
Grand Hierophant Khatep skill planner
Tomb KingsLegendary lordUnit stats
53 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).
- Geheb the God of EarthUnlocks at rank 10
Melee attack: +5 for Ushabti and Ushabti (Great Bows) units (Lord's army)
Melee defence: +5 for Ushabti and Ushabti (Great Bows) units (Lord's army)
Recruit rank: +2 for Ushabti units (Lord's army)
Attrition: -25% casualties suffered from all attrition (Lord's army)"They stand staring into the sun for eternity, the physical embodiment of the everlasting gods. Terrible ye who looked into their divine forms!" - Skeletal SteedUnlocks at rank 7
Mount: Skeletal SteedLong-dead destriers, awakened to serve their Unliving masters far beyond death. - Skeleton ChariotUnlocks at rank 14
Mount: Skeleton ChariotThe pride of Nehekharan armies, impacting enemy lines with bone-shattering force and grinding the corpses beneath their heavy wheels. - Casket of SoulsUnlocks at rank 18
Mount: Casket of SoulsWhen the souls are released they endeavour not to return without new victims to torment for eternity. - Arcane KnowledgeUnlocks at rank 8
Enemy Winds of Magic power reserve capacity: -10 (local region)
Rite cost: -10%
Spell resistance: 15%Some knowledge is so dangerous that it is revealed only to those deemed worthy of the responsibility. - Mortuary Cult ScholarUnlocks at rank 10
Hero capacity: +2 for Liche Priests
Canopic Jars gained post-battle +10% (all armies factionwide)Only those who display the correct degree of diligence and reverence may learn the secrets of Unlife. - Witness to the Golden AgeUnlocks at rank 12
Construction cost: -5% for all buildings (all provinces)
Research rate: +10Under Settra's iron-fisted rule, war-ravaged cities and monuments to the Nehekharan gods were restored; there was plenty and prosperity for all, and there will be again. - Ceremonial BandagesUnlocks at rank 8
Missile 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. - Soul BindingUnlocks at rank 10
Physical resistance: 10% for Nehekharan Warriors, Skeleton Warriors, Skeleton Spearmen, Skeleton Archers and Tomb Guard units (Lord's army)
Recruit rank: +2 for Nehekharan Warriors, Skeleton Warriors, Skeleton Spearmen, Skeleton Archers and Tomb Guard units (Lord's army)
Attribute: Unyielding Assault for Nehekharan Warriors, Skeleton Warriors, Skeleton Spearmen, Skeleton Archers and Tomb Guard units (Lord's army)By which the very souls of the Undead can be harnessed, so their physical forms can be controlled. - Restful InternmentUnlocks at rank 20
Removes 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 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.
- ReanimatorUnlocks at rank 8
Leadership: +4 for Nehekharan Warriors, Skeleton Warriors, Skeleton Spearmen, Skeleton Archers and Tomb Guard units (Lord's army)
Attribute: Perfect Vigour
Leadership aura size: +15%"Killed him? No, I did not - I gave him life!" - SandstormUnlocks at rank 10
Cooldown: -30% to "Sandstorm"
Ability number of uses: +1 for "Sandstorm"Requires: ReanimatorBy which a whirling cloud of sand and dust is conjured to confound the foe's armies and magic-users. - Steed ReanimationUnlocks at rank 12
Leadership: +6 for Nehekhara Horsemen, Skeleton Horse Archers, Skeleton Chariot and Skeleton Archer Chariot units (Lord's army)
Melee attack: +6 for Nehekhara Horsemen, Skeleton Horse Archers, Skeleton Chariot and Skeleton Archer Chariot units (Lord's army)Requires: ReanimatorLike their riders, fallen mounts can be brought back to spitting, snorting Unlife, and bound in servitude. - Tomb ProtectorUnlocks at rank 15
Casualty replenishment rate: +10% for Tomb Guard units (Lord's army)
Attribute: Formed Attack for Tomb Guard units (all armies)
Unit capacity: +2
Tomb Guard
Tomb Guard (Halberds)Requires: ReanimatorNehekhara's scrolls and relics must be guarded if Settra's Golden Age is to be restored. - Liche LordUnlocks at rank 18
Hero capacity: +2 for Liche Priests
Hero recruit rank: +3 for Liche Priests (factionwide)Requires: ReanimatorAncient beyond memory, Khatep has denied death's cold embrace for centuries, and will continue to do so. - The Grand HierophantUnlocks at rank 20
Cooldown: -20% to Lore of Nehekhara spells (all characters)
Attribute: Mastery of Elemental Winds for Liche Priests (all characters)
Winds of Magic power reserve capacity: +10 (own army)Requires all: Sandstorm, Steed Reanimation, Tomb Protector, Liche LordThe oldest and wisest of the Liche Priests is the head of the Mortuary Cult's hieratic council.
