recursal/Fanatic-Fandom huggingface dataset:
Level

Level is an approximate representation of a member's overall skill, power, and relative capabilities. It is a measure of how much experience a member has gained.

New recruits begin at level: 1

Your Captain begins at level: 5

Cult of the Possessed Magisters and Undead Necromancers begin at level: 3

### Gaining xp

xp is gained after each Mission based upon the actions a particular Warband member has taken. There does not seem to be a level cap, but at a certain point a character will run out of Skills to upgrade.

* Winning bonus: Winning a Mission(Leader Only) (+1 xp per Mission).
* Surviving against similar or higher warband: (all participating members) (+1 xp per Mission).
* Kills: Knocking an enemy out of action (+1 xp per occurrence).
* Surviving against the ods. Each time a hero is taken out of action there is a chance that he will gain 1 xp (+1 xp per occurrence).
* Underdog bonus [Surviving an encounter against a more powerful warband] (all participating members) (+1 xp to +10 xp depends on how big the difference in rating (approximately as many xp as the times the other wardband rating is higher) In PVP there is an additional xp underdog bonus.
* Wyrdstone bonus: Collecting at least one Wyrdstone in Wyrdstone Hunt Missions (+1 xp per Mission).
* Breakthrough bonus: attacker achieving the objective on Breakthrough Missions (+1 xp to the attacker character that achieves the objective).
* Treasure bonus: Picking up the Treasure Chest in Find the Treasure PVP Missions (+2 xp to the character that finish with the chest in their possession. Additionally it will grant him some gold coins and 1 or 2 Wyrdstones).

xp could also be gained by training (Weights icon on top of the stats and below the xp bar). Training costs 15 gold coins per xp point.

*Back to Stats, Camp, Main Page*
Black Blood

Special Skills (Cult of the Possessed) (Possession)

Corrosive black blood flows through the mutants veins. He can use it as a range 1 strength 30 area effect weapon every time he is damaged in combat.

Dependencies: Dark Pact and Mark of Chaos.

Note: To activate this skill tap on the icon that appears next to the warrior once he has suffered damage in combat (Tap again to confirm). Both friend and foe models in a 1 square range will be affected.

*Back to Skills*
Heavy Banded Armour

*Some of the best armour the Lords of Decay have to offer. Worn by elite and favoured skaven.*

* Weight: 2
* Defence: +27

Availability:

* Factions: Skaven.
* Hired Swords: Packmaster.

Store prices:

* Known Buy Values: 233-281G (without Haggle)
* Known Buy Values: 174-243G (with Haggle)
* Known Sell Values: 96G

*Back to Armour, Equipment*
Empire Dagger

*Almost every person in the Empire has a dagger like this. they are universally carried even in areas where other weapons are not allowed.*

* Strength: As user
* Reach: 1
* Enemy Defence: 0
* Parry: 0% (+5%)

Availability:

* Factions: All except Skaven.
* Hired Swords: All except Eshin Sorcerer, Packmaster, Ogre and Possessed.

Store prices:

* Known Buy Values: 12G (without Haggle)
* Known Buy Values: 7G (with Haggle)
* Known Sell Values: 5G

Loot Locations:

* Ruffeviertel Market (300), The Devil's Den (600), Palace Gardens (3600).

*Back to Right Hand, Equipment*
Children of the Horned Rat

Skaven Magic

The Sorcerer raises his paws and calls upon the Father of the Skaven to send forth his servants. When cast, the spell summons 1-3 Giant Rats, which are placed in the closes empty space near the caster. The caster may cast this spell successfully only once per Mission, and the rats disappear after the battle.

**Unlocks the following :**

* New spells (learned on an Inscribed Shard or by spending skill points)
	+ Gnawdoom 1 (tree)
		- Black Fury 1
Horned Mask

*An improved version of the carnivals basic mask. Offering better protection with the addition of horns.*

* Weight: 0
* Defence: +6
* Initiative: -1
* Leadership: +2

Availability:

* Factions: Carnival of Chaos.
* Hired Swords: None.

Store prices:

* Known Buy Values: 50G (without Haggle)
* Known Buy Values: ?G (with Haggle)
* Known Sell Values: 25G

*Back to Head, Equipment*
Cuirass

*Many times the price of light armour but at leas twice as good.*

* Weight: 2
* Defence: +25

Availability:

* Factions: Human Mercenaries, Witch Hunters, Sisters of Sigmar (Same Stats but different image) and Undead (Same Stats but different image).
* Hired Swords: Freelancer, Pit Fighter, Elf Ranger, Duelist, Warrior-Priest and Vampire.

Store prices:

* Known Buy Values: 239G (without Haggle)
* Known Buy Values: ?G (with Haggle)
* Known Sell Values: 82G

Loot Locations (only the common image one):

* Gudgeonviertel.

*Back to Armour, Equipment*
Battle Puppet

*"Witches are naughty aren¡t they, Mr Wibble?" Mr. Wibble: "Yes!" "What happens to naughty witches who've been naughty, Mr. Wibble?" Mr. Wibble: "We burn them alive with fire!"*

* Weight: 0
* Parry: +10%

* Leadership: +5

Availability:

* Factions: Witch Hunters.

* Hired Swords: Warrior-Priest.

Store prices:

* Known Buy Values: 1 Fate token (without Haggle)
* Known Buy Values: 1 Fate token (with Haggle)
* Known Sell Values: 0G

Loot Locations:

* None.

*Back to Left Hand, Equipment*
Cowl

*Cloth is expensive in skaven society a cowl denotes prestige as well as confering some protection.*

* Weight: 0
* Defence: +1
* Leadership: +5

Availability:

* Factions: Skaven.
* Hired Swords: Packmaster.

Store prices:

* Known Buy Values: 10-13G (without Haggle)
* Known Buy Values: 8-11G (with Haggle)
* Known Sell Values: 5G

*Back to Head, Equipment*
Dwarven Pickaxe

*These well balanced and sturdily made tools work equally well wether digging into bedrock or hacking apart Goblins.*

* Strength: User Strength +10 (+20)
* Reach: 1
* Two-Handed
* Enemy Defence: 0 (-5)
* Critical Hit: +10% (+20%)
* Initiative: -20 (-15)
* If equiped by a Miner their knowledge of subterranean tunnels allows them to infiltrate into battle.

Availability:

* Factions: Dwarf Treasure Hunters.

* Hired Swords: Dwarf Troll Slayer.

