Valkia the Bloody skill tree & build planner
KhorneLegendary lordUnit stats
46 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
- Hearts of IronVigour loss reduction: -15% (Lord's army)The followers of Chaos need not to rest, they march on with iron hearts desperate to harvest souls.
- Voice of the Dark GodsLeadership aura size: +40%This Lord speaks with a dread booming voice - a gift from his Dark Masters to ensure obedience.
- Aura of ChaosUnlocks at rank 8Missile 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.
- Bringer of GloryUnlocks at rank 12Recruit rank: +1 for Chaos Marauders units (all armies)Leadership aura size: +25%Only the worthiest achieve glory in Valkia’s presence, knowing that Khorne watches her closely and despises cowards.
- Queen of the SchwarzvolfAllegiance points gained: +25% for alliances and vassalage with NorscaAttribute: Vanguard Deployment for Chaos Marauders, Chaos Warriors and Chosen (Lord's army)Attribute: Vanguard DeploymentDiplomatic relations: +35 with NorscaRequires: Bringer of GloryThe legend of Valkia’s ill-fated tribe is known throughout the north, a vestige of her lost humanity eradicated in bloody vengeance.
- Risen AgainWound recovery time: -2 turnsVigour loss reduction: -50%Requires: Bringer of GloryThe repair of Valkia’s mortal frame was but a prelude to Khorne’s gift of godly vitality.
- Scorn the CowardPassive ability: "Wrath of Khorne"Physical resistance: 10%Ambush defence chance: +25%Requires: Bringer of GloryWhile the craven sneak to their death, the brave live on.
- Blood RavenIncome from post-battle loot: +15%Income from razing settlements: +15% (Lord's army)Enemy leadership: -5 (enemy armies in local province)Requires: Bringer of GloryNothing drains the enemy’s fight like ritualistic executions of severed ribs and exposed lungs strewn across bloody backs.
- Sword-Maiden of KhorneAttribute: "Daemonic"Khorne Authority: +2 (Lord's army)Passive ability: "Gorefeast"Requires: 3 skill points across Queen of the Schwarzvolf, Risen Again, Scorn the Coward, Blood RavenBy the indomitable will of the God of Warriors, His chosen queen will not be allowed to die.
- Infernal ChampionWeapon strength: +10%The Warriors of Chaos are the playthings of Gods and given many gifts, including formidable fighting skills.
- Devastating Charge2 levelsLevel 1Charge bonus: +15Level 2Charge bonus: +30Requires: Infernal ChampionSome creatures charge home with such fury that the very ground shakes beneath their feet.
- Thick-Skinned2 levelsLevel 1Armour: +7Level 2Armour: +15Requires: Infernal ChampionCreatures 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.
- Hard to Hit2 levelsLevel 1Melee defence: +6Level 2Melee defence: +12Requires: Infernal ChampionHand-to-hand combat is a lethal match of cut and thrust. However, it’s not all about offensive strikes; parries and other defensive moves can also win the day.
- Deadly Blade2 levelsLevel 1Melee attack: +6Level 2Melee attack: +12Requires: Infernal ChampionA deadly blade is especially lethal when in the hands of this master death-maker, killer and slaughterer!
- Foe-SeekerAbility: "Foe-Seeker"Requires: 4 skill points across Devastating Charge, Thick-Skinned, Hard to Hit, Deadly BladeFrom one bloodied, lifeless corpse to the next, this one is always looking for the next adversary to best.
- Wound-Maker2 levelsLevel 1Weapon strength: +10%Level 2Weapon strength: +20%Requires: Foe-SeekerSuch 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: Foe-SeekerThe scars on this storied warrior reveal a veteran of many battles, a being not easy to kill and one worthy of respect and fear.
- Indomitable2 levelsLevel 1Leadership: +6Level 2Leadership: +12Requires: Foe-SeekerThe iron will and indomitable presence of this leader ensures their followers remain steadfast when facing peril.
- Blade Shield2 levelsLevel 1Melee defence: +6Level 2Melee defence: +12Requires: Foe-SeekerA blade that sings in defence will not let its wielder be penetrated.
- Colossal StrikeAbility: "Colossal Strike"Requires: 4 skill points across Blade Shield, Wound-Maker, Scarred Veteran, IndomitableThe bigger they are, the harder they fall.
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.
- Chaos Vanguard3 levelsLevel 1Melee attack: +4 for all non-Daemonic Infantry units (Lord's army)Level 2Armour: +6 for all non-Daemonic Infantry units (Lord's army)Melee attack: +6 for all non-Daemonic Infantry units (Lord's army)Level 3Armour: +12 for all non-Daemonic Infantry units (Lord's army)Melee attack: +8 for all non-Daemonic Infantry units (Lord's army)Requires: Dominating PresenceTo the Northmen, there is no greater honour than to fight and perish under the gaze of the Gods.
