recursal/Fanatic-Fandom huggingface dataset:
Kuttar Depths

Kuttar Depths are an ore-rich, sprawling net of underground caves and mineshafts in the Northlands. Rich with gold, ore, and black powder, the Kuttar Depths have been a point of contest for all fo the Land's history.

## History

### Age of Princes

In -149 Tz, Khamsin was founded by King Khamita. While at first thought a lunatic for building his castle so close to the Blasted Lands, when the first balloons filled with ore from the Kuttar Depths descended onto his lands Khamita’s neighbors realized he was crazy as a fox. By taking advantage of the summer trade winds blowing down from the mountains, Khamita was able to supply valuable gold and ore to the western half of the Land without needing to pay extortionate prices to the robbers and mercenaries that frequently ambushed caravans coming down from the Kuttar Depths. His new kingdom suddenly flourished with financial wealth, at the expense of its distant trade neighbor, Venetia.

### Age of Chaos

As result of a band of Heroes awakening the ancient Drakona from their slumber, these ancient and cruel Draconum have begun to prepare an army of conquest. As they already sent flyers to scout the uncharted territories to the west of the Dragon City, and laid claim to the ore-rich region of the Kuttar Depths, these ancient warriors pose a major threat to the Black Powder Revolution, as well as the other factions of the Land.

The Drakona's awakening, and recent invasion of the Kuttar Depths cuts off the supply of raw black powder to Sarah Ythlim's secret base in Varsfield. While black powder supplies will continue to make their way to waiting Revolutionary agents, the Drakona incursion into the heart of Revolutionary territory may ultimately have an effect on the war effort against the Atlantean tyrants.

## In tabletop

Kuttar Depths are a terrain (location) domain-type card, with the following ability: All Black Powder Revolutionary warriors gain Stealth and get +2 to their defense values against ranged combatant attacks. Kuttar Depths is cancelled by any other location domain.

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

Scorpem are Techomantic machines, used as mounts by Atlantean troops - Crossbowmen, for example. They were made of heavy metal with a buzz blade in their flexible tails and a blade and pincers where a head should be. Despite its many-legged scuttle, the Scorpems offered a remarkably stable seat - and firing platform.

Modeled on an insect-form, these fighting machines scuttled along on six triple-jointed limbs, the longest section coming as tall as a man’s shoulder. They carried a single rider and offered a variety of weapons—pincers, and a shearing blade the size of a horse’s head in front, not to mention a sharp-toothed whirling buzz blade set in the segmented tail. As designed by the mages, they were fearsome things.

Actually handling the complex mechanisms in harsh terrain revealed numerous shortcomings, however. For the present, Scorpems were in short supply in the outlands, and the ones in service weren’t all that dependable. The Imperials’ horses had obviously trained with the noisy contraptions long enough to get used to them. Confronted with these clacking metal monstrosities, though, the northern ponies were likely to bolt even before the Scorpems got close enough to use their armament.

## Notable Riders

Notable Scorpem Riders
 Karnardria | *None* | Alive

***Atlantis Guild***
Magna Draconum

>    *It came tearing through our line like a juggernaut, stomping forward, fanning out its great wings behind it to keep them out of the way while it wielded its great sword like a scythe reaping the heads from stalks of grain. The werebear thrown at it by Demi­-magus Cretoan lasted about thirty seconds­­ - our Brass Golem much less. Finally I saw it tear through a pack of Orc Raiders and come straight at me. Tezla forgive me, I fled the field as fast as I could. And the entire time, all I could think was one question: Why didn’t we hire one of those?*
>
>

A third­-generation Draconum with a penchant for destruction that has mastered melee combat. These doubly-armored dragon warriors fear nothing that stands before them. Armed with a sword large enough to cut the center-pole of a Dwarven lodge-house with a single swing, these strong-armed Draconum cut down Golem and Troll alike with equal ease. Not having as much magic as the other Draconum, they make up for that shortcoming by being the best melee warriors in the Land. Magna Draconum generally train Scalesworn warriors in the art of combat.

## In tabletop

    The Magna Draconum is the complete close combat package. He has high attack, defense and damage values, along with Toughness and Battle Fury. Flight (for disengaging) is thrown in for good measure. His defenses give him the edge over his natural heavy fighter opponents: the Living Elemental, Steam Golem, Werebear and Paladin Prince. The Magna Draconum’s reasonable point value of 68 allows him to become the centerpiece of a 200­-point army, though the fact that he has no Command ability detracts from this prospect. Nevertheless, he still looks pretty imposing.

## Gallery

Miniature from the Rebellion expansion.Art from the official Mage Knight website.