Store prices:

* Known Buy Values: 150G (without Haggle)
* Known Buy Values: 100G (with Haggle)
* Known Sell Values: 50G

*Back to Right Hand, Axes, Equipment*
Falchion

*More axe than sword, what it lacks in finese it makes up for in ease of use and brutal cutting power. A staple amongst militias and mobs.*

* Strength: As user
* Reach: 1
* Critical Hit: +5% (+10%)
* Parry: +10%

Availability:

* Factions: All except Skaven and Sisters of Sigmar.

* Hired Swords: Freelancer, Pit Fighter, Dwarf Troll Slayer, Elf Ranger, Duelist, Beastman, Vampire and Warrior-Priest.

Store prices:

* Known Buy Values: 15G (without Haggle)
* Known Buy Values: 10G (with Haggle)
* Known Sell Values: 5G

Loot Locations:

* Raven Barracks, City Hall/Guild Hall, Tower of Von Guyen, Imperial Armory, Palace Gardens.

*Back to Right Hand, Swords, Equipment*
Dwarven Plate

*Fine enough for elite warriors and minor nobles.*

* Weight: 3
* Defence: +35
* Leadership: +5

Availability:

* Factions: Dwarf Treasure Hunters.
* Hired Swords: None.

Store prices:

* Known Buy Values: 877G (without Haggle)
* Known Buy Values: ?G (with Haggle)
* Known Sell Values: 150G

*Back to Armour, Equipment*
Light Armoured Robe

*Extra padding keeps a cultist safer in a fight than nothing at all.*

* Weight: 0
* Defence: +16

Availability:

* Factions: Cult of the Possessed.
* Hired Swords: None.

Store prices:

* Known Buy Values: 50-72G (without Haggle)
* Known Buy Values: ?G (with Haggle)
* Known Sell Values: 25G

*Back to Armour, Equipment*
Halberd

*A common weapon in elite Skaven regiments a heavy blade mounted upon a sturdy shaft with a point like a spear and a cutting edge like an axe. An adaptable weapon that can be used to chop as well as thrust.*

* Strength: User Strength +5 (+10)
* Reach: 1
* Two-Handed

Availability:

* Factions: Skaven.

* Hired Swords: Packmaster.

Store prices:

* Known Buy Values: 15-19G (without Haggle)
* Known Buy Values: 13-14G (with Haggle)
* Known Sell Values: 8G

*Back to Right Hand, Halberds, Equipment*
Halfling Burglar

*Halfling Burglars often accompany Halfling on their adventures, perhaps because of the loyalty of their kind or maybe just in the hopes of finding some good trinkets to steal and food to eat.*

Halfling Scouts can Buy/Equip a Halfling Burglar as their pet creature in the Camp.

Halfling Burglar cost 100 gold crowns or 1 Fate token and it is sell for 50G.

* AI Controlled
* Move: 4
* Weapon Skill: 20
* Ballistic Skill: 40
* Strength: 20
* Wounds: 4
* Initiative: 40
* Attacks: 1
* Leadership: 72

*Back to Creatures*
Bite Pads

*Specialist armour to protect the packmaster from his charges, it works fairly well against swords and arrows too.*

* Weight: 0
* Defence: +10

Availability:

* Factions: Skaven.
* Hired Swords: Packmaster.

Store prices:

* Known Buy Values: 110-121G (without Haggle)
* Known Buy Values: 88-110G (with Haggle)
* Known Sell Values: 50G

*Back to Armour, Equipment*
Brimmed Hat

*The wide-brimmed hat worn mainly by travellers and dandies all over the Empire, usually festoned by feathers and decoration.*

* Weight: 0
* Defence: +1
* Leadership: +5

Availability:

* Factions: Human Mercenaries, Witch Hunters, Undead and Dwarf Treasure Hunters.
* Hired Swords: Freelancer, Pit Fighter, Elf Ranger, Halfling Scout, Duelist, Warrior-Priest and Vampire.

Store prices:

* Known Buy Values: 25G (without Haggle)
* Known Buy Values: 16G (with Haggle)
* Known Sell Values: 8G

*Back to Head, Equipment*
Hand Gun

*A simple firearm, but not terribly reliable. The barrel occasionally explodes violently or te powder fails to ignite. But it has a great range and tremendous penetrating power, making mockery of even the thickest armour.*

* Range: 24
* Move Rate: None
* Accuracy: 80% (85%)
* Strength: 40
* Shots: 1
* Ammo: 1
* Can Reload
* Enemy Defence: -15

Availibility:

* Factions: Human Mercenaries, Witch Hunters and Dwarf Treasure Hunters.
* Hired Swords: Freelancer, Pit Fighter, Elf Ranger and Duelist.

Store Prices:

* Known Buy Values: 70G (without Haggle)
* Known Buy Values: 63G (with Haggle)
* Known Sell Values: 35G

Loot Locations:

* Smeltviertel Gunnery, Engineer Quarters, Palace Gardens.

*Back to Left Hand, Blackpowder Weapons, Equipment*
Beastman

*Beastmen are mutated monstrosities that infest the forest of the Empire: massive horned creatures with an inhuman resistance to pain. The destruction of Mordheim brought many Beastmen into the ruined city to prey upon survivors. They readily ally with the Magisters of the Possessed warbands.*

Can be Hired by: Cult of the Possessed, Carnival of Chaos.

* Starting Skills: Unarmed, Weapons and Advanced Weapons Training.

* Skills Access: Stats Increases, Combat, Strength, Speed. and Possession (Cult of the Possessed Special Skills) 2 attempts that will not fail, the first will give him a Mark of Chaos and the second a Gift of Chaos.
* Starting Equipment: Beastmen Sword (Critical Hit: +5% and Parry:+10%) or Beastmen Axe (Critical Hit: +10%).
* Equipment Access: Beastmen can only equip Right Handed weapons and Shields.

*Back to Hired Swords*
Crossbow Pistolier

Special Skill (Witch Hunters) (Shooting)

The warrior is allowed to equip a Dual Templar Handbow in his Right Hand. When he does so, he can fire twice per turn, as well as attack in melee with the Handbow's pummel.

Dependencies : Templar, Crossbow Mastery.

**Note 1: "Dual Templar Handbow" has exactly the same ranged profile as the normal Crossbow Pistol. The profile that appears in the weapon description is its profile for melee combat.**

**Note 2:** **The second shot has a -5% modifier to hit.**

**Note 3:** **When combined with Quick Shot the warrior may fire thrice if he didn’t move, with a -10% modifier to hit on the third shot.**

*Back to Skills*
Dark Pact

Special Skills (Cult of the Possessed) (Possession)

Surrender the body of the cultist to the whim of Chaos. Great power, mutations or death await...

