recursal/Fanatic-Fandom huggingface dataset:
Controls

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

*Mordheim: City of the Damned* can be **controlled** with a mouse and keyboard or with a gamepad.

## Gamepad

* **Confirm:** A
* **Cancel:** B
* **Move Forward:** Left Stick Y
* **Move Backward:** Left Stick Y
* **Move Left:** Left Stick X
* **Move Right:** Left Stick X
* **Camera Up:** Right Stick Y
* **Camera Down:** Right Stick Y
* **Camera Left:** Right Stick X
* **Camera Right:** Right Stick X
* **Previous:** Left Shoulder
* **Next:** Right Shoulder
* **Show Action Wheel:** D-Pad Up
* **Cycle Unit Info:** D-Pad Left
* **Show Warrior Buffs:** Action Not Available
* **Show Warrior Resists:** Action Not Available
* **Show Warrior Stats:** Action Not Available
* **Show Warrior Info:** X
* **Show Mission Info:** Left Stick Button
* **Overview (MAP):** Right Stick Button
* **Take All:** D-pad Down
* **Hide Interface:** Back
* **Show Chat:** Action Not Available
* **Show Action Log:** D-Pad Right
* **Zoom In:** Y
Doomweaver

Max per warband: | 2

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

## Description

Mystics who tap directly into the Winds of Magic, Doomweavers are both powerful and pitiable. Their minds constantly filled with strange visions and the sounds of daemons scratching at the barriers of reality, they slowly descend into madness. The energies they harness twist their bodies with subtle mutations. Yet the magic they wield is the struff of Chaos itself, primal and nigh unstoppable.

## Equipment Proficiency

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

## Initial Stats

### Starting Equipment

All starting equipment is Normal quality

* Melee: Staff
* Armour: Cloth

### Skills

* **Favoured**: Passive Skill. Increases the chance to trigger Tzeentch Curse by 10% and only Curses with area of effect will ever be triggered.
* Available unique skills

### Spells

* Boon of Ruin: Reduces the cost of Counter-Attack by 1 Offence Point and increases Melee Hit Chance by 10%. When performing a melee attack, inflicts 10-20 damage to self. Not Stackable.
* Available unique spells

### Perks

* **Arcane Spellcaster**: Allows the casting of Arcane spells. Casting may result in ill effects named Tzeentch's Curse.

### 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
Hydra's Scale

The **Hydra's Scale** is one of the five sacred items you must get in Mythology Island.

## How To Get It

To get the scale, you must first get to the underwater cave in Poseidon's realm. Go all the way to the right of the cave, then go all the way to the bottom, and all the way to the left until you find the Hydra's cave. Don't forget to keep your oxygen levels high, or you will have to restart. Once you get to the cave, you will find the Hydra. When it rears it's head back, jump up and land on it's head when it lunges. Do this five times, each time making another one of the heads unconscious. Make sure you do this quickly, because if you don't go fast enough, the heads will begin to wake back up. When all of the heads are unconscious, go over to the Hydra and click on one of the its heads to get the scale.

I hope this helps!

```
                                                             Written by: Emma :)

```

## Secret Message

There will be a part of the message on each of the five items.

The Secret Message that comes with the hydra scale is "Poptropica!"

The entire secret message is "Whoever wields the five sacred objects will rule all of Poptropica!"
When you bring Zeus, the message will come together. Zeus will steal the five items, giving himself the power to rule all of poptropica.

Written by: Emma :)
Dr. Hare's Lair (LEGO CUUSOO)

**Dr. Hare's Lair** is a LEGO CUUSOO set based off of the lair Dr. Hare set up in the Carrot Cake Factory. It was created on January 24, 2013, and received 10,000 supporters on August 15, 2013. It is now in the review stage to decide if it will be a real LEGO product. The promo code costumes for the LEGO CUUSOO project are now expired. And thus so far, their are 15,000 supporters since the 10,000 supporters.

## Prizes

At certain times when a certain amount of supporters support the project prizes were given out. Here is a list of them so far:

* Evil Genius Wallpaper (1,000 supporters)
* Supporter Badge (Not earned at a certain amount of supporters)
* Big Carrot (2,500 supporters) (Expired)
* Dr. Hare Deluxe Balloons (5,000 supporters) (Expired)
* Lil' Genius Wallpaper (6,000 supporters)
* Dr. Hare Ears Power (7,500 supporters) (Expired)
* Dr. Hare Paper Craft (7,700 supporters)
* Rabbot Paper Craft (8,500 supporters)
* Light and Shadow Outfits (10,000 supporters) (Expired)

## Production

Sadly, the project never reached production despite reaching the goal of 10,000 supporters.
Action Wheel

In order to display more information on the skills, spells, and actions available to your warrior, you can open the **Action wheel** by pushing **D-Pad Up** (for Gamepads) or **Space Bar**. The Action Wheel is split into six sections:

* Actions - Here you can view all of the default actions, such as Perception or Switch Weapons.
* Active Skills - These are your warrior's learned Active skills.
* Passive Skills - These are your warrior's learned Passive skills which are always in effect.
* Spells - You can see all the spells your warrior knows here.
* Stances - This is where you can find all the default stances such as Dodge and Parry.
* Backpack - This section shows what your warrior has brought in to or has picked up during this battle.

