--See Also: Character Planner

The province of Reikland lies at the heart of the Empire and is a land long renowned for the discipline and loyalty of its people. Warriors drawn into the service of Reikland are held to a high standard of professionalism, eschewing the flamboyance of other provinces. For a Reiklander, sturdy armour and a reliable sword are more precious than silks and jewelled vestments. Grand Prince Siegfried of Reikland claims the vacant Imperial throne for himself, and the warriors of his land will do their utmost to see him crowned Emperor. Even if they aren't above making some coin for themselves in the process. A Reiklander is always pragmatic.

Starting Choices

Leader


Captain


Captain.png LEADER / CAPTAIN
RATING: 114
OP2.png 5 SP2.png 7 Armor Absorption.png 0% Damage.png 19-28 Critical Hit Chance.png 10% Wounds.png 112
PHYSICAL
Strength.png STRENGTH 6/14 Captain start.png
Toughness.png TOUGHNESS 6/13
Agility.png AGILITY 4/10
MENTAL
Leadership.png LEADERSHIP 8/20
Intelligence.png INTELLIGENCE 6/18
Alertness.png ALERTNESS 5/13
MARTIAL
Weapon Skill.png WEAPON SKILL 6/16
Ballistic Skill.png BALLISTIC SKILL 6/16
Accuracy.png ACCURACY 3/10
OTHERS
MOVEMENT 6 INITIATIVE 60
MORALE IMPACT 16 MORALE 16
DODGE 30% PARRY 44%
RESISTANCES
POISON 28% MAGIC 6%
MELEE 15% RANGED 21%
CRITICAL HIT 6% STUN 12%
WYRDSTONE 25% TRAP 0%
ALL ALONE 54% FEAR 44%
TERROR 44%
DESCRIPTION
______________________________________
Mercenary captains are seasoned professional warriors. A captain must have cunning as well as a good sword-arm to command a warband. Among mercenaries, it is the bold and ruthless who often succeed, men who care little for what they must do or who they must fight so long as they are paid. In the blighted ruins of Mordheim, such men can prosper and seize wealth beyond their most avaricious dreams.
Maximum 1 Active at once.
EQUPMENT PROFICIENCY
Melee: Axe, Dagger, Halberd, Hammer, Mace, Spear, Sword, Great Sword, Great Hammer, Great Axe.
Range: Bow, Crossbow, Duelling Pistol, Pistol.
Armours: Cloth, Light, Heavy, Shield, Pendant, Amulet, Helmet.
Captain Starting Skill (Passive)

Swift Reaction
Effect: Increases Parry chance by 10%. Succeeding a Parry attempt reduces the cost of a Counter-Attack action performed in response by 1 Offense Point.


Heroes


Hired Swords (DLC)


If the Smuggler or the Wolf-Priest of Ulric 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.


Youngblood


Youngblood.png HERO / YOUNGBLOOD
RATING: 94
OP2.png 5 SP2.png 6 Armor Absorption.png 0% Damage.png 40-45 Critical Hit Chance.png 9% Wounds.png 108
PHYSICAL
Strength.png STRENGTH 4/12 Youngblood start.png
Toughness.png TOUGHNESS 4/12
Agility.png AGILITY 6/15
MENTAL
Leadership.png LEADERSHIP 3/9
Intelligence.png INTELLIGENCE 4/15
Alertness.png ALERTNESS 6/15
MARTIAL
Weapon Skill.png WEAPON SKILL 4/12
Ballistic Skill.png BALLISTIC SKILL 5/15
Accuracy.png ACCURACY 4/15
OTHERS
MOVEMENT 6 INITIATIVE 52
MORALE IMPACT 12 MORALE 6
DODGE 40% PARRY 16%
RESISTANCES
POISON 22% MAGIC 4%
MELEE 10% RANGED 10%
CRITICAL HIT 4% STUN 8%
WYRDSTONE 25% TRAP 0%
ALL ALONE 39% FEAR 29%
TERROR 29%
DESCRIPTION
______________________________________
Among any warband, there are those who lack the experience of their comrades but who possess a determination and drive in excess of the usual warrior. Youngbloods are untried recruits who harbour within themselves the potential for heroic deeds – if they survive long enough to reach that potential. Eager to prove themselves, many Youngbloods discover too late how unforgiving Mordheim is.
Maximum 2 Active at once.
EQUPMENT PROFICIENCY
Melee: Axe, Dagger, Halberd, Hammer, Mace, Spear, Sword, Great Sword, Great Hammer, Great Axe.
Range: Bow, Crossbow, Duelling Pistol, Pistol.
Armours: Cloth, Light, Heavy, Shield, Pendant, Amulet, Helmet.
Youngblood Starting Skill (Active)

