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Tome of Necromancy

*Books of forbidden lore.*

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

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

Availability: Undead and Vampires.

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*
Midden Knife

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

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

Availability:

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

Store prices:

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

Loot Locations:

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

*Back to Right Hand, Equipment*
Skull Hammer

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

* Strength: As user
* Reach: 1
* Enemy Max Defence: 30 (20)

Availability:

* Factions: All except Skaven.

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

Store prices:

* Known Buy Values: 40G (without Haggle)
* Known Buy Values: 28G (with Haggle)
* Known Sell Values: 16G

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

*A full face mask to keep fur away from eyes and snout heightens an assassin's awareness and adds some protection.*

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

Availability:

* Factions: Skaven.
* Hired Swords: Packmaster.

Store prices:

* Known Buy Values: 16-17G (without Haggle)
* Known Buy Values: 12-15G (with Haggle)
* Known Sell Values: 8G

*Back to Head, Equipment*
Trisymbol

*A specialist throwing weapon unique to skaven rare but in skilled hands will go further and be more accurate than a throwing knife.*

* Range: 6
* Move Rate: Run
* Accuracy: 40% (60%)
* Strength: -10 (-5)
* Shots: 1
* Ammo: Unlimited
* When used, user remains hidden

Availability:

* Factions: Skaven.

* Hired Swords: Packmaster.

Store prices:

* Known Buy Values: 33-39G (without Haggle)
* Known Buy Values: 27-34G (with Haggle)
* Known Sell Values: 15G

*Back to Left Hand, Thrown Weapons, Equipment*
Spears and Whips

Spears and whips allow a warrior a further reach. Allowing him to attack from behind their companions or from a moderately safe ditant. Having the  Weapons Training skill  enables a warrior to use all spears and whips weapons.

One hand (Weapons Training):

* Spear
* Poka
* Jagged Spear
* Bladed Spear
* Steel Whip

Two hands (Weapons Training):

* Whip and Thing Catcher

Back to Right Hand or Equipment
Whip and Thing Catcher

*Tools for directing "a seething pack of crazed rats and attacking enemies from a safe distance in the rear".*

* Strength: As user
* Reach: 2 (3)
* Two-Handed

Availability:

* Factions: Skaven.

* Hired Swords: Packmaster.

Store prices:

* Known Buy Values: 38-49G (without Haggle)
* Known Buy Values: 38-49G (with Haggle)
* Known Sell Values: 18G

*Back to Right Hand, Spears and Whips, Equipment*
Hammer of Sigmar

Prayers of Sigmar

The caster summons a hammer to smite his foes. The hammer grants +20 Strength and doubles the wielders Critical Hit. If the caster is already wielding a hammer then the bonuses apply as well as the bonuses provided by the hammer. If the caster is not wielding a hammer the summoned hammer replaces the caster right hand weapon. A Leadership test must be passed at the start of every turn to maintain the hammer.

**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.**

 Hammer of Sigmar 2
 Hammer of Sigmar 3
 Hammer of Sigmar 4

**Unlocks the following :**

* Armour of Righteousness 1
Shirt

*Wearing only a shirt will keep a warrior cool in combat - but most would prefer to be sweaty and encased in steel.*

* Weight: 0

Availability:

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

Store prices:

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

Loot Locations:

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

*Back to Armour, Equipment*
Mark of Chaos

Special Skills (Cult of the Possessed) (Possession)

The follower of Chaos is gifted with a mutation marking him out as one of the faithful.

Dependencies: Dark Pact.

The gifted mutation is chosen ramdonly (in theory all have the same chance) among the following:

* Black Blood
* Daemon Soul
* Spines
* Tentacle

*Back to Skills*
Warboss Armour

*Crafted mail is rare in Orc society and is only available to and needed by the most successful War bosses.*

* Weight: 2
* Defence: +25

Availability:

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

Store prices:

* Known Buy Values: 2 Fate (without Haggle)
* Known Buy Values: 2 Fate (with Haggle)
* Known Sell Values: 82G

*Back to Armour, Equipment*
Soulfire

Prayers of Sigmar

An explosion erupts from the caster, dealing a Strength 30 (+20 vs Undead) hit to all enemies within a range of 4. The spell ignores Armour and has a 50% chance to hit.

**Note: To activate tap the icon that appears next to the caster portrait when there is at least one enemy in range (tap again to confirm).**

 Soulfire 2
 Soulfire 3
 Soulfire 4

**Unlocks the following :**

* Healing Hand 1
Wyrdstone Hunter

Academic Skill

The warrior has an uncanny ability to find hidden Shards of Wyrdstone. Increase likelihood of finding Shards.

Dependencies: None.

**Note 1: these shards will be awarded at the end of the mission, and are not scattered on the map.**

**Note 2: (CONFIRMED) Multiples of this skill (on different units) do stack, for even more chances of getting extra shard rewards.**

*Back to Skills*
Skull Splitter

###

*The simplest of weapons, echoing a distant age. The hammer is modelled on the forged Dwarf weapons of yore, made from the finest steel and used by Sigmar himself.*

###

* Strength: As user
* Reach: 1
* Leadership: +5
* Enemy Max Defence: 50 (35)

Availability:

* Factions: Allexcept Skaven.

