
Vampire (Shadows) skill planner
39 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).
- Barded NightmareUnlocks at rank 8
Mount: Barded NightmareNightmares are often clad in heavy barding or wear caparisons of thick chainmail. - HellsteedUnlocks at rank 10
Mount: HellsteedHellsteeds are vicious. Vampires that dabble in the binding of beasts delight in breaking these wild creatures to their will. - 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.
- The HungerUnlocks at rank 12
Incoming Healing Modifier: +15%
Passive ability: "The Hunger" - Immortal Flesh
Replenish Troops action: Replenishment rate is increased by an additional 5%
Battle healing cap: +20%
Hit points: +10%Requires: The HungerThe ravages of time and the damages of martial struggle have no more hold over a Vampire. In truth, little has. - The Red Thirst
Ability: "Blood Lust"
Armour-piercing weapon damage: +40Requires: The HungerIn their own polite society, Vampires may conduct themselves with uncanny grace. Outside of it, they are the bloodthirst that swallows all. - Ageless Instinct
Spread Corruption action: Vampiric corruption is increased by an additional 2
Vampiric corruption: +2 (local province)
Character experience gain: +25%Requires: The HungerJust as drawing breath sustains the living, something much more sinister sustains a Vampire, in time becoming just as easy as breathing. - Sorcerous Blood
Cooldown: -10% to all spells
Winds of Magic cost: -10% for all spellsRequires: The HungerThe red thirst is unending, yet a Vampire’s body and soul course not with blood. The very air around them trembles with their dark essence like a Winds-stirred shroud. - Fangs Bared
Attribute: Causes Terror
Bonus vs Infantry: +15Requires 3 of: Immortal Flesh, The Red Thirst, Ageless Instinct, Sorcerous BloodVampires are so much more than the saw-toothed monsters they are made out to be. But they are also that.
- Safeguard
Armour: +6It is no easy task to bend or break the armour of this being. - Impassioned3 levelsLevel 1
Melee defence: +3Level 2
Melee defence: +7Level 3
Melee defence: +12Requires: SafeguardThere is nothing but utter belief. There is no reasoning with this one. - Wild-Eyed3 levelsLevel 1
Melee attack: +3Level 2
Melee attack: +6Level 3
Melee attack: +9Requires: Safeguard"Don't look into their eyes, there is only death there!" - Conviction3 levelsLevel 1
Leadership: +2Level 2
Leadership: +5Level 3
Leadership: +9Requires: SafeguardSuch is this one's conviction that others have no choice but to believe. - Soothsaying3 levelsLevel 1
Leadership aura size: +10%Level 2
Leadership aura size: +20%Level 3
Leadership aura size: +40%Requires: SafeguardSpeaking words of power or faith can alter perceptions on the battlefield. - Immortal Will
Ability: "Immortal Will"Requires all: Impassioned, Wild-Eyed, Conviction, Soothsaying - Tenacity3 levelsLevel 1
Hit points: +3%Level 2
Hit points: +8%Level 3
Hit points: +15%Requires: Immortal WillThis one will not go down easily – it will be necessary to break both the will and the body first. - Augury3 levelsLevel 1
Character's aura leadership effect: +2Level 2
Character's aura leadership effect: +5Level 3
Character's aura leadership effect: +9Requires: Immortal WillAn omen, a sign - this being knows things and any who follow will share their glory. - Inviolable3 levelsLevel 1
Armour: +3Level 2
Armour: +8Level 3
Armour: +15Requires: Immortal WillNever to be broken or dishonoured – never to succumb to the foe. - Fervour3 levelsLevel 1
Weapon strength: +5%Level 2
Weapon strength: +12%Level 3
Weapon strength: +20%Requires: Immortal WillThis one fights with a fervour to be both admired and despised. - Dark Benediction
Passive ability: "Dark Benediction"Requires all: Tenacity, Augury, Inviolable, Fervour
- Melkoth's Mystifying Miasma2 levelsLevel 1
Overcast spell: "Melkoth's Mystifying Miasma Upgraded"
Cooldown: -30% to "Melkoth's Mystifying Miasma"Level 2
Miscast base chance: -15% for "Melkoth's Mystifying Miasma Upgraded"
Overcast spell: "Melkoth's Mystifying Miasma Upgraded"
Winds of Magic cost: -1 for "Melkoth's Mystifying Miasma"
Winds of Magic cost: -2 for "Melkoth's Mystifying Miasma Upgraded"
