
Liche High Priest (Undeath) skill planner
56 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).
- wh3_dlc29_skill_tmb_lord_unique_high_liche_priest_undeath_skeletal_steedUnlocks at rank 7
Mount: Skeletal Steed - wh3_dlc29_skill_liche_high_priest_misc_0Unlocks at rank 5
Ability: "" - wh3_dlc29_skill_liche_high_priest_misc_1Unlocks at rank 9
Ability: "" - 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. - Embalmed in ElixirUnlocks at rank 8
Fire resistance: 15%
Hit points: +8%The fluid used to embalm the Tomb King toughens his bindings, enabling him to withstand a greater degree of damage than would otherwise be possible. - Trapped SoulUnlocks at rank 12
Attribute: Causes Terror
Spell resistance: 15%Souls retrieved from the Netherwold and bound to their controller provide a degree of magical resistance. - Elixir of ImmortalityUnlocks at rank 12
This Character will be wounded instead of killed in battle
Physical resistance: 5%This complex distillation not only preserves the drinker in glorious Unlife, it also increases their physical resistance to attack. - Soldiers of RenownUnlocks at rank 10 · 3 levelsLevel 1 · free at rank 10
Regiments of Renown army capacity: +1 (own army)Level 2 · free at rank 20
Regiments of Renown army capacity: +2 (own army)Level 3 · free at rank 30
Regiments of Renown army capacity: +3 (own army)Their renown shall further elevate the one under whose command they march. - 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.
- Conflagrant InvocationUnlocks at rank 12
Cooldown: -10% to all spells
Miscast base chance: -15%Not with: Eternal PersistenceSacred words flow like flame, each invocation delivered with swiftness and precision. - Mortuary Cult Adept
Hero capacity: +1 for Liche Priests
Experience gain: +25% for all spellcasters (Heroes in Lord's army)Requires: Conflagrant InvocationMany hands and minds lifted Nehekhara to its glory. It was kings who left their stamp on the land, but the priests left theirs on the Winds – some more than others. - Thousandfold Insight
Winds of Magic cost: -10% for all spells
Passive ability: "Arcane Configuration"
Winds of Magic power reserve capacity: +10 (Lord's army)Requires: Conflagrant InvocationGrains of knowledge lost, regained, refined and torn down only to rise again to the current heights of understanding: the Cult's masters have sifted through it all. - The Light of the Tomb
Unit capacity: +1
Hierotitan
Replaces: "" for Hierotitan units (Lord's army)
Passive ability: "Spirit Conduit Upgraded" for Hierotitan units (Lord's army)Requires 1 of: Mortuary Cult Adept, Thousandfold InsightNehekharan tombs are places of cold stone and souls simmering, waiting to be released, era after era, all illuminated by the glow of these past masters of their craft.
- Eternal PersistenceUnlocks at rank 12
Casualty replenishment rate: +5% (Lord's army)
Leadership: +5 (Lord's army)Not with: Conflagrant InvocationThe rote rigour with which a Liche performs his duties has allowed him to outlast entire civilisations. Such persistence does not crumble easily. - The Endless March
Campaign movement range: +5% (Lord's army)
Vigour loss reduction: -15% (Lord's army)Requires: Eternal PersistenceA forceful general can muster mind and muscle, but when free will and mortal vigour are forbidden, a strong mastery of arcane craft is what the march calls for. - Soul Beacon
Local Recruitment duration: -1 turn (minimum 1) (local province)
Local recruitment capacity: +1 (local province)Requires: Eternal PersistenceThe souls of Liche High Priests are a constant, cold glow drawing weaker souls back to the mortal realm. - Guardians of the Guard
Armour: +10 for Tomb Guard units (Lord's army)
Unit capacity: +1
Tomb Guard
Unit capacity: +1
Tomb Guard (Halberds)Requires 1 of: The Endless March, Soul BeaconA Liche Priest's most important duty has always been to preserve and reawaken their king. But it will not do for a ruler's sworn protectors to emerge in a decrepit state.
