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

--See Also: Character Planner

The Skaven of Clan Eshin are accomplished masters of stealth and murder. Long ago they learned the art of assassination in distant lands. Now they are among the most feared of the Great Clans of the Under-Empire. These silent killers serve as the eyes and ears of Skavendom, infiltrating the realms of other races and spying on them from the shadows. Striking from ambush, utterly without mercy and honour, endowed with a ferocious speed and viciousness far in excess of any human, the Skaven are hideous foes. The chance to increase their own prestige inside the clan makes the warbands infesting Mordheim even more ruthless - and dangerous.

Starting Choices

Leader


Assassin Adept


Assassin Adept.png LEADER / ASSASSIN ADEPT
RATING: 124
OP2.png 5 SP2.png 7 Armor Absorption.png 0% Damage.png 28-35 Critical Hit Chance.png 11% Wounds.png 104
PHYSICAL
Strength.png STRENGTH 3/10 Assassin Adept start.png
Toughness.png TOUGHNESS 2/12
Agility.png AGILITY 8/19
MENTAL
Leadership.png LEADERSHIP 8/15
Intelligence.png INTELLIGENCE 6/13
Alertness.png ALERTNESS 6/17
MARTIAL
Weapon Skill.png WEAPON SKILL 7/16
Ballistic Skill.png BALLISTIC SKILL 4/12
Accuracy.png ACCURACY 6/16
OTHERS
MOVEMENT 8 INITIATIVE 62
MORALE IMPACT 16 MORALE 16
DODGE 50% PARRY 28%
RESISTANCES
POISON 16% MAGIC 6%
MELEE 15% RANGED 8%
CRITICAL HIT 2% STUN 12%
WYRDSTONE 25% TRAP 0%
ALL ALONE 54% FEAR 44%
TERROR 44%
DESCRIPTION
______________________________________
Only the most vicious and cunning of Skaven are initiated into the secret art of assassination. Those who survive the trials become masters of murder. The most ambitious of these killers are given command of small retinues of warriors and unleashed upon Mordheim to secure wyrdstone. A successful Assassin can expect great reward. The price for failure is best not contemplated...
Maximum 1 Active at once.
EQUPMENT PROFICIENCY
Melee: Fighting Claws, Dagger, Halberd, Mace, Spear, Sword, Weeping Blades.
Range: Warplock Pistols, Shuriken.
Armours: Cloth, Light, Shield, Pendant, Amulet, Helmet.
Assassin Adept Starting Skill (Passive)

Defense Breach
Effect: Attacks bypass 10% of target's Dodge and Parry chance.


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.


Night Runner


Night Runner.png HERO / NIGHT RUNNER
RATING: 94
OP2.png 5 SP2.png 6 Armor Absorption.png 0% Damage.png 31-38 Critical Hit Chance.png 10% Wounds.png 104
PHYSICAL
Strength.png STRENGTH 3/10 Night Runner start.png
Toughness.png TOUGHNESS 2/10
Agility.png AGILITY 9/20
MENTAL
Leadership.png LEADERSHIP 3/10
Intelligence.png INTELLIGENCE 3/10
Alertness.png ALERTNESS 7/18
MARTIAL
Weapon Skill.png WEAPON SKILL 3/12
Ballistic Skill.png BALLISTIC SKILL 5/15
Accuracy.png ACCURACY 5/15
OTHERS
MOVEMENT 8 INITIATIVE 69
MORALE IMPACT 12 MORALE 6
DODGE 55% PARRY 12%
RESISTANCES
POISON 16% MAGIC 3%
MELEE 12% RANGED 9%
CRITICAL HIT 2% STUN 6%
WYRDSTONE 25% TRAP 0%
ALL ALONE 39% FEAR 29%
TERROR 29%
DESCRIPTION
______________________________________
Young, swift and nimble, Night Runners have only recently been initiated into the secret arts of Clan Eshin. Their freshness and eagerness to rise within the structure of their clan makes a Night Runner a valuable minion for an Assassin - a skilled fighter who can be easily manipulated because of his lack of experience. A Night Runner quickly learns that a Skaven must lookout for his own pelt.
Maximum 2 Active at once.
EQUPMENT PROFICIENCY
Melee: Fighting Claws, Dagger, Mace, Spear, Sword.
Range: Warplock Pistols, Shuriken.
Armours: Cloth, Light, Shield, Pendant, Amulet, Helmet.
Night Runner Starting Skill (Passive)

Fleet-footed
Effect: After a successful Leap or Jump Down, Movement range increases by 3 meters for 1 turn.


