Oh wait that paranoid mermaid is in this one? Huh. Okay.
this is a dream come true
Tropes that apply to me (I won't reveal anything personal)
- Hair of Gold, Heart of Gold.
- Action Girl
- Genki Girl
- Innocent Blue Eyes
- Nice Girl
- Smart Girl
- Thou Shalt Not Kill
- Only Sane Woman (sometimes)
- All Love Is Unrequited
- Proud editor of TVTropes!
Bulma Briefs (ブルマ; Buruma)
The very first human Goku came across (apart from his grandpa) at the start of the series. One could say she's the trigger that kicks off the series as a whole. Originally on a quest to gather the Dragon Balls for her own reason (to wish for a perfect boyfriend), Bulma gets dragged into the craziness that comes along with the search. Even when the quest is finished, she still keeps close ties with Goku and his friends and helps out whenever possible. Which, considering she's a mechanical whiz, is quite often.
- Can we share? I have OCs I want to share too!
- GIFT: an avatar of such. Think if Nylarthotep lost his powers and had to resort to trolling on the internet.
Fuck it we're going to the far future, this is 1.something.
Beware of spoilers all spoilers unmarked or actually not; in reality the most I'll do is the fucking Hydra boss or something. Or impliment "WHY GOD WHY" mode. (I suck at Expert too so I need to git gud to know what will actually be "reasonably" hard and what's just fucking impossible.) And even that's iffy because I have no idea how to even start modding Terraria.
Changes to Canon NPCs
He still mainly sells dye and dye-related tools, except with dye playing a major role in the Final Boss of the mod, he has a bit more of a purpose.
- Weirdness Censor: Like most of the other NPCs, even the Haunting Spirit (whom, based on the character she's an expy of, should have been all up in the Dye Goddess business), does not actually know about your fight with the Dye Goddess and will be shocked if you talk to him after beating her.
Modded NPCS — Nature Maidens
- Last of His Kind: Averted; the lore is crystal clear in that the Dryads are the only of the races who were actually wiped out, as Cthulhu was far more powerful than the other eight entities. (Individually, at least, judging by Singularity.)
- Rainbow Motif: Each of them has hair and even "outfit" colors that fall under a simple seven-color rainbow, with the usual cyan instead of indigo. Jungle is red, Badlands is orange, Desert is yellow, Barrens is cyan, Tundra is blue, Swamp is purple, and of course Forest is green.
Modded NPCs — Other
A "Creation Spirit" that is part of a species that appears during a Post-Plantera Solar Eclipse. She can be found at night in the dark on the surface, passed out, after surviving
- Nigh Invulnerable: Clocks in at a whopping 100,000 life and a passive, permanent regeneration, and she'll teleport if you try dumping her in lava (red or blue). The only reliable way to kill her is by moving her in to Space and summoning the Dye Goddess.
Queen Bee is "retroactively" made out to be one of a hextet of bosses themed around the "natural" biomes in-between the two Oceans; lore later reveals that all six of those bosses are reincarnations, so to speak, of various "lesser monsters" that once attacked the land alongside Cthulhu, and each had a Nature Warrior race fight back against them.
The first and by far weakest boss in the entire mod. A massive, fifteen-headed, fire-breathing hydra monster that can show up at random if not killed yet or specifically be summoned with a Fifteen Scale
Sealed Mammoth's Barrens counterpart, a massive mountain lion-like beast that stalks the Underground Barrens.
A scorpion boss found in the Underground Desert, whether by
- King Mook: To the Sand Poachers; uniquely, he's the "boss version" of an enemy that does not show up until Hardmode, at least until 1.1 introduced weaker enemy versions of the Poachers that show up Pre-Hardmode.
Queen Bee's Swamp counterpart, a giant mosquito that can be found in Moquito Pools in the Underground Swamp by smashing the eggs, or by using a Juicy Blood Bag anywhere in the Swamp biome.
- No Cure for Evil: Averted; she is the only Pre-Hardmode boss in the mod that can heal, by draining blood from you.
A massive humanoid ghost that dwells in the Dungeon, summoned through a Spirit Altar crafted with the Essense of Arid, Tropics, and Freezing, which respectively come from enemies in the Underground Desert/Badlands, Jungle/Swamp, and Snow/Barrens. May or may not be the ghost of the Mechanic's mother.
The Hallowed counterpart to the Eater of Worlds, and intended to be one of the two first bosses in Deep Water's Hardmode, depending on which good biome Hardmode infected the world with.
The Candyland's counterpart to the Brain of Cthulhu,
A post-Mechanical Boss, pre-Plantera
A boss meant to be fought after Golem and before Duke Fishron,
The final pre-Lunar Events mod boss
"Hardermode" (Post-Moon Lord) Bosses
A trio of weird... muscular... onion/carrot things summoned by using a Suspicious Looking Onion in a Forest in the day. They are intended to be the first Hardermode bosses; defeating them for the first time will make Flameite spawn in the Underworld, Lightningite spawn on Floating Islands, and Tideite spawn in the Underground Ocean (in 1.3; prior, it spawns on the left and right edges of the world, above Underworld depths but below Floating Island levels). Uniquely, unlike the Twins, they each have one different drop depending on which one is killed last, although all three of them share a large drop pool.
As a Whole
- Odd Name Out: For some reason, he's the only one whose name is not "[Element]guy," and instead derived of that element.
Both of Them
Jubilee, Agent of Light and Candy
Ruby, Agent of Dark and Meat
As of 1.5, the only non-Superboss that was added to Hardermode post-launch. Singularity is a black hole-like entity that is apparently the remains of the various "Anti-Nature Monsters," previously only able to send "partial entities" (such as Queen Bee, Sealed Mammoth, etc) to the world, that tried to band together and leech the energy from the world that Cthulhu had previously been hogging. With Cthulhu (read: the Moon Lord) dead, they were able to get just a little more power in them, and combine various eldritch home dimensions together.
