Sayl the Faithless skill tree & build planner
NorscaLegendary lordUnit stats
55 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
- Norscan WarhorseUnlocks at rank 4Mount: Norscan WarhorseThe horses of Norsca live for battle, even choosing to graze on the bones of the fallen over grass.
- Marauder ChariotUnlocks at rank 10Mount: Marauder ChariotMarauder mobs are awarded even greater mobility when riding their crude chariots of bone and wood, lashed together with the guts and sinew of the vanquished.
- War Mammoth (Warshrine)Unlocks at rank 22Mount: War Mammoth (Warshrine)
- Voice of the Dark GodsUnlocks at rank 15Cooldown: -33% to "Stand or Die!"Cooldown: -33% for "Fight or Die!"Character's aura leadership effect: +4Leadership aura size: +80%This Lord speaks with a dread booming voice - a gift from his Dark Masters to ensure obedience.
- Leader of the DolganUnlocks at rank 8Attribute: Perfect Vigour for Kurgan Horsemen units (Lord's army)Physical resistance: 15% for Kurgan Horsemen units (Lord's army)The hatred and fear Sayl garners from his own kin is something respected, admired, and heeded by the greater tribes.
- Ardent AbominationsUnlocks at rank 10Charge bonus: +15 for Curs'd Ettin units (Lord's army)Melee defence: +15 for Curs'd Ettin units (Lord's army)These abominations' master has honed their murder-lust as carefully as he has excised their awareness of himself as a possible target of their wrath.
- Dreadful MasterUnlocks at rank 10Chaos Undivided corruption: +4 (local province)Attribute: Immune to Psychology (Lord's army)When Sayl has closed other avenues of servitude or rebellion, all that is left is to serve him to the bitter end he has chosen for you.
- Eye of the GodsUnlocks at rank 7Weapon strength: +10%The slightest glance, the merest glimpse from one of the Dark Gods is sufficient to propel their playthings to ever-greater feats of desolation.
- Hardened MonstrositiesUnlocks at rank 15Attribute: Perfect Vigour for Monstrous Arcanum monsters (Rank 7 and above) (Lord's army)Barrier hit points: +800 for Monstrous Arcanum monsters (Lord's army)Melee attack: +8 for Monstrous Arcanum monsters (Lord's army)Scarred and brutish, even for monstrous beasts, these now-tamed creatures can shrug off incredible punishment.
- Aura of ChaosUnlocks at rank 9Missile resistance: 10%The shadow of the Ruinous Powers looms large, protecting those who bear their mark.
- Army of RenownUnlocks at rank 10 · 3 levelsLevel 1 · free at rank 10Regiments of Renown army capacity: +2 (own army)Level 2 · free at rank 20Regiments of Renown army capacity: +4 (own army)Level 3 · free at rank 30Regiments of Renown army capacity: +6 (own army)If their renown does them justice, they will be fit to serve one whose fame they will never outstrip.
- 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.
- Backstabbing SorceryUnlocks at rank 12Passive ability: "Backstabbing Sorcery"Enemy Winds of Magic power reserve capacity: -10 (enemy armies in local province)Spell resistance: -20% (enemy armies in local province)It is not until the most opportune moment that Sayl reveals to his enemies that their occult power was in fact in his hands all along.
- Imbued DurabilityPassive ability: "Regeneration"Ward save: +10%Requires: Backstabbing SorceryWhat eldritch power Sayl's Chaos-maddened senses can glimpse, they can sometimes grasp, and make it his.
- Fused with Dark MagicAbility number of uses: +1 for "Nightmaw"Enables magical attacks (Lord's army)Spell resistance: 20% (Lord's army)Weapon strength: +10% (Lord's army)Requires: Backstabbing SorceryThough it was magic that disfigured Sayl so terribly, he has since learned better.
- Empower & ExploitWinds of Magic power reserve capacity: +10 (all armies factionwide)Winds of Magic power reserve minimum: +10 (all armies factionwide)Hero capacity: +2 for Shaman-SorcerersRequires: Backstabbing SorceryA much more controlled manifestation of the raw power unleashed when Sayl created the Nightmaw. Now his Sorcerers can benefit from it, barring any… accidents of his choosing.
