<!--{{{-->
<link rel='alternate' type='application/rss+xml' title='RSS' href='index.xml' />
<!--}}}-->
Background: #fff
Foreground: #000
PrimaryPale: #8cf
PrimaryLight: #18f
PrimaryMid: #04b
PrimaryDark: #014
SecondaryPale: #ffc
SecondaryLight: #fe8
SecondaryMid: #db4
SecondaryDark: #841
TertiaryPale: #eee
TertiaryLight: #ccc
TertiaryMid: #999
TertiaryDark: #666
Error: #f88
/*{{{*/
body {background:[[ColorPalette::Background]]; color:[[ColorPalette::Foreground]];}

a {color:[[ColorPalette::PrimaryMid]];}
a:hover {background-color:[[ColorPalette::PrimaryMid]]; color:[[ColorPalette::Background]];}
a img {border:0;}

h1,h2,h3,h4,h5,h6 {color:[[ColorPalette::SecondaryDark]]; background:transparent;}
h1 {border-bottom:2px solid [[ColorPalette::TertiaryLight]];}
h2,h3 {border-bottom:1px solid [[ColorPalette::TertiaryLight]];}

.button {color:[[ColorPalette::PrimaryDark]]; border:1px solid [[ColorPalette::Background]];}
.button:hover {color:[[ColorPalette::PrimaryDark]]; background:[[ColorPalette::SecondaryLight]]; border-color:[[ColorPalette::SecondaryMid]];}
.button:active {color:[[ColorPalette::Background]]; background:[[ColorPalette::SecondaryMid]]; border:1px solid [[ColorPalette::SecondaryDark]];}

.header {background:[[ColorPalette::PrimaryMid]];}
.headerShadow {color:[[ColorPalette::Foreground]];}
.headerShadow a {font-weight:normal; color:[[ColorPalette::Foreground]];}
.headerForeground {color:[[ColorPalette::Background]];}
.headerForeground a {font-weight:normal; color:[[ColorPalette::PrimaryPale]];}

.tabSelected{color:[[ColorPalette::PrimaryDark]];
	background:[[ColorPalette::TertiaryPale]];
	border-left:1px solid [[ColorPalette::TertiaryLight]];
	border-top:1px solid [[ColorPalette::TertiaryLight]];
	border-right:1px solid [[ColorPalette::TertiaryLight]];
}
.tabUnselected {color:[[ColorPalette::Background]]; background:[[ColorPalette::TertiaryMid]];}
.tabContents {color:[[ColorPalette::PrimaryDark]]; background:[[ColorPalette::TertiaryPale]]; border:1px solid [[ColorPalette::TertiaryLight]];}
.tabContents .button {border:0;}

#sidebar {}
#sidebarOptions input {border:1px solid [[ColorPalette::PrimaryMid]];}
#sidebarOptions .sliderPanel {background:[[ColorPalette::PrimaryPale]];}
#sidebarOptions .sliderPanel a {border:none;color:[[ColorPalette::PrimaryMid]];}
#sidebarOptions .sliderPanel a:hover {color:[[ColorPalette::Background]]; background:[[ColorPalette::PrimaryMid]];}
#sidebarOptions .sliderPanel a:active {color:[[ColorPalette::PrimaryMid]]; background:[[ColorPalette::Background]];}

.wizard {background:[[ColorPalette::PrimaryPale]]; border:1px solid [[ColorPalette::PrimaryMid]];}
.wizard h1 {color:[[ColorPalette::PrimaryDark]]; border:none;}
.wizard h2 {color:[[ColorPalette::Foreground]]; border:none;}
.wizardStep {background:[[ColorPalette::Background]]; color:[[ColorPalette::Foreground]];
	border:1px solid [[ColorPalette::PrimaryMid]];}
.wizardStep.wizardStepDone {background:[[ColorPalette::TertiaryLight]];}
.wizardFooter {background:[[ColorPalette::PrimaryPale]];}
.wizardFooter .status {background:[[ColorPalette::PrimaryDark]]; color:[[ColorPalette::Background]];}
.wizard .button {color:[[ColorPalette::Foreground]]; background:[[ColorPalette::SecondaryLight]]; border: 1px solid;
	border-color:[[ColorPalette::SecondaryPale]] [[ColorPalette::SecondaryDark]] [[ColorPalette::SecondaryDark]] [[ColorPalette::SecondaryPale]];}
.wizard .button:hover {color:[[ColorPalette::Foreground]]; background:[[ColorPalette::Background]];}
.wizard .button:active {color:[[ColorPalette::Background]]; background:[[ColorPalette::Foreground]]; border: 1px solid;
	border-color:[[ColorPalette::PrimaryDark]] [[ColorPalette::PrimaryPale]] [[ColorPalette::PrimaryPale]] [[ColorPalette::PrimaryDark]];}

.wizard .notChanged {background:transparent;}
.wizard .changedLocally {background:#80ff80;}
.wizard .changedServer {background:#8080ff;}
.wizard .changedBoth {background:#ff8080;}
.wizard .notFound {background:#ffff80;}
.wizard .putToServer {background:#ff80ff;}
.wizard .gotFromServer {background:#80ffff;}

#messageArea {border:1px solid [[ColorPalette::SecondaryMid]]; background:[[ColorPalette::SecondaryLight]]; color:[[ColorPalette::Foreground]];}
#messageArea .button {color:[[ColorPalette::PrimaryMid]]; background:[[ColorPalette::SecondaryPale]]; border:none;}

.popupTiddler {background:[[ColorPalette::TertiaryPale]]; border:2px solid [[ColorPalette::TertiaryMid]];}

.popup {background:[[ColorPalette::TertiaryPale]]; color:[[ColorPalette::TertiaryDark]]; border-left:1px solid [[ColorPalette::TertiaryMid]]; border-top:1px solid [[ColorPalette::TertiaryMid]]; border-right:2px solid [[ColorPalette::TertiaryDark]]; border-bottom:2px solid [[ColorPalette::TertiaryDark]];}
.popup hr {color:[[ColorPalette::PrimaryDark]]; background:[[ColorPalette::PrimaryDark]]; border-bottom:1px;}
.popup li.disabled {color:[[ColorPalette::TertiaryMid]];}
.popup li a, .popup li a:visited {color:[[ColorPalette::Foreground]]; border: none;}
.popup li a:hover {background:[[ColorPalette::SecondaryLight]]; color:[[ColorPalette::Foreground]]; border: none;}
.popup li a:active {background:[[ColorPalette::SecondaryPale]]; color:[[ColorPalette::Foreground]]; border: none;}
.popupHighlight {background:[[ColorPalette::Background]]; color:[[ColorPalette::Foreground]];}
.listBreak div {border-bottom:1px solid [[ColorPalette::TertiaryDark]];}

.tiddler .defaultCommand {font-weight:bold;}

.shadow .title {color:[[ColorPalette::TertiaryDark]];}

.title {color:[[ColorPalette::SecondaryDark]];}
.subtitle {color:[[ColorPalette::TertiaryDark]];}

.toolbar {color:[[ColorPalette::PrimaryMid]];}
.toolbar a {color:[[ColorPalette::TertiaryLight]];}
.selected .toolbar a {color:[[ColorPalette::TertiaryMid]];}
.selected .toolbar a:hover {color:[[ColorPalette::Foreground]];}

.tagging, .tagged {border:1px solid [[ColorPalette::TertiaryPale]]; background-color:[[ColorPalette::TertiaryPale]];}
.selected .tagging, .selected .tagged {background-color:[[ColorPalette::TertiaryLight]]; border:1px solid [[ColorPalette::TertiaryMid]];}
.tagging .listTitle, .tagged .listTitle {color:[[ColorPalette::PrimaryDark]];}
.tagging .button, .tagged .button {border:none;}

.footer {color:[[ColorPalette::TertiaryLight]];}
.selected .footer {color:[[ColorPalette::TertiaryMid]];}

.sparkline {background:[[ColorPalette::PrimaryPale]]; border:0;}
.sparktick {background:[[ColorPalette::PrimaryDark]];}

.error, .errorButton {color:[[ColorPalette::Foreground]]; background:[[ColorPalette::Error]];}
.warning {color:[[ColorPalette::Foreground]]; background:[[ColorPalette::SecondaryPale]];}
.lowlight {background:[[ColorPalette::TertiaryLight]];}

.zoomer {background:none; color:[[ColorPalette::TertiaryMid]]; border:3px solid [[ColorPalette::TertiaryMid]];}

.imageLink, #displayArea .imageLink {background:transparent;}

.annotation {background:[[ColorPalette::SecondaryLight]]; color:[[ColorPalette::Foreground]]; border:2px solid [[ColorPalette::SecondaryMid]];}

.viewer .listTitle {list-style-type:none; margin-left:-2em;}
.viewer .button {border:1px solid [[ColorPalette::SecondaryMid]];}
.viewer blockquote {border-left:3px solid [[ColorPalette::TertiaryDark]];}

.viewer table, table.twtable {border:2px solid [[ColorPalette::TertiaryDark]];}
.viewer th, .viewer thead td, .twtable th, .twtable thead td {background:[[ColorPalette::SecondaryMid]]; border:1px solid [[ColorPalette::TertiaryDark]]; color:[[ColorPalette::Background]];}
.viewer td, .viewer tr, .twtable td, .twtable tr {border:1px solid [[ColorPalette::TertiaryDark]];}

.viewer pre {border:1px solid [[ColorPalette::SecondaryLight]]; background:[[ColorPalette::SecondaryPale]];}
.viewer code {color:[[ColorPalette::SecondaryDark]];}
.viewer hr {border:0; border-top:dashed 1px [[ColorPalette::TertiaryDark]]; color:[[ColorPalette::TertiaryDark]];}

.highlight, .marked {background:[[ColorPalette::SecondaryLight]];}

.editor input {border:1px solid [[ColorPalette::PrimaryMid]];}
.editor textarea {border:1px solid [[ColorPalette::PrimaryMid]]; width:100%;}
.editorFooter {color:[[ColorPalette::TertiaryMid]];}

#backstageArea {background:[[ColorPalette::Foreground]]; color:[[ColorPalette::TertiaryMid]];}
#backstageArea a {background:[[ColorPalette::Foreground]]; color:[[ColorPalette::Background]]; border:none;}
#backstageArea a:hover {background:[[ColorPalette::SecondaryLight]]; color:[[ColorPalette::Foreground]]; }
#backstageArea a.backstageSelTab {background:[[ColorPalette::Background]]; color:[[ColorPalette::Foreground]];}
#backstageButton a {background:none; color:[[ColorPalette::Background]]; border:none;}
#backstageButton a:hover {background:[[ColorPalette::Foreground]]; color:[[ColorPalette::Background]]; border:none;}
#backstagePanel {background:[[ColorPalette::Background]]; border-color: [[ColorPalette::Background]] [[ColorPalette::TertiaryDark]] [[ColorPalette::TertiaryDark]] [[ColorPalette::TertiaryDark]];}
.backstagePanelFooter .button {border:none; color:[[ColorPalette::Background]];}
.backstagePanelFooter .button:hover {color:[[ColorPalette::Foreground]];}
#backstageCloak {background:[[ColorPalette::Foreground]]; opacity:0.6; filter:'alpha(opacity:60)';}
/*}}}*/
/*{{{*/
* html .tiddler {height:1%;}

body {font-size:.75em; font-family:arial,helvetica; margin:0; padding:0;}

h1,h2,h3,h4,h5,h6 {font-weight:bold; text-decoration:none;}
h1,h2,h3 {padding-bottom:1px; margin-top:1.2em;margin-bottom:0.3em;}
h4,h5,h6 {margin-top:1em;}
h1 {font-size:1.35em;}
h2 {font-size:1.25em;}
h3 {font-size:1.1em;}
h4 {font-size:1em;}
h5 {font-size:.9em;}

hr {height:1px;}

a {text-decoration:none;}

dt {font-weight:bold;}

ol {list-style-type:decimal;}
ol ol {list-style-type:lower-alpha;}
ol ol ol {list-style-type:lower-roman;}
ol ol ol ol {list-style-type:decimal;}
ol ol ol ol ol {list-style-type:lower-alpha;}
ol ol ol ol ol ol {list-style-type:lower-roman;}
ol ol ol ol ol ol ol {list-style-type:decimal;}

.txtOptionInput {width:11em;}

#contentWrapper .chkOptionInput {border:0;}

.externalLink {text-decoration:underline;}

.indent {margin-left:3em;}
.outdent {margin-left:3em; text-indent:-3em;}
code.escaped {white-space:nowrap;}

.tiddlyLinkExisting {font-weight:bold;}
.tiddlyLinkNonExisting {font-style:italic;}

/* the 'a' is required for IE, otherwise it renders the whole tiddler in bold */
a.tiddlyLinkNonExisting.shadow {font-weight:bold;}

#mainMenu .tiddlyLinkExisting,
	#mainMenu .tiddlyLinkNonExisting,
	#sidebarTabs .tiddlyLinkNonExisting {font-weight:normal; font-style:normal;}
#sidebarTabs .tiddlyLinkExisting {font-weight:bold; font-style:normal;}

.header {position:relative;}
.header a:hover {background:transparent;}
.headerShadow {position:relative; padding:4.5em 0em 1em 1em; left:-1px; top:-1px;}
.headerForeground {position:absolute; padding:4.5em 0em 1em 1em; left:0px; top:0px;}

.siteTitle {font-size:3em;}
.siteSubtitle {font-size:1.2em;}

#mainMenu {position:absolute; left:0; width:10em; text-align:right; line-height:1.6em; padding:1.5em 0.5em 0.5em 0.5em; font-size:1.1em;}

#sidebar {position:absolute; right:3px; width:16em; font-size:.9em;}
#sidebarOptions {padding-top:0.3em;}
#sidebarOptions a {margin:0em 0.2em; padding:0.2em 0.3em; display:block;}
#sidebarOptions input {margin:0.4em 0.5em;}
#sidebarOptions .sliderPanel {margin-left:1em; padding:0.5em; font-size:.85em;}
#sidebarOptions .sliderPanel a {font-weight:bold; display:inline; padding:0;}
#sidebarOptions .sliderPanel input {margin:0 0 .3em 0;}
#sidebarTabs .tabContents {width:15em; overflow:hidden;}

.wizard {padding:0.1em 1em 0em 2em;}
.wizard h1 {font-size:2em; font-weight:bold; background:none; padding:0em 0em 0em 0em; margin:0.4em 0em 0.2em 0em;}
.wizard h2 {font-size:1.2em; font-weight:bold; background:none; padding:0em 0em 0em 0em; margin:0.4em 0em 0.2em 0em;}
.wizardStep {padding:1em 1em 1em 1em;}
.wizard .button {margin:0.5em 0em 0em 0em; font-size:1.2em;}
.wizardFooter {padding:0.8em 0.4em 0.8em 0em;}
.wizardFooter .status {padding:0em 0.4em 0em 0.4em; margin-left:1em;}
.wizard .button {padding:0.1em 0.2em 0.1em 0.2em;}

#messageArea {position:fixed; top:2em; right:0em; margin:0.5em; padding:0.5em; z-index:2000; _position:absolute;}
.messageToolbar {display:block; text-align:right; padding:0.2em 0.2em 0.2em 0.2em;}
#messageArea a {text-decoration:underline;}

.tiddlerPopupButton {padding:0.2em 0.2em 0.2em 0.2em;}
.popupTiddler {position: absolute; z-index:300; padding:1em 1em 1em 1em; margin:0;}

.popup {position:absolute; z-index:300; font-size:.9em; padding:0; list-style:none; margin:0;}
.popup .popupMessage {padding:0.4em;}
.popup hr {display:block; height:1px; width:auto; padding:0; margin:0.2em 0em;}
.popup li.disabled {padding:0.4em;}
.popup li a {display:block; padding:0.4em; font-weight:normal; cursor:pointer;}
.listBreak {font-size:1px; line-height:1px;}
.listBreak div {margin:2px 0;}

.tabset {padding:1em 0em 0em 0.5em;}
.tab {margin:0em 0em 0em 0.25em; padding:2px;}
.tabContents {padding:0.5em;}
.tabContents ul, .tabContents ol {margin:0; padding:0;}
.txtMainTab .tabContents li {list-style:none;}
.tabContents li.listLink { margin-left:.75em;}

#contentWrapper {display:block;}
#splashScreen {display:none;}

#displayArea {margin:1em 17em 0em 14em;}

.toolbar {text-align:right; font-size:.9em;}

.tiddler {padding:1em 1em 0em 1em;}

.missing .viewer,.missing .title {font-style:italic;}

.title {font-size:1.6em; font-weight:bold;}

.missing .subtitle {display:none;}
.subtitle {font-size:1.1em;}

.tiddler .button {padding:0.2em 0.4em;}

.tagging {margin:0.5em 0.5em 0.5em 0; float:left; display:none;}
.isTag .tagging {display:block;}
.tagged {margin:0.5em; float:right;}
.tagging, .tagged {font-size:0.9em; padding:0.25em;}
.tagging ul, .tagged ul {list-style:none; margin:0.25em; padding:0;}
.tagClear {clear:both;}

.footer {font-size:.9em;}
.footer li {display:inline;}

.annotation {padding:0.5em; margin:0.5em;}

* html .viewer pre {width:99%; padding:0 0 1em 0;}
.viewer {line-height:1.4em; padding-top:0.5em;}
.viewer .button {margin:0em 0.25em; padding:0em 0.25em;}
.viewer blockquote {line-height:1.5em; padding-left:0.8em;margin-left:2.5em;}
.viewer ul, .viewer ol {margin-left:0.5em; padding-left:1.5em;}

.viewer table, table.twtable {border-collapse:collapse; margin:0.8em 1.0em;}
.viewer th, .viewer td, .viewer tr,.viewer caption,.twtable th, .twtable td, .twtable tr,.twtable caption {padding:3px;}
table.listView {font-size:0.85em; margin:0.8em 1.0em;}
table.listView th, table.listView td, table.listView tr {padding:0px 3px 0px 3px;}

.viewer pre {padding:0.5em; margin-left:0.5em; font-size:1.2em; line-height:1.4em; overflow:auto;}
.viewer code {font-size:1.2em; line-height:1.4em;}

.editor {font-size:1.1em;}
.editor input, .editor textarea {display:block; width:100%; font:inherit;}
.editorFooter {padding:0.25em 0em; font-size:.9em;}
.editorFooter .button {padding-top:0px; padding-bottom:0px;}

.fieldsetFix {border:0; padding:0; margin:1px 0px 1px 0px;}

.sparkline {line-height:1em;}
.sparktick {outline:0;}

.zoomer {font-size:1.1em; position:absolute; overflow:hidden;}
.zoomer div {padding:1em;}

* html #backstage {width:99%;}
* html #backstageArea {width:99%;}
#backstageArea {display:none; position:relative; overflow: hidden; z-index:150; padding:0.3em 0.5em 0.3em 0.5em;}
#backstageToolbar {position:relative;}
#backstageArea a {font-weight:bold; margin-left:0.5em; padding:0.3em 0.5em 0.3em 0.5em;}
#backstageButton {display:none; position:absolute; z-index:175; top:0em; right:0em;}
#backstageButton a {padding:0.1em 0.4em 0.1em 0.4em; margin:0.1em 0.1em 0.1em 0.1em;}
#backstage {position:relative; width:100%; z-index:50;}
#backstagePanel {display:none; z-index:100; position:absolute; width:90%; margin:0em 3em 0em 3em; padding:1em 1em 1em 1em;}
.backstagePanelFooter {padding-top:0.2em; float:right;}
.backstagePanelFooter a {padding:0.2em 0.4em 0.2em 0.4em;}
#backstageCloak {display:none; z-index:20; position:absolute; width:100%; height:100px;}

