Mordheim City of the Damned Wikia
Mordheim City of the Damned Wikia

--See Also: Character Planner

Mordheim has become a lawless, blighted place, far from the authority of temples and noble lords. The malignant clutch of Chaos hangs heavy over the ruins, changing those too desperate or too stubborn to leave, drawing to it creatures already twisted by mutation and corruption. Groups of these degenerates and mutants gather together into the Cults of the Possessed, seeking to gain the favour of the Shadowlord by returning the wyrdstone to the Pit and slaughtering all those they find trespassing upon their master's domain - the City of the Damned. The inhuman, the subhuman and the nonhuman all gathered into the dark embraces of madness.

Starting Choices

Leader


Magister


Magister.png LEADER / MAGISTER
RATING: 116
OP2.png 5 SP2.png 7 Armor Absorption.png 0% Damage.png 27-38 Critical Hit Chance.png 9% Wounds.png 106
PHYSICAL
Strength.png STRENGTH 3/10 Magister start.png
Toughness.png TOUGHNESS 3/12
Agility.png AGILITY 6/14
MENTAL
Leadership.png LEADERSHIP 8/18
Intelligence.png INTELLIGENCE 9/19
Alertness.png ALERTNESS 7/18
MARTIAL
Weapon Skill.png WEAPON SKILL 5/12
Ballistic Skill.png BALLISTIC SKILL 5/12
Accuracy.png ACCURACY 4/15
OTHERS
MOVEMENT 6 INITIATIVE 69
MORALE IMPACT 16 MORALE 16
DODGE 40% PARRY 20%
RESISTANCES
POISON 19% MAGIC 9%
MELEE 11% RANGED 10%
CRITICAL HIT 3% STUN 18%
WYRDSTONE 25% TRAP 0%
ALL ALONE 54% FEAR 44%
TERROR 44%
DESCRIPTION
______________________________________
Each fragment of the Cult of the Possessed is led by a Magister, vicious fanatics who have been granted magical knowledge by the Dark Gods they serve. They use these powers to maintain the loyalty of their followers, caring little if their devotion comes from awe or fear. A Magister cares only for earning the favour of the Shadowlord and the dark rewards bestowed by such favour.
Maximum 1 Active at once.
EQUPMENT PROFICIENCY
Melee: Axe, Dagger, Hammer, Mace, Spear, Staff, Sword, Great Axe, Great Hammer, Great Sword.
Range: Bow, Short Bow.
Armours: Cloth, Light, Heavy, Shield, Pendant, Amulet, Helmet.
PERKS
______________________________________
ARCANE CASTER
Allows the casting of Arcane spells. Casting may result in ill effects named Tzeentch's Curse.
Magister Starting Skill (Passive)

Blood Sacrifice
Effect: After dealing melee damage, reduces the cost of the next Spell cast by 1 Offense Point. The next action taken must be a spell or the effect is lost.

See also - Possessed Spells

Heroes


Hired Swords (DLC)


If the Poison Wind Globadier or the Doomweaver Hired Sword DLC was purchased, they are also available as a starting Hero. There will be selections of the Hired Swords that can be hired for free.


