recursal/Fanatic-Fandom huggingface dataset:
Dargrum

Dargrum is a male Krugg Limited Edition Mage Spawn Unit. Dargrum is a Krugg Thug who wants very badly to be made into a Molog (a Krugg leader) by his Shyft master. He was released as part of the Whirlwind expansion.

## In tabletop

Dargrum is a Limited Edition variant of a Krugg Thug. You don’t use Kruggs because they’re pretty. You use Kruggs because they’re cheap, durable and dependable, and Dargrum is no exception. At 38 points, he is the cheapest Whirlwind Limited Edition figure that can take 8 clicks of damage and still remain in play. With his first 2 slots of Toughness, it will take even more damage to eliminate this Krugg. He also has Weapon Master, so he can dish out the damage too. Once damaged, Dargrum gains Battle Fury to prevent enemy capture attempts and keep him fighting till the bitter end. Pretty he’s not, but solid he is!

## 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
Armon

Armon was the human leader of a press-gang operating in Khamsin that conscripted people into working at Minetown, an infamous Atlantean Magestone mine near Khamsin. Armon and his men were dressed in something resembling Atlantean uniform - or perhaps an Orc’s conception of that gear. What armor they had was half-corroded or badly mended, the tunics and breeches didn’t fit correctly, and, of course, they didn’t carry swords, only clubs. Armo himself carried a torch, which caused the golden hoop on his ear to glisten. His tunic was soiled with old food and probably worse.

## History

In 419 Tz, while on another day of kidnapping people in Khamsin to work at Minetown, Armon and his gang spotted Blaize while he was under Karrudan's spell - upon noticing his legionary boots, the ruffians declared Blaize fair game and knocked him over the head, knocking the Caeronn uncoscious and stuffing him into the wagon to be sent off to Minetown. He reminded Blaize of an Altem he’d served under as a raw recruit. The veteran soldier had dead eyes like this man - right before he’d gone mad and killed three comrades.

Armon didn’t look worried at being alone in the back of the wagon with all the recent captives. In fact, the dead-eyed man seemed to enjoy his position.

1. ↑ Rebel Thunder (Bill McCay), Chapter 7
Half­-Trolls

These monstrous Half-­Orcs, Half­-Trolls often fight for the Orc Raiders and are despised by Trolls. While the strongest Half­-Trolls are bred directly from Troll stock, Half­-Trolls can also interbreed with each other.

These bestial warriors were once thought to be perversions created by the uncertain magics of a Chaos Mage - which was understandable, given their freakish size, mottled-gray skin, substandard intelligence and unnatural aggression. But so many of the creatures were born into the Wylden tribes after assaults by Orcish raiders that it eventually became clear they were the natural offspring of Orc and Troll. And in the marauding packs coming down off the Fist, the half-troll Hackers have certainly found their home.

## Types

As compared with the quick-­breeding Half-­Trolls, a Tribal Brute originates from direct breeding with Trolls, with no bloodline dilution. The Tribal Brute often bullies the normally dominant Half-­Trolls.

While Half Trolls are looked down upon as being mere thuggish warriors by many Orcs and Humans alike, Half Trolls are capable of being born with red skin and with a capacity for magic just like their fully Troll-blooded relatives.

## Notable

* Trollkiller - Obsessed with the elimination of all Trolls in the Land.
* Flayer - A Tribal Brute with the peculiar habit of flaying his enemies with his bare hands.
* Scorch - A Half-Troll Wizard born with a gift for fire and destruction that few other mages are ever capable of matching.

## Gallery

Half-Troll HackerHalf-Troll Hacker fighting an Amazon BlademistressTribal Brute

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

***Orc Raiders***

1. ↑ https://www.mageknight.net/wp-content/uploads/Mage-Knight-Lore-Expansion-Rebellion.pdf
2. ↑ https://www.mageknight.net/wp-content/uploads/Mage-Knight-Lore-Expansion-Lancers.pdf
3. ↑ https://www.mageknight.net/wp-content/uploads/Mage-Knight-Lore-Expansion-Dark-Riders-Incomplete.pdf
Assassin

The ghost of a vengeful Dwarven Jarl inhabits this weapon; he hates the living even more than he did the Atlanteans.

## In tabletop

Assassin is a relic-type card with the following effect: The wielder cannot use the Arcing Fire or Bombardment special ability. When the wielder makes a ranged combat attack against a single target figure, treat any attack roll of 7 or 12 as a critical hit.

