Master Necromancer
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 Name Master Necromancer |
Main Unit Key wh_main_vmp_cha_master_necromancer_0 |
Land Unit Key wh_main_vmp_cha_master_necromancer_0 |
Land Unit Group Parents Lords |
Land Unit Group Wizard |
Caste Lord |
Category Melee Infantry |
Class Command |
Custom Battle Cost 350 |
Recruitment Cost 900 |
Upkeep Cost 175 |
Number of Units 1 |
3688 |
├ Mount 0 |
├ Mount Entity |
├ Mount Hit Points |
├ Num Mounts hu1_empire_staff_and_sword |
├ Man Entity wh2_dlc16_infantry_standard_hero_blood_dismembers_low_kb_resist |
├ Man Hit Points 8 |
├ Num Men 1 |
└ Bonus Hit Points 3680 |
600 |
└ Man Mass 600.0000 |
15 |
├ Armour wh2_main_leather_15 |
├ Shield none |
└ Missile Block Chance 0 |
Leadership 66 |
34 |
└ Man Speed 34 |
Melee Attack 30 |
38 |
300 |
├ Melee Weapon wh_main_vmp_staff_hero |
├ Base Weapon Damage 210 |
├ Armour-Piercing Weapon Damage 90 |
├ Bonus vs. Large 0 |
└ Bonus vs. Infantry 0 |
Charge Bonus 15 |
Abilities
-
Lesser Raise Dead
Necromancers can awaken mortal remains to reinforce their Undead legions. -
Wounds
Even 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.
Speed x 90%
Armour-Piercing Weapon Damage x 80%
Base Weapon Damage x 80% -
Magical Animus
With an arcane cry, all around rally to fight in battle once more.
Leadership +16 -
Master of the Dead
Necromancers can not only marshal the dead, but leech the power from any souls fleeing their mortal remains. -
Crumbling
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. -
Disintegrating
The Dark Magic binding has failed. Both flesh and necromantic energy slough off the subjects, leaving naught but dust.
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
This unit is Undead (does not rout, immune to terror, becomes unstable when {{tr:morale}} is low).
Strengths & Weaknesses
- Spellcaster
This unit can cast spells.
Faction Availability | |
---|---|
Immortal Empires | |
The Realm of Chaos |