Tutorials

Since this is the first Warband you create, it is highly recommended that you explore the Tutorials in the Main Menu.

There are many tutorials that cover vital information such as Combat, Movement, User Interface, and Advanced Game Mechanics.

--In game Tutorial Recommendation

Note: While the tutorials were overhauled frequently, there are still some outdated information within the tutorials. The notes in the sections All Alone Tests, Morale Gauge, Leave Combat Options, Dual Wield / Two Handed, Customisation - Colors, Wyrdstone Requests and Veteran Skills reflect the new updates/information.

## Tutorial 1: Combat Basics

In this tutorial, you control a group of Skaven who are scavenging for resources in the Quayside are of Mordheim. As they scatter to search the empty barns and ruined warehouses, a group of mutants bearing the flag of the Cult of the Possessed appear in sight. Learn the basics of combat to survive this ambush!

This tutorial will cover the following game mechanics:

* Movement
* Climb, Leap and Jump Down
* Melee and ranged attacks
* Reloading
* Counter-Attacks
* Critical Hits
* Strategy View
* Threat and Control zones
* Out of Action
* Initiative Ladder
* End of turn

### Character Movement

Move the character using W, A, S, D. The circle around the warrior determines where it can move with  1 Strategy Point (SP). Each time your warrior crosses the circle it will cost 1 extra SP. Points are spent only when an action is confirmed or when the warrior engages an enemy. Crossing a circle leaves a movement flag to show where a SP was spent. Walking over these flags will return the SP and cancel the movement performed.

### Threat Zone and Melee Attacks

When a warrior enters a threat zone (represented by the red circle around enemies) movement is automatically stopped and the warrior becomes engaged in melee combat. The warrior can now Attack any engaged enemy. The cost of the attack in Offense Points will vary based on the weapon used. For example, two handed weapons will cost 2 OP for the first attack, then the cost will increase by 1 for each subsequent attack. To attack, select the action 'Attack' and press on Left Mouse.

### Ending Turn

When a warrior has no actions left to take, use the 'End Turn' action. Doing so will remove any remaining Strategy Points, but all Action Points will remain available for Counter-Attacks until the warrior's next turn. You can always press Right Mouse to access the End Turn action when no actions are selected.

### Counter-Attacking

During an enemy's turn, if one of your warriors is attacked in melee, you may have the option to perform a Counter-Attack. This is only possible if your warrior has enough Offense Points remaining and has a melee weapon equipped. The action must be confirmed by pushing Left Mouse.

### Initiative Ladder

At the top of the screen is the Initiative Ladder. It lets you know in which order warriors will take action during the combat round and is based on each warrior's Initiative attribute. Initiative is calculated using the following: the warrior's Alertness statistic, skills, and equipped weapons and armour along with their enchantments. Other factors such as traps or enemy skills/spells could influence the Initiative of the warrior. Initiative is re-calculated at the start of every Combat Round (after everyone has played their turn).

### Athletic Actions

In many locations, warriors will have the option to perform an Athletic action: Climb, Leap or Jump Down at the cost of 1 Strategy Point by pressing Left Mouse. When performing one of these actions, an Agility test will be taken. Failing the test will cause the warrior to fall and receive damage. If an ally is in the landing zone, it will move. If an enemy is in the landing zone, it will be moved and a bonus will be granted to the warrior for its next offensive action.

### Ranged Attacks

Warriors equipped with ranged weapons can Shoot enemies from a distance if they have enough Offence Points (3 in this case). Once a ranged weapon has been fired, the warrior must Reload it at a cost of Strategy Points before being able to shoot again. The reload cost starts at 2 SP and increases by 1 for every Reload action taken during the turn.

### Critical Hits

Melee and ranged attacks have a chance to become Critical hits. Critical hits always deal the maximum potential damage and ignore the Armour Absorption of the target. The Accuracy statistic of the attacker provides a bonus to Critical chance and damage. Critical hits also apply an "Open Wound" stackable debuff on the target. This debuff lasts until the end of the battle, reducing the warrior's Offence and Strategy Points by 1 and increasing the chance it will gain a long term injury after the battle if it fall Out of Action. Critical hits also have a chance to Stun the target. Stunned targets cannot defend themselves making them easier to hit and more prone to suffer additional Critical hits.

### Out of Action

When a warrior's wounds reaches 0, it falls to the ground and becomes Out of Action. It will no longer be able to act during this fight. After the current combat round, Out of Action warriors will retreat from the battleground with their weapons and armour, abandoning their backpack and its content which cabe be looted by anyone.
At the end of the fight, Out of Action warriors have a chance to suffer from permanent injuries or even death. In the case of defeat, Out of Action warriors also have a chance of losing their weapons. Any items left unclaimed on the battlefield will be lost.

