recursal/Fanatic-Fandom huggingface dataset:
Champion Helm

*Decorative open-faced helm sported by heroes who want to see what is going on - and want to be seen seeing what is going on.*

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

Availability:

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

Store prices:

* Known Buy Values: 45G (without Haggle)
* Known Buy Values: 33G (with Haggle)
* Known Sell Values: 18G

Loot Locations:

* Gudgeonviertel (1900), Palace Gardens (3600).

*Back to Head, Equipment*
Kerchief

*A large cloth wrapped round the head to hold hair back, sported by many imperial seamen as a fashionable head accessory and to help with the practical purpose of working with rigging and killing people.*

* Weight: 0
* Initiative: +2

Availability:

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

Store prices:

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

Loot Locations:

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

*Back to Head, Equipment*
Armour of Righteousness

Prayers of Sigmar

Impenetrable armour covers the caster and the flaming trails of a twin-tailed comet burn behind him. The Caster's Defence stat is set to 80 and cannot drop below 40. In addition, the caster causes Fear and is Immune to Fear. A Leadership test must be passed every turn to maintain the armour.

Can't drop below 40.
Wearer is immuned to Fear.

*\*The Armour of Righteousness replaces the Armour the caster is currently wearing, and overwrites all of its attributes.*

**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.**

 Armour of Righteousness 2
 Armour of Righteousness 3
 Armour of Righteousness 4
Assassin Robe

*A voluminus robe, utterly impractical for combat but good for inflitration into human settlements and to radiate secrecy, sneakiness and wealth.*

* Weight: 0
* Leadership: +10

Availability:

* Factions: Skaven.
* Hired Swords: Packmaster.

Store prices:

* Known Buy Values: 77-106G (without Haggle)
* Known Buy Values: 69-106G (with Haggle)
* Known Sell Values: 35G

*Back to Armour, Equipment*
Heavy Armoured Robe

*A fully armoured cultist, clad foot to neck in steel, is often a nasty surprise for their enemies and  only found out when a blow to he robes goes clang!*

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

Availability:

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

Store prices:

* Known Buy Values: 399G (without Haggle)
* Known Buy Values: ?G (with Haggle)
* Known Sell Values: 150G

*Back to Armour, Equipment*
Garlic

*Garlic is a common herb grown in most gardens of the Empire. It is said to ward off Vampires and other denizens of the dark.*

* Vampires have to take a Leadership test to charge a warrior with garlic.

Availability: All Factions and Hired Swords except Undead and Vampires.

Store Prices:

* Known buy price: 1G (without Haggle)
* Known buy price: 1G (with Haggle)
* Known sell price: Discard (0G)

*Back to Items, Equipment*
Dwarf Ranger Armour

*Much akin to its wearer this clock & padded armour is tough and well worn whilst also offering protection from the harsh cold of the mountains. Unlike other Dwarves who prefer heavier armours Rangers must cover a lot of ground quickly, efficiently and quietly making this lighter armour ideal for their work.*

* Weight: 1
* Defence: +12
* Provides +10 Defence in close combat.

Availability:

* Factions: None.
* Hired Swords: Dwarf Ranger.

Store prices:

* Known Buy Values: 25G (without Haggle)
* Known Buy Values: ?G (with Haggle)
* Known Sell Values: 14G

*Back to Armour, Equipment*
Dual Wielding

Special Skill (Sisters of Sigmar) (Combat)

Unique to the Sisterhood is the training on wielding light well-balanced warhammers to rain multiple blows upon her enemies. Grants access to dual hammers and provides +10 Weapon Skill when using such weapons.

Dependencies: Advanced Weapons Training.

*Back to Skills*
Healing Herbs

*Certain plants that grow on the banks of the River Stir have curative properties. Herbalists collect their roots and leaves and use them to treat the sick and wounded.*

* Single Use.
* Restore all lost Wounds.

Availability: All Factions and Hired Swords.

Store Prices:

* Known buy price: 30G (without Haggle)
* Known buy price: 23G (with Haggle)
* Known sell price: 15G

Loot Locations:

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

*Back to Items, Equipment*
Crypt Horror

*A Crypt Horror towers over its smaller Ghoul brethren, and though it retainss the characteristic stoop and loping gait of its former life, its sinews become hard as iron. Bony growths and protrusions push out from the creature spine, and talons lengthen from splayed, dextrous hands. The potent diet of tough Ghoul flesh washed down with vampiric blood wreaks changes inside as well as out.*

Can be Hired by: Undead, Strigoi.

\*Due to its Blood Lust Skill, he actually has 4 Attacks

* Starting Skills: Blood Lust, Fearsome.
* Skill Access: Stats Increases (Weapon Skill Increase up to 6), Strength Skills (Strength Increase up to 6, Resilient up to 2, Rending Claws, Blood Lust), Speed Skills.
* Starting Equipment: Claws.
* Equipment Access: Thunderer Hat, and all items but Garlic and Holy Relic.

*Back to Hired Swords*
Ataturk

Ataturk is planned to become one of the largest cities on MAC C, and the largest by far on the far side of the Newton River. Serving as the capital and largest city of the League of the Western Steppe, it would be founded around a magical rock found in a cave in the Midpoint Mountains.

It is located in what was once the Earldom of Janoff, but very close to the border with Wayne.

