Dieter Helsnicht skill tree & build planner
35 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
- Undead ManticoreUnlocks at rank 8Mount: Undead ManticoreA bat-winged monstrosity of his own construction, Helsnicht's flying mount is proof that necromancy's sweeping madness breeds its own species of morbid creativity.
- Master of the Dead2 levels · Starting skillLevel 1 · takenSpell number of uses: +2 for "Raise Dead" and "Raise Dead Upgraded"Passive ability: "Master of the Dead"Level 2 · rank 6Spell number of uses: +2 for "Raise Dead" and "Raise Dead Upgraded"Effect range: +35% for "Master of the Dead"Targeting range: +200% for "Raise Dead" and "Raise Dead Upgraded"Passive ability: "Master of the Dead"Necromancers can not only marshal the dead, but leech the power from any souls fleeing their mortal remains.
- Profane ConstructionUnlocks at rank 8Construction time: -1 for all buildings (minimum of 1 turn) (local region)Construction cost: -25% for all buildings (local region)"Lend your bones to the mortar, should it speed things up!"
- Lord of the Scourge2 levels · Starting skillLevel 1 · takenBattle healing cap: +15% (Lord's army)Upkeep: -10% for Zombies, Skeleton Warriors and Skeleton Spearmen units (Lord's army)Casualty replenishment rate: +4% (Lord's army)Level 2 · rank 13Battle healing cap: +30% (Lord's army)Upkeep: -25% for Zombies, Skeleton Warriors and Skeleton Spearmen units (Lord's army)Casualty replenishment rate: +6% (Lord's army)"And I'll lead you all in the dance," said he - the relentless dance of the tireless Undead hordes.
- Aura of Dark MajestyLeadership aura size: +25%This Lord of Undeath projects an aura of dominion that can wilt the most iron-willed mortals.
- Grave WardUnlocks at rank 8Missile resistance: 10%Whereby the power of death itself is used to hold back the physical world.
- Empowered by DeathUnlocks at rank 12Passive ability: "Empowered by Death"Melee attack: +5Melee defence: +5Death empowers the Doom Lord! And there is no shortage of it in his malicious wake.
- Master of ReanimationThe Dead Rise Again: +10% chance for destroyed Undead units to be restored after battle (Hero's army)The Dead Rise Again: +10% hit points for destroyed Undead units restored after battle (Hero's army)Casualty replenishment rate: +5% (Hero's army)Requires: Empowered by DeathHis dark power and unyielding will mean he is never short of husks.
- Unbound NecromancyCorpses gained from battle: +25% (own army)Research rate: +10Requires: Empowered by DeathFor years, the Doom Lord hid deep in the Forest of Shadows, building up his power…
- Arcane ReinforcementBarrier hit points: +400 (Hero's army)Leadership: +5 (Hero's army)Physical resistance: 10% (Hero's army)Requires: Empowered by Death"Rise! And do not fall again!"
- Cloaked in DeathBattle healing cap: +25%Incoming Healing Modifier: +25%Hit points: +15%Wound recovery time: -1 turnsRequires: Empowered by DeathDeath has little power over one who walks the veil between the living and the dead.
- Forbidden KnowledgeCooldown: -20% to all spellsWinds of Magic cost: -10% for all spellsPassive ability: "Raise the Dead"Spell intensity: +20%Passive ability: "Smoke & Mirrors"Requires: 3 skill points across Master of Reanimation, Unbound Necromancy, Arcane Reinforcement, Cloaked in DeathOnly the teachings of Nagash will sate the Doom Lord's thirst for knowledge.
- SurvivalistHit points: +5%"The enemy's fear; their blood spilt in the mud – these are the things that sustain me."
- Hard to Hit3 levelsLevel 1Melee defence: +3Level 2Melee defence: +7Level 3Melee 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.
- Deadly Blade3 levelsLevel 1Melee attack: +3Level 2Melee attack: +7Level 3Melee attack: +12Requires: SurvivalistA deadly blade is especially lethal when in the hands of this master death-maker, killer and slaughterer!
- Devastating Charge3 levelsLevel 1Charge bonus: +6Level 2Charge bonus: +16Level 3Charge bonus: +30Requires: SurvivalistSome creatures charge home with such fury that the very ground shakes beneath their feet.
- Wound-Maker3 levelsLevel 1Weapon strength: +5%Level 2Weapon strength: +12%Level 3Weapon 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.
- Immortal WillAbility: "Immortal Will"Requires: 4 skill points across Hard to Hit, Deadly Blade, Devastating Charge, Wound-Maker
- Breath of Darkness2 levelsLevel 1Cooldown: -30% to "Breath of Darkness"Overcast spell: "Breath of Darkness"Level 2Cooldown: -50% to "Breath of Darkness"Overcast spell: "Breath of Darkness"Miscast base chance: -15% for "Breath of Darkness Upgraded"Winds of Magic cost: -2 for "Breath of Darkness"Winds of Magic cost: -3 for "Breath of Darkness Upgraded"
- The Curse of UndeathPassive ability: "The Curse of Undeath"Requires: Breath of DarknessAs the powers of Dark Magic are wielded for the purpose of Necromancy, its unwholesome energies invigorate the Undead.
