recursal/Fanatic-Fandom huggingface dataset:
Novice

Max per warband: | 5

**Novice** is a henchman warrior in the Sisters of Sigmar Warband.

## Description

Traditionally, only the daughters of the Empire's noble houses were allowed to be recruited into the Sisterhood. Before the fall of Mordheim, this was considered a great honour by these families to have a daughter devoting her life to Sigmar. Each maiden must endure years of privation and instruction before she is accepted as a Novice and permitted to prove themselves as handmaidens of Sigmar.

## Equipment Proficiency

* Melee: Dagger, Flail, Hammer, Mace, Sigmarite Warhammer, Great Flail, Great Hammer.
* Range: None.
* Armours: Cloth, Light, Heavy, Shield, Pendant, Amulet, Helmet.

## Initial Stats

### Starting Equipment

All starting equipment is Normal quality

* Melee: Mace
* Armour: Cloth, Shield

### Skills

* Military Training: Passive Skill. After dealing melee damage, Dodge chance increases by 5% for 1 turn. Stackable.

### General Stats

The Armor, Damage and Critical chances are based on the initial equipment of the warrior.

  Offense Points
  Armour Absorption
  Damage
  Critical Chance
  Wounds

### Other Stats

  Initiative
  Morale
  Morale Impact
  Dodge Chance
  Parry Chance
News

## 2016

* Undead DLC is now available on consoles and PC 25 October 2016
* Mordheim: City of the Damned fundamentals explored in its Console Gameplay Trailer 11 October 2016
* Mordheim: City of the Damned arrives on Playstation 4 and Xbox One on the 18th of October! 5 October 2016
* Mordheim: City of the Damned welcomes the Witch Hunters DLC 21 June 2016

## 2015

* Mordheim: City of the Damned celebrates release with the Launch Trailer 19 November 2015
* Mordheim: City of the Damned's multiple campaigns showcased in Campaign Trailer 12 November 2015
* Mordheim's huge and powerful Bosses and Neutral Enemies 5 November 2015
* Mordheim: City of the Damned fully revealed in new Overview Trailer 9 October 2015
* Early Access Phase 6 Trailer 1 June 2015
* Early Access Phase 5 16 April 2015
* Early Access Phase 4 13 March 2015
* Early Access Phase 3 Trailer 3 February 2015

## 2014

* Early access Phase 2 Trailer 10 December 2014
* The Early Access is available! 20 November 2014
* Gameplay Trailer and website revealed as Early Access draws near! 18 November 2014
Mordheim: City of the Damned Wiki:Admin noticeboard

Redirect to:

* Mordheim City of the Damned Wiki:Admin noticeboard
## Need help on how to extract icons from the game

Hi, I've been working on a few articles and stuff but I haven't been able to extract any of the icons from the game. There are lots of them missing.
It is evident that someone knows how to do it, or they somehow got them from the developers themselves. How can I extract them myself? Or is there someone who has access to them all?
I tried using a Unity assets exctractor, but it didn't seem to work. Thanks in advance!

EDIT: I have managed to figure out how to get the icons for myself, feel free to delete this section or whatever it is!
Pyre of the Righteous

*This article is a stub. You can help Mordheim: City of the Damned Wiki by expanding it.*

 Effect: | Places an effigy at a target location that can be destroyed by enemies. The effigy increases the chance to pass All Alone, Fear, Terror by 30%, and Melee and Ranged Hit chance by 10% for allies within 5 meters. Usable once every 2 turns. Not Stackable.

**Pyre of the Righteous** is a class skill used by  Executioners.
Possessed

Max per warband: | 2

**Possessed** is a hero warrior in the Cult of the Possessed Warband.

## Description

Guilty of the ultimate blasphemy, the Possessed are men who have freely given their bodies over to daemons. The result is a ghastly amalgamation of flesh, metal and daemonic essence fused together by the most abominable mutations. Hulking beasts with minds part mortal and part daemon, the Possessed are revered by their Cult. Few things in Mordheim are as feared and dangerous as these obscenities.

## Equipment Proficiency

* Melee: Armband.
* Range: None.
* Armours: Cloth, Pendant, Amulet.

## Initial Stats

### Starting Equipment

All starting equipment is Normal quality

* Melee: Armband, Armband
* Armour: Cloth

### Skills

* Fear: Passive Skill. Enemies who engage or start the turn engaged with the user must perform a Fear test. Failing the test reduces melee Hit chance by 30%. The debuff persists until passing a Fear test on turn start. Passing any Fear test will grant immunity to Fear for 2 turns.

### Perks

* **Last Stand**: Always fights to the death. Prevents the use of Flee and Retreat actions. Immune to All Alone.
* **Unwavering**: Immune to Alone, Fear, and Terror tests.
* **Mutations**: Gifted with a random mutation at Ranks 1, 4 and 7.

### General Stats

The Armor, Damage and Critical chances are based on the initial equipment of the warrior.

  Offense Points
  Armour Absorption
  Damage
  Critical Chance
  Wounds

### Other Stats

  Initiative
  Morale
  Morale Impact
  Dodge Chance
  Parry Chance
Mission Report

Following a battle, whether your warband is victorious or not, you will be shown a breakdown each warrior's experience gained followed by the overall warband experience gained as well as the loot and Wyrdstone collected.

You will be shown each warrior who took part in the battle in turn. If a warrior suffered an injury, or, if your warband was routed and the warrior was left behind, you will see these outcomes first. Unless the warrior suffered an injury that resulted in their death, you will then be shown the factors which have granted experience to the warrior along with the statistic increases this has granted the warrior.

Once you have seen each warrior, you will be shown the factors which contributed experience to the warband as a whole. This is followed by seeing all the items acquired during the battle. This will list all collected Wyrdstone, loot from Search Points and fallen enemies and mission rewards. All items will be sent to your warband item pool, to be distributed amongst your warriors in the Warrior Management screens or sold at the Shop.