Dark pact works as follows:

* Every rank you take has a chance to: kill the model, fail, give a random mutation (Mark of Chaos or Gift of Chaos), or turn the model into a Possessed.
* Later ranks have a higher chance of mutation and Possessed while early ranks are more likely to cause death
	+ For example rank 1 percent chances are close to 35% death, 50% fail, 10% mutation, 5% possession
	+ In average over all ranks is closer to 25% death, 50% fail, 15% mutation, 10% possession.
* The death result can be turned into a failed result with Blessing of Moor.
* There is no order to the non death or failed conditions. After expending all eight points you could get:
	+ Mark of Chaos, Gift of Chaos, Possessed.
	+ Mark of Chaos, Possessed
	+ Possessed.
	+ Nothing.
* When you get your first mutation you get one Mark of Chaos. Each with equal probability.
* When you get your second mutation you get one Gift of Chaos. Each with equal probability.
* When you become Possessed you can no longer take dark pact. Possessed retain all skills the brethren had except Combat and Shooting Skills. Possessed can not use weapons. Possessed also gain access to Strength skills and get a +3 W, +1 M, +1 A, +10 WS, +10 S, +15 Defence, +10 I.

Beastmen however will automatically get a Mark of Chaos with its first point and a Gift of Chaos with the second skill point expend.

Dependencies: None.

**Note 1: Since there is a high possibility of death, you should uneqquip your Brethren before you invest points in this skill.**

**Note 2: If your Brethren becomes a Possessed all its equipment would be returned to you.**

**Note 3: A somehow questionable strategy could be investing the skill point without connection so you could load a previous archive if you don't like the result.**

*Back to Skills*
Half Shield

*Part buckler part shield this poor compromise of either most importantly allows the bearer to run away with no movement penalty.*

* Weight: 0
* Defence: +5
* Parry: +10%

Availability:

* Factions: Skaven.

* Hired Swords: Packmaster.

Store prices:

* Known Buy Values: 5G (without Haggle)
* Known Buy Values: 4-5G (with Haggle)
* Known Sell Values: 2G

*Back to Left Hand, Shields, Equipment*
Initiative

Initiative determines turn order. Warriors act in decreasing order of Initiative. Initiative also determines how far warriors can spot hidden enemies.

Initiative can be increased via Initiative Increase (counts towards skill dependencies). Additionally it can be modified by weapons, for example most two-handed weapon affect initiative negatively although this can be nullified with the Strongman skill.

*Back to Stats, Camp, Main Menu*
Mace

*Perhaps the simplest type of weapon, but very effective. A blow from a maze can easily knock a man unconscious or even crush a skull.*

* Strength: As user
* Reach: 1
* Enemy Max Defence: 30 (25)

Availability:

* Factions: All (but there are two versions one for Skaven and one for the rest of the Warbands).

* Hired Swords: Freelancer, Pit Fighter, Dwarf Troll Slayer, Elf Ranger, Duelist, Beastman, Packmaster, Vampire and Warrior-Priest.

Store prices:

* Known Buy Values: 18G (without Haggle)
* Known Buy Values: 13G (with Haggle)
* Known Sell Values: 8G

Loot Locations:

* Raven Barracks, City Hall/Guild Hall, Imperial Armory, The Keep.

*Back to Right Hand, Bludgeoning Weapons, Equipment*
Double Maul

*Beloved by Ulric himself and the bane of armoured knights everywhere, it will crush anything it is used against, man or beast. A difficult weapon to use, best left to the highly skilled or mostly insane.*

* Strength: User Strenght +7 (+17)
* Reach: 1
* Two-Handed
* Initiative: -15 (-10)
* Enemy Max Defence: 35

Availability:

* Factions: All except Skaven.

* Hired Swords: Freelancer, Pit Fighter, Dwarf Troll Slayer, Elf Ranger, Duelist, Beastman, Vampire and Warrior-Priest.

Store prices:

* Known Buy Values: 45G (without Haggle)
* Known Buy Values: 32G (with Haggle)
* Known Sell Values: 20G

*Back to Right Hand, Bludgeoning Weapons, Equipment*
Eshin Sorcerer

*The Sorcerers of Clan Eshin are black magicians who manufacture the enchanted weapons of the Assassins. Though their power is slight compared to the Warlocks of Clan Skyre or the mighty Grey Seer, their black sorcery is still potent.*

Can be Hired by: Skaven.

*\*Eshin Sorcerer Mask (Def+1 and I+5 ) or Eshin Sorcerer Helm (Def+4).*

* Starting Skills: Unarmed Training, Magic of the Horned Rat and Children of the Horned Rat (1/1) (clicking on the level icon (three triangle star symbol) or Sorcerer's Curse (1/4) (clicking on the level icon A symbol).
* Skills Access: Stats Increases, Academic (cannot learn Warrior Wizard), Speed, Special Skills (Skaven Magic Skills, Gutter Runner and Infiltration).
* Starting Equipment: Eshin Sorcerer Gown or Eshin Sorcerer Robes (Spell Bonus 10%), Eshin Sorcerer Mask (Def+1 and I+5 ) or Eshin Sorcerer Helm (Def+4), Skittering Staff or Warp Rod (Spell Bonus 10%, Enemy Defence +10).
* Equipment Access: All Skaven Hats and Helmets; Eshin Sorcerer Gown or Eshin Sorcerer Robes as armour; Skittering Staff, Warp Rod, Dagger or Curved Dagger as Right Hand weapons; Morrs Lantern as Left Hand weapons; all common Items.

*Back to Hired Swords*
Dismiss

Dismissing a Hero for a Warband will permanently remove it from the game. Make sure you remove all Equipments from the Hero before you do so (can't be done on a dead hero, however). You may want to Dismiss a Hero that died, is badly injured or if it no longer fits well in your Warband (to get one of the Hired Swords instead, for example).

*Back to Camp, Main Page*
Flame Sword

*AThe flame sword design aids parrying and unnerves opponents. It takes years to truly master this weapon - most warriors in Mordheim die long before they get that far!*

* Strength: User Strenght +10 (+15)
* Reach: 1
* Two-Handed
* Initiative: -10 (-5)
* Parry: +5% (+25%)

Availability:

* Factions: All except Skaven and Sisters of Sigmar.

* Hired Swords: Freelancer, Pit Fighter, Dwarf Troll Slayer, Elf Ranger, Duelist, Beastman, Vampire and Warrior-Priest.

