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

--See Also: Character Planner

The Order of the Templars of Sigmar was founded in the early days of the Empire. Commonly known as Witch Hunters, these warriors root out evil where it hides among men. Depraved Chaos cults, hideous mutants, the abominable undead, witches and sorcerers practicing their black arts, even the insidious Skaven have been unmasked and destroyed by the zealous efforts of Witch Hunters. To join the Order is to accept a violent and dangerous life. Fear and mercy alike are qualities no Witch Hunter can allow within himself, only unwavering faith in Sigmar. These warriors have come to Mordheim to redeem it from its corruption - or see it purged in fire.

Starting Choices

Leader


Witch Hunter Captain


Witch Hunter Captain.png WITCH HUNTER CAPTAIN / LEADER
RATING: 119
OP2.png 5 SP2.png 7 Armor Absorption.png 0% Damage.png 18-25 Critical Hit Chance.png 10% Wounds.png 110
PHYSICAL
Strength.png STRENGTH 5/13 Witch Hunter Captain start.png
Toughness.png TOUGHNESS 5/13
Agility.png AGILITY 6/15
MENTAL
Leadership.png LEADERSHIP 8/16
Intelligence.png INTELLIGENCE 6/12
Alertness.png ALERTNESS 5/15
MARTIAL
Weapon Skill.png WEAPON SKILL 5/15
Ballistic Skill.png BALLISTIC SKILL 5/16
Accuracy.png ACCURACY 5/15
OTHERS
MOVEMENT 6 INITIATIVE 65
MORALE IMPACT 16 MORALE 16
DODGE 40% PARRY 20%
RESISTANCES
POISON 25% MAGIC 26%
MELEE 11% RANGED 10%
CRITICAL HIT 5% STUN 12%
WYRDSTONE 25% TRAP 0%
ALL ALONE 54% FEAR 44%
TERROR 44%
DESCRIPTION
______________________________________
The leader of each band of Witch Hunters bears a commission from the Grand Theogonist himself, sanctioning whatever action the Captain deems necessary. Those entrusted with such authority are chosen for their unswerving faith and zeal, as well as their tactical acumen and swordsmanship. Any who dare oppose a Witch Hunter Captain will be summarily executed… with the Temple of Sigmar’s blessing.
Maximum 1 Active at once.
EQUPMENT PROFICIENCY
Melee: Axe, Dagger, Hammer, Mace, Sword, Great Hammer, Great Sword.
Range: Blunderbuss, Crossbow, Crossbow Pistols, Dueling Pistol, Pistol, Handgun, Hunting Rifle.
Armours: Cloth, Light, Heavy, Shield, Pendant, Amulet, Helmet.
PERKS
______________________________________
SIGMAR'S AEGIS
Increases Magic resistance by 20%.
Witch Hunter Captain Starting Skill (Passive)

Hunter's Patience
Effect: Increases Dodge chance by 10%. After a successful Dodge attempt, reduces the cost of a Counter-Attack 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.


Templar Knight


Templar Knight.png TEMPLAR KNIGHT / HERO
RATING: 94
OP2.png 5 SP2.png 6 Armor Absorption.png 0% Damage.png 19-28 Critical Hit Chance.png 10% Wounds.png 112
PHYSICAL
Strength.png STRENGTH 6/16 Templar Knight start.png
Toughness.png TOUGHNESS 6/16
Agility.png AGILITY 3/12
MENTAL
Leadership.png LEADERSHIP 4/15
Intelligence.png INTELLIGENCE 3/9
Alertness.png ALERTNESS 4/12
MARTIAL
Weapon Skill.png WEAPON SKILL 8/18
Ballistic Skill.png BALLISTIC SKILL 3/12
Accuracy.png ACCURACY 3/9
OTHERS
MOVEMENT 6 INITIATIVE 58
MORALE IMPACT 12 MORALE 8
DODGE 25% PARRY 42%
RESISTANCES
POISON 28% MAGIC 3%
MELEE 16% RANGED 20%
CRITICAL HIT 6% STUN 6%
WYRDSTONE 25% TRAP 0%
ALL ALONE 42% FEAR 32%
TERROR 32%
DESCRIPTION
______________________________________
The younger children of noble lords or the disposed heirs of conquered domains, Templar Knights often seek a position for themselves by offering service to the temples of mankind's gods. Those who serve Sigmar usually end up in the warband of a Witch Hunter Captain, granted the chance to prove the sincerity of their faith by giving battle to the creatures of Chaos. Armed and armoured in the finery befitting their noble birth, Templar Knights are nevertheless untested warriors and their lack of experience can make them overeager in combat.
Maximum 2 Active at once.
EQUPMENT PROFICIENCY
Melee: Axe, Dagger, Hammer, Mace, Sword, Halberd, Great Axe, Great Hammer, Great Sword.
Range: Bow, Long Bow, Short Bow.
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.
UNWAVERING
Immune to Alone, Fear, and Terror tests.
Templar Knight Starting Skill (Passive)