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

Store prices:

* Known Buy Values: 10G (without Haggle)
* Known Buy Values: 7G (with Haggle)
* Known Sell Values: 4G

*Back to Right Hand, Bludgeoning Weapons, Equipment*
Stove Hat

*A tall wide brimmed hat unique to members of the order wanting to publicly denote their status. Few are brave enough to comment on the similarity of the hat to that popularly worn by witches in folklore.*

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

Availability:

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

Store prices:

* Known Buy Values: 40-44G (without Haggle)
* Known Buy Values: 40G (with Haggle)
* Known Sell Values: 20G

*Back to Head, Equipment*
Wings of Darkness

Chaos Magic

The Chaos Mage is lifted from the ground by two sadowy Daemons and carried wherever he wants to go. the Chaos Mage may immediately move anywhere within 12 squares.

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

 Wings of Darkness 3
 Wings of Darkness 4

**Unlocks the following :**

* Eye of God 1 (tree)
	+ Vision of Torment 1
Swords

Swords are swift and less cumbersome than other weapons which allows them to parry enemy attacks. Additionally they have sharp blades that allows them to find the seams of armour and flesh, increasing the chances of doing a critical hit.

Having the Advanced Weapons Training skill enables a warrior to use all one-handed and two-handed swords.

One hand (Advanced Weapons Training):

* Falchion
* Straight Sword
* Cutta
* Beastmen Sword
* Back Sword
* Skaven Scimitar
* Cutlass
* Jagged Sword
* Reik Sword
* Vampiric Sword
* Ithilmar Short Sword
* Ithilmar Sword
* Gromril Sword

Two hands (Advanced Weapons Training):

* Weeping Blades (Dual one-handed swords)
* Long Sword
* Great Sword
* Flame Sword
* Gromril Great Sword

*Back to Right Hand, Equipment*
Ragged Tabard

*A tabard over the individuals own ragged cloths denotes this survivors devotion to Sigmar.*

* Weight: 0

Availability:

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

Store prices:

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

Loot Locations:

* None.

*Back to Armour, Equipment*
Strength

This Stat is used to calculate damage inflicted in close combat. The first Digit indicates the number of damages rolls made in one attack and the second times 100 is the posibillity of making another damage roll. Therefore, the higher the Strength value of a Hero or a ranged-weapon the higher the damage you can do (see Combat for details).

Strenght can be increased through Strength Increase. Additionaly, someRight Hand weapons (mainly two-handed weapons) have a Strength bonus in combat.

*Back to Stats, Camp, Main Page*
Weeping Blades

*Murderous swords constructed with a small amount of warpstone in their structure. A weeping blade constantly sweats a deadly corrosive venom.*

* Strength: As user
* Reach: 1
* Two-Handed
* Critical Hit: 0 (+25%)
* Parry: 0 (+25%)
* Attacks: 0 (+1)

Availability:

* Factions: Skaven.

* Hired Swords: Packmaster.

Store prices:

* Known Buy Values: 100-146G (without Haggle)
* Known Buy Values: 85-108G (with Haggle)
* Known Sell Values: 50G

*Back to Right Hand, Swords, Equipment*
Spiked Gauntlet

*Pit Fighters are powerful and dangerous fighters, with unique training that gives them an advantage in confined spaces. The trademark spiked gauntlet can be used as a weapon and effective parrying tool..*

* Weight: 0
* Parry: +12%

Availability:

* Factions: All except Skaven and Undead.

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

Store prices:

* Known Buy Values: 50G (without Haggle)
* Known Buy Values: 33G (with Haggle)
* Known Sell Values: 25G

*Back to Left Hand, Shields, Equipment*
Spines

Special Skills (Cult of the Possessed) (Possession)

The warrior is blessed with a covering of spines that can be used to cause a range 1 automatic 1 wound in combat.

Dependencies: Dark Pact and Mark of Chaos.

**Note: This skill can be activated by pressing the icon that appears next to the warrior portrait once there is someone in range (1 Square) (Tap again to confirm) it will affect all the models (friend and foe) in range.**

*Back to Skills*
The Art of Silent Death

Special Skill (Skaven) (Combat)

The Skaven has patiently mastered the deadly art of open-hand fighting, as taught by the mystics of Cathay in the temples of the far East. In hand-to-hand combat, the Skaven can fight with his bare paws without any penalties and counts as having two weapons (ie, +1 melee Attack). This skill may be used in conjunction with Fighting Claws (+2 Attacks instead of +1). In addition, a Skaven Hero with this skill receives 15% Critical Hit bonus on Unarmed Attacks and those made with Fighting Claws.

Dependencies: Unarmed Master

*Back to Skills.*
Tunic and Trousers

*A simple set of armour, offers better protection than wearing nothing. Also helps cover up some of the Blessings of Nurgle.*

* Weight: 1
* Defence: +16

Availability:

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

Store prices:

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

*Back to Armour, Equipment*
Thrown Weapons

A Hero needs Thrown Weapons Training to use any of these weapons. They are generally underwhelming compared to Bows, Crossbows and Blackpowder Weapons, but they have unique advantages:

* User may Run (see Move) and still shoot its target.
* Knife Fighter skill means very high rate of fire (even for slings and stars).
* Except slings, all can be used from shadows.

Note: Attributes in parenthesis are unlocked with Thrown Weapons Mastery.