Store prices:

* Known Buy Values: 88G (without Haggle)
* Known Buy Values: 63G (with Haggle)
* Known Sell Values: 40G

Loot Locations:

* Carpviertel Catacombs (3000).

*Back to Right Hand, Swords, Equipment*
Long Bow

*A long bow made of alternating layers of yew or elm. Less accurate over shorter ranges than a normal bow, it is still favoured by experienced archers due to its great reach.*

* Range: 30
* Move Rate: Move
* Accuracy: 85% (90%)
* Strength: 30
* Shots: 1
* Ammo: Unlimited

Availability:

* Factions: Human Mercenaries, Undead, Witch Hunters and Cult of the Possessed.

* Hired Swords: Freelancer, Pit Fighter, Elf Ranger, Duelist and Vampire.

Store prices:

* Known Buy Values: 20G (without Haggle)
* Known Buy Values: 13G (with Haggle)
* Known Sell Values: 8G

Loot Locations:

* Pikeviertel Fletchers, Palace Gardens.

*Back to Left Hand, Bows, Equipment*
Incense Mask

*A mask topped by incense, burnt to venerate Nurgle the Lord of Decay.*

* Weight: 0
* Defence: +8
* Initiative: -2

Availability:

* Factions: Carnival of Chaos.
* Hired Swords: None.

Store prices:

* Known Buy Values: 30G (without Haggle)
* Known Buy Values: ?G (with Haggle)
* Known Sell Values: 15G

*Back to Head, Equipment*
Ithilmar Sword

A fine *Elven blade made of light, strong metal and almost certainly liberated from its original owner in a Norsican raid.*

* Strength: As user
* Reach: 1
* Initiative: +10
* Parry: +10% (+30%)

Availability:

* Factions: All except Skaven and Sisters of Sigmar.

* Hired Swords: Freelancer, Pit Fighter, Dwarf Troll Slayer, Elf Ranger, Duelist, Beastman, Vampire and Warrior-Priest.

Store prices:

* Known Buy Values: 82G (without Haggle)
* Known Buy Values: 78G (with Haggle)
* Known Sell Values: 40G

*Back to Right Hand, Swords, Equipment*
Leader

One unit per Warband is designated as the Leader, and you will always have exactly one Leader. Starting Leaders have a higher Leadership score than Henchmen, and have access to Captain-only Special Skills.

Not all Leaders are created equal, and some are more powerful than others. When that's the case, Henchmen from this Leader's Faction usually suffer some sort of drawbacks.

Should your Leader die, the henchman with the highest experience will be promoted to the Leader position (title changed to Captain and gain access to that Faction's Special Skills). The exception to this are Undead Warbands, that can only be lead by a Necromancer or, should he die, a Vampire Hired Sword. If both are killed, the Warband will play with no Leader until an old one is Revived or a new one is hired.

*Back to Warbands*
Elven Bow

Constructed from ithilmar or wood from the Elf forests, with strings woven from the hair of Elf maidens, Elven bows are far superior to any missile weapons made by other races.

* Range: 36
* Move Rate: Move
* Accuracy: 85% (90%)
* Strength: 30
* Shots: 1
* Ammo: Unlimited
* Enemy Defence: -15
* Master: half cover penalty

Availability:

* Factions: Human Mercenaries, Undead, Witch Hunters and Cult of the Possessed.

* Hired Swords: Freelancer, Pit Fighter, Elf Ranger, Duelist and Vampire.

Store prices:

* Known Buy Values: 85G (without Haggle)
* Known Buy Values: 70G (with Haggle)
* Known Sell Values: 35G

Loot Locations:

* Pikeviertel Fletchers (1000), Carpviertel Catacombs (3000), Steinhardt's Palace (3600).

*Back to Left Hand, Bows, Equipment*
Goblin Warrior

*Useless little git with a pointy stick, always getting under the ladz feet.*

All Orc Raiding Party Orc members can equip a Goblin as a pet in the Camp if the warband.

Goblin Warriors cost around 22 gold crowns and are sold for 10G, Their rating depends on the character that equips them.

* AI Controlled
	+ There is an enemy that can be charged => The Goblin Warrior charges the closest enemy an attacks with his spear at range 2.
	+ There are no enemies to charge at => He follows/moves towards his master (most times this means Goblin Warriors lose one turn, since they have higher initiative than the orcs).
* Move: 4
* Wounds: 4
* Weapon Skill: 20
* Strength: 30
* Attacks: 1
* Initiative: 30
* Leadership: 28
* Is armed with a spear (reach: 2) and a shield
* Suffers Animosity
* If the Orc Boss has Da Cunnin' Plan skill the goblin gains the Infiltrate skill.

*Back to Creatures*
Moloc (Diccionario)

heb. Môlek; gr. Molój

## Datos

* Nombre de un dios a quien se ofrecían sacrificios humanos; no identificado.
* Originalmente el nombre probablemente fue Melek, "rey", que era un título que los hebreos también aplicaban al verdadero Dios (véase Sal. 5:2; 10:16; etc.). Si es así, parecería que los judíos posteriores, considerando vergonzoso referirse a una deidad pagana con la misma palabra que empleaban para el verdadero Dios, cambiaron la pronunciación a Môlek, al tomar las vocales o y e de la palabra heb. bôsheth, "vergüenza".
* Algunos eruditos han negado que existiera este dios en la antigüedad; sin embargo, textos descubiertos, en varios luagares, documentan su existencia.
* Un dios Malkûm, mencionado por 1a vez en 4 textos de Drehem (fines del 3er milenio a.C.), aparece como Mulûk en los de Mari, y como, Malik en 3 escritos asirios que lo identifican con Nergal, la divinidad asirio-babilónica del mundo subterráneo. Un texto recientemente descubierto de Ugarit habla claramente de un "sacrificio a Mlk", con lo cual no quedan dudas de que Mlk era un dios.
* En la lengua púnica, estrechamente emparentado con el hebreo, môlek aparece con el significado de "voto", "promesa". En consecuencia, algunos eruditos explican la expresión "pasar por el fuego a Moloc" diciendo que significa "pasar por el fuego como cumplimiento de un voto a cierta deidad".
* La palabra môlek pudo haber tenido este significado en Cartago, pero en el uso bíblico parece limitarse a designar a un dios pagano a quien se ofrecían sacrificios, entre los cuales también los había humanos.
* La ley mosaica prohibía terminantemente dedicar los hijos a Moloc (2 R. 23:10) y con denaba a muerte a quienes transgredieran esta ley (Lv. 18:21; 20:1-5). Sin embargo, los israelitas con frecuencia siguieron esta práctica (Jer. 7:31; 19:4, 5; 32:35; Ez. 16:21; 23:37, 39). Acaz y Manasés quemaron a sus hijos en el alto de Tofet, en el valle de Hinom, al sur de Jerusalén (2 Cr. 28:1, 3; 33:1, 6), pero el piadoso rey Josías destruyó este lugar para que no se lo pudiera usar más (2 R. 23:10). Una declaración del profeta Amós (Am. 5:26) citada por Esteban (Hch. 7:43) parece indicar que los hebreos tuvieron alguna vez un santuario portátil dedicado a este dios.
* Sin embargo, algunos comentadores entienden que el heb. sikkûth, traducido "tabernáculo" en la RVR, es un nombre propio: Sakkut (BJ). En consecuencia, ponen vocales diferentes en el término traducido "vuestro Moloc" para que se lea "vuestro rey", de modo que la frase diga: "Sakkut vuestro rey". En 1 R. 11:7, el nombre Moloc quizá se deba leer Milcom (cf vs 5, 33). La diferencia podría haber surgido por haberse omitido sin percibirlo la letra m final del nombre hebreo. Bib.: A. R. W. Green, The Role of Human Sacrifice in the Ancient Near East [El papel del sacrificio humano en el Antiguo Cercano Oriente] (Missoula, Mont., 1975).
Knight PC Guy

