Liche High Priest (Undeath) skill tree & build planner
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
- Skeletal SteedUnlocks at rank 7Mount: Skeletal SteedLong-dead destriers, awakened to serve their Unliving masters far beyond death.
- Eternal GazeUnlocks at rank 5Ability: "Eternal Gaze"To a mighty Liche, death is never the end. It is a terrifying, debilitating prospect held entire in a Liche's hollow gaze.
- Gust of the GraveUnlocks at rank 9Ability: "Gust of the Grave"The source of Unlife which sustains a deathless sorcerer is a bane to all others.
- Ceremonial BandagesUnlocks at rank 8Missile 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 8Fire 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 12Attribute: Causes TerrorSpell resistance: 15%Souls retrieved from the Netherwold and bound to their controller provide a degree of magical resistance.
- Elixir of ImmortalityUnlocks at rank 12This Character will be wounded instead of killed in battlePhysical 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 10Regiments of Renown army capacity: +1 (own army)Level 2 · free at rank 20Regiments of Renown army capacity: +2 (own army)Level 3 · free at rank 30Regiments 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 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.
- Conflagrant InvocationUnlocks at rank 12Cooldown: -10% to all spellsMiscast base chance: -15%Not with: Eternal PersistenceSacred words flow like flame, each invocation delivered with swiftness and precision.
- Mortuary Cult AdeptHero capacity: +1 for Liche PriestsExperience 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 InsightWinds of Magic cost: -10% for all spellsPassive 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 TombUnit capacity: +1 HierotitanReplaces: "Spirit Conduit" for Hierotitan units (Lord's army)Passive ability: "Spirit Conduit Upgraded" for Hierotitan units (Lord's army)Requires: a point in any 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 12Casualty 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 MarchCampaign 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 BeaconLocal 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 GuardArmour: +10 for Tomb Guard units (Lord's army)Unit capacity: +1 Tomb GuardUnit capacity: +1 Tomb Guard (Halberds)Requires: a point in any 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.
- 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"
- Raise the DeadPassive ability: "Raise the Dead"Requires: Breath of DarknessNothing is beyond the reach of a sufficiently powerful Necromancer – dead flesh, bones in the earth, dead echoes of the past or even Shyish-borne souls.
- The Hand of Dust2 levelsLevel 1Cooldown: -30% to "The Hand of Dust"Overcast spell: "The Hand of Dust"Level 2Cooldown: -50% to "The Hand of Dust"Overcast spell: "The Hand of Dust"Miscast base chance: -15% for "The Hand of Dust Upgraded"Winds of Magic cost: -1 for "The Hand of Dust"Winds of Magic cost: -2 for "The Hand of Dust Upgraded"Requires: Breath of Darkness
- The Soulstealer2 levelsLevel 1Cooldown: -30% to "The Soulstealer"Spell: "The Soulstealer"Overcast spell: "The Soulstealer"Level 2Cooldown: -50% to "The Soulstealer"Overcast spell: "The Soulstealer"Miscast base chance: -15% for "The Soulstealer Upgraded"Winds of Magic cost: -2 for "The Soulstealer"Winds of Magic cost: -3 for "The Soulstealer Upgraded"Requires: Breath of Darkness
- The Abyssal Swarm2 levelsLevel 1Cooldown: -30% to "The Abyssal SwarmSpell: "The Abyssal Swarm"Overcast spell: "The Abyssal Swarm"Level 2Cooldown: -50% to "The Abyssal SwarmOvercast spell: "The Abyssal Swarm"Miscast base chance: -15% for "The Abyssal Swarm Upgraded"Winds of Magic cost: -2 for "The Abyssal Swarm"Winds of Magic cost: -4 for "The Abyssal Swarm Upgraded"Requires: Breath of Darkness
- EvasionPassive ability: "Evasion"Requires: 4 skill points across Raise the Dead, The Hand of Dust, The Soulstealer, The Abyssal Swarm
- The Harbinger2 levelsLevel 1Cooldown: -30% to "The Harbinger"Spell: "The Harbinger"Level 2Cooldown: -50% to "The Harbinger"Spell: "The Harbinger"Winds of Magic cost: -3 for "The Harbinger"Requires: Evasion
- The Dark Riders2 levelsLevel 1Cooldown: -30% to "The Dark Riders"Spell: "The Dark Riders"Overcast spell: "The Dark Riders"Level 2Cooldown: -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
- 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, The Harbinger, The Dark Riders
Battle
