
Health
3,888
Armour
40
Leadership
75
Speed
31
Melee attack
32
Melee defence
38
Weapon strength
210 base + 90 armour-piercing
300
Charge bonus
10
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
My Will Be DoneAugment (Area) · +5 Melee Attack, +5 Melee DefencepassiveMy Will Be DoneAugment (Area)+5 Melee Attack+5 Melee DefencePassive · Range 35 mDeath is no obstacle to those with unalterable, unassailable determination.
DisintegratingDirect DamagepassiveDisintegratingDirect DamagePassiveThe Dark Magic that holds these subjects together has failed. As the Necromantic energy flows out of them, nothing is left but a pile of iron and bones in the sand.
CrumblingDirect DamagepassiveCrumblingDirect DamagePassiveIn the blasted desert of deepest Nehekhara, the dead rarely remain so. Those dragged back to screaming, clanking Unlife are bound forever to the Tomb King whose will they exist only to serve.
Eternal GazeHex · Does not affect units with immunity to Terror., Inflicts Terror on the target.activeEternal GazeHexDoes not affect units with immunity to Terror.Inflicts Terror on the target.Cooldown 90 s · Duration 15 s · Wind-up 3 sTo a mighty Liche, death is never the end. It is a terrifying, debilitating prospect held entire in a Liche's hollow gaze.
Gust of the GraveDirect Damage (Area) · Strong vs units with 25 or more entities, Causes damage to combatants…activeGust of the GraveDirect Damage (Area)Strong vs units with 25 or more entitiesCauses damage to combatantsStrong vs multiple combatantsWeak vs a single combatantCooldown 90 s · Duration 18 s · 1 use · Range 35 m · Wind-up 5 sThe source of Unlife which sustains a deathless sorcerer is a bane to all others.
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.
Patch changes
Liche High Priest (Undeath) skill tree
75 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_tmb_lord_unique_high_liche_priest_undeath_skeletal_steedwh3_dlc29_skill_tmb_lord_unique_high_liche_priest_undeath_skeletal_steedUnlocks at rank 6
Mount: Skeletal Steed
wh3_dlc29_skill_liche_high_priest_misc_0wh3_dlc29_skill_liche_high_priest_misc_0
Ability: ""
wh3_dlc29_skill_liche_high_priest_misc_1wh3_dlc29_skill_liche_high_priest_misc_1
Ability: ""
Ceremonial BandagesCeremonial Bandages
Missile resistance: 15%
Embalmed in ElixirEmbalmed in Elixir
Fire resistance: 15%
Hit points: +8%
Trapped SoulTrapped Soul
Attribute: Causes Terror
Spell resistance: 15%
Elixir of ImmortalityElixir of ImmortalityUnlocks at rank 9
This Character will be wounded instead of killed in battle
Physical resistance: 5%
Soldiers of RenownSoldiers of Renown3 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)
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
Conflagrant InvocationConflagrant Invocation
Cooldown: -10% to all spells
Miscast base chance: -15%
Conflagrant InvocationConflagrant Invocation
Cooldown: -10% to all spells
Miscast base chance: -15%
Mortuary Cult AdeptMortuary Cult Adept
Hero capacity: +1 for Liche Priests
Experience gain: +25% for all spellcasters (Heroes in Lord's army)
Mortuary Cult AdeptMortuary Cult Adept
Hero capacity: +1 for Liche Priests
Experience gain: +25% for all spellcasters (Heroes in Lord's army)
Thousandfold InsightThousandfold Insight
Winds of Magic cost: -10% for all spells
Passive ability: "Arcane Configuration"
Winds of Magic power reserve capacity: +10 (Lord's army)
