
Warlock Master
Lord· Wizard Lord· 1 model at Ultra size
Comes with The Prophet & The Warlock(Warhammer II)
Skill tree →Duel it in the combat calculator →vs Chaos Warriors, the unit the rankings measure against; pick any other there.
Warlock Master is Skaven lord: 3,920 HP, armour 90, melee attack 40, melee defence 52, weapon strength 350. It costs 1,000 in the campaign and 700 in multiplayer. It comes with The Prophet & The Warlock. Unit key wh2_dlc12_skv_cha_warlock_master_0. Patch 9.0.4, from the game's data tables.
Health
3,920
Armour
90
Leadership
60
Speed
42
Melee attack
40
Melee defence
52
Weapon strength
105 base + 245 armour-piercing, +25 vs infantry
350
Charge bonus
18
Attributes
- 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.
Abilities
- Brass OrbVortex · Good against armour, Huge, stationary area of effect…activeBrass OrbVortexGood against armourHuge, stationary area of effectStrong vs multiple unitsCooldown 90 s · Duration 13 s · 3 uses · Wind-up 3 sPossession of this orb enables the user to inexorably drag the foe into a turbulent vortex of pain and death.
- Scurry Away!Augment · +10% SpeedpassiveScurry Away!Augment+10% SpeedPassive"He who runs away lives to fight another day!" - so the foul, craven adage goes.
- WoundsHex · -10% Speed, -20% Armour-Piercing Weapon Damage…passiveWoundsHex-10% Speed-20% Armour-Piercing Weapon Damage-20% Base Weapon DamagePassiveEven 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.
- Arcane ConduitAugment of the WindspassiveArcane ConduitAugment of the WindsPassiveA strong mind is needed to channel the Winds of Magic. Those that have such a gift become arcane conduits – funnelling the magical tempests to their cause.
- Extra PowderAugment · +10% Armour-Piercing Explosive Damage, +10% Base Explosive DamagepassiveExtra PowderAugment+10% Armour-Piercing Explosive Damage+10% Base Explosive DamagePassive · Range 35 mThere are those who have a knack for pushing artillery and their crews to new heights, allowing such machines to fire further than ever before.
Lore of magic
Counters
Good against
- Infantry-sized units — bonus vs infantry 25e.g. Exalted Plaguebearers of Nurgle, Zombies, Blessed Temple Guard · Skaven: Stormvermin (Halberds), Stormvermin (Swords & Shields)
- Heavily armoured units — 245 of 350 weapon strength armour-piercinge.g. Steam Tank, Blessed Bastiladon (Solar Engine), Rotting Leviathan · Skaven: Doomwheel, Death Globe Bombardiers
- Units with physical resistance — magical melee attackse.g. Hexwraiths, Cairn Wraiths, Syreens · Skaven: Death Runners, Eshin Triads
Vulnerable to
- Bonus vs infantry — infantry-sizede.g. War Mammoth, Feral Mammoth, Morghast Harbingers · Skaven: Doom-Flayers, Doomwheel
Computed from base unit-card values (no skills, items or abilities), one rule per line; examples are units with the most of that trait. How counters are worked out · Try it in the combat calculator
Warlock Master skill tree
54 skills, line by line as the game lays them out. Hover a skill for the rank it unlocks at and its effects at each level.
