Neferata skill tree & build planner
Undead LegionsLegendary lordUnit stats
76 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 NightmareThe most impressive Nightmares are those reared on fresh blood. Such noble monstrosities are worthy mounts.
- HellsteedUnlocks at rank 10Mount: HellsteedHellsteeds are vicious. Vampires that dabble in the binding of beasts delight in breaking these wild creatures to their will.
- Zombie DragonUnlocks at rank 18Mount: Zombie DragonIt is to the Plain of Bones that a Vampire Lord travels to claim a Zombie Dragon as their mount.
- Coven ThroneUnlocks at rank 20Mount: Coven Throne
- Nagadron, the AdevoreUnlocks at rank 22Mount: Nagadron, the AdevoreWhile he stalked the Underworld's lower reaches, Nagadron ambushed and feasted upon the souls of gluttons. Just like his mistress, his patience concealed a hunger few could compare to.
- Blood HarvestUnlocks at rank 1 · Starting skillMelee attack: +15 when fighting against HumansWeapon strength: +10% when fighting against HumansYears of harvesting mortal blood has refined the Queen's most discerning palate.
- Deathly VigourUnlocks at rank 6Attribute: Perfect VigourIf anything, this one has an even greater lust for life than they did before their death.
- Queen BeeUnlocks at rank 10Enemy Hero action success chance: -25% (Heroes in local region)Hero action cost: -50% (Heroes in local region)Hero action success chance: +50% (Heroes in local region)"Who's queen? That's right… Now, prostrate yourself before me, worm!"
- 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.
- Grave WardUnlocks at rank 8Missile resistance: 10%Whereby the power of death itself is used to hold back the physical world.
- 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.
- 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.
- Court of the Veiled QueenUnlocks at rank 12Hero recruit rank: +3 for Lahmian Vampires (all provinces)Hero capacity: +2 for Lahmian Vampires (factionwide)Unlocks Hero recruitment: Lahmian Vampire (all provinces)All courts belong to the Night Queen, for none are exempt from her influence.
- Web of IntrigueConstruction cost: -5% for Vampire Mausoleum settlement buildings (all provinces)Vampiric corruption: +2 (all provinces)Control: +2 (all provinces)Requires: Court of the Veiled QueenUsing the unseen networks of her shadowed sisterhood, Neferata tightens her grip on the mortal realms.
- Lethal GlamourAbility number of uses: +1 for Lahmian Handmaidens bound spells (Lord's army)Armour-piercing weapon damage: +8 for Lahmian Handmaiden units (Lord's army)Physical resistance: 10% for Lahmian Handmaiden units (Lord's army)Requires: Court of the Veiled Queen"Stay your hand! You couldn't possibly mean to hurt a defenseless maiden?"
- Queen of MysteriesNecromantic Energy cost: -10% for Lahmian Handmaidens unit capacitiesConstruction cost: -50% for chain buildings (local region)Construction time: -1 for chain buildings (local region)Requires: Court of the Veiled QueenNo one knows how far the Queen's reach extends, nor how many serve her in secret.
- Twilight's AllureEnemy melee defence: -5 (local region)Passive ability: "Twilight's Allure"Enemy leadership: -5 (local region)Requires: Court of the Veiled QueenThose who fall beneath the Eternal Queen's gaze are not slain – they are claimed.
- Twilight AscendantWinds of Magic cost: -3 for "Wind of Death"Winds of Magic cost: -5 for "Wind of Death Upgraded"Ability: "Shadowblood"Spell intensity: +10%Requires: 3 skill points across Web of Intrigue, Lethal Glamour, Queen of Mysteries, Twilight's AllureThe Winds come naturally to one who once studied the texts of the Great Necromancer himself.
- The HungerPassive ability: "The Hunger"
- Devastating Charge2 levelsLevel 1Charge bonus: +15Level 2Charge bonus: +30Requires: The HungerSome creatures charge home with such fury that the very ground shakes beneath their feet.
- Dark Knight2 levelsLevel 1Armour: +7Level 2Armour: +15Requires: The Hunger"See my coat of crimson armour? It is strengthened by thine blood and fear."
- Beguile2 levelsLevel 1Melee defence: +6Level 2Melee defence: +12Requires: The Hunger"Look into mine eyes, mortal; what glories do you see?"
- Deadly Blade2 levelsLevel 1Melee attack: +6Level 2Melee attack: +12Requires: The HungerA deadly blade is especially lethal when in the hands of this master death-maker, killer and slaughterer!
- QuickbloodAbility: "Quickblood"Requires: 4 skill points across Devastating Charge, Dark Knight, Beguile, Deadly BladeLahmians are renowned for moving faster than the mortal eye can track.
