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 9.0.4.
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 9.0.4, from the WH3-Dump export. The books' story texts are not reproduced.