Continue to Injuries and Treatment
Marksman

Max per warband: | 5

**Marksman** is a henchman warrior in the Human Mercenaries Warband.

## Description

Across the Empire, archers and hunters are famed for their skills. The best are reckoned to be able to strike a coin with an arrow at 300 yards. Such Marksmen are a coveted asset for mercenary warbands, often deployed to snipe at enemies from the windows of ruined buildings and from behind broken walls.

## Equipment Proficiency

* Melee: Axe, Dagger, Hammer, Mace, Sword.
* Range: Blunderbuss, Bow, Crossbow, Handgun, Hunting Rifle, Long Bow, Pistol.
* Armours: Cloth, Light, Shield, Pendant, Amulet, Helmet.

## Initial Stats

### Starting Equipment

All starting equipment is Normal quality

* Melee: Dagger
* Ranged: Long Bow
* Armour: Cloth

### Skills

* Chain Shot: Passive Skill. After dealing ranged damage, ranged Hit chance increases by 10% for 1 turn. Stackable.

### General Stats

The Armor, Damage and Critical chances are based on the initial equipment of the warrior.

  Offense Points
  Armour Absorption
  Damage
  Critical Chance
  Wounds

### Other Stats

  Initiative
  Morale
  Morale Impact
  Dodge Chance
  Parry Chance
Lightning Knight

The **Lightning Knight** is an exclusive costume that you can only receive with a promo code that comes with the Poptropica Adventures game.

## How To Get It

To get the Medusa Surfer, you must first buy Poptropica Adventures. It will come with a code to redeem the costume.

## Appearance

The Lightning Knight appears with an armored lightning helmet, an armored lightning tunic with a cape also with lightning theme and a lightning sword.

## Trivia

* It is one of two costumes that can only be obtained with a special code from Poptropica Adventures, the other one being the Medusa Surfer.
Poison Wind Globadier

Max per warband: | 2

**Poison Wind Globadier** is a hero warrior that can be hired by Cult of the Possessed, Skaven Clan Eshin and Undead.

## Description

Clanrats trained to use the devious weapons of Clan Skryre, Globadiers are sold as warrriors to warbands by the Warlock-Engineers. The warpstone gas in the globes can kill or cripple enemies, or prevent wizards from casting spells. Other alchemical gases strengthen or even heal those exposed to them. These sneaky ratmen even fabricate bombs disguised as wyrdstone to maim the unwary.

## Equipment Proficiency

* Melee: Dagger, Mace, Sword, Weeping Blades.
* Range: Warplock Pistols, Shuriken.
* Armours: Cloth, Light, Shield, Pendant, Amulet, Helmet.

## Initial Stats

### Starting Equipment

All starting equipment is Normal quality

* Melee: Dagger
* Range: Warplock Pistols
* Armour: Cloth

### Skills

* Poison Globe: Active Skill. Throw a globe that leaves a poisonous cloud at the selected area. Starting a turn inside the area deals 20-25 damage. Entering the area deals 15-20 damage and leaving the area inflicts a poison debuff that deals an additional 15-20 poison damage per turn for 2 turns. Not Stackable.
* Available unique skills

### Perks

* **Gas Mask**: Immune to breathable poison effects such as Globes, most traps, and certain spells.
* **Cumbersome Gear**: Reduces Movement range by 1 meter.

### General Stats

The Armor, Damage and Critical chances are based on the initial equipment of the warrior.

  Offense Points
  Armour Absorption
  Damage
  Critical Chance
  Wounds

### Other Stats

  Initiative
  Morale
  Morale Impact
  Dodge Chance
  Parry Chance
Release Update Patch 4 Quick fix

Mordheim: City of the Damned - Content Update
* Release Update (Current Content)
* Early Access Content Update 8
* Early Access Content Update 7
* Early Access Content Update 6

Previous Content Updates...

Mordheim: City of the Damned - Patch
* Release Update Patch 10 (Current Balance)
* Release Update Patch 9
* Release Update Patch 8 Quick fix
* Release Update Patch 8

Previous Patches...

With the last patch, there was an issue preventing you from being able to load a saved game after reaching certain faction ranks.
If you ran into the issue, this quick patch will allow you to reload the broken savegame, and prevent the issue from appearing again.

The version of the game remain the same (1.1.4.13).

We are really sorry for the inconvenience.

## How to help us

If you find any bugs or need some technical help, please refer to the thread "Issues launching or loading the game. Read this first!", and the appropriate forum for bugs reporting and technical issues, and do no post in general discussions. The general discussion forum is very hard for us to navigate as there is a lot of movement, so we only look at it briefly.

If you get a game breaking bug, such as a crash to desktop, please make a post in the bug report section, and also send your output log and a copy of your combat log, found in your steam install directory:

* Steam\SteamApps\common\mordheim\mordheim\_Data\output\_log.txt
* Steam\SteamApps\common\mordheim\combat.log

Email this log to logs at rogue-factor.com and we'll take a look at it. Please link your post/thread in your email so we can return to it. A DxDiag can also be helpful, and if you managed to take a screenshot that will also help quite a bit.

We hope you enjoy this patch. Feel free to check the forums regularly to get information on what's coming next to Mordheim: City of the Damned
Night Runner

Max per warband: | 2

**Night Runner** is a hero warrior in the Skaven Clan Eshin Warband.

## Description

Young, swift and nimble, Night Runners have only recently been initiated into the secret arts of Clan Eshin. Their freshness and eagerness to rise within the structure of their clan makes a Night Runner a valuable minion for an Assassin - a skilled fighter who can be easily manipulated because of his lack of experience. A Night Runner quickly learns that a Skaven must lookout for his own pelt.