- Doom-FlayerDoom-FlayerUnlocks at rank 7
- Mount: Doom-Flayer
- DoomwheelDoomwheelUnlocks at rank 15
- Mount: Doomwheel
- SneakySneakyUnlocks at rank 8
- Missile resistance: 10%
- TricksyTricksyUnlocks at rank 8
- Spell resistance: 10%
- Soldiers of RenownSoldiers of RenownUnlocks at rank 10 · 3 levelsLevel 1
- Regiments of Renown army capacity: +1 (own army)
- Regiments of Renown army capacity: +2 (own army)
- Regiments of Renown army capacity: +3 (own army)
- ImmortalityImmortalityUnlocks at rank 20
- This Lord will be wounded instead of killed in battle
- MentorMentorUnlocks at rank 30 · 3 levelsLevel 1
- Character experience gain: +20% (Heroes in Lord's army)
- Character will share +15% of experience earned between all other active Lords
- Character experience gain: +35% (Heroes in Lord's army)
- Character will share +30% of experience earned between all other active Lords
- Character experience gain: +50% (Heroes in Lord's army)
- Character will share +50% of experience earned between all other active Lords
- Power OverloadPower OverloadUnlocks at rank 10
- Cooldown: -10% to spells
- Specimen CollectorSpecimen CollectorUnlocks at rank 10
- Casualty replenishment rate: +9% (Lord's army)
- Control: -2 (local enemy province)
- Vehicle EngineerVehicle EngineerUnlocks at rank 13
- Local Recruitment duration: -1 turn for Doomflayer and Doomwheel units (Lord's army)
- Recruit rank: +1 for Doomflayer and Doomwheel units (Lord's army)
- Weapons EngineerWeapons EngineerUnlocks at rank 13
- Upkeep: -15% for Warplock Jezzails, Ratling Gun and Warpfire Thrower Weapons Team units (Lord's army)
- Construction EngineerConstruction EngineerUnlocks at rank 13
- Construction time: -15% for all buildings (local province)
- Construction cost: -15% for all buildings (local region)
- Brass OrbBrass Orb
- Ability: "Brass Orb"
- Tail WeaponTail Weapon
- Melee attack: +3
- Weapon strength: +4%
- Augmented WeaponAugmented Weapon2 levelsLevel 1
- Enables magical attacks
- Melee attack: +7
- Weapon strength: +5%
- Enables magical attacks
- Melee attack: +15
- Weapon strength: +10%
- Scarred VeteranScarred Veteran2 levelsLevel 1
- Hit points: +7%
- Hit points: +15%
- Warp-Forged ArmourWarp-Forged Armour2 levelsLevel 1
- Armour: +15
- Missile resistance: 5%
- Armour: +30
- Missile resistance: 10%
- Fear Repression StimuliFear Repression Stimuli2 levelsLevel 1
- Leadership: +8
- Character's aura leadership effect: +5
- Leadership: +15
- Warp LightningWarp Lightning2 levelsLevel 1
- Cooldown: -30% to "Warp Lightning"
- Overcast spell: "Warp Lightning Upgraded"
- Cooldown: -50% to "Warp Lightning"
- Miscast base chance: -15% for "Warp Lightning Upgraded"
- Overcast spell: "Warp Lightning Upgraded"
- Winds of Magic cost: -1 for "Warp Lightning"
- Winds of Magic cost: -2 for "Warp Lightning Upgraded"
- Musk of FearMusk of Fear
- Passive ability: "Musk of Fear"
- Howling WarpgaleHowling Warpgale2 levelsLevel 1
- Cooldown: -30% to "Howling Warpgale"
- Overcast spell: "Howling Warpgale Upgraded"
- Cooldown: -50% to "Howling Warpgale"
- Miscast base chance: -15% for "Howling Warpgale Upgraded"
- Overcast spell: "Howling Warpgale Upgraded"
- Winds of Magic cost: -1 for "Howling Warpgale"
- Winds of Magic cost: -2 for "Howling Warpgale Upgraded"
- Death FrenzyDeath Frenzy2 levelsLevel 1
- Cooldown: -30% to "Death Frenzy"
- Spell: "Death Frenzy"
- Overcast spell: "Death Frenzy Upgraded"
- Cooldown: -50% to "Death Frenzy"
- Miscast base chance: -15% for "Death Frenzy Upgraded"
- Overcast spell: "Death Frenzy Upgraded"
- Winds of Magic cost: -2 for "Death Frenzy"
- Winds of Magic cost: -3 for "Death Frenzy Upgraded"
- ScorchScorch2 levelsLevel 1
- Cooldown: -30% to "Scorch"
- Spell: "Scorch"
- Overcast spell: "Scorch Upgraded"
- Cooldown: -50% to "Scorch"
- Miscast base chance: -15% for "Scorch Upgraded"
- Overcast spell: "Scorch Upgraded"
