recursal/Fanatic-Fandom huggingface dataset:
Scythria

Scythria is a free land up in the Scythrian mountains, where both humans and dwarves in their holts make their home. It was under Atlantean control at some point in history, with many Magestone mines established and dwarven-kind ensalved to work in them but was freed by dwarven Rebel forces led by Torengor after 419 Tz.

Scythria had many dwarven holts in it with a lot of relics to uncover, which drove treasure-hungry Heroes to them. One such relic is the enchanted cuirass Mountain's Heart. Before the time of slavery, only the greatest of the Dwarven Jarl-kings wore this powerful armor while defending their gates against the Orcs and Mage Spawn that dared invade the Scythrian Mountains. But after Tezla enslaved the Dwarven people, this powerful artifact was lost to obscurity for over 100 years.

Although most Leech Medics are fairly ineffective fighters, the exception is Alessi Ost and others like her from the free-territory of Scythria, who utilise their knowledge of deadly poisons and are expert hand-to-hand fighters. The Blade Golems, who were originally designed for forestry work, were used to best advantage in the Scythrian mines, when the Atlanteans enslaved thousands of Dwarves to work in their Magestone pits.

## Culture

Most Scythrians fashion a Quarterstaff from the grove behind the foothills. Over the years it proves invaluable - as a pole for shelter, as a probe when navigating a dungeon and as a bindle stick when travelling - it's most useful for crushing the skulls of Zombies, however. The Scyhrian Fighting Arts are a hand-to-hand martial art that has two major flaws - it has counters to every move built right into the treatment and it is based on the expectation and belief that the opponent will fight fair.

### Names

Scythrians are known to bear names such as these:

* *Male:* Dargoth, Swan.

1. ↑ https://www.mageknight.net/wp-content/uploads/Mage-Knight-2.0-Card-Set-Relics.pdf
2. ↑ https://www.mageknight.net/wp-content/uploads/Mage-Knight-Lore-Expansion-Rebellion.pdf
3. ↑ https://www.mageknight.net/wp-content/uploads/Mage-Knight-2.0-Card-Set-Items.pdf
4. ↑ Mage Knight Stolen Destiny #2
5. ↑ https://www.mageknight.net/wp-content/uploads/Mage-Knight-2.0-Card-Set-Domains.pdf
Neutralize Magestone

Place this spell face down on top of the caster's stack when it is cast. All Atlantis Guild and Golemkore figures and any figure with the "Magestone" in its name cannot be given ranged combat actions. When Neutralize Magestone ends, remove it from the game.

***Elemental League***
 Minor characters

1. ↑ https://www.mageknight.net/wp-content/uploads/Mage-Knight-2.0-Card-Set-Spells.pdf
Magic Healing

Magic Healing is a combat special ability represented by a gray square with an X in it.

## Mage Knight Dungeons

This warrior can heal a friendly figure or himself by making a ranged combat attack. (Optional) To heal a friendly figure, make a ranged combat attack against it. Add 2 to the defense value of the figure if either the healer or target is in a square adjacent to an opposing figure. Ignore all other modifiers to the ranged combat attack. If the attack succeeds, roll 1 six-sided die and heal a number of clicks of damage equal to the result. Rather than healing another figure, this warrior may spend 4 speed points and heal himself 1 click of damage without making a die roll. Healing ignores all special abilities except Invulnerability.

## Mage Knight 2.0

Give this warrior a ranged combat action, with a single friendly figure without the Golem damage type as the target. The target cannot be in base contact with an opposing figure, but can be in base contact with this warrior. Ignore all modifiers to the ranged combat attack. If the attack succeeds, deal no damage to the target. Instead, roll one six-sided die. The target is healed of damage equal to the result.

1. ↑ https://www.mageknight.net/wp-content/uploads/Mage-Knight-Dungeons-Special-Abilities-Card-Version-2-2002.pdf
2. ↑ https://www.mageknight.net/wp-content/uploads/Mage-Knight-2.0-Special-Abilities-Subfaction-Abilities-Card-2003.pdf
Overwatch

Overwatch is a combat special ability represented by a dark blue circle with an X in it.

Give this warrior a ranged combat action, but do not choose any targets, determine any lines of fire, or make any attacks. Give this warrior an action token and an Overwatch token. At the beginning of your next command phase, remove the Overwatch token; this warrior can resolve the ranged combat action it was given on its last turn.

1. ↑ https://www.mageknight.net/wp-content/uploads/Mage-Knight-2.0-Special-Abilities-Subfaction-Abilities-Card-2003.pdf
Karnardria

An Atlantean from Kos who is jealous of Scarabet’s success and wants his command. Karnardria has been in constant conflict with Scarabet since they were Utems together.

## In tabletop

The unique Karnardria has twice the number of Bound slots as a Tough Scorpem Crossbowman. Combined with its better attack, defense and damage values, Karnandria remains an effective combat figure even after sustaining several clicks of damage. Its role as a sniper remains intact, but its ability to disengage from combat and seek out a friendly healer makes it much more survivable than a regular Scorpem Crossbowman. Are these advantages worth the hefty 18-­point increase over a Tough Scorpem Crossbowman? You be the judge.

## Gallery

Miniature from the Lancers expansion.

***Atlantis Guild***

1. ↑ 1.0 1.1 https://www.mageknight.net/wp-content/uploads/Mage-Knight-Lore-Expansion-Lancers.pdf
Paladin's Greatsword

A weapon of purity against the powers of darkness and destruction belonging to the Knights Immortal.

## In tabletop

Paladin's Greatsword is a relic-type card with the following effect: When the wielder succeeds at a close combat attack against titans or multiple-dial figures, it gets +2 to its damage value. When the wielder succeeds at a close combat attack against a target with the word Skeleton or Zombie in its name, remove the target from the game.