Squire's Curse
Range: 0 meters Duration: 1 turn
Target: Single enemy
Effect: A melee attack that deal regular damage. If hit, the target's Switch Weapon action is blocked for 1 turn.
Cost: OP.pngOP.png SP.png


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.


Warrior


Warrior.png HENCHMAN / WARRIOR
RATING: 69
OP2.png 3 SP2.png 5 Armor Absorption.png 0% Damage.png 34-42 Critical Hit Chance.png 8% Wounds.png 108
PHYSICAL
Strength.png STRENGTH 4/14 Warrior start.png
Toughness.png TOUGHNESS 4/12
Agility.png AGILITY 3/10
MENTAL
Leadership.png LEADERSHIP 3/13
Intelligence.png INTELLIGENCE 3/9
Alertness.png ALERTNESS 3/13
MARTIAL
Weapon Skill.png WEAPON SKILL 4/16
Ballistic Skill.png BALLISTIC SKILL 3/10
Accuracy.png ACCURACY 3/13
OTHERS
MOVEMENT 6 INITIATIVE 49
MORALE IMPACT 9 MORALE 6
DODGE 25% PARRY 16%
RESISTANCES
POISON 22% MAGIC 3%
MELEE 7% RANGED 7%
CRITICAL HIT 4% STUN 6%
WYRDSTONE 25% TRAP 0%
ALL ALONE 39% FEAR 29%
TERROR 29%
DESCRIPTION
______________________________________
The core of any mercenary warband are the Warriors. Experienced dogs of war, Warriors have blooded themselves in battle long before journeying to Mordheim. Grim fighters, Warriors fear no man so long as they have their weapons and armour.
Maximum 5 Active at once.
EQUPMENT PROFICIENCY
Melee: Axe, Dagger, Halberd, Hammer, Mace, Spear, Sword, Great Sword, Great Hammer, Great Axe.
Range: Bow, Crossbow, Duelling Pistol, Pistol.
Armours: Cloth, Light, Heavy, Shield, Pendant, Amulet, Helmet.
Warrior Starting Skill (Passive)

Momentum
Effect: After dealing melee damage, melee Hit chance increases by 20% for the next attack. The next action taken must be a melee attack or skill or the effect is lost.


Marksman


Marksman.png HENCHMAN / MARKSMAN
RATING: 74
OP2.png 3 SP2.png 5 Armor Absorption.png 0% Damage.png 17-29 Critical Hit Chance.png 9% Wounds.png 106
PHYSICAL
Strength.png STRENGTH 3/8 Marksman start.png
Toughness.png TOUGHNESS 3/9
Agility.png AGILITY 3/15
MENTAL
Leadership.png LEADERSHIP 3/12
Intelligence.png INTELLIGENCE 3/10
Alertness.png ALERTNESS 3/13
MARTIAL
Weapon Skill.png WEAPON SKILL 3/7
Ballistic Skill.png BALLISTIC SKILL 5/18
Accuracy.png ACCURACY 4/18
OTHERS
MOVEMENT 6 INITIATIVE 44
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 2%
ALL ALONE 39% FEAR 29%
TERROR 29%
DESCRIPTION
______________________________________
Across the Empire, archers and hunters are famed for their skills. The best are reckoned to be able to strike a coin with an arrow at 300 yards. Such Marksmen are a coveted asset for mercenary warbands, often deployed to snipe at enemies from the windows of ruined buildings and from behind broken walls.
Maximum 5 Active at once.
EQUPMENT PROFICIENCY
Melee: Axe, Dagger, Hammer, Mace, Sword.
Range: Blunderbuss, Bow, Crossbow, Handgun, Hunting Rifle, Long Bow, Pistol.
Armours: Cloth, Light, Shield, Pendant, Amulet, Helmet.
Marksman Starting Skill (Passive)