Mutant


Mutant.png MUTANT
RATING: 94
OP2.png 5 SP2.png 6 Armor Absorption.png 0% Damage.png 18-27 Critical Hit Chance.png 13% Wounds.png 110
PHYSICAL
Strength.png STRENGTH 4/12 Mutant start.png
Toughness.png TOUGHNESS 5/13
Agility.png AGILITY 6/16
MENTAL
Leadership.png LEADERSHIP 2/10
Intelligence.png INTELLIGENCE 5/12
Alertness.png ALERTNESS 4/15
MARTIAL
Weapon Skill.png WEAPON SKILL 3/15
Ballistic Skill.png BALLISTIC SKILL 5/15
Accuracy.png ACCURACY 6/12
OTHERS
MOVEMENT 6 INITIATIVE 58
MORALE IMPACT 12 MORALE 4
DODGE 40% PARRY 22%
RESISTANCES
POISON 25% MAGIC 5%
MELEE 14% RANGED 19%
CRITICAL HIT 5% STUN 10%
WYRDSTONE 25% TRAP 0%
ALL ALONE 36% FEAR 26%
TERROR 26%
DESCRIPTION
______________________________________
Bodies and minds perverted by the touch of Chaos, Mutants come in all shapes and sizes. Destroyed as soon as they are discovered in more civilized places, the lawless state of Mordheim provides a refuge for these creatures. The Cult of the Possessed welcomes them into their warbands with open arms, seeing in the ghastly afflictions the reward of the Dark Gods.
Maximum 2 Active at once.
EQUPMENT PROFICIENCY
Melee: Armband, Axe, Dagger, Hammer, Mace, Spear, Sword, Great Axe, Great Hammer, Great Sword.
Range: Bow, Short Bow.
Armours: Cloth, Light, Heavy, Shield, Pendant, Amulet, Helmet.
PERKS
______________________________________
MUTATIONS
Gifted with a random mutation at Ranks 1, 4 and 7.
Mutant Starting Skill (Passive)

Shadow Lord's Touch
Effect: After gathering a Wyrdstone, Critical hit chance increases by 5% for 2 turns.

See also - Possessed Mutations

Henchmen


Three Henchmen slots are available at Warband Rank 0 (start), four henchmen slots become available at Warband Rank 1 and five henchman slots (max) become available at Warband Rank 4 or when, at Veteran Rank 5, starting a new warband at Warband Rank 5. A Henchman can fill a Hero slot if the Lad's Got Talent (Intelligence Passive) Skill is learned.


Darksoul


Darksoul.png DARKSOUL / HENCHMAN
RATING: 69
OP2.png 3 SP2.png 5 Armor Absorption.png 0% Damage.png 42-50 Critical Hit Chance.png 8% Wounds.png 106
PHYSICAL
Strength.png STRENGTH 6/15 Darksoul start.png
Toughness.png TOUGHNESS 3/12
Agility.png AGILITY 3/12
MENTAL
Leadership.png LEADERSHIP 3/12
Intelligence.png INTELLIGENCE 3/9
Alertness.png ALERTNESS 3/10
MARTIAL
Weapon Skill.png WEAPON SKILL 3/12
Ballistic Skill.png BALLISTIC SKILL 3/3
Accuracy.png ACCURACY 3/15
OTHERS
MOVEMENT 6 INITIATIVE 39
MORALE IMPACT 9 MORALE 6
DODGE 25% PARRY 12%
RESISTANCES
POISON 19% MAGIC 3%
MELEE 6% RANGED 6%
CRITICAL HIT 3% STUN 6%
WYRDSTONE 25% TRAP 0%
ALL ALONE 39% FEAR 29%
TERROR 29%
DESCRIPTION
______________________________________
Rarely does a daemon find a host so suitable as to become a Possessed. More often, the daemon has to abandon its host, leaving the mortal scarred in mind and spirit. These men become Darksouls, maddened by their experience and endowed with the ferocious strength of the insane. Dressing in masks and armour that resembles daemons, Darksouls bring their crazed fury against all who defy the Cult.
Maximum 5 Active at once.
EQUPMENT PROFICIENCY
Melee: Axe, Dagger, Hammer, Mace, Spear, Sword, Great Axe, Great Hammer, Great Sword.
Range: None.
Armours: Cloth, Light, Heavy, Shield, Pendant, Amulet, Helmet.
PERKS
______________________________________
LAST STAND
Always fights to the death. Prevents the use of Flee and Retreat actions. Immune to All Alone.
Darksoul Starting Skill (Passive)

Crazed
Effect: Grants immunity to All Alone, Fear, and Terror.