***Draconum***

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
Technomantic Attractor

> "With the power of ley-lines and Technomancy, anything is possible." - Tezla
>
>

A Guild relic that makes the wielder a more likely target for magic.

## In tabletop

Technomantic Attractor is a relic-type card with the following effect: (Optional) When an opposing figure with the Magic attack type makes a ranged combat attack against a warrior friendly to the wielder, if the wielder can be the target of the attack, the wielder is the target instead of that warrior.
Template:Template

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

Each of the hundred Rivvenheim cities has one heroic, gods-­ordained High Elf who will fight and die for the cause. Armed with Ikona ― magical talismans with unique and potent magical powers ― these warriors fight to defend Rivvenheim from evil. Multiple Ikona can be joined to create powerful effects.

Like the Champion, these warriors are mostly of common ancestry and have pursued a life of warcraft out of a driving personal need rather than out of respect for heritage or the traditions of temple. Unlike the Champion, the Martyr rarely has any chance for recognition or acceptance among the regular warhosts of the Knights Immortal. They are solitary, often to the point of being antisocial, possibly due to their latent magical ability which most often manifests in the power to heal wounds taken by violence. They each find a Ikona to bear, a kind of cross between a holy symbol and personal icon. Wherever they go, they find trouble and very often find a way to die gloriously in battle for a worthy cause.

An Ikona comes into a Martyr's possession in different ways. Some are inherited, some are discovered, some are created, imbued with power in that act. Many Ikonas give Martyrs the ability to heal, but some can also create holy flame to destroy Undead. As Inthatarr have shown, Ikonas can also be corrupted and used for dark means, such as returning the spirit of a beloved bride to fight by your side, but such effects are easily dispelled by a Martyr, who can use the true, divine power of the Ikona.

## Notable

Notable Martyrs
 Asringold | *None* | Deceased

## In tabletop

Here is a unique with an equally unique combat dial. She starts with Charge, and can give a fair account of herself in battle. However, after the Martyr takes a few hits, she activates Bound instead, and gains Magic Healing. This allows her to move and heal at range on the same turn, and with a pretty good attack value as well. At this point, you have a fair bit of tactical flexibility: you can maneuver the Martyr out of harm’s way, and heal a front line fighter (or better yet, a heavy cavalry piece) on the same turn. And don’t forget, with the Martyr’s range value, you can always opt for a damaging ranged combat attack instead of the heal.

## Gallery

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

Discovered within the Blasted Lands, this ancient tome allowed the Priest-Kings to survive a dozen of battles unscathed.

## In tabletop

Kosian Shieldtome is a relic-type card with the following effect: The wielder and any friendly figures in base contact with the wielder cannot be the targets of ranged combat attacks unless the attacker uses the point blank or precision proficiency.

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

Quickness is a movement special ability represented by a red square.

## Mage Knight Dungeons

This warrior may move his full number of speed points, and it does not cost his player an activation. (Optional) The warrior may do nothing but move or open doors this turn. The player must declare the use of Quickness before moving the warrior.

## Mage Knight 2.0

This warrior cannot be part of movement formations. This warrior can perform a move action without using one of your actions for the turn. If it does, it is treated for all other purposes as if it were given an action, and is given an action token. with an X in it.

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
Rage Hammer

Supposedly stolen from the crypt of a sleeping god, the magical concussions of this powerful weapon transform the just into monsters without emotions or mercy.

## In tabletop

Rage Hammer is a relic-type card with the following effect: While Rage Hammer is wielded, all figures ignore the Command and Leadership special abilities. (Optional) The wielder's damage value becomes 3. When the wielder succeeds at a close combat attack against a single target opposing figure, it can make a second close combat attack against the target after resolving the first. This second attack does not cost an additional action token. The wielder cannot use any special abilities while resolving the second attack.

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

Red Oak was a little town somewhere near Cross Creek, which had a giant temple dedicated to some unspecified God. Under the temple's altar was a hidden cache of Magestone. The town's population consisted of humans.

## History

At some point during the Unlimited era, Red Oak became occupied by Borryan's zombie bandits, who positioned themselves at the tavern and the temple while also sending hordes of undead patrolling the town. Snow's gang, consisting of him, Byrch, Turrak'din, Khollis and Aurijia shortly came to the town, too, under the orders of Blackwyn, seeking the cache of Magestone hidden in the town's temple. After entering the occupied town, the gang split up - Byrch and Khollis went for the zombie-occupied tavern and Snow, Turrak'din and Aurijia went for the temple, where they met Borryan himself and his "pet" - a Bone Golem. After hard fighting, Snow's gang came out on top, killing Borryan.

