Warhammer online game mechanics


















View Steam Achievements Includes 62 Steam Achievements. Publisher: Steel Sky Productions. Share Embed. Add to Cart. Bundle info. Add to Account. Add all DLC to Cart. See All. View Community Hub. About This Game Warhammer Underworlds: Online is a digital adaptation of the explosive, high-stakes, turn-based strategy tabletop game from Games Workshop that pits mighty warbands from the Age of Sigmar universe against one another in an eternal player versus player battle for Glory.

Choose a warband, build your decks and carve a path to victory using dice-and-card mechanics that offer boundless strategic depth.

Choose to play as the valiant Stormcast Eternals armed with heaven-forged weaponry, or the merciless Blood Warriors of Khorne , tearing apart their enemies with the aid of their loyal Flesh Hound. Deckbuilding is the strategic heart of Warhammer Underworlds: Online.

Your card objective deck will shape your tactical approach to a match, allowing you to score Glory by fulfilling specific conditions. In Warhammer Underworlds: Online cards are split into warband-specific cards and Universal cards. Diversify your decks with new cards, and dive back into competitive ranked play! Earn cosmetic content including warband skins, deck portraits, and player titles! The land even changes as realms take control of different areas, taking away the classic MMO-stodge of static, immovable content.

By giving players so many options and making everything so cohesive and interesting, Mythic will score many disenfranchised Battleground-lovers, along with a slew of bored PvErs from a multitude of games with broken promises. Ultimately, their ongoing support and the amount of people that play WAR will be what makes or breaks the game, mostly because it gets more fun when more people get involved.

For now, it's up to the players. This is such a strongly community-driven game that it guarantees that there will be some bitter, angry struggles in the Age of Reckoning, and we hope that Mythic and European publishers and server-runners GOA are prepared to support it The license is strong, the game is great, and the quality of the content is second-to-none.

If servers are stable, players are listened to, and expansion content is as well tweaked, inventive and superbly written as its launch material, this could be the game that savages WOWs subscription numbers.

The general aim of WAR'S careers is to get players into the fray - so there isn't one that can't make themselves useful in a scrap, no matter what play style they have. The Disciple of Khaine and Warrior Priests' healing abilities are rooted in their offensive abilities, and are good enough to hold their own even against the tougher melee opponents.

Even basic melee careers, like the Black Ore and the Stabbin' Squig Herder, are kept lively by their adaptability. Squig Herders have three types of squig that adapt to any solo or group situation, and Black Ores are equal parts damage-dealer and super-tank. The Tome of Knowledge, rather than being a simple place to read your quests from, catalogues your escapades over the various chapters of the WAR storyline, as well as rewarding you for completing certain tasks. Kill squigs, and you get a experience reward.

Click yourself times and receive the title 'Ow My Eye'. More complex Tome Unlocks, as they're known, will require you going across the entirety of the Warhammer World, but reward you with Tome Tactics specific to the achievement.

The TOK also keeps track of where you've been, how many things you've killed, and just how much experience fulfilling its dark desires has netted you. The upcoming launch of Age of Reckoning has lit a cold fire in many guts. Suddenly, unexpected people are popping up and showing a surprising knowledge of words like Tzeentch, Khaine and Sigmar. Who knew, when we were reading those rulebooks and manuals all those years ago, that Games Workshop were laying their dirty lore eggs in our fertile teenage brains, set to hatch as adults?

If you're a fan of any comparable MMO, we definitely can tell you how you'll feel after spending your first 20 hours in WAR: you'll be awestruck and overwhelmed. You'll have about five characters on the go, and you'll be trying to decide which one you'll take into the higher levels first.

You'll be considering a graphics card upgrade. Having spoken to a number of people who've played the opening zones of Warhammer Online, there's a surprising consensus: it beats the living shit out of World of Warcraft, and no-one wants to go back. We'll have our full review next issue, but we simply couldn't resist spending an issue telling you exactly what you'll discover should you choose to drink down a free trial draught of Mythic's canny poison.

The first decision you'll face is which faction you want to join - Order or Destruction. These are actually called realms, and aren't to be confused with WOWs realms, which are fancily named servers. You then decide which army to join: the Order have High Elves, Dwarfs or the human's Empire, or if you prefer Destruction, you can choose from Dark Elves, Greenskins Ores, Goblins, Giants and the like and Chaos humans corrupted by demonic forces.