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.


Warpguard


Warpguard.png HENCHMAN / WARPGUARD
RATING: 69
OP2.png 3 SP2.png 5 Armor Absorption.png 0% Damage.png 15-26 Critical Hit Chance.png 8% Wounds.png 106
PHYSICAL
Strength.png STRENGTH 5/12 Warpguard start.png
Toughness.png TOUGHNESS 3/15
Agility.png AGILITY 4/15
MENTAL
Leadership.png LEADERSHIP 3/12
Intelligence.png INTELLIGENCE 3/9
Alertness.png ALERTNESS 3/12
MARTIAL
Weapon Skill.png WEAPON SKILL 4/14
Ballistic Skill.png BALLISTIC SKILL 2/9
Accuracy.png ACCURACY 3/12
OTHERS
MOVEMENT 8 INITIATIVE 59
MORALE IMPACT 9 MORALE 6
DODGE 30% PARRY 26%
RESISTANCES
POISON 44% MAGIC 3%
MELEE 13% RANGED 16%
CRITICAL HIT 3% STUN 6%
WYRDSTONE 691% TRAP 0%
ALL ALONE 39% FEAR 29%
TERROR 29%
DESCRIPTION
______________________________________
Warpguards are skaven warriors who have been especially trained and adapted to guard stocks of Warpstone – the Skaven name for wyrdstone. Heavily armoured and given better weapons than Verminkin, Warp Guard are fearsome warriors in their own right. Magical rituals enhance their resistance to the corrupting effects of wyrdstone, making them less likely to suffer debilitating mutations.
Maximum 5 Active at once.
EQUPMENT PROFICIENCY
Melee: Dagger, Halberd, Mace, Spear, Sword.
Range: Shuriken.
Armours: Cloth, Light, Heavy, Shield, Pendant, Amulet, Helmet.
Warpguard Starting Skill (Passive)

Warp Immunity
Effect: Grants immunity to Warp effect when gathering Wyrdstone. Also increases Poison Resistance by 25%.


Verminkin


Verminkin.png HENCHMAN / VERMINKIN
RATING: 79
OP2.png 3 SP2.png 5 Armor Absorption.png 0% Damage.png 18-27 Critical Hit Chance.png 9% Wounds.png 104
PHYSICAL
Strength.png STRENGTH 2/9 Verminkin start.png
Toughness.png TOUGHNESS 2/9
Agility.png AGILITY 6/15
MENTAL
Leadership.png LEADERSHIP 3/12
Intelligence.png INTELLIGENCE 3/12
Alertness.png ALERTNESS 4/14
MARTIAL
Weapon Skill.png WEAPON SKILL 3/13
Ballistic Skill.png BALLISTIC SKILL 3/13
Accuracy.png ACCURACY 4/13
OTHERS
MOVEMENT 8 INITIATIVE 56
MORALE IMPACT 9 MORALE 6
DODGE 40% PARRY 22%
RESISTANCES
POISON 16% MAGIC 3%
MELEE 14% RANGED 16%
CRITICAL HIT 2% STUN 3%
WYRDSTONE 25% TRAP 0%
ALL ALONE 39% FEAR 29%
TERROR 29%
DESCRIPTION
______________________________________
The common ratmen of Clan Eshin, Verminkin form the vast majority of the clan, the great armies of Clanrat warriors and labourers. Each Verminkin strives to prove himself to his masters, to rise and be initiated into the secret arts of his clan. Few realize their dreams, murdered by jealous rivals or nervous superiors who see not promise but threat in the ambitions of their underlings.
Maximum 5 Active at once.
EQUPMENT PROFICIENCY
Melee: Dagger, Halberd, Mace, Spear, Sword.
Range: Shuriken.
Armours: Cloth, Light, Shield, Pendant, Amulet, Helmet.
Verminkin Starting Skill (Passive)

Warp Rage
Effect: After gathering a Wyrdstone, melee Damage increases by 15% and Dodge chance by 10% for 2 turns.