Brethren


Brethren.png BRETHREN / HENCHMAN
RATING: 74
OP2.png 3 SP2.png 5 Armor Absorption.png 0% Damage.png 17-24 Critical Hit Chance.png 8% Wounds.png 106
PHYSICAL
Strength.png STRENGTH 3/10 Brethren start.png
Toughness.png TOUGHNESS 3/9
Agility.png AGILITY 3/12
MENTAL
Leadership.png LEADERSHIP 4/12
Intelligence.png INTELLIGENCE 3/12
Alertness.png ALERTNESS 3/12
MARTIAL
Weapon Skill.png WEAPON SKILL 3/10
Ballistic Skill.png BALLISTIC SKILL 5/15
Accuracy.png ACCURACY 3/18
OTHERS
MOVEMENT 6 INITIATIVE 49
MORALE IMPACT 9 MORALE 8
DODGE 25% PARRY 12%
RESISTANCES
POISON 19% MAGIC 3%
MELEE 6% RANGED 6%
CRITICAL HIT 3% STUN 6%
WYRDSTONE 25% TRAP 0%
ALL ALONE 42% FEAR 32%
TERROR 32%
DESCRIPTION
______________________________________
The mortal followers of the Dark Gods, the Brethren eagerly seek out the rewards of damnation. They see possession and mutation as sacred blessings, rewards they hope to earn through acts of insane depravity. To descend into the inner mysteries of their obscene faith, there is no act too unspeakable for the Brethren.
Maximum 5 Active at once.
EQUPMENT PROFICIENCY
Melee: Axe, Dagger, Hammer, Mace, Spear, Sword, Great Axe, Great Hammer, Great Sword.
Range: Bow, Short Bow.
Armours: Cloth, Light, Heavy, Shield, Pendant, Amulet, Helmet.
Brethren Starting Skill (Passive)

Lurker
Effect: Increases chance to hit by 15% with an Overwatch attack.


Attainable Choices

Heroes


Marauder


The Marauder warrior type becomes available at Warband Rank 2 or when, at Veteran Rank 5, starting a new warband at Warband Rank 5.


Marauder.png Marauder / HERO
RATING: 94
OP2.png 5 SP2.png 6 Armor Absorption.png 0% Damage.png 35-43 Critical Hit Chance.png 11% Wounds.png 112
PHYSICAL
Strength.png STRENGTH 6/16 Marauder start.png
Toughness.png TOUGHNESS 6/15
Agility.png AGILITY 3/10
MENTAL
Leadership.png LEADERSHIP 4/12
Intelligence.png INTELLIGENCE 3/9
Alertness.png ALERTNESS 3/12
MARTIAL
Weapon Skill.png WEAPON SKILL 6/16
Ballistic Skill.png BALLISTIC SKILL 3/3
Accuracy.png ACCURACY 6/17
OTHERS
MOVEMENT 6 INITIATIVE 51
MORALE IMPACT 12 MORALE 8
DODGE 25% PARRY 24%
RESISTANCES
POISON 28% MAGIC 3%
MELEE 9% RANGED 9%
CRITICAL HIT 6% STUN 6%
WYRDSTONE 25% TRAP 0%
ALL ALONE 42% FEAR 32%
TERROR 32%
DESCRIPTION
______________________________________
The Norscans and Kurgan of the far north are barbaric, warlike men who openly worship the Dark Gods. Their lands are continually bathed in the fell emanations of Chaos, allowing only the strongest to survive. Bloodthirsty warriors, many of these Marauders have been striking into the fractured Empire. Marauders fight with axe and swords, often with the reckless fury of the berserk!
Maximum 2 Active at once.
EQUPMENT PROFICIENCY
Melee: Armband, Axe, Dagger, Hammer, Mace, Spear, Sword, Great Axe, Great Hammer, Great Sword.
Range: None.
Armours: Cloth, Light, Shield, Pendant, Amulet, Helmet.
PERKS
______________________________________
LAST STAND
Always fights to the death. Prevents the use of Flee and Retreat actions. Immune to All Alone.
MUTATIONS
Gifted with a random mutation at Ranks 1, 4 and 7.
Marauder Starting Skill (Passive)

Norse Charge
Effect: After dealing damage with a Charge attack, melee Damage increases by 20%.

Note: Despite the description, Norse Charge works with both Charge and Ambush.