## Name

The city is named after Mustafa Kemal Ataturk, founder of the modern Turkish nation, due to his massive reforms of Turkish society.

## History

During the Human Invasion of MAC C, the two empires sent out explorers to map MAC C. On one of these expeditions, funded by Mac Guy3135, the explorers come upon a rock that changes the gender of any who touch it in a cave in the Midpoint Mountains. After discovering this, the group travels back to Mac Guy3135, who, realizing the potential of the rock to attract settlers who would be aligned with his empire against that of the PC Guys, informs humanity of the rock and its magical nature, and promises to help settlers get to the area, on the condition that they would be allied to the Mac Guy Empire in perpetuity.

The city of Ataturk was founded in the closest large valley to the location of the stone, and would be the place where the League of the Western Steppe was founded.
G1

G1
--

Concordancia Strong

## Definición en Español

de origen hebreo; primera letra del alfabeto; figurativamente solamente (de su uso como numeral) el primero: Alfa. A menudo usada (por lo general ἄν an, antes de una vocal) también en composición (como contracción de G427) en el sentido de privación; así es en muchas palabras que empiezan con esta letra; ocasionalmente en el sentido de unión (como contracción de G260).

## Definition in English

Of Hebrew origin; the first letter of the alphabet: figuratively only (from its use as a numeral) the first. Often used (usually “an”, before a vowel) also in composition (as a contraction from G427) in the sense of privation; so in many words beginning with this letter; occasionally in the sense of union (as a contraction of G260): - Alpha.
Heavy Cuirass

*A solidly built piece of protection like this will embolden - but not unburden - the wearer.*

* Weight: 3
* Defence: +30
* 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: 332 - 411G (without Haggle)
* Known Buy Values: 191G (with Haggle)
* Known Sell Values: 125G

Loot Locations (only Human version, not Undead version):

* Carpviertel Catacombs (3000).

*Back to Armour, Equipment*
Hit chance

Hit chance is calculated based on the unit's skill and how difficult a target the enemy unit is.

**Chance to Hit (Melee):**

*50+ (Attacker's Weapon Skill – Defender's Weapon Skill) = percentage value*

**Calculations for working out how defence affects your chance to hit:**
*100 – Whatever your opponents defence is, multiply this figure by 0.01, then multiply by whatever your hit chance is.*

**An example of these calculations:**
*If for example my unit had a Weapon Wkill of 32 and my opponent had a Weapon Wkill of 40, the percentage value would be 42%.*
50+ (32-40) = 42%

*Let’s then say my opponent has a defence of 13. In order to work out defence as a percentage:*
100 – 13 = 87%

*The adjusted chance to hit would then be:*

42\* (87\*0.01) = 36.54%

**Chance to Hit (Ranged):**

50 + (Ballistic Skill - Range modifiers)

where range modifiers are:

+20 if enemy is in cover

+10 if shooter moved

+10 if enemy moved, or

+20 if enemy ran

+ accuracy over distance

If my unit had a ballistic skill of 50, I had taken a half move, and was firing on an enemy unit in cover, the percentage would be 70% minus whatever accuracy loss is applied over distance. (Forum post said -4 per tile (chargerange=8 should result in -32%))

50 + (50-20-10) = 70%

Note: Separate from melee or ranged hit chances are critical hit chances. Should your unit score a hit and successfully roll a critical, the attack will do double damage.
Doom

Necromantic Magic

The Necromancer whispers to the sleeping dead to rise up from the ground and seize his enemies. Choose one enemy model within 12 squares. The model must pass a Strength test (Strength + 15) or the dead emerging from the earth will rend him with supernatural power (he dies).

**Note : To activate this spell, simply click on a target in range. The spell icon will appear next to the warrior's portrait (click to confirm). If the spell is successfull a blue circle of ghostly hands appears around the target which is later killed.**

 Doom 3
 Doom 4

**Unlocks the following:**

* Life Stealer 1
Chainmail Cowl

*A cowl laced with chainmail and metal plates this keeps the cultist hidden and safe.*

* Weight: 0
* Defence: +6
* Initiative: -3

Availability:

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

Store prices:

* Known Buy Values: 39G (without Haggle)
* Known Buy Values: ?G (with Haggle)
* Known Sell Values: 15G

*Back to Head, Equipment*
Cutta

*Slimmer and easier to wield than a choppa. For Orcs that want to do poncy things like parry.*

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

Availability:

* Factions: Orc Raiding Party.

* Hired Swords: Shaman.

Store prices:

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

Loot Locations:

* None.

*Back to Right Hand, Swords, Equipment*
Fooled Ya!

Orc Magic

The Shaman disappears in a green mist, confusing his enemies. The Shaman become invisible until the next turn. This spell ends the Shaman's turn.

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

 Fooled Ya! 2
 Fooled Ya! 3
 Fooled Ya! 4
 Fooled Ya! 5
 Fooled Ya! 6

**Unlocks the following :**

* Led'z Go 1 (tree)
	+ Zzap! 1
Great Claw

Special Skills (Cult of the Possessed) (Possession)

The mutant's shield arm morphs into a great crab-like claw. He may carry no weapons in this arm, but can use it to attack gaining an extra attack in hand-to-hand combat with a +10 Strength bonus.

Dependencies: Dark Pact and Gift of Chaos.

*Back to Skills*
Holy Tome

*Books of prayers and descriptions of the holy deeds of religious heroes can increase the chance of a prayer working.*

* Spell Bonus: 10%.