***Knights Immortal***

1. ↑ 1.0 1.1 https://www.mageknight.net/wp-content/uploads/Mage-Knight-2.0-Card-Set-Relics.pdf
Rivvenheim Mountains

The Rivvenheim Mountains, also called the Dagger Backs, are the ruling seat of Knights Immortal and ancestral homeland of the High Elves. The Tempelar dedicate their lives to protecting the mountains from any and all intruders, standing watch over the Northern and Southern Passes. The Rivvenheim mountains border the Vurgra Divide and the city of Eassal. Within the mountains themselves lie the Hundred Cities of High Elves and their capital of Freyhaven.

The foremost task of the armies of the Elven Lords is to protect the mountain passes and the Hundred Cities from invasion. High Elves have defended the North and South passes for thousands of years, using magical swords, lightning-spears and enchanted longbows blessed by the Heiramman Gods to strike down their enemies. The High Elves do not conduct trade with outsiders, and no one taken into their guarded mountain stronghold ever returns. But a riddle plagues the peoples of the Land—are the High Elves protecting something east of their homeland, or are they protecting the Land from some unrevealed danger?

Each of the Hundred Cities of Rivvenheim has a Temple, and each Temple is led by a Paladin Prince. Possession of a Temple Blademaster's consecrated sword is one of the few guaranteed ways of safe passage into the deeper Rivvenheim lands.

***Knights Immortal***

1. ↑ https://web.archive.org/web/20010609212800/http://www.mageknight.com/article.htm?cid=19036
2. ↑ https://www.mageknight.net/wp-content/uploads/Mage-Knight-Lore-Expansion-Rebellion.pdf
Ribaya Ghosts

>    "We are the spirits of a slaughtered city. We are vengeance awaiting in darkness. We are what you fear."
>
>

Ribaya Ghosts are a Galeshi adventuring company that seek vengeance against the Necropolis Sect for the destruction of the Ringed Cities.

## In tabletop

The Ribaya Ghosts are an Adventuring Company of 30 cost and with the cohort discount of 10. It's cohorts are: Galeshi Sorcerer, Hazna Bez, Moonborn Sorceress, Orc Marauder, Solonavi Shade, Soulbound. Their adventuring company ability is as follows: Members fail break away rolls only at the result of 1.

1. ↑ 1.0 1.1 https://www.mageknight.net/wp-content/uploads/Mage-Knight-2.0-Card-Set-Adventuring-Companies.pdf
Mage Spawn

Creatures of legend and sorcery, remnants of a blighted time when devils and gods roamed the Land. Uncountable and undefinable, Mage Spawn pose a threat to everyone they encounter. Whether they walk, run, fly or slither, they are all the same: they are monsters.

## Characteristic

Like madmen escaped from an asylum, wraiths, werewolves, toothy imps and winged devils wander the landscape mindlessly, poisoned by toxic Magestone radiation. Their origins are a mystery: were they intentionally created by sorcery, or accidentally mutated by constant exposure to Magestone? Strong and deadly, most Mage Spawn are barely capable of sentient thought. They are, however, easy prey for a powerful mage who needs warriors for combat. To the empathic Shyft, the Mage Spawn are much more: they are biddable pawns in a play for power that could turn the tide in the current conflict.

Being exposed to Magestone in its pure form, such as the one in the Atlantean strip-mines, gives off deadly radiation that slowly twists any living creature exposed to it for an extended period of time into a Mage Spawn, with the exception of Dwarves.

A lot of superstitions surround the shape-shifting Mage Spawn. The monsters which can appear human one moment, and a savage animal the next. Some say that to survive an attack by one of these creatures is to then be cursed to become as them. Other talk about the cycle of the moon, or the 'mark of the damned'. But these creatures are independent of any rituals or legendary curses, bearing their young as human and defending their territory as do their animal natures. Survivors of an attack often become diseased and in their insanity might leave for the wilderness, but they have never to anyone's knowledge actually become a shapeshifter.

The creatures sometimes make their way out of the Blasted Lands to wild places near Khamsin.

## History

In the Age of Mists, the Apocalypse Dragon birthed thousands of twisted Mage Spawn and led them on a rampage that laid waste to the entire Land. The Dragon was finally defeated by mighty heroes in an epic battle that shook the world, and the egg that survived has been guarded by the Draconum for centuries— lest it be hatched. Yet now the Shyft have captured the egg, and the Apocalypse Dragon has been reborn! As its rampage begins anew, the heroes and warlords of the Land must once again face the Dragon on the battlefield.

### Post-Breaking

After the Breaking, new types of monsters spawn in dungeons and in abandoned places, some of them natural, some of them of magical origin.

## In tabletop

Some Mage Spawn have subfaction symbols. These warriors are known as mercenaries.

***Factions Portal***

1. ↑ Mage Knight Stolen Destiny #2
2. ↑ Rebel Thunder (Bill McCay), Chapter 13
3. ↑ https://www.mageknight.net/wp-content/uploads/Mage-Knight-Apocalypse-Dragon-Rules-2005.pdf
4. ↑ https://www.mageknight.net/wp-content/uploads/Mage-Knight-Board-Game-Ultimate-Edition-Expansion-Rule-Books-September-2018.pdf
5. ↑ https://www.mageknight.net/wp-content/uploads/Mage-Knight-2.0-Sorcery-Rules-2004.pdf
Noiri

Noiri is Aurijia's horse on which she rode for quite some time. She was stolen from the Martyr when Aurijia went incognito with a caravan of pilgrims which was then ambushed by Griznik's bandits - the Orc Slasher stole Aurijia's Ikona and Noiri, too. Noiri was regarded as a great, healthy horse by Griznik, and eventually the horse and the rider reunited after Aurijia fought Griznik in a seedy tavern, finding Noiri in the stables nearby.