These choices decide which opening storylines you'll encounter. For instance, choose to be a human from the Empire and you'll find yourself in the battlefields of Nordland, with almost no time to get used to your class before you're attacking the hordes of Chaos. Choose to be the fungal Greenskins, and you'll be thrown into a siege of a dwarven fortress, and onto the stunties1 ramparts using catapults.

Join the pious High Elves in their battle against the Khaine-worshipping Dark Elves, and you'll find yourselves defending a continent that's had a ruddy great ship full of the bastards driven into the side. So the opening areas Enemies are always close by, and the rate at which defeated enemies reappear leaves you little time to hang around. You'll be safe from PvP for the first few levels, if you want to be - and you can play a fully PvE game and still benefit your Realm.

But it's quickly very obvious that the WAR effort is really about killing other players. Death is so much a part of the WAR experience, when you're killed you're told "don't worry, it's a part of the game!

You're instantly resurrected, with no penalty beyond the XP and renown you just gave to the opposing army. If the spawn point is close to the RvR battlefield, you'll be back in the fray in under 30 seconds, hunting the bastard that killed you.

Progress is quick. Killing AI mobs gives you experience, but killing other players gives you experience and renown. Experience levels you up, with every level bringing you new abilities, tactics and morale powers. Meanwhile, renown levels give you points to spend on a separate, RvR-focused tree, giving you a chance to personalise you character with stat boosts and tactics.

From level 11 onwards, you get mastery points too, which give you the chance to specialise in one of your career's three paths. These are unique to every class of every race - although there's some thematic overlap. This is all far from simple. From the early levels, you'll notice that most of your attacks have a side-effect, or a dual purpose that needs to be factored in. Learn quickly as it won't be long before you've got another one. If you've played any traditional MMO, you'll have learned to hate fetch quests.

Because WAR shifts the focus onto group activities, the solo fetching quests are kept simple. Better than that, the drop rate - the bane of WOW players - has been removed. If you -need black wolf paws, they'll always be found on the ends of dead black wolves' legs. This is a basic distinction, but one that is important: WOW feels like it's making you play.

Throughout the earl levels, WAR cheerfully lets you play. You do what you're do because you're having a good time. As well as experience and renown, your influence in an area can be traded for rewards. As you progress through your race's storyline, you'll stumble across the public quests PQs.

These are how you earn influence and are Mythic's moment of genius. Taking place over a number of stages, as you enter a PQ area, you'll be notified what the objectives are and what stage everyone's at.

Regular PvE guests take you into these areas too, giving you the chance to join in with some Realm-boosting missions at nearly any time, and without having to join a party or enter an instance. The group's best performers will get a loot bag, too. An early Greenskin guest, this is the one that Mythic have been touting for ages - certainly before they were snapped up by EA. In tabletop Warhammer, Giants are solo units that are roughly equivalant to a platoon of goblins, which is why they're not a playable race.

This Giant is having trouble with a host of Sguiggly Beasts. As you enter the PQ area, you'll see him running around, surrounded by the bouncing creatures. Your first part of the guest is to kill them all, but by then the Giant is exhausted; and won't move until you fetched him 25 barrels of beer - unfortunately, Sguigs like beer too.

Once you've got him pissed, he'll finally grab the spiked ball and attack the dwarf fortress, leaving you to face the finale: waves of superior Champion dwarfs, headed up by a hugely superior Hero dwarf.

This requires a balanced team of five - or two idiots and a charitable level 12 Black Ore, which is what we had. Over in the Chaos starting zones, the first PQ you'll find involves a group of your witches performing a summoning ceremony. They're under attack by a crowd of easily despatched Empire soldiers. In the early levels, you can handle about three or four mobs at once before you start feeling prone, giving you a chance to try out all your moves.

Once you've killed these guys, stage two begins, and you have to defile their graves. However, Empire Champion units have been alerted. You can't take these guys out alone but a couple of you should be able to manage it, if you're careful.

