recursal/Fanatic-Fandom huggingface dataset:
Aycorn Trueshot

An Limited Edition legendary Wylden Archer who reputedly killed an Atlantean Magus with a single arrow. However, it actually took twelve arrows before one found its mark. He was released as part of the Whirlwind expansion.

## In tabletop

Aycorn’s last name might easily have been “Longshot” instead of “Trueshot.” With his Bound ability, speed of 6 inches and a 12 inch range, Aycorn can target opponents 18 inches away. That’s half the length of a standard play area! His initial damage and attack values are equivalent to a Tough Troll Artillerist. Expect opposing figures to keep their distance. While he’s keeping opponents at bay with his bow, Aycorn Trueshot takes care of friendly warriors by providing all friendly figures in base contact with him a defense of 16 through the use of his Defend ability.

## Gallery

Miniature from the Whirlwind expansion.

***Elemental League***
 Minor characters

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

The Black Blades are a mercenary group and an adventuring company. Famed for the destruction of an Atlantean sky fortress, the Black Blades won't hesitate to fight long odds if the rewards of victory are high enough.

## In tabletop

The Black Blades are an Adventuring Company of 40 cost and with the cohort discount of 10. It's cohorts are: Dwarven Swordsman, Fanged Whelp, Goblin Raider, Judge Blacklock, Leech Troll, Vampiric Archer.

Their adventuring company ability is as follows: (Optional) Give a member a close combat action when it moves into base contact with the rear arc of any number of opposing figures (after the figures' free spin opportunities, if any.) Roll one six-sided die and subtract 3 from the result, minimum result 1. Deal damage to each of those opposing figures equal to the result.

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

Master Ramosi was a human Atlantean state owner and tax collector high up in the Empire's bureacracy. He owned a wealthy estate somewhere along Roa Vizorr with many servants attending it - the estate stood out because it was the only one populated out of the many empty ones standing near it. He also treatened to close Affrem's inn - the fat Caeronn let Rebel leaders stay at his place but ratted them out to save his skin, inadvertibly starting the burning of Caero in 419 Tz - in the end, Affrem was killed by Valerian for his betrayal. His estate in Caero also caught fire as a result of the city being set ablaze by Atlanteans, with the local populace cheering at marauders and thieves getting stuff out of the Master's estate - for example, when Blaize, Valerian, Tulwar, Eginhard, Jon Bowman and Harolt all stole horses from Ramosi's stables to escape Caero.

## Trivia

The funny thing is, we never actually see Ramosi in person, even though his presence is still felt throughout the Rebel Thunder novel.

***Atlantis Guild***
Kamune The Mighty

Kamune The Mighty is a male Forest Troll Fighter and a part of the Heroes faction. Kamune quests for glory as great as the legendary Troll Paragon's — if not greater! He was released as a part of the Dungeons Expansion.

## In tabletop

Kamune is the most expensive Hero in Mage Knight Dungeons. At first level, he has an attack value of 10 (which grows to 13), a damage value of 3 (which grows to 5), Battle Fury and Toughness, so there is no reason to keep him out of close combat. He is the slowest fighter at his first level, so make sure you time his maneuvers precisely so he can use his offensive skills to the best advantage. Add Command and Ram at the fourth level, and Kamune becomes indispensable. He gains Regeneration if damaged enough, so you can plan for that in a bloody combat.

## Gallery

Miniature from the Dungeons expansion.Ditto.
1. ↑ 1.0 1.1 https://www.mageknight.net/wp-content/uploads/Mage-Knight-Lore-Expansion-Dungeons.pdf

***Heroes***
Kho’Ta

Kho'Ta is a former Elemental Priest who was corrupted by the machinations of the Necropolis Sect. Breaking free after battling his former mentor, Kho’ta traveled to the Ailons, setting up a new domain. From the mountains he continues to fight the Necropolis Sect in whatever manner possible.

Before his betrayal of the Necropolis Sect Kho’Ta originally raised the powerful Kings of the Dead to life from the graves of mortal kings to serve the greater need of the Necropolis. But when Kho’Ta fled to the headwaters of the Whitespray, he let his control drop over these powerful nopheratu. The resulting chaos as the Kings, freed of their master’s control, attempted to free their undead brethren and throw down their necromantic masters, brought about the deaths of many lesser necromancers in a prolonged effort to subdue and control these creatures.

***Necropolis Sect***

1. ↑ https://www.mageknight.net/wp-content/uploads/Mage-Knight-Lore-Scenario-2000-December-The-Battle-of-Ashon-Rye.pdf
2. ↑ https://www.mageknight.net/wp-content/uploads/Mage-Knight-Lore-Expansion-Lancers.pdf
Imp

A devious, flesh­-eating Mage Spawn menace found throughout the Land. They tend to fly in packs of fifteen or twenty and try to drag off the smaller members of caravans or war parties.

The Imps follow travelers through the trees like a bunch of playful, jeering children. Their happy noise only seems to increase the strain felt by the men on the road below. Trying to hit the well-hidden Imps would take luck as well as aim. Besides, the ugly little winged things could prove useful - they go quiet when the real predator arrives, afraid to draw attention to themselves.

