Cylostra Direfin skill tree & build planner
Vampire CoastLegendary lordUnit stats
50 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
- Rotting LeviathanUnlocks at rank 18Mount: Rotting LeviathanVery large and dead, yet still exceedingly dangerous; whoever sits astride this carnivorous crustacean must be *extremely* confident of their power.
- Lucky CharmUnlocks at rank 5Missile 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 10Hit 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 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.
- Ghosts of the PastUnlocks at rank 12 · Starting skillAbility: "Ghosts of the Past"The dead rarely stay that way around these parts... and like to remind the living of their sins.
- Slaughter in the DeepUnlocks at rank 3Upgrades ability: "Ghosts of the Past"Increased melee stats for Damned Knights ErrantRequires: Ghosts of the Past"…and by the end the ocean itself was a deep red, like a vast vat of wine."
- Watery GravesUnlocks at rank 6Upgrades ability: "Ghosts of the Past"Increased entities for Damned Knights ErrantRequires: Slaughter in the DeepIn truth, the oceans of this world are its largest cemetaries.
- Beyond the RealmUnlocks at rank 9Ability: "Beyond the Realm"Upgrades ability: "Ghosts of the Past"Requires: Watery GravesNot with: SacrilegeSome things should just never be brought over into the mortal world. Not ever.
- SacrilegeUnlocks at rank 12Upgrades ability: "Ghosts of the Past"Ability: "Sacrilege"Requires: Watery GravesNot with: Beyond the RealmTo raise fallen champions such as these, in betrayal of The Lady to serve new masters, is profanation indeed!
- From the DepthsUnlocks at rank 12Recruit rank: +1 for all units (Lord's army)Raise dead cost: -10%Maybe Cylostra's dulcet tones sound like whalesong beneath the waves, calling the monsters of the deep to her service?
- Conjuration Through HateHero recruit rank: +2 for Mourngul Haunters (factionwide)Hero capacity: +1 for Mourngul HauntersRequires: From the DepthsSuch a strong emotion can summon the darkest forces imaginable to your side.
- Fiery DivaCooldown: -20% to overcast spellsWinds of Magic cost: -2 for overcast spellsRequires: From the DepthsYou don't want to get on her bad side… or any side, come to think of it!
- Emerging TerrorUpkeep: -90% for Bloated Corpse units (Lord's army)Physical resistance: 10% for Bloated Corpse, Syreens and Mournguls units (Lord's army)Requires: From the DepthsCalm waters belie the lurching terror beneath.
- Siren of the StormWinds of Magic power reserve capacity: +10 (own army)Miscast base chance: -15%Requires: 2 skill points across Conjuration Through Hate, Fiery Diva, Emerging TerrorThe most fabulous voice in the world, ever. Obviously!
- Spiteful Shot2 levelsLevel 1Cooldown: -30% to "Spiteful Shot"Overcast spell: "Spiteful Shot Upgraded"Level 2Cooldown: -50% to "Spiteful Shot"Miscast base chance: -15% for "Spiteful Shot Upgraded"Overcast spell: "Spiteful Shot Upgraded"Winds of Magic cost: -1 for "Spiteful Shot"Winds of Magic cost: -2 for "Spiteful Shot Upgraded"Sheer, undiluted spite sharpens the dead eye further.
- Kiss of the DeepPassive ability: "Kiss of the Deep"Requires: Spiteful ShotNo matter how far away, none can escape the Kiss of the Deep, nor breathe again with lungs full of seawater.
- Tidecall2 levelsLevel 1Cooldown: -30% to "Tidecall"Spell: "Tidecall"Overcast spell: "Tidecall Upgraded"Level 2Cooldown: -50% to "Tidecall"Miscast base chance: -15% for "Tidecall Upgraded"Overcast spell: "Tidecall Upgraded"Winds of Magic cost: -1 for "Tidecall"Winds of Magic cost: -2 for "Tidecall Upgraded"Requires: Spiteful ShotThe tidal currents shall slow the foe's advance.
- Denizens of the DeepCooldown: -30% to "Denizens of the Deep"Spell: "Denizens of the Deep"Winds of Magic cost: -2 for "Denizens of the Deep"Requires: Spiteful ShotAll manner of creatures infest the deep, many who have never - and should never - be seen above the waves.
- Fog of the Damned2 levelsLevel 1Cooldown: -30% to "Fog of the Damned"Spell: "Fog of the Damned"Overcast spell: "Fog of the Damned Upgraded"Level 2Cooldown: -50% to "Fog of the Damned"Miscast base chance: -15% for "Fog of the Damned Upgraded"Overcast spell: "Fog of the Damned Upgraded"Winds of Magic cost: -2 for "Fog of the Damned"Winds of Magic cost: -3 for "Fog of the Damned Upgraded"Requires: Spiteful ShotAs surely as night follows day, when the mist descends, death isn't far behind.
- EvasionPassive ability: "Evasion"Requires: 4 skill points across Tidecall, Kiss of the Deep, Denizens of the Deep, Fog of the Damned
- Kraken's Pull2 levelsLevel 1Cooldown: -30% to "Kraken's Pull"Spell: "Kraken's Pull"Overcast spell: "Kraken's Pull Upgraded"Level 2Cooldown: -50% to "Kraken's Pull"Miscast base chance: -15% for "Kraken's Pull Upgraded"Overcast spell: "Kraken's Pull Upgraded"Winds of Magic cost: -3 for "Kraken's Pull"Winds of Magic cost: -3 for "Kraken's Pull Upgraded"Requires: EvasionOnce the mighty Kraken's tentacles take hold, only the toughest can fight their way free.