**Note 1: up to 4 Holy Tomes can be equiped and their Spell Bonus stack.**

Availability:

* Factions: Witch Hunters and Sisters of Sigmar.
* Hired Swords: Warrior-Priest, Elf Ranger (only those belonging to a Witch Hunter).

Store Prices:

* Known buy price: 235G (without Haggle)
* Known buy price: ?G (with Haggle)
* Known sell price: 118G

Loot Locations:

* University District, Carpviertel Alchemy, Magic Quarter.

*Back to Items, Equipment*
Drake Xavier

"Men should respect neutrality, it's the loudest silence of them all."

Little is known about the man in terms of his actual history, however, he seems to have a basic capacity with weapons.

Leadership is something that seems to be inherent in the man, and his settlement of New Sipton is home to just a small team of laborers, who've built bridges and paths between several of the great civilizations of the world.

Xavier's most recent development is the building of the small tavern, The Crossroads, which is meant to be a neutral ground for those who need a break from the tumultuous politics of the great kingdoms.
Lion Helmet

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

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

Availability:

* Factions: Reikland Mercenaries.
* Hired Swords: None

Store prices:

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

*Back to Head, Equipment*
Клоны Алёнки

**Клоны Алёнки** — магические существа, созданные Алёнкой во время своего выступления на конкурсе.

## История

### Пророчество

Сначала клоны были добрыми, но стоило Алёнке подбросить посох, чтобы создать "Огненный узор", как один из клонов отнимает его при прыжке. На что она кричит: *"Эй, а ну отдай!"*, но клон не послушался. Тут же клоны решают "поиграть" с Алёнкой, и начинают перебрасывать посох между собой.

Подруги решают помочь Алёнке. Снежка стреляет из своего посоха, и клон, у которого был посох, замораживается, а сам посох выпадает. Пока другие клоны идут к посоху, Маша их останавливает, связывая травой. Варя с помощью силы ветра кидает Алёнке посох. Она его ловит и убирает клонов.

## Галерея

Добрые клоныКлон берёт посохЗлые клоны

Персонажи
Attacks

This is the number of melee attacks a member can make in an action with their primary weapon (or two-handed weapon). This stat has no direct effect on the number of ranged attacks a member may make.

Some skills may allow members to make attacks when it is not normally their turn.

The number of Attacks can be increased through Attack Increase and other Skills (e.g. Berserker). Additionally some weapons modify the total number of attacks a unit may make. Furthermore, some Items (Mad Cap Mushroom) and Injuries (Frenzy) grant one extra attack to the warrior.

*Back to Stats, Camp, Main Page*
Hunting Arrows

*The best hunting arrows are made by the hunters of Drakwald forest. Their sharp, barbed arrowheads cause excruciating pain, and a skilled archer can severely injure his target with a single arrow.*

* Single Use.
* Critical Hit x2 when using Bows.

Availability: Human Mercenaries, Undead, Witch Hunters and Cult of the Possessed; Freelancers, Pit Fighters, Elf Rangers, Halfling Scout and Duelists

 Store Prices:

* Known buy price: 30G (without Haggle)
* Known buy price: 22G (with Haggle)
* Known sell price: 15G

*Back to Items, Equipment*
2 Reyes

Destrucción de Jerusalén por los Babilonios

</noinclude>

## Tema

Véase en 1 Reyes

=== **Desde la división del reino hasta la caída de Samaria, 1 Rey. 12: 1 a 2**
Rey. 17: 41. **===**

 9. Zacarías, 15: 8-12.

1. Salum, 15: 13-15.

 11. Manahem, 15: 16-22.

1. Pekaía, 15: 23-26.
2. Peka, 15: 27-31.
3. Jotam, 15: 32-38.
4. Acaz, 16: 1-20.
5. Oseas, 17: 1-41.

## Galería

Eliseo sucede a ElíasLa Viuda y el AceiteEliseo orando por el hijo de la Sunamita
Crimson Shade

*Crimson Shade is the name given by Old Worlders to the leaves of the blood oak of Estalia. When distilled into a potion it grants inhuman quickness and strength.*

* Single Use.
* +1 to Move.
* +10 to Strength.
* +10-30 to Initiative.

Availability: All Factions and Hired Swords.

Store Prices:

* Known buy price: 39G (without Haggle)
* Known buy price: 27G (with Haggle)
* Know sell price: 20G

Loot Locations:

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

*Back to Items, Equipment*
Banded Mail

*Leather bands covering a coat of mail offers a servant of the order protection from detection and the blows of his enemies.*

* Weight: 2
* Defence: +25

Availability:

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

Store prices:

* Known Buy Values: 199-239G (without Haggle)
* Known Buy Values: ?G (with Haggle)
* Known Sell Values: 82G

Loot Locations (only the common image one):

* None.

*Back to Armour, Equipment*
Goblin Fanatic

*Only gobbo that is any use, total nutter that will bash humies with a big ball and chain. Best kept away from.*

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

Goblin Fanatics cost around 55 gold crowns and are sold for 25G, Their rating depends on the character that equips them.