*Back to Left Hand or Equipment*
Speed Skills

Speed Skillsare based on Initiative. Some Speed Skills are Special Skills, only available to certain Factions or Hired Swords.

* Initiative Increase *(available to all in the Stats Increase Skills Group)*
* Hidden in the Shadows
* Perception
* Quick Reactions (tree)
	+ Ambush
	+ Lightning Reflexes (tree)
		- Dodge
		- Quick Recovery
* Sprint
* Gutter Runner (tree) *(Skaven Special Skill)*
	+ Infiltration *(Skaven Special Skill)*
* Excellent Sight *(Elf Ranger Special Skill)*

*Back to Skills*
Scabrous Hide

Nurgle Rituals

The Master's skin becomes tough and leathery like that of his patron god. The Master gets a Defence of 80 which replaces any normal Armour save. The Scabrous Hide last until the beginning of his next turn.

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

Back to Skills
Robes and Cuirass (SoS)

*Leather bands covering a coat of mail offers a servant of the Sisterhood protection from the blows of her enemies.*

* Weight: 2
* Defence: +35

Availability:

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

Store prices:

* Known Buy Values: 200-266G (without Haggle)
* Known Buy Values: ?G (with Haggle)
* Known Sell Values: 100G

*Back to Armour, Equipment*
Thunderer Hat

*A hat commonly worn by Dwarven Rangers & Thunderers during outdoor expeditions that offers exceptionally good protection against the cold. So much that it's a sough after garment for adventurers & soldiers alike within the Empire.*

* Weight: 0
* Defence: +2
* Ballistic Skill: +5
* Leadership: +3

Availability:

* Factions: All.
* Hired Swords: All except Possessed.

Store prices:

* Known Buy Values: 1 Fate Token (or 1G during the Xmas event) (without Haggle)
* Known Buy Values: 1 Fate Token (or 1G during the Xmas event) (with Haggle)
* Known Sell Values: 0G

*Back to Head, Equipment*
Vampiric Plate

*Weapons and armour from the forges of Drakenhof are flooding into Mordheim to help supporters of the Von Cartein bid for the trhone.*

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

Availability:

* Factions: Undead.
* Hired Swords: Vampire.

Store prices:

* Known Buy Values: 288G (without Haggle)
* Known Buy Values: 275G (with Haggle)
* Known Sell Values: 150G

*Back to Armour, Equipment*
Warp Rod

*Borne by black magicians who are experts of warp manipulation and manufacture the enchanted weapons of the Assassins.*

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

Availability:

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

Store prices:

* Known Buy Values: 332-428G (without Haggle)
* Known Buy Values: 272-428G (with Haggle)
* Known Sell Values: 138G

*Back to Right Hand, Equipment*
Pit Fighter (Hired Sword)

*Pit Fighters are dangerous men who make their living in the illegal fighting pits of the Empire... When not in the pits, Pit Fighters offer their services to the highest bidders, and they readily find employment in the warbands intent on exploring the ruins of Mordheim. Pit Fighters are powerful and dangerous fighters, and theirr unique weaponry gives them an advantage against almost any opponent.*

Not to be confused with the skill Pit Fighter.

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

*\*WS is shown at 50-55 value in the app due to the Pit Fighter skill, but this skill doesn't apply all the time.*

*\*\*Flail increases Strength by +12, base Strength is 35-45 (including Strength Increase).*

*\*\*\*Defence is 0, plus Resilient and Equipment.*

*\*\*\*\*Parry is 0, plus Left Hand special weapon Spiked Gauntlet.*

* Starting Skills : Unarmed, Weapons and Advanced Weapons Training, Advanced Weapons Mastery, Weapon Skill (2/6), Strength (2/3), Wounds (1/3), Resilient, Pit Fighter and Initiative (2/6).
* Skills Access : Stats Increases, Combat, Shooting (only Bow, Crossbow, Thrown Weapons and Blackpowder Training and Mastery), Strength and Speed.
* Starting Equipment : Helmet (Conical Helm, Marauder Helm or Pit Champions Helm), Pit Armour, Flail and Spiked Gauntlet.
* Equipment Access: All common Hats and Helments, Armours, Right Hand and Left Hand weapons, and Items.

*Back to Hired Swords*
Ogre Jerkin

*Ogres in Human realms will quickly try to adopt the dress and mannerisms of their employers. They don't get it right but at least if affords some protection.*

* Weight: 1
* Defence: +12
* Leadership: +5

Availability:

* Factions: None.
* Hired Swords: Ogre.

Store prices:

* Known Buy Values: ?G (without Haggle)
* Known Buy Values: 46G (with Haggle)
* Known Sell Values: 25G

*Back to Armour, Equipment*
Stats

Stats are the components of an individual member of your Warband. Stats are the foundation to the mechanics for how effectively different members use their skills and perform actions.

* Level
* Wounds
* Move
* Attacks
* Weapon Skill
* Ballistic Skill
* Strength
* Defence
* Initiative
* Leadership
* Critical Hit
* Parry

*Back to Camp, Main Page*
Nurgle's Rot

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

The Tainted One is infected with the deadly pestilence of its lord - Nurgle's Rot. In addition, the Tainted One is immune to all Poisons. Nurgle's Rot is a deadly contagion for which there is no known cure. This virulent disease can be passed on in hand-to-hand combat. If damage is caused the victim is poisoned and loses another wound every turn.