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

An incredibly strong Sect Golem knitted together from the flesh of a dozen corpses. By having multiple spirits powering the corpse, it lessens the chance of any one spirit gaining control over this awesome fighting machine.

Few abominations borne from the Necropolis Sect match the Flesh Golem for sheer revulsion among other factions. Flesh from the dead is stripped away from bone, enchanted, and molded into new form, giving this creature unnatural substance and the ability to resurrect itself. Simply by taking a Flesh Golem's head or severing the torso will not do. To destroy a flesh golem the body must be rendered into several parts and dispersed so that there is no immediate hope of regeneration - therefore, burying the creature's hands from the body is a very, very good idea.

## In tabletop

The Flesh Golem looks like a mere monster, but it is really a wall with legs. An 8-­inch speed allows the Golem to move into base contact in a few turns. For only 25 points, the Flesh Golem’s player has a good chance of tying up other warriors for most of a game

Like any good Flesh Golem worth the name, this warrior just won't die. With multiple slots of Regeneration, it's tough to keep this guy down. While he may appear to be useless and out of battle once severely wounded, his lack of Demoralized slots allows you to exploit some interesting tactics.

Consider the following: Three of your Flesh Golems are happily pounding away an opposing figure using a close combat formation. The enemy knocks two of them down to zero attack value and hopes to eliminate them before actions can be spared for their Regeneration. On your turn, you attack again with a close combat formation. "Wait a minute, you can't use those 0 attack golems in a formation!" - cries your opponent, but yes, you can. The game mechanic that prevents most 0 attack warriors from contributing to a close combat formation is that they are also Demoralized. Demoralized figures cannot participate in an attack. However, these weakened Flesh Golems are not Demoralized. Surprise: those severed, flapping limbs are worth something after all.

## Gallery

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

***Necropolis Sect***

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

>    "Some seek survival, some seek slaughter. We walk cold lands veiled by death, and we are both its servant and its master."
>
>

Deathseekers are an adventuring company of insane individuals.

## In tabletop

The Deathseekers are an Adventuring Company of 48 cost and with the cohort discount of 12. It's cohorts are: Barrow Knight, Fear Priest, Snow Centaur, Troll Berserker, Valot Frehr, Wild Howler. Their adventuring company ability is as follows: (Optional) After a member succeeds at a close combat attack, but before it deals damage, roll one six-sided dice and subtract 2 from the result, minimum result 1. The member deals damage equal to to its damage value +X, where X is equal to the result. After the attack resolves, deal the member X pushing damage.

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

Place this spell face down on top of the caster's stack when it is cast. Target a single opposing figure with a ranged combat attack. If the attack succeeds, resolve it and target another single opposing figure within 6" of the last target; the caster gets -1 to its attack value for each additional attack. Continue resolving attacks and targeting new opposing figures until an attack is unsuccesful or or there are no eligible targets. A figure may be targeted only once by each casting of Arc Lightning.

***Atlantis Guild***

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

The Black Tower of Rokos, also known as the Needle, is a 300-foot-high tower of black stone in the city of Rokos, where the Oracles take residence with their Solonavi allies.

## History

### Age of Battle

In -212 Tz: The Needle at Rokos is completed. A 300-foot-high tower of black stone is completed in the heart of Rokos, and the Priest-King’s Oracles take up residence within. With the completion of the Needle, Oracles assume a predominant place in Kos society, becoming the advisors for Ormanep, Khomen-hotep and all of the Kosian Priest-Kings to come.

### Age of Chaos

Faced by destruction by a sizable Orc army in the Battle of Rokos, the Solonavi revealed their secret alliance with the Oracles of Rokos and manned the walls beside their Atlantean comrades. When Kzar Nabar, Orc leader was slaughtered by one of the Solonavi's number, and the Orc armies scattered to the four winds, many Atlantean citizens hailed the Solonavi as saviors and potential allies.

While the Solonavi's arrival in recent years was prophecized by the Oracles of Rokos, the revealment that the Oracles had been long-standing allies of the secretive Solonavi came as a great shock to Atlanteans. For all of the history of the Empire, and even the Kosian civilization that pre-dated Tezla's birth, the Oracles had been believed to be neutral prophets and judges guiding humanity through its most difficult hours. Now, with the Oracles seeming to be nothing more than Solonavi pawns, a great cry went through the Empire of suspicion and betrayal.

