Verminlord Corruptor skill tree & build planner
SkavenLordUnit stats
60 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
- Warpstone TokensUnlocks at rank 4Winds of Magic power reserve capacity: +13 (own army)Miscast base chance: +5%As an aid to spellcasting, they are peerless. It is highly dangerous, of course, but a sure-fire route to limitless power.
- 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.
- 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.
- 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.
- Pox SorceryUnlocks at rank 11Winds of Magic cost: -3 for "Plague"Cooldown: -10% to Skaven spells of PlagueBound spell: "Plaguemaster"That the Winds of Magic can be harnessed to convey foul pestilence upon the foe is sheer delight for the Corruptor, who is disease personified.
- PlaguemasterUnlocks at rank 11Chance of a plague spreading: -20% (Lord's army)Melee attack: +10 when fighting against an enemy with a Plague (Lord's army)Physical Resistance: +20% when fighting against an enemy with a plague (Lord's army)Immune to all attrition (Lord's army)Requires: Pox SorceryThe foulest of maladies is meat and drink to a Verminlord Corruptor, and unlikely to trouble his forces in battle.
- Pestilent ReapersUnlocks at rank 11Melee defence: +8 for Pestilens units (Lord's army)Missile resistance: 15% for Pestilens units (Lord's army)Recruit rank: +2 for Pestilens units (Lord's army)Requires: Pox SorcerySting-fleas, three-eyes mites, and other foul parasites teem across every fibre of the Corruptor's pelt, forming a living shield of filth to protect his most pestilent warriors.
- Tiny ParasitesUnlocks at rank 11Enemy casualty replenishment rate: -100% (enemy armies in local province)Enemy melee defence: -8 (enemy armies in local region)Armour: -15 (enemy armies in local region)Skaven corruption: +2 (local province)Requires: Pox SorcerySilently they march across the frail, vulnerable bodies of the fools who dare stand against the might of the Horned One.
- Cullers of CivilisationUnlocks at rank 11Hero capacity: +2 for Plague Priests and Eshin SorcerersUnlocks Hero recruitment: Plague Priest (local province)Hero recruit rank: +4 for Plague Priests (all provinces)Experience per turn: +25% for Plague Priests (Heroes in Lord's army)Requires: Pox SorceryObsessed with the aura of creeping sickness surrounding them, the Corruptor also knows who best wields it to Skaven advantage.
- Otherworldly PestilenceUnlocks at rank 11Ability: "Otherworldly Pestilence"Spell resistance: 10%Melee defence: +10Hit points: +15%Requires: 2 skill points across Plaguemaster, Pestilent Reapers, Tiny Parasites, Cullers of CivilisationNo organism, living or Undead, is yet adapted to this horrifying sickness that seeps in from the warp.
- 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.
- Deadly OnslaughtAbility: "Deadly Onslaught"Requires: 4 skill points across Ruin & Decay, Thick-Skinned, Blade Master, IndomitableThe war is endless. The cycle of charging, clashing, and bloody hand-to-hand fighting is without end. It will never stop.
- Fervour2 levelsLevel 1Weapon strength: +10%Level 2Weapon strength: +20%Requires: Deadly OnslaughtThis one fights with a fervour to be both admired and despised.
- Tenacity2 levelsLevel 1Hit points: +7%Level 2Hit points: +15%Requires: Deadly OnslaughtThis one will not go down easily - it will be necessary to break both the will and the body first.
- Soothsaying2 levelsLevel 1Leadership aura size: +20%Level 2Leadership aura size: +40%Requires: Deadly OnslaughtSpeaking words of power or faith can alter perceptions on the battlefield.
- Hard to Hit2 levelsLevel 1Melee defence: +6Level 2Melee defence: +12Requires: Deadly OnslaughtHand-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.
