
Master Necromancer (Undeath)
Lord· Wizard Lord· 1 model at Ultra size
Comes with Lords of the End Times - Undead Legion(Warhammer III)
Skill tree →Duel it in the combat calculator →vs Chaos Warriors, the unit the rankings measure against; pick any other there.
Master Necromancer (Undeath) is Vampire Counts and Undead Legions lord: 3,688 HP, armour 15, melee attack 30, melee defence 38, weapon strength 300. It costs 900 in the campaign and 350 in multiplayer. It comes with Lords of the End Times - Undead Legion. Unit key wh3_dlc29_vmp_cha_master_necromancer_undeath. Patch 9.0.4, from the game's data tables.
Health
3,688
Armour
15
Leadership
66
Speed
34
Melee attack
30
Melee defence
38
Weapon strength
210 base + 90 armour-piercing
300
Charge bonus
15
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
- Lesser Raise DeadAugment · Good at defending spellcaster, Summoned units degrade over time…activeLesser Raise DeadAugmentGood at defending spellcasterSummoned units degrade over timeSummons a unit of ZombiesDuration 1 s · 1 use · Wind-up 3 sNecromancers can awaken mortal remains to reinforce their Undead legions.
- 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.
- Magical AnimusAugment · +16 LeadershipactiveMagical AnimusAugment+16 LeadershipCooldown 60 s · Duration 14 s · Range 35 mWith an arcane cry, all around rally to fight in battle once more.
- Master of the DeadRegeneration (Area) · Effect intensity increases with each nearby entity death., Replenishes hit points of combatantspassiveMaster of the DeadRegeneration (Area)Effect intensity increases with each nearby entity death.Replenishes hit points of combatantsPassive · Range 35 mNecromancers can not only marshal the dead, but leech the power from any souls fleeing their mortal remains.
- 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.
Lore of magic
Counters
Vulnerable to
- Bonus vs infantry — infantry-sizede.g. Doom-Flayers, War Mammoth, Feral Mammoth · Vampire Counts: Coven Throne, Black Coach
- Missile fire — armour 15, no shielde.g. Ratling Guns, Stormfiends (Ratling Cannons), Chameleon Stalkers · Vampire Counts: Sylvanian Crossbowmen, Sylvanian Handgunners
Computed from base unit-card values (no skills, items or abilities), one rule per line; examples are units with the most of that trait. How counters are worked out · Try it in the combat calculator
Patch changes
Patch 9.0wh3_dlc29_vmp_cha_master_necromancer_undeath
New unit in this patch.
Patch 9.0wh3_dlc29_vmp_cha_master_necromancer_undeath_hellsteed
New unit in this patch.
Patch 9.0wh3_dlc29_vmp_cha_master_necromancer_undeath_corpse_cart
New unit in this patch.
Patch 9.0wh3_dlc29_vmp_cha_master_necromancer_undeath_barded_nightmare
New unit in this patch.
Patch 9.0wh3_dlc29_vmp_cha_master_necromancer_undeath_corpse_cart_balefire
New unit in this patch.
Patch 9.0wh3_dlc29_vmp_cha_master_necromancer_undeath_corpse_cart_lodestone
New unit in this patch.