A Knight PC Guy, officially a Major Knight PC Guy, is a type of PC Guy. 72 Knights existed at the height of the PC Guy Empire. Their feudal rank was 8 in the empire. They were one of the original PC Guy types, created originally from Baron PC Guys who were not as large as required and later using the functions of the Copy and Paste Machines. None of the original Knights exist and all the current Knights here never seen PC C.

## Defining Features

Knight PC Guys stand at 175cm tall which is slightly shorter than the average human male and 5cm shorter than a Baron PC Guy. They are distinguished by their moustache being slightly thinner than that of a Baron PC Guy.

## Residence

Originally residing in tents, since the creation of the Second PC Guy Castle, Knight PC Guys have been based in the outer towers and gatehouses of the castle. Each knight PC Guy is given a single floor of any given tower. Their towers are 3 stories tall and are 24m to the roof. Turrets rise a further 8 metres.

## Occupation

Their main job is to patrol the outer walls and towers of the castle, watching for anyone who comes close to the castle. This means they frequently walk through their own, and each others residences. They also guard the inner courtyard of the castle for any prisoners who may have escaped the eyes of the guards. There are 36 Knights on duty at any one time, with shifts swapping at 00:00 and 16:00. When one group of knight PC Guys eats, the other group are temporarily required to be on duty. Knight PC Guy meals take place at 08:00 and 24:00.
Blackpowder Weapons

A Hero needs the Blackpowder Training skill to use any Blackpowder Weapons. Compared to other ranged weapons :

* User can't Move and shoot (except if Nimble).
* They need a turn to reload (unless user is a Hunter).
* They are stronger than Bows and Thrown Weapons, and have armour penetration that Crossbows lack.

*\*\*Pistols users can Run and shoot, and fire at targets already in melee (in addition to standard melee attacks).*

Note : Attributes in parenthesis are unlocked with Blackpowder Mastery.

*Back to Left Hand or Equipment*
Gutter Shirt

*Only slaves are naked in skaven society. Cloths no matter how ragged confer status.*

* Weight: 0
* Leadership: +5

Availability:

* Factions: Skaven.
* Hired Swords: Packmaster.

Store prices:

* Known Buy Values: 10-12G (without Haggle)
* Known Buy Values: 9-10G (with Haggle)
* Known Sell Values: 5G

*Back to Armour, Equipment*
Advanced Weapons

Combat Skill

Grants the ability to use martial weapons used by men at arms, knights, nobles, and soldiers of the Empire such as swords, halberds, and double-handed weapons.

Example: Gromil Great Sword have

*Strength:+10 (+20)*

....

Parry: +10% (+15%)

Advanced Weapons Training: Allowsto use the weapon and get +10 Strenght and +10% Parry.

Advance Weapon Master: Allows to use the weapon and get +20 Strenght and +15% Parry.

*Back to Skills*
Blunderbuss

*A blunderbuss is a primitive Blackpowder weapon which fires a hail of lead balls, rusty bolts, bent nails, and other assorted scrap metal. It is a powerful but erratic weapon and takes such a long time to load that most worriors discard it after the first shot.*

* The Blunderbuss can target opponents up to a range of 16 in a line with a width of 1.
* It deals a Strength 30 hit to all characters within this line.
* Each Blunderbuss can be fire once per battle, though multiple Blunderbusses can be equiped to a single warrior.
* Can be fired in Combat and allows your character to still get their attack/s.
* Requires Blackpowder Training to use.

Availability: Human Mercenaries, Skaven, Witch Hunters and Dwarf Treasure Hunters; Freelancers, Pit Fighters, Elf Rangers, Ogres, Duelists and Packmasters.

Store Prices:

* Known buy price: 35G (without Haggle)
* Known buy price: 26G (with Haggle)
* Known sell price: 15G

Loot Locations:

* Palace Gardens.

*Back to Items, Equipment*
Academic Skills

Many Academic Skills are Special Skills, only available to certain Heroes.

## General Academic Skills

* Leadership Increase *(available to all in the Stats Increase Skills Group)*
* Animal Handling (available to Human Leaders and Warlocks)
* Battle Tongue
* Wyrdstone Hunter
* Streetwise (tree)
	+ Haggle

## Chaos Magic Skills (only available to Cult of the Possessed)

* Chaos Lore (tree)
	+ Sorcery (tree)
		- Warrior Wizard

## Dwarf Treasure Hunters and Dwarf Ranger Skills (exclusive)

* Miner
* Mechanical Engineer
* Chemical Engineer

## Elf Ranger Skills (exclusive)

* Fey (tree)
	+ Blessed by Lileath

## Lesser Magic Skills (only Reikland & Marienburg Captains and Warlock)

* Arcane Lore (tree)
	+ Sorcery (tree)
		- Warrior Wizard

## Necromantic Magic Skills (only available to Necromancers and Vampires)

* Necromancy (tree)
	+ Sorcery

## Orc Raiding Party Skills

* Animosity
* Black Orc
* Da Cunnin' Plan (Orc Boss only)

## Sisters of Sigmar and Augur Skills

* Sign of Sigmar (tree)
	+ Protection of Sigmar (tree)
		- Aegis of Sigmar
* Absolute Faith (tree)
	+ Righteous Fury (tree)
		- Utter Determination (Matriarch only)

* Prayers of Sigmar (Matriarch only)
* Blessed Sight (Augur only)

## Skaven Magic Skills (only available to Assassin and Eshin Sorceror)

* Magic of the Horned Rat (tree)
	+ Sorcery (tree)
		- Warrior Wizard

## Witch Hunters Skills (exclusive)

* Fanatic (Zealots only)
* Templar (Zealots and Captain)
* Prayers of Sigmar (Warrior-Priest only)

*Back to Skills*
Knife Fighter

Shooting Skill

The warrior is an unrivaled expert at using throwing knives and throwing stars. He can throw a maximum of three of these missiles.