- Winds of Magic cost: -2 for "Scorch"
- Winds of Magic cost: -3 for "Scorch Upgraded"
- EvasionEvasion
- Passive ability: "Evasion"
- Cracks CallCracks Call2 levelsLevel 1
- Cooldown: -30% to "Cracks Call"
- Spell: "Crack's Call"
- Overcast spell: "Cracks Call Upgraded"
- Cooldown: -50% to "Cracks Call"
- Miscast base chance: -15% for "Cracks Call Upgraded"
- Overcast spell: "Cracks Call Upgraded"
- Winds of Magic cost: -3 for "Cracks Call"
- Winds of Magic cost: -4 for "Cracks Call Upgraded"
- Flensing RuinFlensing Ruin2 levelsLevel 1
- Cooldown: -30% to "Flensing Ruin"
- Spell: "Flensing Ruin"
- Overcast spell: "Flensing Ruin Upgraded"
- Cooldown: -50% to "Flensing Ruin"
- Overcast spell: "Flensing Ruin Upgraded"
- Miscast base chance: -15% for "Flensing Ruin Upgrade"
- Winds of Magic cost: -3 for "Flensing Ruin"
- Winds of Magic cost: -4 for "Flensing Ruin Upgrade"
- EarthingEarthing
- Miscast base chance: -15%
- Magical ReservesMagical Reserves
- Winds of Magic power reserve capacity: +5
- Arcane ConduitArcane Conduit
- Passive ability: "Arcane Conduit"
- Inspiring PresenceInspiring Presence
- Unit experience gain per turn: +75 (Lord's army)
- Character's aura leadership effect: +5
- Pack LeaderPack Leader3 levelsLevel 1
- Melee attack: +4 for Clanrats units (Lord's army)
- Leadership: +3 for Clanrats units (Lord's army)
- Melee attack: +4 for Clanrats units (Lord's army)
- Leadership: +5 for Clanrats units (Lord's army)
- Melee attack: +6 for Clanrats units (Lord's army)
- InfiltratorInfiltrator3 levelsLevel 1
- Reload time reduction: +3% for Night Runners and Gutter Runners units (Lord's army)
- Reload time reduction: +6% for Night Runners and Gutter Runners units (Lord's army)
- Speed: +7% for Night Runners and Gutter Runners units (Lord's army)
- Reload time reduction: +9% for Night Runners and Gutter Runners units (Lord's army)
- Speed: +10% for Night Runners and Gutter Runners units (Lord's army)
- BlastmasterBlastmaster3 levelsLevel 1
- Ammunition: +8% for Warpfire Thrower, Warplock Jezzails, Ratling Gun, Poisoned Wind Globadiers, Poisoned Wind Mortars, Death Globe Bombardiers and Ranged Stormfiend units (Lord's army)
- Ammunition: +12% for Warpfire Thrower, Warplock Jezzails, Ratling Gun, Poisoned Wind Globadiers, Poisoned Wind Mortars, Death Globe Bombardiers and Ranged Stormfiend units (Lord's army)
- Reload time reduction: +4% for Warpfire Thrower, Warplock Jezzails, Ratling Gun, Poisoned Wind Globadiers, Poisoned Wind Mortars, Death Globe Bombardiers and Ranged Stormfiend units (Lord's army)
- Ammunition: +20% for Warpfire Thrower, Warplock Jezzails, Ratling Gun, Poisoned Wind Globadiers, Poisoned Wind Mortars, Death Globe Bombardiers and Ranged Stormfiend units (Lord's army)
- Reload time reduction: +8% for Warpfire Thrower, Warplock Jezzails, Ratling Gun, Poisoned Wind Globadiers, Poisoned Wind Mortars, Death Globe Bombardiers and Ranged Stormfiend units (Lord's army)
- Respected & FearedRespected & Feared3 levelsLevel 1
- Weapon strength: +6% for Stormvermin, Death Runners, Plague Monks and Eshin Triads units (Lord's army)
- Armour: +6 for Cauldron of a Thousand Poxes units (Lord's army)
- Melee attack: +4 for Stormvermin, Death Runners, Plague Monks and Eshin Triads units (Lord's army)
- Weapon strength: +6% for Stormvermin, Death Runners, Plague Monks and Eshin Triads units (Lord's army)
- Armour: +9 for Cauldron of a Thousand Poxes units (Lord's army)
- Melee attack: +6 for Stormvermin, Death Runners, Plague Monks and Eshin Triads units (Lord's army)
- Weapon strength: +9% for Stormvermin, Death Runners, Plague Monks and Eshin Triads units (Lord's army)
- Armour: +12 for Cauldron of a Thousand Poxes units (Lord's army)
- Moulder KnowledgeMoulder Knowledge3 levelsLevel 1
- Charge bonus: +6 for Wolf Rats, Rat Ogres, Mutant Rat Ogre, Brood Horror, Melee Stormfiend and Hell Pit Abomination units (Lord's army)