With their king dead, the bandits scattered, finally lifting the occupation from the town of Red Oak. Aurijia found the promised magestone under the temple's altar and the gang then went to meet with Blackwyn's forces at Cross Creek.
Helm of Rule

The Helm of Rule was once used as the crown of rulership for High Elves. Stolen by a traitor of the noble house Starsdawn, High Elven knights have quested for this item for centuries.

## In tabletop

Helm of Rule is a relic-type card with the following effect: Only opposing figures with the Command or Leadership special ability or opposing figures wearing a Relic can target the wielder with close combat attacks. Friendly figures cannot heal the wielder.

***Knights Immortal***

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

Magic is the ability to harness the power of the ley lines to cast spells. Practitioners of magic are called wizards. There are a total of three schools of magic in the Land - Elementalism, Necromancy and Technomancy, while some spells fit in none at all, like the magicks of the Draconum. While both Elementalists and Necromancers have the ability to wield the energies of the Land, those who follow a darker path are far more able to cause harm than their nature-loving counterparts.

While both Elementalism and Necromancy were very old schools of magic discovered by the High Elves in the Age of Mists, Technomancy was discovered relatively recently by Grand-Magus Tezla, who harnessed the power of the Magestone crystals to animate machines of war, make things levitate and lightning strike from his fingertips. A large role in the development of magic played the Delphana of the Delphane island, who studied magic in relative isolation for many centuries and perfected the two native schools of magic - Tezla was a Delphane man, too.

Dwarves have been known to possess magical immunity until the Solonavi spell in 434 Tz amplified magic all across the Land and allowed the casting of never before seen spells - in that time, the Dwarves lost their immunity, too, but developed the ability to cast magic like the rest of the Land's races. On the topic of Magic Immunity, the Temple Blademasters of Knights Immortal are known to be immune to magic - an ability apparent in them from birth.

The magic used by the priests of certain gods, such as the Shamans of the orcish Eagle God, doesn't belong in any known category and is, perhaps, linked directly to the gods themselves and their whimsy.

On the various spells and usages of magic, click the individual magic school pages or see the Magic category.

## History

It seems with the new magic filling the world after the Breaking the old relics that were buried in tombs or guarded by monastic orders for centuries slowly wake up and regain their lost power.

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-Board-Game-Ultimate-Edition-Expansion-Rule-Books-September-2018.pdf
Pyrrhic Strike

Target a single opposing figure with a ranged combat attack and announce a number between 1 and 6 before rolling the attack dice; the caster gains +2 to its attack value for this attack. If the attack succeeds, deal no damage to the target. Deal pushing damage to the target equal to the announced number. After the attack resolves, deal damage to the caster equal to the announced number.

***Atlantis Guild***

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

Laure was a human housewife, a wife to Audrick and mother to Blaize, Altem Guardsman of the Atlantis Empire.

## Personality

Laure was kind and supportive of her son Blaize, and she also didn't held the Empire in high regards, thinking that since the time that Tezla died it has rotten away and lost all of its glory.

## History

Laure was proposed to by Audrick in the Public Gardens of Atlantis. Blaize, their son, used to play in the Public Gardens with his mom from earliest youth. As a toddler he’d gone to these “woods,” holding his mother’s hand, running along the paths, snitching a flower for Mama when he could, marveling at the marble temple in the Gardens. Mama would always tell him how she and Fada had been married here.

In 419 Tz, Blaize was appointed Prophet-Magus Karrudan's personal mole in the ranks of Black Powder Rebels - Audrick and Laure had one last family dinner with him and let Blaize stay the night at the family apartments before setting off for Khamsin. Blaize, however, didn't tell them of his mission, saying that he was just being transferred to a new unit. On the morning of the next day, Blaize left, but not before saying goodbye and giving one last hug to his mother.

When several months later Blaize knocked on the apartment door, Laure answered, looking at him in surprise and asking if Blaize could stay for a meal - Blaize replied that he's just there to get his uniform since he's being relocated to Down Town. Laure discerned that Blaize lost his confidence in the Empire and reassured him to fight for what he believes is right, giving her son her blessing. Blaize gave his road-silver to his mother in case he doesn't come back, hugged her tight and then went to the military zone to get weapons and armor.

1. ↑ 1.0 1.1 Rebel Thunder (Bill McCay), Chapter 2
2. ↑ Rebel Thunder (Bill McCay), Chapter 19
Rathgad Thunderhoof

Rathgad leads a Free Army warband consisting of Heavy Lancers and Heavy Cavaliers. Rathgad often patrols the riverlands that border Necropolis Sect territories.

