recursal/Fanatic-Fandom huggingface dataset:
Linzfarne

Linzfarne was a human village somewhere near Khamsin and also under its patronship. Nowadays it doesn't exist as a village but as a Magestone quarry, with the farm fields dissapearing ever since the Atlantis Guild's diviners found out that Linzfarne would make a prime Magestone excavation. It was also the home of Snow and his family.

## History

Imperial diviners had discovered a major seam of the crystal that powered the magic of the Atlantis Guild in the fields where Snow’s people made their living. As it turned out, Linzfarne had stood at the confluence of several ley lines, and where the magical currents conjoined, Magestone was often to be found. Very soon after, the Atlantean army had descended on Linzfarne. Snow's father was of belief that the Atlantis guild was the bulwark of humanity, providing it means to stand up to other, magically gifted races, and as such, he responded to their arrival as a miracle of sorts.

Linzfarne's fields dissappeared into a great hole in the ground - the newly-built web of Magestone excavations. Snow, his family and other farm-folk were coerced or enslaved into working at the mines. The baleful effects of the Magestone were taking their toll on the villagers, sickening them. Despite that, Snow's father held to his beliefs until the day that Prophet-Magus Karrudan ordered his death.
Horned Impaler

Horned Impalers are male ranged Krugg Mage Spawn mounted units. They represent the best and bravest Krugg warriors who tame Horned Drakes to ride into battle. Their arrows are made from barbwood, a rose like mountain plant that makes for lightweight but deadly shafts. They were released as part of the Whirlwind expansion.

## In tabletop

Unable to carry enough boulders to throw from a mount, this Krugg wields a crude bow instead. Bound gives the Horned Impaler an initial effective range of 16 inches, well beyond the range of most other figures. This makes the Impaler perfect for sniping at enemy ranged attackers. The modest attack values, however, mean you must choose your targets carefully to derive maximum benefit from this Mage Spawn. Toughness and a good defense value provide safety from ranged counterattacks, while multiple slots of Battle Fury prevent capture if an opponent comes into base contact.

## Gallery

Miniature from the Whirlwind expansion.

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

Norfur Thott is a male wizard Forest Troll Hero, like all trolls with magical abilities he has red skin. Norfur is seeking information about the true nature of ley lines and Magestone. He was released as a part of the Dungeons Expansion.

## History

At some point, Norfur was one of three Heroes on an small expedition to an ancient General's underground fortress alongside Erithia Starsdawn and Lord Oren. Norfur was badly injured when a Satyr named Atrelkos attacked the three, leaving him with gouged flesh, a broken leg bone and a bruised arm.

## In tabletop

At the time of his release, Norfur Thott was the only Mage Knight Troll who had a magical attack, although he doesn’t gain Magic Blast until the third level. At first level, Norfur is your basic Troll, with a 10 attack and 3 damage, Toughness and Battle Fury. Like all Trolls he is slow and expensive, so pick him if you want to fight early and have magic later. His ranged attack allows him to be useful early on when his speed is a problem. He gains Regeneration just becoming demoralized, so use it before it’s too late.

## Gallery

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

***Heroes***
Necromantic Bonestaff

This staff allows the wielder to reanimate a combatant for a short while, during which the risen fights with renewed strength. The dead are endless; their souls merely await command.

## In tabletop

Necromantic Bonestaff is a relic-type card with the following effect: At the beginning of your command phase, the wielder can reanimate any eliminated figure (except titans or multiple-dial figures). Turn the reanimated figure's dial to its starting marker and place it on the battlefield. Remove it from the game at the beginning of the next end phase.

***Necropolis Sect***

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

Mikarl, more commonly known as a "shifty-eyed Khamsin", was a human Rebel from Khamsin known for, well, being shifty-eyed. He was very vengeful toward Atlanteans for ruining his home town and turning it into another city-state of the expansionist Empire. He especially reviled them for defiling Khamita Castle, the crown sight of Khamsin.

## History

When in 419 Tz Rikka brought a new member to the Rebellion in Khamsin, Blaize, Eginhard, the dwarven leader of the Rebel forces at the city, decided to test Blaize by pitting him against Tulwar Windfoot of the Galeshi. Mikarl was present there and placed his bet on Tulwar, and lost, since Blaize won the duel in the end. Mikarl then served as a guide for Blaize's next assignment - stealing the patrol listings in Khamsin from Khamita Castle, the Imperial Garrison. Blaize succeeded in that, too, but a few days later he was taken by press-gangers led by Armon to a newly-dug mine called Minetown. When Rikka asked around for anyone who could help rescue Blaize, Mikarl declined, since he lost money because of Blaize when the latter dueled Tulwar Windfoot - interestingly enough, Tulwar was the only one to agree to rescue Blaize and also liberate the slaves of Minetown.

