
Vlad von Carstein skill planner
Vampire CountsLegendary lordUnit stats
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).
- Diviner
Campaign line of sight: +25%
Magic item drop chance from battle: +50%
Post battle chance of stealing a magic item: +30%This adept uses the Winds of Magic to seek out arcane artefacts. - Aura of Dark Majesty
Leadership aura size: +25%This Lord of Undeath projects an aura of dominion that can wilt the most iron-willed mortals. - Dark Pact
Leadership: +5 when attacking (Lord's army)A dark pact has been made with darker Gods to guarantee victory. - Loremaster, Lore of VampiresUnlocks at rank 9
Winds of Magic cost: -2 for "Curse of Years"
Winds of Magic cost: -1 for "Invocation of Nehek Upgraded"
Winds of Magic cost: -2 for "Wind of Death Upgraded"
Cooldown: -25% to Lore of Vampires spellsThis one is no apprentice in the black arts but a master of Necromancy and Dark Magic. - Grave WardUnlocks at rank 8
Missile 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 10
Regiments of Renown army capacity: +2 (own army)Level 2 · free at rank 20
Regiments of Renown army capacity: +4 (own army)Level 3 · free at rank 30
Regiments 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 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.
- Cloud of HorrorUnlocks at rank 12
Campaign movement range: +10%
Attribute: Strider
Speed: +15%Vlad is borne to battle by powerful, dark effluvia, moving with a speed beyond mortal perception. - Coven of Undeath
Unit experience gain per turn: +230 (armies in local province)
Unit experience gain per turn: +150 (all armies factionwide)Requires: Cloud of HorrorVlad shares his aberrant immortality with those he trusts, ensuring his legacy endures eternally. - Mesmerising Aura
Cooldown: -33% for "Master of Beguilement"
Improves "Aura of Dark Grandeur" with a penalty to enemy melee attack
Enemy Hero action success chance: -9%Requires: Cloud of HorrorThe Lord of the von Carsteins exudes a distracting and sensational air, giving all before him pause. - Mortal Levies
Missile strength: +20% for Sylvanian Crossbowmen and Sylvanian Handgunners units (own army)
Range: +20% for Sylvanian Crossbowmen and Sylvanian Handgunners units (own army)
Diplomatic relations: +40 with EmpireRequires: Cloud of HorrorIt takes a combination of madness, desperation and an iron stomach to be levied alongside the living dead. - Storm of the Night
Ability: "Storm of the Night"
Enemy leadership: -4 (local region)Requires: Cloud of Horror"Come, my night-shape servants, we have a great work ahead of us." - Monstrous Strength
Enables sundering attacks
Base weapon damage: +5 (own army)
Weapon strength: +10%
Weapon strength: +10% (own army)Requires 2 of: Storm of the Night, Coven of Undeath, Mesmerising Aura, Mortal LeviesSkill honed by centuries, strength tempered by blood.
- The Hunger
Passive ability: "The Hunger" - Devastating Charge2 levelsLevel 1
Charge bonus: +15Level 2
Charge bonus: +30Requires: The HungerSome creatures charge home with such fury that the very ground shakes beneath their feet. - Dark Knight2 levelsLevel 1
Armour: +7Level 2
Armour: +15Requires: The Hunger"See my coat of crimson armour? It is strengthened by thine blood and fear." - Beguile2 levelsLevel 1
Melee defence: +6Level 2
Melee defence: +12Requires: The Hunger"Look into mine eyes, mortal; what glories do you see?" - Quickblood2 levelsLevel 1
Melee attack: +6Level 2
Melee attack: +12Requires: The HungerThe sword-strikes of mortal man are but clumsy, childish lunges before the preternatural speed of a Vampire. - Blood Lust
Ability: "Blood Lust"Requires all: Devastating Charge, Dark Knight, Beguile, Quickblood - Master Strike2 levelsLevel 1
Weapon strength: +10%Level 2
Weapon strength: +20%Requires: Blood LustStrike hard, strike true. - Curse of the Revenant2 levelsLevel 1
Hit points: +7%Level 2
Hit points: +15%Requires: Blood LustThe strength of this Vampire to endure the centuries is beyond compare. - Blade Master2 levelsLevel 1
Melee attack: +6Level 2
Melee attack: +12Requires: Blood LustThis warrior is one with their blade; it is an extension of their will, making them a worthy foe in combat. - Fleet-Footed2 levelsLevel 1
Speed: +7%Level 2
Speed: +15%Requires: Blood LustThose who are fleet of foot can reach the enemy faster. - Red Fury
Replaces: "Blood Lust"
Ability: "Red Fury"Requires all: Master Strike, Curse of the Revenant, Blade Master, Fleet-Footed
- Invocation of Nehek2 levelsLevel 1
Overcast spell: "Invocation of Nehek Upgraded"
Cooldown: -30% to ""Level 2
Miscast 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 "" - The Curse of Undeath
Passive ability: "The Curse of Undeath"Requires: Invocation of Nehek - Vanhel's Danse Macabre2 levelsLevel 1
Overcast spell: "Vanhel's Danse Macabre Upgraded"
Cooldown: -30% to "Vanhel's Danse Macabre"Level 2
Miscast base chance: -15% for "Vanhel's Danse Macabre Upgraded"
Overcast spell: "Vanhel's Danse Macabre Upgraded"
Winds of Magic cost: -1 for "Vanhel's Danse Macabre"
Winds of Magic cost: -2 for "Vanhel's Danse Macabre Upgraded"
Cooldown: -50% to "Vanhel's Danse Macabre"Requires: Invocation of Nehek - Gaze of Nagash2 levelsLevel 1
Overcast spell: "Gaze of Nagash Upgraded"
Cooldown: -30% to "Gaze of Nagash"Level 2
Miscast base chance: -15% for "Gaze of Nagash Upgraded"
Overcast spell: "Gaze of Nagash Upgraded"
Winds of Magic cost: -2 for "Gaze of Nagash"
Winds of Magic cost: -3 for "Gaze of Nagash Upgraded"
Cooldown: -50% to "Gaze of Nagash"Requires: Invocation of Nehek - Raise Dead2 levelsLevel 1
Overcast spell: "Raise Dead Upgraded"
Cooldown: -30% to ""Level 2
