recursal/Fanatic-Fandom huggingface dataset:
Fists

*Those unfortunate souls that lack training or have not enough funds for weapons are resigned to fight with their bare hands in Mordheim.*

* Strength: User Strength -10 (0)
* Reach: 1
* Enemy Defence: +15 (0)
* Initiative: +5
* Critical Hit: -5% (0%)

Availability:

* Factions: All.

* Hired Swords: All except Possessed (They have claws).

Store prices:

* Known Buy Values: None (without Haggle)
* Known Buy Values: None (with Haggle)
* Known Sell Values: None

*Back to Right Hand, Equipment*
Mad Cap Mushroom

*The feared cult of Goblin Fanatics of the World's Edge Mountains use these mushrooms to drive themselves into a frenzied state. In smaller amounts, prepared by an apothecary, the same can be achieved by humans.*

* Single Use.
* User becomes Frenzied (+1 Attack but must always charge the nearest opponent if able).

Availability: All Factions and Hired Swords.

Store Prices:

* Known buy price: 40G (without Haggle)
* Known buy price: 32G (with Haggle)
* Known sell price: 20G

Loot Locations:

* University District, Carpviertel Alchemy, Palace Gardens, Magic Quarter.

*Back to Items, Equipment*
Blazing Torch

*A vital equipment in the business of witch dispatching. Usefull in a fight and seeing in the dark too.*

* Parry: +5%

* Leadership: +5

Availability:

* Factions: Witch Hunters.

* Hired Swords: Warrior-Priest.

Store prices:

* Known Buy Values: 15-22G (without Haggle)
* Known Buy Values: 11-22G (with Haggle)
* Known Sell Values: 8G

Loot Locations:

* None.

*Back to Left Hand, Equipment*
Eagle Eyes

Shooting Skill

The warrior's sight is exceptionally keen. Any target counts as being 6 squares closer. This includes spot hidden tests.

Dependencies: Blackpowder Mastery or Bow Mastery.

**Note 1: Each space counts as a -4% modifier to hit, so this grants a 24% bonus to hit, as long as your target is more than six squares away from you.**

**Note 2: The specific range limit of the weapon used is not increased (ex.: Slings have a range of 18 ; a target at 18 is treated as if at 12, but a target at 19 is invalid).**

*Back to Skills*
Aura of Faith

Prayers of Sigmar

An aura of pure white light appears around the caster. The caster is immune to all spells. Must pass a Leadership test each turn to maintain the aura.

**Note: To activate tap the icon that appears next to the caster portrait at the beginning of his turn (tap again to confirm). It has to be cast before moving.**

 Aura of Faith 3
 Aura of Faith 4

**Unlocks the following :**

* Hammer of Sigmar 1 (tree)
	+ Armour of Righteousness 1
* Hearts of Steel 1 (tree)
	+ Soulfire 1 (tree)
		- Healing Hand 1
Bandings

*Only slaves are naked in skaven society. Bands of fabric no matter how ragged confer status.*

* Weight: 0
* Leadership: +3

Availability:

* Factions: Skaven.
* Hired Swords: Packmaster.

Store prices:

* Known Buy Values: 3G (without Haggle)
* Known Buy Values: 2-3G (with Haggle)
* Known Sell Values: 2G

*Back to Head, Equipment*
Jerkin

*A shirt and jacket protects the wearer from cold - and very little else.*

* Weight: 0

Availability:

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

Store prices:

* Known Buy Values: 3G (without Haggle)
* Known Buy Values: 3G (with Haggle)
* Known Sell Values: 2G

Loot Locations:

* Memorial Gardens (120), Ruffeviertel Market (300), The Devil's Den (600), Pikeviertel Market (900), Market Square (1400), Palace Gardens (3600).

*Back to Armour, Equipment*
Brute

Special Skills (Carnival of Chaos) (Nurgle's Gifts)

Brutes get the Strongman skill from the Strength tree, plus +5 Defence and get access to Strength Skills but may no longer take any other gift of Nurgle.

Dependencies: Strength 40.

**Note: this skill can only be chosen if no other Nurgle's Gifts are chosen.**

*Back to Skills*
Cloud of Flies

Special Skills (Carnival of Chaos) (Nurgle's Gifts)

The Tainted One is surrounded by a cloud of flies, which buzz around him and his combat opponent. They do not affect the Tainted One but distract foes by buzzing into eyes, nostrils and mouths. The Tainted One's close combat opponents suffer a -10 to hit modifier on all attacks.

Dependencies: None.

*Back to Skills*
Blessed Water

*The priests of Ulric, Sigmar, Morr and Manann hold great power over evil. Pure water from a clear fountain, blessed by one of these priests, is said to burn things of darkness and evil.*

* One Use.
* User Ballistic Skill to Hit chance.
* Range: Double user Strength/10.
* 0-4 damage to Undead, daemons.
* -100 Defence to Undead, daemons.

Availability: All Factions and Hired Swords except Undead and Cult of the Possessed.

Store Prices:

* Known buy price: 20G (without Haggle)
* Known buy price: 14G (with Haggle)
* Known sell price: 10G

Loot Locations:

* Unknown Shrine, Temple of Sigmar, Palace Gardens.

*Back to Items, Equipment*
Great Hat

*A large, flamboyant hat for warriors with lots of cash who want to show that they have lots of cash.*

* Weight: 0
* Defence: +2
* Leadership: +10

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: ?G (without Haggle)
* Known Buy Values: 40G (with Haggle)
* Known Sell Values: 20G

*Back to Head, Equipment*
Move

Move is a representation of how far a member can travel in a single turn. Some notable facts about Movement:

* Movement is comprised of two actions: Walk and Run.
* If you move up to Walk speed, you can try to hide (if you take no other actions).
* If you move up to Run speed, you can't hide until next turn.
* Certain range weapons can be used up to Walk or Run speed (others need you to not Move at all).
* You can move up to Run speed and attack with a melee weapon.
* Weight of armor and shield (if any) will reduce the Walk/Run speed by the following metrics :
	+ 1 Weight = -1 Run
	+ 2 Weight = -2 Run
	+ 3 Weight = -1 Walk and -1 Run
	+ 4 Weight = -1 Walk and -1 Run

* Move (Walk and Run) can be increased through Sprint skill (or Gutter Runner, in case of Skaven).