- Motivation Through FearCampaign movement range: +10%Upkeep: -10% (Lord's army)Leadership: +8 (Lord's army)Requires: Backstabbing SorceryThe skull in Sayl's right hand is no mere ornament. It is a reminder. Sometimes raising the skull in warning is more effective than raising his staff in anger.
- Twisted Seer of the WastesCooldown: -20% for Lore of Shadows and Lore of Heavens spellsAbility number of uses: +2 for "Nightmaw"Winds of Magic cost: -2 for Lore of Shadows and Lore of Heavens MagicSpell intensity: +20%Requires: 3 skill points across Imbued Durability, Fused with Dark Magic, Empower & Exploit, Motivation Through FearSayl follows no path but his own. The ebb and flow of the Winds are his causeways.
- The Enfeebling Foe2 levelsLevel 1Overcast spell: "The Enfeebling Foe Upgraded"Cooldown: -30% to "The Enfeebling Foe"Level 2Miscast base chance: -15% for "The Enfeebling Foe Upgraded"Overcast spell: "The Enfeebling Foe Upgraded"Winds of Magic cost: -1 for "The Enfeebling Foe"Winds of Magic cost: -2 for "The Enfeebling Foe Upgraded"Cooldown: -50% to "The Enfeebling Foe"When cast this spell enfeebles enemy minds; they feel the crushing weight of reality bearing down upon them.
- Roiling SkiesPassive ability: "Roiling Skies"Requires: The Enfeebling Foe
- Smoke & MirrorsPassive ability: "Smoke & Mirrors"Requires: The Enfeebling FoeA conjured shadow is just as obfuscating as a real one - the Shadow Wizard is master or mistress of the 'concealing' arts.
- Wind Blast2 levelsLevel 1Overcast spell: "Wind Blast Upgraded"Cooldown: -30% to "Wind Blast"Level 2Miscast base chance: -15% for "Wind Blast Upgraded"Overcast spell: "Wind Blast Upgraded"Winds of Magic cost: -1 for "Wind Blast"Winds of Magic cost: -2 for "Wind Blast Upgraded"Cooldown: -50% to "Wind Blast"Requires: The Enfeebling Foe
- The Penumbral Pendulum2 levelsLevel 1Overcast spell: "The Penumbral Pendulum Upgraded"Cooldown: -30% to "The Penumbral Pendulum"Spell: "The Penumbral Pendulum"Level 2Miscast base chance: -15% for "The Penumbral Pendulum Upgraded"Overcast spell: "The Penumbral Pendulum Upgraded"Winds of Magic cost: -2 for "The Penumbral Pendulum"Winds of Magic cost: -3 for "The Penumbral Pendulum Upgraded"Cooldown: -50% to "The Penumbral Pendulum"Requires: The Enfeebling FoeA spectral pendulum is summoned by the Wizard. On command, it swings, razor sharp and with lethal speed, through the foe.
- Urannon's Thunderbolt2 levelsLevel 1Overcast spell: "Urannon's Thunderbolt Upgraded"Cooldown: -30% to "Urannon's Thunderbolt"Spell: "Urannon's Thunderbolt"Level 2Miscast base chance: -15% for "Urannon's Thunderbolt Upgraded"Overcast spell: "Urannon's Thunderbolt Upgraded"Winds of Magic cost: -2 for "Urannon's Thunderbolt"Winds of Magic cost: -2 for "Urannon's Thunderbolt Upgraded"Cooldown: -50% to "Urannon's Thunderbolt"Requires: The Enfeebling Foe
- EvasionPassive ability: "Evasion"Requires: 4 skill points across Roiling Skies, Smoke & Mirrors, Wind Blast, The Penumbral Pendulum, Urannon's Thunderbolt
- Okkam's Mindrazor2 levelsLevel 1Overcast spell: "Okkam's Mindrazor Upgraded"Cooldown: -30% to "Okkam's Mindrazor"Spell: "Okkam's Mindrazor"Level 2Miscast base chance: -15% for "Okkam's Mindrazor Upgraded"Overcast spell: "Okkam's Mindrazor Upgraded"Winds of Magic cost: -2 for "Okkam's Mindrazor"Winds of Magic cost: -3 for "Okkam's Mindrazor Upgraded"Cooldown: -50% to "Okkam's Mindrazor"Requires: EvasionThe supernatural solution is often the best; weapons materialise before the caster's allies, allowing them to slice through flesh, soul, and consciousness.