See also - Possessed Mutations

Possessed


The Possessed warrior type becomes available at Warband Rank 4 or when, at Veteran Rank 5, starting a new warband at Warband Rank 5. The Possessed is the only other warrior type that can also fill the Leader slot, if the Born Leader (Leadership Passive) Skill is learned.


Possessed.png POSSESSED / HERO
RATING: 104
OP2.png 5 SP2.png 6 Armor Absorption.png 0% Damage.png 23-38 Critical Hit Chance.png 9% Wounds.png 114
PHYSICAL
Strength.png STRENGTH 7/17 Possessed start.png
Toughness.png TOUGHNESS 7/17
Agility.png AGILITY 3/15
MENTAL
Leadership.png LEADERSHIP 3/15
Intelligence.png INTELLIGENCE 3/7
Alertness.png ALERTNESS 4/9
MARTIAL
Weapon Skill.png WEAPON SKILL 6/15
Ballistic Skill.png BALLISTIC SKILL 3/3
Accuracy.png ACCURACY 4/12
OTHERS
MOVEMENT 7 INITIATIVE 63
MORALE IMPACT 12 MORALE 6
DODGE 25% PARRY 24%
RESISTANCES
POISON 31% MAGIC 3%
MELEE 9% RANGED 11%
CRITICAL HIT 7% STUN 6%
WYRDSTONE 25% TRAP 0%
ALL ALONE 39% FEAR 29%
TERROR 29%
DESCRIPTION
______________________________________
Guilty of the ultimate blasphemy, the Possessed are men who have freely given their bodies over to daemons. The result is a ghastly amalgamation of flesh, metal and daemonic essence fused together by the most abominable mutations. Hulking beasts with minds part mortal and part daemon, the Possessed are revered by their Cult. Few things in Mordheim are as feared and dangerous as these obscenities.
Maximum 2 Active at once.
EQUPMENT PROFICIENCY
Melee: Armband.
Range: None.
Armours: Cloth, Pendant, Amulet.
PERKS
______________________________________
LAST STAND
Always fights to the death. Prevents the use of Flee and Retreat actions. Immune to All Alone.
UNWAVERING
Immune to All Alone, Fear, and Terror tests.
MUTATIONS
Gifted with a random mutation at Ranks 1, 4 and 7.
Possessed Starting Skill (Passive)

Fear
Effect: Enemies who engage or start the turn engaged with the user must perform a Fear test. Failing the test reduces melee Hit chance by 30%. The debuff persists until passing a Fear test on turn start. Passing any Fear test will grant immunity to Fear for 2 turns.

See also - Possessed Mutations

Impressive


Chaos Spawn


The Chaos Spawn Impressive warrior becomes available at Warband Rank 5 or when, at Veteran Rank 5, starting a new warband at Warband Rank 5.


