recursal/Fanatic-Fandom huggingface dataset:
Character Information Panels

As battles progress and multiple effects from spells, skills and traps affect your warriors, you can use the **Character Information Panels** to see all the different things currently affecting your warrior. You can cycle through the Character Information Panels using the **D-Pad Left** (for Gamepads) or **Left Alt**. Character Information Panels are cycled in the following order, some of which are accessible by a specific keyboard key:

* **Buffs** (Keyboard: **B**)
* **Debuffs**
* **Quick Stats** (Keyboard: **N**)
* **Resistances** (Keyboard: **M**)

Whichever panel you are currently viewing will also show the targeted enemy's corresponding panel, which can be used for planning the best strategy against an opponent.

### Buffs and Debuffs

**Buffs** are beneficial effects and will be listed in green, with an up arrow icon, on the Buff panel. This could a variety of effects such as increased Movement Range, increased Ranged resistance or an Immunity to certain effects. Buff Durations are shown, in remaining turns, next to the hourglass icon. On the right of the panel is the Buff effect, as well as what type of Buff it is, such as Magic or Skill.

**Debuffs** are detrimental effects and will be listed in red, with a down arrow icon, on the Debuff panel. Debuffs include reduced chance to hit in ranged or melee, reduced Armour Absorption or lowered Resistances. As with Buffs, the duration and effect are shown to the right of the Debuff name.

### Quick Stats and Resistances

The **Quick Stats** panel gives you an overview of the warrior's statistics. Any temporary increases are shown in green with an up arrow icon, while reductions are shown in red with a down arrow icon.
The **Resistances** panel shows all of the warriors current Resistances and any modifiers. As with Quick Stats, bonuses are shown in green, while penalties are displayed in red. This panel also shows the warrior's alternate weapons, if they are carrying any.

Continue to Action Information Panel
Disengage and Flee

A warrior who is engaged in melee has two options for breaking engagements. The first option is to **Disengage**. This action will carefully move the warrior back from the current engagements and allow them to use the remainder of the Offense and Strategy Points as they wish. If the warrior is only engaged with a Stunned enemy, they can Disengage at no SP or OP cost.

Engaged warriors also have the option to **Flee** from their engagements. This voluntary retreat costs only 1 SP but provokes free attacks from any engaged enemy. If the warrior survives these attacks, they will continue to run away from combat for a distance, costing additional SP. After this movement, the fleeing warrior will be allowed to use the remainder of their SP and OP as they wish.

Both actions require the warrior to have enough room to to perform the action - a warrior who is surrounded will not be able to Disengage or Flee. Some warriors may have perks, skills or injuries which prevent them from using Disengage or Flee while some skills and spells can increase the cost of Disengage and Flee for enemy warriors.

Continue to Dodge and Parry
Dreg

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

 Max per warband: | 2

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

## Description

Many of those who survived the collapse of Mordheim were left deformed in body and mind. Rejected and despised, these human dregs eke out a miserable existence at the fringes of civilization. Often these wretches are recruited by vampires, becoming loyal servants in exchange for protection. They guard coffins during the day and venture into settlements where vampires might draw unwanted attention.

## 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: Mace
* Ranged: Bow
* Armour: Cloth, Shield

### Skills

* Humble Servant: Sacrifice 25 wounds. Restores up to 15 wounds and grants a buff that increases Initiative by 15 and Dodge chance by 10% for 2 turns. Only affects Vampires and Vampire Thralls.

### Perks

* **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
Focus Home Interactive

Official Site

Focus Home Interactive is a French independent video game publisher and developer based in Paris, France. Founded in 1996, Focus has published and distributed original titles such as Blood Bowl, Sherlock Holmes, TrackMania, Runaway and sports games like Cycling Manager and Virtual Skipper.
Lock Pick Bag

The **Lock Pick Bag**is an item located on Mystery Train. You use them to help free Erik Weisz when he falls into a water tank.

## Role on Mystery Train

After asking Nikola Tesla about the key, head off to to Erik Weisz's cabin and ask him about the briefcase. He'll say, with a odd behavior, that he doesn't know anyone like that. Now go to the VIP Car 2 and ask the N.Y. Times Reporter about Erik Weisz's odd behavior. He'll give you a New York Times article.

