Arkhan the Black skill tree & build planner
Undead LegionsLegendary lordUnit stats
73 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
- Skeletal SteedUnlocks at rank 7Mount: Skeletal SteedLong-dead destriers, awakened to serve their Unliving masters far beyond death.
- Skeleton ChariotUnlocks at rank 14Mount: Skeleton ChariotThe pride of Nehekharan armies, impacting enemy lines with bone-shattering force and grinding the corpses beneath their heavy wheels.
- Razarak, the Doom of TraitorsUnlocks at rank 22Mount: Razarak, the Doom of TraitorsIt is fitting that a beast doling out meticulous punishment to traitors should be chosen by Arkhan the Black, the epitome of loyalty and focus. Let all of Arkhan's wily peers look upon Razarak and be warned.
- Returned in MadnessUnlocks at rank 4Charge bonus: +10Physical resistance: 5%Vigour loss reduction: -25%The pain of immortal misery, coupled with insane violence, characterises the return to Unlife for many of the Tomb Kings, who fight longer, harder and better than they ever could before.
- Ancient TyrantUnlocks at rank 4Casualties captured post-battle: +5%Income from sacking settlements: +15% (Lord's army)Control: -4 (local enemy province)You cannot build an empire without sacrificing a few sons…
- Embalmed in ElixirUnlocks at rank 8Fire resistance: 15%Hit points: +8%The fluid used to embalm the Tomb King toughens his bindings, enabling him to withstand a greater degree of damage than would otherwise be possible.
- Ceremonial BandagesUnlocks at rank 8Missile resistance: 15%Soaked in and toughened by embalming fluid, the cloth bindings used to mummify afford the wearer additional protection from all but a direct hit from mortal projectiles.
- Restful InternmentUnlocks at rank 20Removes Attribute "Wounds"Wound recovery time: -1 turnsAmong the shifting dunes, dawn is heralded by the scrape of sand against the panoply of war, and the murmur of long-buried warriors.
- 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.
- Usirian the God of the UnderworldMissile strength: +15% for Casket of Souls units (Lord's army)Casualty replenishment rate: +6% (Lord's army)Local recruitment capacity: +2 (local province)Those who oppose the faceless God of the Underworld shall suffer terribly, condemned to its lowest levels for eternity.
- VengefulUnlocks at rank 10Replaces: "The Curse"Passive ability: "Befalling Curse"Reborn at last, the Liche King has returned to take revenge on all Nehekhara.
- The Curse of UndeathUnlocks at rank 10Passive ability: "The Curse of Undeath"Casualty replenishment rate: +9% (Lord's army)Requires: VengefulAs the powers of Dark Magic are wielded for the purpose of Necromancy, its unwholesome energies invigorate the Undead.
- Martial ProwessUnlocks at rank 10Armour: +12Melee defence: +8Requires: VengefulDying has not proved a hindrance to Arkhan, so strong are his skills on the field of battle.
- Legions of DeathUnlocks at rank 10 · 2 levelsLevel 1Charge bonus: +12 for Dire Wolves, Crypt Horrors, Morghasts and Hexwraiths units (all armies factionwide)Melee attack: +7 for Cairn Wraiths, Spirit Host, Fell Bats and Crypt Ghouls units (all armies factionwide)Leadership: +4 (Lord's army)Level 2Charge bonus: +20 for Dire Wolves, Crypt Horrors, Morghasts and Hexwraiths units (all armies factionwide)Melee attack: +15 for Cairn Wraiths, Spirit Host, Fell Bats and Crypt Ghouls units (all armies factionwide)Leadership: +8 (Lord's army)Requires: VengefulAlthough not as numerous as Settra's grand army, Arkhan's Undead legions are bolstered by the Liche King's unparalleled Necromantic dexterity.
- Liche KingUnlocks at rank 10Hero capacity: +2 for Liche PriestsHero recruit rank: +3 for Liche Priests (factionwide)Requires: VengefulThe monarch of the Undead, the liege of the Unliving.
