Abilities cover a variety of skills and spells.
Skills[ | ]
Skills are either based on stats or are class specific.
Note that, even in case of otherwise non-Stackable Skills/Spells, Basic and Mastery versions of Buffs/Debuffs stack with each other, so separate Characters can use them on the same target for cumulative effect. For example, Insult Basic (-10% Melee Resistance) stacks with its Mastery version (-20% Melee Resistance) for combined effect of -30% Melee Resistance.
Skills based on stats[ | ]
- Agility Skill Line - These skills are linked to everything that is athletic and requests body movement such as: climbing, jumping, dodging, lock picking, etc.
- Strength Skill Line - These skills are linked to everything that is affected by brute strength such as charging, over powering, etc.
- Toughness Skill Line - These skills are linked to everything that is linked to resilience such as poison resistance, stun resistance, etc.
Name | Type | Target | Stat | Cost | Effect |
---|---|---|---|---|---|
Acrobatic | Passive | Agility | When Fleeing, increases Melee Resistance by 15%. | ||
Adrenaline Rush | Active | Self. | Toughness | Once per turn, restores 1 Offense Point but removes 30 Wounds at the beginning of the next turn. This loss can render the target Out of Action. | |
Ambuscade | Passive | Agility | Increases the chance to hit during an Ambush attack by 10%. | ||
Armor Proficient | Passive | Strength | Reduces the Heavy Armour movement penalty by 1 meter. | ||
Assault | Passive | Strength | Increases the Critical hit chance of Charge attacks by 10%. | ||
Athletic Expert | Passive | Agility | Increases the chance to pass Climb, Leap, and Jump Down tests by 15%. | ||
Avoid | Passive | Agility | Increases Dodge chance by 10%. | ||
Blitz | Passive | Strength | Increases the range of Ambush attacks by 3 meters. | ||
Bull Charge | Passive | Strength | Increases the range of Charge attacks by 3 meters. | ||
Careful Approach | Active | Self. | Agility | Increases Ranged Resistance by 20% but reduces movement range by 2 meters. Lasts 1 turn. | |
Cauterize | Active | Self. | Toughness | Removes up to 1 Open Wound debuff at the cost 35 Wounds. Cannot be used while under 35 Wounds. | |
Counterblow | Passive | Agility | After a successful Dodge, increases chance to hit by 15% for a Counter-Attack performed in response. | ||
Daredevil | Active | Self. | Strength | Increases melee Damage by 75%, but reduces Melee Resistance by 20%. Each melee attack triggers a free Dodge attempt for the target. | |
Exhaustion | Active | Self. | Toughness | Once per turn, restores 1 Strategy Point but removes 30 Wounds at the beginning of the next turn. This loss can render the target Out of Action. This also prevents using the skills Meditation and Introspection. | |
Frenzy | Active | Self. | Toughness | Increases damage by 15%, Magic Resistance by 5%, and will always Counter-Attack when available. Prevents the use of ranged weapons, stances, spells, and most non-combat actions. Persists until the user is Stunned, Out of Action, or until no enemies are in sight at turn start. | |
Hardy | Passive | Toughness | Increases the base wound value of the warrior by 20. | ||
Ignore Pain | Active | Self. | Toughness | Increases Armour Absorption by 10% for 1 turn, but removes 20 wounds at the beginning of next turn. This loss can render the target Out of Action. Not Stackable. | |
Intensity | Active | Self. | Toughness | Increases the chance to pass Climb, Leap, and Jump Down tests by 15% for 1 turn, but removes 35 wounds at beginning of next turn. This loss can render the target Out of Action. | |
Kidney Strike | Active | Single enemy. | Strength | A melee attack that deals regular damage. If hit, the target gains a debuff that reduces Melee Resistance by 15% for 1 turn. Not Stackable. | |
Mighty Charge | Active | Single enemy. | Strength | Charges in an unobstructed line to engage a target and perform a melee attack that has a -30% chance to hit, deals +75% damage, and bypasses 10% of the target's Parry chance. Target may Counter-Attack with a -10% chance to hit. Charge distance is based on Movement Range. Requires a melee weapon. Cannot be used while engaged. | |
Overpower | Active | Single enemy. | Strength | A melee attack that deals regular damage but with a -40% chance to hit. If hit, the target is stunned unless they pass a Stun Resistance test. | |
Prowl | Active | Self. | Agility | Take a stance that ends the current turn. Ambush the next enemy that moves into range with a melee attack that deals +50% damage but with a -10% chance to hit. Also allows 1 attempt to Dodge an incoming melee attack with +5% chance. | |
Quick Draw | Passive | Agility | Reduces the cost of the Switch Weapon action by 1 Strategy Point. | ||
Quick Leap | Active | Self. | Agility | Allows a Leap attempt costing no Strategy Points, but at a -15% chance. | |
Quick Recovery | Passive | Toughness | Reduces the loss of Strategy and Offense Points when recovering from Stun by 1. | ||
Resilient | Passive | Toughness | Increases the resistance to Critical hit by 10%. | ||
Resist Poison | Passive | Toughness | Increases Poison Resistance by 15%. | ||
Sidestep | Active | Self. | Agility | Take a stance that ends the current turn. The stance allows 2 attempts to Dodge incoming melee attacks. | |
Strider | Passive | Strength | Increases the Hit chance of Charge attacks by 10%. | ||
Strong Blow | Active | Single enemy. | Strength | A melee attack that deals +50% damage. Target has a -20% chance to Parry this attack. | |
Surprise | Passive | Strength | Increases the Critical hit chance of Ambush attacks by 10%. | ||
Swift Charge | Active | Single enemy. | Strength | Charges in an unobstructed line to engage a target and perform a melee attack that has a +10% chance to hit, deals +25% damage, and bypasses 15% of the target's Dodge and Parry chance. Target may Counter-Attack with a -10% chance to hit. Charge distance is based on Movement Range. Requires a melee weapon. Cannot be used while engaged. | |
Swift Jump | Active | Self. | Agility | Allows a Jump Down attempt costing no Strategy Points, but at a 15% chance per 3 meters jumped. | |
Unstoppable | Passive | Toughness | Increases Stun Resistance by 15%. | ||
Veteran | Passive | Toughness | When rolling for an injury, halves the chance of getting 'Multiple Injuries'. | ||
Wall Runner | Active | Self. | Agility | Allows a Climb attempt costing no Strategy Points, but a -15% chance per 3 meters climbed. |
- Leadership Skill Line - These skills are linked to everything that affects the moral of allies and enemies along with psychological tests.
- Intelligence Skill Line - These skills are linked to everything that is linked to logic and comprehension such as spell casting and Perception.
- Alertness Skill Line - These skills are linked to everything that is based on 6th sense such as perception and initiative.
