
Vampire Fleet Admiral (Deep) (04) skill planner
59 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).
- Rotting PrometheanUnlocks at rank 10
Mount: Rotting PrometheanThe unnatural speed and brutality of a reanimated Promethean makes it the ideal mount for any Undead, battle-mongering pirate. - Lucky CharmUnlocks at rank 5
Missile resistance: 15%"It's a rabbit's foot. A rabbit. No… Oh never mind - it brings me luck. It does! Trust me!" - TenacityUnlocks at rank 10
Hit points: +8%You'd better kill this one or they'll keep coming back until one of you is dead. Even then, there's no guarantee it'll be over! - Soldiers of RenownUnlocks at rank 10 · 3 levelsLevel 1 · free at rank 10
Regiments of Renown army capacity: +1 (own army)Level 2 · free at rank 20
Regiments of Renown army capacity: +2 (own army)Level 3 · free at rank 30
Regiments of Renown army capacity: +3 (own army)Their renown shall further elevate the one under whose command they march. - ImmortalityUnlocks at rank 20 · Starting skill
This 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 1
Character experience gain: +20% (Heroes in Lord's army)
Character will share +15% of experience earned between all other active LordsLevel 2 · rank 40
Character experience gain: +35% (Heroes in Lord's army)
Character will share +30% of experience earned between all other active LordsLevel 3 · rank 50
Character 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.
- The Hunger
Passive ability: "The Hunger" - Supernatural HorrorUnlocks at rank 5
Attribute: Causes TerrorTo look upon this Undead Lord is to witness true and absolute horror! - ForgerUnlocks at rank 9
Income from all enemy buildings: -5% (local enemy province)
Income from raiding: +20% (Lord's army)
Control: -5 (local enemy province)Not with: Smuggler, Poacher, Arsonist"They'll never know the difference, even up close." - SmugglerUnlocks at rank 9
Campaign movement range: +8%
Local recruitment capacity: +1 (local province)Not with: Forger, Poacher, ArsonistIf there's duty to be paid, rest assured that this one will find a way around it. - PoacherUnlocks at rank 9
Local Recruitment rank: +2 for Zombie Pirate Gunnery Mob units (Lord's army)
Bonus vs Infantry: +10Not with: Forger, Smuggler, ArsonistThe beasts of the world belong to everyone, never a single individual. - ArsonistUnlocks at rank 9
Missile strength: +8% for Carronade, Mortar and Queen Bess units (Lord's army)
Fire resistance: 15%Not with: Forger, Smuggler, PoacherFire, to destroy all that you have done; fire, to end all you've become.
- Monkey Jacket
Ward save: +5%"Yes, they’re from the east. Annoying, yet useful - their hides, particularly…" - Swashbuckler2 levelsLevel 1
Melee attack: +4Level 2
Melee attack: +8
Missile resistance: 5%Requires: Monkey JacketIf there's swash to be buckled, this one will be right at the front, in the thick of the fray. - Master Strike2 levelsLevel 1
Weapon strength: +10%Level 2
Weapon strength: +20%Requires: Monkey JacketStrike hard, strike true. - Scarred Veteran2 levelsLevel 1
Hit points: +7%Level 2
Hit points: +15%Requires: Monkey JacketThe scars on this storied warrior reveal a veteran of many battles, a being not easy to kill and one worthy of respect and fear. - Hard to Hit2 levelsLevel 1
Melee defence: +6Level 2
Melee defence: +12Requires: Monkey JacketHand-to-hand combat is a lethal match of cut and thrust. However, it’s not all about offensive strikes; parries and other defensive moves can also win the day. - Taunt
Ability: "Taunt"Requires all: Swashbuckler, Master Strike, Scarred Veteran, Hard to HitThere is something to be said for whipping the foe into a frenzy before the fight is joined. - Always Ready
Ammunition: +8%
Speed: +8%Death is always just a shot away. - Blacker Powder2 levelsLevel 1
Missile strength: +6%Level 2
Missile strength: +12%Requires: Always Ready"It's got a few secret ingredients. No, I won't tell you what they are, but the results will speak for themselves." - Powder Monkey2 levelsLevel 1
Reload time reduction: +6%Level 2
Reload time reduction: +12%Requires: Always Ready"Get more ammo up here, NOW!!!!!!!!" - Blunderbuss2 levelsLevel 1
"Blunderbuss Shot" ammunition (increased number of projectiles)
Range: -20%Level 2
"Blunderbuss Shot" ammunition (increased number of projectiles)Requires: Always Ready"The recoil's a nightmare, but you can't deny the end result!" - Gunsight2 levelsLevel 1
Armour-piercing missile damage: +20%
Range: +10%Level 2
Armour-piercing missile damage: +40%
Range: +10%Requires: Always ReadyA clever arrangement of lenses makes the target seem just that bit closer. - Pyromaniac
Ability: "Pyromaniac"Requires all: Blacker Powder, Powder Monkey, Blunderbuss, GunsightSome beings just want to see the world burn.
