
Necromancer (Vampires)
Hero· Wizard· 1 model at Ultra size
Skill tree →Duel it in the combat calculator →vs Chaos Warriors, the unit the rankings measure against; pick any other there.
Necromancer (Vampires) is Vampire Counts and Undead Legions hero: 3,420 HP, armour 15, melee attack 25, melee defence 30, weapon strength 300. It costs 1,000 in the campaign and 300 in multiplayer. Unit key wh_main_vmp_cha_necromancer_0. Patch 9.0.4, from the game's data tables.
Health
3,420
Armour
15
Leadership
55
Speed
34
Melee attack
25
Melee defence
30
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.
- 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 9.0wh_main_vmp_cha_necromancer_0
- Custom battle: now in the Undead Legions roster
Patch 9.0wh_main_vmp_cha_necromancer_5
- Custom battle: now in the Undead Legions roster
Patch 9.0wh_dlc04_vmp_cha_necromancer_1
- Custom battle: now in the Undead Legions roster
Patch 9.0wh_dlc04_vmp_cha_necromancer_2
- Custom battle: now in the Undead Legions roster
Patch 9.0wh_dlc04_vmp_cha_necromancer_3
- Custom battle: now in the Undead Legions roster
Necromancer (Vampires) skill tree
32 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 Necromancer (Vampires)'s skills
- NightmareNightmareUnlocks at rank 8
- Mount: Nightmare
- 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: +2 for "Raise Dead" and "Raise Dead Upgraded"
- Passive ability: "Master of the Dead"
- Spell number of uses: +2 for "Raise Dead" and "Raise Dead Upgraded"
- Effect range: +35% for "Master of the Dead"
- Targeting range: +200% for "Raise Dead" and "Raise Dead Upgraded"
- Passive ability: "Master of the Dead"
- Grave WardGrave WardUnlocks at rank 8
- Missile resistance: 10%
- ImmortalityImmortalityUnlocks at rank 20
- When normally killed in action, this Hero will be wounded instead
- MentorMentorUnlocks at rank 30 · 3 levelsLevel 1
- Character will share +15% of experience earned between all other active Heroes of the same type
- Character will share +30% of experience earned between all other active Heroes of the same type
- Character will share +50% of experience earned between all other active Heroes of the same type
- GravecraftGravecraftUnlocks at rank 12
- Cooldown: -15% to "Invocation of Nehek" and "Invocation of Nehek Upgraded"
- Cooldown: -15% to "Raise Dead" and "Raise Dead Upgraded"
- Harvest of the DeadHarvest of the Dead
- Boost Income action: Income is modified by an additional 6%
- Corpses gained from buildings: +10% (local region)
- Procession of the DamnedProcession of the Damned
- Effect range: +35% for "Vigour Mortis", "Balefire" and "Unholy Lodestone"
- Leadership: +4 for Zombies and Skeleton Warriors units (Hero's army)
- Profane WardingProfane Warding
- Miscast base chance: +15% for all enemy spellcasters (enemy armies in local region)
- Spell resistance: 20%
- Forbidden MasteryForbidden Mastery
- Winds of Magic cost: -2 for "Wind of Death"
- Winds of Magic cost: -3 for "Wind of Death Upgraded"
- Invocation of NehekInvocation of Nehek2 levelsLevel 1
- Overcast spell: "Invocation of Nehek Upgraded"
- Cooldown: -30% to "Invocation of Nehek"
- Miscast base chance: -15% for "Invocation of Nehek Upgraded"
- Overcast spell: "Invocation of Nehek Upgraded"
- Winds of Magic cost: -1 for "Invocation of Nehek"
- Winds of Magic cost: -2 for "Invocation of Nehek Upgraded"
- Cooldown: -50% to "Invocation of Nehek"
- The Curse of UndeathThe Curse of Undeath
- Passive ability: "The Curse of Undeath"
- Vanhel's Danse MacabreVanhel's Danse Macabre3 levelsLevel 1
- Spell: "Vanhel's Danse Macabre"
- Overcast spell: "Vanhel's Danse Macabre Upgraded"
- Cooldown: -30% to "Vanhel's Danse Macabre"
- Miscast base chance: -15% for "Vanhel's Danse Macabre Upgraded"
- Overcast spell: "Vanhel's Danse Macabre Upgraded"
- Winds of Magic cost: -1 for "Vanhel's Danse Macabre"
- Winds of Magic cost: -2 for "Vanhel's Danse Macabre Upgraded"
- Cooldown: -50% to "Vanhel's Danse Macabre"
- Gaze of NagashGaze of Nagash3 levelsLevel 1
- Spell: "Gaze of Nagash"
- Overcast spell: "Gaze of Nagash Upgraded"
- Cooldown: -30% to "Gaze of Nagash"
- Miscast base chance: -15% for "Gaze of Nagash Upgraded"
- Overcast spell: "Gaze of Nagash Upgraded"
