recursal/Fanatic-Fandom huggingface dataset:
Verminkin

Max per warband: | 5

**Verminkin** is a henchman warrior in the Skaven Clan Eshin Warband.

## Description

The common ratmen of Clan Eshin, Verminkin form the vast majority of the clan, the great armies of Clanrat warriors and labourers. Each Verminkin strives to prove himself to his masters, to rise and be initiated into the secret arts of his clan. Few realize their dreams, murdered by jealous rivals or nervous superiors who see not promise but threat in the ambitions of their underlings.

## Equipment Proficiency

* Melee: Dagger, Halberd, Mace, Spear, Sword.
* Range: Shuriken.
* Armours: Cloth, Light, Shield, Pendant, Amulet, Helmet.

## Initial Stats

### Starting Equipment

All starting equipment is Normal quality

* Melee: Mace
* Ranged: Shuriken
* Armour: Cloth, Shield

### Skills

* Warp Rage: Passive Skill. After gathering a Wyrdstone, melee Damage increases by 15% and Dodge chance by 10% for 2 turns. Not Stackable.

### General Stats

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

  Offense Points
  Armour Absorption
  Damage
  Critical Chance
  Wounds

### Other Stats

  Initiative
  Morale
  Morale Impact
  Dodge Chance
  Parry Chance
Fylch Sharptail

Movement: | Very Fast

**Fylch Sharptail** is the Dramatis Personae in the Skaven Clan Eshin Warband.

### Skills

* Art of Silent Death: Passive Skill. Increases melee Critical hit chance by 10% when using Daggers or Fighting Claws.
* Avoid: Passive Skill. Increases Dodge chance by 10%.
* Poison Expert: Passive Skill. Attacks, skills, and spells bypass 20% Poison Resistance.
* Warp Poison: Active Skill. Applies Warp poison to all weapons for 1 turn. Dealing damage with a poisoned weapons inflicts the target with a poison debuff that reduces maximum Offence Points by 2 for 1 turn. Can only be used while not engaged. Not Stackable.
* Guidance: Active Skill. Prevents the effects of Mental conditions (Stupidity, Paranoia, Megalomania, Deranged, Amok). Can only be used while not engaged.

### General Stats

The stats listed here are based on his stats and equipment in the first story mission for the Skaven Clan Eshin.

  Offense Points
  Armour Absorption
  Damage
  Critical Chance
  Wounds

### Other Stats

  Initiative
  Morale
  Morale Impact
  Dodge Chance
  Parry Chance
Warlock

Max per warband: | 2

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

## Description

Sweeping across the world are aethyric streams of energy called the Winds of Magic. Warlocks are humans who are able harness these energies, transforming the raw magical power into spells. Warlocks risk much for their arcane abilities, equally menaced by the prospects of mutation from the aethyric energy and execution by religious zealots who fear their powers.

## Equipment Proficiency

* Melee: Dagger, Hammer, Mace, Spear, Staff, Sword.
* Range: Bow.
* Armours: Cloth, Shield, Pendant, Amulet, Helmet.

## Initial Stats

### Starting Equipment

All starting equipment is Normal quality

* Melee: Staff
* Armour: Cloth

### Skills

* Concentration: Active Skill. Increases the casting chance of the next spell by 15%. The next action taken must be a spell or the effect is lost.

### Spells

* Blinding Light: Reduces the following chances by 5: melee hit, ranged hit, Dodge, Parry, Perception, and Spellcasting. Not Stackable.

### Perks

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

### General Stats

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

  Offense Points
  Armour Absorption
  Damage
  Critical Chance
  Wounds

### Other Stats

  Initiative
  Morale
  Morale Impact
  Dodge Chance
  Parry Chance
Smuggler

Max per warband: | 2

**Smuggler** is a hero warrior that can be hired by Human Mercenaries, Sisters of Sigmar and Witch Hunters.

## Description

The Empire's divisions benefit those who would sell contraband or avoid the many taxes imposed by barons and burghers. No commodity is more enticing to Smugglers than Mordheimøs wyrdstone. Smugglers must be skilled with sword and pistol, accustomed to fighting against foes, and not averse to tricks and traps. Most of all, she must be a leader, able to rally comrades in their darkest hour.

## Equipment Proficiency

* Melee: Axe, Dagger, Sword.
* Range: Blunderbuss, Duelling Pistol, Handgun, Hunting Rifle, Pistol.
* Armours: Cloth, Light, Pendant, Amulet, Helmet.

## Initial Stats

### Starting Equipment

All starting equipment is Normal quality

* Melee: Sword, Dagger
* Range: Hunting Rifle
* Armour: Cloth

### Skills

* Black Powder Trap: Active Skill. Place a fake Search Point at target location that explodes when an enemy approaches within 2 meters. Deals 20-40 damage to everyone within 5m. Usable once per turn.
* Available unique skills

### Perks

* **Pillager**: Immune to Trap effects.
* **Fast**: Increases Movement range by 1 meter.

