
Necromancer (Vampires) skill planner
32 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).
- NightmareUnlocks at rank 8
Mount: NightmareA Necromancer that can summon a Nightmare is no amateur in the black arts. - Corpse CartUnlocks at rank 10
Mount: Corpse CartDevilish chariots imbued with dark and eldritch power, driving the Undead to greater, more macabre acts. - Corpse Cart (Balefire)Unlocks at rank 13
Mount: 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 16
Mount: 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 · taken
Spell number of uses: +2 for "Raise Dead" and "Raise Dead Upgraded"
Passive ability: "Master of the Dead"Level 2 · rank 6
Spell number of uses: +2 for "Raise Dead" and "Raise Dead Upgraded"
Effect range: +35% for "Master of the Dead"
Targeting range: +200% for "Raise Dead" and "Raise Dead Upgraded"
Passive ability: "Master of the Dead" - Grave WardUnlocks at rank 8
Missile resistance: 10%Whereby the power of death itself is used to hold back the physical world. - ImmortalityUnlocks at rank 20
When 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 1
Character will share +15% of experience earned between all other active Heroes of the same typeLevel 2 · rank 40
Character will share +30% of experience earned between all other active Heroes of the same typeLevel 3 · rank 50
Character 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 12
Cooldown: -15% to "" and " Upgraded"
Cooldown: -15% to "Raise Dead" and "Raise Dead Upgraded"Necromancers feel no shame in stealing, be it corpses or the arcane secrets of those much greater. - Harvest of the Dead
Boost Income action: Income is modified by an additional 6%
Income from all buildings: -6% (local province)
Income from all buildings: +6% (local province)
Corpses gained from buildings: +10% (local region)Requires: GravecraftEvery corpse is gathered, every crypt emptied, and every death made profitable. - Procession of the Damned
Effect range: +35% for "", "" and ""
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 Warding
Miscast 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 Mastery
Winds of Magic cost: -2 for "Wind of Death"
Winds of Magic cost: -3 for "Wind of Death Upgraded"Requires 2 of: 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.
- Invocation of Nehek2 levelsLevel 1
Overcast spell: "Invocation of Nehek Upgraded"
Cooldown: -30% to ""Level 2
Miscast base chance: -15% for "Invocation of Nehek Upgraded"
Overcast spell: "Invocation of Nehek Upgraded"
Winds of Magic cost: -1 for "Invocation of Nehek"
Winds of Magic cost: -2 for "Invocation of Nehek Upgraded"
Cooldown: -50% to "" - The Curse of Undeath
Passive ability: "The Curse of Undeath"Requires: Invocation of Nehek - Vanhel's Danse Macabre3 levelsLevel 1
Spell: "Vanhel's Danse Macabre"Level 2
Overcast spell: "Vanhel's Danse Macabre Upgraded"
Cooldown: -30% to "Vanhel's Danse Macabre"Level 3
Miscast base chance: -15% for "Vanhel's Danse Macabre Upgraded"
Overcast spell: "Vanhel's Danse Macabre Upgraded"
Winds of Magic cost: -1 for "Vanhel's Danse Macabre"
Winds of Magic cost: -2 for "Vanhel's Danse Macabre Upgraded"
Cooldown: -50% to "Vanhel's Danse Macabre"Requires: Invocation of Nehek - Gaze of Nagash3 levelsLevel 1
Spell: "Gaze of Nagash"Level 2
Overcast spell: "Gaze of Nagash Upgraded"
Cooldown: -30% to "Gaze of Nagash"Level 3
Miscast base chance: -15% for "Gaze of Nagash Upgraded"
Overcast spell: "Gaze of Nagash Upgraded"
Winds of Magic cost: -2 for "Gaze of Nagash"
Winds of Magic cost: -3 for "Gaze of Nagash Upgraded"
Cooldown: -50% to "Gaze of Nagash"Requires: Invocation of Nehek - Raise Dead3 levelsLevel 1
Spell: "Raise Dead"Level 2
Overcast spell: "Raise Dead Upgraded"
Cooldown: -30% to ""Level 3
Miscast base chance: -15% for "Raise Dead Upgraded"
Overcast spell: "Raise Dead Upgraded"
Spell number of uses: +1 for "Raise Dead" and "Raise Dead Upgraded"
Cooldown: -50% to ""Requires: Invocation of Nehek - Evasion
Passive ability: "Evasion"Requires all: The Curse of Undeath, Vanhel's Danse Macabre, Gaze of Nagash, Raise Dead - Curse of Years2 levelsLevel 1
Spell: "Curse of Years"Level 2
Winds of Magic cost: -2 for "Curse of Years"
Cooldown: -50% to "Curse of Years"
Spell: "Curse of Years"Requires: Evasion - Wind of Death3 levelsLevel 1
Spell: "Wind of Death"Level 2
Overcast spell: "Wind of Death Upgraded"
Cooldown: -30% to "Wind of Death"Level 3
Miscast base chance: -15% for "Wind of Death Upgraded"
Overcast spell: "Wind of Death Upgraded"
Winds of Magic cost: -3 for "Wind of Death"
Winds of Magic cost: -4 for "Wind of Death Upgraded"
Cooldown: -50% to "Wind of Death"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, Curse of Years, Wind of Death
- PreservationUnlocks at rank 5 · 3 levelsLevel 1
Unlocks Hero action:Level 2 · rank 9
Unlocks Hero action:
action: battle healing cap is increased by an additional 5%Level 3 · rank 13
Unlocks Hero action:
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 1
Unlocks Hero action:Level 2 · rank 9
Unlocks Hero action:
action: chance for destroyed units to be restored after battle is increased by an additional 3%Level 3 · rank 13
Unlocks Hero action:
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.
- Replenish Troops3 levelsLevel 1
Replenish Troops action: Replenishment rate is increased by an additional 3%Level 2 · rank 5
Replenish Troops action: Replenishment rate is increased by an additional 6%Level 3 · rank 10
Replenish 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 1
Boost Income action: Income is modified by an additional 2%
Income from all buildings: -2% (local province)
Income from all buildings: +2% (local province)Level 2 · rank 5
Boost Income action: Income is modified by an additional 4%
Income from all buildings: -4% (local province)
Income from all buildings: +4% (local province)Level 3 · rank 10
Boost Income action: Income is modified by an additional 6%
Income from all buildings: -6% (local province)
Income from all buildings: +6% (local province)Such magic-users may be wise and able to offer sage advice, especially if they have scried the region. - Steal Technology3 levelsLevel 1
Steal Technology action: Research rate is increased by an additional 3Level 2 · rank 5
Steal Technology action: Research rate is increased by an additional 6Level 3 · rank 10
Steal 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 1
Wound action: Additional 5% chance of wounding targetLevel 2 · rank 5
Wound action: Additional 12% chance of wounding targetLevel 3 · rank 10
Wound action: Additional 21% chance of wounding targetSuch a champion will not bend or break, but slay in their Lord's name. - Assault Units3 levelsLevel 1
Assault Units action: Additional 3% casualties inflictedLevel 2 · rank 5
Assault Units action: Additional 8% casualties inflictedLevel 3 · rank 10
Assault Units action: Additional 15% casualties inflictedLying in wait, experienced and patient, striking when the foe least expects. - Specialist3 levelsLevel 1
Hero action cost: -10%
Hero action success chance: +1%Level 2
Hero action cost: -20%
Hero action success chance: +3%Level 3
Hero 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.
All effects of this build
Spell number of uses: +2 for "Raise Dead" and "Raise Dead Upgraded"
Passive ability: "Master of the Dead"
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.