Books of Nagash
Nine books of necromancy, each worth its own reward to the factions that collect them. Below: who holds the books when a campaign starts, and what every book gives each collector, as the game's tables and campaign script have it, patch 9.0.
Where the books start
- · Arg'Flux's Pyrocasters
- · Legion of Gore'hath
- · The Glothal Brood
- · The Convent
- · Pilgrims of Myrmidia
- · Eyes of the Jungle
- · Dwellers of Zardok
- · Black Creek Raiders
Books 1–8 are carried by these rogue armies (a random army for each book in single player; in this order in multiplayer).
The Ninth Book of Nagash is held by the leader of Followers of Nagash.
A rogue army carrying a book has
Attribute: Unbreakable
Enables lightning strike battles when reinforcements are present
Campaign movement range: +30%
Tomb Kings
Exiles of Nehek, Followers of Nagash, Khemri, Court of Lybaras

First Book of Nagash
Unit capacity: +4 · Necrosphinx
Enables magical attacks for Necrosphinx (Lord's army)
Missile resistance: 15% for all Monsters (Lord's army)
Dune Restoration: +5% chance and hit points for destroyed Construct units restored after battle (Lord's army)

Second Book of Nagash
Unlocks additional effects for Gold, Marble and Gem resource buildings while held
Construction time: -1 for all buildings (minimum of 1 turn) (local province)
Dune Restoration: +5% chance and hit points for destroyed Construct units restored after battle (Lord's army)
Construction cost: -15% for all buildings (local province)
Income from all buildings: +5% (factionwide)

Third Book of Nagash
Replenishes 35% campaign movement range after sacking or occupying settlements (Lord)
Regions will be hit by a sandstorm after sacking or occupying settlements (Lord's army)
Immune to Sandstorm attrition (Lord's army)
Dune Restoration: +5% chance and hit points for destroyed Construct units restored after battle (Lord's army)

Fourth Book of Nagash
Unit experience gain: +25% (Lord's army)
Enables Sundering attacks for units (Rank 7 and above) (Lord's army)
Character experience gain: +25% (characters in force)
Dune Restoration: +5% chance and hit points for destroyed Construct units restored after battle (Lord's army)

Fifth Book of Nagash
Ward save: +5% for Infantry units (Lord's army)
Dune Restoration: +5% chance and hit points for destroyed Construct units restored after battle (Lord's army)
Unit capacity: +4 · Tomb Guard · Tomb Guard (Halberds)
Leadership: +7 for Infantry units (Lord's army)

Sixth Book of Nagash
Unlocks Hero recruitment: Liche Priest (Undeath)
Cooldown: -10% to all spells (characters in force)
Winds of Magic cost: -10% for all spells (characters in force)
Spell intensity: +10% (characters in force)
Dune Restoration: +5% chance and hit points for destroyed Construct units restored after battle (Lord's army)
Winds of Magic power reserve capacity: +25 (Lord's army)

Seventh Book of Nagash
Unit capacity: +4 · Necropolis Knights · Necropolis Knights (Halberds)
Attribute: Vanguard Deployment for Cavalry units (Lord's army)
Dune Restoration: +5% chance and hit points for destroyed Construct units restored after battle (Lord's army)
Dune Restoration: +20% chance and hit points for destroyed Necropolis Knight units restored after battle (Lord's army)

Eighth Book of Nagash
Passive ability: "Regeneration" (Lord)
Battle healing cap: +100% (Lord's army)- Bound spell: "Breath of Darkness" (Lord)
Dune Restoration: +5% chance and hit points for destroyed Construct units restored after battle (Lord's army)

Ninth Book of Nagash
Unit capacity: +6 · Ushabti · Ushabti (Great Bows)
Attribute: Causes Terror for Ushabti and Ushabti (Great Bows) units (Lord's army)
Dune Restoration: +5% chance and hit points for destroyed Construct units restored after battle (Lord's army)
Attribute: Causes Terror (Lord)
The Drakenhof Conclave

First Book of Nagash
Enables magical attacks for Terrorgheist (Lord's army)
Missile resistance: 15% for all Monsters (Lord's army)
The Dead Rise Again: +5% chance and hit points for destroyed units restored after battle (Lord's army)
Unit capacity: +4 · Terrorgheist

