlocks at rank 8
Leadership: +6 when fighting against Skaven (Lord's army)
Leadership: +6 during subterranean siege battles (Lord's army)
Leadership: +6 during subterranean intercept battles (Lord's army)A true Lord knows the Underway, his Dwarfhold and how to fight under the ground better than anyone. - ObstinacyUnlocks at rank 10
Vigour loss reduction: -15% (Lord's army)This stubborn Dwarf refuses to yield or tire, and ensures his followers are of the same ilk. - Rune of GrimnirUnlocks at rank 8
Missile resistance: 10%The endless courage of the Warrior God, directed to bolster this Dawi’s own reserves. - Soldiers of RenownUnlocks at rank 10 · 3 levelsLevel 1 · free at rank 10
Regiments of Renown army capacity: +1 (own army)Level 2 · free at rank 20
Regiments of Renown army capacity: +2 (own army)Level 3 · free at rank 30
Regiments of Renown army capacity: +3 (own army)Their renown shall further elevate the one under whose command they march. - ImmortalityUnlocks at rank 20
This Lord will be wounded instead of killed in battleWho wants to live forever? As it turns out, most beings wouldn't say no… - MentorUnlocks at rank 30 · 3 levelsLevel 1
Character experience gain: +20% (Heroes in Lord's army)
Character will share +15% of experience earned between all other active LordsLevel 2 · rank 40
Character experience gain: +35% (Heroes in Lord's army)
Character will share +30% of experience earned between all other active LordsLevel 3 · rank 50
Character experience gain: +50% (Heroes in Lord's army)
Character will share +50% of experience earned between all other active LordsHaving learned much in their long years of service, this character now turns their attention to training others.
- Runic ImbuementUnlocks at rank 12
Enables magical attacks
Weapon strength: +10%With the power of Runic Magic at your side, there's little in this world or any other that can do to bring you low. - Protective Wards
Melee defence: +5
Physical resistance: 10%Requires: Runic Imbuement"Think of it as a belt *and* braces – protection on top of protection, in case they come at your with their foul magicks." - Slow the Winds
Enemy Winds of Magic power reserve: -5 per turn (local region)Requires: Runic ImbuementProving their innate superiority, and with it that of the Dwarf race, runes can be used to hamper the Winds of Magic and therefore their benefit to the enemy. - Runemaster
Shared cooldown: -15% for all Master Rune Magic
Miscast base chance: -15%Requires: Runic ImbuementUpon the Anvil of Doom the rune weapons of legend are forged. - wh3_dlc25_skill_dwf_runelord_self_unique_6
Passive ability: ""Requires 2 of: Protective Wards, Slow the Winds, Runemaster
- Invoke Runes of GrimnirUnlocks at rank 8
Leadership: +4 (Lord's army)
Melee attack: +3 (Lord's army)Not with: Invoke Runes of Grungni, Invoke Runes of ValayaSeperate runes struck in the right order can call upon the different Ancestor Gods. Call upon Grimnir to unlock a furious energy. - Invoke Runes of GrungniUnlocks at rank 8
Armour: +10 (Lord's army)
Physical resistance: 5% (Lord's army)Not with: Invoke Runes of Grimnir, Invoke Runes of ValayaSeperate runes struck in the right order can call upon the different Ancestor Gods. Call upon Grungni to improve the power of weapons and armour. - Invoke Runes of ValayaUnlocks at rank 8
Casualty replenishment rate: +5% (Lord's army)
Vigour loss reduction: -20% (Lord's army)Not with: Invoke Runes of Grimnir, Invoke Runes of GrungniSeperate runes struck in the right order can call upon the different Ancestor Gods. Call upon Valaya for assurance of loyalty in crucial moments.
