
Blood Dragon Vampire Lord skill planner
58 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).
- Barded NightmareUnlocks at rank 8
Mount: Barded NightmareThe most impressive Nightmares are those reared on fresh blood. Such noble monstrosities are worthy mounts. - HellsteedUnlocks at rank 10
Mount: HellsteedHellsteeds are vicious. Vampires that dabble in the binding of beasts delight in breaking these wild creatures to their will. - Zombie DragonUnlocks at rank 18
Mount: Zombie DragonIt is to the Plain of Bones that a Vampire Lord travels to claim a Zombie Dragon as their mount. - Where Battle CallsUnlocks at rank 8
Battle reinforcement time: -30% (own army)
Campaign movement range: +10% (own army)Honour and worthy foes spur a Blood Dragon to action, or so he would proclaim… It is, in truth, the bloodshed and nothing else. - Aura of Dark Majesty
Leadership aura size: +25%This Lord of Undeath projects an aura of dominion that can wilt the most iron-willed mortals. - Dark Pact
Leadership: +5 when attacking (Lord's army)A dark pact has been made with darker Gods to guarantee victory. - Grave WardUnlocks at rank 8
Missile resistance: 10%Whereby the power of death itself is used to hold back the physical world. - 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 · Starting skill
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.
- Heart PiercingUnlocks at rank 12
Ability: "Heart Piercing"
Melee attack: +10Using a combination of their great strength and amazing speed, it’s easy for a Vampire to create a gap in their opponent’s guard. - Doomrider
The Dead Rise Again: +5% chance for destroyed Vampire Cavalry units to be restored after battle (Lord's army)
The Dead Rise Again: +10% hit points for destroyed Vampire Cavalry units restored after battle (Lord's army)
Upkeep: -20% for Vampire Cavalry units (Lord's army)Requires: Heart PiercingA knight and his horse share a very strong bond – so strong that sometimes it can continue even after death. - Red Plunder
Income from looting, sacking and razing settlements +20% (Lord's army)
Income from post-battle loot: +20% (Lord's army)Requires: Heart PiercingSpoils of war are brutally torn from the defeated. - The Strength of Steel
Melee defence: +5 for Vampire Cavalry units (Lord's army)
Armour: +15 for Vampire Cavalry units (Lord's army)Requires: Heart PiercingA true knight will never abandon his armour; sometimes the steel skin appears to be part of his body. - Orders of the Immortals
Vigour loss reduction: -10% for Black Knights, Blood Knights and Drakenhof Templars units (own army)
Recruit rank: +2 for Blood Knights and Drakenhof Templar units (own army)
Unit capacity: +1
Blood Knights
Unit capacity: +1
Drakenhof Templars
Charge bonus: +10% for Black Knights, Blood Knights and Drakenhof Templars units (own army)Requires: Heart PiercingMortal knightly Orders aspire their entire lives to be the best of their kind. Vampiric Knights' blood grants a vastly greater superiority on its own. - Honour or Death
Passive ability: "Honour or Death"
Cooldown: -33% to ""
Armour-piercing weapon damage: +40
Armour: +20Requires 3 of: Doomrider, Red Plunder, The Strength of Steel, Orders of the ImmortalsMany mortal champions change their attitude when their proud challenge is accepted by a dark creature whose very eyes are the eyes of death…
- The Hunger
Passive ability: "The Hunger" - Devastating Charge2 levelsLevel 1
Charge bonus: +15Level 2
Charge bonus: +30Requires: The HungerSome creatures charge home with such fury that the very ground shakes beneath their feet. - Dark Knight2 levelsLevel 1
Armour: +7Level 2
Armour: +15Requires: The Hunger"See my coat of crimson armour? It is strengthened by thine blood and fear." - Beguile2 levelsLevel 1
Melee defence: +6Level 2
Melee defence: +12Requires: The Hunger"Look into mine eyes, mortal; what glories do you see?" - Quickblood2 levelsLevel 1
Melee attack: +6Level 2
Melee attack: +12Requires: The HungerThe sword-strikes of mortal man are but clumsy, childish lunges before the preternatural speed of a Vampire. - Blood Lust
Ability: "Blood Lust"Requires all: Devastating Charge, Dark Knight, Beguile, Quickblood - Master Strike2 levelsLevel 1