- Chain LightningWinds of Magic cost: -3 for "Chain Lightning"Cooldown: -50% to "Chain Lightning"Spell: "Chain Lightning"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 Okkam's Mindrazor, Chain Lightning, Earthing, Magical Reserves
Battle
- Dominating PresenceUnit experience gain per turn: +75 (Lord's army)Character's aura leadership effect: +5A Chaos Lord dominates – lesser beings cringe from a being that is so intently under scrutiny from the Dark Gods.
- Fearsome Warriors3 levelsLevel 1Melee attack: +4 for Marauders, Marauder Spearmen, Marauder Berserkers, Marauder Bearmen, Flayerkin and Marauder Champions units (Lord's army)Level 2Melee attack: +6 for Marauders, Marauder Spearmen, Marauder Berserkers, Marauder Bearmen, Flayerkin and Marauder Champions units (Lord's army)Weapon strength: +6% for Marauders, Marauder Spearmen, Marauder Berserkers, Marauder Bearmen, Flayerkin and Marauder Champions units (Lord's army)Level 3Melee attack: +8 for Marauders, Marauder Spearmen, Marauder Berserkers, Marauder Bearmen, Flayerkin and Marauder Champions units (Lord's army)Weapon strength: +12% for Marauders, Marauder Spearmen, Marauder Berserkers, Marauder Bearmen, Flayerkin and Marauder Champions units (Lord's army)Requires: Dominating PresenceThose who do not bend the knee to the Gods of the North soon find all they hold dear obliterated before them.
- Beast Slayers3 levelsLevel 1Missile strength: +4% for Marauder Hunters, Marauder Horsemen, and Marauder Horsemasters units (Lord's army)Level 2Ammunition: +10% for Marauder Hunters, Marauder Horsemen, and Marauder Horsemasters units (Lord's army)Missile strength: +6% for Marauder Hunters, Marauder Horsemen, and Marauder Horsemasters units (Lord's army)Level 3Ammunition: +20% for Marauder Hunters, Marauder Horsemen, and Marauder Horsemasters units (Lord's army)Missile strength: +8% for Marauder Hunters, Marauder Horsemen, and Marauder Horsemasters units (Lord's army)Requires: Dominating PresenceDelighting in death and suffering, these savage warriors follow their ignoble Lord wherever he goes.
- Unnatural Selection3 levelsLevel 1Speed: +6% for Norscan Warhounds, Norscan Ice Wolves, Marauder Chariot and Kurgan Horsemen units (Lord's army)Level 2Charge bonus: +6 for Norscan Warhounds, Norscan Ice Wolves, Marauder Chariot and Kurgan Horsemen units (Lord's army)Speed: +9% for Norscan Warhounds, Norscan Ice Wolves, Marauder Chariot and Kurgan Horsemen units (Lord's army)Level 3Charge bonus: +12 for Norscan Warhounds, Norscan Ice Wolves, Marauder Chariot and Kurgan Horsemen units (Lord's army)Speed: +12% for Norscan Warhounds, Norscan Ice Wolves, Marauder Chariot and Kurgan Horsemen units (Lord's army)Requires: Dominating PresenceOnly the fiercest creatures can survive the frozen north; the strongest are rounded up for war and starved into viciousness, ready for the next battle.
- Frostbitten3 levelsLevel 1Melee attack: +4 for Skin Wolves and Troll units (Lord's army)Level 2Melee attack: +4 for Skin Wolves and Troll units (Lord's army)Weapon strength: +6% for Skin Wolves and Troll units (Lord's army)Level 3Melee attack: +6 for Skin Wolves and Troll units (Lord's army)Weapon strength: +12% for Skin Wolves and Troll units (Lord's army)Requires: Dominating PresenceThe intense cold cuts into the flesh, burning the foe's extremities until they drop off altogether!
- Hail of Teeth3 levelsLevel 1Melee attack: +4 for Manticore, Chimera and Chaos Frost Dragon units (Lord's army)Level 2Armour: +6 for Manticore, Chimera and Chaos Frost Dragon units (Lord's army)Melee attack: +4 for Manticore, Chimera and Chaos Frost Dragon units (Lord's army)Level 3Armour: +12 for Manticore, Chimera and Chaos Frost Dragon units (Lord's army)Melee attack: +6 for Manticore, Chimera and Chaos Frost Dragon units (Lord's army)Requires: Dominating PresenceThe razor-sharp hail of the north is not the only danger in the Norscan sky – its airborne beasts are just as deadly and far less predictable.
