
Ulrika Magdova
Hero· Hybrid Weapon 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.
Ulrika Magdova is a legendary hero of Dwarfs, The Empire, Kislev and Vampire Counts: 3,968 HP, armour 50, melee attack 50, melee defence 46, weapon strength 450, range 180 m, missile damage 297 per 10 s for the whole unit. It costs 1,000 in the campaign and 900 in multiplayer. Unit key wh3_dlc23_neu_cha_ulrika. Patch 9.0.4, from the game's data tables.
Health
3,968
Armour
50
Leadership
80
Speed
40
Melee attack
50
Melee defence
46
Weapon strength
250 base + 200 armour-piercing, +30 vs infantry
450
Charge bonus
25
Ranged
Range
180 m
Ammunition
30
Missile damage
124 base + 84 AP
208
Reload time
7 s
Damage per 10 s
297
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.
- Fire Whilst Moving
This unit can fire while on the move.
- 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
- Skjalandir's FallAugment · +90 AccuracyactiveSkjalandir's FallAugment+90 AccuracyCooldown 120 s · Duration 39 sAn aim so sharp – and a shot so precise – that it took the eye of a Dragon and saved Gotrek's life; woe betide any on the receiving end of Ulrika's bow and arrow!
- The Dancing BladeAugment · -24 Melee Attack, +24 Melee Defence…activeThe Dancing BladeAugment-24 Melee Attack+24 Melee Defence+40% Physical ResistanceCooldown 120 s · Duration 23 s · Range 15 mSo graceful are her movements, and so precise her attacks, that to see Ulrika in the midst of battle is almost like witnessing a dance, rather than a slaughter.
- 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.
- By Our BloodAugmentpassiveBy Our BloodAugmentPassive · Duration 25 s · 1 useKislevite warriors are inherently stronger than weak-hearted Empire-men, who know nothing of the hardship and strife of lives lived on the unforgiving steppes.
- 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.
- 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
Good against
- Infantry-sized units — bonus vs infantry 30e.g. Exalted Plaguebearers of Nurgle, Zombies, Blessed Temple Guard · Dwarfs: Giant Slayers, Hammerers
- Lightly armoured units without shields — 297 missile damage per 10 s (whole unit)e.g. Curs'd Ettin, Exalted Plaguebearers of Nurgle, Zombies · Dwarfs: Giant Slayers, Doomseekers
Vulnerable to
- Bonus vs infantry — infantry-sizede.g. Doom-Flayers, War Mammoth, Feral Mammoth · Dwarfs: Doomseekers
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
Ulrika Magdova skill tree
44 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 WarhorseBarded WarhorseUnlocks at rank 18
- Mount: Barded Warhorse
- Loyalty to the MotherlandLoyalty to the MotherlandUnlocks at rank 8
- Passive ability: "By Our Blood"
- Lightning FastLightning Fast
- Missile resistance: 15%
- Ulgu ExponentUlgu Exponent
- Spell resistance: 15%
- Blight of the SkavenBlight of the SkavenUnlocks at rank 14
- Ability: "The Dancing Blade"
- Ambush defence chance: +25% (Hero's army)
- Chance of intercepting an army using Tunnelling, beast-paths or Worldroots: +20% (accompanying Lord)
- Melee defence: +8 when defending (Hero's army)
- Blight of the SkavenBlight of the SkavenUnlocks at rank 14
- Ability: "The Dancing Blade"
- Ambush defence chance: +25% (Hero's army)
- Chance of intercepting an army using Tunnelling, beast-paths or Worldroots: +20% (accompanying Lord)
- Melee defence: +8 when defending (Hero's army)
- DragonslayerDragonslayer
- Ability: "Skjalandir's Fall"
- "Heavy Arrow" ammunition (bonus vs large and AP damage)
- Fire resistance: 15% (Hero's army)