*Back to Stats, Camp, Main Page*
Magic

Magic is a rare and powerful things. In Mordheim, a few lucky Heroes can wield that power...

## The Schools of Magic

There are currently 5 schools of Magic in Mordheim:

* Lesser Magic: Unlocked with Arcane Lore and a Tome of Magic. Reserved for Mercenary Captains (Reikland, Marienburg and Middenheim) and Warlock Hired Swords.
* Magic of the Horned Rat: Unlocked with the skill of the same name and an Inscribed Shard. Exclusive to Skaven Assassins and Eshin Sorcerers.
* Prayers of Sigmar: Exclusive power of Warrior-Priest Hired Swords (Witch Hunters) and the Matriarch of the Sisters of Sigmar.
* Necromantic Magic: Unlocked with Necromancy and a Tome of Necromancy. Exclusive to Undead Necromancer and Vampire Hired Sword.
* Chaos Magic: Unlocked with the skill Chaos Lore. exclusive to the Cult of the Possessed Magister.

## Casting Chances

Each spell has a Casting Chance value, in percentage. This test must be passed, or the spell will fail. Casting Chances may seem at first quite low, but a dedicated spellcaster can increase his chances in many ways, or suffer penalties when wearing Armour:

* Robes: In general +10% to Casting Chances but there are Undead robes of +5% and +15% and Cult of the Possessed robes of +3% Spell Bonus (However, the Cult of the Possessed also has a hat with 2% Spell Bonus).
* Staves: In general +10% to Casting Chances. But Undead have one Staff that only gives +5% Spell Bonus.
* Sorcery skill: +10% to Casting Chances.
* Defence: penalty to Casting Chances, equal to the spellcaster's Defence score (Defence from skills like Resilient or Step Aside, does not affect spell casting chances). This penalty can be halved with the Warrior Wizard skill, but Warlocks, Eshin Sorcerers, Necromancers and Vampires don't have access to that skill.
* Warrior-Priests and Sisters of Sigmar Matriarchs don't have access to Robes, Staves and the Sorcery skill, but they suffer no penalty for wearing Armour, and can equip a Holy Tome (+10%) in each of their 4 Items slots (Total of +40%). This frees up their Armour and Right Hand slots for quality Equipment.
* All spellcaster can invest skill points (level ups) in their preferred spells to increase their chances (+10% per level, up to +30%).

## How to cast spells?

* A spellcaster may cast one of its known spell per turn, either before or after he moves and/or attacks, and in addition to these actions.
* Not all spells will sport their icon next to the spellcaster's portrait when it's his turn. When that's the case, something else needs to be done to trigger the casting of that spell.
* Some spells need a target. You have to select it (friend or foe, it depends on the spell; some even needs you to select an empty square), and if that target is valid, the spell icon will appear. Click on it to cast the spell.

*Back to Main Page*
Shaman

*Orc Shamans are outcasts from Orc society. They are gifted by te Orc gods Gork and Mork with powers they can neither understand nor completely control. Many join roaming Orc warbands where they are no longer shunned for their abilities, but respected for them..*

Can be Hired by: Orc Raiding Party.

* Starting Skills: Unarmed Combat, Weapons Training, Animosity, Black Orc and Oi! Gerroff! (1/6).
* Skill Access: Stats Increases, Combat Skills (including Double Choppa), Shooting (Bow Training, Bow Mastery, Quick Shot, Eagle Eyes and Trick Shooter (Dependecies BS: 45+)), Academic (only Animosity and Black Orc) Strength (Including Well 'ard (1 and 2 instead of Resilient), 'ere We Go!, Waaagh!, 'eadbasher and 'ard ead) and Orc Magic.
* Starting Equipment: Shaman Hood, Shaman Robe and Shaman's Dagger.
* Equipment Access: All Orc Raiding Party Equipment and Weapons and all common Items

*Back to Hired Swords*
Repeater Crossbow

*Repeater crossbows are extremely complex devices, expensive to acquire and difficult to make. This makes them rare, but they can rain a deadly hail of bolts on enemies, and a warrior using one may move quickly and still fire his weapon.*

* Range: 24
* Move Rate: Move
* Accuracy: 80%
* Strength: 30
* Shots: 1 (2)
* Ammo: Unlimited

Availibility:

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

Store Prices:

* Known Buy Values: 200G (without Haggle)
* Known Buy Values: 123G (with Haggle)
* Known Sell Values: 50G

Loot Locations:

* Carpviertel Catacombs (3000), Carpviertel Residences (3100), Steinhardt's Palace (3600).

*Back to Left Hand, Crossbows, Equipment*
Nordland Great Axe

*Bordering the Chaos Wastes, the men of Nordland have a greater need than most for weaponry that will cleave something more than a man in two.*

* Strength: User Strength +15 (+20)
* Reach: 1
* Two-Handed
* Critical Hit: +10% (+20%)
* Initiative: -15 (-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: 23G (without Haggle)
* Known Buy Values: 16G (with Haggle)
* Known Sell Values: 10G

*Back to Right Hand, Axes, Equipment*
Elven Cloak

*Made from the hair of Elven maidens and interwoven with living tree leaves, and Elven cloak is a wonder to behold. A warrior wearing such a cloak will blend to the shadows, making it very difficult to shoot at them with missle weapons. Elven cloaks rarely come up for sale, but are sometimes recovered from dead warriors or offered by Elves as rewards to men who have served them in some way.*

* -15 to enemies ranged to hit chance, effects stack with the Dodge ability.