- Rune of Speed
Overcast Rune Magic: "Master Rune of Speed"
Cooldown: -20% for "Rune of Speed" - Rune of Oath & Steel
Cooldown: -20% for "Rune of Oath & Steel"
Overcast Rune Magic: "Master Rune of Oath & Steel"Requires: Rune of Speed - Rune of Wrath & Ruin2 levelsLevel 1
Overcast Rune Magic: "Master Rune of Wrath & Ruin"
Rune Magic: "Rune of Wrath & Ruin"Level 2
Cooldown: -20% for "Rune of Wrath & Ruin"
Overcast Rune Magic: "Master Rune of Wrath & Ruin"
Rune Magic: "Rune of Wrath & Ruin"Requires: Rune of Speed - Damping
Enemy Winds of Magic power reserve capacity: -10 (local region)Requires: Rune of SpeedThe Dwarfs' natural anti-magic resistance is amplified to dampen the Winds of Magic. - Rune of Slowness2 levelsLevel 1
Overcast Rune Magic: "Master Rune of Slowness"
Rune Magic: "Rune of Slowness"Level 2
Overcast Rune Magic: "Master Rune of Slowness"
Rune Magic: "Rune of Slowness"
Cooldown: -20% for "Rune of Slowness"Requires: Rune of Speed - Forgefire
Passive ability: "Forgefire"Requires all: Rune of Wrath & Ruin, Rune of Oath & Steel, Damping, Rune of Slowness - Rune of Breaking2 levelsLevel 1
Overcast Rune Magic: "Master Rune of Breaking"
Rune Magic: "Rune of Breaking"Level 2
Overcast Rune Magic: "Master Rune of Breaking"
Rune Magic: "Rune of Breaking"
Cooldown: -20% for "Rune of Breaking"Requires: Forgefire - Rune of Negation2 levelsLevel 1
Overcast Rune Magic: "Master Rune of Negation"
Rune Magic: "Rune of Negation"Level 2
Overcast Rune Magic: "Master Rune of Negation"
Cooldown: -20% for "Rune of Negation"
Rune Magic: "Rune of Negation"Requires: Forgefire - Rune of Hearth & Home
Passive ability: "Rune of Hearth & Home"Requires: ForgefireInvoking the Rune of Hearth & Home stirs a Dwarf's pride in his Hold, Clan and Ancestors. - Wardbreaker
Spell resistance: -10% (enemy armies in local province)
Missile resistance: -10% (enemy armies in local province)Requires: ForgefireDawi Rune Magic is potent, and damned hard to defend against! - Strike the Runes
Shared cooldown: -10% for all Rune MagicRequires all: Rune of Breaking, Rune of Negation, Rune of Hearth & Home, WardbreakerA Runesmith may 'strike the runes' - a metaphor for refusing to let them cool, which reduces their potency.
- Inspiring Presence
Unit experience gain per turn: +75 (Lord's army)
Character's aura leadership effect: +5There are Lords that radiate power, confidence and fear, inspiring their followers to great or terrible acts. - Axe Lord3 levelsLevel 1
Melee defence: +4 for Miners, Dwarf Warriors, and Longbeards units (Lord's army)Level 2
Melee attack: +4 for Miners, Dwarf Warriors, and Longbeards units (Lord's army)
Melee defence: +4 for Miners, Dwarf Warriors, and Longbeards units (Lord's army)Level 3
Melee attack: +6 for Miners, Dwarf Warriors, and Longbeards units (Lord's army)
Melee defence: +6 for Miners, Dwarf Warriors, and Longbeards units (Lord's army)Requires: Inspiring PresenceA Lord and his az are never separated, for it is as much part of him as his beard. - Thunderer3 levelsLevel 1
Ammunition: +10% for Quarrellers, Thunderers, and Rangers units (Lord's army)Level 2
Ammunition: +10% for Quarrellers, Thunderers, and Rangers units (Lord's army)
Missile strength: +6% for Quarrellers, Thunderers, and Rangers units (Lord's army)Level 3
Ammunition: +15% for Quarrellers, Thunderers, and Rangers units (Lord's army)
Missile strength: +8% for Quarrellers, Thunderers, and Rangers units (Lord's army)Requires: Inspiring PresenceThis Lord knows his throng thrives in ranged combat and expects his Clansdwarfs to excel in that discipline. - Tradition & Innovation3 levelsLevel 1
Ammunition: +10% for Gyrocopters, Gyrobombers and Thunderbarge units (Lord's army)Level 2
Ammunition: +15% for Gyrocopters, Gyrobombers and Thunderbarge units (Lord's army)
Range: +5% for Gyrocopters, Gyrobombers and Thunderbarge units (Lord's army)Level 3
Ammunition: +20% for Gyrocopters, Gyrobombers and Thunderbarge units (Lord's army)
Range: +10% for Gyrocopters, Gyrobombers and Thunderbarge units (Lord's army)Requires: Inspiring PresenceThe Dawi continually push the boundaries of engineering, be it by soaring ever higher in their flying contraptions or firing projectiles farther than ever before. - Fire & Fury3 levelsLevel 1