### Control Zone

Similar to the threat zones of enemies, allies have control zones (Represented by a blue circle) which prevent friendly warriors from standing too close to each other. However, it is possible to pass through an ally's control zone as long as the warrior can finish its movement outside of it. No action can be taken from inside an ally's control zone.

### Strategy View

The battlefield can be viewed from above by opening the Strategy View with Left Shift / Middle Mouse. The location of Allies, Wyrdstones points, and Treasure points will always be displayed. The map will also reveal the positions of enemies visible by one of your allies, and it will display the last known position of enemies that are no longer visible (labelled as a question mark). The cart of each warband is always visible and will always serve as a deployment point. Use W,A,S,D to navigate the map in Strategy View.

### Beacons

While in Strategy View (opened with Left Shift / Middle Mouse), up to 5 Beacons can be placed by pressing Left Mouse to help you navigate the treacherous streets of Mordheim. These Beacons will display a tall beam of coloured light wile navigating Mordheim to help you find where you aim to go. To remove a Beacon, place the cursor over it in the Strategy View and press Left Mouse. Both carts have a Beacon activated by default which can be turned off in the Option Menu which opens by pressing Escape.

## Tutorial 2: Combat Tactics

You take control of a Mercenary group seeking to plunder what's left of the riches stashed in a corner of the Merchant's district. As the search goes on, it soon becomes clear as to why the ruins haven't yet been plundered when your Warband is ambused by the Sisters of Sigmar!
Master the lessons of this tutorial to survive their onslaught!

This Tutorial will explain the following aspects of the game:

* Line of sight
* The following Stances: Ambush, Overwatch, Dodge and Parry
* The Delay action
* The Disengage and Flee action
* The Aim action
* The Charge action
* Multiple target selection
* Action cycling
* Switching weapon sets

### Line of Sight

Mordheim is eerie and its many alleys and streets confuses even the most seasoned warriors. Only the positions of enemies that are visiable to one of your warband's warriors will be displayed on the map or in Strategy view. As soon as an enemy is out of sight, it will vanish and its behavior will remain unknown until it can be seen again. Unknown enemies will be displayed as Question Marks in the Initiative Ladder and their last known location will be available on the Strategy View as a Question Mark as well.

### Multiple Targets

When there are multiple targets available for an action, they can be cycled through using E, Q after the action is selected. This is true when there are multiple out of combat actions available as well such as Athletic actions or Loot actions.

### Dodge and Parry

To increase their survival chances, warriors can use defensive combat stances. Each type of stance provides a different benefit, and they all end the warrior's turn when used. The base stances are Dodge Stance (available to most warriors) and a Parry Stance (requires a parrying weapon such as a Shield or a Sword). These base stances both cost 2 SP. While using one of these stances, the warrior will automatically try to dodge or parry the next successful melee attack it suffers. At the beginning of the warrior's next turn or after a Dodge or a Parry attempt has been made, the base stance effect is lost. Parrying successfully also reduces the cost of a Counter-Attack performed in response by 1 OP.

### Action Cycling

Use Q,E to cycle through actions available for the active warrior. As Strategy and Offence Points diminish or as targets get closer/farther in range, the options available in the cycle window will vary as well.

### Aim & Ranged Factors

Instead of performing a normal Shoot attack, warriors can use the Aim action at the cost of 2 SP and 2 OP. Aim increases the chance to hit by 20% and critical hit chance by 5%.
Other variables can modify the chance to hit for ranged weapons:

* the shooter is more elevated than the target
* the target is behind partial cover (walls, furniture, allies/enemies, etc.)
* the target is wearing a shield
* the target is engaged in melee combat

### Delaying

Making a warrior wait before its next turn is often a viable strategy. Instead of wasting a turn doing nothing, the warrior can perform a Delay action at the cost of 1 SP to slide further down the Initiative ladder by 3 positions. The warrior will then resume its turn with the amount of points it had left. Delay cannot be used if the warrior is last on the Initiative Ladder.

### Surprise Attacks

Warriors can use offensive combat stances to surprise moving enemies. Each type of stance provides a different benefit, and they all end the warrior's turn when used. The base offesive stances are:
Ambush - Requires a melee weapon. In this stance, a warrior will charge and attack an enemy that enters into its charge range (typically equal to 1 movement range). A successful Ambush inflicts a debuff that reduces Hit chance by 10% for any Counter-attack performed in response.
Overwatch - Requires a ranged weapon. In this stance, a warrior will fire at an enemy that enters its firing range (based on the ranged weapon equipped).
These stances both cost 2 OP, and will cause the enemy's movement to be committed if triggered.

### Charging Attack

When an enemy is within 1 movement range of a warrior, the Charge action becomes available, allowing the warrior to dash forward and attack the enemy. Charge costs 3 OP and requires a melee weapon. It can be used to close the distance to an enemy even with no SP remaining.
Charging has a -10% hit chance, but 50% increased damage. A successful Charge inflicts a debuff that reduces Hit chance by 10% for any Counter-attack performed in response.