- Right-Hand of NagashUnlocks at rank 10Recruit rank: +2 for Vampiric units (all armies factionwide)Winds of Magic power reserve capacity: +15 (own army)Hit points: +10%Requires: 2 skill points across The Curse of Undeath, Martial Prowess, Legions of Death, Liche KingThe first and most loyal of the Great Necromancer's followers will stand at his side once again. So it is written…
- Indomitable WillCharge bonus: +5Leadership: +4It is not possible to defeat such unshakeable spirit once its owner's mind is made up.
- Conqueror2 levelsLevel 1Melee attack: +4Weapon strength: +5%Level 2Melee attack: +8Weapon strength: +10%Requires: Indomitable WillKill many and you *are* a conqueror; godhood is then but a protracted slaughter away...
- Blade Master2 levelsLevel 1Melee attack: +6Level 2Melee attack: +12Requires: Indomitable WillThis warrior is one with their blade; it is an extension of their will, making them a worthy foe in combat.
- Hard to Hit2 levelsLevel 1Melee defence: +6Level 2Melee defence: +12Requires: Indomitable WillHand-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.
- Indomitable2 levelsLevel 1Leadership: +6Level 2Leadership: +12Requires: Indomitable WillThe iron will and indomitable presence of this leader ensures their followers remain steadfast when facing peril.
- TombstrikeAbility: "Tombstrike"Requires: 4 skill points across Conqueror, Blade Master, Hard to Hit, IndomitableHe whose will transcends death can strike out from beyond the grave, to devastating effect.
- Wound-Maker2 levelsLevel 1Weapon strength: +10%Level 2Weapon strength: +20%Requires: TombstrikeSuch is their power and ferocity, a wound-maker will ravage the foe, cutting and pulverising until there is only one exit - death.
- Full Plate Armour2 levelsLevel 1Armour: +7Level 2Armour: +15Requires: TombstrikeFull-Plate armour protects the wearer from head-to-foot. Many such suits are blessed or imbued with arcane abilities.
- Devastating Charge2 levelsLevel 1Charge bonus: +15Level 2Charge bonus: +30Requires: TombstrikeSome creatures charge home with such fury that the very ground shakes beneath their feet.
- Over My Dead Body2 levelsLevel 1Speed: +8%Level 2Speed: +8%Hit points: +6%Requires: TombstrikeDeath is not an impedance to the strongest of wills.
- NecrostrikeReplaces: "Tombstrike"Ability: "Necrostrike"Requires: 4 skill points across Wound-Maker, Full Plate Armour, Devastating Charge, Over My Dead Body"This is just the beginning. When the Great Necromancer returns, all around will be laid waste!"
- Spirit Leech2 levelsLevel 1Overcast spell: "Spirit Leech Upgraded"Cooldown: -30% to "Spirit Leech"Level 2Miscast base chance: -15% for "Spirit Leech Upgraded"Overcast spell: "Spirit Leech Upgraded"Winds of Magic cost: -2 for "Spirit Leech"Winds of Magic cost: -2 for "Spirit Leech Upgraded"Cooldown: -50% to "Spirit Leech"
- Life-LeechingPassive ability: "Life Leeching"Requires: Spirit Leech
- Aspect of the Dread Knight2 levelsLevel 1Overcast spell: "Aspect of the Dread Knight Upgraded"Cooldown: -30% to "Aspect of the Dread Knight"Level 2Miscast base chance: -15% for "Aspect of the Dread Knight Upgraded"Overcast spell: "Aspect of the Dread Knight Upgraded"Winds of Magic cost: -1 for "Aspect of the Dread Knight"Winds of Magic cost: -2 for "Aspect of the Dread Knight Upgraded"Cooldown: -50% to "Aspect of the Dread Knight"Requires: Spirit Leech