Stoic
Effect: When engaged with 2 or more enemies, increases Melee Resistance by 10%. Not Stackable.


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.


Zealot


Zealot.png ZEALOT / HENCHMAN
RATING: 69
OP2.png 3 SP2.png 5 Armor Absorption.png 0% Damage.png 14-25 Critical Hit Chance.png 6% Wounds.png 106
PHYSICAL
Strength.png STRENGTH 3/12 Zealot start.png
Toughness.png TOUGHNESS 3/12
Agility.png AGILITY 5/13
MENTAL
Leadership.png LEADERSHIP 3/12
Intelligence.png INTELLIGENCE 3/12
Alertness.png ALERTNESS 5/13
MARTIAL
Weapon Skill.png WEAPON SKILL 4/12
Ballistic Skill.png BALLISTIC SKILL 3/15
Accuracy.png ACCURACY 1/9
OTHERS
MOVEMENT 6 INITIATIVE 63
MORALE IMPACT 9 MORALE 6
DODGE 35% PARRY 26%
RESISTANCES
POISON 19% MAGIC 3%
MELEE 14% RANGED 18%
CRITICAL HIT 3% STUN 6%
WYRDSTONE 25% TRAP 0%
ALL ALONE 39% FEAR 29%
TERROR 29%
DESCRIPTION
______________________________________
Men who have suffered great losses, who have had family and fortune taken from them, sometimes find that faith in Sigmar is all they have left. Casting aside the shambles of their old lives, they become Zealots, vengeful pilgrims on a quest to destroy the minions of Chaos wherever they can be found. Many Zealots were peasants or craftsmen and lack the martial experience of mercenaries, but what they do have is bitterness and rage. These are qualities that cause Witch Hunters to recruit them, harnessing their fanaticism to visit vengeance upon the evil infesting Mordheim.
Maximum 5 Active at once.
EQUPMENT PROFICIENCY
Melee: Axe, Dagger, Hammer, Mace, Spear, Sword, Halberd, Great Axe, Great Hammer, Great Sword.
Range: Bow, Long Bow, Short Bow.
Armours: Cloth, Light, Shield, Pendant, Amulet, Helmet.
Zealot Starting Skill (Passive)

Vengeance
Effect: When receiving damage, increases Melee damage by 10% for 2 turns. Stackable.


Flagellant


Flagellant.png FLAGELLANT / HENCHMAN
RATING: 69
OP2.png 3 SP2.png 5 Armor Absorption.png 0% Damage.png 33-44 Critical Hit Chance.png 10% Wounds.png 108
PHYSICAL
Strength.png STRENGTH 3/12 Flagellant start.png
Toughness.png TOUGHNESS 4/16
Agility.png AGILITY 3/15
MENTAL
Leadership.png LEADERSHIP 5/15
Intelligence.png INTELLIGENCE 1/6
Alertness.png ALERTNESS 3/12
MARTIAL
Weapon Skill.png WEAPON SKILL 3/12
Ballistic Skill.png BALLISTIC SKILL 3/3
Accuracy.png ACCURACY 5/14
OTHERS
MOVEMENT 6 INITIATIVE 54
MORALE IMPACT 9 MORALE 10
DODGE 25% PARRY 12%
RESISTANCES
POISON 22% MAGIC 1%
MELEE 6% RANGED 7%
CRITICAL HIT 4% STUN 2%
WYRDSTONE 25% TRAP 0%
ALL ALONE 45% FEAR 35%
TERROR 35%
DESCRIPTION
______________________________________
Their minds unhinged by the conviction that the End Times are upon the Empire, Flagellants are fanatical madmen who wander the roads and byways of the provinces. They preach their apocalyptic visions wherever they go, scourging their own bodies with barbed whips and heavy chains in acts of ghastly self-mutilation. The crazed devotion that gives Flagellants purpose likewise makes them terrifying warriors in battle, hurling themselves upon their foes in a frenzy of slashing flails. Many Flagellants have been swayed by the sermons of Witch Hunters, joining their warbands in a holy crusade to cleanse Mordheim and restore Sigmar's grace to the land.
Maximum 5 Active at once.
EQUPMENT PROFICIENCY
Melee: Axe, Dagger, Flail, Hammer, Great Axe, Great Hammer, Mace.
Range: None.
Armours: Cloth, Pendant, Amulet.
PERKS
______________________________________
NO TALENT
Cannot buy the Lad's Got Talent skill.
Flagellant Starting Skill (Passive)