Chaos Spawn.png CHAOS SPAWN / IMPRESSIVE
RATING: 194
OP2.png 6 SP2.png 7 Armor Absorption.png 15% Damage.png 25-40 Critical Hit Chance.png 18% Wounds.png 280
PHYSICAL
Strength.png STRENGTH 9/16 Chaos Spawn start.png
Toughness.png TOUGHNESS 6/16
Agility.png AGILITY 12/20
MENTAL
Leadership.png LEADERSHIP 8/16
Intelligence.png INTELLIGENCE 6/12
Alertness.png ALERTNESS 14/20
MARTIAL
Weapon Skill.png WEAPON SKILL 9/17
Ballistic Skill.png BALLISTIC SKILL 3/3
Accuracy.png ACCURACY 13/20
OTHERS
MOVEMENT 7 INITIATIVE 79
MORALE IMPACT 18 MORALE 16
DODGE 70% PARRY 36%
RESISTANCES
POISON 58% MAGIC 6%
MELEE 21% RANGED 10%
CRITICAL HIT 36% STUN 42%
WYRDSTONE 25% TRAP 0%
ALL ALONE 54% FEAR 44%
TERROR 44%
DESCRIPTION
______________________________________
Immense behemoths of mutated flesh, Chaos Spawn are those whose bodies and minds have been utterly destroyed and reshaped by Chaos. Nearly mindless, these abominations retain enough sense of purpose to follow the Magisters and enough innate savagery to attack any foe they are ordered to destroy. Spawn are utterly fearless, incapable of caring if it is they or their foe that perishes in battle.
Maximum 1 Active at once.
EQUPMENT PROFICIENCY
Melee: Armband.
Range: None.
Armours: Cloth, Pendant, Amulet.
PERKS
______________________________________
LAST STAND
Always fights to the death. Prevents the use of Flee and Disengage actions. Immune to All Alone.
UNWAVERING
Immune to All Alone, Fear, and Terror tests.
MUTATIONS
Gifted with a random mutation at Ranks 1, 4 and 7.
CREATION INSTABILITY
Instead of suffering permanent injuries when it falls Out of Action, the warrior has a 20% chance to vanish back to the Realm of Chaos.
CHAOTIC BEHAVIOUR
Cannot Parry.
IMMUNITY POISON
Immune to Poison effects.
LARGE
Increases Poison, Critical, and Stun Resistance by 30% as well as Armour Absorption by 15% but decreases Ranged Resistance by 10%. Cannot use consumable items, or the Search and Activate actions.
IMPRESSIVE
Immune to Tiring effects.
Chaos Spawn Starting Skill (Passive)

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

See also - Possessed Mutations

Faction Choices


Recieving Reputation Bonuses from Factions will allow more choices of warriors than normally available to the warband.

Cutthroat's Den

Night Runner


At Reputation Rank 5 the Skaven Night Runner Hero warrior type becomes available.

Necromancer


At Reputation Rank 5 the Undead Necromancer Hero warrior type becomes available.

Black Pit Settlement

Ghoul


At Reputation Rank 4 the Undead Ghoul Henchman warrior type becomes available.

Warpguard


At Reputation Rank 4 the Skaven Warpguard Henchman warrior type becomes available.

Equipment Sell List


The list of unusable equipment:

Great Flail, Bracers, Great Ulrican Axe, Sigmarite Warhammer, Sigmarite Great Hammer, Blunderbuss, Crossbow, Crossbow Pistols, Duelling Pistol, Handgun, Hunting Rifle, Pistol


Additional optional equipment (used by Hired Swords and Faction Choices):

Fighting Claws, Flail, Halberd, Weeping Blades, Long Bow, Shuriken, Warplock Pistols

Possessed Special Skills, Spells and Mutations

Attracting Lure
Range: 0 meters Duration: 0 turns
Target: Single engaged enemy
Effect: Target must undertake a Leadership test. Failing the test will force the target to Flee all engagements, providing free attacks to anyone engaged with it.
Cost: OP.pngOP.png SP.pngSP.png Learning time: 1 dayTime.png
Gold.png 100 Required: 6 Intelligence
______________________________________________________________________________________________________________
Mastery.pngMastery: Chance to pass the Leadership test is reduced by 15%.
Learning time: 3 daysTime.png
Gold.png 300 Required: 9 Intelligence

Blood Offering
Range: 0 meters Duration: 1 turn
Target: Single enemy
Effect: A melee attack that deals regular damage. If it hits, increases melee Damage by 25% and melee Critical hit chance by 5%.
Cost: OP.pngOP.pngOP.png Learning time: 1 dayTime.png
Gold.png 100 Required: 6 Strength
______________________________________________________________________________________________________________
Mastery.pngMastery: Damage increases to 50% and critical chance to 10%.
Learning time: 3 daysTime.png
Gold.png 300 Required: 9 Strength

Touch of Palsy
Range: 0 meters Duration: 0 turns
Target: Single enemy
Effect: A melee attack that deals normal damage. If hit, the target gains a debuff that reduces Movement range by 2 meters and chance to Climb, Leap, and Jump Down by 20%.
Cost: OP.pngOP.png SP.png Learning time: 1 dayTime.png
Gold.png 100 Required: 6 Weapon skill
______________________________________________________________________________________________________________
Mastery.pngMastery: Movement range penalty increases to 4 meters and Climb, Leap, and Jump Down penalties to 40%.
Learning time: 3 daysTime.png
Gold.png 300 Required: 9 Weapon skill