Unlike the main four Hardermode bosses after the 1.1 revamp, Singularity can technically be fought at any point in Hardermode once the Otherland has spread enough, but is recommended to be fought in-between the Agents and True King Slime.
The actual leader of the Slimes. Looks just like King Slime, but vermillion and with angry eyebrows. Can only be summoned in the forest with a True Slime Crown.
Either the intended final boss or, if True King Slime is considered the "final boss," the hardest Bonus Boss of Normal worlds.
A Bonus Boss fought at the end of the Boss Rush on Expert and harder worlds (on Normal worlds, the Boss Rush ends with the Dye Goddess; he's fought after her). He can be considered the hardest boss of Expert and Master worlds, but not Normal worlds (where he cannot be fought) or Savage/WHY GOD WHY worlds (where the Dryad/Heptinity instead takes the mantle, but he can still be fought there). Can basically be described as a giant, sapient sword-being [...] He can be manually summoned by himself after beating Boss Rush by using an Antisage Medallion anywhere at any time.
A boss exclusive to the Savage and WHY GOD WHY Modes, accessable after giving thirty platinum coins to the Dryad after the Dye Goddess has been killed and the world has been completely purified. Using the Nature Ticket she sells in a completely pure world will cause her to get a massive boost in power, and later on the other six Nature Maidens join her and fuse up to become the Heptinity.
- Bonus Boss: Just fighting her in the first place requires being on Savage Mode, already a step above Master Mode, and even that aside,
Biomes and Mini-Biomes
An alternate Hallow introduced in 1.2, themed around candy and based on one of the scrapped alternate biomes. (Along with the Swamp.)note
Added in 1.2, one of the Oceans — independant of the Dungeon/Jungle sides, it's a side chosen randomly, but certain other modded biomes are dependant on it — will look normal at first, but just barely diving beneath the surface will reveal that it is overgrown with kelp and coral, resembling an underwater forest of sorts. Rather confusingly, this also has an "underground" of sorts, but it's much smaller than the Underground Ocean, and is more of a flooded Underground Jungle thematically, rather than the rockier, darker Underground Ocean.
The Ocean opposite to the one with the Underground Ocean will have a large pit leading down in to an underground biome for the ocean itself. Because the biome is mainly defined by proximity, it is technically possible to reach it by going through caves close enough to that world's edge, or going high enough in the Underworld. The biome is almost always rather thin horizontally, but makes up for it by being very deep,
This was introduced in 1.3, along with the Blue Underworld.
The side of the Underworld that's horizontally the same as the one with the Kelp Forest will have its Underworld contain a set of bizarre ruins with lakes of blue magma that deals extra damage. It's described by Word of God as a mix between Lower Norfair of Super Metroid and certain lava stages in Super Mario 3D World.
- Dimensions are crossing...
A mysterious Hardermode biome added in 1.5. After killing the Moon Lord for the first time, in addition to two horizontal lines of whichever evil or good biome did not spawn appearing at random Underground-Cavern heights, a one-tile wide vertical line will appear at some point in-between the spawn and the Dungeon, spreading outward similar to the Corruption/Crimson/Hallow/Candyland. Unlike any of the four good or evil biomes, the Clentaminator has no effect on it without the Seal Solution that's obtained from killing Singularity. It will then spread itself, and thanks to the "straight vertical line" spawning system, the way it spreads by default resembles something getting torn open down the middle. The biome itself has a black theme, and its background — even in the Underground — has a surreal, space-like look to it.
- Angels Demons Squid: The "squid" to the Hallow/Candyland/Floating Islands' "angel" and Corruption/Crimson/Underworld's "demon." Appropriately, Cthulhu's homeworld is involved with this somehow.
- Eldritch Location: Technically at least six, and up to nine, of them crossed together. Word of God had to clarify that the background represents the strange, blackened stone/grass/etc summoning portals to various dimensions. What you're looking at is a series of portals that opened up. It's supposed to somewhat look and feel like space itself is being torn down at the initial line of the Otherland, but that's not the case.
Nine entities, including Cthulhu,
Six (maybe seven) mysterious people who have some connection to various "elements:" Forest, Fire, Water, Spirit, Shadow, and Light. They are mainly revealed through their respective Swords, which are among the best of any melee weapons in the game, and all six of those Swords can be crafted with the Goddess Tears to make the Sword of Sages, the mod's Infinity +1 Sword. More on them is revealed in Expert and higher worlds by the Sage Slayer, as they were all mighty warriors who protected Terraria, but they were all killed by the Slayer.
The person responsible for the Dye Goddess' rise to power.
- Deal with the Devil: What the future-Dye Goddess would eventually make with her. Fifteen [I know it says fourteen but I want to change that; the Main/ Sandbox is locked] wishes in exchange for her soul. However, the Dye Goddess didn't really know just how much she'd lose when she gave away her soul,
- Greater-Scope Villain: She's the reason why the Dye Goddess is far more than just a villager in the first place, but cannot be fought and
- The Unfought: Currently unfightable in the mod, and the team's unsure whether or not she should be implimented in the game or just be left as lore.
IDK, for main?
- Lone Wolf Boss: Thanks to this mod's lore eventually pulling everything in the game together and interconnecting its plots, its take on the lore leaves Duke Fishron as the only non-event boss that has absolutely nothing to do with the Sages, the Nature Maidens and their enemies, the Dye Goddess, or the Slime King (which, again, are all interconnected to some degree).Lore Spoilers Even THE HYDRA OF DEATH has lore significance; Duke Fishron is "just" some rando fish monster.
- Each world now contains a Nature Chest close to the spawn point, which has the following items:
- An Aglet
- A Rusty Hook
- A vial of Violet Dye (Purple Dye in the vanilla game)
- A Forbidden Fruit; consuming one of these in Master Mode if no bosses (sans the HYDRA OF DEATH) are killed permanently converts that world in to Savage Mode.
- Vegetable Soup; heals all health at any stage of the game, has a much shorter Potion Sickness cooldown time, and cures all status ailments, including Omega Poison, but it's one of a kind, and two cannot exist in the player's inventory at once (similar to quest fish).
