Lahmian Vampire skill tree & build planner
41 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
- Barded NightmareUnlocks at rank 8Mount: Barded NightmareNightmares are often clad in heavy barding or wear caparisons of thick chainmail.
- HellsteedUnlocks at rank 10Mount: HellsteedHellsteeds are vicious. Vampires that dabble in the binding of beasts delight in breaking these wild creatures to their will.
- The HungerUnlocks at rank 8Passive ability: "The Hunger"
- Grave WardUnlocks at rank 8Missile resistance: 10%Whereby the power of death itself is used to hold back the physical world.
- ImmortalityUnlocks at rank 20When normally killed in action, this Hero will be wounded insteadWho wants to live forever? As it turns out, most beings wouldn't say no…
- MentorUnlocks at rank 30 · 3 levelsLevel 1Character will share +15% of experience earned between all other active Heroes of the same typeLevel 2 · rank 40Character will share +30% of experience earned between all other active Heroes of the same typeLevel 3 · rank 50Character will share +50% of experience earned between all other active Heroes of the same typeHaving learned much in their long years of service, this character now turns their attention to training others.
- EnticeUnlocks at rank 12Enables charmed attacksAbility: "Entice"A fleeting moment is all she needs – those who draw close find their will slipping away beneath her allure.
- Whispering MistAbility: "Whispering Mist"Attribute: StalkRequires: EnticeCold mists curl about the enemy like a maiden's distracting caress.
- Noble GracePhysical resistance: 5% for Lahmian Handmaiden units (Hero's army)Physical resistance: 15%Requires: EnticeAll that noble dance and etiquette training is quite transferable indeed.
- DominationPassive ability: "Domination"Vampiric corruption: +3 (local province)Enemy leadership: -3 (enemy armies in local region)Requires: Whispering MistRequires: Noble GraceWith a mere thought, the will and resolve of those nearby falter, as her dark influence seeps ever deeper into the land.
- SafeguardArmour: +6It is no easy task to bend or break the armour of this being.
- Impassioned3 levelsLevel 1Melee defence: +3Level 2Melee defence: +7Level 3Melee defence: +12Requires: SafeguardThere is nothing but utter belief. There is no reasoning with this one.
- Wild-Eyed3 levelsLevel 1Melee attack: +3Level 2Melee attack: +6Level 3Melee attack: +9Requires: Safeguard"Don't look into their eyes, there is only death there!"
- Conviction3 levelsLevel 1Leadership: +2Level 2Leadership: +5Level 3Leadership: +9Requires: SafeguardSuch is this one's conviction that others have no choice but to believe.
- Soothsaying3 levelsLevel 1Leadership aura size: +10%Level 2Leadership aura size: +20%Level 3Leadership aura size: +40%Requires: SafeguardSpeaking words of power or faith can alter perceptions on the battlefield.
- Immortal WillAbility: "Immortal Will"Requires: 4 skill points across Impassioned, Wild-Eyed, Conviction, Soothsaying
- Tenacity3 levelsLevel 1Hit points: +3%Level 2Hit points: +8%Level 3Hit points: +15%Requires: Immortal WillThis one will not go down easily – it will be necessary to break both the will and the body first.
- Augury3 levelsLevel 1Character's aura leadership effect: +2Level 2Character's aura leadership effect: +5Level 3Character's aura leadership effect: +9Requires: Immortal WillAn omen, a sign - this being knows things and any who follow will share their glory.
- Inviolable3 levelsLevel 1Armour: +3Level 2Armour: +8Level 3Armour: +15Requires: Immortal WillNever to be broken or dishonoured – never to succumb to the foe.
- Fervour3 levelsLevel 1Weapon strength: +5%Level 2Weapon strength: +12%Level 3Weapon strength: +20%Requires: Immortal WillThis one fights with a fervour to be both admired and despised.
- Dark BenedictionPassive ability: "Dark Benediction"Requires: 4 skill points across Tenacity, Augury, Inviolable, Fervour
- 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
- The Enfeebling Foe3 levelsLevel 1Spell: "The Enfeebling Foe"Level 2Overcast spell: "The Enfeebling Foe Upgraded"Cooldown: -30% to "The Enfeebling Foe"Level 3Miscast base chance: -15% for "The Enfeebling Foe Upgraded"Overcast spell: "The Enfeebling Foe Upgraded"Winds of Magic cost: -1 for "The Enfeebling Foe"Winds of Magic cost: -2 for "The Enfeebling Foe Upgraded"Cooldown: -50% to "The Enfeebling Foe"Requires: Invocation of NehekWhen cast, this spell enfeebles enemy minds; they feel the crushing weight of reality bearing down upon them.