Name | Type | Target | Stat | Cost | Effect |
---|---|---|---|---|---|
Arcane Study | Passive | Intelligence | Grants 2 spell points to train new spells. | ||
Awareness | Passive | Alertness | Increases Melee Resistance by 5%. | ||
Battle Plan | Active | Single ally. | Intelligence | Restores 1 Offense Point that can be used to Counter-Attack. Cannot exceed maximum Offense Points. Can only be used while not engaged. | |
Battle Tongue | Passive | Leadership | Reduces the cost of the skill Retreat by 1 Strategy Point. | ||
Born Leader | Passive | Leadership | Promote the Hero to Leader (one active leader per Warband restriction still applies). Increases maximum Intelligence and Alertness by 3, and maximum Leadership by 4. Allows training of Leader skills. | ||
Channeling | Passive | Intelligence | Reduces the chance to trigger a Tzeentch curse by 5% when casting a spell. | ||
Combat Movement | Passive | Alertness | Reduces the cost of Flee by 1 Strategy Point. | ||
Combat Savvy | Active | Singly ally. | Intelligence | Increases Melee Resistance by 5%. Can only be used while not engaged. Not Stackable. | |
Commander | Passive | Leadership | Increases Morale by 3. | ||
Concealment | Passive | Alertness | Increases Ranged Resistance by 5%. | ||
Coolheaded | Passive | Leadership | Increases chance to pass All Alone tests by 20%. | ||
Coordination | Active | Allies within a 5 meter radius around the user. | Leadership | Increases Initiative by 5 for 1 turn. Not Stackable. Initiative changes take effect on the next round. | |
Courage | Active | Allies within a 5 meter radius around the user. | Leadership | Increases the chance to pass All Alone, Fear, and Terror tests by 10%. | |
Deft Stance | Active | Self. | Alertness | Take a stance that ends the current turn. The stance increases Ranged Resistance by 15%. | |
Demoralize | Passive | Leadership | When dealing melee damage, reduce the target's chance to pass All Alone tests by 5% for 1 turn. Stackable. | ||
Devotion | Passive | Intelligence | Reduces the chance to trigger Divine Wrath by 5% when casting a spell. | ||
Divine Study | Passive | Intelligence | Grants 2 spell points to train new spells. | ||
Expert Casting | Passive | Intelligence | Increases the range of spells by 5 meters. Does not affect spells centered on the caster. | ||
Exploit Positioning | Active | Single enemy. | Intelligence | Reduces Ranged Resistance by 10%. Can only be used while not engaged. Not Stackable. | |
Force of Will | Passive | Leadership | Increases Stun Resistance by 20%. | ||
Guidance | Active | Single ally. | Leadership | Prevents the effects of Mental conditions (Stupidity, Paranoia, Megalomania, Deranged, Amok). Can only be used while not engaged. | |
Heroic Presence | Passive | Leadership | Reduces the cost of the skill Courage by 1 Strategy Point. | ||
Hold Ground | Active | Allies within a 5 meter radius. | Leadership | Increases Dodge and Parry chance by 5% for 1 turn. Can only be used while not engaged. Not Stackable. | |
Improved Casting | Passive | Intelligence | Reduces the chance of enemies to resist your spells by 5%. | ||
Improved Prayer | Passive | Intelligence | Reduces the chance of enemies to resist your spells by 5%. | ||
Inspiring | Passive | Leadership | Increases Morale by 3. | ||
Insult | Active | Single enemy. | Leadership | Reduces Melee Resistance by 10% for 1 turn. | |
Intimidate | Active | Single enemy. | Leadership | Target must be engaged with the user. The target takes a Leadership test with a +25% bonus. On failure, it is forced to Flee from the user, providing a free attack to anyone engaged with it. Does not affect targets who would never retreat from battle and do not have the option to Flee. | |
Introspection | Active | Self. | Intelligence | Once per turn, converts 3 Strategy Points into 1 Offense Point. Cannot exceed maximum Strategy Points. Can only be used while not engaged. | |
Knowledge: Ambush | Passive | Intelligence | Increases Melee Resistance by 20% against Ambush attacks. | ||
Knowledge: Mordheim | Passive | Intelligence | Increases Movement range by 1 meter. | ||
Knowledge: Tactics | Passive | Intelligence | Increases Dodge and Parry chance by 5%. | ||
Lad's Got Talent | Passive | Intelligence | Promote the Henchman to Hero. Increases Initiative by 2, Morale by 3, Strategy Points by 1, and Offense Points by 2. Allows training of skill masteries. | ||
Meditation | Active | Self. | Intelligence | Once per turn, converts 3 Offense Points into 1 Strategy Point. Cannot exceed maximum Strategy Points. Can only be used while not engaged. | |
Nerves of Steel | Passive | Leadership | Increases the chance to pass Fear and Terror tests by 20%. | ||
Nimble | Passive | Alertness | Increases Initiative by 8. | ||
Order | Active | Single engaged ally. | Leadership | Immediately grants a free attack against a random valid target. | |
Piety | Passive | Intelligence | Increases the range of spells by 5 meters. Does not affect spells centered on the caster. | ||
Plea | Active | Self. | Intelligence | Increases Casting chance by 10% for the next spell, but also increases the chance to trigger Divine Wrath by 15%. The next action taken must be a spell or the effect is lost. | |
Quick Casting | Active | Self. | Intelligence | Reduces the cost of the next Spell cast by 1 Offense Point, but increases the casting penalty by -30%. The next action taken must be a spell or the effect is lost. | |
Quick Prayer | Active | Self. | Intelligence | Reduces the cost of the next Spell cast by 1 Offense Point, but increases the casting penalty by -30%. The next action taken must be a spell or the effect is lost. | |
Rallying Cry | Active | Single ally. | Leadership | Grants immunity to All Alone tests for 1 turn. | |
Ready Stance | Active | Self. | Alertness | Take a stance that ends the current turn. The stance increases Initiative by 10. This will affect the Initiative ladder for the next combat round. | |
Resist Corruption | Passive | Intelligence | Increases Wyrdstone Resistance by 20%. | ||
Resist Magic | Passive | Intelligence | Increases Spell Resistance by 10%. | ||
Retreat | Active | Single engaged ally. | Leadership | Immediately grants a free Disengage. Does not affect targets who would never retreat from battle and do not have the option to Disengage. | |
Safe Stance | Active | Self. | Alertness | Take a stance that ends the current turn. The stance increases Critical hit Resistance by 15%. | |
Scout's Advice | Active | Single ally. | Alertness | Increases Ranged Resistance by 10%. Can only be used while not engaged. Not Stackable. | |
Serenity | Passive | Leadership | After passing an All Alone, Fear, or Terror test, increases Melee Resistance by 10% for 1 turn. | ||
Sixth Sense | Passive | Alertness | Increases Perception chance by 20%. | ||
Staggering Blow | Active | Single enemy. | Alertness | A melee attack that deals regular damage. If hit, the target gains a debuff that reduces Initiative by 10 for 1 turn. Stackable. Initiative changes take effect on the next round. | |
Stimulus | Active | Single ally. | Alertness | Increases Initiative by 10. Can only be used while not engaged. Not Stackable. Initiative changes take effect on the next round. | |
Study | Active | Singly enemy. | Intelligence | Increases user's Dodge and Parry chance by 10%. Can only be used while not engaged and with an enemy in range. Not Stackable. | |
Taunt | Active | Single engaged enemy. | Leadership | The Target must be engaged with the user. Increases the cost of Flee, Delay, and Disengage actions by 2 Strategy Points for 1 turn. Not Stackable. | |
Threaten | Active | Single enemy. | Leadership | The Target must be engaged with the user and have enough Offense Point to perform a melee Attack. The target takes a leadership test with a -10% penalty. On failure, it is forced to use Offense Points to attack the user. | |
Tracker | Passive | Intelligence | Increases Trap Resistance by 30%. | ||
Vigilance | Passive | Alertness | Increases Melee Resistance against Ambush attacks by 10%. | ||
War Cry | Active | Allies within a 5 meter radius. | Leadership | Increases melee Damage by 10%. | |
Wild Casting | Active | Self. | Intelligence | Increases Casting chance by 10% for the next spell but also increases the chance to trigger a Tzeentch curse by 15%. The next action taken must be a spell or the effect is lost. |
- Weapon Skill Line - These skills are linked to everything that is linked to melee weapon manipulation.
- Ballistic Skill Line - These skills are linked to everything that is linked to range weapon manipulation.
- Accuracy Skill Line - These skills are linked to everything that is linked to critical strikes.