Now, head back to Weisz's cabin, but he's not there. Pick up the lock pick bag and Weisz will walk in.

Eventually, you will chase Erik Weisz (also known as Harry Houdini) on top of The John Bull, and he will fall into the Freight Car. You must use the scissors to the rope and drop the cloth of the water tank, in which he lands in. You will have to unlock the locks of the water tank using the lock picks.

Once you free him from the water tank, Weisz will prove himself innocent and tell you that if you find out what Tesla was hiding in the briefcase, you'll be close to uncovering the real thief. Go back to Tesla and talk to him. He'll agree that if you free him from the chains, he'll talk. Use the lock pick bag to free Tesla, just like you did with Weisz.
Darksoul

Max per warband: | 5

**Darksoul** is a henchman warrior in the Cult of the Possessed Warband.

## Description

Rarely does a daemon find a host so suitable as to become a Possessed. More often, the daemon has to abandon its host, leaving the mortal scarred in mind and spirit. These men become Darksouls, maddened by their experience and endowed with the ferocious strength of the insane. Dressing in masks and armour that resembles daemons, Darksouls bring their crazed fury against all who defy the Cult.

## Equipment Proficiency

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

## Initial Stats

### Starting Equipment

All starting equipment is Normal quality

* Melee: Great Axe
* Armour: Cloth

### Skills

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

### Perks

* **Last Stand**: Always fights to the death. Prevents the use of Flee and Retreat actions. Immune to All Alone.

### 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
Loch Ness Monster

Gender

**Nessie**, or the **Loch Ness Monster**, is a large cryptid that lives in the Loch Ness.

## Characteristics

*"Scotland's Loch Ness receives thousands of visitors each year. They come to catch a glimpse of the legendary monster that is said to swim the Loch's deep waters. The monster nicknamed Nessie is reported to look like a dinosaur with a long neck, flippers and grey skin like an elephant's. There have been many stories, photos and even films of Nessie over the years. Let's look at the evidence. In the 7th century, a writer named Adomnan told a story about a monk named St Columba, who had chased a strange beast at the River Ness near Loch Ness. In 1933, George Spicer and his wife saw a creature that looked like Nessie cross the road in front of their car, then disappeared into the Loch. In 1934, a surgeon named Dr. Wilson produced a photo of a long - necked monster. This famous picture convinced many that Nessie was real. Years later, a man claimed that he faked the photo using a toy submarine. Was he telling the truth? Since then, many people have taken video evidence of strange humps moving in the water. Researchers and submarines have used sonar to locate any sign of a large beast. Still Nessie has not been found."*

## Storyline

Land in Loch Ness, and go to a man with a truck. He will tell you to help with getting his truck unstuck. Then he will give you a camera. Go to the pub, pick up the matches and defeat the guy wearing glasess at a game of darts. After defeating him, you will get a row boat ticket. Go back and use the ticket for the rowboat. Then you will see something like Nessie. You will tell him to go closer but he will refuse, saying that it is dangerous out there and he will tell you to take a photo. Take a photo and go back to Mews. He will say they were just truck tires. However, a closer look reveals a Nessie-like creature sillhouetted in the background.

Go back to Loch Ness and talk to the rowboat man. After telling him about the police, he will run away. Then go back to the pub and defeat this couple to another game of darts. He will give you a submarine ticket. Use the submarine and go to the bottom left part of the lake. Take a picture of the supposed Nessie. When you go back to the pub, an article on the noticeboard will say that it is also fake.

The stubborn darts man will challenge you again. You need at least two bullseyes to win this time. He refuses to give you anything, but the pub owner gives you a pennywhistle to summon Nessie. Take the rowboat out, but the waters are too shallow. Go to the left again to reach an island. Use the pennywhistle and Nessie will appear out of the water! Take a picture. When you go back to Mews, he confirms Nessie's existence.