Miscast 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 ""Requires: Invocation of Nehek - Evasion
Passive ability: "Evasion"Requires all: The Curse of Undeath, Vanhel's Danse Macabre, Gaze of Nagash, Raise Dead - Curse of Years
Winds of Magic cost: -2 for "Curse of Years"
Cooldown: -50% to "Curse of Years"
Spell: "Curse of Years"Requires: Evasion - Wind of Death2 levelsLevel 1
Overcast spell: "Wind of Death Upgraded"
Cooldown: -30% to "Wind of Death"Level 2
Miscast 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 - 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, Curse of Years, Wind of Death
- Aura of Supremacy
Character's aura leadership effect: +5
Enemy leadership: -4 (enemy armies in local province)"I am mighty, none dare challenge me!" - The Unliving Host3 levelsLevel 1
Melee attack: +4 for Zombies, Skeletons, Crypt Ghouls, Grave Guard and Lahmian Handmaidens units (Lord's army)Level 2
Melee 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 3
Melee 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 1
Speed: +6% for Fell Bats and Dire Wolves units (Lord's army)Level 2
Charge 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 3
Charge 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 1
Spell resistance: 5% for Spirit Host, Cairn Wraiths, Mournguls and Hexwraiths units (Lord's army)Level 2
Spell 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 3
Spell 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 1
Charge bonus: +6 for Crypt Horrors, Vargheists, Varghulfs, Zombie Dragon and Terrorgheist units (Lord's army)Level 2
Charge 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 3
Charge 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 1
Melee attack: +4 for Black Knights, Blood Knights and Drakenhof Templars units (Lord's army)Level 2
Armour: +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 3
Armour: +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 1
Melee defence: +4 for Black Coach, Corpse Cart, Coven Throne and Mortis Engine units (Lord's army)Level 2
Melee 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 3
Melee 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 Animus
Ability: "Magical Animus"Requires all: The Unliving Host, Call of the Night, Evil Souls, Creatures of the Night, Waking Dead, Carriages of Death - Legions of Dead
Spell 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 Knights
Charge 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 Power
Melee 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 Horrors
Charge 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 Resurgent
Replaces: "Magical Animus"
Ability: "Undeath Resurgent"Requires 1 of: Legions of Dead, Dread Knights, Deadly Power, Flying Horrors
- The Restless Dead
Campaign movement range: +5%A Lord of Necromancy's minions do not suffer exhaustion, they can walk for leagues and never suffer. - Undying Horde3 levelsLevel 1
The Dead Rise Again: +5% hit points for destroyed Undead units restored after battle (Lord's army)
Casualty replenishment rate: +2% (Lord's army)Level 2
The Dead Rise Again: +10% hit points for destroyed Undead units restored after battle (Lord's army)
Casualty replenishment rate: +4% (Lord's army)Level 3
The 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. - Children of the Night3 levelsLevel 1
Character experience gain: +10% (Heroes in Lord's army)
Upkeep: -3% (Lord's army)Level 2
Character experience gain: +20% (Heroes in Lord's army)
Upkeep: -6% (Lord's army)Level 3
Character 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. - Darkling Skies3 levelsLevel 1
Attrition: -10% casualties suffered from all attrition (Lord's army)Level 2
Attrition: -20% casualties suffered from all attrition (Lord's army)Level 3
Attrition: -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. - Ancient Cunning3 levelsLevel 1
Ambush success chance: +6% (Lord's army)Level 2
Ambush success chance: +16% (Lord's army)Level 3
Ambush success chance: +30% (Lord's army)Requires: The Restless DeadSuch long-lived creatures develop a level of guile that mortals cannot match. - Immortal Horror
Casualty replenishment rate: +30% for this Lord (Lord's army)
Battle healing cap: +50%
Wound recovery time: -1 turnsRequires all: 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! - 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: Immortal Horror"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: Immortal HorrorA simple glamour can disguise a monstrous Vampire or Liche, so they may then charm and beguile the local populace. - Necrarch3 levelsLevel 1
Growth: +8 (local province)Level 2
Growth: +20 (local province)Level 3
Growth: +36 (local province)Requires: Immortal HorrorW'soran's scions are masters at the art of Necromancy, to dabble in such will be a boon. - Eternal Warden3 levelsLevel 1
Attrition: -5% when under siege (armies in local owned region)Level 2
Attrition: -10% when under siege (armies in local owned region)Level 3
Attrition: -15% when under siege (armies in local owned region)Requires: Immortal HorrorThis Lord has endless forbearance, a timeless patience crafted over millennia. - Uncanny Prescience
Corpse cost to recruit units: -15% for all units (own army)
Winds of Magic power reserve minimum: +15 (Lord's army)
Campaign movement range: +5%
Upkeep: -8% (Lord's army)Requires all: Lightning Strike, Guile & Glamour, Necrarch, Eternal WardenThis Lord can hear the thoughts of mortals for leagues around, and plan accordingly.
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.
Also in the game with this unit: Vlad von Carstein (Hero).
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.