Unless momentarily mistaken for a Screeching Terror or Ki Devil, most warlords quickly disregard Imps as weak, ineffective creatures - a nuisance. They might tie up troops better employed elsewhere or stoop an unprotected healer or mage, but rarely do they make their own kills or captures. Of course, this casual disregard can work against a warlord when three or more Imps suddenly come winging together from different parts of the battlefield, collecting together in a fury of Imps. Such a fury can bring down creatures five times a lone Imp's strength, and turn the much maligned Imps into a danger once more.

## In tabletop

The Imp is the classic harasser in Mage Knight. It is fast; only the weak Imp has a speed of less than 10. Its Flight ability allows it to get to an opponent’s ranged combat and healing figures quickly and lock them down in close combat. Given the opportunity, it can also easily break away from an enemy to perform some mischief elsewhere on the battlefield. A capture attempt with an Imp is a good plan. Since the controller of a captive is no longer able to perform any actions but moving with the captive, it makes sense to have a 5-­point flying figure as the controller. Due to their inability to absorb many ranks of damage, though, Imps rarely survive a battle. They are usually left to die after buying their army some time. But, really, what more do you expect from such cheap warriors?

## Gallery

Miniature from the Unlimited expansion.Miniature from the Rebellion expansion.Miniature from the back of a pack with a metallic, Painter's Edition one.

1. ↑ 1.0 1.1 https://www.mageknight.net/wp-content/uploads/Mage-Knight-Lore-Expansion-Rebellion.pdf
2. ↑ Rebel Thunder (Bill McCay), Chapter 13
Northlanders

Originally organized by the Warlord Blackwyn, the Northlander armies are totally devoted to the valorous cause of freedom. Made of up volunteers – never mercenaries – Blackwyn’s soldiers are fighting for not just their own soil of Northlands, but to allow their neighbors to have lives free from Atlantean influence. The Northlander armies continue to spread south and east, instigating and aiding the citizens of client-states long dominated by the Empire to rise up against their masters and to claim freedom over their own lives and destinies.

Snow's gang became part of the Northlanders since they've been fighting under Blackwyn's banner at the time of the events that led to the formation of the subfaction.

## In tabletop

The Northlanders' subfaction ability is the following:

**RECONNAISSANCE:** If at least one-half the build total of your army is composed of Northlander figures, you can reveal two terrain cards instead of one terrain card during battlefield preparation. Once all players have revealed their cards, select one of your terrain cards to use and remove the other terrain card from play.

***Black Powder Rebels***
 Major characters

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

Give this unit a move action when it is not in base contact with an opposing figure; this unit cannot use any speed special abilities. At the end of the movement, it must be in base contact with a single opposing cavalry unit. Roll one six-sided die and add the rider’s attack bonus to the result. If the result is 6 or more, the rider of the opposing cavalry unit is dismounted. If there is not enough room for the dismounted rider’s base to be placed on the battlefield in base contact with the mount, eliminate the dismounted rider.

1. ↑ https://www.mageknight.net/wp-content/uploads/Mage-Knight-Cavalry-Rules-2004.pdf
Revivicator

> *As the old general thrust the ivory-bladed sword into the earth, Zenephret felt a blast of magic wash the weariness of three days of battle from her bones. Climbing to her feet, she drew her own sword and joined the others in marching toward the sound of clurch drums in the distance.*
>
>

Revivicator is a relic sword which instead of dealing damage heals those struck by it.

## In tabletop

Revivicator is a relic-type card with the following effect: (Optional) At the beginning of one of your phases, remove all action tokens from all friendly warriors, then remove Revivicator from the game.

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

The Deathspeakers are the second highest members of the Necropolis Sect, serving only Dark Prophet Soma, voice of the Dark Tezla. Under their command are the Necromancers and their numerous warriors and undead thralls, and each Deathspeaker possesses insurmountable power in the realm of Necromancy and physical capabilities, too.

## Members

Members of the Deathspeakers
 Deathspeaker Spider | Deceased

## In tabletop

The Deathspeakers' subfaction ability is the following:

**REVENANT:** (optional) At the beginning of your command phase, if this warrior does not have Demoralized, give this warrior a special action. Reanimate any eliminated figure (except a multiple-dial or titan figure), turn its combat dial to the starting marker, and place it on the battlefield within l0˝ of this warrior at ground level. The reanimated figure is friendly to your army while it remains on the battlefield. At the beginning of your end phase, remove it from the game.

***Necropolis Sect***

1. ↑ https://www.mageknight.net/wp-content/uploads/Mage-Knight-2.0-Special-Abilities-Subfaction-Abilities-Card-2003.pdf
Order of the Ninth Circle

Tired of being catspaws and slaves, the more intelligent among the Mage Spawn have decided that from now on they will answer only to themselves. Calling themselves the Order of the Ninth Circle, it’s unclear how the creatures came up with the name or the sigil they use to mark themselves, but for those who can find them and are willing to pay their price, the Order of the Ninth Circle will provide mercenary soldiers to any cause. One of the tenets of the Order is that no one creature is master over the others, yet there are two who are most commonly leading the Order into battle– the troll sorcerer Maren’kar and the Krugg headhunter known as Molog Bloodaxe. The hatred between the two goes far beyond the age-old enmity between their races.