### General Stats

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

  Offense Points
  Armour Absorption
  Damage
  Critical Chance
  Wounds

### Other Stats

  Initiative
  Morale
  Morale Impact
  Dodge Chance
  Parry Chance
Zealot

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

 Max per warband: | 5

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

## Description

Men who have suffered great losses, who have had family and fortune taken from them, sometimes find that faith in Sigmar is all they have left. Casting aside the shambles of their old lives, they become Zealots, vengeful pilgrims on a quest to destroy the minions of Chaos wherever they can be found. Many Zealots were peasants or craftsmen and lack the martial experience of mercenaries, but what they do have is bitterness and rage. These are qualities that cause Witch Hunters to recruit them, harnessing their fanaticism to visit vengeance upon the evil infesting Mordheim.

## Equipment Proficiency

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

## Initial Stats

### Starting Equipment

All starting equipment is Normal quality

* Melee: Spear
* Armour: Cloth, Shield

### Skills

* Vengeance: Passive Skill. When receiving damage, increase Melee damage by 10% for 2 turns. Stackable.

### General Stats

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

  Offense Points
  Armour Absorption
  Damage
  Critical Chance
  Wounds

### Other Stats

  Initiative
  Morale
  Morale Impact
  Dodge Chance
  Parry Chance
Crypt Horror

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

 Max per warband: | 1

**Crypt Horror** is an impressive warrior in the Undead Warband.

## Description

Hulking monstrosities, the fiendish crypt horrors are rare ghoulish creatures that share the loathsome appetites of their smaller kin. Far larger and stronger than their grave-haunting kin, these abominations provoke a supernatural terror in all but the stoutest hearts. The sight of a crypt horror gnawing on old bones while perched upon a tombstone has sent many a mortal screaming into the night.

## Equipment Proficiency

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

## Initial Stats

### Starting Equipment

All starting equipment is Normal quality

* Melee: Great Hammer
* Armour: Cloth

### Skills

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

### Perks

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

### General Stats

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

  Offense Points
  Armour Absorption
  Damage
  Critical Chance
  Wounds

### Other Stats

  Initiative
  Morale
  Morale Impact
  Dodge Chance
  Parry Chance
Staff

**Staves** are 2 handed melee weapons, principally wielded by casters of Arcane spells. Staffs reduce the wielder's chance to trigger Tzeentch's Curse and allow the use of Parry stance.

## Usable by units

### Destruction

* Cult of the Possessed
	+ Magister
* Skaven Clan Eshin
	+ Eshin Sorcerer
* Undead
	+ Necromancer

### Order

* Human Mercenaries
	+ Warlock

### Hired Swords

* Hired Swords
	+ Doomweaver
Sigmar's Purifier

Max per warband: | 2

**Sigmar's Purifier** is a hero warrior in the Sisters of Sigmar Warband.

## Description

Sigmar's Purifiers of the Sisterhood have embraced the martial aspects of Sigmar with fervour beyond that of the rest of their order. Their faith is of such an extreme that by sheer force of will they are able to draw upon the divine power of their god to unleash spells upon their foes. A Purifier is utterly fearless in battle, attacking with a combination of cold steel and holy magic that few can withstand.

## Equipment Proficiency

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

## Initial Stats

### Starting Equipment

All starting equipment is Normal quality

* Melee: Flail, Flail
* Armour: Cloth

### Skills

* Unsettling Charge: Passive Skill. After a successful Charge attack, the target's Dodge or Parry stance is broken.

### Spells

* Comet of Sigmar: Deals 12-17 damage. Bypasses Armour Absorption.

### Perks

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

### General Stats

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

  Offense Points
  Armour Absorption
  Damage
  Critical Chance
  Wounds

### Other Stats

  Initiative
  Morale
  Morale Impact
  Dodge Chance
  Parry Chance
Skirmish

The **Skirmish** section allows you to battle against computer controlled or other player in Multiplayer matches.

There are two types of Skirmish:

* **Exhibition**: This mode allows you to fight against the computer or another player in a battle that has no consequences. Your warband will suffer no injuries and require no upkeep after the battle. However, no loot or gold will be collected and no experience will be gained. Taking part in an Exhibition battle does not take any in-game time.
* **Contest**: This mode can only be played against other players. Your warband may acquire injuries and will incur treatment and upkeep costs. You will be able to keep any items you loot, however, if the enemy loots your items, you will lose them. Your warband will gain experience the same as in single player missions. Contest battles take one in-game day, so you will only be able to fight once without resting until the Next Day.

Selecting either of these modes will allow you to configure the battle parameters, such as whether units can backtrack without spending Strategy Points or whether there are Neutral Enemies on the map.

Continue to Veteran System
Surprise Attacks

All warriors start with two available offensive Stances.

**Ambush** stance allows a warrior to lie in wait for an enemy and, when they enter range, which is typically equal to the warrior's movement range, charge at them and attempt to strike them with a melee attack. Selecting the Ambush stance will show a red circle around the warrior to indicate the area that they will be able to Ambush enemies. This will only occur when a warrior can charge in a straight line to the enemy - warriors will not be able to ambush enemies over low walls, up the side of stairs or through fences.