## In tabletop

This mounted warrior is a beast. With better attack and damage values than a normal Heavy Lancer, Rathgad can overrun enemy missile troops or engage opposing unique warriors with equal ease. Despite its early strengths, it maintains the fragile nature of mounted troops in that most of its crucial abilities are not spread over the length of its combat dial. With a hefty investment of 61 points in this unique figure, make sure you use it carefully to prevent it from being overwhelmed in a chaotic melee.

***Knights Immortal***

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

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

When this warrior is the target of a Magic attack, reduce the attacker’s attack value by 3.

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

Rayjan was a dwarven inventor who lived hundreds of years ago and was the one to develop most of the steam technology, as well as other marvels, including the first Steam Golems and fuser rifles. His book, Rayjan's Codex, contained notes that were used to create the Steam Golems used by the Black Powder Rebels.
Shadowplate of the Realms

Once worn by Scalesworn warriors loyal to the Draconum way of life, this special armor was stolen from a secret Mortis Draconum school in 435 Tz. In uncontrolled presence in the Land has been worn by more than one king and wizard wary of assassination.

## In tabletop

Shadowplate of the Realms is a relic-type card with the following effect: The wielder can wield a second relic if the second relic is a Hammer of the Realms. (Optional) When a close combat attack resolves unsuccesfuly against the wielder, move the wielder so that it's front arc is in base contact with the attacker's rear arc, if possible. The wielder cannot use any speed special abilities during this move and it is not given an action token. The attacker does not get a free spin for this move.

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

Rothe is a holding of the Knights Immortal, which became a point of contest between the High Elves and the Necropolis Sect once upon a time.

During the siege of Rothe, when the Necropolis Sect attempted to break the Knights Immortal lines in an effort to spirit away Necromancer Juhl­-lat, they ran up against a solid line of heavy cavaliers led by the Martyr Asringold. Six elven chargers, holding against three times their number in unnatural creatures and dark warriors. The safe tactic was to hold the line and wait for reinforcements. They charged. The first rider fell with the blood of three Sect warriors on his sword. Two more were finally struck down before Asringold fell upon the necromancer. Only one Cavalier finally rode free of the battle, bringing back to the warhost the kreus of Asringold and the head of Juhl-­lat.

***Knights Immortal***

1. ↑ https://www.mageknight.net/wp-content/uploads/Mage-Knight-Lore-Expansion-Lancers.pdf
Shield of the Soulcat

> *Legap crouched low behind his shield as his mount charged the Crusader lines. Wishing there had been time to better train his beast, Legap clutched the big cat's mane and leaned in closer, urging her to lash out, to attack - and suddenly, he could see the battlefield through the cat's eyes. He felt razor-sharp claws on the ends of his paws, and he reached out to slash at a nearby vampire...*
>
>

Shield of the Soulcat is a relic shield that lets the wielder synchronize with their mount.

## In tabletop

Shield of the Soulcat is a relic-type card with the following effect: When the wielder is part of a cavalry unit that is given an action, its mount may replace one if its special abilities with one of the wielder's special abilities for the duration of that action. The mount must have the necessary prerequisities, if any, in order to use the special ability.

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

Choose one:

1. Give the caster a special action targeting a single friendly figure without the Golem damage type in base contact with the caster's front arc. Heal the target of 2 damage.
2. Give the caster a special action targeting a single figure with "Skeleton" or "Zombie" in its name in base contact with the caster's front arc. Deal 2 pushing damage to the target.

***Elemental League***
 Minor characters

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

Khan of the Harka tribe that, under his grandfather’s leadership, originally drove the Cave Orcs from the Fist. Wants all Cave Orcs dead and Gûlthak punished for his insolence in allowing them back into the Fist in recent years.

## In tabletop

Harrowblade Broor is a vicious warrior. Initially well defended from ranged attacks with Battle Armor, use Broor to intimidate opposing forces. Chances are they will move out of his way rather than stay the line and incur his wrath. If you can get within 5" range of an enemy figure, Charge and attack it for a whopping four damage. Once in base contact with the enemy, Battle Fury and Toughness give this unique warrior an excellent chance of emerging victorious from a battle. Heal him up with a Shaman and begin the onslaught all over again.

## 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
Yanna Fairhame

A High Elven princess who leads a small army to earn the right to rule her noble house in place of her older and somewhat deranged brother, Sterik.

## In tabletop

Yanna Fairhame combines the best of two worlds. As an attacking warrior, its great speed values and Charge abilities mesh with initial slots of Weapon Master to deliver damage in a decisive fashion. Once it takes a few clicks of damage, it can disengage from close combat and provide healing to friendly injured warriors. If restored by another healer, it can resume its role as a front­line mounted fighter. Avoid enemy ranged attackers, though: like its Light Cavalier counterparts, Yanna Fairhame quickly becomes ineffective in the face of enemy ranged attacks.