- Six Recall Potions.
- The following dyes have been renamed to match Wikipedia's color naming terminology:
- Lime Dye is now Chartreuse Dye
- Teal Dye is now Spring Green Dye
- Sky Blue Dye is now Azure Dye
- Purple Dye is now Violet Dye
- Violet Dye is now Magenta Dye
- Pink Dye is now Rose Dye
- All of the dye-creating items and the variation dyes have been renamed accordingly. (IE Lime Kelp is now Chartreuse Kelp.)
- In Expert mode, water in all biomes except Forest have a debuff applied to them, not just Snow water:
- To fit with the lore (each Nature Maiden will only appear should their respective enemy horror is killed, or a piece of them), the Dryad will no longer appear after killing Queen Bee. Cute Worm and Sweety Face will also not summon her. If the player can somehow summon Plantera, Golem, the Lunatic Cultist, Duke Fishron, or any post-Mechanical modded boss before killing the Mechanical Bosses and kill them, the Dryad will likewise not move in. Only the Eye of Cthulhu, Eater of Worlds, Brain of Cthulhu, Skeletron, Mechanical Bosses, and Moon Lord can be killed so that she will move in.
Blah blah blah. The Forbidden Fruit, if consumed in a Master world (this is assuming that the mod's gonna be done after 1.4 because... come on. 1.4's like probably due in like a few months at this point, I don't have a damn thing on this except ideas) before a boss is killed, will permanently make that world in to Savage Mode.
The Foresaker is something that can be made with Ebonwood/Shadewood at a Demon/Crimson Altar, and when used in a Savage world, it toggles WHY GOD WHY Mode, Unlike Savage Mode, which is supposed to be a genuine difficulty mode, WHY GOD WHY is nothing but pure, horrible, pain. It's a joke mode not meant to be taken seriously, which also breaks the sequence of the game completely. (For example, the mode practically forces players to fight the Wall of Flesh as the second boss.) Bosses and some enemies drop far more powerful and better gear than they would normally, to help encourage the sequence breaking. Unlike Savage mode, which is a permanent conversion, WHY GOD WHY can be toggled on and off.
Savage (this will ignore whatever changes are in Master mode; if Master Mode actually does some of this shit, then I'll one-up it)
- Any lava/magma in the Underworld will automatically inflict the "Hell-lava" debuff, which applies damage even with Lava Charm/Lava Waders/an Obsidian Skin Potion. This is based on the biome the player is in rather than the lava itself (it's the same liquid, much as the Chilled-inducing Snow water is still water, just in a different biome) rather than the position or what "type" of lava it is.
- Blue lava
Eye of Cthulhu
- Two Eyes are fought at once.
WHY GOD WHY
- The Nurse now always costs a bare minimum of 10 Gold to heal, and the amount needed to heal rises significantly.
- Medusas have a low chance to spawn in every biome, at every layer.
- Entering a Snow or Barrens biome will instantly give the player a permanent Frozen and Frostburn debuff, as well as the Icey Death debuff, unless they leave the biome or have some "Frozen-resistant" gear.
"Recommended" Boss Order
- King Slime -> Wall of Flesh -> Mechanical Bosses -> Eye of Cthulhu -> Eater of Worlds/Brain of Cthulhu -> Skeletron -> Cute Worm/ Queen Bee and Titanic Mosquito
- King Slime spawns Demons when attacked, rather than Blue Slimes.
Eye of Cthulhu
- Stats are higher than those of the Twins; the Twins are intended to be fought first.
- The Eyes can now use their charge attack in Phase 1.
Eater of Worlds
- Stats are higher than those of the Destroyer; the Destroyer is intended to be fought first.
- The Eater of Worlds turns red periodically and frequently, which makes it deflect projectiles.
- Segments may spawn Dune Splicers if they get short enough.
Brain of Cthulhu
- Stats are higher than those of the Destroyer; the Destroyer is intended to be fought first.
- Queen Bee and Titanic Mosquito will always be fought simultaneously, regardless of which one the player "intended" to summon.
- Titanic Mosquito and Queen Bee will always be fought simultaneously, regardless of which one the player "intended" to summon.
- Stats are higher than those of Skeletron Prime; Skeletron Prime is intended to be fought first.
Sheet of something that actually exists:
- Amplifier Artifact: The Portal of Skulls carried by a Bloodsecrator is a powerful icon of the Blood God that, once opened, creates a rift in reality that allows the rage of Khorne to saturate the surrounding area, driving any nearby followers of the Lord of Skulls into a frenzy that boosts their attacks and giving them reckless courage.
- Particularly favoured champions of the Bloodbound Warhordes are often gifted with a Collar of Khorne. These powerful rewards are forged at the foot of Khorne's throne and contain a portion of the Blood Gods distaste for the arcane, granting the wearer resistance to their enemies spells. In-game terms the character wearing a Collar of Khorne can unbind spells in the same manner as a wizard.
- The brass-clad shields used by the Lord on Juggernauts and the Mighty Skullcrushers are forged in a similar manner to Collars of Khorne and grant their bearer a 50% chance of ignoring any damage caused by magical attacks.
- During battle Slaughterpriests are able to channel their gods hatred of spellcasters allowing them to unbind the spells of enemy wizards.
- When the Bloodbound gather in large numbers their hatred of spellcasting begins to reflect that of their patron. In-game terms, any unit from a Battalion with the Blood Gods Scorn special rule can attempt to unbind spells by enemy wizards.
- When a Bloodsecrator opens their Portal of Skulls the Blood Gods hatred of sorcery saturates the surrounding area making it more difficult for wizards to cast their loathsome magic.
- Attack Animal: Flesh Hounds are the attack dogs of the Blood Good. Appearing to be a monstrous cross between a hound and a lizard, Flesh Hounds are despatched by Khorne to hunt down those who have incurred his wrath. Khorne will also sometimes gift one of his Flesh Hounds to the most favoured of his followers, where they will fight at their masters command and hunt down those cowards that would escape the new masters blade.