- Master Strike2 levelsLevel 1Weapon strength: +10%Level 2Weapon strength: +20%Requires: QuickbloodStrike hard, strike true.
- Curse of the Revenant2 levelsLevel 1Hit points: +7%Level 2Hit points: +15%Requires: QuickbloodThe strength of this Vampire to endure the centuries is beyond compare.
- Blade Master2 levelsLevel 1Melee attack: +6Level 2Melee attack: +12Requires: QuickbloodThis warrior is one with their blade; it is an extension of their will, making them a worthy foe in combat.
- Fleet-Footed2 levelsLevel 1Speed: +7%Level 2Speed: +15%Requires: QuickbloodThose who are fleet of foot can reach the enemy faster.
- TransfixAbility: "Transfix"Requires: 4 skill points across Master Strike, Curse of the Revenant, Blade Master, Fleet-FootedWith a single, piercing gaze, she transfixes the weak. As resolve crumbles, her will takes hold across the land.
- Invocation of Nehek2 levelsLevel 1Overcast spell: "Invocation of Nehek Upgraded"Cooldown: -30% to "Invocation of Nehek"Level 2Miscast 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 "Invocation of Nehek"
- The Curse of UndeathPassive ability: "The Curse of Undeath"Requires: Invocation of Nehek
- Spirit Leech2 levelsLevel 1Overcast spell: "Spirit Leech Upgraded"Cooldown: -30% to "Spirit Leech"Level 2Miscast base chance: -15% for "Spirit Leech Upgraded"Overcast spell: "Spirit Leech Upgraded"Winds of Magic cost: -2 for "Spirit Leech"Winds of Magic cost: -2 for "Spirit Leech Upgraded"Cooldown: -50% to "Spirit Leech"Requires: Invocation of Nehek
- The Withering2 levelsLevel 1Overcast spell: "The Withering Upgraded"Cooldown: -30% to "The Withering"Spell: "The Withering"Level 2Miscast base chance: -15% for "The Withering Upgraded"Overcast spell: "The Withering Upgraded"Winds of Magic cost: -1 for "The Withering"Winds of Magic cost: -2 for "The Withering Upgraded"Cooldown: -50% to "The Withering"Requires: Invocation of NehekThe Wizard destroys their enemies from within, corroding foes' minds with doubt and crisis.
- Raise Dead2 levelsLevel 1Overcast spell: "Raise Dead Upgraded"Cooldown: -30% to "Raise Dead"Level 2Miscast 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 "Raise Dead"Requires: Invocation of Nehek
- EvasionPassive ability: "Evasion"Requires: 4 skill points across The Curse of Undeath, Spirit Leech, The Withering, Raise Dead
- Pit of Shades2 levelsLevel 1Overcast spell: "Pit of Shades Upgraded"Cooldown: -30% to "Pit of Shades"Spell: "Pit of Shades"Level 2Miscast base chance: -15% for "Pit of Shades Upgraded"Overcast spell: "Pit of Shades Upgraded"Winds of Magic cost: -3 for "Pit of Shades"Winds of Magic cost: -3 for "Pit of Shades Upgraded"Cooldown: -50% to "Pit of Shades"Requires: EvasionThe spellcaster opens a vortex leading into the Pit. Anything caught within it will be lost forever.
- Wind of Death2 levelsLevel 1Overcast spell: "Wind of Death Upgraded"Cooldown: -30% to "Wind of Death"Level 2Miscast 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
- 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 Pit of Shades, Wind of Death, 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!"
- 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.
- 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.
- 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.
- 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.
- 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.
- 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.
- 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.
- 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.
- 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!"
- 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!
- 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.
- 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!"
- 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.
- 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.
- 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.
- 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.
- 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.
- 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
Neferata · base + skills + items; no techs, buffs, campaign or battle-context effects (vs a race, at sea…).
| Stat | Base | Build |
|---|---|---|
| Health | 4,768 | 4,768 |
| Armour | 70 | 70 |
| Leadership | 80 | 80 |
| Speed | 50 | 50 |
| Melee attack | 70 | 70 |
| Melee defence | 60 | 60 |
| Weapon strength | 480 | 480 |
| … armour-piercing | 190 | 190 |
| Charge bonus | 35 | 35 |
| Ward save % | 0 | 0 |
| Physical resistance % | 20 | 20 |
| Missile resistance % | 0 | 0 |
| Spell resistance % | 0 | 0 |
| Fire resistance % | 0 | 0 |
| Magical attacks | No | No |
| Flaming attacks | No | No |
All effects of this build
- Melee attack: +15 when fighting against Humans
- Weapon strength: +10% when fighting against Humans
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.