## Gallery

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
Ormanep

> "My weakness, my exhaustion, my fear - you may have them all."
>
>

Priest-King Ormanep was the first first Priest-King of Kos, crowned in Luxor and ruling over a major part of the Land during his reign. In life, he used the relic Lightning Shield.

## History

In -238 Tz: Priest-King Ormanep is crowned in Luxor. After more than a century and a half of warfare, the Kos establish total rule over the western half of the Land. The Warrior-Priests institute a complex system of tribute and fealty that promotes those who display great strength and courage in battle. The first Priest-King, Ormanep, rules from the city of Luxor. The only large population in the Land not under Kosian control is the Delphana, safe on their southern island.

In -237 Tz: The Kosian civil war is fought. A second Priest-King, Khomen-hotep, rises to power in the eastern city of Caero, Ormanep raises armies to crush his rival in Luxor. After a summer of bloody civil war, with tens of thousands of Kos warriors killed, the Oracles of Rokos ultimately prophesy that two Priest-Kings are to rule over the Kos together - Khomen-hotep from the sun-seat of Caero in the east, and Ormanep from the moon-seat of Luxor to the west. Knowing that the consequence of deviating from prophecy is to be struck down by the gods, both Priest-Kings agree and divide their lands into two roughly equal parts.

In -223 Tz: The Ormanep Palace at Luxor is completed. Ormanep’s capital buildings are completed, with their great spires of black stone and unscalable, 100-foot-high walls. By the end of this year, Ormanep has sired more than 100 children through his expansive harem, all of whom are considered potential heirs of the Empire.

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-The-Ages-Longer-History-of-The-Land-From-the-Third-Bookshelf-in-Old-Scrying-Chamber.pdf
Temanor

Priest-King Temanor was one of the rulers of the Kos Empire, a barbaric war-state that, during his reign, was changed to something more resembling the current Atlantis Empire after Temanor paid a visit to Delphane.

## History

In -175 Tz, Tezla’s birth is predicted. The Oracles of Rokos foresaw the date and birthplace of a Delphane man who will one day conquer all of Kos with more powerful magic than has ever before been seen, who will master the twin arts of life and death, and who will ultimately attain the powers of a god. At the height of his power, the wizard will rule all humanity from a floating city in the sky. Upon hearing this prophecy, the aging Priest-King Temanor immediately begins to make plans to subjugate the Delphana, to ensure that the Oracles’ prophecy will never come to pass.

In -172 Tz, Kos invades Delphane. Traversing the Dhokonios Strait on giant rafts, the Kos bring war to the peaceful people of Delphane. The Kos, who outnumber the human wizards by more than 500 to 1, force the wizards to complete surrender within a season. The Priest-King Temanor is eventually welcomed into the capital city, where he is openly stunned by the comforts the Delphanes enjoy: magically heated baths, enchanted kitchens and spirit servants.

In -169 Tz, Priest-King Temanor returns to Rokos. Changed by his three years on Delphane, Temanor introduces their comfortable way of life to the brutal Kosians. Tempted by these creature comforts, the Kos eagerly adopt Delphane innovations, magics and philosophies. The Kos soon become dependent on Delphane magic, and an elite merchant class emerges to provide the peoples of Rokos and Caero with magical goods and services. Within the next few years, Delphane influence on the Kos people begins to erode the warlike principles on which the barbarian empire was founded.

In -162 Tz, Civil war erupts among the Kos. In the early spring, after a series of Warlords decided they wanted their own chance to rule the world, the Kosian Empire is torn apart from within. Territories that will one day become Prieska, Khamsin and the northern territories secede. Temanor is beheaded by his rivals, and his royal line is ritually sacrificed one after the other in a day-long ceremony. His crossbow, Woundkiller was lost shortly after that.

Temanor’s body was then spirited out of the city by his faithful Draconum wizard, and interred in the depths of the Black Pyramid. By the end of the year, the western Kosian Empire has shattered into a hundred warring states.

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-The-Ages-Longer-History-of-The-Land-From-the-Third-Bookshelf-in-Old-Scrying-Chamber.pdf
Sweep

Sweep is a combat special ability represented by a black circle with an X in it.

## Mage Knight Dungeons

This warrior can hit all opposing figures in its front arc that occupy adjacent squares with a close combat attack. (Optional) When this warrior makes a close combat attack or counterattack, he must resolve his attack against every opposing figure in his front arc that occupies a square adjacent to the warrior. Compare the total attack value with the defense values of all opposing target figures. The attack inflicts the warrior’s normal damage against each of the targets successfully hit.

