
Health
4,996
Armour
95
Leadership
75
Speed
38
Melee attack
45
Melee defence
60
Weapon strength
130 base + 300 armour-piercing, +20 vs large
430
Charge bonus
25
Attributes

Causes Fear
This unit frightens all enemy units, reducing their leadership when nearby. It is also immune to fear. Fear penalties do not stack.

Charge Defence vs. Large
When bracing, this unit negates the charge bonus of any large attacker.

Charge Reflection
When bracing, this unit causes additional damage when attacking charging enemies.

Encourage
This unit provides a leadership bonus to nearby allies. Units within range of both the Lord's aura and an encouraging unit will receive the larger of the two bonuses.

Hide (forest)
This unit can hide in forests until enemy units get too close.

Undead
Undead units cannot be routed, but take damage when their Leadership is broken. Undead units also have: Fear and Terror Immunity Undead units may also have their hit points restored by special characters such as the Vampire Counts Necromancer.
Abilities
Wraith StormBombardment · Good against armour, Causes moderate magical damage…activeWraith StormBombardmentGood against armourCauses moderate magical damageStrong vs a single unitCooldown 90 s · Duration 9 s · 3 uses · Wind-up 3 sA bombardment of unearthly projectiles; a storm that's extremely hard to weather.
WoundsHex · -10% Speed, -20% Armour-Piercing Weapon Damage…passiveWoundsHex-10% Speed-20% Armour-Piercing Weapon Damage-20% Base Weapon DamagePassiveEven the greatest foes can be laid low with terrible injuries, and the greater the damage done, the less able they will be to effectively continue the fray.
Arcane ConduitAugment of the WindspassiveArcane ConduitAugment of the WindsPassiveA strong mind is needed to channel the Winds of Magic. Those that have such a gift become arcane conduits – funnelling the magical tempests to their cause.
The HungerRegeneration · Replenishes hit points of combatantspassiveThe HungerRegenerationReplenishes hit points of combatantsPassiveAs the Vampires rip apart their victims they feast on the blood that spills forth – gaining in strength and lost stamina.
CrumblingDirect Damage · Causes damage to selfpassiveCrumblingDirect DamageCauses damage to selfPassiveThe dead do not rest easily in the Old World. Those summoned by Vampires and Necromancers no longer have mortal concerns - they serve only their master's will.
DisintegratingDirect Damage · Causes severe damage to selfpassiveDisintegratingDirect DamageCauses severe damage to selfPassiveThe Dark Magic binding has failed. Both flesh and Necromantic energy slough off the subjects, leaving naught but dust.
Count Noctilus skill tree
70 skills, line by line as the game lays them out. Hover a skill for the rank it unlocks at and its effects at each level.
Necrofex ColossusNecrofex ColossusUnlocks at rank 17
Mount: Necrofex Colossus
Lucky CharmLucky CharmUnlocks at rank 4
Missile resistance: 15%
TenacityTenacityUnlocks at rank 9
Hit points: +8%
Army of RenownArmy of Renown3 levelsLevel 1
Regiments of Renown army capacity: +2 (own army)
Regiments of Renown army capacity: +4 (own army)
Regiments of Renown army capacity: +6 (own army)
MentorMentor3 levelsLevel 1
Character experience gain: +20% (Heroes in Lord's army)
Character will share +15% of experience earned between all other active Lords
Character experience gain: +35% (Heroes in Lord's army)
Character will share +30% of experience earned between all other active Lords
Character experience gain: +50% (Heroes in Lord's army)
Character will share +50% of experience earned between all other active Lords
