
Zhatan the Black skill planner
Chaos DwarfsLegendary lordUnit stats
48 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).
- Great TaurusUnlocks at rank 7
Mount: Great TaurusAs creatures of flame and ash, the Red Bulls of Hashut cannot stray far from the Dark Lands, save for when the Winds of Magic – and Aqshy specifically – are at their strongest. - LammasuUnlocks at rank 11
Mount: LammasuBelieved to be a rare mutation of the Great Taurus, the magical Lammasu are the living embodiment of the Dark Land's rage, exhaling sorcerous clouds to protect their riders. - Unyielding CommandUnlocks at rank 8
Character's aura leadership effect: +5
Leadership aura size: +20%With a leader this cruel, is it any surprise that his troops are obedient and loyal to the end? Fear is the most effective motivator. - Hashut's ScalesUnlocks at rank 8
Spell resistance: 10%The Father of Darkness protects his children from sorcery through a variety of magical means, all of them twisted and obscure. - Headdress of ZharrUnlocks at rank 8
Missile resistance: 10%Having a thing for hats can be most useful when everyone keeps aiming at your head… - 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.
- Brutality of ZharrUnlocks at rank 12
Armour-piercing weapon damage: +50
Bonus vs Large: +15Subtlety is not a word in Zhatan's personal lexicon as he hacks and cleaves the foe asunder. - Subjugator
Labour gained post-battle: +15%
Casualties captured post-battle: +10%
Income from post-battle loot: +15%Requires: Brutality of Zharr"You'd be surprised how pliable they are when the alternative is certain, bloody death." - The Black
Passive ability: "Regeneration"
Ward save: +5%Requires: Brutality of ZharrDark deeds lead to ominous epithets… - General of Zharr
Recruit rank: +1 for all units (Lord's army)
Casualty replenishment rate: +10% (Lord's army)
Upkeep: -10% (Lord's army)Requires: Brutality of ZharrIn the harsh, cruel world of the Dawi-Zharr, throwing your weight around is definitely the way to get what you want. - Haughty Resilience
Armour: +15 (Lord's army)
Leadership: +5 (all units in army)
Melee defence: +5 (Lord's army)Requires: Brutality of ZharrIn their mastery of war, the warhost of Zharr feels nigh on invulnerable. - Laughing Killer
Attribute: Perfect Vigour
Armour-piercing weapon damage: +50
Enemy leadership: -10 (local region)Requires 2 of: Subjugator, The Black, General of Zharr, Haughty ResilienceHe exalts in the thick of battle, his joyous laughter draining the very blood from his enemies.
- Survivalist
Hit points: +5%"The enemy's fear; their blood spilt in the mud – these are the things that sustain me." - Blade Master2 levelsLevel 1
Melee attack: +6Level 2
Melee attack: +12Requires: SurvivalistThis warrior is one with their blade; it is an extension of their will, making them a worthy foe in combat. - Hard to Hit2 levelsLevel 1
Melee defence: +6Level 2
Melee defence: +12Requires: SurvivalistHand-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. - Expeditious Endeavour2 levelsLevel 1
Speed: +7%Level 2
Speed: +15%Requires: SurvivalistWhat the enemy cannot see, it cannot hit. What the enemy cannot see, it cannot survive. - Wound-Maker2 levelsLevel 1
Weapon strength: +10%Level 2
Weapon strength: +20%Requires: SurvivalistSuch is their power and ferocity, a wound-maker will ravage the foe, cutting and pulverising until there is only one exit - death. - Boundless Cruelty
Passive ability: "Boundless Cruelty"Requires all: Blade Master, Hard to Hit, Expeditious Endeavour, Wound-MakerThe Black's crimes are without number and his villainy without end, for Zhatan is savagery personified. - Full Plate Armour2 levelsLevel 1
Armour: +7Level 2
Armour: +15Requires: Boundless CrueltyFull-Plate armour protects the wearer from head-to-foot. Many such suits are blessed or imbued with arcane abilities. - Violent Delights