Mikarl was one of the riders who protected the Black Powder cargo on its way from Khamsin to Caero, and took part in the skirmish against a Scorpem patrol. During their path along the Roa Vizorr, in a place where an Atlantean dam was broken and the water flooded the lowlands, Mikarl died in an ambush by Lizard-men, catching a giant club right in his chest. He was buried in an unmarked grave later down the road since the Rebels had no time to spare.

***Black Powder Rebels***
 Major characters

1. ↑ Rebel Thunder (Bill McCay), Chapter 13
King Khamita

King Khamita was the human founder of Khamsin as a city and a kingdom and it's first ruler, remembered fondly by Khamsins even now. His residence, and the residence of the royal family started by him, was in Khamita Castle of Khamsin, which later became an Atlantean garrison when the Atlantis Empire occupied Khamsin.

## History

When building his castle on the edge of the Blasted Lands, Khamita repelled a number of attacks by the Orcs of the Fist. In order to guarantee that he could choose the time and place of his battles, King Khamita was gifted an ancient war-shield by his Draconum wizard, allowing him to provoke battle-hungry Orcs into uncontrollable fury.

In -149 Tz, Khamsin 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. King Khamita wielded the Raider's Bane for seven years against seven Orc armies. Many historians link the early survival of Khamsin with this powerful weapon.

-143 Tz marks the creation of the Crown Jewels of Khamsin - the Blood of Khamsin. In order to prevent discord and false claims in coming years, King Khamita has his finest Dwarven craftsman create the crown jewels of Khamsin―a beautiful necklace. Khamita’s wizards enchant the object so the necklace glows when it is being worn or held by a true heir of Khamsin.

In -91 Tz, King Khamita dies. Dying peacefully after living a long and prosperous life, Khamita left heirs who took up the job of ensuring the financial and military security of Khamsin through the coming years. When King Khamita died in –91 Tz, Khamsin had grown into a country profiting on trade, craftsmanship, and a military determined to keep invaders and Mage Spawn at bay. The region to the southwest of Khamsin, the Principality of Three, thrived on Khamsin’s rich trade and fair tax policies.

## Discontinuity

The Mage Knight 2.0 card for the Crown of Khamsin claims that Tezla's armies put King Khamita and his entire lineage to the sword, but the Chronology, predating the card, claims that Khamita died peacefully, and at the time of his death Tezla wasn't even born.

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-2.0-Card-Set-Relics.pdf
3. ↑ 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
Liege Knight

High Elven bodyguards of the commanders of the Knights Immortal armies. It’s an honor to be assigned to protect the leaders of the Hundred Armies, placing one on a sure path to command and high rank. A warrior that prefers to lead from the front, a Liege Knight is often seen shoulder-to-shoulder with their allies, cutting a swath through the enemy lines. Often a Liege Knight will put themselves in harms way, extending themselves to strike down a blow that would have otherwise killed one of their brothers-at-arms.

The Liege Knights reputably prove themselves to their Lieges by offering the heads of the Feral Bloodsuckers they have personally slain.

## In tabletop

The Liege Knight has one defined purpose: defend other purposes. While the Knight is strong on the attack, it is the 17 defense it gives neighboring pieces that makes the figure valuable to a player’s army. With a relatively low point cost, the Liege Knight is well worth it for any player who likes expensive pieces that have relatively low defenses.

## Discontinuity

Multiple Liege Knights have been shown with halberds and pikes in promotional material and trading card art, but all the miniatures for the unit have been possessing a sword and a shield instead of a halberd.

## Gallery

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

***Knights Immortal***

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

A Sect monster riding a Nightmare steed and armed with a giant scythe. The Nightmare mount is not quite spirit and not quite flesh, and its touch is as cold as ice. A Reaper is an ally of the Sect and is not a Necromantic construct.

The mount seems to have come straight out from the netherworld, with tail and mane formed out of a cold­-burning fire and sparks of white­-hot fury struck from each pounding stride. It may even be preferable that such a creature can be found in the Land or summoned from outside. If Sect magicks created such a beast, the Necromancers certainly have grown stronger in their seclusion.

Nightmares are the favored mount of a reaper. This may be partly due the fact that a reaper does not have a ranged attack, and so has developed a preference for riding down a victim on the ground, ‘harvesting’ the head with its flesh-­chilling scythe. Any victim seems to do, with the Nightmare Reaper often taking whomever is closest, not all that concerned with battle strategy or tactics.

