Runelord skill tree & build planner
DwarfsLordUnit stats
54 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
- Anvil of DoomUnlocks at rank 14Mount: 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 1Oathgold from buildings: +20% (local province)Level 2 · rank 10Oathgold from buildings: +40% (local province)There are none more adept at metal-shaping than those who command the runes.
- ObdurateUnlocks at rank 6Leadership: +9All Dwarfs are stubborn, but none more so than Grudgebearer, the founder of the Age of Reckoning.
- Ancestral GrudgeUnlocks at rank 10Weapon 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 4Leadership 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 8Leadership: +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 10Vigour 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 8Missile 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 10Regiments of Renown army capacity: +1 (own army)Level 2 · free at rank 20Regiments of Renown army capacity: +2 (own army)Level 3 · free at rank 30Regiments of Renown army capacity: +3 (own army)Their renown shall further elevate the one under whose command they march.
- ImmortalityUnlocks at rank 20This 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 1Character experience gain: +20% (Heroes in Lord's army)Character will share +15% of experience earned between all other active LordsLevel 2 · rank 40Character experience gain: +35% (Heroes in Lord's army)Character will share +30% of experience earned between all other active LordsLevel 3 · rank 50Character 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 12Enables magical attacksWeapon 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 WardsMelee defence: +5Physical 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 WindsEnemy 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.
- RunemasterShared cooldown: -15% for all Master Rune MagicMiscast base chance: -15%Requires: Runic ImbuementUpon the Anvil of Doom the rune weapons of legend are forged.
- Master of the Ancient LorePassive ability: "Master of the Ancient Lore"Requires: 2 skill points across Protective Wards, Slow the Winds, RunemasterThe self-crafted, rune-covered armaments of the most learned Runelords can harness the Winds’ potency each time they are brought to blows.
- Invoke Runes of GrimnirUnlocks at rank 8Leadership: +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 8Armour: +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 8Casualty 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 SpeedOvercast Rune Magic: "Master Rune of Speed"Cooldown: -20% for "Rune of Speed"
- Rune of Oath & SteelCooldown: -20% for "Rune of Oath & Steel"Overcast Rune Magic: "Master Rune of Oath & Steel"Requires: Rune of Speed
- Rune of Wrath & Ruin2 levelsLevel 1Overcast Rune Magic: "Master Rune of Wrath & Ruin"Rune Magic: "Rune of Wrath & Ruin"Level 2Cooldown: -20% for "Rune of Wrath & Ruin"Overcast Rune Magic: "Master Rune of Wrath & Ruin"Rune Magic: "Rune of Wrath & Ruin"Requires: Rune of Speed
- DampingEnemy 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 1Overcast Rune Magic: "Master Rune of Slowness"Rune Magic: "Rune of Slowness"Level 2Overcast Rune Magic: "Master Rune of Slowness"Rune Magic: "Rune of Slowness"Cooldown: -20% for "Rune of Slowness"Requires: Rune of Speed
- ForgefirePassive ability: "Forgefire"Requires: 4 skill points across Rune of Wrath & Ruin, Rune of Oath & Steel, Damping, Rune of Slowness
- Rune of Breaking2 levelsLevel 1Overcast Rune Magic: "Master Rune of Breaking"Rune Magic: "Rune of Breaking"Level 2Overcast Rune Magic: "Master Rune of Breaking"Rune Magic: "Rune of Breaking"Cooldown: -20% for "Rune of Breaking"Requires: Forgefire
- Rune of Negation2 levelsLevel 1Overcast Rune Magic: "Master Rune of Negation"Rune Magic: "Rune of Negation"Level 2Overcast Rune Magic: "Master Rune of Negation"Cooldown: -20% for "Rune of Negation"Rune Magic: "Rune of Negation"Requires: Forgefire
- Rune of Hearth & HomePassive ability: "Rune of Hearth & Home"Requires: ForgefireInvoking the Rune of Hearth & Home stirs a Dwarf's pride in his Hold, Clan and Ancestors.
- WardbreakerSpell 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 RunesShared cooldown: -10% for all Rune MagicRequires: 4 skill points across 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.