Availability: All Factions and Hired Swords except Possessed.

Store Prices:

* Known buy price: 135G (without Haggle)
* Known buy price: 123G (with Haggle)
* Known sell price: 68G

*Back to Items, Equipment*
Hearts of Steel

Prayers of Sigmar

The caster projects their faith in their Lord into the hearts of their fellow warriors. Any allied warriors within a range of 8 (at the time the spell is cast) become immune to Fear and All Alone tests. In addition, the entire Warband gains +10 Leadership. These effects last until the caster is Stunned.

**Note: To activate tap the icon that appears next to the caster's portrait (tap again to confirm).**

 Hearts of Steel 3
 Hearts of Steel 4

**Unlocks the following :**

* Soulfire 1 (tree)
	+ Healing Hand 1
Empire Halberd

*The most common weapon in the imperial army. This adaptable weapon has a heavy blade with a point like pear and cutting edge like an axe mounted upon a sturdy shaft of oak. It can be used to chop as well as thrust.*

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

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: 12G (without Haggle)
* Known Buy Values: 10G (with Haggle)
* Known Sell Values: 8G

Loot Locations:

* Raven Barracks (1500), Tower of Von Guyen (2500), Von Endon's Amphitheatre (2700), The Keep (2800), Palace Gardens (3600).

*Back to Right Hand, Halberds, Equipment*
Master Robes

*The standard outfit of a Carnival Master allowing free movement to bestow the gifts of Nurgle on all.*

* Weight: 0
* Spell Bonus: 5%

Availability:

* Factions: Carnival of Chaos Master.
* 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*
Stats Increase Skills

**Stats Increase Skills** are always accessible to all Heroes (Leader, Henchmen and Hired Swords). That stays true even when a certain Skill Group is not accessible to an Hero (e.g.: Reikland Henchmen can't take any Speed Skills, except for Initiative Increase). For this reason, they form a group on their own (although they'll appear in-game under another appropriate Skill Group).

Stats Increase Skills can be taken multiple times, up to a certain maximum:

* Weapon Skill Increase (+5 WS/level, max 6)
* Attack Increase (+1 A/level, max 2)
* Ballistic Skill Increase (+5 BS/level, max 6)
* Leadership Increase (+5 Ld/level, max 5)
* Strength Increase (+5 S/level, max 3) (tree)
	+ Wounds Increase (+3 W/level, max 3)
* Initiative Increase (+5 I/level, max 6)

These are not considered **Stats Increase Skills**: Step Aside, Strike to Injure, Web of Steel, Quick Shot, Resilient, Mighty Blow, Gutter Runner and Sprint. A Hero must have access to the appropriate Skill Group to learn any of them.

*Back to Skills*
Warboss Helm

*Given the thoughness of an Orc skull helmets are often more for show than protection.*

* Weight: 0
* Defence: +5

Availability:

* Factions: Orc Raiding Party.
* Hired Swords: Shaman.

Store prices:

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

Loot Locations:

* None.

*Back to Head, Equipment*
Streetwise

Academic Skill

A warrior with this skill has good contacts and knows where to purchase rare items. His warband may add 20% to the roll that determines the chances of finding such items (after each battle).

Dependencies: None.

**Note 1: (CONFIRMED) Multiples of this skill (on different units) do stack, for increased chances of finding rare items.**

*Back to Skills*
Tavern

The name of this page may change depending on your Faction. Witch Hunters have the Shrine instead, while Skaven go to the Burrow. They all function in the same way, however:

* Hire Henchmen. The more Heroes you have in your Warband, the higher the cost of the next Henchman: first is 25G, second is 50G, third is 75G...).
* Get Hired Swords. These are unlocked only when you go back to the Tavern after you complete your first Mission with 4 Heroes or more. As for Henchmen, they are increasingly expensive the more Heroes you have in your Warband (but the cost in Fate stays the same, however; only the cost in gold crowns will change according to the number of Heroes).

*Back to Main Page*
Moon Mask

*A heavy metal mask in the shape of the moon. Offers the best protection.*

* Weight: 0
* Defence: +12
* Initiative: -3

Availability:

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

Store prices:

* Known Buy Values: 5G (without Haggle)
* Known Buy Values: 3G (with Haggle)
* Known Sell Values: 2G

*Back to Head, Equipment*
Curved Dagger

*A specialised weapon for those that delight in death by dagger. Once mastered this gives a high chance of critical damage.*

* Strength: As user
* Reach: 1
* Enemy Defence: +15 (+10)
* Critical Hit: 0 (+15%)

Availability:

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

Store prices:

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

*Back to Right Hand, Equipment*
Ogre Cleaver

*Ogre sized "slicer" based on a butcher's cleaver. It does what it is designed to do...cut meat.*

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

Availability:

* Factions: None.

* Hired Swords: Ogre.

Store prices:

* Known Buy Values: 25G (without Haggle)
* Known Buy Values: 21G (with Haggle)
* Known Sell Values: 10G

*Back to Right Hand, Axes, Equipment*
Necrarch's Robe

*A Robe heavily steeped in Necromantic magic that tere is no way of hiding the wearer's power and dedication to the dark arts.*

* Weight: 0
* Spell Bonus: 15%

Availability:

* Factions: Undead.
* Hired Swords: Vampire.

Store prices:

* Known Buy Values: 323-351G (without Haggle)
* Known Buy Values: 351G (with Haggle)
* Known Sell Values: 175G

*Back to Armour, Equipment*
Customise

Each Hero in your Warband can be customised:

* Name (be original!)
* Primary colour
* Secondary colour

Additionally some Equipmet can be customise changing their appearance, but maintaining all of their attributes, by spending Fate tokens. Additionally, customise equipment is not lost if a Warrior dies.