***Black Powder Rebels***
 Major characters

1. ↑ https://www.mageknight.net/wp-content/uploads/Mage-Knight-A-Martyrs-Mission-Web-Series-Comic-Episode-1.pdf
Jaws of Doom

Jaws of Doom is a trap added in the 3D Dungeons expansion. When triggered, the Jaws of Doom attacks. The Jaws of Doom has a 360-degree front arc, a 4 speed value, a 10 attack value with the Sweep special ability, a 14 defense value with Toughness, and a 2 damage value. The Jaws of Doom may not use its speed to move. Figures may counterattack the Jaws of Doom normally. If a figure fails to damage the Jaws of Doom with a counterattack, remove the Jaws of Doom trap figure from play. The trap may now be disarmed as normal. If it is not disarmed, any figure may again trigger the Jaws (either by ending movement on the trap square, passing through the trap square, or by failing to disarm it). Delivering damage to the Jaws of Doom in a counterattack successfully disarms the trap but gains the Hero no experience points.

1. ↑ https://www.mageknight.net/wp-content/uploads/Mage-Knight-3D-Dungeons-Trap-Pack-Rules-2003.pdf
Paragon's Shield

Paragon, the legendary Troll champion wielded this shield. Paragon defeated both The Scorpion and the Two-Headed Wolf, but met his death after vanquishing the father of Dragons, Krayat.

## In tabletop

Paragon's Shield is a relic-type card with the following effect: The wielder cannot make ranged combat attacks. The wielder cannot be captured. An unsuccesful attack made by an opposing figure targeting the wielde4 deals 1 damage to the attacking figure. This damage cannot be reduced. When the wielder makes a close combat attack against a Mage Spawn figure, modify the target's defense value by -3.

1. ↑ 1.0 1.1 https://www.mageknight.net/wp-content/uploads/Mage-Knight-2.0-Card-Set-Relics.pdf
Lords of Apocalypse

> *When an army of black-clad soldiers materialized from nothingness along the edge of the battle-ravaged plain, both Brynor and the Imperial soldier he was dueling stopped their conflict. Suddenly, they watched as hundreds of Apocalypse soldiers charged the Atlantean outpost - a horde of devils let loose upon the Land. Glancing back at his enemy, Brynor saw his own terror reflected in the soldier's eyes. Without another thought, the Dwarf released his foe - and sprinted for the ravaged Atlantean fortress, the only possible refuge from the coming storm of death...*
>
>

All warriors friendly to the player who put this Lords of Apocalypse into play gain the Apocalypse faction symbol instead of their faction symbols, and they can create formations from three to ten members. They ignore all subfaction symbols printed on their bases.

***Apocalypse***

1. ↑ https://www.mageknight.net/wp-content/uploads/Mage-Knight-2.0-Card-Set-Domains.pdf
Mortis Draconum

Mortis Draconum is third generation Draconum trained to test other Draconum for worthiness and slay those that are found lacking.

## In tabletop

The Draconum’s latest unique warrior is truly an impressive threat to any opposing army. The Mortis Draconum has Sneak Attack, a new Mage Knight special ability. Sneak Attack allows this warrior to come into base contact with an enemy and prevent them from making a free spin. Given some hindering terrain to hide behind, the Mortis Draconum can flank an enemy and contact them outside their front arc. With its high attack, defense and damage values, the Mortis makes short work of any opposing figure it engages. Battle Fury protects the expensive Mortis Draconum from capture attempts, so committing it to a melee battle carries less risk. Unlike other Draconum, though, this figure does not have the Magic Immunity ability, so you should be wary of magical attacks.

## Gallery

Miniature from the Whirlwind expansion.

***Draconum***

1. ↑ 1.0 1.1 https://www.mageknight.net/wp-content/uploads/Mage-Knight-Lore-Expansion-Whirlwind.pdf
Precision

Precision allows a warrior given a ranged combat action to make a ranged combat attack against a single target opposing warrior in base contact with warriors friendly to the attacker. The attacker gets –2 to its attack value when using precision.

1. ↑ https://www.mageknight.net/wp-content/uploads/Mage-Knight-2.0-Complete-Rules-of-Play-2003.pdf
Rabahn's Shield

Bestowed by the Eagle Gods to Kzar Rabahn, and stolen by thieving Galeshi warriors after his death, this revered battle prize is a holy relic to all Orcs of the Land.

## In tabletop

Rabahn's Shield is a relic-type card with the following effect: After the wielder is the target of a succesful close or ranged combat attack, roll one six-sided die. If the wielder has zero action tokens, the attack is unsuccesful on a result of 3-6. If the wielder has one action token, the attack is unsuccesful on a result of 4-6. If the wielder has two action tokens, the attack is unsuccesful on a 5 or 6.

***Orc Raiders***

1. ↑ 1.0 1.1 https://www.mageknight.net/wp-content/uploads/Mage-Knight-2.0-Card-Set-Relics.pdf
Pathfinder

Pathfinder is a movement special ability represented by a brown square with an X in it.

This warrior’s movement is not affected by hindering terrain. All figures in a movement formation with this warrior gain the Pathfinder special ability.

1. ↑ https://www.mageknight.net/wp-content/uploads/Mage-Knight-2.0-Special-Abilities-Subfaction-Abilities-Card-2003.pdf
Korrinth

Guild Magus Korrinth was a human Atlantean magi, one of the best and brightest of Tezla’s students.