- Soulblight2 levelsLevel 1Overcast spell: "Soulblight Upgraded"Cooldown: -30% to "Soulblight"Spell: "Soulblight"Level 2Miscast base chance: -15% for "Soulblight Upgraded"Overcast spell: "Soulblight Upgraded"Winds of Magic cost: -2 for "Soulblight"Winds of Magic cost: -3 for "Soulblight Upgraded"Cooldown: -50% to "Soulblight"Requires: Spirit Leech
- Doom & Darkness2 levelsLevel 1Overcast spell: "Doom & Darkness Upgraded"Cooldown: -30% to "Doom & Darkness"Spell: "Doom & Darkness"Level 2Miscast base chance: -15% for "Doom & Darkness Upgraded"Overcast spell: "Doom & Darkness Upgraded"Winds of Magic cost: -1 for "Doom & Darkness"Winds of Magic cost: -2 for "Doom & Darkness Upgraded"Cooldown: -50% to "Doom & Darkness"Requires: Spirit Leech
- EvasionPassive ability: "Evasion"Requires: 4 skill points across Life-Leeching, Aspect of the Dread Knight, Soulblight, Doom & Darkness
- The Fate of BjunaWinds of Magic cost: -3 for "The Fate of Bjuna"Cooldown: -50% to "The Fate of Bjuna"Spell: "The Fate of Bjuna"Requires: Evasion
- The Purple Sun of Xereus2 levelsLevel 1Overcast spell: "The Purple Sun of Xereus Upgraded"Cooldown: -30% to "The Purple Sun of Xereus"Spell: "The Purple Sun of Xereus"Level 2Miscast base chance: -15% for "The Purple Sun of Xereus Upgraded"Overcast spell: "The Purple Sun of Xereus Upgraded"Winds of Magic cost: -2 for "The Purple Sun of Xereus"Winds of Magic cost: -3 for "The Purple Sun of Xereus Upgraded"Cooldown: -50% to "The Purple Sun of Xereus"Requires: Evasion
- EarthingMiscast 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 ReservesWinds 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.
- Greater Arcane ConduitPassive ability: "Greater Arcane Conduit"Requires: 4 skill points across The Fate of Bjuna, The Purple Sun of Xereus, Earthing, Magical Reserves
Battle
- Passage to the Soul RealmUnit experience gain per turn: +75 (Lord's army)Character's aura leadership effect: +5The promise of a glorious afterlife worthy of a courageous warrior keeps embattled troops focused on the grim task at hand.
- Arrows of Asaph3 levelsLevel 1Ammunition: +8% for Skeleton Archers, Screaming Skull Catapult, Casket of Souls and Bone Giant units (Lord's army)Level 2Ammunition: +12% for Skeleton Archers, Screaming Skull Catapult, Casket of Souls and Bone Giant units (Lord's army)Missile strength: +6% for Skeleton Archers, Screaming Skull Catapult, Casket of Souls and Bone Giant units (Lord's army)Level 3Ammunition: +20% for Skeleton Archers, Screaming Skull Catapult, Casket of Souls and Bone Giant units (Lord's army)Missile strength: +8% for Skeleton Archers, Screaming Skull Catapult, Casket of Souls and Bone Giant units (Lord's army)Requires: Passage to the Soul RealmCarrying the blessing of the goddess Asaph, these arrows seek out the foe with unerring accuracy.
- Sun-Scorched Bones3 levelsLevel 1Armour: +6 for Nehekharan Warriors, Tomb Guard, Skeleton Warriors and Spearmen units (Lord's army)Level 2Armour: +6 for Nehekharan Warriors, Tomb Guard, Skeleton Warriors and Spearmen units (Lord's army)Melee defence: +4 for Nehekharan Warriors, Tomb Guard, Skeleton Warriors and Spearmen units (Lord's army)Level 3Armour: +8 for Nehekharan Warriors, Tomb Guard, Skeleton Warriors and Spearmen units (Lord's army)Melee defence: +6 for Nehekharan Warriors, Tomb Guard, Skeleton Warriors and Spearmen units (Lord's army)Requires: Passage to the Soul RealmDeath isn't necessarily the end; those who have pledged service must rise to fight again another day.