Dependencies: None.

**Note: all warrior have a small natural poison immunity, so at times the effect of nurgle's rot can be resisted, even if they are not completely immune to poison, like Undead and Vampires.**

*Back to Skills*
Mauler

Special Skill (Sisters of Sigmar) (Strength)

The sisters are a martial order and the strongest can become experts at wielding the icon weapon of their patron - two handed great hammers. Removes the Initiative penalty for wielding two handed hammers and grants +10 Strength when using such a weapon. Is a combination of the skills Strongman and Mighty Blow.

Dependencies: Strength 40.

*Back to Skills*
Ogre Great Club

*Traditional Ogre big basher used by Ogre Mercenaries the world over.*

* Strength: User Strength +7 (+14)
* Reach: 1
* Two-Handed
* Enemy Max Defence: 0 (40)
* Initiative: -10

Availability:

* Factions: None.

* Hired Swords: Ogre.

Store prices:

* Known Buy Values: 35G (without Haggle)
* Known Buy Values: 29G (with Haggle)
* Known Sell Values: 15G

*Back to Right Hand, Bludgeoning Weapons, Equipment*
Pot Helm (ORP)

*Crude iron helmet which may or may not be harder than the skull underneath it.*

* Weight: 0
* Defence: +4

Availability:

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

Store prices:

* Known Buy Values: 16-22G (without Haggle)
* Known Buy Values: 12-16G (with Haggle)
* Known Sell Values: 8G

*Back to Head, Equipment*
Store

You can buy Equipment directly from the Equip page (in the Camp), or you can go to the Store. In the Camp¡s Equip page, only items available for that Hero are shown. But in the Store, all items currently available to buy are shown. Also, this is where you go if you want to sell an item (at a reduced value, of course).

*Back to Main Menu, Main Page*
Private Games

You can enable Private Games from the Main Menu.

* Choose Options.
* Check the box next to "Enable Private Games".
* Enter a code (any will do) and share it with your friend (we often use the Discord channel for this).
* Both players then load their Warband.
* Player #1 must go to Town Cryer and start a PvP Live game (the 60 seconds countdown will begin).
* Player #2 will get the pop-up invitation to join the game. Click on it and proceed as normal.
* If Player #2 doesn't get the pop-up invite, they should just go to Town Cryer / PvP Live. The hosted game should be there to join.

Back to *Main Page*
Ogre Club

*Ogre sized version of the human club. Your basic "basher". The most common and easily accessible for Ogre Mercenaries.*

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

Availability:

* Factions: None.

* Hired Swords: Ogre.

Store prices:

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

*Back to Right Hand, Bludgeoning Weapons, Equipment*
Nurgle Rituals

Nurgle Ritual spells are unlocked on the Carnival Master of the Carnival of Chaos with the Nurgle's Gifts skill. New spells has to be learned by spending skill points (when leveling up).

* Stench of Nurgle
* Nurgle's Rot (Ritual)
* Scabrous Hide
* Pestilence
* Daemonic Vigour
* Buboes

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

*Back to Skills*
Temple (Shop)

The Temple Shop can be accessed from the Main Menu (tap Shop) or the Warband's page (tap Temple). Here, you can:

* Buy Fate tokens (10, 50 or 100) with real money.
* Blessing of Verena (cost 5 Fate tokens): For a full week, all experience points earned on your account will be doubled. This is good for all your Warbands (active or archived).
* Blessing of Morr (for 5 Fate tokens): This is the best deal on the app. For a full week, Morr will revive dead characters (it otherwise costs 3 Fate tokens each resurrection). **Note 1: characters already dead before the purchase of the blessing will not be revived. Note 2: Characters revived by the Blessing of Morr will be cure of all of their injuries, so it could be a good strategy to let some characters die.**
* Donate: each Donation costs 100 gold. But you get a free Donation every 20 hours (reduced to 10 hours by watching a 30 seconds advertisement). A Donation can be anything from a Fate token (about 11% chance) to a small stats boost (+5 WS, +5 BS, +5 S, +5 Def, +5 I, or +5 Ld). **Note: the bonus is good only for the next mission of the currently selected Warband.**

*Back to Main Page*
Bugman's Beverage

*A much sought-after dwarven beverage that renders the drinker exuberant and fearless.*

* Single Use.
* Grant immunity to Fear.

Availability: All Factions and Hired Swords.

Store Prices:

* Known buy price: 6G (without Haggle)
* Known buy price: 4G (with Haggle)
* Known sell price: 3G

Loot Locations:

* Troutviertel Taberns, Mordheim Breweries.

*Back to Items, Equipment*
Orc Full Shield

*Wooden planks banged together, looks like it might offer protection.*

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

Availability:

* Factions: Orc Raiding Party.

* Hired Swords: Shaman.

Store prices:

* Known Buy Values: 10-12G (without Haggle)
* Known Buy Values: 8-10G (with Haggle)
* Known Sell Values: 5G

*Back to Left Hand, Shields, Equipment*
Sigmarite Great Hammer

*One of the traditional weapons of the Sisterhood. Sigmarite warhammers typically come in one or two handed variants to suit any Sisters fighting style.*

* Strength: +10 (+20)
* Reach: 1
* Two-Handed
* Initiative: -15
* Enemy Max Defence: 20
* The Strength bonus provided by this weapon is doubled against Cult of the Possessed and Undead.