## In tabletop

The Nightmare Reaper is the staple figure of the Necropolis cavalry. With Charge and a good attack, this warrior can hold his own against cavalry figures from other factions. What sets this Reaper apart is his Battle Fury. Cavalry figures are as susceptible to capture as anyone else, but the Reaper’s fury will help to keep this warrior out of your opponent’s hands.

## Gallery

Miniature from the Lancers expansion.

***Necropolis Sect***

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

The Order of Uhlrik was once one of the two major vampiric orders of the Necropolis Sect, along with the Order of Vladd. The Uhlrik, after their loss in the Vampire Civil War, no longer hold positions within the Sect.

***Necropolis Sect***

1. ↑ https://www.mageknight.net/wp-content/uploads/Mage-Knight-Lore-Expansion-Lancers.pdf
Lightning Palm

Give the caster a close combat action targeting a single opposing figure. If the caster has a Magic attack bonus, you may use it for this attack. If the attack succeeds, roll one six-sided die and add 1 to the result for each action token on the target. Deal damage to the target equal to the result.

***Atlantis Guild***

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

A Rebel warlord who has a reputation for being the fastest gunslinger in Khamsin.

## In tabletop

With three targets, your best bet will be to get Lightning Tallman into action against an enemy formation, so as to get the most damage from him. With his shorter range, this figure will need to get close to the enemy, perhaps with the help of some cover, or a shield maiden. With his low cost, your best bet might be to use him in a flanking attack to harrass an opponent's formation of supporting figures.

## Gallery

Miniature from the Lancers expansion.Ditto.

***Black Powder Rebels***
 Major characters

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

A powerful fighter respected for its valor and strength. Only those who belong to one of the seven noble houses can truly lead the armies of the Knights Immortal. The position of General is the highest rank a Commoner can attain. Usually command a largely mounted force.

Not all temples in Rivvenheim are fortunate enough to claim a Paladin Prince in their ranks, a calling which relies as much on a magical heritage as it does training. The High Elf General answers the same call. With their strong, light-weight armor the general enters into the thick of combat and lays about with a greatsword. A terrible foe, many often think they are facing a new golem from the empire rather than a flesh and blood Elf of Rivvenheim.

## In tabletop

The General is like a Paladin Prince without the bells and whistles. He can still fight like the devil, and Command troops at opportune times, but the Prince’s Magic Immunity and Heal abilities aren’t required here. The General is all about wading into melee and getting the job done… himself. Keep a Liege Knight close by for added defense and some Squires for flank protection, and the General can then lead an effective formation.

## 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
Heiramman Host

Give the caster a special action. Give a close combat action to each friendly figure with zero or one action token whose front arc is in base contact with an opposing figure; these close combat actions do not count against your action total for the turn. Each figure makes a close combat attack and receives an action token. When it resolves, remove Heiramman Host from the game.

***Knights Immortal***

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

Invulnerability is a defensive combat special ability represented by a grey square with an X in it.

## Mage Knight Dungeons

This warrior’s defense is improved against ranged attacks, and damage delivered to him is reduced. Increase this warrior’s defense value by 2 against ranged combat attacks. Reduce by 2 clicks any damage inflicted on this warrior by ranged combat or close combat attacks, to a minimum of 1. Reduce by 2 clicks any damage inflicted on this warrior by special ability damage effects, to a minimum of 0. **Invulnerability** does not reduce critical-miss damage or pushing. This warrior may not be healed.

## Mage Knight 2.0

This warrior gets +2 to its defense value against ranged combat attacks that target it or affect it. Reduce by 2 any damage dealt to this warrior. This warrior cannot be healed.

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
Mechanoid

Choose a player. All figures friendly to the player gain the Golem damage type and Toughness and get -2 to their speed values. Mechanoid is cancelled by Downpour or Rain and Mud weather domain or the Fen Swamp or River Valley terrain domain.

***Atlantis Guild***

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

If you give an action to a warrior that causes it to be given a second action token, that warrior is dealt 1 pushing damage after it resolves the action. This is called pushing. Pushing damage represents the warrior’s fatigue; it cannot be reduced in any way, even by special abilities.