* AI Controlled
	+ There is an enemy that can be charged => The Goblin Fanatic charges the closest enemy an attacks with his ball and chain.
	+ There are no enemies to charge at => He runs towards the closest enemy (this usually expose them to ranged fire).
* Move: 4
* Wounds: 4
* Weapon Skill: 20
* Strength: 30
* Attacks: 1
* Initiative: 30
* Leadership: 28
* Is armed with a ball and chain
* Suffers Animosity
* Suffers Frenzy and will continuosly run towards the closest enemy.
* If the Orc Boss has Da Cunnin' Plan skill the goblin gains the Infiltrate skill.

*Back to Creatures*
Dagger

*Almost every skaven in the under empire has access to a dagger like this. Rusty, dirty but crudely effective.*

* Strength: As user
* Reach: 1
* Enemy Defence: +15 (+5)
* Parry: 0 (+5%)

Availability:

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

Store prices:

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

*Back to Right Hand, Equipment*
Chaos Magic

Chaos Magic spells are unlocked with the Chaos Lore skill, and are available to Cult of the Possessed Magisters. New spells has to be learned by spending skill points (when leveling up).

* Wings of Darkness 1 (tree)
	+ Eye of God 1 (tree)
		- Vision of Torment 1
* Word of Pain 1 (tree)
	+ Dark Blood 1 (tree)
		- Lure of Chaos 1

**Note 1: New spells can only be learned by spending skill points. The Cult of the Possessed does not have a Tome of Magic, or similar (Tome of Necromancy, Inscribed Shard) item. As the Human Mercenaries, Skaven and Undead do.**

*Back to Skills*
Gnawdoom

Skaven Magic

The target is attacked by rats and soon is covered from head to foot in small, bleeding wounds. The Gnawdoom causes 5-9 Strength 10 hits on a single target within a range of 8.

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

 Gnawdoom 3
 Gnawdoom 4

**Unlocks the following :**

* New spells (learned on an Inscribed Shard or by spending skill points)
	+ Black Fury 1
Halfling Heroic Companion

*More wealthy Halfling are often accompanied by a loyal and adventurous bodyguard.*

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

Halfling Heroic Companions cost 4 Fate tokens.

* AI Controlled
* Move: 4
* Weapon Skill: 25 (5 more than the Halfling Burglar)
* Ballistic Skill: 45 (5 more than the Halfling Burglar)
* Strength: 20
* Wounds: 4
* Initiative: 40
* Attacks: 1
* Leadership: 72

*Back to Creatures*
Black Lotus

*In the deepest forests of the Southlands grows a plant that is extremely poisonous. It is known as Black Lotus and is much sought after by alchemists, assassins, wizards of the Western Coast and bored wives.*

* Single Use.
* +20% chance of Critical Hit.

Availability: All Factions and Hired Swords.

Store Prices

* Known buy price: 14G (without Haggle)
* Known buy price: ? (with Haggle)
* Known sell price: 7G

Loot Locations:

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

*Back to Items, Equipment*
Cowled Helm

*A plate helm draped in the peacked hood of the cultist.*

* Weight: 0
* Defence: +9
* Initiative: -2

Availability:

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

Store prices:

* Known Buy Values: 58-63G (without Haggle)
* Known Buy Values: ?G (with Haggle)
* Known Sell Values: 22G

*Back to Head, Equipment*
Crossbow

*A short strong bowstave mounted on a wooden or steel stock. A crossbow takes a long time to prepare, but its bolts have tremendous range and can penetrate armour easily. Though expensive and relatively rare they are the preferred weapon of many in Mordheim.*

* Range: 30
* Move Rate: None
* Accuracy: 85% (90%)
* Strength: 40
* Shots: 1
* 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: 35G (without Haggle)
* Known Buy Values: 22G (with Haggle)
* Known Sell Values: 12G

Loot Locations:

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

*Back to Left Hand, Crossbows, Equipment*
Head

A Hero can put on its Head a hat, mask, cap, cowl or helm (usually referred to as Helmets). Helmets are one of the best ways to get extra Defence, Leadership and/or Initiative without adding any Weight.

Helmets occupy the Head slot. Not all Helmets will be available to your Faction, and most are exclusive to certain Factions. Browse the Ldist, or go *back to Equipment*.

The buying price without Haggle skill is approximately 2 (minimum buying price), 2.2 (normal buying price) or 2.4 (maximum buying price) times the selling price for small warbands, But it increases with the number of warband members.

*\*Common means it is available for most Factions (in general all of them except Skaven and Cult of The Possessed) and Hired Swords (in general all of them except those characteristic of a determined Faction and Ogres). For additional details on Availability you can consult the entry of each helmet.*

*Back to Equipment*
Hochland Long Rifle & Sight

*The preferred hunting weapon of nobility is a long-ranged rifle with augmented sighting. They are rarer and more precious than long rifles.*

* Range: 48
* Move Rate: None
* Accuracy: 90% (95%)
* Strength: 40
* Shots: 1
* Ammo: 1
* Can Reload
* Enemy Defence: -15
* Master: Ignore cover

Availibility:

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

Store Prices:

* Known Buy Values: 800G (without Haggle)
* Known Buy Values: 500G (with Haggle)
* Known Sell Values: 200G

*Back to Left Hand, Blackpowder Weapons, Equipment*
Monte Sinaí

Monte desde el cual Dios dio el Decálogo; también llamado Horeb,\* cuyo
significado es incierto (**Dt. 1:2, 6, 19; 4:10; 5:2; 9:8; cf Ex. 19:11, 18, 20,**
23; 24:16; 31:18; 34:2, 4, 29, 32; Lv. 7:38; etc.**).**

## Etimología

(heb. Sînay, quizás "espinoso"; el nombre se podría relacionar con Sin, la diosa Luna de los babilonios; gr. Siná).