- Badass Beard: The alternate head for the Exalted Deathbringer with Impaling Spear miniature sports one of the most impressive beards of any Games Workshop model, if not taking into account the dwarfs/duardin and Squats.
- Ballistic Bone: The skulls of those crushed by the daemonic artillery known as Skull Cannons are shovelled into the living machine by its Bloodletter crew and fired at their former comrades.
- The Berserker: While most of the Bloodbound are frenzied warriors who wish for nothing but slaughter, the Wrathmongers are the most berserk of their number, having lost themselves totally to the Blood Gods wrath. No longer entirely human, the rage of the Wrathmonger is so great that is able to infect those around them, driving even the most stoic warrior into a manic bloodlust.
- Big Red Devil: With their red skin, cloven hooves and horns, Bloodletters and Heralds of Khorne have the most traditionally demonic visual theme of all the daemons of the Chaos Gods. Bloodthirsters add great bat-like wings to the theme.
- The Blacksmith: Skullgrinders are the warrior-smiths of the Bloodbound Warhordes, crafting brutal but effective weaponry for Khorne's chosen warriors. Unlike most fictional blacksmiths, Skullgrinders don't fight with a hammer; instead they attach their Brazen Anvils to a length of chain and go into battle swinging them like a brutal flail.
- Blade Below the Shoulder: The model for the Bloodstoker has his barbed Torture Blade inserted into the ragged stump of his right wrist.
- Bloody Murder: Hexgorger Skulls consume magic and regurgitate it as boiling blood, deadly to spellcasters.
- Breath Weapon: Wrath of Khorne Bloodthirsters can breathe a roaring blast of hellfire.
- Combat Tentacles: Khorgoraths have horrific Bone Tentacles sprouting from their body that they use to attack those foes who attempt to stay out of reach of their monstrous claws.
- Double Weapon: Some Blood Warriors wield a Goreglaive, a brutal polearm with a large and heavy axe blade at each end that is extremely effective at cleaving through armour.
- Flaming Skulls: The skulls fired by the Skull Cannon daemon engines are coated in a pitch made from boiling blood and saturated with a measure of Khornes burning fury so that the madly laughing skull ignites when fired, before exploding in a shower of flaming bone shrapnel.
- Flaming Sword: The murderously sharp and barbed Hellblades wielded by the legions of Bloodletters that make up the majority of Khornes daemonic forces burn with the fire of the Blood Gods rage.
- Genius Bruiser: The leaders of Khornes daemonic legions are far more than mere senseless butchers, have been bequeathed a portion of the Blood Gods near infinite tactical knowledge and lead the legions of Khorne with diabolical purpose.
- Hungry Weapon: The Blades of Blood gifted to the daemonic Heralds that lead the Blood Gods cohorts into battle endlessly thirst for the blood of Khornes foes, guiding their wielders strikes to their enemys most vulnerable locations.
- I'm a Humanitarian: The Bloodreaver tribes that make up the bulk of the Bloodbound forces are cannibals, consuming the flesh of their foes almost exclusively as part of a profane ritual known as the Dark Feast.
- Impaled with Extreme Prejudice: Some Exalted Deathbringers go into battle with an Impaling Spear. The Exalted Deathbringer uses this brutal polearm to impale his opponent and hoist them into the air so that their own weight drives them further along the weapons haft. In-game this is represented by the Brutal Impalement ability that has a 50% chance of inflicting extra damage against an opponent wounded but not killed by the spear.
- Join or Die: After a battle the Bloodreavers will force their captives to partake in their Dark Feast, damning them to the service of the Blood God if they accept or adding them to the menu if they refuse.
- The Juggernaut: Juggernauts of Khorne are monstrous rhino-like beasts used as mounts by particularly favoured mortal and daemonic warriors alike. Unholy hybrids of daemonic flesh and hell-forged brass the weight and strength of a Juggernaut make them all but unstoppable once they get going, trampling everything in their path beneath their bloodstained hooves.
- Moody Mount: Juggernauts of Khorne are all but untameable, goring and crushing any unworthy mortal or daemon with the impudence to attempt to ride them. Even those who succeed in getting a Juggernaut to accept them as a rider have little control over their monstrous mount, merely clinging to the beasts back as the Juggernaut itself decides when an where it will attack.
- Mon: Slaughterbrutes are typically bound to the will of a Chaos Champion of Khorne, their minds and actions under the control of their master. If their master dies, the Slaughterbrute becomes rampant, attacking anything that comes near.
- Multi-Armed and Dangerous: Slaughterbrutes possess four front arms of differing sizes.
- Off with His Head!: Khorne demands the skulls of the most powerful of warriors to adorn his throne, something his daemonic children are more than willing to oblige. Bloodletters in particular are masters at collecting skulls and have the Decapitating Strike special rule, that allows them to inflict mortal wounds, to represent this.
- Taking You with Me: Skullreapers are unwilling to fall while there are still skulls to claim for the Blood God and will redouble their efforts even as they are cut down. The Skullreapers' Murderous to the Last special rule allows them to cause extra damage to their opponent after being killed during combat.
- Theme Naming: Khorne's warriors all have names alluding to their deity's blood and decapitation obsession.
- Walking Shirtless Scene: As part of their barbaric visual theme, those Bloodbound warriors who dont go into battle in plate armour typically fight bare chested, showing off their rippling muscles, scars and tribal tattoos.
- Walking Wasteland: The ground under a Bloodthirster of Unfettered Fury's hooves becomes cracked and broken, causing molten rock to bubble up from below.
- Whip It Good: The weapon of the Bloodstoker, which he can use to whip other Khorne units into shape.
- The Worf Effect: Played straight, then averted. As the chosen followers of the most powerful of the Chaos Gods who had gained ascendancy during the Age of Chaos, it was the Bloodbound who were chosen to show just how powerful the Stormcast Eternals are when Warhammer: Age of Sigmar was launched. They suffered defeats, but then they regrouped and put up a good fight that resulted in a brutal and bloody stalemate.
