Ability
Abilities cover a variety of skills and spells.
Contents
Skills[edit | edit source]
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[edit | edit source]
- 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 |
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Passive | Agility | When Fleeing, increases Melee Resistance by 15%. | ||
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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. | |
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Passive | Agility | Increases the chance to hit during an Ambush attack by 10%. | ||
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Passive | Strength | Reduces the Heavy Armour movement penalty by 1 meter. | ||
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Passive | Strength | Increases the Critical hit chance of Charge attacks by 10%. | ||
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Passive | Agility | Increases the chance to pass Climb, Leap, and Jump Down tests by 15%. | ||
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Passive | Agility | Increases Dodge chance by 10%. | ||
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Passive | Strength | Increases the range of Ambush attacks by 3 meters. | ||
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Passive | Strength | Increases the range of Charge attacks by 3 meters. | ||
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Active | Self. | Agility | ![]() ![]() ![]() |
Increases Ranged Resistance by 20% but reduces movement range by 2 meters. Lasts 1 turn. |
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Active | Self. | Toughness | ![]() ![]() ![]() ![]() |
Removes up to 1 Open Wound debuff at the cost 35 Wounds. Cannot be used while under 35 Wounds. |
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Passive | Agility | After a successful Dodge, increases chance to hit by 15% for a Counter-Attack performed in response. | ||
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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. |
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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. | |
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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. |
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Passive | Toughness | Increases the base wound value of the warrior by 20. | ||
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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. |
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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. | |
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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. |
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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. |
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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. |
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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. |
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Passive | Agility | Reduces the cost of the Switch Weapon action by 1 Strategy Point. | ||
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Active | Self. | Agility | Allows a Leap attempt costing no Strategy Points, but at a -15% chance. | |
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Passive | Toughness | Reduces the loss of Strategy and Offense Points when recovering from Stun by 1. | ||
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Passive | Toughness | Increases the resistance to Critical hit by 10%. | ||
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Passive | Toughness | Increases Poison Resistance by 15%. | ||
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Active | Self. | Agility | ![]() ![]() ![]() ![]() |
Take a stance that ends the current turn. The stance allows 2 attempts to Dodge incoming melee attacks. |
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Passive | Strength | Increases the Hit chance of Charge attacks by 10%. | ||
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Active | Single enemy. | Strength | ![]() ![]() ![]() |
A melee attack that deals +50% damage. Target has a -20% chance to Parry this attack. |
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Passive | Strength | Increases the Critical hit chance of Ambush attacks by 10%. | ||
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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. |
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Active | Self. | Agility | Allows a Jump Down attempt costing no Strategy Points, but at a 15% chance per 3 meters jumped. | |
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Passive | Toughness | Increases Stun Resistance by 15%. | ||
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Passive | Toughness | When rolling for an injury, halves the chance of getting 'Multiple Injuries'. | ||
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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 |
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Passive | Intelligence | Grants 2 spell points to train new spells. | ||
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Passive | Alertness | Increases Melee Resistance by 5%. | ||
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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. |
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Passive | Leadership | Reduces the cost of the skill Retreat by 1 Strategy Point. | ||
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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. | ||
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Passive | Intelligence | Reduces the chance to trigger a Tzeentch curse by 5% when casting a spell. | ||
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Passive | Alertness | Reduces the cost of Flee by 1 Strategy Point. | ||
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Active | Singly ally. | Intelligence | ![]() ![]() ![]() |
Increases Melee Resistance by 5%. Can only be used while not engaged. Not Stackable. |
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Passive | Leadership | Increases Morale by 3. | ||
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Passive | Alertness | Increases Ranged Resistance by 5%. | ||
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Passive | Leadership | Increases chance to pass All Alone tests by 20%. | ||
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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. |
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Active | Allies within a 5 meter radius around the user. | Leadership | ![]() ![]() ![]() |
Increases the chance to pass All Alone, Fear, and Terror tests by 10%. |
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Active | Self. | Alertness | ![]() ![]() |
Take a stance that ends the current turn. The stance increases Ranged Resistance by 15%. |