## History

The strongest presence left within the Order of the Ninth Circle after the Breaking is Tovak Wyrmstalker - less a leader of this new faction and more a force of nature to be respected and followed. Originally the Order of the Ninth Circle sold their swords in service to other factions, but under the strong hand of Tovak Wyrmstalker they have become a force unto themselves. The more established factions in the Land are certainly beginning to take notice of the Order’s actions.

The Mage Spawn that comprise the Order of the Ninth Circle are held together loosely by their common disdain for the self-proclaimed superiority that the other factions profess, and Tovak Wyrmstalker seeks nothing less than the total defeat of the other factions and their lofty aspirations of supremacy. After the sudden demise of the two previous heads of the Order - Maren'kar and Molog Bloodaxe, Tovak Wyrmstalker has embraced his new role as shepherd to the Order’s cause and will not rest until all Mage Spawn are free to determine their own paths. That the Council of the Void’s current plans are to conquer lands that oppress his people is all the better.

## In tabletop

The Order of the Ninth Circle was introduced with the Sorcery expansion. The Order of the Ninth Circle's subfaction ability is the following:

**PACT:** In addition to its own faction symbol (if any), this warrior gains the faction symbols of all friendly figures.

1. ↑ https://www.mageknight.net/wp-content/uploads/Mage-Knight-Board-Game-Walkthrough-2012-March.pdf
2. ↑ https://www.mageknight.net/wp-content/uploads/Mage-Knight-2.0-Sorcery-Rules-2004.pdf
Mirajon

Mirajon is a male Satyr Limited Edition Mage Spawn Unit. Mirajon enjoys making trouble between the Forest Trolls and the Mountain Trolls of the Sturnmounts. Mirajon is openly hunted by the Elemental League for the problems he causes between Troll tribes. He was released as a part of the Dungeons Expansion.

## In tabletop

Mirajon is a single strike, do or die Mage Spawn. Mirajon has the Dodge ability in his first slot like other Satyrs, and he adds the quick strike abilities of Sneak Attack and Dodge. But he only has 1 slot of stats. Once he’s hit, he’s gone. While Dodge may keep him alive for an extra activation, it won’t carry him much farther than that. As a result, placement is a primary concern. Use all of his speed to move and strike so he can do maximum damage.

## Gallery

Miniature from the Dungeons expansion.Ditto.

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

A High Elven warrior armed with a powerful bow. This magical bow is not as accurate as other bows, but it shoots farther and does a great deal of damage.

A common archer, found in both the Tempelar and "free" armies of the Rivvenheim Elves. Their longbow reaches father than the composite bow preferred by noble archers, and with broadleaf arrowheads a squad of these elves can rain down very lethal damage. The longer reach comes at a price, however, which is decreased accuracy. Of course, noble-born archers tend to assert that the poor accuracy stems as much from common birth as from commoner equipment.

## In tabletop

This Knights Immortal archer provides players with Mage Knight's cheapest range 14 attack. In stand-off armies, the Longbow Archer will be invaluable. However, he cannot fight alone. This archer has a terrible attack value, which dictates that they be used in ranged combat formations. Consider that a single longbowman attacks at 6. A group of five attack at 10. That is much more reasonable and effective.

The Longbow Archer has the longest ranged attack of any warrior in Mage Knight, at 14 inches. The Archer also has one of the weakest attacks, at 6. The formation attack is where a player should best use the Longbow Archer, as when working in a formation each additional warrior adds +2 to the Archer’s attack roll. A player can safely push a squad of Longbow Archers, as they will be able to damage enemy pieces long before the opponent gets into range for hand-­to­-hand combat.

## Gallery

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

***Knights Immortal***

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

Choose a single target objective you control that is within 6" of the caster. The caster gains Ghostform. Opposing lines of fire are blocked if they cross a line drawn between Mage Wall's spell element and the target.

***Solonavi***
 Minor characters

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

> "Street patrols generally chose the strength and agility of a Brass Golem, so seeing an Incendiary Golem out in the streets was unusual. The thing stood two heads taller than a human, fuel tanks swelling the shoulders into huge, bulbous shapes that dwarfed its head. The shoulders were brass, and so were the Golem’s forearms and hands, outsized monstrosities with three spatulate fingers flanking the flamecaster set in the palm. Its legs seemed ridiculously short given the massive upper body, and they were thick to bear the weight. The feet thundering on the pavement were as large as a human torso."
>
>

## History

The golems were used by the Atlantis Guild to set Caero on fire in the year of 419 Tz, ordered around by Magi and Altem Guardsmen. Some time later, Incendiary Golems started replacing Amotep Incinerators due to the high casualty rate within the ranks of the latter.

## Characteristic

The heads of the Golems were lost in the upper-body superstructure, where fuel tanks were built in for the flamecasters in the machine’s hands. Their bronze bodies were stained and streaked with soot.

## In tabletop

With its many weapon ports ready to launch massive flame attacks, this golem is all about
offense. While its defense values are modest, the Incendiary Golem’s more than adequate range allows it to engage the enemy at a safe distance. If the battle becomes mobile, the enemy will close that distance in a hurry, thanks to the golem’s slow speed value. However, if an opposing warrior does move into base contact with this golem, its Pole Arm ability will make them regret it!

