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This page aims at providing the list of options for character creation in Warsword Conquest.

[WIP for 1.2]Edit

mod is updated. there are wood elves, nippon etc.

Base character: 4 STR, 4 AGI, 4 INT, 4 CHA.


Gender: (except elves)

  • Male (all races): STR +1 CHA +1
  • Female (only humans): AGI +1 INT +1


Homeland (traditional humans and skeletons only):

  • The Empire of Sigmar: INT +2, CHA +1, Trade +1, Engineer +2, Tactics +1, Leadership +1, 1HWP +10, 2HWP +10, FaWP +10, Gold +50
  • The Kingdom of Bretonnia: AGI +1, CHA +2, Weapon Master +1, Riding +2, Shield +1, Leadership +1, 1HWP +10, PoWP +20, Gold +20
  • The Kingdom of Araby: INT +2, AGI +1, Riding +1, Power Draw +1, Trade +1, Inventory management +1, Weapon Master +1, 2HWP +10, ArWP +10, Gold +100
  • The Tsardom of Kislev: WIP
  • The Empire of Nippon: WIP
  • The Brotherhood of Pirates: CHA +2, AGI +1, Looting +2, Pathfinding +1, Spotting +1, Trade +1, 1HWP +10, FaWP +30, Gold +200

Any Elf: High, Wood or Dark Elf (M/F)

  • a son of ...elves: STR +2, AGI +1, CHA +2
  • a daughter of ...elves: STR +1, AGI +2, INT +1, CHA +1

Father:

The Empire of Sigmar:

  • A Warrior Priest: CHA +2 STR +1 Leadership +1 Persuasion +1 2HWP +15
  • A Witch Hunter: INT +1 STR +1 First Aid +1 Spotting +1 FaWP +45
  • An Engineer: STR +1 INT +1 Engineer +2 1HWP +15
  • A Reiksguard Knight: STR +1 AGI +1 Ironflesh +1 Power Strike +1 PoWP +20
  • A Greatsword: STR +1 AGI +1 Power Strike +1 2HWP +40
  • A Peasant: INT +1 CHA +1 Inventory management +1 Trade +1

The Kingdom of Bretonnia:

  • A Grail Knight: AGI +1 CHA +1 Riding +1 Shield +1 PoWP +50 Gold +100
  • A Horse Breeder: CHA +1 AGI +1 Riding +1 Trade +1 Gold +50 1HWP +45
  • A Yeoman Warden: STR +1 INT +1 Spotting +1 Shield +1 1HWP +15
  • A Scribe: CHA +1 INT +1 Persuasion +1 Leadership +1 PoWP +10
  • A Blacksmith: STR +1 INT +1 Power Strike +1 Trade +1 1HWP +40
  • A Tournament Master: INT +1 CHA +1 Persuasion +1 Tactics +1

The Kingdom of Araby:

  • A Rich Travelling Merchant: INT +1 CHA +1 Trade +1 Inventory management +1 Gold +1000
  • A Horse Breeder: CHA +1 AGI +1 Riding +1 Trade +1 1HWP +45
  • An Imam: CHA +1 INT +1 Persuasion +1 Leadership +1 2HWP +15
  • A Janissary: STR +1 AGI +1 Power Draw +2 ArWP +50
  • A Mameluk: STR +1 AGI +1 Power Strike +1 Riding +1 PoWP +40
  • Sultan's Bodyguard: STR +1 AGI +1 Ironflesh +1 Weapon Master +1 1HWP +40

A Brotherhood of Bandits:

  • A Bandit Leader: CHA +1 STR +1 Leadership +1 Tactics +1 Gold +150
  • A Highwayman: AGI +1 INT +1 Riding +2 1HWP +35
  • A Priest: CHA +1 INT +1 Persuasion +1 Leadership +1 PoWP +40
  • A Messenger: AGI +2 Riding +1 Pathfinding +1 1HWP +10
  • A Tomb Robber: STR +1 AGI +1 Looting +2 PoWP +20 Gold +50
  • A Smuggler: INT +2 Looting +1 Inventory management +1 Gold +50

The Brotherhood of Pirates:

  • A Swashbuckler: AGI +1 CHA +1 Weapon Master +1 Power Strike +1 1HWP +30 FaWP +30
  • A Drunk: STR +1 CHA +1 Trade +1 Inventory management +1 Gold +20
  • A Navigator: INT +2 Pathfinding +1 Spotting +1 1HWP +10
  • A Captain: INT +1 CHA +1 Leadership +1 Tactics +1 Prisoner management +1 Gold +300
  • A Merchant: CHA +2 Trade +1 Inventory management +1 1HWP +10 Gold +500
  • A Cook: INT +2 First Aid +1 Wound Treatment +1 Gold +50

Chaos Warrior:

  • A Chaos Warrior: STR +2 AGI +1 Power Strike +3 Athletics +2 Shield +1 1HWP +30 Gold +50
  • A Chariot Rider: AGI +2 INT +1 Weapon Master +1 Riding +2 Engineer +1 Pathfinding +1 1HWP +10 PoWP +20 Gold +75
  • A Berserker: AGI +2 STR +1 Athletics +3 Power Strike +1 Weapon Master +1 2HWP +30 Gold +10
  • A Lumberjack: STR +2 INT +1 Inventory management +1 Power Strike +3 Trade +2 Athletics +1 2HWP +30 Gold +80
  • A Fearless Barbarian: STR +2 AGI +1 Pathfinding +1 Power Strike +1 Looting +2 Athletics +1 2HWP +30 Gold +80
  • A Chieftain: CHA +2 STR +1 Leadership +2 Prisoner management +1 Riding +1 Tactics +1 1HWP +10 FaWP +30 Gold +100

Lizardman/Saurus:

  • A Temple Guard: STR +2 AGI +1 Weapon Master +1 Power Strike +1 Shield +2 Ironflesh +1 1HWP +30 Gold +30
  • A Tactician: CHA +1 INT +2 Tactics +2 Spotting +1 Trainer +1 Leadership +1 1HWP +10 Gold +30
  • An Old Blood: STR +1 CHA +2 Tactics +1 Leadership +2 Trainer +1 Ironflesh +1 2HWP +40 ThWP +30 Gold +50
  • A Champion Cold One Rider: AGI +2 STR +1 Shield +1 Riding +2 Athletics +1 Weapon Master +1 PoWP +30 Gold +40
  • An Architecht: INT +2 CHA +1 Inventory management +1 Trade +1 Engineer +2 Persuasion +1 1HWP +10 Gold +70
  • A Kroxigor Trainer: STR +1 INT +2 Tactics +1 Trainer +2 Prisoner management +1 Persuasion +1 1HWP +10 Gold +30

Orc:

  • A Blood Bowl Player: AGI +2 STR +1 Trainer +1 Power Throw +1 Athletics +2 Ironflesh +1 ThWP +90 Gold +50
  • A Rock Lobber Engineer: STR +1 INT +2 Engineer +3 Spotting +1 Tactics +1 ThWP +10 Gold +30
  • A Musician: CHA +1 INT +2 Inventory management +3 Spotting +1 Leadership +1 1HWP +10 Gold +30
  • A Choppa Forger: STR +1 INT +2 Inventory management +2 Trade +2 Persuasion +1 2HWP +25 1HWP +25 Gold +50
  • A Warboss: CHA +2 STR +1 Tactics +1 Leadership +2 Riding +1 Weapon Master +1 2HWP +30 Gold +40
  • A Trainer: INT +2 CHA +1 Trainer +3 Tactics +1 Athletics +1 1HWP +10 Gold +20

Goblin:

  • A Dungeon Guard: AGI +2 STR +1 Trainer +1 Power Throw +1 Athletics +2 Ironflesh +1 ThWP +90 Gold +50
  • A Wolf Rider: STR +1 AGI +2 Riding +2 Inventory management +1 Pathfinding +1 Tracking +1 1HWP +40 Gold +20
  • A Shaman: CHA +1 INT +2 First Aid +1 Wound Treatment +2 Surgery +1 Inventory management +1 1HWP +10 Gold +40
  • A fanatic: AGI +3 Athletics +2 Power Strike +3 2HWP +70 Gold +10
  • A Black Market Trader: AGI +2 INT +1 Trade +2 Looting +2 Inventory management +1 1HWP +10 Gold +150
  • A Tactician: INT +2 CHA +1 Tactics +3 Leadership +1 Trainer +1 1HWP +10 Gold +30