* Helmets: in general can change their appearance to look like a red Thunderer Hat (Dwarven Cap) or be Gilded.
* Heavy Armours: can change their appearance to look like other Heavy Armour or be Gilded.
* Right Hand Weapons: can change their appearance to look like a fish.
* Shields: can carry the faction's iconography.

*Back to Camp, Main Menu, Main Page*
Shaman Robe

*Metal gets in the way of magic so the tattered robes are used to cover up the wizards modesty and to give him an air of being... different.*

* Weight: 0
* Spell Bonus: 10%

Availability:

* Factions: None.
* Hired Swords: Shaman.

Store prices:

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

*Back to Armour, Equipment*
Ogre Great Axe

*A finley crafted great Axe perfect for a savage Ogre Mercenary trying to blend in with his human comrades.*

* Strength: User Strength +10 (+20)
* Reach: 1
* Two-Handed
* Critical Hit: +10% (+20%)
* Initiative: -10

Availability:

* Factions: None.

* Hired Swords: Ogre.

Store prices:

* Known Buy Values: 105G (without Haggle)
* Known Buy Values: 85G (with Haggle)
* Known Sell Values: 45G

*Back to Right Hand, Axes, Equipment*
Poka

*A typical nasty variant of the standard skaven armament that in skilled hands has a higher than normal chance of rendering a serious injury.*

* Strength: As user
* Reach: 1 (2)

Availability:

* Factions: Orc Raiding Party.

* Hired Swords: Shaman.

Store prices:

* Known Buy Values: 4-6G (without Haggle)
* Known Buy Values: 3-5G (with Haggle)
* Known Sell Values: 2G

*Back to Right Hand, Spears and Whips, Equipment*
Staff of Summoning

*Favoured by Mages who have survived persecution by summoning useful things be it pies, shelter or more appropriately in Mordheim an unseen air chariot, silver arrows or a fiery sword.*

* Strength: As user
* Reach: 1
* Enemy Defence: +10 (+5)
* Parry: 0% (+5%)
* Spell Bonus: 10%

Availability:

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

* Hired Swords: Warlock and Vampire.

Store prices:

* Known Buy Values: 305G (without Haggle)
* Known Buy Values: 262G (with Haggle)
* Known Sell Values: 138G

*Back to Right Hand, Equipment*
Padded Cap

*All sensible warrior try to protect the most vulnerable par ot their body - their head.*

* Weight: 0
* Defence: +3

Availability:

* Factions: Skaven.
* Hired Swords: Packmaster.

Store prices:

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

*Back to Head, Equipment*
Warplock Pistol

*Terrifying weapon that are a testimony to the mad genius of Clan Skryre engineers. Warplock pistols shoot ammunition made of magically treated warpstone. Wounds caused by warplock pistols are horrible to behold and often cause infections.*

* Range: 8
* Move Rate: Run
* Can be used in Close Combat
* Accuracy: 25% (50%)
* Strength: 50
* Shots: 1
* Ammo: 1
* Can Reload
* Enemy Defence: -50

Availibility:

* Factions: Skaven.
* Hired Swords: None.

Store Prices:

* Known Buy Values: 169-185G (without Haggle)
* Known Buy Values: 140-176G (with Haggle)
* Known Sell Values: 70G

*Back to Left Hand, Blackpowder Weapons, Equipment*
Robes and Cuirass

*Well-crafted cuirass and robes of office of a Warrior-Priest.*

* Weight: 2
* Defence +30

Availability:

* Factions: Witch Hunters.
* Hired Swords: Warrior-Priest.

Store prices:

* Known Buy Values: 265 - 292G (without Haggle)
* Known Buy Values: 148G (with Haggle)
* Known Sell Values: 110G

*Back to Armour, Equipment*
Ithilmar

*Ithilmar is a silvery metal which is as light as silk and stronger than steel. The Elven kindgom of Caledor is the only place in the world where this metal can be found, though it is often looted, traded and reworked..*

* Weight: 0
* Defence: +25
* Leadership: +5

Availability:

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

Store prices:

* Known Buy Values: 511G (without Haggle)
* Known Buy Values: 352G (with Haggle)
* Known Sell Values: 175G

Loot Locations (only the Human Ithilmar, The Undead Ithilmar cannot be looted):

* Carpviertel Catacombs (3000), Palace Gardens (3600).

*Back to Armour, Equipment*
Throwing Daggers

*Ussed by the assassins of the sinister House of Shadows, or by street thugs who specialise in ambushing the unwary. A perfectly balanced knife thrown from behind has ended the life of many a noble and merchant in Mordheim.*

* Range: 6
* Move Rate: Run
* Accuracy: 25% (50%)
* Strength: -5 (0)
* Shots: 1
* Ammo: Unlimited
* Initiative: 0 (+5)
* When used, user remains hidden

Availability:

* Factions: All except Skaven.

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

Store prices:

* Known Buy Values: 20G (without Haggle)
* Known Buy Values: 14G (with Haggle)
* Known Sell Values: 8G

*Back to Left Hand, Thrown Weapons, Equipment*
Trooper Helm

*The most common form of helmet worn in the Empire Army. Basic but strong.*

* Weight: 0
* Defence: +7

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

*Back to Head, Equipment*
YouTube

YouTube is an extremely popular video streaming service and appears on all three main timelines. It is instrumentally important in The Adventure Series Universe.

Almost all surviving adventures are currently available on YouTube, with the exception of the uncensored edit of (3) and The Adventure to Destroy the Lion's Heart Stone, which are only available on right-wing competitor BitChute.

## Importance in the Grey Timeline

* Mac Guy3135 and Seymour met through YouTube.
* The adventures are available mostly on YouTube.
* The stringent copyright system on YouTube caused the creation of the Mac GuyOST.
* The Adventure Series was partially inspired by comment section arguments between Mac Guy3135 and various comment trolls.

