Warsword Conquest/Character Creation

This page aims at providing the list of options for character creation in Warsword Conquest. Freelancer Edition[] Base character: 6 STR, 5 AGI, 6 INT, 5 CHA. Gender: (except elves) Male (all races): STR +2 AGI +1 CHA +2 Female (only humans): STR +1 AGI +2 INT +1 CHA +1 Homeland (traditional humans and skeletons only): The Empire of Sigmar: INT +2, CHA +1, Trade +1, Engineer +2, Tactics +1, Leadership +1, 1HWP +10, 2HWP +10, FaWP +10, Gold +50 The Kingdom of Bretonnia: AGI +1, CHA +2, Weapon Master +1, Riding +2, Shield +1, Leadership +1, 1HWP +10, PoWP +20, Gold +20 The Kingdom of Araby: INT +2, AGI +1, Riding +1, Power Draw +1, Trade +1, Inventory management +1, Weapon Master +1, 2HWP +10, ArWP +10, Gold +100 The Tsardom of Kislev: Gold +30 The Empire of Nippon: AGI +2, INT +1, Power Strike +2, Weapon Master +2, Athletics +1, Trainer +1, 2HPW +42, Gold +80 The Brotherhood of Pirates: AGI +1, CHA +2, Looting +2, Path-finding +1, Spotting +1, Trade +1, 1HWP +14, FaWP +42, Gold +200 Any Elf: High, Wood or Dark Elf (M/F) a son of ...elves: STR +2, AGI +1, CHA +2 a daughter of ...elves: STR +1, AGI +2, INT +1, CHA +1 Father: The Empire of Sigmar: A Warrior Priest: CHA +2 STR +1 Leadership +1 Persuasion +1 2HWP +15 A Witch Hunter: INT +1 STR +1 First Aid +1 Spotting +1 FaWP +45 An Engineer: STR +1 INT +1 Engineer +2 1HWP +15 A Reiksguard Knight: STR +1 AGI +1 Ironflesh +1 Power Strike +1 PoWP +20 A Greatsword: STR +1 AGI +1 Power Strike +1 2HWP +40 A Peasant: INT +1 CHA +1 Inventory management +1 Trade +1 The Kingdom of Bretonnia: A Grail Knight: AGI +1 CHA +1 Riding +1 Shield +1 PoWP +50 Gold +100 A Horse Breeder: CHA +1 AGI +1 Riding +1 Trade +1 Gold +50 1HWP +45 A Yeoman Warden: STR +1 INT +1 Spotting +1 Shield +1 1HWP +15 A Scribe: CHA +1 INT +1 Persuasion +1 Leadership +1 PoWP +10 A Blacksmith: STR +1 INT +1 Power Strike +1 Trade +1 1HWP +40 A Tournament Master: INT +1 CHA +1 Persuasion +1 Tactics +1 The Kingdom of Araby: A Rich Travelling Merchant: INT +1 CHA +1 Trade +1 Inventory Management +1 Gold +1000 A Horse Breeder: CHA +1 AGI +1 Riding +1 Trade +1 1HWP +45 An Imam: CHA +1 INT +1 Persuasion +1 Leadership +1 2HWP +15 A Janissary: STR +1 AGI +1 Power Draw +2 ArWP +50 A Mameluk: STR +1 AGI +1 Power Strike +1 Riding +1 PoWP +40 Sultan's Bodyguard: STR +1 AGI +1 Ironflesh +1 Weapon Master +1 1HWP +40 The Tsardom of Kislev:: Priest of Ulric: STR +1, AGI +1, Ironflesh +1, Power Strike +1, 2HWP +70 A Member of the Tsarina's Secret Police: INT +2, Tracking +1, Prisoner Management +1, CrWP +42, Gold +30 A Boyar: STR +1, CHA +1, Tactics +1, Leadership +1, 1HWP +126, Gold +70 A Kossar: STR +1, AGI +1, Constitution +1, Power Draw +1, 1HWP +56, ArWP +56, Gold +10 A Kyazak Nomad: AGI +1, INT +1, Riding +2, Path-finding +1, PoWP +84, Gold +20 A Hunter: AGI +1, INT +1, Power Draw +1, Tracking +1, ArWP +112, Gold +20 The Empire of Nippon: A Wako Pirate: INT +1, CHA +1, Looting +1, Inventory Management +1, Gold +200 A Shinobi: AGI +1, INT +1, Weapon Master +2, 2HWP +22 A Firework Maker: INT +1. CHA +1, Engineer +1, Trade +1, FaWP +14, Gold +200 A Gardener: INT +2, Persuasion +3, 1HWP +14, Gold +600 A Calligrapher: INT +1, CHA +1, Persuasion +1, Leadership +1, PoWP +28, Gold +150 A Hatamoto: AGI +2, Power Strike +1, Weapon Master +1, PoWP +56, Gold +50 The Brotherhood of Pirates: A Swashbuckler: AGI +1 CHA +1 Weapon Master +1 Power Strike +1 1HWP +30 FaWP +30 A Drunk: STR +1, CHA +1, Constitution +1, Inventory Management +1, Gold +20 A Navigator: INT +2 Pathfinding +1 Spotting +1 1HWP +10 A Captain: INT +1 CHA +1 Leadership +1 Tactics +1 Prisoner management +1 Gold +300 A Merchant: CHA +2 Trade +1 Inventory management +1 1HWP +10 Gold +500 A Cook: INT +2 Constitution +2 Gold +150 Beastman: A Bray Shaman: INT +2, CHA +1, Tracking 1, Spotting +1, Persuasion +2, Leadership +1, Gold +250 A Tactician: STR +1, INT +2, Tactics +3, Path-finding +1, Spotting +1, 1HWP +14, Gold +300 A Bestigor: STR +2, AGI +1, Ironflesh +1, Power Strike +1, Shield +1, Athletics +2, 2HWP +28, Gold +50 A Huntmaster: STR +1, INT +2, Athletics +1, Trainer +2, Tracking +1, Inventory Management +1, 1HWP +14, Gold +80 A Chariot Rider: Nothing! A Warlord: STR +1, CHA +2, Tactics +1, Prisoner Management +2, Leadership +2, 2HWP +56, Gold +200 Chaos Warrior: A Chaos Warrior: STR +2 AGI +1 Power Strike +3 Athletics +2 Shield +1 1HWP +30 Gold +50 A Chariot Rider: AGI +2 INT +1 Weapon Master +1 Riding +2 Engineer +1 Pathfinding +1 1HWP +10 PoWP +20 Gold +75 A Berserker: AGI +2 STR +1 Athletics +3 Power Strike +1 Weapon Master +1 2HWP +30 Gold +10 A Lumberjack: STR +2 INT +1 Inventory management +1 Power Strike +3 Trade +2 Athletics +1 2HWP +30 Gold +80 A Fearless Barbarian: STR +2 AGI +1 Pathfinding +1 Power Strike +1 Looting +2 Athletics +1 2HWP +30 Gold +80 A Chieftain: CHA +2 STR +1 Leadership +2 Prisoner management +1 Riding +1 Tactics +1 1HWP +10 FaWP +30 Gold +100 Lizardman/Saurus: A Temple Guard: STR +2 AGI +1 Weapon Master +1 Power Strike +1 Shield +2 Ironflesh +1 1HWP +30 Gold +30 A Tactician: CHA +1 INT +2 Tactics +2 Spotting +1 Trainer +1 Leadership +1 1HWP +10 Gold +30 An Old Blood: STR +1 CHA +2 Tactics +1 Leadership +2 Trainer +1 Ironflesh +1 2HWP +40 ThWP +30 Gold +50 A Champion Cold One Rider: AGI +2 STR +1 Shield +1 Riding +2 Athletics +1 Weapon Master +1 PoWP +30 Gold +40 An Architecht: INT +2 CHA +1 Inventory management +1 Trade +1 Engineer +2 Persuasion +1 1HWP +10 Gold +70 A Kroxigor Trainer: STR +1 INT +2 Tactics +1 Trainer +2 Prisoner management +1 Persuasion +1 1HWP +10 Gold +30 Orc: Rocky Terrain: STR +3, Ironflesh +1, Power Strike +2, Weapon Master +2, 1HWP +126, Gold +30 Volcanic Terrain: STR +2, INT +1, Ironflesh +1, Power Strike +1, Weapon Master +1, Engineer +1, PoWP +14, Gold +10 Arid Terrain: STR +1, AGI +2, Power Strike +1, Athletics +1, Riding +2, Tracking +1, 1HWP +14, Gold +10 Forest Terrain: AGI +2, INT +1, Power Strike +1, Power Draw +1, Tracking +1, Spotting +2, 1HWP +7, 2HWP +7, Gold +30 Lush Terrain: AGI +3, Power Strike +1, Power Throw +1, Riding +2, Path-finding +1, 1HWP +14, Gold +30 Snowy Terrain: STR +2, AGI +1, Power Strike +1, Ironflesh +3, Shield +1, 1HWP +14 Goblin: Rocky Terrain: STR +1, AGI +2, Ironflesh +1, Weapon Master +1, Athletics +2, Trainer +1, TrWP +126, Gold +50 Snowy Terrain: STR +2, AGI +1, Ironflesh +2, Power Strike +2, Athletics +1, 1HWP +56, Gold +20 Forest Terrain: AGI +2, INT +1, Power Throw +1, Power Draw +1, Athletics +1, Riding +2, 1HWP +14, Gold +40 Arid Terrain: STR +1, AGI +1, CHR +1, Power Strike +1, Power Draw +1, Athletics +2, Riding +1, 2HWP +98, Gold +10 Steppe Terrain: STR +2, INT +1, Ironflesh +1, Power Strike +2, Riding +2, 1HWP +14, Gold +150 Lush Terrain: AGI +3, Power Strike +1, Athletics +3, Looting +1, 1HWP +14, Gold +30 Chaos Dwarf: A Daemon Binder: STR +3, Constitution +1, Ironflesh +1, Magic Control +1, Engineer +2, 1HWP +14, Gold +60 A Torturer: STR +1, INT +1, CHR +1, Constitution +1, Power Strike +2, Wound Treatment +1, Persuasion +1, PoWP +14, Gold +20 A Slave Master: STR +2, CHR +1, Ironflesh +1, Power Strike +1, Prisoner Management +2, Leadership +1, 1HWP +28, Gold +130 A Legionnaire: STR +2, AGI +1, Ironflesh +2, Power Strike +1, Weapon Master +1, Shield +1, 1HWP +70, Gold +40 An Ironsworn: STR +1, AGI +1, CHR +1, Ironflesh +1, Weapon Master +1, Trainer +1, Tactics +1, Leadership +1, 1HWP +70, Gold +30 A Trader: AGI +1, CHR +2, Path-finding +1, Inventory Management +1, Trade +2, FaWP +70, Gold +240 High Elf: A Dragon Prince: STR +1 AGI +2 Weapon Master +1 Power Strike +1 Riding +2 Ironflesh +1 PoWP +30 1HWP +10 Gold +60 A Ranger: AGI +2 INT +1 Pathfinding +1 Power Draw +1 Tracking +1 Spotting +1 Athletics +1 1HWP +10 ArWP +40 Gold +30 A Tournament Hero: STR +1 CHA +2 Weapon Master +1 Ironflesh +2 Athletics +1 Power Strike +1 1HWP +30 ArWP +30 Gold +100 A Sword Master of Hoeth: AGI +2 STR +1 Ironflesh +1 Power Strike +2 Athletics +1 Weapon Master +1 2HWP +30 Gold +20 A Charioteer: INT +1 AGI +2 Pathfinding +1 Riding +2 Engineer +1 Spotting +1 ArWP +30 Gold +20 A Noble: CHA +1 INT +2 Leadership +1 Tactics +2 Prisoner management +1 Persuasion +1 1HWP +10 Gold +200 Dark Elf: A Bodyguard: AGI +1, INT +2, Weapon Master +2, Tactics +1, Tracking +2, PoWP +30, 1HWP +40, Gold +40 A Corsair: AGI +2, INT +1, Pathfinding +2, Spotting +1, Prisoner management +2, 1HWP +10, CrWP +40, Gold +70 An Executioner: STR +3, Weapon Master +2, Power Strike +2, Ironflesh +1, 2HWP +70, Gold +30 An Assassin: AGI +2, STR +1, Power Strike +1, Tracking +2, Athletics +1, Weapon Master +2, 1HWP +100, Gold +70 A Crossbow Expert: INT +1, STR +1, AGI +1, Spotting +2 Weapon Master +2 Inventory management +1 CrWP +80 Gold +20 A Dread Knight: STR +1, AGI +2, Riding +2, Power Strike +1, Ironflesh +1, Shield +1, PoWP +60, Gold +40 Wood Elf: A Blacksmith: STR +2, INT+1, Power Strike +1, Weapon Master +1, Engineering +2, Trade +1, 1HWP +14 Gold +100 A Pathfinder: AGI +2, Tracking +1, Pathfinding +2, Spotting +2, PoWP +14 A Soldier: STR +2, AGI +1, Power Draw +1, Ironflesh+1, Shield +1, Athletics +1, 1HWP +28, Gold +20 A Lorekeeper: INT +2, Tactics +1, Spotting +1, Wound Treatment +2, Surgery +1, 1HWP +14, Gold +40, a Book An Ambasador: INT +1, CHA +2, Riding +1, Persuasion +1, Trade +1, 1HWP +14, a Book A Minor noble: STR +1, CHA +1, Riding +2, Weapon Master +1, Horse Archery +1, Leadership +1, ArWP +52, Gold +40 Dwarf: A Master Brewer: CHA +1 INT +2 Trade +2 Inventory management +1 Engineer +1 Pathfinding +1 1HWP +10 Gold +200 A Ironbreaker: STR +2 AGI +1 Ironflesh +2 Power Strike +1 Shield +1 Athletics +1 1HWP +30 Gold +30 A Gyrocopter Pilot: STR +1 INT +2 Riding +1 Engineer +2 Spotting +1 Inventory management +1 FaWP +30 Gold +100 A Runesmith: STR +2 INT +1 Trainer +1 Leadership +2 Trade +1 Weapon Master +1 2HWP +20 Gold +100 A Dungeon Adventurer: AGI +1 STR +2 Ironflesh +1 Looting +2 Power Strike +1 Athletics +1 1HWP +30 Gold +50 A Scribe: CHA +1 INT +2 Leadership +1 Persuasion +2 Tactics +1 Inventory management +1 1HWP +10 Gold +30 Skaven: A Stormvermin: AGI +1 STR +2 Ironflesh +2 Power Strike +1 Athletics +1 Weapon Master +1 PoWP +50 Gold +30 A Plague Priest: INT +2 AGI +1 Inventory management +2 Trade +1 Power Strike +1 Athletics +1 1HWP +30 Gold +60 A Blood