
Verminlord Warbringer skill planner
SkavenLordUnit stats
59 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).
- 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. - Imposing CommandersUnlocks at rank 13
Melee 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: +13
Income 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! - 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.
- Verminous FuryUnlocks at rank 11
Army ability number of uses: +2 for "The Menace Below"
Ability: ""
Character's aura leadership effect: +5
Leadership aura size: +25% - Chittering Tumult
Upkeep: -30% for Stormvermin and Clanrats units (Lord's army)
Melee defence: +10 for Stormvermin and Clanrat units (Lord's army)
Armour: +15 for Stormvermin and Clanrat units (Lord's army)Requires: Verminous FuryThose Skaven who bask beneath the Warbringer's towering majesty are gradually steeled by their murderous fury. - In the Name of War
Campaign movement range: -50% for enemy armies starting their turn in this region (enemy armies in region)
Ability: ""
Enemy battle reinforcement time: +25%
Enemy leadership: -10 (local region)Requires: Verminous Fury - Belligerent & Territorial
Income from sacking and looting settlements: +20% (Lord's army)
Replenishes 25% campaign movement range after looting a settlement
Income from post-battle loot: +10%Requires: Verminous FuryThe Warbringer's desire for not only plunder but territory increases with every baggage caravan captured and city looted along the way. - Tyrant of Battle
Hero capacity: +2 for Chieftains
Unlocks Hero recruitment: Chieftain (local province)
Hero recruit rank: +4 for Chieftains (all provinces)
Experience per turn: +25% for Chieftains (Heroes in Lord's army)Requires: Verminous FuryThere is no deed too grim for those who serve the awe-inspiring Rat Daemons that stride across the gore-soaked battlefields of the mortal world. - Great Stabber-Slicer
Ability: ""
Bonus vs Large: +15
Hit points: +10%
Weapon strength: +50%Requires 2 of: Chittering Tumult, In the Name of War, Belligerent & Territorial, Tyrant of BattleIn the claws of a Warbringer, any weapon can be wielded to extremely gory effect against almost all comers.
- 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. - Thick-Skinned2 levelsLevel 1
Armour: +7Level 2
Armour: +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 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. - wh3_dlc29_skill_skv_verminlord_self_punch_dagger
Ability: ""Requires all: Ruin & Decay, Thick-Skinned, Blade Master, Indomitable - Wound-Maker2 levelsLevel 1
Weapon strength: +10%Level 2
Weapon strength: +20%Requires: wh3_dlc29_skill_skv_verminlord_self_punch_daggerSuch 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: wh3_dlc29_skill_skv_verminlord_self_punch_daggerThe 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 1
Melee defence: +6Level 2
Melee defence: +12Requires: wh3_dlc29_skill_skv_verminlord_self_punch_daggerA blade that sings in defence will not let its wielder be penetrated. - Expeditious Endeavour2 levelsLevel 1
Speed: +7%Level 2
Speed: +15%Requires: wh3_dlc29_skill_skv_verminlord_self_punch_daggerWhat the enemy cannot see, it cannot hit. What the enemy cannot see, it cannot survive. - Doom Glaive
Ability: ""Requires all: Wound-Maker, Scarred Veteran, Blade Shield, Expeditious Endeavour
- Bless with Filth2 levelsLevel 1
Cooldown: -30% to "Bless with Filth"
Overcast spell: "Bless with Filth Upgraded"Level 2
Cooldown: -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" - Musk of Fear
Passive ability: "Musk of Fear"Requires: Bless with Filth - Warp Lightning2 levelsLevel 1
Spell: "Warp Lightning"Level 2
Spell: "Warp Lightning"
Overcast spell: "Warp Lightning Upgraded"Requires: Bless with Filth - Warp Stars2 levelsLevel 1Spell: "Warp Stars"Level 2Spell: "Warp Stars"
Overcast spell: "Warp Stars Upgraded"Requires: Bless with Filth - Vermintide
Cooldown: -50% to "Vermintide"
Spell: "Vermintide"
Winds of Magic cost: -2 for "Vermintide"Requires: Bless with Filth - Evasion
Passive ability: "Evasion"Requires 2 of: Musk of Fear, Warp Lightning, Warp Stars, Vermintide - Death Frenzy2 levelsLevel 1
Cooldown: -30% to "Death Frenzy"
Spell: "Death Frenzy"
Overcast spell: "Death Frenzy Upgraded"Level 2
Cooldown: -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: Evasion - 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: 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: Death Frenzy, Armour of Darkness, 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.