Ambush attacks will deal additional damage to the target with a reduced hit chance. Warriors targeted by Ambush attacks have a penalty to their chance to land a successful Counter-Attack. If an Ambush attack hits, it applies the Surprised debuff to the target, which lowers the target's melee hit chance for the round.

The range, hit chance, Critical hit chance and damage of Ambush attacks can be increased by skills, enchantments and weapon type and quality. Similarly, Melee Resistance to Ambush attacks and the cost of enemy Ambush stances can be improved by skills and spells.

An enemy moving into the Ambush range of multiple warriors in Ambush stance will only trigger the attack from the warrior whose Ambush area they cross first. Other warriors may attack other enemies who come into range after the first, or the original target, if that target Disengages from the first Ambusher and attempts to move again.

**Overwatch** stance allows a warrior to attempt to Shoot at an enemy that comes into range, which is defined by the equipped ranged weapon. Because ranged weapons require reloading before they can be fired again, only one enemy can be fired on a single time from this stance.

Unlike Ambush, multiple warriors in Overwatch stance may trigger attacks against the same enemy, as long as they enter each warrior's Line of Sight.

Ambush and Overwatch stances can only be triggered by target's moving into range. Enemies who Charge, Disengage, Climb, Leap or Jump Down into range won't trigger attacks until they move after entering range. Using either Ambush of Overwatch stances automatically ends the warrior's current turn and, unless broken, will last until the start of their next turn.

Continue to Charge Attacks
Warband Idols

Duration: | 2 Turns

On entering the battle each warband will bring their cart. Attached to each cart is the **Warband Idol**, a special idol to inspire the warband in their battles.

Approaching the idol allows a warrior to **Pray**, and receive a buff the improves as the warband gains ranks. The buff initially grants the warrior +25% Wyrdstone Resistance and a bonus +25% to All Alone Tests for 2 turns. At Warband Rank 10, the buff provides +50% Wyrdstone Resistance and +50% to All Alone Tests for 3 turns.

 Duration: | 3 Turns

Warriors may also attempt to steal the enemy idol from their cart. Removing an idol will result in a Morale reduction for that warband. This may be enough to force the warband to take a Rout Test. It will also imbue the warrior who takes the enemy idol with the **Liberator's Boon** buff, which increases movement range and reduces the cost of Dodge stance. The lost Morale can be restored if the idol is secured and reattached the the warband cart.

Stealing the enemy's idol and returning it to your own cart forms the Option Objective 'Crush their Will'.

Continue to Fear and Terror
Traps

The streets of Mordheim are perilous even when there are no enemies in sight. **Traps** are rife throughout the alleyways on the ground, walls and buildings. Triggering a Trap can inflict a number of buffs or debuffs to an unwitting warrior.

Looking at the ground, walls and sometimes ceilings in buildings, you will notice Chaos growths and Skaven symbols. This points represent potential Traps which will be triggered if a warrior walks into range. For floor Traps, the warrior must step on the Trap to trigger its effects. Wall traps will trigger when a warrior passes close by. Triggering a Trap will commit the warrior's movement.

Traps effects come in a number of varieties:

### Negative Effects

* **Horned Rat's Breath**: -15 Initiative
* **Disorienting Veil**: -25% Dodge/Parry chance
* **Corrosive Miasma**: -15% Armour Absorption
* **Warp Enfeeblement**: -25% Melee damage
* **Stench of Chaos**: -25% Melee/ranged Hit chance
* **Numbing Vapors**: -25% Melee Resistance
* **Glean Magic**: -25% Magic Resistance
* **Surge of Insanity**: -25% All Alone, Fear and Terror tests
* **Warp Dust**: -25% Ranged Resistance
* **Foul Mist**: -25% Poison Resistance
* **Breath of Suffering**: Deals 16-22 damage to the target

### Positive Effects

* **Befuddling Fumes**: +15% Ranged Hit chance
* **Zealous Corruption**: +15 Initiative
* **Gift of Savagery**: +15% Melee damage

Once a Trap has been triggered, it will be 'spent' and cannot be triggered again. If a warrior triggers a Trap during a Charge or Ambush action, the charge will stop and fail to reach the target, consuming the Offense Points used in the action.

Trap Resistance, which starts at 0% for all warriors except the Smuggler, will allow warriors a chance to roll to avoid Trap effects - this will negate both positive and negative effects. Trap Resistance can be increased by using the Perception action, certain consumables and enchantments.

Continue to Perception of Danger
Stances

In addition to the base Stances, available for all warriors (Dodge, Parry, Ambush, Overwatch and Delay) there are other Stances that can be learned when the warrior acquires Skill points as they gain levels. Using these advanced Stances provides a variety of effects including increased Initiative, increased Critical hit Resistance and the ability to attempt to Dodge or Parry after an Ambush attack, or multiple times in a Combat Round.

Not all Stances end the warrior's turn - some Stances, such as Frenzy, provide their bonuses (and negative effects) for the warrior's current turn as well as the rest of the Combat Round.