### Potential Ranged Targets

A warrior equipped with ranged weapons will see red arrows around its feet pointing toward valid targets to shoot. As the warrior moves and the potential targets fall in an out of sight, the arrows will appear or disappear.

### Stance Symbols

Any warrior who is still in a valid Stance will have a visual effect around its feet to reflect that they are ready to perform an action. Allies will also display an icon above their head to help you keep track of the stances taken. Enemy warriors will not display the stance icon.

### Disengage and Flee

When a warrior wants to retreat from close combat with an enemy, it has two options:

1. - it can do so safely by using the Disengage action at the cost of 1 SP & 2 OP, carefully moving back from the enemy by a few meters.
2. - The warrior can Flee costing only 1 SP, but grants each engaged enemy with melee weapons a free attack. The warrior will then run a fair distance for the opponent.
Both options can only be attempted if there is sufficient space behind them. Some warriors are very bold and will never have the Disengage or Flee option (more information can be found in the warrior's Perks info when out of combat).

### Switching Weapons

Every warrior can carry up to two sets of weapons. You can change your active weapon set during combat by using the Switch Weapons action at the cost of 2 SP and 1 OP.

## Tutorial 3: Advanced Combat Tactics

Despite the violence of the comet's impact on Mordheim, the Temple of Sigmar remained mostly unscathed and the valiant Sisters of Sigmar certainly had a protective influence in keeping the sacred grounds unspoiled. Once again, the Sisters are set to defend the Temple's perimeter when a band of Skaven strikes swiftly. Learn new actions to defeat the Skaven and protect the sanctity of the Temple!

This tutorial will explain the following aspects of the game:

1. Points of interest
2. Perception
3. Using Skills
4. Using Spells
5. New turn effects
6. Impressive warriors
7. Character Information Panel
8. Action Information Panel
9. Action Wheel
10. Combat Log

### Perception of Danger

Mordheim is a city rife with danger: from ambushing enemies to deadly traps, which are an extension of the chaos that has spread through the city. Warriors can perform a Perception actions at the cost of 1 SP to highlight threats and interactive objects nearby until the end of their turn. As the warrior moves, new threats and objects in range will be highlighted. The warrior also gains a 15% chance to resist triggered trap effects until next turn.

### Character Information Panels

A multitude of effects called a 'buff' or 'debuff' can affect your warriors during combat and are listed in an information panel that can be reached by pushing B. You can also access the warrior's resistance information by pushing N or access the warrior's statistics and alternate weapon sets by pushing M. These windows can be hidden or displayed at will and cycled through by using Left Alt. Information on selected enemies will also be displayed on the right side of the screen.

### Buff/Debuff Duration

When a warrior uses a skill or a spell that has a duration of 1 turn or more, it will apply a buff (beneficial effect) or a debuff (detrimental effect) on the target. The duration of these buffs/debuffs is based on the skill-user's turns and not the target's turn. Should the skill-user move up or down in the initiative ladder, it will reduce or extend the duration of applied buffs/debuffs. If the skill-user is put Out of Action, the buffs/debuffs will persist until the moment they would have taken their turn.

### Action Wheel

In order to display more information on the skills, spells, and actions available to your warrior, you can open the Action wheel by pushing Middle Mouse. A more in-depth description will be available for each action you select and these actions can be triggered directly from the wheel if you have a target in range. The actions are categorized into sections: Actions, Active Skills, Passive Skills, Spells, Stances, and Backpack.

### Skills

As they evolve, warriors will be able to train skills which can be used in different situations during combat. Skills are split into two categories: Passive, which are always in effect, and Active, which require a specific target and must be triggered at a cost of Strategy or Offence Points. Based on the warrior's remaining OP and SP, only the usable skills will be available in the cycling menu.

### Turn Start

Some warriors have perks, skills, or suffer from ill effects or injuries that trigger automatically that the beginning of their turn. These will always be resolved before the warrior takes its turn, and may affect if or how the warrior will play.

### Impressive Warriors

Each warband eventually gains access to an 'Impressive' warrior. These champions are extremely powerful, but also have some restrictions. They focus exclusively on battle and therefore cannot Search. They will never retreat from a fight and cannot Disengage or Flee. Some of them cannot leap and can only Climb or Jump down from small heights due to their physiology. Large Impressive warriors often cannot enter buildings either. Not all Impressive warriors are Large, for instance, the Maiden of Sigmar is regular size.

### Spells

Some warriors can use magic, be it Arcane or Divine. Spells cost a varying amount of Action Points and there is a chance the casting may fizzle and fail. The higher the cost in OP, the higher the chance of failing to cast the spell.

### Spell Curses

When a spell is cast, there is a chance of reaction occurring which can affect the caster and sometimes even friends and foes nearby. These reactions are mostly harmful, but can also be beneficial. The reactions are known as "Tzeentch's Curse" for Arcane spells and "Divine Wrath" for Divine spells.
Every time a spell is cast, the caster also suffers from the 'Mordheim's Curse' debuff which increases the chance of suffering a curse until the next turn (this can be viewed in the buff/debuff panel opened by pressing B).

