
Wurrzag skill planner
GreenskinsLegendary lordUnit stats
50 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).
- SpleenrippaUnlocks at rank 10
Mount: SpleenrippaA gift to Wurrzag from the Iron Pig tribe, Spleenrippa is his dependable, and terrifying, War Boar mount. - Tunnel BossUnlocks at rank 5
Leadership: +6 during subterranean siege battles (Lord's army)
Leadership: +6 during subterranean intercept battles (Lord's army)Tunnel bosses are Greenskins who are good at shoutin’ and hollerin’ at mobs when underground, where space and sight is an issue. - BellowerUnlocks at rank 5
Leadership aura size: +25%A Bellower’s voice is as deep as it loud, carrying across the battlefield, making sure the boyz are focused on the carnage. - wh3_dlc26_skill_grn_savage_orc_shaman_abilityUnlocks at rank 8
Ability: "" - Paint da BossUnlocks at rank 10
Physical resistance: 10%Any Shaman worth his weight in paint makes sure that his own markings are every bit as potent as those of his warriors. - Dodgy GeezerUnlocks at rank 8
Missile resistance: 10%You can’t trust ‘im. E’s a little bit woaah, a little bit Waaagh! Ya know? Well dodgy. - Army of RenownUnlocks at rank 10 · 3 levelsLevel 1 · free at rank 10
Regiments of Renown army capacity: +2 (own army)Level 2 · free at rank 20
Regiments of Renown army capacity: +4 (own army)Level 3 · free at rank 30
Regiments 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 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.
- Paint da BoyzUnlocks at rank 10
Leadership: +6 for Orc infantry units (Lord's army)
Physical resistance: 10% for Orc Infantry units (Lord's army)The magical warpaint that protects da boyz is always greatly appreciated on an Orcish battle line. - Paint da BoarzUnlocks at rank 10
Physical resistance: 10% for Orc Boar units (Lord's army)
Speed: +10% for Orc Boar units (Lord's army)Red paint would make the boars run faster; this war paint will give them some protection. - Paint da BeastsUnlocks at rank 10
Physical resistance: 10% for Trolls, Giant, Rogue Idol, Arachnarok Spider, Feral Hydra and Feral Wyvern units (Lord's army)
Spell resistance: 15% for Trolls, Giant, Rogue Idol, Arachnarok Spider, Feral Hydra and Feral Wyvern units (Lord's army)While locating enough paint for such a job isn't easy, no one can deny the results are suitably impressive!
- Real Savage BoyzUnlocks at rank 12
Charge bonus: +12 for Savage Orc and Savage Orc Cavalry units (Lord's army)
Melee attack: +8 for Savage Orc and Savage Orc Cavalry units (Lord's army)No need for 'smarts' or thinkin' like a Goblin. Just smash 'em harder; that's the Orc-y way! - Gork an' Mork
Cooldown: -10% to Big Waaagh! spells (all characters)
Cooldown: -10% to Little Waaagh! spells (all characters)Requires: Real Savage BoyzThe twin gods of the Greenskins, Gork and Mork are perpetually fighting… something, and quite often, each other, mirroring the Greenskins indiscriminate nature! - Fury of Da Prophet!
Strips enemies of any Spell Resistance they may have! (enemy armies in region)
Enables magical attacks (Lord's army)Requires: Real Savage BoyzThose on the wrong side of Wurrzag find themselves blasted apart by his magic or, worse, turned into Squigs! - Wild Feet!
Attribute: Perfect Vigour
Melee defence: +15
Speed: +25%Requires: Real Savage BoyzFighting Wurrzag is relatively disconcerting. His feet stamp out the wild of rhythm of the Savage Orcs as he jigs in and out of the fight. - Titanic Beat!
Winds of Magic cost: -6 for "Foot of Gork"
Winds of Magic cost: -9 for "Foot of Gork Upgraded"Requires 2 of: Gork an' Mork, Fury of Da Prophet!, Wild Feet!Wurrzag's feet move to a rhythm only he can hear, but he's more than happy to share!