## Historia

Los hijos de Israel llegaron al **monte Sinaí** después de recorrer Mara, Elim y
Refidim en el 3er mes después de su salida de Egipto (**Ex. 15:23, 27; 16:1; 17:1;**
19:1, 2**). Estaba a una distancia de 11 días de viaje de Cades-barnea (Dt. 1:2).**
Por lo general la tradición cristiana ha ubicado esta montaña en el interior de
la Península del Sinaí, donde han sido identificados 2 montes como el Sinaí.

## Las tradiciones sobre el monte

Una tradición que se remonta a Eusebio (s IV d.C.) establece que el Jebel Serbal
sería la cima desde la cual se dio la ley. Es una prominencia impresionante, de
2.070 m de altura, al sur del Wâdî Feirân (identificado generalmente con
Refidim). Pero no hay en sus alrededores ninguna planicie capaz de contener a
una multitud más o menos considerable. La 2ª tradición, que viene de los días de
Justiniano (s VI d.C.), identifica al Sinaí con el Jebel Mfs~, el pico
sudoriental de una montaña de granito con 2 promontorios. El pico noroccidental,
el Ras ets-Tsaftsafeh, tiene una altura de 1.993 m, y el sudoriental, el Jebel
Mfs~, 2.244 m. Mapa V, D-5.
Buboes

Nurgle Rituals

The Master bestows the gift of pus-filled buboes upon his enemies. This spell has a range of 8" and affects a single enemy warrior. The warrior must pass a Strength plus 20 test or lose 4 Wounds.

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

Back to Skills
Halberds

Halberds, are two-handed weapons with increased strength, but without the Initiative penalties.

Having thef Advanced Weapons Training skill enables the use of Halberds.

Two hands (Advanced Weapons Training):

* Halberd
* Empire Halberd
* Orc Halberd
* Hooked Halberd
* Comet Halberd

*Back to Right Hand, Equipment*
Fires of U'Zhul

Lesser Magic

The warrior summons a fiery ball of flames and hurls it upon his enemies. The fireball will automatically hit (if successfully cast), has a range of 18 and causes one Strength 40 hit. This special attack is in addition to any normal actions the warrior wants to take (Move/Run/Attack).

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

 Fires of U'Zhul 3
 Fires of U'Zhul 4
Hochland Long Rifle

*Hochland a province famed for its hunters, is the only place in the Empire where the long rifle is commonly found. They are extremely rare and precious weapons, and only the most experienced weaponsmith are capable of manufacturing them.*

* Range: 48
* Move Rate: None
* Accuracy: 90% (95%)
* Strength: 40
* Shots: 1
* Ammo: 1
* Can Reload
* Enemy Defence: -15

Availibility:

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

Store Prices:

* Known Buy Values: 400G (without Haggle)
* Known Buy Values: 241G (with Haggle)
* Known Sell Values: 150G

Loot Locations:

* Smeltviertel Gunnery, Engineer Quarters.

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

*The standard imperial bow is used across the Empire. It is a compact yet powerful weapon that is accurate, cheap to make and easy to maintain.*

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

Availability:

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

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

Store prices:

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

Loot Locations:

* Pikeviertel Fletchers, Palace Gardens.

*Back to Left Hand, Bows, Equipment*
Club

*The primitive wooden club is the simplest type of weapon but can often be the deadliest in the right hands.*

* Strength: As User
* Reach: 1
* Enemy Max Defence: 0 (40)

Availability:

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

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

Store prices:

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

Loot Locations (only the common version and not the Skaven version):

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

*Back to Right Hand, Bludgeoning Weapons, Equipment*
Injuries

Mordheim is a dangerous place, and a Hero can get injured if it goes Out of Action in Combat. Most Injuries have adverse effects, but some are actually quite interesting. Before healing an injury, read carefully what it does. To free up the slot of a dead of badly injured Hero, you can Dismiss it.

Example of Injuries:

* Not so bad : miss next Mission\*
* Bad : miss the next 3 Missions\*
* Very bad : penalty to a Stats\*
* Terminal : Death\*\*
* Good : Hardened\* (Hero is immuned to Fear)
* Very Good : Horrible Scars\* (Hero causes Fear \*and\* is immuned to Fear).
* Amazing : Frenzy\* (+1 Attacks but must always charge the nearest opponent if able)

*\*Can be skipped/healed by spending 1 Fate token. // \*\*A dead Hero can be revived by spending 3 Fate tokens.*

*Back to Camp, Main Page*
Ithilmar Short Sword

*Elven blades are forged from ithilmar, a light, strong metal that is rarely traded.*

* Strength: As user
* Reach: 1
* Initiative: +10
* Parry: +10% (+25%)

Availability:

* Factions: All except Skaven and Sisters of Sigmar.

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

Store prices:

* Known Buy Values: 55G (without Haggle)
* Known Buy Values: 39G (with Haggle)
* Known Sell Values: 25G

Loot Locations:

* Palace Gardens (3600), Steinhardt's Palace (3800).