Because of his exceptional magical skill in installing magestone spines, Korrinth's Ramkare golems performed better in combat than almost any production-­class that followed and even showed a degree of sentience. Korrinth’s death in battle against the heretic Elementalists was a great tragedy. Who knows what kind of power his skills might have instilled in the more powerful varieties of combat golems that followed?

***Atlantis Guild***

1. ↑ https://www.mageknight.net/wp-content/uploads/Mage-Knight-Lore-Expansion-Rebellion.pdf
Heartseeker

Bestowed upon the Orcs by the Eagle Gods in ages past, the Orc Shamans of the Broken Tusk tribe ensure that only the most worthy warriors are entrusted with this powerful and deadly weapon.

## In tabletop

Heartseeker is a relic-type card with the following effect: The wielder cannot make close combat attacks, and cannot use the Bombardment special ability. If the wielder is a figure from the Orc Khans faction, it has three ranged attacks instead of it's number of attacks, and it's front arc becomes 360°.

Sometime after the initial release Heartseeker was revised: The wielder of Heartseeker cannot make close combat attacks, and does not count for the purpose of Gang Up. If the wielder is from the Orc Khans faction, it has three ranged combat attacks instead of its number of ranged combat attacks, and a 360° front arc instead of its front arc.

***Orc Raiders***

1. ↑ 1.0 1.1 https://www.mageknight.net/wp-content/uploads/Mage-Knight-2.0-Card-Set-Relics.pdf
Leystorm

At the beginning of each command phase, deal 1 pushing damage to each figure without the Magic Immunity defense type in base contact with an objective token. If no figures are damaged by Leystorm on a turn, roll two six-sided dice at the beginning of that turn's end phase. On a combined result of 2-5, Leystorm ends. Leystorm is cancelled by any other Leystorm.

1. ↑ https://www.mageknight.net/wp-content/uploads/Mage-Knight-2.0-Card-Set-Spells.pdf
Scroll of the Grave

Although fools who purchase these scrolls from the agents of the Blood Goddess may believe that they are transforming themselves into a kind of immortal vampire, the truth is that the scroll does nothing more than drain the soul energy of the user. With repeated use, the users might turn into a ghoul, dependant upon others for life energy and blood sustenance.

## In tabletop

Scroll of the Grave is an item-type card with the following ability: (Optional) At the beginning of your command phase, remove this item from the game. The wielder gains Drain Life and Vampirism special abilities until the beginning of your command phase.

***Necropolis Sect***

1. ↑ 1.0 1.1 https://www.mageknight.net/wp-content/uploads/Mage-Knight-2.0-Card-Set-Items.pdf
Satyr

Satyrs are whimsical tricksters that love to waylay, beguile and eat Heroes. They tend to run off with attractive females and then force lovers or family members to rescue the captives from the most hideous circumstances. Some Satyrs would sometimes spend hours every day carefully filing their horns into pristine points. A generic Satyr was released as a Mage Spawn unit, as a part of the Dungeons Expansion.

## In tabletop

Truly annoying to every Hero who encounters it, the seemingly weak Satyr continues to defy logic and survive longer than it should in combat. With its average attack and defense values, Heroes constantly underestimate the Satyr’s ability to Dodge even the most powerful blow. Using its Nimble special ability to move great distances and still attack, the Satyr will stick around long enough to frustrate and even take out overconfident or weakened Heroes.

## Notable

* Mirajon - A Satyr hunted by the Elemental League for the problems he causes between Troll tribes.
* Atrelkos - A Satyr who successfully ambushed an adventuring party of heroes including Norfur Thott, Erithia Starsdawn and Lord Oren.

***Sapient species***
 Alien to the Land

1. ↑ 1.0 1.1 https://www.mageknight.net/wp-content/uploads/Mage-Knight-Lore-Expansion-Dungeons.pdf
2. ↑ https://www.mageknight.net/wp-content/uploads/Mage-Knight-Lore-Satyr.pdf
Marsh Zombie

A flesh­-hungry monster created by Sect Necromancers from rotting corpses. Unusual smell. They are left to haunt the marshes surrounding the Black Lake on which Necropolis is built and then collected in times of war for use as battle fodder.

The Marsh Zombie prefers carrion, and often they go to great lengths to avoid contact with living creatures unless starved to near insanity. Yet, it is through their hunger that they are best controlled. They can be made tractable through a careful process of positive reinforcement, accepting the commands of a warlord, and if fed long enough on the bodies of slain enemies, can also grow quite ferocious. Much in the same fashion you reward a diligent watch-dog with a nibble of food, loyal Marsh Zombies should be rewarded with a fresh corpse.

Unfortunately, there is nothing that can be done about their stench. Damp, rotten and foul - like a stale, soured mud - they forever smell like the swamps from which they crawled.

## In tabletop

A more brittle version of the regular Zombie that also has the Aquatic ability, the Marsh Zombie should be played with deep water. With a 9 attack at a low cost, it’s the perfect figure for capture and drown shenanigans. Capture an enemy figure, drag it into the water while keeping the Marsh Zombie on the shore, and turn off the Zombie’s Aquatic ability to kill the prisoner. Rinse and repeat.

The Necropolis Sect is already a master of the air, with flying warriors like the Feral Bloodsucker and Fell Reaper. Now the Sect's movement specialties have been expanded to encompass water as well. The Marsh Zombie, with his Aquatic skill, can match or counter the threat provided by the Atlantean Iron Lung, but without the drawback of drowning in deep water. Also, as a Zombie, this warrior fits nicely into an army built around Necromancy.

## Gallery

Miniature from the Lancers expansion.Miniature from the Unlimited expansion.