Dependencies: Thrown Weapons Mastery, Ballistic Skill 45.

**Note 1: This skill stacks with Quick Shot for a total of four attacks per turn. Each additional shot has a -5% modifier to hit.**

*Back to Skills*
Healing Hand

Prayers of Sigmar

Laying hands upon a wounded comrade (or himself), the servant of Sigmar calls upon their Lord to heal the warrior's wounds. Any one model within a range of 2 of the caster (including himself) is healed. The warrior is restored to his full quota of Wounds. In addition, if any friendly models within range are Stunned, they immediately come to their senses and continue fighting as normal.

**Note: To activate tap the icon that appears next to the caster portrait when he or a friendly warrior in range has suffered some Wounds (tap again to confirm).**

 Healing Hand 2
 Healing Hand 3
 Healing Hand 4
Magister Robes

*The robes of the magister are adorned with dark runes that ooze power.*

* Weight: 0
* Spell Bonus: 3%

Availability:

* Factions: Cult of the Possessed.
* Hired Swords: None.

Store prices:

* Known Buy Values: 75G (without Haggle)
* Known Buy Values: 60G (with Haggle)
* Known Sell Values: 40G

*Back to Armour, Equipment*
Dwarven Miner Helmet

*This well made helmets are typically worn by Dwarf miners, like their pickaxes they are well made in order to protect the wearer from cave ins or an attack from any tunnel dwelling foe, be it goblin or skaven. The dull light of the candles help the Dwarf miner see a bit further for any possible hazards further ahead such as a filthy Raki ambush.*

* The light eitted from this helmet makes the wearer better at detecting hidden characters.

* Defence: +5

Availability:

* Factions: Dwarf Treasure Hunters.
* Hired Swords: None.

Store prices:

* Known Buy Values: 60 gc - 72 gc (without Haggle)
* Known Buy Values: ? gc (with Haggle)
* Known Sell Values: 30 gc

*Back to Head, Equipment*
Eshin Sorcerer Gown

*Cloth is rare and expensive in Skaven society, magical robes laced with warpdust and hidden sigils may look like rags to a human but to Skaven radiate power and wealth.*

* Weight: 0
* Spell Bonus: 10%

Availability:

* Factions: Skaven.
* Hired Swords: Eshin Sorcerer.

Store prices:

* Known Buy Values: 128-255G (without Haggle)
* Known Buy Values: 187-224G (with Haggle)
* Known Sell Values: 88G

*Back to Armour, Equipment*
Assassins Mask

*Skaven assassins are the most deadly killers of the Clans Eshin, masters of murder and sabotage. In battle they are a shadow able to appear at will and are the last thing many leaders see before joining the countless warlords, princes and notables who have already fallen before their blades.*

* Weight: 0
* Initiative: +10
* Leadership: +3

Availability:

* Factions: Skaven.
* Hired Swords: Packmaster.

Store prices:

* Known Buy Values: 2 Fate (without Haggle)
* Known Buy Values: 2 Fate (with Haggle)
* Known Sell Values: ?

*Back to Head, Equipment*
Henchmen

Leaders do not explore Mordheim alone. They're accompanied by Henchmen, who are hired at the Tavern. Any Warband can have up to 6 Henchmen (plus Leader ; the 8th unit must always be an Hired Sword).

Power level of Henchmen greatly varies by Factions. Some Factions have quite underwhelming Henchmen. When that's the case, said Henchmen cost less to hire, are compensated with same development potential, and accompanying Leader is more powerful (in the end, everything is well balanced).

*Back to Warbands*
Led'z Go

Orc Magic

The Shaman's howling invigorates the ladz to fight even harder for Gork and Mork. Any Orc or Goblin within 4 squares of the Shaman that is in combat will make an attack immediately.

**Note : To activate this spell, simply click on the spell icon next to the warrior's portrait (click to confirm).**

 Led'z Go 2
 Led'z Go 3
 Led'z Go 4
 Led'z Go 5
 Led'z Go 6

**Unlocks the following :**

* Zzap! 1
Ballistic Skill

Ballistic Skill is a representation of a member's general ranged combat prowess, ability to handle missile weapons, and strike targets cowering behind cover.

It is only used for Ranged Combat, as it determines Hit Chances and Damage Rolls.

See Combat for details.

Ballistic Skill can be increased through Ballistic Skill Increase.

*Back to Stats, Camp, Main Page*
Great Hammer

*An elaborately forged hammer made from the finest steel. One blow can easily crush a skull or crack open the strongest procetion.*

* Strength: User Strenght +5 (+15)
* Reach: 1
* Two-Handed
* Initiative: -10
* Enemy Max Defence: 0 (30)

Availability:

* Factions: All except Skaven.

* Hired Swords: Freelancer, Pit Fighter, Dwarf Troll Slayer, Elf Ranger, Duelist, Beastman, Vampire and Warrior-Priest.

Store prices:

* Known Buy Values: 22G (without Haggle)
* Known Buy Values: 18G (with Haggle)
* Known Sell Values: 10G

Loot Locations:

* City Hall/Guild Hall (2000), Imperial Armoury (2600), Von Endon's Amphitheatre (2700), The Keep (2800), Palace Gardens (3600).

*Back to Right Hand, Bludgeoning Weapons, Equipment*
Black Fury

Skaven Magic

With a chittering incantation, the warrior turns into a monstrous rat-like creature, which attacks with an insane fury. The casters Move becomes 6/6 and he gains +2 Attacks and +10 Strength during this turn.