Name | Type | Target | Stat | Cost | Effect |
---|---|---|---|---|---|
Anticipation | Passive | Weapon Skill | After receiving melee damage, Melee Resistance increases by 3% for 1 turn. Stackable. | ||
Armor Break | Active | Single enemy. | Accuracy | A melee attack that deals regular damage. If hit, the target gains a debuff that reduces Armour Absorption by 10% for 1 turn. Not Stackable. | |
Break Defenses | Passive | Accuracy | After dealing ranged damage, the target gains a debuff that reduces Ranged Resistance by 2% for 1 turn. Stackable. | ||
Bullseye | Passive | Ballistic Skill | Increases the chance to hit with the Aim action by 10%. | ||
Combat Focus | Active | Self. | Weapon Skill | Increases the Chance to hit of the next melee Attack or Attack Skill by 10%. Valid only for the next action. Not Stackable. | |
Crippling Shot | Active | Single enemy. | Ballistic Skill | A ranged attack aimed at the hips that deals regular damage. If hit, the target's current and maximum Offense Points are reduced by 1 for 1 turn. Not Stackable. | |
Deep Wounds | Passive | Accuracy | Increases Critical hit damage by 10%. | ||
Defensive Stance | Active | Self. | Weapon Skill | Take a stance that ends the current turn. The stance increases Melee Resistance by 10%. | |
Eagle Eyes | Passive | Ballistic Skill | Ranged attacks bypass 5% of the target's Armor Absorption. | ||
Entrenched | Active | Self. | Ballistic Skill | Take a stance that ends the current turn. Shoot the next enemy that moves into range for regular damage but with a -10% chance to hit. Also allows 1 attempt to Dodge an incoming melee attack with +5% chance. | |
Fatality | Passive | Accuracy | After dealing melee damage, melee Critical hit chance increases by 5% for 1 turn. Not Stackable. | ||
Feint | Active | Single enemy. | Accuracy | A melee attack that deals regular damage. Target has a -25% chance to Counter-Attack this attack. | |
Flash Parry | Passive | Weapon Skill | Increases Parry chance by 10%. | ||
Hamstring | Active | Single enemy. | Weapon Skill | A melee attack that deals regular damage. If hit, the target's maximum Strategy Points are reduced by 1 for 1 turn. Not Stackable. | |
Hand Shot | Active | Single enemy. | Ballistic Skill | A ranged attack aimed at the hand that deals regular damage. If hit, the target's Chance to hit with melee and ranged attacks is reduced by 10% for 1 turn. Not Stackable. | |
Head Shot | Active | Single enemy. | Accuracy | A ranged attack aimed at the head that deals regular damage but with a -30% chance to hit. If hit, the target is stunned unless they pass a Stun Resistance test. | |
Hit and Run | Passive | Weapon Skill | After dealing melee damage, reduces the cost of Disengage by 1 Strategy Point. Valid only for the next action. | ||
Jaw Strike | Active | Single enemy. | Weapon Skill | A melee attack that deals regular damage. If hit, the target's Casting chance will be reduced by 20% and the chance to trigger a Tzeentch Curse/Divine Wrath increases by 15%. | |
Knee Shot | Active | Single enemy. | Ballistic Skill | A ranged attack aimed at the knee that deals regular damage. If hit, the target's Initiative is reduced by 15 for 1 turn. This will affect the Initiative ladder for the next combat round. Not Stackable. | |
Nerve Shot | Active | Single enemy. | Ballistic Skill | A ranged attack aimed at the torso that deals regular damage. If hit, the target's Parry and Web of Steel stances are broken and blocked for 1 turn. | |
Onslaught | Active | Self. | Weapon Skill | Take a stance that ends the current turn. Ambush the next enemy that moves into range with a -10% chance to hit and a 50% damage bonus. Also allows 1 attempt to Parry an incoming melee attack with +5% chance. A successful Parry attempt will reduce the cost of a Counter-Attack by 1 Offense Point. Requires a parrying weapon or a shield. | |
Overhead | Passive | Ballistic Skill | Increases ranged Hit chance by 5% when higher than the target. | ||
Pinning Shot | Active | Single enemy. | Ballistic Skill | A ranged attack aimed at the feet that deals regular damage. If hit, the target's maximum Strategy Points are reduced by 1 for 1 turn. Not Stackable. | |
Precise Strike | Active | Single enemy. | Accuracy | A melee attack that deals regular damage. Target has a -25% chance to Parry or Dodge this attack. | |
Quick Incision | Passive | Accuracy | After dealing melee damage, the target gains a debuff that reduces Melee Resistance by 3% for 1 turn. Stackable. | ||
Quick Reload | Passive | Ballistic Skill | Reduces the cost of the Reload action by 1 Strategy Point. | ||
Retaliation | Passive | Weapon Skill | Increases chance to hit for Counter-Attacks by 10%. | ||
Sharpshooter | Passive | Ballistic Skill | After dealing ranged damage, ranged Critical hit chance increases by 2% for 1 turn. Stackable. | ||
Shield Specialist | Passive | Weapon Skill | Increases Melee Resistance and Parry chance by 5% when equipped with a shield. | ||
Swift Counter | Passive | Weapon Skill | After performing a Counter-Attack, hit or miss, receive a 40% chance to recover 1 Offense Point. | ||
Trick Shooter | Passive | Ballistic Skill | Ranged attacks bypass 5% of the target's Ranged Resistance. | ||
Underdog | Passive | Accuracy | When engaged with 2 or more enemies, increases melee Critical hit chance by 8%. Not Stackable. | ||
Vital Shot | Active | Single enemy. | Accuracy | A ranged attack that deals regular damage and has a +10% Critical hit chance. | |
Vital Strike | Active | Single enemy. | Accuracy | A melee attack that deals regular damage and has a +10% Critical hit chance. | |
Weak Spot | Passive | Accuracy | Attacks bypass 5% of target's Dodge and Parry chance. | ||
Web of Steel | Active | Self. | Weapon Skill | Take a stance that ends the current turn. The stance allows 2 attempts to Parry incoming melee attacks. A successful Parry attempt will reduce the cost of a Counter-Attack by 1 Offense Point. Requires a parrying weapon or shield. |
Class, Warband and Hired Swords specific skills[ | ]
Name | Type | Target | Warrior | Cost | Effect |
---|---|---|---|---|---|
Attracting Lure | Active | Single engaged enemy. | 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. | ||
Blood Offering | Active | Single enemy. | A melee attack that deals regular damage. If it hits, increases melee Damage by 25% and melee Critical hit chance by 5%. Not Stackable. | ||
Blood Sacrifice | Passive | Magister | 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. | ||
Chaos Evolution | Passive | After every Climb, Leap, or Jump Down action, receive a 40% chance to recover 1 Strategy Point. | |||
Chaotic Advantage | Passive | After every Dodge Stance, Parry Stance, Sidestep, or Web of Steel action, receive a 40% chance to recover 1 Offense Point. | |||
Crazed | Passive | Darksoul | Grants immunity to All Alone, Fear, and Terror. | ||
Fear | Passive | Rat Ogre Ogre Mercenary Possessed Vampire Thrall |
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. | ||
Lurker | Passive | Brethren | Increases chance to hit by 15% with an Overwatch attack. | ||
Norse Charge | Passive | Marauder | After dealing damage with a Charge attack, melee Damage increases by 20%. Not stackable. | ||
Shadow Lord's Touch | Passive | Mutant | After gathering a Wyrdstone, Critical hit chance increases by 5% for 2 turns. Not Stackable. | ||
Terror | Passive | Chaos Spawn Vampire Crypt Horror |
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. | ||
Touch of Palsy | Active | Single enemy. | 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%. Not Stackable. | ||
Tzeentch's Warding | Passive | Increases Magic Resistance by 15%. |
Name | Type | Target | Warrior | Cost | Effect |
---|---|---|---|---|---|