- Savage Bloodlust3 levelsLevel 1Armour: +4 for all Daemonic melee units (Lord's army)Level 2Armour: +8 for all Daemonic melee units (Lord's army)Charge bonus: +8 for all Daemonic melee units (Lord's army)Level 3Armour: +12 for all Daemonic melee units (Lord's army)Charge bonus: +12 for all Daemonic melee units (Lord's army)Requires: Dominating PresenceThe Daemons of Chaos bay for blood, spurred on by a chorus of agonised screams.
- Warp Fire3 levelsLevel 1Melee defence: +4 for all Daemonic Missile and Flying units (Lord's army)Level 2Melee defence: +6 for all Daemonic Missile and Flying units (Lord's army)Missile strength: +8% for all Daemonic Missile units (Lord's army)Speed: +4% for all Daemonic Flying units (Lord's army)Level 3Melee defence: +8 for all Daemonic Missile and Flying units (Lord's army)Missile strength: +12% for all Daemonic Missile units (Lord's army)Speed: +6% for all Daemonic Flying units (Lord's army)Requires: Dominating PresenceAs dark wings take to the skies and Daemon arrows bear down, the enemies of Chaos know their end is near.
- Hammer into Anvil3 levelsLevel 1Charge bonus: +6 for all non-Daemonic Cavalry and Chariot units (Lord's army)Level 2Charge bonus: +6 for all non-Daemonic Cavalry and Chariot units (Lord's army)Melee defence: +6 for all non-Daemonic Cavalry and Chariot units (Lord's army)Level 3Charge bonus: +12 for all non-Daemonic Cavalry and Chariot units (Lord's army)Melee defence: +8 for all non-Daemonic Cavalry and Chariot units (Lord's army)Requires: Dominating PresenceBreaking bones and ending lives, the armies of Chaos strike like an unholy hammer crashing through their enemies' ranks.
- Monstrous Strength3 levelsLevel 1Weapon strength: +4% for all non-Daemonic war beasts, monstrous and monster units (Lord's army)Level 2Melee attack: +6 for all non-Daemonic war beasts, monstrous, and monster units (Lord's army)Weapon strength: +6% for all non-Daemonic war beasts, monstrous and monster units (Lord's army)Level 3Melee attack: +8 for all non-Daemonic war beasts, monstrous, and monster units (Lord's army)Weapon strength: +10% for all non-Daemonic war beasts, monstrous and monster units (Lord's army)Requires: Dominating PresenceHulks of pure muscle, held upright by unsullied hatred, can crush a man with a frightening lack of effort.
- Doomfire3 levelsLevel 1Ammunition: +10% for all non-Daemonic Missile Cavalry and Artillery units (Lord's army)Level 2Ammunition: +15% for all non-Daemonic Missile Cavalry and Artillery units (Lord's army)Missile strength: +8% for all non-Daemonic Missile Cavalry and Artillery units (Lord's army)Level 3Ammunition: +20% for all non-Daemonic Missile Cavalry and Artillery units (Lord's army)Missile strength: +12% for all non-Daemonic Missile Cavalry and Artillery units (Lord's army)Requires: Dominating PresenceSubdue the enemy with savage fire, as flaming projectiles burn a trail across the sky.
- Rally!Ability: "Rally!"Requires: 6 skill points across Chaos Vanguard, Savage Bloodlust, Warp Fire, Hammer into Anvil, Monstrous Strength, Doomfire
- Legion of DoomArmour: +10 for all Infantry units (Rank 7 and above) (Lord's army)Melee defence: +5 for all Infantry units (Rank 7 and above) (Lord's army)Spell resistance: 20% for all Infantry units (Rank 7 and above) (Lord's army)Requires: Rally!The legions march forth under the Lord's inscrutable gaze, eager to kill for fear of his wrath.
- Speed & MaliceMelee attack: +5 for all Cavalry, Chariot and Flying units (Rank 7 and above) (Lord's army)Missile resistance: 15% for all Cavalry, Chariot and Flying units (Rank 7 and above) (Lord's army)Speed: +10% for all Cavalry, Chariot and Flying units (Rank 7 and above) (Lord's army)Requires: Rally!The worthiest of Chaos' vanguard are blessed with the most elaborate mutations, which also enable them to move faster for longer.
- Freakish MutationsLeadership: +8 for all war beasts, monstrous and monster units (Rank 7 and above) (Lord's army)Melee attack: +5 for all war beasts, monstrous, and monster units (Rank 7 and above) (Lord's army)Ward save: +5% for all war beasts, monstrous and monster units (Rank 7 and above) (Lord's army)Requires: Rally!Mutations awarded by the Chaos Gods to their followers may look horrific to southerners, but such gifts are prized.
- Malevolent RangerArmour: +10 for all Missile units (Rank 7 and above) (Lord's army)Missile resistance: 15% for all Missile units (Rank 7 and above) (Lord's army)Reload time reduction: +10% for all Missile units (Rank 7 and above) (Lord's army)Requires: Rally!To devastate one's enemies from afar is the key to controlling the battlefield.