Availability:

* Factions: Sisters of Sigmar.

* Hired Swords: Warrior-Priest.
* Store prices:

* Known Buy Values: 2 Fate Tokens (without Haggle)
* Known Buy Values: 2 Fate Tokens (with Haggle)
* Known Sell Values: 0G

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

*Named after what it does, orcish daggers are the cheapest weapon and the easiest to get hold of.*

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

Availability:

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

Store prices:

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

Loot Locations:

* None.

*Back to Right Hand, Equipment*
Línea del Tiempo

En esta sección encontrará los eventos tanto históricos como proféticos que nos habla la Biblia o que estén relacionados con la iglesia.

## Eventos

### Línea del Tiempo

Vamos a dividir la línea de tiempo en dos partes, eventos que ocurrieron antes de Cristo y eventos que ocurrieron después de Cristo, al mismo tiempo estás dos divisiones tendrás más, que serán organizadas en grupos de 100 años.

#### Antes de Cristo

En esta tabla estarán enlistadas todos los eventos tanto históricos como proféticos relacionados a la Biblia y a la historia de la Iglesia, cabe destacar que comenzaremos los eventos a partir del año 4004 a.C. de acuerdo a la cronología de Ussher.

## Abreviaciones

MN = Medianoche

CM = Clamor de Medianoche

LD = Ley Dominical

LDM = Ley Dominical Mundial

7PP = Siete Plagas Postreras

2VC = 2da Venida de Cristo
See no Evil

*A holy aid to enable the user to be blind to evil in the world...and just about everything else.*

* Weight: 0
* Leadership: +10
* Initiative: -10
* Ballistic Skill: -10

Availability:

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

Store prices:

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

Loot Locations:

* Unknown Shrine, Palace Gardens.

*Back to Head, Equipment*
Throwing Star

*A specialist throwing weapon unique to skaven. Rare but in skilled hands will go further and be more accurate than a throwing knife.*

* Range: 6
* Move Rate: Run
* Accuracy: 50% (70%)
* Strength: -10 (-5)
* Shots: 1
* Ammo: Unlimited
* Critical Hit: 0% (+35%)
* When used, user remains hidden

Availability:

* Factions: Skaven.

* Hired Swords: Packmaster.

Store prices:

* Known Buy Values: 43-75G (without Haggle)
* Known Buy Values: 44-57G (with Haggle)
* Known Sell Values: 22G

*Back to Left Hand, Thrown Weapons, Equipment*
Ogre Maul

*A man-made Ogre Maul designed for Ogre Mercenaries in Imperial service.*

* Strength: User Strength +8 (16)
* Reach: 1
* Two-Handed
* Initiative: -10
* Enemy Max Defence: 35

Availability:

* Factions: None.

* Hired Swords: Ogre.

Store prices:

* Known Buy Values: 105G (without Haggle)
* Known Buy Values: 68G (with Haggle)
* Known Sell Values: 40G

*Back to Right Hand, Bludgeoning Weapons, Equipment*
Ulric Helm

*A helmet worn by the Priest of Ulric after slaying a dire wolf to prove their devotion.*

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

Availability:

* Factions: Middenheim 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: 0G

Loot Locations:

* None.

*Back to Head, Equipment*
Mystic Robe

*Those with the power of sorcery are hated and feared and live a life on the run at risk of persecution. A voluminous robe is a good all weather garment that is perfect for outdoor sleeping all year round.*

* Weight: 0
* Spell Bonus: 10%

Availability:

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

Store prices:

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

*Back to Armour, Equipment*
Superior Blackpowder

*The warrior has acquired a better quality of blackpowder than is normally available.*

* Single Use.
* +10 Strength when using blacpowder weapons.

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

Store Prices:

* Known buy price: 30G (Without Haggle)
* Known buy price: 22G (With Haggle)
* Known sell price: 15G

*Back to Items, Equipment*
Ogre Cowl

*Ogres in Human realms will quickly try to adopt the dress and mannerisms of their employers. They don't always get it right but at least it affords some protection.*

* Weight: 0
* Defence: +3

Availability:

* Factions: None.
* Hired Swords: Ogre.

Store prices:

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

*Back to Head, Equipment*
Short Bow

*A small, short-ranged bow that is cheap and requires little strength to use. It is easier to shoot from horseback and whilst moving than a larger bow. Favoured by Halflings, who lack the strength and height required to use a long bow.*

* Range: 16
* Move Rate: Move
* Accuracy: 70% (80%)
* Strength: 30
* Shots: 1
* Ammo: Unlimited
* Master: half user's move penalty

Availability:

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

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

Store prices:

* Known Buy Values: 8G (without Haggle)
* Known Buy Values: 6G (with Haggle)
* Known Sell Values: 4G

Loot Locations:

* Pikeviertel Fletchers, The Keep, Palace Gardens.

*Back to Left Hand, Bows, Equipment*
Round Shield (Skaven)

*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: Skaven.

* Hired Swords: Packmaster.