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Passive | Leadership | When dealing melee damage, reduce the target's chance to pass All Alone tests by 5% for 1 turn. Stackable. | ||
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Passive | Intelligence | Reduces the chance to trigger Divine Wrath by 5% when casting a spell. | ||
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Passive | Intelligence | Grants 2 spell points to train new spells. | ||
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Passive | Intelligence | Increases the range of spells by 5 meters. Does not affect spells centered on the caster. | ||
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Active | Single enemy. | Intelligence | ![]() ![]() ![]() |
Reduces Ranged Resistance by 10%. Can only be used while not engaged. Not Stackable. |
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Passive | Leadership | Increases Stun Resistance by 20%. | ||
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Active | Single ally. | Leadership | ![]() ![]() ![]() |
Prevents the effects of Mental conditions (Stupidity, Paranoia, Megalomania, Deranged, Amok). Can only be used while not engaged. |
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Passive | Leadership | Reduces the cost of the skill Courage by 1 Strategy Point. | ||
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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. |
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Passive | Intelligence | Reduces the chance of enemies to resist your spells by 5%. | ||
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Passive | Intelligence | Reduces the chance of enemies to resist your spells by 5%. | ||
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Passive | Leadership | Increases Morale by 3. | ||
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Active | Single enemy. | Leadership | ![]() ![]() ![]() |
Reduces Melee Resistance by 10% for 1 turn. |
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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. |
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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. |
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Passive | Intelligence | Increases Melee Resistance by 20% against Ambush attacks. | ||
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Passive | Intelligence | Increases Movement range by 1 meter. | ||
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Passive | Intelligence | Increases Dodge and Parry chance by 5%. | ||
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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. | ||
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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. |
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Passive | Leadership | Increases the chance to pass Fear and Terror tests by 20%. | ||
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Passive | Alertness | Increases Initiative by 8. | ||
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Active | Single engaged ally. | Leadership | ![]() ![]() ![]() ![]() |
Immediately grants a free attack against a random valid target. |
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Passive | Intelligence | Increases the range of spells by 5 meters. Does not affect spells centered on the caster. | ||
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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. |
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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. |
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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. |
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Active | Single ally. | Leadership | ![]() ![]() ![]() |
Grants immunity to All Alone tests for 1 turn. |
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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. |
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Passive | Intelligence | Increases Wyrdstone Resistance by 20%. | ||
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Passive | Intelligence | Increases Spell Resistance by 10%. | ||
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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. |
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Active | Self. | Alertness | ![]() ![]() |
Take a stance that ends the current turn. The stance increases Critical hit Resistance by 15%. |
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Active | Single ally. | Alertness | ![]() ![]() ![]() |
Increases Ranged Resistance by 10%. Can only be used while not engaged. Not Stackable. |
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Passive | Leadership | After passing an All Alone, Fear, or Terror test, increases Melee Resistance by 10% for 1 turn. | ||
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Passive | Alertness | Increases Perception chance by 20%. | ||
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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. |
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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. |
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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. |
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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. |
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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 tests with a -10% penalty. On failure, it is forced to use Offense Points to attack the user. |
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Passive | Intelligence | Increases Trap Resistance by 15%. | ||
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Passive | Alertness | Increases Melee Resistance against Ambush attacks by 10%. | ||
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Active | Allies within a 5 meter radius. | Leadership | ![]() ![]() ![]() ![]() |
Increases melee Damage by 10%. |
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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 |
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Passive | Weapon Skill | After receiving melee damage, Melee Resistance increases by 3% for 1 turn. Stackable. | ||
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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. |
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Passive | Accuracy | After dealing ranged damage, the target gains a debuff that reduces Ranged Resistance by 2% for 1 turn. Stackable. | ||
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Passive | Ballistic Skill | Increases the chance to hit with the Aim action by 10%. | ||
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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. |
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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. |