***Necropolis Sect***

1. ↑ 1.0 1.1 https://www.mageknight.net/wp-content/uploads/Mage-Knight-Lore-Expansion-Lancers.pdf
2. ↑ Mage Knight Lancers Trading Card Game
Oombafoo

Oombafoo is a male Krugg Limited Edition Mage Spawn Unit. He is a unfortunate Krugg who became legendary after a story circulated about a dead Dwarf getting stuck on his Yak's horns. Oombafoo is a mounted warrior that rides atop a War Yak - presumably the same one from the aforementioned dwarf incident. He was released as part of the Whirlwind expansion.

## In tabletop

Oombafoo is a Limited Edition variant of a War Impaler. With both Ram and a 10 inch ranged attack, Oombafoo provides terrific versatility to his army. He is both a mobile stand off warrior and an effective close combat figure at a reasonable point cost. Toughness aids Oombafoo in limiting the damage he receives in either role, while Battle Fury prevents enemy capture attempts while in close combat. Pick your fights carefully, however. Oombafoo's modest attack values prevent him from reliably hitting opposing figures with high defense values. Best to pick on softer targets like enemy support troops.

## Gallery

Krugg miniatures. Oombafoo is on the left.

***Shyft***

1. ↑ 1.0 1.1 https://www.mageknight.net/wp-content/uploads/Mage-Knight-Lore-Expansion-Whirlwind.pdf
Jolum the Fish

A top-­notch Atlantean soldier leading the Iron Lung specialist division. Jolum is an adrenaline junkie who loves to explore any underwater location. After a fierce series of battles, Jolum’s new Submersible Golem design met its match in a tentacled kraken­-beast.

## In tabletop

Jolum the Fish is truly an exceptional Iron Lung, leading its comrades with confidence into the watery depths. Compared with the Tough Iron Lung, Jolum has increased speed, attack, defense and damage values, as well as a decreased number of demoralized slots. The biggest difference between this unique warrior and its brethren is the special ability Pole Arm in its first 2 slots. With Pole Arm, Jolum becomes a great defensive figure. Park it at an important objective and it will deal a click of damage to anyone who comes into base contact. Remember, there’s no die roll for Pole Arm damage. Only Toughness and Invulnerability can withstand it.

## Gallery

Miniature from the Lancers expansion.

***Atlantis Guild***

1. ↑ 1.0 1.1 https://www.mageknight.net/wp-content/uploads/Mage-Knight-Lore-Expansion-Lancers.pdf
Limited Invisibility

Limited Invisibility is a defensive combat special ability represented by a black circle with an X in it.

## Mage Knight Dungeons

This warrior may not be the target of a ranged combat attack. (Optional) This warrior may not be the target of a ranged combat attack, and does not convert wandering monster tokens unless they are in a square adjacent to him.

## Mage Knight 2.0

This warrior cannot be the target of ranged combat attacks.

1. ↑ https://www.mageknight.net/wp-content/uploads/Mage-Knight-Dungeons-Special-Abilities-Card-Version-2-2002.pdf
2. ↑ https://www.mageknight.net/wp-content/uploads/Mage-Knight-2.0-Special-Abilities-Subfaction-Abilities-Card-2003.pdf
Noble Archer

A noble High Elven archer from the Knights Immortal who rarely misses his target. With hundreds of years to practice their art, the Noble Archers are among the greatest masters of archery in the Land.

While the Royal Pikeman's title is honorary, the archers of the Knights Immortal are almost always of true noble blood. This stems from the Elven belief that archery is the purview of aristocracts, an art form as much as a martial skill. Weapon construction is an art as well - Elven bows are strong and durable, with a draw that many lowland rangers would be hard-pressed to master, and a range matched only by the Troll Artillerists.

Archers, who need to move quickly and react fluidly, typically wear nonrestrictive armor: bracers, greaves, and shoulder leathers. A vest of Elf-crafted ring mail, often worn under the livery, guards against glancing strikes, but is light enough to allow full maneuverability.

## In tabletop

The Archer grants a double blessing: Excellent range coupled with the game’s cheapest dual attack. Several different types of armies can benefit from the Noble Archer’s presence. Offensive armies can use Archers to pepper fragile support troops, like healers and scouts. Defensive armies can set up Archers to weaken formations of attacking footsloggers during their advance. Specialist armies can set up great combos with Archers, putting them in base contact with Magic Enhancement characters to get more out of the double attack. Any way you look at this warrior, she’s all good.

## Gallery

Miniature from the Rebellion expansion.

***Knights Immortal***

1. ↑ 1.0 1.1 https://www.mageknight.net/wp-content/uploads/Mage-Knight-Lore-Expansion-Rebellion.pdf
Light Lancer

A noble male High Elven Knight armed with a long lance. Rides a light warhorse. Their horses number among the best in the world, challenged only by the few remaining Galeshi steeds.

When the questors of the Knights Immortal rode the breadth of the Land during the Age of Princes, the Lancers numbered highly among them. Bard song has them riding in ‘on the thunderous wind, a glow of the lightning bolt set on the points of their lances.’ While their lances do not seem magically charged, the honorific certain befits the Elven­-trained warhorse. A noble steed, the warhorse dedicates itself to its rider and is hard to match in strength or stamina by any non­-magical beast. When on the ride, the Light Lancers can also serve as heraldic bearers, flying pennants off their spears to proclaim the presence of their Blademaster, general, or lord.

## In tabletop

As with many mounted warriors, the Light Lancer suffers from having a small concentration of crucial ability slots at the beginning of his combat dial. The fragile nature of his strength requires that the Light Lancer be part of a well thought out army containing supporting healers integrated into strong and clearly defined rallying points. Typically, Light Lancers will push and have one decisive engagement with enemy troops. Wounded, but able to maneuver, they will disentangle themselves from melee and have to seek medical attention before heading back into the thick of things. If you have strong healing and troop recycling plans built into your army, then Light Lancers will serve you very well.