Thousandfold InsightThousandfold Insight
Winds of Magic cost: -10% for all spells
Passive ability: "Arcane Configuration"
Winds of Magic power reserve capacity: +10 (Lord's army)
The Light of the TombThe Light of the Tomb
Replaces: "" for units (Lord's army)
Passive ability: "Spirit Conduit Upgraded" for units (Lord's army)
Necromantic Energy cost: -5% for Hierotitan unit capacities
The Light of the TombThe Light of the Tomb
Unit capacity: +1
Hierotitan
Replaces: "" for units (Lord's army)
Passive ability: "Spirit Conduit Upgraded" for units (Lord's army)
Eternal PersistenceEternal Persistence
Casualty replenishment rate: +5% (Lord's army)
Leadership: +5 (Lord's army)
Eternal PersistenceEternal Persistence
Casualty replenishment rate: +5% (Lord's army)
Leadership: +5 (Lord's army)
The Endless MarchThe Endless March
Campaign movement range: +5% (Lord's army)
Vigour loss reduction: -15% (Lord's army)
The Endless MarchThe Endless March
Campaign movement range: +5% (Lord's army)
Vigour loss reduction: -15% (Lord's army)
Soul BeaconSoul Beacon
Local Recruitment duration: -1 turn (minimum 1) (local province)
Local recruitment capacity for Tomb Kings units: +1 (local province)
Soul BeaconSoul Beacon
Local Recruitment duration: -1 turn (minimum 1) (local province)
Local recruitment capacity: +1 (local province)
Guardians of the GuardGuardians of the Guard
Armour: +10 for Tomb Guard units (Lord's army)
Necromantic Energy cost: -5% for Tomb Guard unit capacities
Guardians of the GuardGuardians of the Guard
Armour: +10 for Tomb Guard units (Lord's army)
Unit capacity: +1
Tomb Guard
Unit capacity: +1
Tomb Guard (Halberds)
wh3_dlc29_skill_nag_magic_undeath_01_morkharn_breath_of_darknesswh3_dlc29_skill_nag_magic_undeath_01_morkharn_breath_of_darkness2 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"
wh3_dlc29_skill_nag_magic_undeath_02_raise_the_deadwh3_dlc29_skill_nag_magic_undeath_02_raise_the_dead
Passive ability: "Raise the Dead"
wh3_dlc29_skill_nag_magic_undeath_03_sulekhim_the_hand_of_dustwh3_dlc29_skill_nag_magic_undeath_03_sulekhim_the_hand_of_dust2 levelsLevel 1
Cooldown: -30% to ""
Overcast spell: ""
Cooldown: -50% to ""
Overcast spell: ""
Miscast base chance: -15% for " Upgraded"
Winds of Magic cost: -1 for ""
Winds of Magic cost: -2 for " Upgraded"
wh3_dlc29_skill_nag_magic_undeath_04_khizaar_the_soulstealerwh3_dlc29_skill_nag_magic_undeath_04_khizaar_the_soulstealer2 levelsLevel 1
Cooldown: -30% to ""
Spell: ""
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"
wh3_dlc29_skill_nag_magic_undeath_05_Razkhar_the_abyssal_swarmwh3_dlc29_skill_nag_magic_undeath_05_Razkhar_the_abyssal_swarm2 levelsLevel 1
Cooldown: -30% to "
Spell: ""
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"
EvasionEvasion
Passive ability: "Evasion"
wh3_dlc29_skill_nag_magic_undeath_06_kandorak_the_harbingerwh3_dlc29_skill_nag_magic_undeath_06_kandorak_the_harbinger2 levelsLevel 1
Cooldown: -30% to ""
Spell: ""
Cooldown: -50% to ""
Spell: ""
Winds of Magic cost: -3 for ""
wh3_dlc29_skill_nag_magic_undeath_07_akararan_the_dark_riderswh3_dlc29_skill_nag_magic_undeath_07_akararan_the_dark_riders2 levelsLevel 1
Cooldown: -30% to ""
Spell: ""
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"
EarthingEarthing
Miscast base chance: -15%
Magical ReservesMagical Reserves
Winds of Magic power reserve capacity: +5