.whenBackstage {display:none;}
.backstageVisible .whenBackstage {display:block;}
/*}}}*/
/***
StyleSheet for use when a translation requires any css style changes.
This StyleSheet can be used directly by languages such as Chinese, Japanese and Korean which need larger font sizes.
***/
/*{{{*/
body {font-size:0.8em;}
#sidebarOptions {font-size:1.05em;}
#sidebarOptions a {font-style:normal;}
#sidebarOptions .sliderPanel {font-size:0.95em;}
.subtitle {font-size:0.8em;}
.viewer table.listView {font-size:0.95em;}
/*}}}*/
/*{{{*/
@media print {
#mainMenu, #sidebar, #messageArea, .toolbar, #backstageButton, #backstageArea {display: none ! important;}
#displayArea {margin: 1em 1em 0em 1em;}
/* Fixes a feature in Firefox 1.5.0.2 where print preview displays the noscript content */
noscript {display:none;}
}
/*}}}*/
<!--{{{-->
<div class='header' macro='gradient vert [[ColorPalette::PrimaryLight]] [[ColorPalette::PrimaryMid]]'>
<div class='headerShadow'>
<span class='siteTitle' refresh='content' tiddler='SiteTitle'></span>&nbsp;
<span class='siteSubtitle' refresh='content' tiddler='SiteSubtitle'></span>
</div>
<div class='headerForeground'>
<span class='siteTitle' refresh='content' tiddler='SiteTitle'></span>&nbsp;
<span class='siteSubtitle' refresh='content' tiddler='SiteSubtitle'></span>
</div>
</div>
<div id='mainMenu' refresh='content' tiddler='MainMenu'></div>
<div id='sidebar'>
<div id='sidebarOptions' refresh='content' tiddler='SideBarOptions'></div>
<div id='sidebarTabs' refresh='content' force='true' tiddler='SideBarTabs'></div>
</div>
<div id='displayArea'>
<div id='messageArea'></div>
<div id='tiddlerDisplay'></div>
</div>
<!--}}}-->
<!--{{{-->
<div class='toolbar' macro='toolbar [[ToolbarCommands::ViewToolbar]]'></div>
<div class='title' macro='view title'></div>
<div class='subtitle'><span macro='view modifier link'></span>, <span macro='view modified date'></span> (<span macro='message views.wikified.createdPrompt'></span> <span macro='view created date'></span>)</div>
<div class='tagging' macro='tagging'></div>
<div class='tagged' macro='tags'></div>
<div class='viewer' macro='view text wikified'></div>
<div class='tagClear'></div>
<!--}}}-->
<!--{{{-->
<div class='toolbar' macro='toolbar [[ToolbarCommands::EditToolbar]]'></div>
<div class='title' macro='view title'></div>
<div class='editor' macro='edit title'></div>
<div macro='annotations'></div>
<div class='editor' macro='edit text'></div>
<div class='editor' macro='edit tags'></div><div class='editorFooter'><span macro='message views.editor.tagPrompt'></span><span macro='tagChooser excludeLists'></span></div>
<!--}}}-->
To get started with this blank TiddlyWiki, you'll need to modify the following tiddlers:
* SiteTitle & SiteSubtitle: The title and subtitle of the site, as shown above (after saving, they will also appear in the browser title bar)
* MainMenu: The menu (usually on the left)
* DefaultTiddlers: Contains the names of the tiddlers that you want to appear when the TiddlyWiki is opened
You'll also need to enter your username for signing your edits: <<option txtUserName>>
These InterfaceOptions for customising TiddlyWiki are saved in your browser

Your username for signing your edits. Write it as a WikiWord (eg JoeBloggs)

<<option txtUserName>>
<<option chkSaveBackups>> SaveBackups
<<option chkAutoSave>> AutoSave
<<option chkRegExpSearch>> RegExpSearch
<<option chkCaseSensitiveSearch>> CaseSensitiveSearch
<<option chkAnimate>> EnableAnimations

----
Also see [[AdvancedOptions]]
<<importTiddlers>>
__Magic Rings__
Lightning Fire Ring (R)(5-30 Damage), 2500g, sell = 625g
Ring of Agility (U)(Chance to Ignore Blow {6+}), 1200g, sell = 300g
Ring of Fortitude (U)(+8 Starting Wounds), 1300g, sell = 325g
Ring of Fortune (R) (absorbs 60 wounds, at which point it explodes causing 60 wounds to wearer, 3000g, sell = 750?g
Ring of Greater Fortitude (R)(+12 Starting Wounds), 3000g, sell = 750g
Ring of Greater Regeneration (R)(Regenerates 3 Wound each turn, only works if Warrior is above ZERO Wounds), 4500g, sell = 1125g
Ring of Greater Strength (R)(+3 Strength), 3200g, sell = 800g
Ring of Greater Sure Striking (R)(Significantly increased chance to hit with a melee weapon {+2 to hit})
Ring of Jade (C)(end of turn chance to regenerate and chance to wound, use WHQ/Webquest item) (Warrior Priest), 1000g, sell = 250?g
Ring of Lesser Fortitude (C)(+4 Starting Wounds), 600g, sell = 150g
Ring of Lesser Regeneration (C)(Regenerates 1 Wound each turn, only works if Warrior is above ZERO Wounds), 800g, sell = 200g
Ring of Lesser Resilience (C)(+1 T), 550g Sell = 137g
Ring of Lesser Strength (C)(+1 Str), 700g Sell = 175g
Ring of Regeneration (U)(Regenerates 2 Wounds each turn, only works if Warrior is above ZERO Wounds), 2000g, sell = 500g
Ring of Strength (U)(+2 Strength), 1400g, sell = 225g
Ring of Sure Striking (U)(Increased chance to hit with melee weapon {+1 to hit}), 1700g, sell = 425g
Ring of Toughness (U)(+2 T), 1400g, sell = 350g


__Miscellaneous__
Blazing Staff (R)(+4 Burn Damage, +1 Power) (Bright Wizard), 2900g, sell = 725?g
Bright Staff (C)(+1 Starting Wounds) (Bright Wizard)
Bugman's XXX (R)(Heals 1-6 Wounds, Causes Drunkeness {-1 to hit}, once per Adventure), 3000g, sell = 750g
Chalice of Battle (U) (Grey Wizard)(once per dungeon, +3 Strength, +1 Melee Attacks, +1 Ranged Attacks)(self only?), 1100g, sell = 275g
Chalice of Fate (U)(Power Store 5-6) (Grey Wizard), 1700g, sell = 425g
Dragon Fire Orb (R)(7-27 Damage, once per dungeon?), 2000g, sell = 500g
Glowing Lifestone (U)(trade Starting Wounds with target Warrior for rest of Adventure, once per Adventure), ?g, sell = ?g
Grey Wizard Staff (C) (Grey Wizard)(+1 Starting Wounds), 100g, sell = 25g
Loremaster's Staff (R)(+2 Power, +2 T) (Archmage), 5000g, sell = 1250?g
Magic Acorn (R)(Significantly increased chance to hit with a melee weapon {+2 to hit}), 2500g, sell = 625g
Moon Staff (C) (Archmage)(+3 Starting Wounds), 400g, sell = 100g
Rock Eye (U)(Decreased Chance to hit with melee weapon {-1}, +1 T, Chance to Dodge {6+}) (Ogre Irongut), 2000g, sell = 500?g
Shadow Staff (U)(Power Store 7-10, once per Adventure), 1500g, sell = 375g
Staff of Burning (U)(+2 Burn Damage) (Bright Wizard), 1750g, sell = 437?g
Staff of Power (R)(+2 Power, +1T) (Grey Wizard), 5000g, sell = 1250g
Stone Icon of Ghamaluk (R)(Heals ALL Wounds of the Warrior who has it equipped, once per Adventure), 1000g, sell = 250g
Sun Staff of Hoeth (U) (Archmage)(Regenerate 4 Wounds per turn), 2500g, sell = 625?g
Trickster's Shard (R)(+3 Starting Wounds, Passively damages enemy magic users), 2500g, sell = 625?g


__Witch Hunter Amulets__
Amulet of Healing (U)(Heals 4-6 Wounds, Power increases with level, use once per Adventure), 1500g, sell = 375g
Amulet of Holy Fire (U)(11-14 Damage, increases with level, use once per Adventure), 1900g, sell  = 475g
Amulet of Strength (U)(+5 Strength, Power increases with level, use once per Adventure), 1500g, sell = 375g
Adentures will take the form of main quests and side quests. Some are rather short and some can be quite long.  All of them are found on the map as locations for the Warriors to visit. When there are settlements near to each other, the Warriors may choose to travel to a specific quest location OR stay on the road and travel to the next settlement.

''The Main Quests'' -- Think of these quests as more or less the 'main story' of the game. These quests are mostly derived from the settlements the Warriors visit. Occasionally, and especially for one or two really big quests, your Warriors will just be told about it and then have to travel quite a distance to arrive there.  The Warriors do NOT have to choose a main quest every time it becomes available. In fact, each main quest will have a 'Recommended Level' for the party to give them an idea of when they should be ready for it.

''Side Quests'' -- These are more or less minor quests, but they can yield some much needed experience, treasure, and gold!  These quests are usually of three main types:
*''1. Rescue --'' Sometimes rescuing certain types of characters will yield appropriate rewards -- a Fletcher might give you a fancy bow for your help, a rich merchant might pay you with rich goods and/or much gold, or a halfling might supply your party with a nice batch provisions!
*''2. Recover an Object --'' This is one of the best ways early in the campaign to get better gear. So, pay close attention to the name of the item that is mentioned as the subject of such a quest.
*''3. Destroy a Villain --'' It is almost always good to take down the really bad guy, right? Well, anyway, someone must do it. AND, your Warriors will certainly be rewarded handsomely for ridding the world of another evil boss!
Actually, a High Elf Archmage.  Uses offensive and defensive magic spells -- some defensive spells are healing spells.  Each turn in the game there seems to be a 50% chance that the Archmage will be able to use one or the other type of class of spells.  The Archmage gets more power each turn, but can only cast either offensive or defensive spells as mentioned above. As GM, I will roll a dice each turn to determine which branch of magic the Archmage will be able to cast for that turn.

The Winds of Magic are handled a little differently than for a human Wizard as well.  It seems as though the Archmage gets the Winds of Magic X 2 +2 (or is it {Winds of Magic X 2} + {BL+1}?).

The Archmage can use items which are usable only by Elves -- like Elven Sword and Elven Boots, but the Archmage cannot use items usable only by the Wood Elf Waywatcher.

__Beginning Equipment__
Elven Sword (C)(2-4 Damage) (Elves), 600g, sell = 150g
Moon Staff (C)(+3 Starting Wounds), 400g, sell = 100g
1 - Small Bandages (C)(Heal 1-3 Wounds)(use WHQ Bandages), 30g, sell = 7g

__Beginning Characteristics__

| Name | Value |
| Wounds | 1D6+6? {or 7?} |
| Movement | 4 |
| Escape Pinning | 4+ |
| Weapon Skill | 4 |
| Ballistic Skill | 3+ |
| Strength | 2 |
| Toughness (Arm) | 3 |
| Melee Attacks | 1 |
| Ranged Attacks | 0 |
| Power Store | 0 |

__Abilities__
''Ward Save --'' //The Archmage is sometimes able to magically deflect incoming damage when struck in combat. Each time the Archmage casts a spell, the chance of deflecting damage during the enemy turn is increased, up to a maximum chance of 50% when three spells have been cast during the turn.//
For our purposes: 0 spells cast = Ward Save 6+, 1 castings = Ward Save 5+, 2 castings or more = Ward Save 4+ (which is a 50% chance).  By my observations (so far), Ward Save seems to only work against incoming physical Attacks (melee and ranged physical damage). Think of it as similar to the Ignore Blow skill, but it is improved by the casting spells during the same turn.

__Power Phase__
The Archmage gets ({result of the 1D6} X 2) + (his Battle-level +1) Current Power each turn.  Whenever the dice roll is a //natural// one, he has ''0'' Current Power for the turn.

__Power Store__
The Archmage begins with 0 Power Store starting out, and gains +2D6 at level 2, and then gains +1D6 at each new level. (need to verify this with a little more testing)

__Spells__
''Defensive Spell: Phoenix King's Protection --'' //Grants protection to all Warriors in the group, giving them a chance to avoid damage whenever they are attacked until your next turn.// This works much like the Archmage's own Ward Save ability, except that it is the result of this spell's casting and it protects ALL Warriors on the board.  Treat it like Dodge 6+ -- works against both melee and ranged Attacks.
Casting Cost: 10
Duration: This turn
Target: All Warriors

NOTE: Since the Archmage is protected by both Ward Save and Phoenix King's Protection at the same time, roll for both of them (separately) against each incoming Attack.

''Offensive Spell: Star Lance --'' //Attack the targeted enemy causing substantial damage, proportional to the Archmage's battle level. The Archmage must be able to see the target.//
Casting Cost: 7
Duration: Immediate
Target: one enemy in the Archmage's line of sight

NOTE: Still need to determine actual amount of damage -- something like 1D6 +3 + BL, but dont' really know yet.


''__Training__''

__Battle-level Table__

| Level | Experience | Gold | Movement | Esc Pin | WS | BS | Str | T | MA | RA | Wounds | Spells | Power |
| 1 | 0 | 0 | 4 | 4+ | 4 | 4+ | 2 | 3 | 1 | 0 | 1D6+6? (or +7?) | 2 | 0 |
| 2 | 2000 | 200 | 4 | 4+ | 4 | 4+ | 2 | 3 | 1 | 0 | ''2D6''+6? | ''3'' | ''+2D6?'' |
| 3 | 4000 | 500 | 4 | 4+ | ''5'' | 4+ | 2 | 3 | ''2'' | 0 | 2D6+6? | ''4'' | ''+1D6'' |
| 4 | 8000 | 1000 | 4 | 4+ | 5 | ''3+'' | 2 | 3 | 2 | 0 | ''3D6''+6? | ''5'' | ''+1D6'' |
| 5 | 15000 | 2000 | 4 | ''3+'' | 5 | 3+ | 2 | ''4'' | 2 | 0 | 3D6+6? | ''6'' | ''+1D6'' |
| 6 | 30000 | 5000 | 4 | 3+ | ''6'' | 3+ | 2 | 4 | 2 | 0 | ''4D6''+6? | ''7'' | ''+1D6'' |
| 7 | 32000 | 10000 | 4 | 3+ | 6 | 3+ | 2 | 4 | ''3'' | 0 | 4D6+6? | ''8'' | ''+1D6'' |
| 8 | 42000 | 15000 |  |  |  |  |  |  |  |  |  |  |  |
| 9 |  |  |  |  |  |  |  |  |  |  |  |  |  |
| 10 |  |  |  |  |  |  |  |  |  |  |  |  |  |
| Name | Experience | Gold | Movement | Esc Pin | WS | BS | Str | T | MA | RA | Wounds | Spells | Power |
''*'' MA = Melee Attacks; RA = Ranged Attacks

__New Spells__ (will be added as the GM learns them)

''Defensive Spells''

*''Apotheosis --'' //Every Warrior in the Archmage's group is healed for 4-6 Wounds.//
*Roll 1D3+3 for each Warrior target that needs healing. If they are only missing 4 or less Wounds, then no dice roll is needed -- they're fully healed.
*Casting Cost: 9
*Duration: Immediate
*Targets: All Warriors (line of sight?)
*Investigate: Do we roll for each Warrior separately, or roll once for all of them?

*''Blinding Light --'' //Attempt to blind the targeted unit and everyone surrounding them. Blinded targets are unable to do anything until the start of your next turn.//
*Figure out the chance to succeed...
*Casting Cost: 10
*Duration: until the Archmage's next turn
*Targets: all monsters adjacent to the Archmage at the time of casting

*''Drain Magic --'' //Drain the magic from the air surrounding the targeted magic-using enemy. The target will be unable to use any spells for their next turn.// (line of sight?)
*Casting Cost: 8
*Duration: to the end of the next Monster Phase
*Target: a single magic-using monster within the Archmage's line of sight.

*''Ward of the World Dragon --'' //Attempt to shield the Warrior's group. If successful, the Warriors each gain +12 Toughness and their enemies are all slightly less likely to hit.//
*Figure out the chance to succeed...
*Casting Cost: 15
*Duration: this turn
*Targets: all Warriors on the board

''Offensive Spells''

*''Arcane Unforgiving --'' //Attempt to fire bolts of arcane magic at every visible enemy. Bolts that strike their targets cause heavy damage, proportional to the Archmage's Battle-level.//  Need to determine amount of damage and chance to hit enemies. Also, does each target need to be within Archmage's line of sight (will follow that as a rule for now...)
*Casting Cost: 15
*Duration: immediate
*Targets: all monsters in a board section within the Archmage's line of sight (?)