- Djaf's Incantation of Cursed Blades
Cooldown: -50% to "Djaf's Incantation of Cursed Blades"
Miscast base chance: -15% for "Djaf's Incantation of Cursed Blades Upgraded"
Overcast spell: "Djaf's Incantation of Cursed Blades Upgraded"
Winds of Magic cost: -1 for "Djaf's Incantation of Cursed Blades"
Winds of Magic cost: -1 for "Djaf's Incantation of Cursed Blades Upgraded"Imbued with the essence of the God of Death, the Nehekharans' blades strike with supernatural force to harvest souls for Djaf. - The Restless Dead
Passive ability: "The Restless Dead"Requires: Djaf's Incantation of Cursed BladesBy which the dead don't stay that way for long, springing back into jerking, clanking Unlife. - Neru's Incantation of Protection2 levelsLevel 1
Cooldown: -30% to "Neru's Incantation of Protection"
Spell: "Neru's Incantation of Protection"
Overcast spell: "Neru's Incantation of Protection Upgraded"Level 2
Cooldown: -50% to "Neru's Incantation of Protection"
Miscast base chance: -15% for "Neru's Incantation of Protection Upgraded"
Overcast spell: "Neru's Incantation of Protection Upgraded"
Winds of Magic cost: -2 for "Neru's Incantation of Protection"
Winds of Magic cost: -2 for "Neru's Incantation of Protection Upgraded"Requires: Djaf's Incantation of Cursed BladesSword-blows are mysteriously turned away as Ptra's wife reaches out to shield Nehekhara's warriors from evil. - Ptra's Incantation of Righteous Smiting2 levelsLevel 1
Cooldown: -30% to "Ptra's Incantation of Righteous Smiting"
Spell: "Ptra's Incantation of Righteous Smiting"
Overcast spell: "Ptra's Incantation of Righteous Smiting Upgraded"Level 2
Cooldown: -50% to "Ptra's Incantation of Righteous Smiting"
Miscast base chance: -15% for "Ptra's Incantation of Righteous Smiting Upgraded"
Overcast spell: "Ptra's Incantation of Righteous Smiting Upgraded"
Winds of Magic cost: -2 for "Ptra's Incantation of Righteous Smiting"
Winds of Magic cost: -2 for "Ptra's Incantation of Righteous Smiting Upgraded"Requires: Djaf's Incantation of Cursed BladesWhen the verses are spoken, a fierce light emanates from the Undead's empty eye-sockets, enabling them to strike with supernatural speed and fury. - Usirian's Incantation of Vengeance2 levelsLevel 1
Cooldown: -30% to "Usirian's Incantation of Vengeance"
Spell: "Usirian's Incantation of Vengeance"
Overcast spell: "Usirian's Incantation of Vengeance Upgraded"Level 2
Cooldown: -50% to "Usirian's Incantation of Vengeance"
Miscast base chance: -15% for "Usirian's Incantation of Vengeance Upgraded"
Overcast spell: "Usirian's Incantation of Vengeance Upgraded"
Winds of Magic cost: -2 for "Usirian's Incantation of Vengeance"
Winds of Magic cost: -2 for "Usirian's Incantation of Vengeance Upgraded"Requires: Djaf's Incantation of Cursed BladesAs the names of Usirian are invoked, skeletal hands burst forth from beneath the sand to drag the foe to their graves. - Evasion
Passive ability: "Evasion"Requires all: The Restless Dead, Neru's Incantation of Protection, Ptra's Incantation of Righteous Smiting, Usirian's Incantation of Vengeance - Usekhp's Incantation of Desiccation2 levelsLevel 1
Cooldown: -30% to "Usekhp's Incantation of Desiccation"
Spell: "Usekhp's Incantation of Desiccation"
Overcast spell: "Usekhp's Incantation of Desiccation Upgraded"Level 2
Cooldown: -50% to "Usekhp's Incantation of Desiccation"
Miscast base chance: -15% for "Usekhp's Incantation of Desiccation Upgraded"
Overcast spell: "Usekhp's Incantation of Desiccation Upgraded"
Winds of Magic cost: -2 for "Usekhp's Incantation of Desiccation"
Winds of Magic cost: -2 for "Usekhp's Incantation of Desiccation Upgraded"Requires: EvasionEvery syllable strips moisture and saps vitality from the bodies of Usekhp's unfortunate victims. - Sakhmet's Incantation of the Skullstorm2 levelsLevel 1
Cooldown: -30% to "Sakhmet's Incantation of the Skullstorm"
Spell: "Sakhmet's Incantation of the Skullstorm"
Overcast spell: "Sakhmet's Incantation of the Skullstorm Upgraded"Level 2
Cooldown: -50% to "Sakhmet's Incantation of the Skullstorm"
Miscast base chance: -15% for "Sakhmet's Incantation of the Skullstorm Upgraded"
Overcast spell: "Sakhmet's Incantation of the Skullstorm Upgraded"
Winds of Magic cost: -2 for "Sakhmet's Incantation of the Skullstorm"
Winds of Magic cost: -2 for "Sakhmet's Incantation of the Skullstorm Upgraded"Requires: EvasionA whirlwind of skulls tears across the battlefield, devouring all in its path in the Goddess of the Green Moon's bitter, vindictive name. - 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. - Greater Arcane Conduit
Passive ability: "Greater Arcane Conduit"Requires all: Usekhp's Incantation of Desiccation, Sakhmet's Incantation of the Skullstorm, Earthing, Magical Reserves
