Helman Ghorst skill tree & build planner
Vampire CountsLegendary lordUnit stats
52 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
- The Brothers Ghorst Corpse CartUnlocks at rank 8 · Starting skillMount: The Brothers Ghorst Corpse CartInitially desiring simply to join his brothers in death, Helman Ghorst now travels atop a Corpse Cart driven by his Undead kin.
- Forbidden ScriptureUnlocks at rank 3Character experience gain: +20%Research rate: +10Helman Ghorst knows what he should not, but knowing is not enough – he must utilise this denied knowledge.
- Morbid ReunionUnlocks at rank 4Corpses gained from battle: +5% (Lord's army)Reduces the amount of Corpses lost when transporting them to the capital by an additional 5% (factionwide)What Helman Ghorst has lost, he will reclaim – no power of this world or beyond will stop him.
- Master of the Dead2 levels · Starting skillLevel 1 · takenSpell number of uses: +1 for "Awaken from the Grave"Passive ability: "Master of the Dead"Level 2 · rank 6Spell number of uses: +2 for "Awaken from the Grave"Effect range: +50% for "Master of the Dead"Targeting range: +200% for "Awaken From the Grave" and "Awaken From the Grave Upgraded"Passive ability: "Master of the Dead"
- Thrall Master2 levels · Starting skillLevel 1 · takenCorpses gained from battle: +2% (own army)The Dead Rise Again: +3% chance for destroyed Undead units to be restored after battle (Lord's army)The Dead Rise Again: +5% hit points for destroyed Undead units restored after battle (Lord's army)Level 2 · rank 13Corpses gained from battle: +5% (own army)The Dead Rise Again: +5% chance for destroyed Undead units to be restored after battle (Lord's army)The Dead Rise Again: +10% hit points for destroyed Undead units restored after battle (Lord's army)"Come to my side, my Undead servants. Now, you are bound, irrevocably, to my will forever!"
- 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.
- Dark PactLeadership: +5 when attacking (Lord's army)A dark pact has been made with darker Gods to guarantee victory.
- Grave WardUnlocks at rank 8Missile resistance: 10%Whereby the power of death itself is used to hold back the physical world.
- 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.
- Path to RuinUnlocks at rank 12Campaign movement range: +10%Speed: +15%Speed: +15% (Lord's army)Ghorst traverses the forsaken realm as he did the roads of the Empire, as a groom, before the study of necromancy consumed his every waking moment.
- Unholy FuryMelee attack: +12 for Zombies units (all armies factionwide)Melee attack: +15Melee defence: +15Requires: Path to RuinMastery of the dark arts has imbued Ghorst with preternatural strength, enabling him to easily hold his own in combat.
- Unnatural ToughnessWard save: +10% for Zombies units (all armies factionwide)Armour: +25Missile resistance: 20%Requires: Path to RuinOver time, Ghorst's skin has toughened like that of a corpse, causing arrows and sword-blows that would normally kill a man to merely glance off.
- Diabolical PresenceEffect range: +35% for "Vigour Mortis", "Unholy Lodestone" and "The Reliquary Corruption"Leadership: +10 for Zombies units (all armies factionwide)Attribute: Causes TerrorRequires: Path to RuinFrom atop Ghorst's nightmarish chariot pulse waves of puissant energy, enervating the undead and excoriating the souls of the living.
- Uncanny ResilienceBattle healing cap: +50%Battle healing cap: +500% for Zombies units (all armies factionwide)Hit points: +25%Requires: Path to RuinHaving survived the deadly Plague of Blue Roses, even after deliberately infecting himself, Ghorst can easily recover from lesser wounds and sicknesses.
- Ever OnwardPassive ability: "The Ravenous Dead" for Zombies units (all armies)Winds of Magic cost: -2 for "Vanhel's Danse Macabre Upgraded"Effect range: +50% for "Vanhel's Dance Macabre Upgraded"Weapon strength: +50% for Zombies units (all armies factionwide)Requires: 3 skill points across Unholy Fury, Unnatural Toughness, Uncanny Resilience, Diabolical PresenceBy which those caught in Ghorst's Danse Macabre are hurled forward into the fray, becoming far more lethal whilst the spell lasts.
- Invocation of Nehek2 levelsLevel 1Overcast spell: "Invocation of Nehek Upgraded"Cooldown: -30% to "Invocation of Nehek"Level 2Miscast 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 "Invocation of Nehek"
- The Curse of UndeathPassive ability: "The Curse of Undeath"Requires: Invocation of Nehek
- Vanhel's Danse Macabre2 levelsLevel 1Overcast spell: "Vanhel's Danse Macabre Upgraded"Cooldown: -30% to "Vanhel's Danse Macabre"Level 2Miscast 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 1Overcast spell: "Gaze of Nagash Upgraded"Cooldown: -30% to "Gaze of Nagash"Level 2Miscast 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
- Awaken from the GraveSpell: "Awaken from the Grave"Overcast spell: "Awaken from the Grave Upgraded"Requires: Invocation of Nehek
- EvasionPassive ability: "Evasion"Requires: 4 skill points across The Curse of Undeath, Vanhel's Danse Macabre, Gaze of Nagash, Awaken from the Grave
- Curse of YearsWinds of Magic cost: -2 for "Curse of Years"Cooldown: -50% to "Curse of Years"Spell: "Curse of Years"Requires: Evasion
- Wind of Death2 levelsLevel 1Overcast spell: "Wind of Death Upgraded"Cooldown: -30% to "Wind of Death"Level 2Miscast 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
- 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 Earthing, Magical Reserves, Curse of Years, Wind of Death
Battle
- Aura of SupremacyCharacter's aura leadership effect: +5Enemy leadership: -4 (enemy armies in local province)"I am mighty, none dare challenge me!"
