
Daemon Prince of Nurgle
Lord· Wizard Lord· 1 model at Ultra size
Health
8,360
Armour
30
Leadership
80
Speed
80
Melee attack
50
Melee defence
60
Weapon strength
150 base + 360 armour-piercing
510
Charge bonus
50
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.

Causes Terror
This unit can cause terror, making its melee target rout for a short time. Units that cause terror are immune to terror and fear themselves.

Daemonic
Daemonic units cannot be routed, but take damage when their Leadership is low. Daemonic units also have: Physical Resistance Fear and Terror Immunity

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.

Can Fly
This unit can fly.

Mark of Nurgle
A unit with the Mark of Nurgle has: Poison Contact Effect Increased Hit Points Increased Melee Defence Reduced Melee Attack
Abilities
Paragon of DecayHex (Area) · -5% Armour-Piercing Weapon Damage, -5% Base Weapon DamagepassiveParagon of DecayHex (Area)-5% Armour-Piercing Weapon Damage-5% Base Weapon DamagePassive · Range 35 mAll who wade through such a deadly aura of decay are visibly weakened by Nurgle's vile afflictions.
Stream of CorruptionBreath · Long, thin, expanding, tear-shaped attackactiveStream of CorruptionBreathLong, thin, expanding, tear-shaped attackCooldown 29 s · Duration 3 s · 2 uses · Wind-up 1 sA poisonous spurt of diseased gas and bile spews forth from the spellcaster's diseased lungs, drenching the enemy in vile, choking pus.
Daemonic OnslaughtAugment · +60% Charge Bonus, +25% Armour-Piercing Weapon Damage…activeDaemonic OnslaughtAugment+60% Charge Bonus+25% Armour-Piercing Weapon Damage+25% Base Weapon DamageCooldown 90 s · Duration 34 sNo mortal host shall hold them back.
Cloud of FliesAugment · +9 Melee DefencepassiveCloud of FliesAugment+9 Melee DefencePassive · Cooldown 15 sThrough His endless pestilent blessings, the Plague Lord's followers thrive and surge forward when others would simply wither and die.
Daemonic InstabilityDirect Damage · Causes damage to selfpassiveDaemonic InstabilityDirect DamageCauses damage to selfPassiveAs the Daemon's courage falters, their mortal form crumbles and fades from this reality.
Banished!Direct Damage · Causes severe damage to selfpassiveBanished!Direct DamageCauses severe damage to selfPassiveOnce the Daemon's courage has failed them, they will fall back through the portal to the Chaos Realm whence they belong.
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.
Lore of magic
Daemon Prince of Nurgle skill tree
59 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.
Plan Daemon Prince of Nurgle's skills
Lord of PestilenceLord of Pestilence3 levelsLevel 1
Nurgle Authority: +2 (Lord's army)
Tzeentch Authority: -2 (Lord's army)
Nurgle Authority: +3 (Lord's army)
Tzeentch Authority: -2 (Lord's army)
Nurgle Authority: +4 (Lord's army)
Tzeentch Authority: -4 (Lord's army)
Hearts of IronHearts of Iron
Vigour loss reduction: -15% (Lord's army)
Voice of the Dark GodsVoice of the Dark Gods
Leadership aura size: +40%
Bloated CarcassBloated CarcassUnlocks at rank 7
Missile resistance: 10%
Soldiers of RenownSoldiers of RenownUnlocks at rank 10 · 3 levelsLevel 1
Regiments of Renown army capacity: +1 (own army)
Regiments of Renown army capacity: +2 (own army)
Regiments of Renown army capacity: +3 (own army)
ImmortalityImmortalityUnlocks at rank 20
This Lord will be wounded instead of killed in battle
MentorMentorUnlocks at rank 30 · 3 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
Sickness & HealthSickness & HealthUnlocks at rank 18