## Equipment Proficiency

* Melee: Fighting Claws, Dagger, Mace, Spear, Sword.
* Range: Warplock Pistols, Shuriken.
* Armours: Cloth, Light, Shield, Pendant, Amulet, Helmet.

## Initial Stats

### Starting Equipment

All starting equipment is Normal quality

* Melee: Fighting Claws
* Armour: Cloth

### Skills

* Fleet-footed: Passive Skill. After a successful Leap or Jump Down, Movement range increases by 3 meters for 1 turn. Not Stackable.

### General Stats

The Armor, Damage and Critical chances are based on the initial equipment of the warrior.

  Offense Points
  Armour Absorption
  Damage
  Critical Chance
  Wounds

### Other Stats

  Initiative
  Morale
  Morale Impact
  Dodge Chance
  Parry Chance
Release Update Patch 8 Quick fix

Mordheim: City of the Damned - Content Update
* Release Update (Current Content)
* Early Access Content Update 8
* Early Access Content Update 7
* Early Access Content Update 6

Previous Content Updates...

Mordheim: City of the Damned - Patch
* Release Update Patch 10 (Current Balance)
* Release Update Patch 9
* **Release Update Patch 8 Quick fix**
* Release Update Patch 8

Previous Patches...

With the latest patch, we reported two known issues that could possibly impact your playing experience.
We worked on solving them and fixing a few issues reported by the community.

The version of the game has been updated to 1.3.4.6.

## Important Note

As we planned to do on last patch; if you had a combat save before the update it will be removed. Your Warband will be sent back to your hideout without any consequences. We apologize that it did not work in our previous patch.

## Bug Fixes

* Greatly reduced (by 10 times) the delay of GUI appearance.
* Fixed an issue that made Pyre of Righteous reappear on reload.
* Fixed an issue where empty loot bags were showing up in place of out of action Warriors who left the battlefield.
* Prevented some spells from being cast again on players when looting Wyrdstone (e.g. Deny the Heretic).
* Fixed message in daily report when a Librarian sends you gold instead of a formula (please note that it has not been localized yet and will display in English only).
* Wild Swipe can now properly be used with an Ulrican Axe.
* Deny the Heretic: the mastery version debuff now properly lasts the duration of the AoE zone.
* Fixed an issue preventing the completion of campaign missions while using ranged weapons on destructibles.

## How to help us

If you find any bugs or need some technical help, please refer to the thread "Issues launching or loading the game. Read this first!", and the appropriate forum for bugs reporting and technical issues, and do no post in general discussions. The general discussion forum is very hard for us to navigate as there is a lot of movement, so we only look at it briefly.

If you get a game breaking bug, such as a crash to desktop, please make a post in the bug report section, and also send your output log and a copy of your combat log, found in your steam install directory:

* Steam\SteamApps\common\mordheim\mordheim\_Data\output\_log.txt
* Steam\SteamApps\common\mordheim\combat.log

Email this log to logs at rogue-factor.com and we'll take a look at it. Please link your post/thread in your email so we can return to it. A DxDiag can also be helpful, and if you managed to take a screenshot that will also help quite a bit.

We hope you enjoy this patch. Feel free to check the forums regularly to get information on what's coming next to Mordheim: City of the Damned
Ability

**Abilities** cover a variety of skills and spells.

## Skills

Skills are either based on stats or are class specific.

Note that, even in case of otherwise non-Stackable Skills/Spells, Basic and Mastery versions of Buffs/Debuffs stack with each other, so separate Characters can use them on the same target for cumulative effect. For example, Insult Basic (-10% Melee Resistance) stacks with its Mastery version (-20% Melee Resistance) for combined effect of -30% Melee Resistance.

### Skills based on stats

* Physical skills
* Mental skills
* Martial skills

* **Agility Skill Line** - These skills are linked to everything that is athletic and requests body movement such as: climbing, jumping, dodging, lock picking, etc.
* **Strength Skill Line** - These skills are linked to everything that is affected by brute strength such as charging, over powering, etc.
* **Toughness Skill Line** - These skills are linked to everything that is linked to resilience such as poison resistance, stun resistance, etc.

* **Leadership Skill Line** - These skills are linked to everything that affects the moral of allies and enemies along with psychological tests.
* **Intelligence Skill Line** - These skills are linked to everything that is linked to logic and comprehension such as spell casting and Perception.
* **Alertness Skill Line** - These skills are linked to everything that is based on 6th sense such as perception and initiative.

* **Weapon Skill Line** - These skills are linked to everything that is linked to melee weapon manipulation.
* **Ballistic Skill Line** - These skills are linked to everything that is linked to range weapon manipulation.
* **Accuracy Skill Line** - These skills are linked to everything that is linked to critical strikes.

### Class, Warband and Hired Swords specific skills

* Cult of the Possessed
* Human Mercenaries
* Sisters of Sigmar
* Skaven Clan Eshin
* Undead
* Witch Hunters
* Doomweaver
* Poison Wind Globadier
* Smuggler
* Wolf-Priest of Ulric

## Spells

* Cult of the Possessed
* Human Mercenaries
* Sisters of Sigmar
* Skaven Clan Eshin
* Undead
* Witch Hunters
* Doomweaver
* Wolf-Priest of Ulric
Mordheim: City of the Damned Wiki

Update
**Latest Update:** Release Update - 19 November 2015

**Latest Patch:** Release Update Patch 10 (1.4.4.4) - 8 November 2016

Full list of patches - How to add Patch Notes
Click here to update

Index

Warbands
* Human Mercenaries
* Skaven Clan Eshin
* Sisters of Sigmar
* Cult of the Possessed
* Witch Hunters
* Undead

News

* Undead DLC is now available on consoles and PC 25 October 2016
* Mordheim: City of the Damned fundamentals explored in its Console Gameplay Trailer 11 October 2016
* Mordheim: City of the Damned arrives on Playstation 4 and Xbox One on the 18th of October! 5 October 2016
* Mordheim: City of the Damned welcomes the Witch Hunters DLC 21 June 2016

New to Mordheim: City of the Damned?
Release Update Patch 7 Quick fix

Mordheim: City of the Damned - Content Update
* Release Update (Current Content)
* Early Access Content Update 8
* Early Access Content Update 7
* Early Access Content Update 6

Previous Content Updates...