Attainable Choices

Heroes


Black Skaven


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


Black Skaven.png HERO / BLACK SKAVEN
RATING: 94
OP2.png 5 SP2.png 6 Armor Absorption.png 0% Damage.png 42-47 Critical Hit Chance.png 10% Wounds.png 104
PHYSICAL
Strength.png STRENGTH 6/15 Black Skaven start.png
Toughness.png TOUGHNESS 2/14
Agility.png AGILITY 7/15
MENTAL
Leadership.png LEADERSHIP 3/14
Intelligence.png INTELLIGENCE 3/10
Alertness.png ALERTNESS 6/12
MARTIAL
Weapon Skill.png WEAPON SKILL 5/16
Ballistic Skill.png BALLISTIC SKILL 3/9
Accuracy.png ACCURACY 5/15
OTHERS
MOVEMENT 8 INITIATIVE 52
MORALE IMPACT 12 MORALE 6
DODGE 45% PARRY 20%
RESISTANCES
POISON 16% MAGIC 3%
MELEE 12% RANGED 8%
CRITICAL HIT 2% STUN 6%
WYRDSTONE 25% TRAP 0%
ALL ALONE 39% FEAR 29%
TERROR 29%
DESCRIPTION
______________________________________
Among the Skaven race, those whelps with black fur tend to be bigger and more vicious than their fellows. Raised in a climate of bullying brutality, Black Skaven dominate all they see as weaker than themselves. Trained in the martial arts of their clan, they combine the speed of their smaller kin with brawn seldom found amongst the ratmen. In the ruins of Mordheim, they excel at ambushing man-things.
Maximum 2 Active at once.
EQUPMENT PROFICIENCY
Melee: Fighting Claws, Dagger, Halberd, Mace, Spear, Sword, Weeping Blades.
Range: Warplock Pistols, Shuriken.
Armours: Cloth, Light, Shield, Pendant, Amulet, Helmet.
Black Skaven Starting Skill (Passive)

Perfect Killer
Effect: Melee attacks bypass 10% of the target's Armour Absorption.


Eshin Sorcerer


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


Eshin Sorcerer.png HERO / ESHIN SORCERER
RATING: 98
OP2.png 5 SP2.png 6 Armor Absorption.png 0% Damage.png 27-37 Critical Hit Chance.png 8% Wounds.png 104
PHYSICAL
Strength.png STRENGTH 2/9 Eshin Sorcerer start.png
Toughness.png TOUGHNESS 2/9
Agility.png AGILITY 6/15
MENTAL
Leadership.png LEADERSHIP 6/15
Intelligence.png INTELLIGENCE 8/18
Alertness.png ALERTNESS 5/15
MARTIAL
Weapon Skill.png WEAPON SKILL 3/12
Ballistic Skill.png BALLISTIC SKILL 5/15
Accuracy.png ACCURACY 3/12
OTHERS
MOVEMENT 8 INITIATIVE 65
MORALE IMPACT 12 MORALE 12
DODGE 40% PARRY 12%
RESISTANCES
POISON 16% MAGIC 8%
MELEE 9% RANGED 7%
CRITICAL HIT 2% STUN 16%
WYRDSTONE 25% TRAP 0%
ALL ALONE 48% FEAR 38%
TERROR 38%
DESCRIPTION
______________________________________
Versed in the dark arts, the magic of an Eshin Sorcerer may seem paltry beside the might of a Grey Seer, but their arcane power is still considerable. Their magic is focused upon the strategies of deception, concealment and swift death favoured by Clan Eshin. An Eshin Sorcerer is a valuable asset to any warband, but one a wise Assassin will keep a wary eye on.
Maximum 2 Active at once.
EQUPMENT PROFICIENCY
Melee: Fighting Claws, Dagger, Halberd, Mace, Spear, Sword, Weeping Blades, Staff.
Range: Warplock Pistols, Shuriken.
Armours: Cloth, Light, Shield, Pendant, Amulet, Helmet.
PERKS
______________________________________
ARCANE SPELLCASTER
Allows the casting of Arcane spells. Casting may result in ill effects named Tzeentch's Curse.
Eshin Sorcerer Starting Skill (Passive)

Warp Resonance
Effect: After gathering a wyrdstone, Spell Damage increases by 15% for 2 turns.