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

ᅠ ᅠ *Centuries ago, Grand-Magus Tezla changed the world.*
*His grand vision: unify all forms of magic. Until Tezla's time, there had only been two forms: Elemental, the magic of living essence, and Necromantic, the magic of death and spirits. They were opposites, and thus a mage could only master one. Tezla mastered both.*

*By harnessing the magical power of Magestone, an ore he discovered deep beneath regions of magical intensity, Tezla created a third magic: Technomancy. With armies of mages and magically empowered troops, he marched across the Land and built the Atlantean Empire.*

*Although he lived for more than 250 years, Tezla couldn't live forever.*

*Now, 180 years after his death, the magical orders have become political factions, fighting for dominance, leaving those without magic to fend for themselves. The Black Powder Rebels developed gunpowder and steam technology to fight for their rightful place in the new order. Mage Spawn monsters roam the Land. Mysterious outsiders take advantage of the turmoil. It is an age of chaos, when a single battle can change the course of history and anyone can rise to rule an empire.*

*Do YOU have what it takes to be a Mage Knight?*

ᅠ ᅠ ᅠ

*Mage Knight* started out as a miniature wargame back in 2000, introducing the very succesful Clix System in the miniature bases and becoming the first major Collectible Miniatures Game, and gradually developed lore around it, with the players having control over what events transpire in The Land's history through attending tournaments - after 14 expansions, 2 video games, 2 novels and a comic book series, the franchise came to an abrupt end in 2005, later resurging as the Mage Knight Board Game which continues the history of the original wargame but has it's own wiki concerning mechanics.
This wiki aims to preserve any and all information regarding the original *Mage Knight* universe and it's lore and mechanics, combining information from unit descriptions, books, games, web stories, comics, scenarios, etc; to create a complete encyclopedia of The Land.

Mage Knight Wiki is not affiliated with WizKids / NECA, LLC.
Scroll of Storms

Scroll of Storms allows the user to cast Stormfire and also amplifies the wielder's magical capability. 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.

## In tabletop

Scroll of Storm is an item-type card with the following effect: (Optional) At the beginning of your command phase, remove this item from the game. The wielder gains the Stormfire special ability and gets +3 to its ranged damage value until the beginning of your end phase.

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

Marz fled Atlantis under suspicion, fighting his way free through the royal guard. He has set camp in the northern reaches of the empire, where he works to garner the resources necessary to oppose the emperor. He remains loyal to the empire; however, flying the ensign of Atlantis over his command post.

## History

Sometime during Omens, the Shadow Khans were chased out of Prieska by Raydan Marz and the Order of the Crescent Sword. Since then, the Order fights to free all the lands of their conquerors.

## Gallery

Miniature from the Dungeons expansion.Miniature from the Omens expansion.Miniature from the Ressurrection expansion.Tezla Champion miniature from the Ressurrection expansion.

***Atlantis Guild***

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-2.0-Card-Set-Adventuring-Companies.pdf
Abydor

An Atlantean from a Xandressan trading ship that is seen as “the ace” of Dragonfly combat. Because the Xandressans are lightweight and small framed, they make for excellent “sky jockeys.” Brother to Hierajet.

## In tabletop

Abydor boasts better attack, damage and defense values than even the toughest Soaring Gunner. While these changes don’t alter the function of this unique figure, they do make it better at harassing enemy support figures and formations with well­-timed ranged attacks. Abydor has the speed to outflank most armies, and flight allows it to make use of hindering terrain without any penalty to its movement. A deep combat dial and an initial defense of 18 against ranged attacks make this a very hardy figure.

## Gallery

Miniature from the Lancers expansion, sans wings.

***Atlantis Guild***

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

Kennet was the human son of Rikka, a Black Powder Rebel. He was born in a Magestone mine and spent most of his early life in Khamsin. He really liked jam tarts and often hanged out around Bruna's bake shop. Kennet stays with Bruna when Rikka has to do work for the Rebel cause. They made a made a pact - if Rikka never comes back, Bruna will take care of him in her stead.

When he behaved well, Rikka told him stories of the Elves and Dwarves, when he behaves bad, though, she tells him about Trolls, and Lizard-men, and Mage Spawn with claws and tails. Bruna, whom Kennet calls "auntie", always says to him how the Imperials go on about their laws, but the soldiers never "get off their tails". This led to him asking Blaize to show him his "tail" when Blaize was posing as an ex-soldier.

## History

In 419 Tz Kennet was in Khamsin when his mother brought a new face into the bakery - Blaize, a Caeronn working for the Rebel cause. Blaize was introduced to the Rebel cook Bruna and Rikka's son Kennet and had some food with them.

Throughout the meal, Blaize was listening to Kennet’s report of his day - who had come into the shop, how he’d helped Bruna, the boys he had played with, etc. Rikka explained her and Kennet's past to Blaize - how they've been born in a mine under the Atlantean yoke and how Rikka was named after the dwarven midwife who saved her, as well how Eginhard adopted her when her mother died of Magestone poisoning.