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Passive | Accuracy | Increases Critical hit damage by 10%. | ||
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Active | Self. | Weapon Skill | ![]() ![]() ![]() ![]() |
Take a stance that ends the current turn. The stance increases Melee Resistance by 10%. |
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Passive | Ballistic Skill | Ranged attacks bypass 5% of the target's Armor Absorption. | ||
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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. |
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Passive | Accuracy | After dealing melee damage, melee Critical hit chance increases by 5% for 1 turn. Not Stackable. | ||
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Active | Single enemy. | Accuracy | ![]() ![]() ![]() |
A melee attack that deals regular damage. Target has a -25% chance to Counter-Attack this attack. |
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Passive | Weapon Skill | Increases Parry chance by 10%. | ||
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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. |
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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. |
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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. |
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Passive | Weapon Skill | After dealing melee damage, reduces the cost of Disengage by 1 Strategy Point. Valid only for the next action. | ||
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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%. |
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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. |
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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. |
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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. |
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Passive | Ballistic Skill | Increases ranged Hit chance by 5% when higher than the target. | ||
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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. |
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Active | Single enemy. | Accuracy | ![]() ![]() ![]() |
A melee attack that deals regular damage. Target has a -25% chance to Parry or Dodge this attack. |
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Passive | Accuracy | After dealing melee damage, the target gains a debuff that reduces Melee Resistance by 3% for 1 turn. Stackable. | ||
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Passive | Ballistic Skill | Reduces the cost of the Reload action by 1 Strategy Point. | ||
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Passive | Weapon Skill | Increases chance to hit for Counter-Attacks by 10%. | ||
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Passive | Ballistic Skill | After dealing ranged damage, ranged Critical hit chance increases by 2% for 1 turn. Stackable. | ||
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Passive | Weapon Skill | Increases Melee Resistance and Parry chance by 5% when equipped with a shield. | ||
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Passive | Weapon Skill | After performing a Counter-Attack, hit or miss, receive a 25% chance to recover 1 Offense Point. | ||
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Passive | Ballistic Skill | Ranged attacks bypass 5% of the target's Ranged Resistance. | ||
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Passive | Accuracy | When engaged with 2 or more enemies, increases melee Critical hit chance by 8%. Not Stackable. | ||
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Active | Single enemy. | Accuracy | ![]() ![]() ![]() |
A ranged attack that deals regular damage and has a +10% Critical hit chance. |
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Active | Single enemy. | Accuracy | ![]() ![]() ![]() |
A melee attack that deals regular damage and has a +10% Critical hit chance. |
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Passive | Accuracy | Attacks bypass 5% of target's Dodge and Parry chance. | ||
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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[edit | edit source]
Name | Type | Target | Warrior | Cost | Effect |
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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. | |
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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. | |
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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. | ||
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Passive | After every Climb, Leap, or Jump Down action, receive a 40% chance to recover 1 Strategy Point. | |||
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Passive | After every Dodge Stance, Parry Stance, Sidestep, or Web of Steel action, receive a 40% chance to recover 1 Offense Point. | |||
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Passive | ![]() |
Grants immunity to All Alone, Fear, and Terror. | ||
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Passive | ![]() ![]() ![]() 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. | ||
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Increases chance to hit by 15% with an Overwatch attack. | ||
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Passive | ![]() |
After dealing damage with a Charge attack, melee Damage increases by 20%. Not stackable. | ||
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Passive | ![]() |
After gathering a Wyrdstone, Critical hit chance increases by 5%. Not Stackable. | ||
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Passive | ![]() 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. | ||
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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. | |
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Passive | Increases Magic Resistance by 15%. |
Name | Type | Target | Warrior | Cost | Effect |
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Passive | ![]() |
After dealing melee damage, Melee Resistance increases by 3% for 1 turn. Stackable. | ||
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Passive | ![]() |
After dealing ranged damage, ranged Hit chance increases by 10% for 1 turn. Stackable. | ||
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Passive | When engaged with 2 or more enemies, increases chance to Dodge and Parry by 10%. Not Stackable. | |||
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Active | Self | ![]() |
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Increases the casting chance of the next spell by 15%. The next action taken must be a spell or the effect is lost. |