Mordheim: City of the Damned - Patch
* Release Update Patch 10 (Current Balance)
* Release Update Patch 9
* Release Update Patch 8 Quick fix
* Release Update Patch 8

Previous Patches...

With the latest patch, we reported a known issue that could possibly prevent you from reloading a game saved during a mission.
We found the source of the problem and managed to fix it.

* We have also fixed the issue on the Zealot that would make his torso disappear.
* It should no longer be possible to equip consumable items on the Witch Hunter Executioner.

The version of the game has been pushed to 1.3.4.2.
We are very sorry for the inconvenience.

**Special Note**
Please note that due to this fix, if you had a combat save before the fix, it will be removed and your Warband will be sent back to its hideout, without any consequences.

## How to help us

If you find any bugs or need some technical help, please refer to the thread "Issues launching or loading the game. Read this first!", and the appropriate forum for bugs reporting and technical issues, and do no post in general discussions. The general discussion forum is very hard for us to navigate as there is a lot of movement, so we only look at it briefly.

If you get a game breaking bug, such as a crash to desktop, please make a post in the bug report section, and also send your output log and a copy of your combat log, found in your steam install directory:

* Steam\SteamApps\common\mordheim\mordheim\_Data\output\_log.txt
* Steam\SteamApps\common\mordheim\combat.log

Email this log to logs at rogue-factor.com and we'll take a look at it. Please link your post/thread in your email so we can return to it. A DxDiag can also be helpful, and if you managed to take a screenshot that will also help quite a bit.

We hope you enjoy this patch. Feel free to check the forums regularly to get information on what's coming next to Mordheim: City of the Damned
Youngblood

Max per warband: | 2

**Youngblood** is a hero warrior in the Human Mercenaries Warband.

## Description

Among any warband, there are those who lack the experience of their comrades but who possess a determination and drive in excess of the usual warrior. Youngbloods are untried recruits who harbour within themselves the potential for heroic deeds – if they survive long enough to reach that potential. Eager to prove themselves, many Youngbloods discover too late how unforgiving Mordheim is.

## Equipment proficiency

* Melee: Axe, Dagger, Halberd, Hammer, Mace, Spear, Sword, Great Sword, Great Hammer, Great Axe.
* Range: Bow, Crossbow, Duelling Pistol, Pistol.
* Armours: Cloth, Light, Heavy, Shield, Pendant, Amulet, Helmet.

## Initial stats

### Starting equipment

All starting equipment is Normal quality.

* Melee: Halberd
* Armour: Cloth

### Skills

* Squire's Curse: Active Skill. A melee attack that deals regular damage to a Single Enemy. If hit, the target's Switch Weapons action is blocked for 1 turn.

### General Stats

The Armor, Damage and Critical chances are based on the initial equipment of the warrior.

  Offense Points
  Armour Absorption
  Damage
  Critical Chance
  Wounds

### Other Stats

  Initiative
  Morale
  Morale Impact
  Dodge Chance
  Parry Chance
Main Street (Astro-Knights Island)

**Main Street** is an area on Astro-Knights Island.

## Places

* Crop Circle Inn
* Fountain
* Museum
* Planetarium
* Some destroyed ruins

## Items found here

* Coin
* Book Of Modred
* Library Book Slip

## Description

From left to right:

* Mordred's House.
* The entrance to the Secret Sanctum.
* The Planetarium
* "Ye old Poptropica Store"
* The Crop Circle Inn (Common Room)
Ogre Mercenary

Max per warband: | 1

**Ogre Mercenary** is an impressive warrior in the Human Mercenaries Warband.

## Description

Immense creatures twice the size of a human and possessed of incredible strength, Ogres are highly sought after by any mercenary warband. The durability of an Ogre on the battlefield is legendary, capable of enduring wounds that would kill the toughest human. To have an Ogre acting as shock-troop for their warband, Captains easily overlook the logistics of feeding an Ogre's prodigious appetite.

## Equipment Proficiency

* Melee: Axe, Dagger, Mace, Sword, Great Hammer, Great Axe.
* Range: None.
* Armours: Cloth, Light, Pendant, Amulet, Helmet.

## Initial Stats

### Starting Equipment

All starting equipment is Normal quality

* Melee: Great Hammer
* Armour: Cloth

### Skills

* Fear: Passive Skill. Enemies who engage or start the turn engaged with the user must perform a Fear test. Failing the test reduces melee Hit chance by 30%. The debuff persists until passing a Fear test on turn start. Passing any Fear test will grant immunity to Fear for 2 turns.

### Perks

* **Large**: Increases Poison, Critical, and Stun Resistance by 30% as well as Armour Absorption by 15% but decreases Ranged Resistance by 10%. Cannot use consumable items, or the Search and Activate actions.
* **Last Stand**: Always fights to the death. Prevents the use of Flee and Disengage actions. Immune to All Alone.
* **Unwavering**: Immune to Alone, Fear, and Terror tests.
* **Impressive**: Immune to Tiring effects.

### General Stats

The Armor, Damage and Critical chances are based on the initial equipment of the warrior.

  Offense Points
  Armour Absorption
  Damage
  Critical Chance
  Wounds

### Other Stats

  Initiative
  Morale
  Morale Impact
  Dodge Chance
  Parry Chance
MC

**MC** is the announcer of the Poptropolis Games. He is the person you must talk to in order to enter the games. He seems to be a bit impatient, as evident by his reply when you say that you are not ready yet to enter the games. At the end of the island, he announces the winning tribe.

