
Vampire Fleet Admiral (Pistol – Death) skill planner
60 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! - Loyal to the EndUnlocks at rank 30
Loyalty will not declineIt's been a long, hard voyage to get to this point, but now trust and loyalty - so difficult to engender among freebooters - is firmly established between Lord and admiral. - 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
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.
- Spirit Leech2 levelsLevel 1
Overcast spell: "Spirit Leech Upgraded"
Cooldown: -30% to "Spirit Leech"Level 2
Miscast 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" - Life-Leeching
Passive ability: "Life Leeching"Requires: Spirit Leech - Aspect of the Dread Knight2 levelsLevel 1
Overcast spell: "Aspect of the Dread Knight Upgraded"
Cooldown: -30% to "Aspect of the Dread Knight"Level 2
Miscast base chance: -15% for "Aspect of the Dread Knight Upgraded"
Overcast spell: "Aspect of the Dread Knight Upgraded"
Winds of Magic cost: -1 for "Aspect of the Dread Knight"
Winds of Magic cost: -2 for "Aspect of the Dread Knight Upgraded"
Cooldown: -50% to "Aspect of the Dread Knight"Requires: Spirit Leech - Soulblight2 levelsLevel 1
Overcast spell: "Soulblight Upgraded"
Cooldown: -30% to "Soulblight"
Spell: "Soulblight"Level 2
Miscast base chance: -15% for "Soulblight Upgraded"
Overcast spell: "Soulblight Upgraded"
Winds of Magic cost: -2 for "Soulblight"
Winds of Magic cost: -3 for "Soulblight Upgraded"
Cooldown: -50% to "Soulblight"Requires: Spirit Leech - Doom & Darkness2 levelsLevel 1
Overcast spell: "Doom & Darkness Upgraded"
Cooldown: -30% to "Doom & Darkness"
Spell: "Doom & Darkness"Level 2
Miscast base chance: -15% for "Doom & Darkness Upgraded"
Overcast spell: "Doom & Darkness Upgraded"
Winds of Magic cost: -1 for "Doom & Darkness"
Winds of Magic cost: -2 for "Doom & Darkness Upgraded"
Cooldown: -50% to "Doom & Darkness"Requires: Spirit Leech - Evasion
Passive ability: "Evasion"Requires all: Life-Leeching, Aspect of the Dread Knight, Soulblight, Doom & Darkness - The Fate of Bjuna
Winds of Magic cost: -3 for "The Fate of Bjuna"
Cooldown: -50% to "The Fate of Bjuna"
Spell: "The Fate of Bjuna"Requires: Evasion - The Purple Sun of Xereus2 levelsLevel 1
Overcast spell: "The Purple Sun of Xereus Upgraded"
Cooldown: -30% to "The Purple Sun of Xereus"
Spell: "The Purple Sun of Xereus"Level 2
Miscast base chance: -15% for "The Purple Sun of Xereus Upgraded"
Overcast spell: "The Purple Sun of Xereus Upgraded"
Winds of Magic cost: -2 for "The Purple Sun of Xereus"
Winds of Magic cost: -3 for "The Purple Sun of Xereus Upgraded"
Cooldown: -50% to "The Purple Sun of Xereus"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, The Fate of Bjuna, The Purple Sun of Xereus
- 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
No skills taken yet.
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.