*''Hand of Glory --'' //Fill the targeted Warrior with glory, awarding them +2 movement, +1 Attack and significantly increasing their chance to hit with all Attacks for the remainder of the turn.//
*Casting Cost: 8
*Duration: until the end of the turn
*Target: any one Warrior on the board

*''Soul Quench --'' //Attack the targeted enemy dealing heavy damage. Everyone adjacent to the target is struck for a small amount, proportional to the Archmage's battle-level. The Archmage must be able to see the target.//
*Casting Cost: 11
*Duration: immediate
*Targets: single enemy within line of sight of the Archmage and all enemies adjacent to it

*''Tempest --'' //Summons a tempest on the target enemy, causing 1-6 wounds and stunning them until your next turn. For anyone adjacent to the target, there is a chance they are also affected by the tempest in the same manner. The Archmage must be able to see the target.//
*Duration: immediate
*Target: on enemy within the Archmage's line of sight
__Armour__
Apprentice Gown (C)(+1 T) (Grey Wizard), 500g, sell = 125g
Armour of Damnation (R)(+4T, +1 Melee Attacks, +1 Esc. Pinning) (Marauder), 6300g, sell = 1575?g
Armour of Meteoric Iron (R)(+2T, Regenerates 2 Wounds per turn) (Warrior Priest), ?g, sell = ?g
Armour of Righteous Fury (R)(+4T, +1 Ranged Attacks, +1 Movement) (Witch Hunter), 5000g, sell = 1250g
Armour of the Wildwood (U)(+1T, +1 Movement) (Waywatcher), 1300g, sell = 325g
Athel Loren Guardian Armour (U)(+1T, Chance to Ignore Blow {6+})(Waywatcher), 1300g, sell = 325g
Banded Belly Plate (U)(+1 T, +3 Starting Wounds) (Ogre Irongut), 1000g, sell = 250?g
Blasphemous Mail (R)(+2T, +1 Melee Attacks) (Marauder), 4800g, sell = 1200?g
Blessed Hauberk (C)(+1T, +1 Movement, +4 Starting Wounds) (Witch Hunter), 630g, sell = ?g
Blessed Plate (U)(+2T, Regenerate 1 Wound per turn) (Warrior Priest), 1300g, sell = 325g
Bracers of Defiance (U)(+4 Strength, +1T) (Trollslayer), 1300g, sell = 325g
Burning Gem (R) (+1 Burn Duration)(Bright Wizard), 2100g, sell = 1050?g
Chainmail (U)(+2T) (Marauder), 900g, sell = 225g
Champions Runic Armour (U)(+3T, +8 Starting Wounds)(Ironbreaker), 2000g, sell = 500g
Crimson Cloak (U)(+1 Melee Attacks, -1 Ranged Attacks, +4 Starting Wounds) (Shadow Warrior), 2200g, sell = 550?g
Chaos Armour (R)(+3T) (Marauder), 4000g, sell = 1000?g
Cursed Vambraces Armour (C)(+1T, possible bad effect?) (Marauder), 550g, sell = 137g
Doomed Vambraces (R)(+4 Str, -3 T, +1 Melee Attacks) (Trollslayer), 3000g, sell = 750?g
Gromril Armour (C)(+2T) (Ironbreaker) , 750g, sell = ?g
Gut Maw (R)(Regenerate 1 Wound per turn, -5 Starting Wounds, Chance to counter attack {6+?}) (Ogre Irongut), 2100g, sell = 425?g
Leather Armour (C)(+1 T) (Marauder), 250g, sell = ?g
Lost Armour of Grimnir (R)(+4T, Regenerates 2 Wounds per turn, +1 Escape Pinning) (Dwarf Ironbreaker), 4100g, sell = 1025?g
Mantle of Illusions (U)(Significantly decreased chance to be hit with a melee weapon {-2 to be hit}, Chance to Ignore Blow {6+})  (Grey Wizard), 1800g, sell = 450?g
Marching Armour of Strollaz (R)(+3T, +1 Movement) (Dwarf Ironbreaker), 3700g, sell = 925?g
Master Engineer Plate Armour (R)(+3 T, Decreased chance to be hit with melee weapon, +5 Starting Wounds) (Dwarf Ironbreaker), 3?g, sell = 1?g
Orion's Blessed Armour (R)(+2 T, Regenerate +1 Wound each turn) (Waywatcher), 4100g, sell = 1025?g
Phoenix Cloak (R)(+3 Power, Decreased chance to be hit with a melee weapon {-1 to be hit}) (Archmage), 4500g, sell = 1125g
Plate Armour (U)(+3T) (Ironbreaker), 2200g, sell = 550?g
Robes of the Grey College (U)(+1 Power) (Grey Wizard), 970g, sell = 242g
Scorched Armour (U)(+1 T, +1 Escape Pinning) (Marauder), 850g, sell = 212g
Shadow Scale (U)(+1 T, Regenerates 1 Wound per turn) (Shadow Warrior), 1350, sell = 337?g
Shadowmancer Cloak (R)(+2 Power, Decreased Chance to be hit with melee Weapon {-1 to be hit}, Decreased Chance to be hit with Ranged Weapon {-1 to be hit})  (Grey Wizard), 5000g, sell = 1250?g
Shadowmancer Hood (R)(+1 Power, Power Store 4-6)  (Grey Wizard), 2300g, sell = 575?g
Shimmering Robes (U)(+1 Power, Decreased chance to be hit with a melee weapon {-1 to be hit}) (Archmage), 1200g, sell = 300g
Silver Plate (U)(+1 Melee Attacks, +2T, Regenerate 1 Wound per turn) (Witch Hunter), 2000g, sell = 500g
Tarnished Hauberk (U)(+2 T, +5 Starting Wounds) (Marauder), 1600g, sell = 400g
Vestments of Shadow (U)(+1 T, Decreased chance to be hit with a melee weapon {-1 to be hit})  (Grey Wizard), 1050g, sell = 262g
The Oaken Armour (U)(+1T, Decreased chance to be hit with a melee weapon {-1 to be hit} (Waywatcher), 1500g, sell = 375?g
The Smouldering Cloak (U)(+1 Power, +5 Starting Wounds, +1 burn Damage) (Bright Wizard), 2400g, sell = 600?g
Waywatcher Garb (C)(+1 T)(Waywatcher), 670g, sell = 167g

__Boots__
Boots of Agility (U)(+1 Movement, +2 Esc. Pin.), 1600g, sell = 400g
Boots of Deception (R) (Significantly decreased chance to be hit with a melee weapon {-2 to be hit?}), 3500g, sell = 875g
Elven Boots (C)(+1 Movement) (Elves), 600g, sell = 150g
Leather Boots (C)(+1 T), 800g, sell = 200g

__Gloves__
Greedy Fist (C)(+1 T) (Ogre Irongut), 600g, sell = 125g

__Hats, Helms, Hoods (including some amulets)__
Amulet of the Highborn (R)(+10 Starting Wounds, +2 Ranged Attacks) (Waywatcher), 5500g, sell = 1375?g
Amulet of the Wildwood (U)(+3 Starting Wounds, decreased chance to be hit with melee weapon) (Waywatcher), 1000g, sell = 250g
Apprentice Hood (C)(+1 Power, -1 T) (Grey Wizard), 640g, sell = 160g
Athel Loren Amulet (U)(Waywatcher)(Decreased chance to be hit with melee weapons {-1?}, +1 Ranged Attacks), 1000, sell = 250?g
Band of Magnus (U) (+2 Str, +5 Starting Wounds) (Warrior Priest), 1700g, sell = 425g
Battered Dwarven Helm (C)(+1 Starting Wounds) (Ironbreaker), 270g, sell = 67g
Chainmail (U)(Marauder)(+2 T), 900g, sell = 225g
Champion's Runic Helm (U)(+10 Starting Wounds) (Ironbreaker), 1250g, sell = 312g
Golden Scale Amulet (R)(+8 Starting Wounds, +1 Strength, +1 Melee Attacks) (Waywatcher), 4600g, sell = 1150?g
Grey College Hat (C)(Grey Wizard) (+3 Starting Wounds, Power Store: 4-6), 800g, Sell = 200g
Gromril Helm (C)(Ironbreaker) (+3 Starting Wounds), 540g, sell = 135g
Hat of Illusion (U)(Grey Wizard) (+3 Escape Pinning, +1 Movement), 1600g, Sell = 400g
Helm of Damnation (R) (Marauder) (+2 Melee Attacks, +1 Str, +4 Starting Wounds), 5700g, sell = 1425?g
Helm of Dusk (U)(+1 Weapon Skill, +2 T, +3 Starting Wounds) (Shadow Warrior), 2200g, sell = 550?g
Helm of Grudge (U)(Ironbreaker) (+5 Starting Wounds, +1T), 1900g, sell = 475g
Helm of Wisdom (U)(Shadow Warrior) (+1 T), 2500g, sell = 625g
Hood of Mysteries (R) (Grey Wizard) +10 Starting Wounds, +1 Power), 3100g, sell = 775?
Horned Helm (C) (Marauder) (+1 Starting Wounds), 240g, sell = 60?g
Iron Helm (U)(Marauder)(+2 T), 1600g, sell = 400g
Leather Helm (C)(Marauder)(+1 T), 400g, sell = 100g
Lost Helm (R)(Ironbreaker) (+20 Starting Wounds, +2 T, -2 Str), 4300g, sell = 1075?g
Mourn-forged Full Helm (U?)(+2 T, +3 Starting Wounds) (Ogre Irongut), 1700g, sell = 425?g
Oaken Amulet (U)(+8 Starting Wounds, +2 T) (Waywatcher), 2300g, sell = 575g
Orion's Blessed Amulet (R)(+10 Starting Wounds, +1 Melee Attacks) (Waywatcher), 4100g, sell = 1025?g
Plate Helm (C)(+1 T) (Ironbreaker), 300g, sell = 75g
Rhinox - Horned Helm (R)(Regenerate 3 Wounds per turn, +5 Starting Wounds) (Ogre Irongut), 5700g, sell = 1425?g
Scorched Helm (U)(+5 Starting Wounds) (Marauder), 570g, sell = ?g
Skull Cap (U)(+1 Str, -1 T) (Ogre Irongut), 650g, sell = 163?g
Tarnished Helm (U)(+4 Strength, -1T) (Marauder), 1250g, sell = 312g
Vestment of Shadow Hood (U)(+1 Power) (Grey Wizard), 1400g, sell = 350g
Waywatcher Amulet (C)(Waywatcher)(+1 T), 670g, Sell = 167g
Wood Elf Amulet (C) (Waywatcher)(+1 Starting Wounds), 100g, sell = 25g
Worn Circlet (C) (Warrior Priest)(+1 Starting Wounds), 100g, sell = 25g

__Shields__
Bulwark of the Fallen (U)(Chance to Block {6+}, +1 Melee Attack, -3 T)) (Marauder), 1800g, sell = 450g
Champion's Buckler (U)(Chance to Block {6+}, +8 Starting Wounds) (Marauder), 1050g, sell = ?g
Chaos Runeshield (R)(Chance to Block (6+), +1T, +1 Ranged Attacks) (Marauder), 2600g, sell = 650?g
Fine Iron Shield (U)(Chance to Block {6+}, +5 Starting Wounds) (Ironbreaker), 800g, sell = 200g
Fine Wooden Shield (U)(Chance to Block {6+}, +5 Starting Wounds) (Marauder), 780g, sell = 195g
Guild Master's Shield (U)(Chance to Block {6+}, Regenerate 1 Wound per turn) (Ironbreaker), 1870, sell = 467g
Iron Shield (C)(Chance to Block {6+}) (Ironbreaker), 280g, sell = 70g
Looted Bretonnian Shield (R)(Decreased chance to be hit by melee AND ranged weapons, +2 T) (Ogre Irongut), 3100g, 525?g
Looted Empire Shield (U)(+2 T, Reduces damage taken by 1) (Ogre Irongut), 1300g, 325?g
Masterwork Iron Shield (R)(Chance to Block {6+}, +2 T) (Ironbreaker), 2100g, sell = 525g
Master Craftman's Shield (U)(Chance to Block {6+}, +1 T) (Ironbreaker), 1200g, sell = 300g
Masterwork Wooden Shield (R)(Marauder)(Chance to Block {6+?}, +2 T), 2050g, sell =512g
Runi Shield of Defence (R)(Chance to Block {6+}, -1 Melee Attacks, +4 T) (Ironbreaker), 4300g, sell = 1075g
Shield of the Maw (U)(+2 Escape Pinning, +1 T) (Ogre Irongut), 700g, sell = 175g
Wooden Shield (C)(Marauder)(Chance to Block {6+?}), 300g, sell =75g


__Stakes (Witch Hunter)__
Stake (C)(5 Damage, Causes additional 10-20 damage and chance to stun against Undead enemies) (Witch Hunter), 80g, sell = 20g
Blessed Silver Stake (R)(10 Damage, Causes additional 40 damage and stuns, and chance to instantly kill, against Undead enemies) (Witch Hunter), 240g, sell = 60g
__Beginning Equipment__
Shortsword (C)(1-3 Damage)(Marauder & Wizard), 320g, sell = 80g
Bright Staff (C) (Bright Wizard)(+1 Starting Wounds), 300g, sell = 75g
Fire Scroll(?) (C)(? Damage), ?g, sell = ?g
1 - Small Bandages (C)(Heal 1-3 Wounds)(use WHQ Bandages), 30g, sell = 7g

__Beginning Characteristics__

| Name | Value |
| Wounds | 1D6+6? |
| Movement | 4 |
| Escape Pinning | 4+ |
| Weapon Skill | 2 |
| Ballistic Skill | 6+ |
| Strength | 2 |
| Toughness (Arm) | 3 |
| Melee Attacks | 1 |
| Ranged Attacks | 0 |
| Power Store | 0 |

__Power Phase__
The Bright Wizard gets 1D6 + (his Battle-level ''-1'') Current Power each turn.  Whenever the dice roll is a //natural// 1, he has ''0'' Current Power for the turn.

__Power Store__
The Bright Wizard has no Power Store starting out, but gains +1D6 at each new level, beginning with Battle-level 2.

__Spells__
''Cinder Blast --'' //The Wizard sends a burst of energy which explodes on contact causing damage to all adjacent units, friend or foe.//
Casting Cost: 5
Duration: Immediate
Target: one enemy adjacent to the Wizard???
Need damage basis -- 

''Fireball --'' //The Wizard throws a fireball at an enemy, dealing damage proportional to his level.//
Casting Cost: 4
Duration: Immediate
Target: one enemy within the Wizard's line of sight
Need damage basis -- 

''Wall of Fire --'' //The Wizard can conjure a protective ring of fire around a friendly unit, giving them a chance to resist an enemy attack.//
Casting Cost: 6
Duration: this turn
Target: Any one Warrior on the board. (LOS?)

''__Training__''

__Battle-level Table__

| Level | Experience | Gold | Movement | Esc Pin | WS | BS | Str | T | MA | RA | Wounds | Spells | Power Store |
| 1 | 0 | 0 | 4 | 4+ | 2 | 6+ | 2 | 3 | 1 | 0 | 1D6+5? (or +6?)  | 3 | 0 |
| 2 | 2000 | 200 | 4 | 4+ | 2 | 6+ | 2 | 3 | 1 | 0 | ''2D6''+5? (or +6?) | ''4'' | ''2D6? (or 1D6+6?)'' |
| 3 | 4000 | 500 | 4 | 4+ | ''3'' | 6+ | 2 | 3 | ''2'' | 0 | 2D6+5? (or +6?) | ''5'' | ''3D6''? (+1 or 1D6 + 7?) |
| 4 | 8000 | 1000 | 4 | 4+ | ? | ''5+'' | ? | ? | ? | 0 | ''+1D6'' | ''6'' | ''+1D6'' |
| 5 | 15000 | 2000 | 4 | ''3+'' | 3? | 5+ | 2? | ''4'' | 2? | 0 | +0 | ''7'' | ''+1D6'' |
| 6 | 30000 | 5000 | 4 |  | ''4'' |  |  |  |  | ''8'' | ''+1D6'' | +1 | ''+1D6'' |
| 7 | 32000 | 10000 |  |  |  |  |  |  |  |  |  | ''9'' | ''+1D6'' |
| 8 | 42000 | 15000 |  |  |  |  |  |  |  |  |  | ''10'' | ''+1D6'' |
| 9 |  |  |  |  |  |  |  |  |  |  |  |  | ''+1D6'' |
| 10 |  |  |  |  |  |  |  |  |  |  |  |  | ''+1D6'' |
| Name | Experience | Gold | Movement | Esc Pin | WS | BS | Str | T | MA | RA | Wounds | Spells | Power |
''*'' MA = Melee Attacks; RA = Ranged Attacks

__New Spells__ (will be added as the GM learns them)

''Defensive Spells''



''Healing Spells''

*''Rise from Ashes --'' //The Wizard can resurrect a fallen Warrior with a small amount of starting wounds.//
*Casting Cost: 10
*Duration: Immediate
*Target: any single Warrior that has died
Need to know: is it only a Warrior that has died during the same dungeon, or can it be one that died at any time in the same game?

*''Sear Wounds --'' //The Wizard heals the wounds of his allies proportional to his level.// One Warrior.
*Casting Cost: 6
*Duration: Immediate
*Target: any single Warrior on the board (no line of sight needed)


''Offensive Spells''

*''Burn --'' //Burn causes the target to receive damage every turn until the effect has worn off.// How much damage? How long?
*Casting Cost: 6
*Duration: each turn until the effect wears off -- does it damage the enemy in the first turn in which it is cast?
*Target: any single monster (in line of sight?)

*''Inferno --'' //The Wizard emits an explosion of heat, damaging anyone in an adjacent tile, including friendly Warriors. There is also a chance that this attack will burn the targets.// How much damage? How long?
*Casting Cost: 8
*Duration: immediate and then burn effect each turn until the effect wears off
*Target: all models adjacent to the Bright Wizard.

*''Withering Heat --'' //The Wizard causes a single enemy to get exhausted through overheating, causing them to lose Toughness for the duration of the turn.// How much Toughness is lost? (percentage or a set amount? or is it based upon the Wizard's level?)
*Casting Cost: 7
*Duration: to the end of the turn
*Target: any single enemy on the board (in line of sight?)



''Special Spells''

Resolved similar to the original Dwarf's Great Axe. However, this game changes things up a bit. Here are some important points:

''1.'' When the wielder trips, his attack still inflicts damage upon the target.
''2.'' Tripping and damage seem to be resolved separately. In other words, the attack which results in massive slam damage (with extra damage like the Dwarf's Great Axe) may also result in the wielder's tripping.
''3.'' Tripping seems only to happen when the wielder actually hits his target -- and I suspect only when slam damage results.  It seems that they are tying the tripping concept to the extra momentum of a blow that slams into the target. (still need to experiment more on this point)
''4.'' Recommend (my current method for similating Rodeo's Chance to Slam (and chance to trip): roll three separate 1D6s when rolling for damage. Keep the third one separate from the first two. The player chooses which one of the first two will be used to determine damage (adding current Strength as normal). IF the first two dice match each other, add them together and add the wielder's current Strength as well -- even if they are both 1s. Whatever the results of the first two dice and whatever damage is threreby determined, refer to the thrid 1D6 only for the purpose of tripping. If the first two match each other (for Slam damage), and the third 1D6 results in a 1 or the same result as the first two, then the wielder trips.  This method means tripping more often when Slam damage is inflicted, BUT it means tripping not at all when only normal damage is done -- seems a fair trade off to me as GM!

''Tripping --'' The wielder of a Dwarven axe which gets the Trip result loses all remaining Attacks, and the current death-blow (if there would have been one), though the current Attack's damage is still inflicted upon the target just hit. Also, tripping prevents moving and gives the tripped Warrior's attackers +2 to hit him!