1. ↑ 1.0 1.1 Rebel Thunder (Bill McCay), Chapter 5
Scorpem Gunner

An Atlantean specialist warrior riding a Scorpem war machine, armed with a lightning gun. Scorpem scorpion tails are not poisonous, and the Scorpem are more comparable to vehicles than to animated Golems.

Following the phenomenal success of the Scorpem Crossbowman, the Guild decided to increase the lethality of the weapon carried by a Scorpem rider, bringing about the creation of the Scorpem Gunner subcaste. The first such warriors were also given adapted versions of the Amotep Gunner’s lightning caster, along with a unique helmet, visor, and specially treated leather jerkin to help protect them from any unintentional flashback.

## In tabletop

This speedy mounted figure has Bound and Flame/Lightning, making him an excellent formation breaker. Use the Scorpem Gunner’s speed to flank enemy formations, then let loose with a Flame/Lightning attack. Battle Armor will allow this warrior to survive enemy ranged fire while moving around the battlefield. Remember to turn the Flame/Lightning “off” when targeting a single enemy; the Scorpem Gunner’s 3 damage will severely weaken most opposing figures.

## 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
Krugg Seer

Krugg Seer is an Unique Krugg Mage Spawn unit and are the primitive shaman of the Krugg Ogre tribes. The Seer is never a Molog but rather a kind of diviner. They predict events by observing the clouds of steam roiling up from a well stocked cookpot. They were released as part of the Whirlwind expansion.

## In tabletop

The Mage Spawn’s first warrior with the ability to heal other figures is a welcome addition to the faction. With Magic Healing and an initial attack value of 11, the Seer is equal to Rebellion’s lofty Elemental Priest in its healing proficiency. Add in Toughness and Magic Enhancement, and this figure is a real bargain at only 45 points. Try placing the Seer in base contact with some Krugg Heavers to enhance their damage value. If the Heavers take any damage, remember that the Seer can make a ranged Magic Heal on a friendly figure in base contact with it. With this kind of flexibility, it’s too bad its unique status prevents any army from fielding more than one Krugg Seer.

## Gallery

Miniature from the Whirlwind expansion.

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

Prince Hamund is a High Elven Paladin Prince of the Knights Immortal who held a banquet at the High Elven embassy in Atlantis in the year 419 Tz, on the day when Prophet-Magus Karrudan was killed. Lord Daraton was his subordinate who oversaw exotic food being delivered to the banquet in untouched state.

***Knights Immortal***

1. ↑ Rebel Thunder Bill McCay
Potion of Dueling

Brewed by Galeshi Dervishes that reside in the western deserts of the Land, this potion is a fermented tea crafted from a combination of herbs and sand-snake venom. While reputed to give the wielder both divine visions and unquelchable rage, much to the amusement of scholars, the potion might just bestow painful delusions of being covered with writhing scorpions.

## In tabletop

Potion of Dueling is an item-type card with the following effect: (Optional) At the beginning of your command phase, remove this item from the game. The wielder gets +3 to its attack value and gains the Weapon Master special ability until the beginning of your end phase.

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

>    *As Hazna ducked behind her bed, the young Atlantean gunner fired his flamethrower, setting the dry reed walls of Hazna's home aflame. Within seconds, an acrid fog stung her eyes, and she could hear the young gunner choking on thick smoke. Smiling grimly, Hazna advanced, knocking aside the gunner's weapon with her blade before tearing a ragged hole in his throat. Knowing that the fire would quickly spread into the dry summer grass surrounding her home, Hazna took great pleasure in knowing that the Atlanteans outside would be joining her in the underworld.*
>
>

All warriors with range value greater than 6 have a range value of 6 instead. At the beginning of each player's command phase, each warrior occupying concealing, constructed or hindering terrain is dealt 1 pushing damage. Also, the player whose turn it is rolls one six-sided die; each constructed terrain feature is dealt damage equal to the result. Inferno cancels the Smoke and Fog weather domain, and it is canceled by any faith domain.

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

A female High Elven mounted Knight armed with a sword. Rides a heavy warhorse. The High Elves are among the best riders in the Land. Can be of either noble or commoner class.

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.

## In tabletop

The Heavy Cavalier gets an armor boost over her Light counterpart. This increases the warrior’s utility and broadens the list of potential foes. As with the Heavy Lancer, this piece should be used to run down and hammer opposing ranged combatants. After delivering a crippling blow, disengage with the Heavy Cavalier and if Charge is still available, run another enemy to ground.

## 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
Kossak Mageslayer

Kossak Mageslayer (later - Deathbringer) is a Troll champion and warlord, in life serving to the Elemental League and in undeath to the Necropolis Sect. Kossak claims blood kinship to the legendary Troll chieftain Paragon, though no such proof can exist. He was one of the League’s proactive warlords, traveling beyond the confines of the Wylden Plateau as necessary to halt corruption of The Land or danger to the League before it begins.