### Points of Interest

Many points of interest can be found in the ruins of Mordheim, represented by a pale swirl. Warriors can interact with them at no cost by pressing Left Mouse when standing on the swirl to loot the items they hold. Interacting with a Point of Interest or a Wyrdstone will commit the warrior's movement. Enemies' cart can also be looted (so can your cart!). Warriors who have fallen Out of Action will become points of interest as well. Fallon enemies can be looted for their equipment, but be mindful not to lose your own!

### Consumable Items

Consumables are items with varying effects that can be used only once. They have no requirements to use and can complement your strategy in combat, opening the way for new unforeseen effects. Beneficial consumables can also be used on allies if you stand very close to them. Some consumables have an area of effect and will affect everyone (friend or foe) who stands in or enters the zone.

### Action Information Panel

Actions that the active warrior can perform will often be modified by a wide range of skills, buffs, or debuffs affecting you or the selected target. To display more information about what is affecting the selected action, press the Left Control. Changing the active action will update the Action Information Panel. Information in white is based on your own modifiers and those in red are modifiers originating from the selected target. This panel can be displayed or hidden at will during your turn.

### Combat Log

Every action performed or suffered by warriors is kept in the Combat Log, accessible by pushing L. Pushing this button a second time will expand the window further, while pushing it a third time will close it.

## Tutorial 4: Scenario Tactics

The most numerous of Mordheim's denizens, the depraved members of the Cult of the Possessed, are now under your command. Mutants, crazed humans, dark magisters and unnamable creatures are unleashed against an unwary group of Mercenaries who seek to scavenge in your city! Learn some new tricks and show those pathetic humans how the Shadow Lord treats intruders in the city of Mordheim!

This tutorial will explain the following aspects of the game:

* Victory Conditions
* Morale gage and routing
* Fear, Terror, and All Alone effects
* Effect durations
* Neutral enemies
* Warrior retreat
* Idol and Prayers
* The Objectives Panel

### Victory Conditions

To achieve victory during a mission you must force the enemy warband to rout (retreat from the battlefield) before they make you rout. Before leaving the battlefield after a victory, your warriors will be able to scavenge roughly a third of the remaining Wyrdstone and Search points. Keep in mind that warbands that retreat from the battle keep the loot they managed to secure in their cart or on their warriors who still stand, so all is not lost!

Optional Objectives can also be completed for extra experience points. Completing these Objectives will not end the battle and the bonus gained is kept even during a rout.

Completing all Optional Objectives and making the enemy rout leads to a Decisive Victory which provides extra spoils of war.

### Objective Panel

The Objective Panel can be displayed during your turn by pressing Tab.

Treasures on the battlefield are also on this panel and displayed as follows: 0/0. The first number represents the amount of Wyrdstones you have gathered and Search Points you have searched (they are not necessarily empty). The second number represents the total amount of points on the map.

### All Alone Tests

When a warrior ends up engaged with two or more enemies by itself, it will need to perform an All Alone test (based on Leadership). This test will determine if the warrior stays and fights against the odds, or if it turns away and runs for its life. If the test fails, the warrior loses all of its Offence Points along with 1 Strategy Point. If there is room for the warrior to flee, it will turn and run, providing each engaged enemy a free melee attack (if they have melee weapons equipped). If there is no room to flee, the warrior will stay put but still lose Offence points.

Note: Failing an All Alone test now results in the loss of 5 Strategy Points.

### Break All Alone

When an ally is in an All Alone situation, it can be broken by engaging the extra enemies. As long as the number of engaged warriors is equal, there will be no All Alone test required.

### Neutral Enemies

The City of Mordheim is filled with enemies (such as Daemons) that have no allegiance and will attack all warbands. Be wary of these foes, but remember: you enemies' enemies could be your ally... until they have none of your enemies left to kill.

### Morale Gauge

Each warband has a morale gauge representing their Warband Morale Pool (displayed at the top of the gauge). The Morale Pool is based on the Morale value of each individual warrior added together. Every time a warrior is put Out of Action, their Morale Impact value (not to be confused with their Morale value) is removed from the Morale gauge.
If the gauge falls below the threshold amount (displayed below the gauge), a Leadership test will be taken before the next warrior from the warband plays. The test is taken by the Leader, regardless of whose turn it is. If the Leader is Out of Action, one of the Heroes must take the test. If no Leader or Heroes can take the test, it is automatically failed. Failing this test will cause the Warband to rout (retreat from battle) and grant victory to the enemy.

Note: If the enemy morale falls to zero or below, the mission ends immediately.

### Fear and Terror

Some warriors (such as the Mercenary Ogre or the Chaos Spawn) will affect their enemies with Fear or Terror when engaged with them.

