
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.
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
73 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.
Barded NightmareBarded NightmareUnlocks at rank 7
Mount: Barded Nightmare
HellsteedHellsteedUnlocks at rank 9
Mount: Hellsteed
Corpse CartCorpse CartUnlocks at rank 9
Mount: Corpse Cart
Corpse Cart (Balefire)Corpse Cart (Balefire)Unlocks at rank 12
Mount: Corpse Cart with Balefire
Corpse Cart (Unholy Lodestone)Corpse Cart (Unholy Lodestone)Unlocks at rank 15
Mount: Corpse Cart with Unholy Lodestone
Master of the DeadMaster of the DeadUnlocks at rank 3 · 2 levelsLevel 1
Spell number of uses: +1 for ""
Passive ability: "Master of the Dead"
Targeting range: +100% for ""
Spell number of uses: +1 for ""
Effect range: +35% for "Master of the Dead"
Passive ability: "Master of the Dead"
Grave WardGrave WardUnlocks at rank 7
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 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)
ImmortalityImmortalityUnlocks at rank 19
This Lord will be wounded instead of killed in battle
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
Graveborn ExpansionGraveborn Expansion
gain from battles: +15% (Lord's army)
Casualty replenishment rate: +5% (Lord's army)
Graveborn ExpansionGraveborn Expansion
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)
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)
Necromantic Energy cost: -5% for unit capacities
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 Death
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
One Voice in DeathOne Voice in Death
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 ""
Sustained UnlifeSustained Unlife
Incoming Healing Modifier: +15% (Lord's army)
Effect duration: +25% for ""
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)
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
Grave Call cost: -7%
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)
Grave Call cost: -15%
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)
Thrall MasterThrall Master2 levelsLevel 1
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)
Corpse cost to recruit units: -7% for all units (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)
Corpse cost to recruit units: -15% for all units (own army)
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"
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 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 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 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, , 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, , 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, , 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%
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)
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)
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)
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)
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%
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)
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)
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)
InexhorableInexhorable
Casualty replenishment rate: +30% for this Lord
Battle healing cap: +50%
Hero self-defence: +25% chance of wounding aggressors
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
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)
Guile & GlamourGuile & Glamour3 levelsLevel 1
Vampiric corruption: +1 (local province)
Vampiric corruption: +3 (local province)
Vampiric corruption: +6 (local province)
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)
NecrarchNecrarch3 levelsLevel 1
Growth: +8 (local province)
Growth: +20 (local province)
Growth: +36 (local province)
No Will But HisNo Will But His3 levelsLevel 1
Upkeep: -3% (Lord's army)
Upkeep: -6% (Lord's army)
Upkeep: -10% (Lord's army)
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)
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)
Uncanny PrescienceUncanny Prescience
Corpse cost to recruit units: -15% for all units (own army)
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
- 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.