The HungerThe Hunger
Passive ability: "The Hunger"
Master of the DreadfleetMaster of the Dreadfleet
Lord recruit rank: +2 (factionwide)
Regenerative HullRegenerative Hull
Casualty replenishment rate: +8% (Lord's army)
Local recruitment capacity: +1 (local province)
VandalVandal
Pirate crew growth: +5 (Lord's army)
Income from raiding: +8% (Lord's army)
Income from sacking settlements: +8% (Lord's army)
Of the von Carstein LineOf the von Carstein Line
Passive ability: "Regeneration"
Attribute: Causes Terror
Sea-CurseSea-Curse
Leadership: +4 for Depth Guard, Terrorgheist and Deck Droppers units (Lord's army)
Melee defence: +8 for Depth Guard, Terrorgheist and Deck Droppers units (Lord's army)
Invincible FleetInvincible Fleet
Attribute: Unbreakable
Leadership: +5 (Lord's army)
Monkey JacketMonkey Jacket
Ward save: +5%
SwashbucklerSwashbuckler2 levelsLevel 1
Melee attack: +4
Melee attack: +8
Missile resistance: 5%
Master StrikeMaster Strike2 levelsLevel 1
Weapon strength: +10%
Weapon strength: +20%
Scarred VeteranScarred Veteran2 levelsLevel 1
Hit points: +7%
Hit points: +15%
Hard to HitHard to Hit2 levelsLevel 1
Melee defence: +6
Melee defence: +12
TauntTaunt
Ability: "Taunt"
CutlassCutlass2 levelsLevel 1
Weapon strength: +10%
Bonus vs Infantry: +8
Weapon strength: +20%
Blade ShieldBlade Shield2 levelsLevel 1
Melee defence: +6
Melee defence: +12
Vampiric LeapVampiric Leap2 levelsLevel 1
Charge bonus: +15
Charge bonus: +30
Wild-EyedWild-Eyed2 levelsLevel 1
Melee attack: +4
Melee attack: +9
HornswaggleHornswaggle
Replaces: "Taunt"
Ability: "Hornswaggle"
Melkoth's Mystifying MiasmaMelkoth's Mystifying Miasma2 levelsLevel 1
Overcast spell: "Melkoth's Mystifying Miasma Upgraded"
Cooldown: -30% to "Melkoth's Mystifying Miasma"
Miscast base chance: -15% for "Melkoth's Mystifying Miasma Upgraded"
Overcast spell: "Melkoth's Mystifying Miasma Upgraded"
Winds of Magic cost: -1 for "Melkoth's Mystifying Miasma"
Winds of Magic cost: -2 for "Melkoth's Mystifying Miasma Upgraded"
Cooldown: -50% to "Melkoth's Mystifying Miasma"
The Curse of UndeathThe Curse of Undeath
Passive ability: "The Curse of Undeath"
Invocation of NehekInvocation of Nehek2 levelsLevel 1
Overcast spell: "Invocation of Nehek Upgraded"
Cooldown: -30% to ""
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 ""
Drowned DeadDrowned Dead2 levelsLevel 1
Cooldown: -30% to "Drowned Dead"
Overcast spell: "Drowned Dead Upgraded"
Cooldown: -50% to "Drowned Dead"
Miscast base chance: -15% for "Drowned Dead Upgraded"
Overcast spell: "Drowned Dead Upgraded"
Spell number of uses: +1 for "Drowned Dead"
The WitheringThe Withering2 levelsLevel 1
Overcast spell: "The Withering Upgraded"
Cooldown: -30% to "The Withering"
Spell: "The Withering"
Miscast base chance: -15% for "The Withering Upgraded"
Overcast spell: "The Withering Upgraded"
Winds of Magic cost: -1 for "The Withering"
Winds of Magic cost: -2 for "The Withering Upgraded"
Cooldown: -50% to "The Withering"
EvasionEvasion
Passive ability: "Evasion"
Smoke & MirrorsSmoke & Mirrors
Passive ability: "Smoke & Mirrors"
Pit of ShadesPit of Shades2 levelsLevel 1
Overcast spell: "Pit of Shades Upgraded"
Cooldown: -30% to "Pit of Shades"
Spell: "Pit of Shades"
Miscast base chance: -15% for "Pit of Shades Upgraded"
Overcast spell: "Pit of Shades Upgraded"
Winds of Magic cost: -3 for "Pit of Shades"
Winds of Magic cost: -3 for "Pit of Shades Upgraded"
Cooldown: -50% to "Pit of Shades"
Wind of DeathWind of Death2 levelsLevel 1
Overcast spell: "Wind of Death Upgraded"
Cooldown: -30% to "Wind of Death"
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"