- Passage to the Soul RealmUnit 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 1Ammunition: +8% for Skeleton Archers, Screaming Skull Catapult, Casket of Souls and Bone Giant units (Lord's army)Level 2Ammunition: +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 3Ammunition: +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 1Armour: +6 for Nehekharan Warriors, Tomb Guard, Skeleton Warriors and Spearmen units (Lord's army)Level 2Armour: +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 3Armour: +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 1Speed: +6% for Necropolis Knights, Nehekhara Horsemen, Carrion, Skeleton Horsemen and Skeleton Horse Archers units (Lord's army)Level 2Missile 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 3Missile 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 1Charge bonus: +6 for Khemrian Warsphinx, Skeleton Chariot and Skeleton Archer Chariot units (Lord's army)Level 2Charge 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 3Charge 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 1Melee defence: +4 for Hierotitan, Ushabti and Ushabti (Great Bows) units (Lord's army)Level 2Melee 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 3Melee 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 1Charge bonus: +6 for Sepulchral Stalkers, Khemric Titan, Necrosphinx and Tomb Scorpion units (Lord's army)Level 2Charge 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 3Charge 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.
- ReanimateAbility: "Reanimate"Requires: 6 skill points across 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 AspAmmunition: +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 RiderArmour: +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 MemoryArmour: +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 StoneLeadership: +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.
- ResurrectReplaces: "Reanimate"Ability: "Reanimate Upgraded"Requires: a point in any 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.
Campaign
- Route MarcherCampaign 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 1Control: +1 (local province)Level 2Control: +2 (local province)Level 3Control: +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 1Income from raiding: +10% (Lord's army)Level 2Income from raiding: +20% (Lord's army)Level 3Income 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 1Casualty replenishment rate: +2% (Lord's army)Level 2Casualty replenishment rate: +4% (Lord's army)Level 3Casualty 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 1Canopic Jars generated: 5 per turnCanopic Jars gained post-battle +1% (own army)Level 2Canopic Jars generated: 10 per turnCanopic Jars gained post-battle +2% (own army)Level 3Canopic Jars generated: 15 per turnCanopic 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: 4 skill points across 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 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: Attend Me!"The time to strike is now!"
- Imperishable3 levelsLevel 1Attrition: -15% casualties suffered from all attrition (Lord's army)Level 2Attrition: -25% casualties suffered from all attrition (Lord's army)Level 3Attrition: -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 1Income from looting settlements: +4% (Lord's army)Income from post-battle loot: +4%Income from sacking settlements: +4% (Lord's army)Level 2Income from looting settlements: +9% (Lord's army)Income from post-battle loot: +9%Income from sacking settlements: +9% (Lord's army)Level 3Income 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 1Ambush success chance: +6% (Lord's army)Level 2Ambush success chance: +13% (Lord's army)Level 3Ambush 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 & FearedEnemy Hero action success chance: -10%Hero self-defence: +25% chance of wounding aggressorsCampaign movement range: +5%Recruit rank: +1 for all units (Lord's army)Requires: 4 skill points across 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.
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
Liche High Priest (Undeath) · base + skills + items; no techs, buffs, campaign or battle-context effects (vs a race, at sea…).
| Stat | Base | Build |
|---|---|---|
| Health | 3,888 | 3,888 |
| Armour | 40 | 40 |
| Leadership | 75 | 75 |
| Speed | 31 | 31 |
| Melee attack | 32 | 32 |
| Melee defence | 38 | 38 |
| Weapon strength | 300 | 300 |
| … armour-piercing | 90 | 90 |
| Charge bonus | 10 | 10 |
| 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
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.