- Fight or Die!Ability: "Fight or Die!"Replaces: "Rally!"Requires: a point in any of Speed & Malice, Freakish Mutations, Malevolent Ranger, Legion of DoomThere 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 from raiding: +10% (Lord's army)Income from sacking settlements: +5% (Lord's army)Level 2Income from raiding: +20% (Lord's army)Income from sacking settlements: +10% (Lord's army)Level 3Income from raiding: +30% (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 2Unit Upgrades cost: -5% for all unitsRecruitment cost: -10% (Lord's army)Level 3Unit Upgrades cost: -10% for all unitsRecruitment cost: -15% (Lord's army)Requires: Route Marcher"You will serve me, wretch, or you will die, there is no other option."
- Devoted of Chaos3 levelsLevel 1Increased experience gain: +10% for units when fighting against the Forces of Order (Lord's army)Level 2Increased experience gain: +15% for units when fighting against the Forces of Order (Lord's army)Souls gained from battles: +10%Level 3Increased experience gain: +20% for units when fighting against the Forces of Order (Lord's army)Souls gained from battles: +15%Requires: Route MarcherNo act of faith can rival reaving the souls of the slain; a dark and twisted offering in honour of the Ruinous Powers.
- Ruination3 levelsLevel 1Attrition suffered by defender: +10% when laying siege or encircling (local region)Level 2Attrition suffered by defender: +20% when laying siege or encircling (local region)Control: -4 (local enemy province)Level 3Attrition suffered by defender: +40% when laying siege or encircling (local region)Control: -8 (local enemy province)Requires: Route Marcher"This stinking mortal Hold will fall, my masters have foreseen it. Bring them ruin!"
- Unholy ResilienceCasualty replenishment rate: +30% for this LordWound recovery time: -1 turnsRequires: 4 skill points across Despoilers, Serve or Die, Devoted of Chaos, RuinationThis willing servant of the Ruinous Powers has a resilience that is beyond any mortal measure.
- 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: Unholy Resilience"The time to strike is now!"
- Foetid Gallipot3 levelsLevel 1Casualty replenishment rate: +2% (Lord's army)Attrition: -10% casualties suffered from all attrition (Lord's army)Level 2Casualty replenishment rate: +4% (Lord's army)Attrition: -20% casualties suffered from all attrition (Lord's army)Level 3Casualty replenishment rate: +6% (Lord's army)Attrition: -30% casualties suffered from all attrition (Lord's army)Requires: Unholy ResilienceA pungent mix of fell unguents ensures the unholy vitality of one’s minions.
- Blessed by Evil3 levelsLevel 1Post battle chance of stealing a magic item: +5%Income from post-battle loot: +5%Level 2Post battle chance of stealing a magic item: +10%Income from post-battle loot: +10%Level 3Post battle chance of stealing a magic item: +15%Income from post-battle loot: +15%Requires: Unholy ResilienceFor one fighting with the favour of the Ruinous Powers, glory and riches come naturally.
- Premonition3 levelsLevel 1Ambush defence chance: +10% (Lord's army)Chance of intercepting an army using Tunnelling, beast-paths or Worldroots: +10%Level 2Ambush defence chance: +20% (Lord's army)Chance of intercepting an army using Tunnelling, beast-paths or Worldroots: +20%Level 3Ambush defence chance: +30% (Lord's army)Chance of intercepting an army using Tunnelling, beast-paths or Worldroots: +30%Requires: Unholy ResilienceVisions cloud the mind, prophesising the arrival of the enemy and uncovering every shadow in which they lurk.
- Driven by RageSouls gained from battles: +10%Khorne corruption: +1 (local province)Campaign movement range: +5%Income from post-battle loot: +10%Requires: 4 skill points across Premonition, Lightning Strike, Foetid Gallipot, Blessed by EvilThe fire of hate burns rapidly across the land, turning all in its path to ash and cinder.
Items
- Weapon
- Armour
- Talisman
- Enchanted 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
Valkia the Bloody · base + skills + items; no techs, buffs, campaign or battle-context effects (vs a race, at sea…).
| Stat | Base | Build |
|---|---|---|
| Health | 5,600 | 5,600 |
| Armour | 100 | 100 |
| Leadership | 80 | 80 |
| Speed | 95 | 95 |
| Melee attack | 54 | 54 |
| Melee defence | 55 | 55 |
| Weapon strength | 400 | 400 |
| … armour-piercing | 300 | 300 |
| Charge bonus | 50 | 50 |
| Bonus vs large | 20 | 20 |
| Missile block chance | 35 | 35 |
| Ward save % | 0 | 0 |
| Physical resistance % | 0 | 0 |
| Missile resistance % | 15 | 15 |
| Spell resistance % | 35 | 35 |
| Fire resistance % | 0 | 0 |
| Magical attacks | Yes | Yes |
| Flaming attacks | Yes | Yes |
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.
