Necromancy
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Small but vital changes to the Vampire Counts and sub factions. These changes make fighting the vampires and undead along with countering their taint of undeath a dire threat. A feeling of despair will now be the norm.
Acts like the raise dead spell plus with raise dead cosmetics. It feels more natural now, and It also has different mana costs depending on character usage.
I’ve added the ravenous dead unit ability to all the Legendary Lords & any other you recruit. This only works for all the legendary VC/Von Carstein lords and any you recruit. The zombies will now replenish health at 16 per 3.4 seconds. This will make them tougher and be more useful, and be a bit more of a threat.
I, like perhaps many others who feel that Master Necromancers are not as useful as they should be. Now, with the Vampire Counts improved necromancy they’re a deadly threat, and having them is a must on the battlefields. What you will see in large battles or sieges are the undead raise right across the map from the fallen.
The unbinding effect has been disabled.
I have removed the crumbling graphic effect for the Vampires.
The number of recruitable heroes for wight kings, banshees, and vampires has been increased. This will help deal with ordertide and dawi tide agent spam.
I’ve slightly increased the level of corruption from the balefire building types, and increased the attrition from the Awakened Battlefield building to 150% effect, making the building far more useful to have and more deadly.
Skeleton sword+shield: 200 men.
Skeleton Spear+shield: 200 men.
Summoned Zombies 400 men.
Summoned Sword+shield 250 men.
ROR
The Konigstein Stalkers: 260 men.
The Tithe Zombies: 260 men.
Have fun!

Revisions:
Old revisions of this mod are available below. Click the link to download.