Arcane ConduitArcane Conduit
Passive ability: "Arcane Conduit"
Passage to the Soul RealmPassage to the Soul Realm
Unit experience gain per turn: +75 (Lord's army)
Character's aura leadership effect: +5
Arrows of AsaphArrows of Asaph3 levelsLevel 1
Ammunition: +8% for Skeleton Archers, Screaming Skull Catapult, Casket of Souls and Bone Giant units (Lord's army)
Ammunition: +12% for Skeleton Archers, Screaming Skull Catapult, Casket of Souls and Bone Giant units (Lord's army)
Missile strength: +6% for Skeleton Archers, Screaming Skull Catapult, Casket of Souls and Bone Giant units (Lord's army)
Ammunition: +20% for Skeleton Archers, Screaming Skull Catapult, Casket of Souls and Bone Giant units (Lord's army)
Missile strength: +8% for Skeleton Archers, Screaming Skull Catapult, Casket of Souls and Bone Giant units (Lord's army)
Sun-Scorched BonesSun-Scorched Bones3 levelsLevel 1
Armour: +6 for Nehekharan Warriors, Tomb Guard, Skeleton Warriors and Spearmen units (Lord's army)
Armour: +6 for Nehekharan Warriors, Tomb Guard, Skeleton Warriors and Spearmen units (Lord's army)
Melee defence: +4 for Nehekharan Warriors, Tomb Guard, Skeleton Warriors and Spearmen units (Lord's army)
Armour: +8 for Nehekharan Warriors, Tomb Guard, Skeleton Warriors and Spearmen units (Lord's army)
Melee defence: +6 for Nehekharan Warriors, Tomb Guard, Skeleton Warriors and Spearmen units (Lord's army)
Elite CavalrymenElite Cavalrymen3 levelsLevel 1
Speed: +6% for Necropolis Knights, Nehekhara Horsemen, Carrion, Skeleton Horsemen and Skeleton Horse Archers units (Lord's army)
Missile strength: +6% for Skeleton Horse Archers units (Lord's army)
Speed: +9% for Necropolis Knights, Nehekhara Horsemen, Carrion, Skeleton Horsemen and Skeleton Horse Archers units (Lord's army)
Weapon strength: +9% for Necropolis Knights, Nehekhara Horsemen, Carrion, Skeleton Horsemen and Skeleton Horse Archers units (Lord's army)
Missile strength: +8% for Skeleton Horse Archers units (Lord's army)
Speed: +12% for Necropolis Knights, Nehekhara Horsemen, Carrion, Skeleton Horsemen and Skeleton Horse Archers units (Lord's army)
Weapon strength: +12% for Necropolis Knights, Nehekhara Horsemen, Carrion, Skeleton Horsemen and Skeleton Horse Archers units (Lord's army)
Master CharioteersMaster Charioteers3 levelsLevel 1
Charge bonus: +6 for Khemrian Warsphinx, Skeleton Chariot and Skeleton Archer Chariot units (Lord's army)
Charge bonus: +9 for Khemrian Warsphinx, Skeleton Chariot and Skeleton Archer Chariot units (Lord's army)
Melee attack: +6 for Khemrian Warsphinx, Skeleton Chariot and Skeleton Archer Chariot units (Lord's army)
Reload time reduction: +4% for Khemrian Warsphinx, Skeleton Archers Chariot units (Lord's army)
Charge bonus: +12 for Khemrian Warsphinx, Skeleton Chariot and Skeleton Archer Chariot units (Lord's army)
Melee attack: +8 for Khemrian Warsphinx, Skeleton Chariot and Skeleton Archer Chariot units (Lord's army)
Reload time reduction: +8% for Khemrian Warsphinx, Skeleton Archers Chariot units (Lord's army)
Revered StonemasonryRevered Stonemasonry3 levelsLevel 1
Melee defence: +4 for Hierotitan, Ushabti and Ushabti (Great Bows) units (Lord's army)
Melee attack: +4 for Hierotitan, Ushabti and Ushabti (Great Bows) units (Lord's army)
Melee defence: +4 for Hierotitan, Ushabti and Ushabti (Great Bows) units (Lord's army)