- Vangheist’s Revenge2 levelsLevel 1Cooldown: -30% to "Vangheist's Revenge"Spell: "Vangheist's Revenge"Overcast spell: "Vangheist's Revenge Upgraded"Level 2Cooldown: -50% to "Vangheist's Revenge"Miscast base chance: -15% for "Vangheist's Revenge Upgraded"Overcast spell: "Vangheist's Revenge Upgraded"Winds of Magic cost: -3 for "Vangheist's Revenge"Winds of Magic cost: -3 for "Vangheist's Revenge Upgraded"Requires: EvasionNo one sails this ship of fools.
- 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.
- Arcane ConduitPassive ability: "Arcane Conduit"Requires: 4 skill points across Kraken's Pull, Vangheist’s Revenge, Earthing, Magical Reserves
Battle
- Inspiring PresenceUnit 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 1Melee defence: +4 for Zombie Pirate Deckhands Mob and Depth Guard units (Lord's army)Level 2Leadership: +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 3Leadership: +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 1Ammunition: +8% for Zombie Pirate Gunnery Mob, Rotting Prometheans Gunnery Mob and Deck Gunners units (Lord's army)Level 2Ammunition: +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 3Ammunition: +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 1Ammunition: +8% for Carronade, Mortar and Queen Bess units (Lord's army)Level 2Ammunition: +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 3Ammunition: +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 1Physical resistance: 3% for Rotting Prometheans, Rotting Leviathan and Necrofex Colossus units (Lord's army)Level 2Melee 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 3Melee 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 1Missile strength: +4% for Deck Droppers units (Lord's army)Level 2Charge 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 3Charge 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 1Weapon strength: +6% for Animated Hulks and Mournguls units (Lord's army)Level 2Melee 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 3Charge 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: 6 skill points across 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 MarchArmour: +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 WeaponsArmour: +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 SplicingLeadership: +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 DeathSpell 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: a point in any of Deadly March, Ensorcelled Weapons, Masterly Splicing, Hardened by Death"Now listen up an' listen good… here be the plan…"
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.
- Binded to Service3 levelsLevel 1Recruitment cost: -3% (Lord's army)Level 2Recruitment cost: -8% (Lord's army)Level 3Recruitment cost: -15% (Lord's army)Requires: Route MarcherThey could not break free, even if they wanted to.
- Ghost Fleet3 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 MarcherCursed to haunt the waves forever, never finding rest or solace.
- Freebooter3 levelsLevel 1Post battle chance of stealing a magic item: +5%Income from post-battle loot: +9%Level 2Post battle chance of stealing a magic item: +10%Income from post-battle loot: +12%Level 3Post 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 1Leadership: +2 when fighting at sea (Lord's army)Income from sacking settlements: +4% (Lord's army)Level 2Leadership: +4 when fighting at sea (Lord's army)Income from sacking settlements: +8% (Lord's army)Level 3Leadership: +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 AccountDiplomatic relations: -15 with Vampire Counts, Vampire Coast and Followers of NagashRecruit rank: +1 for all units (Lord's army)Raise dead cost: -15%Local recruitment capacity: +1 (local province)Requires: 4 skill points across 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 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: Go on Account"The time to strike is now!"
- Living Ship3 levelsLevel 1Pirate crew growth: +1 (Lord's army)Construction cost: -4% for ship buildings (Lord's army)Level 2Pirate crew growth: +3 (Lord's army)Construction cost: -7% for ship buildings (Lord's army)Level 3Pirate 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 1Enemy Hero action success chance: -4%Ambush defence chance: +5% (Lord's army)Level 2Enemy Hero action success chance: -7%Ambush defence chance: +10% (Lord's army)Level 3Enemy 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 1Upkeep: -3% (Lord's army)Level 2Upkeep: -8% (Lord's army)Level 3Upkeep: -15% (Lord's army)Requires: Go on AccountTake care of your ship and she will have a care for your wellbeing in return.
- Black FlagHero self-defence: +25% chance of wounding aggressorsCampaign movement range: +5%Recruit rank: +1 for all units (Lord's army)Upkeep: -8% (Lord's army)Raise dead cost: -10%Requires: 4 skill points across 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.
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
Cylostra Direfin · base + skills + items; no techs, buffs, campaign or battle-context effects (vs a race, at sea…).
| Stat | Base | Build |
|---|---|---|
| Health | 4,532 | 4,532 |
| Armour | 0 | 0 |
| Leadership | 60 | 60 |
| Speed | 40 | 40 |
| Melee attack | 44 | 44 |
| Melee defence | 35 | 35 |
| Weapon strength | 300 | 300 |
| … armour-piercing | 300 | 300 |
| Charge bonus | 30 | 30 |
| Ward save % | 0 | 0 |
| Physical resistance % | 55 | 55 |
| Missile resistance % | 0 | 0 |
| Spell resistance % | 0 | 0 |
| Fire resistance % | 0 | 0 |
| Magical attacks | Yes | Yes |
| Flaming attacks | No | No |
All effects of this build
- Ability: "Ghosts of the Past"
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.