These conditions require a test of Leadership to be overcome or the warrior will become Afraid or Terrorized.

Afraid warriors will have their chance to hit in melee combat reduced while Terrorized warriors will have their maximum OP and SP reduced. These effects last until they are overcome, even if the source of it is far away or even dead, as the warrior remains shaken from his experience.

### Idol and Prayers

Every warband has an idol (religious symbol) that grans a temporary buff to warriors that pray near it. This buff increases Wyrdstone Resistance and the chance to succeed All Alone tests. The higher the rank of the warband, the more powerful the buff will be.

### Area of Effect Spells

Some spells, skills, or consumables affect only allies or only enemies while others (such as Acid Breath or Fireball) will affect everyone in the area of affect. It is important to be careful where and how these abilities are used to avoid unwanted friendly fire effects. An ally falling Out of Action will lower the Morale Pool whether it has been put out by the enemy or your own actions.

### Idol and Morale

The Idol of each warband is a holy symbol that helps them face the horrors of the City of the Damned. Although it does not add to the Morale Pool, having your Idol stolen will lower the warband's Morale pool. This could become a valid tactic to force the enemy warband to rout. Should the Idol be retrieved and placed back onto the cart, the Morale lost will be restored. One of the Optional Objectives involves stealing the enemy's Idol. If you must make it to enemy cart, you can also steal any items they may be storing by interacting with their chest.

### Warrior Retreat

At the beginning of each combat round, warriors that are Out of Action will leave the battleground. They will retreat with their weapons in hand, but they will drop their backpack containing all the consumables, gold, Wyrdstones, and other loot they have gathered.

Should you wish to steal the weapons of a defeated warrior, it is possible to do so but it must be done before it regains consciousness and leaves the battlefield. Simply put, you have until the end of the current Battle Round to steal a fallen warrior's weapons. Be careful as enemies could steal yours as well.

### Leave Combat Options

Once a battle has started there are 2 ways to leave:

Voluntary Rout: This option becomes available when your warband's Morale drops below the rout threshold. At this stage you can retreat, suffering defeat but with no additional penalties.

Abandon Mission: This option is always available. However, leaving the battlefield is considered an act of cowardice and is frowned upon. Using Abandon Mission will let you retreat from battle, but all of your warriors will be considered Out of Action and suffer the associated consequences. Think twice before choosing this option! Disconnecting during a mission will be considered an Abandon Mission.

Note: If disconnected (or quit and saving) while playing a single player game, you will be given the options to "Abandon Mission", "Voluntarily Rout" or "Continue" playing where you left off.

## Tutorial 5: Warband Management

### Hire Warriors

In this screen you may hire warriors to bolster your warband. There are four types of warriors: Leader, Hero, Impressive, and Henchmen. Your warband must always have 1 Leader and 3 other warriors to take part in a mission, and cannot have more than 10 active warriors at the same time. If you hire an Impressive warrior, it will take the place of 2 Heroes and reduce the maximum number of active warriors to 9. Be mindful when hiring Warriors since Henchmen can be hired into Hero slots, but the opposite is not true.

### Pay Upkeep

After each battle, you must pay upkeep for each warrior that took part in the mission. Unpaid warriors will refuse to join a mission until they are paid. You can also wait to pay their upkeep if you are low on funds, but their fee will accrue interest every day. After 7 days of being unpaid, a warrior will take their equipment and leave the warband forever.
While warriors remain unpaid, they cannot be customised, their equipment cannot be modified, and they cannot learn skills or spells.

### Pay Treatment

When a warrior falls Out of Action and gains a permanent injury, it will also require a treatment cost. The cost must be paid in the Warband management section in order to start the recovery process. An injured warrior has an increasing chance to die every day that treatment is left unpaid. If a warrior dies this way, their equipment will be returned to your inventory. While warriors are recovering, they cannot be customised, their equipment cannot be modified, and they cannot learn skills or spells.

### Fire Warriors

If you feel a warrior no longer has a place in your warband, they can be fired from (the description) screen. A fired warrior will be unequipped of their items before leaving.

Take note that you cannot fire an unpaid warrior or one that requires medical treatment. You can only fire warriors that are ready for battle.

### Warband Reserve

Each warband has a reserve for warriors ready to fight but are not in the active warband. These warriors can be helpful when some of your warriors are out of action for several days due to injury or the training of new skills. As long as they do not take part in a mission, these warriors will not require any upkeep. As your Warband increases in Rank, more Reserve and Warband slots will become available.

### Unavailable Warriors

Warriors become unavailable due to the following reasons:
-Unpaid Upkeep
-Recovering from an injury, or awaiting treatment costs to be paid
-Training a new Skill or Spell

Unavailable warriors cannot take part in missions. You can check a warrior's availability status by selecting the warrior in the Warband management section.

