
Count Noctilus skill planner
Vampire CoastLegendary lordUnit stats
59 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).
- Necrofex ColossusUnlocks at rank 18
Mount: Necrofex ColossusThis gigantic, reanimated hulk of flesh, timber and stone is one of the most fearsome things ever to lurch onto a battlefield. - Lucky CharmUnlocks at rank 5
Missile resistance: 15%"It's a rabbit's foot. A rabbit. No… Oh never mind - it brings me luck. It does! Trust me!" - TenacityUnlocks at rank 10
Hit points: +8%You'd better kill this one or they'll keep coming back until one of you is dead. Even then, there's no guarantee it'll be over! - 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.
- The Hunger
Passive ability: "The Hunger" - Master of the DreadfleetUnlocks at rank 12
Lord recruit rank: +2 (factionwide)Requires: The HungerNoctilus is the Dreadfleet's undisputed master. There may well have been other contenders, but in losing their challenge their lives were also forfeit. - Regenerative HullUnlocks at rank 12
Casualty replenishment rate: +8% (Lord's army)
Local recruitment capacity: +1 (local province)Requires: The HungerNoctilus uses the Maelstrom's Dark Magic to raise up the shattered remains of dead warships to repair the Bloody Reaver when she is damaged. - VandalUnlocks at rank 12
Pirate crew growth: +5 (Lord's army)
Income from raiding: +8% (Lord's army)
Income from sacking settlements: +8% (Lord's army)Requires: The Hunger"Scream and shout 'til my dying breath, I'm gonna smash it up 'til there's nothing left!" - Of the von Carstein LineUnlocks at rank 12
Passive ability: "Regeneration"
Attribute: Causes TerrorRequires: The HungerThey mutter in hushed tones - for to speak of it aloud would invite destruction - that the Count was formerly a member of Sylvania's Midnight Aristocracy… - Sea-CurseUnlocks at rank 12
Leadership: +4 for Depth Guard, Terrorgheist and Deck Droppers units (Lord's army)
Melee defence: +8 for Depth Guard, Terrorgheist and Deck Droppers units (Lord's army)Requires: The Hunger"With heavy thump, a lifeless lump, they dropped down one by one." - Invincible FleetUnlocks at rank 12
Attribute: Unbreakable
Leadership: +5 (Lord's army)Requires all: Master of the Dreadfleet, Regenerative Hull, Vandal, Of the von Carstein Line, Sea-CurseBinding his crews together with the darkest of magics ensures that Noctilus' fleet cannot be beaten by force of arms alone.
- Monkey Jacket
Ward save: +5%"Yes, they’re from the east. Annoying, yet useful - their hides, particularly…" - Swashbuckler2 levelsLevel 1
Melee attack: +4Level 2
Melee attack: +8
Missile resistance: 5%Requires: Monkey JacketIf there's swash to be buckled, this one will be right at the front, in the thick of the fray. - Master Strike2 levelsLevel 1
Weapon strength: +10%Level 2
Weapon strength: +20%Requires: Monkey JacketStrike hard, strike true. - Scarred Veteran2 levelsLevel 1
Hit points: +7%Level 2
Hit points: +15%Requires: Monkey JacketThe scars on this storied warrior reveal a veteran of many battles, a being not easy to kill and one worthy of respect and fear. - Hard to Hit2 levelsLevel 1
Melee defence: +6Level 2
Melee defence: +12Requires: Monkey JacketHand-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. - Taunt
Ability: "Taunt"Requires all: Swashbuckler, Master Strike, Scarred Veteran, Hard to HitThere is something to be said for whipping the foe into a frenzy before the fight is joined. - Cutlass2 levelsLevel 1
Weapon strength: +10%Level 2
Bonus vs Infantry: +8
Weapon strength: +20%Requires: Taunt"Dark Magic might be effective, but there's no substitute for a good blade in your hands." - Blade Shield2 levelsLevel 1
Melee defence: +6Level 2
Melee defence: +12Requires: TauntA blade that sings in defence will not let its wielder be penetrated. - Vampiric Leap2 levelsLevel 1
Charge bonus: +15Level 2
Charge bonus: +30Requires: TauntThe strength and agility of the Vampire comes from a place beyond: the supernatural realm of the Unliving. - Wild-Eyed2 levelsLevel 1
Melee attack: +4Level 2
Melee attack: +9Requires: Taunt"Don't look into their eyes, there is only death there!" - Hornswaggle
Replaces: "Taunt"
Ability: "Hornswaggle"Requires all: Cutlass, Blade Shield, Vampiric Leap, Wild-EyedYou have to watch this one - when you shake their hand, count your fingers afterwards.
