
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.
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%
wh3_dlc29_skill_nag_lord_unique_top_01wh3_dlc29_skill_nag_lord_unique_top_01Unlocks at rank 2
Ability: ""
wh3_dlc29_skill_nag_lord_unique_top_02wh3_dlc29_skill_nag_lord_unique_top_02Unlocks at rank 4
Passive ability: ""
wh3_dlc29_skill_nag_lord_unique_top_03wh3_dlc29_skill_nag_lord_unique_top_03Unlocks at rank 6
Passive ability: ""
Loremaster, Lore of UndeathLoremaster, Lore of Undeath
Cooldown: -20% to Lore of Undeath spells
Winds of Magic cost: -10% for Lore of Undeath
Spell intensity: +10%
Grave WardGrave WardUnlocks at rank 7
Missile resistance: 10%
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
Army of RenownArmy of Renown3 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 Shyish
Replaces: ""
Ability: ""
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
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
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
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)
Who can field it
- 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.