With all the graves disrespected, the summoning process finally begins - only to have Wizard Lord Mathus arse it all up, producing Kar'Thok The Bloodhowler. Essentially a massive red spiny demon dog, Kar'Thok dishes plenty of damage out - and once he's taken a certain amount back, he just starts running around the summoning circle. People naturally chase him, and this is how I was introduced to Public Quests - running past a scene that looked like a drug-fuelled finale to an episode of Benny Hill.

That's the brilliance of WAR'S public quests - you just want to join in. You'd think after this kind of intense scrutiny I'd grow tired of WAR, but as I got embroiled in the storyline, the atmosphere of the Warhammer World, and the bliss of sheer playability WAR provides, I couldn't help but enjoy the game more as I advance.

While we're all used to a playing curve that begins to gnaw at us past the first 20 levels, WAR rewards the time invested with rich lore, constant rewards, and some of the most actual 'multiplayer' action in an MMO. In RvR the armies of Destruction and Order do battle across a varied and incredibly packed landscape.

In other MMOs the areas in which you battle other players are either sectioned off or made completely free-for-all, which leads to lower-level players getting mashed into pulp.

When you defend a keep, or when your realm takes control of an area everybody on your side receives a burst of renown and experience, which keeps the process of defending and invading both fun and rewarding. It's also varied and treacherous work, taking the simple stages of early public quests to much more advanced FVP levels - like having you break down the keep's door using a siege engine and kill the NPC keep lord, whilst fighting off the defending realm's player and AI forces.

Fighting doesn't feel as repetitive as in WOW, simply because you rarely fight alone. Everybody's rewarded for being a team player and everyone has fun. The spoils of the larger battles go to those who contribute, so sitting at the side and hoping to leech off other people's hard work won't get you much. Healers, buffers and fighters all get rewarded for being part of the fight, and the reward system is fair in its dealing out of loot and renown.

This is for both offensive and defensive battles - defensive battles being a counterpoint to the opposing realm's attacks. It's rewarding, even if you're literally standing in front of a keep and shooting down attackers; and if the sides are unbalanced, AI dogs of war will even out the forces.

Tactics are passive abilities that you earn through earning renown in RvR, levelling up, and getting masteries the WAR equivalent of talents , or unlocking entries in the Tome of Knowledge. You can equip five of them - three from levelling and masteries, one from renown, and one from your Tome - and they usually give boring yet functional upgrades to your critical hits, armour or the duration of effects.

Morale moves are more interesting. You equip up to four of them and as K you continue fighting you build up a gauge that unlocks different Wr ability levels. Some of these are awesome - for example, the Black Ore can fix his target and himself in place, forcing his foe into one-on-one combat a huge help when drawing attacks off healers. Another level of morale allows him to spin his axe around, whirlwind style, for five seconds, slicing up any enemies standing nearby. Over time The Tome of Knowledge evolves from a gimmicky way of looking at your quests into a robust way of tracking your development.

Within it you can see how much influence you've gained in a particular chapter, and what rewards you can gain throughout, and even track the quests you've already completed and things you've killed. The Tome also apes LOTRO by rewarding you for a series of tasks, from the silly to the Herculean, with anything ranging from a funny title click on yourself times as an Ore, and you get "Ow, Me Eye!

Each tome unlock, as they're known, also gives you a chunk of experience. Trying to see what different things trigger the delightful burst of percussion that accompanies each one is a nice little metagame. Tying together these core concepts is the atmosphere and lore of the Warhammer universe. In my opinion the one thing that has befallen the bigger disappointments in MMOs Hellgate: London, Vanguard and, to a lesser extent, Tabula Rasa is their inability to really draw a player into the storyline and myths of the world.

From the word 'go', be you a Greenskin or a Human or a High Elf, you're steeped in atmospheric content that grounds you in what it is to be that race. While Ore quests are described almost completely in short, angry sentences with "lankwidge like diz," Humans are dramatically ordered to save farmers trapped in their burning homes, shoot Chaos hordes with cannons, and watch as the Nordland is overrun with evil.

This is helped by the combination of a great art team and a great engine, which combine to create the gritty, utterly grim environs of every part of the WAR world.

Nobody is safe from the taint of evil, and the general feeling is one of constant doom - even in the gloriousness of the Elven vistas of Eataine, you'll find the Greenskins pelting you with squigs from catapults. It gets better, too - run towards the source of the squigs, and you'll find yourself in yet another public quest. And that's par for the course with WAR. Everything ties together beautifully. You can't seem to walk for more than a few minutes without hitting a public quest, and the moment you do, you can click an icon and join the people doing it.