- Worthy Opponent: Many of the Bloodbound now consider the Stormcast Eternals to be the strongest opponents in the Mortal Realms, believing that fighting and defeating them is one of the greatest ways of gaining glory in the eyes of their bloodthirsty god.
- Amplifier Artifact: Some Kairic Acolytes carry Scrolls of Dark Arts into battle. These mystical scrolls contain many arcane secrets that enhance the sorcerous abilities of the Acolyte and his cohorts.
- Asteroids Monster: When killed Pink Horrors split into two Blue Horrors, who then further split into two Brimstone Horrors each when wounded themselves.
- Badass Bookworm: Many warriors have thought the Lords of Change to be physically the weakest Greater Daemons of Chaos only to find their blades shattered by the Daemons seemingly wiry frame and their armour rent by razor sharp talons.
- Badass Teacher: Ogroid Thaumaturges are highly sort after by Arcanite Cults, not only for their strength on the battlefield but also for their knowledge of magic and their ability to tutor the cabals members in the use of pyromancy.
- Baleful Polymorph:
- Tzaangor Shamans are steeped in the magic of Change, capable of turning their enemies, and anyone who annoys them, into horrifying forms more pleasing to the Changer of Ways.
- The members of the Alter-kin Covens are so saturated with the magic of change that their enemies often suffer spontaneous transmogrification merely from getting too close to the Battalion.
- Heralds of Tzeentch often wield Staffs of Change, magical staves that cause uncontrollable mutation in all enemies struck by the Herald.
- The Changeblade is a fell artefact wielded by some Arcanite Heroes. Those struck by the Changeblade are horribly mutated by its power and transformed into a Chaos Spawn.
- Beak Attack: Tzaangor possess viciously sharp beaks that they use to peck and gouge their enemies flesh in addition to attacking with their savage blades.
- Bloody Murder: One of the rewards that a champion of Tzeentch can gain using the Path to Glory campaign rules is for their blood to be transmuted into a strong acid that will wound his enemies whenever the champion takes damage.
- Chronic Backstabbing Disorder: As would be expected from the followers of the god of byzantine plots, the members of the Arcanite Cults scheme against each other almost as much as they do against their enemies in order to rise through the ranks and secure the favour of Tzeentch.
- Circle of Standing Stones: Like other species of beast-kin, Tzaangor rise monolithic herdstones known as flux-cairns. Erected in locations rich in magic flux-cairns leach this energy from the surrounding landscape, becoming great repositories of magic and warping the surrounding landscape.
- Critical Status Buff: The Ogroid Thaumaturge's Brutal Rage rule enhances its melee abilities but lowers its magical abilities after suffering 5 Wounds, reflecting how wounds suffered by an Ogroid Thaumaturge serve to only enrage it further.
- Degraded Boss: Vilitch the Curseling, a special character in the original Warhammer, was replaced in-game by the Curselings, who are generic heroes that share his model in Age of Sigmar.
- Dual Wielding:
- The rank and file members Kairic Acolytes and Tzaangor are often armed with multiple blades that they use to attack their enemies. These warriors are so skilled at fighting with paired blades that, in-game, they gain a bonus to their to hit rolls.
- Curselings are able to triple wield during battle with the main body fighting with a burning blade and a threshing flail, while their parasitic homunculus wields a mystical Staff of Tzeentch.
- Evil Living Flames: Brimstone Horrors, the smallest of the Horror divisions, take the form of Waddling Head flames.
- Evil Sorcerer: While all members of the Arcanite Cults have some level of arcane skill, the Magisters of the Cults leadership are the true masters of The Dark Arts who will stop at nothing to lead their Cult to victory and gain favour with their profane god. Having sold their souls to Tzeentch, magical energy saturates their bodies allowing the Magister to draw upon the raw power of Chaos to power their spells.
- Eyeless Face: A Curselings parasitic Tretchlet homunculus lacks eyes, having nothing but flat skin stretching from their noses to the top of their heads. Instead of sight the Tretchlets use their arcane sense of smell to perceive the world.
- Feathered Fiend: Lords of Change, the most powerful of Tzeentchs Daemons, are massive, bipedal, avian monsters that sport great feathered pinions.
- Flaming Sword:
- Flame wreathed weapons are popular amongst the higher ranked members the Arcanite Cults with Curselings and Fatemasters both typically wielding weapons that burn with the mystical fires of Tzeentch.
- The Warpfire Blade and the Pyrofire Stave are flame wreathed daemonic weapons available to Daemonic Heroes of a Tzeentch army that enhance the attacks made by the bearer.
- Flight: The mystical Windthief Charm is a magical treasure of the Arcanite Cults that allows its bearer to unshackle themselves from the bonds of gravity and fly through the skies of the battlefield.
- Flying Seafood Special: Screamers of Tzeentch, also known as sky-sharks, are daemons that resemble flying spine manta rays that soar on currents of magical energy in the same way that birds soar on the winds.
- Genius Bruiser: Due to their size and monstrous appearance, many of the uninitiated believe the Ogroid Thaumaturges to be nothing more than dumb brutes. In reality the Thaumaturges have incredibly cunning minds and possess a deep knowledge of the arcane arts.
- Hellgate: Lords of Change are capable of casting the Infernal Gateway spell. This spells sees the Greater Daemon open a portal to the Realm of Chaos itself, pulling in nearby enemy warriors to have their bodies and souls ripped apart by ravenous Daemons.
- Horn Attack: An Ogroid Thaumaturge is able to use its great horns to gouge at its enemies in close combat and is able to doing more damage with them than many troops can do with their blades.
- Horned Humanoid:
- Ogroid Thaumaturges have a wide set of curved horns sprouting from their heads, along with a smaller pair of horns emerging from their foreheads. Together with their cloven hooves and massive size, these horns give the Thaumaturges an almost devilish appearance.
