Vilitch the Curseling skill tree & build planner
TzeentchLegendary lordUnit stats
57 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
- 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.
- 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.
- Invulnerable Through ChangeUnlocks at rank 7Missile resistance: 10%With just a wave of the hand, projectiles fired at this servant of Tchar are turned from sharp and pointy to soft and entirely harmless.
- 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.
- Sword & SorceryUnlocks at rank 12Enables Warpflame attacksBarrier hit points: +200With the body of a brute and the skills of a sorcerer, every strike is imbued with mighty strength and vile magics.
- Twist of FatePassive ability: "Paragon of Change"Casualty replenishment rate: +15% for Forsaken of Tzeentch, Spawn of Tzeentch and Mutalith Vortex Beast units (Lord's army)Upkeep: -50% for Forsaken and Spawn of Tzeentch units (Lord's army)Requires: Sword & SorceryThe Forsaken flock to Vilitch, basking in the aura of flux that swirls around the Twisted Twin.
- MindwipeChanging of the Ways cost: -50% for "Muddle Minds" (enemy armies in local province)Winds of Magic cost: -2 for "Treason of Tzeentch"Winds of Magic cost: -3 for "Treason of Tzeentch Upgraded"Requires: Sword & SorceryTugging at the loose strands in the minds of enemies and allies alike, Vilitch bends all to his will.
- Pawns of FortuneDiplomatic relations: +20 with Warriors of Chaos, Daemons of Chaos, Beastmen and NorscaSouls gained from own casualties: +25% (Lord's army)Request army cost: -25%Requires: Sword & Sorcery"Yes, yes, you can have them back when I'm done with them."
- Mine, All Mine!Steal Technology action: Research rate is increased by an additional 10 (all characters)Post battle chance of stealing a magic item: +50%Income from post-battle loot: +10%Requires: Sword & Sorcery"Take it all and find more still! Everything is not enough!"
- Master of MisruleAttribute: "Daemonic"Tzeentch Authority: +2 (Lord's army)Ability: "Winds of Change"Requires: 4 skill points across Twist of Fate, Mindwipe, Pawns of Fortune, Mine, All Mine!As a twisted fusion of diabolic strength and sorcery, Vilitch owes all to the God of Change, and stands against any who would oppose Him.
- 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.
- Deadly OnslaughtAbility: "Deadly Onslaught"Requires: 4 skill points across Blade Shield, Wound-Maker, Scarred Veteran, IndomitableThe war is endless. The cycle of charging, clashing, and bloody hand-to-hand fighting is without end. It will never stop.
- Blue Fire of Tzeentch2 levelsLevel 1Cooldown: -30% to "Blue Fire of Tzeentch"Overcast spell: "Blue Fire of Tzeentch Upgraded"Level 2Cooldown: -50% to "Blue Fire of Tzeentch"Miscast base chance: -15% for "Blue Fire of Tzeentch Upgraded"Overcast spell: "Blue Fire of Tzeentch Upgraded"Winds of Magic cost: -1 for "Blue Fire of Tzeentch"Winds of Magic cost: -2 for "Blue Fire of Tzeentch Upgraded"
- Fires of ChangePassive ability: "Fires of Change"Requires: Blue Fire of Tzeentch
- Pink Fire of Tzeentch2 levelsLevel 1Cooldown: -30% to "Pink Fire of Tzeentch"Overcast spell: "Pink Fire of Tzeentch Upgraded"Level 2Cooldown: -50% to "Pink Fire of Tzeentch"Miscast base chance: -15% for "Pink Fire of Tzeentch Upgraded"Overcast spell: "Pink Fire of Tzeentch Upgraded"Winds of Magic cost: -1 for "Pink Fire of Tzeentch"Winds of Magic cost: -2 for "Pink Fire of Tzeentch Upgraded"Requires: Blue Fire of Tzeentch