- Gaze of Mork2 levelsLevel 1
Overcast spell: "Gaze of Mork Upgraded"
Cooldown: -30% to "Gaze of Mork"Level 2
Miscast base chance: -15% for "Gaze of Mork Upgraded"
Overcast spell: "Gaze of Mork Upgraded"
Winds of Magic cost: -1 for "Gaze of Mork"
Winds of Magic cost: -1 for "Gaze of Mork Upgraded"
Cooldown: -50% to "Gaze of Mork" - Power of da Waaagh!
Passive ability: "Power of da Waaagh!"Requires: Gaze of Mork - Brain Bursta2 levelsLevel 1
Overcast spell: "Brain Bursta Upgraded"
Cooldown: -30% to "Brain Bursta"Level 2
Miscast base chance: -15% for "Brain Bursta Upgraded"
Overcast spell: "Brain Bursta Upgraded"
Winds of Magic cost: -1 for "Brain Bursta"
Winds of Magic cost: -2 for "Brain Bursta Upgraded"
Cooldown: -50% to "Brain Bursta"Requires: Gaze of Mork - Fists of Gork
Winds of Magic cost: -1 for "Fists of Gork"
Cooldown: -50% to "Fists of Gork"
Spell: "Fists of Gork"Requires: Gaze of Mork - 'Eadbutt2 levelsLevel 1
Overcast spell: "'Eadbutt Upgraded"
Cooldown: -30% to "'Eadbutt"Level 2
Miscast base chance: -15% for "'Eadbutt Upgraded"
Overcast spell: "'Eadbutt Upgraded"
Winds of Magic cost: -2 for "'Eadbutt"
Winds of Magic cost: -3 for "'Eadbutt Upgraded"
Cooldown: -50% to "'Eadbutt"Requires: Gaze of Mork - Ere We Go!
Winds of Magic cost: -2 for "'Ere We Go"
Cooldown: -50% to "'Ere We Go"
Spell: "'Ere We Go"Requires: Gaze of Mork - Foot of Gork2 levelsLevel 1
Overcast spell: "Foot of Gork Upgraded"
Cooldown: -30% to "Foot of Gork"Level 2
Miscast base chance: -15% for "Foot of Gork Upgraded"
Overcast spell: "Foot of Gork Upgraded"
Winds of Magic cost: -3 for "Foot of Gork"
Winds of Magic cost: -4 for "Foot of Gork Upgraded"
Cooldown: -50% to "Foot of Gork"Requires: Gaze of Mork - Earthing
Miscast base chance: -15%Requires: Gaze of MorkBy 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: Gaze of MorkA 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: Power of da Waaagh!, Brain Bursta, Fists of Gork, 'Eadbutt, Earthing, Magical Reserves, Ere We Go!, Foot of Gork
- 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. - Da Gobbos3 levelsLevel 1
Ammunition: +10% for Goblin and Night Goblin Missile Infantry units (Lord's army)
Melee defence: +4 for Goblin and Night Goblin Infantry units (Lord's army)Level 2
Ammunition: +15% for Goblin and Night Goblin Missile Infantry units (Lord's army)
Melee attack: +4 for Goblin and Night Goblin Infantry units (Lord's army)
Melee defence: +4 for Goblin and Night Goblin Infantry units (Lord's army)
Missile strength: +6% for Goblin and Night Goblin Missile Infantry units (Lord's army)Level 3
Ammunition: +20% for Goblin and Night Goblin Missile Infantry units (Lord's army)
Melee attack: +6 for Goblin and Night Goblin Infantry units (Lord's army)
Melee defence: +6 for Goblin and Night Goblin Infantry units (Lord's army)
Missile strength: +8% for Goblin and Night Goblin Missile Infantry units (Lord's army)Requires: Inspiring PresenceOrcs may be stronger, but Goblins are smarter, nastier, and better-er. - Riderz3 levelsLevel 1
Speed: +6% for Melee Cavalry, Orc Boar Chariot and Squig Herd units (Lord's army)Level 2
Charge bonus: +6 for Melee Cavalry, Orc Boar Chariot and Squig Herd units (Lord's army)
Speed: +9% for Melee Cavalry, Orc Boar Chariot and Squig Herd units (Lord's army)Level 3