## History

Even as the Elemental champion Kossak Mageslayer raised his axe to strike, Darq the Corrupt let the Vermillion Crown dominate the Troll's mind. After a year spent questing to remove the relic's curse, the crown was finally under the Vampire lord's control. In an instant, Darq transformed his greatest enemy into a puppet that would follow his every command.

With one of the key Elemental leaders, Kossak Mageslayer not just falling under the psychic control of Darq the Corrupt, but becoming a full vampire-lord under the control of the Order of Vladd, the Crusaders bear a champion of darkness strong enough to tear apart any warrior the Elementals dare send against him. After Kossak led the largest attack in the history of the Dark Crusade, the armies of the Necropolis are gleefully burning and pillaging the Wylden territories, slaughtering Forest Elves and their forest-allies wherever they can catch them.

## Gallery

Kossak Deathbringer miniature from Mage Knight 2.0.Ditto.

***Elemental League***
 Minor characters

***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-2.0-Card-Set-Relics.pdf
Khamita's Shield

When building his castle on the edge of the Blasted Lands, Khamita repelled a number of attacks by the Orcs of the Fist. In order to guarantee that he could choose the time and place of his battles, King Khamita was gifted this ancient war-shield by his Draconum wizard, allowing him to provoke battle-hungry Orcs into uncontrollable fury.

## In tabletop

Khamita's Shield is a relic-type card with the following effect: Orc Khans figures get +1 to their attack values when targeting the wielder with close combat attacks. While Khamita's Shield is wielded, any ranged combat attacks made by Orc Khans figures must target the wielder of Khamita's Shield.

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

An Atlantean soldier who is seen as a master of Scorpem combat, the “best of the best.” His hatred for Karnardria has created one of the greatest rivalries in the history of the corps.

## In tabletop

Scarabet’s purpose remains the same as other Scorpem Gunners: use your combination of high speed values and Bound, Battle Armor and Flame/Lightning special abilities to outmaneuver and disrupt enemy formations. Its higher attack values and extra slot of Bound give Scarabet a better chance of success against stronger opposing figures than a regular Scorpem Gunner.

## 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
Mage Knights

As the Land suffers under the Orc raids, and the Draconum break through their underground hatchery, yet a third force has arrives on the scene. The peasants call them Mage Knights – as they proved equally adept at spell and blade. No one knows who sent them, or why. Some celebrate them as Heroes and liberators and are eager to join their armies, as they believe that they can bring about true stability with their might. Most fear them, and close the gates of their cities as the Mage Knights are strange and choose to remain silent on their motives. In just a few days, a handful of Mage Knights have swept through the countryside in what would have taken entire armies months to conquer.

Mage Knights are sent to invade the Atlantean Empire at the behest of the Council of the Void, trading their independence for powers that rival those of the Gods. In exchange, the Council asks only for loyalty; and now they are being called on to carry out their mission without questioning their intentions. The Council rewards their continued obedience with fame, power, knowledge, and treasure. Anything they encounter while on their mission is theirs to keep, and they are free to work with, or against their fellow Mage Knights as they carry out the Council’s commands. Perhaps someday they'll will regret their decision to join the ranks of the Void, but for now they march towards the silhouette of a city on the horizon.

As word about Heroic Mage Knights spreads, more and more locals want to join their ranks. Some of them are not really soldiers - but whether they are brave heroes longing for fame or just thugs wanting to enrich themselves, they may prove useful. Scouts come in handy in unknown territory, and Shocktroops are a good counter to the most annoying enemies.

Not all are content with the Mage Knights and their ways - General Volkare, for one, and his Lost Legion seek to eliminate any Mage Knights that would dare attack an Atlantean city.

## Members

1. ↑ https://www.mageknight.net/wp-content/uploads/Mage-Knight-Board-Game-Ultimate-Edition-Walkthrough-September-2018.pdf
2. ↑ https://www.mageknight.net/wp-content/uploads/Mage-Knight-Board-Game-Ultimate-Edition-Expansion-Rule-Books-September-2018.pdf
Mounted Bound

Give this unit a ranged combat action when it is not in base contact with an opposing figure. This unit can move up to its full speed value and then make a ranged combat attack. Use the mount’s combat dial to resolve the movement and the rider’s combat dial to resolve the ranged combat attack.