''Note:'' The Rune Axe of Grungni works similar but the damage is greater and handled a little differently. In Webquest, see the actual weapon's description for full details.
__Bandages__
Small Bandages (C)(Heal 1-3 Wounds)(use WHQ Bandages), 30g, sell = 7g
Medium Bandages (U)(Heals 4-6 Wounds), 120g, sell = 30g
Heavy Bandages (R)(Heals 7-9 Wounds), 250g, sell = 62g

__Draughts__
Draught of Battle (U)(Use once, +2 Melee Attacks this turn), 300g, sell = 75g
Draught of Healing (U)(Heals 7-12 Wounds), 300g, sell = 75g
Draught of Keensight (U)(Use once, Significantly decreased chance to be hit with a ranged weapon {for one turn}), 200g, sell = 50g
Draught of Lightning Blades (U)(Use once, +4 Weapon Skill, +2 Strength, +1 Melee Attacks {for one turn}), 200g, sell = 50g
Draught of Strength (U)(Use once, +8 Strength, one turn), 200g, sell = 50g
Draught of Toughness (U)(use once, +6T/1 turn), 200g, sell = 50g
Draught of Weapon Mastery (U)(Use Once, +10 Strength, Significantly increased chance to hit with a melee weapon {+2}), 1300g, sell = 325g

__Elixirs__
Elixir of Battle (R)(one use, +3 Melee Attacks this turn), 1000g, sell = 250g
Elixir of Healing (R)(one use, Heals 13-18 Wounds), 1000g, sell = 250g
Elixir of Strength (R)(one use, +12 Strength this turn), 1000g, sell = 250g
Elixir of Toughness (R)(one use, +9 Toughness this turn), 1000g, sell = 250g

__Potions__
Potion of Battle (C)(use once, +1 melee Attack), 40g, sell = 10g
Potion of Healing (C)(use once, Heals 1-6 Wounds), 50g, sell = 12g
Potion of Quickness (C)(Use once, +2 Movement), 40g, sell = 10g
Potion of Strength (C)(+4 Strength for one turn), 40g, sell = 10g
Potion of Swiftness (C)(Use once, Increased chance to hit with melee weapon and with ranged weapon, one turn), 40g, sell = 10g
Potion of Toughness (C)(Use once, +3 T for one turn), 40g, sell = 10g

__Power Objects__
Greater Orb of Might (U) (Wizard or Archmage) (ensure Power Store: 7-12 {1D6+6}), 500g, sell = 125g
Orb of Might (C)(WHQ Card) (Wizard or Archmage) (ensure Power Store: 4-6), 250g, sell = 12g per point left (use Webquest and misc note for value)
Legendary Orb of Might (R) (Wizard or Archmage) (ensure Power Store: 10-18), 1000g, sell = 250g per point left

__Provisions__
Haunch of Meat (C)(Heals 6-7 Wounds), 180g, sell = 45?g
Haunch of Old Nell (C)(Heals 6-7 Wounds), 10g, sell = 5g
Large Provisions (R)(Heals 8-10 Wounds), 300g, sell = 75g
Medium Provisions (U)(Heals 4-6 Wounds), 100g, sell = 25g
Small Provisions (C)(Heals 1-3 Wounds), 10g, sell = 1g
Stone Bread (C)(Dwarves)(use WHQ item)(One use, Heals 1-6 Wounds, takes one turn {do nothing else}), 10g, sell = 2g

__Scrolls__
Finger of Death Scroll (U)(one use, 15-30 Damage, ignores Toughness and Armour?), 200g, sell = 50g
Greater Finger of Death Scroll (R)(one use, 25-50 Damage), 1200g, sell = 300g
Greater Scroll of Fire (R)(one use, 13-18 Damage), 600g, sell = 150g
Greater Scroll of Healing (R)(one use, Heals 18-24 Wounds on a single Warrior in line of sight), 600g, sell = 150g
Greater Scroll of Protection (R)(one use, +9 T), 600g, sell = 150g
Lesser Scroll of Healing (C)(one use, Heals 7-12 Wounds on a single Warrior in line of sight), 100g, sell = 25g
Lesser Scroll of Fire (C)(one use, 4-6 Damage, area?), 100g, sell = 25g
Lesser Scroll of Protection (C)(one use, +3T for one turn), 100g, sell =25g
Scroll of Fire (U)(one use, 9-12 Damage)(area?), 300g, sell = 75g
Scroll of Healing (U)(one use, Heals 12-22 Wounds on a single Warrior in line of sight), 300g, sell = 75g
Scroll of Protection (U)(one use, +6T for one turn), 300g, sell =75g
Scroll of Rage (U)(one use, +2 Melee Attacks this turn), 300, sell = 75g

__Other__
Bretonnian Wine (U)(One use, Heals All Wounds, other effect?), 300g, sell = 300g
Charm of Learning (R) accepted as payment for training (how much?), 2000g, sell = 500?g
Firebomb (C)(5-7 Damage, area = 3x3 with target enemy in center) (Dwarves), 100g, sell = 25g
Hellheart (C)(7-12 Damage, damages all enemy magic users in line of sight) (Ogre Irongut), 100?g, sell = 25?g
Large Firebomb (U)(11-15 Damage) (Dwarves), 500, sell = 125g
The death-blow rule in this game will be much closer to the original rule than in most of Old Warrior's games, but it seems to be interpreted slightly different than the original.

Points of Clarification on the Death-blow Rule for the Rodeo Game
(at least for our experiment based upon it)
*''1.'' It must be the first blow inflicted upon this target (actually hitting the target) by your particular Warrior this turn. Being previously wounded does not matter.
*''2.'' The amount of wounds inflicted must be equal to or greater than the number of Wounds left on the target (Current Wounds or greater!).
*''3.'' There must be a potential death-blow target adjacent to the original killed target. By 'adjacent', we must understand that it must ''share a side of a square with the original killed target'' -- no diagonal adjacency for the death-blow rule. Thus, a Warrior cannot perform a death-blow by passing his weapon through an empty square.
''Note:'' only a melee Attack can result in a death-blow and it does not matter what type of melee weapon.
[[MainMenu]]
[[Warriors]]
__Beginning Equipment__
Dwarven Axe (C)(1-6 Damage, [[Chance to Slam]]) (Dwarves), 700g, sell = 175g
Battered Dwarven Helm (C)(+1 Starting Wounds) (Ironbreaker), 270g, sell = ?g
1 - Small Bandages (C)(Heal 1-3 Wounds)(use WHQ Bandages), 30g, sell = 7g

__Beginning Characteristics__

| Name | Value |
| Wounds | 1D6+7? (8,9?) |
| Movement | 4 |
| Escape Pinning | 5+ |
| Weapon Skill | 3 |
| Ballistic Skill | 5+ |
| Strength | 4 |
| Toughness (Arm) | 4 |
| Melee Attacks | 1 |
| Ranged Attacks | 0 |

__Ability(ies)__

No starting skill really, but he has the Dwarven Axe (similar to Great Axe)!

''Dwarven Axe --'' It is very similar to the original Dwarf's Great Axe, but with some important differences.  Use the method given in the [[Chance to Slam]] entry.


''__Training__''

__Battle-level Table__

| Level | Experience | Gold | Movement | Esc Pin | WS | BS | Str | T | MA | RA | Wounds | Skills |
| 1 | 0 | 0 | 4 | 5+ | 3 | 5+ | 4 | 4 | 1 | 0 | 1D6+7? (8,9?) | none |
| 2 | 2000 | 200 | 4 | 5+ | ''4'' | 5+ | 4 | 4 | ''2'' | 0 | ''2D6''+8? | ''1'' |
| 3 | 4000 | 500 | 4 | 5+ | 4 | 5+ | ''5'' | ''5'' | 2 | 0 | ''3D6''+8? | ''2'' |
| 4 | 8000 | 1000 | 4 | 5+ | 4 | ''4+'' | 5 | ''6'' | 2 | 0 | ''4D6''+8? | 2 |
| 5 | 15000 | 2000 | 4 | ''4+'' | ''5'' | 4+ | 5 | 6 | ''3'' | 0 | 4D6+8? | ''3'' |
| 6 | 30000 | 5000 | 4 | 4+ | ''6'' | 4+ | ''6'' | 6 | 3 | 0 | +0 | ''4'' |
| 7 | 32000 | 10000 |  |  |  |  |  |  |  |  |  |  |
| 8 | 42000 | 15000 |  |  |  |  |  |  |  |  |  |  |
| 9 |  |  |  |  |  |  |  |  |  |  |  |  |
| 10 |  |  |  |  |  |  |  |  |  |  |  |  |
| Name | Experience | Gold | Movement | Esc Pin | WS | BS | Str | T | MA | RA | Wounds | Skills |

''*'' MA = Melee Attacks; RA = Ranged Attacks

__New Skills__ (will be added as the GM learns them)

*''Deathsong --'' Same as Dwarf
*''Endure --'' same as Dwarf's skill of the same name except that this skill is used automatically the first time the Dwarf is taken down to ZERO Wounds.
*''Enrage --'' much like the Dwarf's Enraged skill. However, it is used automatically each turn in which monsters are present.  We shall use the 1D6 method as given in the Roleplay Book, but a reslt of 1 will mean the Dwarf Ironbreaker has ''-3'' to hit for all his Attacks in the turn. A result of 5 or 6 results in +1D6 Attacks, but all his Attacks are at ''-1'' to hit for the turn.
*''Goldmaster --'' //The Dwarf is particularly skilled at finding gold on the bodies of his enemies, leading him to gain up to twice as much gold for each kill he makes.// Definitely a bit different than the original Dwarf skill. Need to find out how this works (maybe 1D6 roll with 1 or 1-2 = +0gold, 2-3 or 3-4 = +25%?, 4 or 4-5 = +50%?, 5-6 or 6 = +100%).
*''Killing Blow --'' same as Dwarf.
*''Mighty Blow --'' //The Ironbreaker is able to trade in all of his remaining melee Attacks for one potentially massive Attack. Each Attack the Ironbreaker gives up will multiply his Strength.//  This is a bit different than the original Dwarf skill in that ALL remaining Attacks must be given up at the time this skill is used ''and'' all the damage bonus can only be added to the one remaining Attack -- the mighty blow.  Note that the Rodeo Games version deals in Strength and weapon damage -- probably not using Damage Dice as a Characteristic at all.
*''Sturdy --'' //The Ironbreaker is able to shrug off attacks. Whenever he is attacked, he has a chance to dodge the blow so it causes no damage.// (assuming this works the same as Ignore Blow 6+ or Dodge 6+)
*''Tunnel Fighter --'' //The Ironbreaker has an increased chance to hit when fighting in enclosed areas of dungeons.// same as Dwarf skill
*''...''
__Beginning Equipment__
Rune Axe of Morgrim (C)(1-6 Damage, [[Chance to Slam]], +1 Str) (Dwarves), 1000g, sell = 250g
1 - Small Bandages (C)(Heal 1-3 Wounds)(use WHQ Bandages), 30g, sell = 7g

__Beginning Characteristics__

| Name | Value |
| Wounds | 1D6+10? (or 9?) |
| Movement | 4 |
| Escape Pinning | cannot |
| Weapon Skill | 4 |
| Ballistic Skill | 4+ |
| Strength | 4(5) |
| Toughness (Arm) | 4 |
| Melee Attacks | 1 |
| Ranged Attacks | 0 |

__Ability(ies)__

''Slaying Skill --'' //When the Trollslayer hits a monster, he cleaves through the monster's defences with ease. For that blow, the Trollslayer causes an additional 4-6 damage depending on his battle-level.// This happens like a critical hit -- on a roll of //natural 6// to hit with a melee Attack.  It works out to be +4 damage (or Strength) at Battle-level 1, +5 at Battle-level 2-3, and +6 at Battle-level 4-6.


''__Training__''

__Battle-level Table__

| Level | Experience | Gold | Movement | Esc Pin | WS | BS | Str | T | MA | RA | Wounds | Skills |
| 1 | 0 | 0 | 4 | N/A | 4 | 4+ | 4 | 4 | 1 | 0 | 1D6+10? (or 9?) | 1 |
| 2 | 2000 | 200 | 4 | N/A?| 4 | 4+ | ''5'' | 4 | ''2'' | 0 | ''2D6''+10? | ''2'' |
| 3 | 4000 | 500 | 4 | 6+ | 4 | 4+ | 5 | 4 | 2 | 0 | ''3D6''+10? | 2 |
| 4 | 8000 | 1000 | 4 | 6+ | ''5'' | 4+ | 5 | 4 | 2 | 0 | ''4D6''+10? | ''3'' |
| 5 | 15000 | 2000 | 4 | 6+ | 5 | 4+ | ''6'' | ''5'' | 2 | 0 | ''5D6''+10? | 3 |
| 6 | 30000 | 5000 | 4 | ''5+'' | 5 | 4+| 6 | 5 | ''3'' | 0 | ''6D6''+10? | ''4'' |
| 7 | 32000 | 10000 |  |  |  |  |  |  |  |  |  |  |
| 8 | 42000 | 15000 |  |  |  |  |  |  |  |  |  |  |
| 9 |  |  |  |  |  |  |  |  |  |  |  |  |
| 10 |  |  |  |  |  |  |  |  |  |  |  |  |
| Name | Experience | Gold | Movement | Esc Pin | WS | BS | Str | T | MA | RA | Wounds | Skills |

''*'' MA = Melee Attacks; RA = Ranged Attacks

__New Skills__ (will be added as the GM learns them)

*''Berserk --'' //Each turn, before attacking, the Trollslayer may try to go berserk. The chance of going berserk increases with the number of enemies killed by the Trollslayer during the combat, and with his battle-level.//  The 1D6 value needed to succeed (after adding any modifier for enemies killed is 5+ for battle-levels 2-9. 4+ for battle-level 10.
 (currently is faulty in the Rodeo game -- some sort of bug?) This will be treated very much like the Marauder's Berserk skill, except that it will NOT be rolled automatically. The player may choose to attempt it or not as he pleases. We will switch to the Rodeo version, which involves a Strength bonus instead of an increase in Attacks, once it works correctly in the game and the GM understands how it works.
*''Blood Rage --'' //The Trollslayer enters a frenzied rage for the remainder of the turn. Half of the wounds caused whilst under the effect of Blood Rage are returned to the Trollslayer, healing him.// (Note that the iOS game has //Marauder// in the description of this skill, probably because they added the same skill to both of these characters, copied and pasted text, and forgot to edit it.)
*''Deathsong --'' //The Trollslayer is able to ignore the fact that he has been mortally wounded! Rather than falling down unconscious, he remains standing and can continue to fight with 1 Wound remaining. Whilst Deathsong is active, there is a chance that each further blow is ignored. This continues until the...//
*''Ignore Blow --'' //Each turn, the Trollslayer may be able to ignore as many blows as he has Attacks. Each time your Warrior is attacked, he will automatically attempt to ignore the blow. The chance of ignoring the blow increases with the Trollslayer's battle-level.//  Roll 1D6 for each incoming blow that hits, up to the number of melee Attacks the Trollslayer had in the same turn. On 6+, the blow is totally ignored! At battle-level 4, this ability succeeds on 5+; and, at battle-level 10 (if we ever get that level), it will succeed on 4+. Clarification: Ignore Blow may be attempted until the total number of blows successfully ignored is equal to the Trollslayer's number of Melee Attacks in the same turn.
*''Lessen Blow --'' //The Trollslayer takes fewer wounds than normal whenever he is damaged from physical sources. The level of damage reduction increases with the Trollslayer's battle-level.//
*''Mighty Blow --'' //The Trollslayer is able to trade in all of his remaining melee Attacks for one potentially massive Attack. Each Attack the Ironbreaker gives up will multiply his Strength.//  This is a bit different than the original Dwarf skill in that ALL remaining Attacks must be given up at the time this skill is used ''and'' all the damage bonus can only be added to the one remaining Attack -- the mighty blow.  Note that the Rodeo Games version deals in Strength and weapon damage -- probably not using Damage Dice as a Characteristic at all.
*''Reaction Strike --'' //The Trollslayer is able to make an immediate Attack on any enemy that surprises him. He must have at least 1 melee Attack remaining, though the Reaction Strike is free.//  A Reaction Strike Attack cannot death-blow.
*''Room to Move --'' //The Trollslayer has +1 Weapon Skill when fighting in open areas of dungeons.// So far as I can tell, this skill seems to work the entire time that the Trollslayer is in a dungeon. (Perhaps it is a bug in the game that allows it to work all the time.)
*''...''
Most often, positive and negative effects from events of all sorts and from visiting a Temple or similar location will most often only last for one adventure or until the end of the current one.  Some effects, usually negative, will be acquired from carrying a cursed item of some sort, whether equipable or a quest item (which usually does not take a place in the Warrior{s} inventory).  Some effects might be permanent, notably the permanent negative modifier to a Warrior's Strength by suffering poison when falling down (to ZERO Wounds)(see [[Poison]] special rule for more info).  Some positive effects are gained from Special Locations.

Here will be listed various effects. The duration will be 'next adventure' or 'to the end of the current adventure' unless otherwise specified. This list does ''not'' generally include bonuses or penalties gained by equipping items, weapons, armour, spells, potions and etc. Those are explained within each item's description, though some once per adventure item's effects might be included (notibly, Bugman's XXX) especially if they last for the rest of the adventure.

|''Name'' | ''Event or Location'' | ''Effect'' |
|Blessing of Sigmar | Temple of Sigmar | +1 Toughness |
|Bruised Coccyx (Tailbone) | Settlement Event | -1 Strength |
|Burnt Arm | Travel Hazard | -1 to hit melee & ranged |
|Chance to Dodge | Trollslayer Shrine | Dodge 6+ |
|Cracked Rib | Settlement Event | -1 Toughness, -2D6 Starting Wounds |
|Crushed Rib Cage | Quest Effect | -2 M, -2 WS, -2 BS, -2 Str, & -2 T, ''lasts 2 Adventures!'' |
|Dislocated Kneecap | Travel Hazard | -1 Movement |
|Drunk | Bugman's XXX | -1(?) Weapon Skill |
|Fractured Elbow | Travel Hazard | -2 Weapon Skill, -1 Strength |
|Fractured Skull | Quest Effect | -1 WS, -1 BS, -2T. - variable Starting Wounds (1D6+1?) |
|Fractured Toe | Settlement Event | -2 Movement |
|Gas | Dungeon Event | ??? |
|Gift of Might | Travel Hazard | +2 Strength |
|Huge Blessing of Sigmar (?)| Temple of Sigmar | +1 to All Characteristics |
|Invigorated | Travel Hazard | +2 Escape Pinning |
|Light Magic | Travel Hazard | +5 Starting Wounds |
|Lost Toe | Travel Hazard | -1 Movement, -1(?) Starting Wounds |
|Mork's Curse | Quest Effect | -1 Wounds each turn |
|Mystery Illness | Settlement Event | -1 Toughness |
|Necrotic Ooze | Travel Hazard | -1 Toughness |
|Nurgle's Rot | Dungeon Event | -1 Toughness |
|Rune of Strength | Trollslayer Shrine | +1 Strength |
|Rune of Toughness | Trollslayer Shrine | +1 Toughness |
|Serious Plague | Travel Hazard | -2 Strength, -2 Toughness, -1D6 Starting Wounds |
|Steam Bath | Settlement Event | *+1 Starting Wound |
|Stench | Dungeon Event | -1 Weapon Skill |
|Swollen Pox | Quest Effect | -(1-2) Wounds each turn |
|Thicket Poison | Travel Hazard | -? Starting Wounds (-2D6, or -7 for example) |
|Torn Ligament | Settlement Event | -1 Movement |
|Wind of Life | Travel Hazard | +1 Toughness, -(variable number {1D6+1?}) Starting Wounds |
|Wounded | Travel Hazard | -5 Starting Wounds |


''*'' The Steam Bath Settlement Event in the original game gave the Warrior +1 Wounds permanently, but it has been made for next adventure only in this game.

There are also positive effects which must be activated in order to use them. Usually, they only last for one turn.  They are generally obtained from visiting a Special Location (Temple, Temple of Sigmar, and etc...).  There are potions and the like which work similarly, but those are explained in the item descriptions (see [[Consumables]]).

|''Name'' | ''Location of Origin'' | ''Effect'' |
|_ | _ | _ |
__Beginning Equipment__
Elven Sword (C)(2-4 Damage) (Elves), 600g, sell = 150g
Elven Bow (C)(5-7 Damage) (Waywatcher), 650g, sell = 162g
Wood Elf Amulet (C) (Waywatcher)(+1 Starting Wounds), 100g, sell = 25g
1 - Small Bandages (C)(Heal 1-3 Wounds)(use WHQ Bandages), 30g, sell = 7g

__Beginning Characteristics__

| Name | Value |
| Wounds | 1D6+6? (or +7?) |
| Movement | 4 |
| Escape Pinning | auto |
| Weapon Skill | 3 |
| Ballistic Skill | 4+ |
| Strength | 3 |
| Toughness (Arm) | 3 |
| Melee Attacks | 1 |
| Ranged Attacks | 1 |

__Ability(ies)__

''Dodge Skill --'' //The Waywatcher is able to dodge Attacks. Whenever the Waywatcher is Attacked, he/she has a chance to dodge the blow so it causes no damage.// This applies to all incoming physical melee and ranged Attacks. Same as the Elf's Dodge skill (6+).

