Master Necromancer (Corpse Cart (Balefire))Drifting between the living and the dead, a Master Necromancer summons Undead minions to fight enemies on his behalf.
As a man follows the dark path of the Necromancer, he becomes ever more detached from his mortal roots. Morbidly questing after the secrets of death, a Necromancer deeply steeped in the lore of the dead stands on the threshold between worlds, neither wholly alive, nor one of the Undead. His body twisted with unholy power, his mind seared by the horrors he has witnessed, a Necromancer often has more in common with his lurching, moaning minions than with the living he seeks to slay.
Unit NameMaster Necromancer (Corpse Cart (Balefire))
Main Unit Keywh_dlc04_vmp_cha_master_necromancer_2
Land Unit Keywh_dlc04_vmp_cha_master_necromancer_2
Naval Unit Keywh_main_shp_transport
Land Unit GroupWizard
Naval Unit GroupWizard
Custom Battle Cost750
├ Missile Weapon
├ Missile Damage
├ Missile Ap Damage
└ Base Reload Time
Shots Per Minute
├ Melee Weaponwh_main_vmp_staff_hero
├ Melee Damage Base210
├ Melee Damage Ap90
├ Armour PiercingNo
├ Bonus vs Cavalry0
├ Bonus vs Elephants0
└ Bonus vs Infantry0
├ Base Defence33
└ Shield Defence0
├ Armour Defence45
└ Shield Armour0
├ Man Entitywh_main_infantry_standard_hero_blood
├ Man Speed34
├ Man Health8
├ Bonus Hit Points5652
├ Mount Entitywh_dlc04_vehicle_zombie_corpse_cart
├ Mount Speed23
└ Mount Health8
Leadership (Base Morale)66
Balefire contains trace elements of Warpstone, so the burning braziers slowly drive mortal men to madness.
- Vigour Mortis
The Corpse Cart hardens shattered spirits and emboldens tattered bodies to ever greater acts of violence.
- Magical Animus
With an arcane cry, all around rally to fight in battle once more.
- Master of the Dead
Necromancers can not only marshal the dead, but leech the power from any souls fleeing their mortal remains.
There are beings and creatures that can mend bone and knit flesh at an incredible rate. A mighty boon, but one stunted by fire.
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.
Strengths & Weaknesses
This unit can cast spells.