Adaptable Defense | Passive | Champion | After dealing melee damage, Melee Resistance increases by 3% for 1 turn. Stackable. | ||
Chain Shot | Passive | Marksman | After dealing ranged damage, ranged Hit chance increases by 10% for 1 turn. Stackable. | ||
Combat Expertise | Passive | When engaged with 2 or more enemies, increases chance to Dodge and Parry by 10%. Not Stackable. | |||
Concentration | Active | Self. | Warlock | Increases the casting chance of the next spell by 15%. The next action taken must be a spell or the effect is lost. | |
Fear | Passive | Rat Ogre Ogre Mercenary Possessed Vampire Thrall |
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. | ||
Flawless Positioning | Passive | Increases Critical hit Resistance by 5%. | |||
Guard Stance | Active | Self. | Take a stance that ends the current turn. The stance increases Armor Absorption by 5%. Requires a melee weapon. | ||
Hunter | Passive | After every Shoot or Aim action, receive a 20% chance to recover 1 Strategy Point. | |||
Momentum | Passive | Warrior | 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. | ||
Sniper Shot | Active | Single enemy. | A ranged attack that deals regular damage and has a +25% chance to hit, +5% Critical hit chance, and +25% Critical hit damage. | ||
Squire's Curse | Active | Single enemy. | Youngblood | A melee attack that deals regular damage. If hit, the target's Switch Weapons action is blocked for 1 turn. | |
Swift Reaction | Passive | Captain | Increases Parry chance by 10%. Succeeding a Parry attempt reduces the cost of a Counter-Attack action performed in response by 1 Offense Point. | ||
Tactician | Active | Single ally. | Reduces the cost of Flee by 1 Strategy Point. Can only be used while not engaged. Not Stackable. |
Name | Type | Target | Warrior | Cost | Effect |
---|---|---|---|---|---|
Absolute Faith | Passive | Increases the chance to pass All Alone, Fear, Terror, and Rout tests by 15%. | |||
Divine Aegis | Passive | Increases Ranged Resistance by 5%. | |||
Divine Fervor | Passive | Sigmarite Matriarch | After successfully casting a spell, the cost of melee Attack or Charge is reduced by 1 Offense Point. The next action taken must be a melee Attack or Charge or the effect is lost. | ||
For Sigmar! | Active | Single ally. | Sister Superior | Increases Movement range by 3 meters for 1 turn. Not Stackable. | |
Military Training | Passive | Novice | After dealing melee damage, Dodge chance increases by 5% for 1 turn. Stackable. | ||
Prayer of Swiftness | Active | Self. | Increases Dodge chance by 15%. Not Stackable. | ||
Protection of Sigmar | Passive | Increases Magic Resistance by 15%. | |||
Repentance | Passive | Sister | After gathering a Wyrdstone, Movement range increases by 2 meters for 2 turns. Not Stackable. | ||
Righteous Fury | Active | Single enemy. | A melee attack that deals regular damage but with a -25% chance to hit. If hit, the target gains a debuff that reduces maximum Offense and Strategy Points by 1 for 1 turn. Not Stackable. | ||
Sigmar's Chosen | Passive | Maiden of Sigmar | Increases Ranged Resistance by 200%. | ||
Sigmar's Sight | Passive | Augur | Increases the chance to pass Perception tests by 50% and removes the cost. | ||
Sign of Sigmar | Active | Self. | Increases Melee and Ranged Resistance by 5%. Not Stackable. | ||
Unsettling Charge | Passive | Sigmar's Purifier | After a successful Charge attack, the target's Parry or Dodge stance is broken. |
Name | Type | Target | Warrior | Cost | Effect |
---|---|---|---|---|---|
Art of Silent Death | Passive | Increases melee Critical hit chance by 5% when using Daggers or Fighting Claws. | |||
Black Hunger | Active | Self. | Increases melee Damage by 20%. Attacks bypass 20% of the target's Dodge and Parry chance. Removes 30 wounds. Not Stackable. | ||
Defense Breach | Passive | Assassin Adept | Attacks bypass 10% of target's Dodge and Parry chance. | ||
Fear | Passive | Rat Ogre Ogre Mercenary Possessed Vampire Thrall |
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. | ||
Fleet-footed | Passive | Night Runner | After a successful Leap or Jump Down, Movement range increases by 3 meters for 1 turn. Not Stackable. | ||
Numbing Poison | Active | Self. | 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. Not Stackable. | ||
Perfect Killer | Passive | Black Skaven | Melee attacks bypass 10% of the target's Armor Absorption. | ||
Poison Expert | Passive | Attacks, skills, and spells bypass Poison Resistance by 20%. | |||
Swarm | Passive | When another ally is engaged with the same enemy, increases melee Hit chance by 5% and melee Critical hit chance by 5%. Not Stackable. | |||
Warp Immunity | Passive | Warpguard | Grants immunity to Warp effects when gathering Wyrdstones. Also increases Poison Resistance by 25%. | ||
Warp Poison | Active | Self. | 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. Not Stackable. | ||
Warp Rage | Passive | Verminkin | After gathering a Wyrdstone, melee Damage increases by 15% and Dodge chance by 10% for 2 turns. Not Stackable. | ||
Warp Resonance | Passive | Eshin Sorcerer | After gathering a Wyrdstone, Spell Damage increases by 15% for 2 turns. Not Stackable. |
Name | Type | Target | Warrior | Cost | Effect |
---|---|---|---|---|---|
Body Reconstruction | Passive | Increases Critical Resistance by 10%. | |||
Death Stench | Active | Everyone within a 5 meter radius around the user. | Reduces Melee Resistance, Parry and Dodge chances by 5%. Resistible poison effect. Undead warriors are immune. Not Stackable. | ||
Death Trap | Active | Special. | Place a trapped skull at the target location that explodes when an enemy approaches within 2.5 meters. Deals 12-24 damage to everyone within 5m and applies a debuff that reduces Melee and Ranged Hit chance by 5%. Usable once per turn. Not Stackable. | ||
Disease Carrier | Passive | Ghoul | On melee damage, inflicts a random debuff from the following: -5 Initiative, OR -3% Critical Resistance, OR -3% Dodge and Parry chance. All debuffs are stackable, last 3 turns, and increase Damage received from the spell Rotten Touch by 5%. | ||
Embedded Wyrdstones | Passive | Increases Wyrdstone Resistance by 15% and grants immunity to a quarter of all detrimental Wyrdstone effects. | |||
Eye See You | Active | Special. | Place a trapped skull at the target location that triggers when an enemy approaches within 5 meters. Applies a debuff to enemies within 10m that reduces Initiative by 10, All Alone, Fear and Terror by 5% and renders their location visible. Not Stackable. Usable once per turn. | ||
Fear | Passive | Rat Ogre Ogre Mercenary Possessed Vampire Thrall |
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. | ||
Find the Breach | Passive | When another ally is engaged with the same target, increases Armour Absorption bypass by 5%. Not Stackable. | |||
Humble Servant | Active | Single ally within 3 meters. | Dreg | Sacrifice 25 wounds. Restores up to 15 wounds and grants a buff that increases Initiative by 15 and Dodge chance by 10% for 2 turns. Only affects Vampires and Vampire Thralls. | |
Puppet | Passive | Zombie | The Zombie becomes bound to its master. Ritual ingredients must be paid for in the form of an upkeep. The Zombie will gain experience and will receive four less skill points than regular Henchmen. Failing to perform the ritual for extended periods weakens the bond, causing the Zombie to decay and be destroyed. | ||
Rotten Corpse | Passive | Zombie | The Zombie is immune to Open Wound effects and all injuries except Destroyed (Dead), Severed Arm, Severed Leg, Hand Injury and Full Recovery. If it must roll for injuries at the end of combat, it has a 20% chance to decay and effectively be destroyed. Every rank of the Zombie reduces this chance by 1%. | ||