Alternatively, you could join a party doing RvR - and the UI will tell you how far away you are, too. A great deal of care and energy has been put into making WAR a cogent and fun experience. Even potentially boring classes are refreshingly interesting, like the Bright Wizard and his ability to do huge critical hits - at the very real risk of setting himself on fire. We're not talking cosmetic fire, either - you get damaged, and it's a real risk to your character.

This leads to you having constantly low health and repeatedly killing yourself, unlocking a special title in the Tome of Knowledge for managing to explode yourself too many times. In fact, I died more times through self-combustion than by the hands of an enemy. In the end, the amount of people playing WAR will make or break its success. While soloing is as fun as it is in WOW, with as many set pieces and quests as you could ever want, the real meat of the game is enjoying it with others.

The later public quests require a sizeable party to complete - I formed a war band read: raid party near Black Crag to take on the last stage of a keep siege against a bunch of dwarfs. All 15 of us were wiped out by the final boss. This was disappointing, too, as players got quickly demoralised and wandered off to quest on their own.

We can only hope they all sat down and did a quick suggestion email about balancing the quest. However, this raid was during a closed beta, when there was only a mere people on Order and Destruction.

I imagine that once the gates open and the hordes flood in, we'll be seeing a-side, balanced, as promised, by Mythic. The Age of Reckoning is nearly upon us, and it's exciting. I can say from a fair amount of time playing it that Warhammer Online is a slick, deep and enjoyable MMORPG, and will give the genre a much-needed energy boost.

If it goes fast, kills people violently, and is painted a bright and garish red, then an Evil Sunz Ork probably already has three of it, and undoubtedly wants another. If you feel the need for speed, then go for this Clan and daub your vehicles, warriors, and even yourself bright red. For the Evil Sunz, this practice actually seems to work. Snakebites are traditionalists, and many of them are only one or two rusty rungs above Feral Orks on the ladder of civilisation.

This has never held Snakebite warbands back, however, for when they unleash their tribal fury upon the enemy, there are few who can long withstand it. While other clans may see them as somewhat backwards, their bizarre habit of actually allowing themselves to be bitten by venomous serpents to prove their toughness, means that they breed remarkably resilient warriors. Freebooterz are outcasts from Ork society, greenskins who by choice or through exile have left their tribe and clan behind.

They rampage around the galaxy in piratical mercenary warbands, fighting together even as they compete viciously with each other to accrue the most loot. Nab all the best loot for yourself by joining the Freebooterz. In battle, they strive to outdo their fellow greenskins — if one mob of Freebooterz starts doing well, their comrades will strive all the harder to show them up and grab the glory for themselves.

Choose this sept if you want to leave your enemies nowhere to hide. Protected by a formidable ring of floating fortresses, this martial-led sept is well-placed to protect itself from all manner of threats.

If you want your forces to get up close and personal then this is the army for you — its warriors are experts in the deadly art of engaging the enemy at close quarters and annihilating them. Want an army that can keep their head amidst the heat of battle? Unleash a storm of searing pulse energy on any foe foolish enough to charge your forces.

It is known to produce especially aggressive and skilled warriors. Want to take the fight to the enemy, utilising a highly mobile and aggressive form of warfare?

It has recovered quickly, thanks to its busy trade ports. Large numbers of aliens can be seen here alongside its famously efficient Water caste merchants and diplomats. If you want a sneaky army that makes extensive use of adaptive camouflage fields to elude and disorient your enemies then this is the sept for you. Hive Fleet Behemoth was the first tendril of the Tyranid invasion to awaken after the long journey though the void. Its brutal, headlong charge through the eastern Imperium was driven by a ravenous hunger that had smouldered for countless aeons — a hunger it could never satiate.

If you favour an aggressive play style, then Behemoth are for you. This Hive Fleet unleashes the full might of its swarms in an overwhelming frontal assault. As the most aggressive of the Hive Fleets, Behemoth excel at getting into combat to feed. Its toxic hosts despoil and denature as they sweep across a world, spitting a miasma of polluting spores into darkening skies, and agonising their prey with a potent blend of necrotic poisons.