- PlaguereaperAbility: "Plaguereaper"Requires: 4 skill points across Fervour, Tenacity, Soothsaying, Hard to Hit
- Bless with Filth2 levelsLevel 1Cooldown: -30% to "Bless with Filth"Overcast spell: "Bless with Filth Upgraded"Level 2Cooldown: -50% to "Bless with Filth"Miscast base chance: -15% for "Bless with Filth Upgraded"Overcast spell: "Bless with Filth Upgraded"Winds of Magic cost: -1 for "Bless with Filth"Winds of Magic cost: -2 for "Bless with Filth Upgraded"
- Plague RashPassive ability: "Plague Rash"Requires: Bless with Filth
- Pestilent Breath2 levelsLevel 1Cooldown: -30% to "Pestilent Breath"Overcast spell: "Pestilent Breath Upgraded"Level 2Cooldown: -50% to "Pestilent Breath"Miscast base chance: -15% for "Pestilent Breath Upgraded"Overcast spell: "Pestilent Breath Upgraded"Winds of Magic cost: -2 for "Pestilent Breath"Winds of Magic cost: -2 for "Pestilent Breath Upgraded"Requires: Bless with Filth
- Wither2 levelsLevel 1Cooldown: -30% to "Wither"Spell: "Wither"Overcast spell: "Wither Upgraded"Level 2Cooldown: -50% to "Wither"Miscast base chance: -15% for "Wither Upgraded"Overcast spell: "Wither Upgraded"Winds of Magic cost: -2 for "Wither"Winds of Magic cost: -3 for "Wither Upgraded"Requires: Bless with Filth
- VermintideCooldown: -50% to "Vermintide"Spell: "Vermintide"Winds of Magic cost: -2 for "Vermintide"Requires: Bless with Filth
- EvasionPassive ability: "Evasion"Requires: 4 skill points across Plague Rash, Pestilent Breath, Wither, Vermintide
- Pestilent Birth2 levelsLevel 1Spell: "Pestilent Birth"Level 2Cooldown: -50% to "Pestilent Birth"Spell: "Pestilent Birth"Winds of Magic cost: -3 for "Pestilent Birth"Requires: Evasion
- 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
- 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 Pestilent Birth, Plague, Earthing, Magical Reserves
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.
- Pack Leader3 levelsLevel 1Melee attack: +4 for Clanrats units (Lord's army)Level 2Leadership: +3 for Clanrats units (Lord's army)Melee attack: +4 for Clanrats units (Lord's army)Level 3Leadership: +5 for Clanrats units (Lord's army)Melee attack: +6 for Clanrats units (Lord's army)Requires: Inspiring PresenceTo rise above the rank and file, to claw one's way above the mire and the filth, takes a certain, superior breed of Skaven.
- Infiltrator3 levelsLevel 1Reload time reduction: +3% for Night Runners and Gutter Runners units (Lord's army)Level 2Reload time reduction: +6% for Night Runners and Gutter Runners units (Lord's army)Speed: +7% for Night Runners and Gutter Runners units (Lord's army)Level 3Reload time reduction: +9% for Night Runners and Gutter Runners units (Lord's army)Speed: +10% for Night Runners and Gutter Runners units (Lord's army)Requires: Inspiring PresenceHaving to hide, for an extended period, in a dark, dank recess, in order to entrap and kill your target encourages lateral thinking.
- Blastmaster3 levelsLevel 1Ammunition: +8% for Warpfire Thrower, Warplock Jezzails, Ratling Gun, Poisoned Wind Globadiers, Poisoned Wind Mortars, Death Globe Bombardiers and Ranged Stormfiend units (Lord's army)Level 2Ammunition: +12% for Warpfire Thrower, Warplock Jezzails, Ratling Gun, Poisoned Wind Globadiers, Poisoned Wind Mortars, Death Globe Bombardiers and Ranged Stormfiend units (Lord's army)Reload time reduction: +4% for Warpfire Thrower, Warplock Jezzails, Ratling Gun, Poisoned Wind Globadiers, Poisoned Wind Mortars, Death Globe Bombardiers and Ranged Stormfiend units (Lord's army)Level 3Ammunition: +20% for Warpfire Thrower, Warplock Jezzails, Ratling Gun, Poisoned Wind Globadiers, Poisoned Wind Mortars, Death Globe Bombardiers and Ranged Stormfiend units (Lord's army)Reload time reduction: +8% for Warpfire Thrower, Warplock Jezzails, Ratling Gun, Poisoned Wind Globadiers, Poisoned Wind Mortars, Death Globe Bombardiers and Ranged Stormfiend units (Lord's army)Requires: Inspiring PresenceKnowing exactly where and when to strike is essential when fielding fiendish, potentially battle-winning plague-weapons.