## Gallery

Miniature from the Lancers expansion.Weak miniature from the Lancers expansion.

***Knights Immortal***

1. ↑ 1.0 1.1 https://www.mageknight.net/wp-content/uploads/Mage-Knight-Lore-Expansion-Lancers.pdf
Heartsinger

> *Noting the Elven Lord charging toward her, the Elemental priestess willed Heartsinger's magic to transform her visage into what the Elven captain loved most. With a smirk on her face, she watched as the love-struck warrior arrested his attack mid-swing, his mind completely boggled by the sword's powerful illusion.*
>
>

Heartsinger is a relic sword that allows the wielder to put an illusion on themselves to appear as the thing their enemy loves most.

## In tabletop

Heartsinger is a relic-type card with the following effect: When an opposing warrior targets the wielder with a close or ranged combat attack, the opposing warrior's controller rolls one six-sides die. On a result of 1 or 2, the warrior cannot make the attack. The unsucesful attack still counts as an action, and the opposing warrior is still given an action token; it is pushed, if appliable.

1. ↑ 1.0 1.1 https://www.mageknight.net/wp-content/uploads/Mage-Knight-2.0-Card-Set-Relics.pdf
Prieskan Clansword

Prieskan leaders have sworn blood oaths to lay aside their disagreements and band together when summoned by the wielder of the clansword.

## In tabletop

Prieskan Clansword is a relic-type card with the following effect: (Optional) The wielder may not be part of a cavalry unit. When the wielder is part of a movement formation, all members move using its speed value.

1. ↑ 1.0 1.1 https://www.mageknight.net/wp-content/uploads/Mage-Knight-2.0-Card-Set-Relics.pdf
Mask of Mysteries

The Forest Elves have long known the secret ways of trees - this mask is proof to that.

## In tabletop

Mask of Mysteries is a relic-type card with the following effect: Give the wielder a special action. Move the wielder and any friendly figures in base contact with the wielder so that each occupies a hindering or concealing terrain on the battlefield. Friendly figures that were in base contact with the wielder when it was given the special action must be in base contact with the wielder and cannot be in base contact with any opposing figure when the action resolves.

***Elemental League***
 Minor characters

1. ↑ 1.0 1.1 https://www.mageknight.net/wp-content/uploads/Mage-Knight-2.0-Card-Set-Relics.pdf
Minotaurs

Minotaurs are a race of bull-men who live in Dungeons, such as the depths of the Scythrian mountains. They are known as expert craftsmen, creating the Minotaur Hooks - originally forged to coax Mage Spawn to the stewpot, these ignenious weapons and their mystical powers of entrancement are coveted by modern warlords for far more devious purposes.

***Sapient species***
 Alien to the Land

1. ↑ https://www.mageknight.net/wp-content/uploads/Mage-Knight-2.0-Card-Set-Relics.pdf
Parry

Parry is a combat special ability represented by a green circle with an X in it.

When this warrior is the single target of a close combat attack, roll one six-sided die and subtract 2 from the result. If the result is less than 2, the result is 1. Reduce the attacker’s attack value by the result of the die roll for that attack.

1. ↑ https://www.mageknight.net/wp-content/uploads/Mage-Knight-2.0-Special-Abilities-Subfaction-Abilities-Card-2003.pdf
Scroll of Invocation

Scroll of Invocation allows the user to summon a Mage Spawn to their side. After discovering how to send brief communications using mage-writ messages, Grand-Magus Tezla postulated that by implanting a specially prepared piece of Magestone in a Mage Spawn, he might be able to transport it to its person using a simple spell.

## In tabletop

Scroll of Invocation is an item-type card with the following ability: (Optional) At the beginning of your command phase, remove this item from the game. The wielder gains the Summon special ability until the beginning of your end phase.

1. ↑ 1.0 1.1 https://www.mageknight.net/wp-content/uploads/Mage-Knight-2.0-Card-Set-Items.pdf
Khamsin Freelancer

A Rebel from Khamsin armed with a black powder pistol. The civil war that erupted in Khamsin following its liberation from the Empire created this caste of mercenary warriors. With most heirs to the crown of Khamsin killed off and no one left to fight for, and many of them no longer suited to return to their old professions, the militia-trained infantry began to hire out as mercenaries. The regular Khamsin Freelancer is equipped only with a simple black powder pistol, which he treats with loving care is his metal ticket among the warhosts of the Land. Uniforms tend to be holdovers from the Khamsin Civil War: heavy leather gloves, pants, a padded tunic, a steel shoulder-guard protecting their "weak" arm, and a steel helm.

For the longest time, the widespread availability of freelance pistolmen out of Khamsin encouraged warlords to treat them as disposable. It took Fickett Townley and his veteran Irregulars to show the value of a well-organized pistol company.

## In tabletop

Black Powder’s least expensive ranged attacker is the Freelancer. Since he can only deliver a single point of damage, he does much better in the supporting role, fleshing out ranged and close combat formations. Like the Imp, Zombie or Scout, the Freelancer may also be useful as your army’s jailor, taking and maintaining prisoners. The Freelancer fills one final role: cannon fodder. You have the option of using cheap Freelancers to feed your enemy’s guns, while you maneuver for a game­-winning ploy using more valuable and capable warriors.

## Gallery

Miniature from the Rebellion expansion.