Weapon strength: +10%Requires: Boundless CrueltyThere is no greater thrill than to be in the midst of battle, slaughtering in Hashut's name. - Indomitable2 levelsLevel 1
Leadership: +6Level 2
Leadership: +12Requires: Boundless CrueltyThe iron will and indomitable presence of this leader ensures their followers remain steadfast when facing peril. - Scarred Veteran2 levelsLevel 1
Hit points: +7%Level 2
Hit points: +15%Requires: Boundless CrueltyThe scars on this storied warrior reveal a veteran of many battles, a being not easy to kill and one worthy of respect and fear. - Heroic Killing Blow
Ability: "Heroic Killing Blow"Requires all: Full Plate Armour, Violent Delights, Indomitable, Scarred Veteran
- 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. - Fervent Fodder3 levelsLevel 1
Leadership: +2 for Labourers, Hobgoblins and Hobgoblin Wolf Raiders Melee units (Lord's army)Level 2
Leadership: +4 for Labourers, Hobgoblins and Hobgoblin Wolf Raiders Melee units (Lord's army)
Melee defence: +3 for Labourers, Hobgoblins and Hobgoblin Wolf Raiders Melee units (Lord's army)Level 3
Leadership: +6 for Labourers, Hobgoblins and Hobgoblin Wolf Raiders Melee units (Lord's army)
Melee defence: +6 for Labourers, Hobgoblins and Hobgoblin Wolf Raiders Melee units (Lord's army)Requires: Inspiring PresenceThough they face almost-certain death at the enemy's hands, that has to be better than what the Chaos Dwarfs have in store for their Greenskin underlings, right? Some even welcome such an end. - Blackshard Bulwark3 levelsLevel 1
Armour: +4 for Chaos Dwarf Melee Infantry units (Lord's army)Level 2
Armour: +8 for Chaos Dwarf Melee Infantry units (Lord's army)
Melee attack: +3 for Chaos Dwarf Melee Infantry units (Lord's army)Level 3
Armour: +12 for Chaos Dwarf Melee Infantry units (Lord's army)
Melee attack: +6 for Chaos Dwarf Melee Infantry units (Lord's army)Requires: Inspiring PresenceWearing ultra-resilient armour forged with blood and hellfire, the Chaos Dwarfs present a mighty defensive wall, stronger even than steel, to their incautious, overconfident enemies. - Firing Drills3 levelsLevel 1
Missile strength: +4% for Hobgoblin Archers, Chaos Dwarf Blunderbusses, Infernal Guard (Fireglaives) and Hobgoblin Wolf Raiders (Bows) units (Lord's army)Level 2
Ammunition: +10% for Hobgoblin Archers, Chaos Dwarf Blunderbusses, Infernal Guard (Fireglaives) and Hobgoblin Wolf Raiders (Bows) units (Lord's army)
Missile strength: +8% for Hobgoblin Archers, Chaos Dwarf Blunderbusses, Infernal Guard (Fireglaives) and Hobgoblin Wolf Raiders (Bows) units (Lord's army)Level 3
Ammunition: +20% for Hobgoblin Archers, Chaos Dwarf Blunderbusses, Infernal Guard (Fireglaives) and Hobgoblin Wolf Raiders (Bows) units (Lord's army)
Missile strength: +12% for Hobgoblin Archers, Chaos Dwarf Blunderbusses, Infernal Guard (Fireglaives) and Hobgoblin Wolf Raiders (Bows) units (Lord's army)Requires: Inspiring PresenceDrilling loading, shooting and reloading, until they become second nature, so the foe is under constant barrage, is surely the way to victory. - Hellforged Ordnance3 levelsLevel 1
Ammunition: +6% for Iron Daemon and Artillery units (Lord's army)Level 2
Ammunition: +12% for Iron Daemon and Artillery units (Lord's army)
Range: +5% for Iron Daemon and Artillery units (Lord's army)Level 3
Ammunition: +20% for Iron Daemon and Artillery units (Lord's army)
Range: +10% for Iron Daemon and Artillery units (Lord's army)Requires: Inspiring PresenceBeneath their mutated faces and ever-darkened souls, the Chaos Dwarfs are still Dwarfs at heart, retaining all of their counterparts' metalworking skill and knack for ingenious engineering solutions. - Crushing Charge3 levelsLevel 1
Weapon strength: +4% for Bull Centaur Renders units (Lord's army)Level 2
Charge bonus: +4 for Bull Centaur Renders units (Lord's army)
Weapon strength: +8% for Bull Centaur Renders units (Lord's army)Level 3
Charge bonus: +9 for Bull Centaur Renders units (Lord's army)
