Necromancer (Undeath) skill tree & build planner
32 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
- NightmareUnlocks at rank 8Mount: NightmareA Necromancer that can summon a Nightmare is no amateur in the black arts.
- 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.
- 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.
- GravecraftUnlocks at rank 12Cooldown: -15% to "Breath of Darkness" and "Breath of Darkness Upgraded"Cooldown: -15% to "The Abyssal Swarm" and "The Abyssal Swarm Upgraded"Long practice has made the restoration of dead flesh swift, precise and almost effortless.
- Harvest of the DeadBoost Income action: Income is modified by an additional 6%Corpses gained from buildings: +10% (local region)Requires: GravecraftEvery corpse is gathered, every crypt emptied, and every death made profitable.
- Procession of the DamnedEffect range: +35% for "Vigour Mortis", "Balefire" and "Unholy Lodestone"Leadership: +4 for Zombies and Skeleton Warriors units (Hero's army)Requires: GravecraftAs the Corpse Cart rolls onward, the magic and the spoiled of war not just collect, but spread.
- Profane WardingMiscast base chance: +15% for all enemy spellcasters (enemy armies in local region)Spell resistance: 20%Requires: GravecraftNecromancers are a profanity aimed at all gods of death and laws of the living. A clever Necromancer ensures that none of them can retaliate in kind.
- Forbidden MasteryWinds of Magic cost: -2 for "The Dark Riders"Winds of Magic cost: -3 for "The Dark Riders Upgraded"Requires: 2 skill points across Harvest of the Dead, Procession of the Damned, Profane WardingHaving paid the toll of years with pieces of his soul, the Necromancer’s power can now inflict the same toll on the souls of his enemies.
- 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 Dust3 levelsLevel 1Spell: "The Hand of Dust"Level 2Cooldown: -30% to "The Hand of Dust"Overcast spell: "The Hand of Dust"Level 3Cooldown: -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 Soulstealer3 levelsLevel 1Spell: "The Soulstealer"Level 2Cooldown: -30% to "The Soulstealer"Overcast spell: "The Soulstealer"Level 3Cooldown: -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 Swarm3 levelsLevel 1Spell: "The Abyssal Swarm"Level 2Cooldown: -30% to "The Abyssal SwarmOvercast spell: "The Abyssal Swarm"Level 3Cooldown: -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 Harbinger3 levelsLevel 1Spell: "The Harbinger"Level 2Cooldown: -30% to "The Harbinger"Spell: "The Harbinger"Level 3Cooldown: -50% to "The Harbinger"Spell: "The Harbinger"Winds of Magic cost: -3 for "The Harbinger"Requires: Evasion
- The Dark Riders3 levelsLevel 1Spell: "The Dark Riders"Level 2Cooldown: -30% to "The Dark Riders"Overcast spell: "The Dark Riders"Level 3Cooldown: -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
- PreservationUnlocks at rank 5 · 3 levelsLevel 1Unlocks Hero action: PreservationLevel 2 · rank 9Unlocks Hero action: PreservationPreservation action: battle healing cap is increased by an additional 5%Level 3 · rank 13Unlocks Hero action: PreservationPreservation action: battle healing cap is increased by an additional 10%Preservation of unlife is a practice much more subtle and rewarding than the preservation of life.
- ReanimationUnlocks at rank 5 · 3 levelsLevel 1Unlocks Hero action: ReanimationLevel 2 · rank 9Unlocks Hero action: ReanimationReanimation action: chance for destroyed units to be restored after battle is increased by an additional 3%Level 3 · rank 13Unlocks Hero action: ReanimationReanimation action: chance for destroyed units to be restored after battle is increased by an additional 5%Admirable willpower is perhaps the least unsavoury of a Necromancer’s traits of character, employed towards most unsavoury ends.
Campaign
- Replenish Troops3 levelsLevel 1Replenish Troops action: Replenishment rate is increased by an additional 3%Level 2 · rank 5Replenish Troops action: Replenishment rate is increased by an additional 6%Level 3 · rank 10Replenish Troops action: Replenishment rate is increased by an additional 9%Those in the army can find succour or be replenished by the power of this champion.
- 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.
- Steal Technology3 levelsLevel 1Steal Technology action: Research rate is increased by an additional 3Level 2 · rank 5Steal Technology action: Research rate is increased by an additional 6Level 3 · rank 10Steal Technology action: Research rate is increased by an additional 10Oft-times, though you may have much, what you want the most is what your rivals have; such envy focuses the mind and creativity.
- 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.
- Assault Units3 levelsLevel 1Assault Units action: Additional 3% casualties inflictedLevel 2 · rank 5Assault Units action: Additional 8% casualties inflictedLevel 3 · rank 10Assault Units action: Additional 15% casualties inflictedLying in wait, experienced and patient, striking when the foe least expects.
- 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
Necromancer (Undeath) · base + skills + items; no techs, buffs, campaign or battle-context effects (vs a race, at sea…).
| Stat | Base | Build |
|---|---|---|
| Health | 3,420 | 3,420 |
| Armour | 15 | 15 |
| Leadership | 55 | 55 |
| Speed | 34 | 34 |
| Melee attack | 25 | 25 |
| Melee defence | 30 | 30 |
| 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"
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.