**Note : The above are modifiers to Stats, and do not replace or ovewrite any weapon used.**

 Black Fury 2
 Black Fury 3
 Black Fury 4
Cutlass

*A thick bladed sword that can be used to great effect to cut almost anything: rope, doors ... people. A great favourite with seafarers.*

* Strength: As user
* Reach: 1
* Critical Hit: +5% (+10%)
* Parry: +10% (+20%)

Availability:

* Factions: All except Skaven and Sisters of Sigmar.

* Hired Swords: Freelancer, Pit Fighter, Dwarf Troll Slayer, Elf Ranger, Duelist, Beastman, Vampire and Warrior-Priest.

Store prices:

* Known Buy Values: 23G (without Haggle)
* Known Buy Values: 15G (with Haggle)
* Known Sell Values: 10G

Loot Locations:

* Imperial Armory (2600), Von Endon's Amphitheatre (2700), The Keep (2800).

*Back to Right Hand, Swords, Equipment*
Lure of Chaos

Chaos Magic

The Chaos Mage calls upon the taint of chaos which exists in the inner soul of all living beings. The spell must be cast on the closest enemy (range 12). If successful ther is an opposed Leadershio test. If the Chaos Mage beats his opponent's score it becomes AI controlled and will attack his own side until the model passes a Leadership test at the beginning of the sorcereers turn.

**Note : To activate this spell, click on the closest enemy and then simply click on the spell icon that appears next to the warrior's portrait (click to confirm).**

 Lure of Chaos 2
 Lure of Chaos 3
 Lure of Chaos 4
Kettle Helm (SoS)

*A helm generally worn by more senior members of the Sisterhood.*

* Weight: 0
* Defence: +7
* Leadership: +5

Availability:

* Factions: Sisters of Sigmar.
* Hired Swords: None.

Store prices:

* Known Buy Values: 1 Fate Token (without Haggle)
* Known Buy Values: 1 Fate Token (with Haggle)
* Known Sell Values: 0G

*Back to Head, Equipment*
Hooked Halberd

*A uniquely skaven take on the halberd that in skilled hands is more likely to cause serious harm.*

* Strength: User Strength +5 (+10)
* Reach: 1
* Two-Handed
* Critical Hit: +5%

Availability:

* Factions: Skaven.

* Hired Swords: Packmaster.

Store prices:

* Known Buy Values: 30-34G (without Haggle)
* Known Buy Values: 28-34G (with Haggle)
* Known Sell Values: 15G

*Back to Right Hand, Halberds, Equipment*
Jack 'o Plates

*A jacket made of small iron plates sewn between layers of felt. It does not offer complete protection against arrows or swords, but it is better than nothing at all.*

* Weight: 1
* Defence: +16

Availability:

* Factions: Human Mercenaries, Witch Hunters, Sisters of Sigmar and Undead.
* Hired Swords: Freelancer, Pit Fighter, Duelist, Warrior-Priest and Vampire.

Store prices:

* Known Buy Values: 60 - 72G (without Haggle)
* Known Buy Values: 37G (with Haggle)
* Known Sell Values: 28G

*Back to Armour, Equipment*
Gromril Great Sword

*A blow from a doubled-handed sword can break armour apart and cut a foe in half. A blade fashioned from this magic metal will stay keen for a thousand years.*

* Strength: User Strenght +10 (+20)
* Reach: 1
* Two-Handed
* Enemy Defence: -15
* Initiative: -10
* Parry: +10% (+15%)

Availability:

* Factions: All except Skaven and Sisters of Sigmar.

* Hired Swords: Freelancer, Pit Fighter, Dwarf Troll Slayer, Elf Ranger, Duelist, Beastman, Vampire and Warrior-Priest.

Store prices:

* Known Buy Values: 176G (without Haggle)
* Known Buy Values: 159G (with Haggle)
* Known Sell Values: 80G

*Back to Right Hand, Swords, Equipment*
Choppa

*More butcher's cleaver than sword or axe an ork choppa does wht it says. Chops.*

* Strength: As user
* Reach: 1
* Critical Hit: +10% (+20%)

Availability:

* Factions: Orc Raiding Party.

* Hired Swords: Shaman.

Store prices:

* Known Buy Values: 10-12G (without Haggle)
* Known Buy Values: 7-12G (with Haggle)
* Known Sell Values: 5G

*Back to Right Hand, Axes, Equipment*
Lego Kings Castle

*This page is about the Red Timeline character, for the actual content producer, see Lego Kings Castle (grey timeline)*

## Lego Kings Castle

### Abilities

Ability to interact with all Lego L elements

### Status

Alive

Lego Kings Castle is a minor protagonist in The Adventure Series, who is usually separated from the primary group of protagonists, who themselves are usually separated from Seymour.

## Description

Lego Kings Castle has the form of a large Lego figure. He originated from Lego L, a planet which represents the world seen in "The Lego Movie". Like all figures originating from that planet, he is 120cm in height. His form is the King in Lego set 70404. He has a gold crown and blue regal robes. He is the king of the Middle Zealand region of the planet, which is a medieval-themed area.

## Personality

Lego Kings Castle has a similar personality to Mac Guy3135, being adventurous and courageous. He left his home planet, Lego L, which is in relieve peace, to assist MAC C and the Mac Guys.

## Appearances

* Lego Kings Castle features in his own adventure, video, The Quest to Destroy the PC Guy Server. in which he, with help from Fuli, Beshte and some Mac Guys, destroy the main server of the PC Guy Empire.
* Lego Kings Castle is featured in Seymour's adventure, The Adventure to Save Lego Kings Castle from Big and Small, in which he is imprisoned by Big and Small in Big and Small's Towers and must be rescued.
Clubba

Orc Magic

A huge, green club appears in the hand of the Shaman. The ectoplasmic club counts as a normal Club with +2 Strength bonus and gives the Shaman +1 Attack as well. This spell lasts until the Shaman suffers a wound.

**Note : To activate this spell, simply click on the spell icon next to the warrior's portrait (click to confirm).**

 Clubba 2
 Clubba 3
 Clubba 4
 Clubba 5
 Clubba 6

**Unlocks the following :**

* Fire of Gork 1
Fanatic

Special Skills (Witch Hunters) (Academic)

The Zealot becomes a Fanatic. Fanatics pass all Leadership tests, but cannot become the Leader of the Warband. Gains access to Strength Skills and gains +5 Strength. Loses access to Shooting Skills. Cannot equip Armour or Ranged Weapons. A fanatic cannot learn the Templar skill.

Dependencies: None.

*Back to Skills*
Aegis of Sigmar

Special Skill (Sisters of Sigmar) (Academic)

The Sisters faith in her lord is so pure that she is not only protected from the spells of ther enemies but their missiles too. All ranged weapons suffer -20 penalty to hit when firing at ta model with this skill.