## Trivia

* The image of Nessie seen in the island is an allusion to the Surgeon's Photograph, which, ironically, has since been proven to be a hoax.
	+ Coincidentally, this is also the case of the Patterson-Gimlin footage allegedly depicting Bigfoot.
Dagger

**Daggers** are 1 handed melee weapons with a bonus to bypassing both an enemies Dodge and Parry chance. Daggers also give a damage bonus to attacks triggered by ambush stance.

## 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
	+ Crypt Horror
	+ Dreg
	+ Ghoul
	+ Necromancer
	+ Vampire
	+ Vampire Thrall
	+ Zombie

### Order

* Human Mercenaries
	+ Captain
	+ Champion
	+ Marksman
	+ Ogre Mercenary
	+ 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
	+ Poison Wind Globadier
	+ Smuggler
	+ Wolf-Priest of Ulric
Ghoul

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

 Max per warband: | 5

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

## Description

Ghouls are the descendants of evil and insane men who ate the flesh of the dead. When the lean and hungry times of famine come upon the Old World, the most depraved and destitute took to feasting on corpses to survive.

Driven by their unspeakable craving for the meat of their fellow men, these creatures have given up their human life and dwell near graveyards, crypts and tombs, digging up the rotting corpses of the recently buried and consuming the cold flesh with their bare teeth and claws.

The destruction of Mordheim attracted many Ghoul clans from the north, and now they have taken up permanent residence in the crypts and cemeteries of the ruined city.

## Equipment Proficiency

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

## Initial Stats

### Starting Equipment

All starting equipment is Normal quality

* Melee: Axe
* Armour: Cloth

### Skills

* Disease Carrier: On melee damage, inflicts a random debuff from the following: -5 Initiative, OR -3% Critical Resistance, OR -3% Dodge and Parry chance. All debuffs are stackable, last 3 turns, and increase Damage received from the spell Rotten Touch by 5%.

### Perks

* **Unwavering**: Immune to All Alone, Fear, and Terror tests.
* **Last Stand**: Always fights to the death. Prevents the use of Flee and Disengage actions. Immune to All Alone.
* **Feral**: This warrior can't use consumables in combat.
* **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
Captain

Max per warband: | 1

**Captain** is a leader warrior in the Human Mercenaries Warband.

## Description

Mercenary captains are seasoned professional warriors. A captain must have cunning as well as a good sword-arm to command a warband. Among mercenaries, it is the bold and ruthless who often succeed, men who care little for what they must do or who they must fight so long as they are paid. In the blighted ruins of Mordheim, such men can prosper and seize wealth beyond their most avaricious dreams.

## 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: Sword
* Armour: Cloth, Shield

### Skills

* Swift Reaction: Passive Skill. Increases Parry chance by 10%. Succeeding a Parry attempt reduces the cost of a Counter-Attack action performed in response by 1 Offense Point.

### 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
Chaos Spawn

Max per warband: | 1

**Chaos Spawn** is an impressive warrior in the Cult of the Possessed Warband.

## Description

Immense behemoths of mutated flesh, Chaos Spawn are those whose bodies and minds have been utterly destroyed and reshaped by Chaos. Nearly mindless, these abominations retain enough sense of purpose to follow the Magisters and enough innate savagery to attack any foe they are ordered to destroy. Spawn are utterly fearless, incapable of caring if it is they or their foe that perishes in battle.

## 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

* Terror: Passive Skill. 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

* **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 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.
* **Creation Instability**: Instead of suffering permanent injuries when it falls Out of Action, the warrior has a 20% chance to vanish back to the Realm of Chaos.
* **Immunity Poison**: Immune to Poison effects.
* **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
Bow

**Bows** are ranged weapons with a bonus to hit enemies.

## Usable by units

### Destruction

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

### Order

* Human Mercenaries
	+ Captain
	+ Champion
	+ Marksman
	+ Warlock
	+ Warrior (Mercenaries)
	+ Youngblood
* Witch Hunters
	+ Templar Knight
	+ Zealot
Eshin Sorcerer

Max per warband: | 2

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

## Description

Versed in the dark arts, the magic of an Eshin Sorcerer may seem paltry beside the might of a Grey Seer, but their arcane power is still considerable. Their magic is focused upon the strategies of deception, concealment and swift death favoured by Clan Eshin. An Eshin Sorcerer is a valuable asset to any warband, but one a wise Assassin will keep a wary eye on.