Second Book of Nagash
Unlocks additional effects for Gold, Marble and Gem resource buildings while held
The Dead Rise Again: +5% chance and hit points for destroyed units restored after battle (Lord's army)
Construction time: -1 for all buildings (minimum of 1 turn) (local province)
Construction cost: -15% for all buildings (local province)
Income from all buildings: +5% (factionwide)

Third Book of Nagash
Replenishes 35% campaign movement range after sacking or occupying settlements (Lord)
Regions will be hit by a sandstorm after sacking or occupying settlements (Lord's army)
Immune to Sandstorm attrition (Lord's army)
The Dead Rise Again: +5% chance and hit points for destroyed units restored after battle (Lord's army)

Fourth Book of Nagash
Unit experience gain: +25% (Lord's army)
Enables Sundering attacks for units (Rank 7 and above) (Lord's army)
The Dead Rise Again: +5% chance and hit points for destroyed units restored after battle (Lord's army)
Character experience gain: +25% (characters in force)

Fifth Book of Nagash
Ward save: +5% for Infantry units (Lord's army)
The Dead Rise Again: +5% chance and hit points for destroyed units restored after battle (Lord's army)
Unit capacity: +4 · Grave Guard
Upkeep: -25% for Infantry units (Lord's army)

Sixth Book of Nagash
Cooldown: -10% to all spells (characters in force)
Winds of Magic cost: -10% for all spells (characters in force)
The Dead Rise Again: +5% chance and hit points for destroyed units restored after battle (Lord's army)
Spell intensity: +10% (characters in force)
Winds of Magic power reserve capacity: +25 (Lord's army)

Seventh Book of Nagash
Attribute: Vanguard Deployment for Cavalry units (Lord's army)
The Dead Rise Again: +5% chance and hit points for destroyed units restored after battle (Lord's army)
The Dead Rise Again: +20% chance and hit points for destroyed Blood Knight units restored after battle (Lord's army)
Unit capacity: +4 · Blood Knights · Blood Knights (Lances)

Eighth Book of Nagash
Passive ability: "Regeneration" (Lord)
Battle healing cap: +100% (Lord's army)- Bound spell: "Breath of Darkness" (Lord)
The Dead Rise Again: +5% chance and hit points for destroyed units restored after battle (Lord's army)

Ninth Book of Nagash
Attribute: Causes Terror for Crypt Horrors and Vargheists units (Lord's army)
The Dead Rise Again: +5% chance and hit points for destroyed units restored after battle (Lord's army)
Unit capacity: +3 · Crypt Horrors · Vargheists
Attribute: Causes Terror (Lord)
Cult of Sigmar

First Book of Nagash
Diplomatic relations: +10 with Humans, High Elves, Wood Elves, Lizardmen and Dwarfs
Righteous Zeal: +1
Upkeep: -5% (armies in region)

Second Book of Nagash
Diplomatic relations: +10 with Humans, High Elves, Wood Elves, Lizardmen and Dwarfs
Righteous Zeal: +1
Upkeep: -5% (armies in region)

Third Book of Nagash
Diplomatic relations: +10 with Humans, High Elves, Wood Elves, Lizardmen and Dwarfs
Righteous Zeal: +1
Upkeep: -5% (armies in region)

Fourth Book of Nagash
Diplomatic relations: +10 with Humans, High Elves, Wood Elves, Lizardmen and Dwarfs
Righteous Zeal: +1
Upkeep: -5% (armies in region)

Fifth Book of Nagash
Diplomatic relations: +10 with Humans, High Elves, Wood Elves, Lizardmen and Dwarfs
Righteous Zeal: +1
Upkeep: -5% (armies in region)

Sixth Book of Nagash
Diplomatic relations: +10 with Humans, High Elves, Wood Elves, Lizardmen and Dwarfs
Righteous Zeal: +1
Upkeep: -5% (armies in region)

Seventh Book of Nagash
Diplomatic relations: +10 with Humans, High Elves, Wood Elves, Lizardmen and Dwarfs
Righteous Zeal: +1
Upkeep: -5% (armies in region)

Eighth Book of Nagash
Diplomatic relations: +10 with Humans, High Elves, Wood Elves, Lizardmen and Dwarfs
Righteous Zeal: +1
Upkeep: -5% (armies in region)