***Black Powder Rebels***
 Major characters

1. ↑ 1.0 1.1 https://www.mageknight.net/wp-content/uploads/Mage-Knight-Lore-Expansion-Rebellion.pdf
Screeching Terror

> "They flew in on tattered wings, as if they'd already seen battle - or perhaps they had been fighting each other. Certainly they looked terrible enough, with feral grins and bloodstained claws and wide, insane eyes that sear into your soul. Their torturous screaming put my best warriors on the ground in convulsions, blood trickling from their ears. One latched onto a young pikeman with its terrible jaws and began to drink his life's blood. It was then that I realized these monsters were unholy creations of the sect."
> - Prince Thule
>
>

A Sect undead creature that emits keening sonic attacks. A creature created by Necromancy, the Screeching Terror is one of the first “fabricated” monsters the Sect ever produced. Screeching Terrors are found throughout the battlefields of the Land, scavengers that willfully feed upon the blood of injured or fallen warriors.

## In tabletop

   Here is the other half of the Sect’s ranged attack compliment (the first was the Nightstalker). With a shrill sonic attack, the Terror can hit every figure in a 4" radius with its Shockwave for a point of damage. His ability to fly 10" gives him the mobility necessary to make the Shockwave an unwelcome surprise for large formations. To use the Terror effectively, fly in behind an enemy formation. While your opponent uses an action to turn on, or close with, the Terror, rest, and then hit with the Shockwave on your next turn. Finally, break away with your Flight advantage, rest and repeat. If your Terror is hit for damage, his Vampirism will keep him threatening in the game.

## Discontinuity

The Screeching Terrors are called Mage Spawn in the Rebellion trading card game, whereas this isn't mentioned in any other source when concerning the Screechers. While they may qualify as they're monsters created by wizards (in this case, Necromancers) they aren't in the Mage Spawn faction in any of their unit appearances and don't benefit from the faction bonuses of such as provided by, for example, troop formations of the Shyft.

## Gallery

Miniature from the Rebellion expansion.

***Necropolis Sect***

1. ↑ 1.0 1.1 https://www.mageknight.net/wp-content/uploads/Mage-Knight-Lore-Expansion-Rebellion.pdf
2. ↑ Mage Knight Rebellion Trading Card Game
Rivvenguard

A Rivvenguard is a High Elven Knights Immortal warrior who acts as bodyguard and agent for members of the High Elven Council. They often masquerade as Forest Elves in order to avoid detection while in the lowlands.

## In tabletop

This cheap, effective warrior is sure to see plenty of play. With its Magic Retaliation and Weapon Master abilities, the Rivvenguard puts its opponent in a no win situation. Why? Try moving the Rivvenguard into base contact with an opposing warrior. With the threat of Weapon Master attack by the Rivvenguard on its next turn, your opponent would normally attack immediately. But because of the Magic Retaliation ability, any attacker that damages the Rivvenguard will take a click of damage itself. Expect to see many opponents avoid this Knights Immortal figure altogether. Keep in mind that even though its damage value is 0, the Rivvenguard may still make an attack. Just make sure you don’t announce that the Weapon Master ability is “off,” or it will deal no damage.

## Gallery

Miniature from the Whirlwind expansion.

***Knights Immortal***

1. ↑ 1.0 1.1 https://www.mageknight.net/wp-content/uploads/Mage-Knight-Lore-Expansion-Whirlwind.pdf
Norowas

Like all great Elven soldiers, Norowas spent centuries mastering the combat arts of both spell and sword. Prior to The Breaking, Norowas had bartered his infuence with the Elvish Free Armies to consolidate a position on the High Elven Council, an organization dedicated to bringing their own brand of order to the realm by any means necessary. Norowas embraces these philosophies wholeheartedly and is not above utilizing destructive tactics to achieve his goals. His recent contact with the Council of the Void has steeled his determination that now is the time and the Council of the Void has the means for him to venture forth and bring an end to the chaos he sees throughout the land, without mercy or hesitation.

## Gallery

Miniature from the Ressurrection expansion.

***Knights Immortal***

1. ↑ https://www.mageknight.net/wp-content/uploads/Mage-Knight-Board-Game-Walkthrough-2012-March.pdf
Jorj

Jorj the Silent was a human Rebel warrior from Khamsin who escaped the infamous Minetown and decided to help put a stop to all Magestone mines in the Land by joining the Rebel cause. Jorj was extremely closemouthed and almost never said anything, living up to his epithet. Jorj was a remarkably quiet sleeper - except one time during the night when he began to shift around and moan. It was nothing lascivious. Whatever Jorj was dreaming about, it had him pretty upset. When the fit ended, Jorj woke up swinging. True to form, the Khamsin didn’t discuss it.

## History

Sometime before 419 Tz Jorj escaped Minetown, an Atlantean Magestone mine, and since then he was on the run from the Imperial authorities. To find safe haven from his pursuers and help put down the Magestone mines Jorj joined the Rebel cause in Khamsin.

In 419 Tz Jorj had spent some couple of days on Rebel duty bunking with Blaize. Blaize had some mixed opinions on his close-mouthed companion, and doubted whether Jorj was a watchful eye for the Rebels - Jorj, perhaps, thought the same, thinking that Blaize was sent to watch on him. When Blaize was taken by press-gangers led by Armon to Minetown, Rikka asked around for anyone who could help rescue Blaize - Jorj declined, saying that although Blaize was a good fellow, Jorj himself has just got out of Minetown and he's not planning on coming back there. Tulwar was the only one to agree to rescue Blaize and also liberate the slaves of Minetown.

After this, Jorj joined Eginhard's riders that set out of Khamsin to meet Snow and Sigwold and help them get their pack train with black powder to Atlantis. On their way to join fellow Rebels they came upon an Imperial Scorpem patrol and during the skirmish Jorj died to a bolt let out by a Scorpem Crossbowman. He was quickly avenged by Snow, Sigwold and their Orc comrades (led by Grugh) coming to help, and later his body was given a proper, albeit quick, burial by his friends.