Chain Shot
Effect: After dealing ranged damage, ranged Hit chance increases by 10% for 1 turn.


Attainable Choices

Heroes


Champion


The Champion warrior type becomes available at Warband Rank 4 or when, at Veteran Rank 5, starting a new warband at Warband Rank 5.


Champion.png HERO / CHAMPION
RATING: 94
OP2.png 5 SP2.png 6 Armor Absorption.png 0% Damage.png 39-51 Critical Hit Chance.png 13% Wounds.png 112
PHYSICAL
Strength.png STRENGTH 6/15 Champion start.png
Toughness.png TOUGHNESS 6/15
Agility.png AGILITY 3/10
MENTAL
Leadership.png LEADERSHIP 5/15
Intelligence.png INTELLIGENCE 4/10
Alertness.png ALERTNESS 3/12
MARTIAL
Weapon Skill.png WEAPON SKILL 7/18
Ballistic Skill.png BALLISTIC SKILL 3/10
Accuracy.png ACCURACY 3/15
OTHERS
MOVEMENT 6 INITIATIVE 46
MORALE IMPACT 12 MORALE 10
DODGE 25% PARRY 28%
RESISTANCES
POISON 28% MAGIC 4%
MELEE 10% RANGED 9%
CRITICAL HIT 6% STUN 8%
WYRDSTONE 25% TRAP 0%
ALL ALONE 45% FEAR 35%
TERROR 35%
DESCRIPTION
______________________________________
Champions are the biggest, toughest and strongest warriors in a warband. Better versed in the arts of war than their comrades, it is often a Champion’s role to lead an attack and to accept personal challenges issued by foes. In return, Champions typically get the choicest pick of any loot seized by the warband, after their Captain, of course.
Maximum 2 Active at once.
EQUPMENT PROFICIENCY
Melee: Axe, Dagger, Halberd, Hammer, Mace, Spear, Sword, Great Sword, Great Hammer, Great Axe.
Range: Bow, Crossbow, Duelling Pistol, Pistol.
Armours: Cloth, Light, Heavy, Shield, Pendant, Amulet, Helmet.
Champion Starting Skill (Passive)

Adaptable Defense
Effect: After dealing melee damage, Melee Resistance increases by 3% for 1 turn.


Warlock


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


Warlock.png HERO / WARLOCK
RATING: 96
OP2.png 5 SP2.png 6 Armor Absorption.png 0% Damage.png 27-38 Critical Hit Chance.png 8% Wounds.png 106
PHYSICAL
Strength.png STRENGTH 3/9 Warlock start.png
Toughness.png TOUGHNESS 3/10
Agility.png AGILITY 4/15
MENTAL
Leadership.png LEADERSHIP 6/13
Intelligence.png INTELLIGENCE 9/20
Alertness.png ALERTNESS 5/20
MARTIAL
Weapon Skill.png WEAPON SKILL 4/9
Ballistic Skill.png BALLISTIC SKILL 3/12
Accuracy.png ACCURACY 3/12
OTHERS
MOVEMENT 96 INITIATIVE 65
MORALE IMPACT 12 MORALE 12
DODGE 30% PARRY 16%
RESISTANCES
POISON 19% MAGIC 9%
MELEE 8% RANGED 8%
CRITICAL HIT 3% STUN 18%
WYRDSTONE 25% TRAP 0%
ALL ALONE 48% FEAR 38%
TERROR 38%
DESCRIPTION
______________________________________
Sweeping across the world are aethyric streams of energy called the Winds of Magic. Warlocks are humans who are able harness these energies, transforming the raw magical power into spells. Warlocks risk much for their arcane abilities, equally menaced by the prospects of mutation from the aethyric energy and execution by religious zealots who fear their powers.
Maximum 2 Active at once.
EQUPMENT PROFICIENCY
Melee: Dagger, Hammer, Mace, Spear, Staff, Sword.
Range: Bow.
Armours: Cloth, Shield, Pendant, Amulet, Helmet.
PERKS
______________________________________
ARCANE CASTER
Allows the casting of Arcane spells. Casting may result in ill effects named Tzeentch's Curse.
Warlock Starting Skill (Active)