Weapon strength: +12% for Bull Centaur Renders units (Lord's army)Requires: Inspiring PresenceAssuming you can't avoid the confrontation altogether, the most sensible course of action is to get well out of the way! - Hellish Blows3 levelsLevel 1
Weapon strength: +4% for Great Taurus, Lammasu, Bale Taurus, Chaos Siege Giant, K'daai and Skullcracker units (Lord's army)Level 2
Melee attack: +3 for Great Taurus, Lammasu, Bale Taurus, Chaos Siege Giant, K'daai and Skullcracker units (Lord's army)
Weapon strength: +8% for Great Taurus, Lammasu, Bale Taurus, Chaos Siege Giant, K'daai and Skullcracker units (Lord's army)Level 3
Melee attack: +6 for Great Taurus, Lammasu, Bale Taurus, Chaos Siege Giant, K'daai and Skullcracker units (Lord's army)
Weapon strength: +12% for Great Taurus, Lammasu, Bale Taurus, Chaos Siege Giant, K'daai and Skullcracker units (Lord's army)Requires: Inspiring PresenceThe Daemonic fire-elementals and various other monstrous creatures in the Chaos Dwarfs' service are fielded to crack the skulls and crush the souls of those who dare stand against them. - Rally!
Ability: "Rally!"Requires all: Fervent Fodder, Blackshard Bulwark, Firing Drills, Hellforged Ordnance, Crushing Charge, Hellish Blows - Lucky Lackeys
Melee attack: +5 for Labourers, Hobgoblins and Hobgoblin Wolf Raiders units (Rank 7 and above) (Lord's army)
Missile strength: +12% for Hobgoblins and Hobgoblin Wolf Raiders units (Rank 7 and above) (Lord's army)
Speed: +10% for Labourers, Hobgoblins and Hobgoblin Wolf Raiders units (Rank 7 and above) (Lord's army)
Ward save: +10% for Labourers, Hobgoblins and Hobgoblin Wolf Raiders units (Rank 7 and above) (Lord's army)Requires: Rally!Even though they're considered little more than a raw resource by their evil masters, some Greenskins avoid being worked to death by "assisting" their keepers on the field of battle. - Marshalled Military
Melee attack: +5 for Chaos Dwarf Melee Infantry units (Rank 7 and above) (Lord's army)
Melee defence: +5 for Chaos Dwarf Melee Infantry units (Rank 7 and above) (Lord's army)
Spell resistance: 15% for Chaos Dwarf Melee Infantry units (Rank 7 and above) (Lord's army)Requires: Rally!To be this effective in battle takes not just suicidal levels of courage and determination, but the discipline to hold the line and, as one, take the fight directly into the enemy's wavering hearts. - Bloodied Bombardment
Explosive missile damage: +12% for Iron Daemon and Artillery units (Rank 7 and above) (Lord's army)
Missile resistance: 15% for Iron Daemon and Artillery, Chaos Dwarf Blunderbusses and Infernal Guard (Fireglaives) units (Rank 7 and above) (Lord's army)
Missile strength: +12% for Iron Daemon, Artillery, Chaos Dwarf Blunderbusses and Infernal Guard (Fireglaives) units (Rank 7 and above) (Lord's army)
Reload time reduction: +10% for Iron Daemon and Artillery, Chaos Dwarf Blunderbusses and Infernal Guard (Fireglaives) units (Rank 7 and above) (Lord's army)Requires: Rally!From the barrels of the Chaos Dwarfs' infernal war machines are fired shrieking rockets and blasts of raw, Ruinous magick, leaving those not instantly turned to liquid quaking and gibbering in their wake. - Wretched Warhost
Charge bonus: +12 for Bull Centaur Renders, Great Taurus, Lammasu, Bale Taurus, Chaos Siege Giant, K'daai and Skullcracker units (Rank 7 and above) (Lord's army)
Physical resistance: 10% for Bull Centaur Renders, Great Taurus, Lammasu, Bale Taurus, Chaos Siege Giant, K'daai and Skullcracker units (Rank 7 and above) (Lord's army)
Weapon strength: +12% for Bull Centaur Renders, Great Taurus, Lammasu, Bale Taurus, Chaos Siege Giant, K'daai and Skullcracker units (Rank 7 and above) (Lord's army)Requires: Rally!Those twisted, hellishly-mutated monsters in the service of the Chaos Dwarfs are some of their most effective weapons, particularly when organised into a malign host of Ruinous shock troops. - Stand or Die!