You can navigate to each action for an in-depth description of the skill, spell or backpack item. Unavailable actions will be shown with a red background and a note in the description explaining why the action is unavailable (for example not being engaged with an enemy). Using **A** (for Gamepads) or clicking **Left Mouse** will allow you to directly trigger any available action from the Action Wheel.

Continue to Spell Curses
Athletic Actions

To navigate the ruined city of Mordheim, warriors will sometimes be able to **Climb** up to a higher vantage point, **Jump Down** to a lower level or **Leap** across a gap.

These are collectively known as **Athletic Actions**. The chance to successfully Climb, Leap or Jump Down is dependant on the warrior's Agility statistic, what armour they are wearing and buffs and debuffs from allied and enemy skills and spells.

When attempting a Climb, Leap or Jump Down, you will see the damage that the warrior may potentially take should they fail. Failing a Climb roll will make the warrior fall off during their climb and take damage. If a warrior fails a Jump Down, they will reach the target location, but incur damage on the way down. Failing a Leap will cause the warrior to fall through the gap they were jumping over and land underneath in a possibly unknown area. A successful roll will allow the warrior to reach the target location without taking damage.

Whether failed or successful, if the warrior lands in and enemy's Ambush zone, they will not trigger an attack unless they move. This can be used to your advantage by Charging an enemy in order to bypass their Ambush action. You can Climb, Jump Down or Leap into an enemy's Threat Zone, as long as there is room for that enemy to be pushed back, or they are not already engaged in melee. This will award the warrior with a buff (for example **Stealth Climb**) which will bypass 20% of Dodge and Parry chance for the target, only applicable to the next action.

Some Impressive warriors will always pass Climb and Jump Down attempts, while certain injuries prevent warriors from using Athletic Actions altogether.

Continue to Turn Start
Armour

All warriors can equip a selection of **armour** to provide defensive bonuses against enemy attacks and negative debuffs. Armour can be normal (white), fine (blue) or masterwork (purple) quality. Fine quality armour can have normal (blue) enchantments and masterwork quality armour can have either normal or masterwork (purple) enchantments.

## Acquisition

Armour 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

## See also

* Weapon
* Consumable
Maiden of Sigmar

Max per warband: | 1

**Maiden of Sigmar** is an impressive warrior in the Sisters of Sigmar Warband.

## Description

In rare circumstances, the devotion of a Zealot is such that she is endowed with a divine aura by Sigmar. Holy light radiates from the exalted Zealot, strengthening the faith of believers and provoking the fear of heretics. Sacred heavy armour, long held within the Rock, is bestowed upon the Maiden, reclaimed only when she is no more and returned to the vaults to await the next worthy to wear it.

## Equipment Proficiency

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

## Initial Stats

### Starting Equipment

All starting equipment is Normal quality

* Melee: Great Flail
* Armour: Heavy

### Skills

* Sigmar's Chosen: Passive Skill. Increases Ranged Resistance by 200%.

### Spells

* Sinful Speech: Silence the enemy preventing it from using any spells.

### Perks

* **Last Stand**: Always fights to the death. Prevents the use of Flee and Retreat actions. Immune to All Alone.
* **Unwavering**: Immune to All Alone, Fear, and Terror tests.
* **Divine Spellcaster**: Allows the casting of Divine spells. Casting may result in ill effects named Divine Wrath.
* **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
Leave Combat Options

Once a battle has started there are 4 ways to leave:

* Complete the main objective: This will end the battle as a victory and grant experience and spoils to the victor.
* Rout: This will end the battle as a defeat, with the warband potentially suffering injuries and a loss of equipment.
* Voluntary Rout: This option becomes available when your warband's Morale drops below the rout threshold. At this stage the warband can retreat, suffering a defeat but with no additional penalties. This may be useful if you have already suffered great losses during the battle and wish to preserve your remaining few warriors from impeding death!
* Abandon Mission: This option is always available. However, leaving the battlefield is considered an act of cowardice and is frowned upon! Using Abandon Mission will let you immediately retreat from battle, but all of your warriors will be considered Out of Action and suffer the associated consequences. Think twice before choosing this option! Disconnecting during a Multiplayer mission will be considered an Abandon Mission.