- Respected & Feared3 levelsLevel 1Weapon strength: +6% for Stormvermin, Death Runners, Plague Monks and Eshin Triads units (Lord's army)Armour: +6 for Cauldron of a Thousand Poxes units (Lord's army)Level 2Melee attack: +4 for Stormvermin, Death Runners, Plague Monks and Eshin Triads units (Lord's army)Weapon strength: +6% for Stormvermin, Death Runners, Plague Monks and Eshin Triads units (Lord's army)Armour: +9 for Cauldron of a Thousand Poxes units (Lord's army)Level 3Melee attack: +6 for Stormvermin, Death Runners, Plague Monks and Eshin Triads units (Lord's army)Weapon strength: +9% for Stormvermin, Death Runners, Plague Monks and Eshin Triads units (Lord's army)Armour: +12 for Cauldron of a Thousand Poxes units (Lord's army)Requires: Inspiring PresenceIs it better to be respected or feared? What sort of question is that... why, both of course!
- Moulder Knowledge3 levelsLevel 1Charge bonus: +6 for Wolf Rats, Rat Ogres, Mutant Rat Ogre, Brood Horror, Melee Stormfiend and Hell Pit Abomination units (Lord's army)Level 2Charge bonus: +9 for Wolf Rats, Rat Ogres, Mutant Rat Ogre, Brood Horror, Melee Stormfiend and Hell Pit Abomination units (Lord's army)Speed: +7% for Wolf Rats, Rat Ogres, Mutant Rat Ogre, Brood Horror, Melee Stormfiend and Hell Pit Abomination units (Lord's army)Level 3Charge bonus: +12 for Wolf Rats, Rat Ogres, Mutant Rat Ogre, Brood Horror, Melee Stormfiend and Hell Pit Abomination units (Lord's army)Speed: +10% for Wolf Rats, Rat Ogres, Mutant Rat Ogre, Brood Horror, Melee Stormfiend and Hell Pit Abomination units (Lord's army)Requires: Inspiring PresenceThis one has seen the hideous deformities created by Clan Moulder firsthand and now fancies himself a dab hand with a needle and thread…
- Engineering Skill3 levelsLevel 1Charge bonus: +6% for Doomwheel and Doom-Flayers units (Lord's army)Speed: +3% for Warp-Grinders units (Lord's army)Reload time reduction: +3% for Doomwheel, Plagueclaw Catapult, Warp Lightning Cannon and Warp-Doom Magma-Cannon units (Lord's army)Level 2Armour: +6 for Doomwheel, Doom-Flayers and Warp-Grinders units (Lord's army)Charge bonus: +9% for Doomwheel and Doom-Flayers units (Lord's army)Speed: +7% for Warp-Grinders units (Lord's army)Ammunition: +12% for Doomwheel, Plagueclaw Catapult, Warp Lightning Cannon and Warp-Doom Magma-Cannon units (Lord's army)Reload time reduction: +6% for Doomwheel, Plagueclaw Catapult, Warp Lightning Cannon and Warp-Doom Magma-Cannon units (Lord's army)Level 3Armour: +12 for Doomwheel, Doom-Flayers and Warp-Grinders units (Lord's army)Charge bonus: +12% for Doomwheel and Doom-Flayers units (Lord's army)Speed: +12% for Warp-Grinders units (Lord's army)Ammunition: +20% for Doomwheel, Plagueclaw Catapult, Warp Lightning Cannon and Warp-Doom Magma-Cannon units (Lord's army)Reload time reduction: +9% for Doomwheel, Plagueclaw Catapult, Warp Lightning Cannon and Warp-Doom Magma-Cannon units (Lord's army)Requires: Inspiring PresenceThis one's intimate knowledge of the inner workings of Skaven machinery enables him to improve their efficiency on the battlefield.