Chaos Evolution
Effect: After every Climb, Leap, or Jump Down action, received a 40% chance to recover 1 Strategy Point.
Learning time: 1 dayTime.png
Gold.png 100 Required: 6 Agility
______________________________________________________________________________________________________________
Mastery.pngMastery: Recover chance increases to 80%.
Learning time: 3 daysTime.png
Gold.png 300 Required: 9 Agility

Chaotic Advantage
Effect: After every Dodge Stance, Parry Stance, Sidestep, or Web of Steel action, receive a 40% chance to recover 1 Offense Point.
Learning time: 1 dayTime.png
Gold.png 100 Required: 6 Weapon skill
______________________________________________________________________________________________________________
Mastery.pngMastery: Recovery chance increases to 80%.
Learning time: 3 daysTime.png
Gold.png 300 Required: 9 Weapon skill

Tzeentch's Warding
Effect: Increases Magic Resistance by 15%.
Learning time: 1 dayTime.png
Gold.png 100 Required: 6 Intelligence
______________________________________________________________________________________________________________
Mastery.pngMastery: Magic Resistance increases to 30%.
Learning time: 3 daysTime.png
Gold.png 300 Required: 9 Intelligence

Weapons of Destruction
Range: 15 meters Duration: 1 turn
Casting Chance: -15% Tzeentch Curse: +15%
Target: Self or ally
Effect: Melee attacks bypass 10% Armour Absorption and melee Damage increases by 20%
Cost: OP.pngOP.png Magister - Learning time: Already learnedTime.png
Learning time: 1 dayTime.png
Gold.png 100 Required: 3 Intelligence
______________________________________________________________________________________________________________
Mastery.pngMastery: Armour bypass increases to 20%, damage to 40%, range to 30 meters.
Casting chance and Tzeentch Curse +5% Learning time: 3 daysTime.png
Gold.png 300 Required: 9 Intelligence

Boon of Chaos
Range: 15 meters Duration: 2 turns
Casting Chance: -15% Tzeentch Curse: +15%
Target: Self or Ally
Effect: Randomly selects one of the three Primary attribute categories (Physical, Mental or Martial) and increases its stats by 2. Stackable.
Cost: OP.pngOP.png Learning time: 1 dayTime.png
Gold.png 100 Required: 3 Intelligence
______________________________________________________________________________________________________________
Mastery.pngMastery: Attribute bonus increases to 4, range to 30 meters.
Casting chance and Tzeentch Curse +5% Learning time: 3 daysTime.png
Gold.png 300 Required: 9 Intelligence

Veil of Corruption
Range: 15 meters Duration: 1 turn
Casting Chance: -15% Tzeentch Curse: +15%
Target: Everyone within a 5 meter radius
Effect: A veil of corruption encloses the targeted area. Reduces Wyrdstone Resistance by 25% for anyone within the area. Gathering a Wyrdstone in the area deals 6-11 damage on turn start for 2 turns. Leaving the area inflicts a debuff that reduces Wyrdstone Resistance by 25% and lasts 2 turns.
Cost: OP.pngOP.png Learning time: 1 dayTime.png
Gold.png 100 Required: 3 Intelligence
______________________________________________________________________________________________________________
Mastery.pngMastery: Damage increases to 12-22, Wyrdstone Resistance penalty to 50%, range to 30 meters.
Casting chance and Tzeentch Curse +5% Learning time: 3 daysTime.png
Gold.png 300 Required: 9 Intelligence

Acid Breath
Range: 8 meters Duration: 1 turn
Casting Chance: -20% Tzeentch Curse: +20%
Target: Allies and enemies withing a 8 meter long by 5 meter wide cone
Effect: Deals 7-12 damage. Applies a debuff that reduces Armour Absorption by 5% for 1 turn and deals another 7-12 damage on turn start. Stackable.
Cost: OP.pngOP.pngOP.png Learning time: 2 daysTime.png
Gold.png 200 Required: 3 Intelligence
______________________________________________________________________________________________________________
Mastery.pngMastery: Damage increases to 10-20, Armour Absorption penalty to 10%.
Casting chance and Tzeentch Curse +5% Learning time: 4 daysTime.png
Gold.png 400 Required: 9 Intelligence