- Passage to the Soul Realm
Unit 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 1
Ammunition: +8% for Skeleton Archers, Screaming Skull Catapult, Casket of Souls and Bone Giant units (Lord's army)Level 2
Ammunition: +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 3
Ammunition: +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 1
Armour: +6 for Nehekharan Warriors, Tomb Guard, Skeleton Warriors and Spearmen units (Lord's army)Level 2
Armour: +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 3
Armour: +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 1
Speed: +6% for Necropolis Knights, Nehekhara Horsemen, Carrion, Skeleton Horsemen and Skeleton Horse Archers units (Lord's army)Level 2
Missile 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 3
Missile 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 1
Charge bonus: +6 for Khemrian Warsphinx, Skeleton Chariot and Skeleton Archer Chariot units (Lord's army)Level 2
Charge 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 3
Charge 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 1
Melee defence: +4 for Hierotitan, Ushabti and Ushabti (Great Bows) units (Lord's army)Level 2
Melee 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 3
Melee 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 1
Charge bonus: +6 for Sepulchral Stalkers, Khemric Titan, Necrosphinx and Tomb Scorpion units (Lord's army)Level 2
Charge 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 3
Charge 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. - Reanimate
Ability: "Reanimate"Requires all: 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 Asp
Ammunition: +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 Rider
Armour: +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 Memory
Armour: +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 Stone
Leadership: +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. - Resurrect
Replaces: "Reanimate"
Ability: "Reanimate Upgraded"Requires 1 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.
- 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. - Iron Disciplinarian3 levelsLevel 1
Control: +1 (local province)Level 2
Control: +2 (local province)Level 3
Control: +3 (local province)Requires: Route MarcherThis Lord expects utter obedience from the smallfolk, and has little time for insurrections or petty revolts. - Sand Sweeper3 levelsLevel 1
Income from raiding: +10% (Lord's army)Level 2
Income from raiding: +20% (Lord's army)Level 3
Income 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. - Soul Reaper3 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 MarcherThis one scours the battlefields, plains and dunes for the vanquished dead, so that his armies may march at full strength once more. - Canopic Jar Hoarder3 levelsLevel 1
Canopic Jars generated: 5 per turn
Canopic Jars gained post-battle +1% (own army)Level 2
Canopic Jars generated: 10 per turn
Canopic Jars gained post-battle +2% (own army)Level 3
Canopic Jars generated: 15 per turn
Canopic Jars gained post-battle +3% (own army)Requires: Route MarcherThese jars contain the remains of many Liche Priests, which are useful for raising and binding a new force. - Attend Me!
Recruit rank: +1 for all units (Lord's army)
Local recruitment capacity: +1 (local province)Requires all: Iron Disciplinarian, Sand Sweeper, Soul Reaper, Canopic Jar HoarderNehekhara'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. - 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: Attend Me!"The time to strike is now!" - Imperishable3 levelsLevel 1
Attrition: -15% casualties suffered from all attrition (Lord's army)Level 2
Attrition: -25% casualties suffered from all attrition (Lord's army)Level 3
Attrition: -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. - All is Mine!3 levelsLevel 1
Income from looting settlements: +4% (Lord's army)
Income from post-battle loot: +4%
Income from sacking settlements: +4% (Lord's army)Level 2
Income from looting settlements: +9% (Lord's army)
Income from post-battle loot: +9%
Income from sacking settlements: +9% (Lord's army)Level 3
Income 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. - The Dead Sand Sentinel3 levelsLevel 1
Ambush success chance: +6% (Lord's army)Level 2
Ambush success chance: +13% (Lord's army)Level 3
Ambush 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. - Renowned & Feared
Enemy Hero action success chance: -10%
Hero self-defence: +25% chance of wounding aggressors
Campaign movement range: +5%
Recruit rank: +1 for all units (Lord's army)Requires all: 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.
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.