Nagash skill tree & build planner
Undead LegionsLegendary lordUnit stats
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
- Aura of Dark MajestyLeadership aura size: +25%This Lord of Undeath projects an aura of dominion that can wilt the most iron-willed mortals.
- Undeath to AllUnlocks at rank 3Ability: "Undeath to All""RISE."
- Death to AllUnlocks at rank 5Passive ability: "Death to All""FALL."
- Absolute SupremacyUnlocks at rank 7Passive ability: "Absolute Supremacy""BECOME NOTHING."
- Loremaster, Lore of UndeathUnlocks at rank 9Cooldown: -20% to Lore of Undeath spellsWinds of Magic cost: -10% for Lore of UndeathSpell intensity: +10%Undeath is what Nagash gives and what he takes away. Imitation is all anyone ever managed to accomplish. Puny, prowling existence, bereft of the purpose now at hand.
- Grave WardUnlocks at rank 8Missile resistance: 10%Whereby the power of death itself is used to hold back the physical world.
- 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.
- 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.
- Arch-master of ShyishUnlocks at rank 12Replaces: "Undeath to All"Ability: "Undeath to All Upgraded"Spell intensity: +10%Winds of Magic power reserve: +5 per turnThe greatest ritualist of all can put the strands of the Purple Wind to uses unthinkable to others.
- The Great NecromancerThe Dead Rise Again: +10% chance for destroyed units to be restored after battle (Lord's army)The Dead Rise Again: +10% hit points for destroyed units restored after battle (Lord's army)Casualty replenishment rate: +5% (Lord's army)Requires: Arch-master of ShyishWhen first Nagash created necromancy, perhaps he knew already that he could grant or withhold necromancy's grace at will.
- Heralds of the Accursed OnePassive ability: "Guardian" for Morghast units (Lord's army)Recruitment cost: -50% for Morghast units (Lord's army)Upkeep: -25% for Morghast units (Lord's army)Requires: Arch-master of ShyishThe Hammurai, Heralds of the sky-god Ptra, once descended upon Nagash to avenge the affront he was upon the divine. After, they became his, Heralds and Harbingers both.
- The Undying LordBattle healing cap: +50%Incoming Healing Modifier: +25%Hit points: +10%Wound recovery time: -1 turnsRequires: Arch-master of ShyishNagash has woven the very fabric of Shyish into himself. It may grasp at other souls, but Nagash's soul will forever return.
- Architect of the Black PyramidVampiric corruption: +3 (local province)Construction cost: -10% for all buildings (local province)Control: +5 (local province)Requires: Arch-master of ShyishAn undertaking of collosal proportions, the Black Pyramid once may have drained Nehekhara's vitality, but vitality was never the goal – only death.
- Supreme Lord of the UndeadGrave Call cost: -15% (Lord's army)Necromantic Energy cost: -10% for all unit capacitiesLocal recruitment capacity for Vampire Coast, Vampire Counts and Tomb Kings units: +1 (local province)Requires: 2 skill points across The Great Necromancer, Heralds of the Accursed One, The Undying Lord, Architect of the Black PyramidWhereas mighty Undead answer to a mighty Necromancer's call, to Nagash they answer at a thought.
- SurvivalistHit points: +10%"The enemy's fear; their blood spilt in the mud – these are the things that sustain me."
- Blade Master2 levelsLevel 1Melee attack: +6Level 2Melee attack: +12Requires: SurvivalistThis warrior is one with their blade; it is an extension of their will, making them a worthy foe in combat.
- Wound-Maker2 levelsLevel 1Weapon strength: +10%Level 2Weapon strength: +20%Requires: SurvivalistSuch is their power and ferocity, a wound-maker will ravage the foe, cutting and pulverising until there is only one exit - death.
- Blade Shield2 levelsLevel 1Melee defence: +6Level 2Melee defence: +12Requires: SurvivalistA blade that sings in defence will not let its wielder be penetrated.
- Full Plate Armour2 levelsLevel 1Armour: +7Level 2Armour: +15Requires: SurvivalistFull-Plate armour protects the wearer from head-to-foot. Many such suits are blessed or imbued with arcane abilities.
- PredestinedAttribute: UnbreakableRequires: 4 skill points across Blade Master, Wound-Maker, Blade Shield, Full Plate ArmourWhile alive, Nagash never doubted his purpose, and bent the world to it. It is time it broke in his grasp.
- 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.
- Greater Arcane ConduitPassive ability: "Greater Arcane Conduit"Requires: 4 skill points across The Harbinger, The Dark Riders, Earthing, Magical Reserves
Battle
- Aura of SupremacyCharacter's aura leadership effect: +5Enemy leadership: -4 (enemy armies in local province)"I am mighty, none dare challenge me!"
