Von Carstein Vampire Lord skill tree & build planner
64 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
- Barded NightmareUnlocks at rank 8Mount: Barded NightmareThe most impressive Nightmares are those reared on fresh blood. Such noble monstrosities are worthy mounts.
- HellsteedUnlocks at rank 10Mount: HellsteedHellsteeds are vicious. Vampires that dabble in the binding of beasts delight in breaking these wild creatures to their will.
- Zombie DragonUnlocks at rank 18Mount: Zombie DragonIt is to the Plain of Bones that a Vampire Lord travels to claim a Zombie Dragon as their mount.
- Fell NestUnlocks at rank 8Construction cost: -50% for Forest chain buildings (local region)Construction time: -1 for Forest chain buildings (local region)Upkeep: -100% for Fell Bats units (Lord's army)"Summon my servants, the bats. I have need of their talents."
- Sylvanian MarksmenUnlocks at rank 10Missile strength: +15% for Sylvanian Crossbowmen and Sylvanian Handgunners units (Lord's army)Range: +15% for Sylvanian Crossbowmen and Sylvanian Handgunners units (Lord's army)Gain: 1 additional Sylvanian Crossbowmen and Sylvanian HandgunnerTrained to survive against the harshest of elements, yet still but mere puppets to the masters they unwittingly serve.
- Storm of the NightUnlocks at rank 16Ability: "Storm of the Night"Enemy leadership: -4 (local region)"Come, my night-shape servants, we have a great work ahead of us."
- Aura of Dark MajestyLeadership aura size: +25%This Lord of Undeath projects an aura of dominion that can wilt the most iron-willed mortals.
- Dark PactLeadership: +5 when attacking (Lord's army)A dark pact has been made with darker Gods to guarantee victory.
- Grave WardUnlocks at rank 8Missile resistance: 10%Whereby the power of death itself is used to hold back the physical world.
- Soldiers of RenownUnlocks at rank 10 · 3 levelsLevel 1 · free at rank 10Regiments of Renown army capacity: +1 (own army)Level 2 · free at rank 20Regiments of Renown army capacity: +2 (own army)Level 3 · free at rank 30Regiments of Renown army capacity: +3 (own army)Their renown shall further elevate the one under whose command they march.
- ImmortalityUnlocks at rank 20 · Starting skillThis 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 1Character experience gain: +20% (Heroes in Lord's army)Character will share +15% of experience earned between all other active LordsLevel 2 · rank 40Character experience gain: +35% (Heroes in Lord's army)Character will share +30% of experience earned between all other active LordsLevel 3 · rank 50Character 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.
- Aristocrat of the BladeUnlocks at rank 12Melee attack: +8Melee defence: +8Weapon strength: +10%The power to command armies, beasts, and even darkness itself may be uncanny, but even with a mere blade in hand a von Carstein is an otherworldly sight.
- Brooding HorrorsUpkeep: -20% for Fell Bats, Vargheists and Dire Wolves units (Lord's army)Attribute: Causes Terror for Vargheists (Lord's army)Melee attack: +8 for Fell Bats, Vargheists and Dire Wolves units (Lord's army)Weapon strength: +10% for Fell Bats, Vargheists and Dire Wolves units (Lord's army)Requires: Aristocrat of the BladeCertain creatures should never leave the crypts in which they haunt and creep, and never be seen by ordinary mortals.
- Inhuman FormAttribute: Vanguard DeploymentPhysical resistance: 15%Speed: +15%Requires: Aristocrat of the BladeSome Vampires can change into a wolf, a great bat or a whirl of mist. In doing so, they gain all of the advantages of their new form.
- Call of the Night BeastWinds of Magic cost: -20% for Lore of Beasts spellsCooldown: -20% to Lore of Beasts spellsTargeting range: +200% for "Transformation of Kadon"Ability number of uses: +2 for "Transformation of Kadon"Requires: Aristocrat of the BladeVon Carsteins think themselves the pinnacle of true poise, decisive power, command through mere presence... Yet within every Vampire's soul lurks a slavering monster, driven to feed.
- Benevolent OverlordVampiric corruption: +2 (local province)Income from all buildings: +15% (local province)Control: +3 (local province)Requires: Aristocrat of the Blade"In time they will come to see that fear is a great motivator, and thank us for that gift."