Terror | Passive | Chaos Spawn Vampire Crypt Horror |
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. | ||
Warp Attunement | Passive | Necromancer | After gathering a Wyrdstone, decreases Spellcasting cost of the next spell by 1 Offense Point and Tzeentch's Curse chance by 10%. The next action taken must be a spell or the effect is lost. |
Name | Type | Target | Warrior | Cost | Effect |
---|---|---|---|---|---|
Ardent Cleansing | Passive | After gathering a Wyrdstone, increases Wyrdstone Resistance by 10% for 2 turns and receive a 25% chance to recover 1 Strategy Point. Not Stackable. | |||
Burn the Witch | Active | Single enemy. | 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. | ||
Divine Rage | Passive | Warrior Priest | 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. | ||
Fanatical Zeal | Active | Self. | Increases Melee Hit chance by 5% for 1 turn. Prevents Flee and Disengage for 2 turns. Not Stackable. | ||
Fanaticism | Passive | Flagellant | Grants immunity to All Alone, Fear and Terror tests. | ||
Hunter's Patience | Passive | Witch Hunter Captain | After a successful Dodge attempt, reduces the cost of a Counter-Attack performed in response by 1 Offense Point. | ||
Purge the Heretic! | Passive | Witch Hunter | 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. | ||
Pyre of the Righteous | Active | Allies within 5m of the pyre. | Executioner | 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. | |
Sigil of Sigmar | Passive | After failing a Magic Resistance test, increases Melee Damage by 20% for 1 turn. Stackable. | |||
Stoic | Passive | Templar Knight | When engaged with 2 or more enemies, increases Melee Resistance by 10%. Not Stackable. | ||
Trial by Pain | Active | Single enemy. | 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. | ||
Vengeance | Passive | Zealot | When receiving damage, increase Melee damage by 10% for 2 turns. Stackable. | ||
Witchfinder's Ward | Passive | Increases Poison and Wyrdstone Resistance by 10%. |
Name | Type | Target | Warrior | Cost | Effect |
---|---|---|---|---|---|
Blood Offering | Active | Single enemy. | A melee attack that deals regular damage. If it hits, increases melee Damage by 25% and melee Critical hit chance by 5%. Not Stackable. | ||
Chaos Evolution | Passive | After every Climb, Leap, or Jump Down action, receive a 40% chance to recover 1 Strategy Point. | |||
Chaotic Advantage | Passive | After every Dodge Stance, Parry Stance, Sidestep, or Web of Steel action, receive a 40% chance to recover 1 Offense Point. | |||
Daub of Change | Passive | Doomweaver | Increases the chance to trigger a Tzeentch Curse by 10%. | ||
Daub of Hatred | Passive | Doomweaver | Increases Spell Damage by 10%. | ||
Daub of Obscurity | Passive | Doomweaver | Increases Melee and Ranged Resistance by 5%. | ||
Ritual of Defiance | Active | Self and allies within 5m of user. | Doomweaver | Increases Ranged Resistance of allies by 20% for 1 turn, but reduces Movement range of the caster by 2 meters for 2 turns. Cannot be used while engaged. Not Stackable. | |
Ritual of Scorn | Active | Self and allies within 5m of user. | Doomweaver | Increases melee Critical Hit chance of allies by 5% for 1 turn, but reduces Critical Resistance of the caster by 10% for 2 turns. Cannot be used while engaged. Not Stackable. | |
Ritual of Suffering | Active | Self and allies within 5m of user. | Doomweaver | Reduces melee Damage of enemies by 10% for 1 turn, but deals 15-25 damage to the caster. Cannot be used while engaged. Not Stackable. | |
Touch of Palsy | Active | Single enemy. | 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%. Not Stackable. |
Name | Type | Target | Warrior | Cost | Effect |
---|---|---|---|---|---|
Agitation | Passive | Poison Wind Globadier | When receiving damage, Initiative increases by 5 for 2 turn. Stackable. Initiative changes take effect on the next turn. | ||
Dagger Specialist | Passive | Poison Wind Globadier | Gain 5% chance to hit and your attacks bypass 5% of the target's Dodge and Parry chance when equipped with a dagger. | ||
Enriched Globe | Active | Everyone within a 5 meter radius. | Poison Wind Globadier | Inflicts a random buff from the following: +15% Melee and Poison Resistance, OR +15% Ranged and Critical Resistance, OR +15% Magic and Stun Resistance. Not Stackable. | |
Infused Globe | Active | Everyone within a 5 meter radius. | Poison Wind Globadier | Restores up to 15 wounds and inflicts a random debuff for 1 turn from the following: -1 maximum OP, -1 movement range, -15% athletics tests or prevent Switch Weapons. Not Stackable. | |
Invigorating Fumes | Passive | Poison Wind Globadier | Increases Climb, Leap and Jump Down chance by 15% and Charge and Ambush hit chance by 5%. | ||
Numbing Poison | Active | Self. | 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. Not Stackable. | ||
Paralysing Discharge | Passive | Poison Wind Globadier | After dealing melee damage, the target gains a poison debuff that reduces Initiative by 5 for 1 turn. Stackable. Initiative changes take effect on the next turn. | ||
Poison Expert | Passive | Attacks, skills, and spells bypass Poison Resistance by 20%. | |||
Poison Globe | Active | Everyone within a 3 meter radius. | Poison Wind Globadier | Throw a globe that leaves a poisonous cloud that deals at the selected area. Starting a turn inside the area deals 20-25 damage. Entering the area deals 15-20 damage and leaving the area inflicts a poison debuff that deals an additional 15-20 poison damage per turn for 2 turns. Not Stackable. | |
Potent Globes | Passive | Poison Wind Globadier | Globe skills used by the warrior will apply an additional debuff that reduces Poison Resistance by 10% for 1 turn. Not Stackable. | ||
Strangling Globe | Active | Everyone within a 5 meter radius. | Poison Wind Globadier | Prevents spellcasting and vocal skills (such as Leadership buffs.) | |
Swarm | Passive | When another ally is engaged with the same enemy, increases melee Hit chance by 5% and melee Critical hit chance by 5%. Not Stackable. | |||
Vent | Active | Everyone within a 5 meter radius. | Poison Wind Globadier | Reduces Melee and Ranged Hit chance by 10%. Not Stackable. | |
Warp Fumes | Active | Self. | Poison Wind Globadier | Increases Melee Hit and Dodge chance by 10%. Reduces Ranged Hit chance and Ranged Resistance by 20%. Not Stackable. | |
Warp Globe | Active | Everyone within a 5 meter radius. | Poison Wind Globadier | Inflicts a random debuff from the following: -15% Melee and Poison Resistance, OR -15% Magic Resistance and Stun Resistance, OR -15% Ranged and Critical Resistance. Not Stackable. | |
Warp Poison | Active | Self. | 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. Not Stackable. | ||
Warp Resistance | Passive | Poison Wind Globadier | Increases Wyrdstone Resistance by 25%. | ||
Warp Rush | Passive | Poison Wind Globadier | After gathering a Wyrdstone, Initiative increases by 10 for 2 turns. Not Stackable. Initiative changes take effect on the next round. | ||
Wyrdstone Lure | Active | Everyone within a 5 meter radius. | Poison Wind Globadier | Place a fake Wyrdstone Cluster at target location that explodes when an enemy approaches within 2 meters. Deals 10-20 poison damage and reduces movement range by 1 meter to everyone within 5m for 2 turns. Usable once per turn. |
Name | Type | Target | Warrior | Cost | Effect |
---|---|---|---|---|---|
Black Powder Trap | Active | Enemies within a 5 meter radius. | Smuggler | Place a fake Search Point at target location that explodes when an enemy approaches within 2 meters. Deals 20-40 damage to everyone within 5m. Usable once per turn. | |
Boarding Prowess | Passive | Smuggler | Increases the Critical hit chance of Charge, Leap and Jump Down attacks by 10%. | ||