## Trivia

* His name appeared in the concept art for Poptropolis Games.
	+ MC might actually be this character's title rather than name, as MC is short for "Master of Ceremonies", which is a person who introduces people including performers or contestants.
* He appears in one photo album photo.
Turn Start

Some warriors have perks, skills, or suffer from ill effects (such as poison damage) or injuries (such as Stupidity) that trigger automatically at the beginning of their turn. These will always be resolved at **Turn Start** for that warrior, before any other actions are possible and may affect if or how the warrior will play. Stupidity, for example, requires a roll which if failed, causes the warrior do nothing for that turn. Poison damage will be applied before the warrior is able to use any Anti-Toxin consumables.

If a warrior uses a skills or spells which last for 1 turn, the effects will last until their next Turn Start. This ensures that slower, low Initiative warriors' applied effects last as long their faster, high Initiative allies/enemies. Buffs and debuffs can last more or less time than expected if the warrior who applied the effect moves up or down the Initiative Ladder, as their Turn Start will occur early (if higher) or later than expected (if lower).

If a warrior falls Out of Action before their Turn Start, any buffs or debuffs that warrior has caused will persist until the moment they would have taken their turn.

Continue to Character Information Panels
Sigmarite Warhammer

**Sigmarite Warhammers** are 1 handed melee weapons with a bonus to critical hit chance and bypassing an enemies chance to Dodge. Sigmarite Warhammers also reduce the chance to trigger Divine Wrath.

## Usable by units

### Order

* Sisters of Sigmar
	+ Augur
	+ Maiden of Sigmar
	+ Novice
	+ Sigmar's Purifier
	+ Sigmarite Matriarch
	+ Sister
	+ Sister Superior
* Witch Hunters
	+ Warrior Priest
Vampire Thrall

*This article is a stub. You can help Mordheim: City of the Damned Wiki by expanding it.*

 Max per warband: | 2

**Vampire Thrall** is a hero warrior in the Undead Warband.

## Description

A vampire's most devoted servants are those who have been subdued by his charms and seduced by his hypnotic power. These thralls are newly-made undead, drained of life by the vampire to which they are devoted. Although lacking the full extent of their sire's powers, a thrall is a formidable fighter with a strength and agility few mortals can match.

## Equipment Proficiency

* Melee: Axe, Dagger, Halberd, Hammer, Mace, Spear, Sword, Great Axe, Great Hammer, Great Sword.
* Range: Bow, Long Bow, Short Bow.
* Armours: Cloth, Light, Heavy, Shield, Pendant, Amulet, Helmet.

## Initial Stats

### Starting Equipment

All starting equipment is Normal quality

* Melee: Halberd
* Armour: Cloth

### Skills

* Fear: Enemies who engage or start the turn engaged with the user must perform a Fear test. Failing the test reduces melee Hit chance by 30%. The debuff persists until passing a Fear test on turn start. Passing any Fear test will grant immunity to Fear for 2 turns.

### Perks

* **Unwavering**: Immune to All Alone, Fear, and Terror tests.
* **Immunity: Poison**: Immune to Poison effects.

### General Stats

The Armor, Damage and Critical chances are based on the initial equipment of the warrior.

  Offense Points
  Armour Absorption
  Damage
  Critical Chance
  Wounds

### Other Stats

  Initiative
  Morale
  Morale Impact
  Dodge Chance
  Parry Chance
Weapon

All warriors can equip a selection of **weapons** to inflict damage on enemies. Weapons can be normal (white), fine (blue) or masterwork (purple) quality. Fine quality weapons can have normal (blue) enchantments and masterwork quality weapons can have either normal or masterwork (purple) enchantments.

### Acquisition

Weapons can be obtained in several ways:

* purchased at the shop between missions
* found at loot points during missions
* looted from fallen enemies in battle
* as rewards for completing objectives and main campaign missions
* sent by contacts to warbands with the appropriate veteran skills

### Weapons

* Melee weapons
* Ranged weapons

## See also

* Armour
* Consumable
Warrior Priest

*This article is a stub. You can help Mordheim: City of the Damned Wiki by expanding it.*

 Max per warband: | 2

**Warrior Priest** is a hero warrior in the Witch Hunters Warband.

## Description

Among the ranks of Sigmar's clergy, the Warrior Priests emphasize the martial aspects of their god. Filled with a fiery fervour and an unbreakable faith, these priests are a formidable sight to the enemies of the Empire. Wielding immense warhammers that can shatter skulls and crush bones, a Warrior Priest is an imposing foe. More than their physical strength, however, it is a Warrior Priest’s devotion to Sigmar that endows him with his deadliest abilities – harnessing the divine power of his god and unleashing devastating forces against his adversaries.

## Equipment Proficiency

* Melee: Dagger, Flail, Hammer, Mace, Sigmarite Warhammer, Sigmarite Great Hammer, Great Flail, Great Hammer.
* Range: None.
* Armours: Cloth, Light, Heavy, Shield, Pendant, Amulet.

## Initial Stats

### Starting Equipment

All starting equipment is Normal quality

* Melee: Sigmarite Warhammer
* Armour: Cloth, Shield

### Skills

* Divine Rage: Passive Skill. When dealing melee damage, increases the Spellcasting chance of the next spell by 15%. The next action taken must be a spell or the effect is lost.

### Spells

* Immaculate Flesh: Removes all active Poison effects and increases Poison and Wyrdstone Resistance by 15%. Not Stackable.

### Perks

* **Divine Spellcaster**: This unit has access to some spells from Sigmar's Prayers Tome.

### General Stats

The Armor, Damage and Critical chances are based on the initial equipment of the warrior.