You can save your progress in a battle from the Options menu, in order to return to it at a later date. You will not incur any penalties for saving and resuming a battle.

Continue to End of Battle Report
Character Movement

You can move your warrior using the **Left Stick** (for Gamepads) or the **WASD** keys. The blue circle around the warrior determines where it can move using 1 Strategy Point  (SP). The distance each character can moved is based on their Movement statistic which can be modified by factors such as skills, spell effects and the type of armour the warrior is wearing. Each time your warrior crosses the circle it will cost 1 extra SP. Crossing a circle leaves a movement flag to show where an SP is spent. Walking back over these flags will give back the SP, cancel the intended movement and allow the warrior to move in a different direction.

A Character that still has at least 1 SP remaining can do miniscule shifts in location without using SP. This is useful for collecting Wyrdstone close together and finding the best spot to shoot from without wasting SP, for example.

Strategy Points are spent only when:

* an action is confirmed
* a trap is triggered
* the warrior engages an enemy
* the warrior triggers an enemy's ranged attack.

Continue to Threat Zone and Melee Attacks
Consumable

All warriors can equip a selection of **consumables** to take in to battle to grant buffs and debuffs to allies and enemies. Consumables can be normal (white), fine (blue) or masterwork (purple) quality.

### Acquisition

Consumables 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

## See also

* Weapon
* Armour
Ending Turns

When a warrior has no actions left to take, you can use the **End Turn** action. Doing so will remove any remaining Strategy Points but all Offense Points will remain available for Counter-Attacks until the warrior's next turn. You can press **B** (for Gamepads) or **Right Click** the mouse to access the End Turn action when no actions are selected. The next warrior in the Initiative Ladder will begin their turn.

If a warrior uses all of their SP and has also used up all their OP (or has no actions available which use OP or do not have a OP/SP cost), their only available option will to End Turn. Certain skills will automatically end the warrior's turn while providing some other effect, for example entering a Stance. If the warrior becomes Stunned during their turn, this will automatically end their turn.

Continue to Line of Sight
Games Workshop

Oficiall Site

Games Workshop Group PLC (often abbreviated as GW) is a British miniature wargaming manufacturing company.[2] Games Workshop is best known as developer and publisher of the tabletop wargames Warhammer, Warhammer 40,000 and The Lord of the Rings Strategy Battle Game. The company is listed on the London Stock Exchange with the symbol GAW.L.[3] The company's British operating subsidiary company is Games Workshop Limited.
Consumable Items

**Consumables** are items single use items which provide a variety of beneficial effects to allies or detrimental effects to enemies. They have no requirements to use and can complement your strategy in combat, opening the way for new unforeseen effects. Consumables come in normal (white), fine (blue) and masterwork (purple) qualities - the higher quality the consumable, the more potent or longer lasting the consumable will be.

Most beneficial consumables can be used on allies if the warrior using the consumable is standing very close to the ally. Some beneficial effects are countered with a penalty, for example, Greta's Boon increases Perception test success chance and Trap Resistance but this come at a cost of Movement range and Strategy Points. Some consumables have an area of effect and will affect everyone (friend or foe) who stands in or enters the zone. These zones will also apply a lingering effect on targets, which will continue to affect them after they leave the zone.

Consumables 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

Purchased or awarded consumables can be equipped before battle in one of the warrior's backpack slots. These can be used in the same way as consumables found during the battle. Some warriors, such as Zombies cannot use consumables but this will not prevent another warrior using a consumable on them.

Continue to Combat Log
Great Sword

**Great Swords** are 2 handed melee weapons with a bonus to critical hit chance.

## Usable by units

### Destruction

* Cult of the Possessed
	+ Brethren
	+ Darksoul
	+ Magister
	+ Marauder
	+ Mutant
* Undead
	+ Dreg
	+ Necromancer
	+ Vampire
	+ Vampire Thrall

### Order

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

### Hired Swords

* Hired Swords
	+ Wolf-Priest of Ulric
Guidance

**Guidance** is a leadership skill line mental skill which prevents the effects of Mental conditions on an ally. For example, a warrior who has the Stupidity debuff will not be required to pass Stupidity tests at the start of their turn if under the effects of Guidance.

## Patches

* As of **Early Access Content Update 8 Patch 9**, Mental conditions 'Paranoia' and 'Deranged' are not yet in the game. These effects do not occur and are currently defunct.
Early Access Content Update 8 Patch 6

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...