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

All double-base figures in Mage Knight Lancers have a horseshoe symbol in place of the standard boot symbol to represent the figure’s speed value. A figure with a horseshoe speed symbol is called a mounted warrior. Mounted warriors follow all Mage Knight rules for warriors except as detailed below:

1. A mounted warrior only fails to break away from opposing figures on a roll of 1.
2. A mounted warrior that fails a break away attempt may not rotate to a new facing.
3. A mounted warrior does not get a free spin when an opposing figure comes into base contact.
4. All distance and line of fire measurements are made from the center dot located on the front half of the double-base.
5. After moving, a mounted warrior may be faced in any direction provided that the distance moved was measured using the center dot, and the double-base does not rest on any other figure base or blocking terrain.

1. ↑ https://www.mageknight.net/wp-content/uploads/Mage-Knight-Lancers-Rules-2001.pdf
Marrowdrinker

Taken from the hands of the oldest vampire that ever lived, this weapon harbors the secret of long life within its magic. Currently in possession of Deathspeaker Aeradon.

## In tabletop

Marrowdrinker is a relic-type card with the following effect: The wielder cannot use the Arcing Fire or Bombardment special ability. (Optional) Give the wielder a ranged combat action targeting a single opposing figure. If the attack succeeds, heal the wielder of damage equal to the damage dealt to the target.

***Necropolis Sect***

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

The Oracular Codex is a relic book. The Oracles of Rokos predict the future daily. But to be able to act in time to change the future, rather than just prophecy it, is a true gift of power.

## In tabletop

Oracular Codex is a relic-type card with the following effect: The wielder's speed value becomes 0. (Optional) At the beginning of your command phase, roll two dice and set them aside. This is an oracular roll. Until the beginning of your end phase, each time one of your figures makes an attack roll with the oracular roll. The replaced attack roll becomes the new oracular roll. At the beginning of your end phase, remove the oracular roll from play.

***Solonavi***
 Minor characters

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

Most Scythrians fashion a staff from the grove behind the foothills. Over the years it proves invaluable - as a pole for shelter, as a probe when navigating a dungeon and as a bindle stick when travelling - it's most useful for crushing the skulls of Zombies, however.

## In tabletop

Scythrian Quarterstaff is an item-type card with the following effect: Unless the wielder has counterattack printed on its dial, it gains Counterattack.

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

Muloch is a male Krugg Limited Edition Mage Spawn Unit. Muloch is a Krugg Heaver who discovered that smooth, discus shaped stones fly farther than crumbly ones. Muloch recently acquired stone carving tools from a dead miner and has begun putting edges on his stones. He was released as part of the Whirlwind expansion.

## In tabletop

Muloch is a Limited Edition variant of a Krugg Heaver. Slow and steady wins the race, especially when using the cost effective Kruggs. Muloch is the cheapest Whirlwind Limited Edition figure with Bound. Although his starting speed is only 4 inches and his range is an unspectacular 8 inches, together they combine for a Bound and shoot movement of 12 inches. Muloch’s most impressive stat is his strong damage value. With his initial damage value of 3, he can really maximize his threat potential as a ranged attacker even
with his limited speed and range.

## Gallery

Miniature from the Whirlwind expansion.Ditto.

***Shyft***

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

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

Give this warrior a ranged combat action, with a single opposing figure as the target. If the attack succeeds, roll one six-sided die. Use the result instead of this warrior’s ranged damage value.

Not to be confused with Magic Blast.

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

Undead champions specifically created from the corpses of fallen champions and Heroes from other Factions. Nothing is quite as demoralizing as having your old king leading Sect armies against the gates of your city. Created like a Lich, with the aid of a magic mirror. Like the Lich, not bound to one site or location.

Before his betrayal of the Necropolis Sect the warlord Kho’Ta originally raised these powerful creatures 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.

While many of the Kings are now safely under Sect control once again, there are a handful who managed to escape and now roam the Land far and wide, seeking to raise their own armies of the dead for their own unknowable purposes.

## In tabletop

One of three figures in the Lancers set with Invulnerability, the King of the Dead gets his in his final slot. This makes the King difficult to knock­off in the end game where every warrior is wounded and high damage values are at a premium. The King of the Dead begins the game as a commander, but after being hit for several clicks, his Necromancy kicks in and he can summon eliminated figures to his aid. As with the Lich, consider pushing into the Invulnerability slot near the end of a battle to help ensure survivability.

## Gallery

Miniature from the Lancers expansion.

***Necropolis Sect***

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

Serpent Invaders are Shyft Bond Makers that have performed their duties well and have been allowed to have Land Serpents as mounts. Serpent riders can ride from side to side as well as forward and backward and can be lifted as high as ten feet if the snake “rears” its head up into the air.