## Mage Knight 2.0

This warrior cannot capture other figures. When this warrior makes a close combat attack, every opposing figure in base contact with its front arc is a target. Make one attack roll, and compare the attack result to the defense values of all targets. This warrior deals damage equal to its damage value to all targets against which the attack succeeds.

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
Weapon Master

Weapon Master is a combat special ability represented by a red square with an X in it.

## Mage Knight Dungeons

This warrior can use a close combat attack to deliver 1 to 6 clicks of damage. (Optional) When this warrior makes a successful close combat attack, roll 1 six-sided die. Inflict a number of clicks of damage on the target figure equal to the result instead of this warrior’s normal damage value.

## Mage Knight 2.0

Give this warrior a close combat action. If the attack succeeds, roll one six-sided die. Use the result instead of this warrior’s damage value.

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
Wraith

Wraiths are generally jealous of any living creature and take great pleasure in draining the living of their life energy. Their origins are thought to be tied to a combination of Vampirism and Necromancy. While their darkest desire is to avenge themselves against those that have wronged them in life, they are quite willing to bring about the deaths of any who are foolish enough to cross their path. Wraiths also seek to steal the vitality of the Elves, to twist and break the souls of the Elven Paladins in order to gain the power over the self-styled avatars of truth and glory.

A Wraith, without question, is the restless and vengeful spirit of a deceased mortal. They possess fragments of their former identities, and remember just enough of their lives to resent any who are still able to enjoy a physical existence. Most often a wraith begins its new ‘life’ by haunting to insanity and death any former relations it can recall, tormenting the family by first betraying any trusts and finally slaying them one by one. Wraiths which have satisfied this bloodlust may simply pass on afterward, or, more dangerous, might continue to walk the Land in search of new prey. Wraiths can communicate, if they so choose, and have been known to make dark pacts with the living, though they certainly cannot be trusted and have brought great misery and destruction on those who drop their guard for even an instant.

## In tabletop

The Wraith is unlike any other figure in Mage Knight. It maintains very high damage, defense and speed values as long as figures costing twice as many points. Its combination of Stealth and Magic Immunity makes it the only figure that cannot be the target of a ranged attack when in hindering terrain. Battle Fury permits the Wraith to wade into close combat with no fear of being captured. A true Mage Spawn, the Wraith is best deployed on its own, using its speed and ranged attack capability to choose its own battles.

## Gallery

Miniature from the Rebellion expansion.Miniature from the back of a pack with a metallic, Painter's Edition one.360 View of the Rebellion Miniature

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

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
Shieldwall Knight

A heavily armored High Elven warrior that defends the healers and generals of the Knights Immortal. Usually of the common caste.

Shieldwall Knights speak of their "circle of influence". They believe that the personal value and obligation they owe those around them shifts during the course of a battle. In the early stages these knights may charge forward to form a forward line of "defense", relying on their armor and heavy shields to protect them as they hack at the enemy. As the battle rages, they will fall back and take on a more protective role of the main body, setting against enemy charges and disrupting any grand maneuvers. In the end, if pressed near to death, their only thoughts are for their warlords, leaders and more-important warriors of the host. Many often throw aside their weapons, using themselves as little more than their living shields.

## In tabletop

The Shieldwall Knight, with a Battle Armor of 15, can cross the field with ease, and when damaged it has the Pole Arm special ability. A squad of Shieldwall Knights are a ferocious part of the terrain, daring an opponent’s warriors to crash against a wall of halberds.

As the Shieldwall Knight takes damage, he cycles through an interesting set of defense-oriented talents. To begin with, this Knight has Battle Armor. This makes his an assault piece that advances into enemy fire with the purpose of engaging the opposition in close combat. After taking a few hits, the Shieldwall Knight passes into a period of "active defense" while Pole Arm is available. Finally, when a sad fate is about to take him, this Knight rises up and gains Defend, along with a boosted defense value. This allows him to ward killing blows away from himself and his more unfortunate comrades. With this mix of abilities, a formation of Shieldwall Knights is very difficult to eliminate from the field of battle. Add a tough Liege Knight into the formation, and it becomes very gruesome indeed.

## 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
Vurgra Divide

The Vurgra Divide is a zone and a city to the east of Necropolis and north of the Rivvenheim Mountains, in the most north-eastern corner of the Land. Humans live there, harassed regularly by the troops of the Necropolis sect.