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Passive | ![]() ![]() ![]() 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. | ||
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Passive | Increases Critical hit Resistance by 5%. | |||
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Active | Self. | ![]() ![]() |
Take a stance that ends the current turn. The stance increases Armor Absorption by 5%. Requires a melee weapon. | |
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Passive | After every Shoot or Aim action, receive a 20% chance to recover 1 Strategy Point. | |||
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Passive | ![]() |
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. | ||
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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. | |
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Active | Single enemy. | ![]() |
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A melee attack that deals regular damage. If hit, the target's Switch Weapons action is blocked for 1 turn. |
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Passive | ![]() |
Increases Parry chance by 10%. Succeeding a Parry attempt reduces the cost of a Counter-Attack action performed in response by 1 Offense Point. | ||
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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 |
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Passive | Increases the chance to pass All Alone, Fear, Terror, and Rout tests by 15%. | |||
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Passive | Increases Ranged Resistance by 5%. | |||
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Passive | ![]() |
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. | ||
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Active | Single ally. | ![]() |
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Increases Movement range by 3 meters for 1 turn. Not Stackable. |
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Passive | ![]() |
After dealing melee damage, Dodge chance increases by 5% for 1 turn. Stackable. | ||
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Active | Self | ![]() ![]() |
Increases Dodge chance by 15%. Not Stackable. | |
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Passive | Increases Magic Resistance by 15%. | |||
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Passive | ![]() |
After gathering a Wyrdstone, Movement range increases by 2 meters. Not Stackable. | ||
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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. | |
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Passive | ![]() |
Increases Ranged Resistance by 200%. | ||
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Passive | ![]() |
Increases the chance to pass Perception tests by 50% and removes the cost. | ||
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Active | Self | ![]() ![]() ![]() ![]() |
Increases Melee and Ranged Resistance by 5%. Not Stackable. | |
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Passive | ![]() |
After a successful Charge attack, the target's Parry or Dodge stance is broken. |
Name | Type | Target | Warrior | Cost | Effect |
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Passive | Increases melee Critical hit chance by 5% when using Daggers or Fighting Claws. | |||
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Active | Self | ![]() ![]() |
Increases melee Damage by 20%. Attacks bypass 20% of the target's Dodge and Parry chance. Removes 30 wounds. Not Stackable. | |
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Passive | ![]() |
Attacks bypass 10% of target's Dodge and Parry chance. | ||
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Passive | ![]() ![]() ![]() 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. | ||
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Passive | ![]() |
After a successful Leap or Jump Down, Movement range increases by 3 meters for 1 turn. Not Stackable. | ||
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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. | |
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Passive | ![]() |
Melee attacks bypass 10% of the target's Armor Absorption. | ||
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Passive | Attacks, skills, and spells bypass Poison Resistance by 20%. | |||
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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. | |||
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Passive | ![]() |
Grants immunity to Warp effects when gathering Wyrdstones. Also increases Poison Resistance by 25%. | ||
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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. | |
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Passive | ![]() |
After gathering a Wyrdstone, melee Damage increases by 15% and Dodge chance by 10% for 1 turn. Not Stackable. | ||
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Passive | ![]() |
After gathering a Wyrdstone, Spell Damage increases by 15% for 1 turn. Not Stackable. |
Name | Type | Target | Warrior | Cost | Effect |
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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. | |||
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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. | |
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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. | ||
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Active | Self | ![]() ![]() |
Increases Melee Hit chance by 5% for 1 turn. Prevents Flee and Disengage for 2 turns. Not Stackable. | |
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Passive | Flagellant | Grants immunity to All Alone, Fear and Terror tests. | ||
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Passive | Witch Hunter Captain | After a successful Dodge attempt, reduces the cost of a Counter-Attack performed in response by 1 Offense Point. | ||
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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. | ||
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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. |
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Passive | After failing a Magic Resistance test, increases Melee Damage by 20% for 1 turn. Stackable. | |||
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Passive | Templar Knight | When engaged with 2 or more enemies, increases Melee Resistance by 10%. Not Stackable. | ||
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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. | |
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Passive | Zealot | When receiving damage, increase Melee damage by 10% for 2 turns. Stackable. | ||
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Passive | Increases Poison and Wyrdstone Resistance by 10%. |
Name | Type | Target | Warrior | Cost | Effect |
