Total War: WARHAMMER Wiki
Total War: WARHAMMER Wiki
Wh2 dlc14 def cha master 0.png
Wh2 dlc14 def champion.png
FactionDark Elves
Unit size1
Icon treasury.png Cost (MP): 1200 (700)
Icon hourglass.png Turns: 1
Icon income.png Upkeep: 300
Icon stat health.png Health: 2775
Icon stat morale.png Leadership: 75
Icon stat speed.png Speed: 36
Icon stat attack.png Melee Attack: 36
Icon stat defence.png Melee Defence: 50
Icon stat charge bonus.png Charge Bonus: 20
Resistance missile.png Missile Resistance: 15
Icon stat damage.png Weapon Damage: 145
Modifier icon armour piercing.png Armour-Piercing Damage: 215
Icon stat speed.png Melee Interval: 4 s
Modifier icon bonus vs large.png Bonus vs. Large: 30
Icon stat armour.png
Shielded units will block the following percentage of missile damage from the front Shield: 55%
  • Charge reflector vs large.png Charge Defence vs. Large: When bracing, this unit negates the charge bonus of any large attacker.
  • Encourages.png Encourage: This unit provides a Icon stat morale.pngleadership 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.png Hide (forest): This unit can hide in forests until enemy units get too close.

Master is a Dark Elves Hero unit from The Shadow and the Blade DLC.


Those Dark Elf nobles that manage to survive to adulthood are sent on a year-long raiding expedition. Dark Elves abhor weakness of any sort, so those youths that fail to make their mark during this time do not endure long thereafter. Some are slain by ambitious rivals; others are murdered by their own families, who can neither tolerate nor risk a weakling's presence. Should the stripling acquit himself well during this rite of passage, he begins his ascent through Naggarothi society.

However, this is a ladder with very greasy rungs, and more nobles perish in the climb than ever reach the heady heights of becoming a Dreadlord. To alleviate the understandable paranoia engendered by the Dark Elves' treacherous society, a rigid code of etiquette has evolved. The lowborn classes may not approach within three sword lengths of a noble without being summoned. A retainer may stand as close as two sword lengths whilst a trusted retainer, such as a bodyguard, may stand just outside a single sword's length. The closest, most intimate space is reserved for lovers, playthings and mortal foes (the latter being far more trustworthy within reach than not).


  • Armoured & Shielded: Armoured units can block damage from any source apart from Armour-Piercing damage. Shields have a chance of blocking arrows, bolts, rifle shots, and similar small arms fire - but only in a forward facing arc.
  • Armour-Piercing: The damage of armour-piercing weapons mostly ignores the armour of the target, making them the ideal choice against heavily-armoured enemies. They are often heavier and attack at a slower rate though, making them less efficient against poorly-armoured targets.
  • Anti-Large: Anti-large units have an advantage against targets that are at least as large as a horse. This advantage can be a damage bonus against large targets or an attack that focuses on a very small area. However, some units are simply better against large targets because their attacks are slow and easy to dodge by skilled melee combatants.
  • Charge Defence Against Large Foes: When standing and bracing against a charge of large enemies (such as cavalry or monsters) this unit will negate the enemy's charge bonus.





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For all purposes, this is the Dark Elf version of the Noble. They are capable anti-large and armour piercing duelists. They should be kept nearby a lord to keep them safe via Guardian or run a supporting/flanking role with cavalry units.