- The Tzaangor are a twisted form of gor-kin with avian features yet retain the elaborate horns of their more bestial cousins. The more favoured a Tzaangor is with the Architect of Fate, the more elaborate their crown of horns becomes.
- Humanshifting: All Kairic Acolytes possess some limited form of shapeshifting ability, being able to change their form and features so that they can disguise their true allegiance and enact their masters plans in secrecy.
- Improbable Aiming Skills: The Tzaangor Skyfires are able to use their precognitive abilities to pull off incredible feats of marksmanship. In-game this is represented by a re-roll to hit and their attacks having a 1-in-6 chance of automatically wounding.
- Living Lie Detector: The twisted Tretchlets that grow from the bodies of Curselings have the ability to discern any lie spoken in their presence and can sniff out even the most hidden of secrets. This ability makes Curselings excellent at rooting out those trying to infiltrate the Cult as well as discerning those most worthy of membership.
- Magic Eater:
- The Vulchares gifted to some Kairic Acolytes are twisted avian creatures with an insatiable hunger for magical energy.
- Those daemons with the greatest hunger for magical energy often group together into Aether-eater Hosts. These Hosts seek out and set upon enemy spellcasters so that they can leach their magical energies to revitalize their own material bodies.
- Magic Knight: Combining strength and ferocity with magic, an Ogroid Thaumaturge can hurl blasts of fire into the enemy, before stampeding into their ranks to gore and pummel the survivors.
- Malevolent Masked Men: The Kairic Acolytes wear twisted masks resembling the daemonic servants of their god. These mad cultists believe that these masks represent their true face.
- Mana Drain: The Icons carried into battle by the Tzaangor drain magical power from nearby magic users and redirect it into sorcerous bolts that the Gor-kin fire back at their foes.
- Playing with Fire:
- Ogroid Thaumaturges are masters of pyromancy, able to cast the Fireblast spell in combat that burns the enemy and summons a Horror of Tzeentch at the same time.
- Those Kairic Acolytes with the greatest skill in the use of pyromancy often group together into Witchfyre Covens. The combined might of these masters of flame allows them to unleash a relentless barrage of sorcerous flame.
- As their name suggests, Flamers and Exalted Flamers are continuously expel gouts of baleful warpflame and are used as living artillery by their fellow daemons. In battle Flamers group together into Warpflame Hosts, the combined fury of their flames burning all those that stand nearby.
- Power Copying: The ability of a Curseling's Tretchlet to uncover secrets extends to magecraft. This insidious power allows the homunculus to steal spells from the mind of any nearby Wizard so that their host can cast them back at the enemy.
- The members of the Pyrophane Cult are obsessed with the wyrdflame, believing that true glory lies in fiery destruction. Members of the Cult revel in the use of sorcerous fire to burn everyone who stands against them and their dark god blesses them for bringing corrupting flame to his enemies. As a result of their obsession, the Pyrophane Cult and its splinter cults contain more Witchfyre Covens than any other Arcanite Cult.
- The Daemons of the Eternal Conflagration are renowned for their specialisation in, and obsession with, the use of fire and the convocation includes more Flamers of Tzeentch than any of theirs. Led by a Lord of Change known as the Radiant Lord, Tzeentch turns to the Eternal Conflagration when the god of magic feels the time for subtlety is at an end and those who stand in the way of his goals, and everything else in the vicinity, needs to be reduced to ashes.
- Seers: Although all Tzaangor are able to sense the winds of fate in the same way that a predator can scent its pray, the elite of the warflocks have far more developed prophetic abilities with the Tzaangor Enlightened able to clearly see the strands of the past while the Tzaangor Skyfires are guided by knowledge of the future. The Shamans who lead the warflocks also receive prophetic dreams and visions that help them guide their followers and advance the plans of their dark god Tzeentch.
- Shrouded in Myth: Even amongst the most learned of the Arcanite Cults, little is known about the Ogroid Thaumaturges. That they are magically gifted and blessed by the Changer of the Ways is obvious but beyond this almost nothing is known of their origin beyond speculation.
- Sky Surfing: The Fatemasters of the Arcanite Cults and the elite of the Tzaangor warflocks often ride to battle atop Discs of Tzeentch, flying across the battlefield to engage those whose death will advance the schemes of the Architect of Fate.
- The Speechless: Tzaangor Skyfires are utterly silent, barred from speech by Tzeentch himself as the price for seeing the future.
- The Symbiote: Curselings are gifted with a parasitic, daemonic homunculus known as a Tretchlet. These twisted spirit-creatures are created from an eldritch coalescence of forbidden knowledge that has gained sapience. These homunculi constantly whisper advice to their hosts and support them with their arcane abilities as the Curseling continue their search for further hidden knowledge.
- Too Many Mouths: In addition to its 'normal' mouth (if that tentacle-filled maw can be considered 'normal' at all), the Mutalith Vortex Beast has two tails that also end in mouths.
- Was Once a Man: Some Tzaangor were originally humans who have gone through dark rituals to be turned into the avian beast-kin. This transformation is often voluntary with members of the Cult of the Transient Form in particular seeing being turned into a Tzaangor as a great honour.
- Winds of Destiny, Change: Fatemasters are blessed with the ability to alter the strands of fate to aid their fellow Cultists. In-game this is represented by the ability to grant a re-roll to nearby Tzeentch Mortal units.
- Abnormal Ammo: The Lord of Blights hands out severed heads to nearby Putrid Blightkings, letting them throw them nearby foes.
- And Call Him "George"!: With the personality and demeanour of an excited puppy, Beasts of Nurgle just want to play with all the 'friends' they meet on the battlefield. However, they are strong enough to crush a man under their bulk, and secrete all manner of toxins and virulent diseases, so you can guess how well that goes.
- Beware My Stinger Tail: Rot Flies have tails ending in iron-hard stingers which can pierce through heavy armour.
- Body Horror: Their specialty as most of their forces, mortal or not, suffers from this to a horrific degree.