Use a range of toxins that adapt with terrifying speed to any foe, agonising and ravaging the bodies of their unfortunate victims with Hive Fleet Gorgon. Hive Fleet Hydra drifts along in the wake of the Tyranid invasion, seeking out defeated splinters of previous hive fleets, cannibalising them and absorbing their genetic memory.

Though Hydra appears relatively small, it is capable of unleashing vast hordes of bioforms, burying its prey under sheer weight of numbers.

Do you dream of overwhelming your prey with sheet weight of numbers? Then Hive Fleet Hydra is for you if you like drowning them in a tide of chitin, flesh and slashing claws. None can stand before the hordes of Hydra. Hive Fleet Jormungandr is an insidious menace. The Imperium has claimed to have destroyed the hive fleet on several occasions, only to discover that Jormungandr has burrowed deep beneath the infrastructure of its worlds like a flesh-eating parasite, lying in wait for the perfect moment to re-emerge.

Shock your foes by emerging from subterranean tunnels to attack. This makes the warrior-organisms of Hive Fleet Jormungandr extremely difficult to target — by the time you strike from your hidden locations, it is far too late for your enemies. Seen on a galactic scale, Hive Fleet Kraken is attacking across a front that covers thousands of light years, making a cohesive defence impossible to mount.

In the face of this seemingly unstoppable threat, whole Imperial systems have been evacuated or simply abandoned to their fate. Harry your enemies and unbalance their forces with the lightning-fast flanking attacks of Hive Fleet Kraken, before encircling them for the final, bloody massacre.

This Hive Fleet has also been seen to feint retreats before springing a trap to utterly confound their prey. A stifling aura of null power drifts ahead of its invasion swarms, before the fleet lands on prey planets and overcomes any defences through endless long-range barrages. Such firepower lays waste to anyone foolish enough to stand up to the power of the Hive Mind.

Hive Fleet Leviathan is the largest and greatest of the Tyranid hive fleets to descend upon the galaxy. Attacking upwards through the galactic plane, its tendrils are spread out across a broad front, stretched across the Segmentums Ultima, Tempestus and even Solar. You enemies will lose the will to fight after seeing the apparent indestructibility of your forces. From Gheden, the Nihilakh dynasty defend their borders, jealously guarding their ancient secrets.

Home of the alien-studying Xenarites, Stygies has a reputation for secrecy and untrustworthiness. Once a verdant world, Tallarn was devastated during the Horus Heresy and now comprises harsh deserts. House Khomentis hunt daemonic creatures across their world — and revere them as embodiments of Chaos. As Vigilus burned, the Black Heart kabal took whole flotillas of refugees screaming back to Commorragh.

Discovering a living city crafted by Chaos, the Coven of Twelve peeled it apart to experiment on it. A series of raids by the Coven of the Hex devastated Aeldari maiden worlds, massacring entire populations. House Griffith are named for their noble founder, who slew many of the fearsome dragons of their world. The nobles of Raisa are only reluctantly allied to the Imperium, fiercely defending their domain. The nobles of Chrysis, the Knights of House Krast, rule over the ruins of their devastated world.

Commander Farsight long ago abandoned the teachings of the Ethereals, but still fights for the Greater Good. The Warhammer Community webpage is the home of Warhammer on the web. Visit Website. Games Workshop has a chain of Warhammer stores around the world with friendly staff who can help with every aspect of the hobby, from painting advice to choosing your next project. Find Your Store. In the grim darkness of the far future there is only war. Full Trailer. Like what you see?

Sign up to the Games Workshop newsletter to get more in your inbox! New to Warhammer 40,? Collect Your Armies Every collection of Citadel miniatures represents a force fighting for survival in a galaxy of war. Assemble Your Forces Building your models is an integral part of the Warhammer 40, hobby, and one that gives hours of satisfaction. Add Some Colour Painting your Citadel miniatures brings them to life and really makes them your own, and painted miniatures look great, whether on display or fighting across a tabletop.

War on the Tabletop Warhammer 40, is a tabletop game of dark, futuristic warfare that sees carnage erupt in a spectacular scale. Explore the Legends Continue your adventures off the tabletop in a range of books from Black Library. Play Amazing Video Games Experience the 41st Millennium digitally with a range of games across a variety of formats and platforms.