## In tabletop

Citadel of Rokos is a terrain (location) domain-type card, with the following ability: At the beginning of the game, the player who put this Citadel of Rokos into play chooses a target objective token. Non-Solonavi warriors without the Flying speed type cannot move into base contact with the target. Solonavi warriors with ranged values of higher than 0 that are in base contact with the target get a +4 to their range values. Citadel of Rokos is cancelled by any other location domain.

***Solonavi***
 Minor characters

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

Chrysalis is the process of a Draconum evolving into a new, powerful form by undergoing a transformation near a large gathering of Magestone. Chrysalis is the point of the life for every Draconum, for it is the ultimate step in their never-ending quest for physical and mental perfection.

When a Draconum is old enough, it must undergo its first Chrysalis. By going to a place where magic is strong, such as the nexus of three or more ley lines, they undergo a painful and magical transformation into a Neophant. Having just evolved from the bestial Whelp form, they are still adapting to their new, powerful bodies. They now run on two legs rather than four and often grow wings that allow them to fly. These young Draconum then learn the arts of language, fighting and magic from their elders, preparing for the time they leave their family and walk alone for the rest of their lives.

The Hierophant, upon undergoing Chrysalis, will likely transform into the Regal Draconum.

The strongest of all Draconum evolutions is the "Surge" - only one dragon-man has been known to undergo through it, becoming the strongest of his kind - Goldyx.

***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-Board-Game-Walkthrough-2012-March.pdf
Jebta

Jebta is a kind of Cave Runner lizard, often trained to fight in battle by the Cave Orcs. Cave Butchers and Cave Archers use these lizards as mounts.

While in the caves the Cave Orcs encountered and domesticated a subterranean creature they now call a jebta. Though nowhere near as fleet of foot as many other mounts found in the Land, these Orcs have trained the jebta to fight, and often mount metal claws onto their front hooves to make them more dangerous in battle.

***Orc Raiders***

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

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

Darq the Corrupt was a vampire Sect Elf and one of the leading members of the Order of Vladd, and a leading warlord of the Necropolis Sect as a whole. Darq possessed many relics in his arsenal, such as the mind-controlling Vermillion Crown, the baleful javelin Smoke or the jousting spear Obsidian Lance.

Said to be touched by the gods, his clansmen named him ‘Darq the Immortal’ and ‘The Uncorrupt One.’ Ages ago, however, Darq succumbed to the Necropolis Sect and betrayed his clan, becoming a prince of the nopheratus and a leader within the Sect he fought as a mortal.

## History

> *The well-thrown javelin exploded within the Empire lines, blotting out the sun with a poisonous yellow fumarole. The choking vapors clogged the Atlanteans' lungs, sending veteran warriors gasping to the snowy ground. When the air finally cleared, Darq the Corrupt ordered his Bone Golems to begin tearing apart the remaining survivors.*
>
>

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

After years of planning, preparation and decisive strikes, the time has come for the first major campaign of the Dark Crusade. Tens of thousands of warriors, vampires, necromancers and an uncountable number of skeletons and zombies poured into Elemental League territory during the summer of 434 Tz, quickly overrunning the region’s defenders. Although the Forest Elves avoided extermination by retreating within the walls of the castle of Roanne Valle, the bloody onslaught has left the beautiful forests and grasslands of the Wylden in control of the Dark Crusade.

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 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. While the Dark Elves have long fought against their enemies, the ascendance of Deathspeaker Aeradon's powerbase within the Necropolis gives him the ability to order and control a full-scale assault upon the hated Elementals!

## Gallery

Miniature from the Uprising expansion.Deathspeaker Darq miniature from the Nexus expansion.

***Necropolis Sect***

1. ↑ 1.0 1.1 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-Scenario-2000-December-The-Battle-of-Ashon-Rye.pdf
Dragon's Gate

Dragon's Gate is an ancient city deep within the Kuttar Depths. In it, the primordial Drakona were sleeping before being awoken by Heroes.

## History

The inquisitive Heroes that found their way into the ancient city of Dragon's Gate and awoke the slumbering Drakona within have likely shaped the Land in ways that even the Oracles of Rokos couldn't imagine. As result, 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 so-called Heroes who plundered the lost city of Dragon’s Gate did not know it was they who would cause the end of the world as they knew it. Thinking that the reference to a gate in the city’s name was apocryphal, they were surprised to find an actual magical gate beneath the long forgotten city. The Heroes were naive enough to open it, killing them instantly. All Magestone, the most concentrated magical substance in existence – detonated, causing millions of deaths and many of the previous seats of power to fall - this event became known as The Breaking.