Captain's Order | Active | Single ally. | Smuggler | Increases damage by 15%. Not stackable. | |
Captain's Speech | Active | Everyone within a 5m radius of the user. | Smuggler | Increases the chance to pass All Alone, Fear, and Terror tests by 20%. Not Stackable. | |
Combat Expertise | Passive | When engaged with 2 or more enemies, increases chance to Dodge and Parry by 10%. Not Stackable. | |||
Expert Fencer | Passive | Smuggler | Increases Melee Resistance and Parry chances by 5% and Initiative by 5 when equipped with a dagger or sword. | ||
Fine-Tuning | Passive | Smuggler | Increases ranged Critical hit chance by 5% when using black powder weapons. | ||
Flawless Positioning | Passive | Increases Critical hit Resistance by 5%. | |||
Hand Bomb | Active | Everyone within a 3m radius. | Smuggler | Deals 10-15 damage. Bypasses Armour Absorption. | |
Impact Shot | Active | Single enemy. | Smuggler | A ranged attack that deals regular damage and bypasses 20% of the target's Armour Absorption. | |
In and Out | Passive | Smuggler | After gathering a Wyrdstone, increases Movement range by 1 meter and Initiative by 5 for 2 turns. Not Stackable. Initiative changes take effect on the next round. | ||
Liquid Courage | Active | Self. | Smuggler | Increases Initiative by 10 and the chance to pass All Alone tests by 15%. Not Stackable. Initiative changes take effect on the next round. | |
Riposte Stance | Active | Self. | Smuggler | Take a stance that ends the current turn. The stance allows 1 attempt to Parry incoming attacks and increases Counter-Attack Hit chance by 10%. A successful Parry will reduce the OP cost of a counter-attack by 1 Offense Point. Requires a parrying weapon or a shield. | |
Survival Instinct | Passive | Smuggler | When engaged with two or more enemies, increases melee critical by 5%. Not Stackable. | ||
Tactician | Active | Single ally. | Reduces the cost of Flee by 1 Strategy Point. Can only be used while not engaged. Not Stackable. | ||
Tight Crew | Passive | Smuggler | When another ally is engaged with the same enemy, increases Dodge and Parry bypass against the target by 10%. | ||
Walk the Topsail | Passive | Smuggler | Increases the chance to pass Climb, Leap and Jump Down tests by 25%. | ||
White Powder Trap | Active | Enemies within a 5 meter radius. | Smuggler | Place a fake Search Point at target location that explodes when an enemy approaches within 2 meters, stunning everyone within 5m for 1 turn. Usable once per turn. |
Name | Type | Target | Warrior | Cost | Effect |
---|---|---|---|---|---|
Absolute Faith | Passive | Increases the chance to pass All Alone, Fear, Terror, and Rout tests by 15%. | |||
Alpha Howl | Active | Allies within a 5 meter radius around the user. | Wolf-Priest of Ulric | Increases Initiative by 5 and Charge/Ambush range by 2 meters. Not Stackable. | |
Crush the Weak | Active | Single enemy. | Wolf-Priest of Ulric | A melee attack that deals regular damage. If hit, the target gains a debuff that reduces Critical Resistance by 15% for 1 turn. Not Stackable. | |
Divine Aegis | Passive | Increases Ranged Resistance by 5%. | |||
Guard Stance | Active | Self. | Take a stance that ends the current turn. The stance increases Armor Absorption by 5%. Requires a melee weapon. | ||
Heart of the Wolf | Passive | Wolf-Priest of Ulric | Increases the chance to pass All Alone, Fear, Terror and Leadership tests by 35% (affects skills such as Threaten or Intimidate). | ||
Northern Tenacity | Passive | Wolf-Priest of Ulric | After dealing melee damage, Critical Resistance increases by 5% for 1 turn. Stackable. | ||
Righteous Fury | Active | Single enemy. | A melee attack that deals regular damage but with a -25% chance to hit. If hit, the target gains a debuff that reduces maximum Offense and Strategy Points by 1 for 1 turn. Not Stackable. | ||
Ulric's Chosen | Passive | Wolf-Priest of Ulric | Increases Spellcasting chance and Critical Hit Damage by 5%. | ||
Ulric's Fury | Passive | Wolf-Priest of Ulric | After dealing melee damage, Spell Damage increases by 15%. The next action taken must be a spell or the effect is lost. | ||
Wild Swipe | Active | 180 degree arc. | Wolf-Priest of Ulric | A melee attack that deals regular damage and cannot be parried, but with a -25% chance to hit. Only usable with Great Weapons. Only affects engaged enemies. |
Spells[ | ]
Name | Target | Cost | Duration | Effect |
---|---|---|---|---|
Acid Breath | Allies and enemies in a 8 meter long by 5 meter wide cone. | 1 Turn | 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. Mastery: Damage increases to 10-20, Armour Absorption penalty to 10%. Casting chance and Tzeentch Curse +5%. | |
Boon of Chaos | Self or single ally. | 2 Turns | Randomly selects one of the three Primary attribute categories (Physical, Mental or Martial) and increases its stats by 2. Stackable (per category). Mastery: Attribute bonus increases to 4, range to 30 meters. Casting chance and Tzeentch Curse +5%. | |
Chains of Chaos | Single enemy. | 1 Turn | Increases the cost of Attack, Counter-Attack, Charge, Shoot, Aim, and the Overwatch and Ambush stances by 2 Offense Points. Mastery: Also prevents the use of Offensive skills. Range increases to 30 meters. Casting chance and Tzeentch Curse +5%. | |
Curse of Chaos | Enemies within a 5 meter radius. | 2 Turns | 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. Mastery: Attributes penalty increases to 2, range to 30 meters. Casting chance and Tzeentch Curse +5%. | |
Veil of Corruption | Everyone within a 5 meter radius. | 2 Turns | 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. Mastery: Damage increases to 12-22, Wyrdstone Resistance penalty to 50%, range to 30 meters. Casting chance and Tzeentch Curse +5%. | |
Vision of Torment | Enemies within a 5 meter radius around the caster. | 1 Turn | 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%. Mastery: Penalties increase to 15%. Casting chance and Tzeentch Curse +5%. | |
Weapons of Destruction | Self or single ally. | 1 Turn | Melee attacks bypass 10% Armour Absorption and melee Damage increases by 20%. Not stackable. Mastery: Armour bypass increases to 20%, damage to 40%, range to 30 meters. Casting chance and Tzeentch Curse +5%. | |
Word of Pain | Enemies within a 5 meter radius around the caster. | Instant | Deals 14-19 damage. Bypasses Armour Absorption. Mastery: Damage increases to 28-38. Casting chance and Tzeentch Curse +5%. |
Name | Target | Cost | Duration | Effect |
---|---|---|---|---|
Armor of Lead | Enemies within a 5 meter radius. | 1 Turn | Reduces movement range by 2 meters. Reduce the chance to pass Climb, Leap, Jump Down, and Dodge tests by 25%. Not Stackable. Mastery: Movement reduction increases to 3 meters, other penalties to 50%, range to 30 meters. Casting chance and Tzeentch Curse +5%. | |
Blinding Light | Everyone within 5 meter radius. | 1 Turn | Reduces the following chances by 5%: melee hit, ranged hit, Dodge, Parry, Perception, and Spellcasting. Not Stackable. Mastery: Penalties increase to 10% and range to 30 meters. Casting chance and Tzeentch Curse +5%. | |
Curse of Rust | Single enemy. | 1 Turn | Reduce Armour Absorption by up to 20%. Cannot reduce below 0. Not Stackable. Mastery: Armour Absorption penalty increases to 40%, range to 30 meters. Casting chance and Tzeentch Curse +5%. | |
Dispel | Everyone within a 5 meter radius around the caster. | Instant | Removes all active spell effects. Does not affect Tzeentch's Curse / Divine Wrath effects, nor item enchantments. Mastery: Radius increases to 10 meters. Casting chance and Tzeentch Curse +5%. | |