Weapon strength: +10%Level 2
Weapon strength: +20%Requires: Blood LustStrike hard, strike true. - Curse of the Revenant2 levelsLevel 1
Hit points: +7%Level 2
Hit points: +15%Requires: Blood LustThe strength of this Vampire to endure the centuries is beyond compare. - Supernatural Horror
Attribute: Causes TerrorRequires: Blood LustTo look upon this Undead Lord is to witness true and absolute horror! - Blade Shield2 levelsLevel 1
Melee defence: +6Level 2
Melee defence: +12Requires: Blood LustA blade that sings in defence will not let its wielder be penetrated. - Red Fury
Replaces: "Blood Lust"
Ability: "Red Fury"Requires all: Master Strike, Curse of the Revenant, Supernatural Horror, Blade Shield
- Invocation of Nehek2 levelsLevel 1
Overcast spell: "Invocation of Nehek Upgraded"
Cooldown: -30% to ""Level 2
Miscast base chance: -15% for "Invocation of Nehek Upgraded"
Overcast spell: "Invocation of Nehek Upgraded"
Winds of Magic cost: -1 for "Invocation of Nehek"
Winds of Magic cost: -2 for "Invocation of Nehek Upgraded"
Cooldown: -50% to "" - The Curse of Undeath
Passive ability: "The Curse of Undeath"Requires: Invocation of Nehek - Vanhel's Danse Macabre2 levelsLevel 1
Overcast spell: "Vanhel's Danse Macabre Upgraded"
Cooldown: -30% to "Vanhel's Danse Macabre"Level 2
Miscast base chance: -15% for "Vanhel's Danse Macabre Upgraded"
Overcast spell: "Vanhel's Danse Macabre Upgraded"
Winds of Magic cost: -1 for "Vanhel's Danse Macabre"
Winds of Magic cost: -2 for "Vanhel's Danse Macabre Upgraded"
Cooldown: -50% to "Vanhel's Danse Macabre"Requires: Invocation of Nehek - Gaze of Nagash2 levelsLevel 1
Overcast spell: "Gaze of Nagash Upgraded"
Cooldown: -30% to "Gaze of Nagash"Level 2
Miscast base chance: -15% for "Gaze of Nagash Upgraded"
Overcast spell: "Gaze of Nagash Upgraded"
Winds of Magic cost: -2 for "Gaze of Nagash"
Winds of Magic cost: -3 for "Gaze of Nagash Upgraded"
Cooldown: -50% to "Gaze of Nagash"Requires: Invocation of Nehek - Raise Dead2 levelsLevel 1
Overcast spell: "Raise Dead Upgraded"
Cooldown: -30% to ""Level 2
Miscast base chance: -15% for "Raise Dead Upgraded"
Overcast spell: "Raise Dead Upgraded"
Spell number of uses: +1 for "Raise Dead" and "Raise Dead Upgraded"
Cooldown: -50% to ""Requires: Invocation of Nehek - Curse of Years
Winds of Magic cost: -2 for "Curse of Years"
Cooldown: -50% to "Curse of Years"
Spell: "Curse of Years"Requires: Invocation of Nehek - Wind of Death2 levelsLevel 1
Overcast spell: "Wind of Death Upgraded"
Cooldown: -30% to "Wind of Death"Level 2
Miscast base chance: -15% for "Wind of Death Upgraded"
Overcast spell: "Wind of Death Upgraded"
Winds of Magic cost: -3 for "Wind of Death"
Winds of Magic cost: -4 for "Wind of Death Upgraded"
Cooldown: -50% to "Wind of Death"Requires: Invocation of Nehek
- Aura of Supremacy
Character's aura leadership effect: +5
Enemy leadership: -4 (enemy armies in local province)"I am mighty, none dare challenge me!" - The Unliving Host3 levelsLevel 1
Melee attack: +4 for Zombies, Skeletons, Crypt Ghouls, Grave Guard and Lahmian Handmaidens units (Lord's army)Level 2
Melee defence: +4 for Zombies, Skeletons, Crypt Ghouls, Grave Guard and Lahmian Handmaidens units (Lord's army)
Melee attack: +6 for Zombies, Skeletons, Crypt Ghouls, Grave Guard and Lahmian Handmaidens units (Lord's army)Level 3
Melee defence: +8 for Zombies, Skeletons, Crypt Ghouls, Grave Guard and Lahmian Handmaidens units (Lord's army)
Melee attack: +8 for Zombies, Skeletons, Crypt Ghouls, Grave Guard and Lahmian Handmaidens units (Lord's army)Requires: Aura of Supremacy"Arise my host, my Unliving minions - bring me victory!" - Call of the Night3 levelsLevel 1
Speed: +6% for Fell Bats and Dire Wolves units (Lord's army)Level 2
Charge bonus: +6 for Fell Bats and Dire Wolves units (Lord's army)
Speed: +9% for Fell Bats and Dire Wolves units (Lord's army)Level 3
Charge bonus: +12 for Fell Bats and Dire Wolves units (Lord's army)
Speed: +12% for Fell Bats and Dire Wolves units (Lord's army)Requires: Aura of Supremacy"Can you hear it… the call of the night? Time for its children to arise and swarm." - Evil Souls3 levelsLevel 1