***Black Powder Rebels***
 Major characters

1. ↑ 1.0 1.1 Rebel Thunder (Bill McCay), Chapter 6
2. ↑ Rebel Thunder (Bill McCay), Chapter 8
3. ↑ Rebel Thunder (Bill McCay), Chapter 9
Nuren the Tooth

An elderly Orc with only a single tooth left in his head. Seen as “Grandfather Orc” by many khans. He does not compete for position, as he is too old to rule, but his wisdom is highly valued by all.

## In tabletop

This unique warrior answers the call for an Orc with a ranged attack and a decent damage value. Although Nuren the Tooth only has two damage in its first slot, it also has Battle Armor and a defense of 16 to avoid taking damage from opposing ranged combat warriors. His well-­protected first slot also has an excellent attack value, making it doubly important to ensure this figure's safety in order to get the most use out of it. Support Nuren well. Protect him from enemy attacks and you will obtain the optimal use from this unique warrior.

## Gallery

Miniature from the Lancers expansion.

***Orc Raiders***

1. ↑ 1.0 1.1 https://www.mageknight.net/wp-content/uploads/Mage-Knight-Lore-Expansion-Lancers.pdf
Items

Some warriors in Mage Knight have slots for items in their base. These slots allow them to wield weapons, armor, and other magical devices called items. Each item comes with a corresponding item token. An item of exceptional power is called a relic. If an item is a relic, its collector’s number begins with “R.” A warrior can wield multiple items, with the following restrictions:

* A warrior cannot wield more than one relic.
* No more than one item with the same requirement can be wielded by the same warrior.
* A relic cannot appear in one player’s army more than once.
* A warrior must have one item slot for every item it wishes to wield.

Each item is removed from its card so that it can be placed in a warrior’s item slot. Besides showing the item’s name, the card describes all the item’s gameplay information and storyline text, including its collector’s number, point value, wielder requirements, and the modifiers and special abilities it provides to the wielder. After a game, an item can be snapped back into its card for convenient storage.

The point value of an item counts toward the build total, just as the point value of a warrior does. During deployment, an item must be placed in a warrior’s item slot. This warrior becomes the wielder of the item. An item’s wielder requirements describe the specific traits a warrior must have in order to wield it. For example, to wield Dragonstar, a warrior must have the bow attack type. Other requirements, such as faction or minimum attack value, are also possible. An item can be dropped by its wielder at the beginning of the controlling player’s command phase. This does not require an action. If a wielder drops an item, remove the item from the wielder’s item slot and place the item’s corresponding item token in base contact with the warrior that dropped the item. A warrior can be given a special action to pick up and wield an item, provided the warrior meets the item’s wielder requirements.

If a warrior that is wielding items is eliminated, before removing the warrior from the battlefield, remove the items from its base and place the corresponding item tokens in base contact with the eliminated warrior. Then remove the warrior from the battlefield. These items can then be picked up and wielded as described above. It is possible that picking up items in this way can cause your army to exceed its build total. If a player’s warrior equips an item originally owned by another player, the item must be returned to its owner after the game is completed.
Pestilence

>    *Sweating, trembling and fighting the bile rising in her throat, Anashra swung her sword at the hideous Gnoll. The blow struck one of the dog-creature's gangrenous wounds, spraying her with pus and blood. As the monster cried out in pain, the stench from the horrible wound shattered Anashra's tenuous constitution. Twisting away violently, she vomited, a suprising green and yellow wash splattering the forest floor. Wiping her mouth, Anashra forced herself back into the fight - she would end the suffering for at least* one *of them...*
>
>

Remove all concealing and hindering terrain features from the game. At the beginning of each player's command phase, that player can choose up to three target opposing warriors; Pestilence deals 1 damage to each of those targets. At the beginning of each player's end phase, eliminate all warriors with the Demoralized special ability. Pestilence cancels the Grasslands and Wylden Forest terrain domains, and it is canceled by the Lord of the Apocalypse faith domain.

1. ↑ https://www.mageknight.net/wp-content/uploads/Mage-Knight-2.0-Card-Set-Domains.pdf
Prophet-Magus Osiras

Prophet-Magus Osiras was a human Atlantean Magus of the Guild and it's de-facto leader until Nujarek was crowned. Osiras succeeded Karrudan as the voice of the Avatar of Tezla when Karrudan died from a shot by Snow in 419 Tz.

## History

Prophet-Magus Osiras' order for the Atlantean army to retreat from Wolfsgate to defend against the incoming Orc attack stands as a remarkably unpopular decision. Aside from earning the bloody wrath of the Elven Lords – who lost an entire army at Khamsin as result of the Atlantean betrayal – many of the disenfranchised Atlantean warriors jumped at the chance to join with Nujarek's Imperial Legion.

***Atlantis Guild***
Midnight Watch

The members of the Midnight Watch keep vigil on the Black Pyramid, and they journey across the Land to recapture any dark creatures that escape from within it.

## In tabletop

The Midnight Watch is an Adventuring Company of 25 cost and with the cohort discount of 5. It's cohorts are: Dwarven Forgemage, Eagle Shaman, Elven Vindicator, Gora Stormblade, Oak Warrior, Sunborn Nomad. Their adventuring company ability is as follows: Members may capture figures with Frenzy, get +2 to their attack value when attempting to capture a figure and may not use the Rally subfaction ability to eliminate captives.

1. ↑ 1.0 1.1 https://www.mageknight.net/wp-content/uploads/Mage-Knight-2.0-Card-Set-Adventuring-Companies.pdf