Passive ability: "Pestilent Decay"
Hit points: +15%
Swarming MassesSwarming Masses
Casualty replenishment rate: +5% in friendly, neutral and enemy territory
Nurgle corruption: +4 (local province)
Growth: +100 (local province)
Acidic IchorAcidic Ichor
Passive ability: Acid Ichor for Plaguebearers units (Lord's army)
Nurgle Authority: +2 (Lord's army)
Daemons Reforged: +10% chance for destroyed Daemons of Nurgle units to be restored after battle (Lord's army)
Plague MarkedPlague MarkedUnlocks at rank 16
Ability: "Locus of Virulence"
Seal of SicknessSeal of Sickness
Nurgle Authority: +1 (Lord's army)
Hit points: +10%
Decaying BrandDecaying Brand
Passive ability: "Paragon of Decay"
Casualty replenishment rate: +5% (Lord's army)
Infernal ChampionInfernal Champion
Weapon strength: +10%
Devastating ChargeDevastating Charge2 levelsLevel 1
Charge bonus: +15
Charge bonus: +30
Thick-SkinnedThick-Skinned2 levelsLevel 1
Armour: +7
Armour: +15
Hard to HitHard to Hit2 levelsLevel 1
Melee defence: +6
Melee defence: +12
Deadly BladeDeadly Blade2 levelsLevel 1
Melee attack: +6
Melee attack: +12
Foe-SeekerFoe-Seeker
Ability: "Foe-Seeker"
Wound-MakerWound-Maker2 levelsLevel 1
Weapon strength: +10%
Weapon strength: +20%
Scarred VeteranScarred Veteran2 levelsLevel 1
Hit points: +7%
Hit points: +15%
IndomitableIndomitable2 levelsLevel 1
Leadership: +6
Leadership: +12
Blade ShieldBlade Shield2 levelsLevel 1
Melee defence: +6
Melee defence: +12
Daemonic OnslaughtDaemonic Onslaught
Ability: "Daemonic Onslaught"
Miasma of PestilenceMiasma of Pestilence2 levelsLevel 1
Cooldown: -30% to "Miasma of Pestilence"
Overcast spell: "Miasma of Pestilence Upgraded"
Cooldown: -50% to "Miasma of Pestilence"
Miscast base chance: -15% for "Miasma of Pestilence Upgraded"
Overcast spell: "Miasma of Pestilence Upgraded"
Winds of Magic cost: -1 for "Miasma of Pestilence"
Winds of Magic cost: -2 for "Miasma of Pestilence Upgraded"
Children of NurgleChildren of Nurgle
Passive ability: "Children of Nurgle"
Spirit LeechSpirit Leech2 levelsLevel 1
Overcast spell: "Spirit Leech Upgraded"
Cooldown: -30% to "Spirit Leech"
Miscast base chance: -15% for "Spirit Leech Upgraded"
Overcast spell: "Spirit Leech Upgraded"
Winds of Magic cost: -2 for "Spirit Leech"
Winds of Magic cost: -2 for "Spirit Leech Upgraded"
Cooldown: -50% to "Spirit Leech"
Curse of the LeperCurse of the Leper2 levelsLevel 1
Cooldown: -30% to "Curse of the Leper"
Spell: "Curse of the Leper"
Overcast spell: "Curse of the Leper Upgraded"
Cooldown: -50% to "Curse of the Leper"
Miscast base chance: -15% for "Curse of the Leper Upgraded"
Overcast spell: "Curse of the Leper Upgraded"
Winds of Magic cost: -2 for "Curse of the Leper"
Winds of Magic cost: -3 for "Curse of the Leper Upgraded"
SoulblightSoulblight2 levelsLevel 1
Overcast spell: "Soulblight Upgraded"
Cooldown: -30% to "Soulblight"
Spell: "Soulblight"
Miscast base chance: -15% for "Soulblight Upgraded"
Overcast spell: "Soulblight Upgraded"
Winds of Magic cost: -2 for "Soulblight"
Winds of Magic cost: -3 for "Soulblight Upgraded"
Cooldown: -50% to "Soulblight"
Life-LeechingLife-Leeching
Passive ability: "Life Leeching"
Fleshy AbundanceFleshy Abundance2 levelsLevel 1
Cooldown: -30% to "Fleshy Abundance"
Spell: "Fleshy Abundance"
Overcast spell: "Fleshy Abundance Upgraded"
Cooldown: -50% to "Fleshy Abundance"
Miscast base chance: -15% for "Fleshy Abundance Upgraded"
Overcast spell: "Fleshy Abundance Upgraded"
Winds of Magic cost: -2 for "Fleshy Abundance"