## Equipment Proficiency

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

## Initial Stats

### Starting Equipment

All starting equipment is Normal quality

* Melee: Staff
* Armour: Cloth

### Skills

* Warp Resonance: Passive Skill. After gathering a Wyrdstone, Spell Damage increases by 15% for 2 turns. Not Stackable.
* Guidance: Prevents the effects of Mental conditions (Stupidity, Paranoia, Megalomania, Deranged, Amok). Can only be used while not engaged.

### Spells

* Wither: Reduces Strength, Agility, and Toughness by 3. Also reduces movement range by 1 meter. 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
All Alone Tests

Warriors will face difficult odds during their battles in Mordheim, sometimes having to fight 2 or more enemies at the same time. These situations can induce panic in all but the bravest souls which is where the **All Alone** mechanic is used.

Any warrior who becomes engaged in melee by 2 or more enemies must pass an All Alone test, to see whether they have the courage to face these opponents. This test, based on the warrior's Leadership statistic, will determine if the warrior stays and fights against the odds, or if it turns away and runs for its life. At the engaged warrior's Turn Start, they will take their All Alone test and only if they pass will they be able to take their turn as normal. If the warrior fails this test then one of two outcomes will occur:

* If there is room behind the warrior, the will immediately Flee from their attackers, triggering free attacks for any enemies engaged with the warrior. Should the warrior survive these attacks, they will run away a distance, losing all Offense Points and any Strategy Points consumed in the movement, as well as one additional SP. When their turn resumes they will be able to act as normal albeit with no OP and whatever SP remain.
* If the warrior cannot flee, they will instantly lose all OP, five SP, and be then allowed to use their remaining SP as normal.

Some skills, spells, enchantments and consumables can increase or decrease the chance of passing All Alone tests, however the odds of passing are the same whether the warrior is engaged by 2 or more opponents. You can directly see how likely a warrior is to pass their All Alone tests in their statistics. Warriors with a 100% All Alone stat will effectively be immune to All Alone tests, however debuffs may still reduce this value enough for the warrior to fail a test. Certain warriors are immune to All Alone tests altogether and will not Flee, and are therefore never required to take a test.

Engaging enemies with multiple warriors is an effective way of maximising your warband's effectiveness in battles.

### Breaking All Alone

If one of your warriors is engaged by 2 enemies, they will have to take an All Alone test at the start of their turn. Should another friendly warrior engage either of the enemies, this will negate the All Alone test as the engaged enemy will no longer count towards All Alone check. If the friendly warrior is able to engage either enemy before the first warrior takes their turn, they will not have to take the All Alone test. As long as all additional enemies engaged with a warrior are also engaged with an additional friendly warrior, there will be no need to check for All Alone.

Continue to Neutral Enemies
Critical Hits

When an attack hits, the target makes a roll against their Critical hit Resistance statistic. If the target passes the test, the attack is considered a regular attack and deals damage as normal. However, if the target fails this test, the attack becomes a Critical hit. When a Critical hit occurs, a red, blood-like frame will surround the screen and the amount of damage dealt will appear in yellow rather than white. Critical hits deal more damage than regular attacks, bypassing Armour Absorption and forcing the target to pass a Stun Resistance test. If the target fails this test, they will drop to their knees and be stunned until their next turn.

Spells can not cause Critical Hits.

Any melee attacks against a stunned target will automatically hit and ranged attacks have an increased chance to hit. Stunned warriors are also more likely to be Critically hit again as the enemy receives a 20% bonus to Critical hits while hitting the stunned unit. The stunned warrior will recover from the stun effect at a base cost of 2 Strategy and 2 Offense Points at the start of their next turn. If a warrior has debuffs reducing their maximum SP or OP below 2, they will still recover, although they will be left with no available SP or OP to use during their turn.

When a warrior is Critically hit, whether or not they pass the Stun Resistance test, they will be left with an Open Wounds debuff. This debuff reduces their chance to hit by 10% and, if the warrior falls Out of Action before the end of the battle, increases the chance of permanent injuries.