- DragonslayerDragonslayer
- Ability: "Skjalandir's Fall"
- "Heavy Arrow" ammunition (bonus vs large and AP damage)
- Fire resistance: 15% (Hero's army)
- BeastslayerBeastslayer
- Chance of a plague spreading: -25% (Hero's army)
- Attrition: -25% casualties suffered from Chaos attrition (Hero's army)
- Wound recovery time: -2 turns
- Spell resistance: 15% (Hero's army)
- BeastslayerBeastslayer
- Chance of a plague spreading: -25% (Hero's army)
- Attrition: -25% casualties suffered from Chaos attrition (Hero's army)
- Wound recovery time: -2 turns
- Spell resistance: 15% (Hero's army)
- VampireslayerVampireslayer
- Attribute: Immune to Psychology (Hero's army)
- Ward save: +10%
- VampireslayerVampireslayer
- Ward save: +10%
- Leadership: +6 (Hero's army)
- BloodbornBloodborn
- Battle healing cap: +50%
- Attrition: -25% casualties suffered from Vampiric territory attrition (Hero's army)
- Attribute: Causes Terror
- BloodbornBloodborn
- Battle healing cap: +50%
- Attribute: Causes Terror
- Attrition: -25% casualties suffered from non-Vampiric territory attrition (Hero's army)
- BloodforgedBloodforged
- Replaces: "Lesser Hunger"
- Passive ability: "The Hunger"
- Casualty replenishment rate: +10% (Hero's army)
- Enemy leadership: -6 (enemy armies in local region)
- BloodforgedBloodforged
- Replaces: "Lesser Hunger"
- Passive ability: "The Hunger"
- Casualty replenishment rate: +10% (Hero's army)
- Enemy leadership: -6 (enemy armies in local region)
- Confident All-RounderConfident All-Rounder
- Melee attack: +6
- Melee defence: +4
- Merciless AttackerMerciless Attacker3 levelsLevel 1
- Melee attack: +3
- Melee attack: +6
- Melee attack: +9
- Prudent DefenderPrudent Defender3 levelsLevel 1
- Melee defence: +3
- Melee defence: +6
- Melee defence: +9
- Insurance PolicyInsurance Policy3 levelsLevel 1
- Armour: +5
- Armour: +10
- Armour: +15
- Accomplished CavalrywomanAccomplished Cavalrywoman3 levelsLevel 1
- Charge bonus: +15
- Charge bonus: +30
- Charge bonus: +45
- Foe-SeekerFoe-Seeker
- Ability: "Foe-Seeker"
- No-Qualms KillerNo-Qualms Killer3 levelsLevel 1
- Weapon strength: +5%
- Weapon strength: +12%
- Armour-piercing weapon damage: +20
- Weapon strength: +20%
- Staying PowerStaying Power3 levelsLevel 1
- Hit points: +10%
- Hit points: +20%
- Physical resistance: 5%
- Hit points: +30%
- Uncanny RangeUncanny Range3 levelsLevel 1
- Range: +10%
- Range: +20%
- Attribute: Snipe
- Range: +30%
- All A-QuiverAll A-Quiver3 levelsLevel 1
- Ammunition: +10%
- Ammunition: +20%
- Ammunition: +30%
- Armour-piercing missile damage: +25%
- Deadly OnslaughtDeadly Onslaught
- Ability: "Deadly Onslaught"
- Melkoth's Mystifying MiasmaMelkoth's Mystifying Miasma2 levelsLevel 1
- Overcast spell: "Melkoth's Mystifying Miasma Upgraded"
- Cooldown: -30% to "Melkoth's Mystifying Miasma"
- Miscast base chance: -15% for "Melkoth's Mystifying Miasma Upgraded"
- Overcast spell: "Melkoth's Mystifying Miasma Upgraded"
- Winds of Magic cost: -1 for "Melkoth's Mystifying Miasma"
- Winds of Magic cost: -2 for "Melkoth's Mystifying Miasma Upgraded"
- Cooldown: -50% to "Melkoth's Mystifying Miasma"
- Smoke & MirrorsSmoke & Mirrors
- Passive ability: "Smoke & Mirrors"
- The Enfeebling FoeThe Enfeebling Foe3 levelsLevel 1
- Spell: "The Enfeebling Foe"
- Overcast spell: "The Enfeebling Foe Upgraded"
- Cooldown: -30% to "The Enfeebling Foe"
- Miscast base chance: -15% for "The Enfeebling Foe Upgraded"
- Overcast spell: "The Enfeebling Foe Upgraded"
- Winds of Magic cost: -1 for "The Enfeebling Foe"