  Offense Points
  Armour Absorption
  Damage
  Critical Chance
  Wounds

### Other Stats

  Initiative
  Morale
  Morale Impact
  Dodge Chance
  Parry Chance
Zombie

*This article is a stub. You can help Mordheim: City of the Damned Wiki by expanding it.*

 Max per warband: | 5

**Zombie** is a henchman warrior in the Undead Warband.

## Description

The simplest form of undead that can be created through necromancy, zombies are the reanimated corpses of the recently dead. Without volition of their own, they are automatons that mindlessly follow the will of their creator. They know neither fear or pain, only obedience.

## Equipment Proficiency

* Melee: Axe, Dagger, Hammer, Mace, Spear, Sword.
* Range: None.
* Armours: Cloth, Shield, Pendant, Amulet, Helmet.

## Initial Stats

### Starting Equipment

All starting equipment is Normal quality

* Melee: Sword
* Armour: Cloth, Shield

### Skills

* Puppet: The Zombie becomes bound to its master. Ritual ingredients must be paid for in the form of an upkeep. The Zombie will gain experience and will receive four less skill points than regular Henchmen. Failing to perform the ritual for extended periods weakens the bond, causing the Zombie to decay and be destroyed.
* Rotten Corpse: The Zombie is immune to Open Wound effects and all injuries except Destroyed (Dead), Severed Arm, Severed Leg, Hand Injury and Full Recovery. If it must roll for Injuries at the end of combat, it has a 20% chance to decay and effectively be destroyed. Every rank of the Zombie reduces this chance by 1%.

### Perks

* **Unwavering**: Immune to All Alone, Fear, and Terror tests.
* **Immunity: Poison**: Immune to Poison effects.
* **No talent**: Cannot buy the Lad's Got Talent skill.
* **Expendable**: When falling Out of Action, does not lower the Warband's Morale.
* **Feral**: This warrior can't use consumables in combat.

### General Stats

The Armor, Damage and Critical chances are based on the initial equipment of the warrior.

  Offense Points
  Armour Absorption
  Damage
  Critical Chance
  Wounds

### Other Stats

  Initiative
  Morale
  Morale Impact
  Dodge Chance
  Parry Chance
Warband

*This article is a stub. You can help Mordheim: City of the Damned Wiki by expanding it.*

The first step in *Mordheim: City of the Damned* is to pick a **Warband**. Each Warband has strengths and weaknesses.

## List of Warbands

### Destruction

* Cult of the Possessed - Groups of degenerates and mutants seeking to gain the favour of the Shadowlord
* Skaven Clan Eshin - Rat like species, accomplished masters of stealth and murder
* Undead - Creatures of the night sent to gather Wyrdstone for their Vampire Lord, the Count of Sylvania (DLC)

### Order

* Human Mercenaries - Human Mercenaries from the province of Reikland
* Sisters of Sigmar - All-female sect of the Cult of Sigmar
* Witch Hunters - These warriors have come to Mordheim to redeem it from its corruption – or see it purged in fire (DLC)
Warrior

**Warrior** is the in-game term for Warband units. Each Warband has seven different warriors, a leader, three heroes, two henchman, and an impressive. Each warrior has different attributes and can equip certain types of armour and weapons.

## List of warriors

* Cult of the Possessed
* Human Mercenaries
* Sisters of Sigmar
* Skaven Clan Eshin
* Witch Hunters
* Undead
Vampire

*This article is a stub. You can help Mordheim: City of the Damned Wiki by expanding it.*

 Max per warband: | 1

**Vampire** is a leader warrior in the Undead Warband.

## Description

Among the most fearsome creatures that have been drawn to the ruins of Mordheim are the vampires that lead Undead warbands. Ruthless, intelligent and endowed with strength to rival that of an Ogre, they enjoy greater versatility and independence than other undead. They are the Aristocracy of the Night, viewing mortals as either slaves or prey. Their dark powers are dedicated to serving Count Vlad.

## Equipment Proficiency

* Melee: Axe, Dagger, Halberd, Hammer, Mace, Spear, Sword, Great Axe, Great Hammer, Great Sword.
* Range: Bow, Long Bow, Short Bow
* Armours: Cloth, Light, Heavy, Shield, Pendant, Amulet, Helmet.

## Initial Stats

### Starting Equipment

All starting equipment is Normal quality

* Melee: Spear
* Armour: Cloth, Shield

### Skills

* Terror: Enemies who engage or start the turn engaged with the user must perform a Terror test. Failing the test reduces maximum Offense and Strategy Points by 3. The debuff persists until passing a Terror test on turn start. Passing any Terror test will grant immunity to Terror for 2 turns.

### Perks

* **Unwavering**: Immune to All Alone, Fear, and Terror tests.
* **Immunity: Poison**: Immune to Poison effects.

### General Stats

The Armor, Damage and Critical chances are based on the initial equipment of the warrior.

  Offense Points
  Armour Absorption
  Damage
  Critical Chance
  Wounds

### Other Stats

  Initiative
  Morale
  Morale Impact
  Dodge Chance
  Parry Chance
Veteran System

The **Veteran System** allows experienced players to gain Veteran Skills which grant passive bonuses to the current warband as well as perks which apply to every warband they create.

The left hand side of the Veteran System screen shows you your Veteran Rank. Underneath this panel is the **Current Perks** panel, showing you all the bonuses your warbands have acquired. These include reduced purchase costs and improved selling prices in the Shop, increased warband starting gold and higher level Hired Swords in the rotation. Below this panel, you can see what benefits will be gained with the next Veteran Rank.

On the right hand side of the screen the **Tasks** and **Veteran Skills** panels.