## In tabletop

The Serpent Invader is the basic mounted shock troop for the Shyft faction. Charge, decent attack values and Magic Retaliation give this figure a good chance of drawing first blood in a battle. In a prolonged encounter, however, the Invader doesn’t have the endurance or damage values to trade blows with an opposing figure of equal cost. After the Serpent Invader has been damaged and has lost Charge, withdraw and heal it or use it to assist a formation of Mage Spawn. After the Invader loses Magic Retaliation, it gains Toughness, making it suitable for a support role as a Spawn herder.

## Gallery

Miniature from the Whirlwind expansion.

***Shyft***

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

A Orc Captain is an Orc warrior that has learned martial knowledge from outsiders and knows better than to try to become a leader in the Raider culture. Orc Captains often gain their valuable experience fighting for human or Elven mercenary warlords.

## In tabletop

An Orc with a point value greater than the mighty Hierophant? Yes, indeed, the Orc Captain is a pricey figure, but look at what you get. Mounted on its trusty Cave Runner, the Captain has one of the highest speed values in Mage Knight. Five slots of Charge paired with up to 5 clicks of damage give this warrior devastating attack potential. It has as many Command slots as the combined total on all Orc warriors to date. The Orc Captain also introduces a new attack ability, Sweep, which allows it to attack every opponent in contact with its front arc with a single attack dice roll ¾ for full damage to each enemy successfully hit! With a total damage output as high as a Hierophant and Sweep in its first 9 ranks, the deadly nature of the Orc Captain is obvious. Battle Armor to stave off ranged attacks, excellent attack values and (surprise!) 2 slots of Berserk round out this Orc leader’s impressive capabilities.

## Gallery

Miniature from the Whirlwind expansion.

***Orc Raiders***

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

A third­-generation Draconum that is a priest of the Dragon Gods. The Draconum believe that the Dragon Gods placed them in the Land countless years ago. They are among the most fanatical of all Draconum.

Although a Mystic is far from the greatest dragonkin warrior, it is rare for one to be killed in battle and rarer still for one to remain prisoner for long. Quite simply, they know too much, and they easily pay for any ransom with knowledge. Mystics are the Draconum equivalent of a historian and scholar­-magus, accumulating information that is normally shared only with others of their kind. Mystics are likely to know where an enemy is weakest, what campaigns are under way, and always―always!―where magestone may be found.

Mystics have the ability to forge relic weapons, such as the legendary Dragonstar, blessed by the Dragon Gods themselves.

## In tabletop

Like the Shaman, the Mystic Draconum mixes traditional clerical and wizardly abilities. Unlike the Shaman, this Draconum is really strong. He shares the highest defense value in the game, and when combined with his Magic Immunity he can brush aside most threats. His primary duty, however, is healing and in this realm he matches up well with the Elemental Priest. Unfortunately, lack of the Command skill hurts this character’s value, but overall he is very versatile. Play the Mystic Draconum like the ultimate combat medic he is. Wade through enemy forces and save key figures from elimination with timely heals.

## Gallery

Miniature from the Rebellion expansion.

***Draconum***

1. ↑ 1.0 1.1 https://www.mageknight.net/wp-content/uploads/Mage-Knight-Lore-Expansion-Rebellion.pdf
2. ↑ https://www.mageknight.net/wp-content/uploads/Mage-Knight-2.0-Card-Set-Relics.pdf
Psychic Reflection

Target the caster or a single friendly figure in base contact with the caster. If a close or ranged combat attack succeeds against the target, roll one six-sided die. On a result of 4-6, deal the damage to the attacker instead of the target.

***Necropolis Sect***

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

Morg Bloodspiller is a male Forest Troll Cleric unique unit that belongs to the Heroes faction. Morg is famous throughout the Wylden for his cruelty to his enemies. Like all Trolls with magical abilities, he has red skin. He was released as a part of the Dungeons Expansion.

## In tabletop

At the time of his release, Morg Bloodspiller was the only Mage Knight Troll who has Magic Healing and he actually has it at the first level. In exchange, this unique Troll sacrifices many of the typical Troll abilities for instance, he never has Toughness and Battle Fury at the same time. His attack value is at Troll levels, so pay the extra points for Morg when you want a fighter/healer combo and don’t be afraid to put him in both close and ranged combat situations. Like all Trolls he is slower than any of the other Heroes, and he will Regenerate if damaged enough.

## Gallery

Miniature from the Dungeons expansion.

***Heroes***

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

Give the caster a special action. Replace the caster with a Mage Spawn figure with the same speed type as the caster from outside of the game of equal or lesser point value. Turn its dial to its starting position and place its center dot where the caster's center dot was. Remove the caster and any items it wields from the game.

***Elemental League***
 Minor characters

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