
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
Necromancer (Vampires) skill tree
38 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.
NightmareNightmareUnlocks at rank 7
Mount: Nightmare
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: +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 7
Missile resistance: 10%
ImmortalityImmortalityUnlocks at rank 19
When normally killed in action, this Hero will be wounded instead
MentorMentor3 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
GravecraftGravecraft
Cooldown: -15% to "" and " Upgraded"
Cooldown: -15% to "Raise Dead" and "Raise Dead Upgraded"
GravecraftGravecraft
Cooldown: -15% to "" and " 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%
Income from all buildings: -6% (local province)
Income from all buildings: +6% (local province)
gain from buildings: +10% (local region)
Harvest of the DeadHarvest of the Dead
Boost Income action: Income is modified by an additional 6%
Income from all buildings: -6% (local province)
Income from all buildings: +6% (local province)
Corpses gained from buildings: +10% (local region)
Procession of the DamnedProcession of the Damned
Effect range: +35% for "", "" and ""
Leadership: +4 for Zombies and Skeleton Warriors units (Hero's army)
Procession of the DamnedProcession of the Damned
Effect range: +35% for "", "" and ""
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%
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"
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 ""
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 ""
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 ""
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 ""
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"
PreservationPreservation3 levelsLevel 1
Unlocks Hero action:
Unlocks Hero action:
action: battle healing cap is increased by an additional 5%
Unlocks Hero action:
action: battle healing cap is increased by an additional 10%
ReanimationReanimation3 levelsLevel 1
Unlocks Hero action:
Unlocks Hero action:
action: chance for destroyed units to be restored after battle is increased by an additional 3%
Unlocks Hero action:
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%
Income from all buildings: -2% (local province)
Income from all buildings: +2% (local province)
Boost Income action: Income is modified by an additional 4%
Income from all buildings: -4% (local province)
Income from all buildings: +4% (local province)
Boost Income action: Income is modified by an additional 6%
Income from all buildings: -6% (local province)
Income from all buildings: +6% (local province)
Damage BuildingDamage Building3 levelsLevel 1
Damage Building action: Additional 5% damage caused
Damage Building action: Additional 15% damage caused
Damage Building action: Additional 30% damage caused
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
- 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.