Mordheim: City of the Damned Wiki
Explore
Main Page
All Pages
Interactive Maps
navigation
Main page
Community portal
Recent changes
Random page
Admin noticeboard
Links
Official site
Official forums
Steam page
Gamepedia
Gamepedia support
Report a bad ad
Help Wiki
Contact us
FANDOM
Fan Central
BETA
Games
Anime
Movies
TV
Video
Wikis
Explore Wikis
Community Central
Start a Wiki
Don't have an account?
Register
Sign In
Sign In
Register
Mordheim: City of the Damned Wiki
688
pages
Explore
Main Page
All Pages
Interactive Maps
navigation
Main page
Community portal
Recent changes
Random page
Admin noticeboard
Links
Official site
Official forums
Steam page
Gamepedia
Gamepedia support
Report a bad ad
Help Wiki
Contact us
Editing
Cult of the Possessed
(section)
Back to page
Edit
VisualEditor
View history
Talk (0)
Edit Page
Cult of the Possessed
Warning:
You are not logged in. Your IP address will be publicly visible if you make any edits. If you
log in
or
create an account
, your edits will be attributed to your username, along with other benefits.
Anti-spam check. Do
not
fill this in!
== Gameplay == A very disorganized but potentially very powerful warband, the Cult of the Possessed is unpredictable to both play and fight. The Brethren form the ranged warriors, specializing in overwatch stance to foil enemy strategy points. For a henchman, his accuracy is above-average, but his other stats are lackluster at best and abhorrently poor at worst. Darksouls are veritable hulks of melee combat, ignoring being caught alone, fear and even terror. They are mostly offensively oriented but can make passable guardians for the other members of the cult. He is hampered by his inability to disengage and weild range weapons, as well as having average weapon skill. Mutants are the basic mutation-using heroes that can be molded to your choosing and are the most versatile warriors in the entire warband, though mutations can limit this. Highly agile and skilled in both melee and ranged combat, they are filled to the brim with potential. Their passive skill rewards them for eager acquisition of wyrdstone, making them more likely to perform critical hits afterwards. Their ability to use equipment can be hindered by random mutations. Mutants also have a below-average leadership stat, Marauders will prove useful with their charge-oriented passive skill combined with their strength and toughness. Aside from this, they enjoy great weapon skill and accuracy which translates into a seriously threatening melee fighter complemented by deadly or useful mutations. They also don't care about being caught alone. The Marauder is a mortal still, and so is prone to both fear and terror. He also cannot use ranged weapons and has poor intelligence and below-average agility, The last hero to benefit from mutations is the Possessed, who superimposes fear onto his enemies. Similar to the Marauder in terms of attributes, he does not specialize in any kind of area but is more than adequate as a melee fighter. He behaves like the Darksoul in the sense that he is wholly fearless but will fight to the end. He is extremely limited in terms of equipment but has access to some special mutations the other heroes cannot obtain. While his agility potential is above-average, his starting agility is abysmally low, severely hampering his ability to defend himself. This can be a problem early on since he is very likely to be put out of action during a battle due to his poor defenses, The Magister is the sole spellcaster of the warband but has access to a variety of powerful spells. His passive skill promotes melee combat in order to empower his spell usage. Magisters are mentally oriented, having naturally high stats in that category and above-average accuracy, but are unremarkable in other attributes. While being an arcane spellcaster, he can use just about any equipment the warband can offer, but wearing armor and helmets can inhibit his ability to cast spells, and not wielding a staff can make it more likely for him to suffer a Tzeentch curse, Despite his passive ability incentivizing melee combat, a magister might need some assistance to survive the ordeal since he will be a major target for the opposing warband. Finally, the Chaos Spawn is the terrorizing impressive of the warband. Elusive, strong and a true juggernaut in combat, it can even be enhanced further through mutations specially available to only them and the Possessed. There are barely any choices when it comes to equipment but they can be specialized with clever use of skills and enchantments. Like most impressive units in the game, he cannot disengage, enter certain buildings due to his large size, or loot and interact with any objects. The Cult of the Possesed is an unpredictable warband to build, play, and fight against due to mutations that can apply debuffs on melee attacks, improve melee damage, increase the warrior’s resistances, defenses, initiative, morale and even movement range. These mutations can also be the warband’s greatest weakness, as they are random and can critically hinder a warrior’s build and equipment options. The warriors’ martial stats as a whole are also average, so don’t expect them to hit their targets all the time. The special skills that the Cult of the Possessed have at their disposal are: * [[Attracting Lure]] * [[Touch of Palsy]] * [[Blood Offering]] * [[Chaos Evolution]] * [[Chaotic Advantage]] * [[Tzeentch's Warding]]
Summary:
Please note that all contributions to the Mordheim: City of the Damned Wiki are considered to be released under the CC BY-NC-SA
Cancel
Editing help
(opens in new window)
Follow on IG
TikTok
Join Fan Lab