
Neferata
Lord· Wizard Lord· 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.
Neferata is a legendary lord of Undead Legions and Vampire Counts, leading The Lahmian Sisterhood at the start of a campaign: 4,768 HP, armour 70, melee attack 70, melee defence 60, weapon strength 480. It costs 1,100 in the campaign and in multiplayer. Beating this lord in battle can earn the defeat trait First, Not Finest. Unit key wh3_dlc29_vmp_cha_neferata. Patch 9.0.4, from the game's data tables.
Health
4,768
Armour
70
Leadership
80
Speed
50
Melee attack
70
Melee defence
60
Weapon strength
290 base + 190 armour-piercing
480
Charge bonus
35
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
- BastetHex · -60 Armour, -40 Melee DefenceactiveBastetHex-60 Armour-40 Melee DefenceCooldown 90 s · Duration 19 sA slender black silhouette is all that remains of Neferata's feline familiar, foreshadowing bad luck for her foes and protecting her from danger.
- ShadowbloodMagic Missile · Added contact effect, Strong vs a single unitactiveShadowbloodMagic MissileAdded contact effectStrong vs a single unitCooldown 120 s · 3 uses · Wind-up 3 sUttering incantations, the Queen opens her slit palms, release shadowy, noisome tendrils.
- Twilight's AllureHex (Area) · -15% Charge Speed, -15% Speed…passiveTwilight's AllureHex (Area)-15% Charge Speed-15% Speed-10 Melee Attack-8 LeadershipEffect intensity increases with time spent engaged in melee.Passive · Range 35 mThose who fall beneath the Eternal Queen's gaze are not slain – they are claimed.
- 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.
- The HungerRegeneration · Replenishes hit points of combatantspassiveThe HungerRegenerationReplenishes hit points of combatantsPassiveAs the Vampires rip apart their victims they feast on the blood that spills forth – gaining in strength and lost stamina.
- 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
- 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 Neferata in battle and your lord can earn the trait
First, Not Finest
- Enemy Hero action success chance: -50% (characters in local region)
- Ambush success chance: +10% (Lord's army)
- Ambush defence chance: +30% (Lord's army)
The First of the Vampires saw her schemes unravel, heralding her undoing. Her conniving influence no longer finds purchase in the world.
Patch changes
Patch 9.0wh3_dlc29_vmp_cha_neferata
New unit in this patch.
Patch 9.0wh3_dlc29_vmp_cha_neferata_mp
New unit in this patch.
Patch 9.0wh3_dlc29_vmp_cha_neferata_hellsteed
New unit in this patch.
Patch 9.0wh3_dlc29_vmp_cha_neferata_coven_throne
New unit in this patch.
Patch 9.0wh3_dlc29_vmp_cha_neferata_hellsteed_mp
New unit in this patch.
Patch 9.0wh3_dlc29_vmp_cha_neferata_dread_abyssal
New unit in this patch.
Patch 9.0.3wh3_dlc29_vmp_cha_neferata_zombie_dragon
- Health7,744 → 8,244(+500)
- Armour70 → 90(+20)
- Speed95 → 90(-5)
- Melee attack46 → 52(+6)
- Melee defence46 → 54(+8)
Patch 9.0wh3_dlc29_vmp_cha_neferata_zombie_dragon
New unit in this patch.
Patch 9.0wh3_dlc29_vmp_cha_neferata_coven_throne_mp
New unit in this patch.
Patch 9.0wh3_dlc29_vmp_cha_neferata_barded_nightmare
New unit in this patch.
Patch 9.0.3wh3_dlc29_vmp_cha_neferata_zombie_dragon_mp
- Health7,744 → 8,244(+500)
- Armour70 → 90(+20)
- Speed95 → 90(-5)
- Melee attack46 → 52(+6)
- Melee defence46 → 54(+8)
Patch 9.0wh3_dlc29_vmp_cha_neferata_zombie_dragon_mp
New unit in this patch.
Patch 9.0wh3_dlc29_vmp_cha_neferata_barded_nightmare_mp
New unit in this patch.