Master Necromancer (Undeath) skill tree
55 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 Master Necromancer (Undeath)'s skills
- Barded NightmareBarded NightmareUnlocks at rank 8
- Mount: Barded Nightmare
- HellsteedHellsteedUnlocks at rank 10
- Mount: Hellsteed
- Corpse CartCorpse CartUnlocks at rank 10
- Mount: Corpse Cart
- Corpse Cart (Balefire)Corpse Cart (Balefire)Unlocks at rank 13
- Mount: Corpse Cart with Balefire
- Corpse Cart (Unholy Lodestone)Corpse Cart (Unholy Lodestone)Unlocks at rank 16
- Mount: Corpse Cart with Unholy Lodestone
- Master of the DeadMaster of the Dead2 levelsLevel 1
- Spell number of uses: +1 for "The Harbinger"
- Passive ability: "Master of the Dead"
- Targeting range: +100% for "The Harbinger"
- Spell number of uses: +1 for "The Harbinger"
- Effect range: +35% for "Master of the Dead"
- Passive ability: "Master of the Dead"
- Grave WardGrave WardUnlocks at rank 8
- Missile resistance: 10%
- Aura of Dark MajestyAura of Dark Majesty
- Leadership aura size: +25%
- Dark PactDark Pact
- Leadership: +5 when attacking (Lord's army)
- 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
- Graveborn ExpansionGraveborn ExpansionUnlocks at rank 12
- Corpses gained from battle: +15% (Lord's army)
- Casualty replenishment rate: +5% (Lord's army)
- Bound in DeathBound in Death
- Leadership: +6 (Lord's army)
- Physical resistance: 10% (Lord's army)
- The Unwearied DeadThe Unwearied Dead
- Melee defence: +8 for Zombies, Skeleton Warriors, Skeleton Spearmen and Grave Guards units (Lord's army)
- Upkeep: -15% for Zombies, Skeleton Warriors, Skeleton Spearmen and Grave Guards units (Lord's army)
- Unit capacity: +2 Grave Guards
- One Voice in DeathOne Voice in DeathUnlocks at rank 12
- Cooldown: -15% to Lore of Undeath spells
- Attribute: Mastery of Elemental Winds for Master Necromancer and Necromancer Heroes (Lord's army)
- Experience gain: +15% for Necromancer Heroes (Heroes in Lord's army)
- Hero capacity: +1 for Necromancers
- Sustained UnlifeSustained Unlife
- Incoming Healing Modifier: +15% (Lord's army)
- Effect duration: +25% for "Breath of Darkness"
- Effect duration: +25% for "Breath of Darkness Upgraded"
- Necromantic SupremacyNecromantic Supremacy
- Cooldown: -15% to Lore of Undeath spells
- Winds of Magic cost: -15% for Lore of Undeath
- Winds of Magic power reserve capacity: +10 (Lord'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)
- Thrall MasterThrall Master2 levelsLevel 1
- Corpses gained from battle: +2% (own army)
- The Dead Rise Again: +3% chance for destroyed Undead units to be restored after battle (Lord's army)
- The Dead Rise Again: +5% hit points for destroyed Undead units restored after battle (Lord's army)
- Corpses gained from battle: +5% (own army)
- The Dead Rise Again: +5% chance for destroyed Undead units to be restored after battle (Lord's army)
- The Dead Rise Again: +10% hit points for destroyed Undead units restored after battle (Lord's army)
- Breath of DarknessBreath of Darkness2 levelsLevel 1
- Cooldown: -30% to "Breath of Darkness"
- Overcast spell: "Breath of Darkness"
- Cooldown: -50% to "Breath of Darkness"
- Overcast spell: "Breath of Darkness"
- Miscast base chance: -15% for "Breath of Darkness Upgraded"
- Winds of Magic cost: -2 for "Breath of Darkness"
- Winds of Magic cost: -3 for "Breath of Darkness Upgraded"
- Raise the DeadRaise the Dead
- Passive ability: "Raise the Dead"
- The Hand of DustThe Hand of Dust2 levelsLevel 1
- Cooldown: -30% to "The Hand of Dust"
- Overcast spell: "The Hand of Dust"