### Hired Swords

Other than the default rank 0 warriors available to you for hire, you will eventually unlock higher ranked and new types of warriors to join your warband. These are called Hired Swords. While the default rank 0 warriors are always available for hire, the availability of higher ranked warriors will vary twice per week, as the mercenaries come and go.

### Free Hired Swords

Several rewards will provide you with the opportunity to enlist a Hired Sword at no charge. Unlike other Hired Swords, these will never be removed from the list of available warriors until you hire them.

## Tutorial 6: Warrior Management

### Description & Injuries

(The Description) section displays all the attributes of the selected warrior, along with a description, which items it can equip, a list of perks if any, and the maximum amount you can have in your warband (per type). These details can help you decide when hiring a warrior since they will impact its gameplay options. The Injuries tab displays the injuries suffered by the warrior during its career adventuring in Mordheim.

### Equipment

A warrior's equipment can be changed by selecting a slot to the left of the warrior. A list of items from your inventory that can be used in that slot will be displayed on the right side of the screen. You can also browse the Store tab to buy items directly from the shops. The slots on the right side of the warrior are for consumable items, and can be equipped in the same way.
Items of Fine (blue) or Masterwork (purple) quality can be enchanted by selecting the Enchanting tab, once you have found some recipes.

### Dual Wield / Two Handed

The different melee weapon types have various effects when equipped on your warriors:

1-handed weapon only: Using a single 1-handed weapon will increase Initiative by 10 and Dodge chance by 10% due to an empty hand used for balance.
1-handed weapon and shield: Using a shield allows the use of Parry Stance.
2-handed weapons: These weapons have higher damage, but every subsequent attack after the first will apply a tiring debuff on the warrior, increasing the OP cost of melee attacks/skills by 1, and also reducing melee damage dealt by 20%. This effect is stackable and lasts until the warrior's next turn.
Dual Wield: Dual Wielding adds teh damage of both weapons together. Like 2-handed weapons, every subsequent attack will increase the OP cost of melee attacks/skills by 1. However, Dual Wielding also reduces damage dealt by 25%. This damage reduction is applied after all other modifiers.

Note: 2-handed damage reduction has been reduced to -15% damage per subsequent attacks.

### Skills

(The Skills) screen allows you to browse and train skills for a warrior. Skills already learned are displayed in the slots at the centre of the screen. Slots on the left side of the character are for active skills, while slots on the right side are for passive skills. A warrior can have up to 5 of each.
Training skills requires Skill Points, gold, and several days of training time, during which the warrior will be unavailable for missions. The warrior must also meet the attribute requirement for each skill.
Available skills are displayed on the right side of the screen and are organised based on the 9 primary attributes. Once a skill has been trained, you can invest in mastery training for the same skill to enhance its effects.

### Spells

Similar to Skills, the Spell tab displays the available spells the caster can learn. There are no Passive Spells, only Active ones that must be triggered. This tab is only accessible for warriors who can use magic, be it Divine or Arcane. Spells require Spell Points, gold, and training time to learn. Spells also have a more powerful mastery version.

### Customisation - Bio

The customisation screen allows you to rename a warrior as you desire (name and surname in the same box). You may also write a biography for the warrior, but this will only be visible to you in the game.

### Customisation - Body Parts

Each body part of a warrior can be customised independently. Only a few restrictions apply: if you wear armour, the torso will be locked into the armour type (cloth, light, or heavy) to reflect your equipment for other players. If you wear a helmet, no hats will be available and you will be locked with the helmet visual. Changes in customisation will never affect the attributes of a warrior. For example, an arm customised with Heavy Armour visuals will offer no extra protection.

### Customisation - Colors

Each body part of a warrior can be coloured independently using a range of colours for each warband.

Note: The overall look of each warrior can be changed using the "Preset" button at the bottom of the customisation choices. Once the overall look is chosen, individual body parts can then be customised as normal.

## Tutorial 7: Warrior Attributes

### Base Stats

The base stats of the warrior are:
Offence & Strategy Points: covered in the Combat Tutorials
Armour Absorption: Directly reduces damage taken from physical ranged and melee attacks. This does not impact spell damage.
Damage: calculated based on the weapons equipped in the active slots as well as enchantments.
Critical Hit chance: Also based on equipped weapons and enchantments.
Wounds: The amount of damage a warrior can take before falling Out of Action.

### Attributes

Warriors have 9 primary attributes split into 3 categories (Physical, Mental, Martial). Attributes can be selected in the warrior management screen to view more information on their effects.

As your warriors progress, they will gain either Physical, Mental, or Martial advancement and you can decide which attribute should be increased. Keep in mind that attributes also determine which skills the warrior can train.

### Movement & Initiative

The Movement attribute determines how many meters can be moved per Strategy Point spent. It can only be modified through skills or enchantments.

Initiative determines the order in which Warriors will take actions during a combat round. It is modified based on the Alertness attribute, armour and active weapons equipped along with their enchantments, and skills of the warrior.

