
Health
3,808
Armour
15
Leadership
75
Speed
34
Melee attack
40
Melee defence
45
Weapon strength
210 base + 90 armour-piercing
300
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.

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
Empowered by DeathAugment (Area) · +8 Melee Attack, Effect intensity increases with each nearby entity death.passiveEmpowered by DeathAugment (Area)+8 Melee AttackEffect intensity increases with each nearby entity death.Passive · Range 55 mDeath empowers the Doom Lord! And there is no shortage of it in his malicious wake.
Doom LordAugmentactiveDoom LordAugmentCooldown 120 s · Duration 40 s · Wind-up 1 s"I do not fear death, for it answers to me!"
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.
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.
Patch changes
Dieter Helsnicht skill tree
43 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.
wh3_dlc29_skill_nag_dieter_mount_undead_manticorewh3_dlc29_skill_nag_dieter_mount_undead_manticoreUnlocks at rank 7
Mount: Undead Manticore
Master of the DeadMaster of the DeadUnlocks at rank 3 · 2 levelsLevel 1
Spell number of uses: +2 for "Raise Dead" and "Raise Dead Upgraded"
Passive ability: "Master of the Dead"
Spell number of uses: +2 for "Raise Dead" and "Raise Dead Upgraded"
Effect range: +35% for "Master of the Dead"
Targeting range: +200% for "Raise Dead" and "Raise Dead Upgraded"
Passive ability: "Master of the Dead"
Profane ConstructionProfane Construction
Construction time: -1 for all buildings (minimum of 1 turn) (local region)
Construction cost: -25% for all buildings (local region)
Unbound by MortalityUnbound by Mortality
Grave Call recruitment cost: -15% for Morghast units (Hero's army)
Necromantic Energy cost: -10% for Morghast unit capacities
Recruit rank: +2 for Morghast units (Hero's army)
Lord of the ScourgeLord of the Scourge2 levelsLevel 1
Battle healing cap: +15% (Lord's army)
Upkeep: -10% for Zombies, Skeleton Warriors and Skeleton Spearmen units (Lord's army)
Casualty replenishment rate: +4% (Lord's army)
Battle healing cap: +30% (Lord's army)
Upkeep: -25% for Zombies, Skeleton Warriors and Skeleton Spearmen units (Lord's army)
Casualty replenishment rate: +6% (Lord's army)
Aura of Dark MajestyAura of Dark Majesty
Leadership aura size: +25%
Grave WardGrave WardUnlocks at rank 7
Missile resistance: 10%
wh3_dlc29_skill_nag_dieter_unique_1wh3_dlc29_skill_nag_dieter_unique_1
Passive ability: ""
Melee attack: +5
Melee defence: +5
wh3_dlc29_skill_nag_dieter_unique_1wh3_dlc29_skill_nag_dieter_unique_1
Passive ability: ""
Melee attack: +5
Melee defence: +5
Master of ReanimationMaster of Reanimation
The Dead Rise Again: +10% chance for destroyed Undead units to be restored after battle (Hero's army)
The Dead Rise Again: +10% hit points for destroyed Undead units restored after battle (Hero's army)
Casualty replenishment rate: +5% (Hero's army)
Master of ReanimationMaster of Reanimation
The Dead Rise Again: +10% chance for destroyed Undead units to be restored after battle (Hero's army)
The Dead Rise Again: +10% hit points for destroyed Undead units restored after battle (Hero's army)
Casualty replenishment rate: +5% (Hero's army)
Unbound NecromancyUnbound Necromancy
Corpses gained from battle: +15% (own army)
Raise dead cost: -15% (accompanying Lord)
Research rate: +10
Unbound NecromancyUnbound Necromancy
Grave Call cost: -15% (accompanying Lord)
Necromantic Energy cost: -5% for all unit capacities
gain from battles: +15% (own army)
Arcane ReinforcementArcane Reinforcement
Barrier hit points: +400 (Hero's army)
Leadership: +5 (Hero's army)
Physical resistance: 10% (Hero's army)
Arcane ReinforcementArcane Reinforcement
Barrier hit points: +400 (Hero's army)
Leadership: +5 (Hero's army)
Physical resistance: 10% (Hero's army)
Cloaked in DeathCloaked in Death
Battle healing cap: +25%
Incoming Healing Modifier: +25%
Hit points: +15%
Wound recovery time: -1 turns
Cloaked in DeathCloaked in Death
Battle healing cap: +25%
Incoming Healing Modifier: +25%
Hit points: +15%
Wound recovery time: -1 turns
Forbidden KnowledgeForbidden Knowledge
Cooldown: -20% to all spells
Winds of Magic cost: -10% for all spells
Passive ability: "Raise the Dead"
Spell intensity: +20%
Passive ability: "Smoke & Mirrors"
Forbidden KnowledgeForbidden Knowledge
Cooldown: -20% to all spells
Winds of Magic cost: -10% for all spells
Passive ability: "Raise the Dead"
Spell intensity: +20%
Passive ability: "Smoke & Mirrors"
SurvivalistSurvivalist
Hit points: +5%
Hard to HitHard to Hit3 levelsLevel 1
Melee defence: +3
Melee defence: +7
Melee defence: +12