Friendly warriors with active Stances will have a visual effect around their feet as well as an icon above their heads, representing the Stance they are in. Blue icons and a swirl effect represent defensive Stances while orange icons and a star effects show Stances where the warrior is ready to perform an action. Enemy warriors in Stances will display a red circle visual effect around their feet, but it will not give any indication as to which Stance they are in. Enemies will also not display Stance icons above their heads - so be wary when approaching enemies!

Continue to Switching Weapons
Threat Zone and Melee Attacks

When a warrior encounters an enemy, they will have a red circle surrounding them. This is the warrior's **Threat zone** and indicates their Melee attack range. When a warrior enters a threat zone, movement is automatically stopped, spending all Strategy Points used to reach this location and preventing further movement. Both the warrior and the enemy become engaged in melee combat.

 Effect: | A melee attack that deals regular damage. Requires a melee wepon. Target must be engaged withe user and may Counter-Attack.

The warrior can now Attack any engaged enemy at the cost of 2 Offense Points  (OP). Some weapons have a tiring effect which increases the OP cost of subsequent attacks. Conversely, some skills can reduce this cost. Melee attacks will only be available to warriors equipped with a melee weapon in their active weapon slot.

The chance to hit an enemy is calculated by a simulated dice roll and can be positively or negatively modified by a number of factors including skills, spells, weapon effects, enchantments and both the attacker's and the target's stats. If the attack hits, an amount of damage will be dealt to the target. The amount of damage will depend on factors such as the attacker's Strength statistic, what weapon they are using and what type of armour the target is wearing.

Continue to Counter-Attacks
Warpguard

Max per warband: | 5

**Warpguard** is a henchman warrior in the Skaven Clan Eshin Warband.

## Description

Warpguards are skaven warriors who have been especially trained and adapted to guard stocks of Warpstone – the Skaven name for wyrdstone. Heavily armoured and given better weapons than Verminkin, Warp Guard are fearsome warriors in their own right. Magical rituals enhance their resistance to the corrupting effects of wyrdstone, making them less likely to suffer debilitating mutations.

## Equipment Proficiency

* Melee: Dagger, Halberd, Mace, Spear, Sword.
* Range: Shuriken.
* Armours: Cloth, Light, Heavy, Shield, Pendant, Amulet, Helmet.

## Initial Stats

### Starting Equipment

All starting equipment is Normal quality

* Melee: Spear
* Armour: Cloth, Shield

### Skills

* Warp Immunity: Passive Skill. Grants immunity to Warp effects when gathering Wyrdstones. Also increases Poison Resistance by 25%.

### General Stats

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

  Offense Points
  Armour Absorption
  Damage
  Critical Chance
  Wounds

### Other Stats

  Initiative
  Morale
  Morale Impact
  Dodge Chance
  Parry Chance
Wyrdstone

**Wyrdstone** deposits litter the streets of Mordheim - these precious stones are highly sought after by all for their value and other more mysterious properties. During each battle, you will find a number of Wyrdstone deposits sometimes spread out, and sometimes clustered around a single point. Collecting this Wyrdstone is a primary objective of the game.

Wyrdstone comes in 3 different varieties:

* Fragment: Small bits of Wyrdstone. Fragments have a weight of **1** and can be sent to a Faction at the Smuggler's Den for a base payment of **5 gc**.
* Shard: A single sliver of Wyrdstone. Shards have a weight of **5** and can be sent to a Faction for a base payment of **25 gc**.
* Cluster: A large chunk of Wyrdstone. Clusters have a weight of **15** and can be sent to a Faction for a base payment of **75 gc**.

Like Search Points, interacting with a Wyrdstone deposit will commit the warrior's movement, whether or not the warrior takes the Wyrdstone. Wyrdstones of the same type will not stack in either the warrior's inventory or the warband's cart. Picking up Wyrdstone will incur a roll against the warrior's Wyrdstone Resistance and, if it fails, apply a Warp Effect. Warp Effects can be beneficial buffs, such as increasing Dodge chance, Movement range or restoring Strategy Points, or harmful debuffs, such as reducing Armour Absorption, melee and ranged hit chance or causing direct damage to the warrior's current Wounds. Warp effects last for a number of turns and are stackable - warriors can find themselves with a +9 Movement range bonus, or a penalty enough to reduce their Movement range to 0, preventing them from moving for the duration of the debuff!

Some skills and spells can increase Wyrdstone Resistance or prevent Warp Effects altogether. Having a high Wyrdstone Resistance will prevent both positive and negative Warp Effects.

Higher difficulty battles and having a higher Warband Rank will increase the amount and type of Wyrdstone in the battle. You can see how many Wyrdstone deposits there are on the map in the Objective Panel under the Resources section.

Continue to Traps
How to play guide for Pokken Tournament DX

This page will serve as a basic **how to play guide for *Pokken Tournament DX***. While there is very little information available at this time, we urge you to check back often, as new information is being added all the time! Feel free to edit this guide with any tips, tricks, and suggestions.

