
Verminlord Deceiver skill planner
SkavenLordUnit stats
61 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).
- Tougher Than He Seems
Hit points: +10%Make no mistake – in most cases, a Master Assassin’s training is quite literally a baptism of fire. - Rat-FuUnlocks at rank 8
Enemy Hero action success chance: -15% (enemy characters in region)
Hero self-defence: +15% chance of wounding aggressorsBy its very nature, being good at killing requires that you are equally adept at not dying. - SneakyUnlocks at rank 8
Missile resistance: 10%Furtive, scheming, sly, cunning, underhand, devious, conniving, double-dealing, and sneaky - valuable traits if you wish to stay alive! - TricksyUnlocks at rank 8
Spell resistance: 10%All Skaven are unprincipled and untrustworthy by their foul natures. However, this is rarely a disadvantage in the face of the enemy. - Black-Clad KillersUnlocks at rank 13
Ability: ""
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. - Soldiers of RenownUnlocks at rank 10 · 3 levelsLevel 1 · free at rank 10
Regiments of Renown army capacity: +1 (own army)Level 2 · free at rank 20
Regiments of Renown army capacity: +2 (own army)Level 3 · free at rank 30
Regiments of Renown army capacity: +3 (own army)Their renown shall further elevate the one under whose command they march. - ImmortalityUnlocks at rank 20
This 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 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.
- Ploys & TrickeryUnlocks at rank 7
Winds of Magic cost: -3 for "Black Whirlwind"
Cooldown: -25% to Skaven spells of Stealth
Bound Spell:Utilising the very best (or is it worst?) of Skaven nature combined with their magical abilities, the Deceiver always lives up to his name. - Red Eyes in Darkness
Melee attack: +8 for Eshin units (Lord's army)
Physical resistance: 10% for Eshin units (Lord's army)
Recruit rank: +2 for Eshin units (Lord's army)Requires: Ploys & TrickeryAll you'll see is the flash of red, rodent eyes before agonising, flesh-ripping death comes to claim you! - Blurring Switfness
Attribute: Vanguard Deployment for all units (Lord's army)
Charge bonus: +13% for all units (Lord's army)
Speed: +13% for all units (Lord's army)Requires: Ploys & TrickeryThe Deceiver's agility, so great that they can both throw and catch their own deadly killing stars, makes their host utterly devastating to their opponents. - Clouds of Shadow
Campaign line of sight: +50%
Campaign movement range: +10%
Ambush success chance: +25% (Lord's army)
Chance of intercepting an army using Tunnelling, beast-paths or Worldroots: +25%Requires: Ploys & TrickeryThe Verminlord Deceiver moves in the shadows, appearing apparently from nowhere at the place and time least expected. - Lord of Assassins
Hero capacity: +2 for Assassins
Unlocks Hero recruitment: Assassin (local province)
Hero recruit rank: +4 for Assassins (all provinces)
Experience per turn: +25% for Assassins (Heroes in Lord's army)Requires: Ploys & TrickeryBlink and you'll do more than miss them – you'll be very dead indeed! - Imperceivable
Attribute: Executioner
Ability: ""
Missile strength: +10%
Weapon strength: +10%
Physical resistance: 20%Requires 2 of: Red Eyes in Darkness, Blurring Switfness, Clouds of Shadow, Lord of AssassinsYou cannot kill what you cannot see. And what you cannot see can certainly kill you.