- Elite Cavalrymen3 levelsLevel 1Speed: +6% for Necropolis Knights, Nehekhara Horsemen, Carrion, Skeleton Horsemen and Skeleton Horse Archers units (Lord's army)Level 2Missile strength: +6% for Skeleton Horse Archers units (Lord's army)Speed: +9% for Necropolis Knights, Nehekhara Horsemen, Carrion, Skeleton Horsemen and Skeleton Horse Archers units (Lord's army)Weapon strength: +9% for Necropolis Knights, Nehekhara Horsemen, Carrion, Skeleton Horsemen and Skeleton Horse Archers units (Lord's army)Level 3Missile strength: +8% for Skeleton Horse Archers units (Lord's army)Speed: +12% for Necropolis Knights, Nehekhara Horsemen, Carrion, Skeleton Horsemen and Skeleton Horse Archers units (Lord's army)Weapon strength: +12% for Necropolis Knights, Nehekhara Horsemen, Carrion, Skeleton Horsemen and Skeleton Horse Archers units (Lord's army)Requires: Passage to the Soul RealmFormed by long campaigns and bloody slaughter in the stifling desert heat, the bond between steed and rider cannot be broken, even when death tries to intervene.
- Master Charioteers3 levelsLevel 1Charge bonus: +6 for Khemrian Warsphinx, Skeleton Chariot and Skeleton Archer Chariot units (Lord's army)Level 2Charge bonus: +9 for Khemrian Warsphinx, Skeleton Chariot and Skeleton Archer Chariot units (Lord's army)Melee attack: +6 for Khemrian Warsphinx, Skeleton Chariot and Skeleton Archer Chariot units (Lord's army)Reload time reduction: +4% for Khemrian Warsphinx, Skeleton Archers Chariot units (Lord's army)Level 3Charge bonus: +12 for Khemrian Warsphinx, Skeleton Chariot and Skeleton Archer Chariot units (Lord's army)Melee attack: +8 for Khemrian Warsphinx, Skeleton Chariot and Skeleton Archer Chariot units (Lord's army)Reload time reduction: +8% for Khemrian Warsphinx, Skeleton Archers Chariot units (Lord's army)Requires: Passage to the Soul Realm"The swift charioteers of the king. They who pursue the sovereign's foes on the day of his awakening."
- Revered Stonemasonry3 levelsLevel 1Melee defence: +4 for Hierotitan, Ushabti and Ushabti (Great Bows) units (Lord's army)Level 2Melee attack: +4 for Hierotitan, Ushabti and Ushabti (Great Bows) units (Lord's army)Melee defence: +4 for Hierotitan, Ushabti and Ushabti (Great Bows) units (Lord's army)Missile strength: +6% for Ushabti (Great Bows) units (Lord's army)Level 3Melee attack: +6 for Hierotitan, Ushabti and Ushabti (Great Bows) units (Lord's army)Melee defence: +6 for Hierotitan, Ushabti and Ushabti (Great Bows) units (Lord's army)Missile strength: +9% for Ushabti (Great Bows) units (Lord's army)Requires: Passage to the Soul RealmSimple stone is afforded more respect than other materials, for from its grain giant guardians are hewn, brought to shuddering life by the Liche Priests' sorcery.
- Stone Sentinels3 levelsLevel 1Charge bonus: +6 for Sepulchral Stalkers, Khemric Titan, Necrosphinx and Tomb Scorpion units (Lord's army)Level 2Charge bonus: +6 for Sepulchral Stalkers, Khemric Titan, Necrosphinx and Tomb Scorpion units (Lord's army)Melee attack: +4 for Sepulchral Stalkers, Khemric Titan, Necrosphinx and Tomb Scorpion units (Lord's army)Level 3Charge bonus: +8 for Sepulchral Stalkers, Khemric Titan, Necrosphinx and Tomb Scorpion units (Lord's army)Melee attack: +6 for Sepulchral Stalkers, Khemric Titan, Necrosphinx and Tomb Scorpion units (Lord's army)Weapon strength: +8% for Sepulchral Stalkers, Necrosphinx and Tomb Scorpion units (Lord's army)Requires: Passage to the Soul RealmNot even stone is set in stone it seems – arcane death magic is used to bring tortured, savage vigour to once-dormant stone sentinels.