Since yesterday's update we ran into a few bugs that would diminish your experience in the game, and we felt obliged to get them fixed and push a quick patch to make sure you will properly enjoy the new dimensions offered in Mordheim: City of the Damned.

This patch version number is 0.22.4.21 and comes with the follow fixes:

## General

* Added the option to Buy/Sell more than 1 item at a time
* Fixed the issue that forced you to kill a Daemon even if the enemy warband’s Morale was at 0 which prevented games to finish properly
* Fixed the Ranks of the Daemons appearing
* Added the option to add Daemons in Skirmish games
* Fixed an issue where the ambusher and ambushed buffs and debuffs wouldn’t apply properly to some deployments
* Fixed an issue where the Offense Point debuff and ambushed warriors wasn’t applied properly
* Fixed an issue where Dramatis Personae wouldn’t have their skills and spells during campaign missions
* Fixed the Formula for the Rune/Mark of Recovery for it to appear properly

We are deeply sorry for the inconvenience and hope this will provide you a better experience.

## How to help us

As usual, if you find any bugs or need some technical help, please refer to 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 found in your steam install directory: Steam\SteamApps\common\mordheim\mordheim\_Data\output\_log.txt

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.
Armband

**Armbands** are 1 handed melee weapons used by Cult of the Possessed warriors who have mutations which prevent equipping any other weapon. Warriors with armbands will add the **Overwhelm** effect to the effects granted by their arm mutation.

## Usable by units

### Destruction

* Cult of the Possessed
	+ Chaos Spawn
	+ Marauder
	+ Mutant
	+ Possessed
Flagellant

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

 Max per warband: | 5

**Flagellant** is a henchman warrior in the Witch Hunters Warband.

## Description

Their minds unhinged by the conviction that the End Times are upon the Empire, Flagellants are fanatical madmen who wander the roads and byways of the provinces. They preach their apocalyptic visions wherever they go, scourging their own bodies with barbed whips and heavy chains in acts of ghastly self-mutilation. The crazed devotion that gives Flagellants purpose likewise makes them terrifying warriors in battle, hurling themselves upon their foes in a frenzy of slashing flails. Many Flagellants have been swayed by the sermons of Witch Hunters, joining their warbands in a holy crusade to cleanse Mordheim and restore Sigmar's grace to the land.

## Equipment Proficiency

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

## Initial Stats

### Starting Equipment

All starting equipment is Normal quality

* Melee: Great Flail
* Armour: Cloth

### Skills

* Fanaticism: Passive Skill. Grants immunity to All Alone, Fear and Terror tests.

### Perks

* **No Talent**: Cannot buy the Lad's Got Talent skill.

### 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
Hammer

**Hammers** are 1 handed melee weapons with a bonus to critical hit damage.

## Usable by units

### Destruction

* Cult of the Possessed
	+ Brethren
	+ Darksoul
	+ Magister
	+ Marauder
	+ Mutant
* Undead
	+ Crypt Horror
	+ Dreg
	+ Ghoul
	+ Necromancer
	+ Vampire
	+ Vampire Thrall
	+ Zombie

### Order

* Human Mercenaries
	+ Captain
	+ Champion
	+ Marksman
	+ Warlock
	+ Warrior (Mercenaries)
	+ Youngblood
* Sisters of Sigmar
	+ Augur
	+ Maiden of Sigmar
	+ Novice
	+ Sigmar's Purifier
	+ Sigmarite Matriarch
	+ Sister
	+ Sister Superior
* Witch Hunters
	+ Executioner
	+ Flagellant
	+ Templar Knight
	+ Warrior Priest
	+ Witch Hunter
	+ Witch Hunter Captain
	+ Zealot

### Hired Swords

* Hired Swords
	+ Doomweaver
	+ Wolf-Priest of Ulric
Fighting Claws

**Fighting Claws** are 2 handed melee weapons used by Skaven Clan Eshin warriors which grant a bonus to the chance to climb successfully, bypassing an enemy's armor absorption and allow parrying of incoming melee attacks. Claws suffer from the same penalties as dual wielding.

## Usable by units

### Destruction

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

Max per warband: | 2

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

## Description

Among the Skaven race, those whelps with black fur tend to be bigger and more vicious than their fellows. Raised in a climate of bullying brutality, Black Skaven dominate all they see as weaker than themselves. Trained in the martial arts of their clan, they combine the speed of their smaller kin with brawn seldom found amongst the ratmen. In the ruins of Mordheim, they excel at ambushing man-things.

## Equipment Proficiency

* Melee: Fighting Claws, Dagger, Halberd, Mace, Spear, 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: Halberd
* Armour: Cloth

### Skills

* Perfect Killer: Passive Skill. Melee attacks bypass 10% of the target's Armor Absorption.