Chains of Chaos
Range: 15 meters Duration: 1 turn
Casting Chance: -20% Tzeentch Curse: +20%
Target: Single enemy
Effect: Increases the cost of Attack, Counter-Attack, Charge, Shoot, Aim, and the Overwatch and Ambush stances by 2 Offense Points.
Cost: OP.pngOP.pngOP.png Learning time: 2 daysTime.png
Gold.png 200 Required: 6 Intelligence
______________________________________________________________________________________________________________
Mastery.pngMastery: Also prevents the use of Offensive skills. Range increases to 30 meters.
Casting chance and Tzeentch Curse +5% Learning time: 4 daysTime.png
Gold.png 400 Required: 12 Intelligence

Curse of Chaos
Range: 15 meters Duration: 2 turns
Casting Chance: -20% Tzeentch Curse: +20%
Target: Enemies within a 5 meter radius
Effect: Randomly selects one of the three Primary attribute categories (Physical, Mental or Martial) and reduces its stats by 1 on all targets. Cannot reduce below 1. Stackable.
Cost: OP.pngOP.pngOP.png Learning time: 2 daysTime.png
Gold.png 200 Required: 6 Intelligence
______________________________________________________________________________________________________________
Mastery.pngMastery: Attributes penalty increases to 2, range to 30 meters.
Casting chance and Tzeentch Curse +5% Learning time: 4 daysTime.png
Gold.png 400 Required: 12 Intelligence

Word of Pain
Range: 0 meters Duration: 0 turn
Casting Chance: -25% Tzeentch Curse: +25%
Target: Enemies within a 5 meter radius around the caster
Effect: Deals 14-19 damage. Bypasses Armour Absorption.
Cost: OP.pngOP.pngOP.pngOP.png Learning time: 3 daysTime.png
Gold.png 300 Required: 9 Intelligence
______________________________________________________________________________________________________________
Mastery.pngMastery: Damage increases to 28-38.
Casting chance and Tzeentch Curse +5% Learning time: 5 daysTime.png
Gold.png 500 Required: 15 Intelligence

Vision of Torment
Range: 0 meters Duration: 1 turn
Casting Chance: -25% Tzeentch Curse: +25%
Target: Allies and enemies within a 5 meter radius around the caster
Effect: Either Stuns all targets who fail a Stun Resistance test, OR inflicts a debuff on all targets that reduces Melee and Ranged Resistance along with Parry and Dodge chance by 5%.
Cost: OP.pngOP.pngOP.pngOP.png Learning time: 3 daysTime.png
Gold.png 300 Required: 9 Intelligence
______________________________________________________________________________________________________________
Mastery.pngMastery: All penalities listed above increase to 15%.
Casting chance and Tzeentch Curse +5% Learning time: 5 daysTime.png
Gold.png 500 Required: 15 Intelligence

Mutations occur randomly and take up a slot for Right arm, Left arm, Extra arm (Possessed and Chaos Spawn only), Body, Head, Face and Foot.

Arm mutations prevent the use of two-handed or paired weapons but can are buffed by armband quality. Normal quality is listed as base while blue and purple quality is listed separately. Some mutations modify the Armbands Initiative Modifier.

Body mutations prevent the use of armor other than clothing.

Head mutations prevent the use of helmets.