Bowl Star: STR +1 AGI +2 Ironflesh +1 Athletics +2 Trainer +1 Power Throw +1 ThWP +90 Gold +60 A Gutter Runner: AGI +2 INT +1 Pathfinding +1 Athletics +2 Tracking +1 Spotting +1 1HWP +40 Gold +40 A Jezzail Runner: INT +1 STR +2 Athletics +1 Tactics +1 Spotting +1 Weapon Master +1 Inventory management +1 FaWP +60 Gold +50 An Assassin: INT +1 AGI +2 Tracking +1 Weapon Master +2 Tactics +1 Power Strike +1 1HWP +80 Gold +50 Halfling: An Innkeeper: INT +1, CHR +2 Inventory Management +2, Trade +3, Gold +150 A Quinsberry Councillor: INT +1, CHR +2, Persuasion +2, Leadership +1, Trade +2, 1HWP +14, PoWP +28, Gold +320 A Master Thief: AGI +2, INT +1, Athletics +1, Looting +3, 1HWP +14, ArWP +14, Gold +300 A Ranger: STR +2, INT +1, Power Draw +2, Weapon Master +2, Athletics +1, ArWP +70, Gold +30 A Sheriff: STR +1, CHR +2, Ironflesh +1, Inventory Management +1, Persuasion +1, Leadership +2, 1HWP +14, FaWP +42, Gold +200 A Dungeon Adventurer: STR +1, AGI +2, Ironflesh +1, Power Strike +1, Athletics +2, Looting +1, 1HWP +14, FaWP +70, Gold +80 Vampire: A Treasure Hunter: STR +3, AGI +2, INT +1, Constitution +2, Ironflesh +1, Athletics +2, Riding +1, Looting +1, Path-finding +1, Spotting +1, Inventory Management +1, 1HWP +14, 2HWP +14, ArWP +14, Gold +350 An Exiled Heretic: INT +1, CHR +2, Path-finding +1, Surgery +1, Persuasion +3, PoWP +14, Gold +20 Deformed Mutant: INT +3, Looting +1, Spotting +2, First Aid +2, Gold +20 A Sylvanian Noble: STR +1, INT +1, CHR +1, Power Strike +1, Power Draw +1, Weapon Master +1, Riding +2, 1HWP +56, Gold +40 A Vampire Servant: STR +2, AGI +1, Ironflesh +1, Power Strike +2, Weapon Master +1, Tactics +1, Gold +30 A Stirland Merchant: INT +1, CHR +2, Inventory Management +2, Persuasion +1, Trade +2, 1HWP +14, Gold +100 Early life The Empire of Sigmar: A Member of the Militia: STR +1 AGI +1 Athletics +1 Power Strike +1 Shield +1 Pathfinding +1 Gold +20 PoWP +30 CrWP +25 A Bailiff: STR +1 AGI +1 Looting +2 Power Strike +1 Ironflesh +1 1HWP +15 Gold +80 A Merchant: CHA +1 INT +1 Riding +1 Trade +1 Pathfinding +1 Inventory management +1 Gold +700 A Gunsmith: AGI +1 INT +1 Weapon Master +1 Trade +1 Inventory management +1 Surgery +1 Gold +100 FaWP +100 A Blood Bowl player: STR +1 AGI +1 Athletics +1 Ironflesh +1 Power Strike +1 Tactics +1 Gold +30 ThWP +90 Gold +100 A Messenger: CHA +1 AGI +1 Riding +1 Pathfinding +2 Horse Archery +1 Gold +20 1HWP +20 CrWP +20 The Kingdom of Bretonnia: An Outrider: INT +1 AGI +1 Riding +1 Tracking +1 Spotting +1 Pathfinding +1 Gold +20 1HWP +30 CrWP +25 A Blood Bowl Player: STR +1 AGI +1 Athletics +2 Power Strike +1 Ironflesh +1 2HWP +15 Gold +100 A Rat Catcher: AGI +1 INT +1 Athletics +2 Looting +1 Inventory management +1 Gold +10 A Trebuchet Crewman: STR +1 INT +1 Engineer +2 Tactics +1 Trainer +1 Gold +100 FaWP +30 A Peasant Bowmen: STR +2 Athletics +1 Spotting +1 Power Draw +2 Gold +20 ArWP +90 A Bard: CHA +1 INT +1 Riding +1 Persuasion +2 Inventory management +1 Gold +80 1HWP +20 The Kingdom of Araby: Corsair: INT +1 AGI +1 Spotting +1 Prisoner management +1 Pathfinding +1 Looting +1 Gold +60 1HWP +30 CrWP +50 A Physician: INT +2 Surgery +2 First Aid +1 Wound Treatment +1 1HWP +15 Gold +160 A Flying Carpet Maker: CHA +1 INT +1 Trade +2 Riding +1 Inventory management +1 Gold +400 A Merchant: CHA +1 INT +1 Trade +2 Pathfinding +1 Inventory management +1 Gold +500 ArWP +30 A Jailer: STR +2 Athletics +1 Spotting +1 Prisoner