### 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
Dodge and Parry

To increase their chance of surviving in combat, all warriors start with two defensive Stances.
**Dodge** stance allows a warrior to attempt to avoid a single melee hit. A roll is made against the defender's Dodge chance, including modifiers, and if successful, the defender is able to avoid the attack and takes no damage or effect. If the roll fails, the attack hits and any damage and negative effects will be applied as normal. The defender's Dodge stance is broken after the Dodge attempt.

Dodge chance can be modified by:

* the defender's Agility statistic
* the attacker's Accuracy statistic
* skill and spell effects
* enchantments
* the type and quality of the defender's armour
* the attacker's melee weapons.

**Parry** stance allows a warrior to attempt to block or deflect a single melee hit. As with Dodge stance, a roll is made this time against the defender's Parry chance, including modifiers, and if successful, the defender is able to deflect the attack and takes no damage or effect. If the roll fails, the attack hits and any damage and negative effects will be applied as normal. The defender's Parry stance is broken after the Parry attempt. Parry stance is only available to warriors equipped with shields or weapons which allow the use of Parry stance, such as swords and halberds. Some weapons cannot be Parried at all, such as bracers. Parrying successfully also reduces the cost of a Counter-Attack performed in response by 1 Offense Point.

Parry chance can be modified by:

* the defender's Weapon Skill statistic
* the attacker's Strength statistic
* skill and spell effects
* enchantments
* the quality of the defender's shield.

Using either Dodge or Parry stances automatically ends the warrior's current turn and, unless broken, will last until the start of their next turn.

Continue to Surprise Attacks
Multiple Targets

When there are multiple targets available for an action, they can be cycled through using using **LB** and **RB** (for Gamepads) or the **Q** and **E** keys after the action is selected. The currently selected target will be highlighted in red, while other potential targets will be highlighted in yellow.

This is also available when there are multiple out of combat targets available, such as Athletic actions (for example, where a warrior can either Leap or Jump Down at the same spot) or Loot actions (where there are multiple Loot opportunities close together). In these instances, the **Interaction** action will be available, allowing the warrior to cycle through the available actions at the current location.

Continue to Potential Targets
Guano

Type | Equipable

The **Guano** is an item that can be found in Galactic Hot Dogs Island.

## Role in Galactic Hot Dogs Island

When you obtain the Guano (see below), equip it, and go to Humpree's planet. When you walk up to a mushroom-like plant, either click it, or press the space bar to make it turn the other way.

**THIS IS IDEAL FOR:**

Being able to jump on the tops of the mushrooms so you can rescue Humpree.

## How to Get it

Go to Princess Dagger's planet. Using the Gelatin Salad, push the falling rocks until it drops on a rock on the ground. Go inside and pick up the guano.

## Trivia

* Guano is also known as bat poop
* Guano in general is good for fertilizing plants, which explains why the plants turn the other way.
Assassin Adept

Max per warband: | 1

**Assassin Adept** is a leader warrior in the Skaven Clan Eshin Warband.

## Description

Only the most vicious and cunning of Skaven are initiated into the secret art of assassination. Those who survive the trials become masters of murder. The most ambitious of these killers are given command of small retinues of warriors and unleashed upon Mordheim to secure wyrdstone. A successful Assassin can expect great reward. The price for failure is best not contemplated...

## Equipment Proficiency

* Melee: Fighting Claws, Dagger, Halberd, Mace, Spear, 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: Weeping Blades
* Ranged: Shuriken
* Armour: Cloth

### Skills

* Defense Breach: Passive Skill. Attacks bypass 10% of target's Dodge and Parry chance.

### 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
Magister

Max per warband: | 1

**Magister** is a leader warrior in the Cult of the Possessed Warband.

## Description

Each fragment of the Cult of the Possessed is led by a Magister, vicious fanatics who have been granted magical knowledge by the Dark Gods they serve. They use these powers to maintain the loyalty of their followers, caring little if their devotion comes from awe or fear. A Magister cares only for earning the favour of the Shadowlord and the dark rewards bestowed by such favour.

## Equipment Proficiency

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

## Initial Stats

### Starting Equipment

All starting equipment is Normal quality

* Melee: Staff
* Armour: Cloth

### Skills

* Blood Sacrifice: Passive Skill. After dealing melee damage, reduces the cost of the next Spell cast by 1 Offense Point. The next action taken must be a spell or the effect is lost.

### Spells

* Weapons of Destruction: Melee attacks bypass 10% Armour Absorption and melee Damage increases by 20%. Not stackable.

### Perks

* **Arcane Spellcaster**: Allows the casting of Arcane spells. Casting may result in ill effects named Tzeentch's Curse.