Eshin Sorcerer Starting Skill (Active)

Guidance
Range: 15 meters Duration: 2 turns
Target: Single ally
Effect: Prevents the effects of Mental conditions (Stupidity, Paranoia, Half-Crazy, Megalomania, Deranged, Amok and Heroic Idiocy). Can only be used while not engaged.
Leadership Skill
Cost: SP.pngSP.pngSP.png Learning time: Already learnedTime.png
Gold.png N/A Required: 6 Leadership
______________________________________________________________________________________________________________
Mastery.pngMastery: Range increases to 30 meters and the duration to 3 turns.
Learning time: 4 daysTime.png
Gold.png 400 Required: 12 Leadership

See also - Skaven Spells

Impressive


Rat Ogre


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


Rat Ogre.png IMPRESSIVE / RAT OGRE
RATING: 194
OP2.png 6 SP2.png 7 Armor Absorption.png 15% Damage.png 38-49 Critical Hit Chance.png 17% Wounds.png 295
PHYSICAL
Strength.png STRENGTH 14/20 Rat Ogre start.png
Toughness.png TOUGHNESS 9/20
Agility.png AGILITY 7/15
MENTAL
Leadership.png LEADERSHIP 8/16
Intelligence.png INTELLIGENCE 5/10
Alertness.png ALERTNESS 12/20
MARTIAL
Weapon Skill.png WEAPON SKILL 10/16
Ballistic Skill.png BALLISTIC SKILL 3/3
Accuracy.png ACCURACY 12/20
OTHERS
MOVEMENT 7 INITIATIVE 70
MORALE IMPACT 18 MORALE 16
DODGE 45% PARRY 40%
RESISTANCES
POISON 67% MAGIC 5%
MELEE 17% RANGED 11%
CRITICAL HIT 39% STUN 40%
WYRDSTONE 25% TRAP 0%
ALL ALONE 54% FEAR 44%
TERROR 44%
DESCRIPTION
______________________________________
Monstrous beasts bred by Clan Moulder, Rat Ogres are valued for their immense strength and hardiness, if not their wits. It is not uncommon for a Rat Ogre to forget which side it is fighting or even that it is in a fight. Still, the terrifying might of a Rat Ogre is too enticing for even Clan Eshin to resist and many of these brutes have been bought by the warbands in Mordheim.
Maximum 1 Active at once.
EQUPMENT PROFICIENCY
Melee: Bracers.
Range: None.
Armours: Cloth, Amulet, Pendant.
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.
STUPIDITY
On turn start, the warrior must perform an Intelligence test if not Engaged. On failure, the warrior skips this turn.
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.
Rat Ogre 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.

Cutthroat's Den

Darksoul


At Reputation Rank 4 the Possessed Darksoul Henchman 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.

Mutant


At Reputation Rank 5 the Possessed Mutant Hero warrior type becomes available.

Equipment Sell List


The list of unusable equipment:

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


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

Axe, Flail, Hammer, Great Axe, Great Hammer, Great Sword, Bow, Long Bow, Short Bow

Skaven Special Skills and Spells

Black Hunger
Range: 0 meters Duration: 1 turn
Target: Self
Effect: Increases melee Damage by 20%. Attacks bypass 20% of the target's Dodge and Parry chance. Removes 30 wounds.
Cost: SP.pngSP.png Learning time: 1 dayTime.png
Gold.png 100 Required: 6 Toughness
______________________________________________________________________________________________________________
Mastery.pngMastery: Damage bonus increases to 40% and Dodge/Parry bypass to 40%.
Learning time: 3 daysTime.png
Gold.png 300 Required: 9 Toughness