Many factors can affect a warrior's chance to Critically hit, the amount of Critical hit damage they will do and their ability to resist Critical hits including:

* Skills
* Spell effects
* Equipped weapons
* Enchantments
* The warriors statistics
* the effects of consumables

Continue to Wounds and Out of Action
Encyclopedia

The game is set in the Empire city of Mordheim, from Imperial Year 1999, some 500 years before the present day in the Warhammer World time line.

The Empire was a place torn: it had been in civil war for years – there was no Emperor sitting on the throne, and various powers were vying for control. In the Imperial year 1999, a great comet was sighted in the sky – a twin tailed comet, the sign of Sigmar.

Astronomers predicted that it would fall in the city of Mordheim, where his convent of Sisters stood. It was believed that it would herald the return of Sigmar, which he would restore the land to its former glory and usher in a new golden age.

Everybody traveled to Mordheim, filling the city well beyond its capacity. Such were the times that lawlessness soon grew out of hand.

The citizens of Mordheim quickly degenerated to moral debauchery, giving themselves over to their own worldly temptations, living in an increasing state of anarchy.

As time drew closer to the comet's arrival, more and more people made the journey to Mordheim, and the situation became unbearably worse.

As people gave in to acts of depravity, demons walked the streets like men, the seeds of Chaos and corruption long since having claimed the souls of the pitiful thousands who now called Mordheim their own.

The comet fell on the first day of the new era, but it was not to be the coming of Sigmar as predicted. It smashed into the city, instantly killing those who had gathered around it. Word got out that Sigmar had passed his judgment, that he had smote those who he deemed unworthy.

The place of Mordheim became a place of fear and paranoia. Soon after, word spread of a mysterious stone that lay scattered about the city, known as Wyrdstone, which had all manner of reputed qualities.

It was discovered that factions would pay incredible amounts for this precious stone, whatever their motivation. So Warbands began traveling to Mordheim, now dubbed The City of the Damned, hoping to find this precious stone and make their quick fortunes...
Augur

Max per warband: | 2

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

## Description

Trading their vision for the sacred second-sight bestowed upon them by Sigmar, the blind Augurs are living testaments to the power of their god. Very few of the Sisters are marked for such blessing and those who are granted this divine power are greatly revered. As a further mark of their devotion, Augurs shave their heads, leaving only a single long braid as a reminder of their call to service.

## Equipment Proficiency

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

## Initial Stats

### Starting Equipment

All starting equipment is Normal quality

* Melee: Mace
* Armour: Cloth, Shield

### Skills

* Sigmar's Sight: Passive Skill. Increases the chance to pass Perception tests by 50% and removes the cost.

### Perks

* **Immunity - Eye Injury**: The warrior is blessed with divine vision, and is therefore immune to eye Injuries.

### 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
Brethren

Max per warband: | 5

**Brethren** is a henchman warrior in the Cult of the Possessed Warband.

## Description

The mortal followers of the Dark Gods, the Brethren eagerly seek out the rewards of damnation. They see possession and mutation as sacred blessings, rewards they hope to earn through acts of insane depravity. To descend into the inner mysteries of their obscene faith, there is no act too unspeakable for the Brethren.

## Equipment Proficiency

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

### Skills

* Lurker Passive Skill. Increases chance to hit by 15% with an Overwatch attack.

### 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
Counter-Attacks

Effect: | Attacks a target immediately after the target has attempted a melee attack against this warrior.

When a warrior is targeted by a enemy's melee attack (whether successful or not), it will have the option to Counter-Attack the enemy, if the warrior has enough Offense Points. Counter attacks are similar to regular melee attacks so if the warrior is suffering from any reduction in melee hit chance or increased cost in OP to melee attacks, these will also apply to Counter-Attacks.

Certain skills, spells and enchantments can provide bonuses to Counter-Attacks, such as increasing damage or hit chance, reducing the OP cost or restoring OP specifically for Counter-Attacks. Other skills and spells can hinder an enemy's ability to Counter-Attack, reducing hit chance or increasing the OP cost. Parrying an attack reduces the cost of a Counter-Attack by 1 OP.