Missile strength: +6% for Ushabti (Great Bows) units (Lord's army)
Melee attack: +6 for Hierotitan, Ushabti and Ushabti (Great Bows) units (Lord's army)
Melee defence: +6 for Hierotitan, Ushabti and Ushabti (Great Bows) units (Lord's army)
Missile strength: +9% for Ushabti (Great Bows) units (Lord's army)
Stone SentinelsStone Sentinels3 levelsLevel 1
Charge bonus: +6 for Sepulchral Stalkers, Khemric Titan, Necrosphinx and Tomb Scorpion units (Lord's army)
Charge bonus: +6 for Sepulchral Stalkers, Khemric Titan, Necrosphinx and Tomb Scorpion units (Lord's army)
Melee attack: +4 for Sepulchral Stalkers, Khemric Titan, Necrosphinx and Tomb Scorpion units (Lord's army)
Charge bonus: +8 for Sepulchral Stalkers, Khemric Titan, Necrosphinx and Tomb Scorpion units (Lord's army)
Melee attack: +6 for Sepulchral Stalkers, Khemric Titan, Necrosphinx and Tomb Scorpion units (Lord's army)
Weapon strength: +8% for Sepulchral Stalkers, Necrosphinx and Tomb Scorpion units (Lord's army)
ReanimateReanimate
Ability: "Reanimate"
Blessing of the AspBlessing of the Asp
Ammunition: +15% for Skeleton Archers, Ushabti (Great Bows), Skeleton Horse Archers, Screaming Skull Catapult, Casket of Souls and Bone Giant units (Rank 7 and above) (Lord's army)
Missile strength: +12% for Skeleton Archers, Ushabti (Great Bows), Skeleton Horse Archers, Screaming Skull Catapult, Casket of Souls and Bone Giant units (Rank 7 and above) (Lord's army)
Missile resistance: 15% for Skeleton Archers, Ushabti (Great Bows), Skeleton Horse Archers, Screaming Skull Catapult, Casket of Souls and Bone Giant units (Rank 7 and above) (Lord's army)
Dune RiderDune Rider
Armour: +10 for Nehekhara Horsemen, Skeleton Horsemen, Sepulchral Stalkers, Necropolis Knights, Skeleton Chariot and Skeleton Archer Chariot units (Rank 7 and above) (Lord's army)
Melee attack: +5 for Nehekhara Horsemen, Skeleton Horsemen, Sepulchral Stalkers, Necropolis Knights, Skeleton Chariot and Skeleton Archer Chariot units (Rank 7 and above) (Lord's army)
Physical resistance: 10% for Nehekhara Horsemen, Skeleton Horsemen, Sepulchral Stalkers, Necropolis Knights, Skeleton Chariot and Skeleton Archer Chariot units (Rank 7 and above) (Lord's army)
Unfading MemoryUnfading Memory
Armour: +10 for Nehekharan Warriors, Tomb Guard, Skeleton Warriors and Spearmen units (Rank 7 and above) (Lord's army)
Missile resistance: 15% for Nehekharan Warriors, Skeleton Warriors, Skeleton Spearmen and Tomb Guard units (Rank 7 and above) (Lord's army)
Speed: +10% for Nehekharan Warriors, Skeleton Warriors, Skeleton Spearmen and Tomb Guard units (Rank 7 and above) (Lord's army)
Ancient StoneAncient Stone
Leadership: +5 for Ushabti, Khemric Titan, Tomb Scorpion, Hierotitan, Necrosphinx and Khemrian Warsphinx units (Rank 7 and above) (Lord's army)
Spell resistance: 15% for Ushabti, Khemric Titan, Tomb Scorpion, Hierotitan, Necrosphinx and Khemrian Warsphinx units (Rank 7 and above) (Lord's army)
Weapon strength: +12% for Ushabti, Khemric Titan, Tomb Scorpion, Hierotitan, Necrosphinx and Khemrian Warsphinx units (Rank 7 and above) (Lord's army)
ResurrectResurrect
Replaces: "Reanimate"
Ability: "Reanimate Upgraded"
The Restless DeadThe Restless Dead
Campaign movement range: +5%
Route MarcherRoute Marcher
Campaign movement range: +5%
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)
Iron DisciplinarianIron Disciplinarian3 levelsLevel 1
