
Nagash
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.
Nagash is a legendary lord of Undead Legions, leading Host of Nagash at the start of a campaign: 9,408 HP, armour 100, melee attack 60, melee defence 46, weapon strength 520. It costs 2,000 in the campaign and in multiplayer. It comes with Lords of the End Times - Undead Legion. Beating this lord in battle can earn the defeat trait The Dying King. Unit key wh3_dlc29_vmp_cha_nagash. Patch 9.0.4, from the game's data tables.
Health
9,408
Armour
100
Leadership
85
Speed
92
Melee attack
60
Melee defence
46
Weapon strength
200 base + 320 armour-piercing
520
Charge bonus
30
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.
- 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
- 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.
- Greater Arcane ConduitAugment of the Winds · +15% Spell MasterypassiveGreater Arcane ConduitAugment of the Winds+15% Spell MasteryPassiveA strong mind is needed to channel the Winds of Magic. Those that have such a gift become arcane conduits – funnelling the magical tempests to their cause.
- Undeath to All UpgradedSummon Unit · Summons a larger unit of Skeleton Warriors, Summoned units degrade over timeactiveUndeath to All UpgradedSummon UnitSummons a larger unit of Skeleton WarriorsSummoned units degrade over timeCooldown 120 s · Duration 1 s · 1 use · Wind-up 3 s"RISE."
- Death to AllDirect Damage · Summons a Wight King, Good at melee combat…passiveDeath to AllDirect DamageSummons a Wight KingGood at melee combatActivates automatically when conditions are metSummoned units degrade over timePassive · Cooldown 120 s · Duration 10 s · 1 use"FALL."
- Absolute SupremacyDirect Damage · Activates automatically when conditions are met, Summoned units degrade over time…passiveAbsolute SupremacyDirect DamageActivates automatically when conditions are metSummoned units degrade over timeSummons a unit of ZombiesPassive · Cooldown 120 s · Duration 10 s · 2 uses"BECOME NOTHING."
- 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
Counters
Good against
- Heavily armoured units — 320 of 520 weapon strength armour-piercinge.g. Steam Tank, Blessed Bastiladon (Solar Engine), Rotting Leviathan
- Units with physical resistance — magical melee attackse.g. Hexwraiths, Cairn Wraiths, Syreens
- Light infantry-sized units — large, mass 6,000e.g. Exalted Plaguebearers of Nurgle, Zombies, Zombie Pirate Deckhand Mob
Vulnerable to
- Bonus vs large — large (cavalry-sized or bigger)e.g. Bone Giant, Feral Troglodon, Warp Lightning Cannons
- Armour-piercing — armour 100e.g. Warp-Doom Magma-Cannon, Luminark of Hysh, Little Grom
- Magical attacks — physical resistance +20%e.g. Stormfiends (Warpfire Projectors), Warpfire Throwers, Death Globe Bombardiers
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
Defeat trait
Beat Nagash in battle and your lord can earn the trait
The Dying King
- Leadership: +5 when fighting against Undead factions (Lord's army)
- Ward save: +5%
Despite his best efforts, the Master of Undeath could not cheat oblivion. The miasma of his endless grave fades from the world… for now.
Patch changes
New unit in this patch.
Nagash 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.