- Charge bonus: +9 for Wolf Rats, Rat Ogres, Mutant Rat Ogre, Brood Horror, Melee Stormfiend and Hell Pit Abomination units (Lord's army)
- Speed: +7% for Wolf Rats, Rat Ogres, Mutant Rat Ogre, Brood Horror, Melee Stormfiend and Hell Pit Abomination units (Lord's army)
- Charge bonus: +12 for Wolf Rats, Rat Ogres, Mutant Rat Ogre, Brood Horror, Melee Stormfiend and Hell Pit Abomination units (Lord's army)
- Speed: +10% for Wolf Rats, Rat Ogres, Mutant Rat Ogre, Brood Horror, Melee Stormfiend and Hell Pit Abomination units (Lord's army)
- Engineering SkillEngineering Skill3 levelsLevel 1
- Charge bonus: +6% for Doomwheel and Doom-Flayers units (Lord's army)
- Speed: +3% for Warp-Grinders units (Lord's army)
- Reload time reduction: +3% for Doomwheel, Plagueclaw Catapult, Warp Lightning Cannon and Warp-Doom Magma-Cannon units (Lord's army)
- Armour: +6 for Doomwheel, Doom-Flayers and Warp-Grinders units (Lord's army)
- Charge bonus: +9% for Doomwheel and Doom-Flayers units (Lord's army)
- Speed: +7% for Warp-Grinders units (Lord's army)
- Ammunition: +12% for Doomwheel, Plagueclaw Catapult, Warp Lightning Cannon and Warp-Doom Magma-Cannon units (Lord's army)
- Reload time reduction: +6% for Doomwheel, Plagueclaw Catapult, Warp Lightning Cannon and Warp-Doom Magma-Cannon units (Lord's army)
- Armour: +12 for Doomwheel, Doom-Flayers and Warp-Grinders units (Lord's army)
- Charge bonus: +12% for Doomwheel and Doom-Flayers units (Lord's army)
- Speed: +12% for Warp-Grinders units (Lord's army)
- Ammunition: +20% for Doomwheel, Plagueclaw Catapult, Warp Lightning Cannon and Warp-Doom Magma-Cannon units (Lord's army)
- Reload time reduction: +9% for Doomwheel, Plagueclaw Catapult, Warp Lightning Cannon and Warp-Doom Magma-Cannon units (Lord's army)
- Rally!Rally!
- Ability: "Rally!"
- Whip-SmartWhip-Smart
- Leadership: +5 for Skavenslaves, Clanrats, Stormvermin and Pusbag units (Rank 7 and above) (Lord's army)
- Melee attack: +5 for Skavenslaves, Clanrats, Stormvermin and Pusbag units (Rank 7 and above) (Lord's army)
- Missile resistance: 15% for Skavenslaves, Clanrats, Stormvermin and Pusbag units (Rank 7 and above) (Lord's army)
- Gutter-WiseGutter-Wise
- Leadership: +5 for Gutter Runners, Night Runners, Death Runners and Eshin Triads units (Rank 7 and above) (Lord's army)
- Range: +15% for Gutter Runners and Night Runners units (Rank 7 and above) (Lord's army)
- Speed: +20% for Death Runners and Eshin Triads units (Rank 7 and above) (Lord's army)
- Warp-SmartWarp-Smart
- Bonus vs Infantry: +5 for Doomwheel, Doom-Flayers and Warp-Grinders units (Rank 7 and above) (Lord's army)
- Leadership: +5 for Weapon Team, Doom-Flayers, Doomwheel, Plagueclaw Catapult, Warp Lightning Cannon, Ranged Stormfiend and Warp-Doom Magma-Cannon units (Rank 7 and above) (Lord's army)
- Spell resistance: 15% for Weapon Team, Doom-Flayer, Doomwheel, Plagueclaw Catapult, Warp Lightning Cannon, Ranged Stormfiend and Warp-Doom Magma-Cannon units (Rank 7 and above) (Lord's army)
- Missile strength: +12% for Weapon Team, Doomwheel, Plagueclaw Catapult, Warp Lightning Cannon, Ranged Stormfiend and Warp-Doom Magma-Cannon units (Rank 7 and above) (Lord's army)
- Mutagenic ElixirsMutagenic Elixirs
- Armour: +10 for Wolf Rats, Rat Ogres, Mutant Rat Ogre, Brood Horror, Hell Pit Abomination, Plague Monks, Melee Stormfiend, Pusbag and Cauldron of a Thousand Poxes units (Rank 7 and above) (Lord's army)
- Leadership: +5 for Wolf Rats, Rat Ogres, Mutant Rat Ogre, Brood Horror, Hell Pit Abomination, Plague Monks, Melee Stormfiend, Pusbag and Cauldron of a Thousand Poxes units (Rank 7 and above) (Lord's army)
- Physical resistance: 10% for Wolf Rats, Rat Ogres, Mutant Rat Ogre, Brood Horror, Hell Pit Abomination, Plague Monks, Melee Stormfiend, Pusbag and Cauldron of a Thousand Poxes units (Rank 7 and above) (Lord's army)
- Stand or Die!Stand or Die!