Winds of Magic cost: -3 for "Fleshy Abundance Upgraded"
The Purple Sun of XereusThe Purple Sun of Xereus2 levelsLevel 1
Overcast spell: "The Purple Sun of Xereus Upgraded"
Cooldown: -30% to "The Purple Sun of Xereus"
Spell: "The Purple Sun of Xereus"
Miscast base chance: -15% for "The Purple Sun of Xereus Upgraded"
Overcast spell: "The Purple Sun of Xereus Upgraded"
Winds of Magic cost: -2 for "The Purple Sun of Xereus"
Winds of Magic cost: -3 for "The Purple Sun of Xereus Upgraded"
Cooldown: -50% to "The Purple Sun of Xereus"
EarthingEarthing
Miscast base chance: -15%
Magical ReservesMagical Reserves
Winds of Magic power reserve capacity: +5
Arcane ConduitArcane Conduit
Passive ability: "Arcane Conduit"
Dominating PresenceDominating Presence
Unit experience gain per turn: +75 (Lord's army)
Character's aura leadership effect: +5
Chaos VanguardChaos Vanguard3 levelsLevel 1
Melee attack: +4 for all non-Daemonic Infantry units (Lord's army)
Armour: +6 for all non-Daemonic Infantry units (Lord's army)
Melee attack: +6 for all non-Daemonic Infantry units (Lord's army)
Armour: +12 for all non-Daemonic Infantry units (Lord's army)
Melee attack: +8 for all non-Daemonic Infantry units (Lord's army)
Savage BloodlustSavage Bloodlust3 levelsLevel 1
Armour: +4 for all Daemonic melee units (Lord's army)
Armour: +8 for all Daemonic melee units (Lord's army)
Charge bonus: +8 for all Daemonic melee units (Lord's army)
Armour: +12 for all Daemonic melee units (Lord's army)
Charge bonus: +12 for all Daemonic melee units (Lord's army)
Warp FireWarp Fire3 levelsLevel 1
Melee defence: +4 for all Daemonic Missile and Flying units (Lord's army)
Melee defence: +6 for all Daemonic Missile and Flying units (Lord's army)
Missile strength: +8% for all Daemonic Missile units (Lord's army)
Speed: +4% for all Daemonic Flying units (Lord's army)
Melee defence: +8 for all Daemonic Missile and Flying units (Lord's army)
Missile strength: +12% for all Daemonic Missile units (Lord's army)
Speed: +6% for all Daemonic Flying units (Lord's army)
Hammer into AnvilHammer into Anvil3 levelsLevel 1
Charge bonus: +6 for all non-Daemonic Cavalry and Chariot units (Lord's army)
Charge bonus: +6 for all non-Daemonic Cavalry and Chariot units (Lord's army)
Melee defence: +6 for all non-Daemonic Cavalry and Chariot units (Lord's army)
Charge bonus: +12 for all non-Daemonic Cavalry and Chariot units (Lord's army)
Melee defence: +8 for all non-Daemonic Cavalry and Chariot units (Lord's army)
Monstrous StrengthMonstrous Strength3 levelsLevel 1
Weapon strength: +4% for all non-Daemonic war beasts, monstrous and monster units (Lord's army)
Melee attack: +6 for all non-Daemonic war beasts, monstrous, and monster units (Lord's army)
Weapon strength: +6% for all non-Daemonic war beasts, monstrous and monster units (Lord's army)
Melee attack: +8 for all non-Daemonic war beasts, monstrous, and monster units (Lord's army)
Weapon strength: +10% for all non-Daemonic war beasts, monstrous and monster units (Lord's army)
DoomfireDoomfire3 levelsLevel 1
Ammunition: +10% for all non-Daemonic Missile Cavalry and Artillery units (Lord's army)
Ammunition: +15% for all non-Daemonic Missile Cavalry and Artillery units (Lord's army)
Missile strength: +8% for all non-Daemonic Missile Cavalry and Artillery units (Lord's army)
Ammunition: +20% for all non-Daemonic Missile Cavalry and Artillery units (Lord's army)
Missile strength: +12% for all non-Daemonic Missile Cavalry and Artillery units (Lord's army)
Rally!Rally!
Ability: "Rally!"