## Gallery

Miniature from the Whirlwind expansion.

***Atlantis Guild***

1. ↑ Rebel Thunder (Bill McCay), Chapter 14
2. ↑ 2.0 2.1 Rebel Thunder (Bill McCay), Prologue
3. ↑ https://www.mageknight.net/wp-content/uploads/Mage-Knight-Lore-Expansion-Rebellion.pdf
4. ↑ https://www.mageknight.net/wp-content/uploads/Mage-Knight-Lore-Expansion-Whirlwind.pdf
Royal Pikeman

A noble High Elf of Knights Immortal who has chosen to fight on the front lines of battle. Those elves that wield the long, stabbing pikes against the enemies of the Rivvenheim people are respected for their bravery, both in life and death. Extremely heroic and respected warriors in Rivvenheim society, as it takes true bravery to risk one’s immortality on the blade of a short­lived lowlander.

## In tabletop

Here is the only Mage Knight warrior with the Pole Arm ability. This defines the Pikeman as one of the game’s premier defensive specialists. Any enemy coming into contact with the Pikeman takes a click of damage. Period. No dice rolls, no option to avoid; only Toughness can get around Pole Arm. So, do you need a commander shielded from harm? Do you need to protect a significant terrain feature? Do you want to funnel your opponent’s movement? The Pikeman takes care of all those tasks, and his point value is very reasonable.

## Gallery

Miniature from the Rebellion expansion.

***Knights Immortal***

1. ↑ Mage Knight Rebellion Trading Card Game
2. ↑ 2.0 2.1 https://www.mageknight.net/wp-content/uploads/Mage-Knight-Lore-Expansion-Rebellion.pdf
Noxious Acid Pool

Noxious Acid Pool is a trap added in the 3D Dungeons expansion. Any figure that triggers this trap or starts the turn in the same square as this trap or any adjacent square takes 2 clicks of damage. Any figure that passes through this square or any adjacent square takes 1 click of damage upon entering the square. Treat this damage as special ability damage.

1. ↑ https://www.mageknight.net/wp-content/uploads/Mage-Knight-3D-Dungeons-Trap-Pack-Rules-2003.pdf
Magic Immunity

This warrior is immune to Magic effects.

## Mage Knight Dungeons

This warrior cannot be affected by any other special ability whose name contains the word “Magic,” including Magic Healing.

## Mage Knight 2.0

### Defense Type

Warriors with the magic immunity defense type cannot be affected by magic attacks. This means that they cannot be affected by any special ability with the word “magic” in its name or targeted by a ranged attack that uses the wand attack type.

### Special Ability

Magic Immunity is a defensive combat special ability represented by a blue square with an X in it.

This warrior cannot be affected by any special ability with the word “magic” in its name, and cannot be targeted by ranged combat attacks.

1. ↑ https://www.mageknight.net/wp-content/uploads/Mage-Knight-2.0-Complete-Rules-of-Play-2003.pdf
2. ↑ https://www.mageknight.net/wp-content/uploads/Mage-Knight-2.0-Special-Abilities-Subfaction-Abilities-Card-2003.pdf
Black Powder Boomer

A Rebel human warrior from Khamsin with a sizable cannon strapped to his back, capable of unleashing devastating blasts against their opponents. The cannon is extremely heavy, and requires a great deal of physical strength to carry and fire. Developed to deliver heavy-fire support, the Boomer can pose a threat to a well-armored golem. This contraption has a longer reach and more force than most fusers and is considered more useful than a cannon due to its great mobility in battle. Wearing a substantial amount of armor to protect them from the shock of their volleys, these hardy warriors provide magus-killing powder where it counts.

The steel-encased storage pack, worn on the back, holds more than fifty pounds of large shot - not quite cannon-grade, but close - and several pounds of black powder. A bulky but durable mechanism feeds both into the breech of the Boomer. This contraption's weight does slow the soldier down, but it provides some armor protection as compensation. The dragging weight also helps the soldier withstand the Boomer's impressive recoil.

Because of these physically demanding requirements, a Boomer soldier is selected for strength and stamina as much as for any ability to actually aim and operate the contraption. Such men must be brave as well, since they are likely to face berserk Trolls, armored golems, or nightmarish monsters. Boomers often refer to clashes with the less-feared infantry forces as a "vermin shoot".

Screeching Terrors are found throughout the battlefields of the Land, scavengers that willfully feed upon the blood of injured or fallen warriors. Black Powder Boomers, while used to fighting these Mage Spawn in battle, often take great pleasure in picking these "vermin" off from range while the monsters are busy consuming their ill-gotten meals.

## In tabletop

A damage value of 3 at 10 inches - what more needs to be said? This upgraded Fuser has Battle Armor to boot, which allows him to trade fusillades with opponents and come out on top. To take down tougher opponents, hook the Boomer up with a couple of Fusers. Hit, deliver 3, and repeat! Toss in a Medic to compensate for pushed fire. Such a formation is so strong most opponents will give it a wide berth. Only a magic-user or a formation of Trolls or Golems can take it down.