- Rally!Ability: "Rally!"Requires: 6 skill points across Pack Leader, Infiltrator, Blastmaster, Respected & Feared, Moulder Knowledge, Engineering Skill
- Whip-SmartLeadership: +5 for Skavenslaves, Clanrats, Stormvermin and Pusbag units (Rank 7 and above) (Lord's army)Melee attack: +5 for Skavenslaves, Clanrats, Stormvermin and Pusbag units (Rank 7 and above) (Lord's army)Missile resistance: 15% for Skavenslaves, Clanrats, Stormvermin and Pusbag units (Rank 7 and above) (Lord's army)Requires: Rally!The wise commander considers the lash a dear friend - so much more than a motivational tool to encourage correctness in spirit and behaviour.
- Gutter-WiseLeadership: +5 for Gutter Runners, Night Runners, Death Runners and Eshin Triads units (Rank 7 and above) (Lord's army)Range: +15% for Gutter Runners and Night Runners units (Rank 7 and above) (Lord's army)Speed: +20% for Death Runners and Eshin Triads units (Rank 7 and above) (Lord's army)Requires: Rally!Early years spent in the gutter both prepares the ambitious rat for power and schools him in the dirtier, more cut-throat ways of war.
- Warp-SmartBonus vs Infantry: +5 for Doomwheel, Doom-Flayers and Warp-Grinders units (Rank 7 and above) (Lord's army)Leadership: +5 for Weapon Team, Doom-Flayers, Doomwheel, Plagueclaw Catapult, Warp Lightning Cannon, Ranged Stormfiend and Warp-Doom Magma-Cannon units (Rank 7 and above) (Lord's army)Spell resistance: 15% for Weapon Team, Doom-Flayer, Doomwheel, Plagueclaw Catapult, Warp Lightning Cannon, Ranged Stormfiend and Warp-Doom Magma-Cannon units (Rank 7 and above) (Lord's army)Missile strength: +12% for Weapon Team, Doomwheel, Plagueclaw Catapult, Warp Lightning Cannon, Ranged Stormfiend and Warp-Doom Magma-Cannon units (Rank 7 and above) (Lord's army)Requires: Rally!This one knows just what to say to 'encourage' the very best work from his underling Warp-smiths and technicians.
- Mutagenic ElixirsArmour: +10 for Wolf Rats, Rat Ogres, Mutant Rat Ogre, Brood Horror, Hell Pit Abomination, Plague Monks, Melee Stormfiend, Pusbag and Cauldron of a Thousand Poxes units (Rank 7 and above) (Lord's army)Leadership: +5 for Wolf Rats, Rat Ogres, Mutant Rat Ogre, Brood Horror, Hell Pit Abomination, Plague Monks, Melee Stormfiend, Pusbag and Cauldron of a Thousand Poxes units (Rank 7 and above) (Lord's army)Physical resistance: 10% for Wolf Rats, Rat Ogres, Mutant Rat Ogre, Brood Horror, Hell Pit Abomination, Plague Monks, Melee Stormfiend, Pusbag and Cauldron of a Thousand Poxes units (Rank 7 and above) (Lord's army)Requires: Rally!Potions infused with Warpstone transmogrify the not-always-willing testbed subjects; those who survive the process emerge stronger and better in every way.
- Stand or Die!Replaces: "Rally!"Ability: "Stand or Die!"Requires: a point in any of Whip-Smart, Gutter-Wise, Warp-Smart, Mutagenic Elixirs
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.