EarthingEarthing
Miscast base chance: -15%
Magical ReservesMagical Reserves
Winds of Magic power reserve capacity: +5
Arcane ConduitArcane Conduit
Passive ability: "Arcane Conduit"
Inspiring PresenceInspiring Presence
Unit experience gain per turn: +75 (Lord's army)
Character's aura leadership effect: +5
Held Together by ScrewsHeld Together by Screws3 levelsLevel 1
Melee defence: +4 for Zombie Pirate Deckhands Mob and Depth Guard units (Lord's army)
Leadership: +4 for Zombie Pirate Deckhands Mob and Depth Guard units (Lord's army)
Melee defence: +4 for Zombie Pirate Deckhands Mob and Depth Guard units (Lord's army)
Leadership: +6 for Zombie Pirate Deckhands Mob and Depth Guard units (Lord's army)
Melee defence: +6 for Zombie Pirate Deckhands Mob and Depth Guard units (Lord's army)
Reanimated MarksmanReanimated Marksman3 levelsLevel 1
Ammunition: +8% for Zombie Pirate Gunnery Mob, Rotting Prometheans Gunnery Mob and Deck Gunners units (Lord's army)
Ammunition: +12% for Zombie Pirate Gunnery Mob, Rotting Prometheans Gunnery Mob and Deck Gunners units (Lord's army)
Missile strength: +6% for Zombie Pirate Gunnery Mob, Rotting Prometheans Gunnery Mob and Deck Gunners units (Lord's army)
Ammunition: +18% for Zombie Pirate Gunnery Mob, Rotting Prometheans Gunnery Mob and Deck Gunners units (Lord's army)
Missile strength: +8% for Zombie Pirate Gunnery Mob, Rotting Prometheans Gunnery Mob and Deck Gunners units (Lord's army)
Black Powder OverloadBlack Powder Overload3 levelsLevel 1
Ammunition: +8% for Carronade, Mortar and Queen Bess units (Lord's army)
Ammunition: +12% for Carronade, Mortar and Queen Bess units (Lord's army)
Missile strength: +6% for Carronade, Mortar and Queen Bess units (Lord's army)
Ammunition: +18% for Carronade, Mortar and Queen Bess units (Lord's army)
Missile strength: +8% for Carronade, Mortar and Queen Bess units (Lord's army)
Rotten DeathRotten Death3 levelsLevel 1
Physical resistance: 3% for Rotting Prometheans, Rotting Leviathan and Necrofex Colossus units (Lord's army)
Melee defence: +4 for Rotting Prometheans, Rotting Leviathan and Necrofex Colossus units (Lord's army)
Physical resistance: 4% for Rotting Prometheans, Rotting Leviathan and Necrofex Colossus units (Lord's army)
Melee defence: +6 for Rotting Prometheans, Rotting Leviathan and Necrofex Colossus units (Lord's army)
Physical resistance: 6% for Rotting Prometheans, Rotting Leviathan and Necrofex Colossus units (Lord's army)
Haunting HorrorHaunting Horror3 levelsLevel 1
Missile strength: +4% for Deck Droppers units (Lord's army)
Charge bonus: +6 for Terrorgheist, Scurvy Dogs and Syreens units (Lord's army)
Melee attack: +4 for Terrorgheist, Scurvy Dogs and Syreens units (Lord's army)
Missile strength: +6% for Deck Droppers units (Lord's army)
Charge bonus: +12 for Terrorgheist, Scurvy Dogs and Syreens units (Lord's army)
Melee attack: +6 for Terrorgheist, Scurvy Dogs and Syreens units (Lord's army)
Missile strength: +8% for Deck Droppers units (Lord's army)
Drowned & BoundDrowned & Bound3 levelsLevel 1
Weapon strength: +6% for Animated Hulks and Mournguls units (Lord's army)
Melee attack: +4 for Animated Hulks and Mournguls units (Lord's army)
Speed: +6% for Bloated Corpse units (Lord's army)
Weapon strength: +9% for Animated Hulks and Mournguls units (Lord's army)
Charge bonus: +10 for Bloated Corpse units (Lord's army)
Melee attack: +8 for Animated Hulks and Mournguls units (Lord's army)
Speed: +12% for Bloated Corpse units (Lord's army)
Weapon strength: +12% for Animated Hulks and Mournguls units (Lord's army)
Avast Ye!Avast Ye!
Ability: "Avast Ye!"