Concentration
Range: 0 meters Duration: 0 turns
Target: Self
Effect: Increases the casting chance of the next spell by 15%. The next action taken must be a spell or the effect is lost.
Cost: SP.pngSP.png

See also - Spells

Impressive


Ogre Mercenary


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


Ogre Mercenary.png IMPRESSIVE / OGRE MERCENARY
RATING: 184
OP2.png 6 SP2.png 7 Armor Absorption.png 15% Damage.png 49-55 Critical Hit Chance.png 15% Wounds.png 320
PHYSICAL
Strength.png STRENGTH 10/20 Ogre Mercenary start.png
Toughness.png TOUGHNESS 14/20
Agility.png AGILITY 5/12
MENTAL
Leadership.png LEADERSHIP 12/20
Intelligence.png INTELLIGENCE 8/15
Alertness.png ALERTNESS 6/14
MARTIAL
Weapon Skill.png WEAPON SKILL 12/20
Ballistic Skill.png BALLISTIC SKILL 3/3
Accuracy.png ACCURACY 10/16
OTHERS
MOVEMENT 5 INITIATIVE 43
MORALE IMPACT 18 MORALE 24
DODGE 35% PARRY 48%
RESISTANCES
POISON 82% MAGIC 8%
MELEE 17% RANGED 10%
CRITICAL HIT 44% STUN 46%
WYRDSTONE 25% TRAP 0%
ALL ALONE 66% FEAR 56%
TERROR 56%
DESCRIPTION
______________________________________
Immense creatures twice the size of a human and possessed of incredible strength, Ogres are highly sought after by any mercenary warband. The durability of an Ogre on the battlefield is legendary, capable of enduring wounds that would kill the toughest human. To have an Ogre acting as shock-troop for their warband, Captains easily overlook the logistics of feeding an Ogre's prodigious appetite.
Maximum 1 Active at once.
EQUPMENT PROFICIENCY
Melee: Axe, Dagger, Mace, Sword, Great Hammer, Great Axe.
Range: None.
Armours: Cloth, Light, Pendant, Amulet, Helmet.
PERKS
______________________________________
LARGE
Increases Poison, Critical, and Stun Resistance by 30% as well as Armour Absorption by 15% but decreases Ranged Resistance by 10%. Cannot use consumable items, or the Search and Activate actions.
IMPRESSIVE
Immune to Tiring effects.
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.
Ogre Mercenary 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.


Faction Choices


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

Sigmar's Haven

Sister Superior


At Reputation Rank 5 the Sisters Sister Superior Hero warrior type becomes available.

Warrior Priest


At Reputation Rank 5 the Witch Hunters Warrior Priest Hero warrior type becomes available.

Brigand's Burg

Flagellant


At Reputation Rank 4 the Witch Hunters Flagellant Henchman warrior type becomes available.

Novice


At Reputation Rank 4 the Sisters Novice Henchman warrior type becomes available.