Slow­-moving but with an effective long­range attack, the Black Powder Boomer is a point-­pinching favorite. With a 10" range and a steady 3 points of damage, the Boomers can reach out and damage their faction counterparts, while their Battle Armor makes them a hard target to hit. The Boomers allow a player to be creative with the more exotic Mage Knight pieces, knowing he has a dependable squad to watch their backs. BP Boomers march steadily to a terrain location and can become a gun emplacement, greatly dictating the opponent’s choice of actions.

## Gallery

Miniature from the Unlimited expansion.Miniature from the Rebellion expansion.

***Black Powder Rebels***
 Major characters

1. ↑ 1.0 1.1 1.2 Mage Knight Rebellion Trading Card Game
2. ↑ 2.0 2.1 https://www.mageknight.net/wp-content/uploads/Mage-Knight-Lore-Expansion-Rebellion.pdf
Nimble

Nimble is a movement special ability represented by a blue circle with an X in it.

## Mage Knight Dungeons

This warrior may make a ranged combat or close combat attack for 2 speed points. (Optional) This warrior can also add 2 to his die roll result to Disarm Traps.

## Mage Knight 2.0

This warrior can change its facing at any time during your turn without being given an action. This warrior cannot use this ability during the resolution of a close or ranged combat action or other special ability.

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
Revann

Revann was a demi-magus of great promise who died before he could become a full-fledged magi. Delphana legends say that the magic-eating black Magestone atop Mageblight is inhabited by Revann's spirit.

***Atlantis Guild***

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

Ley lines are the magical veins of the Land, along which Magestone is often found in abundance. These lines are thought to be the key to discovering the source of magic in the Land. Originally believed to be a natural phenomenon, the sparks that sometimes arc from the ley-lines were at first thought to be random occurences. But when a wizard from Khamsin was struck no fewer than 12 times near the Kuttar Depths, it became obvious that anyone charged with magical lenergies were susceptible to these charges.

When a Draconum is old enough, it must undergo its first Chrysalis. By going to a place where magic is strong, such as the nexus of three or more ley lines, they undergo a painful and magical transformation into a Neophant.

In places where several ley lines converge, the Guild sets up their Magestone strip-mines. Atlantis' flying fortresses can only move along ley lines.

Magestone Storms are a natural occurence - high, swirling clouds of purple and gold that, when passing warriors below, throw flashes of unholy lightning, blasting men and monsters alike with bolts more powerful than any Magestone rifle. They are directly linked to the ley lines of the Land, since when there are none around, a Magestone Storm cannot occur.

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

An elven Sect warrior trained for war in the blood pits of the Necropolis, built for brutal combat and concerned only with their selfish survival. The key lesson that every Nightblade learns in the blood comes to influence every decision they ever make - never, ever lose. Wearing magical strap armor and wielding light but deadly swords, Nightblades fight to earn a place in the Sect armies or to win the attention of powerful Necromancers in the Sect’s command meritocracy.

Nightblades are veterans of deathsport games held throughout the dark empire. Some have suggested that the agony and death that characterizes such games are used to fuel necromantic magics, while others see the deathsports as merely indicative of the Sect's disregard for life. Either way, the cunning and skillful "pit-vipers" who survive the deathsport pits make ruthless fighters. Many such warriors trade their daggers for short swords, and still fight with the blade reversed as if for stabbing. Unorthodox though this may be, their lethal style and their ability to blend into shadows make Nightblades adequate scouts and assassins.

Nightblades are rarely trusted by their commanders or comrades. The few exceptions to this rule are extraordinary warriors like Kerraii, who fought hard to escape the damnation of the deathsport games and then turned her back on the Sect to seek a more honorable path.

## In tabletop

The Nightblade is tricky to use, since its Stealth ability means it’s a weaker fighter for the points than the cheap melee figures from other factions. One strategy is to put a line of Nightblades behind a low wall, with powerful Magic Blast figures behind them. Most ranged figures won’t be able to target the Nightblades or your magic blasters, and melee swarms will take their licks coming over or around the wall, allowing the Nightblades to finish them off.

Nightblades are the standart melee warriors of the Necropolis Sect. Though not as strong as their Atlantis or Elemental counterparts (Guardsmen and Bladesmen), Nightblades have the advantage of Stealth. This ability allows Nightblades, which are forced to close with their opponents anyway, to use hindering terrain as a shield against ranged attacks. When playing with Nightblades, make sure you have hindering terrain pieces in the terrain pile before you "set the scene", so to say. Then, place your terrian (if you get the chance) to provide avenues of advance towards your foe.

## Gallery

Miniature from the Unlimited expansion.Metallic miniature from the Unlimited era. That face, though...Miniature from the Rebellion expansion.

***Necropolis Sect***

1. ↑ Mage Knight Rebellion Trading Card Game
2. ↑ 2.0 2.1 2.2 https://www.mageknight.net/wp-content/uploads/Mage-Knight-Lore-Expansion-Rebellion.pdf
Lance of Light

The power of the sun harvested and forged into a weapon to combat the darkness growing over the Land.