- Tail Weapon
Melee attack: +3
Weapon 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 1
Weapon strength: +10% when fighting against Dwarfs
Weapon strength: +10% when fighting against Lizardmen
Weapon strength: +2%Level 2
Weapon strength: +10% when fighting against High Elves, Lizardmen, Dwarfs and men
Weapon strength: +5%Requires: Tail WeaponAs you might expect, the forces of order are repelled by the Skaven and their myriad disgusting, disease-ridden ways. - Deadeye2 levelsLevel 1
Ammunition: +15%
Reload time reduction: +7%Level 2
Ammunition: +30%
Reload time reduction: +15%Requires: Tail WeaponAlthough precision in missile combat is something that can be learned, this one was born with a high degree of natural talent. - Blade Master2 levelsLevel 1
Melee attack: +6Level 2
Melee 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 1
Leadership: +6Level 2
Leadership: +12Requires: Tail WeaponThe iron will and indomitable presence of this leader ensures their followers remain steadfast when facing peril. - Slippery
Ability: "Slippery"Requires all: Ruin & Decay, Deadeye, Blade Master, Indomitable - Wound-Maker2 levelsLevel 1
Weapon strength: +10%Level 2
Weapon strength: +20%Requires: SlipperySuch 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 1
Hit points: +7%Level 2
Hit points: +15%Requires: SlipperyThe scars on this storied warrior reveal a veteran of many battles, a being not easy to kill and one worthy of respect and fear. - Piercing Shots2 levelsLevel 1
Missile strength: +7%Level 2
Missile strength: +15%Requires: SlipperyThe forest teaches a warrior not only when to fire but where, which makes a bigger difference. - Expeditious Endeavour2 levelsLevel 1
Speed: +7%Level 2
Speed: +15%Requires: SlipperyWhat the enemy cannot see, it cannot hit. What the enemy cannot see, it cannot survive. - wh3_dlc29_skill_skv_verminlord_self_warp_stiletto
Ability: "Warpstiletto"Requires all: Wound-Maker, Scarred Veteran, Piercing Shots, Expeditious Endeavour
- Warp Stars2 levelsLevel 1
Cooldown: -30% to "Warp Stars"
Overcast spell: "Warp Stars Upgraded"Level 2
Cooldown: -50% to "Warp Stars"
Overcast spell: "Warp Stars Upgraded"
Miscast base chance: -15% for "Warp Stars Upgraded"
Winds of Magic cost: -2 for "Warp Stars"
Winds of Magic cost: -2 for "Warp Stars Upgraded" - Toxic Rain
Passive ability: "Toxic Rain"Requires: Warp Stars - Howling Warpgale2 levelsLevel 1
Cooldown: -30% to "Howling Warpgale"
Overcast spell: "Howling Warpgale Upgraded"Level 2
Cooldown: -50% to "Howling Warpgale"
Miscast base chance: -15% for "Howling Warpgale Upgraded"
Overcast spell: "Howling Warpgale Upgraded"
Winds of Magic cost: -1 for "Howling Warpgale"
Winds of Magic cost: -2 for "Howling Warpgale Upgraded"Requires: Warp Stars - Armour of Darkness3 levelsLevel 1Spell: "Armour of Darkness"Level 2
Cooldown: -30% to "Armour of Darkness"
Overcast spell: "Armour of Darkness Upgraded"Level 3
Cooldown: -50% to "Armour of Darkness"
Overcast spell: "Armour of Darkness Upgraded"
Miscast base chance: -15% for "Armour of Darkness Upgraded"
Winds of Magic cost: -2 for "Armour of Darkness"
Winds of Magic cost: -3 for "Armour of Darkness Upgraded"Requires: Warp Stars - Veil of Shadows2 levelsLevel 1Spell: "Veil of Shadows"Level 2
Cooldown: -50% to "Veil of Shadows"
Overcast spell: "Veil of Shadows Upgraded"
Miscast base chance: -15% for "Veil of Shadows Upgraded"
Winds of Magic cost: -2 for "Veil of Shadows"
Winds of Magic cost: -3 for "Veil of Shadows Upgraded"Requires: Warp Stars - Evasion
Passive ability: "Evasion"Requires all: Toxic Rain, Howling Warpgale, Armour of Darkness, Veil of Shadows - Brittle Bone3 levelsLevel 1Spell: "Brittle Bone"Level 2
Cooldown: -30% to "Brittle Bone"
Overcast spell: "Brittle Bone Upgraded"Level 3
Cooldown: -50% to "Brittle Bone"
Overcast spell: "Brittle Bone Upgraded"
Miscast base chance: -15% for "Brittle Bone Upgraded"
Winds of Magic cost: -3 for "Brittle Bone"
Winds of Magic cost: -4 for "Brittle Bone Upgraded"Requires: Evasion - Black Whirlwind2 levelsLevel 1Spell: "Black Whirlwind"Level 2
Cooldown: -50% to "Black Whirlwind"
Overcast spell: "Black Whirlwind Upgraded"
Miscast base chance: -15% for "Black Whirlwind Upgraded"
Winds of Magic cost: -3 for "Black Whirlwind"
Winds of Magic cost: -3 for "Black Whirlwind Upgraded"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: Brittle Bone, Black Whirlwind, Earthing, Magical Reserves