Spell resistance: 5% for Spirit Host, Cairn Wraiths, Mournguls and Hexwraiths units (Lord's army)Level 2
Spell resistance: 10% for Spirit Host, Cairn Wraiths, Mournguls and Hexwraiths units (Lord's army)
Melee attack: +4 for Spirit Host, Cairn Wraiths, Mournguls and Hexwraiths units (Lord's army)Level 3
Spell resistance: 15% for Spirit Host, Cairn Wraiths, Mournguls and Hexwraiths units (Lord's army)
Melee attack: +8 for Spirit Host, Cairn Wraiths, Mournguls and Hexwraiths units (Lord's army)Requires: Aura of SupremacySuch evil spirits are desperate to spill mortal blood, and will speed along until they find some flesh to carve. - Creatures of the Night3 levelsLevel 1
Charge bonus: +6 for Crypt Horrors, Vargheists, Varghulfs, Zombie Dragon and Terrorgheist units (Lord's army)Level 2
Charge bonus: +9 for Crypt Horrors, Vargheists, Varghulfs, Zombie Dragon and Terrorgheist units (Lord's army)
Weapon strength: +6% for Crypt Horrors, Vargheists, Varghulfs, Zombie Dragon and Terrorgheist units (Lord's army)Level 3
Charge bonus: +12 for Crypt Horrors, Vargheists, Varghulfs, Zombie Dragon and Terrorgheist units (Lord's army)
Weapon strength: +12% for Crypt Horrors, Vargheists, Varghulfs, Zombie Dragon and Terrorgheist units (Lord's army)Requires: Aura of SupremacyThe Lord howls out into the night, and is answered by the baying of dark creatures. - Waking Dead3 levelsLevel 1
Melee attack: +4 for Black Knights, Blood Knights and Drakenhof Templars units (Lord's army)Level 2
Armour: +6 for Black Knights, Blood Knights and Drakenhof Templars units (Lord's army)
Melee attack: +6 for Black Knights, Blood Knights and Drakenhof Templars units (Lord's army)Level 3
Armour: +12 for Black Knights, Blood Knights and Drakenhof Templars units (Lord's army)
Melee attack: +8 for Black Knights, Blood Knights and Drakenhof Templars units (Lord's army)Requires: Aura of SupremacyVampires summon forth the gruesome remains of the ancient dead to bolster the masses of lesser minions under their control. - Carriages of Death3 levelsLevel 1
Melee defence: +4 for Black Coach, Corpse Cart, Coven Throne and Mortis Engine units (Lord's army)Level 2
Melee defence: +6 for Black Coach, Corpse Cart, Coven Throne and Mortis Engine units (Lord's army)
Speed: +6% for Black Coach, Corpse Cart, Coven Throne and Mortis Engine units (Lord's army)Level 3
Melee defence: +8 for Black Coach, Corpse Cart, Coven Throne and Mortis Engine units (Lord's army)
Speed: +12% for Black Coach, Corpse Cart, Coven Throne and Mortis Engine units (Lord's army)Requires: Aura of SupremacyBy their very nature, most Vampires try to avoid discomfort and travel in style. - Magical Animus
Ability: "Magical Animus"Requires all: The Unliving Host, Call of the Night, Evil Souls, Creatures of the Night, Waking Dead, Carriages of Death - Legions of Dead
Spell resistance: 15% for Spirit Host, Zombies, Skeletons, Grave Guard, Cairn Wraiths and Lahmian Handmaidens units (Rank 7 and above) (Lord's army)
Melee attack: +5 for Spirit Host, Zombies, Skeletons, Grave Guard, Cairn Wraiths and Lahmian Handmaidens units (Rank 7 and above) (Lord's army)
Weapon strength: +12% for Spirit Host, Zombies, Skeletons, Grave Guard, Cairn Wraiths and Lahmian Handmaidens units (Rank 7 and above) (Lord's army)Requires: Magical Animus"…and the legions of the dead envoked all hell upon the world." - Dread Knights
Charge bonus: +12 for Black Coach, Black Knights, Blood Knights, Drakenhof Templars, Corpse Cart, Hexwraiths, Coven Throne and Mortis Engine units (Rank 7 and above) (Lord's army)
Ward save: +8% for Black Coach, Black Knights, Blood Knights, Drakenhof Templars, Corpse Cart, Hexwraiths, Coven Throne and Mortis Engine units (Rank 7 and above) (Lord's army)
Weapon strength: +12% for Black Coach, Black Knights, Blood Knights, Drakenhof Templars, Corpse Cart, Hexwraiths, Coven Throne and Mortis Engine units (Rank 7 and above) (Lord's army)Requires: Magical AnimusThe Undead Lord has followed the warrior's path to its ultimate conclusion, in a dark mockery of a Knight's vow. - Deadly Power
Melee attack: +5 for Crypt Ghouls, Crypt Horrors, Mournguls, Dire Wolves and Varghulfs units (Rank 7 and above) (Lord's army)