- Cooldown: -50% to "The Hand of Dust"
- Overcast spell: "The Hand of Dust"
- Miscast base chance: -15% for "The Hand of Dust Upgraded"
- Winds of Magic cost: -1 for "The Hand of Dust"
- Winds of Magic cost: -2 for "The Hand of Dust Upgraded"
- The SoulstealerThe Soulstealer2 levelsLevel 1
- Cooldown: -30% to "The Soulstealer"
- Spell: "The Soulstealer"
- Overcast spell: "The Soulstealer"
- Cooldown: -50% to "The Soulstealer"
- Overcast spell: "The Soulstealer"
- Miscast base chance: -15% for "The Soulstealer Upgraded"
- Winds of Magic cost: -2 for "The Soulstealer"
- Winds of Magic cost: -3 for "The Soulstealer Upgraded"
- The Abyssal SwarmThe Abyssal Swarm2 levelsLevel 1
- Cooldown: -30% to "The Abyssal Swarm
- Spell: "The Abyssal Swarm"
- Overcast spell: "The Abyssal Swarm"
- Cooldown: -50% to "The Abyssal Swarm
- Overcast spell: "The Abyssal Swarm"
- Miscast base chance: -15% for "The Abyssal Swarm Upgraded"
- Winds of Magic cost: -2 for "The Abyssal Swarm"
- Winds of Magic cost: -4 for "The Abyssal Swarm Upgraded"
- EvasionEvasion
- Passive ability: "Evasion"
- The HarbingerThe Harbinger2 levelsLevel 1
- Cooldown: -30% to "The Harbinger"
- Spell: "The Harbinger"
- Cooldown: -50% to "The Harbinger"
- Spell: "The Harbinger"
- Winds of Magic cost: -3 for "The Harbinger"
- The Dark RidersThe Dark Riders2 levelsLevel 1
- Cooldown: -30% to "The Dark Riders"
- Spell: "The Dark Riders"
- Overcast spell: "The Dark Riders"
- Cooldown: -50% to "The Dark Riders"
- Overcast spell: "The Dark Riders"
- Miscast base chance: -15% for "The Dark Riders Upgraded"
- Winds of Magic cost: -2 for "The Dark Riders"
- Winds of Magic cost: -4 for "The Dark Riders Upgraded"
- EarthingEarthing
- Miscast base chance: -15%
- Magical ReservesMagical Reserves
- Winds of Magic power reserve capacity: +5
- Arcane ConduitArcane Conduit
- Passive ability: "Arcane Conduit"
- Aura of SupremacyAura of Supremacy
- Character's aura leadership effect: +5
- Enemy leadership: -4 (enemy armies in local province)
- The Unliving HostThe Unliving Host3 levelsLevel 1
- Melee attack: +4 for Zombies, Skeletons, Crypt Ghouls, Grave Guard and Lahmian Handmaidens units (Lord's army)
- Melee defence: +4 for Zombies, Skeletons, Crypt Ghouls, Grave Guard and Lahmian Handmaidens units (Lord's army)
- Melee attack: +6 for Zombies, Skeletons, Crypt Ghouls, Grave Guard and Lahmian Handmaidens units (Lord's army)
- Melee defence: +8 for Zombies, Skeletons, Crypt Ghouls, Grave Guard and Lahmian Handmaidens units (Lord's army)
- Melee attack: +8 for Zombies, Skeletons, Crypt Ghouls, Grave Guard and Lahmian Handmaidens units (Lord's army)
- Call of the NightCall of the Night3 levelsLevel 1
- Speed: +6% for Fell Bats and Dire Wolves units (Lord's army)
- Charge bonus: +6 for Fell Bats and Dire Wolves units (Lord's army)
- Speed: +9% for Fell Bats and Dire Wolves units (Lord's army)
- Charge bonus: +12 for Fell Bats and Dire Wolves units (Lord's army)
- Speed: +12% for Fell Bats and Dire Wolves units (Lord's army)
- Evil SoulsEvil Souls3 levelsLevel 1
- Spell resistance: 5% for Spirit Host, Cairn Wraiths, Mournguls and Hexwraiths units (Lord's army)
- Spell resistance: 10% for Spirit Host, Cairn Wraiths, Mournguls and Hexwraiths units (Lord's army)
- Melee attack: +4 for Spirit Host, Cairn Wraiths, Mournguls and Hexwraiths units (Lord's army)
- Spell resistance: 15% for Spirit Host, Cairn Wraiths, Mournguls and Hexwraiths units (Lord's army)
- Melee attack: +8 for Spirit Host, Cairn Wraiths, Mournguls and Hexwraiths units (Lord's army)
- Creatures of the NightCreatures of the Night3 levelsLevel 1