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


Attainable Choices

Heroes


Witch Hunter


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


Witch Hunter.png WITCH HUNTER / HERO
RATING: 99
OP2.png 5 SP2.png 6 Armor Absorption.png 0% Damage.png 32-44 Critical Hit Chance.png 14% Wounds.png 106
PHYSICAL
Strength.png STRENGTH 3/12 Witch Hunter start.png
Toughness.png TOUGHNESS 3/12
Agility.png AGILITY 6/12
MENTAL
Leadership.png LEADERSHIP 4/9
Intelligence.png INTELLIGENCE 3/12
Alertness.png ALERTNESS 5/15
MARTIAL
Weapon Skill.png WEAPON SKILL 4/15
Ballistic Skill.png BALLISTIC SKILL 6/12
Accuracy.png ACCURACY 6/17
OTHERS
MOVEMENT 6 INITIATIVE 55
MORALE IMPACT 12 MORALE 8
DODGE 40% PARRY 16%
RESISTANCES
POISON 19% MAGIC 13%
MELEE 10% RANGED 8%
CRITICAL HIT 3% STUN 6%
WYRDSTONE 25% TRAP 0%
ALL ALONE 42% FEAR 32%
TERROR 32%
DESCRIPTION
______________________________________
The grim Witch Hunters are renowned for their determination and courage even as they are infamous for their pitiless methods and merciless justice. Typically, these men work alone, travelling the villages and towns to root out Chaos cults and witches. However, the scope of corruption infesting Mordheim has drawn packs of Witch Hunters to it, banding them together under the authority of Witch Hunter Captains.
Maximum 2 Active at once.
EQUPMENT PROFICIENCY
Melee: Axe, Dagger, Hammer, Mace, Sword,Great Hammer, Great Sword.
Range: Blunderbuss, Crossbow, Crossbow Pistols, Duelling Pistol, Handgun, Hunting Rifle, Pistol.
Armours: Cloth, Light, Heavy, Shield, Pendant, Amulet, Helmet.
PERKS
______________________________________
SIGMAR'S WARD
Increases Magic Resistance by 10%.
Witch Hunter Starting Skill (Passive)

Purge the Heretic!
Effect: When dealing melee damage, increases melee damage by 20% for the next attack. The next action taken must be a melee attack or skill, or the effect is lost.


Warrior Priest


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


Warrior Priest.png WARRIOR PRIEST / HERO
RATING: 96
OP2.png 5 SP2.png 6 Armor Absorption.png 0% Damage.png 36-40 Critical Hit Chance.png 8% Wounds.png 110
PHYSICAL
Strength.png STRENGTH 4/13 Warrior Priest start.png
Toughness.png TOUGHNESS 5/15
Agility.png AGILITY 3/9
MENTAL
Leadership.png LEADERSHIP 6/15
Intelligence.png INTELLIGENCE 8/18
Alertness.png ALERTNESS 3/9
MARTIAL
Weapon Skill.png WEAPON SKILL 5/16
Ballistic Skill.png BALLISTIC SKILL 3/3
Accuracy.png ACCURACY 3/12
OTHERS
MOVEMENT 6 INITIATIVE 46
MORALE IMPACT 12 MORALE 12
DODGE 25% PARRY 20%
RESISTANCES
POISON 25% MAGIC 8%
MELEE 8% RANGED 8%
CRITICAL HIT 5% STUN 16%
WYRDSTONE 25% TRAP 0%
ALL ALONE 48% FEAR 38%
TERROR 38%
DESCRIPTION
______________________________________
Among the ranks of Sigmar's clergy, the Warrior Priests emphasize the martial aspects of their god. Filled with a fiery fervour and an unbreakable faith, these priests are a formidable sight to the enemies of the Empire. Wielding immense warhammers that can shatter skulls and crush bones, a Warrior Priest is an imposing foe. More than their physical strength, however, it is a Warrior Priest’s devotion to Sigmar that endows him with his deadliest abilities – harnessing the divine power of his god and unleashing devastating forces against his adversaries.
Maximum 2 Active at once.
EQUPMENT PROFICIENCY
Melee: Dagger, Flail, Hammer, Mace, Sigmarite Warhammer, Great Flail, Great Hammer.
Range: None.
Armours: Cloth, Light, Heavy, Shield, Pendant, Amulet.
PERKS
______________________________________
DIVINE CASTER
Allows the casting of Divine spells. Casting may result in ill effects named Divine Wrath.
Warrior Priest Starting Skill (Passive)