## In tabletop

Lance of Light is a relic-type card with the following effect: Only warriors that can become riders can wield Lance of Light. The wielder gets +2 to its attack value when targeting Dark Crusaders figures. (Optional) The wielder cannot use the impale proficiency. When the wielder succeeds at a close combat attack against a single opposing target figure with the Life Drain, Necromancy, Revenant or Vampirism special abilities or the Vampirism subfaction ability, roll one six-sided die. If the result is higher than the wielder's damage value, deal damage to the target equal to the result instead of the wielder's damage value.

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

Originally forged by the Minotaurs of the Scythrian depths 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.

## In tabletop

Minotaur Hook is a relic-type card with the following effect: The wielder's range value becomes 6. The wielder's number of ranged attacks becomes one. The wielder's ranged damage value becomes 2. The wielder gains the precision proficiency. (Optional) If the wielder succeeds at a ranged combat attack against a single opposing target figure, deal no damage to the target; instead it becomes friendly to you until the beginning of your end phase. You cannot give the target an action.

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

Inthatarr is a high elven Necromancer warlord residing in the castle of Karroch, enveloped by a constant magical storm. He's insane, but powerful, beliving fervently in the idea of a mageprince, wanting to be one - and for that, he accumulates Ikona of the Martyr's, using their power for vile deeds, such as controlling Mage Spawn.

## History

Once Ithatarr was a man of wisdom, worthy of his followers, and Karroch was a joyous place. Aurijia was friends and companions with Inthatarr back then, with Inthatarr believing that he could be the mageprince and unite the world - Auriijia believed so, too, and fought by his side, until Delicissa came. Inthatarr allowed himself to be distracted by mundane concerns, listening to Delicissa's lies - she told him things that played to his dreams, and Inthatarr started believing Delicissa more than he believed in his own dream of becoming a mageprince. Eventually, Inthatarr and Delicissa married.

Delicissa then died, along with the dreams that she spun for Inthatarr. Not being able to accept the death of his beloved, Inthatarr turned to seeking Martyr's Ikona to revive his beloved, him and his agents staining their hands with the blood of the innocents while trying to find the correct Ikona for Delicissa's ressurection.

Sometime in 420 Tz, Inthatarr acquired another Ikona, buying it for a big price from Griznik, an Orc Slasher who stole it from Aurijia. This chain of events led to Aurijia and Khollis, her comrade, coming to Inthatarr's castle in Karroch. When the duo came to Inthatarr's court, he enganged him in battle along with his squad of Fell Reapers, Lurkers and Marsh Zombies, initially getting the upper hand on Aurijia.

Inthatarr then finally used the Ikona's power to pull Delicissa soul from her rotting carcass, returning his beloved to his side once more - his success was short-lived, however, as Aurijia then turned the power of the Ikona against Inthatarr, putting Delicissa's soul to rest. Khollis knocked out Inthatarr with his rifle's handlebar and, after Aurijia got her Ikona back, they rode to Blackwyn's host to continue their mission.

1. ↑ https://www.mageknight.net/wp-content/uploads/Mage-Knight-A-Martyrs-Mission-Web-Series-Comic-Episode-2.pdf
2. ↑ 2.0 2.1 https://www.mageknight.net/wp-content/uploads/Mage-Knight-A-Martyrs-Mission-Web-Series-Comic-Episode-3.pdf
3. ↑ https://www.mageknight.net/wp-content/uploads/Mage-Knight-A-Martyrs-Mission-Web-Series-Comic-Episode-1.pdf
4. ↑ https://www.mageknight.net/wp-content/uploads/Mage-Knight-A-Martyrs-Mission-Web-Series-Comic-Episode-4.pdf

***Necropolis Sect***
Obsidian Lance

> "Four feet, two feet - no matter or difference. Both lie equally silent in the grave." *- Darq the Corrupt*
>
>

Obsidian Lance is a relic jousting spear currenly in possession of Darq the Corrupt.

## In tabletop

Obsidian Lance is a relic-type card with the following effect: Only warriors that can become riders can wield Obsidian Lance. (Optional) Give the wielder a close combat action targeting a single opposing cavalry unit. Make one attack roll and compare it to both the mount's and the rider's defense value. Deal 2 damage to each combat dial against which the attack succeeds instead of the wielder's damage value.

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

An Elemental creature made of rocks and dirt that packs a significant punch. Elementalists create Elementals by bonding willing nature spirits into the stones that make up these monsters. When summoned, the Elemental will form from any living-earth matter through which it is summoned. Grass, wood, flowers, or even raw earth will serve if nothing else is at hand.

According to writings of Weyr Thorne, living elementals are intelligent forces of nature, creatures with hardy natures but uncertain temperaments. An elemental will form from any living, earth-bound matter it is summoned through: grass, wood, flowers, even raw earth. Elementalists should never attempt to summon elementals through rock or dead vegetable matter, fungus, dying plants or soured earth. Such attempts, likely born of desperation, are bound to fail. Worse yet, they might succeed.

## In tabletop

The Living Elemental is a very strong character, and also unique in that his Regeneration slot appears very close to his starting position. This allows you to use the Elemental in an unusual way. Consider this: at the beginning of the game, you can push the Living Elemental all the way into combat, taking two pushing damage clicks as you go. Then, just before entering close combat, you have a 50% chance of regenerating up to full (a Regeneration roll of 4, 5 and 6 does it). Presto - you've quickly taken the battle to enemy, and you're good as new. In this case, an Elemental is an excellent choice for players who like to blitz their opponents.

