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. |
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List of mental skills
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