Divine Rage
Effect: When dealing melee damage, increases the Spellcasting chance of the next spell by 15%. The next action taken must be a spell or the effect is lost.

See also - Witch Hunter Spells

Impressive


Executioner


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


Executioner.png EXECUTIONER / IMPRESSIVE
RATING: 184
OP2.png 6 SP2.png 7 Armor Absorption.png 0% Damage.png 45-56 Critical Hit Chance.png 20% Wounds.png 285
PHYSICAL
Strength.png STRENGTH 8/16 Executioner start.png
Toughness.png TOUGHNESS 7/15
Agility.png AGILITY 12/20
MENTAL
Leadership.png LEADERSHIP 5/12
Intelligence.png INTELLIGENCE 12/20
Alertness.png ALERTNESS 9/16
MARTIAL
Weapon Skill.png WEAPON SKILL 9/18
Ballistic Skill.png BALLISTIC SKILL 3/3
Accuracy.png ACCURACY 15/20
OTHERS
MOVEMENT 6 INITIATIVE 49
MORALE IMPACT 18 MORALE 10
DODGE 70% PARRY 36%
RESISTANCES
POISON 31% MAGIC 12%
MELEE 21% RANGED 16%
CRITICAL HIT 7% STUN 24%
WYRDSTONE 25% TRAP 0%
ALL ALONE 45% FEAR 35%
TERROR 35%
DESCRIPTION
______________________________________
Few sights are more terrifying than that of an Executioner approaching his victim. Selected for their massive physiques and utter remorselessness, these sinister warriors know neither pity nor mercy. Tasked to deliver final justice to the enemies of Sigmar, an Executioner becomes inured to killing, as ready to slay in cold blood as in the heat of battle. Great two-handed swords and double-headed axes are the weapons of choice for these killers, tools with which they become quite accomplished in the course of their gory trade.
Maximum 1 Active at once.
EQUPMENT PROFICIENCY
Melee: Axe, Dagger, Hammer, Mace, Sword, Great Axe, Great Hammer, Great Sword.
Range: None.
Armours: Cloth, Light, Pendant, Amulet, Helmet.
PERKS
______________________________________
FIRE PURGE
Each melee attack has 25% chances to light the enemy on fire for 2 turns, the fire damage is taken at the beginning of its turn.
UNWAVERING
Immune to All Alone, Fear, and Terror tests.
LAST STAND
Always fights to the death. Prevents the use of Flee and Disengage actions. Immune to All Alone.
IMPRESSIVE
Immune to Tiring effects.
BURNING RAGE
Cannot use consumable items, or the Search and Activate actions.
Executioner Starting Skill (Active)

Pyre of the Righteous
Range: 5 meters Duration: 2 turns
Target: Allies within 5m of the pyre
Effect: Places an effigy at a target location that can be destroyed by enemies. The effigy increases the chance to pass All Alone, Fear, Terror by 30%, and Melee and Ranged Hit chance by 10% for allies within 5 meters. Usable once every 2 turns. Not Stackable.
Cost: SP.pngSP.pngSP.pngSP.png


Faction Choices


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

Sigmar's Haven

Marksman


At Reputation Rank 4 the Mercenaries Marksman Henchman warrior type becomes available.