Ninth Book of Nagash
Diplomatic relations: +10 with Humans, High Elves, Wood Elves, Lizardmen and Dwarfs
Righteous Zeal: +1
Upkeep: -5% (armies in region)
Host of Nagash

First Book of Nagash
Unlocks a Book of Nagash Spell Slot for Nagash
Missile resistance: 10% for all Monsters (Lord's army)
Empower 5 Sigils within the Black Pyramid
The Dead Rise Again: +5% chance and hit points for destroyed units restored after battle (Lord's army)
Unit capacity: +2 · Necrosphinx · Terrorgheist

Second Book of Nagash
Unlocks a Book of Nagash Spell Slot for Nagash
Unlocks additional effects for Gold, Marble and Gem resource buildings while held
Empower 5 Sigils within the Black Pyramid
Necromantic Energy: +25 per turn (land of the dead)
The Dead Rise Again: +5% chance and hit points for destroyed units restored after battle (Lord's army)
Construction time: -1 for all buildings (minimum of 1 turn) (local province)
Income from all buildings: +5% (factionwide)

Third Book of Nagash
Replenishes 35% campaign movement range after sacking or occupying settlements (Lord)
Regions will be hit by a sandstorm after sacking or occupying settlements (Lord's army)
Immune to Sandstorm attrition (Lord's army)
Unlocks a Book of Nagash Spell Slot for Nagash
Empower 5 Sigils within the Black Pyramid
The Dead Rise Again: +5% chance and hit points for destroyed units restored after battle (Lord's army)

Fourth Book of Nagash
Unit experience gain: +25% (Lord's army)
Unlocks a Book of Nagash Spell Slot for Nagash
Enables Sundering attacks for units (Rank 7 and above) (Lord's army)
Empower 5 Sigils within the Black Pyramid
The Dead Rise Again: +5% chance and hit points for destroyed units restored after battle (Lord's army)
Character experience gain: +25% (characters in force)

Fifth Book of Nagash
Ward save: +5% for Infantry units (Lord's army)
Unlocks a Book of Nagash Spell Slot for Nagash
Empower 5 Sigils within the Black Pyramid
The Dead Rise Again: +5% chance and hit points for destroyed units restored after battle (Lord's army)
Unit capacity: +2 · Tomb Guard · Grave Guard

Sixth Book of Nagash
Cooldown: -10% to all spells (characters in force)
Winds of Magic cost: -10% for all spells (characters in force)
Unlocks a Book of Nagash Spell Slot for Nagash
Empower 5 Sigils within the Black Pyramid
The Dead Rise Again: +5% chance and hit points for destroyed units restored after battle (Lord's army)
Spell intensity: +10% (characters in force)

Seventh Book of Nagash
Unlocks a Book of Nagash Spell Slot for Nagash
Attribute: Vanguard Deployment for Cavalry units (Lord's army)
Empower 5 Sigils within the Black Pyramid
The Dead Rise Again: +5% chance and hit points for destroyed units restored after battle (Lord's army)
Unit capacity: +2 · Blood Knights · Necropolis Knights

Eighth Book of Nagash
Battle healing cap: +100% (Lord's army)
Unlocks a Book of Nagash Spell Slot for Nagash- Bound spell: "Breath of Darkness" (Lord)
Empower 5 Sigils within the Black Pyramid
The Dead Rise Again: +5% chance and hit points for destroyed units restored after battle (Lord's army)

Ninth Book of Nagash
Unlocks a Book of Nagash Spell Slot for Nagash
Attribute: Causes Terror for Ushabti, Ushabti (Great Bows), Crypt Horrors and Vargheists units (Lord's army)
Empower 5 Sigils within the Black Pyramid
The Dead Rise Again: +5% chance and hit points for destroyed units restored after battle (Lord's army)
Unit capacity: +2 · Ushabti · Crypt Horrors · Mournguls
Source: books_of_nagash_details, books_of_nagash_to_faction_effect_bundle_junctions and effect_bundles_to_effects_junctions; collectors and the books' starting holders from the campaign scripts wh2_dlc09_books_of_nagash.lua and wh2_dlc09_books_of_nagash_locations.lua, patch 9.0, from the WH3-Dump export. The books' story texts are not reproduced.