- wh3_dlc29_skill_nag_magic_undeath_01_morkharn_breath_of_darkness2 levelsLevel 1
Cooldown: -30% to ""
Overcast spell: ""Level 2
Cooldown: -50% to ""
Overcast spell: ""
Miscast base chance: -15% for " Upgraded"
Winds of Magic cost: -2 for ""
Winds of Magic cost: -3 for " Upgraded" - wh3_dlc29_skill_nag_magic_undeath_02_raise_the_dead
Passive ability: "Raise the Dead"Requires: wh3_dlc29_skill_nag_magic_undeath_01_morkharn_breath_of_darkness - wh3_dlc29_skill_nag_magic_undeath_03_sulekhim_the_hand_of_dust2 levelsLevel 1
Cooldown: -30% to ""
Overcast spell: ""Level 2
Cooldown: -50% to ""
Overcast spell: ""
Miscast base chance: -15% for " Upgraded"
Winds of Magic cost: -1 for ""
Winds of Magic cost: -2 for " Upgraded"Requires: wh3_dlc29_skill_nag_magic_undeath_01_morkharn_breath_of_darkness - wh3_dlc29_skill_nag_magic_undeath_04_khizaar_the_soulstealer2 levelsLevel 1
Cooldown: -30% to ""
Spell: ""
Overcast spell: ""Level 2
Cooldown: -50% to ""
Overcast spell: ""
Miscast base chance: -15% for " Upgraded"
Winds of Magic cost: -2 for ""
Winds of Magic cost: -3 for " Upgraded"Requires: wh3_dlc29_skill_nag_magic_undeath_01_morkharn_breath_of_darkness - wh3_dlc29_skill_nag_magic_undeath_05_Razkhar_the_abyssal_swarm2 levelsLevel 1
Cooldown: -30% to "
Spell: ""
Overcast spell: ""Level 2
Cooldown: -50% to "
Overcast spell: ""
Miscast base chance: -15% for " Upgraded"
Winds of Magic cost: -2 for ""
Winds of Magic cost: -4 for " Upgraded"Requires: wh3_dlc29_skill_nag_magic_undeath_01_morkharn_breath_of_darkness - Evasion
Passive ability: "Evasion"Requires all: wh3_dlc29_skill_nag_magic_undeath_02_raise_the_dead, wh3_dlc29_skill_nag_magic_undeath_03_sulekhim_the_hand_of_dust, wh3_dlc29_skill_nag_magic_undeath_04_khizaar_the_soulstealer, wh3_dlc29_skill_nag_magic_undeath_05_Razkhar_the_abyssal_swarm - wh3_dlc29_skill_nag_magic_undeath_06_kandorak_the_harbinger2 levelsLevel 1
Cooldown: -30% to ""
Spell: ""Level 2
Cooldown: -50% to ""
Spell: ""
Winds of Magic cost: -3 for ""Requires: Evasion - wh3_dlc29_skill_nag_magic_undeath_07_akararan_the_dark_riders2 levelsLevel 1
Cooldown: -30% to ""
Spell: ""
Overcast spell: ""Level 2
Cooldown: -50% to ""
Overcast spell: ""
Miscast base chance: -15% for " Upgraded"
Winds of Magic cost: -2 for ""
Winds of Magic cost: -4 for " Upgraded"Requires: Evasion - 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. - Arcane Conduit
Passive ability: "Arcane Conduit"Requires all: Earthing, Magical Reserves, wh3_dlc29_skill_nag_magic_undeath_06_kandorak_the_harbinger, wh3_dlc29_skill_nag_magic_undeath_07_akararan_the_dark_riders
- 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: Blessing of the Asp, Dune Rider, Unfading Memory, Ancient StoneDark 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.
- Eternal
Physical resistance: 15%
Wound recovery time: -1 turnsTime itself cannot harm those who have defied death. - Tough
Armour: +25
Melee defence: +8
Hit points: +10%Rugged, resistant, and almost unbreakable, this being can and will take on all comers. - Channeller
Spell intensity: +10%
Winds of Magic power reserve capacity: +5This Liche Priest is so powerful he can tap energy directly from the Realm of Souls and direct it at will. - Knowledgeable
Character experience gain: +75%
Magic item drop chance from battle: +15%What this being doesn't know probably isn't worth knowing, so deep is their interest in the world and its ways.
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.