### 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
Morale Gauge

The main objective of every non-story battle is to force the enemy warband to rout before your warband. A warband will have a chance to rout when their **Morale Gauge** reaches a threshold.

Each warband has a total amount of Morale in their Warband Morale Pool displayed in the top left of the screen. Your warband Morale Gauge is displayed in blue, while the enemy warband's is shown in red. This value is based on the level of the warband, the number of warriors in the warband and their individual Morale statistics. Some warbands will have naturally larger (Sisters of Sigmar) or smaller (Skaven Clan Eshin) Morale Pools due to their warriors naturally higher or lower Morale statistics.

If a warrior falls Out of Action, that warrior's Morale Impact statistic is subtracted from the warband's remaining Morale Pool. The gauge will deplete and the remaining Morale will be displayed above that warband's Morale Gauge. If this drop in Morale crosses the 40% threshold, displayed as a value in the lower half of the Morale Gauge, it will trigger a **Rout Test** at the start of the warrior in this warband's turn. Failing this test will result in the warband routing and ending the battle.

When taking a Rout Test, a roll will be made using the Leader's Leadership stat against the percentage of Morale remaining in the pool. If the Leader is Out of Action, the Hero with the next highest Leadership will take the test. Stunned Leaders and Heroes do not get a chance to roll. If the Leader and all Heroes are Out of Action or Stunned, the test will automatically fail and the warband is guaranteed to rout.

If the warband passes their Rout Test, the battle will continue and the warband will take turns as normal until they lose more Morale. This will trigger another, higher difficulty Rout Test. Warbands will automatically rout if they have no warriors left standing.

Stealing a warband's Idol will result in a loss of Morale and may trigger a Rout Test, but this Morale can be restored by returning the Idol to the warband's cart.

Continue to All Alone Tests
Next Day

Once you have finished performing all of your after battle actions, you can progress to the **Next Day**.

Progressing to the Next Day will rest your warriors until a new day dawns and allow you to choose a new mission. All actions with attached durations will countdown one day, such as warriors in training, shipments in transit and injuries being treated. Any warrior who started an action with a 1 day duration after the previous battle (such as training a skill or spell with a low stat requirement) will be ready to fight after moving to the Next Day.

Each new day, you will receive a summary of your warriors' statuses, should they be training or injured, notifications of any Veteran Skills which have triggered an item to be delivered to your warband, new Hired Swords available and new items for sale in the Shop. You will also be informed if you have a new shipment request or Story Mission available.

It is then time for you to take your warband back into the streets of Mordheim to do battle and seek their riches, hopeful to return once more!

This completes the Mordheim: City of the Damned Gameplay Mechanics Tutorial.
Green Explorer

Gender

**Green Explorer** is an excitable Poptropican who appears on Early Poptropica Island at Poptropica Towers.

## Characteristics

The Green Explorer is excitable, and seems to be very adventurous. His dialogue purveys that he has explored the Land of the Purple Giant.

## Storyline

You’ll find the Green Explorer on the far left side of the Poptropica Towers scene. When prompted, he will tell you that you would never believe the things he’s seen in the clouds. This may purvey that he stole the Golden Egg from the Purple Giant and hid it in the Dark Room - similar to the fairytale, Jack and the Beanstalk.

## Trivia

* Green Explorer is presumed to have stolen the golden egg from the Purple Giant.
Puppet

**Puppet** is a class skill used by  Zombies which reduces the total amount of skill points available to this henchman. Zombies will function just as other henchmen, gaining experience and requiring upkeep. If a Zombie's upkeep is not paid for a certain duration, rather than leave the warband, the unit will be destroyed.
Mutant

Max per warband: | 2

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

## Description

Bodies and minds perverted by the touch of Chaos, Mutants come in all shapes and sizes. Destroyed as soon as they are discovered in more civilized places, the lawless state of Mordheim provides a refuge for these creatures. The Cult of the Possessed welcomes them into their warbands with open arms, seeing in the ghastly afflictions the reward of the Dark Gods.

## Equipment Proficiency

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

## Initial Stats

### Starting Equipment

All starting equipment is Normal quality

* Melee: Sword
* Armour: Cloth, Shield

### Skills

* Shadow Lord's Touch: Passive Skill. After gathering a Wyrdstone, Critical hit chance increases by 5% for 2 turns. Not Stackable.

### Perks

* **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
Overview Map

To get a better view of the battleground, you can access the **Overview Map** by pressing the **Right Stick Button** (for Gamepads) or **Middle Mouse**. You can scroll around the map using the **Left Stick** (for Gamepads) or **Mouse Move**.There are 4 zoom levels that can be cycled by using **D-pad Down** (for Gamepads) or **Keypad +** or **Mousewheel**.