Sister Superior


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

Brigand's Burg

Novice


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

Youngblood


At Reputation Rank 5 the Mercenaries Youngblood Hero warrior type becomes available.

Equipment Sell List


The list of unusable equipment:

Armband, Bracers, Fighting Claws, Weeping Blades, Staff, Shuriken, Warplock Pistols


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

Great Ulrican Axe

Witch Hunter Special Skills and Spells

Trial by Pain
Range: 0 meters Duration: 1 turn
Target: Single enemy
Effect: A ranged attack that deals regular damage. If hit, the target gains a debuff that deals 5-15 damage every time a melee or ranged attack is used for 1 turn. Not Stackable.
Cost: OP.pngOP.pngOP.png Learning time: 1 dayTime.png
Gold.png 100 Required: 6 Ballistic Skill
______________________________________________________________________________________________________________
Mastery.pngMastery: Debuff damage increases to 10-30 and also prevents Switch Weapons.
Learning time: 3 daysTime.png
Gold.png 300 Required: 9 Ballistic Skill

Burn the Witch
Range: 0 meters Duration: 1 turn
Target: Single enemy
Effect: A melee attack that deals regular damage. If hit, the target gains a debuff that increases Spellcasting cost by 1 Offense Point for 1 turn. Stackable.
Cost: OP.pngOP.pngSP.png Learning time: 1 dayTime.png
Gold.png 100 Required: 6 Weapon Skill
______________________________________________________________________________________________________________
Mastery.pngMastery: Spellcasting cost penalty increases to 2 OP.
Learning time: 3 daysTime.png
Gold.png 300 Required: 9 Weapon Skill

Fanatical Zeal
Range: 0 meters Duration: 1 turn/2 turns
Target: Self
Effect: Increases Melee Hit chance by 5% for 1 turn. Prevents Flee and Disengage for 2 turns. Not Stackable.
Cost: SP.pngSP.png Learning time: 1 dayTime.png
Gold.png 100 Required: 6 Accuracy
______________________________________________________________________________________________________________
Mastery.pngMastery: Melee hit chance boost increases to 10%.
Learning time: 3 daysTime.png
Gold.png 300 Required: 9 Accuracy

Ardent Cleansing
Effect: After gathering a Wyrdstone, increases Wyrdstone Resistance by 10% for 2 turns and receive a 25% chance to recover 1 Strategy Point. Not Stackable.
Learning time: 1 dayTime.png
Gold.png 100 Required: 6 Toughness
______________________________________________________________________________________________________________
Mastery.pngMastery: Wyrdstone Resistance increases to 20% and change to recover 1 SP to 50%.
Learning time: 3 daysTime.png
Gold.png 300 Required: 9 Toughness

Sigil of Sigmar
Effect: After failing a Magic Resistance test, increases Melee Damage by 20% for 1 turn. Stackable.
Learning time: 1 dayTime.png
Gold.png 100 Required: 6 Intelligence
______________________________________________________________________________________________________________
Mastery.pngMastery: Melee damage boost increases to 40%.
Learning time: 3 daysTime.png
Gold.png 300 Required: 9 Intelligence

Witchfinder's Ward
Effect: Increases Poison and Wyrdstone Resistance by 10%.
Learning time: 1 dayTime.png
Gold.png 100 Required: 6 Toughness
______________________________________________________________________________________________________________
Mastery.pngMastery: Poison and Wyrdstone Resistance increases to 20%.
Learning time: 3 daysTime.png
Gold.png 300 Required: 9 Toughness

Immaculate Flesh
Range: 15 meters Duration: 1 turn
Casting Chance: -15% Divine Wrath: +15%
Target: Single ally
Effect: Removes all active Poison effects and increases Poison and Wyrdstone Resistance by 15% to a single ally. Not stackable.
Cost: OP.pngOP.png Warrior Priest - Learning time: Already learnedTime.png
Learning time: 1 dayTime.png
Gold.png 100 Required: 3 Intelligence
______________________________________________________________________________________________________________
Mastery.pngMastery: Also removes Warp effects. Poison and Wyrdstone Resistance boost increases to 30%, range to 30m.
Casting chance and Divine Wrath +5% Learning time: 3 daysTime.png
Gold.png 300 Required: 9 Intelligence