- Breath Weapon: Great Unclean Ones can vomit streams of filth and disease upon their enemies.
- Creepy Crows: The Harbinger of Decay model comes with accompanying raven.
- Cyclops: Plaguebearers and Heralds of Nurgle only have a single cyclopean eye in the middle of their forehead.
- Deadly Gaze: The Eye of Nurgle is an amulet through which Nurgle sometimes peek through with his eye. It doesn't end well for the poor enemy standing before the wearer at such a time.
- Fat Bastard: Great Unclean Ones are gargantuan, living mountains of rotting flesh. In emulation of them, most of Nurgle's followers becomes quite pudgy from all the diseases they stockpile in their bodies.
- Horse of a Different Color: Pusgoyle Blightlords ride into battle on the backs of Rot Flies.
- Mean Boss: Spoilpox Scriveners ensure that Plaguebearers meet their tallies by relentlessly browbeating and bullying them with insults and commands.
- One-Hit Kill: The Eye of Nurgle can instantly remove an enemy model from the battlefield, no matter their wounds (if it actually works that is).
- The Pig-Pen: And proud of it. Afterall, such stench can only come from the most loving father ever.
- Plaguemaster: Well, a proper servant of Nurgle obviously has to know a thing or two about spreading flesheating germs.
- Poisoned Weapons: Weapons blessed by the Blades of Putrefaction spell ooze with Nurgle's choice contagions.
- Random Number God: The Eye of Nurgle, a one-use item that can instantly kill an enemy model within 12'' on a 2D6 roll of 7. While most of the time it would be useless, if it actually works you can instantly get rid of a model like Archaon or Nagash (no matter their wounds) and throw 600+ of your opponent's points down the drain.
- Super Toughness: The putrid bodies of Nurgle's daemons can withstand all but the strongest blows.
- Swallowed Whole: Rot Flies can stretch their mouthparts and proboscides to swallow their prey whole.
- Tome of Eldritch Lore: The Tome of a Thousand Poxes, whose pages are thick which secrets of foul plague sorcery.
- Zerg Rush: Nurglings hurl themselves at far bigger foes in massive numbers and try to drown them in a mass of diseased flesh.
- Amplifier Artifact: Mortis Engines contain the remains of powerful necromancers who are so infused with necromantic energy that they boost the abilities of all those who practice the magic of death within their presence.
- Blade on a Stick: Morghast Archai, Nagash's Praetorian Guard, wield spirit halberds.
- Bodyguarding a Badass: Nagash maintains a personal guard of Morghasts. Being a full-fledged god, he is the last person in Shyish in need of protection.
- Clown-Car Grave: At the start of each battle, after sides are chosen, a Legions of Nagash player sets up two gravesites in their territory and two others anywhere on the battlefield. These gravesites can house as many summonable units as the player desires.
- Co-Dragons: The Mortarchs serve as Nagash's most powerful lieutenants.
- Combat Medic: The Mortis Engine is able to unleash a wave of necromantic force that heals other undead.
- Dem Bones: The legions of the Deathrattle kingdoms consist of the skeletal remains of long dead warriors marching to battle with a discipline that no mortal army could match.
- Dual Wielding: Morghast Harbingers wield two spirit swords that cut through both body and soul.
- Hoist by His Own Petard: If the bearer of an Asylumaticae rolls a 1 when opening it, the freed spirits of the insane murderers inside the casket will unleash their fury on them instead of on the enemy.
- Horse of a Different Color: The Dread Abyssals ridden by the Mortarchs are large, monstrous undead steeds that consume the souls of those they kill.
- Life Drain: The Tomb Blade steals the energy of its victims and uses it to heal the undead.
- Living Clothes: The Chiropteric Cloak is a bat-winged cloak capable of feeding on blood, which drives it into a frenzy and causes it to lash out.
- The Necrocracy: The Deathrattle kingdoms are governed by the proud and mighty Wight Kings who rule over their skeletal subjects with the iron will of the undead.
- Nemean Skinning: The Terrorgheist Mantle is crafted from the hide of a Terrorgheist, and grants the wearer the power to call on its sonic screech.
- Non-Human Undead: The Morghasts were originally divine servants of Ptra from the World-That-Was that he sent to destroy Nagash, only for the Great Necromancer to defeat and raise them as undead perversions of their former angelic selves.
- Our Banshees Are Louder: Above a Mortis Engine, a cloud of banshees scream a Wail of the Damned.
- Our Zombies Are Different: Deadwalker zombies are raised from freshly dead corpses by necromancers and are the most common type of undead.
- Power Nullifier: If an Oubliette Arcana successfully negates an enemy spell, that spell cannot be cast again by the caster for the rest of the battle.
- Praetorian Guard: The Morghasts act as heralds and bodyguards for Nagash and his Deathlord minions, protecting them while they cast great works of necromancy and carving through the ranks of enemies at their masters slightest command.
- Raising the Steaks: The Deadwalker Dire Wolves are the remains of great lupine hunters reanimated by the dark magic of death.
- Rapid Aging: With but a motion of a Grave-sand Timeglass, the bearer can cause a victim to age centuries in seconds.
- Sinister Scythe: With the Soul Harvest spell, a Necromancer summons a ghostly scythe which slices through enemies.
- Skeletal Musician: Deathrattle units are often accompanied by a skeletal hornblower, their ethereal notes compelling their fellows to greater speed when they charge into combat.
- Soul-Powered Engine: A Spiritcage captures the spirit energy of the slain and uses it to empower the undead.
- Taking You with Me: When a Terrorgheist is killed, a swarm of bats emerge from its corpse to feast on those nearby.
- Technically Living Zombie: The Necromancers have never died and are technically still alive, but they have lasted so long past a natural lifespan that their hair have thinned, their teeth yellowed, their skin turned cold and pale, and their heart stopped beating.