The Overview shows a top-down view of the battlefield with icons representing warriors, Search Points, Wyrdstone deposits and other useful information. The image shows some of these elements:

1. Warbands always bring their cart to the battle. These are represented by a cartwheel and their warband icon. Your cart will appear with a blue icon background while the enemy cart is shown on a red background.
2. Warriors are represented by their icon. Friendly warriors will appear in blue, enemies in red and neutral units in yellow. Only units who have been in Line of Sight will be visible on the map and enemy icons with question marks represents their last known position.
3. This Assassin Adept is currently taking their turn. The arrow represents which direction they are facing. Direction arrows will only be visible during your own warriors turns.
4. Wyrdstone deposits are shown on green icon backgrounds. You won't be able to tell what type of Wyrdstone deposit it is from the map, only where they are.
5. Search Points are displayed as icons on brown backgrounds. If a new Search Point appears, such as the backpack of a fallen warrior, this will create a new icon at that location which will appear on the Overview.
6. When looking at the Overview, you can create Beacons by pressing **A** (for Gamepads) or **Left Mouse**. These Beacons will be visible when you exit the map. You can place up to 5 Beacons at a time, which will show up as beams of light from the floor to the sky, in the same colour as the icon background. Beacons are visible from great distances and can be useful for helping to guide your warriors to a specific place on the map. Press **A** (for Gamepads) or **Left Mouse** on a Beacon to remove it.

If you are looking at the Overview during an enemy's turn, you may see their warriors moving, but the icon will not move until you close and re-enter the map. On Campaign Missions, other elements may be shown, such as an area where you can find objectives.

Continue to Search Points
Ranged Attacks

Effect: | A ranged attack that deals regular damage. Target cannot be within 4 meters. Requires a loaded ranged weapon.

Warriors equipped with ranged weapons in their active weapon slot can Shoot enemies from a safe distance at a base cost of 2 Offense Points. Shooting with Firearms costs 3 Offense Points due to their Flintlock system. As with melee attacks, some skills can reduce this cost.

The chance to hit an enemy with a ranged attack can be modified by a number of factors including skills, spells, weapon effects, enchantments and both the attacker's and the target's stats as well as being influenced by the attacker's height in relation to the target and whether the target is engaged in melee with another warrior. If the attack hits, an amount of damage will be dealt to the target. The amount of damage will depend on factors such as the attacker's Ballistic statistic, the ranged weapon, what type of armour the target is wearing and whether the target is using a shield. Ranged attack are only available if the warrior has Line of Sight to the target and is within range (which differs based on the equipped ranged weapon).

Once a ranged weapon has been fired, the warrior must Reload it at a cost of Strategy Points before being able to shoot again. The reload cost vary per weapon but has a base cost of 1 SP. Generally, ranged weapons that deal more damage will have a higher reload cost. Reloading causes warriors to suffer from Arm Fatigue, which increases the cost of the next reload in this round by 1 SP. This effect stacks so if the warrior attempts a third reload, it will cost 2 SP more than the base reload cost.

Continue to Critical Hits
Quick Incision

**Quick Incision** is an accuracy skill line martial skill which, on hitting a target with a melee attack, reduces their Melee Resistance.

## Patches

* **Early Access Content Update 8 (24 Sep 2015):** The debuff provided by the skill Quick Incision saw its melee resistance penalty increase to -3% for the regular version and -6% for the mastery version.
Objective Panel

The **Objective Panel** is displayed on the left of the screen. You can hide/show this panel by pressing the **Left Stick Button** (for Gamepads) or **Left Ctrl**. This panel keeps a track of your progress on the main objective (making the enemy rout), Optional Objectives and additionally Search Points and Wyrdstone deposits.

Completing Objectives will show green ticks in the accompanying checkbox. As objectives return to incomplete (for example if your warrior drops a required item), the ticks will disappear until the objective is satisfied again.

The Resources section shows how many Search Points your warriors have investigated (you don't have to have taken anything from these) out of how many Search Points there are in total on this map. This section also shows how many Wyrdstone deposits have been collected, by either yours or the enemy's warriors, out of how many total Wyrdstone Deposits are on this map. If your warriors investigate every Search Point and all the Wyrdstone in the map is picked up by either warband, you will see green ticks next to these objectives, however, neither are required to successfully complete the main or Optional Objective.

When participating in a Story Mission this panel will show all of you required objectives to successfully complete the mission, and will update every time a mission specific objective is completed.