Physical resistance: 10% for Crypt Ghouls, Crypt Horrors, Mournguls, Dire Wolves and Varghulfs units (Rank 7 and above) (Lord's army)
Weapon strength: +12% for Crypt Ghouls, Crypt Horrors, Mournguls, Dire Wolves and Varghulfs units (Rank 7 and above) (Lord's army)Requires: Magical AnimusThe power of death cannot be denied. - Flying Horrors
Charge bonus: +12 for Fell Bats, Terrorgheist, Zombie Dragon and Vargheists units (Rank 7 and above) (Lord's army)
Melee attack: +5 for Fell Bats, Terrorgheist, Zombie Dragon and Vargheists units (Rank 7 and above) (Lord's army)
Missile resistance: 15% for Fell Bats, Terrorgheist, Zombie Dragon and Vargheists units (Rank 7 and above) (Lord's army)Requires: Magical AnimusThe Dark Magic-user can take to the skies, defying gravity by metamorphosing into a bat. - Undeath Resurgent
Replaces: "Magical Animus"
Ability: "Undeath Resurgent"Requires 1 of: Legions of Dead, Dread Knights, Deadly Power, Flying Horrors
- The Restless Dead
Campaign movement range: +5%A Lord of Necromancy's minions do not suffer exhaustion, they can walk for leagues and never suffer. - Undying Horde3 levelsLevel 1
The Dead Rise Again: +5% hit points for destroyed Undead units restored after battle (Lord's army)
Casualty replenishment rate: +2% (Lord's army)Level 2
The Dead Rise Again: +10% hit points for destroyed Undead units restored after battle (Lord's army)
Casualty replenishment rate: +4% (Lord's army)Level 3
The 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. - Children of the Night3 levelsLevel 1
Character experience gain: +10% (Heroes in Lord's army)
Upkeep: -3% (Lord's army)Level 2
Character experience gain: +20% (Heroes in Lord's army)
Upkeep: -6% (Lord's army)Level 3
Character experience gain: +30% (Heroes in Lord's army)
Upkeep: -9% (Lord's army)Requires: The Restless DeadA powerful, vigorous Lord of Darkness will see the Children of the Night gather unto them. - Darkling Skies3 levelsLevel 1
Attrition: -10% casualties suffered from all attrition (Lord's army)Level 2
Attrition: -20% casualties suffered from all attrition (Lord's army)Level 3
Attrition: -30% casualties suffered from all attrition (Lord's army)Requires: The Restless DeadThe sun is no ally of the dead - a sky scorched black, or darkest night, will invigorate the Unliving. - 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: The Restless DeadSuch long-lived creatures develop a level of guile that mortals cannot match. - Immortal Horror
Casualty replenishment rate: +30% for this Lord (Lord's army)
Battle healing cap: +50%
Wound recovery time: -1 turnsRequires all: Undying Horde, Children of the Night, Darkling Skies, Ancient CunningSuch a beast is all but impossible to destroy - an immortal horror doomed to haunt eternity! - 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: Immortal Horror"The time to strike is now!" - Guile & Glamour3 levelsLevel 1
Vampiric corruption: +1 (local province)Level 2
Vampiric corruption: +3 (local province)Level 3
Vampiric corruption: +6 (local province)Requires: Immortal HorrorA simple glamour can disguise a monstrous Vampire or Liche, so they may then charm and beguile the local populace. - Necrarch3 levelsLevel 1
Growth: +8 (local province)Level 2
Growth: +20 (local province)Level 3
Growth: +36 (local province)Requires: Immortal HorrorW'soran's scions are masters at the art of Necromancy, to dabble in such will be a boon. - Eternal Warden3 levelsLevel 1
Attrition: -5% when under siege (armies in local owned region)Level 2
Attrition: -10% when under siege (armies in local owned region)Level 3
Attrition: -15% when under siege (armies in local owned region)Requires: Immortal HorrorThis Lord has endless forbearance, a timeless patience crafted over millennia. - Uncanny Prescience
Corpse cost to recruit units: -15% for all units (own army)
Winds of Magic power reserve minimum: +15 (Lord's army)
Campaign movement range: +5%
Upkeep: -8% (Lord's army)Requires all: Lightning Strike, Guile & Glamour, Necrarch, Eternal WardenThis Lord can hear the thoughts of mortals for leagues around, and plan accordingly.
All effects of this build
This Lord will be wounded instead of killed in battle
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.