- Spiteful Shot2 levelsLevel 1
Cooldown: -30% to "Spiteful Shot"
Overcast spell: "Spiteful Shot Upgraded"Level 2
Cooldown: -50% to "Spiteful Shot"
Miscast base chance: -15% for "Spiteful Shot Upgraded"
Overcast spell: "Spiteful Shot Upgraded"
Winds of Magic cost: -1 for "Spiteful Shot"
Winds of Magic cost: -2 for "Spiteful Shot Upgraded"Sheer, undiluted spite sharpens the dead eye further. - Kiss of the Deep
Passive ability: "Kiss of the Deep"Requires: Spiteful ShotNo matter how far away, none can escape the Kiss of the Deep, nor breathe again with lungs full of seawater. - Tidecall2 levelsLevel 1
Cooldown: -30% to "Tidecall"
Spell: "Tidecall"
Overcast spell: "Tidecall Upgraded"Level 2
Cooldown: -50% to "Tidecall"
Miscast base chance: -15% for "Tidecall Upgraded"
Overcast spell: "Tidecall Upgraded"
Winds of Magic cost: -1 for "Tidecall"
Winds of Magic cost: -2 for "Tidecall Upgraded"Requires: Spiteful ShotThe tidal currents shall slow the foe's advance. - Denizens of the Deep
Cooldown: -30% to "Denizens of the Deep"
Spell: "Denizens of the Deep"
Winds of Magic cost: -2 for "Denizens of the Deep"Requires: Spiteful ShotAll manner of creatures infest the deep, many who have never - and should never - be seen above the waves. - Fog of the Damned2 levelsLevel 1
Cooldown: -30% to "Fog of the Damned"
Spell: "Fog of the Damned"
Overcast spell: "Fog of the Damned Upgraded"Level 2
Cooldown: -50% to "Fog of the Damned"
Miscast base chance: -15% for "Fog of the Damned Upgraded"
Overcast spell: "Fog of the Damned Upgraded"
Winds of Magic cost: -2 for "Fog of the Damned"
Winds of Magic cost: -3 for "Fog of the Damned Upgraded"Requires: Spiteful ShotAs surely as night follows day, when the mist descends, death isn't far behind. - Evasion
Passive ability: "Evasion"Requires all: Tidecall, Kiss of the Deep, Denizens of the Deep, Fog of the Damned - Kraken's Pull2 levelsLevel 1
Cooldown: -30% to "Kraken's Pull"
Spell: "Kraken's Pull"
Overcast spell: "Kraken's Pull Upgraded"Level 2
Cooldown: -50% to "Kraken's Pull"
Miscast base chance: -15% for "Kraken's Pull Upgraded"
Overcast spell: "Kraken's Pull Upgraded"
Winds of Magic cost: -3 for "Kraken's Pull"
Winds of Magic cost: -3 for "Kraken's Pull Upgraded"Requires: EvasionOnce the mighty Kraken's tentacles take hold, only the toughest can fight their way free. - Vangheist’s Revenge2 levelsLevel 1
Cooldown: -30% to "Vangheist's Revenge"
Spell: "Vangheist's Revenge"
Overcast spell: "Vangheist's Revenge Upgraded"Level 2
Cooldown: -50% to "Vangheist's Revenge"
Miscast base chance: -15% for "Vangheist's Revenge Upgraded"
Overcast spell: "Vangheist's Revenge Upgraded"
Winds of Magic cost: -3 for "Vangheist's Revenge"
Winds of Magic cost: -3 for "Vangheist's Revenge Upgraded"Requires: EvasionNo one sails this ship of fools. - 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: Kraken's Pull, Vangheist’s Revenge, Earthing, Magical Reserves
- Inspiring Presence
Unit experience gain per turn: +75 (Lord's army)
Character's aura leadership effect: +5There are Lords that radiate power, confidence and fear, inspiring their followers to great or terrible acts. - Held Together by Screws3 levelsLevel 1