Replaces: "Rally!"
Ability: "Stand or Die!"Requires 1 of: Lucky Lackeys, Marshalled Military, Bloodied Bombardment, Wretched Warhost
- 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. - Cunning3 levelsLevel 1
Ambush success chance: +10% (Lord's army)Level 2
Ambush success chance: +20% (Lord's army)
Chance of intercepting an army using Tunnelling, beast-paths or Worldroots: +10%Level 3
Ambush success chance: +30% (Lord's army)
Chance of intercepting an army using Tunnelling, beast-paths or Worldroots: +20%Requires: Route MarcherDeceit is a perfectly acceptable means of attack. - Logistician3 levelsLevel 1
Casualty replenishment rate: +2% (Lord's army)
Attrition: -10% casualties suffered from all attrition (Lord's army)Level 2
Casualty replenishment rate: +4% (Lord's army)
Attrition: -20% casualties suffered from all attrition (Lord's army)Level 3
Casualty replenishment rate: +6% (Lord's army)
Attrition: -30% casualties suffered from all attrition (Lord's army)Requires: Route MarcherProficient with figures, this Lord, or his subordinates, can keep his army fulfilled, even in dire circumstances. - Ruthless Disciplinarian3 levelsLevel 1
Control: +1 (local province)Level 2
Chaos Undivided corruption: +1 (local province)
Control: +2 (local province)Level 3
Chaos Undivided corruption: +2 (local province)
Control: +3 (local province)Requires: Route MarcherBeatings WILL continue until morale improves, or even if it does... - Tyrant3 levelsLevel 1
Labour gained post-battle: +5%
Income from post-battle loot: +5%Level 2
Labour gained post-battle: +10%
Income from post-battle loot: +10%Level 3
Labour gained post-battle: +15%
Income from post-battle loot: +15%Requires: Route MarcherSome conquerors are mild and fair. Not so this one, whose savagery and corruption truly know no bounds. - Iron-Willed
Casualty replenishment rate: +30% for this Lord
Wound recovery time: -1 turnsRequires all: Cunning, Logistician, Ruthless Disciplinarian, TyrantA Dawi-Zharr such as he does not care for being wounded – by his will alone he continues to fight. - 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-Willed"The time to strike is now!" - Alert3 levelsLevel 1
Ambush defence chance: +10% (Lord's army)Level 2
Ambush defence chance: +20% (Lord's army)
Evasion chance when using Tunnelling: +10%Level 3
Ambush defence chance: +30% (Lord's army)
Evasion chance when using Tunnelling: +20%Requires: Iron-WilledCountless conflicts and a keen sense of awareness have made this Lord difficult to entrap. - Despoilers3 levelsLevel 1
Income from razing settlements: +5% (Lord's army)
Income from sacking settlements: +5% (Lord's army)Level 2
Income from razing settlements: +10% (Lord's army)
Income from sacking settlements: +10% (Lord's army)Level 3
Income from razing settlements: +15% (Lord's army)
Income from sacking settlements: +15% (Lord's army)Requires: Iron-WilledTo despoil, to corrupt and ruin, to break the mortals and take their gods from them – this is what Chaos wants. - Serve or Die3 levelsLevel 1
Recruitment cost: -5% (Lord's army)Level 2
Recruit rank: +1 for all units (Lord's army)
Recruitment cost: -10% (Lord's army)Level 3
Recruit rank: +2 for all units (Lord's army)
Recruitment cost: -15% (Lord's army)Requires: Iron-Willed"You will serve me, wretch, or you will die. There is no other option." - Unbridled Cruelty
Chaos Undivided corruption: +1 (local province)
Campaign movement range: +5%
Casualty replenishment rate: +4% (Lord's army)
Upkeep: -10% (Lord's army)Requires all: Lightning Strike, Alert, Despoilers, Serve or DieBrutality or viciousness don't go anywhere near far enough. Even barbarism is too mild a term.
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.