Continue to Ranged Attacks
Injuries

If warrior falls Out of Action during a battle, they will have to roll to see how badly they have been injured. Injury rolls can result in outcomes such as a complete and instant recovery, the lowering of the warrior's stats (and max stats), the loss of a limb or, in the worst case, death. Some injuries can render a warrior no longer useful to a warband, for example, a talented archer losing an arm and therefore no longer being unable to wield ranged weapons. Injured warriors cannot be fired while they are awaiting treatment.

All injuries from falling Out of Action are permanent and require treatment before the warrior is able to fight again (excluding 'Full Recovery'). Treatment requires gold to pay for the treatment followed by a number of days to recover from the injury. An injured warrior will not begin recovering until treatment costs are paid - untreated warriors must periodically pass a roll (every 3 days) or they will die from complications to their injuries.

If a warrior is critically hit, they will suffer from the 'Open Wounds' debuff for the remainder of the battle, and receive the 'Light Wound' injury after the battle is over. If the warrior uses a Poultice this will remove both the 'Open Wounds' effect and prevent the 'Light Wound' injury after the battle. If a warrior with 1 or more 'Open Wounds' debuffs falls Out of Action, they will have a higher chance of rolling a more serious injury after the battle.

You can view a warrior's injuries in their 'Description' page, under the 'Injuries' tab on the right. A warrior who has never been injured is described as 'Healthy'.
Initiative Ladder

At the top of the screen is the Initiative Ladder. It lets you know in which order warriors will take actions during the combat round, from left to right, based on the warrior's Initiative characteristic. Warriors with the highest Initiative will take their actions first.

Initiative is modified by:

* The warrior's Alertness statistic
* Equipped weapons and armour. Note that only the currently held Weapons affect Initiative, and thus one can manipulate the Initiative order of the next round by switching Weapons during the previous round
* Enchantments in currently equipped weapons or armour
* The effects of any consumables
* Any skills or spells affecting a warrior's Initiative or Alertness statistics
* Certain injuries
* Certain mutations available to specific Cult of the Possessed warriors
* Using the Delay action.

As warriors take their turns, the Initiative Ladder will empty until there are no more warriors shown. When the warrior with the lowest Initiative has taken their turn, a new Combat Round will begin and the warrior with the highest Initiative will take their next turn. Changes to Initiative values do not affect the ongoing Round, as the order of Initiative Ladder is determined only at the start of each Round.

Continue to Character Movement
Halberd

**Halberds** are 2 handed melee weapons with a bonus to critical hit damage. Halberds grant the wielder the ability to Parry but successive attacks deal reduced damage and cost additional Offense Points.

## Usable by units

### Destruction

* Skaven Clan Eshin
	+ Assassin Adept
	+ Black Skaven
	+ Eshin Sorcerer
	+ Verminkin
	+ Warpguard
* Undead
	+ Dreg
	+ Necromancer
	+ Vampire
	+ Vampire Thrall

### Order

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

### Hired Swords

* Hired Swords
	+ Wolf-Priest of Ulric
Humble Servant

Effect: | Sacrifice 25 wounds. Restores up to 15 wounds and grants a buff that increases Initiative by 15 and Dodge chance by 10% for 2 turns. Only affects Vampires and Vampire Thralls.

**Humble Servant** is a class skill used by  Dregs which restores wounds to an allied Vampire or Vampire Thrall, increaases their initiative and chance to Dodge, at a cost of the Dreg's own wounds.
Early Access Content Update 8 Patch 10

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 0.22.4.38 and comes with the follow fixes:

## General

* Added a new Injury named Amnesia. When suffering from Amnesia, the warrior loses up to 5 XP
* Increased the bonus from “Liberator boon” to 3 meters of bonus instead of 2
* Fixed an issue where the brain of Roaming Monsters was not set properly. This should ensure they focus on the closest target unless they have a kill option in range
* Corrected a check which affected the possibility of properly reloading missions, multi achievements and veteran system
* Fixed the end game calculation on disconnection
* Fixed an issue with the units leveling up to rank 7

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.
Great Axe

**Great Axes** are 2 handed melee weapons with a bonus to bypassing armor absorption.

## Usable by units

### Destruction

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

### Order

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

### Hired Swords

* Hired Swords
	+ Wolf-Priest of Ulric
Injuries and Treatment

After the battle, should any of your warriors have suffered **Injuries**, you will have to decide whether to pay for their **Treatment** or not.