Tasks are achievements that will grant experience towards your Veteran Rank. These include winning a certain number of battles, putting enemies Out of Action and completing Story Missions for each warband. You can scroll through the list to see all of the available Tasks. Each Task has multiple requirements, such as a progressively higher number of Wyrdstone deliveries to make in order to fully complete it. Completing a Task will cross it out, indicating that the task is complete and you have earned all of the Veteran points that Task had to offer.

Veteran Skills are skills that cost Veteran Points, gained when you attain a new Veteran Rank. From Veteran Rank 11 onward, each new Rank awards 2 Veteran Points. New skills costs a single Veteran Point and can be upgraded by spending another point. These skills provide benefits such as reduced treatment costs for injured warriors, a chance for a new weapon, armour or consumable each new day and reduced gold costs for learning new skills.

Increasing your Veteran Rank will grant all warbands you have or create:

* More starting gold
* Better selling prices in the Shop
* Lower buying prices in the Shop
* More and higher level available Hired Swords in the rotation
* An additional location on the Campaign Map.

Your Veteran Rank carries over to all of your warbands but you can select different Veteran Skills for each warband you have. Once an in-game year, on Witching Day, your warband will receive a **Respec Point** which can be used to refund all of your spent Veteran Points, allowing you to reassign them as you see fit. This may be useful when you no longer have need of a specific Veteran Skill, such as one of the Contacts who delivers a specific type of item.

Continue to Campaign Map
Weeping Blades

**Weeping Blades** are 2 handed melee weapons used by Skaven Clan Eshin warriors which apply a damage dealing poison to enemies. Weeping Blades allow the use of Parry stance but suffer from the same penalties as dual wielding.

## Usable by units

### Destruction

* Skaven Clan Eshin
	+ Assassin Adept
	+ Black Skaven
	+ Eshin Sorcerer

### Hired Swords

* Hired Swords
	+ Poison Wind Globadier
Wounds and Out of Action

A warrior can only take so much damage before they will no longer be able to fight which is represented by their **Wounds**. At the start of a battle, all warriors will have maximum Wounds. Every time a the warrior takes damage, their current Wounds will lower. There are spells and skills as well as enchantments and consumables which can restore Wounds to warriors as long as they have at least 1 Wound remaining. If a warrior loses all of their Wounds, they will fall **Out of Action**.

A warrior who falls Out of Action will immediately drop to the ground and can no longer take turns. All melee engagements the warrior had with enemies will be broken and the warrior will no longer have a Threat Zone. Additionally, the warrior's body becomes a Search Point that can be looted by allies or enemies. For the rest of the combat round the body will persist and during this time, any weapons the warrior was equipped with, any items (such as consumables) they were carrying or acquired during the battle and a Token, unique to this warrior (which are used for Optional Objectives), can be looted from their body. When a new Combat Round begins the warrior will leave the battlefield, taking their weapons with them but leaving everything else so, if you wish to take the weapons of a fallen warrior, you must loot them before the end of the Combat Round.

When the battle is over, warriors who have fallen Out of Action will need to roll to see what injuries they have sustained.

Continue to Ending Turns
Sword

**Swords** are 1 handed melee weapons with a bonus to critical hit chance. Swords allow the wielder to Parry attacks.

## Usable by units

### Destruction

* Cult of the Possessed
	+ Brethren
	+ Darksoul
	+ Magister
	+ Marauder
	+ Mutant
* Skaven Clan Eshin
	+ Assassin Adept
	+ Black Skaven
	+ Eshin Sorcerer
	+ Night Runner
	+ Verminkin
	+ Warpguard
* Undead
	+ Dreg
	+ Necromancer
	+ Vampire
	+ Vampire Thrall
	+ Zombie

### Order

* Human Mercenaries
	+ Captain
	+ Champion
	+ Marksman
	+ Ogre Mercenary
	+ Warlock
	+ Warrior (Mercenaries)
	+ Youngblood
* Witch Hunters
	+ Executioner
	+ Templar Knight
	+ Witch Hunter
	+ Witch Hunter Captain
	+ Zealot

### Hired Swords

* Hired Swords
	+ Doomweaver
	+ Poison Wind Globadier
	+ Smuggler
	+ Wolf-Priest of Ulric
Sister Superior

Max per warband: | 2

**Sister Superior** is a hero warrior in the Sisters of Sigmar Warband.

## Description

Long-serving priestesses of the Sisterhood, Sisters Superior adopt the role of mentor to the newer Sisters and Novices. Versed in the rituals of the temple and the trials of battle, Sister Superiors are entrusted with maintaining the fervour and discipline of the order. The wrath of a Sister Superior on the field of battle is something to quail the blackened heart of almost any foe.

## Equipment Proficiency

* Melee: Dagger, Flail, Hammer, Mace, Sigmarite Warhammer, Great Flail, Great Hammer.
* Range: None.
* Armours: Cloth, Light, Heavy, Shield, Pendant, Amulet, Helmet.

## Initial Stats

### Starting Equipment

All starting equipment is Normal quality

* Melee: Great Hammer
* Armour: Cloth

### Skills

* For Sigmar!: Active Skill. Increases Movement range of a Single Ally by 3 meters for 1 turn. Not Stackable.

### General Stats

The Armor, Damage and Critical chances are based on the initial equipment of the warrior.

  Offense Points
  Armour Absorption
  Damage
  Critical Chance
  Wounds

### Other Stats

  Initiative
  Morale
  Morale Impact
  Dodge Chance
  Parry Chance
Wilhelm Krieger

Movement: | Fast

**Wilhelm Krieger** is the Dramatis Personae in the Witch Hunters Warband.

## Description

*Forgive me, brother, I forgot to introduce myself. I am High Capitular Wilhelm Krieger. Long has my family sent its sons to serve the Order of the Silver Hammer, but I felt called to a different path and took the oaths of the Order of the Anvil. The ways of our god are many, however, and here I am fighting beside you all the same. For what man of courage and conscience could sit idle in Wolfenburg Cathedral when our Grand Theogonist has proclaimed Sigmar’s punishment upon Mordheim.*

## Stats

### Equipment

* Melee: Great Hammer
* Armour: Heavy Armour
* Alternate Equipment: Sigmarite Warhammer, Shield

### Skills

* Commander: Passive Skill. Increases Morale by 3.
* Devotion: Passive Skill. Reduces the chance to trigger Divine Wrath by 15% when casting a spell.
* Armor Proficient: Passive Skill. Reduces the Heavy Armour movement penalty by 1 meter.