Equipment Sell List


The list of unusable equipment:

Armband, Bracers, Fighting Claws, Weeping Blades, Short Bow, Shuriken, Warplock Pistols


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

Flail, Sigmarite Great Hammer, Sigmarite Warhammer, Great Flail, Great Ulrican Axe

Human Mercenary Special Skills and Spells

Guard Stance
Range: 0 meters Duration: 1 turn
Target: Self
Effect: Take a stance that ends the current turn. The stance increases Armour Absorption by 5%. Requires a melee weapon.
Cost: SP.pngSP.png Learning time: 1 dayTime.png
Gold.png 100 Required: 6 Weapon skill
______________________________________________________________________________________________________________
Mastery.pngMastery: Armour Absorption increases to 10%.
Learning time: 3 daysTime.png
Gold.png 300 Required: 9 Weapon skill

Sniper Shot
Range: 0 meters Duration: 0 turns
Target: Single enemy
Effect: A ranged attack that deal regular damage and has a +25% chance to hit, +5% Critical hit chance, and +25 Critical hit damage.
Cost: OP.pngOP.pngOP.pngOP.png Learning time: 1 dayTime.png
Gold.png 100 Required: 6 Accuracy
______________________________________________________________________________________________________________
Mastery.pngMastery: Chance to hit and Critical damage increases to 50% and Critical hit chance to 10%.
Learning time: 3 daysTime.png
Gold.png 300 Required: 9 Accuracy

Tactician
Range: 15 meters Duration: 3 turns
Target: Single ally
Effect: Reduces the cost of Flee by 1 Strategy Point. Can only be used while not engaged.
Cost: OP.pngOP.png Learning time: 1 dayTime.png
Gold.png 100 Required: 6 Leadership
______________________________________________________________________________________________________________
Mastery.pngMastery: Cost of Disengage also reduced by 1 Strategy Point.
Learning time: 3 daysTime.png
Gold.png 300 Required: 9 Leadership

Combat Expertise
Effect: When engaged with 2 or more enemies, increases chance to Dodge and Parry by 10%.
Learning time: 1 dayTime.png
Gold.png 100 Required: 6 Intelligence
______________________________________________________________________________________________________________
Mastery.pngMastery: Dodge and Parry chance increases to 20%.
Learning time: 3 daysTime.png
Gold.png 300 Required: 9 Intelligence

Flawless Positioning
Effect: Increases Critical hit Resistance by 5%.
Learning time: 1 dayTime.png
Gold.png 100 Required: 6 Alertness
______________________________________________________________________________________________________________
Mastery.pngMastery: Critical Resistance increases to 15%.
Learning time: 3 daysTime.png
Gold.png 300 Required: 9 Alertness

Hunter
Effect: After every Shoot or Aim action, received a 20% chance to recover 1 Strategy Point.
Learning time: 1 dayTime.png
Gold.png 100 Required: :6 Ballistic Skill
______________________________________________________________________________________________________________
Mastery.pngMastery: Recovery chance increases to 40%.
Learning time: 3 daysTime.png
Gold.png 300 Required: :9 Ballistic skill

Blinding Light
Range: 15 meters Duration: 1 turn
Casting Chance: -15% Tzeentch Curse: +15%
Target: Everyone within 5 meter radius
Effect: Reduces the following chances by 5%: melee hit, ranged hit, Dodge, Parry, Perception, and Spellcasting. Not Stackable.
Cost: OP.pngOP.png Warlock - Learning time: Already learnedTime.png
Learning time: 1 dayTime.png
Gold.png 100 Required: 3 Intelligence
______________________________________________________________________________________________________________
Mastery.pngMastery: Penalties increase to 10% and range to 30 meters.
Casting chance and Tzeentch Curse +5% Learning time: 3 daysTime.png
Gold.png 300 Required: 9 Intelligence

Curse of Rust
Range: 15 meters Duration: 1 turn
Casting Chance: -15% Tzeentch Curse: +15%
Target: Single enemy
Effect: Reduce Armour Absorption by up to 20%. Cannot reduce below 0. Not Stackable.
Cost: OP.pngOP.png Learning time: 1 dayTime.png
Gold.png 100 Required: 3 Intelligence
______________________________________________________________________________________________________________
Mastery.pngMastery: Armour Absorption penalty increases to 40%, range to 30 meters.
Casting chance and Tzeentch Curse +5% Learning time: 3 daysTime.png
Gold.png 300 Required: 9 Intelligence