### Morale Stats

Warriors have 2 stats that impact Morale in combat:

Morale: This value is based entirely on the Leadership attribute, and is combined with all warriors to form the warband's Morale Pool.

Morale Impact: This value is based on the warrior's type (Leader, Henchman, etc.) and increases by 1 per warrior rank. When a warrior falls Out of Action in combat, their Morale Impact value is deducted from the warband's Morale Pool.

If many of your warriors have low Morale values compared to their Morale Impact values, you may find your warband routing very quickly.

### Resistances Part 1

Some resistances are applied to prevent an enemy action from succeeding against your warrior. These resistances are Melee, Ranged and Critical Hit.

For example, when an enemy performs a melee attack against you, your Melee Resistance will be subtracted from their Hit chance. If the enemy has a 95% chance of hitting you, and you have a 30% Melee Resistance, there will be a 65% chance of the blow landing.

### Resistances Part 2

The following resistances have a chance to completely nullify an efect:
Dodge and Parry: can avoid a melee hit
Poison: can nullify a poison effect
Magic: can nullify a spell effect
Stun: can nullify a Stun effect
Wyrdstone: can nullify the effects triggered when gathering Wyrdstone
Trap: can nullify the effects of a trap
All Alone: can nullify the effects of being outnumbered
Fear and Terror: can nullify the effect of Fear and Terror

These resistances are always in effect, with the exception of Dodge and Parry which require the use of a Stance to be in effect.

### Warrior Rating

The warrior's rating is based on several factors:

Warrior type: Leader, Hero, Henchman, Impressive
Attributes: worth 1 rating per primary Attribute point
Items equipped: as well as their enchantments
Skills/Spells: worth 2 each, and 4 for mastered versions

A warrior's rating value is only added to the Warband Rating when the warrior is in an Active slot. While they rest in the Reserve or Unavailable slots, their rating is not added to the warband's.

## Tutorial 8: Smuggler's Den

### The 3 Factions

There will always be 3 options when you decide to sell your gathered Wyrdstones:
The primary faction is your main sponsor in Mordheim. In return, they demand regular shipment requests and will send you on unique missions.
Two secondary factions are also interested in buying your Wyrdstones, and will provide rewards the more you deal with them.

### Wyrdstones & Reputation

Selling Wyrdstones to a Faction will provide you with two rewards:
1- Reputation with the faction, which will increase its affinity towards you (more on this later)
2- Payment in gold crowns, which will be received several days after the shipment has been sent.

Multiple shipments sen on the same day to the same faction will be compiled together in the Daily report.

### Wyrdstone Requests

Your primary Faction sponsors your expedition in Mordheim and allows you to keep everything you find. In exchange, they request constant Wyrdstone shipments. The Wyrdstones you send to cover this debt are paid at only 50% of their worth, the other 50% being held to cover extra fees.
These requests must be fulfilled within a specific time frame, and they do not provide a Reputation reward. Failing to deliver a request on time will cancel the current request and replace it with a larger shipment.
You can still gain reputation with your primary by selling extra Wyrdstones beyond the requested shipment.

Note: Fulfilling shipment requests will now provide Reputation reward.

### Failure Consequences

Shipment requests from your faction are of particular importance. Failing to fulfil a request in time will result in severe warnings that can take many forms. Failing 4 times will cause your faction to retract their sponsorship. In other words, your campaign is over. You will not be able to progress your current warband any further: it will stay in its current state forever. However, you may still use the warband in Exhibition matches.

### Reputation Rewards

When you acquire enough reputation with a faction, your Faction Rank will rise and provide immediate rewards. Ranks and their associated rewards can be seen on the right side of the (Smuggler's Den) screen.

### Faction Rank Effects

When a Faction rank is gained, it impacts all factions in the following ways:
The Faction gaining the Rank will reduce the gold paid for Wyrdstones by 10% (down to a minimum of 80% of their worth) due to high stock. However, the Reputation required to reach the next Rank is reduced by 10% as a token of gratitude.

Other Factions will increase the gold payed for Wyrdstones by 20% of their worth due to high demand. However, the Reputation required to reach the next Rank is increased by 5% due to your dealings with a rival Faction.

## Tutorial 9: Skirmish Mode

### Join a Game

The Skirmish screen lets you create or join custom matches against other players or AI controlled opponents. This screen allows you to browse and join games that are awaiting other players to start.
The list shows you the game type, the map that has been chosen, and the Warband Rank and Rating of the game host. Keep in mind this information can be changed even after the lobby is started, so make sure to talk to your opponent before starting!

### Create a Game

In order to host a game, press the Create Game button. This game can be either Public (anyone can join), Friend's Only (only players on your friends list can join), Private (only players you invite can join), or Offline (you play solo against an AI). The name and the Game Type must also be specified here before initializing the game lobby (These options cannot be changed once the game is created).