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Passive | Increases Critical Resistance by 10%. | |||
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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. | |
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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. | |
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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%. | ||
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Passive | Increases Wyrdstone Resistance by 15% and grants immunity to a quarter of all detrimental Wyrdstone effects. | |||
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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. | |
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Passive | ![]() ![]() ![]() 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. | ||
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Passive | When another ally is engaged with the same target, increases Armour Absorption bypass by 5%. Not Stackable. | |||
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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. |
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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. | ||
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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%. | ||
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Passive | ![]() 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. | ||
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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 |
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Passive | Increases the chance to pass All Alone, Fear, Terror, and Rout tests by 15%. | |||
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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. |
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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. |
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Passive | Increases Ranged Resistance by 5%. | |||
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Active | Self. | ![]() ![]() |
Take a stance that ends the current turn. The stance increases Armor Absorption by 5%. Requires a melee weapon. | |
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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). | ||
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Passive | Wolf-Priest of Ulric | After dealing melee damage, Critical Resistance increases by 5% for 1 turn. Stackable. | ||
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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. | |
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Passive | Wolf-Priest of Ulric | Increases Spellcasting chance and Critical Hit Damage by 5%. | ||
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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. | ||
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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. |
Name | Type | Target | Warrior | Cost | Effect |
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Passive | Poison Wind Globadier | When receiving damage, Initiative increases by 5 for 2 turn. Stackable. Initiative changes take effect on the next turn. | ||
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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. | ||
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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. |
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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. |
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Passive | Poison Wind Globadier | Increases Climb, Leap and Jump Down chance by 15% and Charge and Ambush hit chance by 5%. | ||
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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. | |
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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. | ||
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Passive | Attacks, skills, and spells bypass Poison Resistance by 20%. | |||
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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. |
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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. | ||
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Active | Everyone within a 5 meter radius. | Poison Wind Globadier | ![]() ![]() ![]() ![]() |
Prevents spellcasting and vocal skills (such as Leadership buffs.) |
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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. | |||
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Active | Everyone within a 5 meter radius. | Poison Wind Globadier | ![]() ![]() |
Reduces Melee and Ranged Hit chance by 10%. Not Stackable. |
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Active | Self | Poison Wind Globadier | ![]() ![]() ![]() |
Increases Melee Hit and Dodge chance by 10%. Reduces Ranged Hit chance and Ranged Resistance by 20%. Not Stackable. |
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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. |
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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. | |
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Passive | Poison Wind Globadier | Increases Wyrdstone Resistance by 25%. | ||
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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. | ||
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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. |
Spells[edit | edit source]
Name | Target | Cost | Duration | Effect |
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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. |
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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). |
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Single enemy. | ![]() ![]() ![]() |
1 Turn | Increases the cost of Attack, Counter-Attack, Charge, Shoot, Aim, and the Overwatch and Ambush stances by 2 Offense Points. |
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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. |
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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. |
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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%. |
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Self or single ally. | ![]() ![]() |
1 Turn | Melee attacks bypass 10% Armour Absorption and melee Damage increases by 20%. Not stackable. |
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Enemies within a 5 meter radius around the caster. | ![]() ![]() ![]() ![]() |
Instant | Deals 14-19 damage. Bypasses Armour Absorption. |
Name | Target | Cost | Duration | Effect |
