Skreech Verminking skill tree & build planner
SkavenHeroUnit stats
44 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
- SneakyUnlocks at rank 8Missile resistance: 10%Furtive, scheming, sly, cunning, underhand, devious, conniving, double-dealing, and sneaky - valuable traits if you wish to stay alive!
- TricksyUnlocks at rank 8Spell resistance: 10%All Skaven are unprincipled and untrustworthy by their foul natures. However, this is rarely a disadvantage in the face of the enemy.
- ImmortalityUnlocks at rank 20 · Starting skillWhen 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 1Character will share +15% of experience earned between all other active Heroes of the same typeLevel 2 · rank 40Character will share +30% of experience earned between all other active Heroes of the same typeLevel 3 · rank 50Character 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.
- Master of RuinUnlocks at rank 12Winds of Magic cost: -10% for all spellsAbility number of uses: +1 for "The Dreaded Thirteenth Spell"Winds of Magic power reserve: +3 per turn
- The Horned Rat's WatchersLeadership: +5 (Hero's army)Spell resistance: 10% (Hero's army)Vigour loss reduction: -25% (Hero's army)Requires: Master of RuinThe Horned One's eyes and ears are never far away, and can always influence the progress of his servants.
- Ruinous ArsenalAttacks cause "Discouraged" effect, reducing leadershipMelee attack: +10Weapon strength: +15%Requires: Master of RuinThe living power of Chaos can be channelled through instruments of mortal steel, charging them for their bearer's bloodthirsty ends.
- Conquest BelowConstruction cost: -10% for Under-Empire buildingsIncome from Under-Empire buildings: +15%Construction time: -2 for Vermintide buildingsRequires: Master of RuinRuin's own lair-nest beneath the rotting earth is finally at hand…
- Patron of Great SkavenCharacter experience gain: +15% (accompanying Lord)Ward save: +10% (accompanying Lord)Casualty replenishment rate: +15% (accompanying Lord)Requires: Master of RuinThe Rat King looks kindly upon his greatest children. Well, not kindly as such, but with a lesser degree of contempt.
- Will of the VerminkingAbility number of uses: +1 for "The Dreaded Thirteenth Spell"Ability: "Will of the Verminking"Attribute: UnbreakableHit points: +15%Requires: 2 skill points across The Horned Rat's Watchers, Ruinous Arsenal, Conquest Below, Patron of Great SkavenNo creature can defy the will of the Verminking.
- Tail WeaponMelee attack: +3Weapon strength: +4%Whether by attachment or mutation, something nasty and spiky on your tail has got to bring no little advantage in battle.
- Ruin & Decay2 levelsLevel 1Weapon strength: +10% when fighting against DwarfsWeapon strength: +10% when fighting against LizardmenWeapon strength: +2%Level 2Weapon strength: +10% when fighting against High Elves, Lizardmen, Dwarfs and menWeapon strength: +5%Requires: Tail WeaponAs you might expect, the forces of order are repelled by the Skaven and their myriad disgusting, disease-ridden ways.
- Thick-Skinned2 levelsLevel 1Armour: +7Level 2Armour: +15Requires: Tail WeaponCreatures with tough hides or some kind of natural armour are tough nuts to crack - even a powerful attack may fall foul of their thick-skin.
- Blade Master2 levelsLevel 1Melee attack: +6Level 2Melee attack: +12Requires: Tail WeaponThis warrior is one with their blade; it is an extension of their will, making them a worthy foe in combat.
- Indomitable2 levelsLevel 1Leadership: +6Level 2Leadership: +12Requires: Tail WeaponThe iron will and indomitable presence of this leader ensures their followers remain steadfast when facing peril.
- PlaguereaperAbility: "Plaguereaper"Requires: 4 skill points across Ruin & Decay, Thick-Skinned, Blade Master, Indomitable
- Wound-Maker2 levelsLevel 1Weapon strength: +10%Level 2Weapon strength: +20%Requires: PlaguereaperSuch is their power and ferocity, a wound-maker will ravage the foe, cutting and pulverising until there is only one exit - death.
