Walach Harkon 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
- Barded NightmareUnlocks at rank 8Mount: Barded NightmareThe most impressive Nightmares are those reared on fresh blood. Such noble monstrosities are worthy mounts.
- Aura of Dark MajestyLeadership aura size: +25%This Lord of Undeath projects an aura of dominion that can wilt the most iron-willed mortals.
- Breaker of RanksUnlocks at rank 8Attribute: Glorious ChargeBonus vs Infantry: +15None stand a chance against those who swore their Undeath to the way of the sword!
- Where Battle CallsUnlocks at rank 8Battle reinforcement time: -30% (own army)Campaign movement range: +10% (own army)Honour and worthy foes spur a Blood Dragon to action, or so he would proclaim… It is, in truth, the bloodshed and nothing else.
- Orders of the ImmortalsUnlocks at rank 10Battle healing cap: +30% for Blood Knights and Drakenhof Templars units (own army)Recruit rank: +2 for Blood Knights and Drakenhof Templar units (own army)Unit capacity: +1 Blood KnightsUnit capacity: +1 Drakenhof TemplarsMortal knightly Orders aspire their entire lives to be the best of their kind. Vampiric Knights' blood grants a vastly greater superiority on its own.
- Grave WardUnlocks at rank 8Missile resistance: 10%Whereby the power of death itself is used to hold back the physical world.
- Coat in BloodUnlocks at rank 12Battle healing cap: +25%Ability: "Coat in Blood"Hit points: +10%Behind the iron discipline of the Grand Master, rages a desire to coat the world in blood!
- Crucible of MightPassive ability: "Murderous Charge" for Blood Knights and Drakenhof Templar units (Hero's army)Melee attack: +6 for Blood Knights and Drakenhof Templar units (Hero's army)Weapon strength: +15% for Blood Knights and Drakenhof Templar units (Hero's army)Requires: Coat in BloodThe frontlines are often caught in the bloody competition between rival Knights
- Bloody SpoilsIncome from looting, sacking and razing settlements +30% (accompanying Lord)Corpses gained from battle: +10% (own army)Income from post-battle loot: +20% (accompanying Lord)Requires: Coat in BloodGreat are the spoils of war, for the worthy are recruited from amongst the enemy's leaders.
- Elite of the Blood KeepSpeed: +12% for Blood Knights units (Hero's army)Ward save: +8% for Blood Knights units (Hero's army)Melee defence: +6 for Blood Knight units (Hero's army)Requires: Coat in BloodBound by a brotherhood of a hundred wars, these immortals have a bond beyond that of any living Knight.
- Blood BanquetAttribute: Unyielding AssaultAttribute: Causes TerrorWeapon strength: +10%Requires: Coat in BloodEven after feasting on the blood of mortals, bloodlust still pumps through a Blood Dragon's veins.
- Crushing MomentumAttribute: Perfect VigourAttribute: Perfect Vigour for Blood Knights and Drakenhof Templars units (Rank 7 and above) (Hero's army)Replenishes 15% campaign movement range after winning a battle (Lord)Campaign movement range: +5% (Hero's army)Requires: 3 skill points across Crucible of Might, Bloody Spoils, Elite of the Blood Keep, Blood BanquetWhen Walach Harkon leads the charge, there is not a single knight among his ranks whose thirst for glory and blood is not enflamed to match the red of his armour.
- Blade MasterMelee attack: +5This warrior is one with their blade; it is an extension of their will, making them a worthy foe in combat.
- Devastating Charge3 levelsLevel 1Charge bonus: +6Level 2Charge bonus: +16Level 3Charge bonus: +30Requires: Blade MasterSome creatures charge home with such fury that the very ground shakes beneath their feet.
- Thick-Skinned3 levelsLevel 1Armour: +3Level 2Armour: +8Level 3Armour: +15Requires: Blade MasterCreatures with tough hides or some kind of natural armour are tough nuts to crack - even a powerful attack may fall foul of their thick-skin.
- Hard to Hit3 levelsLevel 1Melee defence: +3Level 2Melee defence: +7Level 3Melee defence: +12Requires: Blade MasterHand-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.