## Importance in the Black Timeline

* In this timeline, Angus is the creator of all the villain YouTube accounts such as Diana and Lego PC Guy, as they're not characters in this timeline.
* This is the timeline in which the creation of the videos themselves and the uploading of them to YouTube is parodied.

## Importance in the Red Timeline

* Isaac Arthur begins as a YouTuber, before becoming the thief of the Copy and Paste Machines.
* One of the main goals of the PC C Empire and PC Guy Empire was to annoy the internet to destruction by tying "Your Uncle is a Fool" on all comment sections of YouTube.
Runic Tatoos

*Slayers often cover their bodies in tatoos. They have little actual effect but make for an impressive sight on the battlefield,*

* Weight: 0

Availability:

* Factions: None.
* Hired Swords: Dwarf Troll Slayers.

Store prices:

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

*Back to Armour, Equipment*
Nurglin

*Tiny Daemons of Nurgle, viewed by other followers of the pus God as akin to his beloved children. They are like rotten boils with legs and razor sharp teeth, that pick and tear and infect their foes with filth-encrusted claws.*

All Carnival of Chaos members can equip a Nurglin as a pet in the Camp.

Nurglin cost about 25 gold crowns (or 1 Fate token) and are selled for 12G, Their rating depends on the character that equips them.

* AI Controlled
* Move: 4
* Wounds: 3
* Weapon Skill: 30
* Strength: 30
* Attacks: 1
* Initiative: 30
* Leadership: 80
* Defence: 15
* Causes Fear
* Cannot run (but can charge)
* Immune to Psychology
* Immune to Poison
* Unestable: has a 50% chance to disappear when put out of action

*Back to Creatures*
Talab Knife

*Knives are common all over the Empire, with each region having its own special design and tratis.*

* Strength: As user
* Reach: 1
* Enemy Defence: +15 (+10)

Availability:

* Factions: All except Skaven.

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

Store prices:

* Known Buy Values: 2G (without Haggle)
* Known Buy Values: 2G (with Haggle)
* Known Sell Values: 1G

Loot Locations:

* Memorial Gardens (120), Ruffeviertel Market (300), The Devil's Den (600), Pikeviertel Market (900), Market Square (1400), Palace Gardens (3600).

*Back to Right Hand, Equipment*
Weapon Skill

Weapon Skill is a representation of a member's general melee combat prowess, ability to handle weapons, and defend themselves against an onslaught of blades and blunt instruments*.*

A unit's Weapon Skill is used in many calculations in melee Combat:

1. Chances to hit when you attack.
2. Chances to inflict Damage on a successful hit.
3. Chances to not be hit when opponent attacks you.

This stat can be increased trhough Weapon Increase skill, Furthermore, there are other skills that give a situational Weapon Skill Increase (Unstoppable Charge, Pit Fighter).

See Combat for full details.

*Back to Stats, Camp, Main Page*
Vampiric Sword

*Weapons and armour from the forges of Drakenhof are flooding into Mordheim to help supporters of the Von Carstein bid to the throne.*

* Strength: As user
* Reach: 1
* Critical Hit: 0% (+5%)
* Parry: +5% (+10%)
* Enemy Defence: 0 (-10)

Availability:

* Factions: Undead.

* Hired Swords: Vampire.

Store prices:

* Known Buy Values: 100G (without Haggle)
* Known Buy Values: 88G (with Haggle)
* Known Sell Values: 50G

*Back to Right Hand, Swords, Equipment*
Stupidity

Stupidity is a special rule that affects Rat Ogres, some Hired Swords (?) and those affected by certain Injuries, rendering them unable to perform actions of their own accord.

If a unit with Stupidity is not within a range of 6 (?) from another non-stupid member of your Warband, then that unit will be forced to make a Leadership test. If the test fails, the unit skips its turn and the interface will display a message, "{Name} is too stupid to move."

Units already in melee, even if Stupid, will still be able to attack (but not move).
Pot Helm

*The entry level hard helmet for rogues, vagabonds and adventurers the world over.*

* Weight: 0
* Defence: +4

Availability:

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

Store prices:

* Known Buy Values: 22G (without Haggle)
* Known Buy Values: 16G (with Haggle)
* Known Sell Values: 8G

Loot Locations:

* Gudgeonviertel (1900), The Keep (2800), Palace Gardens (3600).

*Back to Head, Equipment*
Sling

*A looped strip of clorth or leather into which a stone is placed. While looked down upon by most archers, a skilled slinger can slay a man from a considerable distance, and the ammunition is easy to find and free!*

* Range: 18
* Move Rate: Run
* Accuracy: 70% (80%)
* Strength: 30
* Shots: 1
* Ammo: Unlimited

Availability:

* Factions: All.

* Hired Swords: Freelancer, Pit Fighter, Elf Ranger, Halfling Scout, Duelist.

Store prices:

* Known Buy Values: 2G (without Haggle)
* Known Buy Values: 2G (with Haggle)
* Known Sell Values: 1G

Loot Locations:

* Memorial Gardens, Ruffeviertel Market, The Devil's Den, Pikeviertel Market.

*Back to Left Hand, Thrown Weapons, Equipment*
Vision of Torment

Chaos Magic

The Chaos Mage summons horrible visions of the realm of Chaos, causing his enemy to recoil in utter horror. This spell must be cast on the closest enemy (range 6). The affected warrior is immediately stunned.