- Aura of Dark MajestyAura of Dark Majesty
- Leadership aura size: +25%
- Undeath to AllUndeath to AllUnlocks at rank 3
- Ability: "Undeath to All"
- Death to AllDeath to AllUnlocks at rank 5
- Passive ability: "Death to All"
- Absolute SupremacyAbsolute SupremacyUnlocks at rank 7
- Passive ability: "Absolute Supremacy"
- Loremaster, Lore of UndeathLoremaster, Lore of UndeathUnlocks at rank 9
- Cooldown: -20% to Lore of Undeath spells
- Winds of Magic cost: -10% for Lore of Undeath
- Spell intensity: +10%
- Grave WardGrave WardUnlocks at rank 8
- Missile resistance: 10%
- 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
- Army of RenownArmy of RenownUnlocks at rank 10 · 3 levelsLevel 1
- Regiments of Renown army capacity: +2 (own army)
- Regiments of Renown army capacity: +4 (own army)
- Regiments of Renown army capacity: +6 (own army)
- Arch-master of ShyishArch-master of ShyishUnlocks at rank 12
- Replaces: "Undeath to All"
- Ability: "Undeath to All Upgraded"
- Spell intensity: +10%
- Winds of Magic power reserve: +5 per turn
- The Great NecromancerThe Great Necromancer
- The Dead Rise Again: +10% chance for destroyed units to be restored after battle (Lord's army)
- The Dead Rise Again: +10% hit points for destroyed units restored after battle (Lord's army)
- Casualty replenishment rate: +5% (Lord's army)
- Heralds of the Accursed OneHeralds of the Accursed One
- Passive ability: "Guardian" for Morghast units (Lord's army)
- Recruitment cost: -50% for Morghast units (Lord's army)
- Upkeep: -25% for Morghast units (Lord's army)
- The Undying LordThe Undying Lord
- Battle healing cap: +50%
- Incoming Healing Modifier: +25%
- Hit points: +10%
- Wound recovery time: -1 turns
- Architect of the Black PyramidArchitect of the Black Pyramid
- Vampiric corruption: +3 (local province)
- Construction cost: -10% for all buildings (local province)
- Control: +5 (local province)
- Supreme Lord of the UndeadSupreme Lord of the Undead
- Grave Call cost: -15% (Lord's army)
- Necromantic Energy cost: -10% for all unit capacities
- Local recruitment capacity for Vampire Coast, Vampire Counts and Tomb Kings units: +1 (local province)
- SurvivalistSurvivalist
- Hit points: +10%
- Blade MasterBlade Master2 levelsLevel 1
- Melee attack: +6
- Melee attack: +12
- Wound-MakerWound-Maker2 levelsLevel 1
- Weapon strength: +10%
- Weapon strength: +20%
- Blade ShieldBlade Shield2 levelsLevel 1
- Melee defence: +6
- Melee defence: +12
- Full Plate ArmourFull Plate Armour2 levelsLevel 1
- Armour: +7
- Armour: +15
- PredestinedPredestined
- Attribute: Unbreakable
- 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
- Greater Arcane ConduitGreater Arcane Conduit
- Passive ability: "Greater Arcane Conduit"
- Aura of SupremacyAura of Supremacy
- Character's aura leadership effect: +5
- Enemy leadership: -4 (enemy armies in local province)
- Carriers of SoulsCarriers of Souls3 levelsLevel 1
- Melee defence: +4 for all Melee infantry units (Lord's army)
- Armour: +6 for all Melee infantry units (Lord's army)
- Melee defence: +6 for all Melee infantry units (Lord's army)
- Armour: +12 for all Melee infantry units (Lord's army)
- Melee defence: +8 for all Melee infantry units (Lord's army)
- As the Sky Rains DeathAs the Sky Rains Death3 levelsLevel 1
- Missile strength: +6% for all Missile and Artillery units (Lord's army)
- Ammunition: +10% for all Missile and Artillery units (Lord's army)
- Missile strength: +9% for all Missile and Artillery units (Lord's army)
- Ammunition: +20% for all Missile and Artillery units (Lord's army)
- Missile strength: +12% for all Missile and Artillery units (Lord's army)
- Hungering SkiesHungering Skies3 levelsLevel 1
- Melee attack: +4 for all Beasts and Monstrous Infantry units (Lord's army)
- Charge bonus: +6 for all Beasts and Monstrous Infantry units (Lord's army)