Store prices:

* Known Buy Values: 10-12G (without Haggle)
* Known Buy Values: 8-10G (with Haggle)
* Known Sell Values: 5G

*Back to Left Hand, Shields, Equipment*
Prayers of Sigmar

Special Skills (Warrior-Priest and Sisters of Sigmar) (Academic)

Allows a warrior to cast **Prayers of Sigmar**. Unlike Lesser Magic, Magic of the Horned Rat and Necromantic Magic skill points must be spent to learn new spells. However, the Casters or the Prayers don't suffer casting penalties for wearing armour. Additionally they have an item, Holy Tome, that increases casting (+10% spell bonus for all spells, and it stacks with it's self and thus has a max of +40%).

Dependencies: Leadership 65.

Unlocks the following:

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

*Back to Skills*
Pit Armour

*Even though pit fights are banned in many provinces, they are very popular and a great deal of money is wagered on the outcome. Pit armour is designed to show off a fighters scars and muscles to help loosen the coin from prospective bidders purses but does offer some protection.*

* Weight: 0
* Defence: +10

Availability:

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

Store prices:

* Known Buy Values: ?G (without Haggle)
* Known Buy Values: 107G (with Haggle)
* Known Sell Values: 50G

*Back to Armour, Equipment*
Right Hand

In Mordheim, there are three main types of weapons: Right-Handed, Left-Handed, and Two-Handed Weapons. The term defines in which slot the items are equipped.

All melee weapons are Right-Handed and take the Right Hand slot. Two-Handed melee weapons will also be equipped in the Right Hand slot, but this will prevent the use of the Left Hand slot.

Not all Weapons will be available to your Faction, and most are exclusive to certain Factions. Browse the list, 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.

## Weapons Training

 (includes all one-handed weapons, except swords)

### Bludgeoning Weapons

Bludgeoning Weapons, on the whole, tend to be slow and cumbersome, but excel at dealing with armored opponents. Having the  Weapons Training skill enables a warrior to use all one-handed bludgeoning weapons.

### Flails

Flails are weapons with an increased strength bonus while charging. Having the  Weapons Training skill enables a warrior to use all flails.

 Flail | S+10 (+20)
 Comet Morning Star | S+5 (+15)

### Spears and whips

Spears and whips allow a warrior to reach a little further. Having the  Weapons Training skill enables a warrior to use all spears and whips weapons.

### 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 and dual axe weapons.

### One-handed Swords

Swords are less cumbersome than other one-handed weapons which allows them to parry enemy attacks. Additionally they have sharp blades that allows them to find the seams of armour and flesh, increasing the chances of doing a critical hit. Having the  Advance Weapons Training skill enables a warrior to use all one-handed swords.

### Two- Handed Weapons

Two-handed weapons allow a warrior to put more weight behind their attacks, increasing the strength of those. Having the  Advance Weapons Training skill enables a warrior to use all two-handed weapons.

#### Two-handed Swords

Swords are less cumbersome than other weapons which allows them to parry enemy attacks.

#### Two-handed Bludgeoning Weapons

Bludgeoning Weapons, on the whole, tend to be slow and cumbersome, but excel at dealing with armored opponents.

#### Two-handed 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.

*Back to Equipment*
Pistol

*A small, simple, blackpowder weapon fired by a spring mechanism. Most pistols are expensive, unrealiable, and poorly constructed - but deadly.*

* Range: 6
* Move Rate: Run
* Can be used in Close Combat
* Accuracy: 25% (50%)
* 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, Ogre and Duelist.

Store Prices:

* Known Buy Values: 30G (without Haggle)
* Known Buy Values: 21G (with Haggle)
* Known Sell Values: 12G

Loot Locations:

* Smeltviertel Gunnery, Engineer Quarters, Palace Gardens.

*Back to Left Hand, Blackpowder Weapons, Equipment*
Ogre Axe

*A "fancy slicer" based on a human two handed axe used in one hand.*

* Strength: As user
* Reach: 1
* Enemy Defence: -5
* Critical Hit: +10% (+25%)

Availability:

* Factions: None.

* Hired Swords: Ogre.

Store prices:

* Known Buy Values: 45G (without Haggle)
* Known Buy Values: 35G (with Haggle)
* Known Sell Values: 20G

*Back to Right Hand, Axes, Equipment*
Resurectionist's Gown

*Scholastic robes that allows the wearer to walk amongst men with their dark art kept secret.*

* Weight: 0
* Spell Bonus: 10%

Availability:

* Factions: Undead.
* Hired Swords: Vampire.

Store prices:

* Known Buy Values: 128-161G (without Haggle)
* Known Buy Values: 161G (with Haggle)
* Known Sell Values: 88G

*Back to Armour, Equipment*
Stream of Corruption

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

The Tainted One can spew forth a grotesque stream of maggots, entrails and filth. This is counted as a shooting attack with a range of 6 and is resolved at Strength 30 with no saves for armour.

Dependencies: None.

**Note 1: this ranged attack can be use in addition to moving/charging, shooting or attacking in hand-to-hand combat, both before or after, and to the same or a different objective.**

**Note 2: game mechanics count it as a spell, so it can be resisted by skills like Magic Immunity. Aditionally, its casting chance (initially 100%) is reduced by the amount of armour the warrior is wearing (e.g. -12 when wearing a Moon Mask for a 88% casting chance)**

**Note 3: because it counts as a spell, and only one speel can be casted per turn, the Carnival master cannot use it after casting another spell and canot cast another spell after using it.**

*Back to Skills*
Tears of Shallaya

*Tears of Shallaya are vials of water from the holy springs in Couronne. Shallaya is the goddess of healing and mercy and it is said that this water has curative properties and is proof against any poison.*

* Single Use.
* Adds immunity to poison.