- The Pulse of DarknessWinds of Magic cost: -20% for Lore of VampiresSpell intensity: +10%Winds of Magic power reserve capacity: +10 (Lord's army)Cooldown: -20% to Lore of Vampires spellsRequires: 3 skill points across Brooding Horrors, Inhuman Form, Call of the Night Beast, Benevolent OverlordHis mere presence throws a Stygian pall over the land. His voice invokes the misty tendrils of Vampiric magic.
- The HungerPassive ability: "The Hunger"
- Devastating Charge2 levelsLevel 1Charge bonus: +15Level 2Charge bonus: +30Requires: The HungerSome creatures charge home with such fury that the very ground shakes beneath their feet.
- Dark Knight2 levelsLevel 1Armour: +7Level 2Armour: +15Requires: The Hunger"See my coat of crimson armour? It is strengthened by thine blood and fear."
- Beguile2 levelsLevel 1Melee defence: +6Level 2Melee defence: +12Requires: The Hunger"Look into mine eyes, mortal; what glories do you see?"
- Quickblood2 levelsLevel 1Melee attack: +6Level 2Melee attack: +12Requires: The HungerThe sword-strikes of mortal man are but clumsy, childish lunges before the preternatural speed of a Vampire.
- Blood LustAbility: "Blood Lust"Requires: 4 skill points across Devastating Charge, Dark Knight, Beguile, Quickblood
- Master Strike2 levelsLevel 1Weapon strength: +10%Level 2Weapon strength: +20%Requires: Blood LustStrike hard, strike true.
- Curse of the Revenant2 levelsLevel 1Hit points: +7%Level 2Hit points: +15%Requires: Blood LustThe strength of this Vampire to endure the centuries is beyond compare.
- Supernatural HorrorAttribute: Causes TerrorRequires: Blood LustTo look upon this Undead Lord is to witness true and absolute horror!
- Fleet-Footed2 levelsLevel 1Speed: +7%Level 2Speed: +15%Requires: Blood LustThose who are fleet of foot can reach the enemy faster.
- Red FuryReplaces: "Blood Lust"Ability: "Red Fury"Requires: 4 skill points across Master Strike, Curse of the Revenant, Supernatural Horror, Fleet-Footed
- Invocation of Nehek2 levelsLevel 1Overcast spell: "Invocation of Nehek Upgraded"Cooldown: -30% to "Invocation of Nehek"Level 2Miscast 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 "Invocation of Nehek"
- The Curse of UndeathPassive ability: "The Curse of Undeath"Requires: Invocation of NehekAs the powers of Dark Magic are wielded for the purpose of Necromancy, its unwholesome energies invigorate the Undead.
- Vanhel's Danse Macabre2 levelsLevel 1Overcast spell: "Vanhel's Danse Macabre Upgraded"Cooldown: -30% to "Vanhel's Danse Macabre"Level 2Miscast 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
- Flock of Doom2 levelsLevel 1Overcast spell: "Flock of Doom Upgraded"Cooldown: -30% to "Flock of Doom"Spell: "Flock of Doom"Level 2Miscast base chance: -15% for "Flock of Doom Upgraded"Overcast spell: "Flock of Doom Upgraded"Winds of Magic cost: -1 for "Flock of Doom"Winds of Magic cost: -2 for "Flock of Doom Upgraded"Cooldown: -50% to "Flock of Doom"Requires: Invocation of NehekWith a mighty bellow, the caster invokes Corvus the Crow Lord, summoning his servants to peck at the foe's eyes.
- Raise Dead2 levelsLevel 1Overcast spell: "Raise Dead Upgraded"Cooldown: -30% to "Raise Dead"Level 2Miscast 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 "Raise Dead"Requires: Invocation of Nehek
- EvasionPassive ability: "Evasion"Requires: 4 skill points across The Curse of Undeath, Vanhel's Danse Macabre, Flock of Doom, Raise Dead
- Transformation of KadonSpell: "Transformation of Kadon"Winds of Magic cost: -6 for "Transformation of Kadon"Requires: EvasionKadon, a master of forms, was able to shift his shape into anything he chose. Here, his magic is used to summon a Varghulf, as if Kadon himself fights for you.
- Wind of Death2 levelsLevel 1Overcast spell: "Wind of Death Upgraded"Cooldown: -30% to "Wind of Death"Level 2Miscast 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
- 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, Transformation of Kadon, Wind of Death
Battle
- Aura of SupremacyCharacter's aura leadership effect: +5Enemy leadership: -4 (enemy armies in local province)"I am mighty, none dare challenge me!"