- ReanimateAbility: "Reanimate"Requires: 6 skill points across Arrows of Asaph, Sun-Scorched Bones, Elite Cavalrymen, Master Charioteers, Revered Stonemasonry, Stone SentinelsIt takes an iron will and unnatural - supernatural - strength to rally bound troops routed by magical means.
- Blessing of the AspAmmunition: +15% for Skeleton Archers, Ushabti (Great Bows), Skeleton Horse Archers, Screaming Skull Catapult, Casket of Souls and Bone Giant units (Rank 7 and above) (Lord's army)Missile strength: +12% for Skeleton Archers, Ushabti (Great Bows), Skeleton Horse Archers, Screaming Skull Catapult, Casket of Souls and Bone Giant units (Rank 7 and above) (Lord's army)Missile resistance: 15% for Skeleton Archers, Ushabti (Great Bows), Skeleton Horse Archers, Screaming Skull Catapult, Casket of Souls and Bone Giant units (Rank 7 and above) (Lord's army)Requires: ReanimateArrows loosed under the ever-watchful eye of the Serpent Goddess find their marks with divine precision.
- Dune RiderArmour: +10 for Nehekhara Horsemen, Skeleton Horsemen, Sepulchral Stalkers, Necropolis Knights, Skeleton Chariot and Skeleton Archer Chariot units (Rank 7 and above) (Lord's army)Melee attack: +5 for Nehekhara Horsemen, Skeleton Horsemen, Sepulchral Stalkers, Necropolis Knights, Skeleton Chariot and Skeleton Archer Chariot units (Rank 7 and above) (Lord's army)Physical resistance: 10% for Nehekhara Horsemen, Skeleton Horsemen, Sepulchral Stalkers, Necropolis Knights, Skeleton Chariot and Skeleton Archer Chariot units (Rank 7 and above) (Lord's army)Requires: ReanimateThe desert itself is his steed.
- Unfading MemoryArmour: +10 for Nehekharan Warriors, Tomb Guard, Skeleton Warriors and Spearmen units (Rank 7 and above) (Lord's army)Missile resistance: 15% for Nehekharan Warriors, Skeleton Warriors, Skeleton Spearmen and Tomb Guard units (Rank 7 and above) (Lord's army)Speed: +10% for Nehekharan Warriors, Skeleton Warriors, Skeleton Spearmen and Tomb Guard units (Rank 7 and above) (Lord's army)Requires: ReanimateA dream of glory attained through conquest great rages still, despite the dying of the light.
- Ancient StoneLeadership: +5 for Ushabti, Khemric Titan, Tomb Scorpion, Hierotitan, Necrosphinx and Khemrian Warsphinx units (Rank 7 and above) (Lord's army)Spell resistance: 15% for Ushabti, Khemric Titan, Tomb Scorpion, Hierotitan, Necrosphinx and Khemrian Warsphinx units (Rank 7 and above) (Lord's army)Weapon strength: +12% for Ushabti, Khemric Titan, Tomb Scorpion, Hierotitan, Necrosphinx and Khemrian Warsphinx units (Rank 7 and above) (Lord's army)Requires: ReanimateThe very strength of the desert, to stand sentinel over the Tomb Kings' domain and crush their enemies to dust.
- ResurrectReplaces: "Reanimate"Ability: "Reanimate Upgraded"Requires: a point in any of Unfading Memory, Ancient Stone, Blessing of the Asp, Dune RiderDark litanies are uttered to restore the Tomb Kings' slain soldiers to a twisted, chattering imitation of life.