## In tabletop

Dragon's Gate is a terrain (location) domain-type card, with the following ability: All Draconum warriors gain Frenzy, Terrify and Vampirism and +2 to their attack value. Dragon's Gate is canceled by any other location domain.

***Draconum***

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-2.0-Card-Set-Domains.pdf
Cloak of the Dervish

A gift bestowed to a Galeshi warrior when he or she comes of age, this cloak can be used for shelter, as camouflage, or even to harvest what little morning dew is available in the western deserts. For a young Dervish, this cloak is often the difference between living and dying.

## In tabletop

Cloak of the Dervish is an item-type card with the following effect: The wielder gains the Dodge special ability.

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

An Emerald Glade Mystery is a Unique Elemental League unit. The secretive high priestess of the Emerald Glade rarely reveals herself to outsiders, but will sally forth when necessary. She may seem frail, but her command of powerful defensive magic is more than enough to protect the league's defenders

## In tabletop

At 68 points, the Emerald Glade Mystery costs the same as Rebellion's Elemental Priest. Both figures have similar support functions, but they use different approaches. The Mystery has high speed and defense values thanks to its Unicorn mount. With Bound and a range of 8 inches in its first slot, it has an effective Magical Heal range of 15 inches! When a mobile battle gives way to the need for a defensive stance, the Defend ability shares the Emerald Glade Mystery’s awesome 19 defense with any friendly figure in base contact. Add Command, and you have a powerful, versatile support figure. The only downside to this figure is its fragility, due to its lack of depth in the combat dial. Keep it healthy, though, and the Mystery is a bargain!

## Gallery

Miniature from the Whirlwind expansion.

***Elemental League***
 Minor characters

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

An Limited Edition Wylden Unicorn-mounted Crystal Bladesman who has learned to make a kind of music with his blade. Most Bladesmen are armed with swords carved from refined, harmless Magestone. He was released as part of the Whirlwind expansion.

## In tabletop

Haan Redwood and his Unicorn might just be too fast for their own good. With Defend in his first 2 ranks, Haan can be used in a movement formation (with Charge turned “off”) initially moving at a speed of 7 inches. Friendly troops in base contact with him will gain the benefit of his 16 defense. Once close to the enemy, break Haan out from the ranks and use Charge to launch a surprise attack. Haan also comes equipped with Weapon Master, making his Charge attacks lethal. After a long battle, his 1 slot of Regeneration gives you a chance to regain his punishing Charge/Weapon Master combo.

## Gallery

Miniature from the Whirlwind expansion.

***Elemental League***
 Minor characters

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

Geargoyles are a Rebel sort of Golem engineered by Tinker Geely. They were specifically designed to aid in the break-in and out of Atlantean prison camps.

## Characteristic

Geargoyles came in two pieces. The two components were built in separate places, both for efficiency and security. The Rebels didn't want anyone to know what they were up to. Tinker Geely entrusted Zenephret with the configurations for the Golems, written in a secret code, right before he was taken prisoner to Magus Jadron Medaan.

***Black Powder Rebels***
 Major characters

1. ↑ 1.0 1.1 Mage Knight Stolen Destiny #2
Footman's Fangblade

A midlander blade covered in black venom to give it a poisonous edge.

## In tabletop

Footman's Fangblade is an item-type card with the following effect: (Optional) At the beginning of each of your command phases, the wielder deals 1 damage to a single opposing figure in base contact with its front arc.

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

>    “Could this possibly be the ultimate form? Could all Draconum manifest their final stage of metamorphosis in this strange shape? Certainly the power of this all­powerful, serpent­tailed Draconum must have limits. It merely vaporizes the lesser warriors that face it, and ignores the best attempts of a battery of mages trying to bring this creature to its knees. Is this the final stage of the Draconum evolution? Will all the Draconum we have seen throughout the Land one day grow into this final unstoppable form?”
> *― private musings of Maleficius*
>
>

A third­-generation Draconum with potent magical capabilities and a passion for history and legend. Arcane Draconum are rare, and their travels frequently take them into dangerous places. Search for hidden veins of Magestone for use by their fellow Draconum during the dangerous Chrysalis ritual.