- Charge bonus: +6 for Crypt Horrors, Vargheists, Varghulfs, Zombie Dragon and Terrorgheist units (Lord's army)
- Charge bonus: +9 for Crypt Horrors, Vargheists, Varghulfs, Zombie Dragon and Terrorgheist units (Lord's army)
- Weapon strength: +6% for Crypt Horrors, Vargheists, Varghulfs, Zombie Dragon and Terrorgheist units (Lord's army)
- Charge bonus: +12 for Crypt Horrors, Vargheists, Varghulfs, Zombie Dragon and Terrorgheist units (Lord's army)
- Weapon strength: +12% for Crypt Horrors, Vargheists, Varghulfs, Zombie Dragon and Terrorgheist units (Lord's army)
- Waking DeadWaking Dead3 levelsLevel 1
- Melee attack: +4 for Black Knights, Blood Knights and Drakenhof Templars units (Lord's army)
- Armour: +6 for Black Knights, Blood Knights and Drakenhof Templars units (Lord's army)
- Melee attack: +6 for Black Knights, Blood Knights and Drakenhof Templars units (Lord's army)
- Armour: +12 for Black Knights, Blood Knights and Drakenhof Templars units (Lord's army)
- Melee attack: +8 for Black Knights, Blood Knights and Drakenhof Templars units (Lord's army)
- Carriages of DeathCarriages of Death3 levelsLevel 1
- Melee defence: +4 for Black Coach, Corpse Cart, Coven Throne and Mortis Engine units (Lord's army)
- Melee defence: +6 for Black Coach, Corpse Cart, Coven Throne and Mortis Engine units (Lord's army)
- Speed: +6% for Black Coach, Corpse Cart, Coven Throne and Mortis Engine units (Lord's army)
- Melee defence: +8 for Black Coach, Corpse Cart, Coven Throne and Mortis Engine units (Lord's army)
- Speed: +12% for Black Coach, Corpse Cart, Coven Throne and Mortis Engine units (Lord's army)
- Magical AnimusMagical Animus
- Ability: "Magical Animus"
- Legions of DeadLegions of Dead
- Spell resistance: 15% for Spirit Host, Zombies, Skeletons, Grave Guard, Cairn Wraiths and Lahmian Handmaidens units (Rank 7 and above) (Lord's army)
- Melee attack: +5 for Spirit Host, Zombies, Skeletons, Grave Guard, Cairn Wraiths and Lahmian Handmaidens units (Rank 7 and above) (Lord's army)
- Weapon strength: +12% for Spirit Host, Zombies, Skeletons, Grave Guard, Cairn Wraiths and Lahmian Handmaidens units (Rank 7 and above) (Lord's army)
- Dread KnightsDread Knights
- Charge bonus: +12 for Black Coach, Black Knights, Blood Knights, Drakenhof Templars, Corpse Cart, Hexwraiths, Coven Throne and Mortis Engine units (Rank 7 and above) (Lord's army)
- Ward save: +8% for Black Coach, Black Knights, Blood Knights, Drakenhof Templars, Corpse Cart, Hexwraiths, Coven Throne and Mortis Engine units (Rank 7 and above) (Lord's army)
- Weapon strength: +12% for Black Coach, Black Knights, Blood Knights, Drakenhof Templars, Corpse Cart, Hexwraiths, Coven Throne and Mortis Engine units (Rank 7 and above) (Lord's army)
- Deadly PowerDeadly Power
- Melee attack: +5 for Crypt Ghouls, Crypt Horrors, Mournguls, Dire Wolves and Varghulfs units (Rank 7 and above) (Lord's army)
- Physical resistance: 10% for Crypt Ghouls, Crypt Horrors, Mournguls, Dire Wolves and Varghulfs units (Rank 7 and above) (Lord's army)
- Weapon strength: +12% for Crypt Ghouls, Crypt Horrors, Mournguls, Dire Wolves and Varghulfs units (Rank 7 and above) (Lord's army)
- Flying HorrorsFlying Horrors
- Charge bonus: +12 for Fell Bats, Terrorgheist, Zombie Dragon and Vargheists units (Rank 7 and above) (Lord's army)
- Melee attack: +5 for Fell Bats, Terrorgheist, Zombie Dragon and Vargheists units (Rank 7 and above) (Lord's army)
- Missile resistance: 15% for Fell Bats, Terrorgheist, Zombie Dragon and Vargheists units (Rank 7 and above) (Lord's army)