Doomathiak handles disputes among the humans of the Divide in a bloody, absolute fashion - the Fell Reaper serves as the Sect’s judge, jury and executioner. He's supported by Scythapox, who serves as Doomathiak’s “hound” and often digs out spies and outsiders throughout the Vurgra Divide for his master.

The Vurgra Riders are beastmasters who can tame any creature, which become mounts possessed of unusual calm in the midst of even the bloodiest battle.

## In tabletop

Vurgra Divide is a terrain (location) domain-type card, with the following ability: All Necropolis Sect warriors with the Flying speed type gain the double-time proficiency and are not dealt 1 pushing damage for using double-time. Vurgra Divide is cancelled by any other location domain.

***Necropolis Sect***

1. ↑ https://www.mageknight.net/wp-content/uploads/Mage-Knight-Lore-Expansion-Lancers.pdf
2. ↑ https://www.mageknight.net/wp-content/uploads/Mage-Knight-2.0-Card-Set-Adventuring-Companies.pdf
3. ↑ https://www.mageknight.net/wp-content/uploads/Mage-Knight-2.0-Card-Set-Domains.pdf
Iron Lung

An Atlantean scuba soldier armed with a trident and a Technomantic underwater breathing apparatus. Thanks to this marvelous device, Iron Lung warriors can swim for hours underwater without coming up for air.

Another fantastical technological innovation by Guild technomental wizards, the Iron Lung allows its wearer to enter any aquatic environment without loss of ability. Warriors trained in using the Iron Lung are drawn from the ranks of those who distinguish themselves as Utem Guardsmen. As they are of a lesser warrior caste, the tridents they wield are not magestone augmented like the manaclevt of the Altem. Nevertheless, it is already a common practice for Iron Lung warriors to name their tridents.

## In tabletop

Conquerors of all races and environments, the Guild launches its aquatic assaults with the aid of Iron Lung warriors. These inexpensive warriors can use their Aquatic ability to exploit avenues of attack inaccessible to other figures. Try outflanking your opponent with a formation of Iron Lungs through some deep water terrain. Be careful not to get caught by ranged fire while in deep water, though. Since these warriors can lose the Aquatic ability before they reach three skulls on their combat dial, they may find themselves in deep water without Aquatic. This illegal situation results in the Iron Lung being immediately eliminated!

## 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
Threadcutter

> *As Zurgan sliced savagely through the lead Marauder's neck, every other Marauder on the battlefield suddenly exploded in goats of blood and gore.*
>
>

Threadcutter is a relic axe which creates a link between troops of the same rank - by damaging one of them you damage all of them.

## In tabletop

Threadcutter is a relic-type card with the following effect: The wielder's damage value becomes 2. At the beginning of your first command phase, during which this warrior has this relic equipped, choose a single target opposing non-Unique figure. For the remainder of the game, whenever the wielder deals damage to a figure with the same name as the target, deal an equal amount of damage to every opposing figure with that name in play. If the wielder is eliminated, all opposing figures with the same name as the target are healed of damage to their starting markers.

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

Stonekeep is an ancient border fortress south of Rivvenheim Mountains and north of the Wylden, a point of contest between Knights Immortal and the Elemental League.

## History

As the Elemental forces managed to hold off against a deadly High Elven attack on the border fortress of Stonekeep, their valor and battle skills earned the Elementals a second fortress apart from Roanne Valle. However, in the months since the recall order, few of the soldiers in Stonekeep have honored the order, and believe they can better serve the Land by conducting strike attacks from their current protected base, rather than just sitting back and letting the Land burn.

Sir Mishler's failure to capture Stonekeep came with a terrible price. As result of the High Elven Council failing to "get the job done", the secret Relishan Council – a group of nobles that secretly controls the affairs of Rivvenheim – stepped up and began actively manipulating the governing council to make decisions better suited to the High Elven destiny of subjugating all of the lowlander races of the Land.

## In tabletop

Stonekeep is a terrain (location) domain-type card, with the following ability: All Elven Lords' warriors friendly to the player who put this Stonekeep into play gain Infiltrate; friendly warriors ignore Demoralized. Stonekeep is cancelled by any other location domain.

***Elemental League***
 Minor characters

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

Give this unit a move action when it is at ground level; it cannot use the double-time proficiency. Measure a movement path in a straight line through the mount’s front arc. This movement path can cross other figure bases. Resolve the movement. Any figure at ground level whose base is crossed by the movement path is dealt 1 damage.

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

Atlantean grunt soldier armed with a crossbow. “Utem” is a term for “lesser warrior,” dating back to the Kos Empire. These "stick-throwers" are the grunt warriors of the Atlantean Empire, trained to fight with a sturdy crossbow and a quiver of machine-sharpened bolts. Wearing a topknot queue to signify their rank, these men are often amongst the first - and the the last - to leave a battlefield. If they survive a battle or two, they receive the training they need to ascend the ranks of the Atlantean military.