*Back to Right Hand, Swords, Equipment*
Marauder Helm

*Decorative full face helm designed to emulate that worn by Norscan raiders.*

* Weight: 0
* Defence: +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: 50G (without Haggle)
* Known Buy Values: 45G (with Haggle)
* Known Sell Values: 20G

*Back to Head, Equipment*
Fire of Gork

Orc Magic

Twin bolts of green flame shoot from the Shaman's nose to strike the enemy. The shaman can make two ranged attacks.

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

 Fire of Gork 2
 Fire of Gork 3
 Fire of Gork 4
 Fire of Gork 5
 Fire of Gork 6
Marauder Shield

*The simple wooden shield, although strong, does tend to splinter. This can sometimes save the user's life if his enemy's weapon gets trapped, allowing him to strike back whilst his enemy struggles to free his weapon.*

* Weight: 1
* Defence: +7
* Parry: +5%

Availability:

* Factions: All except Skaven.

* Hired Swords: Freelancer, Pit Fighter, Duelist, Vampire, Beastman, Warrior-Priest.

Store prices:

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

*Back to Left Hand, Shields, Equipment*
Dread of Aramar

Lesser Magic

The warrior places a sense of mind-numbing fear into the minds of his opponents. The wizard selects an enemy within 12 squares. They must pass a Leadership test or spend the next turn running directly away from him. If he flees, he must test at the start of each turn and will continue to flee until he passes a test. Does not affect targets immuned to Fear (Fearsome, Hardened, etc.).

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

 Dread of Aramar 2
 Dread of Aramar 3
 Dread of Aramar 4

**Unlocks the following :**

* New spells (learned in a Tome of Magic or by spending skill points)
	+ Fires of U'Zhul 1
Kettle Helm

*Older but serviceable style of helmet commonly found on the Bretonnian border and in town militias.*

* Weight: 0
* Defence: +5

Availability:

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

Store prices:

* Known Buy Values: 26G (without Haggle)
* Known Buy Values: 22G (with Haggle)
* Known Sell Values: 10G

Loot Locations:

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

*Back to Head, Equipment*
Cleaver

*Used by butchers the world over for chopping meat and chopping meat is what this is good at wether that meat is dead or alive.*

* Strength: As user
* Reach: 1
* Enemy Defence: 0 (-5)
* Initiative: -5
* Critical Hit: 0% (+25%)

Availability:

* Factions: All except Sisters of Sigmar.

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

Store prices:

* Known Buy Values: 20G (without Haggle)
* Known Buy Values: 15G (with Haggle)
* Known Sell Values: 8G

*Back to Right Hand, Axes, Equipment*
Axes

Axes have a really sharp blade that allows them to find the seams of armour and flesh, increasing the chances of doing a critical hit

Having the  Weapons Training skill enables a warrior to use all one-handed axe weapons, for using dual axes is required the Dual Axe Mastery skill. While for two-handed Axes it is required the Advanced Weapons Training skill.

One hand (Weapons Training):

* Hand Axe
* Beastmen Axe
* Cleaver
* Ogre Cleaver
* Ogre Axe
* Choppa (There is a Double Choppa)
* Warboss Great Axe
* Battle Axe (There is a dual version)
* Gromril Axe (There is a dual version)

Two hands (Advanced Weapons Training):

* Nordland Great Axe
* Marauder Great Axe
* Ostland Great Axe
* Ogre Great Axe
* Big Choppa
* Dwarven Pickaxe

*Back to Right Hand or Equipment*
Bell of Faith

*A popular tool to inspire the faithfull and toll out doom to the lost and the damned. It does inspire the ringer but annoys opponents and makes him easier to target with missile weapons.*

* Weight: 0

* Leadership: +10

Availability:

* Factions: Witch Hunters.

* Hired Swords: Warrior-Priest.

Store prices:

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

Loot Locations:

* Temple of Sigmar, Palace Gardens.

*Back to Left Hand, Equipment*
Dwarven Brigandine

*Padded covering to protect the wearer in industrial accidents and disputes.*

* Weight: 1
* Defence: +16

Availability:

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

Store prices:

* Known Buy Values: 30 - 36G (without Haggle)
* Known Buy Values: ?G (with Haggle)
* Known Sell Values: 14G

*Back to Armour, Equipment*
Long Sword

*A doubled-handed sword can cleave limbs with ease, but takes great skill and strength to wield.*

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

Availability:

* Factions: All except Skaven and Sisters of Sigmar.

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

Store prices:

* Known Buy Values: 25G (without Haggle)
* Known Buy Values: 15G (with Haggle)
* Known Sell Values: 10G

Loot Locations:

* Troutviertel Smithy (800), City Hall/Guild Hall (2000), Tower of Von Guyen (2500), Imperial Armory (2600), Von Endon's Amphitheatre (2700), The Keep (2800), Palace Gardens (3600).

*Back to Right Hand, Swords, Equipment*
Fortune Teller's Mask

*A mask styled in the shape of a fortune tellers mask. The only fortune seen is decay for the Carnival's opponents.*

* Weight: 0
* Defence: +10
* Initiative: -3

Availability:

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

Store prices:

* Known Buy Values: 36G (without Haggle)
* Known Buy Values: ?G (with Haggle)
* Known Sell Values: 18G

*Back to Head, Equipment*
Dark Venom

*This is poison extracted from Heldrakes, gigantic sea serpents that plague the Western Ocean and the coast of Naggaroth. The slightest wound infections by Dark Venom causes excruciating pain, incapacitating the bravest of men.*

* Single Use.
* +10 Strength.
* Poisons Target: Cause 1 poison damage every turn if a Strength test is failed. Some warriors may be immune.