Left Arm
EXECUTIONER (axe arm)
Melee attacks gain the following benefits:
Sunder: Attacks bypass 6% (9%, 12%) Armour Absorption
Mutated Arm:
On hit, applies a poison debuff that reduces Armour Absoption by -3% (-6%, -9%) for 1 turn. Stackable.
______________________________________________________________________________________________________________
PIERCER (sword arm)
Melee attacks gain the following benefits:
Accurate: Hit chance +4% (8%, 12%)
Mutated Arm:
On hit, applies a poison debuff that reduces Ranged Resistance by 3% (6%, 9%) for 1 turn. Stackable.
Also grants Parry and gives +5 to the corresponding Armband Initiative Modifier.
______________________________________________________________________________________________________________
SMASHER (mace arm)
Melee attacks gain the following benefits:
Savage: Critical hit chance +4% (6%, 12%)
Mutated Arm:
On hit, applies a poison debuff that reduces Stun Resistance by 5% (10%, 15%) for 1 turn. Stackable.
Gives -5 to the corresponding Armband Initiative Modifier.

Right Arm
DESTROYER (axe arm)
Melee attacks gain the following benefits:
Sunder: Attacks bypass 6% (9%, 12%) Armour Absorption
Mutated Arm:
On hit, applies a poison debuff that reduces Melee Damage by -3% (-6%, -9%) for 1 turn. Stackable.
______________________________________________________________________________________________________________
SLICER (sword arm)
Melee attacks gain the following benefits:
Accurate: Hit chance +4% (8%, 12%)
Parrying: Allows the use of Parry stance.
Mutated Arm:
On hit, applies a poison debuff that reduces Melee Resistance by -3% (-6%, -9%) for 1 turn. Stackable.
Also grants Parry and gives +5 to the corresponding Armband Initiative Modifier.
______________________________________________________________________________________________________________
CRUSHER (mace arm)
Melee attacks gain the following benefits:
Savage: Critical hit chance +4% (6%, 12%)
Mutated Arm:
On hit, applies a poison debuff that reduces Poison Resistance by 5% (10%, 15%) for 1 turn. Stackable.
Gives -5 to the corresponding Armband Initiative Modifier.
______________________________________________________________________________________________________________
RIPPER (claw arm) - Possessed and Chaos Spawn only
Melee attacks gain the following benefits:
Brutal: Critical hit damage +5% (10%, 15%)
Mutated Arm:
On hit, applies a poison debuff that reduces Critical hit Resistance by -5% (-10%, -15%) for 1 turn. Stackable.
Gives +5 to the corresponding Armband Initiative Modifier.

Extra Arm - Possessed and Chaos Spawn only
EXTRA LIMB - AXE
Melee attacks gain the following benefits:
Extra Arm:Melee damage +10%
Overwhelm:Attack bypass 10%
Dodge and Parry chance
Sunder: Bypass Armour by +10%
______________________________________________________________________________________________________________
EXTRA LIMB - BLADE
Melee attacks gain the following benefits:
Extra Arm:Melee damage +10%
Overwhelm:Attack bypass 10%
Dodge and Parry chance
Savage: Critical Hit Chance +5%
______________________________________________________________________________________________________________
EXTRA LIMB - MACE
Melee attacks gain the following benefits:
Extra Arm:Melee damage +10%
Overwhelm:Attack bypass 10%
Dodge and Parry chance
Accurate: Hit Chance +10%

Head
WYRDSTONE HORNS
Effect: Wyrdstone Resistance +50%
On damage received, gain a warp buff that increases Melee and Ranged Resistance by 5% for 1 turn. Stackable.
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CROWN OF BONES
Prevents the use of Helmets.
Imposing Presence:
Moral +5
Stun Resistance +50%

Face
EXTRA FACE
Awareness:
Dodge and Parry chance +15%
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FEATURELESS FACE
Clairvoyance:
Increases the chance to pass Perception tests
by 100% and removes the cost.
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DEMON SOUL
Defiant:
Immune to All Alone.
Magic Resistance +25%

Body
THOUSAND EYES
Prevents the use of Light and Heavy armour.
Vigilance: Melee and Ranged Resistance +10%
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THE EYE
Forsight:
Initiative +10
Critical hit Risistance +10%
Prevents the use of Light and Heavy armour

Foot
CLAW FOOT
Grappling:
Movement range +2 meters
Charge and Ambush range +2 meters
Chance to pass Climb, Leap, Jump Down tests +10%