NecromancerNecromancers summon the dead to fight for them, hurling risen cadavers to join the fray in their name.
Necromancers are amongst the most cursed of all those who practice the magical arts, for they have exchanged their humanity for the ability to raise the dead and command them to wage war upon the living. Strange as it may seem, these depraved madmen have made this dread pact willingly. At the heart of each Necromancer's morbid obsession is the need to subjugate and punish those who have persecuted him in the past, regardless of the cost.
- Master of the Dead
Necromancers can not only marshall the dead, but leech the power from any souls fleeing their mortal remains.
The 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.
The Dark Magic binding has failed. Both flesh and necromantic energy slough off the subjects leaving naught but dust.
- Causes Fear
This unit frightens all enemy units, reducing their leadership when nearby. It is also immune to fear. Fear penalties do not stack.
This unit provides a 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.
The unit is Undead (does not rout, immune to terror, becomes unstable when attrition when moving through territory not owned by the Undead.
Strengths & Weaknesses
This unit can cast spells.
Main Unit Keywh_main_vmp_cha_necromancer_0
Land Unit Keywh_main_vmp_cha_necromancer_0
Naval Unit Keywh_main_shp_transport
Land Unit GroupWizard
Naval Unit GroupWizard
Custom Battle Cost200
├ Melee Weaponwh_main_vmp_staff_hero
├ Melee Damage Base210
├ Melee Damage Ap90
├ Armour PiercingNo
├ Bonus vs Cavalry0
├ Bonus vs Elephants0
└ Bonus vs Infantry0
├ Base Defence30
└ Shield Defence0
├ Armour Defence15
└ Shield Armour0
├ Man Entitywh_main_infantry_standard_hero_blood_dismembers
├ Man Speed35
├ Man Health8
└ Bonus Hit Points3130
Leadership (Base Morale)55