- Soulblight3 levelsLevel 1Spell: "Soulblight"Level 2Overcast spell: "Soulblight Upgraded"Cooldown: -30% to "Soulblight"Level 3Miscast base chance: -15% for "Soulblight Upgraded"Overcast spell: "Soulblight Upgraded"Winds of Magic cost: -2 for "Soulblight"Winds of Magic cost: -3 for "Soulblight Upgraded"Cooldown: -50% to "Soulblight"Requires: Invocation of Nehek
- 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: Invocation of Nehek
- EvasionPassive ability: "Evasion"Requires: 4 skill points across The Curse of Undeath, The Enfeebling Foe, Soulblight, Raise Dead
- The Fate of Bjuna2 levelsLevel 1Spell: "The Fate of Bjuna"Level 2Winds of Magic cost: -3 for "The Fate of Bjuna"Cooldown: -50% to "The Fate of Bjuna"Spell: "The Fate of Bjuna"Requires: Evasion
- Pit of Shades3 levelsLevel 1Spell: "Pit of Shades"Level 2Overcast spell: "Pit of Shades Upgraded"Cooldown: -30% to "Pit of Shades"Level 3Miscast 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.
- 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 The Fate of Bjuna, Pit of Shades, Earthing, Magical Reserves
Battle
- The Absolute PinnacleUnlocks at rank 14Attribute: Unyielding Assault for Lahmian Handmaiden units (Hero's army)Weapon strength: +10% for Lahmian Handmaiden units (Hero's army)Not with: My Treasures, Diamond ClawsThe sisterhood are trained relentlessly so that they never expose their weakness.
- My TreasuresUnlocks at rank 14Magic item drop chance from battle: +15% (Hero's army)Post battle chance of stealing a magic item: +15% (accompanying Lord)Income from post-battle loot: +15% (accompanying Lord)Not with: The Absolute Pinnacle, Diamond Claws"I was so gracious to unburden them of their heavy treasures."
- Diamond ClawsUnlocks at rank 14Armour-piercing weapon damage: +50Bonus vs Infantry: +15Not with: The Absolute Pinnacle, My TreasuresA Lahmian's claws are as vicious on the field as her tongue is witty in court.
Campaign
- Increase Mobility3 levelsLevel 1Increase Mobility action: Movement range is increased by an additional 5%Level 2 · rank 5Increase Mobility action: Movement range is increased by an additional 10%Level 3 · rank 10Increase Mobility action: Movement range is increased by an additional 15%Whether it be training harder, travelling lighter, eating less or sleeping better, there's always a way to draw more from the day.
- 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.
- Damage Walls3 levelsLevel 1Damage Walls action: 1 additional wall breachesLevel 2 · rank 5Damage Walls action: 2 additional wall breachesLevel 3 · rank 10Damage Walls action: 3 additional wall breachesThey cannot stop what they cannot see.
- 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.
- Block Army3 levelsLevel 1Block Army action: Movement range is modified by an additional -3%Level 2 · rank 5Block Army action: Movement range is modified by an additional -8%Level 3 · rank 10Block Army action: Movement range is modified by an additional -15%To sow discord and confuse the enemy, sending them down the wrong route or befuddling their senses.
- 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
Lahmian Vampire · base + skills + items; no techs, buffs, campaign or battle-context effects (vs a race, at sea…).
| Stat | Base | Build |
|---|---|---|
| Health | 3,572 | 3,572 |
| Armour | 20 | 20 |
| Leadership | 65 | 65 |
| Speed | 46 | 46 |
| Melee attack | 50 | 50 |
| Melee defence | 60 | 60 |
| Weapon strength | 430 | 430 |
| … armour-piercing | 130 | 130 |
| Charge bonus | 30 | 30 |
| Ward save % | 0 | 0 |
| Physical resistance % | 20 | 20 |
| Missile resistance % | 0 | 0 |
| Spell resistance % | 0 | 0 |
| Fire resistance % | 0 | 0 |
| Magical attacks | No | No |
| Flaming attacks | No | No |
All effects of this build
No skills taken yet.
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.