Shield of Faith
Range: 0 meters Duration: 1 turn
Casting Chance: -15% Divine Wrath: +15%
Target: Allies within 5m
Effect: Increases Magic Resistance by 15% of every allies around the caster. Not Stackable.
Cost: OP.pngOP.png Learning time: 1 dayTime.png
Gold.png 100 Required: 3 Intelligence
______________________________________________________________________________________________________________
Mastery.pngMastery: Magic Resistance boost increases to 25%, duration to 2 turns.
Casting chance and Divine Wrath +5% Learning time: 3 daysTime.png
Gold.png 300 Required: 9 Intelligence

Armour of Righteousness
Range: 15 meters Duration: 1 turn
Casting Chance: -20% Divine Wrath: +20%
Target: Single ally
Effect: Grants immunity to Fear and provokes Fear on engaged enemies. Increases Armour Absorption by 10%. Not Stackable.
Cost: OP.pngOP.pngOP.png Learning time: 2 daysTime.png
Gold.png 200 Required: 6 Intelligence
______________________________________________________________________________________________________________
Mastery.pngMastery: Armour Absorbtion boost increases to 20%, range to 30m and duration to 2 turns.
Casting chance and Divine Wrath +5% Learning time: 4 daysTime.png
Gold.png 400 Required: 12 Intelligence

Deny the Heretic
Range: 15 meters Duration: 1 turn
Casting Chance: -20% Divine Wrath: +20%
Target: Enemies in a 5m radius
Effect: Creates a zone effect at the selected area. Enemies entering or starting a turn inside the area inflicts a debuff that reduces current and maximum Offense Points by 1 and Melee Hit chance by 5% for 1 turn. Not Stackable.
Cost: OP.pngOP.pngOP.png Learning time: 2 daysTime.png
Gold.png 200 Required: 6 Intelligence
______________________________________________________________________________________________________________
Mastery.pngMastery: Hit chance reduction increases to 15%. Zone duration increases to 2 turns, range to 30m.
Casting chance and Divine Wrath +5% Learning time: 4 daysTime.png
Gold.png 400 Required: 12 Intelligence

Word of Damnation
Range: 15 meters Duration: 2 turns
Casting Chance: -15% Divine Wrath: +15%
Target: Single enemy
Effect: Reduces Magic Resistance by 10% and the chance to pass All Alone, Fear, and Terror tests by 15% of a single enemy. Not Stackable.
Cost: OP.pngOP.png Learning time: 1 dayTime.png
Gold.png 100 Required: 3 Intelligence
______________________________________________________________________________________________________________
Mastery.pngMastery: Magic Resistance penalty increases to 20%, All Alone, Fear, and Terror penalty to 30%, range to 30m.
Casting chance and Divine Wrath +5% Learning time: 2 daysTime.png
Gold.png 300 Required: 9 Intelligence

Soulfire
Range: 0 meters Duration: 1 turn
Casting Chance: -25% Divine Wrath: +25%
Target: Enemies within 5m
Effect: Deals 10-15 damage to enemies around the caster. 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 20-30.
Casting chance and Divine Wrath +5% Learning time: 5 daysTime.png
Gold.png 500 Required: 15 Intelligence

Prayer of Absolution
Range: 0 meters Duration: 1 turn
Casting Chance: -20% Divine Wrath: +20%
Target: Allies within 5m
Effect: Increases Armour Absorption by 5% and Dodge and Parry chance by 10% of allies around the caster. Not Stackable.
Cost: OP.pngOP.pngOP.png Learning time: 2 daysTime.png
Gold.png 200 Required: 6 Intelligence
______________________________________________________________________________________________________________
Mastery.pngMastery: Armour Absorbtion boost increases to 10% and Dodge and Parry boost to 20%.
Casting chance and Divine Wrath +5% Learning time: 4 daysTime.png
Gold.png 400 Required: 12 Intelligence

Healing Hand
Range: 3 meters Duration: N/A
Casting Chance: -25% Divine Wrath: +25%
Target: Single ally
Effect: Restores up to 40 wounds to a single target.
Cost: OP.pngOP.pngOP.pngOP.png Learning time: 3 daysTime.png
Gold.png 300 Required: 9 Intelligence
______________________________________________________________________________________________________________
Mastery.pngMastery: Wounds restored increases to 80.
Casting chance and Divine Wrath +5% Learning time: 5 daysTime.png
Gold.png 500 Required: 15 Intelligence