Charge bonus: +12 for Melee Cavalry, Orc Boar Chariot and Squig Herd units (Lord's army)
Speed: +12% for Melee Cavalry, Orc Boar Chariot and Squig Herd units (Lord's army)Requires: Inspiring PresenceGreenskin cavalry can be devastating if the myriad mounts can behave. Getting a big stick and maybe a "carrot" in the form of an orange-painted gobbo is the answer! - Da Boyz3 levelsLevel 1
Weapon strength: +6% for Orc Infantry units (Lord's army)
Base missile damage: +4% for Orc Arrer Boyz and Savage Orc Arrer Boyz units (Lord's army)Level 2
Melee attack: +4 for Orc Infantry units (Lord's army)
Reload time reduction: +4% for Orc Arrer Boyz and Savage Orc Arrer Boyz units (Lord's army)
Weapon strength: +9% for Orc Infantry units (Lord's army)
Base missile damage: +6% for Orc Arrer Boyz and Savage Orc Arrer Boyz units (Lord's army)Level 3
Melee attack: +6 for Orc Infantry units (Lord's army)
Reload time reduction: +8% for Orc Arrer Boyz and Savage Orc Arrer Boyz units (Lord's army)
Weapon strength: +12% for Orc Infantry units (Lord's army)
Base missile damage: +8% for Orc Arrer Boyz and Savage Orc Arrer Boyz units (Lord's army)Requires: Inspiring PresenceThis Boss is one with "da boyz", egging the lads on to greater feats and to hit bigga stuff with their choppas. - ‘Ard as Nailz3 levelsLevel 1
Missile strength: +4% for Missile Cavalry and Chariot units (Lord's army)
Armour: +4 for Chariots and Pump Wagon units (Lord's army)Level 2
Missile strength: +6% for Missile Cavalry and Chariot units (Lord's army)
Range: +5% for Missile Cavalry and Chariot units (Lord's army)
Armour: +8 for Chariots and Pump Wagon units (Lord's army)Level 3
Missile strength: +8% for Missile Cavalry and Chariot units (Lord's army)
Range: +10% for Missile Cavalry and Chariot units (Lord's army)
Armour: +12 for Chariots and Pump Wagon units (Lord's army)Requires: Inspiring PresenceRidin’ on chariots means ya can be even more fighty, an' even more killy! - Da Big Ladz3 levelsLevel 1
Weapon strength: +6% for Trolls, Giant, Rogue Idol, Arachnarok Spider, Feral Hydra and Feral Wyvern units (Lord's army)Level 2
Melee attack: +4 for Trolls, Giant, Rogue Idol, Arachnarok Spider, Feral Hydra and Feral Wyvern units (Lord's army)
Weapon strength: +9% for Trolls, Giant, Rogue Idol, Arachnarok Spider, Feral Hydra and Feral Wyvern units (Lord's army)Level 3
Melee attack: +6 for Trolls, Giant, Rogue Idol, Arachnarok Spider, Feral Hydra and Feral Wyvern units (Lord's army)
Weapon strength: +12% for Trolls, Giant, Rogue Idol, Arachnarok Spider, Feral Hydra and Feral Wyvern units (Lord's army)Requires: Inspiring PresenceEven bigga than a Black Orc, an' not bad at killin’ too! - Deff From Abuv3 levelsLevel 1
Ammunition: +10% for Goblin Rock Lobber and Doom Diver Catapult units (Lord's army)Level 2
Ammunition: +15% for Goblin Rock Lobber and Doom Diver Catapult units (Lord's army)
Missile strength: +6% for Goblin Rock Lobber and Doom Diver Catapult units (Lord's army)Level 3
Ammunition: +20% for Goblin Rock Lobber and Doom Diver Catapult units (Lord's army)
Missile strength: +8% for Goblin Rock Lobber and Doom Diver Catapult units (Lord's army)Requires: Inspiring PresenceThis Boss realises the power of "flyin’ fings” and so invests a few teef in making sure his war machines can fling fings really far and really high! - Get Back 'Ere!