*This article is a stub. You can help Pokken Tournament Wiki by expanding it.*
Warband Pay

All warriors who partake in a battle will require pay or upkeep before they will fight for you in another battle.

The wages of each warrior in you warband varies due to a number of factors:

* **Warrior Rank**: Warriors with more experience will require higher upkeep.
* **Victory Conditions**: Warriors will need wages whether or not they are successful in battle. Failing the battle will reduce the amount of gold owed. Winning the battle and completing Optional Objectives will increase the amount your warriors will demand in wages.
* **Veteran Skills**: Certain Veteran Skills reduce the amount of upkeep you will owe to your warriors after battles.

You can choose to pay a warrior from their Warrior Management screen. If you want to pay the upkeep for the entire warband, this option will be available from the Warband Management screen, from the Warband Summary section. You won't be able to pay a warrior's wages without first paying for any treatment they may require for injuries sustained in battle.

Warriors who don't receive their wages will eventually leave your warband forever, taking all equipped items with them!

Continue to Experience
Sister

Max per warband: | 5

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

## Description

The Sisters of the order understand the shameful taint that has accumulated around them. To redeem their order, they seek to purge the ruins of Mordheim of the vile corruption that infects it. Such is the purpose that drives each Sister and each is determined never to falter from that purpose until the city has been cleansed.

## Equipment Proficiency

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

## Initial Stats

### Starting Equipment

All starting equipment is Normal quality

* Melee: Hammer, Hammer
* Armour: Cloth

### Skills

* Repentance: Passive Skill. After gathering a Wyrdstone, Movement range increases by 2 meters for 2 turns. Not Stackable.

### General Stats

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

  Offense Points
  Armour Absorption
  Damage
  Critical Chance
  Wounds

### Other Stats

  Initiative
  Morale
  Morale Impact
  Dodge Chance
  Parry Chance
Switching Weapons

Every warrior can carry up to two sets of weapons. For example, this could be a ranged weapon as a primary set and a melee weapon and shield as an alternate set. In order to use the alternate weapon set, the warrior must **Switch Weapons** before skills linked to that weapon become available. Similarly, enchantments on the alternate weapon will only become active when the warrior switches to that weapon set. Only the currently active set of Weapons affect the Initiative value of the Character.

Continue to Overview Map
Spear

**Spears** are 1 handed melee weapons with a bonus to bypassing both an enemies Dodge and Parry chance. Warriors equipped with spears can only equip a shield in their off hand.

## Usable by units

### Destruction

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

### Order

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

### Hired Swords

* Hired Swords
	+ Doomweaver
Wolf-Priest of Ulric

Max per warband: | 2

**Wolf-Priest of Ulric** is a hero warrior that can be hired by Human Mercenaries, Sisters of Sigmar and Witch Hunters.

## Description

Ulric is god of wolves, war and winter. In some of the northern provinces, he is venerated even above Sigmar by peasants and nobles alike. Those who enter his priesthood are fierce and hardened men, embodying the primal nature of their god. Grim warriors in their own right, these Priests are able to instil in their comrades the cold howl of Ulric, inspiring them to feats of bravery and savagery.

## Equipment Proficiency

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

## Initial Stats

### Starting Equipment

All starting equipment is Normal quality

* Melee: Great Ulrican Axe
* Armour: Cloth

### Skills

* Heart of the Wolf: Passive Skill. Increases the chance to pass All Alone, Fear, Terror and Leadership tests by 35% (affects skills such as Threaten or Intimidate).
* Available unique skills

### Spells

* Ulric's Gift: Increases melee Hit chance and melee Damage by 10%. Grants immunity to All Alone. Prevents the use of Flee, Disengage, and Ranged Attacks and skills. Not Stackable.
* Available unique spells

### Perks

* **Divine Spellcaster**: Allows the casting of Divine spells. Casting may result in ill effects named Divine Wrath.

### General Stats

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

  Offense Points
  Armour Absorption
  Damage
  Critical Chance
  Wounds

### Other Stats

  Initiative
  Morale
  Morale Impact
  Dodge Chance
  Parry Chance
Witch Hunter

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

 Max per warband: | 2

**Witch Hunter** is a hero warrior in the Witch Hunters Warband.

## Description

The grim Witch Hunters are renowned for their determination and courage even as they are infamous for their pitiless methods and merciless justice. Typically, these men work alone, travelling the villages and towns to root out Chaos cults and witches. However, the scope of corruption infesting Mordheim has drawn packs of Witch Hunters to it, banding them together under the authority of Witch Hunter Captains.

## Equipment Proficiency

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

## Initial Stats

### Starting Equipment

All starting equipment is Normal quality

* Melee: Pistol
* Armour: Cloth

### Skills

* Purge the Heretic!: Passive Skill. When dealing melee damage, increases melee damage by 20% for the next attack. The next action taken must be a melee attack or skill, or the effect is lost.

### Perks

* **Sigmar's Ward**: Increases Magic Resistance by 10%.