Melee defence: +4 for Zombie Pirate Deckhands Mob and Depth Guard units (Lord's army)Level 2
Leadership: +4 for Zombie Pirate Deckhands Mob and Depth Guard units (Lord's army)
Melee defence: +4 for Zombie Pirate Deckhands Mob and Depth Guard units (Lord's army)Level 3
Leadership: +6 for Zombie Pirate Deckhands Mob and Depth Guard units (Lord's army)
Melee defence: +6 for Zombie Pirate Deckhands Mob and Depth Guard units (Lord's army)Requires: Inspiring PresenceBone, muscle and sinew cannot always be relied upon to hold together unassisted. - Reanimated Marksman3 levelsLevel 1
Ammunition: +8% for Zombie Pirate Gunnery Mob, Rotting Prometheans Gunnery Mob and Deck Gunners units (Lord's army)Level 2
Ammunition: +12% for Zombie Pirate Gunnery Mob, Rotting Prometheans Gunnery Mob and Deck Gunners units (Lord's army)
Missile strength: +6% for Zombie Pirate Gunnery Mob, Rotting Prometheans Gunnery Mob and Deck Gunners units (Lord's army)Level 3
Ammunition: +18% for Zombie Pirate Gunnery Mob, Rotting Prometheans Gunnery Mob and Deck Gunners units (Lord's army)
Missile strength: +8% for Zombie Pirate Gunnery Mob, Rotting Prometheans Gunnery Mob and Deck Gunners units (Lord's army)Requires: Inspiring PresenceDeath hasn't got in the way of this one's sure-shotted aim; in fact, if anything, he's got better. - Black Powder Overload3 levelsLevel 1
Ammunition: +8% for Carronade, Mortar and Queen Bess units (Lord's army)Level 2
Ammunition: +12% for Carronade, Mortar and Queen Bess units (Lord's army)
Missile strength: +6% for Carronade, Mortar and Queen Bess units (Lord's army)Level 3
Ammunition: +18% for Carronade, Mortar and Queen Bess units (Lord's army)
Missile strength: +8% for Carronade, Mortar and Queen Bess units (Lord's army)Requires: Inspiring PresenceYou can't have too much of a good thing and a bit of what you fancy does no harm. - Rotten Death3 levelsLevel 1
Physical resistance: 3% for Rotting Prometheans, Rotting Leviathan and Necrofex Colossus units (Lord's army)Level 2
Melee defence: +4 for Rotting Prometheans, Rotting Leviathan and Necrofex Colossus units (Lord's army)
Physical resistance: 4% for Rotting Prometheans, Rotting Leviathan and Necrofex Colossus units (Lord's army)Level 3
Melee defence: +6 for Rotting Prometheans, Rotting Leviathan and Necrofex Colossus units (Lord's army)
Physical resistance: 6% for Rotting Prometheans, Rotting Leviathan and Necrofex Colossus units (Lord's army)Requires: Inspiring PresenceIt never ends well. - Haunting Horror3 levelsLevel 1
Missile strength: +4% for Deck Droppers units (Lord's army)Level 2
Charge bonus: +6 for Terrorgheist, Scurvy Dogs and Syreens units (Lord's army)
Melee attack: +4 for Terrorgheist, Scurvy Dogs and Syreens units (Lord's army)
Missile strength: +6% for Deck Droppers units (Lord's army)Level 3
Charge bonus: +12 for Terrorgheist, Scurvy Dogs and Syreens units (Lord's army)
Melee attack: +6 for Terrorgheist, Scurvy Dogs and Syreens units (Lord's army)
Missile strength: +8% for Deck Droppers units (Lord's army)Requires: Inspiring PresenceWhat has been seen cannot be unseen. - Drowned & Bound3 levelsLevel 1