- The Unliving Host3 levelsLevel 1Melee attack: +4 for Zombies, Skeletons, Crypt Ghouls, Grave Guard and Lahmian Handmaidens units (Lord's army)Level 2Melee 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 3Melee 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 1Speed: +6% for Fell Bats and Dire Wolves units (Lord's army)Level 2Charge 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 3Charge 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 1Spell resistance: 5% for Spirit Host, Cairn Wraiths, Mournguls and Hexwraiths units (Lord's army)Level 2Spell 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 3Spell 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 1Charge bonus: +6 for Crypt Horrors, Vargheists, Varghulfs, Zombie Dragon and Terrorgheist units (Lord's army)Level 2Charge 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 3Charge 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 1Melee attack: +4 for Black Knights, Blood Knights and Drakenhof Templars units (Lord's army)Level 2Armour: +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 3Armour: +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 1Melee defence: +4 for Black Coach, Corpse Cart, Coven Throne and Mortis Engine units (Lord's army)Level 2Melee 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 3Melee 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 AnimusAbility: "Magical Animus"Requires: 6 skill points across The Unliving Host, Call of the Night, Evil Souls, Creatures of the Night, Waking Dead, Carriages of Death
- Legions of DeadSpell 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 KnightsCharge 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 PowerMelee 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 HorrorsCharge 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 ResurgentReplaces: "Magical Animus"Ability: "Undeath Resurgent"Requires: a point in any of Legions of Dead, Dread Knights, Deadly Power, Flying Horrors
Campaign
- The Restless DeadCampaign movement range: +5%A Lord of Necromancy's minions do not suffer exhaustion, they can walk for leagues and never suffer.
- Undying Horde3 levelsLevel 1The Dead Rise Again: +5% hit points for destroyed Undead units restored after battle (Lord's army)Casualty replenishment rate: +2% (Lord's army)Level 2The Dead Rise Again: +10% hit points for destroyed Undead units restored after battle (Lord's army)Casualty replenishment rate: +4% (Lord's army)Level 3The 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 1Character experience gain: +10% (Heroes in Lord's army)Upkeep: -3% (Lord's army)Level 2Character experience gain: +20% (Heroes in Lord's army)Upkeep: -6% (Lord's army)Level 3Character 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 1Attrition: -10% casualties suffered from all attrition (Lord's army)Level 2Attrition: -20% casualties suffered from all attrition (Lord's army)Level 3Attrition: -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 1Ambush success chance: +6% (Lord's army)Level 2Ambush success chance: +16% (Lord's army)Level 3Ambush success chance: +30% (Lord's army)Requires: The Restless DeadSuch long-lived creatures develop a level of guile that mortals cannot match.
- Immortal HorrorCasualty replenishment rate: +30% for this Lord (Lord's army)Battle healing cap: +50%Wound recovery time: -1 turnsRequires: 4 skill points across 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 1Enemy 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 2Enemy 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 3Enemy 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 penaltyEnables lightning strike battles when reinforcements are presentRequires: Immortal Horror"The time to strike is now!"
- Guile & Glamour3 levelsLevel 1Vampiric corruption: +1 (local province)Level 2Vampiric corruption: +3 (local province)Level 3Vampiric 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 1Growth: +8 (local province)Level 2Growth: +20 (local province)Level 3Growth: +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 1Attrition: -5% when under siege (armies in local owned region)Level 2Attrition: -10% when under siege (armies in local owned region)Level 3Attrition: -15% when under siege (armies in local owned region)Requires: Immortal HorrorThis Lord has endless forbearance, a timeless patience crafted over millennia.
- Uncanny PrescienceWinds of Magic power reserve minimum: +15 (Lord's army)Campaign movement range: +5%Upkeep: -8% (Lord's army)Requires: 4 skill points across Lightning Strike, Guile & Glamour, Necrarch, Eternal WardenThis Lord can hear the thoughts of mortals for leagues around, and plan accordingly.
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
Von Carstein Vampire Lord · base + skills + items; no techs, buffs, campaign or battle-context effects (vs a race, at sea…).
| Stat | Base | Build |
|---|---|---|
| Health | 4,068 | 4,068 |
| Armour | 90 | 90 |
| Leadership | 80 | 80 |
| Speed | 38 | 38 |
| Melee attack | 70 | 70 |
| Melee defence | 45 | 45 |
| Weapon strength | 480 | 480 |
| … armour-piercing | 170 | 170 |
| Charge bonus | 25 | 25 |
| Missile block chance | 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
- This Lord will be wounded instead of killed in battle
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.