Warhammer Animations. Experience Amazing Tales Encounter new heroes and embark on epic adventures in awesome animated series. Free Core Rules The Warhammer 40, Core Rules shows you how to move, shoot, charge and fight with your units on the battlefield. One Phone 40K App Final 1. Recruit SpaceMarines. Recruit Necrons. Recruit Accessories. Gaming Wargear In addition to the push-fit miniatures, the Recruit Edition includes all the accessories you need to get them on the battlefield so you can learn how to play.

Recruit SoloBox. Get Started Today! Elite FullBox. Start at the Next Level! Elite Accesories. Gaming Wargear In addition to the push fit miniatures, the Elite Edition includes all the accessories you need to get them on the battlefield so you can learn how to play.

Elite SoloBox. Start Your Hobby in Style! Command FullBox. Take Command of Your Hobby! Command Accessories. Gaming Wargear In addition to the push fit miniatures, the Command Edition includes all the accessories you need to get them on the battlefield so you can learn how to play.

Command Terrain. Bring Your Battlefield to Life! Command SoloBox. Lead Your Warriors to Victory! Factions The galaxy is filled with myriad races, all constantly at war. Necrons From a time before Humanity existed, an ancient power stretches out through the veil of death itself, bearing cold disdain for all other forms of life in the galaxy. Sisters of Battle There are none so full of faith and fury as the Sisters of Battle. Adeptus Custodes The Adeptus Custodes were the first and greatest of the super-soldiers engineered by the Emperor — they are nigh-immortal exemplars of legend.

Adeptus Mechanicus The Adeptus Mechanicus wield strange and arcane technological weapons of phenomenal power. Astra Militarum The Astra Militarum are a blunt instrument of violence, wrought on a galactic scale. Chaos Daemons Nightmares given flesh, the Chaos Daemons are otherworldly creatures who war endlessly for their dark patrons. Chaos Space Marines Once, they defended the Imperium. Craftworlds Craftworlds Aeldari are ancient, arrogant and exceptionally dangerous, having turned war into a fine art.

Drukhari Striking without warning from the webway, the Drukhari are malicious corsairs who revel in the suffering of others. Grey Knights Wherever Daemons break through the veil of reality, wherever the powers of the warp manifest, the Grey Knights are there, fighting to protect the very soul of Humanity.

Harlequins Capricious warriors who approach battle as a performance, the Harlequins are Aeldari who follow the mysterious Laughing God. Imperial Knights Imperial Knights tower over the battlefield like ironclad idols of war. Orks Born to battle, Orks are brutal aliens who fight for the sheer fun of it with ramshackle, but lethal, weapons and armour. Tyranids Ravenous intergalactic predators, the Tyranids are an ever-adapting hive entity with a single, unstoppable directive: to feed.

Space Marines. An Ancient Evil Awakens After sixty million years in hibernation, the android legions of the Necrons are rising across the galaxy. Sisters of Battle. Army of the Faithful The Sisters of Battle are warriors of zealous devotion. Adeptus Custodes. The Golden Legion 10, years ago the Custodians were created by the Emperor as his companions and sworn bodyguards. Adeptus Mechanicus. Astra Militarum. Hammer of the Emperor In a galaxy of terrors, those who would stand firm and fight for their species are champions all.

Chaos Daemons. Horrors of the Warp Nearly every sentient being has a psychic resonance with the warp — a terrifying realm where emotion takes form. Chaos Knights. Titanic Traitors Traitors to the Imperium they once defended, the Chaos Knights are a twisted mirror of the Imperial Knights, oathed now to the Ruinous Powers and rewarded with fell gifts.

Chaos Space Marines. Raiders of Realspace Sundered from the Aeldari in the harrowing events of the Fall, the Drukhari are sadistic corsairs for whom the universe is merely a plaything. Genestealer Cults. The Threat Within Genestealers are the pioneers of Tyranid invasions, infecting human cultures and, over generations, turning them into mutant insurrectionists known as the Genestealer Cults.

Grey Knights. The Masque of Death The Harlequins are an elite cadre of warrior-dancers who have escaped Slaanesh through the patronage of Cegorach, the mysterious Aeldari god of mischief.