Scavenger's Curse
Range: 15 meters Duration: 2 turns
Casting Chance: -15% Tzeentch Curse: +15%
Target: Single enemy
Effect: When the target interacts with a seach point or a Wyrdstone point, applies a debuff that reduces Melee, Ranged, and Wyrdstone Resistances by 5% for 1 turn. The debuff is Stackable.
Cost: OP.pngOP.png Learning time: 1 dayTime.png
Gold.png 100 Required: 3 Intelligence
______________________________________________________________________________________________________________
Mastery.pngMastery: Melee, Ranged, and Wyrdstone Resistances increases to 10%, range to 30 meters.
Casting chance and Tzeentch Curse +5% Learning time: 3 daysTime.png
Gold.png 300 Required: 9 Intelligence

Armour of Lead
Range: 15 meters Duration: 1 turn
Casting Chance: -20% Tzeentch Curse: +20%
Target: Enemies within a 5 meter radius
Effect: Reduces movement range by 2 meters. Reduce the chance to pass Climb, Leap, Jump Down, and Dodge tests by 25%. Not Stackable.
Cost: OP.pngOP.pngOP.png Learning time: 2 daysTime.png
Gold.png 200 Required: 6 Intelligence
______________________________________________________________________________________________________________
Mastery.pngMastery: Movement reduction increases to 3 meters, other penalties to 50%, range to 30 meters.
Casting chance and Tzeentch Curse +5% Learning time: 4 daysTime.png
Gold.png 400 Required: 12 Intelligence

Dispel
Range: 0 meters Duration: 0 turns
Casting Chance: -20% Tzeentch Curse: +20%
Target: Everyone within a 5 meter radius around the caster.
Effect: Removes all active spell effects. Does not affect Tzeentch's Curse / Divine Wrath effects, nor item enchantments.
Cost: OP.pngOP.pngOP.png Learning time: 2 daysTime.png
Gold.png 200 Required: 6 Intelligence
______________________________________________________________________________________________________________
Mastery.pngMastery: Radius increases to 10 meters.
Casting chance and Tzeentch Curse +5% Learning time: 4 daysTime.png
Gold.png 400 Required: 12 Intelligence

Lightning Strike
Range: 15 meters Duration: 0 turns
Casting Chance: -20% Tzeentch Curse: +20%
Target: Single enemy
Effect: Deals 16-21 damage. Bypasses Armour.
Cost: OP.pngOP.pngOP.png Learning time: 2 daysTime.png
Gold.png 200 Required: 6 Intelligence
______________________________________________________________________________________________________________
Mastery.pngMastery: Damage increases to 32-42, range to 30 meters.
Casting chance and Tzeentch Curse +5% Learning time: 4 daysTime.png
Gold.png 400 Required: 12 Intelligence

Dread of Aramar
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: Reduces melee Hit chance by 5% for 1 turn. Not Stackable.

Also removes up to 2 current Offense Points, and has a 25% chance to break targets' Stances. Stackable.

Cost: OP.pngOP.pngOP.pngOP.png Learning time: 3 daysTime.png
Gold.png 300 Required: 9 Intelligence
______________________________________________________________________________________________________________
Mastery.pngMastery: Hit chance penalty increases to 10%, Offense Points removed to 4, chance to break stances to 50%.
Casting chance and Tzeentch Curse +5% Learning time: 5 daysTime.png
Gold.png 500 Required: 15 Intelligence

Fireball
Range: 15 meters Duration: 0 turns
Casting Chance: -25% Tzeentch Curse: +25%
Target: Everyone within a 5 meter radius.
Effect: Deals 10-15 damage. Bypasses Armour.
Cost: OP.pngOP.pngOP.pngOP.png Learning time: 3 daysTime.png
Gold.png 300 Required: 9 Intelligence
______________________________________________________________________________________________________________
Mastery.pngMastery: Damage increases to 20-30, range to 30 meters.
Casting chance and Tzeentch Curse +5% Learning time: 5 daysTime.png
Gold.png 500 Required: 15 Intelligence

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