- Glean Magic2 levelsLevel 1Cooldown: -30% to "Glean Magic"Spell: "Glean Magic"Overcast spell: "Glean Magic Upgraded"Level 2Cooldown: -50% to "Glean Magic"Miscast base chance: -15% for "Glean Magic Upgraded"Overcast spell: "Glean Magic Upgraded"Winds of Magic cost: -2 for "Glean Magic"Winds of Magic cost: -3 for "Glean Magic Upgraded"Requires: Blue Fire of Tzeentch
- Treason of Tzeentch2 levelsLevel 1Cooldown: -30% to "Treason of Tzeentch"Spell: "Treason of Tzeentch"Overcast spell: "Treason of Tzeentch Upgraded"Level 2Cooldown: -50% to "Treason of Tzeentch"Miscast base chance: -15% for "Treason of Tzeentch Upgraded"Overcast spell: "Treason of Tzeentch Upgraded"Winds of Magic cost: -2 for "Treason of Tzeentch"Winds of Magic cost: -3 for "Treason of Tzeentch Upgraded"Requires: Blue Fire of Tzeentch
- Prismatic PluralityPassive ability: "Prismatic Plurality"Requires: 4 skill points across Fires of Change, Pink Fire of Tzeentch, Glean Magic, Treason of Tzeentch
- Tzeentch's Firestorm2 levelsLevel 1Cooldown: -30% to "Tzeentch's Firestorm"Spell: "Tzeentch's Firestorm"Overcast spell: "Tzeentch's Firestorm Upgraded"Level 2Cooldown: -50% to "Tzeentch's Firestorm"Miscast base chance: -15% for "Tzeentch's Firestorm Upgraded"Overcast spell: "Tzeentch's Firestorm Upgraded"Winds of Magic cost: -2 for "Tzeentch's Firestorm"Winds of Magic cost: -3 for "Tzeentch's Firestorm Upgraded"Requires: Prismatic Plurality
- Infernal Gateway2 levelsLevel 1Cooldown: -30% to "Infernal Gateway"Spell: "Infernal Gateway"Overcast spell: "Infernal Gateway Upgraded"Level 2Cooldown: -50% to "Infernal Gateway"Miscast base chance: -15% for "Infernal Gateway Upgraded"Overcast spell: "Infernal Gateway Upgraded"Winds of Magic cost: -2 for "Infernal Gateway"Winds of Magic cost: -3 for "Infernal Gateway Upgraded"Requires: Prismatic Plurality
- EarthingMiscast base chance: -15%Requires: Prismatic PluralityBy 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: Prismatic PluralityA few magic-users have the ability to store the Winds of Magic for later use, increasing their spellcasting power when it really counts.
- Greater Arcane ConduitPassive ability: "Greater Arcane Conduit"Requires: 4 skill points across Magical Reserves, Tzeentch's Firestorm, Infernal Gateway, Earthing
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.
- Stand or Die!Replaces: "Rally!"Ability: "Stand or Die!"Requires: a point in any of Speed & Malice, Freakish Mutations, Malevolent Ranger, Legion of Doom
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.
- Fate in FluxSouls gained from battles: +10%Tzeentch 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 EvilThere is no greater glory than to instigate a tide of change and watch it sweep across the world.
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
Vilitch the Curseling · base + skills + items; no techs, buffs, campaign or battle-context effects (vs a race, at sea…).
| Stat | Base | Build |
|---|---|---|
| Health | 5,000 | 5,000 |
| Barrier | 1,000 | 1,000 |
| Armour | 80 | 80 |
| Leadership | 70 | 70 |
| Speed | 35 | 35 |
| Melee attack | 55 | 55 |
| Melee defence | 55 | 55 |
| Weapon strength | 470 | 470 |
| … armour-piercing | 140 | 140 |
| Charge bonus | 30 | 30 |
| Ward save % | 0 | 0 |
| Physical resistance % | 0 | 0 |
| Missile resistance % | 15 | 15 |
| 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.