Weapon strength: +6% for Animated Hulks and Mournguls units (Lord's army)Level 2
Melee attack: +4 for Animated Hulks and Mournguls units (Lord's army)
Speed: +6% for Bloated Corpse units (Lord's army)
Weapon strength: +9% for Animated Hulks and Mournguls units (Lord's army)Level 3
Charge bonus: +10 for Bloated Corpse units (Lord's army)
Melee attack: +8 for Animated Hulks and Mournguls units (Lord's army)
Speed: +12% for Bloated Corpse units (Lord's army)
Weapon strength: +12% for Animated Hulks and Mournguls units (Lord's army)Requires: Inspiring PresenceLike Unliving moths drawn inexorably towards a dazzling flame, the risen drowned strive - and stumble - to always be close to the one who has bound them. - Avast Ye!
Ability: "Avast Ye!"Requires all: Held Together by Screws, Reanimated Marksman, Black Powder Overload, Rotten Death, Haunting Horror, Drowned & Bound"Listen very carefully, me hearties, I shall say this only once… Quiet! Stromfels' stinkin' breath!" - Deadly March
Armour: +18 for Zombie Pirate Deckhands Mob and Depth Guard units (Rank 7 and above) (Lord's army)
Melee attack: +8 for Zombie Pirate Deckhands Mob and Depth Guard units (Rank 7 and above) (Lord's army)
Missile resistance: 15% for Zombie Pirate Deckhands Mob and Depth Guard units (Rank 7 and above) (Lord's army)Requires: Avast Ye!The once-men of the Undead legions march ever onwards, according to the will of their binder. - Ensorcelled Weapons
Armour: +12 for Zombie Pirate Gunnery Mob, Rotting Prometheans Gunnery Mob, Deck Gunners, Carronade, Mortar and Queen Bess units (Rank 7 and above) (Lord's army)
Spell resistance: 15% for Zombie Pirate Gunnery Mob, Rotting Prometheans Gunnery Mob, Deck Gunners, Carronade, Mortar and Queen Bess units (Rank 7 and above) (Lord's army)
Missile strength: +12% for Zombie Pirate Gunnery Mob, Rotting Prometheans Gunnery Mob, Deck Gunners, Carronade, Mortar and Queen Bess units (Rank 7 and above) (Lord's army)Requires: Avast Ye!This is a dirty business, that much is certain, so why not get a little extra help to give yourself an edge? - Masterly Splicing
Leadership: +8 for Deck Droppers, Scurvy Dogs, Terrorgheist, Animated Hulks, Mournguls and Syreens units (Rank 7 and above) (Lord's army)
Melee defence: +5 for Deck Droppers, Scurvy Dogs, Terrorgheist, Animated Hulks, Mournguls and Syreens units (Rank 7 and above) (Lord's army)
Speed: +10% for Deck Droppers, Scurvy Dogs, Terrorgheist, Animated Hulks, Mournguls and Syreens units (Rank 7 and above) (Lord's army)Requires: Avast Ye!Their rope skills are really rather excellent, considering how long the entire crew have been dead. - Hardened by Death
Spell resistance: 15% for Rotting Prometheans, Rotting Leviathan and Necrofex Colossus units (Rank 7 and above) (Lord's army)
Melee attack: +8 for Rotting Prometheans, Rotting Leviathan and Necrofex Colossus units (Rank 7 and above) (Lord's army)
Weapon strength: +12% for Rotting Prometheans, Rotting Leviathan and Necrofex Colossus units (Rank 7 and above) (Lord's army)Requires: Avast Ye!Surviving death tends to instil a certain toughness in one. - All Hands Hoay!