- Tome of Eldritch Lore: Powerful Artefacts of Death, the Cursed Books are evil Spell Books that are filled with the malign knowledge written by the most evil necromancers to practice their dark arts. Such is the evil power contained within their pages, the mere presence of a Cursed Book can unnerve the living, represented in-game by a penalty on hit rolls for enemy models near the Cursed Book's owner.
- Undead Laborers: When not waging war, the skeleton warriors of the Deathrattle kingdoms spend their time rebuilding their ruined civilization for the glory of their Wight Kings.
- The Virus: Those slain by a herd of Deadwalker zombies will soon rise to their feet and join their former foes. From the lowliest foot soldier to the mightiest general, all those who fall to the Deadwalkers will join their ranks whether there is a necromancer around to raise them or not.
- Whip It Good: The Corpsemaster controlling a Corpse Cart might be armed with a goad or lash to whip at enemies.
- Winged Humanoid: Morghasts are animated from the corpses of hammurai, the winged heralds of Ptra.
- Wreathed in Flames: Aqshy-based Deathrattle kingdoms are fond of wreathing their minions in ever-burning flames.
- Zerg Rush: An individual zombie is absolutely lame and useless - players are encouraged to spam them because they are extremely cheap and get better the more individuals a unit has.
- Abnormal Ammo:
- The Flinger catapults, mounted on the back of the monstrous Arachnaroks, fire balls of web filled with venomous spiders.
- The massive Squig Gobbas are living artillery bread by the Moonclan who spit mouthfuls of lesser squigs towards the enemy battle line. When they strike the ground these drug addled Splat-Squigs burst, spreading poisonous slime across the surrounding area.
- All Trolls Are Different: Troggoths, renamed from the Trolls of the World-that-was, are savage bestial creatures with huge appetites and the ability to quickly heal their wounds.
- Anti-Magic: The mushrooms and realmstone consumed by Dankhold Troggoths protect them from the effects of magic.
- Attack Animal: Moonclan Grots breed strange beasts known as cave squigs that they herd into battle with various prodders and cacophonous musical instruments. Once driven into the enemy the ravenous squigs become all but uncontrollable, attacking and biting everything around them.
- Battle Trophy: A Fungoid Cave-Shaman wears the spine of some unfortunate creature as a trophy.
- Beast of Battle: The Spiderfang Grots mount crude howdahs on the backs of the massive Arachnaroks when they go into battle. These war-platforms are typically crowded with Grots and often mount crude catapults or are turned into mobile shrines tended to by a Spiderfang Shaman.
- Big Eater: The Squig Gobba has an oversized maw and a ravenous appetite to rival even that of a Troggoth.
- Epic Flail: The Fanatics of the Moonclan Grots wield heavy Ball and Chains as they spin wildly into the ranks of the enemy, leaving a trail of shattered and pulped corpses in their wake.
- Ethnic God: The Moonclan worship their own god, a Bad Moon which Gorkamorka wasn't able to eat.
- Giant Spider: The Spiderfang Grots make great use of giant spiders, from the pony sized spiders that the majority of the tribe ride, all the way up to the gargantuan Arachnarok spiders.
- Healing Factor: Troggoths are incredibly difficult to kill due to their amazing healing abilities, which allow their flesh to knit back together as fast as their enemies can cut it.
- In a Single Bound: Squigs typically move around the battlefield in a series of hops and leaps that get progressively larger as the squig becomes more and more excited until they become fleshy meteors of teeth that smash into the ranks of the enemy.
- Knightly Lance: The grot equivalent of knights, Boingrot Bounderz, ride squigs and skewer their enemies with pointed lances.
- Magic Mushroom: For those brave enough to consume them, deffcap mushrooms provide arcane insights and enhance magical capabilities.
- Mushroom Man: A Fungoid Cave-Shaman has consumed so much hallucinogenic fungus that a toadstool is growing from the top of his head. Further spores and mushrooms are dotted about his cloak and staff.
- Mushroom Samba:
- Fungoid Cave-Shamans are insane mushroom-gobbling grots. To them, to get lost in a hallucinogenic vision is to grow closer to the side of Gorkamorka that epitomises cunning and trickiness over brute strength, which is the side that all grots like the best. Whether these visions are gifted by Gorkamorka, or simply the side effects of ingesting deffcap mushrooms, doesn't matter.
- The Spiderfang Big Bosses and Shaman consume great quantities of spider venom in order to induce hallucinations that they believe are messages from the arachnid aspect of Gorkamorka that they worship.
- The Pig-Pen: While all Troggoths are filthy creatures, the Fellwater Troggoths are the most disgusting of their kind. These swamp dwelling Troggoths are covered in dirty, slimy scales and smell so bad that even orruks cannot stand the stench. So discussing are the Fellwater Troggoths that they have a special rule that reduces their enemys chances of hitting them as they struggle not to vomit.
- Psycho Serum: Before a battle, Moonclan Fanatics drink a special potion brewed from the rare Mad Cap fungus. This potion boosts the strength of the Fanatic considerably, allowing them to swing their massive flails and turning them into near uncontrollable madmen who spin randomly across the battlefield.
- Rock Monster: Some squigs, known as Stalagsquigs, infest the rock itself, becoming immobile, ravenous creatures.
- Super Spit: The stomach acids of Troggoths are notoriously corrosive and all these foul creatures are capable of vomiting up a stream of digestive juices at will in order to attack their enemies.
- Swallowed Whole: The eternally hungry Colossal Squig has a cavernous mouth that allows it to wholly devour multiple smaller creatures with a single bite. This is represented in-game by a rule that gives the monster a chance of causing unstoppable mortal wounds against the enemy.
- Waddling Head: The squigs that the Moonclan breed resemble large heads, with a massive tooth filled maw, set upon a pair of powerful legs.
- Imaginary Friend
- All Men Are Perverts: Twice throughout the movie, Fred is seen looking up female character's skirts. Don't worry I'm going to save this and edit it I know my wording is likely garbage right now
- Visible to Believers: Liz is the only character who can see Fred throughout the movie
- Large Ham
- Character Title