Injured warriors require treatment before they are available for battle again. This will cost gold and a number of days to complete. Treatment can be delayed should you find you cannot afford the treatment costs, or you do not wish to treat the warrior, however, you cannot fire an injured warrior while they are awaiting treatment.

An injured warrior will not begin recovering until treatment costs are paid - untreated warriors must periodically pass a dice roll (every 3 days) which, if they fail, will cause them to die from complications to their injuries. Remember: all injuries from falling Out of Action are permanent, so depending on the severity of the injury, treatment may not be the only option...

You cannot train or modify the equipment of a warrior who is injured. Once an injured warrior is in treatment, you will have access to their inventory again in order to swap out weapons and armour. You can choose to treat an injured warrior from their Warrior Management screen. If you want to pay the treatment costs for the entire warband, this option will be available from the Warband Management screen, from the Warband Summary section.

When treatment has finished, the injured warrior will return to active status and be usable in battle as normal, however, certain injuries will prevent them from using ranged or two-handed weapons. Any warrior who suffers such an injury with such a weapon equipped will have the weapon returned to the warband inventory and replaced with an appropriate normal quality weapon.

Continue to Warband Pay
Delaying

Sometimes you will want to wait for a warrior further down the Initiative Ladder to take their turn before the current warrior. This might be because you expect an enemy warrior will enter an allied Ambush Zone or you want to move a different warrior before the current one. Strategically, it is sometimes beneficial for a warrior to use the **Delay** action.

Delay allows a warrior to move down the Initiative Ladder by up to 3 places. This will cost 1 Strategy Point and can be used whenever the warrior chooses as long as they have the SP to afford the Delay action. When it is the warrior's turn after a Delay action, they will resume their turn with all of their remaining Strategy and Offense Points. If the warrior is already in the last position in the Initiative Ladder they will not be able to Delay any further.

Continue to Action Cycling
Marauder

Max per warband: | 2

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

## Description

The Norscans and Kurgan of the far north are barbaric, warlike men who openly worship the Dark Gods. Their lands are continually bathed in the fell emanations of Chaos, allowing only the strongest to survive. Bloodthirsty warriors, many of these Marauders have been striking into the fractured Empire. Marauders fight with axe and swords, often with the reckless fury of the berserk!

## Equipment Proficiency

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

## Initial Stats

### Starting Equipment

All starting equipment is Normal quality

* Melee: Axe, Axe
* Armour: Cloth

### Skills

* Norse Charge: Passive Skill. After dealing damage with a Charge attack, melee Damage increases by 20%. Not stackable.

### Perks

* **Last Stand**: Always fights to the death. Prevents the use of Flee and Retreat actions. Immune to All Alone.
* **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
Great Hammer

**Great Hammers** are 2 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

### Order

* Human Mercenaries
	+ Captain
	+ Champion
	+ Ogre Mercenary
	+ 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
	+ Wolf-Priest of Ulric
Lad's Got Talent

**Lad's Got Talent** is an intelligence skill line mental skill which makes the Henchman warrior into a Hero, granting them stat, Strategy and Offense Point upgrades but restricting them to Hero warband slots. This skill is only available to Henchmen.

Unlike most skills, **Lad's Got Talent** costs only 2 skill points to achieve **Mastery**.
Early Access Content Update 8 Patch 1 Quick fixes

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 0.22.4.2 and comes with the follow fixes:

## General Changes

* **Fixed end game crash**: If Warriors join your Warband during a mission, you will not get stuck on the end screen anymore.
* **Fixed shipment in transit**: Fixed a case where a shipment would not provide rewards
* **GUI**: Fixed inventory description during missions
* **Missions map**: Sending scout will no longer remove all previous mission nodes

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.
Leadership Test

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

Some skills force a warrior to fail a Leadership Test for them to trigger their effect.
Leadership Test is separate from All Alone, Fear, Terror and Rout Tests.