- Looter3 levelsLevel 1Income from looting settlements: +3% (Lord's army)Level 2Income from looting settlements: +8% (Lord's army)Level 3Income from looting settlements: +15% (Lord's army)Requires: Route MarcherThose that excel as looters make sure that every coin or gold tooth is found and added to the plunder. Woe betide the warrior that misses even a single copper token!
- Ancient Cunning3 levelsLevel 1Ambush success chance: +6% (Lord's army)Level 2Ambush success chance: +16% (Lord's army)Level 3Ambush success chance: +30% (Lord's army)Requires: Route MarcherSuch long-lived creatures develop a level of guile that mortals cannot match.
- Bonded Service3 levelsLevel 1Recruitment cost: -5% (Lord's army)Level 2Recruitment cost: -10% (Lord's army)Level 3Recruitment cost: -15% (Lord's army)Requires: Route MarcherThe Lords rule, the peasants toil. Nothing has changed in over a thousand years.
- Dictatorial3 levelsLevel 1Corruption: -1 (when in own province)Level 2Corruption: -2 (when in own province)Level 3Corruption: -3 (when in own province)Requires: Route MarcherNot with: CorruptiveKeeping on top of things with an iron fist prevents Skavendom from becoming too much of a degenerate mess.
- Corruptive3 levelsLevel 1Skaven corruption: +1 (local enemy province)Level 2Skaven corruption: +2 (local enemy province)Level 3Skaven corruption: +3 (local enemy province)Requires: Route MarcherNot with: DictatorialNaturally, rats get in everywhere – even the tiniest opening presents little obstacle – spreading their disease and corruption everywhere they can.
- DraftmasterRecruit rank: +1 for all units (Lord's army)Local recruitment capacity: +1 (local province)Requires: 4 skill points across Looter, Ancient Cunning, Bonded Service, Dictatorial, CorruptiveSomeone has to ensure the numbers and quality of recruits remain high.
- 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: Draftmaster"The time to strike is now!"
- Quartermaster3 levelsLevel 1Upkeep: -3% (Lord's army)Level 2Upkeep: -6% (Lord's army)Level 3Upkeep: -10% (Lord's army)Requires: DraftmasterA good quartermaster can ration equipment and foodstuffs efficiently, making supplies last longer.
- Wary3 levelsLevel 1Enemy Hero action success chance: -3%Ambush defence chance: +8% (Lord's army)Level 2Enemy Hero action success chance: -8%Ambush defence chance: +16% (Lord's army)Level 3Enemy Hero action success chance: -15%Ambush defence chance: +30% (Lord's army)Requires: DraftmasterThis warrior has been ambushed previously and got themselves and many of their compatriots away safely. Such things make one naturally suspicious.
- "Miiine All Miiine!"3 levelsLevel 1Post battle chance of stealing a magic item: +5%Income from post-battle loot: +10%Level 2Post battle chance of stealing a magic item: +10%Income from post-battle loot: +20%Level 3Post battle chance of stealing a magic item: +15%Income from post-battle loot: +30%Requires: DraftmasterWhen making corpses of your foes, leave nothing of value for their kin to recover.
- Renowned & FearedEnemy Hero action success chance: -10%Hero self-defence: +25% chance of wounding aggressorsCampaign movement range: +5%Recruit rank: +1 for all units (Lord's army)Upkeep: -8% (Lord's army)Requires: 4 skill points across Lightning Strike, Quartermaster, Wary, "Miiine All Miiine!"This Lord's many deeds - both on and off the battlefield - have brought them renown among their allies and made them feared by their enemies.
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
Verminlord Corruptor · base + skills + items; no techs, buffs, campaign or battle-context effects (vs a race, at sea…).
| Stat | Base | Build |
|---|---|---|
| Health | 8,188 | 8,188 |
| Armour | 30 | 30 |
| Leadership | 75 | 75 |
| Speed | 70 | 70 |
| Melee attack | 55 | 55 |
| Melee defence | 50 | 50 |
| Weapon strength | 530 | 530 |
| … armour-piercing | 318 | 318 |
| Charge bonus | 65 | 65 |
| Bonus vs infantry | 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
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.