Deadly MarchDeadly March
Armour: +18 for Zombie Pirate Deckhands Mob and Depth Guard units (Rank 7 and above) (Lord's army)
Melee attack: +8 for Zombie Pirate Deckhands Mob and Depth Guard units (Rank 7 and above) (Lord's army)
Missile resistance: 15% for Zombie Pirate Deckhands Mob and Depth Guard units (Rank 7 and above) (Lord's army)
Ensorcelled WeaponsEnsorcelled Weapons
Armour: +12 for Zombie Pirate Gunnery Mob, Rotting Prometheans Gunnery Mob, Deck Gunners, Carronade, Mortar and Queen Bess units (Rank 7 and above) (Lord's army)
Spell resistance: 15% for Zombie Pirate Gunnery Mob, Rotting Prometheans Gunnery Mob, Deck Gunners, Carronade, Mortar and Queen Bess units (Rank 7 and above) (Lord's army)
Missile strength: +12% for Zombie Pirate Gunnery Mob, Rotting Prometheans Gunnery Mob, Deck Gunners, Carronade, Mortar and Queen Bess units (Rank 7 and above) (Lord's army)
Masterly SplicingMasterly Splicing
Leadership: +8 for Deck Droppers, Scurvy Dogs, Terrorgheist, Animated Hulks, Mournguls and Syreens units (Rank 7 and above) (Lord's army)
Melee defence: +5 for Deck Droppers, Scurvy Dogs, Terrorgheist, Animated Hulks, Mournguls and Syreens units (Rank 7 and above) (Lord's army)
Speed: +10% for Deck Droppers, Scurvy Dogs, Terrorgheist, Animated Hulks, Mournguls and Syreens units (Rank 7 and above) (Lord's army)
Hardened by DeathHardened by Death
Spell resistance: 15% for Rotting Prometheans, Rotting Leviathan and Necrofex Colossus units (Rank 7 and above) (Lord's army)
Melee attack: +8 for Rotting Prometheans, Rotting Leviathan and Necrofex Colossus units (Rank 7 and above) (Lord's army)
Weapon strength: +12% for Rotting Prometheans, Rotting Leviathan and Necrofex Colossus units (Rank 7 and above) (Lord's army)
All Hands Hoay!All Hands Hoay!
Replaces: "Avast Ye!"
Ability: "All Hands Hoay!"
Route MarcherRoute Marcher
Campaign movement range: +5%
The Restless DeadThe Restless Dead
Campaign movement range: +5%
Binded to ServiceBinded to Service3 levelsLevel 1
Recruitment cost: -3% (Lord's army)
Recruitment cost: -8% (Lord's army)
Recruitment cost: -15% (Lord's army)
Undying HordeUndying 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)
The Dead Rise Again: +10% hit points for destroyed Undead units restored after battle (Lord's army)
Casualty replenishment rate: +4% (Lord's army)
The Dead Rise Again: +15% hit points for destroyed Undead units restored after battle (Lord's army)
Casualty replenishment rate: +6% (Lord's army)
Ghost FleetGhost Fleet3 levelsLevel 1
Casualty replenishment rate: +2% (Lord's army)
Casualty replenishment rate: +4% (Lord's army)
Casualty replenishment rate: +6% (Lord's army)
AbsoluteAbsolute3 levelsLevel 1
Construction cost: -3% for all buildings (local province)
Control: +2 (local province)
Construction cost: -6% for all buildings (local province)
Control: +3 (local province)
Construction cost: -10% for all buildings (local province)
Control: +4 (local province)
FreebooterFreebooter3 levelsLevel 1
Post battle chance of stealing a magic item: +5%
Income from post-battle loot: +9%
Post battle chance of stealing a magic item: +10%
Income from post-battle loot: +12%
Post battle chance of stealing a magic item: +15%
Income from post-battle loot: +15%
No Magic but HisNo Magic but His3 levelsLevel 1
Post battle chance of stealing a magic item: +5%
Income from post-battle loot: +5%
Post battle chance of stealing a magic item: +10%
Income from post-battle loot: +10%
Post battle chance of stealing a magic item: +15%
Income from post-battle loot: +15%
Sea DogsSea Dogs3 levelsLevel 1
Leadership: +2 when fighting at sea (Lord's army)
Income from sacking settlements: +4% (Lord's army)
Leadership: +4 when fighting at sea (Lord's army)
Income from sacking settlements: +8% (Lord's army)
Leadership: +6 when fighting at sea (Lord's army)
Income from sacking settlements: +12% (Lord's army)