Legion of DoomLegion of Doom
Armour: +10 for all Infantry units (Rank 7 and above) (Lord's army)
Melee defence: +5 for all Infantry units (Rank 7 and above) (Lord's army)
Spell resistance: 20% for all Infantry units (Rank 7 and above) (Lord's army)
Speed & MaliceSpeed & Malice
Melee attack: +5 for all Cavalry, Chariot and Flying units (Rank 7 and above) (Lord's army)
Missile resistance: 15% for all Cavalry, Chariot and Flying units (Rank 7 and above) (Lord's army)
Speed: +10% for all Cavalry, Chariot and Flying units (Rank 7 and above) (Lord's army)
Freakish MutationsFreakish Mutations
Leadership: +8 for all war beasts, monstrous and monster units (Rank 7 and above) (Lord's army)
Melee attack: +5 for all war beasts, monstrous, and monster units (Rank 7 and above) (Lord's army)
Ward save: +5% for all war beasts, monstrous and monster units (Rank 7 and above) (Lord's army)
Malevolent RangerMalevolent Ranger
Armour: +10 for all Missile units (Rank 7 and above) (Lord's army)
Missile resistance: 15% for all Missile units (Rank 7 and above) (Lord's army)
Reload time reduction: +10% for all Missile units (Rank 7 and above) (Lord's army)
Stand or Die!Stand or Die!
Replaces: "Rally!"
Ability: "Stand or Die!"
Route MarcherRoute Marcher
Campaign movement range: +5%
DespoilersDespoilers3 levelsLevel 1
Income from raiding: +10% (Lord's army)
Income from sacking settlements: +5% (Lord's army)
Income from raiding: +20% (Lord's army)
Income from sacking settlements: +10% (Lord's army)
Income from raiding: +30% (Lord's army)
Income from sacking settlements: +15% (Lord's army)
Serve or DieServe or Die3 levelsLevel 1
Recruitment cost: -5% (Lord's army)
Unit Upgrades cost: -5% for all units
Recruitment cost: -10% (Lord's army)
Unit Upgrades cost: -10% for all units
Recruitment cost: -15% (Lord's army)
Devoted of ChaosDevoted of Chaos3 levelsLevel 1
Increased experience gain: +10% for units when fighting against the Forces of Order (Lord's army)
Increased experience gain: +15% for units when fighting against the Forces of Order (Lord's army)
Souls gained from battles: +10%
Increased experience gain: +20% for units when fighting against the Forces of Order (Lord's army)
Souls gained from battles: +15%
RuinationRuination3 levelsLevel 1
Attrition suffered by defender: +10% when laying siege or encircling (local region)
Attrition suffered by defender: +20% when laying siege or encircling (local region)
Control: -4 (local enemy province)
Attrition suffered by defender: +40% when laying siege or encircling (local region)
Control: -8 (local enemy province)
Unholy ResilienceUnholy Resilience
Casualty replenishment rate: +30% for this Lord
Wound recovery time: -1 turns
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
Foetid GallipotFoetid Gallipot3 levelsLevel 1
Casualty replenishment rate: +2% (Lord's army)
Attrition: -10% casualties suffered from all attrition (Lord's army)
Casualty replenishment rate: +4% (Lord's army)
Attrition: -20% casualties suffered from all attrition (Lord's army)
Casualty replenishment rate: +6% (Lord's army)
Attrition: -30% casualties suffered from all attrition (Lord's army)
Blessed by EvilBlessed by Evil3 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%
PremonitionPremonition3 levelsLevel 1
Ambush defence chance: +10% (Lord's army)
Chance of intercepting an army using Tunnelling, beast-paths or Worldroots: +10%
Ambush defence chance: +20% (Lord's army)
Chance of intercepting an army using Tunnelling, beast-paths or Worldroots: +20%
Ambush defence chance: +30% (Lord's army)
Chance of intercepting an army using Tunnelling, beast-paths or Worldroots: +30%
Disease BearerDisease Bearer
Souls gained from battles: +10%
Nurgle corruption: +1 (local province)
Campaign movement range: +5%
Income from post-battle loot: +10%
Who can field it
- Legion of Chaos
- Poxmakers of Nurgle
- Warhost of the Apocalypse
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.