### General Stats

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

  Offense Points
  Armour Absorption
  Damage
  Critical Chance
  Wounds

### Other Stats

  Initiative
  Morale
  Morale Impact
  Dodge Chance
  Parry Chance
Warcamp Introduction

When you select your warband you will be taken to your Warcamp. The Warcamp acts as your hub between missions, where you will be able to hire, fire and train warriors, purchase armour and weapons and manage your Wyrdstone deliveries.

The Warcamp is separated into sections:

* **Smuggler's Den**: This is where you can see and manage your Wyrdtone deliveries to the various factions you are allied to. Access to the Smuggler's Den will be locked until you have completed a mission.
* **Shop**: You can purchase new armour, weapons and consumables here, to improve the survivability of your warriors. Access to the Shop will be locked until you have hire your first warrior.
* **Warband Management**: This area is where you will manage the individual warriors in your warband as well as seeing what Hired Swords are available.
* **Skirmish**: Skirmish gives you access to one off battles against computer controlled or Multiplayer missions. Access to Skirmishes will be locked until you have hire at least 3 warriors.
* **Veteran System**: All battles you partake in across warbands, contribute to your Veteran Rank, which provides bonuses and optional perks to warbands.
* **Campaign**: You can choose your next mission from the Campaign Map. Access to the Shop will be locked until you have hire at least 3 warriors.
* **Next Day**: Rest your warband until the next day, allowing time for your warriors to heal their wounds and for Wyrdstone deliveries to complete. Next Day will be locked until you have completed a mission.

Continue to Warband Management
Templar Knight

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

 Max per warband: | 2

**Templar Knight** is a hero warrior in the Witch Hunters Warband.

## Description

The younger children of noble lords or the disposed heirs of conquered domains, Templar Knights often seek a position for themselves by offering service to the temples of mankind's gods. Those who serve Sigmar usually end up in the warband of a Witch Hunter Captain, granted the chance to prove the sincerity of their faith by giving battle to the creatures of Chaos. Armed and armoured in the finery befitting their noble birth, Templar Knights are nevertheless untested warriors and their lack of experience can make them overeager in combat.

## Equipment Proficiency

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

## Initial Stats

### Starting Equipment

All starting equipment is Normal quality

* Melee: Sword
* Armour: Cloth, Shield

### Skills

* Stoic: Passive Skill. When engaged with 2 or more enemies, increases Melee Resistance by 10%. Not Stackable.

### Perks

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

### General Stats

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

  Offense Points
  Armour Absorption
  Damage
  Critical Chance
  Wounds

### Other Stats

  Initiative
  Morale
  Morale Impact
  Dodge Chance
  Parry Chance
A Caverna Assombrada

**A Caverna Assombrada** é um Missão em MilMo.

## Diálogo de Introdução da Missão

 Ana a Arqueira: Ok, então você decidiu explorar aquela Caverna Assombrada?
 Ana a Arqueira: Só tome cuidado, algumas pessoas parecem se perder lá dentro.
## Ana a Arqueira: Mas tenho certeza de que você vai se dar bem! Objetivo

Entre no canhão no topo da pista de obstáculos e voe para a Caverna Assombrada.

## Dica/Lembrete

 Ana a Arqueira: Entre no canhão no topo da pista de obstáculos para voar até a Caverna Assombrada.
 Ana a Arqueira: Ou você mudou de ideia?
## Progresso/Pensamentos de Conclusão

* Caverna Assombrada: '**:**

## Diálogo de Conclusão da Missão

 Ana a Arqueira: Esta deve ser a entrada da caverna
Shop

The **Shop** allows you to purchase weapons, armour and consumables to equip your warband with to help them face the battles on the streets of Mordheim.

The **Buy** tab allows you to browse the Shop's inventory and purchase new items. Next to the item icon on the right you can see how many of these are available and how much you can purchase this item for in gold coins. You can browse through the tabs on the top of the shop panel on the right to filter the available items, such as 'Heavy Armour' or 'Consumables'. Clicking the **Sell** tab allows you to sell any unequipped item your warband possesses, for an amount of gold. Sold items will sometimes be available for purchase again, but generally, once an item is sold, it is gone forever.

On the left hand side, the **Latest Arrivals** panel shows the new items the Shop has in stock. When you start a new warband, the shop will have limited stock, only allowing you to purchase items matching your warband rank. The Shop's inventory will replenish every Imperial week (8 in-game days) on 'Marktag' ('Market Day') adding some new and removing some existing items. Each week, a special event may occur:

* **Business as usual**: No event occurs. Stocks are replenished as normal.
* **Grand Sale!**: Until the next Marktag, everything is on sale at an additional 25% reduction!
* **Profit opportunity**: Warbands can sell their items to the Shop for 25% extra gold.
* **Bandit Attacks**: Bandits have hijacked the Shop's stock before it reached the Shop. There is no stock rotation this week.
* **Exotic Pieces**: Traders have gathered special items from distant lands. The Shop is stocked with some high quality items.
* **New Recipes**: The shop receives some enchantment recipes.

The chance for these events to occur can be modified by the appropriate Veteran Skills but each event has a chance to occur each Marktag. The panel in the top left will show you this week's event.