## Success chance

Base chance to succeed a Leadership Test = **Target's Leadership statistic \* 3**
Skills and Spells affecting the Leadership statistic like Idol of Pestilence or Curse of Chaos indirectly influence the Leadership Test chance.

## Example

* Sigmarite Matriarch with **18** in Leadership statistic has a **54%** chance to resist a Darksoul's basic Attracting Lure.
* The same Matriarch would have a **79%** chance to resist basic Intimidate with its **+25%** bonus.

## See also

* Attracting Lure
* Intimidate
* Threaten
Axe

**Axes** are 1 handed melee weapons with a bonus to bypassing an enemy's armor absorption.

## 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
	+ Ogre Mercenary
	+ Warrior (Mercenaries)
	+ Youngblood
* Witch Hunters
	+ Executioner
	+ Flagellant
	+ Templar Knight
	+ Witch Hunter
	+ Witch Hunter Captain
	+ Zealot

### Hired Swords

* Hired Swords
	+ Doomweaver
	+ Smuggler
	+ Wolf-Priest of Ulric
Mace

**Maces** are 1 handed melee weapons with a bonus to hit chance.

## 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
	+ Crypt Horror
	+ Dreg
	+ Ghoul
	+ Necromancer
	+ Vampire
	+ Vampire Thrall
	+ Zombie

### Order

* Human Mercenaries
	+ Captain
	+ Champion
	+ Marksman
	+ Ogre Mercenary
	+ 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
	+ Poison Wind Globadier
	+ Wolf-Priest of Ulric
Combat Savvy

**Combat Savvy** is an intelligence skill line mental skill which grants the target increased Melee Resistance.

## Patches

* **Early Access Content Update 8 (24 Sep 2015):** The melee resistance bonus of Combat Savvy has been reduced to 5% for the regular version and 10% for the mastery version.

The Intelligence requirement to train Combat Savvy has been reduced to 6 Intelligence for the normal version and 9 for the mastery version.
Born Leader

**Born Leader** is a leadership skill line mental skill which makes the Hero warrior into a Leader, allowing them to train Leader skills but restricting them to the Leader warband slot. The warrior must be in one of the reserve slots in order to train this skill.

Unlike most skills, **Born Leader** costs only 2 skill points to achieve **Mastery**.

This skill is available only to following Heroes:

* Champion
* Augur
* Eshin Sorcerer
* Possessed
* Warrior Priest
* Necromancer
Battle Plan

**Battle Plan** is an intelligence skill line mental skill which restores Offense Points to the target which can be used to for Counter-Attacks.

## Tips

Contrary to its description, Battle Plan restores regular Offense Points, so any Warrior using Delay can use them for anything once they move again during the same turn.
Aim & Ranged Factors

Effect: | A ranged attack that deals regular damage, has a +20% chance to hit and a +5% Critical hit chance. Requires a loaded ranged weapon. Target cannot be within 4 meters.

A warrior equipped with a ranged weapon can gain a hit chance and Critical hit chance bonus by using the **Aim** action instead of the Shoot action. This attack requires Strategy Points in addition to the Offense Point cost of the attack. This action is useful to counter some of the negative modifiers for ranged attacks.

Modifiers to a warrior's ranged hit chance can be positive or negative:

* The target being engaged in melee combat. Targets who are engaged will have a **-30%** chance to be hit with ranged weapons. Missing a ranged attack against a target who is engaged in melee will never hit an unexpected target - attacks can only hit or miss the target.
* Being above or below the target. Higher ground increases chance to hit while being below the target decreases the chance.
* The target being in partial cover. If a target is behind a high wall they are not in Line of Sight and therefore cannot be targeted. Targets behind low walls, allies, other enemies or partially behind corners are considered to be in partial cover and, depending on how much of the warrior is visible, will have a less chance of being hit.
* Warriors have a lower chance to hit targets with shields.
* Warriors have a higher chance to hit Stunned targets.
* Some passive and active skills, spells and enchantments increase a warrior's Ranged Resistance reducing their chance of being hit by ranged attacks.

Continue to Delaying