- Replaces: "Rally!"
- Ability: "Stand or Die!"
- Route MarcherRoute Marcher
- Campaign movement range: +5%
- LooterLooter3 levelsLevel 1
- Income from looting settlements: +3% (Lord's army)
- Income from looting settlements: +8% (Lord's army)
- Income from looting settlements: +15% (Lord's army)
- Ancient CunningAncient Cunning3 levelsLevel 1
- Ambush success chance: +6% (Lord's army)
- Ambush success chance: +16% (Lord's army)
- Ambush success chance: +30% (Lord's army)
- Bonded ServiceBonded Service3 levelsLevel 1
- Recruitment cost: -5% (Lord's army)
- Recruitment cost: -10% (Lord's army)
- Recruitment cost: -15% (Lord's army)
- DictatorialDictatorial3 levelsLevel 1
- Corruption: -1 (when in own province)
- Corruption: -2 (when in own province)
- Corruption: -3 (when in own province)
- CorruptiveCorruptive3 levelsLevel 1
- Skaven corruption: +1 (local enemy province)
- Skaven corruption: +2 (local enemy province)
- Skaven corruption: +3 (local enemy province)
- DraftmasterDraftmaster
- Recruit rank: +1 for all units (Lord's army)
- Local recruitment capacity: +1 (local province)
- Lightning StrikeLightning Strike3 levelsLevel 1
- Enemy battle reinforcement time: +25%
- Battle reinforcement time: -10%
- Reinforcements supporting this army can have their arrival point adjusted by +250 metres without incurring any time penalty
- Enemy battle reinforcement time: +50%
- Battle reinforcement time: -20%
- Reinforcements supporting this army can have their arrival point adjusted by +600 metres without incurring any time penalty
- Enemy battle reinforcement time: +50%
- Battle reinforcement time: -30%
- Reinforcements supporting this army can have their arrival point adjusted by +1000 metres without incurring any time penalty
- Enables lightning strike battles when reinforcements are present
- QuartermasterQuartermaster3 levelsLevel 1
- Upkeep: -3% (Lord's army)
- Upkeep: -6% (Lord's army)
- Upkeep: -10% (Lord's army)
- WaryWary3 levelsLevel 1
- Enemy Hero action success chance: -3%
- Ambush defence chance: +8% (Lord's army)
- Enemy Hero action success chance: -8%
- Ambush defence chance: +16% (Lord's army)
- Enemy Hero action success chance: -15%
- Ambush defence chance: +30% (Lord's army)
- "Miiine All Miiine!""Miiine All Miiine!"3 levelsLevel 1
- Post battle chance of stealing a magic item: +5%
- Income from post-battle loot: +10%
- Post battle chance of stealing a magic item: +10%
- Income from post-battle loot: +20%
- Post battle chance of stealing a magic item: +15%
- Income from post-battle loot: +30%
- Renowned & FearedRenowned & Feared
- Enemy Hero action success chance: -10%
- Hero self-defence: +25% chance of wounding aggressors
- Campaign movement range: +5%
- Recruit rank: +1 for all units (Lord's army)
- Upkeep: -8% (Lord's army)
Every version of Warlock Master
3 units share this name (mounts, race versions, renown or faction variants). Differences from the first row are highlighted.
| Version | HP | Models | Armour | Lead. | Speed | MA | MD | WS | Charge | Cost | Upkeep | Unit key |
|---|---|---|---|---|---|---|---|---|---|---|---|---|
| SkavenWizard Lord | 3,920 | 1 | 90 | 60 | 42 | 40 | 52 | 350 | 18 | 1,000 | 250 | wh2_dlc12_skv_cha_warlock_master_0 |
| SkavenWizard Lord | 4,928 | 1 | 100 | 60 | 72 | 35 | 32 | 270 | 55 | 1,100 | 250 | wh2_dlc12_skv_cha_warlock_master_1 |
| SkavenWizard Lord | 6,420 | 1 | 100 | 60 | 72 | 26 | 37 | 400 | 50 | 1,300 | 250 | wh2_dlc12_skv_cha_warlock_master_2 |
Who can field it
- Skaven · Clan Mors
Custom Battle lists factions under each race; every faction of a race fields that race's units (units_custom_battle_permissions rows of any of its factions). The name after the race is the faction the army builder uses.
Where these numbers come from
Read from the game's database tables for patch 9.0.4 (main_units, land_units, battle_entities, melee_weapons, projectiles…) as published in the WH3-Dump export (commit 099796e8). Formulas that turn table values into card values are checked against known units before they are shown — how we verify.