## In tabletop

Mage Knight’s most powerful figure has arrived. The Arcane Draconum tips the power scale at 202 points. The Hierophant seems tame by comparison. So what do you get for your investment? The first Draconum with Command? Yes, but you’d want more. The game’s first 14” Magic Blast? Yes, but it gets better. The ability to reduce incoming damage through every slot, including two slots of the coveted Invulnerability skill? Sure, but it’s not enough. How about a game­-best 21 defense against ranged attacks? Perfect. Now add in Flight for good measure and you have a beast that won’t even fit into a 200-­point army. Never mind, bigger battles await, and the Arcane Draconum will be there to deliver the damage.

## Gallery

Miniature from the Lancers expansion.

***Draconum***

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

Frenzy is a movement special ability represented by an orange circle with an X in it.

## Mage Knight

This warrior may not be a part of any formation. At the beginning of your turn, all warriors with zero or one action tokens that have Frenzy must be given a nonpass action before you can give actions to figures that do not have Frenzy. If you have more warriors with Frenzy than you have actions, you may choose which warriors with Frenzy will be given an action. A warrior with Frenzy cannot capture other figures or be captured. If this warrior already controls a captive, the captive is no longer a captive.

## Mage Knight Dungeons

If a Hero, this warrior must be given an activation before any other figure without Frenzy. If a Mage Spawn without a movement marker, this warrior must be given an activation before any other Mage Spawn without Frenzy.

## Mage Knight 2.0

This warrior cannot be a part of any formation. During your turn, you must give this warrior an action before you can give actions to figures that do not have Frenzy. If you have more warriors with Frenzy than you have actions, choose which warriors with Frenzy will be given an action. A warrior with Frenzy cannot capture or be captured. If this warrior is a captor when it gains Frenzy, its captive is eliminated.

1. ↑ 1.0 1.1 https://www.mageknight.net/wp-content/uploads/Mage-Knight-Dragons-Gate-Rules-Version-2-August-2003.pdf
2. ↑ https://www.mageknight.net/wp-content/uploads/Mage-Knight-2.0-Special-Abilities-Subfaction-Abilities-Card-2003.pdf
Dwarven Fuser

A Rebel Dwarf armed with a fuser rifle. Pistols are often too unwieldy for Dwarves to use, but the long­barreled fuser rifle is a perfect weapon for Dwarven warriors. Masters of the long rifle, these Dwarves are renowned for their cool under fire. To see them casually loading their weapons while in the middle of a blistering melee is a commonplace sight - and to send a battle-winning shot through the faceplate of a charging enemy isn't just an acknowledgement of their skill - it is their job.

These warriors are not quite dour as the ax-wielding berserkers, though it would be stretching the truth to say that they revel in war. They simply have a better temperament for a calm approach in combat, which has allowed them to master the painstaking skill of gunnery.

## History

Although Dwarven engineers played a central role in the development of black powder guns, for a long time they were content to leave these weapons in human hands. That changed in the battle for Caban Holt, a punishment assault leveled at the Dwarves by the Atlantis Guild. With enough golems to tie up the Dwarven berserkers, the Guild devastated the human fuser corps with a troop of four Demi-magi and one Magus. Seeing this, a group of Dwarven engineers took up fusers and entered the fray, shrugging aside magical attacks and blasting back with deadly salvos that the Guild could not withstand.

## In tabletop

The Dwarven Fuser is immune to Magic Blasts and he can rangestrike: a combination that is sure to give opposing magic-user fits. As with all Dwarves, the Fuser’s Magic Immunity prevents any special ability with the word Magic in it from working on him. This includes Magic Healing, so a Leech Medic works better than a Mending Priestess in the company of Dwarves. If you know in advance that you will not be fighting magical foes, you’re better off taking Khamsin Fusers than their Dwarven counterparts.

## Gallery

Miniature from the Rebellion expansion.

***Black Powder Rebels***
 Major characters

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

Bruna was a Dwarven cook who ran the Bakery at the Rebel's Warrens in Khamsin. She had black hair, dark eyes, wore an apron and her food smelled very nice. Her head barely came up to Blaize’s chest, and she seemed about as wide as she was tall. She also had an assistant, a young boy named Kennet - he really liked jam tarts and often hanged out around Bruna's bake shop. Kennet stays with Bruna when Rikka, his mother, 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.