''__Training__''

__Battle-level Table__

| Level | Experience | Gold | Movement | Esc Pin | WS | BS | Str | T | MA | RA | Wounds | Skills |
| 1 | 0 | 0 | 4 | auto | 3 | 4+ | 3 | 3 | 1 | 1 | 1D6+6? (or +7?) | 1 |
| 2 | 2000 | 200 | 4 | auto | ''4'' | 4+ | 3 | 3 | 1 | ''2'' | ''2D6''+6? (or +7?) | ''2'' |
| 3 | 4000 | 500 | 4 | auto | 4 | 4+ | ''4'' | ''4'' | 1 | 2 | 2D6+6? (or +7?) | 2 |
| 4 | 8000 | 1000 | 4 | auto | 4 | ''3+'' | 4 | 4 | 1 | 2 | ''3D6''+6? (or +7?) | ''3'' |
| 5 | 15000 | 2000 | ''5'' | auto | 4 | 3+ | 4 | 4 | 1 | ''3'' | no change | ''4'' |
| 6 | 30000 | 5000 | 5 | auto | ''5'' | 3+ | 4 | 4 | 1 | 3 | ''4D6''+6? (or +7?) | ''5'' |
| 7 | 32000 | 10000 | 5 | auto | 5 | ''2+'' | 4 | 4 | 1 | 3 | 4D6+6? (or +7?) | 5 |
| 8 | 42000 | 15000 |  | auto |  |  |  |  |  |  |  |  |
| 9 |  |  |  | auto |  |  |  |  |  |  |  |  |
| 10 |  |  |  | auto |  |  |  |  |  |  |  |  |
| Name | Experience | Gold | Movement | Esc Pin | WS | BS | Str | T | MA | RA | Wounds | Skills |
''*'' MA = Melee Attacks; RA = Ranged Attacks

__New Skills__ (will be added as the GM learns them)

*''Critical Strike --'' (active) //The Waywatcher attacks with a critical strike, ignoring all of her opponents' Toughness.// This is an extra Attack and can only be used once per dungeon.
*''Doomstrike --'' (active) //When activated, attacks made by the Waywatcher are 50% more likely to hit their target for the remainder of the turn. This ability may only be activated once per dungeon.// For Webquest, when this is activated, use a 1D12 to hit and still use the same to hit values. For instance, if the Waywatcher needs a 2+ to hit a Goblin in melee combat, then with Doomstrike a 2+ will still be required, but the 1D12 makes it 50% more likely to get that result. If desired, the player may request a D100 version of this, in which a 1D100 would be used to determine to hit success. This might seem a bit more precise at times.
*''Elude --'' (passive) //The Waywatcher's ability to avoid incoming attacks is much improved! Whenever she is attacked, she has a chance to elude the strike if she fails to dodge it.// It likely has the same chance of success as Dodge does (6+).
*''Herblore --'' (active) works the same as the Elf's skill.
*''Hypnosis --'' (active) works the same as the Elf's skill.
*''Parry --'' (passive) works the same as the Elf's skill. Works against ranged Attacks too, which is different than Old Warrior's usual interpretation of the original rules.
*''Rapid Strike --'' (passive) //The Waywatcher's base number of Attacks is increased by 1.// This skill affects the Waywatcher's number of Melee Attacks.
20XP per piece of gold dropped.

''__Critters__''
| ''Name'' | ''Movement'' | ''WS'' | ''BS'' | ''Str'' | ''T'' | ''MA'' | ''RA'' | ''Wounds'' | ''Special Rules'' | ''Gold'' | ''XP'' |
| Giant Bat | 8 | 1 | 1 | 2 | 2 | 1 | 1 | 2 | Ambush (auto or chance?) | 4 | ? |
| Giant Rat | 6 | 1 | 1 | 2 | 3 | 1 | 1 | 2 | Deathleap | 4 | 80? |
| Giant Spider | 6 | 1 | 1 | 1 | 2 | 1 | 1 | 2 | Web | 4 | ? |
| Gigantic Spider | 6 | 2 | 1 | 6 | 2 | 1 | 1 | 28 | web? | 85 | ? |
|  |  |  |  |  |  |  |  |  |  |  |  |
|  |  |  |  |  |  |  |  |  |  |  |  |
| Venomous Giant Spider | 6 | 3 | 6+ | 2 | 3 | 2 | 1 | 30 | poison, web | ? | ? |
| Venomous Gigantic Spider | 6 | 4 | 4+ | 5 | 6 | 2 | 1 | 120 | poison, web (ranged too) | 200 | ? |
| Vicious Giant Bat | 8 | 1 | 1 | 2 | 2 | 1 | 1 | 15 | ? | 20 | ? |
| Vicious Giant Rat | 6 | 1 | 1 | 3 | 3 | 1 | 1 | 15 | Deathleap | 20 | 400 |
| Vicious Giant Spider | 6 | 1 | 1 | 1 | 2 | 1 | 1 | 15 | web? | 20 | ? |
| Vicious Gigantic Spider | 6 | 2 | 1 | ? | 2 | 1 | 1 | 80? | web? | 240 |  |
| ''Name'' | ''Movement'' | ''WS'' | ''BS'' | ''Str'' | ''T'' | ''MA'' | ''RA'' | ''Wounds'' | ''Special Rules'' | ''Gold'' | ''XP'' |

''__Greenskins__''
| ''Name'' | ''Movement'' | ''WS'' | ''BS'' | ''Str'' | ''T'' | ''MA'' | ''RA'' | ''Wounds'' | ''Special Rules'' | ''Gold'' | ''XP'' |
| Black Orc | 4 | 4 | 4+ | 4 | 5(8) | 2 | 0 | 45-50 | Armed w Axes or 2-H Axe | 70 | ? |
| Black Orc Big Boss | 4 | 6 | 3+ | 5 | 6(9) | 4 | 0 | 100 | Armed w Mace, Armed w Shield, Magic Weapon, Magic Armour, Magic Item | 240? | ? |
| Black Orc Boss | 4 | 5 | 4+ | 4 | 5(8) | 3 | 0 | 75 | Armed w 2-H Axe , Magic Armour | 180 | ? |
| Black Orc Warboss | 4 | 6 | 2+ | 6 | 9 | 5 | 0 | 140 | Armed w 2-H Axe, Magic Weapon, Magic Armour, Magic Item (x2?) | 300? | ? |
| Night Goblin | 4 | 1 | 2 | 3 | 3 | 1 | 1 | 5 |  | 4 | 80 |
| Night Goblin Archer | 4 | 1 | 2 | 3 | 1 | 1 | 1 | 4 |  | 4 | 80 |
| Night Goblin Big Boss | 4 | 3 | 2+ | 6 | 4(5) | 2 | 1 | 36 | Magic Weapon | 70 | ? |
| Night Goblin Boss | 4 | 2 | 3+ | 4 | 3 | 2 | 1 | 24 | ? | 40 | 800? |
| Night Goblin Shaman | 4 | 1 | 5+ | 3 | 4 | 1 | 1 | 23 | Goblin Magic | 40 | ? |
| Night Goblin War Boss | 4 | 4 | 4+ | 4 | 5(7) | 4 | 0 | 48 | Ignore Blows, Magic Weapon (chance) | 150 | 3000 |
| Orc Arrer Boyz | 4 | 2 | 4+ | 3 | 2 | 1 | 1 | 6 | ? | 12 | ? |
| Orc Big Boss | 4 | 4 | 2+ | 4 | 5 | 3 | 0 | 55 | Chance of Mag Arm. &/or Mag Wpn, Ignore Blows | 160 | ? |
| Orc Boss | 4 | 3 | 3+ | 4 | 4 | 2 | 0 | 32 | Magic Weapon (chance) | 100 | ? |
| Orc Boyz | 4 | 2 | 4+ | 3 | 4 | 1 | 1 | 9 | ? | 8 | 160 |
| Orc Great Shaman | 4 | 2 | 4+ | 4 | 7 | 1 | 0 | 50 | Mag Res, Orc Magic, Magic Weapon? | 160? | ? |
| Orc Shaman | 4 | 2 | 4+ | 3 | 5 | 1 | 0 | 33 | Mag Res, Orc Magic | 90 | ? |
| Orc Warboss | 4 | 5 | 1+ | 5 | 6 | 4 | 0 | 72 | Magic Weapon?, Magic Items X(2-3)? Magic Armour | 200 | ? |
| River Troll | 6 | 3 | 6+ | 5 | 7 | 1 | 1 | 58 | Regenerate? | 130 | 2600 |
| Savage Orc | 4 | 5 | 3 | 4 | 5 | 2 | 1 | 40 | Frenzy (6+?, +1 Atk?), Tattoos (6+) | 60 | 1200? |
| Savage Orc with Bow | 4 | 5 | 3+ | 4 | 5 | 2 | 2 | 35 | Frenzy (6+?, +1 Atk),Tattoos (6+) | 60 | 1200? |
| Savage Orc Big Boss | 4 | 6 | 4+ | 4 | 5 | 3 | 0 | 85 | Magic Weapon, Magic Armour, Tattoos (6+?) | 240 | ? |
| Savage Orc Big 'Un | 4 | 6 | 4+ | 4(5) | 5 | 2 | 1 | 45 | Choppas (+1 Str),Tattoos (6+?) | 70 | 1400? |
| Savage Orc Boss | 4 | 6 | 4+ | 4 | 5 | 3 | 0 | 70 | Frenzy (6+?, +1 Atk), Magic Weapon, Tattoos (6+?) | 180 | ? |
| Savage Orc Shaman | 4 | 3 | 4+ | 4 | 5 | 1 | 0 | 50 | Frenzy (6+?, +1 Atk), Mag Res, Orc Magic, Tattoos (6+?) | ? | ? |
| Savage Orc Warboss | 4 | 6 | 4+ | 5 | 5 | 4 | 0 | 115 | Frenzy (6+?, +1 Atk), Magic Armour, Magic Item (Ring of Magic?), Tattoos (6+?) | 300 | ? |
| Snotlings | 4 | 0 | 1 | 1 | 1 | 1 | 1 | 3 | Ambush {4+? auto?} | 3 | ? |
| Stone Troll | 6 | 4 | 6+ | 7 | 8 | 3 | 1 | 150 | Regenerate 2(?), Magic Resistance (6+), Scaly Skin (6+?), Smash Attack | 270 | ? |
| Vicious River Troll | 6 | 3 | 6+ | 6 | 5 | 3 | 1 | 152 | Regenerate 2, Troll Stench (-1 to be hit with melee) | 270 | ? |
| ''Name'' | ''Movement'' | ''WS'' | ''BS'' | ''Str'' | ''T'' | ''MA'' | ''RA'' | ''Wounds'' | ''Special Rules'' | ''Gold'' | ''XP'' |

''__Skaven__''
| ''Name'' | ''Movement'' | ''WS'' | ''BS'' | ''Str'' | ''T'' | ''MA'' | ''RA'' | ''Wounds'' | ''Special Rules'' | ''Gold'' | ''XP'' |
| Assassin | 6 | 4 | 3+ | 4 | 3(4) | 1 | 0 | 26 | ambush{5+}?, assassinate {#+}?, Weeping Blades | 20 | ? |
| Bombadier | 6 | 4 | 4+ | 4 | 2 | 1 | 1 | 12 | Poison Globes | 16 | 320 |
| Clanrat | 5 | 2 | 4+ | 3 | 3 | 1 | 0 | 6 |  | 5 | ? |
| Claw Leader | 5 | 4 | 2+ | 4 | 4(6) | 3 | 0 | 30 | Dodge {?+}, Weeping Blades | 30 | 600 |
| Death Runner | 6 | 5 | 4+ | 4 | 3 | 2 | 0 | 48 | Ambush {5+}? | 30 | ? |
| Fang Leader | 6 | 5 | 3+ | 6 | 6(8) | 2 | 0 | 68 | ? | 80 | ? |
| Giant Pox Rat | 6 | 1 | 6+ | 3 | 1 | 1 | 1 | 32 | ? | ? | ? |
| Globadier | 5 | 3 | 4+ | 4 | 1 | 1 | 1 | 4 | Poison Globes | 8 | ? |
| Grey Seer | 5 | 2 | 4+ | 3 | 4 | 1 | 0 | 96 | Dodge {#+}, Skaven Magic, Mag. Res. {#+} | 200 | ? |
| Gutter Runner | 6 | 3 | 3+ | 4 | 3 | 2 | 0 | 3 | Ambush? | 5 | ? |
| Master Assassin | 6 | 8 | 1+ | 4 | 4(5) | 4 | 1 | 65 | ambush{5+}?, assassinate {#+}?, Dodge {#+}, Weeping Blades | 100 | ? |
| Master Bred Rat Ogre | 5 | 3 | 4 | 6 | 6(8) | 1 | 0 | 172 | ? | 200 | ? |
| Rat Ogre | 6 | 3 | 5+ | 5 | 5 | 1 | 0 | 74 | ? | 50 | 1000 |
| Stormvermin | 5 | 3 | 4+ | 4 | 3(4) | 1 | 0 | 20 |  | 20 | 400 |
| Warlord | 5 | 5 | 1+ | 6 | 4 | 4 | 0 | 150 | Dodge {4?+}, Mag. Res. {#+}, Magic Armour | 200 | ? |
|  |  |  |  |  |  |  |  |  |  |  |  |
| ''Name'' | ''Movement'' | ''WS'' | ''BS'' | ''Str'' | ''T'' | ''MA'' | ''RA'' | ''Wounds'' | ''Special Rules'' | ''Gold'' | ''XP'' |

''__Undead__''
| ''Name'' | ''Movement'' | ''WS'' | ''BS'' | ''Str'' | ''T'' | ''MA'' | ''RA'' | ''Wounds'' | ''Special Rules'' | ''Gold'' | ''XP'' |
| Ancient Zombie | 3 | 3 | 7? | 4 | 3 | 1 | 0 | 32 | Overwhelm | 40 | ? |
| Crypt Zombie | 3 | 2 | 7 | 3 | 3 | 1 | 0 | 20 | Overwhelm | 15 | ? |
| Master Necromancer |  |  |  |  |  |  |  |  |  |  |  |
| Necromancer | 4 | 3 | 5+ | 3 | 3 | 1 | 0 | 40 | Dark Magic, Magic Item | ? | ? |
|  |  |  |  |  |  |  |  |  |  |  |  |
| Skeleton Archer | 4 | 3 | 4+ | 2 | 2 | 1 | 2 | 24 | Unstable | ? | ? |
| Skeleton Militia | 4 | 3 | 4+ | 2 | 2 | 1 | 0 | 6 | Unstable | 5 | ? |
| Skeleton Warrior | 4 | 4 | 7 (-> auto)? | 3 | 3 | 2 | 0 | 24 | Unstable | 30 | 600? |
| Skeleton Champion |  |  |  |  |  |  |  |  |  |  |  |
| Vampire | 6 | 6 | 7 | 5 | 4 | 4 | 0 | 65 | Dark Magic, The Hunger, Various... | 160 | ? |
| Vampire Thrall | 4 | 4 | 3 | 4 | 3 | 2 | 0 | 24 | Dark Magic, The Hunger | 40 | ? |
| Vampire Lord |  |  |  |  |  |  |  |  |  |  |  |
| Zombie |  |  |  |  |  |  |  |  |  |  |  |
|  |  |  |  |  |  |  |  |  |  |  |  |
| ''Name'' | ''Movement'' | ''WS'' | ''BS'' | ''Str'' | ''T'' | ''MA'' | ''RA'' | ''Wounds'' | ''Special Rules'' | ''Gold'' | ''XP'' |
Many of the "Monster Special Rules" are used in this game, but because it is computer-based, the details are hidden.  Often, the GM will fall back on the Roleplay Book to implement the various special rules in play (including calculations).

So far, there seems to be no Fear and Terror rules.

The special rules listed below will tell whether they work the same or differently than the original rules.  The word //same// will be used for rules which remain the same for this game.

''Ambush //n//+'' & ''Ambush A'' & ''Ambush, Magic A'' -- same, except that monsters usually only ambush when generated in an Unexpected Event.

''Deathleap'' -- a bit different. There is a chance that a Giant Rat will perform a Deathleap, causing normal damage. The chance seems to be about the same as the original rule's chance that a Warrior would kill it (3+ on 1D6). IF a Giant Rat performs a Deathleap, then the Warrior gets an automatic hit on the Giant Rat immediately after resolving the Giant Rat's Attack, whether it misses or hits. The Warrior's auto-hit damage is worked out as normal (normal melee damage with the Warrior's current melee weapon. So, in the case of Vicious Giant Rats, a suicidal Deathleap will not always result in the Giant Rat's death.

''Dodge //n//+'' -- same

''Fly'' -- seems not to apply (yet)

''Ignore Blows //n//+'' -- same, clarify = it works against ranged attacks as well as melee Attacks.

''Magic Armour'' (listing what is used so far and any differences)


''Magic Items'' (listing what is used so far and any differences)
*Cloak of Shadows -- same

''Magic Resistance //n//+'' -- same, but it also works against magic item damage. For instance, it can work against Lightning Fire Ring and Finger of Death Scroll.

''Magic Weapons'' (listing what is used so far and any differences)


''Parry //n//+'' -- same, clarify = it works against ranged attacks as well as melee Attacks.

''Poison -- '' It works similar to the original rule, BUT, the Warrior has a "Poisoned" status as soon as he/she is hit with a poison Attack of any type. The poison status can only be removed by some form of healing -- any form of healing actually. Any provision, bandage, spell, scroll, skill or even ring of regeneration, which heals the Warrior for one or more Wounds will also remove the poison status.  A Warrior which is currently affected by poison (status) will suffer ''-1 Strength permanently'' when reduced to ZERO Wounds.

''Web'' -- Very similar to the original, but it seems only a chance to web instead of doing normal damage. Also, the Warriors test to break the webs at the end of the Warrior Phase and NOT at the beginning, which means they are out of commission for a turn even if they succeed to break free.
This is the method by which the new WHQ handles encumbrance, whereas the original almost always ignored the issue.

Each Warrior is allowed to carry up to 12 equipped items, though there is a limit of four each of common items, uncommon items, and rare items. Early in the game, there will often be no more than 1 or 2 total rare items among the entire Warrior party -- just because the items are rare to find and very expensive to purchase.

If possible, we will use the actual Warriors in Old Warrior's game which will be used to generate much of the Webquest game -- meaning that the Warriors' inventory slots with equipped items might be used by taking a screen shot and then linking that image to the game in Webquest. The items will also appear with their descriptions on the Webquest Warriors as normal, but many things will be special to this game and not totally compatible with the rest of Webquest.

In addition to equipped items, each Warrior will carry a bag in which he/she may put up to 6 more items which are NOT equipped and NOT accessible during combat.

Note that each Warrior can only have one of certain types of items equipped at a time. For instance, a single melee weapon (single-handed OR two-handed), a single shield, a single ranged weapon (if they have a Ranged Attack of more than 0).  Clarification: a Warrior which can shoot with a ranged weapon (bow) can have both a melee weapon AND a ranged weapon equipped.  Only one item classified as Armour and one helm (even some amulets are so classified).  There seems to be no limit on the number of rings, orbs of power, and etc. Only one staff can be equipped and it does not count as a melee weapon (Wizard and Archmage) as it is in the off hand while the mage is equipped with a dagger or sword for melee Attacks.

''Very Important Note: No matter how many Melee Attacks or Ranged Attacks a Warrior has, they are NOT able to attack at all with that type of Attack unless they have the appropriate weapon equipped.''  In other words, there is no such thing as an 'unarmed' attack for Warriors.
This is ''not'' handled as a turn phase.  Any Warrior can explore while there are no enemies present. It is assumed that every Warrior carries a lantern.

Exploration happens as a part of the Warrior Phase. A new section of the dungeon is revealed immediately at the moment that a Warrior steps into the doorway between two sections.  Doorways are counted as two squares (side-by-side).  Thus it costs one point of Movement to enter a doorway from a square that is adjacent to the doorway.

Immediately after the new section has been revealed, the Warrior may continue to move onto that new section, provided that there is an empty space to step into and the Warrior still has at least one point of Movement left.