As you warband becomes more experienced and gains ranks, you will see fine and masterwork quality items in the Shop, alongside special items such as:

* **Training Manuals**: Books which, when read by a warrior, increase the maximum for a single statistic.
* **Grimoires**: Books which, when read by a warrior, grant an additional 3 statistic points to spend on either Physical, Mental or Martial attributes.
* **Tomes**: Books which grant Skill or Spell points to a single warrior.

A warrior may only read one of each type of book in their lifetime. These books will become as you gain reputation with factions in the Smuggler's Den.

Items purchased from the shop will go into your warband item pool. You will need to equip items you buy to your individual warriors in order to be able to use them in battle.

Continue to Skirmish
A Longa Batalha

**A Longa Batalha** é um Missão em MilMo.

## Diálogo de Introdução da Missão

 Natasha: Você precisa manter suas habilidades em dia neste negócio. Nunca se sabe o que está à sua espera, sabia? Vá derrotar 50 CAVEIRAS, RUIBARBOS LOUCOS e DEMÔNIOS VERMELHOS e V.E.I.L. vai te dar 10.000 JOIAS E 30 MOEDAS. Objetivo

RESORT CORAL: Derrote 50 CAVEIRAS, 50 RUIBARBOS LOUCOS e 40 DEMÔNIOS VERMELHOS, depois fale com a NATASHA.

## Condições

* Derrote 50  Caveira Misteriosa

* Derrote 50  Ruibarbo Louco

* Derrote 50  Demônio Vermelho

* Fale com  Natasha ( Yatch)

## Dica/Lembrete

 Natasha: Se você derrotar 50 CAVEIRAS, RUIBARBOS LOUCOS e DEMÔNIOS VERMELHOS, V.E.I.L. vai te dar 10.000 JOIAS E 30 MOEDAS.
## Progresso/Pensamentos de Conclusão

* Caveira Misteriosa: Basta de caveiras para a Natasha.

* Ruibarbo Louco: Isto deve bastar de ruibarbos loucos.

* Demônio Vermelho: Natasha queria que eu derrote esses demônios vermelhos.:

## Diálogo de Conclusão da Missão

 Natasha: Que bom que você tem treinado. Aqui está seu pagamento. Ah, eu adoro treinamento em combate! Chloe pode ficar com seus aparelhos e disfarces, certo?
Pokkén Tournament

Rating(s) | Everyone 10+

***Pokkén Tournament*** is a fighting game based around the famous *Pokémon* series. It was released as a standalone Japanese arcade game on July 16, 2015 and later for Nintendo's Wii U console worldwide on March 18, 2016. It was succeeded by an enhanced port released on the Nintendo Switch called *Pokkén Tournament DX*.

## See also

* How to play guide for Pokken Tournament DX
Version 1.1 (Pokken Tournament DX)

Version 1.1
(Full list)
* Various bug fixes

Release Date**Pokken Tournament DX:**November 20, 2017 ← 1.0 (DX)1.2 (DX) →

## General

* Double Jump:
	+ Fixed bug allowing infinite jumps
	+ Fixed bug allowing double jump with a certain timing in field phase
* Fixed bug where Synergy Burst could be activated along with summoning Support

## Fighters

Chandelure

* Overheat: Fixed visual bug where Chandelure would still be darkened after Overheat debuff wears off
* 6X: Fixed bug where move's behavior would change if used right after a Burst Attack

Decidueye

* Soaring Stance:
	+ Fixed bug allowing for too many jumps with double jump buff
	+ Fixed bug causing broken movement if hit at certain points
* Soaring Stance X: Fixed bug causing enemies hit by only the first portion of the attack to not be able to input commands

Empoleon

* Grab: Fixed bug allowing for true combos after phase change

Garchomp

* Dragon Claw: Fixed bug restricting the move from transitioning into Running Stance after nY

Gengar

* Permeate: Fixed bug allowing Permeate to cancel into a second jump and into j.Y into another Permeate

Lucario

* 6Y: Fixed bug allowing for Lucario to move when hit by a Burst Attack during this attack

Machamp

* Burst Attack: Fixed bug where enemies could move if hit by the rocks and the launch at the same time

Scizor

* Metal Claw: Fixed bug allowing for true combos after a phase change
* Bug Bite: Fixed bug allowing for the dash cancel to be used after shifting phases

Suicune

* Aurora Beam: Fixed bug restricting aiming when transitioning from nY
Sigmarite Matriarch

Max per warband: | 1

**Sigmarite Matriarch** is a leader warrior in the Sisters of Sigmar Warband.

## Description

Matriarchs form the inner council of the Sisterhood and report directly to the High Matriarch herself. Equally versed in the strictures of Sigmar's faith and the martial tenants demanded by their god's role as a patron of war, the Matriarchs are called upon to lead warbands of Sisters into the ruins of Mordheim. In this task, they embody the selfless valour of their faith.