- Monsters of the North3 levelsLevel 1Melee attack: +4 for Fimir Warriors, Norscan Giant, Feral Mammoth, Dread Maw, Curs'd Ettin and War Mammoth units (Lord's army)Level 2Melee attack: +4 for Fimir Warriors, Norscan Giant, Feral Mammoth, Dread Maw, Curs'd Ettin and War Mammoth units (Lord's army)Melee defence: +4 for Fimir Warriors, Norscan Giant, Feral Mammoth, Dread Maw, Curs'd Ettin and War Mammoth units (Lord's army)Level 3Melee attack: +6 for Fimir Warriors, Norscan Giant, Feral Mammoth, Dread Maw, Curs'd Ettin and War Mammoth units (Lord's army)Melee defence: +6 for Fimir Warriors, Norscan Giant, Feral Mammoth, Dread Maw, Curs'd Ettin and War Mammoth units (Lord's army)Requires: Dominating PresenceGiant, deadly, and able to take orders, this Lord’s monstrosities are especially terrifying and lethal.
- Rally!Ability: "Rally!"Requires: 6 skill points across Fearsome Warriors, Beast Slayers, Unnatural Selection, Frostbitten, Hail of Teeth, Monsters of the North
- Champions of the NorthArmour: +12 for Marauders, Marauder Spearmen, Marauder Berserkers, Marauder Bearmen, Flayerkin and Marauder Champions units (Rank 7 and above) (Lord's army)Melee defence: +5 for Marauders, Marauder Spearmen, Marauder Berserkers, Marauder Bearmen, Flayerkin and Marauder Champions units (Rank 7 and above) (Lord's army)Physical resistance: 10% for Marauders, Marauder Spearmen, Marauder Berserkers, Marauder Bearmen, Flayerkin and Marauder Champions units (Rank 7 and above) (Lord's army)Requires: Rally!In spite of their savage nature, they are possessed of a savage code of conduct and form a loose brotherhood of those considered worthy.
- Hardened HuntersMissile strength: +12% for Marauder Hunters, Marauder Horsemen, and Marauder Horsemasters units (Rank 7 and above) (Lord's army)Missile resistance: 15% for Marauder Hunters, Marauder Horsemen, and Marauder Horsemasters units (Rank 7 and above) (Lord's army)Reload time reduction: +10% for Marauder Hunters, Marauder Horsemen, and Marauder Horsemasters units (Rank 7 and above) (Lord's army)Requires: Rally!No beast too large, no adversary too great; no quarry - mortal or otherwise - can evade them.
- Icy WrathCharge bonus: +12 for Norscan Warhounds, Norscan Ice Wolves, Manticore, Skin Wolves, Marauder Chariot and Kurgan Horsemen units (Rank 7 and above) (Lord's army)Melee attack: +5 for Norscan Warhounds, Norscan Ice Wolves, Manticore, Skin Wolves, Marauder Chariot and Kurgan Horsemen units (Rank 7 and above) (Lord's army)Weapon strength: +12% for Norscan Warhounds, Norscan Ice Wolves, Manticore, Skin Wolves, Marauder Chariot and Kurgan Horsemen units (Rank 7 and above) (Lord's army)Requires: Rally!The intense cold and near-constant darkness of the far north make for a certain kind of killer.
- Hulks of DeathArmour: +12 for Trolls, Chaos Frost Dragon, Norscan Giant, Fimir, Feral Mammoth, Chimera, Dread Maw, Curs'd Ettin and War Mammoth units (Rank 7 and above) (Lord's army)Ward save: +8% for Trolls, Chaos Frost Dragon, Norscan Giant, Fimir, Feral Mammoth, Chimera, Dread Maw, Curs'd Ettin and War Mammoth units (Rank 7 and above) (Lord's army)Weapon strength: +12% for Trolls, Chaos Frost Dragon, Norscan Giant, Fimir, Feral Mammoth, Chimera, Dread Maw, Curs'd Ettin and War Mammoth units (Rank 7 and above) (Lord's army)Requires: Rally!The freezing darkness and stunning violence of the far north bring no small solace to those who have lost everything and wish to forget.
