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HomeHome / Total War: WARHAMMER III / Shadow Legion / Units / The Marquis of Masochism (Keeper of Secrets)
The Marquis of Masochism (Keeper of Secrets) Shadow LegionShadow Legion Monsters & Beasts

The Marquis of Masochism (Keeper of Secrets)

“I have such sights to show you!”

A Keeper of Secrets is a terrifying foe to face, delighting in exquisite pain, the caress of claw through skin and muscle, bone and organ. Its enormous razor-edged claws can tear apart a heavily-armoured Knight with one graceful slash while its hands can crush bone with horrifying ease. Its actions are a ballet of exquisitely performed blows. Every strike by claw or blade is bestowed with almost delicate precision; a sensuous caress becomes a rib-crushing embrace, and a casual swipe becomes a drawn-out gouge which spills organs and blood upon the ground in all manner of pleasing patterns.

The Marquis of Masochism (Keeper of Secrets)

Unit Name

The Marquis of Masochism (Keeper of Secrets)

Main Unit Key

wh3_twa08_sla_mon_keeper_of_secrets_0_ror

Land Unit Key

wh3_twa08_sla_mon_keeper_of_secrets_0_ror

Land Unit Group Parents

Monsters & Beasts

Land Unit Group

Monster

Caste

Monster

Category

Melee Infantry

Class

Melee Infantry

Custom Battle Cost

2250

Recruitment Cost

2250

Upkeep Cost

563

Number of Units

1

Hit Points

7028

├ Mount

0

├ Mount Entity

├ Mount Hit Points

├ Num Mounts

hu16b_wh3_keepers_secrets

├ Man Entity

wh3_main_monster_keeper_of_secrets

├ Man Hit Points

8

├ Num Men

1

└ Bonus Hit Points

7020

Mass

3500

└ Man Mass

3500.0000

Armour

15

├ Armour

wh2_main_body_15

├ Shield

wh_missile_block_20_metal

Missile Block Chance

20

Leadership

85

Speed

80

└ Man Speed

80

Melee Attack

73

Melee Defence

61

Weapon Strength

470

├ Melee Weapon

wh3_main_sla_keeper_of_secrets_sword

Base Weapon Damage

115

Armour-Piercing Weapon Damage

355

Bonus vs. Large

0

Bonus vs. Infantry

0

Charge Bonus

35

Abilities

  • Feasting on Fear
    Others' fear is meat and drink to the Perfect Prince's Feasters of Pain.
  • Phantasmagoria
    A complex sigil is performed, transfixing the enemy with a shifting array of hallucinatory images that disjoint and befuddle, inviting their deaths.
    Leadership -16
  • Daemonic Instability
    As the Daemon's courage falters, their mortal form crumbles and fades from this reality.
  • Banished!
    Once the Daemon's courage has failed them, they will fall back through the portal to the Chaos Realm whence they belong.
  • 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%
  • The Enfeebling Foe
    By means of the Lore of Shadows, the Wizard causes the enemy to be worn down by their own burdens until they are enervated to a sorry standstill.
    Melee Attack -24
    Melee Defence -24

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.
  • Causes Terror
    This unit can cause terror, making its melee target rout for a short time. Units that cause terror are immune to terror and fear themselves.
  • Daemonic
    This unit is Daemonic (has physical resistance, does not rout, is immune to terror, takes damage when Leadership is low)
  • Devastating Flanker
    Entities with this attribute double their charge bonus when attacking the rear or flank of an entity.
  • Strider
    Speed and combat penalties caused by terrain are ignored by this unit.

Strengths & Weaknesses

  • Spellcaster
    This unit can cast spells.
  • Shielded
    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.
Recuitment Requirement
Maximum Number 1