High Elf:

  • A Dragon Prince: STR +1 AGI +2 Weapon Master +1 Power Strike +1 Riding +2 Ironflesh +1 PoWP +30 1HWP +10 Gold +60
  • A Ranger: AGI +2 INT +1 Pathfinding +1 Power Draw +1 Tracking +1 Spotting +1 Athletics +1 1HWP +10 ArWP +40 Gold +30
  • A Tournament Hero: STR +1 CHA +2 Weapon Master +1 Ironflesh +2 Athletics +1 Power Strike +1 1HWP +30 ArWP +30 Gold +100
  • A Sword Master of Hoeth: AGI +2 STR +1 Ironflesh +1 Power Strike +2 Athletics +1 Weapon Master +1 2HWP +30 Gold +20
  • A Charioteer: INT +1 AGI +2 Pathfinding +1 Riding +2 Engineer +1 Spotting +1 ArWP +30 Gold +20
  • A Noble: CHA +1 INT +2 Leadership +1 Tactics +2 Prisoner management +1 Persuasion +1 1HWP +10 Gold +200

Dark Elf:

  • A Bodyguard: AGI +1, INT +2, Weapon Master +2, Tactics +1, Tracking +2, PoWP +30, 1HWP +40, Gold +40
  • A Corsair: AGI +2, INT +1, Pathfinding +2, Spotting +1, Prisoner management +2, 1HWP +10, CrWP +40, Gold +70
  • An Executioner: STR +3, Weapon Master +2, Power Strike +2, Ironflesh +1, 2HWP +70, Gold +30
  • An Assassin: AGI +2, STR +1, Power Strike +1, Tracking +2, Athletics +1, Weapon Master +2, 1HWP +100, Gold +70
  • A Crossbow Expert: INT +1, STR +1, AGI +1, Spotting +2 Weapon Master +2 Inventory management +1 CrWP +80 Gold +20
  • A Dread Knight: STR +1, AGI +2, Riding +2, Power Strike +1, Ironflesh +1, Shield +1, PoWP +60, Gold +40

Wood Elf:

  • A Blacksmith: STR +2, Power Strike +1, Weapon Master +1, Engineering +2, Trade +1, 1HWP +10 Gold +WIP
  • A Pathfinder: AGI +2, Tracking +1, Pathfinding +2, Spotting +2, PoWP +14
  • A Soldier: WIP
  • A Lorekeeper: WIP
  • An Ambasador: WIP
  • A Minor noble: WIP

Dwarf:

  • A Master Brewer: CHA +1 INT +2 Trade +2 Inventory management +1 Engineer +1 Pathfinding +1 1HWP +10 Gold +200
  • A Ironbreaker: STR +2 AGI +1 Ironflesh +2 Power Strike +1 Shield +1 Athletics +1 1HWP +30 Gold +30
  • A Gyrocopter Pilot: STR +1 INT +2 Riding +1 Engineer +2 Spotting +1 Inventory management +1 FaWP +30 Gold +100
  • A Runesmith: STR +2 INT +1 Trainer +1 Leadership +2 Trade +1 Weapon Master +1 2HWP +20 Gold +100
  • A Dungeon Adventurer: AGI +1 STR +2 Ironflesh +1 Looting +2 Power Strike +1 Athletics +1 1HWP +30 Gold +50
  • A Scribe: CHA +1 INT +2 Leadership +1 Persuasion +2 Tactics +1 Inventory management +1 1HWP +10 Gold +30

Skaven:

  • A Stormvermin: AGI +1 STR +2 Ironflesh +2 Power Strike +1 Athletics +1 Weapon Master +1 PoWP +50 Gold +30
  • A Plague Priest: INT +2 AGI +1 Inventory management +2 Trade +1 Power Strike +1 Athletics +1 1HWP +30 Gold +60
  • A Blood Bowl Star: STR +1 AGI +2 Ironflesh +1 Athletics +2 Trainer +1 Power Throw +1 ThWP +90 Gold +60
  • A Gutter Runner: AGI +2 INT +1 Pathfinding +1 Athletics +2 Tracking +1 Spotting +1 1HWP +40 Gold +40
  • A Jezzail Runner: INT +1 STR +2 Athletics +1 Tactics +1 Spotting +1 Weapon Master +1 Inventory management +1 FaWP +60 Gold +50
  • An Assassin: INT +1 AGI +2 Tracking +1 Weapon Master +2 Tactics +1 Power Strike +1 1HWP +80 Gold +50


Early life

The Empire of Sigmar:

  • A Member of the Militia: STR +1 AGI +1 Athletics +1 Power Strike +1 Shield +1 Pathfinding +1 Gold +20 PoWP +30 CrWP +25
  • A Bailiff: STR +1 AGI +1 Looting +2 Power Strike +1 Ironflesh +1 1HWP +15 Gold +80
  • A Merchant: CHA +1 INT +1 Riding +1 Trade +1 Pathfinding +1 Inventory management +1 Gold +700
  • A Gunsmith: AGI +1 INT +1 Weapon Master +1 Trade +1 Inventory management +1 Surgery +1 Gold +100 FaWP +100
  • A Blood Bowl player: STR +1 AGI +1 Athletics +1 Ironflesh +1 Power Strike +1 Tactics +1 Gold +30 ThWP +90 Gold +100
  • A Messenger: CHA +1 AGI +1 Riding +1 Pathfinding +2 Horse Archery +1 Gold +20 1HWP +20 CrWP +20

The Kingdom of Bretonnia:

  • An Outrider: INT +1 AGI +1 Riding +1 Tracking +1 Spotting +1 Pathfinding +1 Gold +20 1HWP +30 CrWP +25
  • A Blood Bowl Player: STR +1 AGI +1 Athletics +2 Power Strike +1 Ironflesh +1 2HWP +15 Gold +100
  • A Rat Catcher: AGI +1 INT +1 Athletics +2 Looting +1 Inventory management +1 Gold +10
  • A Trebuchet Crewman: STR +1 INT +1 Engineer +2 Tactics +1 Trainer +1 Gold +100 FaWP +30
  • A Peasant Bowmen: STR +2 Athletics +1 Spotting +1 Power Draw +2 Gold +20 ArWP +90
  • A Bard: CHA +1 INT +1 Riding +1 Persuasion +2 Inventory management +1 Gold +80 1HWP +20

The Kingdom of Araby:

  • Corsair: INT +1 AGI +1 Spotting +1 Prisoner management +1 Pathfinding +1 Looting +1 Gold +60 1HWP +30 CrWP +50
  • A Physician: INT +2 Surgery +2 First Aid +1 Wound Treatment +1 1HWP +15 Gold +160
  • A Flying Carpet Maker: CHA +1 INT +1 Trade +2 Riding +1 Inventory management +1 Gold +400
  • A Merchant: CHA +1 INT +1 Trade +2 Pathfinding +1 Inventory management +1 Gold +500 ArWP +30
  • A Jailer: STR +2 Athletics +1 Spotting +1 Prisoner management +2 Gold +20 PoWP +50
  • A Desert Rider: STR +1 INT +1 Pathfinding +1 Riding +2 Spotting +1 Gold +30 1HWP +20

A Brotherhood of Bandits:

  • Ferryman: INT +1 STR +1 Trade +1 Spotting +1 Pathfinding +1 Power Strike +1 Gold +35 PoWP +30
  • A Pick pocket: AGI +1 INT +1 Looting +2 Tracking +1 Inventory management +1 PoWP +15 Gold +200
  • A Scout: AGI +1 INT +1 Riding +2 Spotting +1 Pathfinding +1 1HWP +25 Gold +30
  • A Stable Boy: AGI +2 Riding +2 Inventory management +2 Gold +150
  • A Hunter: STR +1 INT +1 Power Draw +1 Spotting +1 Tracking +2 Gold +30 ArWP +50
  • An Armourer: CHA +1 INT +1 Trade +2 Inventory management +2 Gold +120 PoWP +20

The Brotherhood of Pirates:

  • An Envoy: INT +1 CHA +1 Persuasion +2 Riding +1 Pathfinding +1 Gold +20 1HWP +20
  • A Grave Robber: AGI +2 Looting +3 Inventory management +1 2HWP +10 Gold +250
  • A Gunsmith: AGI +1 INT +1 Weapon Master +1 Inventory management +1 Trade +2 FaWP +100 Gold +300
  • A Medic: INT +1 CHA +1 Surgery +1 First Aid +2 Wound Treatment +1 Gold +30
  • A Mercenary: STR +1 AGI +1 Ironflesh +1 Power Strike +1 Athletics +2 Gold +30 1HWP +30
  • A Slave: STR +1 AGI +1 Ironflesh +1 Athletics +2 First Aid +1 1HWP +20

Chaos Warrior:

  • A Pitfighter: AGI +2 Weapon Master +1 Power Strike +1 1HWP +30 PoWP +30
  • A Longboat Navigator: INT +2 Pathfinding +1 Spotting +1 Gold +20
  • A Raider: STR +1 INT +1 Looting +1 Spotting +1 1HWP +10 Gold +50
  • A Horse Breeder: INT +1 CHA +1 Riding +1 Trade +1 Gold +70
  • A Nomad: AGI +2 Riding +1 Pathfinding +1 ArWP +30 Gold +10

Saurus:

  • A Scout: AGI +1 INT +1 Pathfinding +1 Spotting +1 ThWP +20
  • A Spy: INT +1 CHA +1 Persuasion +1 Inventory management +1 Gold +100
  • A Fight School Student: STR +1 AGI +1 Power Strike +1 Ironflesh +1
  • A Prison Guard: INT +1 STR +1 Prisoner management +1 Spotting +1 PoWP +30
  • An Interpreter: INT +1 CHA +1 Persuasion +1 Riding +1
  • A Caravan Guard: STR +1 AGI +1 Pathfinding +1 Spotting +1 1HWP +20 Gold +100

Orc:

  • A Scout: AGI +2 Athletics +2 1HWP +10
  • An Archer in Training: STR +1 INT +1 Power Draw +1 Weapon Master +1 ArWP +60 Gold +20
  • A Grog Seller: CHA +1 INT +1 Trade +1 Inventory management +1 1HWP +10 Gold +120
  • A Prison Guard: STR +1 AGI +1 Prisoner management +2 Gold +20
  • A Prisoner: STR +2 Ironflesh +3
  • A Diplomat: CHA +1 STR +1 Persuasion +2 Gold +20

Goblin:

  • A Rank and File Spearman: AGI +1 STR +1 Power Strike +1 Weapon Master +1 PoWP +50
  • A Guild Master: INT +1 CHA +1 Leadership +1 Trade +1 ArWP +10 Gold +100
  • A Pickpocket: AGI +1 INT +1 Looting +2 1HWP +10 Gold +170
  • A Seige Runner: AGI +2 Athletics +2 Gold +20
  • An Acrobat: AGI +3 Athletics +2 Gold +100
  • A Standard Bearer: CHA +1 STR +1 Leadership +1 Inventory management +1 Gold +30

High Elf:

  • A Student: INT +2 Leadership +1 Tactics +1 1HWP +10
  • An Armourer's Apprentice: INT +1 STR +1 Power Strike +1 Engineer +1 1HWP +10
  • A Member of the Militia: STR +1 AGI +1 Shield +1 Athletics +1 PoWP +20
  • A Lord's Emissary: INT +1 CHA +1 Persuasion +1 Riding +1 PoWP +10
  • A Musician: CHA +1 INT +1 Inventory management +1 Persuasion +1 1HWP +10 Gold +100
  • A Sentry: STR +1 AGI +1 Prisoner management +1 Shield +1 1HWP +20

Dark Elf:

  • Agility Training: AGI +3 Weapon Master +2 PoWP +80
  • A Student: INT +2 Tactics +2 Leadership +1 PoWP +20
  • A Scribe: INT +2 Persuasion +1 Inventory management +1 PoWP +10 Gold +60
  • A Healer: INT +2 Surgery +1 Wound Treatment +1 1HWP +10
  • A Repeater Crossbow Engineer: STR +1 INT +1 Engineer +1 Spotting +1 CrWP +40
  • A Sentry: STR +1 AGI +1 Prisoner management +2 PoWP +30