Imperial Knights. Dawn of Waaagh! For the Greater Good! The Great Devourer They came from outside of our galaxy — a predator from some distant, forsaken place. A world of perpetual gloom and technological marvels, Medusa is home to the Iron Hands.

The death world of Fenris is the fierce home of the savage Space Wolves. The radiation-soaked wastes of Baal are home to the noble but cursed Blood Angels. The White Scars fortress-monastery lies high in the mountains of the feudal planet Chogoris.

The volcanic world of Nocturne breeds the hardy Space Marines of the Salamanders. The jungles and great beasts of Cretacia provide perfect hunting grounds for the Flesh Tearers. Once a prison, the moon of Deliverance is now the roost of the Raven Guard. The Mephrit crownworld and Phaeron were lost in the long sleep, leaving them leaderless. The rapidly expanding Sautekh dynasty is centred on the crownworld of Mandragora. The Nephrekh Dynasty experiments with becoming beings of light from their crownworld of Aryand.

In the Pariah Nexus, the Szarekhan Dynasty plot to shroud the galaxy in silence. The very heart of the Imperium is the domain of the Order of the Ebon Chalice. The Order of the Bloody Rose are a bulwark against enemies in the galactic south. Agripinaa is a bastion of Imperial might in the midst of the Chaos-haunted Cadian sector. Birthplace of the Cult Mechanicus, Mars is revered above all other forge worlds. Famed for its plasma expertise, Ryza is beset by Ork invasions and intent on survival.

Stripped of all life, Metalica is a model of industrial efficiency. The coldly logical Graians pursue their goals relentlessly, to the exclusion of all else. The industrial world of Vostroya is famed for its noble Firstborn regiments. The well-drilled warriors of Mordian form the disciplined and valorous Iron Guard.

For millennia, Cadia guarded the Imperium against Chaos. Cadia fell, but its warriors fight on. War has wracked Armageddon for generations. Its soldiers are hardened and ready for battle.

A death world where all the flora and fauna can kill you, Catachan breeds hardy soldiers. Harsh, poisonous Krieg mass-produces soldiers whose only purpose is to fight for the Imperium. Valhallan troopers are harsh-weather experts, hailing from a world of snow and ice. The horrific worlds within the Eye of Terror are home to countless Daemons. The ruins of the fortress world are now home to bands of Daemons battling for supremacy. Daemonic armies burst from the Great Rift to threaten the worlds of Man across the galaxy.

Daemonic hosts issue from the Maelstrom, bolstering the armies of the Tyrant of Badab. House Lucaris Knights march to war from beneath the perpetual raging storms of their home world. The home of House Herpetrax is bathed in the infernal energies of numerous warp rifts. House Khymere abandoned this world, and it now lies desolate, littered with broken Knights. On this fallen forge world, House Vextrix augment and perfect their Knight chassis.

The ancient home worlds of the Thousand Sons are now the heart of their new empire. The Rangers of Alaitoc are famed for their mastery of stealth and deadly ambushes.

Saim-Hann is renowned for its Wild Riders, whose fast-paced assaults are legendary. Shattered by Daemonic invasion, Biel-Tan is now more an armada than a singular craftworld. Ravaged by repeated attacks, Iyanden relies on its Wraith constructs more than most craftworlds. There are many hidden entrances to the Dark City, some known only to the Harlequins. In the galactic west, the Cult of Strife battle Chaos alongside their craftworld kin.

The path of the Trollslayer is the first of the slayer masteries and has the most in the way of utility, though like all of the slayer masteries, it has the potential to increase your damage by a great deal.

The path also includes abilities that reduce the healing of others, slow your enemies down, let you heal, and buff your teammates.

The path is pretty strong overall, and its hard to go wrong with Trollslayer. The path of the giantslayer is based around using great weapons instead of two one-handed weapons. Great weapons do not do significantly more DPS but they have a lot more burst potential than dual wielding.

The tree has some extremely powerful single target attacks and a few tactics that provide big bonuses to your exhaustive blows. The Path of the Skavenslayer is all about AoE damage, and it does not disappoint. Some of your most powerful abilities are in this tree, and if you want to do damage to dozens of foes at once, this is where you want to put your points.

There are some very powerful tactics in this tree, including Accuracy, which makes your flurry deal damage to three times as many targets, and Takin' Chances, which greatly increases your survivability through healing.



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