Cooldown: -50% to "Melkoth's Mystifying Miasma"The caster weaves a confounding fog that numbs and deludes enemies, causing them to stumble and stagger. - Smoke & Mirrors
Passive ability: "Smoke & Mirrors"Requires: Melkoth's Mystifying MiasmaA conjured shadow is just as obfuscating as a real one - the Shadow Wizard is master or mistress of the 'concealing' arts. - The Enfeebling Foe3 levelsLevel 1
Spell: "The Enfeebling Foe"Level 2
Overcast spell: "The Enfeebling Foe Upgraded"
Cooldown: -30% to "The Enfeebling Foe"Level 3
Miscast base chance: -15% for "The Enfeebling Foe Upgraded"
Overcast spell: "The Enfeebling Foe Upgraded"
Winds of Magic cost: -1 for "The Enfeebling Foe"
Winds of Magic cost: -2 for "The Enfeebling Foe Upgraded"
Cooldown: -50% to "The Enfeebling Foe"Requires: Melkoth's Mystifying MiasmaWhen cast, this spell enfeebles enemy minds; they feel the crushing weight of reality bearing down upon them. - The Withering3 levelsLevel 1
Spell: "The Withering"Level 2
Overcast spell: "The Withering Upgraded"
Cooldown: -30% to "The Withering"Level 3
Miscast 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: Melkoth's Mystifying MiasmaThe Wizard destroys their enemies from within, corroding foes' minds with doubt and crisis. - The Penumbral Pendulum3 levelsLevel 1
Spell: "The Penumbral Pendulum"Level 2
Overcast spell: "The Penumbral Pendulum Upgraded"
Cooldown: -30% to "The Penumbral Pendulum"Level 3
Miscast base chance: -15% for "The Penumbral Pendulum Upgraded"
Overcast spell: "The Penumbral Pendulum Upgraded"
Winds of Magic cost: -2 for "The Penumbral Pendulum"
Winds of Magic cost: -3 for "The Penumbral Pendulum Upgraded"
Cooldown: -50% to "The Penumbral Pendulum"Requires: Melkoth's Mystifying MiasmaA spectral pendulum is summoned by the Wizard. On command, it swings, razor sharp and with lethal speed, through the foe. - Evasion
Passive ability: "Evasion"Requires all: Smoke & Mirrors, The Enfeebling Foe, The Withering, The Penumbral Pendulum - Pit of Shades3 levelsLevel 1
Spell: "Pit of Shades"Level 2
Overcast spell: "Pit of Shades Upgraded"
Cooldown: -30% to "Pit of Shades"Level 3
Miscast 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. - Okkam's Mindrazor3 levelsLevel 1
Spell: "Okkam's Mindrazor"Level 2
Overcast spell: "Okkam's Mindrazor Upgraded"
Cooldown: -30% to "Okkam's Mindrazor"Level 3
Miscast base chance: -15% for "Okkam's Mindrazor Upgraded"
Overcast spell: "Okkam's Mindrazor Upgraded"
Winds of Magic cost: -2 for "Okkam's Mindrazor"
Winds of Magic cost: -3 for "Okkam's Mindrazor Upgraded"
Cooldown: -50% to "Okkam's Mindrazor"Requires: EvasionThe supernatural solution is often the best; weapons materialise before the caster's allies, allowing them to slice through flesh, soul, and consciousness. - 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, Pit of Shades, Okkam's Mindrazor
- 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. - Spread Corruption3 levelsLevel 1
Spread Corruption action: Vampiric corruption is increased by an additional 1
Vampiric corruption: +1 (local province)Level 2 · rank 5
Spread Corruption action: Vampiric corruption is increased by an additional 2
Vampiric corruption: +2 (local province)Level 3 · rank 10
Spread Corruption action: Vampiric corruption is increased by an additional 3
Vampiric corruption: +3 (local province)The locals take notice and will be inspired or frightened into action. - Damage Building3 levelsLevel 1
Damage Building action: Additional 5% damage causedLevel 2 · rank 5
Damage Building action: Additional 15% damage causedLevel 3 · rank 10
Damage Building action: Additional 30% damage causedIt is not just the forces of Chaos that can despoil, break and ruin. - 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. - Hinder Replenishment3 levelsLevel 1
Hinder Replenishment action: Replenishment is modified by an additional -10%Level 2 · rank 5
Hinder Replenishment action: Replenishment is modified by an additional -20%Level 3 · rank 10
Hinder Replenishment action: Replenishment is modified by an additional -40%The sight of a powerful figure extolling death and blasphemies can bring enemy ranks to their knees. - 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
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.