Availability: All Factions and Hired Swords.

Store Prices:

* Known buy price: 37G (Without Haggle)
* Known buy price: 29G (With Haggle)
* Known sell price: 18G

*Back to Items, Equipment*
Improvised Leather and Plate

*A mixture of hardened leather and riveted steel plates. A cost-effective form of protection found all over the Empire.*

* Weight: 1
* Defence: +16

Availability:

* Factions: Witch Hunters and Sisters of Sigmar.
* Hired Swords: Warrior-Priest.

Store prices:

* Known Buy Values: 55G (without Haggle)
* Known Buy Values: ?G (with Haggle)
* Known Sell Values: 25G

*Back to Armour, Equipment*
Giant Rat

*Giant Rats are creations of the twisted genius of the Skaven. They are mutated monstrosities the size of dogs. They fight alongside the Skaven, overpowering any opponents by sheer weight of numbers.*

All Skaven (Leader, Henchmen and Hired Swords) can Buy/Equip a Giant Rat as their pet creature in the Camp.

Giant Rats cost 20 gold crowns, and are worth 6 points in Rating.

* AI Controlled
* Move: 6
* Wounds: 3
* Weapon Skill: 20
* Strength: 30
* Attacks: 1
* Initiative: 40
* Leadership: 16
* Will follow owner or Packmaster, if present.

*Back to Creatures*
Gromril Axe

*Built especially for combat, a battle axe will cut through armour and bone. In the arms of a strong user it can cause tremendous damage.*

* Strength: As user
* Reach: 1
* Enemy Defence: -10 (-15)
* Critical Hit: +20% (+30%)
* Dual Gromril Axes Attacks: 0 (+1)

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 Single/Dual version:

* Known Buy Values: 88/200G (without Haggle)
* Known Buy Values: 65/105G (with Haggle)
* Known Sell Values: 40/85G

Loot Locations:

* Palace Gardens.

*Back to Right Hand, Axes, Equipment*
Critical Hit

This Stat shows the percentage chance that an attack will deal double damage (after Defence, before Parry ; see Combat for details).

Notes:

* As of 2019/01/22, all bonuses to Critical Hit are summed under that Stats. But the combat mechanics do make the difference between a melee and a range attack, and the Critical Hit bonus from a melee weapon won't apply to a ranged attack, and vice versa (even if the numbers lead you to believe otherwise).
* Strike to Injure, a Combat Skills, will grant a +10% Critical Hit bonus to melee attacks only (2020/06/29 : confirmed by Prabdeep Bazaz on the forum).
* The Art of Silent Death Skill only grant a +15% Critical Hit bonus to certain melee attacks (Unarmed or with Fighting Claws).
Hand Axe

*The traditional weapon of Empirean woodsmen in poorer, heavily forested areas.*

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

Availability:

* Factions: All except Skaven and Sisters of Sigmar.

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

Store prices:

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

Loot Locations:

* Ruffeviertel Market, The Devil's Den.

*Back to Right Hand, Axes, Equipment*
Great Helm

*Sloping helmet limiting visibility but giving the very best protection, favoured by all the elity regiments of the Empire.*

* Weight: 0
* Defence: +10
* Initiative: -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: 50G (without Haggle)
* Known Buy Values: 40G (with Haggle)
* Known Sell Values: 22G

*Back to Head, Equipment*
Crossbow Pistol

*Masterpieces crafted by expert weaponsmitihs, miniature crossbows have all the power and accuracy of the real thing. As these weapons may be easily concealed, the are the favoured weapons of assassins.*

* Range: 10
* Move Rate: Run
* Accuracy: 50% (75%)
* Strength: 30
* Shots: 1
* 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: 45G (without Haggle)
* Known Buy Values: 39G (with Haggle)
* Known Sell Values: 18G

*Back to Left Hand, Crossbows, Equipment*
Holy Relic

*In this age of superstition and religiuos fanaticism, holy objects are an important part of life. Relics abound in the Old World: hairs of Sigmar, Pieces from Ulric's hammer, teeth of Daemon Princes, all are sold to men needing encouragement before battle and as charms against sorcery.*

* A model with a Holy Relic will automatically pass the first Leadership or Rout test he is required to make in the game.
* A warrior with more tahn one relic cannot pass more than the first test.

Availability:

* Factions: All except Undead.
* Hired Swords: All except Vampire.

Store Prices:

* Known buy price: 25G (without Haggle)
* Known buy price: 20G (with Haggle)
* Known sell price: 12G

*Back to Items, Equipment*
Bows

A Hero needs the Bow Training skill to use any Bows. Compared to other ranged weapons :

* User can Move and still shoot its target (but not Run, like Thrown Weapons), without Nimble skill.
* They don't need a turn to reload (unlike Blackpowder Weapons without Hunter skill).
* They are generally a bit weaker than Crossbows and Blackpowder Weapons (Str 30 vs 40).

Note : Attributes in parenthesis are unlocked with Bow Mastery.