Exploration will often reveal enemies!  If the enemies successfully ambush, then this will temporarily interrupt the Warrior Phase and be resolved immediately (all ambushing enemies making their ambush Attacks). However, enemy ambush Attacks might not be likely during normal exploration. It seems most likely to happen for Unexpected Events.
__Beginning Equipment__
Shortsword (C)(1-3 Damage)(Marauder & Wizard), 320g, sell = 80g
Grey Wizard Staff (C) (Grey Wizard)(+1 Starting Wounds), 100g, sell = 25g
Finger of Death Scroll (U)(one use, 15-30 Damage not modified for Toughness and Armour), 200g, sell = 50?g
1 - Small Bandages (C)(Heal 1-3 Wounds)(use WHQ Bandages), 30g, sell = 7g

__Beginning Characteristics__

| Name | Value |
| Wounds | 1D6+6? |
| Movement | 4 |
| Escape Pinning | 4+ |
| Weapon Skill | 2 |
| Ballistic Skill | 6+ |
| Strength | 2 |
| Toughness (Arm) | 3 |
| Melee Attacks | 1 |
| Ranged Attacks | 0 |
| Power Store | 0 |

__Power Phase__
The Grey Wizard gets 1D6 + (his Battle-level ''-1'') Current Power each turn.  Whenever the dice roll is a //natural// 1, he has ''0'' Current Power for the turn.

__Power Store__
The Grey Wizard has no Power Store starting out, but gains +1D6 at each new level, beginning with Battle-level 2.  This seems to have some sort of modifier at Battle-Level 2 (more investigation needed).

__Spells__
''Shadow Daggers --'' //Attack the targeted adjacent enemy, as well as anyone standing to the target's left or right. Each shadow bolt causes a low number of wounds, proportional to the Wizard's battle-level.//
Casting Cost: 2
Duration: Immediate
Target: one enemy adjacent to the Wizard and models to that target's immediate left and right
Need damage basis -- it is certainly a low, no-modifier type of damage (1-3 perhaps depending upon Wizard's level, gaining in strength at higher levels).

''Shadow Bolt --'' //The Wizard throws a projectile dealing damage to the target and a chance to hit surrounding fighters for minor wounds proportional to the Wizard's battle-level.//
Casting Cost: 6
Duration: Immediate
Target: one enemy within the Wizard's line of sight
Need damage basis -- it is certainly a low to medium, no-modifier(?) type of damage (4-6 perhaps, depending upon Wizard's level). What is the chance of adjacent models being hit? (1D6, 5+?)

''Healing Mist --'' //Heal the targeted Warrior for 1-6 Wounds.//
Casting Cost: 5
Duration: Immediate.
Target: Any one Warrior on the board. No line of sight needed.

''__Training__''

__Battle-level Table__

| Level | Experience | Gold | Movement | Esc Pin | WS | BS | Str | T | MA | RA | Wounds | Spells | Power Store |
| 1 | 0 | 0 | 4 | 4+ | 2 | 6+ | 2 | 3 | 1 | 0 | 1D6+5? (or +6?)  | 3 | 0 |
| 2 | 2000 | 200 | 4 | 4+ | 2 | 6+ | 2 | 3 | 1 | 0 | ''2D6''+5? (or +6?) | ''4'' | ''1D6+1'' OR ''7''? |
| 3 | 4000 | 500 | 4 | 4+ | ''3'' | 6+ | 2 | 3 | ''2'' | 0 | 2D6+5? (or +6?) | ''5'' | ''2D6'' (+1 or 1D6 + 7?) |
| 4 | 8000 | 1000 | 4 | 4+ | 3 | ''5+'' | 2 | 3 | 2 | 0 | ''3D6''+5? | ''6'' | ''3D6'' |
| 5 | 15000 | 2000 | 4 | ''3+'' | 3 | 5+ | 2 | ''4'' | 2 | 0 | 3D6+5? | ''7'' | ''4D6'' |
| 6 | 30000 | 5000 | 4 | 3+ | ''4'' | 5+ | 2 | 4 | 2 | 0 | ''4D6''+5? | ''8'' | ''5D6'' |
| 7 | 32000 | 10000 | 4 | 3+ | 4 | 5+ | 2 | 4 | ''3'' | 0 | 4D6+5? | ''9'' | ''6D6'' |
| 8 | 42000 | 15000 | 4 | 3+ | 4 | 5+ | 2 | 4 | 3 | 0 | ''5D6+5?'' | ''10'' | ''7D6'' |
| 9 |  |  |  |  |  |  |  |  |  |  |  |  | 8D6 |
| 10 |  |  |  |  |  |  |  |  |  |  |  |  | 9D6 |
| Name | Experience | Gold | Movement | Esc Pin | WS | BS | Str | T | MA | RA | Wounds | Spells | Power |
''*'' MA = Melee Attacks; RA = Ranged Attacks

__New Spells__ (will be added as the GM learns them)

''Defensive Spells''
*''Cyclone of Silence --'' //Attempt to stun the targeted enemies.  There is a 50% chance that each targeted enemy will be stunned until your next turn.//
*Casting Cost: 7
*Duration: immediate
*Target: all enemies adjacent to the Grey Wizard (within a 3x3 area with the Grey Wizard in the center).

*''Nightmare Visage --'' //The Grey Wizard attempts to take on the form of an extremely powerful and frightening foe in the mind of the targeted enemy. There is a 50% chance of success. If successful, the enemy's chance to hit is reduced until your next turn.// Use 1D6. On 4+ it is successful. Use -1 to hit penalty for the enemy thus affected.
*Casting Cost: 3
*Duration: immediate
*Target: one enemy within the Wizard's line of sight (*need to verify line of sight detail)

*''Shield of Illusion --'' //....// Wizard and all adjacent Warriors get +7 Toughness to the end of the turn.
*Casting Cost: 10
*Duration: this turn
*Target: Wizard and all Warriors adjacent to the Wizard

''Healing Spells''

*''Blood Pulse --'' //Heal the targeted Warrior for 1 Wound, plus an additional Wound per battle-level they have.//
*Casting Cost: 7
*Duration: immediate
*Target: one Warrior (line of sight?)

*''Cure Small Wounds --'' //Heal targeted Warrior for 1 Wound.//
*Casting cost: 2
*Duration: Immediate
*Target: One Warrior (within Wizard's line of sight?)

*''Finger of Life --'' //Attempt to heal the targeted Warrior for 4-6 Wounds. There is a 50% chance that this spell will be successful.// Same as the original Wizard's spell, but it costs one more power to cast.
*Casting Cost: 4
*Duration: immediate
*Target: one Warrior (line of sight?)

*''Heartbeat --'' //Heal the targeted Warrior for between 1 Wound and 6 times their Battle-level Wounds.//  Propbably they meant the same as the original: 1D6 Wounds per Wizard's Battle-level, which is the same as 1D6 X Wizard's Battle-level.
*Casting Cost: 10
*Duration: immediate
*Target: one Warrior (line of sight?)

*''Veil of Revival --'' //Revive the targeted Warrior from the dead. The Warrior is brought back to life with 1 Wound. This ability can only be used if there is an empty space adjacent to the Grey Wizard//.
*Casting Cost: 7
*Duration: immediate
*Target: one dead Warrior

*''Voidmaster --'' //The targeted unit is transported to the void, where they will have all of their Wounds healed.  This healing takes the remainder of the turn; the targeted Warrior will return at the start of your next turn. This ability can only be cast on one Warrior each turn. If the Grey Wizard is killed whilst a Warrior is in the void, the Warrior in the void is also killed.// Note that this works opposite of the original Wizard's spell of the same name. That spell could only target the Wizard, but this one can only target one Warrior other than the Wizard.
*Casting Cost: 5
*Duration: immediate -- completes at beginning of next turn
*Target: one Warrior (line of sight?), but NOT the Wizard himself

''Offensive Spells''

*''Blade of Night --'' //Give the targeted Warrior additional melee Attacks proportional to their battle-level.//
*Casting Cost: 4
*Duration: immediate
*Target: one Warrior within the Wizard's line of sight
*Note on effect: It seems to give the Warrior an extra number of Melee Attacks equal to the number of base Melee Attacks that they normally have from their Battle-level table.

*''Crushing Eclipse --'' //The Wizard throws a projectile dealing significant damage to the taret and a chance to hit surrounding fighters for minor wounds proportional to the Wizard's battle-level.//
*Casting Cost: 12
*Duration: immediate
*Target: one enemy within the Wizard's line of sight (?) and up to all models adjacent to that target

*''Okkam's Mindrazors --'' //Fire three mindrazors at the enemy. Mindrazors cannot miss and cause a large amount of damage, proportional to the Wizard's battle-level.//
*Casting Cost: 7
*Duration: immediate
*Target: any single enemy within the Wizard's line of sight.
*Need to discover how damage is calculated.

''Special Spells''

*''Twilight Translocation --'' //Teleport through the void to any empty location within 4 spaces. This spell can be used when the Grey Wizard is pinned.// Clarification: it may be used at anytime during the Warrior Phase, not just when the Wizard is pinned. The Wizard can move normally before and after casting this spell if he has any Movement points available.
*Casting Cost: 3
*Duration: immediate
*Target: the caster only
A //Downed Warrior// is any Warrior that falls to ZERO Wounds for whatever reason, though it usually happens as a result of being attacked by monsters!

A //Downed Warrior// cannot use anything whatsoever to heal himself/herself.  So, in order to use healing items or abilities (including spells) to heal oneself, the Warrior must have at least 1 Wound (be above ZERO Wounds).

__Healing Others__

Bandages and Provisions can only heal a downed Warrior (a Warrior on ZERO Wounds) when applied by an adjacent Warrior who is not also a downed Warrior. It requires a test just like the Roleplay Book says (50% chance to succeed).

Healing Potions and Healing Draughts -- whether considered magical or not -- will work 100% of the time on a Downed Warrior but only when applied by an adjacent Warrior who is not also a downed Warrior, unless the item's description clearly states otherwise.

Healing Scrolls will work 100% of the time when used on a downed Warrior even from a distance as long as the user who is not also a downed Warrior is within line of sight of the downed Warrior.

Healing Spells and Skills which heal others (like the Waywatcher's Herblore) will work as they normally do (by their normal description and function) to heal a downed Warrior. Healing spells normally will work the same as healing scrolls -- must be within line of sight of the target. The Waywatcher's Herblore skill must be used on an adjacent target.  Finger of Life for instance, will have 50% chance to succeed as it normally does, Cure Small Wounds and Healing Mist will work 100% of the time to save a downed Warrior that is in line of sight of the caster.
NOTE: Healing Mist does NOT require line of sight -- I am learning these things, and updating this wiki to reflect what I learn.

Other magical healing items will generally work as makes sense within the guidelines set down here. For instance, Stone Icon of Ghamaluk will only heal the bearer and only when activated while the bearer is above ZERO Wounds (NOT a downed Warrior!).

Stonebread will only work for Dwarfs and only when feeding themselves!  Therefore, Stonebread can never save a downed Warrior!

Rings of regeneration will only work on Warriors who are above ZERO Wounds and thus can never save a Downed Warrior.
''Need this...''

Also, perhaps a GM's wiki ToDo list...

''Currently, need to get the Chance to Slam/chance to trip info into weapon descriptions in the private online game.''
[[Introduction]]
[[Rules Clarification]]

[[Warriors]]
[[Training]]
[[Effects on Warriors]]

[[Treasure & Equipment]]

[[Enemies]]
[[Enemy Special Rules]]

[[Adventures]]
__Beginning Equipment__

Handaxe (C)(1-5 Damage)(Marauder & Ironbreaker), 440g, sell = 110?g
Wooden Shield (C)(Marauder)(Chance to Block {incoming physical Attacks}{6+}), 300g, sell =75g
Horned Helm (C) (Marauder) (+1 Starting Wounds), 240g, sell = 60?g
1 - Small Bandages (C)(Heal 1-3 Wounds)(use WHQ Bandages), 30g, sell = 7g

__Beginning Characteristics__

| Name | Value |
| Wounds | 1D6+10? (or 9?) |
| Movement | 4 |
| Escape Pinning | 6+ |
| Weapon Skill | 3 |
| Ballistic Skill | 5+ |
| Strength | 5 |
| Toughness (Arm) | 3 |
| Melee Attacks | 1 |
| Ranged Attacks | 1 |

__Ability(ies)__

''Berserk Skill --'' The Marauder has a chance to go berserk at the start of each turn when enemies are present, or when enemies appear.
There is a chance that he is unable to control himself and swings wildly, damaging adjacent Warriors and preventing him from taking any actions for the remainder of the turn.
If he is able to control himself, he reamins in a berserk state and gains 1 Attack until the end of the combat.  The Marauder's chance of controlling himself increases as he increases battle-level, and as he kills enemies in each round of combat.
''While berserk, the Marauder gains +1 Strength as well -- at least at higher levels. (GM needs to verify just when this applies).''


''__Training__''

__Battle-level Table__

| Level | Experience | Gold | Movement | Esc Pin | WS | BS | Str | T | MA | RA | Wounds | Skills |
| 1 | 0 | 0 | 4 | 6+ | 3 | 5+ | 5 | 3 | 1 | 1 | 1D6+10? (or 9?) | 1 |
| 2 | 2000 | 200 | 4 | 6+ | 3 | 5+ | ''6'' | ''4'' | 1 | 1 | ''2D6''+10? (or 9?) | ''2'' |
| 3 | 4000 | 500 | 4 | 6+ | ''4'' | 5+ | 6 | 4 | ''2'' | 1 | ''3D6''+10? (or 9?) | ''3'' |
| 4 | 8000 | 1000 | 4 | 6+ | 4 | ''4+'' | 6 | ''5'' | 2 | 1 | ''4D6''+10? (or 9?) | ''4'' |
| 5 | 15000 | 2000 | 4 | ''5+'' | ''5'' | 4+ | ''7'' | 5 | ''3'' | 1 | ''5D6''+10? (or 9?) | ''5'' |
| 6 | 30000 | 5000 | 4 | 5+ | 5 | ''3+'' | 7 | 5 | 3 | 1 | ''6D6''+10? (or 9?) | 5 |
| 7 | 32000 | 10000 | 4 | 5+ | 5 | 3+ | 7 | 5 | 3 | 1 | ''7D6''+10? (or 9?) | ''6'' |
| 8 | 42000 | 15000 | 4 | 5+ | ''6'' | 3+ | ''8'' | 5 | ''4'' | 1 | ''8D6''+10? (or 9?) | 6 |
| 9 |  |  |  |  |  |  |  |  |  |  | +1D6? |  |
| 10 |  |  |  |  |  |  |  |  |  |  | +1D6? |  |
| Name | Experience | Gold | Movement | Esc Pin | WS | BS | Str | T | MA | RA | Wounds | Skills |
''*'' MA = Melee Attacks; RA = Ranged Attacks

__New Skills__ (will be added as the GM learns them)

*''Battle Blades --'' same as Barbarian's skill
*''Battle Rage --'' //The Marauder has the ability to harness his rage, gaining an additional melee Attack per Battle-level. This ability may only be used once per dungeon.// Same as Barbarian's skill except that it is limited to only affect the Warrior's number of Attacks (To Hit and Strength options removed for this game.)
*''Battle Shout --'' //The Marauder lets out a deafening Battle Shout. Each enemy has an 80% chance to be stunned by the reverberations.//  It is each adjacent enemy, stunned for the next Monster Phase. Also, this skill can only be used once per Adventure. Roll 1D10 for each enemy adjacent to the Marauder to see whether it is stunned. 1 or 2, the enemy is not stunned, but on 3+ it is.
*''Blood Rage --'' //The Marauder enters a frenzied rage for the remainder of the turn. Half of the wounds caused whilst under the effect of Blood Rage are returned to the Marauder, healing him.//
*''Duck Back --'' same as Barbarian's skill = +1 to Escape Pinning
*''Hunter's Eye --'' same as Barbarian's skill except that it can only be used once per Adventure
*''Ignore Wounds --'' same as Barbarian's skill
*''Reaction Strike'' same as Barbarian's skill (no death-blow)
*''Sixth Sense --'' //The Marauder has a sixth sense in combat, allowing him to sense blows before they are thrown. When he is attacked, there is a chance he casually avoids the blow. This ability can only occur once per turn.// Investigate: is there a dice roll for every incoming attack until it is successful? Does it work against ranged Attacks?
So far it seems monsters attack a little differently than the original rules.

''Easiest Target --'' Monsters tend to attack the Warriors closest to them unless influenced in some manner to do differently. Think of this as sort of the 'path of least resistance' rule.

''First Attack Rule --'' Generally, unless provoked or otherwise distracted, a monster will attack the Warrior that they are currently facing. So, when they are placed, they immediately have a target in mind.  This is not quite as firm a rule as the original First Attack Rule.

''Single-minded, Simple-minded --'' Similar to the First Attack Rule, monsters will generally continue to attack the same target they attacked in the previous turn, unless provoked by another potential target or otherwise distracted.

''Retaliation Attacks --'' No matter what target a monster has been facing -- or was previously determined to attack -- the last potential target that actually hits the monster, whether the blow inflicted wounds or not, will cause the monster to want to retaliate against that target in particular.  So, if a monster was going to attack the Grey Wizard and a Marauder hits it, then it will turn to attack the Marauder. Then, in the same turn, if a Dwarf hits that same monster, it will decide to attack the Dwarf instead of the Marauder.

''Monsters with Multiple Attacks --'' Monsters with more than one Attack will attack another available target if the first one is downed by one of its Attacks. For example, if an Orc Warboss takes down a Grey Wizard with its first Attack and there is a Dwarf also adjacent to it, it may then continue to attack the Dwarf with its second Attack, and so on...  There is likely no Large Monster rule in the Rodeo Games version of the game -- at least not in regard to the use of the monster's remaining Attacks after taking a Warrior down.
''Room Monster Events''
Whenever enemies (monsters) are revealed through exploration, they are generally placed in the new board section in some random fashion. Sometimes there will be enemies placed adjacent to the Warrior(s) in the doorway, and sometimes not. In such a case, the monsters will usually wait until the Warrior Phase is finished before moving.

''Unexpected Monster Events''
Whenever an Unexpected Monster Event happens, enemies will generally be placed by the normal (original) WHQ rules -- melee fighters adjacent to the Warriors and surrounding them, and those with ranged weapons and magic being placed up to as far away as possible (though normally only one board section away) while still being generally within line of sight of the Warriors so that they can shoot and cast spells at the Warriors.
''Enemies' Damage'' -- This seems fairly closely to represent the original rules based on Damage Dice -- or some arbitrarily assigned weapon or unarmed variable damage that is close to that. When there is too much doubt, we will use a similar enemie's Damage Dice and/or weapons and/or abilities from the original game.

''Warriors' Damage'' -- It seems to be based upon a different standard than the original rules. Warriors do NOT have a Damage Dice characteristic. They are restricted to certain types of weapons they can use and those weapons have a variable base damage.

''Warriors' Melee Weapons'' -- normally the formula is ''Weapon's Variable Damage + Warrior's Strength'', subtracting Toughness and Armour of the target as normal.
Other factors involved in melee weapon damage follow:
*Daggers -- generally are faster, giving either a bonus number of Attacks (+1) and/or a to hit bonus (+1), BUT, they ignore the wielder's Strength when determining damage.
*Dwarf Axes (two-handed) -- With a Chance to Slam... This seems to be some approximate of the original rule for the Dwarf's Great Axe. So, for our game, we will use some method to approximate both the extra Damage Dice of the Dwarf's Great Axe and the chance to trip, while still respecting the Rodeo Games version's use of a stated weapon variable damage. (see the [[Chance to Slam]] entry)
*Maces and Hammers -- usually these will have a chance to critically hit. This seems to be a multiplier of the damage
*Short Swords -- usually give some sort of to hit bonuse (+1 or +2?), while sacrificing some base damage versus other swords.
*Other abilities/modifiers -- for instance, there is a certain Halfling's Short Sword which ignores the target's Toughness! Then there is the Hammer of Sigmar which ignores all armour has a critical chance, and does the very best of base damage as well.