Dread of Aramar | Everyone within a 5 meter radius around the caster. | 1 Turn | 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. Mastery: Hit chance penalty increases to 10%, Offense Points removed to 4, chance to break stances to 50%. Casting chance and Tzeentch Curse +5%. | |
Fire Ball | Everyone within a 5 meter radius. | Instant | Deals 10-15 damage. Bypass Armour Absorption. Mastery: Damage increases to 20-30, range to 30 meters. Casting chance and Tzeentch Curse +5%. | |
Lightning Strike | Single enemy. | Instant | Deals 16-21 damage. Bypass Armor Absorption Mastery: Damage increases to 32-42, range to 30 meters. Casting chance and Tzeentch Curse +5%. | |
Scavenger's Curse | Single enemy. | 2 Turns | When the target interacts with a Search point or a Wyrdstone point, applies a debuff that reduces Melee, Ranged, and Wyrdstone Resistances by 5% for 1 turn. The debuff is Stackable. Mastery: Melee, Ranged, and Wyrdstone Resistances increases to 10%, range to 30 meters. Casting chance and Tzeentch Curse +5%. |
Name | Target | Cost | Duration | Effect |
---|---|---|---|---|
Blessing of Athleticism | Self and allies within a 5 meter radius around the caster. | 2 Turns | Increases the chance to pass Climb, Leap, and Jump Down tests by 15%. Not Stackable. Mastery: Duration increases to 3 turns, range to 30 meters. Casting chance and Divine Wrath +5%. | |
Comet of Sigmar | Single enemy. | Instant | Deals 12-17 damage. Bypasses Armour Absorption. Mastery: Damage increases to 24-34, range to 30 meters. Casting chance and Divine Wrath +5%. | |
Divine Revelation | Self or single ally. | 1 Turn | Increases Ranged Resistance by 25% and Melee Resistance by 5%. Mastery: Ranged Resistance increases to 50%, Melee Resistance to 10%, range to 30 meters. Casting chance and Divine Wrath +5%. | |
Healing Circle | Allies within a 5 meter radius around the caster. | Instant | Restores up to 20 wounds. Mastery: Wounds restored increases to 40. Casting chance and Divine Wrath +5%. | |
Hearts of the Gryphon | Self and allies within a 5 meter radius. | 1 Turn | Grants immunity to All Alone tests. Mastery: Also grants immunity to Fear. Range increases to 30 meters. Casting chance and Divine Wrath +5%. | |
Sigmar's Might | Self and allies within a 5 meter radius of the caster. | 1 Turn | Increases melee Critical hit chance by 5% and melee Damage by 10%. Mastery: Critical hit chance increases to 10%, melee Damage to 20%. Casting chance and Divine Wrath +5%. | |
Sigmar's Second Wind | Single ally. | Instant | Restores up to 2 Offense Points that can be used to perform Counter-Attacks. If the target is stunned, it will also recover. Mastery: Offense Points restored increases to 4 and range to 30 meters. Casting chance and Divine Wrath +5%. | |
Sinful Speech | Single enemy. | 1 Turn | Prevents spellcasting. Mastery: Duration increases to 2 turns, range to 30 meters. Casting chance and Divine Wrath +5%. |
Name | Target | Cost | Duration | Effect |
---|---|---|---|---|
Bless with Filth | Self of single ally. | 1 Turn | 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 1 turn and is Stackable. Mastery: Poison damage increases to 18-24. Casting chance and Tzeentch Curse +5%. | |
Enshrouding Mist | Everyone within a 5 meter radius. | 1 Turn | 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. Mastery: Ranged Resistance increases to 50%, Melee Resistance penalty to 30%, Perception penalty to 100%, range to 30 meters. Casting chance and Tzeentch Curse +5%. | |
Gaze of the Horned Rat | Enemies within a 5 meter radius around the caster. | 1 Turn | Reduces current and maximum Offense Points by 2. Not Stackable. Mastery: Offense Point penalty increases to 3. Casting chance and Tzeentch Curse +5%. | |
Musk of Courage | Self and allies within 5 meter radius around the caster. | 2 Turns | Immunity to All Alone tests. Mastery: Also provides immunity to Fear and Terror tests. Casting chance and Tzeentch Curse +5%. | |
Sorcerer's Curse | Single enemy. | 1 Turn | Reduces Armour Absorption by up to 20%. Reduces Dodge and Parry chances by 15%. Cannot reduce Armour Absorption below 0. Not Stackable. Mastery: Armour Absorption penalty increases to 40%, Dodge and Parry chances penalties to 30%, range to 30 meters. Casting chance and Tzeentch Curse +5%. | |
Warp Lightning | Allies and enemies in a 10 meter long by 2 meter wide column. | Instant | Deals 10-15 damage. Bypasses Armour Absorption. Adds 1 random warp effect to targets. Mastery: Damage increases to 20-30, column length to 20 meters. Casting chance and Tzeentch Curse +5%. | |
Warp Mists | Everyone within a 5 meter radius. | 2 Turns | 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. Mastery: 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%. | |
Wither | Single enemy. | 1 Turn | Reduces Strength, Agility and Toughness by 3. Also reduces movement range by 1 meter. Mastery: Stat penalty increases to 6, movement penalty to 2, range to 30 meters. Casting chance and Tzeentch Curse +5%. |
Name | Target | Cost | Duration | Effect |
---|---|---|---|---|
Call of Vanhel | Single ally. | 2 Turns | Increases Movement by 2 meters and Armour Absorption by 15% for Zombies. Increases Initiative by 10 and Dodge chance by 10% for Vampires, Vampire Thralls, Ghouls and Crypt Horrors. Not Stackable. Does not affect Living targets. Mastery: Movement increases to 4 meters, Armour Absorption to 30%, Initiative to 10, Dodge chance to 20%, range to 30 meters. Casting chance and Tzeentch Curse +5%. | |
Corpse Flesh | Single ally. | 2 Turns | Increases Critical and Poison Resistance by 15% and Armour Absorption by 5%. Not Stackable. Mastery: Critical and Poison Resistance increases to 30%, Armour Absorption increases to 10%, range to 30 meters. Casting chance and Tzeentch Curse +5%. | |
Heart Failure | Everyone within a 5 meter radius. | 1 Turn | When performing a melee attack or an Athletic action, receive a 25% chance to lose 2 OP and SP. Affects only living targets. Not Stackable. Mastery: Debuff chance increases to 50%, range to 30 meters. Casting chance and Tzeentch Curse +5%. | |
Idol of Death | Living enemies within a 5 meter radius of the idol. | 2 Turns | Summons an idol at the target area. Living enemies near the totem have their All Alone, Fear and Terror resistance reduced by 15%, Morale Impact increased by 2 and the cost of Flee and Disengage increased by 1 SP. The idol must be placed on a walkable area, and can be destroyed by enemies. Only one idol may be created per turn. Mastery: All Alone, Fear and Terror penalty increases to 30%, Morale Impact to 4, the cost of Flee and Disengage to 2 SP, range to 10 meters. Casting chance and Tzeentch Curse +5%. | |
Lifestealer | Single enemy. | Instant | Deals 12-16 damage. Bypasses Armour Absorption. If damage is dealt, restores up to 8 wounds to the caster. Mastery: Damage increases to 24-32, wounds restored to 16, range to 30 meters. Casting chance and Tzeentch Curse +5%. | |
Rotten Touch | Single enemy. | Instant | Deals 8-13 damage to living targets. Bypasses Armour Absorption. Damage is increased by Disease Carrier debuffs. Mastery: Damage increases to 16-26, range to 30 meters. Casting chance and Tzeentch Curse +5%. | |
Spell of Doom | Enemies within a 10 meter radius. | Instant | Deals 7-12 damage. Bypasses Armour Absorption. Mastery: Damage increases to 16-26, range to 30 meters. Casting chance and Tzeentch Curse +5%. | |
Warp Overcharge | Single enemy. | 1 Turn | Applies a debuff that deals 15-20 damage on the target's second turn, but has no effect on the first turn. Gathering a Wyrdstone removes the debuff. Bypasses Armour Absorption. Not Stackable. Mastery: Damage increases to 30-40, range to 30 meters. Casting chance and Tzeentch Curse +5%. |
Name | Target | Cost | Duration | Effect |
---|---|---|---|---|