Missile strength: +4% for Irondrakes and Flame Cannon units (Lord's army)Level 2
Missile strength: +6% for Irondrakes and Flame Cannon units (Lord's army)
Reload time reduction: +4% for Irondrakes and Flame Cannon units (Lord's army)Level 3
Missile strength: +8% for Irondrakes and Flame Cannon units (Lord's army)
Reload time reduction: +8% for Irondrakes and Flame Cannon units (Lord's army)Requires: Inspiring PresenceOnly Dwarfen forges burn hotter than those unfortunates caught in the blaze of Dawi ingenuity. - Grimnir's Heirs3 levelsLevel 1
Melee attack: +4 for Slayers, Doomseekers, Giant Slayers, Slayer Pirates, Hammerers and Ironbreakers units (Lord's army)Level 2
Melee attack: +4 for Slayers, Doomseekers, Giant Slayers, Slayer Pirates, Hammerers and Ironbreakers units (Lord's army)
Weapon strength: +6% for Slayers, Giant Slayers, Doomseekers, Slayer Pirates, Hammerers and Ironbreakers units (Lord's army)Level 3
Melee attack: +6 for Slayers, Doomseekers, Giant Slayers, Slayer Pirates, Hammerers and Ironbreakers units (Lord's army)
Weapon strength: +12% for Slayers, Giant Slayers, Doomseekers, Slayer Pirates, Hammerers and Ironbreakers units (Lord's army)Requires: Inspiring PresenceFull of grim determination, when Dwarfs join battle there is no retreat, only victory or death. - Tactician3 levelsLevel 1
Missile strength: +6% for Bolt Throwers, Grudge Thrower, Cannon, Goblin Hewer and Organ Gun units (Lord's army)Level 2
Ammunition: +10% for Bolt Throwers, Grudge Thrower, Cannon, Goblin Hewer and Organ Gun units (Lord's army)
Missile strength: +6% for Bolt Throwers, Grudge Thrower, Cannon, Goblin Hewer and Organ Gun units (Lord's army)Level 3
Ammunition: +20% for Bolt Throwers, Grudge Thrower, Cannon, Goblin Hewer and Organ Gun units (Lord's army)
Missile strength: +8% for Bolt Throwers, Grudge Thrower, Cannon, Goblin Hewer and Organ Gun units (Lord's army)Requires: Inspiring PresenceDwarfs are long-lived with many years of battlefield experience, making them excellent tacticians. - Rally!
Ability: "Rally!"Requires all: Axe Lord, Thunderer, Tradition & Innovation, Fire & Fury, Grimnir's Heirs, Tactician - Blessed by Grungni
Armour: +12 for Miners, Dwarf Warriors, and Longbeards units (Rank 7 and above) (Lord's army)
Spell resistance: 15% for Miners, Dwarf Warriors, and Longbeards units (Rank 7 and above) (Lord's army)
Melee defence: +5 for Miners, Dwarf Warriors, and Longbeards units (Rank 7 and above) (Lord's army)Requires: Rally!Those who pass the trials of the Ancestor God have proven their honour without question. - Dawi Firepower
Missile strength: +12% for Quarrellers, Thunderers, Rangers, Irondrakes, Gyrocopters, Gyrobombers and Thunderbarge units (Rank 7 and above) (Lord's army)
Missile resistance: 15% for Quarrellers, Thunderers, Rangers, Irondrakes, Gyrocopters, Gyrobombers and Thunderbarge units (Rank 7 and above) (Lord's army)
Reload time reduction: +10% for Quarrellers, Thunderers, Rangers, Irondrakes, Gyrocopters, Gyrobombers and Thunderbarge units (Rank 7 and above) (Lord's army)Requires: Rally!None know the strength of the Dawi better than those who've suffered their firepower firsthand. - Honoured by Grimnir
Melee attack: +5 for Slayers, Giant Slayers, Doomseekers, Slayer Pirates, Hammerers and Ironbreakers units (Rank 7 and above) (Lord's army)
Physical resistance: 10% for Slayers, Giant Slayers, Doomseekers, Slayer Pirates, Hammerers and Ironbreakers units (Rank 7 and above) (Lord's army)
Weapon strength: +12% for Slayers, Giant Slayers, Doomseeker, Slayer Pirates, Hammerers and Ironbreakers units (Rank 7 and above) (Lord's army)Requires: Rally!All Dwarfs worship Grimnir, but only a select few warriors receive his personal recognition. - Morgrim’s Favoured
Ammunition: +20% for Bolt Thrower, Grudge Thrower, Goblin Hewer, Cannon, Organ Gun and Flame Cannon units (Rank 7 and above) (Lord's army)
Missile strength: +12% for Bolt Thrower, Grudge Thrower, Goblin Hewer, Cannon, Organ Gun and Flame Cannon units (Rank 7 and above) (Lord's army)
Reload time reduction: +10% for Bolt Thrower, Grudge Thrower, Goblin Hewer, Cannon, Organ Gun and Flame Cannon units (Rank 7 and above) (Lord's army)Requires: Rally!Morgrim's favour is not handed out on a whim; this god blesses only the truest disciples of Dawi engineering. - Stand Your Ground!