Neferata skill tree
76 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 8
- Mount: Barded Nightmare
- HellsteedHellsteedUnlocks at rank 10
- Mount: Hellsteed
- Zombie DragonZombie DragonUnlocks at rank 18
- Mount: Zombie Dragon
- Coven ThroneCoven ThroneUnlocks at rank 20
- Mount: Coven Throne
- Nagadron, the AdevoreNagadron, the AdevoreUnlocks at rank 22
- Mount: Nagadron, the Adevore
- Blood HarvestBlood HarvestUnlocks at rank 1
- Melee attack: +15 when fighting against Humans
- Weapon strength: +10% when fighting against Humans
- Deathly VigourDeathly VigourUnlocks at rank 6
- Attribute: Perfect Vigour
- Queen BeeQueen BeeUnlocks at rank 10
- Enemy Hero action success chance: -25% (Heroes in local region)
- Hero action cost: -50% (Heroes in local region)
- Hero action success chance: +50% (Heroes in local region)
- Aura of Dark MajestyAura of Dark Majesty
- Leadership aura size: +25%
- Dark PactDark Pact
- Leadership: +5 when attacking (Lord's army)
- Grave WardGrave WardUnlocks at rank 8
- Missile resistance: 10%
- 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)
- 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
- Court of the Veiled QueenCourt of the Veiled QueenUnlocks at rank 12
- Hero recruit rank: +3 for Lahmian Vampires (all provinces)
- Hero capacity: +2 for Lahmian Vampires (factionwide)
- Unlocks Hero recruitment: Lahmian Vampire (all provinces)
- Web of IntrigueWeb of Intrigue
- Construction cost: -5% for Vampire Mausoleum settlement buildings (all provinces)
- Vampiric corruption: +2 (all provinces)
- Control: +2 (all provinces)
- Lethal GlamourLethal Glamour
- Ability number of uses: +1 for Lahmian Handmaidens bound spells (Lord's army)
- Armour-piercing weapon damage: +8 for Lahmian Handmaiden units (Lord's army)
- Physical resistance: 10% for Lahmian Handmaiden units (Lord's army)
- Queen of MysteriesQueen of Mysteries
- Necromantic Energy cost: -10% for Lahmian Handmaidens unit capacities
- Construction cost: -50% for chain buildings (local region)
- Construction time: -1 for chain buildings (local region)
- Twilight's AllureTwilight's Allure
- Enemy melee defence: -5 (local region)
- Passive ability: "Twilight's Allure"
- Enemy leadership: -5 (local region)
- Twilight AscendantTwilight Ascendant
- Winds of Magic cost: -3 for "Wind of Death"
- Winds of Magic cost: -5 for "Wind of Death Upgraded"
- Ability: "Shadowblood"
- Spell intensity: +10%
- The HungerThe Hunger
- Passive ability: "The Hunger"
- Devastating ChargeDevastating Charge2 levelsLevel 1
- Charge bonus: +15
- Charge bonus: +30
- Dark KnightDark Knight2 levelsLevel 1
- Armour: +7
- Armour: +15
- BeguileBeguile2 levelsLevel 1
- Melee defence: +6
- Melee defence: +12
- Deadly BladeDeadly Blade2 levelsLevel 1
- Melee attack: +6
- Melee attack: +12
- QuickbloodQuickblood
- Ability: "Quickblood"
- Master StrikeMaster Strike2 levelsLevel 1
- Weapon strength: +10%
- Weapon strength: +20%
- Curse of the RevenantCurse of the Revenant2 levelsLevel 1
- Hit points: +7%
- Hit points: +15%
- Blade MasterBlade Master2 levelsLevel 1
- Melee attack: +6
- Melee attack: +12
- Fleet-FootedFleet-Footed2 levelsLevel 1
- Speed: +7%
- Speed: +15%
- TransfixTransfix
- Ability: "Transfix"
- 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"
- Spirit LeechSpirit Leech2 levelsLevel 1
- Overcast spell: "Spirit Leech Upgraded"
- Cooldown: -30% to "Spirit Leech"
- Miscast base chance: -15% for "Spirit Leech Upgraded"
- Overcast spell: "Spirit Leech Upgraded"
- Winds of Magic cost: -2 for "Spirit Leech"
- Winds of Magic cost: -2 for "Spirit Leech Upgraded"
- Cooldown: -50% to "Spirit Leech"
- The WitheringThe Withering2 levelsLevel 1
- Overcast spell: "The Withering Upgraded"
- Cooldown: -30% to "The Withering"
- Spell: "The Withering"
- Miscast base chance: -15% for "The Withering Upgraded"
- Overcast spell: "The Withering Upgraded"
- Winds of Magic cost: -1 for "The Withering"
- Winds of Magic cost: -2 for "The Withering Upgraded"
- Cooldown: -50% to "The Withering"
- Raise DeadRaise Dead2 levelsLevel 1
- 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"