- Winds of Magic cost: -2 for "Gaze of Nagash"
- Winds of Magic cost: -3 for "Gaze of Nagash Upgraded"
- Cooldown: -50% to "Gaze of Nagash"
- Raise DeadRaise Dead3 levelsLevel 1
- Spell: "Raise Dead"
- Overcast spell: "Raise Dead Upgraded"
- Cooldown: -30% to "Raise Dead"
- Miscast base chance: -15% for "Raise Dead Upgraded"
- Overcast spell: "Raise Dead Upgraded"
- Spell number of uses: +1 for "Raise Dead" and "Raise Dead Upgraded"
- Cooldown: -50% to "Raise Dead"
- EvasionEvasion
- Passive ability: "Evasion"
- Curse of YearsCurse of Years2 levelsLevel 1
- Spell: "Curse of Years"
- Winds of Magic cost: -2 for "Curse of Years"
- Cooldown: -50% to "Curse of Years"
- Spell: "Curse of Years"
- Wind of DeathWind of Death3 levelsLevel 1
- Spell: "Wind of Death"
- Overcast spell: "Wind of Death Upgraded"
- Cooldown: -30% to "Wind of Death"
- Miscast base chance: -15% for "Wind of Death Upgraded"
- Overcast spell: "Wind of Death Upgraded"
- Winds of Magic cost: -3 for "Wind of Death"
- Winds of Magic cost: -4 for "Wind of Death Upgraded"
- Cooldown: -50% to "Wind of Death"
- EarthingEarthing
- Miscast base chance: -15%
- Magical ReservesMagical Reserves
- Winds of Magic power reserve capacity: +5
- Arcane ConduitArcane Conduit
- Passive ability: "Arcane Conduit"
- PreservationPreservationUnlocks at rank 5 · 3 levelsLevel 1
- Unlocks Hero action: Preservation
- Unlocks Hero action: Preservation
- Preservation action: battle healing cap is increased by an additional 5%
- Unlocks Hero action: Preservation
- Preservation action: battle healing cap is increased by an additional 10%
- ReanimationReanimationUnlocks at rank 5 · 3 levelsLevel 1
- Unlocks Hero action: Reanimation
- Unlocks Hero action: Reanimation
- Reanimation action: chance for destroyed units to be restored after battle is increased by an additional 3%
- Unlocks Hero action: Reanimation
- Reanimation action: chance for destroyed units to be restored after battle is increased by an additional 5%
- Replenish TroopsReplenish Troops3 levelsLevel 1
- Replenish Troops action: Replenishment rate is increased by an additional 3%
- Replenish Troops action: Replenishment rate is increased by an additional 6%
- Replenish Troops action: Replenishment rate is increased by an additional 9%
- Boost IncomeBoost Income3 levelsLevel 1
- Boost Income action: Income is modified by an additional 2%
- Boost Income action: Income is modified by an additional 4%
- Boost Income action: Income is modified by an additional 6%
- Steal TechnologySteal Technology3 levelsLevel 1
- Steal Technology action: Research rate is increased by an additional 3
- Steal Technology action: Research rate is increased by an additional 6
- Steal Technology action: Research rate is increased by an additional 10
- WoundWound3 levelsLevel 1
- Wound action: Additional 5% chance of wounding target
- Wound action: Additional 12% chance of wounding target
- Wound action: Additional 21% chance of wounding target
- Assault UnitsAssault Units3 levelsLevel 1
- Assault Units action: Additional 3% casualties inflicted
- Assault Units action: Additional 8% casualties inflicted
- Assault Units action: Additional 15% casualties inflicted
- SpecialistSpecialist3 levelsLevel 1
- Hero action cost: -10%
- Hero action success chance: +1%
- Hero action cost: -20%
- Hero action success chance: +3%
- Hero action cost: -40%
- Hero action success chance: +6%
Every version of Necromancer (Vampires)
5 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 | 3,420 | 1 | 15 | 55 | 34 | 25 | 30 | 300 | 15 | 1,000 | 250 | wh_main_vmp_cha_necromancer_0 |
| Vampire Counts, Undead LegionsWizard | 3,916 | 1 | 15 | 55 | 78 | 25 | 30 | 300 | 35 | 1,100 | 275 | wh_main_vmp_cha_necromancer_5 |
| Vampire Counts, Undead LegionsWizard | 5,708 | 1 | 45 | 55 | 23 | 33 | 33 | 300 | 12 | 1,000 | 250 | wh_dlc04_vmp_cha_necromancer_1 |
| Vampire Counts, Undead LegionsWizard | 5,708 | 1 | 45 | 55 | 23 | 33 | 33 | 300 | 12 | 1,000 | 275 | wh_dlc04_vmp_cha_necromancer_2 |
| Vampire Counts, Undead LegionsWizard | 5,708 | 1 | 45 | 55 | 23 | 33 | 33 | 300 | 12 | 1,000 | 300 | wh_dlc04_vmp_cha_necromancer_3 |
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.