''Warrior's Ranged Weapons'' -- bows (only bows so far) and the like will normally just case the weapons base variable damage with no regard for the Warrior's Strength. This is very close to the original, where it was the strength of the weapon and not the Warrior's Strength which was used for most ranged weapons.
__Beginning Equipment__

Ogre Club (C)(1-5 Damage)(Marauder & Ironbreaker), 440g, sell = 110?g
Hellheart (C)(?) ?g sell = ?g
1 - Small Bandages (C)(Heal 1-3 Wounds)(use WHQ Bandages), 30g, sell = 7g

__Beginning Characteristics__

| Name | Value |
| Wounds | 1D6+10? (or 9?) |
| Movement | 4 |
| Escape Pinning | 6+ |
| Weapon Skill | 3 |
| Ballistic Skill | 5+ |
| Strength | 5 |
| Toughness (Arm) | 4 |
| Melee Attacks | 1 |
| Ranged Attacks | 0 |

__Ability(ies)__

''Mighty Swing --'' (Active) Once per turn, the Ogre may exchange 1 Attack for a Mighty Swing. Attack the targeted adjacent enemy, as well as anyone standing to the target's left or right. Causes a low number of wounds, proportional to the Ogre's Battle Level. It hits all potential targets automatically.


''__Training__''

__Battle-level Table__

| Level | Experience | Gold | Movement | Esc Pin | WS | BS | Str | T | MA | RA | Wounds | Skills |
| 1 | 0 | 0 | 4 | 6+ | 3 | 5+ | 5 | 4 | 1 | 0 | 1D6+10? (or 9?) | 1 |
| 2 | 2000 | 200 | 4 | 6+ | 3 | 5+ | ''6'' | ''5'' | 1 | 0 | ''2D6''+10? (or 9?) | ''2'' |
| 3 | 4000 | 500 | 4 | 6+ | ''4'' | 5+ | 6 | 5 | 1 | 0 | ''3D6?''+10? (or 9?) | 2 |
| 4 | 8000 | 1000 | 4 | 6+ | 4 | 5+ | ''7'' | 5 | 1 | 0 | ''4D6?''+10? (or 9?) | ''3'' |
| 5 | 15000 | 2000 | 4 | 6+ | 4 | 5+ | ''8'' | ''6'' | 1 | 0 | ''5D6?''+10? (or 9?) | 3 |
| 6 | 30000 | 5000 | 4 | 6+ | ''5'' | 5+ | 8 | 6 | 1 | 0 | ''6D6?''+10? (or 9?) | ''4'' |
| 7 | 32000 | 10000 | 4 | 6+ | 5 | 5+ | ''9'' | 6 | 1 | 0 | ''7D6?''+10? (or 9?) | ''5'' |
| 8 | 42000 | 15000 | 4 | 6+ | 5 | 5+ | 9 | ''7'' | 1 | 0 | ''8D6?''+10? (or 9?) | 5 |
| 9 |  |  |  |  |  |  |  |  |  |  | +1D6 |  |
| 10 |  |  |  |  |  |  |  |  |  |  | +1D6 |  |
| Name | Experience | Gold | Movement | Esc Pin | WS | BS | Str | T | MA | RA | Wounds | Skills |
''*'' MA = Melee Attacks; RA = Ranged Attacks

__New Skills__ (will be added as the GM learns them)

*''Ball Up --'' (active) //The Ogre curls into a ball, protecting all his/her vital parts. They become immune to all damage for the remainder of the turn. Can only be used once per dungeon.//
*''Brawl --'' (active) //The Ogre is a master of brawling. Deals damage to everyone around the Ogre dealt at his Strength. Ignores weapon damage.//
*''Head Crusher --'' (active) //The Ogre attempts to aim a mighty blow to the target skull.  Critical hits do four times more damage!//
*''Immune to Poison --'' (passive) //The Ogre's constitution has rendered him immune to the effects of poison.//
*''Pulp --'' (active) ////
*''Thick Skull --'' (passive) //+1 Toughness//
It works the same as the original WHQ rules, except that the Rodeo Games version has the Warrior's Escape Pinning as a normal numerical value instead of a ''#+'' value. So, in this game an Escape Pinning 4 is equal to Escape Pinning 3+ in the original.

Of special note: The Waywatcher's Escape Pinning value is 8.  Since the Escape Pinning test is based upon the same 1D6 chance as most other non-modified Characteristic tests in WHQ (7+ to succeed), this is a mathematical way of saying that it she automatically escapes pinning -- no dice roll needed.
On a roll of 1, spell casters get ''0 Current Power''.  Usually, a roll of 1 in the Power Phase will also result in an Unexpected Event -- just like in normal WHQ.  However, Unexpected Events which result in monsters also result in what is called a 'Surprise Attack'.  Mostly, this just means that monsters are placed like the normal WHQ rules, in which most monsters are placed adjacent to the Warriors, while specll casters and monsters with ranged attacks are placed as far away as possible within line of sight of the Warriors.

During a Surprise Attack, monsters which ambush automatically will do so and monsters with a chance to ambush will act accordingly.

See the individual [[Warriors]] for details on how their power and spell casting is handled.

Sometimes, on a roll of 1 in the Power Phase, nothing happens.  During combat, this is most likely what happens instead of a non-monster event.

Some adventure-related events will happen regardless of the Power Phase result, but rather will be triggered by a number of turns.
''Ranged Combat'' (only bows so far)
Warriors which are able to use ranged weapons -- only the Marauder and Waywatcher at the time of this post -- ''may'' shoot while adjacent to enemies/ while pinned. However, they ''cannot'' shoot at an adjacent enemy.  Warriors which have Ranged Attacks as a characteristic must have a ranged weapon equipped in order to use the Ranged Attacks.

''Ballistic Skill''
It works the same as the original WHQ rules, except that the Rodeo Games version has the Ballistic Skill as a normal numerical value instead of a ''#+'' value. So, in this game an Ballistic Skill 1 is equal to Ballistic Skill 6+ in the original.  So, the ranged attacker's To Hit dice roll conforms to much the same method as other Characteristic tests in WHQ.  A Ballistic Skill of 1 then requires a dice roll of 6 to succeed (1 + 6 on the dice result, or 6+ to hit).
This games rules differ from the original. Some things might have been necessary to change for the mobile video game port, while some maybe were just intended to improve the game.  Still others just seem different with no clear reason why.  Whatever the case, many of these differences from the original rules will be explained here as they are discovered.  Some will obviously be more appropriately located in more specific areas, like [[Enemy Special Rules]] and [[Warriors]].

[[Adventures]]
[[Death-blow]]
[[Healing Downed Warriors]]
[[Equipment & Inventory Slots]]
[[Exploration]]
[[Monster Behavior]]
[[Monster Placement]]
[[Normal Damage]]
[[Pinning]]
[[Ranged Combat & Ballistic Skill]]
[[Settlements]]

''Turn Phases''
*[[Power Phase]]
*[[Warrior Phase]]
*[[Monster Phase]]
Visiting settlements, whatever their size, is much more simple in this game. Often there is no Hazard to experience, though just as often there will be at least one. It is more rare to experience two or three Hazards between an adventure and visiting the nearest settlement. Traveling farther can incur more Hazards. For instance, passing through two or three settlements on the way to reach a certain desired location, the Warrior party may experience more Hazards than they would when just returning to the nearest settlement.

There are generally three possible places to visit during the Warriors' stay in a settlement: Market, Temple, and Training Grounds.  For some Warriors, like the Trollslayer and the Warrior Priest, the Temple is replaced with a more specific Special Location (Trollslayer Shrine and Temple of Sigmar respectively for the two mentioned Warriors).

''Market -- '' Every settlement has a market with a Bazaar and a Blacksmith and a third shop particular to that settlement. For instance, there might be an Alchemist (potions), a Wizard's Guild, or Elf Quarter included in the Market.  Basically, this game takes certain Special Locations and makes them into a feature of the Market, but limited to an appropriate location on the world map.

''Temple --'' is a place where a Warrior can go and contribute 50 gold and spend time in prayer and/or meditation.  Whether the gods hear them or not will is another matter. IF the gods are listening, the Warrior will receive some temporary blessing to assist them in the next adventure.

''Training Grounds --'' is where the Warriors go to train. They must have the predetermined about of experience and gold in order to do so. See [[Training]] and [[Warriors]] for more details.
__Beginning Equipment__
Elven Sword (C)(2-4 Damage), 600g, sell = 150g
Elven Bow (C)(5-7 Damage), 650g, sell = 163?g
1 - Small Bandages (C)(Heal 1-3 Wounds)(use WHQ Bandages), 30g, sell = 7g

__Beginning Characteristics__

| Name | Value |
| Wounds | 1D6+6? (or +7?) |
| Movement | 4 |
| Escape Pinning | 6+ |
| Weapon Skill | 3 |
| Ballistic Skill | 4+ |
| Strength | 3 |
| Toughness (Arm) | 3 |
| Melee Attacks | 1 |
| Ranged Attacks | 1 |

__Ability(ies)__

''Reaction Strike --'' (passive) The Shadow Warrior is able to make an immediate Attack on any enemy that surprises him. He must have at least 1 Melee Attack remaining, though the Reaction Strike is free.

''Encumbrance --'' (passive) The Shadow Warrior's freedom of movement allows him great skill with his weapons. As he becomes tougher, through use of armours or other means, his Weapon Skill drops by half the amount his Toughness increases.

''Alacrity --'' (passive) Making ranged Attacks does not prevent the Shadow Warrior from continuing to move.


''__Training__''

__Battle-level Table__

| Level | Experience | Gold | Movement | Esc Pin | WS | BS | Str | T | MA | RA | Wounds | Skills ''**'' |
| 1 | 0 | 0 | 4 | 6+ | 3 | 5+ | 3 | 3 | 1 | 1 | 1D6+6? (or +7?) | 1 = (2+ {-1}?) ''**'' |
| 2 | 2000 | 200 | 4 | 6+ | 3 | ''4+'' | 3 | 3 | 1 | 1 | ''2D6''+? | ''2'' (3-1) |
| 3 | 4000 | 500 | 4 | 6+ | ''4'' | 4+ | 3 | 3 | 1 | ''2'' | ''3D6''+? | ''3'' (4-1) |
| 4 | 8000 | 1000 | 4 | 6+ | 4 | 4+ | ''4'' | 3 | ''2'' | 2 | ''4D6+?'' | 3 (4-1) |
| 5 | 15000 | 2000 | ''5'' | 6+ | 4 | 4+ | 4 | 3 | 2 | ''3'' | ''5D6''+? | ''4'' (5-1) |
| 6 | 30000 | 5000 | 5 | 6+ | ''5'' | 4+ | 4 | 3 | 2 | 3 | 5D6+? | ''5'' (6-1) |
| 7 | 32000 | 10000 | 5 | 6+ | 5 | ''3+'' | 4 | 3 | 2 | 3 | ''6D6''+? | 5 (6-1) |
| 8 | 42000 | 15000 |  |  |  |  |  |  |  |  |  |  |
| 9 |  |  |  |  |  |  |  |  |  |  |  |  |
| 10 |  |  |  |  |  |  |  |  |  |  |  |  |
| Name | Experience | Gold | Movement | Esc Pin | WS | BS | Str | T | MA | RA | Wounds | Skills |

''*'' MA = Melee Attacks; RA = Ranged Attacks
''**'' Concerning the number of skills, I count them in a strange manner, because the two beginning skills, of Reaction Strike and Alacrity or somewhat offset by Encumbrance, which is not really a skill but a penalty. This is why what appears to be three skills, or abilities, are counted above as only 1. Encumbrance does appear in the Shadow Warrior's list of skills in the game. This is why I felt it necessary to include it as a negative skill (counts as -1 skill) in the Battle-Level Table above.

__New Skills__ (will be added as the GM learns them)

*''Counter Strike --'' (passive) //Every time the Shadow Warrior is hit in melee combat there is a chance he will do an immediate counter attack.// Currently, I am treating this as a 6+ skill. Whenever a melee attack hits the Shadow Warrior, roll 1D6. On a roll of 6, the Shadow Warrior strikes his attacker with his current melee weapon, doing damage as normal -- no roll to hit needed (just roll for damage). I will need to verify this as much as possible.
*''Martial Prowess --'' (passive) //Whenever the Shadow Warrior misses a melee attack, he automatically takes a second swing at his target.// 
*''Misdirect --'' (active) //The Shadow Warrior throws a strike at the enemy, making it appear to come from somewhere else. This causes the enemy to change to another target. This cannot be used on enemies who do not have multiple targets available.//
*''Shadows Walker --'' (passive) //When attacked in combat, there is a chance that the Shadow Warrior avoids the attack, using a smake screen to move out of the way to an adjacent space.// Basically, this is just a different name for the Evade skill that the original Elf had.
*''Unburdened --'' (passive) //The Shadow Warrior is better able to cope with his cumbersome armour, nullifying the negative effect of Encumbrance.//
*''Unseen Blade --'' (passive) //When attacking enemies from behind, the Shadow Warrior is able to make more calculated attacks. These attacks are made with +2 Weapon Skill.//
*''Vanish --'' (active) //The Shadow Warrior disappears into the shadows for the remainder of the turn. He returns on the following turn with double the Movement, Attacks and Ranged Attacks from when he vanished.// This skill can only be used once per dungeon.
*''...''
Details on game mechanics, equipment, skills, rules and etc...
Old Warriors Rodeo Webquest
Generally only sell values are listed, since they cannot be purchased in shops.

Amethyst (C), 25g
Arrow Heads (C), 12g
Bone Dust (C), 10g
Brass Statuette (U), 27g
Cave Herbs (C), 20g
Cave Mushrooms (C), 22g
Chaos Symbol (C), 22g
Cooking Spices (C), 12g
Cracked Magic Orb (C), 13g
Diamond (R), 35g
Embroidered Quilt (C), 15g
Enchanted Fragments (U), 87g
Flawless Amethyst (R), 137g
Flawless Diamond (R), 150g
Flawless Onyx Gem (R), 100g
Flawless Ruby (R), 125g
Flawless Sapphire Gem (R), 125g
Gold Ore (U), 100g
Gromril Ore (R), 250g
Holy Artefact (C), 37g
Iron Ore (C), 17g
Lead Miniature (U), 40g
Leather Satchel (C), 10g
Legendary Wonder (R), 152g
Merchant Goods (C), 400g, sell = 100g (variable actually, depends on size of town/city)
Metal Scraps (C), 14g
Night Goblin Finger Bones (C), 15g
Night Goblin Skull (C), 10g
Old Coins (C), 11g
Onyx Gem (C), 12g
Orc Toof (C), 10g
Ornate Weaver Patch (C), 10g
Poisonous Fangs (C), 18g
Prayer Beads (C), 13g
Ruby (C), 27g
Pure Amethyst (U), 62g
Pure Diamond (U), 75g
Pure Onyx Gem (U), 37g
Pure Ruby (U), 62g
Pure Sapphire Gem (U), 50g
Reptile Eye (C), 12g
River Troll Adrenal Slime (C), 25g
Ruined Book (C), 10g
Sapphire Gem (C), 20g
Silver Lute (U), 100g
Silver Lute (R), 300g
Silver Chalice (U), 55g
Silver Tankard (U), 27g
Six-sided Dice (C), 11g
Small Relic (R), 350g
Small Relic Fragment (U), 62g
Superior Holy Artefact (U), 75g
Undamaged Assassins Head (R), 100g
Undamaged Clanrat Head (R), 5g
Undamaged Clawleader Head (R), 10g
Undamaged Gutter Runner Head (R), 30g
Undamaged Rat Ogre Head (R), 250g
Undamage Stormvermin Head (R), 20g
Undamaged Warlord Head (R), 120g
Weaver's Cloth (C), 5g
I am fairly sure that the XP shown is total XP gained so far. In other words, the game does not deduct it each time you gain a level. So, you need 2000 XP to gain level 2 and 2000 more to gain level 3, but you need 4000 more on top of that to get to level 4, and then 7000 more to reach level 5.  Also, very important to note is that when a Warrior has more than the required experience to gain and level -- which will usually be the case at the time he/she levels up -- then the most that can carry over to be used for the next level-up occasion is 50% of the total required to gain that next level. For example, if a Warrior had 10,000 XP and gained level 3 (for 4000 XP), then only 3000 of the excess XP will count toward level 4.  By this means, Warriors are prevented from gaining more than one level between adventures.

Follow each Warrior's link (provided below) to see their Battle-level Table, Skills and Spells.

[[Archmage]]
[[Bright Wizard]]
[[Dwarf Ironbreaker]]
[[Dwarf Trollslayer]]
[[Elf Waywatcher]]
[[Grey Wizard]]
[[Marauder]]
[[Ogre Irongut]]
[[Shadow Warrior]]
[[Warrior Priest]] 


The Warriors seem to get 20 XP for every piece of gold dropped by a monster that they kill. In other words, if a monster drops 4 gold, then the Warrior gets 80 XP at the end of the Adventure.

| Battle-level | Experience Cost | Gold Cost |
| 2 | 2000 | 200 |
| 3 | 4000 | 400 |
| 4 | 8000 | 600 |
| 5 | 15000 | 2000 |
| 6 | 30000 | 4000 |
| ? | ? | ? |
Rarity/Quality Code: ''C'' = Common, ''U'' = Uncommon, ''R'' = Rare
NOTE: For most items, the sell value is generally 25% of purchase value. So, an item which costs 400 gold to buy will only yield 100 gold when sold.

[[Accessories]] -- rings, higher quality bandages and provisions, and other helpful items
[[Consumables]] -- potions, draughts, one power stores, lesser quality bandages and provisions
[[Weapons]] -- one-handed weapons, two-handed weapons, bows and the like

[[Body Gear]] -- Boots, head gear, shields, armour, cloaks, and etc...

[[Trade Goods]] -- no use in combat, nor in the dungeon at all
''Warning: any Warriors on ZERO Wounds at the end of the Warrior Phase die!''
__Beginning Equipment__
Warhammer (U)(4-6 Damage, Critical Chance {6+}) (Marauder, Ironbreaker and Priest), 650g, sell = ?g
Ring of Jade (C)(end of turn chance to regenerate and chance to wound, use WHQ/Webquest item) (Warrior Priest), 1000g, sell = 250g
1 - Small Bandages (C)(Heal 1-3 Wounds)(use WHQ Bandages), 30g, sell = 7g

__Beginning Characteristics__

| Name | Value |
| Wounds | 1D6+6 or 7? |
| Movement | 4 |
| Escape Pinning | 4+ |
| Weapon Skill | 2 |
| Ballistic Skill | 5+ |
| Strength | 3 |
| Toughness (Arm) | 2 |
| Melee Attacks | 1 |
| Ranged Attacks | 0 |

__Ability(ies)__

''Ring of Jade'' -- NOTE: it works automatically at the end of each turn, but technically at the end of the Warrior Phase. The Warriors will be randomly targeted for both healing and damage, with a preference for healing actually going to Warriors which need it (won't auto-heal those that are not wounded).  The Ring of Jade will attempt to heal/damage every time the Warrior Phase is reset -- for instance whenever one or more Warriors are given an extra turn from the Warrior Priest's Intervention Blessing.  In such a case, adjacent Warriors could be wounded twice in one game turn by the Ring of Jade or healed twice. ''WARNING:'' The Ring of Jade seems to be an exception to most forms of damage because of when the damage is applied and/or because of their attempt to simulate the original board game's chance for it to kill Warriors at the end of the turn. ''IF a Warrior is taken down to ZERO Wounds by damage inflicted by the Ring of Jade, that Warrior is instantly killed!''  Also, please note that every adjacent Warrior and the Priest himself are wounded each time the Ring of Jade wounds the Warriors.