Continue to Morale Gauge
Perception of Danger

In order to safely navigate the streets of Mordheim, warriors can perform a **Perception** action to highlight nearby Traps, Search Points, Wyrdstone and enemies until the end of their turn. Perception will highlight points of interest through buildings and on all floors, as long as they are in range. As the warrior moves, new dangers and points of interest in range will be highlighted, but ones now out of range will stop being highlighted.

Using Perception also grants the warrior +15% chance to resist triggered Trap effects until their next turn. Perception will only be active for the warrior who uses the action, so other allied warriors will not be able to see Traps that another warrior can see through Perception.

Perception chance can be increased by the warrior's Alertness statistic, skills, spells, enchantments, consumables and certain injuries. Warriors who are blind in one or both eyes will have increased Perception. Wearing a helmet will reduce the warrior's Perception chance, based on the quality of the helmet.

Continue to Skills and Spells
Release Update Patch 2 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 seeing the descriptions of items when your Warrior was doing a search, loot or scavenge. This has been fixed and pushed today to Steam.

The version of the game remain the same (1.0.4.18).

We are sorry for the inconvenience and wish you the best for this holiday season

## How to help us

As usual, if you find any bugs or need some technical help, please refer to 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 found in your steam install directory:

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

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.
Potential Targets

A warrior who has an available target for their offensive actions will see a red arrow at their feet pointing towards the target. If the warrior has multiple available targets, there will be an arrow pointing at each target. This applies to warriors equipped with ranged weapons or warriors within Charge range of 1 or more targets. As the warrior moves and the potential targets fall in and out of Line of Sight or range, the arrows will appear or disappear.

Note that some Ranged Skills, like Knee Shot, may require the Character being able to see a specific bodypart of the enemy, like knee. This may mean that one can not use such an Active Skill on an enemy even if one can otherwise target them by shooting attack.

Continue to Stances
Mutation

Mutation is kind of a mechanic for Cult of the Possessed hero and impressive units. When any of them reach Rank 1, 4 or 7, it's granted one of few possible mutations, which alter its stats, appearance and sometimes its ability to use certain equipment.

With introduction of the 4th Patch (v1.1.4.13) mutations are now received on ranks 1, 4 and 7 respectively. Effect is retroactive on saved games.

## Arm Mutations

These change one of your arms into unique kind of weapon, which cannot be removed. It also limits you to be able to equip only an Armband in the weapon slot of a mutated limb.

Ripper mutation is available only to Possessed and Chaos Spawn.

## Extra Arm

This mutation, available to Possessed and Chaos Spawn only, gives your right hand one more forearm, which works as upgrade for your main weapon.

-Reduce enemy dodge and parry chances by 10%
 Extra Limb Blade | -Increase melee damage by 10%
-Reduce enemy dodge and parry chances by 10%
 Extra Limb Mace | -Increase melee damage by 10%
-Reduce enemy dodge and parry chances by 10%
-Increase hit chances by 10%

## Torso

Torso mutations limit character armour, allowing only the use of Cloth armour.

 Thousand Eyes | -Increase Range and Melee Resistance by 10%

## Head

Head mutations disallow the use of a Helmet.

 Wyrdstone Horns | -Increase Wyrdstone resistance to 50%
-On hit increases Melee Resistance and Ranged Resistance with 5%

## Face

 Daemon Soul | -Increase Magic Resistance by 25%
 Extra Face | -Increase dodge and parry attempts by 15%

## Feet

-Increase movement by 2 meters
-Increase charge and ambush movement by 2 meters
Necromancer

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

 Max per warband: | 2

**Necromancer** is a hero warrior in the Undead Warband.

## Description

When the thirst for power or fear of death twists the mind of a wizard it can lead him to study the black art of necromancy. A necromancer's magic is focused upon two effects: the destruction of life and the usurpation of death.

Their spells can wither a warrior in his prime or restore animation to a corpse in its grave. Many of these men have been drawn into the service of the von Carsteins, enjoying the protection of the vampires against the Witch Hunters who would see them destroyed.

## Equipment Proficiency

* Melee: Axe, Dagger, Halberd, Hammer, Mace, Spear, Staff, 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: Staff
* Armour: Light

### Skills

* Warp Attunement: After gathering a Wyrdstone, decreases Spellcasting cost of the next spell by 1 OP and Tzeentch's curse chance by 10%. The next action taken must be a spell or the effect is lost.

### Spells

* Rotten Touch: Deals 8-13 damage to living targets. Bypasses Armor Absorption. Damage is increased by Disease Carrier debuffs.

### Perks

* **Arcane Spellcaster**: Allows the casting of Arcane spells. Casting may result in ill effects named Tzeentch's Curse.
* **Death Stench Immunity**: The warrior is accustomed to corpses and is immune to Death Stench.

### 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