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

Store Prices:

* Known buy price: 17G (without Haggle)
* Known buy price: 12G (with Haggle)
* Known sell price: 8G

Loot Locations:

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

*Back to Items, Equipment*
Triangle Shield

*A typical underempire shield bearing the skaven symbol, standard issue for many clan rat warriors.*

* Weight: 1
* Defence: +8
* Parry: +5%

Availability:

* Factions: Skaven.

* Hired Swords: Packmaster.

Store prices:

* Known Buy Values: 12-15G (without Haggle)
* Known Buy Values: 10-12G (with Haggle)
* Known Sell Values: 6G

*Back to Left Hand, Shields, Equipment*
Skull Cuirass

*Well-crafted light cuirass emblazoned with the symbol of Morr, God of the Dead, in the hope that the wearer's reverence and piety will stave off a visit.*

* Weight: 2
* Defence +30

Availability:

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

Store prices:

* Known Buy Values: 265 - 353G (without Haggle)
* Known Buy Values: 148G (with Haggle)
* Known Sell Values: 110G

*Back to Armour, Equipment*
Sigmarite Hammer

*One of the traditional weapons of the Sisterhood, this warhammer is styled after the hammer of Sigmar himself.*

* Strength: User Strength +5 (+10)
* Reach: 1
* Enemy Max Defence: 30 (20)
* The Strength bonus provided by this weapon is doubled against Cult of the Possessed and Undead.

Availability:

* Factions: Sisters of Sigmar.

* Hired Swords: Warrior-Priest.

Store prices:

* Known Buy Values: 35G (without Haggle)
* Known Buy Values: ?G (with Haggle)
* Known Sell Values: 18G

*Back to Right Hand, Bludgeoning Weapons, Equipment*
Skull Dagger

*The favoured weapon for those that deal in death by dagger. Many a warrior in Mordheim has ended up with one of these in his back.*

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

Availability:

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

Store prices:

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

Loot Locations:

* Memorial Gardens, Ruffeviertel Market.

*Back to Right Hand, Equipment*
War Mask

*This is not much scarrier than the face of a snarling furious Orc but it doesn't stop them trying to scare the enemy more.*

* Weight: 0
* Defence: +5

Availability:

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

Store prices:

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

Loot Locations:

* None.

*Back to Head, Equipment*
Scorpion Tail

Special Skills (Cult of the Possessed) (Possession)

The mutatn is blessed with a long barbed tail with a venomed tip, allowing him to make an extra high strength attack (Strength +5) in each hand-to-hand combat phase.

Dependencies: Dark Pact and Gift of Chaos.

**Note: To activate this skill you have to tap the icon next to the warriors portrait (Tap again to confirm). Although it says it has a 100% Casting chance, the attack will miss its target after casting it most of the times. Thus it is better the Great Claw.**

*Back to Skills*
Mask Helm

*Contoured helmet that offers the very best protection for the most valued men-at-arms.*

* Weight: 0
* Defence: +9
* Initiative: -8

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: 42G (with Haggle)
* Known Sell Values: 22G

Loot Locations:

* The Keep (2800).

*Back to Head, Equipment*
Packmaster

*Packmasters are specially trained Skaven. Experts at goading their charges - ferocious, half-mad creatures who can turn and attack with no warning. For this reason, Packmasters are themselves cagey and fierce warriors or, if they are not, they quickly end up as another meal for their merciless packs.*

Only one Packmaster can be Hired by: Skaven.

*\*Includes WS and Ld Increase 2/6.*

*\*\*Base Def is 0, plus Helmet and Armour.*

Like all other Skaven, can Buy/Equip a Giant Rat without the Animal Handling skill.

Grants +20 bonus to Leadership of all Giant Rats and Rat Ogre in the Warband.

Giant Rats will always follow the Packmaster during battle (instead of their owner).

* Starting Skills: Unarmed, Weapons and Advanced Weapons Training, Weapon Skill (2/6) and Leadership (2/5).
* Skills Access: Stats Increases, Combat, Shooting (Can't learn Bow or Crossbow Training), Strength and Speed, Special Skaven Skills.
* Starting Equipment: Bite Pads (Def+10), Eye and Snout Guard (Def+5), Whip and Thing Catcher (Reach 2(3)).
* Equipment Access: All Skaven Helmets, Armour, Right Hand and Left Hand weapons and the common Items.

*Back to Hired Swords*
War Helm

*The height of skaven wargear worn by elite warriors. Nowhere near as protective as human knights but better than most men at arms.*

* Weight: 0
* Defence: +6

Availability:

* Factions: Skaven.
* Hired Swords: Packmaster.

Store prices:

* Known Buy Values: 36-42G (without Haggle)
* Known Buy Values: 25-37G (with Haggle)
* Known Sell Values: 15G

*Back to Head, Equipment*
Ogre

*Ogres are large , brutish creatures, standing more than feet tall and all of it bones and muscle. For this reason they are much in demand as bodyguards and mercenaries, despite their lack of brains. A warband backed up by an Ogre makes a fearsome enemy, since Ogres are extremely dangerous fighters and a terrifying sight to behold when enraged. They happily accept any employer, as they are notoriously unbothered about who they fight for.*

Can be Hired by: All Factions, except Skaven.