Replaces: "Rally!"
Ability: "Stand Your Ground!"Requires 1 of: Blessed by Grungni, Dawi Firepower, Honoured by Grimnir, Morgrim’s Favoured
- Route Marcher
Campaign movement range: +5%Those who know the land and its secrets will travel faster and further than the foes who don't. - Miner's Instinct3 levelsLevel 1
Chance of intercepting an army using Tunnelling, beast-paths or Worldroots: +6%Level 2
Chance of intercepting an army using Tunnelling, beast-paths or Worldroots: +16%Level 3
Chance of intercepting an army using Tunnelling, beast-paths or Worldroots: +30%Requires: Route MarcherThis Dwarf spent time in the pits, gaining a Miner's intuition of the dangers and prey to be found in the dark. - Wall Breaker3 levelsLevel 1
Attrition: +5% when under siege (enemy armies in local region)Level 2
Attrition suffered by defender: +8% when laying siege or encircling (local region)
Attrition: +5% when under siege (enemy armies in local region)Level 3
Attrition suffered by defender: +15% when laying siege or encircling (local region)
Attrition: +5% when under siege (enemy armies in local region)Requires: Route Marcher"I have seen better lavatory walls than this - I'll have it down by the morrow, that's a pledge!" - Pure-Beard3 levelsLevel 1
Corruption: -1 (local province)Level 2
Corruption: -2 (local province)Level 3
Corruption: -3 (local province)Requires: Route MarcherA Dwarf with a fine beard is as Dawi as they come. - Mason3 levelsLevel 1
Construction cost: -2% for Province Capital/Settlement buildings (local region)Level 2
Construction cost: -5% for Province Capital/Settlement buildings (local region)Level 3
Construction cost: -9% for Province Capital/Settlement buildings (local region)Requires: Route MarcherLords close to the powerful Masons' Guild will get discounts for labour and materials. - Iron-Willed
Casualty replenishment rate: +30% for this Lord (Lord's army)
Wound recovery time: -1 turnsRequires all: Miner's Instinct, Wall Breaker, Pure-Beard, MasonSuch a Dawi does not care for being wounded - by his will alone he continues to fight. - Lightning Strike3 levelsLevel 1
Enemy battle reinforcement time: +25%
Battle reinforcement time: -10%
Reinforcements supporting this army can have their arrival point adjusted by +250 metres without incurring any time penaltyLevel 2
Enemy battle reinforcement time: +50%
Battle reinforcement time: -20%
Reinforcements supporting this army can have their arrival point adjusted by +600 metres without incurring any time penaltyLevel 3
Enemy battle reinforcement time: +50%
Battle reinforcement time: -30%
Reinforcements supporting this army can have their arrival point adjusted by +1000 metres without incurring any time penalty
Enables lightning strike battles when reinforcements are presentRequires: Iron-Willed"The time to strike is now!" - Reassuring Presence3 levelsLevel 1
Attrition: -10% casualties suffered from all attrition (Lord's army)Level 2
Attrition: -20% casualties suffered from all attrition (Lord's army)Level 3
Attrition: -30% casualties suffered from all attrition (Lord's army)Requires: Iron-WilledThe presence of this Lord ensures a measure of calm, reducing panic and desertion amongst followers. - Inspirational Leader3 levelsLevel 1
Casualty replenishment rate: +2% (Lord's army)Level 2
Casualty replenishment rate: +4% (Lord's army)Level 3
Casualty replenishment rate: +6% (Lord's army)Requires: Iron-Willed"All Dwarfs to me! We have grudges to settle - Grimnir demands it!" - Alert3 levelsLevel 1
Ambush defence chance: +6% (Lord's army)Level 2
Ambush defence chance: +16% (Lord's army)
Chance of intercepting an army using Tunnelling, beast-paths or Worldroots: +5%Level 3
Ambush defence chance: +30% (Lord's army)
Chance of intercepting an army using Tunnelling, beast-paths or Worldroots: +10%Requires: Iron-WilledCountless conflicts and a keen sense of awareness have made this Lord difficult to entrap. - Enquiring Mind
Enemy Hero action success chance: -10%
Hero self-defence: +25% chance of wounding aggressors
Recruit rank: +1 for all units (Lord's army)
Upkeep: -8% (Lord's army)
Research rate: +10Requires all: Lightning Strike, Reassuring Presence, Inspirational Leader, AlertA wise Lord will gather Engineers to his service, ensuring the Dwarfs maintain their technological edge.
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.