Master Necromancer (Undeath) skill tree & build planner
55 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 NightmareIt is not just Vampires that can tame a fierce, barded Undead steed - some Necromancers have such power too.
- HellsteedUnlocks at rank 10Mount: HellsteedNecromancers may summon a Hellsteed, a winged Nightmare, to take them wherever they wish.
- Corpse CartUnlocks at rank 10Mount: Corpse CartDevilish chariots imbued with dark and eldritch power, driving the Undead to greater, more macabre acts.
- Corpse Cart (Balefire)Unlocks at rank 13Mount: Corpse Cart with BalefireInfernal flames belch from dismal braziers, permeating the air with fragments of magic-confounding Warpstone.
- Corpse Cart (Unholy Lodestone)Unlocks at rank 16Mount: Corpse Cart with Unholy LodestoneWhen the lodestone bell rings, Dark Magic exudes and ripples across the battlefield.
- Master of the Dead2 levels · Starting skillLevel 1 · takenSpell number of uses: +1 for "The Harbinger"Passive ability: "Master of the Dead"Level 2 · rank 6Targeting range: +100% for "The Harbinger"Spell number of uses: +1 for "The Harbinger"Effect range: +35% for "Master of the Dead"Passive ability: "Master of the Dead"Necromancers can not only marshal the dead, but leech the power from any souls fleeing their mortal remains.
- Grave WardUnlocks at rank 8Missile resistance: 10%Whereby the power of death itself is used to hold back the physical world.
- 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.
- 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.
- ImmortalityUnlocks at rank 20This Lord will be wounded instead of killed in battleWho wants to live forever? As it turns out, most beings wouldn't say no…
- 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.
- Graveborn ExpansionUnlocks at rank 12Corpses gained from battle: +15% (Lord's army)Casualty replenishment rate: +5% (Lord's army)Not with: One Voice in DeathInnumerable daily births sustain a thriving kingdom. But in the dead of night, there are also births.
- Bound in DeathLeadership: +6 (Lord's army)Physical resistance: 10% (Lord's army)Requires: Graveborn ExpansionNo more whimpering flesh. No more throats labouring for a sip of air. A Necromancer’s servants are unchained from death and bound to him.
- The Unwearied DeadMelee defence: +8 for Zombies, Skeleton Warriors, Skeleton Spearmen and Grave Guards units (Lord's army)Upkeep: -15% for Zombies, Skeleton Warriors, Skeleton Spearmen and Grave Guards units (Lord's army)Unit capacity: +2 Grave GuardsRequires: Bound in DeathThe dead know not their strength, but would have marvelled at it in life, while Necromancers turn such awe to a terror of slaughter.
- One Voice in DeathUnlocks at rank 12Cooldown: -15% to Lore of Undeath spellsAttribute: Mastery of Elemental Winds for Master Necromancer and Necromancer Heroes (Lord's army)Experience gain: +15% for Necromancer Heroes (Heroes in Lord's army)Hero capacity: +1 for NecromancersNot with: Graveborn ExpansionThe grave art of Necromancy is the art of walking the whispering line separating life and unlife.
- Sustained UnlifeIncoming Healing Modifier: +15% (Lord's army)Effect duration: +25% for "Breath of Darkness"Effect duration: +25% for "Breath of Darkness Upgraded"Requires: One Voice in DeathA grudge is a powerful force. Mighty Necromancers hold endless grudges against the death gods and those that fuel their perseverance.
- Necromantic SupremacyCooldown: -15% to Lore of Undeath spellsWinds of Magic cost: -15% for Lore of UndeathWinds of Magic power reserve capacity: +10 (Lord's army)Requires: Sustained UnlifeNecromancers brave the briars of obsession. The path of death is their destination. Some have walked a long way.
- 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.
- 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!"
- 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
- 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
Master Necromancer (Undeath) · base + skills + items; no techs, buffs, campaign or battle-context effects (vs a race, at sea…).
| Stat | Base | Build |
|---|---|---|
| Health | 3,688 | 3,688 |
| Armour | 15 | 15 |
| Leadership | 66 | 66 |
| Speed | 34 | 34 |
| Melee attack | 30 | 30 |
| Melee defence | 38 | 38 |
| Weapon strength | 300 | 300 |
| … armour-piercing | 90 | 90 |
| Charge bonus | 15 | 15 |
| 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
- Spell number of uses: +1 for "The Harbinger"
- Passive ability: "Master of the Dead"
- 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)
- 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)
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.