- The Unliving Host3 levelsLevel 1Melee attack: +4 for Zombies, Skeletons, Crypt Ghouls, Grave Guard and Lahmian Handmaidens units (Lord's army)Level 2Melee 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 3Melee 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 1Speed: +6% for Fell Bats and Dire Wolves units (Lord's army)Level 2Charge 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 3Charge 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 1Spell resistance: 5% for Spirit Host, Cairn Wraiths, Mournguls and Hexwraiths units (Lord's army)Level 2Spell 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 3Spell 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 1Charge bonus: +6 for Crypt Horrors, Vargheists, Varghulfs, Zombie Dragon and Terrorgheist units (Lord's army)Level 2Charge 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 3Charge 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 1Melee attack: +4 for Black Knights, Blood Knights and Drakenhof Templars units (Lord's army)Level 2Armour: +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 3Armour: +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 1Melee defence: +4 for Black Coach, Corpse Cart, Coven Throne and Mortis Engine units (Lord's army)Level 2Melee 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 3Melee 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 AnimusAbility: "Magical Animus"Requires: 6 skill points across The Unliving Host, Call of the Night, Evil Souls, Creatures of the Night, Waking Dead, Carriages of Death
- Legions of DeadSpell 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 KnightsCharge 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 PowerMelee 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 HorrorsCharge 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 ResurgentReplaces: "Magical Animus"Ability: "Undeath Resurgent"Requires: a point in any of Legions of Dead, Dread Knights, Deadly Power, Flying Horrors
Campaign
- The Restless DeadCampaign movement range: +5%A Lord of Necromancy's minions do not suffer exhaustion, they can walk for leagues and never suffer.
- Undying Horde3 levelsLevel 1The Dead Rise Again: +5% hit points for destroyed Undead units restored after battle (Lord's army)Casualty replenishment rate: +2% (Lord's army)Level 2The Dead Rise Again: +10% hit points for destroyed Undead units restored after battle (Lord's army)Casualty replenishment rate: +4% (Lord's army)Level 3The 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 1Character experience gain: +10% (Heroes in Lord's army)Upkeep: -3% (Lord's army)Level 2Character experience gain: +20% (Heroes in Lord's army)Upkeep: -6% (Lord's army)Level 3Character 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 1Attrition: -10% casualties suffered from all attrition (Lord's army)Level 2Attrition: -20% casualties suffered from all attrition (Lord's army)Level 3Attrition: -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 1Ambush success chance: +6% (Lord's army)Level 2Ambush success chance: +16% (Lord's army)Level 3Ambush success chance: +30% (Lord's army)Requires: The Restless DeadSuch long-lived creatures develop a level of guile that mortals cannot match.
- Immortal HorrorCasualty replenishment rate: +30% for this Lord (Lord's army)Battle healing cap: +50%Wound recovery time: -1 turnsRequires: 4 skill points across 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 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: Immortal Horror"The time to strike is now!"
- Guile & Glamour3 levelsLevel 1Vampiric corruption: +1 (local province)Level 2Vampiric corruption: +3 (local province)Level 3Vampiric 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 1Growth: +8 (local province)Level 2Growth: +20 (local province)Level 3Growth: +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 1Attrition: -5% when under siege (armies in local owned region)Level 2Attrition: -10% when under siege (armies in local owned region)Level 3Attrition: -15% when under siege (armies in local owned region)Requires: Immortal HorrorThis Lord has endless forbearance, a timeless patience crafted over millennia.
- Uncanny PrescienceWinds of Magic power reserve minimum: +15 (Lord's army)Campaign movement range: +5%Upkeep: -8% (Lord's army)Requires: 4 skill points across Lightning Strike, Guile & Glamour, Necrarch, Eternal WardenThis Lord can hear the thoughts of mortals for leagues around, and plan accordingly.
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
Helman Ghorst on The Brothers Ghorst Corpse Cart · base + skills + items; no techs, buffs, campaign or battle-context effects (vs a race, at sea…).
The mount and quest items chosen need rank 8; the skills taken need rank 1.
| Stat | Base | Build |
|---|---|---|
| Health | 5,908 | 5,908 |
| Armour | 45 | 45 |
| Leadership | 70 | 70 |
| Speed | 23 | 23 |
| Melee attack | 30 | 30 |
| Melee defence | 44 | 44 |
| Weapon strength | 340 | 340 |
| … armour-piercing | 120 | 120 |
| Charge bonus | 13 | 13 |
| 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
- Mount: The Brothers Ghorst Corpse Cart
- Spell number of uses: +1 for "Awaken from the Grave"
- Passive ability: "Master of the Dead"
- Corpses gained from battle: +2% (own army)
- The Dead Rise Again: +3% chance for destroyed Undead units to be restored after battle (Lord's army)
- The Dead Rise Again: +5% hit points for destroyed Undead units restored after battle (Lord's army)
- 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.