Outsiders often jeeringly suggest that Utem Crossbowmen are given more instruction in maintaining their topknots than in using their weapons. It is, unfortunately, true that they typically receive only a single week of formal training before being sent into battle. These fighters, unproven in combat and barely more than boys are often considered expendable, and therefore unworthy of serious drill time. Fortunately, the crossbow is a simple device - robust, easy to learn and easy to use.

Khujeret, an Utem Crossbowmen who was offered a promotion to the Guardsmen but turned it down, attempts to develop what he calls ra'Preysor, the Way of the Killing Shaft. His path is intended to teach a systematic approach to crossbow training, enabling warriors to reach higher levels of expertise.

## In tabletop

As the only Atlantis Guild character that does one point damage, this figure is best used to round out firing formations. The Crossbowman can increase your chances of hitting with an Amotep Gunner or other ranged Atlantis figure, or you can enhance it with a Demi­-Magus or Surok Apprentice to give it more power. The Tough version, with its ten­ inch range, is usually the best choice. The Crossbowman’s low attack and damage values also make it useful as a disposable harasser.

This is the Guild's least expensive unit. Starting at 10 points, the weak Crossbowman can still deliver a ranged attack out to 8" with the game's average attack value of 7. Since Crossbowmen only deliver a single point of damage, they are best used as supporting troops in ranged combat formations. Match up several with a single Amotep Gunner or Incinerator.

## Gallery

Miniature from Unlimited expansion.Miniature from the Rebellion expansion.

***Atlantis Guild***

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
Wand of Fencing

Wand of Fencing is a magical wand that lets it's wielder parry attacks with Technomantic magics, using Tezla's Principle of Deflection.

## In tabletop

Wand of Fencing is an item-type card with the following effect: The wielder gains the Parry special ability.

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

The Stone Tree Clan was a Shyft tribe that was named for the place of its residence - the Stone Tree Hive.

## History

After the Shyft's eruption from the Dungeons of the Land to attack the surface dwellers, several distinct Clans emerged, each named after the Hive that the located. Although the Stone Tree Hive was a large and well established Shyft Colony, the Stone Tree Clan mysteriously abandoned it, leaving behind their Mage Spawn. Some time later, scouting parties from the rival Red Fen Clan and Blue Water Clan would meet at the abandoned Hive and engage in a skirmish to gain ownership of the abandoned Labyrinth and its treasures. The fate of the Stone Tree Clan remains undetermined.

## The Hive

The Stone Tree Hive was located near the republic of Khamsin. The hive structure, for being dug out of sandy soil, was impressive and remarkably stable. It had breeding chambers, food cots, empathy cells, treasure rooms, and private chambers by the dozens. Once inside, it presented itself as a twisting labyrinth of corridors that was massive, and its burrows ran for miles in every direction. Some maze-like corridor sections of the Hive were lined with dozens of egg-alcoves.
The Hive contained gold, magic items, treasures, and Mage Spawn prisoners worthy of contention by both the Red Fen and the Blue Waters Clans.

***Shyft***

1. ↑ https://www.mageknight.net/wp-content/uploads/Mage-Knight-Scenario-2002-July-Shyft-War.pdf
Magic Blast

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

## Mage Knight Dungeons

This warrior can use a ranged combat attack to deliver 1 to 6 clicks of damage. (Optional) Use this ability to deliver a magical ranged combat attack against a single target within half of this warrior’s attack range. The line of fire is never considered blocked or hindered by terrain or figures. When this warrior makes a successful ranged combat attack, roll 1 six-sided die. Inflict a number of clicks of damage equal to the result on the target figure instead of this warrior’s normal damage value.

## Mage Knight 2.0

Give this warrior a ranged combat action, with a single opposing figure as the target. For this attack, this warrior treats all terrain as clear terrain for line of fire purposes, no terrain modifiers apply to the target, and figure bases do not block line of fire. If the attack succeeds, roll one six-sided die. Use the result instead of this warrior’s damage value.

Not to be confused with Mage Blast.

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
Spiritbane

The Black Powder Rebellion believed it had been the first to discover the secret of gunpowder - until Spiritbane was recovered from the sunken ruins of an ancient city.

## In tabletop

Spiritbane is a relic-type card with the following effect: The wielder's range value becomes 12, and the wielder may use ranged combat attacks to target figures with Ghostform. The wielder may not use Bound or the mounted bound proficiency.

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