- Pit of ShadesPit of Shades2 levelsLevel 1
- Overcast spell: "Pit of Shades Upgraded"
- Cooldown: -30% to "Pit of Shades"
- Spell: "Pit of Shades"
- Miscast base chance: -15% for "Pit of Shades Upgraded"
- Overcast spell: "Pit of Shades Upgraded"
- Winds of Magic cost: -3 for "Pit of Shades"
- Winds of Magic cost: -3 for "Pit of Shades Upgraded"
- Cooldown: -50% to "Pit of Shades"
- Wind of DeathWind of Death2 levelsLevel 1
- 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"
- 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 Drakenhof Templars 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 Drakenhof Templars 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 Drakenhof Templars 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, Drakenhof Templars, 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, Drakenhof Templars, 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, Drakenhof Templars, 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)
- 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%
- 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)
- 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)
- 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)
- InexhorableInexhorable
- Casualty replenishment rate: +30% for this Lord
- Battle healing cap: +50%
- Hero self-defence: +25% chance of wounding aggressors
- 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)
- 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
- Immortal HorrorImmortal Horror
- Casualty replenishment rate: +30% for this Lord (Lord's army)
- Battle healing cap: +50%
- Wound recovery time: -1 turns
- 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)
- 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
- 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)
- Guile & GlamourGuile & Glamour3 levelsLevel 1
- Vampiric corruption: +1 (local province)
- Vampiric corruption: +3 (local province)
- Vampiric corruption: +6 (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)
- NecrarchNecrarch3 levelsLevel 1
- Growth: +8 (local province)
- Growth: +20 (local province)
- Growth: +36 (local province)
- 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)
- 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)
- Uncanny PrescienceUncanny Prescience
- Winds of Magic power reserve minimum: +15 (Lord's army)
- Campaign movement range: +5%
- Upkeep: -8% (Lord's army)
Every version of Neferata
11 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 |
|---|---|---|---|---|---|---|---|---|---|---|---|---|
| Undead LegionsWizard Lord | 4,768 | 1 | 70 | 80 | 50 | 70 | 60 | 480 | 35 | 1,100 | 250 | wh3_dlc29_vmp_cha_neferata |
| Vampire CountsWizard Lord | 4,768 | 1 | 70 | 80 | 50 | 70 | 60 | 480 | 35 | 1,100 | 250 | wh3_dlc29_vmp_cha_neferata_mp |
| Undead LegionsWizard Lord | 5,280 | 1 | 70 | 80 | 105 | 70 | 60 | 480 | 50 | 1,550 | 388 | wh3_dlc29_vmp_cha_neferata_hellsteed |
| Undead LegionsWizard Lord | 7,228 | 1 | 40 | 80 | 48 | 30 | 32 | 280 | 30 | 1,800 | 450 | wh3_dlc29_vmp_cha_neferata_coven_throne |
| Vampire CountsWizard Lord | 5,280 | 1 | 70 | 80 | 105 | 70 | 60 | 480 | 50 | 1,550 | 388 | wh3_dlc29_vmp_cha_neferata_hellsteed_mp |
| Undead LegionsWizard Lord | 6,544 | 1 | 90 | 80 | 90 | 65 | 55 | 560 | 50 | 2,400 | 537 | wh3_dlc29_vmp_cha_neferata_dread_abyssal |
| Undead LegionsWizard Lord | 8,244 | 1 | 90 | 80 | 90 | 52 | 54 | 540 | 40 | 2,300 | 537 | wh3_dlc29_vmp_cha_neferata_zombie_dragon |
| Vampire CountsWizard Lord | 7,228 | 1 | 40 | 80 | 48 | 30 | 32 | 280 | 30 | 1,800 | 450 | wh3_dlc29_vmp_cha_neferata_coven_throne_mp |
| Undead LegionsWizard Lord | 5,280 | 1 | 90 | 80 | 78 | 70 | 60 | 480 | 50 | 1,350 | 325 | wh3_dlc29_vmp_cha_neferata_barded_nightmare |
| Vampire CountsWizard Lord | 8,244 | 1 | 90 | 80 | 90 | 52 | 54 | 540 | 40 | 2,300 | 537 | wh3_dlc29_vmp_cha_neferata_zombie_dragon_mp |
| Vampire CountsWizard Lord | 5,280 | 1 | 90 | 80 | 78 | 70 | 60 | 480 | 50 | 1,350 | 325 | wh3_dlc29_vmp_cha_neferata_barded_nightmare_mp |
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.