- Melkoth's Mystifying Miasma2 levelsLevel 1
Overcast spell: "Melkoth's Mystifying Miasma Upgraded"
Cooldown: -30% to "Melkoth's Mystifying Miasma"Level 2
Miscast base chance: -15% for "Melkoth's Mystifying Miasma Upgraded"
Overcast spell: "Melkoth's Mystifying Miasma Upgraded"
Winds of Magic cost: -1 for "Melkoth's Mystifying Miasma"
Winds of Magic cost: -2 for "Melkoth's Mystifying Miasma Upgraded"
Cooldown: -50% to "Melkoth's Mystifying Miasma"The caster weaves a confounding fog that numbs and deludes enemies, causing them to stumble and stagger. - The Curse of Undeath
Passive ability: "The Curse of Undeath"Requires: Melkoth's Mystifying Miasma - 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 ""Requires: Melkoth's Mystifying Miasma - Drowned Dead2 levelsLevel 1
Cooldown: -30% to "Drowned Dead"
Overcast spell: "Drowned Dead Upgraded"Level 2
Cooldown: -50% to "Drowned Dead"
Miscast base chance: -15% for "Drowned Dead Upgraded"
Overcast spell: "Drowned Dead Upgraded"
Spell number of uses: +1 for "Drowned Dead"Requires: Melkoth's Mystifying Miasma - The Withering2 levelsLevel 1
Overcast spell: "The Withering Upgraded"
Cooldown: -30% to "The Withering"
Spell: "The Withering"Level 2
Miscast base chance: -15% for "The Withering Upgraded"
Overcast spell: "The Withering Upgraded"
Winds of Magic cost: -1 for "The Withering"
Winds of Magic cost: -2 for "The Withering Upgraded"
Cooldown: -50% to "The Withering"Requires: Melkoth's Mystifying MiasmaThe Wizard destroys their enemies from within, corroding foes' minds with doubt and crisis. - Evasion
Passive ability: "Evasion"Requires all: The Curse of Undeath, Invocation of Nehek, Drowned Dead, The Withering - Smoke & Mirrors
Passive ability: "Smoke & Mirrors"Requires: EvasionA conjured shadow is just as obfuscating as a real one - the Shadow Wizard is master or mistress of the 'concealing' arts. - Pit of Shades2 levelsLevel 1
Overcast spell: "Pit of Shades Upgraded"
Cooldown: -30% to "Pit of Shades"
Spell: "Pit of Shades"Level 2
Miscast base chance: -15% for "Pit of Shades Upgraded"
Overcast spell: "Pit of Shades Upgraded"
Winds of Magic cost: -3 for "Pit of Shades"
Winds of Magic cost: -3 for "Pit of Shades Upgraded"
Cooldown: -50% to "Pit of Shades"Requires: EvasionThe spellcaster opens a vortex leading into the Pit. Anything caught within it will be lost forever. - 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: Evasion - Earthing
Miscast 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 Reserves
Winds 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. - Arcane Conduit
Passive ability: "Arcane Conduit"Requires 4 of: Earthing, Magical Reserves, Pit of Shades, Wind of Death, Smoke & Mirrors
- 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. - Held Together by Screws3 levelsLevel 1
Melee defence: +4 for Zombie Pirate Deckhands Mob and Depth Guard units (Lord's army)Level 2
Leadership: +4 for Zombie Pirate Deckhands Mob and Depth Guard units (Lord's army)
Melee defence: +4 for Zombie Pirate Deckhands Mob and Depth Guard units (Lord's army)Level 3
Leadership: +6 for Zombie Pirate Deckhands Mob and Depth Guard units (Lord's army)
Melee defence: +6 for Zombie Pirate Deckhands Mob and Depth Guard units (Lord's army)Requires: Inspiring PresenceBone, muscle and sinew cannot always be relied upon to hold together unassisted. - Reanimated Marksman3 levelsLevel 1
Ammunition: +8% for Zombie Pirate Gunnery Mob, Rotting Prometheans Gunnery Mob and Deck Gunners units (Lord's army)Level 2
Ammunition: +12% for Zombie Pirate Gunnery Mob, Rotting Prometheans Gunnery Mob and Deck Gunners units (Lord's army)
Missile strength: +6% for Zombie Pirate Gunnery Mob, Rotting Prometheans Gunnery Mob and Deck Gunners units (Lord's army)Level 3
Ammunition: +18% for Zombie Pirate Gunnery Mob, Rotting Prometheans Gunnery Mob and Deck Gunners units (Lord's army)
Missile strength: +8% for Zombie Pirate Gunnery Mob, Rotting Prometheans Gunnery Mob and Deck Gunners units (Lord's army)Requires: Inspiring PresenceDeath hasn't got in the way of this one's sure-shotted aim; in fact, if anything, he's got better. - Black Powder Overload3 levelsLevel 1
Ammunition: +8% for Carronade, Mortar and Queen Bess units (Lord's army)Level 2
Ammunition: +12% for Carronade, Mortar and Queen Bess units (Lord's army)
Missile strength: +6% for Carronade, Mortar and Queen Bess units (Lord's army)Level 3
Ammunition: +18% for Carronade, Mortar and Queen Bess units (Lord's army)