- Carriers of Souls3 levelsLevel 1Melee defence: +4 for all Melee infantry units (Lord's army)Level 2Armour: +6 for all Melee infantry units (Lord's army)Melee defence: +6 for all Melee infantry units (Lord's army)Level 3Armour: +12 for all Melee infantry units (Lord's army)Melee defence: +8 for all Melee infantry units (Lord's army)Requires: Aura of SupremacyEver since Nagash broke the Undead Realms' gates, endless souls are at his beck and call, even if some need to be carried into its hands.
- As the Sky Rains Death3 levelsLevel 1Missile strength: +6% for all Missile and Artillery units (Lord's army)Level 2Ammunition: +10% for all Missile and Artillery units (Lord's army)Missile strength: +9% for all Missile and Artillery units (Lord's army)Level 3Ammunition: +20% for all Missile and Artillery units (Lord's army)Missile strength: +12% for all Missile and Artillery units (Lord's army)Requires: Aura of SupremacyThis veil cast forth by Nagash's servants from afar is but a taste of the heavens' piercing darkness once his work is finished.
- Hungering Skies3 levelsLevel 1Melee attack: +4 for all Beasts and Monstrous Infantry units (Lord's army)Level 2Charge bonus: +6 for all Beasts and Monstrous Infantry units (Lord's army)Melee attack: +6 for all Beasts and Monstrous Infantry units (Lord's army)Level 3Charge bonus: +12 for all Beasts and Monstrous Infantry units (Lord's army)Melee attack: +8 for all Beasts and Monstrous Infantry units (Lord's army)Requires: Aura of SupremacyThe very source of breath must grow teeth and talons and tear away the throats who dare labour in the presence of Nagash. Air is but for his servants to ride on.
- Shyish Tears Across the Earth3 levelsLevel 1Armour: +4 for all Melee cavalry, Melee Chariots and Magical Chariot units (Lord's army)Level 2Armour: +8 for all Melee cavalry, Melee Chariots and Magical Chariot units (Lord's army)Speed: +6% for all Melee cavalry, Melee Chariots and Magical Chariot units (Lord's army)Level 3Armour: +12 for all Melee cavalry, Melee Chariots and Magical Chariot units (Lord's army)Speed: +12% for all Melee cavalry, Melee Chariots and Magical Chariot units (Lord's army)Requires: Aura of SupremacyCreatures possessed by a Wind of Magic still cannot outrun their source of power. Yet Shyish is not a mere Wind of Magic. It is Nagash's preordained path, and he is no mere traveller.
- Death in Monstrous Form3 levelsLevel 1Weapon strength: +6% for all Melee Monster units (Lord's army)Level 2Melee attack: +4 for all Melee Monster units (Lord's army)Weapon strength: +9% for all Melee Monster units (Lord's army)Level 3Melee attack: +8 for all Melee Monster units (Lord's army)Weapon strength: +12% for all Melee Monster units (Lord's army)Requires: Aura of SupremacyDeath comes in many shapes. Few of these who walk the world again are fair to look upon. Some are so terrible, it is impossible to look away.
- ReanimateAbility: "Reanimate"Requires: 6 skill points across Aura of Supremacy, Carriers of Souls, As the Sky Rains Death, Hungering Skies, Shyish Tears Across the Earth, Death in Monstrous FormIt takes an iron will and unnatural - supernatural - strength to rally bound troops routed by magical means.
- Eternal GuardLeadership: +5 for all Melee infantry units (Rank 7 and above) (Lord's army)Melee attack: +5 for all Melee infantry units (Rank 7 and above) (Lord's army)Spell resistance: 15% for all Melee infantry units (Rank 7 and above) (Lord's army)Requires: ReanimateThose who persist in duty beyond life must be worthy of keeping their eternal vigil beyond the death of all, as well.
- The Black ArsenalMissile resistance: 15% for all Missile and Artillery units (Rank 7 and above) (Lord's army)Range: +15% for all Missile and Artillery units (Rank 7 and above) (Lord's army)Reload time reduction: +10% for all Missile and Artillery units (Rank 7 and above) (Lord's army)Requires: ReanimateThe living will join them, after which they all will continue to fulfil their final recruitment duty together.
- Nightmare IncarnatePhysical resistance: 10% for all Beasts and Monstrous Infantry units (Rank 7 and above) (Lord's army)Speed: +10% for all Beasts and Monstrous Infantry units (Rank 7 and above) (Lord's army)Weapon strength: +12% for all Beasts and Monstrous Infantry units (Rank 7 and above) (Lord's army)Requires: ReanimateThese hardened horrors move and strike like nightmares given flesh.
- Waking NightmaresLeadership: +5 for all Melee cavalry, Melee Chariots and Magical Chariot units (Rank 7 and above) (Lord's army)Melee defence: +5 for all Melee cavalry, Melee Chariots and Magical Chariot units (Rank 7 and above) (Lord's army)Ward save: +8% for all Melee cavalry, Melee Chariots and Magical Chariot units (Rank 7 and above) (Lord's army)Requires: ReanimateBeyond the veil of death is where all horrible dreams step forth for a night. The veil torn, the night made eternal, and Nagash holds the riders' reins.