Dwarf:

  • A Miner: STR +2 Power Strike +1 Spotting +1 2HWP +20
  • A Merchant: INT +1 CHA +1 Trade +1 Inventory management +1 Gold +300
  • A Tunneller: STR +1 AGI +1 Shield +1 Athletics +1 1HWP +20
  • A Weaponsmith's: Apprentice INT +1 STR +1 Power Strike +1 Trade +1 1HWP +30
  • A Thug: STR +1 AGI +1 Looting +1 Tracking +1 1HWP +10
  • A Caravan Guard: STR +1 AGI +1 Pathfinding +1 Spotting +1 1HWP +20

Skaven:

  • A Burrower: STR +1 INT +1 Pathfinding +2 1HWP +20
  • A Warpstone Miner: INT +1 STR +1 Power Strike +1 Inventory management +1 Gold +40
  • A Shield Maker: STR +1 INT +1 Shield +1 Trade +1 1HWP +20 Gold +50
  • A Slave: AGI +1 STR +1 Ironflesh +1 Athletics +1 1HWP +30
  • A Dungeon Runner: STR +1 AGI +1 Athletics +1 Spotting +1 1HWP +10
  • A Mole: INT +1 CHA +1 Persuasion +1 Leadership +1 Gold +100


Young Adult (everyone except traditional humans and skeletons)

Chaos Warrior:

  • A Hunter and Skinner: INT +1 STR +1 Tracking +1 Spotting +1 Pathfinding +1 Athletics +1 Gold +75 ArWP +30
  • A Blood Bowl Player: STR +2 Ironflesh +2 Athletics +1 Power Strike +1 ThWP +95 Gold +40
  • A Raid Scout: AGI +1 INT +1 Athletics +2 Spotting +1 Power Strike +1 2HWP +45 ThWP +45 Gold +30
  • A Wanderer: STR +5 Leadership +3 Tactics +3 Engineer +3
  • A Reaver: STR +1 CHA +1 Spotting +1 Trade +1 Prisoner management +2 Gold +120 1HWP +30
  • A Shieldsmith: CHA +1 INT +1 Trade +1 Shield +2 Inventory management +1 Gold +200 1HWP +20

Saurus:

  • A Blood Bowl Player: STR +2 Tactics +1 Athletics +2 Power Throw +1 Gold +130 ThWP +50
  • A Cold One Herder: INT +2 Riding +2 Spotting +1 Tracking +1 1HWP +20 Gold +80
  • A Weaponsmith: STR +1 INT +1 Inventory management +1 Trade +1 Weapon Master +2 2HWP +60 Gold +70
  • A Devout: STR +1 INT +1 Trade +1 Shield +3 1HWP +20 Gold +100
  • An Arena Master: STR +1 CHA +1 Ironflesh +1 Power Strike +1 Trainer +2 Gold +130 1HWP +30
  • A Seneschal: INT +2 Persuasion +1 Leadership +1 Inventory management +2 1HWP +20 Gold +200

Orc:

  • An Armour Tester: STR +2 Ironflesh +4 Gold +30
  • A Blood Bowl Player: STR +1 AGI +1 Ironflesh +2 Athletics +1 Power Throw +1 ThWP +40 Gold +140
  • A Boar Rider: AGI +2 Shield +1 Power Strike +1 Riding +2 2HWP +60 Gold +70
  • A Trainer: CHA +1 INT +1 Trainer +4 Gold +50
  • A Tournament Fighter: STR +1 AGI +1 Ironflesh +1 Shield +1 Power Strike +2 Gold +90 1HWP +50 2HWP +50
  • A Caravan Guard: AGI +2 Pathfinding +1 Leadership +1 Riding +2 1HWP +20 Gold +70

Goblin:

  • A Netter: AGI +4 Athletics +2 Gold +20
  • A Drug Addict: STR +1 AGI +1 Power Throw +4 Athletics +4
  • A Doom Diver: STR +2 Ironflesh +4 Item 288230376151713087 0
  • A Spear Chukka Operator: STR +1 INT +1 Engineer +2 Spotting +1 Inventory management +1 Gold +30
  • A Bandit: INT +1 AGI +1 Spotting +1 Tracking +1 Looting +2 Gold +130 1HWP +30
  • A Giant Tamer: AGI +2 Spotting +1 Persuasion +1 Athletics +2 1HWP +20 Gold +40

High Elf:

  • A Guildmaster: INT +2 Leadership +1 Persuasion +2 Trade +1 Gold +200 PoWP +50
  • A Blood Bowl Player: AGI +1 STR +1 Athletics +2 Ironflesh +1 Tactics +1 ThWP +50 Gold +50
  • A Dungeon Adventurer: STR +1 AGI +1 Athletics +1 Inventory management +1 Looting +2 ArWP +50 Gold +200
  • An Archer: STR +2 Weapon Master +1 Power Draw +3 ArWP +20 Gold +20
  • A Horse Trainer: STR +1 AGI +1 Trade +1 Inventory management +1 Riding +2 Gold +70 ArWP +30
  • A Bolt Thrower Crewmen: INT +2 Tactics +1 Engineer +2 Weapon Master +1 1HWP +20 Gold +40

Dark Elf:

  • A Torturer: INT +2 Surgery +2 Power Strike +2 Gold +40 1HWP +50
  • A Blood Bowl Player: AGI +1 STR +1 Athletics +2 Ironflesh +1 Tactics +1 ThWP +50 Gold +160
  • A Navigator: INT +2 Tracking +1 Spotting +1 Pathfinding +2 CrWP +30 Gold +40
  • A Herald: CHA +1 INT +1 Leadership +1 Persuasion +3 PoWP +60 Gold +150
  • An Arena Master: STR +1 CHA +1 Weapon Master +1 Leadership +1 Trainer +2 Gold +150 PoWP +40
  • A Knight's Apprentice: AGI +1 STR +1 Power Strike +1 Riding +2 Weapon Master +1 PoWP +90 Gold +50

Dwarf:

  • A Blood Bowl Player: STR +2 Tactics +1 Athletics +2 Power Throw +1 Gold +30 ThWP +50
  • A Tattoo Artist: INT +2 First Aid +2 Athletics +1 Trade +1 1HWP +20 Gold +190
  • A Sniper: STR +1 INT +1 Spotting +1 Tracking +1 Weapon Master +2 FaWP +100 Gold +30
  • A Shieldsmith: STR +1 INT +1 Trade +1 Shield +3 1HWP +20 Gold +150
  • An Anvil Guard: STR +1 AGI +1 Ironflesh +1 Power Strike +1 Shield +2 Gold +200 1HWP +30
  • A Seneschal: INT +2 Persuasion +1 Leadership +1 Inventory management +2 1HWP +20 Gold +200

Skaven:

  • A Poison Maker: STR +2 Inventory management +2 Trade +2 Gold +500 1HWP +30
  • A Gunsmith: INT +2 Trade +2 Inventory management +1 Weapon Master +1 FaWP +80 Gold +90
  • A Henchrat: STR +2 Persuasion +1 Power Strike +1 Ironflesh +2 PoWP +30 Gold +30
  • A Packmaster: STR +1 INT +1 Trade +1 Prisoner management +3 PoWP +20 Gold +100
  • A Weapons Specialist: STR +1 AGI +1 Weapon Master +1 Power Throw +3 Power Strike +2 Gold +30 ThWP +100
  • A Seneschal: INT +2 Persuasion +1 Leadership +1 Inventory management +2 1HWP +20 Gold +400


The reason for becoming an adventurer

  • Personal Revenge: STR +2 Power Strike +1
  • The Loss Of A Loved One: CHA +2 Ironflesh +1
  • Wanderlust: AGI +2 Pathfinding +1
  • A Prophecy: CHA +1 Power Strike +1
  • Being Forced Out Of Your Home: STR +1 INT +1 Weapon Master +1
  • Lust For Money and Power: AGI +1 INT +1 Looting +1
  • A Blood Oath: STR +1 Leadership +1

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