Missile strength: +8% for Carronade, Mortar and Queen Bess units (Lord's army)Requires: Inspiring PresenceYou can't have too much of a good thing and a bit of what you fancy does no harm. - Rotten Death3 levelsLevel 1
Physical resistance: 3% for Rotting Prometheans, Rotting Leviathan and Necrofex Colossus units (Lord's army)Level 2
Melee defence: +4 for Rotting Prometheans, Rotting Leviathan and Necrofex Colossus units (Lord's army)
Physical resistance: 4% for Rotting Prometheans, Rotting Leviathan and Necrofex Colossus units (Lord's army)Level 3
Melee defence: +6 for Rotting Prometheans, Rotting Leviathan and Necrofex Colossus units (Lord's army)
Physical resistance: 6% for Rotting Prometheans, Rotting Leviathan and Necrofex Colossus units (Lord's army)Requires: Inspiring PresenceIt never ends well. - Haunting Horror3 levelsLevel 1
Missile strength: +4% for Deck Droppers units (Lord's army)Level 2
Charge bonus: +6 for Terrorgheist, Scurvy Dogs and Syreens units (Lord's army)
Melee attack: +4 for Terrorgheist, Scurvy Dogs and Syreens units (Lord's army)
Missile strength: +6% for Deck Droppers units (Lord's army)Level 3
Charge bonus: +12 for Terrorgheist, Scurvy Dogs and Syreens units (Lord's army)
Melee attack: +6 for Terrorgheist, Scurvy Dogs and Syreens units (Lord's army)
Missile strength: +8% for Deck Droppers units (Lord's army)Requires: Inspiring PresenceWhat has been seen cannot be unseen. - Drowned & Bound3 levelsLevel 1
Weapon strength: +6% for Animated Hulks and Mournguls units (Lord's army)Level 2
Melee attack: +4 for Animated Hulks and Mournguls units (Lord's army)
Speed: +6% for Bloated Corpse units (Lord's army)
Weapon strength: +9% for Animated Hulks and Mournguls units (Lord's army)Level 3
Charge bonus: +10 for Bloated Corpse units (Lord's army)
Melee attack: +8 for Animated Hulks and Mournguls units (Lord's army)
Speed: +12% for Bloated Corpse units (Lord's army)
Weapon strength: +12% for Animated Hulks and Mournguls units (Lord's army)Requires: Inspiring PresenceLike Unliving moths drawn inexorably towards a dazzling flame, the risen drowned strive - and stumble - to always be close to the one who has bound them. - Avast Ye!
Ability: "Avast Ye!"Requires all: Held Together by Screws, Reanimated Marksman, Black Powder Overload, Rotten Death, Haunting Horror, Drowned & Bound"Listen very carefully, me hearties, I shall say this only once… Quiet! Stromfels' stinkin' breath!" - Deadly March
Armour: +18 for Zombie Pirate Deckhands Mob and Depth Guard units (Rank 7 and above) (Lord's army)
Melee attack: +8 for Zombie Pirate Deckhands Mob and Depth Guard units (Rank 7 and above) (Lord's army)
Missile resistance: 15% for Zombie Pirate Deckhands Mob and Depth Guard units (Rank 7 and above) (Lord's army)Requires: Avast Ye!The once-men of the Undead legions march ever onwards, according to the will of their binder. - Ensorcelled Weapons
Armour: +12 for Zombie Pirate Gunnery Mob, Rotting Prometheans Gunnery Mob, Deck Gunners, Carronade, Mortar and Queen Bess units (Rank 7 and above) (Lord's army)
Spell resistance: 15% for Zombie Pirate Gunnery Mob, Rotting Prometheans Gunnery Mob, Deck Gunners, Carronade, Mortar and Queen Bess units (Rank 7 and above) (Lord's army)
Missile strength: +12% for Zombie Pirate Gunnery Mob, Rotting Prometheans Gunnery Mob, Deck Gunners, Carronade, Mortar and Queen Bess units (Rank 7 and above) (Lord's army)Requires: Avast Ye!This is a dirty business, that much is certain, so why not get a little extra help to give yourself an edge? - Masterly Splicing
Leadership: +8 for Deck Droppers, Scurvy Dogs, Terrorgheist, Animated Hulks, Mournguls and Syreens units (Rank 7 and above) (Lord's army)
Melee defence: +5 for Deck Droppers, Scurvy Dogs, Terrorgheist, Animated Hulks, Mournguls and Syreens units (Rank 7 and above) (Lord's army)
Speed: +10% for Deck Droppers, Scurvy Dogs, Terrorgheist, Animated Hulks, Mournguls and Syreens units (Rank 7 and above) (Lord's army)Requires: Avast Ye!Their rope skills are really rather excellent, considering how long the entire crew have been dead. - Hardened by Death
Spell resistance: 15% for Rotting Prometheans, Rotting Leviathan and Necrofex Colossus units (Rank 7 and above) (Lord's army)
Melee attack: +8 for Rotting Prometheans, Rotting Leviathan and Necrofex Colossus units (Rank 7 and above) (Lord's army)
Weapon strength: +12% for Rotting Prometheans, Rotting Leviathan and Necrofex Colossus units (Rank 7 and above) (Lord's army)Requires: Avast Ye!Surviving death tends to instil a certain toughness in one. - All Hands Hoay!