Armour of Righteousness | Single ally. | 1 Turn | Grants immunity to Fear and provokes Fear on engaged enemies. Increases Armour Absorption by 10%. Not Stackable. Mastery: Armour Absorption boost increases to 20%, range to 30m and duration to 2 turns. Casting chance and Divine Wrath +5% | |
Deny the Heretic | Enemies within a 5 meter radius. | 1 Turn | 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. Mastery: Hit chance reduction increases to 15%. Zone duration increases to 2 turns, range to 30m. Casting chance and Divine Wrath +5%. | |
Healing Hand | Single ally. | Instant | Restores up to 40 wounds to a single target. Mastery: Wounds restored increases to 80. Casting chance and Divine Wrath +5% | |
Immaculate Flesh | Self or single ally. | 2 Turns | Removes all active Poison effects and increases Poison and Wyrdstone Resistance by 15% to a single ally. Not stackable. Mastery: Also removes Warp effects. Poison and Wyrdstone Resistance boost increases to 30%, range to 30m. Casting chance and Divine Wrath +5%. | |
Prayer of Absolution | Allies within a 5 meter radius around the caster. | 1 Turn | Increases Armour Absorption by 5% and Dodge and Parry chance by 10% of allies around the caster. Not Stackable. Mastery: Armour Absorption boost increases to 10% and Dodge and Parry boost to 20%. Casting chance and Divine Wrath +5%. | |
Shield of Faith | Allies within a 5 meter radius around the caster. | 1 Turn | Increases Magic Resistance by 15% of every allies around the caster. Not Stackable. Mastery: Magic Resistance boost increases to 25%, duration to 2 turns. Casting chance and Divine Wrath +5%. | |
Soulfire | Enemies within a 5 meter radius around the caster. | Instant | Deals 10-15 damage to enemies around the caster. Bypasses Armour Absorption. Mastery: Damage increases to 20-30. Casting chance and Divine Wrath +5%. | |
Word of Damnation | Single enemy. | 2 Turns | Reduces Magic Resistance by 10% and the chance to pass All Alone, Fear, and Terror tests by 15% of a single enemy. Not Stackable. Mastery: Magic Resistance penalty increases to 20%, All Alone, Fear, and Terror penalty to 30%, range to 30m. Casting chance and Divine Wrath +5%. |
Name | Target | Cost | Duration | Effect |
---|---|---|---|---|
Boon of Ruin | Self, single ally, or enemy. | 1 Turn | Reduces the cost of Counter-Attack by 1 Offense Point and increases Melee Hit Chance by 10%. When performing a melee attack, inflicts 10-20 damage to self. Mastery: Melee Hit chance increases to 20%, damage to 20-40, range to 30 meters. Casting chance and Tzeentch Curse +5% | |
Burning Blood | Single enemy. | 1 Turn | Deals 10-14 damage and inflicts a debuff that deals 14-18 damage on the target's next turn. Bypasses Armour Absorption. Stackable. Mastery: Damage increases to 20-28, Debuff damage to 28-36, range to 30 meters. Casting chance and Tzeentch Curse +5% | |
Idol of Blood | Allies within a 5 meter radius of the idol. | 2 Turns | Summons an idol at target area. Allies near the totem cannot use Flee or Disengage, are immune to All Alone, and gain 5 wounds when dealing melee damage. The idol must be placed on walk-able area, and can be destroyed by enemies. Only one Idol may be created per turn. Mastery: Wounds gained increases to 10, range to 10 meters. Casting change and Tzeentch Curse +5%. | |
Idol of Change | Everyone within a 5 meter radius of the idol. | 2 Turns | Summons an idol at target area. Everyone near the totem is purged of Magic effects, gains 25% Magic Resistance, and has their Spellcasting cost reduced by 1 Offense Point for Arcane spells and increased by 1 Offense Point for Divine spells. The idol must be placed on walk-able area, and can be destroyed by enemies. Only one Idol may be created per turn. Mastery: Magic Resistance increases to 50%, range to 10 meters. Casting change and Tzeentch Curse +5%. | |
Idol of Lust | Allies within a 5 meter radius of the idol. | 2 Turns | Summons an idol at target area. When receiving damage, Allies near the totem gain a buff that reduces Morale Impact by 10 and increases Stun and Critical Resistance by 10%. Stackable. The idol must be placed on walk-able area, and can be destroyed by enemies. Only one Idol may be created per turn. Mastery: Morale Impact reduction increases to 4, Stun and Critical Resistance to 20% meters. Casting change and Tzeentch Curse +5%. | |
Idol of Pestilence | Enemies within a 5 meter radius of the idol. | 2 Turns | Summons an idol at target area. Enemies near the totem have their 9 primary attributes reduced by 2. Cannot reduce below 1. The idol must be placed on walk-able area, and can be destroyed by enemies. Only one Idol may be created per turn. Mastery: Primary attribute penalty increased to 4, range to 10 meters. Casting change and Tzeentch Curse +5%. | |
Spiteful Manifestation | Everyone within 5 meter radius. | 1 Turn | Deals 8-13 damage and reduces Armor Absorption by 10%. Bypasses Armour Absorption. Not Stackable. Mastery: Damage increases to 16-26, Debuff damage to 28-36, Armor Absorption penalty to 20%, range to 30 meters. Casting chance and Tzeentch Curse +5% | |
Warp Accretion | Self or single ally. | 2 Turns | Increases Wyrdstone Resistance by 20%. Gathering a Wyrdstone increases Critical Resistance by 10% for 2 turns. Stackable. Mastery: Wyrdstone Resistance increases to 40%, Critical Resistance to 20%, range to 30 meters. Casting chance and Tzeentch Curse +5% |
Name | Target | Cost | Duration | Effect |
---|---|---|---|---|
Blessing of Ulric | Self and allies within a 5 meter radius around the caster. | 2 Turns | Increases Melee Critical Hit chance by 5% and Critical damage by 10%. Not Stackable. Mastery: Melee Critical hit chance increases to 10%, Critical damage to 20%. Casting chance and Divine Wrath +5% | |
Frost's Bite | Single enemy. | 1 Turn | Deals 12-17 damage and reduces maximum Strategy Points by 1. Bypasses Armour Absorption. Not Stackable. Mastery: Damage increases to 24-34, SP penalty increases to 3, range to 30 meters. Casting chance and Divine Wrath +5% | |
Howl of the Wolf | Self and allies within a 5 meter radius around the caster. | 1 Turn | Reduces the cost of Charge by 1 Offense Point. When another ally is engaged with the same enemy, increases melee Hit chance and Critical chance by 5%. Not Stackable. Mastery: Melee Hit chance and Critical hit chance increases to 10%. Casting chance and Divine Wrath +5% | |
Ice Storm | Everyone within a 5 meter radius. | 1 Turn | Deals 8-12 damage and reduces maximum and current Offense Points by 1. Not Stackable. Mastery: Damage increases to 16-24, range to 30 meters. Casting chance and Divine Wrath +5% | |
Snow King's Decree | Single enemy. | 1 Turn | When performing a melee or ranged attack, inflicts 10-15 damage to self. Priests of Ulric are immune. Not Stackable. Mastery: Damage increases to 20-30, range to 30 meters. Casting chance and Divine Wrath +5% | |
Ulric's Gift | Single ally. | 1 Turn | Increases melee Hit chance and melee Damage by 10%. Grants immunity to All Alone. Prevents the use of Flee, Disengage, and Ranged attacks and skills. Not Stackable. Mastery: Melee Hit chance and melee Damage increases to 20%, range to 30 meters. Casting chance and Divine Wrath +5% | |
Wild Pack | Self and allies within a 5 meter radius around the caster. | 1 Turn | Grants immunity to fear and provokes Fear on engaged enemies, reducing melee Hit chance by 10%. Not Stackable. Mastery: Fear penalty increases to 30% melee Hit chance. Casting chance and Divine Wrath +5% | |
Winter's Chill | Self or single ally. | 1 Turn | Enemies engaged with target receive a debuff that reduces melee Hit chance and melee Damage by 10% for 1 turn. Not Stackable. Mastery: Melee Hit chance and Damage penalty increases to 20%, range to 30m. Casting chance and Wrath chance +5%. |