- Undeath ResurgentUndeath Resurgent
- Replaces: "Magical Animus"
- Ability: "Undeath Resurgent"
- The Restless DeadThe Restless Dead
- 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)
- Children of the NightChildren of the Night3 levelsLevel 1
- Character experience gain: +10% (Heroes in Lord's army)
- Upkeep: -3% (Lord's army)
- Character experience gain: +20% (Heroes in Lord's army)
- Upkeep: -6% (Lord's army)
- Character experience gain: +30% (Heroes in Lord's army)
- Upkeep: -9% (Lord's army)
- Darkling SkiesDarkling Skies3 levelsLevel 1
- Attrition: -10% casualties suffered from all attrition (Lord's army)
- Attrition: -20% casualties suffered from all attrition (Lord's army)
- Attrition: -30% casualties suffered from all attrition (Lord's army)
- Ancient CunningAncient Cunning3 levelsLevel 1
- Ambush success chance: +6% (Lord's army)
- Ambush success chance: +16% (Lord's army)
- Ambush success chance: +30% (Lord's army)
- Immortal HorrorImmortal Horror
- Casualty replenishment rate: +30% for this Lord (Lord's army)
- Battle healing cap: +50%
- 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
- Guile & GlamourGuile & Glamour3 levelsLevel 1
- Vampiric corruption: +1 (local province)
- Vampiric corruption: +3 (local province)
- Vampiric corruption: +6 (local province)
- NecrarchNecrarch3 levelsLevel 1
- Growth: +8 (local province)
- Growth: +20 (local province)
- Growth: +36 (local province)
- Eternal WardenEternal Warden3 levelsLevel 1
- Attrition: -5% when under siege (armies in local owned region)
- Attrition: -10% when under siege (armies in local owned region)
- Attrition: -15% when under siege (armies in local owned region)
- Uncanny PrescienceUncanny Prescience
- Winds of Magic power reserve minimum: +15 (Lord's army)
- Campaign movement range: +5%
- Upkeep: -8% (Lord's army)
Every version of Master Necromancer (Undeath)
6 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 Lord | 3,688 | 1 | 15 | 66 | 34 | 30 | 38 | 300 | 15 | 900 | 175 | wh3_dlc29_vmp_cha_master_necromancer_undeath |
| Vampire Counts, Undead LegionsWizard Lord | 4,168 | 1 | 15 | 66 | 105 | 30 | 38 | 300 | 35 | 1,215 | 210 | wh3_dlc29_vmp_cha_master_necromancer_undeath_hellsteed |
| Vampire Counts, Undead LegionsWizard Lord | 5,708 | 1 | 45 | 66 | 23 | 33 | 33 | 300 | 12 | 900 | 175 | wh3_dlc29_vmp_cha_master_necromancer_undeath_corpse_cart |
| Vampire Counts, Undead LegionsWizard Lord | 4,168 | 1 | 45 | 66 | 78 | 30 | 38 | 300 | 35 | 990 | 190 | wh3_dlc29_vmp_cha_master_necromancer_undeath_barded_nightmare |
| Vampire Counts, Undead LegionsWizard Lord | 5,708 | 1 | 45 | 66 | 23 | 33 | 33 | 300 | 12 | 990 | 190 | wh3_dlc29_vmp_cha_master_necromancer_undeath_corpse_cart_balefire |
| Vampire Counts, Undead LegionsWizard Lord | 5,708 | 1 | 45 | 66 | 23 | 33 | 33 | 300 | 12 | 1,080 | 210 | wh3_dlc29_vmp_cha_master_necromancer_undeath_corpse_cart_lodestone |
Who can field it
- Undead Legions · Host of Nagash
- Vampire Counts · The Drakenhof Conclave
Custom Battle lists factions under each race; every faction of a race fields that race's units (units_custom_battle_permissions rows of any of its factions). The name after the race is the faction the army builder uses.
Where these numbers come from
Read from the game's database tables for patch 9.0.4 (main_units, land_units, battle_entities, melee_weapons, projectiles…) as published in the WH3-Dump export (commit 099796e8). Formulas that turn table values into card values are checked against known units before they are shown — how we verify.