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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. |
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Everyone within 5 meter radius. | ![]() ![]() |
1 Turn | Reduces the following chances by 5%: melee hit, ranged hit, Dodge, Parry, Perception, and Spellcasting. Not Stackable. |
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Single enemy. | ![]() ![]() |
1 Turn | Reduce Armour Absorption by up to 20%. Cannot reduce below 0. Not Stackable. |
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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. |
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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. |
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Everyone within a 5 meter radius. | ![]() ![]() ![]() ![]() |
Instant | Deals 10-15 damage. Bypass Armour Absorption. |
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Single enemy. | ![]() ![]() ![]() |
Instant | Deals 16-21 damage. Bypass Armor Absorption |
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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. |
Name | Target | Cost | Duration | Effect |
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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. |
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Single enemy. | ![]() ![]() |
Instant | Deals 12-17 damage. Bypasses Armour Absorption. |
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Self or single ally. | ![]() ![]() ![]() |
1 Turn | Increases Ranged Resistance by 25% and Melee Resistance by 5%. |
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Allies within a 5 meter radius around the caster. | ![]() ![]() ![]() ![]() |
Instant | Restores up to 20 wounds. |
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Self and allies within a 5 meter radius. | ![]() ![]() ![]() |
1 Turn | Grants immunity to All Alone tests. |
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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%. |
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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. |
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Single enemy. | ![]() ![]() |
1 Turn | Prevents spellcasting. |
Name | Target | Cost | Duration | Effect |
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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. |
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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. |
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Enemies within a 5 meter radius around the caster. | ![]() ![]() ![]() ![]() |
1 Turn | Reduces current and maximum Offense Points by 2. Not Stackable. |
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Self and allies within 5 meter radius around the caster. | ![]() ![]() |
2 Turns | Immunity to All Alone tests. |
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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. |
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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. |
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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. |
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Single enemy. | ![]() ![]() |
1 Turn | Reduces Strength, Agility and Toughness by 3. Also reduces movement range by 1 meter. |
Name | Target | Cost | Duration | Effect |
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Single ally. | ![]() ![]() ![]() |
1 Turn | Grants immunity to Fear and provokes Fear on engaged enemies. Increases Armour Absorption by 10%. Not Stackable. |
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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. |
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Single ally. | ![]() ![]() ![]() ![]() |
Instant | Restores up to 40 wounds to a single target. |
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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. |
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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. |
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Allies within a 5 meter radius around the caster. | ![]() ![]() |
1 Turn | Increases Magic Resistance by 15% of every allies around the caster. Not Stackable. |
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Enemies within a 5 meter radius around the caster. | ![]() ![]() ![]() ![]() |
Instant | Deals 10-15 damage to enemies around the caster. Bypasses Armour Absorption. |
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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. |
Name | Target | Cost | Duration | Effect |
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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. |
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Single ally. | ![]() ![]() ![]() |
2 Turns | Increases Critical and Poison Resistance by 15% and Armour Absorption by 5%. Not Stackable. |
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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. |
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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. |
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Single enemy. | ![]() ![]() ![]() |
Instant | Deals 12-16 damage. Bypasses Armour Absorption. If damage is dealt, restores up to 8 wounds to the caster. |
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Single enemy. | ![]() ![]() |
Instant | Deals 8-13 damage to living targets. Bypasses Armour Absorption. Damage is increased by Disease Carrier debuffs. |
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Enemies within a 10 meter radius. | ![]() ![]() ![]() ![]() |
Instant | Deals 7-12 damage. Bypasses Armour Absorption. |
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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. |
Name | Target | Cost | Duration | Effect |
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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. |
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Single enemy. | ![]() ![]() ![]() |
1 Turn | Deals 12-17 damage and reduces maximum Strategy Points by 1. Bypasses Armour Absorption. Not Stackable. |
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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. |
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Everyone within a 5 meter radius. | ![]() ![]() ![]() ![]() |
1 Turn | Deals 8-12 damage and reduces maximum and current Offense Points by 1. Not Stackable. |
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Single enemy. | ![]() ![]() |
1 Turn | When performing a melee or ranged attack, inflicts 10-15 damage to self. Priests of Ulric are immune. Not Stackable. |
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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. |
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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. |