management +2 Gold +20 PoWP +50 A Desert Rider: STR +1 INT +1 Pathfinding +1 Riding +2 Spotting +1 Gold +30 1HWP +20 The Tsardom of Kislev: Hearth Hand: STR +2, Power Strike +1, Engineer +2, Trade +1, Gold +50 A Wanderer of Ursun: AGI +1, INT +1, Athletics +2, Spotting +2 An Ice Witch Familiar: INT +2, Inventory Management +2, Wound Treatment +2, Gold +50 An Ataman Couselor: INT +1, CHA +1, Persuasion +2, Trade +2, Gold +230 A Kyazak Raider: STR +1, AGI +1, Power Strike +1, Athletics +1, Path-finding +1, Spotting +1, Gold +70 A Dhruzhina Squire: AGI +1, INT +1, Weapon Master +2, Riding +2, PoWM +28, Gold +120 The Empire of Nippon: The Ashiwara Clan: INT +1, CHA +1, Power Draw +1, Persuasion +2, Trade +1, ArWP +42, Gold +85 The Uruchi Clan: STR +2, Ironflesh +1, Power Strike +2, Prisoner Management +1, 2HWP +16, Gold +20 The Batake Clan: INT +2, Inventory Management +1, Engineer +2, Trade +1, Gold +300 A Shinzei Clan: AGI +2, Power Throw +2, Athletics +2 The Mushagi Clan: CHA +2, Trainer +1, Tactics +1, Leadership +2, Gold +30 The Daimatzu Clan: STR +1, AGI +1, Weapon Master +2, Athletics +2, PoWP +28, Gold +120 The Brotherhood of Pirates: An Envoy: INT +1 CHA +1 Persuasion +2 Riding +1 Pathfinding +1 Gold +20 1HWP +20 A Grave Robber: AGI +2 Looting +3 Inventory Management +1 2HWP +10 Gold +450 A Gunsmith: AGI +1 INT +1 Weapon Master +1 Inventory Management +1 Trade +2 FaWP +100 Gold +300 A Medic: INT +1 CHA +1 Surgery +1 First Aid +2 Wound Treatment +1 Gold +170 A Mercenary: STR +1 AGI +1 Ironflesh +1 Power Strike +1 Athletics +2 1HWP +36 Gold +130 A Slave: STR +1 AGI +1 Ironflesh +1 Athletics +2 First Aid +1 1HWP +20 Beastman (worships): Khorne: STR +2, Power Strike +1, Riding +1, 2HWP +49 Slaanesh: AGI +2, Athletics +2, 1HWP +49 Nurgle: STR +2, Constitution +1, Ironflesh +1, 1HWP +14 Tzeentch: INT +2, Weapon Master +2, PoWP +49 Chaos Warrior: A Pitfighter: AGI +2 Weapon Master +1 Power Strike +1 1HWP +30 PoWP +30 A Longboat Navigator: INT +2 Pathfinding +1 Spotting +1 Gold +20 A Raider: STR +1 INT +1 Looting +1 Spotting +1 1HWP +10 Gold +50 A Horse Breeder: INT +1 CHA +1 Riding +1 Trade +1 Gold +70 A Nomad: AGI +2 Riding +1 Pathfinding +1 ArWP +30 Gold +10 Saurus: A Scout: AGI +1 INT +1 Pathfinding +1 Spotting +1 ThWP +20 A Spy: INT +1 CHA +1 Persuasion +1 Inventory management +1 Gold +100 A Fight School Student: STR +1 AGI +1 Power Strike +1 Ironflesh +1 A Prison Guard: INT +1 STR +1 Prisoner management +1 Spotting +1 PoWP +30 An Interpreter: INT +1 CHA +1 Persuasion +1 Riding +1 A Caravan Guard: STR +1 AGI +1 Pathfinding +1 Spotting +1 1HWP +20 Gold +100 Orc: A Hunter: STR +1, AGI +1, Power Draw +1, Tracking +1, Gold +30 An Rock Lobber Engineer: STR +1, INT +1, Engineer +2, PoWP +14, Gold +50 A Boar Rider: AGI +2, Athletics +1, Riding +1, 1HWP +14, Gold +80 A Snotling Thrower: STR +2, Power Throw +2, Gold +50 A Tactician: INT +1, CHR +1, Tactics +1, Persuasion +1, Gold +30 A Shaman: INT +2, Magic Control +2, Gold +50 Goblin: A Loota: AGI +1, INT +1, Looting +1, Inventory Management +1, PoWP +70, Gold +200 A Stikka Git: AGI +1, INT +1, Power Strike +1, Shield +1, 1HWP +14 Squig Bait: AGI +2, Athletics +1, Path-finding +1, 1HWP +14, Gold +70 A Mushroom Farmer: STR +1, INT +1, Trainer +1, First Aid +1, Gold +20 A Builder: STR +2, Ironflesh +1, Engineer +1, Gold +50 A Spider Kultist: STR +1, AGI +1, Riding +2, Gold +30 Chaos Dwarf (changed by): A Battleground: STR +2, Ironflesh +1, Power Strike +1, 1HWP +42 A Runemap: INT +1, CHR +1, Tracking +1, Path-finding +1, FaWP +42, Gold +90 A Ritual: INT +2, Magic Control +1, Surgery +1 A Great Feast: STR +1, CHR +1, Constitution +1, Leadership +1, 1HWP +14 A War Host: CHR +2, Prisoner Management +1, Trade +1, 1HWP +14 A Ships Graveyard: AGI +1, INT +1, Looting +1, Engineer +1 High Elf: A Student: INT +2 Leadership +1 Tactics +1 1HWP +10 An Armourer's Apprentice: INT +1 STR +1 Power Strike +1 Engineer +1 1HWP +10 A Member of the Militia: STR +1 AGI +1 Shield +1 Athletics +1 PoWP +20 A Lord's Emissary: INT +1 CHA +1 Persuasion +1 Riding +1 PoWP +10 A Musician: CHA +1 INT +1 Inventory management +1 Persuasion +1 1HWP +10 Gold +100 A Sentry: STR +1 AGI +1 Prisoner management +1 Shield +1 1HWP +20 Dark Elf: Agility Training: AGI +3 Weapon Master +2 PoWP +80 A Student: INT +2 Tactics +2 Leadership +1 PoWP +20 A Scribe: INT +2 Persuasion +1 Inventory management +1 PoWP +10 Gold +60 A Healer: INT +2 Surgery +1 Wound Treatment +1 1HWP +10 A Repeater Crossbow Engineer: STR +1 INT +1 Engineer +1 Spotting +1 CrWP +40 A Sentry: STR +1 AGI +1 Prisoner management +2 PoWP +30 Wood Elf: Tree Singer: INT +2, Engineering +2, 1HWP +14, Velvet Forest Warden: AGI +2, Power Draw +1, Horse Archery +1, Gold +40, Extra Arrows Highborn: STR +1, CHA +1, Tactics +1, Leadership +1, PoWP +28, Gold +90 Beastmaster: AGI +1, INT +1, Training +1, Tracking +1, 1HWP+21, Quality Spear Spirit Waker:INT +1, CHA +1, Persuasion +2, 1HWP +7, A Book Wild Rider: Str +1, AGI +1, Power Strike +1, Riding +1 Dwarf: A Miner: STR +2 Power Strike +1 Spotting +1 2HWP +20 A Merchant: INT +1 CHA +1 Trade +1 Inventory management +1 Gold +300 A Tunneller: STR +1 AGI +1 Shield +1 Athletics +1 1HWP +20 A Weaponsmith's: Apprentice INT +1 STR +1 Power Strike +1 Trade +1 1HWP +30 A Thug: STR +1 AGI +1 Looting +1 Tracking +1 1HWP +10 A Caravan Guard: STR +1 AGI +1 Pathfinding +1 Spotting +1 1HWP +20 Skaven: A Burrower: STR +1 INT +1 Pathfinding +2 1HWP +20 A Warpstone Miner: INT +1 STR +1 Power Strike +1 Inventory management +1 Gold +40 A Shield Maker: STR +1 INT +1 Shield +1 Trade +1 1HWP +20 Gold +50 A Slave: AGI +1 STR +1 Ironflesh +1 Athletics +1 1HWP +30 A Dungeon Runner: STR +1 AGI +1 Athletics +1 Spotting +1 1HWP +10 A Mole: INT +1 CHA +1 Persuasion +1 Leadership +1 Gold +100 Halfling (diet): Stew and Potatoes: STR +1, AGI +1, Ironflesh +2, 1HWP +14 Fish and Steam Vegetables: STR +1, INT +1, Constitution +1, Ironflesh +1, ArWP +14, Gold +20 Red Meat and Gravy: STR +2, Constitution +1, Ironflesh +1, 1HWP +14, Gold +20 Cheese and Sausages: STR +1, CHR +1, Ironflesh +1, Riding +1, Gold +20 Beer and Wine: CHR +2, Inventory Management +1, Trade +1 Vampire: A Field Worker: STR +2, Ironflesh +1, Power Strike +1, 1HWP +28 A Scholar's Pupil: INT +2, Wound Treatment +1, Surgery +1, Gold +40 An Apprentice Merchant: CHR +2, Persuasion +1. Trade +1, 1HWP +28, Gold +90 A Mindslave: AGI +2, Ironflesh +1, Athletics +1, 1HWP +42 A Street Urchin: AGI +1, CHR +1, Tracking +1, Leadership +1, 1HWP +14 A Graverobber: STR +1, AGI +1, Looting +1, Inventory Management +1, Gold +300 Young Adult (everyone except traditional humans and skeletons) Beastman (known for): Drinking the Blood of an Entire Empire Patrol: STR +1, INT +1, Constitution +2, Power Strike +1, Athletics +1, Gold +50 Taking a Runefang to the Chest and Surviving: STR +2, Ironflesh +2, First Aid +2, Gold +20 Murdering a Bretonnian Princess: STR +1, INT +1, Tracking +2, Path-finding +1, Spotting +1, Gold +50 Pestilent Flatulence: CHR +2, Constitution +2, Wound Treatment +2 Undefeated Headbutt Champion: STR +2, Ironflesh +2, Trainer +1, Leadership +1 Taming Razorgors: AGI +1, INT +1, Riding +2, Inventory Management +2, 1HWP +28, Gold +120 Chaos Warrior: A Hunter and Skinner: INT +1 STR +1 Tracking +1 Spotting +1 Pathfinding +1 Athletics +1 Gold +75 ArWP +30 A Blood Bowl Player: STR +2 Ironflesh +2 Athletics +1 Power Strike +1 ThWP +95 Gold +40 A Raid Scout: AGI +1 INT +1 Athletics +2 Spotting +1 Power Strike +1 2HWP +45 ThWP +45 Gold +30 A Wanderer: STR +2 Constitution +2, Athletics +2 A Reaver: STR +1 CHA +1 Spotting +1 Trade +1 Prisoner management +2 Gold +120 1HWP +30 A Shieldsmith: CHA +1 INT +1 Trade +1 Shield +2 Inventory management +1 Gold +200 1HWP +20 Saurus: A Blood Bowl Player: STR +2 Tactics +1 Athletics +2 Power Throw +1 Gold +130 ThWP +50 A Cold One Herder: INT +2 Riding +2 Spotting +1 Tracking +1 1HWP +20 Gold +80 A Weaponsmith: STR +1 INT +1 Inventory management +1 Trade +1 Weapon Master +2 2HWP +60 Gold +70 A Devout: STR +1 INT +1 Trade +1 Shield +3 1HWP +20 Gold +100 An Arena Master: STR +1 CHA +1 Ironflesh +1 Power Strike +1 Trainer +2 Gold +130 1HWP +30 A Seneschal: INT +2 Persuasion +1 Leadership +1 Inventory management +2 1HWP +20 Gold +200 Orc: A Boss: STR +2, Ironflesh +1, Power Strike +1, Leadership +2, Gold +70 A Prophet: INT +1, CHR +1, Wound Treatment +1, Surgery +1, Persuasion +1, Leadership 1, PoWP +56, Gold +50 A Quartermaster: STR +1, INT +1, Power Strike +1, Inventory Management +1, Engineer +1, Trade +1, 2HWP +14, Gold +60 A Teeth Hoarder: AGI +1, CHR +1, Looting +2, Inventory Management +1, Trade +1, Gold +60 A Tunnel Dweller: STR +1, AGI +1, Power Strike +1, Shield +1, Path-finding +1, Spotting +1, 1HWP +28, 2HWP +28, Gold +30 A Pirate: AGI +2, Power Strike +1, Athletics +2, Looting +1, Gold +60 Goblin: A Shaman: INT +2, Magic Control +2, Wound Treatment +1, First Aid +1, Gold +20 A Drug Addict: STR +1, AGI +1, Constitution +4, Athletics +4 A Doom Diver: STR +2, Ironflesh +4 A Nasty Skulker: STR +1, AGI +1, Power Strike +2, Athletics +2, Gold +30 A Wolf Rider: AGI +2, Power Strike +1, Riding +2, Looting +1, 1HWP +42, Gold +30 A Kunnin Git: CHA +2, Trainer +1, Tactics +2, Leadership +1, 1HWP +28, Gold +40 Chaos Dwarf: An Infernal Commander: STR +1, CHR +1, Ironflesh +1, Power Strike +1, Weapon Master +1, Leadership +1, Gold +50 A Daemonsmith: STR +1, INT +1, Power Strike +1, Magic Control +1, Engineer +1, Leadership +1, Gold +70 A Scolar of Hashut: INT +2, Magic Control +2, Surgery +1, First Aid +1, Gold +70 A Forgemaster: INT +1, CHR +1, Weapon Master +1, Engineer +2, Trade +1, Gold +20 A Pit Lord: CHR +2, Trainer +1, Prisoner Management +1, Leadership +2, Gold +60 A Roving Raider: STR +1, AGI +1, Power Strike +1, Looting +1, Path-finding +1, Tracking +1, FaWP +28, Gold +90 High Elf: A Guildmaster: INT +2 Leadership +1 Persuasion +2 Trade +1 Gold +200 PoWP +50 A Blood Bowl Player: AGI +1 STR +1 Athletics +2 Ironflesh +1 Tactics +1 ThWP +50 Gold +50 A Dungeon Adventurer: STR +1 AGI +1 Athletics +1 Inventory management +1 Looting +2 ArWP +50 Gold +200 An Archer: STR +2 Weapon Master +1 Power Draw +3 ArWP +20 Gold +20 A Horse Trainer: STR +1 AGI +1 Trade +1 Inventory management +1 Riding +2 Gold +70 ArWP +30 A Bolt Thrower Crewmen: INT +2 