Dependencies: Protection of Sigmar.

*Back to Skills*
Lucky Charm

*These take many shapes, but the most common are symbolic hammers that a pious Sigmarity Priest has touched, or carved heads of ancient Dwarf gods.*

* Anyone with a Lucky Charm may ignore the first hit suffered in a battle.
* Owning two or more charms does not confer any extra benefits, the model may still only ignore the first hit.

Availability: All Factions and Hired Swords except Possessed.

Store Prices:

* Known buy price: 200G (without Haggle)
* Known buy price: 165G (with Haggle)
* Known sell price: 100G

*Back to Items, Equipment*
Eshin Sorcerer Robes

*Cloth is rare and expensive in Skaven society, magical robes laced with warpdust and hidden sigils may look like rags to a human but to Skaven radiate power and wealth.*

* Weight: 0
* Spell Bonus: 10%

Availability:

* Factions: Skaven.
* Hired Swords: Eshin Sorcerer.

Store prices:

* Known Buy Values: 128-255G (without Haggle)
* Known Buy Values: 187-224G (with Haggle)
* Known Sell Values: 88G

*Back to Armour, Equipment*
Flight of Zimmerman

Lesser Magic

Calling upon the power of the winds of magic, the warrior walks on air. The warrior may immediately move anywhere within 12 squares (and Move/Run/Attack normally before or after resolving this spell).

**Note: To activate this spell, simply click on any empty square within range (a blue circle will appear in that square if it is). The spell icon will appear next to the warrior's portrait (click to confirm).**

 Flight of Zimmerman 3
 Flight of Zimmerman 4

**Unlocks the following :**

* New spells (learned in a Tome of Magic or by spending skill points)
	+ Silver Arrows of Arha 1 (tree)
		- Sword of Rezhebel 1
Eye of God

Chaos Magic

Once per battle the Chaos Mage implores the Dark gods to grant a boon to their servant (range 6), friend or foe. If success the gods will grant a "blessing" 15% out of action, 70% +10 Strength and Weapons Skill, 15% +10 to all stats.

**Note : To activate this spell, simply click on a Hero in range. The spell icon will appear next to the warrior's portrait (click to confirm).**

 Eye of God 2
 Eye of God 3
 Eye of God 4

**Unlocks the following :**

* Vision of Torment 1
Combat Robes

*Offers the highest protection a follower of Nurgle could ask for.*

* Weight: 3
* Defence: +35
* Leadership: +5

Availability:

* Factions: Carnival of Chaos.
* Hired Swords: None.

Store prices:

* Known Buy Values: 300G (without Haggle)
* Known Buy Values: ?G (with Haggle)
* Known Sell Values: 150G

*Back to Armour, Equipment*
Eye and Snout Guard

*Specialist armour to protect the packmaster from his charges, it works fairly well against swords and arrows too.*

* Weight: 0
* Defence: +5

Availability:

* Factions: Skaven.
* Hired Swords: Packmaster.

Store prices:

* Known Buy Values: 52-57G (without Haggle)
* Known Buy Values: 39-53G (with Haggle)
* Known Sell Values: 20G

*Back to Head, Equipment*
Animosity

Special Skill (Orc Raiding Party) (Academic)

Orcs and Goblins enjoy nothing more than a good scrap. Unfortunately for Orc bosses they're not always very discerning about who they scrap with and are notoriously unruly. Every turn there is a chance of:

* 5% Sulk (skip a turn)
* 5% Charge toward the closest enemy
* 5% Attack the closest ally (they attack only once, even if they have more than one attack)

Dependencies: None.

*Back to Skills*
Duelist

*Duelist are men of the shadows, their reputations dark and bloodthirsty. They are men of iron nerve who stare unflinchingly into the face of death everytime they draw their pistols. As well as expert pistoliers, duelist are master swordsmen, their close quarter fighting deadly and brief for their oponents. Those who seek the services of a Duelist must frequent dark avenues and taverns to locate them, for they are enigmatic and elusive figures. However, any warband that secures their skills will reap great benefit.*

Can be Hired by: Reikland, Marienburg and Middenheim Mercenaries, Witch Hunters, Cult of the Possessed and Dwarf Treasure Hunters.

*\* Defence 10 is due to their Duelist Garb equipent*

\*\**Initiative has a +3 due to their Duelist Garb equipment.*

\*\*\**25% Parry is due to their Duelist skill.*

* Starting Skills: Unarmed, Weapons and Advanced Weapons Training, **Duelist**, Weapon Skill Increase 2/6, Attack Increase 1/2, Blackpowder Training and Mastery, and Initiative Increase 2/6.
* Skills Access: Stats Increases, Combat, Shooting, Strength and Speed.
* Starting Equipment: Duelist Garb
* Equipment Access: All common Hats and Helments, Armours, Right Hand and Left Hand weapons, and Items.

*Back to Hired Swords*
Full Plate

*Steel breastplate and greaves that are almost as good as those worn by the foot knights of the Templar orders.*

* Weight: 3
* Defence: +35
* Leadership: +5

Availability:

* Factions: Human Mercenaries, Witch Hunters and Sisters of Sigmar.
* Hired Swords: Freelancer, Pit Fighter, Elf Ranger, Duelist and Warrior-Priest.

Store prices:

* Known Buy Values: ?G (without Haggle)
* Known Buy Values: 300G (with Haggle)
* Known Sell Values: 150G

*Back to Armour, Equipment*
Life Stealer

Necromantic Magic

The Necromancer sucks out the very essence of life from his victim, stealing its vigour for himself. You may choose a single model (friend or foe) within 6 squares. The target suffers 3-5 wounds (no save allowed) and the Necromancer gains the extra wounds for the duration of the battle. This may take the initial Necromancer's Wounds above his original maximum value. This spell will not affect the Possessed or any Undead characters.

**Note : To activate this spell, simply click on a target model (friend or foe) in range. The spell icon will appear next to the warrior's portrait (click to confirm).**

 Life Stealer 3
 Life Stealer 4
Lion Helm

Ceremonial helmet worn by high ranking officers within the Imperial army. Mostly for show but does offer some protection.

Slot: Helmet

Stat Block:

* Weight: 0
* Defense: +8
* Leadership: +5

No Skills necessary to use this.

	+ Reikland
	+ ?
* The {Name} is a rare item to find in the store.
* Known Buy Values: 2 fate (without Haggle)
* Known Buy Values: ? (with Haggle)
* Known Sell Values: ?