Replaces: "Avast Ye!"
Ability: "All Hands Hoay!"Requires 1 of: Deadly March, Ensorcelled Weapons, Masterly Splicing, Hardened by Death"Now listen up an' listen good… here be the plan…"
- 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. - Binded to Service3 levelsLevel 1
Recruitment cost: -3% (Lord's army)Level 2
Recruitment cost: -8% (Lord's army)Level 3
Recruitment cost: -15% (Lord's army)Requires: Route MarcherThey could not break free, even if they wanted to. - Ghost Fleet3 levelsLevel 1
Casualty replenishment rate: +2% (Lord's army)Level 2
Casualty replenishment rate: +4% (Lord's army)Level 3
Casualty replenishment rate: +6% (Lord's army)Requires: Route MarcherCursed to haunt the waves forever, never finding rest or solace. - Freebooter3 levelsLevel 1
Post battle chance of stealing a magic item: +5%
Income from post-battle loot: +9%Level 2
Post battle chance of stealing a magic item: +10%
Income from post-battle loot: +12%Level 3
Post battle chance of stealing a magic item: +15%
Income from post-battle loot: +15%Requires: Route MarcherIf it's not tacked down, this one'll 'ave it and kill anyone who gets in their way. - Sea Dogs3 levelsLevel 1
Leadership: +2 when fighting at sea (Lord's army)
Income from sacking settlements: +4% (Lord's army)Level 2
Leadership: +4 when fighting at sea (Lord's army)
Income from sacking settlements: +8% (Lord's army)Level 3
Leadership: +6 when fighting at sea (Lord's army)
Income from sacking settlements: +12% (Lord's army)Requires: Route Marcher"You'll never find such a crew - villainous scum, the lot of 'em. I certainly wouldn't want to be facing 'em in the thick of battle!" - Go on Account
Diplomatic relations: -15 with Vampire Counts, Vampire Coast and Followers of Nagash
Recruit rank: +1 for all units (Lord's army)
Raise dead cost: -15%
Local recruitment capacity: +1 (local province)Requires all: Binded to Service, Ghost Fleet, Freebooter, Sea DogsThere's a time in every sailor's, er, life when the black flag seems like the best, if not the only option. - 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: Go on Account"The time to strike is now!" - Living Ship3 levelsLevel 1
Pirate crew growth: +1 (Lord's army)
Construction cost: -4% for ship buildings (Lord's army)Level 2
Pirate crew growth: +3 (Lord's army)
Construction cost: -7% for ship buildings (Lord's army)Level 3
Pirate crew growth: +5 (Lord's army)
Construction cost: -10% for ship buildings (Lord's army)Requires: Go on AccountDeep within the boards and bulkheads, an intelligence stirs… - Gambler's Wit3 levelsLevel 1
Enemy Hero action success chance: -4%
Ambush defence chance: +5% (Lord's army)Level 2
Enemy Hero action success chance: -7%
Ambush defence chance: +10% (Lord's army)Level 3
Enemy Hero action success chance: -10%
Ambush defence chance: +15% (Lord's army)Requires: Go on AccountSuch things keep the eternal players' of this world alive. - Coaming & Preservative3 levelsLevel 1
Upkeep: -3% (Lord's army)Level 2
Upkeep: -8% (Lord's army)Level 3
Upkeep: -15% (Lord's army)Requires: Go on AccountTake care of your ship and she will have a care for your wellbeing in return. - Black Flag
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)
Raise dead cost: -10%Requires all: Lightning Strike, Living Ship, Gambler's Wit, Coaming & PreservativeBeware those who sail under the black flag - they give no quarter and never, ever give up the chase.
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.