- Inspiring Presence
Unit 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 1
Melee attack: +4 for Clanrats units (Lord's army)Level 2
Leadership: +3 for Clanrats units (Lord's army)
Melee attack: +4 for Clanrats units (Lord's army)Level 3
Leadership: +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 1
Reload time reduction: +3% for Night Runners and Gutter Runners units (Lord's army)Level 2
Reload 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 3
Reload 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 1
Ammunition: +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 2
Ammunition: +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 3
Ammunition: +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 1
Weapon 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 2
Melee 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 3
Melee 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 1
Charge bonus: +6 for Wolf Rats, Rat Ogres, Mutant Rat Ogre, Brood Horror, Melee Stormfiend and Hell Pit Abomination units (Lord's army)Level 2
Charge 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 3
Charge 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 1
Charge 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 2
Armour: +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 3
Armour: +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 all: Pack Leader, Infiltrator, Blastmaster, Respected & Feared, Moulder Knowledge, Engineering Skill - Whip-Smart
Leadership: +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-Wise
Leadership: +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-Smart
Bonus 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 Elixirs
Armour: +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 1 of: Whip-Smart, Gutter-Wise, Warp-Smart, Mutagenic Elixirs
- 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. - Looter3 levelsLevel 1
Income from looting settlements: +3% (Lord's army)Level 2
Income from looting settlements: +8% (Lord's army)Level 3
Income 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 1
Ambush success chance: +6% (Lord's army)Level 2
Ambush success chance: +16% (Lord's army)Level 3
Ambush success chance: +30% (Lord's army)Requires: Route MarcherSuch long-lived creatures develop a level of guile that mortals cannot match. - Bonded Service3 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 MarcherThe Lords rule, the peasants toil. Nothing has changed in over a thousand years. - Dictatorial3 levelsLevel 1
Corruption: -1 (when in own province)Level 2
Corruption: -2 (when in own province)Level 3
Corruption: -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 1
Skaven corruption: +1 (local enemy province)Level 2
Skaven corruption: +2 (local enemy province)Level 3
Skaven 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. - Draftmaster
Recruit rank: +1 for all units (Lord's army)
Local recruitment capacity: +1 (local province)Requires 4 of: Looter, Ancient Cunning, Bonded Service, Dictatorial, CorruptiveSomeone has to ensure the numbers and quality of recruits remain high. - 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: Draftmaster"The time to strike is now!" - Quartermaster3 levelsLevel 1
Upkeep: -3% (Lord's army)Level 2
Upkeep: -6% (Lord's army)Level 3
Upkeep: -10% (Lord's army)Requires: DraftmasterA good quartermaster can ration equipment and foodstuffs efficiently, making supplies last longer. - Wary3 levelsLevel 1
Enemy Hero action success chance: -3%
Ambush defence chance: +8% (Lord's army)Level 2
Enemy Hero action success chance: -8%
Ambush defence chance: +16% (Lord's army)Level 3
Enemy 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 1
Post battle chance of stealing a magic item: +5%
Income from post-battle loot: +10%Level 2
Post battle chance of stealing a magic item: +10%
Income from post-battle loot: +20%Level 3
Post 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 & Feared
Enemy Hero action success chance: -10%
Hero self-defence: +25% chance of wounding aggressors
Campaign movement range: +5%
Recruit rank: +1 for all units (Lord's army)
Upkeep: -8% (Lord's army)Requires all: 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.
All effects of this build
No skills taken yet.
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.