Ability: "Get Back 'Ere!"Requires all: Da Gobbos, Riderz, Da Boyz, ‘Ard as Nailz, Da Big Ladz, Deff From Abuv - Sneaky Stabberz
Leadership: +5 for all Goblin, Pump Wagon, Night Goblin and Squig Herd units (Rank 7 and above) (Lord's army)
Physical resistance: 10% for all Goblin, Pump Wagon, Night Goblin and Squig Herd units (Rank 7 and above) (Lord's army)
Weapon strength: +12% for all Goblin, Pump Wagon, Night Goblin and Squig Herd units (Rank 7 and above) (Lord's army)Requires: Get Back 'Ere!The sneakiest and stabbiest gobbos are just as dangerous as the largest, fiercest Orcs. - 'Ard Ladz
Armour: +12 for Orc units (Rank 7 and above) (Lord's army)
Melee defence: +5 for Orc units (Rank 7 and above) (Lord's army)
Ward save: +8% for Orc units (Rank 7 and above) (Lord's army)Requires: Get Back 'Ere!‘Ardest of da ‘Ard. Don’t mess, gottit? - Biggest ‘n' Strongest
Melee defence: +5 for Trolls, Giant, Rogue Idol, Arachnarok Spider, Feral Hydra and Feral Wyvern units (Rank 7 and above) (Lord's army)
Missile resistance: 15% for Trolls, Giant, Rogue Idol, Arachnarok Spider, Feral Hydra and Feral Wyvern units (Rank 7 and above) (Lord's army)
Weapon strength: +12% for Trolls, Giant, Rogue Idol, Arachnarok Spider, Feral Hydra and Feral Wyvern units (Rank 7 and above) (Lord's army)Requires: Get Back 'Ere!It’s one fing to be big, but quite anuva to be strong as well! - Savage Smartz
Ammunition: +20% for Goblin Rock Lobber and Doom Diver Catapult units (Rank 7 and above) (Lord's army)
Missile strength: +12% for Goblin Rock Lobber and Doom Diver Catapult units (Rank 7 and above) (Lord's army)
Reload time reduction: +10% for Goblin Rock Lobber and Doom Diver Catapult units (Rank 7 and above) (Lord's army)Requires: Get Back 'Ere!Nuffin' smashes harder than a rock fallin' from da sky, except mebbe da Bad Moon, if it were to fall. - Smash 'Em Faster
Ability: "Smash 'Em Faster"
Replaces: "Get Back 'Ere!"Requires 1 of: Sneaky Stabberz, 'Ard Ladz, Biggest ‘n' Strongest, Savage Smartz
- 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. - Deff From Below3 levelsLevel 1
Evasion chance when using Tunnelling: +6%Level 2
Evasion chance when using Tunnelling: +16%Level 3
Evasion chance when using Tunnelling: +30%Requires: Route MarcherA wise Boss knows how to lure the enemy into places where they can be ambushed or trapped with mobs that skulk in the tunnels below. - Raider3 levelsLevel 1
Income from raiding: +10% (Lord's army)Level 2
Income from raiding: +20% (Lord's army)Level 3
Income from raiding: +30% (Lord's army)Requires: Route MarcherRaiders are good at marauding through enemy settlements - sending their denizens fleeing as their properties are despoiled. - 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! - Ravager3 levelsLevel 1
Income from sacking settlements: +3% (Lord's army)Level 2
Income from sacking settlements: +8% (Lord's army)Level 3
Income from sacking settlements: +15% (Lord's army)Requires: Route MarcherRavagers are merciless - they will sack an enemy settlement, take everything and kill any that get in their way. - Iron-Hard
Casualty replenishment rate: +30% for this Lord (Lord's army)
Wound recovery time: -1 turnsRequires all: Deff From Below, Raider, Looter, RavagerThese iron-hard gits are particularly tough and gnarly Greenskins, who - even if wounded - will be up and ready to fight before too long. - 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: Iron-Hard"The time to strike is now!" - Out-Clevering3 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: Iron-HardOccasionally an Orc will come along who is more "kunning" than the rest. He quickly rises in ranks as his plans end in victory. - Mob Boss3 levelsLevel 1
Upkeep: -3% (Lord's army)Level 2
Upkeep: -6% (Lord's army)Level 3
Upkeep: -9% (Lord's army)Requires: Iron-HardA Boss that has the loyalty of the mobs means he doesn’t have to worry so much about "da boring stuff" like tents and bedding, as they’ll fight for him no matter what. - Really Green3 levelsLevel 1
Corruption: -1 (local province)Level 2
Corruption: -2 (local province)Level 3
Corruption: -3 (local province)Requires: Iron-HardBeing green meanz ya really mean. - 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, Out-Clevering, Mob Boss, Really GreenThis 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.