Tactics +1 Engineer +2 Weapon Master +1 1HWP +20 Gold +40 Dark Elf: A Torturer: INT +2 Surgery +2 Power Strike +2 Gold +40 1HWP +50 A Blood Bowl Player: AGI +1 STR +1 Athletics +2 Ironflesh +1 Tactics +1 ThWP +50 Gold +160 A Navigator: INT +2 Tracking +1 Spotting +1 Pathfinding +2 CrWP +30 Gold +40 A Herald: CHA +1 INT +1 Leadership +1 Persuasion +3 PoWP +60 Gold +150 An Arena Master: STR +1 CHA +1 Weapon Master +1 Leadership +1 Trainer +2 Gold +150 PoWP +40 A Knight's Apprentice: AGI +1 STR +1 Power Strike +1 Riding +2 Weapon Master +1 PoWP +90 Gold +50 Wood Elf: Hoeth, Lord of Wisdom: INT +2, Spotting +2, Inventory Management +1, Wound Treatment +1, Oil Isha, The Mother: STR +1, CHA +1, First Aid +1, Persuasion +1, Leadership +2, 3 Food items Vaul, The Maker: STR +1, INT +1, Power Strike +1, Engineer +2, Trade +1, Iron Lileath, The lady: INT +1, CHA +1, Looting +2, Spotting +2, Gold -20, Velvet Loec, The Shadow Dancer: AGI +2, Athletics +1, Pathfinding +2, Spotting +1, Quality Boots Anath Raema, The Savage Hunter: STR +1, AGI +1, Horse Archery +1, Power Draw +2, Tracking +1, ArWP +28 Dwarf: A Blood Bowl Player: STR +2 Tactics +1 Athletics +2 Power Throw +1 Gold +30 ThWP +50 A Tattoo Artist: INT +2 First Aid +2 Athletics +1 Trade +1 1HWP +20 Gold +190 A Sniper: STR +1 INT +1 Spotting +1 Tracking +1 Weapon Master +2 FaWP +100 Gold +30 A Shieldsmith: STR +1 INT +1 Trade +1 Shield +3 1HWP +20 Gold +150 An Anvil Guard: STR +1 AGI +1 Ironflesh +1 Power Strike +1 Shield +2 Gold +200 1HWP +30 A Seneschal: INT +2 Persuasion +1 Leadership +1 Inventory management +2 1HWP +20 Gold +200 Skaven: A Poison Maker: STR +2 Inventory management +2 Trade +2 Gold +500 1HWP +30 A Gunsmith: INT +2 Trade +2 Inventory management +1 Weapon Master +1 FaWP +80 Gold +90 A Henchrat: STR +2 Persuasion +1 Power Strike +1 Ironflesh +2 PoWP +30 Gold +30 A Packmaster: STR +1 INT +1 Trade +1 Prisoner management +3 PoWP +20 Gold +100 A Weapons Specialist: STR +1 AGI +1 Weapon Master +1 Power Throw +3 Power Strike +2 Gold +30 ThWP +100 A Seneschal: INT +2 Persuasion +1 Leadership +1 Inventory management +2 1HWP +20 Gold +400 Halfling: A Bard: CHR +2, Riding +1, Path-finding +1, Persuasion +2, Gold +150 A Hound Trainer: STR +2, Riding +2, Horse Archery +2 A Fletcher: STR +1, INT +1, Power Draw +1, Inventory Management +1, Trade +2, Gold +50 A Cook: STR +2, Constitution +2, Athletics +2, Gold +30 A Member of the Militia: STR +2, Ironflesh +1, Weapon Master +1, Shield +1, Athletics +1 A Scout: AGI +1, INT +1, Riding +2, Path-finding +2, 1HWP +28, Gold +20 Vampire: A Vampire Lord: STR +1, CHR +1, Power Strike +1, Weapon Master +1, Leadership +2, Gold +100 A Blood Knight: STR +1, AGI +1, Weapon Master +1, Shield +1, Riding +2, Gold +20 A Vampire's Squire: AGI +1, CHR +1, Shield +1, Athletics +1, Inventory Management +1, Leadership +1, Gold +50 An Undead Master: INT +1, CHR +1, Wound Treatment +1, Surgery +2, Leadership +1 A Pillager: STR +2, Power Strike +1, Looting +1, Prisoner Management +1, Gold +120 A Mist Haunter: STR +2, Power Throw +1, Power Draw +1, Athletics +2, 1HWP +28 The reason for becoming an adventurer Personal Revenge: STR +2 Power Strike +1 The Loss Of A Loved One: CHA +2 Ironflesh +1 Wanderlust: AGI +2 Pathfinding +1 A Prophecy: CHA +1 Power Strike +1 Being Forced Out Of Your Home: STR +1 INT +1 Weapon Master +1 Lust For Money and Power: AGI +1 INT +1 Looting +1 A Blood Oath: STR +1 Leadership +1