- Scarred Veteran2 levelsLevel 1Hit points: +7%Level 2Hit points: +15%Requires: PlaguereaperThe scars on this storied warrior reveal a veteran of many battles, a being not easy to kill and one worthy of respect and fear.
- Blade Shield2 levelsLevel 1Melee defence: +6Level 2Melee defence: +12Requires: PlaguereaperA blade that sings in defence will not let its wielder be penetrated.
- Expeditious Endeavour2 levelsLevel 1Speed: +7%Level 2Speed: +15%Requires: PlaguereaperWhat the enemy cannot see, it cannot hit. What the enemy cannot see, it cannot survive.
- Doom GlaiveAbility: "Doom Glaive"Requires: 4 skill points across Wound-Maker, Scarred Veteran, Blade Shield, Expeditious Endeavour
- Warp Lightning2 levelsLevel 1Cooldown: -30% to "Warp Lightning"Overcast spell: "Warp Lightning Upgraded"Level 2Cooldown: -50% to "Warp Lightning"Miscast base chance: -15% for "Warp Lightning Upgraded"Overcast spell: "Warp Lightning Upgraded"Winds of Magic cost: -1 for "Warp Lightning"Winds of Magic cost: -2 for "Warp Lightning Upgraded"
- Musk of FearPassive ability: "Musk of Fear"Requires: Warp Lightning
- Skitterleap3 levelsLevel 1Spell: "Skitterleap"Level 2Cooldown: -30% to "Skitterleap"Overcast spell: "Skitterleap Upgraded"Level 3Cooldown: -50% to "Skitterleap"Overcast spell: "Skitterleap Upgraded"Miscast base chance: -15% for "Skitterleap Upgraded"Winds of Magic cost: -1 for "Skitterleap"Winds of Magic cost: -2 for "Skitterleap Upgraded"Requires: Warp Lightning
- Death Frenzy2 levelsLevel 1Cooldown: -30% to "Death Frenzy"Spell: "Death Frenzy"Overcast spell: "Death Frenzy Upgraded"Level 2Cooldown: -50% to "Death Frenzy"Miscast base chance: -15% for "Death Frenzy Upgraded"Overcast spell: "Death Frenzy Upgraded"Winds of Magic cost: -2 for "Death Frenzy"Winds of Magic cost: -3 for "Death Frenzy Upgraded"Requires: Warp Lightning
- VermintideCooldown: -50% to "Vermintide"Spell: "Vermintide"Winds of Magic cost: -2 for "Vermintide"Requires: Warp Lightning
- EvasionPassive ability: "Evasion"Requires: 4 skill points across Musk of Fear, Skitterleap, Death Frenzy, Vermintide
- Plague2 levelsLevel 1Cooldown: -30% to "Plague"Spell: "Plague"Overcast spell: "Plague Upgraded"Level 2Cooldown: -50% to "Plague"Miscast base chance: -15% for "Plague Upgraded"Overcast spell: "Plague Upgraded"Winds of Magic cost: -3 for "Plague"Winds of Magic cost: -4 for "Plague Upgraded"Requires: Evasion
- Cracks Call2 levelsLevel 1Cooldown: -30% to "Cracks Call"Spell: "Crack's Call"Overcast spell: "Cracks Call Upgraded"Level 2Cooldown: -50% to "Cracks Call"Miscast base chance: -15% for "Cracks Call Upgraded"Overcast spell: "Cracks Call Upgraded"Winds of Magic cost: -3 for "Cracks Call"Winds of Magic cost: -4 for "Cracks Call Upgraded"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 Plague, Cracks Call, Earthing, Magical Reserves
Battle
- Black-Clad KillersUnlocks at rank 13Ability: "Shadowstrider"Armour-piercing weapon and missile damage: +3 for Eshin units (Hero's army)Speed: +10% for Eshin units (Hero's army)Hero action success chance: +10% (factionwide)"Sneakier than thou" has ever been Clan Eshin's way, to great effect across the Under-Empire and beyond.
- Imposing CommandersUnlocks at rank 13Melee attack: +8 for Clanrat, Skavenslave and Stormvermin units (own army)Melee defence: +8 for Clanrat, Skavenslave and Stormvermin units (own army)Character's aura leadership effect: +13Income from post-battle loot: +5% (factionwide)The ability to herd and control the disorganised, cowardly rabble found in Skaven army ranks is not to be sniffed at!