**Note : To activate this spell, simply click on an enemy Hero. If you can cast it the spell icon will appear next to the warrior's portrait (click to confirm).**

 Vision of Torment 2
 Vision of Torment 3
 Vision of Torment 4
Marauder Great Axe

*Norsican weapons are freely traded across the Empire. A blow from a double-handed axe like this can break armour apart and cut a foe in half.*

* Strength: User Strength +10 (+20)
* Reach: 1
* Two-Handed
* Critical Hit: +10% (+20%)
* Initiative: -10 (-5)

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: 45G (without Haggle)
* Known Buy Values: 34G (with Haggle)
* Known Sell Values: 20G

*Back to Right Hand, Axes, Equipment*
Skittering Staff

*Favoured by devotees of the Horned Rat who use black sorcery to summon charm and control his children.*

* Strength: As user
* Reach: 1
* Enemy Defence: +10 (+5)
* Parry: 0 (+5%)
* Spell Bonus: 10%

Availability:

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

Store prices:

* Known Buy Values: 302-428G (without Haggle)
* Known Buy Values: 272-428G (with Haggle)
* Known Sell Values: 138G

*Back to Right Hand, Equipment*
Turing

Turing, naned after the city Turing on PC C, itself named after Alan Turing, will be a city on MAC C. It will be the name of the original empire which formed The Mac Guy Empire, the PC Guy Empire, the PC and Linux Guy Coalition and the Second Mac Guy Empire. It will reuse much of the infrastructure from the original empires such as the Peasant's Feilds and Central Industrial Area. It will be the second largest city in the Second PC Guy Empire after New Falkirk, and the oldest survuving city on MAC C.

## History

*See also: Mac Guy Empire, PC Guy Empire, PC and Linux Guy Coalition and Second Mac Guy Empire.*

Turing will be the only city that can trace its roots back to the inital settlement of MAC C after The Mass Extinction Event.

* In 1350, The Witch arrives on MAC C. She builds The Witch's Cottage and The Bridge of Death.
* In 1734, The Troll follows The Witch back to MAC C and takes The Bridge of Death.
* In 1979, the Mac Guys are sent to MAC C and establish their empire on the plot of land that would become Turing. They constructed a fence, a small castle, some paths, and some feilds.
* In 2016, the PC Guys flee their home planet of PC C due to unsurvivable levels of methane and overthrow the Mac Guy Empire. They burn the majority of the fields and construct industrial buildings and infrastructure which are operated by Human Prisoners. They also build the First PC Guy Castle which is quikly replaced with the Second PC Guy Castle.
* In 2018, the PC Guys form a coalition with the Linux Guys. Not much changes other than the castle being converted into The Non Apple Castle.
* In 2019, the Mac Guys, Peasant PC Guys and Human Protagonists colaborate to destroy the coalition and form their own, the Peasant and Mac Guy Coalition. They construct new streets and barracks, construct the Second Imperial Bridge, and convert the castle into The Apple Castle, essentially a massive apartment block
* In 2024, the PC Guys find a way of cloning without limit. They therefore take back the empire and found Turing in its place. They expand, creating the first true country on MAC C since extinction, the Second PC Guy Empire and construct new cities such as New Falkirk, connecting the empire by rail.

## Climate and terrain

The terrain and climate will be the same as the empires and civilisations that occupied the land before it.
Shaman Hood

*Metal gets in the way of magic so the tattered robes are used to cover up the wizards modesty and to give him an air of being... different.*

* Weight: 0

Availability:

* Factions: None.
* Hired Swords: Shaman.

Store prices:

* Known Buy Values: 4-6G (without Haggle)
* Known Buy Values: 4G (with Haggle)
* Known Sell Values: 2G

*Back to Head, Equipment*
Pistolier

Shooting Skill

The warrior is allowed to equip a special "Dual" pistol in his combat (right) hand and can fire twice. The "Dual" pistol must be equipped for the skill to work.

Dependencies: Blackpowder Mastery.

**Note 1: "Dual" pistols has exactly the same ranged profile as the normal 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*
Oi! Gerroff!

Orc Magic

A huge, green ectoplasmic hand pushes an enemy away. Range 8 squares. Moves any enemy model within range 1-6 squares directly away from the Shaman.

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

 Oi! Gerroff! 2
 Oi! Gerroff! 3
 Oi! Gerroff! 4
 Oi! Gerroff! 5
 Oi! Gerroff! 6

**Unlocks the following :**

* Clubba 1 (tree)
	+ Fire of Gork 1
Necromantic Magic

Necromantyc Magic spells are unlocked with the Necromancy skill, and are available to Undead Necromancers and Vampire Hired Swords. New spells may be learned by spending skill points (when leveling up) or in a Tome of Necromancy.

* Spell of Awakening (tree)
	+ Reanimation (tree)
		- Call of Vanhel
* Death Vision (tree)
	+ Doom (tree)
		- Life Stealer

*Back to Skills.*
Speak no Evil

*Religious aid to ensure no heresy is ever spoken. A curiously useful survival aid when surrounded by lunatics dedicated to exterminating any hint of heresy.*

* Weight: 0
* Leadership: +5
* Initiative: -5

Availability:

* Factions: Witch Hunters.
* Hired Swords: Warrior-Priest.

Store prices:

* Known Buy Values: 5G (without Haggle)
* Known Buy Values: 3-5G (with Haggle)
* Known Sell Values: 2G

Loot Locations:

* None.

*Back to Head, Equipment*
Stunned

When a Warrior has its Initial Wounds reduced to 0 or less he will be Stunned. A Stunned warrior can't move or act in any way, and is far easier to hit both in combat and with misile weapons (since he can't move or run). The warrior will heal 1 Wound per turn until it reaches positive Wounds value. This means the warrior will have Recovered (acts normally next turn and stops being an easy prey). Warriors can automatically recovered without if they possess the Quick Recovery skill or other similar racial skill. These warriors would not heal 1 Wound per turn. Additionally if the current Leader of your Warband is Stunned he will automatically fail any Rout Test (unless he has a Holy Relic).

*Back to Combat*
Orc Halberd

*Little more than a blade on a stick…but then that is all a halberd is anyway.*

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

Availability:

* Factions: Orc Raiding Party.