- Melee attack: +6 for all Beasts and Monstrous Infantry units (Lord's army)
- Charge bonus: +12 for all Beasts and Monstrous Infantry units (Lord's army)
- Melee attack: +8 for all Beasts and Monstrous Infantry units (Lord's army)
- Shyish Tears Across the EarthShyish Tears Across the Earth3 levelsLevel 1
- Armour: +4 for all Melee cavalry, Melee Chariots and Magical Chariot units (Lord's army)
- Armour: +8 for all Melee cavalry, Melee Chariots and Magical Chariot units (Lord's army)
- Speed: +6% for all Melee cavalry, Melee Chariots and Magical Chariot units (Lord's army)
- Armour: +12 for all Melee cavalry, Melee Chariots and Magical Chariot units (Lord's army)
- Speed: +12% for all Melee cavalry, Melee Chariots and Magical Chariot units (Lord's army)
- Death in Monstrous FormDeath in Monstrous Form3 levelsLevel 1
- Weapon strength: +6% for all Melee Monster units (Lord's army)
- Melee attack: +4 for all Melee Monster units (Lord's army)
- Weapon strength: +9% for all Melee Monster units (Lord's army)
- Melee attack: +8 for all Melee Monster units (Lord's army)
- Weapon strength: +12% for all Melee Monster units (Lord's army)
- ReanimateReanimate
- Ability: "Reanimate"
- Eternal GuardEternal Guard
- Leadership: +5 for all Melee infantry units (Rank 7 and above) (Lord's army)
- Melee attack: +5 for all Melee infantry units (Rank 7 and above) (Lord's army)
- Spell resistance: 15% for all Melee infantry units (Rank 7 and above) (Lord's army)
- The Black ArsenalThe Black Arsenal
- Missile resistance: 15% for all Missile and Artillery units (Rank 7 and above) (Lord's army)
- Range: +15% for all Missile and Artillery units (Rank 7 and above) (Lord's army)
- Reload time reduction: +10% for all Missile and Artillery units (Rank 7 and above) (Lord's army)
- Nightmare IncarnateNightmare Incarnate
- Physical resistance: 10% for all Beasts and Monstrous Infantry units (Rank 7 and above) (Lord's army)
- Speed: +10% for all Beasts and Monstrous Infantry units (Rank 7 and above) (Lord's army)
- Weapon strength: +12% for all Beasts and Monstrous Infantry units (Rank 7 and above) (Lord's army)
- Waking NightmaresWaking Nightmares
- Leadership: +5 for all Melee cavalry, Melee Chariots and Magical Chariot units (Rank 7 and above) (Lord's army)
- Melee defence: +5 for all Melee cavalry, Melee Chariots and Magical Chariot units (Rank 7 and above) (Lord's army)
- Ward save: +8% for all Melee cavalry, Melee Chariots and Magical Chariot units (Rank 7 and above) (Lord's army)
- Dread BehemothsDread Behemoths
- Charge bonus: +12 for all Melee Monster units (Rank 7 and above) (Lord's army)
- Missile resistance: 15% for all Melee Monster units (Rank 7 and above) (Lord's army)
- Speed: +10% for all Melee Monster units (Rank 7 and above) (Lord's army)
- ResurrectResurrect
- Replaces: "Reanimate"
- Ability: "Reanimate Upgraded"
- 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)
- 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)
- 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%
- 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)
- InexhorableInexhorable
- Casualty replenishment rate: +30% for this Lord
- Battle healing cap: +50%
- Hero self-defence: +25% chance of wounding aggressors
- 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)
- 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)
- No Will But HisNo Will But His3 levelsLevel 1
- Upkeep: -3% (Lord's army)
- Upkeep: -6% (Lord's army)
- Upkeep: -10% (Lord's army)
- Pinnacle of ServitudePinnacle of Servitude
- Recruit rank: +1 for all units (Lord's army)
- Grave Call cost: -10% (Lord's army)
- Campaign movement range: +5%
- Upkeep: -5% (Lord's army)
Who can field it
- Undead Legions · Host of Nagash
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.