### Spells

* Armour of Righteousness: Grants immunity to Fear and provokes Fear on engaged enemies. Increases Armour Absorption by 10%. Not Stackable.
* Prayer of Absolution: Increases Armour Absorption by 5% and Dodge and Parry chance by 10%. Not Stackable.

### General Stats

The stats listed here are based on his stats and equipment in the first story mission for the Witch Hunters.

  Offense Points
  Armour Absorption
  Damage
  Critical Chance
  Wounds

### Other Stats

  Initiative
  Morale
  Morale Impact
  Dodge Chance
  Parry Chance
Warrior (Mercenaries)

Max per warband: | 5

**Warrior** is a henchman warrior in the Human Mercenaries Warband.

## Description

The core of any mercenary warband are the Warriors. Experienced dogs of war, Warriors have blooded themselves in battle long before journeying to Mordheim. Grim fighters, Warriors fear no man so long as they have their weapons and armour.

## Equipment Proficiency

* Melee: Axe, Dagger, Halberd, Hammer, Mace, Spear, Sword, Great Sword, Great Hammer, Great Axe.
* Range: Bow, Crossbow, Duelling Pistol, Pistol.
* Armours: Cloth, Light, Heavy, Shield, Pendant, Amulet, Helmet.

## Initial Stats

### Starting Equipment

All starting equipment is Normal quality

* Melee: Mace, Hammer
* Armour: Cloth

### Skills

* Momentum: Passive Skill. After dealing melee damage, melee Hit chance increases by 20% for the next attack. The next action taken must be a melee attack or skill or the effect is lost.

### General Stats

The Armor, Damage and Critical chances are based on the initial equipment of the warrior.

  Offense Points
  Armour Absorption
  Damage
  Critical Chance
  Wounds

### Other Stats

  Initiative
  Morale
  Morale Impact
  Dodge Chance
  Parry Chance
Witch Hunter Captain

*This article is a stub. You can help Mordheim: City of the Damned Wiki by expanding it.*

 Max per warband: | 1

**Witch Hunter Captain** is a leader warrior in the Witch Hunters Warband.

## Description

The leader of each band of Witch Hunters bears a commission from the Grand Theogonist himself, sanctioning whatever action the Captain deems necessary. Those entrusted with such authority are chosen for their unswerving faith and zeal, as well as their tactical acumen and swordsmanship. Any who dare oppose a Witch Hunter Captain will be summarily executed… with the Temple of Sigmar’s blessing.

## Equipment Proficiency

* Melee: Axe, Dagger, Hammer, Mace, Sword, Great Hammer, Great Sword.
* Range: Blunderbuss, Crossbow, Crossbow Pistols, Duelling Pistol, Handgun, Hunting Rifle, Pistol.
* Armours: Cloth, Light, Heavy, Shield, Pendant, Amulet, Helmet.

## Initial Stats

### Starting Equipment

All starting equipment is Normal quality

* Melee: Sword
* Ranged: Crossbow Pistols
* Armour: Cloth

### Skills

* Hunter's Patience: Passive Skill. After a successful Dodge attempt, reduces the cost of a Counter-Attack performed in response by 1 Offense Point. Also increases Dodge Chance by 10%.

### Perks

* **Sigmar's Aegis**: Increases Magic resistance by 20%.

### General Stats

The Armor, Damage and Critical chances are based on the initial equipment of the warrior.

  Offense Points
  Armour Absorption
  Damage
  Critical Chance
  Wounds

### Other Stats

  Initiative
  Morale
  Morale Impact
  Dodge Chance
  Parry Chance
Search Points

Many **Search Points** can be found in the ruins of Mordheim, represented by a pale swirl. Warriors can interact with them at no cost by using the Scavenge action, available when standing on the swirl, to loot the items they hold. Interacting with a Search Point will commit the warrior's movement, preventing them from Scavenging and then backtracking - this counts even if the warrior does not take anything during the Scavenge action. Warriors who have fallen Out of Action will become Search Points and can be Looted.

The number of Search Points is based on the difficulty of the battle - harder battles with have more Search Points and therefore more loot! You can see how many Search Points there are on the map in the Objective Panel under the Resources section. The enemy's cart counts as a Search Point and can be Looted (as does your own cart!).

A visited Search Point will display a white eye icon over the regular Search Point icon, if an allied warrior has looked at the contents and left at least one item. This eye will be red if the Search Point is empty.

Continue to Wyrdstone
Sigmarite Great Hammer

**Sigmarite Great Hammers** are 2 handed melee weapons with a bonus to bypassing armor absorption. Sigmarite Great Hammers grant the wielder a reduction in the chance to trigger Divine Wrath.

## Usable by units

### Order

* Sisters of Sigmar
	+ Maiden of Sigmar
	+ Sigmar's Purifier
	+ Sigmarite Matriarch
* Witch Hunters
	+ Warrior Priest
Sigmar's Second Wind

**Sigmar's Second Wind** is a Sisters of Sigmar spell which restores Offense Points to an ally which can only be used for Counter-Attacks. If the ally is stunned, they will recover without the Offense or Strategy Point penalty.

## Tips

Contrary to its description, Sigmar's Second Wind restores regular Offense Points, so any Warrior using Delay can use them for anything once they move again during the same turn.