- Stand or Die!Replaces: "Rally!"Ability: "Stand or Die!"Requires: a point in any of Champions of the North, Hardened Hunters, Icy Wrath, Hulks of DeathNot with: Fight or Die!There can be no turning back for those whose souls are turning black.
- Fight or Die!Ability: "Fight or Die!"Replaces: "Rally!"Requires: a point in any of Champions of the North, Hardened Hunters, Icy Wrath, Hulks of DeathNot with: Stand or Die!There is no other choice. There never was.
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.
- Despoilers3 levelsLevel 1Income and Spoils from pillaging settlements: +3% (Lord's army)Income from sacking settlements: +3% (Lord's army)Level 2Income and Spoils from pillaging settlements: +6% (Lord's army)Income from sacking settlements: +8% (Lord's army)Level 3Income and Spoils from pillaging settlements: +9% (Lord's army)Income from sacking settlements: +15% (Lord's army)Requires: Route MarcherTo despoil, to corrupt and ruin, to break the mortals and take their gods from them - this is what Chaos wants.
- Serve or Die3 levelsLevel 1Recruitment cost: -5% (Lord's army)Level 2Recruitment cost: -10% (Lord's army)Level 3Recruitment cost: -15% (Lord's army)Requires: Route Marcher"You will serve me, wretch, or you will die, there is no other option."
- Norse ResilienceCasualty replenishment rate: +5% (Lord's army)Requires: Route MarcherThe bleak, brutal landscape of the far north breeds bloody, warlike tribes in thrall to Chaos' delicious, twisted power.
- Swelling of Doom3 levelsLevel 1Growth: +8 (local province)Level 2Growth: +20 (local province)Level 3Growth: +36 (local province)Requires: Route MarcherMaybe it is the influence of the Dark Gods that has caused the populace to burgeon and proliferate beyond their natural bounds?
- Wielders of the MistsHero capacity: +1 for Fimir NoblesHero recruit rank: +5 for Fimir Nobles (all provinces)Requires: 4 skill points across Despoilers, Serve or Die, Norse Resilience, Swelling of DoomMists sometimes feel as if they have a will of their own, a presence meant to trick and thwart those lost within them. Sometimes, that will is, in fact, someone else's…
- 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: Wielders of the Mists"The time to strike is now!"
- Savage Skills3 levelsLevel 1Recruit rank: +1 for all units (Lord's army)Level 2Recruit rank: +2 for all units (Lord's army)Level 3Recruit rank: +3 for all units (Lord's army)Requires: Wielders of the MistsThere's something about the harsh, unforgiving nature of northern life that makes its occupants fight harder and longer than many of their soft, southern equivalents.
- Unnatural HealingCasualty replenishment rate: +4% (Lord's army)Requires: Wielders of the MistsSomething strange - something no scholar really wishes to discover - governs who dies and who lives in the warlike northern wastes.
- Fuelled by War3 levelsLevel 1Upkeep: -3% (Lord's army)Level 2Upkeep: -6% (Lord's army)Level 3Upkeep: -9% (Lord's army)Requires: Wielders of the MistsWar and glory before the Gods are the determining elements in every decision made; there is nothing else worth living - or dying - for.
- Spawn of ChaosUnit experience gain per turn: +200 (Lord's army)Enemy Hero action success chance: -10%Campaign movement range: +5%Requires: 4 skill points across Lightning Strike, Savage Skills, Unnatural Healing, Fuelled by WarThe tendrils (and tentacles!) of the Northern Gods reach down from the poles and far across the world, twisting and corrupting all they touch.
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
Sayl the Faithless · base + skills + items; no techs, buffs, campaign or battle-context effects (vs a race, at sea…).
| Stat | Base | Build |
|---|---|---|
| Health | 4,030 | 4,030 |
| Armour | 30 | 30 |
| Leadership | 75 | 75 |
| Speed | 33 | 33 |
| Melee attack | 43 | 43 |
| Melee defence | 36 | 36 |
| Weapon strength | 380 | 380 |
| … armour-piercing | 110 | 110 |
| Charge bonus | 15 | 15 |
| Ward save % | 0 | 0 |
| Physical resistance % | 0 | 0 |
| Missile resistance % | 15 | 15 |
| Spell resistance % | 0 | 0 |
| Fire resistance % | 0 | 0 |
| Magical attacks | Yes | Yes |
| 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.