- Winds of Magic cost: -2 for "The Enfeebling Foe Upgraded"
- Cooldown: -50% to "The Enfeebling Foe"
- The WitheringThe Withering3 levelsLevel 1
- Spell: "The Withering"
- Overcast spell: "The Withering Upgraded"
- Cooldown: -30% to "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"
- The Penumbral PendulumThe Penumbral Pendulum3 levelsLevel 1
- Spell: "The Penumbral Pendulum"
- Overcast spell: "The Penumbral Pendulum Upgraded"
- Cooldown: -30% to "The Penumbral Pendulum"
- Miscast base chance: -15% for "The Penumbral Pendulum Upgraded"
- Overcast spell: "The Penumbral Pendulum Upgraded"
- Winds of Magic cost: -2 for "The Penumbral Pendulum"
- Winds of Magic cost: -3 for "The Penumbral Pendulum Upgraded"
- Cooldown: -50% to "The Penumbral Pendulum"
- EvasionEvasion
- Passive ability: "Evasion"
- Pit of ShadesPit of Shades3 levelsLevel 1
- Spell: "Pit of Shades"
- Overcast spell: "Pit of Shades Upgraded"
- Cooldown: -30% to "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"
- Okkam's MindrazorOkkam's Mindrazor3 levelsLevel 1
- Spell: "Okkam's Mindrazor"
- Overcast spell: "Okkam's Mindrazor Upgraded"
- Cooldown: -30% to "Okkam's Mindrazor"
- Miscast base chance: -15% for "Okkam's Mindrazor Upgraded"
- Overcast spell: "Okkam's Mindrazor Upgraded"
- Winds of Magic cost: -2 for "Okkam's Mindrazor"
- Winds of Magic cost: -3 for "Okkam's Mindrazor Upgraded"
- Cooldown: -50% to "Okkam's Mindrazor"
- EarthingEarthing
- Miscast base chance: -15%
- Magical ReservesMagical Reserves
- Winds of Magic power reserve capacity: +5
- Arcane ConduitArcane Conduit
- Passive ability: "Arcane Conduit"
- Increase MobilityIncrease Mobility3 levelsLevel 1
- Increase Mobility action: Movement range is increased by an additional 5%
- Increase Mobility action: Movement range is increased by an additional 10%
- Increase Mobility action: Movement range is increased by an additional 15%
- Spread ControlSpread Control3 levelsLevel 1
- Spread Control action: Control is modified by an additional 1
- Spread Control action: Control is modified by an additional 2
- Spread Control action: Control is modified by an additional 3
- Damage WallsDamage Walls3 levelsLevel 1
- Damage Walls action: 1 additional wall breaches
- Damage Walls action: 2 additional wall breaches
- Damage Walls action: 3 additional wall breaches
- 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 Ulrika Magdova
2 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 |
|---|---|---|---|---|---|---|---|---|---|---|---|---|
| Dwarfs, The Empire, Kislev, Vampire CountsHybrid Weapon Wizard | 3,968 | 1 | 50 | 80 | 40 | 50 | 46 | 450 | 25 | 1,000 | — | wh3_dlc23_neu_cha_ulrika |
| Dwarfs, The Empire, Kislev, Vampire CountsHybrid Weapon Wizard | 4,580 | 1 | 80 | 80 | 78 | 50 | 46 | 450 | 50 | 1,150 | — | wh3_dlc23_neu_cha_ulrika_warhorse |
Who can field it
- Vampire Counts · The Drakenhof Conclave · extended roster
- Kislev · The Ice Court
- Dwarfs · Karaz-a-Karak · extended roster
- The Empire · Reikland
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.
Extended roster: Vampire Counts, Dwarfs have this unit only through campaign_exclusive rows of units_custom_battle_permissions — CA's note: such units are “filtered out of matchmaking and are generally disabled when unit caps setting is enabled” (“Unable to recruit with unit caps enabled”). So: Custom Battle with Unit caps off, at the multiplayer cost, but not in ranked battles. Race rankings and best-unit lists leave such a unit out for those races.
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.