* Hired Swords: Shaman.

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*
Mercenary Shield

*A typical Empire shield, triangular and bearing the emblem of the province or city of its owner.*

In Game they appear as Reikland Shield, Marienburg Shield or Middenheim Shield

* Weight: 1
* Defence: +11

Availability:

* Factions: Human Mercenaries.

* Hired Swords: None unless they are hired by Human Mercenaries.

Store prices:

* Known Buy Values: 20G (without Haggle)
* Known Buy Values: 11G (with Haggle)
* Known Sell Values: 8G

*Back to Left Hand, Shields, Equipment*
Studded Armor

*A hardened leather tunic riveted with iron studs a cost effective form of protection found all over the under empire.*

* Weight: 1
* Defence: +12

Availability:

* Factions: Skaven.
* Hired Swords: Packmaster.

Store prices:

* Known Buy Values: 25-31G (without Haggle)
* Known Buy Values: 22-29G (with Haggle)
* Known Sell Values: 12G

*Back to Armour, Equipment*
Spell of Awakening

Necromantic Magic

The Necromancer calls the soul of a slain warrior back to his body and enslaves him with corrupt magic.

**Note: For the spell to work and appear next to your Necromancer portrait an enemy warrior has to be KILLED, not only taken out of action.**

**Unlocks the following:**

* Reanimation 1 (tree)
	+ Call of Vanhel 1
Skills

Skills are an essential part of any Warband member's Stat block, and determines a warrior's individual capabilities and proficiencies. Skills are earned as a warrior gains Experience  and Levels.

There are 7 groups of skills in Mordheim, but Stats Increase Skills and Special Skills appear in-game under another and more appropriate skill group:

* Stats Increase Skills (available to all Heroes)
* Combat Skills
* Shooting Skills
* Academic Skills
* Strength Skills
* Speed Skills
* Special Skills

*Back to Main Page*
Reanimation

Necromantic Magic

At the spoken command of the Necromancer, the dead rise to fight again. The closest out of action zombie or direwolf to the caster returns to un-life in an empty space close to where he died.

**Note: To activate this spell, simply click on the icon that appears next to the Necromancer portrait once there is a Zombie or Dire Wolf out of action in the battle field (click to confirm).**

 Reanimation 3

**Unlocks the following:**

* Call of Vanhel 1
Orc Bow

*Orcs are big fans of up close fighting but are not adverse to killing from a distance and are no worse at shooting than the average human.*

* Range: 24
* Move Rate: Move
* Accuracy: 80% (85%)
* Strength: 30
* Shots: 1
* Ammo: Unlimited
* Master: half cover penalty

Availability:

* Factions: Orc Raiding Party.

* Hired Swords: Shaman.

Store prices:

* Known Buy Values: 15G (without Haggle)
* Known Buy Values: 6G (with Haggle)
* Known Sell Values: 5G

Loot Locations:

* None.

*Back to Left Hand, Bows, Equipment*
Treasure Map

*Refugees from the city make a living by preparing maps of the city from memory that detail where family treasures were stashed. Many of these maps are faked, and even real ones are often crude and inaccurate, however some lead to areas with rich buildings to loot.*

* After equipping a warrior with this item your next battle will yield additional gold as a reward.

Availability: All Factions.

Store Prices:

* Known buy price: 1 Fate token (without Haggle)
* Known buy price: 1 Fate token (with Haggle)
* Known sell price: ?

*Back to Items, Equipment*
Penance Cage

*A head cage that restricts sight, hearing and the ability to eat solid food demonstrates devotion to the order and gives some defensive protection.*

* Weight: 0
* Defence: +5
* Initiative: -5

Availability:

* Factions: Witch Hunters.
* Hired Swords: Warrior-Priest.

Store prices:

* Known Buy Values: 5G (without Haggle)
* Known Buy Values: 3-5G (with Haggle)
* Known Sell Values: 2G

Loot Locations:

* None.

*Back to Head, Equipment*
Warboss Great Axe

*The higher up the social strata an Orc gets the more his weapons resemble those of the despised humies and stunties but one wouldn't tell him that if he wants to live.*

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

Availability:

* Factions: Orc Raiding Party.

* Hired Swords: Shaman.

Store prices:

* Known Buy Values: 1 Fate
* Known Sell Values: ?G

*Back to Right Hand, Axes, Equipment*
Silver Arrows of Arha

Lesser Magic

A ghostly bow appears in the hand of the warrior (attributes below). The bow disappears at the end of the warrior's turn.

**Note : As of 2019/01/22, it is possible to use Left Hand weapon (ex. : shoot twice with Elven Bow and Quick Shot), cast this spell, and then fire 3 shots with the Ghostly Bow (total of 5 shots, in this example). Whether this is a bug or advanced tactics is unknown, however.**

*\*The Ghostly Bow replaces the Left Hand item the caster is currently using, and overwrites all of its attributes. All user's skills will apply, however (like Quick Shot, Eagle Eyes and Trick Shooter).*

 Silver Arrows of Arha 2
 Silver Arrows of Arha 3
 Silver Arrows of Arha 4

**Unlocks the following :**

* New spells (learned in a Tome of Magic or by spending skill points)
	+ Sword of Rezhebel 1
Shooting Skills

Some Heroes have a restricted access to the Shooting Skills, as their Faction forbids them to use certain weapons.