The Elixir's CreatorThe Elixir's Creator3 levelsLevel 1
Vampiric corruption: +1 (local province)
Attrition: -10% casualties suffered from all attrition (Lord's army)
Vampiric corruption: +2 (local province)
Attrition: -20% casualties suffered from all attrition (Lord's army)
Vampiric corruption: +3 (local province)
Attrition: -30% casualties suffered from all attrition (Lord's army)
Go on AccountGo on Account
Diplomatic relations: -15 with Vampire Counts, Vampire Coast and Followers of Nagash
Recruit rank: +1 for all units (Lord's army)
Raise dead cost: -15%
Local recruitment capacity: +1 (local province)
InexhorableInexhorable
Casualty replenishment rate: +30% for this Lord
Battle healing cap: +50%
Hero self-defence: +25% chance of wounding aggressors
Lightning StrikeLightning 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 penalty
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 penalty
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 present
Lightning StrikeLightning 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 penalty
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 penalty
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 present
Living ShipLiving Ship3 levelsLevel 1
Pirate crew growth: +1 (Lord's army)
Construction cost: -4% for ship buildings (Lord's army)
Pirate crew growth: +3 (Lord's army)
Construction cost: -7% for ship buildings (Lord's army)
Pirate crew growth: +5 (Lord's army)
Construction cost: -10% for ship buildings (Lord's army)
The Fallen Follow StillThe Fallen Follow Still3 levelsLevel 1
Grave Call cost: -5%
The Dead Rise Again: +3% chance for destroyed units to be restored after battle (Lord's army)
Grave Call cost: -10%
The Dead Rise Again: +6% chance for destroyed units to be restored after battle (Lord's army)
Grave Call cost: -15%
The Dead Rise Again: +10% chance for destroyed units to be restored after battle (Lord's army)
Gambler's WitGambler's Wit3 levelsLevel 1
Enemy Hero action success chance: -4%
Ambush defence chance: +5% (Lord's army)
Enemy Hero action success chance: -7%
Ambush defence chance: +10% (Lord's army)
Enemy Hero action success chance: -10%
Ambush defence chance: +15% (Lord's army)
Soul MaterialSoul Material3 levelsLevel 1
gain from battles: +5% (Lord's army)
gain from battles: +10% (Lord's army)
gain from battles: +15% (Lord's army)
Coaming & PreservativeCoaming & Preservative3 levelsLevel 1
Upkeep: -3% (Lord's army)
Upkeep: -8% (Lord's army)
Upkeep: -15% (Lord's army)
No Will But HisNo Will But His3 levelsLevel 1
Upkeep: -3% (Lord's army)
Upkeep: -6% (Lord's army)
Upkeep: -10% (Lord's army)
Black FlagBlack Flag
Hero self-defence: +25% chance of wounding aggressors
Campaign movement range: +5%
Recruit rank: +1 for all units (Lord's army)
Upkeep: -8% (Lord's army)
Raise dead cost: -10%
Pinnacle of ServitudePinnacle of Servitude
Grave Call cost: -10% (Lord's army)
Campaign movement range: +5%
Recruit rank: +2 for all units (Lord's army)
Upkeep: -5% (Lord's army)
Every version of Count Noctilus
2 units share this name (mounts, race versions, renown or faction variants). Differences from the first row are highlighted.
| Version | HP | Models | Armour | Lead. | Speed | MA | MD | WS | Charge | Cost | Upkeep | Unit key |
|---|---|---|---|---|---|---|---|---|---|---|---|---|
| Vampire CoastWizard Lord | 4,996 | 1 | 95 | 75 | 38 | 45 | 60 | 430 | 25 | 1,000 | 350 | wh2_dlc11_cst_inf_count_noctilus_0 |
| Vampire CoastWizard Lord | 9,875 | 1 | 75 | 75 | 45 | 46 | 34 | 475 | 20 | 1,000 | 525 | wh2_dlc11_cst_inf_count_noctilus_1 |
Who can field it
- The Awakened
Where these numbers come from
Read from the game's database tables for patch 9.0 (main_units, land_units, battle_entities, melee_weapons, projectiles…) as published in the WH3-Dump export (commit 8a4f7e64). Formulas that turn table values into card values are checked against known units before they are shown — how we verify.