Combining the best of the Troll Brawler and Wood Golem, the Living Elemental also adds speed, making it one of the best defensive pieces in the game. Perceived as a typical slow Elemental foot soldier, the Living Elemental is actually a powerful midgame piece that can easily adapt to the changing tactics of the dynamic Mage Knight game. Easily mistaken for a strictly defensive piece, the Living Elemental can turn around a game by using its 8­" speed to attack and moving against an opponent in a fashion one would typically expect from the Atlantean or Black Powder factions.

## Gallery

Artwork from the official italian Mage Knight website.
### Miniatures

Miniature from the Unlimited expansion.Miniature used for promotional material.Pre-painted miniature from the back of a box. Unlimited era.Miniature from the Rebellion expansion.

***Elemental League***
 Minor characters

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
Magic Enhancement

Magic Enhancement is a damage-related combat special ability represented by a blue square with an X in it.

## Mage Knight Dungeons

This warrior improves the damage delivered by friendly ranged combat attacks. (Optional) Any friendly figure making a ranged combat attack while in a square adjacent to this warrior inflicts 1 extra click of damage to any figure(s) hit by the attack. Add 1 to this warrior’s attack value if he is making a ranged combat attack when there are no friendly figures in squares adjacent to him. The added damage from Magic Enhancement is considered part of the combat damage, and not a special ability damage effect.

## Mage Knight 2.0

Each friendly figure in base contact with this warrior gets +1 to its ranged damage value when given a ranged combat action. Magic Enhancement cannot be used to increase healing.

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
Necromancer

A fully trained Necromancer in the service of one of the thirteen Deathspeakers of the Sect. Most Necromancers are Sect Elves and specialize in one or more aspects of Necromancy, such as spirit control, Vampire creation or other dark arts. Isolated in the northeastern reaches of The Land, the necromancers are carving a new empire from a wilderness never tamed by the Guild.

The masters of the Necropolis Sect are the necromancers, the cadaverous, wraith­-like humans and Elves who have walked so far down the dark path that they can easily bridge the chasm between life and death. Because they can summon warriors and creatures back from the dead, necromancers tend to guard themselves with a host of skeletons and zombies. Magical attacks will not work on an alert necromancer, but even an exhausted one can quickly revive by using vampyric spells to devour the life force of one of his servants.

In time, if one performs well enough within the course of the inquisitional Dark Crusade (another name for the Necropolis Sect), one might be lucky enough to be made into an immortal vampire, or become a Necromancer trained to animate to control the restless dead. The miserable Grave Robbers are often failed Necromancer apprentices who now serve the Necropolis Sect as best as they can. Nightblades fight in the blood pits of Necropolis to earn the attention of powerful Necromancers.

## History

After Grand-Magus Tezla’s transcarnation in 278 Tz, Elven practitioners of Necromancy—death magic—departed Atlantis with the Tezla's soul safe in a Bone Golem Avatar. They traveled to the northeastern mountains with their precious cargo to construct the Necropolis, a sprawling complex of tombs, towers and catacombs on an island hidden away within a vast mountain lake. There, under Dark Tezla's direction, the Necromancers created a meritocracy where excellence in the blood pits, bedrooms and political arenas was rewarded with dark, seductive gifts: the immortality of vampirism and the power to raise and command the dead.

## In tabletop

The Sect’s Necromancer can raise the dead through six slots. If he is in your army, he will have one function: bringing back hordes of Zombies, Skeletons or other warriors. Because he is a threat to overwhelm any opponent, expect that the Necromancer will receive a lot of attention from range-­strikers and fast fliers. To keep him safe, form a layered defense between him and enemy warriors, and don’t let any opposing figure get in range for potential base contact. There are plenty of Necromancy strategies, so have fun developing your own!

## 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
Rain of Thorns

Place this spell face down on top of the caster's stack when it is cast. Target every opposing figure within the caster's range with a ranged combat attack. The caster gains Arcing Fire for this attack. Deal 2 damage to each target against which the attack succeeds.

***Elemental League***
 Minor characters

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

>    "Hmmm..."
>
>

Oslos was a Centaur Lieutenant of the Elemental League in a force with an Elemental Priest, a Warbear and several Sprites, along with many Trolls. His regiment ambushed Rajidon and Fickett Townley's wartribe, stealing the components for the Geargoyles, thinking it was Magestone. Oslos and his forces utilized Gas Toads during their ambush.

Later on, however, Rajidon, Fickett and Skyros ambushed the Elementals to retrieve what was stolen from them - Oslos was the first to die under a barrage from black powder pistols, taken unawares. In the midst of battle, some Trolls confused the Rebel centaur Skyros for him.

***Elemental League***
 Minor characters

1. ↑ Mage Knight Stolen Destiny #2
2. ↑ Mage Knight Stolen Destiny #3
Lich

An undead wizard who transformed himself into an undead in the hope of living forever. The key piece involved in this Necromantic ritual is a magic mirror that preserves the wizard’s life force. Break the mirror, and you automatically destroy the Lich. A Lich is not bound to one site or location.