Numbing Poison
Range: 0 meters Duration: 1 turn
Target: Self
Effect: Applies Numbing Poison to all weapons for 1 turn. Dealing damage with a poisoned weapon inflicts the target with a poison debuff that reduces maximum Strategy Points by 2 for 1 turn. Can only be used while not engaged.
Cost: SP.pngSP.pngSP.png Learning time: 1 dayTime.png
Gold.png 100 Required: 6 Agility
______________________________________________________________________________________________________________
Mastery.pngMastery: Maximum Strategy Points reduction increases to 4.
Learning time: 3 daysTime.png
Gold.png 300 Required: 9 Agility

Warp Poison
Range: 0 meters Duration: 1 turn
Target: Self
Effect: Applies Warp Poison to all weapons for 1 turn. Dealing damage with a poisoned weapon inflicts the target with a poison debuff that reduces maximum Offense Points by 2 for 1 turn. Can only be used while not engaged.
Cost: SP.pngSP.pngSP.png Learning time: 1 dayTime.png
Gold.png 100 Required: 6 Agility
______________________________________________________________________________________________________________
Mastery.pngMastery: Maximum Offense Points reduction increases to 4.
Learning time: 3 daysTime.png
Gold.png 300 Required: 9 Agility

Art of Silent Death
Effect: Increases melee Critical hit chance by 5% when using Daggers or Fighting Claws.
Learning time: 1 dayTime.png
Gold.png 100 Required: 6 Accuracy
______________________________________________________________________________________________________________
Mastery.pngMastery: Critical hit chance increases to 10%.
Learning time: 3 daysTime.png
Gold.png 300 Required: 9 Accuracy

Poison Expert
Effect: Attacks, skills, and spells bypass 20% Poison Resistance.
Learning time: 1 dayTime.png
Gold.png 100 Required: 6 Intelligence
______________________________________________________________________________________________________________
Mastery.pngMastery: Poison Resistance bypass increases to 40%.
Learning time: 3 daysTime.png
Gold.png 300 Required: 9 Intelligence

Swarm
Effect: When another ally is engaged with the same enemy, increases melee Hit chance by 5% and melee Critical hit chance by 5%.
Learning time: 1 dayTime.png
Gold.png 100 Required: 6 Weapon skill
______________________________________________________________________________________________________________
Mastery.pngMastery: Hit chance increases to 10% and Critical hit chance to 10%.
Learning time: 3 daysTime.png
Gold.png 300 Required: 9 Weapon skill

Wither
Range: 15 meters Duration: 1 turn
Casting Chance: -15% Tzeentch Curse: +15%
Target: Single enemy
Effect: Reduces Strength, Agility and Toughness by 3. Also reduces movement range by 1 meter.
Cost: OP.pngOP.png Eshin Sorcerer - Learning time: Already learnedTime.png
Learning time: 1 dayTime.png
Gold.png 100 Required: 3 Intelligence
______________________________________________________________________________________________________________
Mastery.pngMastery: Stat penalty increases to 6, movement penalty to 2, range to 30meters.
Casting chance and Tzeentch Curse +5% Learning time: 3 daysTime.png
Gold.png 300 Required: 9 Intelligence

Bless with Filth
Range: 15 meters Duration: 1 turn
Casting Chance: -15% Tzeentch Curse: +15%
Target: Self of single ally
Effect: Grants Bless with filth for 1 turn. Not stackable.

Melee and Ranged attacks made under Bless with Filth will poison the target unless it passes a Poison Resistance test. The poison deals 8-16 damage, lasts 1turn and is Stackable.

Cost: OP.pngOP.png Learning time: 1 dayTime.png
Gold.png 100 Required: 3 Intelligence
______________________________________________________________________________________________________________
Mastery.pngMastery: Poison damage increases to 18-24.
Casting chance and Tzeentch Curse +5% Learning time: 3 daysTime.png
Gold.png 300 Required: 9 Intelligence

Musk of Courage
Range: 0 meters Duration: 1 turn
Casting Chance: -15% Tzeentch Curse: +15%
Target: Self and allies within 5 meter radius around the caster
Effect: Immunity to All Alone tests.
Cost: OP.pngOP.png Learning time: 1 dayTime.png
Gold.png 100 Required: 3 Intelligence
______________________________________________________________________________________________________________
Mastery.pngMastery: Also provides immunity to Fear and Terror tests.
Casting chance and Tzeentch Curse +5% Learning time: 3 daysTime.png
Gold.png 300 Required: 9 Intelligence