### Exhibition or Contest

There are two types of games in Skirmish mode:

- Exhibition: these games yield neither rewards nor consequences. Warriors cannot gain permanent injuries when falling Out of Action, but any Wyrdstones or items gathered will not be kept either.

- Contest: just like regular missions, all rules apply here. Warriors who fall Out of Action during the fight may suffer from permanent injuries. Items gathered or lost will be permanent, and you will receive rewards for completing Objectives.

### Skirmish Lobby

After joining or creating a game, you will find yourself in the Lobby. Here, several game options can be changed:
- Opponent: play either against a CPU or another Player.
- Backtracking: adjust the amount of movement points that can be backtracked.
- Turn Timer: adjust the amount of time players have to perform all actions for a single warrior.
- Map Selection and Time of Day: Decide on which map you would like to play.
- Gameplay: adds an extra layer of gameplay based on the selected map. This is only available for Unique Maps.
- Deployment: decide where and how each warband will begin the match.
- Gamplay Settings: assigns optional objectives to each player

### Get Ready

When you join a game, make sure to push the Ready button so the Host can start the game. Keep in mind you can always talk with the Host about changing the game options before Readying yourself.

### Community

A great way to find games and tournaments is to join one of the Player Communities (for example, The Gentlemen of Mordheim on Steam). This will greatly increase the ease of finding a multiplayer game that suits the options you are looking for.

## Tutorial 10: Shop

### Shop

The shop offers equipment for your warriors at a price. Inventory is limited, however, and the main source of new equipment remains to scavenge the ruins of Mordheim and to loot enemies defeated in battle.

### Item Availability

The list on the right side of the (Shop) screen displays items available for sale, along with the buying price, and number available. Selecting an item will display more information at the bottom centre of the screen. Buying an item will place it in your warband inventory.

### Inventory

Your warband inventory is also viewable from the shop and lets you browse all items not currently equipped by your warriors. These items can be sold for half of their worth. Selling items you cannot use can be a good source of income.

### Market Event

Special events will often occur at the Market. These events can have various effects on the market, from sales to robberies.

The current event and its effects is visible at the top left of the screen. Below this, the number of days remaining before the next event occurs is displayed. Some Market Events will influence the Market Rotation in positive or negative ways.

### Market Rotation

Each Marktag will bring a new market rotation. Items may be added or removed from the shop inventory during the rotation. If you really want an item, it could be wise to buy it before the next Marktag, as it may no longer be available soon! Finally, you can find a list of items that have arrived with the latest event. This list cannot be interacted with.

## Tutorial 11: Veteran System

### Veteran System

The Veteran System is a way to track your journey and achievements in the City of the Damned. These achievements are measured across all warbands you have played on your account. The progression and Veteran Ranks will never be reset or lost.

### Task Progression

On the right side of the (Veteran System) screen is a list of Tasks that can be completed to gain experience and increase your Veteran Rank. Each time a task is completed, a message will appear at the top of the screen (no matter where you are in the game) to let you know.

Upon gaining a new Veteran Rank, you will also receive certain bonuses and perks. These are detailed on the left side of the (Veteran System) screen.

### Veteran Skills

Every time you gain a Rank between 0 and 10, you will also gain a Veteran Skill Point. These points can be spent in the Veteran Skills tab to the right to gain extra benefits for your warband. Plan carefully, as these skills cannot be refunded once selected.

Veteran Skill points are saved per warband. If you start a new warband, all your points can be used to purchase a different set of skills.

Note: Veteran Ranks 11-14 give 2 skill points. Each warband also starts with 1 Re-spec and additional re-specs are available every game year (on Witching Day).

## Tutorial 12: Campaign & Time System

### Available Missions

The tokens on (the) map of Mordheim represent possible mission locations. Highlighting a mission token will also display a rough estimate of the amount of Wyrdstones and Search Points available in the area, as well as the relative strength of any opposition you may encounter. The token type represents the different optional objectives for the mission.

### Scouts

If you are not satisfied with the available missions, you can always hire scouts to seek out new potential mission locations. You may only hire a limited amount of scouts each day, at increasing cost.

### Next Day

Only one mission can be undertaken per day. Once you have completed a mission (win or lose), you must select the Next Day option from the main hideout menu in order to prepare for a new mission. Be sure to take care of all your business (paying upkeep & treatment, selling wyrdstones etc.) before advancing to the next day.

### Daily Report

Every day you will receive a summary of events called the Daily Report. It will keep you up to date on all news concerning your warband and faction, such as reminders for shipments due, upkeep and treatment to pay, etc.

### Upcoming Events

On the campaign menu there is a list of events for the upcoming days. This also serves as a long term reminder of important dates.

### Unique Missions

As you spend more time adventuring in Mordheim, your faction Leader will sometimes have a special request for you. These unique missions will appear on the campaign map as a special token. There are no time restrictions for completing these missions and only one will be requested at a time.