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HomeHome / Total War: WARHAMMER III / Naggarond / Units / Malus Darkblade (Spite)
Malus Darkblade (Spite) NaggarondNaggarond Lords

Malus Darkblade (Spite)

Hag Graef’s greatest tyrant is also its most blighted soul, whose fate is inexorably intertwined with the Drinker of Worlds.

Malus Darkblade, the Tyrant of Hag Graef, was always ambitious, even by the lofty standards of Hag Graef's warring families. For long years, he played the deadly game of politics and assassination and played it well, but finally Malus' thirst for power set him on a quest that led him deep into the Realm of Chaos. It is a testament to his determination that he not only survived his journey, but at last arrived at the temple of Kul Hadar. Alas for Darkblade, the great power within the temple was something not easily bent to mortal will. Centuries before, the Daemon Tz'arkan had been bound within Kul Hadar, and Darkblade now unwittingly allowed it to escape. Blinded by avarice, Malus was possessed by the Daemon. In that instant, his life and soul were forfeit. There is but one way to escape his fate – to find five artefacts of power to fully free Tz'arkan and restore Darkblade's soul. Failure, of course, would mean remaining in the Daemon's thrall for eternity.

Malus Darkblade (Spite)

Unit Name

Malus Darkblade (Spite)

Main Unit Key

wh2_dlc14_def_cha_malus_darkblade_1

Land Unit Key

wh2_dlc14_def_cha_malus_darkblade_1

Land Unit Group Parents

Lords

Land Unit Group

Cavalry

Caste

Lord

Category

Cavalry

Class

Command

Custom Battle Cost

1950

Recruitment Cost

1200

Upkeep Cost

300

Number of Units

1

Hit Points

4972

├ Mount

1

├ Mount Entity

├ Mount Hit Points

├ Num Mounts

hu1d_dlc14_rp3_cold_one_malus_lord_sword

├ Man Entity

wh2_dlc14_def_infantry_hero_blood_malus

├ Man Hit Points

8

├ Num Men

1

└ Bonus Hit Points

4964

Mass

1000

└ Man Mass

1000.0000

Armour

110

├ Armour

wh2_main_plate_110

├ Shield

none

Missile Block Chance

0

Leadership

85

Speed

36

└ Man Speed

36

Melee Attack

60

Melee Defence

60

Weapon Strength

450

├ Melee Weapon

wh2_dlc14_def_malus_spite

Base Weapon Damage

135

Armour-Piercing Weapon Damage

315

Bonus vs. Large

0

Bonus vs. Infantry

0

Charge Bonus

65

Abilities

  • The Blood Price
    Forever tormenting Malus’ soul, Tz’arkan’s Daemonic puissance always simmers just beneath Malus’ skin.
    Armour-Piercing Weapon Damage x 160%
    Base Weapon Damage x 160%
    [[img:ui/Battle UI/ability_icons/resistance_ward_save.png]] Damage Resistance +20
  • The Daemon's Curse
    Those who go to war against Malus Darkblade feel his Daemonic aura. Those who come face to face with him are infected by it.
    Melee Defence -24
    Leadership -10
  • Tz'arkan
    Tz’arkan’s dark influence waxes and wanes, but when Malus relinquishes control entirely, the Daemon’s supernatural strength is unleashed upon the world.
  • Murderous Prowess
    Slaughter! There is no greater glorification of Khaine, the God of Murder, and no more popular form of worship amongst the Dark Elves. It is through killing that Dark Elves rise above other beings. Once engulfed in enough bloodshed, they will often feel their murderous prowess increase, as if Khaine himself was guiding the blades of his disciples.
    Armour-Piercing Missile Damage x 120%
    Charge Bonus x 125%
    Melee Attack x 125%
    Leadership +15
  • Murderous Prowess Indicator
    Once enough blood has been shed, the Dark Elves’ murderous prowess increases, as if Khaine himself was guiding his disciples' blades!
  • 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%
  • Deadly Onslaught
    Such is the power and ferocity of the champion, that those who stand in his way will falter against the warrior's impact.
    Charge Bonus x 160%
    Armour-Piercing Weapon Damage x 125%
    Base Weapon Damage x 125%

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.

Strengths & Weaknesses

  • Transformation
    This unit can change its form, altering its stats and attributes in the process.
  • Armoured
    Armoured units can block damage from any source apart from Armour-Piercing damage.
  • 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.
  • Melee Expert
    Melee Experts might have a very strong melee attack or melee defence, or high values in both. Some also have melee-focused skills like [[img:ui/battle ui/ability_icons/charge_defense.png]]Charge Defence. Use them to counter other strong melee units. When facing them, it is best to take them out before they can enter melee.