- Deadly Blade3 levelsLevel 1Melee attack: +3Level 2Melee attack: +7Level 3Melee attack: +12Requires: Blade MasterA deadly blade is especially lethal when in the hands of this master death-maker, killer and slaughterer!
- Foe-SeekerAbility: "Foe-Seeker"Requires: 4 skill points across Devastating Charge, Thick-Skinned, Hard to Hit, Deadly BladeFrom one bloodied, lifeless corpse to the next, this one is always looking for the next adversary to best.
- Wound-Maker3 levelsLevel 1Weapon strength: +5%Level 2Weapon strength: +12%Level 3Weapon strength: +20%Requires: Foe-SeekerSuch is their power and ferocity, a wound-maker will ravage the foe, cutting and pulverising until there is only one exit - death.
- Scarred Veteran3 levelsLevel 1Hit points: +3%Level 2Hit points: +8%Level 3Hit points: +15%Requires: Foe-SeekerThe scars on this storied warrior reveal a veteran of many battles, a being not easy to kill and one worthy of respect and fear.
- Indomitable3 levelsLevel 1Leadership: +4Level 2Leadership: +8Level 3Leadership: +12Requires: Foe-SeekerThe iron will and indomitable presence of this leader ensures their followers remain steadfast when facing peril.
- Blade Shield3 levelsLevel 1Melee defence: +3Level 2Melee defence: +7Level 3Melee defence: +12Requires: Foe-SeekerA blade that sings in defence will not let its wielder be penetrated.
- Deadly OnslaughtAbility: "Deadly Onslaught"Requires: 4 skill points across Blade Shield, Wound-Maker, Scarred Veteran, IndomitableThe war is endless. The cycle of charging, clashing, and bloody hand-to-hand fighting is without end. It will never stop.
- 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 Macabre3 levelsLevel 1Spell: "Vanhel's Danse Macabre"Level 2Overcast spell: "Vanhel's Danse Macabre Upgraded"Cooldown: -30% to "Vanhel's Danse Macabre"Level 3Miscast 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 Nagash3 levelsLevel 1Spell: "Gaze of Nagash"Level 2Overcast spell: "Gaze of Nagash Upgraded"Cooldown: -30% to "Gaze of Nagash"Level 3Miscast 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 Dead3 levelsLevel 1Spell: "Raise Dead"Level 2Overcast spell: "Raise Dead Upgraded"Cooldown: -30% to "Raise Dead"Level 3Miscast 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
- Curse of Years2 levelsLevel 1Spell: "Curse of Years"Level 2Winds of Magic cost: -2 for "Curse of Years"Cooldown: -50% to "Curse of Years"Spell: "Curse of Years"Requires: Invocation of Nehek
- Wind of Death3 levelsLevel 1Spell: "Wind of Death"Level 2Overcast spell: "Wind of Death Upgraded"Cooldown: -30% to "Wind of Death"Level 3Miscast 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: Invocation of Nehek
Campaign
- Training3 levelsLevel 1Training action: Unit experience gain is increased by an additional 10%Level 2 · rank 5Training action: Unit experience gain is increased by an additional 20%Level 3 · rank 10Training action: Unit experience gain is increased by an additional 30%This champion extols discipline and fear away from the battlefield as much as on it.
- 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.
- Assault Garrison3 levelsLevel 1Assault Garrison action: Additional 5% casualties inflictedLevel 2 · rank 5Assault Garrison action: Additional 15% casualties inflictedLevel 3 · rank 10Assault Garrison action: Additional 30% casualties inflicted"If they know I'm coming then more's the better!"
- 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%Hero action success chance: +1%Level 2Hero action cost: -20%Hero action success chance: +3%Level 3Hero 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.
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
Walach Harkon · base + skills + items; no techs, buffs, campaign or battle-context effects (vs a race, at sea…).
| Stat | Base | Build |
|---|---|---|
| Health | 5,068 | 5,068 |
| Armour | 90 | 90 |
| Leadership | 80 | 80 |
| Speed | 38 | 38 |
| Melee attack | 65 | 65 |
| Melee defence | 45 | 45 |
| Weapon strength | 470 | 470 |
| … armour-piercing | 320 | 320 |
| Charge bonus | 35 | 35 |
| Bonus vs infantry | 20 | 20 |
| 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.