''Blessings'' -- they will be cast according to the normal casting rules of the original Warrior Priest (roll 1D6 and add current Winds of Magic to see whether they are successful, with some blessings becoming easier to cast at higher levels).  Some, or most blessings target all Warriors automatically and randomly. The GM will handle the effects; the player decides which blessing to attempt and rolls the dice for success or failure.

Note that the Warrior Priest has been limited to only attempting ONE blessing per turn all the way through Battle-level 8. This seems an extreme limitation, but perhaps they have their reasons for this.

__Start with Two Blessings__

''Scourge of Chaos --'' //The blessed Warrior(s) gain an increased chance to hit for the remainder of the turn.//
We will play it as +1 to hit for both melee and ranged Attacks. IF the original blessing gets better at higher levels, then that will be added to this description.

''Call of the Brave --'' //The blessed Warrior(s) gain the ability to dodge incoming blows for the remainder of the turn.  Dodged Attacks cause no wounds.//
This will be treated as Dodge 6+. This is a brand new effect for this blessing. The original was a reroll of a failed Attack.

NOTE: both of these blessings are subject to the random number of targets and that they are randomly chosen as well.  Probably, I will roll a dice to determine the number and then roll dice to eliminate or choose the number affected or not affected.

''__Training__''

__Battle-level Table__

| Level | Experience | Gold | Movement | Esc Pin | WS | BS | Str | T | MA | RA | Wounds | Blessings |
| 1 | 0 | 0 | 4 | 4+ | 2 | 5+ | 3 | 2 | 1 | 0 | 1D6+6? (or +7?) | 2 |
| 2 | 2000 | 200 | 4 | 4+ | 2 | 5+ | 3 | 2 | 1 | 0 | ''2D6+6? (or +7?)'' | ''3'' |
| 3 | 4000 | 500 | 4 | 4+ | ''3'' | 5+ | ''4'' | 2 | ''2'' | 0 | 2D6+6? (or +7?) | ''4'' |
| 4 | 8000 | 1000 | 4 | 4+ | 3 | ''4+'' | 4 | 2 | 2 | 0 | ''3D6+6? (or +7?)'' | ''5'' |
| 5 | 15000 | 2000 | 4 | ''3+'' | 3 | 4+ | 4 | ''3'' | 2 | 0 | ''4D6+6? (or +7?)'' | ''6'' |
| 6 | 30000 | 5000 | 4 | 3+ | ''4'' | 4+ | ''5'' | 3 | 2 | 0 | ''5D6+6? (or +7?)'' | ''7'' |
| 7 | 32000 | 10000 | 4 | 3+ | 4 | 4+ | 5 | 3 | ''3'' | 0 | 5D6+6? (or +7?) | ''8'' |
| 8 | 42000 | 15000 | 4 | 3+ | 4 | 4+ | 5 | 3 | 3 | 0 | ''6D6+6? (or +7?)'' | ''9'' |
| 9 |  |  |  |  |  |  |  |  |  |  |  |  |
| 10 |  |  |  |  |  |  |  |  |  |  |  |  |
| Name | Experience | Gold | Movement | Esc Pin | WS | BS | Str | T | MA | RA | Wounds | Blessings |
''*'' MA = Melee Attacks; RA = Ranged Attacks

__New Blessings__ (will be added as the GM learns them)

*''Hammer of Sigmar --'' //The blessed Warriors gain additional Strength for the remainder of the turn.// Does the effect (+# Str) vary based upon level of caster or target?
*''Hearts of Steel --'' //The blessed Warriors gain magic resistance. There is a chance the magical attacks made during the next enemy phase against the blessed Warriors are resisted completely, causing no wounds.//
Need to monitor the way this works (6+ at lower levels? 5+ and 4+ at higher levels?)
*''Intervention --'' //The blessed Warriors gain an additional turn! Note that magic users do not regain power when they are affected by Intervention.//
*''Prayer of Devotion --'' //Every time the blessed Warrior(s) damage a target they regain some of the damage dealt back as health.//
*''Sigmar's Rally --'' //Attempt to teleport all Warriors to empty adjacent spaces around the Warrior Priest.//
*''Steadfast --'' //The blessed Warriors gain additional Toughness proportional to their level until their next turn.// How much Toughness? at what levels?
Monitor these effects for amount of bonus...
*''Vanquish --'' //The blessed Warriors gain extra Attacks for the remainder of the turn.//
The Warrior classes available in our game and the Webquest Warriors to use to represent them.

[[Archmage]] (Elf Ranger Mage)
[[Bright Wizard]] (same)
[[Dwarf Ironbreaker]] (normal Dwarf)
[[Dwarf Trollslayer]] (same)
[[Elf Waywatcher]] (Elf)
[[Grey Wizard]] (Wizard)
[[Marauder]] (Barbarian)
[[Ogre Irongut]] (Ogre)
[[Shadow Warrior]] (not sure yet)
[[Warrior Priest]] (same)


''__Warriors' Starting Characteristics__''
| ''Name'' | ''Movement'' | ''Esc Pin'' | ''WS'' | ''BS'' | ''Str'' | ''T'' | ''MA*'' | ''RA*'' | ''Wounds'' | ''Skill(s)'' |
| Archmage | 4 | 4+ | 4 | 4+ | 2 | 3 | 1 | 0 | 1D6+6? (or +7?) | Ward Save & 2 spells |
| Bright Wizard | 4 | 4+ | 2 | 6+ | 2 | 3 | 1 | 0 | 1D6+6? (or +7?) | 1 Def. spell, 2 Atk spells |
| Dwarf Ironbreaker | 4 | 5+ | 3 | 5+ | 4 | 4 | 1 | 0 |1D6+7? (8,9?) | Great Axe (slam) |
| Dwarf Trollslayer | 4 | N/A | 4 | 4+ | 4(5) | 4 | 1 | 0 | 1D6+10? (or 9?) | Slayer, Rune Axe (slam)  |
| Elf Waywatcher | 4 | auto | 3 | 4+ | 3 | 3 | 1 | 1 | 1D6+6? (or +7?) | Dodge 6+ |
| Grey Wizard | 4 | 4+ | 2 | 6+ | 2 | 3 | 1 | 0 | 1D6+6? (or +7?) | 1 Healing & 2 Atk spells |
| Marauder | 4 | 6+ | 3 | 5+ | 5 | 3 | 1 | 1 | 1D6+10? (or 9?) | Berserk |
| Ogre Irongut | 4 | 6+ | 3 | 5+ | 5 | 4 | 1 | 0 | 1D6+10? (or more?) | Mighty Swing |
| Shadow Warrior | 4 | 6+ | 3 | 5+ | 3 | 3 | 1 | 1 | 1D6+8? (or +7?) | Reaction Strike, Alacrity |
| Warrior Priest | 4 | 4+ | 2 | 5+ | 3 | 2 | 1 | 0 | 1D6+6? (or +7?) | 2 blessings + Ring healing |
| more Warriors! ? |  |  |  |  |  |  |  |  |  |  |
| ''Name'' | ''Movement'' | ''Esc Pin'' | ''WS'' | ''BS'' | ''Str'' | ''T'' | ''MA*'' | ''RA*'' | ''Wounds'' | ''Skill(s)'' |

''*'' MA = Melee Attacks; RA = Ranged Attacks
Note: at the time of the game's release, only the Elf and the Marauder could use ranged weaponry (bows only).
''Dodge --'' Chance to avoid incoming physical Attacks on 6+ (roll 1D6), both melee and ranged.
__One-handed Melee__
Axe of Slicing (U)(5-9 Damage, +2 Strength) (Marauder), 1200g, sell = 300g
Berserker Sword (U)(7-9 Damage, +1 Melee Attacks), 2300g, sell = 575g
Blade of Leaping Gold (U)(6-8 Damage, +1 Melee Attacks) (Elves), 2000g, sell = 500g (Webquest: 'Elven Leaping Blade'?)
Bloodcaller Axe (R)(9-13 Damage, +2 Melee Attacks)(Marauder), 6000g, sell = 1500?g
Bronze Sigil Sword (U)(7-9 Damage, +1 Str, +1 T) (Wizards), 1800g, sell = 450?g
Dagger (C) (1-3 Damage, Ignore's Wielder's Strength, +1 Melee Attacks)(Marauder & Wizard), 270g, sell = 67g
Dragon Blade (R) (17-19 Damage, Ignores Warrior and enemy Weapon Skill) (Elves), 6000g, sell = 1500?g
Elven Sword (C)(2-4 Damage) (Elves), 600g, sell = 150g
Fine Axe (U)(5-9 Damage)(Marauder & Ironbreaker), 1300g, sell = 325?g
Fine Dagger (U)(4-6 Damage, Ignores wielder's Strength, +1 Melee Attacks), 800g, sell = 200g
Fine Elven Sword (U)(6-8 Damage)(Elves), 1550g, sell = 387g
Fine Hammer (U)(6-8 Damage, Critical Chance {6+}) (Marauder and Ironbreaker), 1600g, sell = 400g
Fine Knuckle Duster (U)(3 Damage, Increased chance to hit with melee weapon {+1 to hit}, +1 Melee Attacks) (Marauder), 600g, sell = 150g
Fine Longsword (U)(7-9 Damage)(Marauder & Wizard), 1100g, sell = 275g
Fine Mace (U)(6-8 Damage, Critical Chance {6+}) (Marauder), 1300g, sell = 325?g
Fine Shortsword (U)(5-7 Damage, increased chance to hit with melee weapon {+1 to hit}) (Marauder & Wizard), 900g, sell = 225g
Fist of Khorne (U)(5-9 Damage, Critical Chace {6+}, +2T) (Marauder), 2200g, sell = 550?g
Forge Master's Hammer (U)(6-8 Damage, Critical Chance {6+}, +1 Melee Attacks) (Ironbreaker), 2400g, sell = 600g
Gromril Axe (R)(7-11 Damage, Ignores Armour) (Ironbreaker), 4800g, sell = 1200g
Grudgeseeker (U)(1-6 Damage, [[Chance to Slam]], Chance to kill an enemy with less than 10 Wounds left {6+?}) (Ironbreaker), 1500g, sell = 375g
Handaxe (C)(1-5 Damage)(Marauder & Ironbreaker), 440g, sell = 110g
Khorne's Fury (U) (9-11? Damage, Ignores target's Toughness) (Marauder), ?g, sell = 575?g
Knuckle Duster (C)(1 Damage, Increased chance to hit with melee weapon {+1 to hit}, +1 Melee Attacks) (Marauder), 100g, sell = 25g
Longsword of Regeneration (U)(7-9 Damage, Regenerates +1 Wound per turn)(Marauder & Wizard), 1500g, sell = 375g
Longsword of Strength (U)(7-9 Damage, +2 Strength)(Marauder & Wizard), 1500g, sell = 375g
Mace (C)(2-4 Damage, Critical Chance {6+}) (Marauder), 470g, sell = ?g
Masterwork Dagger (R)(7-9 Damage, Ignores wielder's Strength, +1 Melee Attacks) (Marauder & Wizard), 1700g, sell = 425?g
Masterwork Elven Sword (R)(10-12 Damage) (Elves), 3000g, sell = 750g
Masterwork Hammer (R)(10-12 Damage, Critical Chance {6+})(Marauder & Ironbreaker), 4000g, sell = 1000g
Masterwork Handaxe (R)(9-13 Damage)(Marauder & Ironbreaker), 3000g, sell = 750g
Masterwork Knuckle Duster (R)(5 Damage, Inscreased chance to hit with melee weapon {+1 to hit}, +1 Melee Attacks), 1500g, sell = 375g
Masterwork Longsword (R)(11-13 Damage)(Marauder & Wizard), 2700g, sell = 675g
Masterwork Mace (R)(10-12 Damage, Critical Chance {6+}) (Marauder), 3500g, sell = 875g
Masterwork Shortsword (R)(9-11 Damage, Increased chance to hit with melee weapon {+1 to hit})(Marauder & Wizard), 2600g, sell = 650g
Nimbefinger's Sword (U)(5-7 Damage, Ignores Toughness) (Marauder & Wizard), 2500g, sell = 625g
Reinhart's Cleaver (U)(5-9 Damage, +2 T) (marauder), 1350g, sell = ?g
Relic Blade (R)(11-13 Damage, +1 Melee Attacks, Increased chance to hit with melee weapon {+1}) (Wizards), 3200g, sell = 800g 
Shadow Sword (U)(6-8 Damage, Increased chance to hit {+1}, +3 Str) (Shadow Warrior), 2500g, sell = 625?g
Shortsword (C)(1-3 Damage)(Marauder & Wizard), 320g, sell = 80g
Sunfang (R)(10-12 Damage, Attacks burn enemies) (Elves), sell = 0g (special purchased item)

__Two-handed Melee__
Dwarven Axe (C)(1-6 Damage, [[Chance to Slam]]) (Dwarves), 700g, sell = 175g
Executioner's Axe (U)(7-11 Damage, +1T, +1 Str)(Marauder), 1500g, sell = ?375g
Fine Great Axe (U)(7-11 Damage)(Marauder & Dwarves), 1900g, sell = 475?g
Fine Great Sword (U)(8-10 Damage) (Marauder), 1950g, sell = 487g
Goldreaper Axe (U)(6-10 Damage, Gold Multiplier x2) (Dwarves), 1500, sell = 375?g
Great Axe (C)(3-7 Damage) (Marauder & Dwarves), 700g, sell = 175g
Great Sword (C)(5-7 Damage)(Marauder), 740g, sell = 185g
Grut's Sickle (R) (21-23 Damage, Critical Chance {6+}, Can leech allies' Wounds to boost Strength) (Ogre Irongut), 4000g, sell = 1000?g
Hammer of Ensorcelled Iron (U)(8-10 Damage, Critical Chance {6+}, +1 Str, -1T) (Warrior Priest), 1200g, sell = 300?g
Hammer of Sigmar (R)(14-16 Damage, Critical Chance {6+}, Always Ignores Armour) (Marauder, Ironbreaker, Priest), 9500g, sell = 2375?g
Master Axe of Valaya (R)(11-15 Damage, Regenerates 4 Wounds per turn) (Dwarves), 8500g, sell = 2125?g
Masterwork Great Axe (R)(11-15 Damage)(Marauder & Dwarves), 4600g, sell = 1150?g
Masterwork Great Sword (R)(11-13 Damage)(Marauder), 4700g, sell = 1175g
Masterwork Ogre Club (R) (21-23 Damage, Critical Chance {6+}) (Ogre Irongut), 5500g, sell = 1375?g
Masterwork Warhammer (R)(12-14 Damage, Critical Chance {6+}) (Marauder, Ironbreaker and Priest), 5000g, sell = 1250?g
Mortals' Bane (R)(Marauder) (12-14 Damage, Critical Hit on enemies with 6+ Toughness), 3100g, sell = 775?g
Prophecy (R) (warhammer)(12-16 Damage, Bonus Attack Chance {5+?}) (Warrior Priest), 4000g, sell = 1000?g
Rune Axe of Morgrim (C)(1-6 Damage, [[Chance to Slam]], +1 Str) (Dwarves), 1000g, sell = 250g
Rune Axe of Grungni (U)(7-11 Damage, [[Chance to Slam]], +2 Str) (Dwarves), 2000g, sell = 500g
Rune Axe of Grimnir (R)(11-15 Damage, [[Chance to Slam]], +4 Str) (Dwarves), 4100g, sell = 1025?g (''need method'')
Thundermace (U) (13-15 Damage, Critical Chance {6+}, +2 Str) (Ogre Irongut), 1700g, sell = 425?g
Warhammer (C)(4-6 Damage, Critical Chance {6+}) (Marauder, Ironbreaker and Priest), 650g, sell = 162g
Warhammer of Battle (U)(8-10 Damage, Critical Chance {6+}, +1 Melee Attacks) (Marauder, Ironbreaker and Priest), 1500g, sell = 375g
Warhammer of Regeneration (U)(8-10 Damage, Critical Chance {6+}, regenerates 1 Wound per turn) (Marauder, Ironbreaker and Priest), 1500g, sell = 375g


__Ranged: Bows__
Bow of Asrai (U)(11-13 Damage) (Waywatcher), 2400g, sell = 600?g
Elven Bow (C)(5-7 Damage) (Waywatcher, Shadow Warrior), 650g, sell = 162g
Fine Elven Bow (U)(8-10 Damage) (Waywatcher, Shadow Warrior), 1800g, sell = 450?g
Fine Long Bow (U)(8-10 Damage) (Marauder & Waywatcher), 1700g Sell = 425g
Fine Short Bow (U)(5-7 Damage, Increased chance to hit with a ranged weapon {+1 to hit}) (Marauder & Waywatcher), 1500g, sell = 375?g
Glade Guard's Bow (R)(10-12 Damage, Increased Chance to hit with ranged weapon {+1}) (Waywatcher & Shadow Warrior), 5000g, sell = 1250?g
Long Bow (C)(5-7 Damage) (Marauder & Waywatcher), 610g Sell = ?g
Longbow of Battle (U)(8-10 Damage, +1 Ranged Attacks) (Marauder & Waywatcher), 1500g, sell = 375g
Longbow of Fortitude (U)(8-10 Damage, +5 Starting Wounds) (Marauder & Waywatcher), 1500g, sell = 375g
Longbow of Defence (U)(8-10 Damage, +2 T) (Marauder & Waywatcher), 1500g, sell = 375g
Masterwork Elven Bow (R)(13-15 Damage) (Waywatcher, Shadow Warrior), 4000g, sell = 1000g
Masterwork Long Bow (R)(11-13 Damage) (Marauder & Waywatcher), 3750g, sell = 937g
Masterwork Short Bow (R)(8-9 Damage), Increased chance to hit with ranged weapon {+1 to hit}), 3200, sell = 800g
Reaver Bow (R)(13-15 Damage, once per dungeon multi-shot) (Waywatcher, Shadow Warrior), sell = 0g (special purchased item)
Shadow Bow (U)(8-10 Damage, +3 Escape Pinning, Decreased chance to be hit with melee weapon {-1}) (Shadow Warrior), 2500g, sell = 625?g
Shadow Dancer (R)(13-15 Damage, +1 Ranged Attacks, Increased Chance to hit with ranged weapon {+1}) (Shadow Warrior), 2500g, sell = 625?g
Short Bow (C)(2-4 Damage, Increased chance to hit {+1?}) (Marauder & Waywatcher), 590g, sell = 147g


__Ranged: Guns__
Pistol (C)(Damage?, Double damage on critical hits, Chance to jam) (Witch Hunter), 400g, sell = 100g
Fine Pistol (U)(Damage?, Double damage on critical hits, Chance to jam) (Witch Hunter), 1200g, sell = 300g


__Ranged Ammunition__
Quiver of Fire (U)(Arrows add 5 burn damage to enemies) (Shadow Warrior), 2000g, sell = 500?g
Quiver of Fire (U)(Arrows take 2 T from enemies) (Shadow Warrior), 3000g, sell = 750?g
Judgement Bullets (R)(All Melee & RangedAttacks have increased chance to hit for the rest of the turn) (Witch Hunter), 3000?g, sell = 750g
Silver Bullets (U)(Shots cause +8 wounds against Undead enemies) (Witch Hunter), 1300g, sell = 325g