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.
- The Restless DeadCampaign movement range: +5%A Lord of Necromancy's minions do not suffer exhaustion, they can walk for leagues and never suffer.
- Iron Disciplinarian3 levelsLevel 1Control: +1 (local province)Level 2Control: +2 (local province)Level 3Control: +3 (local province)Requires: Route MarcherThis Lord expects utter obedience from the smallfolk, and has little time for insurrections or petty revolts.
- Undying Horde3 levelsLevel 1The Dead Rise Again: +5% hit points for destroyed Undead units restored after battle (Lord's army)Casualty replenishment rate: +2% (Lord's army)Level 2The Dead Rise Again: +10% hit points for destroyed Undead units restored after battle (Lord's army)Casualty replenishment rate: +4% (Lord's army)Level 3The Dead Rise Again: +15% hit points for destroyed Undead units restored after battle (Lord's army)Casualty replenishment rate: +6% (Lord's army)Requires: The Restless DeadOnce slain in battle, the foe belongs to the Undead Lord, and will rise again, eager to serve.
- Sand Sweeper3 levelsLevel 1Income from raiding: +10% (Lord's army)Level 2Income from raiding: +20% (Lord's army)Level 3Income from raiding: +30% (Lord's army)Requires: Route MarcherSome of war's spoils are more difficult to see but are just as valuable as gold or jewels.
- Absolute3 levelsLevel 1Construction cost: -3% for all buildings (local province)Control: +2 (local province)Level 2Construction cost: -6% for all buildings (local province)Control: +3 (local province)Level 3Construction cost: -10% for all buildings (local province)Control: +4 (local province)Requires: The Restless DeadWhatever exists in Nagash's domain is his by right. Through Shyish, the force which animates it, it is chained to the Supreme Lord of the Undead forever.
- Soul Reaper3 levelsLevel 1Casualty replenishment rate: +2% (Lord's army)Level 2Casualty replenishment rate: +4% (Lord's army)Level 3Casualty replenishment rate: +6% (Lord's army)Requires: Route MarcherThis one scours the battlefields, plains and dunes for the vanquished dead, so that his armies may march at full strength once more.
- No Magic but His3 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: The Restless DeadTo compare Nagash's arcane mastery to anyone else's is unthinkable. All that contains a glimmer of magic is his possession.
- The Elixir's Creator3 levelsLevel 1Vampiric corruption: +1 (local province)Attrition: -10% casualties suffered from all attrition (Lord's army)Level 2Vampiric corruption: +2 (local province)Attrition: -20% casualties suffered from all attrition (Lord's army)Level 3Vampiric corruption: +3 (local province)Attrition: -30% casualties suffered from all attrition (Lord's army)Requires: The Restless DeadFirst of all others, Nagash brought forth the means of immortality, all to serve his ends. All who pride themselves on it serve, as well.
- Attend Me!Recruit rank: +1 for all units (Lord's army)Local recruitment capacity: +1 (local province)Requires: 4 skill points across Iron Disciplinarian, Sand Sweeper, Soul ReaperNehekhara's mummified rulers are awake, their eyes burning with balefire, their thirst for power, conquest and vengeance every bit as strong as they were in life.
- InexhorableCasualty replenishment rate: +30% for this LordBattle healing cap: +50%Hero self-defence: +25% chance of wounding aggressorsRequires: 4 skill points across Undying Horde, Absolute, No Magic but His, The Elixir's CreatorThroughout the ages, some have thought they had stopped Nagash. They did not, no more than one can end the passage of time. Only he can.
- 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: Attend Me!"The time to strike is now!"
- 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: Inexhorable"The time to strike is now!"
- Imperishable3 levelsLevel 1Attrition: -15% casualties suffered from all attrition (Lord's army)Level 2Attrition: -25% casualties suffered from all attrition (Lord's army)Level 3Attrition: -35% casualties suffered from all attrition (Lord's army)Requires: Attend Me!By which the Undead armies of Nehekhara may remain deathless, undying and forever hungry for slaughter.
