
Sayl the Faithless skill planner
NorscaLegendary lordUnit stats
55 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).
- Norscan WarhorseUnlocks at rank 4
Mount: Norscan WarhorseThe horses of Norsca live for battle, even choosing to graze on the bones of the fallen over grass. - Marauder ChariotUnlocks at rank 10
Mount: 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 22
Mount: War Mammoth (Warshrine) - Voice of the Dark GodsUnlocks at rank 15
Cooldown: -33% to "Stand or Die!"
Cooldown: -33% for "Fight or Die!"
Character's aura leadership effect: +4
Leadership 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 8
Attribute: 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 10
Charge 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 10
Chaos 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 7
Weapon 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 15
HIDDEN Attribute: Perfect Vigour for Monstrous Arcanum monsters (Rank 7 and above) (Lord's army)
Attribute: Perfect Vigour for Monstrous Arcanum monsters (Rank 7 and above) (Lord's army)
HIDDEN Barrier hit points: +800 for Monstrous Arcanum monsters (Lord's army)
Barrier hit points: +800 for Monstrous Arcanum monsters (Lord's army)
HIDDEN Melee attack: +8 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 9
Missile 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 10
Regiments of Renown army capacity: +2 (own army)Level 2 · free at rank 20
Regiments of Renown army capacity: +4 (own army)Level 3 · free at rank 30
Regiments 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 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.
- Backstabbing SorceryUnlocks at rank 12
Passive 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 Durability
Passive 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 Magic
Ability 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 & Exploit
Winds 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 Fear
Campaign 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 Wastes
Cooldown: -20% for Lore of Shadows and Lore of Heavens spells
Ability number of uses: +2 for "Nightmaw"
Winds of Magic cost: -2 for Lore of Shadows and Lore of Heavens Magic
Spell intensity: +20%Requires 3 of: 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 1
Overcast spell: "The Enfeebling Foe Upgraded"
Cooldown: -30% to "The Enfeebling Foe"Level 2
Miscast 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 Skies
Passive ability: "Roiling Skies"Requires: The Enfeebling Foe - Smoke & Mirrors
Passive 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 1
Overcast spell: "Wind Blast Upgraded"
Cooldown: -30% to "Wind Blast"Level 2
Miscast 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 1
Overcast spell: "The Penumbral Pendulum Upgraded"
Cooldown: -30% to "The Penumbral Pendulum"
Spell: "The Penumbral Pendulum"Level 2
Miscast 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 1
Overcast spell: "Urannon's Thunderbolt Upgraded"
Cooldown: -30% to "Urannon's Thunderbolt"
Spell: "Urannon's Thunderbolt"Level 2
Miscast 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 - Evasion
Passive ability: "Evasion"Requires 4 of: Roiling Skies, Smoke & Mirrors, Wind Blast, The Penumbral Pendulum, Urannon's Thunderbolt - Okkam's Mindrazor2 levelsLevel 1
Overcast spell: "Okkam's Mindrazor Upgraded"
Cooldown: -30% to "Okkam's Mindrazor"
Spell: "Okkam's Mindrazor"Level 2
Miscast 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 Lightning
Winds of Magic cost: -3 for "Chain Lightning"
Cooldown: -50% to "Chain Lightning"
Spell: "Chain Lightning"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: Okkam's Mindrazor, Chain Lightning, Earthing, Magical Reserves
- Dominating Presence
Unit 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 1
Melee attack: +4 for Marauders, Marauder Spearmen, Marauder Berserkers, Marauder Bearmen, Flayerkin and Marauder Champions units (Lord's army)Level 2
Melee 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 3
Melee 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 1
Missile strength: +4% for Marauder Hunters, Marauder Horsemen, and Marauder Horsemasters units (Lord's army)Level 2
Ammunition: +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 3
Ammunition: +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 1
Speed: +6% for Norscan Warhounds, Norscan Ice Wolves, Marauder Chariot and Kurgan Horsemen units (Lord's army)Level 2
Charge 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 3
Charge 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 1
Melee attack: +4 for Skin Wolves and Troll units (Lord's army)Level 2
Melee attack: +4 for Skin Wolves and Troll units (Lord's army)
Weapon strength: +6% for Skin Wolves and Troll units (Lord's army)Level 3
Melee 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 1
Melee attack: +4 for Manticore, Chimera and Chaos Frost Dragon units (Lord's army)Level 2
Armour: +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 3
Armour: +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 1
Melee attack: +4 for Fimir Warriors, Norscan Giant, Feral Mammoth, Dread Maw, Curs'd Ettin and War Mammoth units (Lord's army)Level 2
Melee 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 3
Melee 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 all: Fearsome Warriors, Beast Slayers, Unnatural Selection, Frostbitten, Hail of Teeth, Monsters of the North - Champions of the North
Armour: +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 Hunters
Missile 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 Wrath
Charge 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 Death
Armour: +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 1 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 1 of: Champions of the North, Hardened Hunters, Icy Wrath, Hulks of DeathNot with: Stand or Die!There is no other choice. There never was.
- 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. - Despoilers3 levelsLevel 1
Income and Spoils from pillaging settlements: +3% (Lord's army)
Income from sacking settlements: +3% (Lord's army)Level 2
Income and Spoils from pillaging settlements: +6% (Lord's army)
Income from sacking settlements: +8% (Lord's army)Level 3
Income 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 1
Recruitment cost: -5% (Lord's army)Level 2
Recruitment cost: -10% (Lord's army)Level 3
Recruitment cost: -15% (Lord's army)Requires: Route Marcher"You will serve me, wretch, or you will die, there is no other option." - Norse Resilience
Casualty 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 1
Growth: +8 (local province)Level 2
Growth: +20 (local province)Level 3
Growth: +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 Mists
Hero capacity: +1 for Fimir Nobles
Hero recruit rank: +5 for Fimir Nobles (all provinces)Requires all: 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 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: Wielders of the Mists"The time to strike is now!" - Savage Skills3 levelsLevel 1
Recruit rank: +1 for all units (Lord's army)Level 2
Recruit rank: +2 for all units (Lord's army)Level 3
Recruit 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 Healing
Casualty 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 1
Upkeep: -3% (Lord's army)Level 2
Upkeep: -6% (Lord's army)Level 3
Upkeep: -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 Chaos
Unit experience gain per turn: +200 (Lord's army)
Enemy Hero action success chance: -10%
Campaign movement range: +5%Requires all: 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.
All effects of this build
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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.