## Equipment Proficiency

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

## Initial Stats

### Starting Equipment

All starting equipment is Normal quality

* Melee: Sigmarite Warhammer
* Armour: Cloth, Shield

### Skills

* Divine Fervor: Passive Skill. After successfully casting a spell, the cost of melee Attack or Charge is reduced by 1 Offense Point. The next action taken must be a melee Attack or Charge or the effect is lost.

### Spells

* Sigmar's Might: Increases melee Critical hit chance by 5% and melee Damage by 10%.

### Perks

* **Divine Spellcasting**: Allows the casting of Divine spells. Casting may result in ill effects named Divine Wrath.

### General Stats

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

  Offense Points
  Armour Absorption
  Damage
  Critical Chance
  Wounds

### Other Stats

  Initiative
  Morale
  Morale Impact
  Dodge Chance
  Parry Chance
Pokken Tournament Wiki

Welcome to the *Pokken Tournament* Wiki
the *Pokken Tournament* compendium by the players, for the players.
We are currently maintaining 566 pages (81 articles).

Please feel free to contribute by creating new articles or expanding existing ones.

Fighters

Aegislash
Blaziken
Braixen
Chandelure
Charizard
Croagunk
Darkrai
Decidueye
Empoleon
Garchomp
Gardevoir
Gengar
Lucario
Machamp
Mewtwo
Pikachu Libre
Pikachu
Sceptile
Scizor
Shadow Mewtwo
Suicune
Weavile

Support Pokémon

Cresselia
Croagunk (Support)
Cubone
Diglett
Dragonite
Eevee
Electrode
Emolga
Espeon
Farfetch'd
Fennekin
Frogadier
Jirachi
Lapras
Latios
Litten
Magikarp
Magneton
Mega Rayquaza
Mimikyu
Mismagius
Ninetales
Pachirisu
Popplio
Quagsire
Reshiram
Rotom
Snivy
Sylveon
Togekiss
Umbreon
Victini
Whimsicott
Yveltal

Basics

* How to play
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* Support Pokemon
* Stages
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About

**Developer:** Bandai Namco Entertainment Inc.**Publisher:** The Pokémon Company**Genre:** Fighting, Action**Mode:** One or two-player**Rating:** Everyone 10+Platforms and Release dates
March 18, 2016September 22, 2017

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Links

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Game Versions

*This article is a stub. You can help Pokken Tournament Wiki by expanding it.*

**Versions** are updates given to the games that can either change, bugfix, or add certain things in the games, *Pokkén Tournament* and *Pokkén Tournament DX*. Changes are mostly for balance purposes, but can also just be for smoothing out the game by getting rid of bugs/glitches. Below is the list of major versions recorded for both games.

## List

### Pokkén Tournament DX

* Added Mew and Celebi
 1.2 (DX) | * Added Aegislash
* Added Mega Rayquaza and Mimikyu
 1.1 (DX) | * Various bug fixes for double jumps and certain fighters
 1.0 (DX) | * Added Decidueye
* Added Litten and Popplio
Mechanics

**Mechanics** are the inner workings of the games of *Pokkén Tournament*. They are very useful to understand for both beginners and experts alike. Below is a comprehensive list of all mechanics the game has.

## List

### Basic

* Grabs
* Counters
 **Height** | Special markers on moves that determine what they can hit and what they cannot, mostly having to do with the apparent height of the hitbox.
Veil of Corruption

**Veil of Corruption** is a Cult of the Possessed spell which causes a target area to apply a debuff to all warriors. The debuff reduces resistance to Wyrdstone and causes anyone gathering Wyrdstone to take damage. Leaving the target area applies a lingering debuff with weaker penalty to Wyrdstone resistance.
Pokkén Tournament DX

Rating(s) | Everyone 10+

***Pokkén Tournament DX*** is a fighting game based on the famous *Pokémon* series. It is the enhanced port of the original *Pokkén Tournament* released worldwide on September 22, 2017 on the Nintendo Switch. New features include the addition of all playable Pokémon exclusive to the Japanese-only arcade version of *Pokkén Tournament*, as well as new original playable and support Pokémon and stages. This title has downloadable content currently in production.

## Description

Pokkén Tournament DX is a one-on-one Pokémon fighting game exclusively for Nintendo Switch. It's the first Pokémon title on Nintendo Switch, too. You need only one Nintendo Switch to go head to head with a friend—share a Joy-Con and enjoy battling easily anytime. You can also bring two Nintendo Switch consoles close together for local battles!

## See also

* How to play guide for Pokken Tournament DX
Pokken Tournament Wiki/Section 1

Welcome to the Pokken Tournament WikiWelcome to the Pokken Tournament Wiki
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Asas Gélidas

## Informações

### Gênero

 Ambos

**Asas Gélidas** é uma Roupa vestível do tipo Asas em MilMo.

## Como Obter

**Asas Gélidas** pode ser obtido das seguintes maneiras:
**Vendido na Loja** durante o evento Festival de Natal:

## Conjunto

Asas Gélidas faz parte do Conjunto :

* Luvas Gélidas
* Calças Gélidas
* Casaco Gélido
* Botas Gélidas
* Coroa Gélida
* **Asas Gélidas**