Enshrouding Mist
Range: 15 meters Duration: 1 turn
Casting Chance: -20% Tzeentch Curse: +20%
Target: Everyone within a 5 meter radius.
Effect: A dense mist rises in the selected area. Anyone who enters the area gains a debuff that increases Ranged Resistance by 25%, but reduces Melee Resistance by 15% and Perception tests by 50%. Skaven are immune to the penalties. Not Stackable.
Cost: OP.pngOP.pngOP.png Learning time: 2 daysTime.png
Gold.png 200 Required: 6 Intelligence
______________________________________________________________________________________________________________
Mastery.pngMastery: Ranged Resistance increaes to 50%, Melee Resistance penalty to 30%, Perception penalty to 100%, range to 30 meters.
Casting chance and Tzeentch Curse +5% Learning time: 4 daysTime.png
Gold.png 400 Required: 12 Intelligence

Warp Mists
Range: 15 meters Duration: 2 turns
Casting Chance: -20% Tzeentch Curse: +20%
Target: Everyone within a 5 meter radius.
Effect: A dense warp mist rises in the selected area. Reduces Poison Resistance by 20% for everyone as long as they stay in the area. Entering or starting a turn inside the area deals 4-8 initial damage.

Leaving the area inflicts a poison debuff that deals 3-5 poison damage per turn for 3 turns. Not Stackable.

Cost: OP.pngOP.pngOP.png Learning time: 2 daysTime.png
Gold.png 200 Required: 6 Intelligence
______________________________________________________________________________________________________________
Mastery.pngMastery: Poison Resistance penalty increases to 40%, initial damage to 8-16, debuff damage to 6-10, range to 30 meters.
Casting chance and Tzeentch Curse +5% Learning time: 4 daysTime.png
Gold.png 400 Required: 12 Intelligence

Sorcerer's Curse
Range: 15 meters Duration: 1 turn
Casting Chance: -20% Tzeentch Curse: +20%
Target: Single enemy
Effect: Reduces Armour Absorption by up to 20%. Reduces Dodge and Parry chances by 15%. Cannot reduce Armour Absorption below 0. Not Stackable.
Cost: OP.pngOP.pngOP.png Learning time: 2 daysTime.png
Gold.png 200 Required: 6 Intelligence
______________________________________________________________________________________________________________
Mastery.pngMastery: Armour Absorption penalty increases to 40%, Dodge and Parry chances penalties to 30%, range to 30 meters.
Casting chance and Tzeentch Curse +5% Learning time: 4 daysTime.png
Gold.png 400 Required: 12 Intelligence

Gaze of the Horned Rat
Range: 0 meters Duration: 1 turn
Casting Chance: -25% Tzeentch Curse: +25%
Target: Enemies within a 5 meter radius around the caster
Effect: Reduces current and maximum Offense Points by 2. Not Stackable.
Cost: OP.pngOP.pngOP.pngOP.png Learning time: 3 dayTime.png
Gold.png 300 Required: 9 Intelligence
______________________________________________________________________________________________________________
Mastery.pngMastery: Offense Point penalty increases to 3.
Casting chance and Tzeentch Curse +5% Learning time: 5 daysTime.png
Gold.png 500 Required: 15 Intelligence

Warp Lightning
Range: 10 meters Duration: 1 turn
Casting Chance: -25% Tzeentch Curse: +25%
Target: Allies and enemies in a 10 meter long by 2 meter wide column
Effect: Deals 10-15 damage. Bypasses Armour Absorption. Adds 1 random warp effect to targets.
Cost: OP.pngOP.pngOP.pngOP.png Learning time: 3 daysTime.png
Gold.png 300 Required: 9 Intelligence
______________________________________________________________________________________________________________
Mastery.pngMastery: Damage increases to 20-30, column length to 20 meters.
Casting chance and Tzeentch Curse +5% Learning time: 5 daysTime.png
Gold.png 500 Required: 15 Intelligence