Deadly BladeDeadly Blade3 levelsLevel 1
Melee attack: +3
Melee attack: +7
Melee attack: +12
Devastating ChargeDevastating Charge3 levelsLevel 1
Charge bonus: +6
Charge bonus: +16
Charge bonus: +30
Wound-MakerWound-Maker3 levelsLevel 1
Weapon strength: +5%
Weapon strength: +12%
Weapon strength: +20%
Immortal WillImmortal Will
Ability: "Immortal Will"
wh3_dlc29_skill_nag_magic_undeath_01_morkharn_breath_of_darkness_herowh3_dlc29_skill_nag_magic_undeath_01_morkharn_breath_of_darkness_hero2 levelsLevel 1
Cooldown: -30% to ""
Overcast spell: ""
Cooldown: -50% to ""
Overcast spell: ""
Miscast base chance: -15% for " Upgraded"
Winds of Magic cost: -2 for ""
Winds of Magic cost: -3 for " Upgraded"
The Curse of UndeathThe Curse of Undeath
Passive ability: "The Curse of Undeath"
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"
Gaze of NagashGaze of Nagash3 levelsLevel 1
Spell: "Gaze of Nagash"
Overcast spell: "Gaze of Nagash Upgraded"
Cooldown: -30% to "Gaze of Nagash"
Miscast 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"
Raise DeadRaise Dead3 levelsLevel 1
Spell: "Raise Dead"
Overcast spell: "Raise Dead Upgraded"
Cooldown: -30% to ""
Miscast 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 ""
EvasionEvasion
Passive ability: "Evasion"
wh3_dlc29_skill_nag_magic_undeath_07_akararan_the_dark_riders_herowh3_dlc29_skill_nag_magic_undeath_07_akararan_the_dark_riders_hero3 levelsLevel 1
Spell: ""
Cooldown: -30% to ""
Overcast spell: ""
Cooldown: -50% to ""
Overcast spell: ""
Miscast base chance: -15% for " Upgraded"
Winds of Magic cost: -2 for ""
Winds of Magic cost: -4 for " Upgraded"
Okkam's MindrazorOkkam's Mindrazor3 levelsLevel 1
Spell: "Okkam's Mindrazor"
Overcast spell: "Okkam's Mindrazor Upgraded"
Cooldown: -30% to "Okkam's Mindrazor"
Miscast base chance: -15% for "Okkam's Mindrazor Upgraded"
Overcast spell: "Okkam's Mindrazor Upgraded"
Winds of Magic cost: -2 for "Okkam's Mindrazor"
Winds of Magic cost: -3 for "Okkam's Mindrazor Upgraded"
Cooldown: -50% to "Okkam's Mindrazor"
EarthingEarthing
Miscast base chance: -15%
Magical ReservesMagical Reserves
Winds of Magic power reserve capacity: +5
Arcane ConduitArcane Conduit
Passive ability: "Arcane Conduit"
Replenish TroopsReplenish Troops3 levelsLevel 1
Replenish Troops action: Replenishment rate is increased by an additional 3%
Replenish Troops action: Replenishment rate is increased by an additional 6%
Replenish Troops action: Replenishment rate is increased by an additional 9%
WoundWound3 levelsLevel 1
Wound action: Additional 5% chance of wounding target
Wound action: Additional 12% chance of wounding target
Wound action: Additional 21% chance of wounding target
Assault UnitsAssault Units3 levelsLevel 1
Assault Units action: Additional 3% casualties inflicted
Assault Units action: Additional 8% casualties inflicted
Assault Units action: Additional 15% casualties inflicted
Steal TechnologySteal Technology3 levelsLevel 1
Steal Technology action: Research rate is increased by an additional 3
Steal Technology action: Research rate is increased by an additional 6
Steal Technology action: Research rate is increased by an additional 10
Damage BuildingDamage Building3 levelsLevel 1
Damage Building action: Additional 5% damage caused
Damage Building action: Additional 15% damage caused
Damage Building action: Additional 30% damage caused
Boost IncomeBoost Income3 levelsLevel 1
Boost Income action: Income is modified by an additional 2%
Income from all buildings: -2% (local province)
Income from all buildings: +2% (local province)
Boost Income action: Income is modified by an additional 4%
Income from all buildings: -4% (local province)
Income from all buildings: +4% (local province)
Boost Income action: Income is modified by an additional 6%
Income from all buildings: -6% (local province)
Income from all buildings: +6% (local province)
SpecialistSpecialist3 levelsLevel 1
Hero action cost: -10%
Hero action success chance: +1%
Hero action cost: -20%
Hero action success chance: +3%
Hero action cost: -40%
Hero action success chance: +6%
Every version of Dieter Helsnicht
2 units share this name across races (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 Counts, Undead LegionsWizard | 3,808 | 1 | 15 | 75 | 34 | 40 | 45 | 300 | 25 | 400 | 300 | wh3_dlc29_vmp_cha_dieter_helsnicht |
| Vampire Counts, Undead LegionsWizard | 5,516 | 1 | 80 | 75 | 85 | 40 | 36 | 490 | 50 | 1,100 | 537 | wh3_dlc29_vmp_cha_dieter_helsnicht_undead_manticore |
Who can field it
- Host of Nagash
- The Drakenhof Conclave
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.