*Back to Left Hand or Equipment*
Decaying Robes

*Robes offering moderate protection while showing the afflictions granted to them by Nurgle.*

* Weight: 2
* Defence: +25

Availability:

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

Store prices:

* Known Buy Values: 150G (without Haggle)
* Known Buy Values: ?G (with Haggle)
* Known Sell Values: 75G

*Back to Armour, Equipment*
Inscribed Shard

*This shard of wyrdstone is inscribed with strange glyphs.*

* It is required to learn Magic of the Horned Rat (must be equipped and afterwards it is consumed).
* If equipped by a sorcerer (a warrior trained in Magic of the Horned Rat), he will gain a random spell from the shard. If a spell is unlocked, the item is consumed.

**Note 1: An Inscribed Shard can only be used to learn new spells, not to gain levels in known spells.**

Availability: Skaven and Eshin Sorcerers.

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*
Duelist Mask

*A stylised mask used by some 'sophisticated' duelist hailing from the land of Tilea. Depicting a leering skull with wihngs.*

* Weight: 0
* Defence: +5
* Initiative: +2
* Leadership: +3

Availability:

* Factions: Human Mercenaries, Witch Hunters, Sisters of Sigmar, 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: 12 - 22G (with Haggle)
* Known Sell Values: 10G

*Back to Head, Equipment*
Big Choppa

*An Orc Big Choppa is a huge heavy tool, far too ungainly for a typical human to wield in one hand but capable of inflicting horrendous wounds.*

* Strength: User Strength +15 (+20)
* Reach: 1
* Two-Handed
* Critical Hit: +10% (+20%)
* Initiative: -15 (-10)

Availability:

* Factions: Orc Raiding Party.

* Hired Swords: Shaman.

Store prices:

* Known Buy Values: 23G (without Haggle)
* Known Buy Values: 16G (with Haggle)
* Known Sell Values: 10G

*Back to Right Hand, Axes, Equipment*
Hiding

A warrior may hide when the move less than half their movement range, end their move in cover, and are not within the awareness of an enemy character. A hidden character will stay hidden when moving half moves on future turns so long as they still end their move in cover and are not within the awareness of an enemy character.

Characters who are hidden cannot be shot by enemy character.

Hidden status will be disrupted and the character revealed if

* an enemy character moves such that the hidden character is within their awareness.
* the hidden character fires a ranged weapon.
* the hidden character moves out of cover.
* the hidden character makes more than a half move (runs).
* the hidden character charges an enemy character.
Comet Morning Star

*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 +5 (+15)
* Reach: 1
* Bonus to Strength when charging.

Availability:

* Factions: Sisters of Sigmar.

* Hired Swords: Augur.

Store prices:

* Known Buy Values: 30-35G (without Haggle)
* Known Buy Values: ?G (with Haggle)
* Known Sell Values: 15G

*Back to Right Hand, Flails, Equipment*
Augur

*The blind Augurs of the Sisterhood are blessed beyond their comrades. By giving up their sight they have gained something far more, second sight - a gift from their patron god. Only very few are marked this way, and they are greatly revered by the Sisterhood. Unlike the rest of the priestesses, they shave their heads, save for a single long braid.*

Can be Hired by: Sisters of Sigmar.

* Starting Skills: Unarmed Training, Thrown Weapons Training and Blessed Sight.a
* Skills Access: Stats Increases, Unarmed Master, Shooting (Thrown Weapons Mastery and Quick Shot), Academic, Speed, and Sisters of Sigmar Special Skills (Sign of Sigmar, Protection of Sigmar, Aegis of Sigmar, Absolute Faith, Righteous Fury).
* Starting Equipment: Augur's Robes.
* Equipment Access: Thunderer Hat, Augur's Robes, common daggers and knives, Dual Daggers, Sling, all common items.

*Back to Hired Swords*
Fate

Fate Tokens is the other currency that is used in Mordheim.

* Gaining Fate: Two ways to obtain Fate tokens at the Temple shop
	+ Spend REAL money and help the developers earn their pay
	+ Donate 100 gold crowns to the Gods of Mordheim.
		- Requires a Warband Rating of 100+
		- You gain one of six stats (Weapon Skill, Ballistic Skill, Strength, Defense, Initiative, or Leadership) for the next fight or a Fate token. Stats apply to every model in the Warband but not to their equipment, so if you get Strength it's only for melee. **Note: I have been keeping a record and from 1000 donations the probablility of geting each Stat Bonus is around 15% and the probability of getting a Fate token is 11.0%.**

* Fate Usage: Currently there are the following uses for Fate.
	+ Unlock new Factions, 20 Fate per Warband (except Dwarf Treasure Hunters and Strigoi that cost 25 Fate tokens and the Orc Raiding Party warband that cost 30 Fate tokens).
	+ Pay for Blessings in the Temple, 5 Fate tokens each. Blessing of Verena (double XP) and Blessing of Morr (automatically revives dead warriors), each last 7 days.
	+ Heal Injuries, 1 Fate clears all injuries. **Note: you can watch a video to remove injuries if you have 0 Fate.**
	+ Revive dead Heroes, 3 Fate. **Note: it is most cost effective if you are a frequent player to spend 5 tokens in the Blessing of Moor.**
	+ Buy premium Equipment, Creatures and Hired Swords, costs varies.
	+ Customise Equipment, cost varies.

See Fate Farming for a guide on getting Fate for free.

*Back to Temple, Main Page*