Control: +1 (local province)
Control: +2 (local province)
Control: +3 (local province)
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)
Sand SweeperSand Sweeper3 levelsLevel 1
Income from raiding: +10% (Lord's army)
Income from raiding: +20% (Lord's army)
Income from raiding: +30% (Lord's army)
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%
Soul ReaperSoul Reaper3 levelsLevel 1
Casualty replenishment rate: +2% (Lord's army)
Casualty replenishment rate: +4% (Lord's army)
Casualty replenishment rate: +6% (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)
Canopic Jar HoarderCanopic Jar Hoarder3 levelsLevel 1
Canopic Jars generated: 5 per turn
Canopic Jars gained post-battle +1% (own army)
Canopic Jars generated: 10 per turn
Canopic Jars gained post-battle +2% (own army)
Canopic Jars generated: 15 per turn
Canopic Jars gained post-battle +3% (own army)
InexhorableInexhorable
Casualty replenishment rate: +30% for this Lord
Battle healing cap: +50%
Hero self-defence: +25% chance of wounding aggressors
Attend Me!Attend Me!
Recruit rank: +1 for all units (Lord's army)
Local recruitment capacity: +1 (local province)
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
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)
ImperishableImperishable3 levelsLevel 1
Attrition: -15% casualties suffered from all attrition (Lord's army)
Attrition: -25% casualties suffered from all attrition (Lord's army)
Attrition: -35% casualties suffered from all attrition (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)
All is Mine!All is Mine!3 levelsLevel 1
Income from looting settlements: +4% (Lord's army)
Income from post-battle loot: +4%
Income from sacking settlements: +4% (Lord's army)
Income from looting settlements: +9% (Lord's army)
Income from post-battle loot: +9%
Income from sacking settlements: +9% (Lord's army)
Income from looting settlements: +15% (Lord's army)
Income from post-battle loot: +15%
Income from sacking settlements: +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)
The Dead Sand SentinelThe Dead Sand Sentinel3 levelsLevel 1
Ambush success chance: +6% (Lord's army)
Ambush success chance: +13% (Lord's army)
Ambush success chance: +25% (Lord's army)
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)
Renowned & FearedRenowned & Feared
Enemy Hero action success chance: -10%
Hero self-defence: +25% chance of wounding aggressors
Campaign movement range: +5%
Recruit rank: +1 for all units (Lord's army)
EternalEternal
Physical resistance: 15%
Wound recovery time: -1 turns
ToughTough
Armour: +25
Melee defence: +8
Hit points: +10%
ChannellerChanneller
Spell intensity: +10%
Winds of Magic power reserve capacity: +5
KnowledgeableKnowledgeable
Character experience gain: +75%
Magic item drop chance from battle: +15%
Every version of Liche High Priest (Undeath)
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 |
|---|---|---|---|---|---|---|---|---|---|---|---|---|
| Tomb Kings, Undead LegionsWizard Lord | 3,888 | 1 | 40 | 75 | 31 | 32 | 38 | 300 | 10 | — | — | wh3_dlc29_tmb_cha_liche_high_priest_undeath |
| Tomb Kings, Undead LegionsWizard Lord | 4,384 | 1 | 40 | 75 | 76 | 32 | 38 | 300 | 30 | — | — | wh3_dlc29_tmb_cha_liche_high_priest_undeath_skeletal_steed |
Who can field it
- Khemri
- Host of Nagash
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.