* Ballistic Skill Increase *(available to all in the Stats Increase Skills Group)*
* Quick Shot
* Blackpowder Training (tree) *(all except Sisters of Sigmar, Undead and Cult of the Possessed)*
	+ Blackpowder Mastery (tree)
		- Eagle Eyes
		- Hunter
		- Nimble *(all except Skaven)*
		- Pistolier
* Bow Training (tree) *(Human Mercenaries, Witch Hunters, Undead and Cult of the Possessed)*
	+ Bow Mastery (tree)
		- Eagle Eyes *(except Undead)*
* Crossbow Training (tree) *(all except Skaven, Sisters of Sigmar and Undead)*
	+ Trick Shooter
	+ Crossbow Mastery (tree)
		- Nimble
		- Crossbow Pistolier *(Witch Hunters Captain and Templars Special Skill)*
* Thrown Weapons Training (tree) *(all except Witch Hunters)*
	+ Thrown Weapons Mastery (tree)
		- Knife Fighter *(all except Undead and Sisters of Sigmar)*

*Back to Skills*
Warbands

A Warband is a group of heroes exploring the ruins of Mordheim, fighting for whatever Wyrdstone it may come across. A Warband may come from any of the available Factions, and always starts with a Leader and 200 gold to buy Henchmen and Equipment (or 300 gold with Marienburgers). You may have up to 8 units in a Warband, but no more than 1 Leader, 6 Henchmen and 4 Hired Swords.

See the Warband Design page for a guide on how to build effective Warbands.

*Back to Main Page*
Scholars Gown

*All magic is potentially dangerous and originates from Chaos. Those blessed with the ability often turn to scholastic pursuits to learnt to control and contain their gift.*

* Weight: 0
* Spell Bonus: 10%

Availability:

* Factions: Human Mercenaries, Undead and Cult of the Possessed.
* Hired Swords: Warlock and Vampire.

Store prices:

* Known Buy Values: 960-1282G (without Haggle)
* Known Buy Values: 202G (with Haggle)
* Known Sell Values: 88G

*Back to Armour, Equipment*
Rod of Will

*Preferred by mystics that eke out a living telling fortunes and forecasting weather most are mad charlatans but some can bring you good fortune, bend an enemies mind and bring down fiery destruction on their foes.*

* Strength: As user
* Reach: 1
* Enemy Defence: +10 (+5)
* Parry: 0% (+5%)
* Spell Bonus: 10%

Availability:

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

* Hired Swords: Warlock and Vampire.

Store prices:

* Known Buy Values: 305G (without Haggle)
* Known Buy Values: 262G (with Haggle)
* Known Sell Values: 138G

*Back to Right Hand, Equipment*
Padded Cowl (Cult of the Possessed)

*Extra padding for the peaked hat to keep the cultist safe as well as his identity secret.*

* Weight: 0
* Defence: +3
* Initiative: -4

Availability:

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

Store prices:

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

*Back to Head, Equipment*
Stench of Nurgle

Nurgle Rituals

The Master spews forth a foul, stinking mist tha chokes his foes. This spell has a range of 6 squares and affects all living creatures - friend or foe. Each enemy warrior in range must passa a Strength plus 20 test or lose their next turn.

**Note: To activate this spell, simply click on the spell icon next to the Master's portrait when enemy warriors are in range (click to confirm).**

Back to Skills
Warhammer

*An efficient and brutal bludgeoning instrument designed to crush rather than penetrate armour, pulverising the wearer into a bloody mess.*

* Strength: As user
* Reach: 1
* Enemy Max Defence: 40 (25)

Availability:

* Factions: All except Skaven.

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

Store prices:

* Known Buy Values: 4G (without Haggle)
* Known Buy Values: 3G (with Haggle)
* Known Sell Values: 2G

*Back to Right Hand, Bludgeoning Weapons, Equipment*
Tome of Magic

*Books of forbidden lore.*

* It is required to learn the Arcane Lore skill (must be equipped and afterwards it is consumed).
* If equipped by a wizard (a warrior trained in Arcane Lore), he will gain a random spell from the tome. If a spell is unlocked, the item is consumed.

**Note 1: A Tome of Magic can only be used to learn new spells, not to gain levels in known spells.**

Availability: Human Mercenaries and Warlocks.

Store Prices:

* Known buy price: 400G (without Haggle)
* Known buy price: 364G (with Haggle)
* Known sell price: 206G

Loot Locations:

* University District, Carpviertel Alchemy, Magic Quarter.

*Back to Items, Equipment*
Repeater Handgun

*Von Meinkopt's Whirling Cavalcade of Death has all the deadly capabilities of a normal handgun, but can fire three times as many shots. As an experimental weapon it is extremely rare and eye-wateringly expensive.*

* Range: 24
* Move Rate: None
* Accuracy: 80%
* Strength: 40
* Shots: 1 (2)
* Ammo: 1 (2)
* 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: 402G (without Haggle)
* Known Buy Values: 220G (with Haggle)
* Known Sell Values: 175G

Loot Locations:

* Smeltviertel Gunnery, Engineer Quarter.

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

Skaven Magic

A green flame leaps from the outstretched paw of the Sorcerer and burns its victims with indescribable agony. The spell has a range of 8 squares, but must target the closest enemy. The spell causes 1-3 Strength 40 hits on its target, and one Strength 30 hit on each character (friend or foe) within 2 squares of the target.

**Note : To activate this spell, click on closest target (only that one is valid). The spell icon will appear next to the warrior's portrait (click to confirm).**

 Warpfire 2
 Warpfire 3
 Warpfire 4

**Unlocks the following :**

* New spells (learned on an Inscribed Shard or by spending skill points)
	+ Eye of the Warp 1
Morningstar

*Called a Morningstar in the Empire this military flail consists of a wooden haft connected by a chain or rope to one or more roughly spherical spiked striking ends.This ball and chain weapon needs more skill to use than the double handed threshing flail but like it delivers a powerful killing blow at the start of a combat before the user tires.*

* Strength: User Strength +3 (+12)
* Reach: 1
* Bonus to strength when charging.

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: 18G (without Haggle)
* Known Buy Values: 12G (with Haggle)
* Known Sell Values: 8G

*Back to Right Hand, Flails, Equipment*