Replaces: "Avast Ye!"
Ability: "All Hands Hoay!"Requires 1 of: Deadly March, Ensorcelled Weapons, Masterly Splicing, Hardened by Death"Now listen up an' listen good… here be the plan…"
- Route Marcher
Campaign movement range: +5%Those who know the land and its secrets will travel faster and further than the foes who don't. - Binded to Service3 levelsLevel 1
Recruitment cost: -3% (Lord's army)Level 2
Recruitment cost: -8% (Lord's army)Level 3
Recruitment cost: -15% (Lord's army)Requires: Route MarcherThey could not break free, even if they wanted to. - Ghost Fleet3 levelsLevel 1
Casualty replenishment rate: +2% (Lord's army)Level 2
Casualty replenishment rate: +4% (Lord's army)Level 3
Casualty replenishment rate: +6% (Lord's army)Requires: Route MarcherCursed to haunt the waves forever, never finding rest or solace. - Freebooter3 levelsLevel 1
Post battle chance of stealing a magic item: +5%
Income from post-battle loot: +9%Level 2
Post battle chance of stealing a magic item: +10%
Income from post-battle loot: +12%Level 3
Post battle chance of stealing a magic item: +15%
Income from post-battle loot: +15%Requires: Route MarcherIf it's not tacked down, this one'll 'ave it and kill anyone who gets in their way. - Sea Dogs3 levelsLevel 1
Leadership: +2 when fighting at sea (Lord's army)
Income from sacking settlements: +4% (Lord's army)Level 2
Leadership: +4 when fighting at sea (Lord's army)
Income from sacking settlements: +8% (Lord's army)Level 3
Leadership: +6 when fighting at sea (Lord's army)
Income from sacking settlements: +12% (Lord's army)Requires: Route Marcher"You'll never find such a crew - villainous scum, the lot of 'em. I certainly wouldn't want to be facing 'em in the thick of battle!" - Go on Account
Diplomatic relations: -15 with Vampire Counts, Vampire Coast and Followers of Nagash
Recruit rank: +1 for all units (Lord's army)
Raise dead cost: -15%
Local recruitment capacity: +1 (local province)Requires all: Binded to Service, Ghost Fleet, Freebooter, Sea DogsThere's a time in every sailor's, er, life when the black flag seems like the best, if not the only option. - Lightning Strike3 levelsLevel 1
Enemy 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 2
Enemy 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 3
Enemy 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 penalty
Enables lightning strike battles when reinforcements are presentRequires: Go on Account"The time to strike is now!" - Guile & Glamour3 levelsLevel 1
Vampiric corruption: +1 (local province)Level 2
Vampiric corruption: +3 (local province)Level 3
Vampiric corruption: +6 (local province)Requires: Go on AccountA simple glamour can disguise a monstrous Vampire or Liche, so they may then charm and beguile the local populace. - Gambler's Wit3 levelsLevel 1
Enemy Hero action success chance: -4%
Ambush defence chance: +5% (Lord's army)Level 2
Enemy Hero action success chance: -7%
Ambush defence chance: +10% (Lord's army)Level 3
Enemy Hero action success chance: -10%
Ambush defence chance: +15% (Lord's army)Requires: Go on AccountSuch things keep the eternal players' of this world alive. - Coaming & Preservative3 levelsLevel 1
Upkeep: -3% (Lord's army)Level 2
Upkeep: -8% (Lord's army)Level 3
Upkeep: -15% (Lord's army)Requires: Go on AccountTake care of your ship and she will have a care for your wellbeing in return. - Black Flag
Hero self-defence: +25% chance of wounding aggressors
Campaign movement range: +5%
Recruit rank: +1 for all units (Lord's army)
Upkeep: -8% (Lord's army)
Raise dead cost: -10%Requires all: Lightning Strike, Guile & Glamour, Gambler's Wit, Coaming & PreservativeBeware those who sail under the black flag - they give no quarter and never, ever give up the chase.
All effects of this build
This Lord will be wounded instead of killed in battle
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.
Also in the game with this unit: Vampire Fleet Admiral (Pistol – Deep).
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.