- The Fallen Follow Still3 levelsLevel 1Grave Call cost: -5%The Dead Rise Again: +3% chance for destroyed units to be restored after battle (Lord's army)Level 2Grave Call cost: -10%The Dead Rise Again: +6% chance for destroyed units to be restored after battle (Lord's army)Level 3Grave Call cost: -15%The Dead Rise Again: +10% chance for destroyed units to be restored after battle (Lord's army)Requires: InexhorableIt is no small matter to replenish one's Undead forces if some fall. Nagash simply keeps on, and the fallen simply keep following him.
- All is Mine!3 levelsLevel 1Income from looting settlements: +4% (Lord's army)Income from post-battle loot: +4%Income from sacking settlements: +4% (Lord's army)Level 2Income from looting settlements: +9% (Lord's army)Income from post-battle loot: +9%Income from sacking settlements: +9% (Lord's army)Level 3Income from looting settlements: +15% (Lord's army)Income from post-battle loot: +15%Income from sacking settlements: +15% (Lord's army)Requires: Attend Me!To the victor, the spoils. All of them. Always.
- Soul Material3 levelsLevel 1gain from battles: +5% (Lord's army)Level 2gain from battles: +10% (Lord's army)Level 3gain from battles: +15% (Lord's army)Requires: InexhorableThere are such souls as Nagash considers fit only to be crushed into oblivion, to better feed the power of his realm eternal.
- The Dead Sand Sentinel3 levelsLevel 1Ambush success chance: +6% (Lord's army)Level 2Ambush success chance: +13% (Lord's army)Level 3Ambush success chance: +25% (Lord's army)Requires: Attend Me!It stands watch over the land, lest the foe's insidious, opportunistic agents dare to strike.
- No Will But His3 levelsLevel 1Upkeep: -3% (Lord's army)Level 2Upkeep: -6% (Lord's army)Level 3Upkeep: -10% (Lord's army)Requires: InexhorableA mighty will can raise the dead – yet even the paltry ones carry a force within that needs an even stronger will to control. In that, Nagash stands alone.
- Renowned & FearedEnemy Hero action success chance: -10%Hero self-defence: +25% chance of wounding aggressorsCampaign movement range: +5%Recruit rank: +1 for all units (Lord's army)Requires: 4 skill points across Lightning Strike, Imperishable, All is Mine!, The Dead Sand SentinelRenowned among their allies and feared by enemies both mortal and otherwise, this Lord's every deed adds to their already legendary reputation.
- Pinnacle of ServitudeRecruit rank: +1 for all units (Lord's army)Grave Call cost: -10% (Lord's army)Campaign movement range: +5%Upkeep: -5% (Lord's army)Requires: 4 skill points across Lightning Strike, The Fallen Follow Still, Soul Material, No Will But HisSome souls stamp their claim upon the mortal world anew as soon as they return to it. Yet Nagash is the first to have made such a claim, and will be the last.
Mount
A mount comes with its skill in the tree: some the game grants at a rank, others take a skill point (picking one here takes it when the tree allows).
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
Arkhan the Black · base + skills + items; no techs, buffs, campaign or battle-context effects (vs a race, at sea…).
| Stat | Base | Build |
|---|---|---|
| Health | 4,840 | 4,840 |
| Armour | 90 | 90 |
| Leadership | 75 | 75 |
| Speed | 31 | 31 |
| Melee attack | 40 | 40 |
| Melee defence | 50 | 50 |
| Weapon strength | 450 | 450 |
| … armour-piercing | 160 | 160 |
| Charge bonus | 12 | 12 |
| Ward save % | 0 | 0 |
| Physical resistance % | 0 | 0 |
| Missile resistance % | 15 | 15 |
| Spell resistance % | 0 | 0 |
| Fire resistance % | -15 | -15 |
| Magical attacks | No | No |
| 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.