* Starting Skills: Unarmed, Weapons Training, Fearsome
* Skills Access: Stats Increases, Combat, Shooting (only Blackpowder Training), and Strength.
* Starting Equipment: None.
* Equipment Access: Ogre special hat and helmet (Ogre Cowl, Ogre Helm), armours (Ogre Jerkin, Ogre Plate), and Right Hand weapons (Ogre Club, Ogre Mace, Ogre Cleaver, Ogre Axe, Ogre Great Club, Ogre Maul, Ogre Great Axe), Pistol and Handgun (if it has the skill Blackpowder Training).

*Back to Hired Swords*
Morr Mask

*A skull shaped mask worn by the grim priests of Morr. Donned by some under the belief that it may offer some protection against evil spirits.*

* Weight: 0
* Defence: +3
* Initiative: +1
* Leadership: +5

Availability:

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

Store prices:

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

Loot Locations:

* None.

*Back to Head, Equipment*
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*Back to Main Menu, Main Page*
Warrior-Priest

*The Grand Theogonist himself has granted the Warrior-Priests an edict to cleanse Mordheim of Chaos filth. With the fire burning in their eyes, the Warrior-Priests stride into battle, chanting aloud the Deus Sigmar, the praise of the patron god of the Empire.*

Can be Hired by: Witch Hunters.

*\*The Warrior-Priest is equipped with Robes and Cuirass granting him Defence 30 and limiting his running movement to 2.*

* Starting Skills: Unarmed and Weapons Training, Prayers of Sigmar, Aura of Faith (1/4).
* Skills Access: Stats Increases, Combat, Academic and Strength, plus all the Prayers and Magic Hatred.
* Starting Equipment: Robes and Cuirass (Def +30, Weight 2).
* Equipment Access: Some Hats and Masks but no Helmets (like Witch Hunters), Witch Hunters Special Armours, Pit Armour, Duelist Garb and Common Heavy Armours, All Right Hand common Weapons and Sigmarite Hammer and Sigmarite Great Hammer, Left Hand Special Equipment and Shields, all common Items and Holy Tome.

*Back to Hired Swords*
Steel Whip

*Another weapon unique to the Sisterhood is the steel whip, made from barbed steel chains. The weapon can be as much as 12' long and some of the Sisters have acquired a truly punishing skill with this weapon.*

* Strength: As user
* Reach: 3 (4)
* Attacks with this weapon cannot be parried.

Availability:

* Factions: Sisters of Sigmar.

* Hired Swords: Augur.

Store prices:

* Known Buy Values: 35-49G (without Haggle)
* Known Buy Values: ?G (with Haggle)
* Known Sell Values: 18G

*Back to Right Hand, Spears and Whips, Equipment*
Righteous Fury

Special Skill (Sisters of Sigmar) (Academic)

The Sister fells cold fury and utter contempt towards any evil that pollutes that soil of the holy Empire with its presence. The warrior hates all Skaven, Undead and Cult of the Possessed warbands and all models in them. An Augur with this skill instead gains +10 Strength agains these warbands.

Dependencies: Absolute Faith.

*Back to Skills*
Rope and Hook

*A warrior equipped with a rope and hook will find it much easier to move amongst the ruin of Mordheim.*

* A warrior with a rope and hook can climb jump points (ledges with the arrows pointing down).

Availability:

* Factions: All.
* Hired Swords: All except Ogre and Possessed.

Store Prices:

* Known buy price: 40G (without Haggle)
* Known buy price: 33G (with Haggle)
* Known sell price: 20G

*Back to Items, Equipment*
Orc Magic

Orc Magic spells are available to Orc Shamans. New spells has to be learned by spending skill points (when levelling up).

* Oi! Gerroff! 1 (tree)
	+ Clubba 1 (tree)
		- Fire of Gork 1
* Fooled Ya! 1 (tree)
	+ Led'z Go 1 (tree)
		- Zzap! 1

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

*Back to Skills*
Skaven Scimitar

*The archetypal weapon of the under empire, churned out en mass by slaves, three full feet of rust tinted death, single-edged and razor-sharp.*

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

Availability:

* Factions: Skaven.

* Hired Swords: Packmaster.

Store prices:

* Known Buy Values: 17-19G (without Haggle)
* Known Buy Values: 14-17G (with Haggle)
* Known Sell Values: 8G

*Back to Right Hand, Swords, Equipment*
Possessed Skill

Special Skills (Cult of the Possessed) (Possession)

The Possessed have committed the greatest of heresies: they have given their bodies to Daemons becoming nightmarish creatures, a melding of flesh, metal and black magic.

The Brethren transform into a Possessed:

* He gains +3 Wounds, +1 Movement, +1 Attack, +10 Weapons Skill, +10 Strength, +15 Defence and +10 Initiative.
* He gets Fearsome skill.
* He no longer can equip weapons (Right Hand or Left Hand) or armour (Head or Armour).
* His skill access changes to: Stats Increases, Combat, Strength (with 2 Resilient levels and Rending Claws skills) and Speed Skills.

Dependencies: Dark Pact.

*Back to Skills*