Battle
- Inspiring PresenceUnit 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 1Melee defence: +4 for Miners, Dwarf Warriors, and Longbeards units (Lord's army)Level 2Melee 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 3Melee 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 1Ammunition: +10% for Quarrellers, Thunderers, and Rangers units (Lord's army)Level 2Ammunition: +10% for Quarrellers, Thunderers, and Rangers units (Lord's army)Missile strength: +6% for Quarrellers, Thunderers, and Rangers units (Lord's army)Level 3Ammunition: +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 1Ammunition: +10% for Gyrocopters, Gyrobombers and Thunderbarge units (Lord's army)Level 2Ammunition: +15% for Gyrocopters, Gyrobombers and Thunderbarge units (Lord's army)Range: +5% for Gyrocopters, Gyrobombers and Thunderbarge units (Lord's army)Level 3Ammunition: +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 1Missile strength: +4% for Irondrakes and Flame Cannon units (Lord's army)Level 2Missile 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 3Missile 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 1Melee attack: +4 for Slayers, Doomseekers, Giant Slayers, Slayer Pirates, Hammerers and Ironbreakers units (Lord's army)Level 2Melee 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 3Melee 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 1Missile strength: +6% for Bolt Throwers, Grudge Thrower, Cannon, Goblin Hewer and Organ Gun units (Lord's army)Level 2Ammunition: +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 3Ammunition: +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: 6 skill points across Axe Lord, Thunderer, Tradition & Innovation, Fire & Fury, Grimnir's Heirs, Tactician
- Blessed by GrungniArmour: +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 FirepowerMissile 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 GrimnirMelee 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 FavouredAmmunition: +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: a point in any of Blessed by Grungni, Dawi Firepower, Honoured by Grimnir, Morgrim’s Favoured
Campaign
- Route MarcherCampaign 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 1Chance of intercepting an army using Tunnelling, beast-paths or Worldroots: +6%Level 2Chance of intercepting an army using Tunnelling, beast-paths or Worldroots: +16%Level 3Chance 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 1Attrition: +5% when under siege (enemy armies in local region)Level 2Attrition suffered by defender: +8% when laying siege or encircling (local region)Attrition: +5% when under siege (enemy armies in local region)Level 3Attrition 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 1Corruption: -1 (local province)Level 2Corruption: -2 (local province)Level 3Corruption: -3 (local province)Requires: Route MarcherA Dwarf with a fine beard is as Dawi as they come.
- Mason3 levelsLevel 1Construction cost: -2% for Province Capital/Settlement buildings (local region)Level 2Construction cost: -5% for Province Capital/Settlement buildings (local region)Level 3Construction 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-WilledCasualty replenishment rate: +30% for this Lord (Lord's army)Wound recovery time: -1 turnsRequires: 4 skill points across 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 1Enemy 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 2Enemy 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 3Enemy 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 penaltyEnables lightning strike battles when reinforcements are presentRequires: Iron-Willed"The time to strike is now!"
- Reassuring Presence3 levelsLevel 1Attrition: -10% casualties suffered from all attrition (Lord's army)Level 2Attrition: -20% casualties suffered from all attrition (Lord's army)Level 3Attrition: -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 1Casualty replenishment rate: +2% (Lord's army)Level 2Casualty replenishment rate: +4% (Lord's army)Level 3Casualty replenishment rate: +6% (Lord's army)Requires: Iron-Willed"All Dwarfs to me! We have grudges to settle - Grimnir demands it!"
- Alert3 levelsLevel 1Ambush defence chance: +6% (Lord's army)Level 2Ambush defence chance: +16% (Lord's army)Chance of intercepting an army using Tunnelling, beast-paths or Worldroots: +5%Level 3Ambush 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 MindEnemy Hero action success chance: -10%Hero self-defence: +25% chance of wounding aggressorsRecruit rank: +1 for all units (Lord's army)Upkeep: -8% (Lord's army)Research rate: +10Requires: 4 skill points across Lightning Strike, Reassuring Presence, Inspirational Leader, AlertA wise Lord will gather Engineers to his service, ensuring the Dwarfs maintain their technological edge.
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
- Character Rune0/3
- 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
Runelord · base + skills + items; no techs, buffs, campaign or battle-context effects (vs a race, at sea…).
| Stat | Base | Build |
|---|---|---|
| Health | 4,348 | 4,348 |
| Armour | 120 | 120 |
| Leadership | 75 | 75 |
| Speed | 32 | 32 |
| Melee attack | 40 | 40 |
| Melee defence | 40 | 40 |
| Weapon strength | 340 | 340 |
| … armour-piercing | 100 | 100 |
| Charge bonus | 16 | 16 |
| Ward save % | 0 | 0 |
| Physical resistance % | 0 | 0 |
| Missile resistance % | 15 | 15 |
| Spell resistance % | 35 | 35 |
| 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.