- Disciples of Disease and DecayUnlocks at rank 13Chance of a plague spreading: -20% (all armies factionwide)Attribute: Immune to Contact EffectsEnables "Poison!" contact effect for Pestilens units (own army)Physical resistance: 15% for Pestilens units (own army)Centuries spent trapped inside the black pit gave the Verminlord gestalt time to study disease in all of its insipid forms.
- Infernal InventorsUnlocks at rank 13Armour: +15 for Skryre units (own army)Reload time reduction: +10% (own army)Armour-piercing weapon damage: +50Research rate: +5The Verminking's myriad inscrutable technological insights give Skryre a vital edge in battle.
- Master MutatorsUnlocks at rank 13Passive ability: "Regeneration"Charge bonus: +15 for Moulder units (Hero's army)Incoming Healing Modifier: +25% for Moulder units (Hero's army)Growth: +5 (all provinces)Clan Moulder's innate understanding of flesh-craft is more than a simple boon when combined with the Verminking's power.
- Prophets of the Great Horned RatUnlocks at rank 13Cooldown: -10% to all spells (Hero's army)Winds of Magic cost: -10% for all spells (Hero's army)Spell intensity: +10%Control: +3 (all provinces)The walls separating the mortal world from the Realm of Ruin are gossamer-thin; when Verminlords cross over, Chaos come with them.
Campaign
- Training3 levelsLevel 1Training action: Unit experience gain is increased by an additional 10%Level 2 · rank 5Training action: Unit experience gain is increased by an additional 20%Level 3 · rank 10Training action: Unit experience gain is increased by an additional 30%This champion extols discipline and fear away from the battlefield as much as on it.
- Spread Corruption3 levelsLevel 1Spread Corruption action: Skaven corruption is increased by an additional 1Level 2 · rank 5Spread Corruption action: Skaven corruption is increased by an additional 2Level 3 · rank 10Spread Corruption action: Skaven corruption is increased by an additional 3The locals take notice and will be inspired or frightened into action.
- Damage Walls3 levelsLevel 1Damage Walls action: 1 additional wall breachesLevel 2 · rank 5Damage Walls action: 2 additional wall breachesLevel 3 · rank 10Damage Walls action: 3 additional wall breachesThey cannot stop what they cannot see.
- Assassinate3 levelsLevel 1Assassinate action: Additional 3% success chanceLevel 2 · rank 5Assassinate action: Additional 8% success chanceLevel 3 · rank 10Assassinate action: Additional 15% success chanceA skilled assassin is a cold-hearted killer and merciless murderer.
- Block Army3 levelsLevel 1Block Army action: Movement range is modified by an additional -3%Level 2 · rank 5Block Army action: Movement range is modified by an additional -8%Level 3 · rank 10Block Army action: Movement range is modified by an additional -15%To sow discord and confuse the enemy, sending them down the wrong route or befuddling their senses.
- Specialist3 levelsLevel 1Hero action cost: -10%Hero action success chance: +1%Level 2Hero action cost: -20%Hero action success chance: +3%Level 3Hero 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.
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
Skreech Verminking · base + skills + items; no techs, buffs, campaign or battle-context effects (vs a race, at sea…).
| Stat | Base | Build |
|---|---|---|
| Health | 9,248 | 9,248 |
| Armour | 55 | 55 |
| Leadership | 85 | 85 |
| Speed | 70 | 70 |
| Melee attack | 62 | 62 |
| Melee defence | 67 | 67 |
| Weapon strength | 600 | 600 |
| … armour-piercing | 400 | 400 |
| Charge bonus | 70 | 70 |
| Bonus vs large | 25 | 25 |
| Ward save % | 0 | 0 |
| Physical resistance % | 20 | 20 |
| Missile resistance % | 0 | 0 |
| Spell resistance % | 0 | 0 |
| Fire resistance % | 0 | 0 |
| Magical attacks | Yes | Yes |
| Flaming attacks | No | No |
All effects of this build
- When normally killed in action, this Hero will be wounded instead
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.