- Melkoth's Mystifying Miasma2 levelsLevel 1Overcast spell: "Melkoth's Mystifying Miasma Upgraded"Cooldown: -30% to "Melkoth's Mystifying Miasma"Level 2Miscast 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"Requires: Breath of DarknessThe caster weaves a confounding fog that numbs and deludes enemies, causing them to stumble and stagger.
- Gaze of Nagash3 levelsLevel 1Spell: "Gaze of Nagash"Level 2Overcast spell: "Gaze of Nagash Upgraded"Cooldown: -30% to "Gaze of Nagash"Level 3Miscast 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: Breath of Darkness
- Raise Dead3 levelsLevel 1Spell: "Raise Dead"Level 2Overcast spell: "Raise Dead Upgraded"Cooldown: -30% to "Raise Dead"Level 3Miscast 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 "Raise Dead"Requires: Breath of Darkness
- EvasionPassive ability: "Evasion"Requires: 4 skill points across The Curse of Undeath, Melkoth's Mystifying Miasma, Gaze of Nagash, Raise Dead
- The Dark Riders3 levelsLevel 1Spell: "The Dark Riders"Level 2Cooldown: -30% to "The Dark Riders"Overcast spell: "The Dark Riders"Level 3Cooldown: -50% to "The Dark Riders"Overcast spell: "The Dark Riders"Miscast base chance: -15% for "The Dark Riders Upgraded"Winds of Magic cost: -2 for "The Dark Riders"Winds of Magic cost: -4 for "The Dark Riders Upgraded"Requires: Evasion
- Okkam's Mindrazor3 levelsLevel 1Spell: "Okkam's Mindrazor"Level 2Overcast spell: "Okkam's Mindrazor Upgraded"Cooldown: -30% to "Okkam's Mindrazor"Level 3Miscast base chance: -15% for "Okkam's Mindrazor Upgraded"Overcast spell: "Okkam's Mindrazor Upgraded"Winds of Magic cost: -2 for "Okkam's Mindrazor"Winds of Magic cost: -3 for "Okkam's Mindrazor Upgraded"Cooldown: -50% to "Okkam's Mindrazor"Requires: EvasionThe supernatural solution is often the best; weapons materialise before the caster's allies, allowing them to slice through flesh, soul, and consciousness.
- 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 Magical Reserves, The Dark Riders, Okkam's Mindrazor, Earthing
Campaign
- Replenish Troops3 levelsLevel 1Replenish Troops action: Replenishment rate is increased by an additional 3%Level 2 · rank 5Replenish Troops action: Replenishment rate is increased by an additional 6%Level 3 · rank 10Replenish Troops action: Replenishment rate is increased by an additional 9%Those in the army can find succour or be replenished by the power of this champion.
- Wound3 levelsLevel 1Wound action: Additional 5% chance of wounding targetLevel 2 · rank 5Wound action: Additional 12% chance of wounding targetLevel 3 · rank 10Wound action: Additional 21% chance of wounding targetSuch a champion will not bend or break, but slay in their Lord's name.
- Assault Units3 levelsLevel 1Assault Units action: Additional 3% casualties inflictedLevel 2 · rank 5Assault Units action: Additional 8% casualties inflictedLevel 3 · rank 10Assault Units action: Additional 15% casualties inflictedLying in wait, experienced and patient, striking when the foe least expects.
- Steal Technology3 levelsLevel 1Steal Technology action: Research rate is increased by an additional 3Level 2 · rank 5Steal Technology action: Research rate is increased by an additional 6Level 3 · rank 10Steal Technology action: Research rate is increased by an additional 10Oft-times, though you may have much, what you want the most is what your rivals have; such envy focuses the mind and creativity.
- Boost Income3 levelsLevel 1Boost Income action: Income is modified by an additional 2%Level 2 · rank 5Boost Income action: Income is modified by an additional 4%Level 3 · rank 10Boost Income action: Income is modified by an additional 6%Such magic-users may be wise and able to offer sage advice, especially if they have scried the region.
- Specialist3 levelsLevel 1Hero action cost: -10%Hero action success chance: +1%Level 2Hero action cost: -20%Hero action success chance: +3%Level 3Hero action cost: -40%Hero action success chance: +6%An expert in their craft, this Hero knows all the mistakes that can be made and how to best avoid making them.
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
Dieter Helsnicht · base + skills + items; no techs, buffs, campaign or battle-context effects (vs a race, at sea…).
| Stat | Base | Build |
|---|---|---|
| Health | 3,808 | 3,808 |
| Armour | 15 | 15 |
| Leadership | 75 | 75 |
| Speed | 34 | 34 |
| Melee attack | 40 | 40 |
| Melee defence | 45 | 45 |
| Weapon strength | 300 | 300 |
| … armour-piercing | 90 | 90 |
| Charge bonus | 25 | 25 |
| Ward save % | 0 | 0 |
| Physical resistance % | 0 | 0 |
| Missile resistance % | 15 | 15 |
| Spell resistance % | 0 | 0 |
| Fire resistance % | 0 | 0 |
| Magical attacks | No | No |
| Flaming attacks | No | No |
All effects of this build
- Spell number of uses: +2 for "Raise Dead" and "Raise Dead Upgraded"
- Passive ability: "Master of the Dead"
- Battle healing cap: +15% (Lord's army)
- Upkeep: -10% for Zombies, Skeleton Warriors and Skeleton Spearmen units (Lord's army)
- Casualty replenishment rate: +4% (Lord's army)
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.