- Dread BehemothsCharge bonus: +12 for all Melee Monster units (Rank 7 and above) (Lord's army)Missile resistance: 15% for all Melee Monster units (Rank 7 and above) (Lord's army)Speed: +10% for all Melee Monster units (Rank 7 and above) (Lord's army)Requires: ReanimateTowering horrors crash into the living with unstoppable force.
- ResurrectReplaces: "Reanimate"Ability: "Reanimate Upgraded"Requires: a point in any of Eternal Guard, The Black Arsenal, Nightmare Incarnate, Waking Nightmares, Dread BehemothsDark litanies are uttered to restore the Tomb Kings' slain soldiers to a twisted, chattering imitation of life.
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.
- Absolute3 levelsLevel 1Construction cost: -3% for all buildings (local province)Control: +2 (local province)Level 2Construction cost: -6% for all buildings (local province)Control: +3 (local province)Level 3Construction cost: -10% for all buildings (local province)Control: +4 (local province)Requires: The Restless DeadWhatever exists in Nagash's domain is his by right. Through Shyish, the force which animates it, it is chained to the Supreme Lord of the Undead forever.
- No Magic but His3 levelsLevel 1Post battle chance of stealing a magic item: +5%Income from post-battle loot: +5%Level 2Post battle chance of stealing a magic item: +10%Income from post-battle loot: +10%Level 3Post battle chance of stealing a magic item: +15%Income from post-battle loot: +15%Requires: The Restless DeadTo compare Nagash's arcane mastery to anyone else's is unthinkable. All that contains a glimmer of magic is his possession.
- The Elixir's Creator3 levelsLevel 1Vampiric corruption: +1 (local province)Attrition: -10% casualties suffered from all attrition (Lord's army)Level 2Vampiric corruption: +2 (local province)Attrition: -20% casualties suffered from all attrition (Lord's army)Level 3Vampiric corruption: +3 (local province)Attrition: -30% casualties suffered from all attrition (Lord's army)Requires: The Restless DeadFirst of all others, Nagash brought forth the means of immortality, all to serve his ends. All who pride themselves on it serve, as well.
- InexhorableCasualty replenishment rate: +30% for this LordBattle healing cap: +50%Hero self-defence: +25% chance of wounding aggressorsRequires: 4 skill points across Undying Horde, Absolute, No Magic but His, The Elixir's CreatorThroughout the ages, some have thought they had stopped Nagash. They did not, no more than one can end the passage of time. Only he can.
- 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: Inexhorable"The time to strike is now!"
- The Fallen Follow Still3 levelsLevel 1Grave Call cost: -5%The Dead Rise Again: +3% chance for destroyed units to be restored after battle (Lord's army)Level 2Grave Call cost: -10%The Dead Rise Again: +6% chance for destroyed units to be restored after battle (Lord's army)Level 3Grave Call cost: -15%The Dead Rise Again: +10% chance for destroyed units to be restored after battle (Lord's army)Requires: InexhorableIt is no small matter to replenish one's Undead forces if some fall. Nagash simply keeps on, and the fallen simply keep following him.
- Soul Material3 levelsLevel 1gain from battles: +5% (Lord's army)Level 2gain from battles: +10% (Lord's army)Level 3gain from battles: +15% (Lord's army)Requires: InexhorableThere are such souls as Nagash considers fit only to be crushed into oblivion, to better feed the power of his realm eternal.
- No Will But His3 levelsLevel 1Upkeep: -3% (Lord's army)Level 2Upkeep: -6% (Lord's army)Level 3Upkeep: -10% (Lord's army)Requires: InexhorableA mighty will can raise the dead – yet even the paltry ones carry a force within that needs an even stronger will to control. In that, Nagash stands alone.
- Pinnacle of ServitudeRecruit rank: +1 for all units (Lord's army)Grave Call cost: -10% (Lord's army)Campaign movement range: +5%Upkeep: -5% (Lord's army)Requires: 4 skill points across Lightning Strike, The Fallen Follow Still, Soul Material, No Will But HisSome souls stamp their claim upon the mortal world anew as soon as they return to it. Yet Nagash is the first to have made such a claim, and will be the last.
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
Nagash · base + skills + items; no techs, buffs, campaign or battle-context effects (vs a race, at sea…).
| Stat | Base | Build |
|---|---|---|
| Health | 9,408 | 9,408 |
| Armour | 100 | 100 |
| Leadership | 85 | 85 |
| Speed | 92 | 92 |
| Melee attack | 60 | 60 |
| Melee defence | 46 | 46 |
| Weapon strength | 520 | 520 |
| … armour-piercing | 320 | 320 |
| Charge bonus | 30 | 30 |
| Ward save % | 0 | 0 |
| Physical resistance % | 20 | 20 |
| Missile resistance % | 20 | 20 |
| Spell resistance % | 0 | 0 |
| Fire resistance % | 0 | 0 |
| Magical attacks | Yes | Yes |
| 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.
