Vampire Fleet Captain (Undeath) skill tree & build planner
36 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
- Rotting PrometheanUnlocks at rank 10Mount: 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 5Missile 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 10Hit 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!
- 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.
- DeceptionUnlocks at rank 9Attribute: StalkMelee attack: +8Why would one pretend to be what he is not? There are many reasons, none of them innocent.
- KidnappingUnlocks at rank 9Replenish Troops action: Replenishment rate is increased by an additional 5%Assault Units action: Additional 10% casualties inflictedBonus vs Infantry: +5Such methods are blunt and crude in the extreme, but still very, very effective.
- BriberyUnlocks at rank 9Hero action success chance: +5%Enemy Hero action success chance: -5%If you're offering enough, most people eventually start to see things your way.
- Monkey JacketWard save: +5%"Yes, they’re from the east. Annoying, yet useful - their hides, particularly…"
- Swashbuckler3 levelsLevel 1Melee attack: +3Level 2Melee attack: +5Level 3Melee attack: +8Missile 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 Strike3 levelsLevel 1Weapon strength: +5%Level 2Weapon strength: +12%Level 3Weapon strength: +20%Requires: Monkey JacketStrike true; strike hard.
- Scarred Veteran3 levelsLevel 1Hit points: +3%Level 2Hit points: +8%Level 3Hit 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 Hit3 levelsLevel 1Melee defence: +3Level 2Melee defence: +7Level 3Melee 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.
- TauntAbility: "Taunt"Requires: 4 skill points across 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.
- Cutlass3 levelsLevel 1Weapon strength: +5%Level 2Bonus vs Infantry: +5Weapon strength: +12%Level 3Bonus vs Infantry: +8Weapon strength: +20%Requires: Taunt"Dark Magic might be effective, but there's no substitute for a good blade in your hands."
- Blade Shield3 levelsLevel 1Melee defence: +3Level 2Melee defence: +7Level 3Melee defence: +12Requires: TauntA blade that sings in defence will not let its wielder be penetrated.
- Vampiric Leap3 levelsLevel 1Charge bonus: +6Level 2Charge bonus: +16Level 3Charge bonus: +30Requires: TauntThe strength and agility of the Vampire comes from a place beyond: the supernatural realm of the Unliving.
- Wild-Eyed3 levelsLevel 1Melee attack: +3Level 2Melee attack: +6Level 3Melee attack: +9Requires: Taunt"Don't look into their eyes, there is only death there!"
- HornswaggleReplaces: "Taunt"Ability: "Hornswaggle"Requires: 4 skill points across Cutlass, Blade Shield, Vampiric Leap, Wild-EyedYou have to watch this one - when you shake their hand, count your fingers afterwards.
- 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
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.
- Spread Control3 levelsLevel 1Spread Control action: Control is modified by an additional 1Level 2 · rank 5Spread Control action: Control is modified by an additional 2Level 3 · rank 10Spread Control action: Control is modified by an additional 3The sight of this warrior, their stature, import or infamy, can have a calming effect.
- Establish Pirate Cove3 levelsLevel 1Establish Pirate Cove action: -10% cost to performLevel 2 · rank 5Establish Pirate Cove action: -20% cost to performLevel 3 · rank 10Establish Pirate Cove action: -30% cost to performSmuggling, racketeering, bootlegging – all in a day’s work for the enterprising pirate!
- 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% (excludes Establish Pirate Cove action)Hero action success chance: +1%Level 2Hero action cost: -20% (excludes Establish Pirate Cove action)Hero action success chance: +3%Level 3Hero action cost: -40% (excludes Establish Pirate Cove action)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
Vampire Fleet Captain (Undeath) · base + skills + items; no techs, buffs, campaign or battle-context effects (vs a race, at sea…).
| Stat | Base | Build |
|---|---|---|
| Health | 3,572 | 3,572 |
| Armour | 30 | 30 |
| Leadership | 60 | 60 |
| Speed | 38 | 38 |
| Melee attack | 60 | 60 |
| Melee defence | 40 | 40 |
| Weapon strength | 430 | 430 |
| … armour-piercing | 130 | 130 |
| Charge bonus | 35 | 35 |
| 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
No skills taken yet.
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.