## In tabletop

If Specters are tough to finish off, the Lich is nigh impossible. If an opponent does manage to get past your Lich’s Magic Blast and Magic Immunity, he’ll then have to contend with two late slots of Regeneration and a final slot of Invulnerability. If you are playing a severely wounded Lich late in the game, and your opponent can no longer deliver three or more clicks of damage with anyone, push your Lich until you make the Invulnerability slot. Your Lich will survive the battle and your opponent will curse your name until the day he uses the tactic back on you.

## Gallery

Miniature from the Lancers expansion.

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

Marway is the dwarven goddess of tinkering and innovation. Dwarves are known to cut out the hearts of their enemies and offer them as a sacrifice to Marway to earn her blessing. Eginhard was an avid follower of hers, invoking her name on more than one occasion in his long career as a Rebel leader in Khamsin.

1. ↑ Rebel Thunder (Bill McCay), Chapter 8
Podo

A Goblin Volunteer who has survived battle after battle with the Orcs.

## In tabletop

Unique warriors are more hardy, robust and useful then their non­-unique counterparts - ­and then there's poor Podo. In true goblin fashion, he alone holds the distinction of being the one unique warrior to be truly worse than even the weakest of his non­unique brethren, and also the only existing Mage Knight figure worth at a measly 3 points. Podo is not good for much other than cannon fodder. In the right situation, the lowly Podo may buy your army a precious turn or tie down a ranged attacker at a key moment. For such a small point investment, don't expect too much from this pathetic unique.

## Gallery

Miniature from the Lancers expansion.Khan Podo miniature from the Omens expansion.

***Orc Raiders***

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

An Atlantean wizard who has earned his first Magestone implant. Channeling energy through Magestone implants is a painful process, and few wizards can withstand the agony of casting major spells. Often become Golem technicians. When a young magus completes the first degree of their training, pieces of Magestone are surgically inserted in their forehead. Through a combination of mastery and great pain, these Magestone pieces can greatly augment their magical abilities.

Every Demi-Magus of the Atlantis Guild knows a life of service and pain. They bear it stoically, for the greater glory of the Guild and for the power it puts in their hands. These men and women proudly bear the topcrest and sigil-covered leather mantle of the guild Mages, but they are set apart from lesser mages by magestones physically set into their skulls. The insertion procedure and its effects remain cloaked in mystery, and are the source of much superstitious speculation.

## In tabletop

The Demi­-Magus can enhance its own powerful Magic Blast, so it works well in groups. Its rating attack isn’t high, but it’s great at finishing off wounded figures with its solid range and 1 to 6 damage. A formation of two Amotep Gunners and one Demi­-Magus can wreak havoc on an enemy. However, because it’s fragile, the Demi­-Magus is best used cautiously, and with blocking terrain. If you want to take a more aggressive approach with Magic Enhancement, use the Elite Surok Apprentice instead.

The junior version of Atlantean's unique Magus is no slouch. A 10" range Magic Blast will cause the downfall of many opponents, including those sneaking through the woods with Stealth. Each Demi-Magus holds his Magic Enhancement longer than the Blast, so he is best teamed up with ranged combatants. Consider a formation of a few cheap Crossbowmen with a single weak Demi-Magus, and suddenly you have the abilities of a formation of Black Powder Fusers with the added bonus of a Magic Blast whenever you need it.

## Gallery

Miniature from the Unlimited expansion.Metallic disassembled miniature from the Unlimited era. Poor guy!Miniature from the Rebellion expansion.Miniature from the back of a pack with a metallic, Painter's Edition one.

***Atlantis Guild***

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
Moonborn

Moonborn are vampiric Galeshi warriors serving the Necropolis Sect.

## History

In 434 Tz, Darq the Corrupt masterminded the destruction of the Galeshi Ringed Cities – through the use of a resurrected Orc champion named Kzar Rabahn – he now rules the western deserts in the name of the Dark Crusade. As result, his army of Galeshi vampire-warriors – the Moonborn – stand as a threat to both Empire, Revolutionary and Shadow Khan holdings in the western half of the Land.

News has reached the Orcs that the reanimated Orc hero, Kzar Rabahn, after slaughtering his hated Galeshi enemies, was attacked and slaughtered by the traitorous Darq the Corrupt. As result of this vile plan, the Orcs will destroy any of the Moonborn on sight, and killing the vile traitor Darq is seen as a quest of the greatest honor imaginable for an Orc warrior.

***Necropolis Sect***
Jon Bowman

Jon Bowman was a human Rebel from Khamsin who was very skilled with a crossbow, living up to his epithet-name. He rarely spoke and had shown a stoic personality. He also felt awkward fighting with a sword instead of his preferred crossbow.

## History

In 419 Tz, Jon Bowman helped Blaize escape Khamita Castle, the Imperial Garrison in Khamsin. Later on, when Blaize was taken to Minetown and Rikka asked around about who would volunteer to save the Caeronn, Jon declined. Only Tulwar agreed.

Jon then went with the Rebel pack train to Atlantis, participating in a skirmish against the Scorpem, survived an ambush from the Lizard-men along the Roa Vizorr and then escaped the burning of Caero with Blaize, Tulwar, Eginhard, Harolt and Valerian.

***Black Powder Rebels***
 Major characters