## History

In 419 Tz Bruna was in Khamsin when his Rikka, a regular at her shop, brought a new face into the bakery - Blaize, a Caeronn working for the Rebel cause. Blaize was introduced to Bruna and Rikka's son Kennet - Bruna then cooked some fresh bread and jam tarts for them to eat.

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.

***Black Powder Rebels***
 Major characters
Gorgon's Blade

> *Sytha awkwardly parried the High Elf's serpentine thrust, knocking the magical blade away from her body. But the weapon still drew blood, slashing a stinging cut across the back of her hand. Within seconds, as the relic's powerful magic took effect, the Dark Crusader's eyes turned blind as stone, her skin became hard as marble and her breath as still as the grave.*
>
>

A sword with the power to turn it's victims to stone.

## In tabletop

Gorgon's Blade is a relic-type card with the following effect: If the wielder rolls a close combat critical hit against a single opposing target figure, deal no damage to the target: instead, mark it so that it has three action tokens. No pushing damage is dealt to the target. A figure with three action tokens can have only one action token removed at the beginning of its controller's end phase.

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

>    "A swordsman needs unusually long arms to top a keen eye and a pistol."
>
>

Fickett's Fifty are a gunslinging adventuring company led by Commander Fickett Townley of the Black Powder Rebels.

## In tabletop

The Fickett's Fifty is an Adventuring Company of 40 cost and with the cohort discount of 10. It's cohorts are: Commander Townley, Dwarven Runelord, Freehold Warrior, Imperial Disruptor, Orc Hunter, Thorn Commando. Their adventuring company ability is as follows: Each member can target an additional target when it is given a ranged combat action. When a member targets multiple figures with a ranged combat attack, it gets +1 to its ranged damage value for the attack, and it must deal at least 1 damage to each target against which the attack succeeds.

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

Target the caster or a single friendly figure in base contact with the caster. The target gains Parry, Vampirism and Weapon Master. Fang Ritual ends when the target makes and unsuccesful close combat attack.

***Necropolis Sect***

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

A Cave Orc archer riding a jebta, a kind of Cave Runner lizard that has been trained to fight in battle. Cave Archers are expert with the short bow and are used to hunting their dinner in pitch­-black conditions.

The Cave Archer is cave dweller, and is immediately distinguishable from the other Orcs of the Fist due to their small stature and size. But when on the back of a lurching jebta, the arrows fired by these keen­-eyed warriors often strike fast and deep into the flesh of their opponents. Favoring the joints and the throat as places to strike with their bone-­tipped arrows, the Cave Archers prefer to leave the larger trunk and organs of a fallen warrior intact for its jebta to feast upon when the battle is done.

## In tabletop

The light mounted version of the Goblin Archer is an extraordinarily good skirmisher. Able to sprint around enemy troops with speed 14, and plink away at healers or commanders, the Cave Archer will find its way into many armies. The key to using this warrior well is to exploit its speed. Keep it out of harm’s way, then Bound in for a quick bow shot before retreating to safety once 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
Deep Spawn

Mage Spawn fish men from the depths of the ocean that prey upon land dwellers. Able to swim underwater with ease, this amphibious Mage Spawn is becoming more common throughout the Land. Wherever there are large bodies of water, whether it may be a clear lake, a murky swamp or a saltwater bay, it is likely that Deep Spawn are close at hand. Deep Spawn and Shelled Ones have no love for each other, but they rarely fight over territory or food when so much fresh meat is available above the surface of the water.

Often considered an ocean creature, a monster which is more often found preying on coastal settlements and attacking merchant ships that lay over too long in dark waters, there is compelling evidence that the Deep Spawn not only survive away from the salt may have long ago migrated far inland. Too many old legends have been proven. The Abyssal Grotto, Devil's Lake, the Black Lagoon: all proven haunts of the Deep Spawn. The creatures cannot exist in large numbers inland due to their feeding needs and territorial jealousies, but anywhere that deep, dark waters can be found, be wary.

Potion of Water Breathing is a magical commodity extracted from the lungs of Deep Spawn. Today this valuable potion is brewed from hatchlings harvested from tank-bound Deep Spawn. While the original version was far more effective, allowing endless underwater exploration, the newer potion has the beneficial side effect of actually allowing the drinker to breathe again.

## In tabletop

As Mage Knight's Rebellion's only figure with the Aquatic special ability, the Deep Spawn is a bargain. Its attack values are high for its modest point cost, and Magic Immunity protects it from an enemy's Magic Blast attacks. Deep Spawn really shines where there is water on the battlefield because it can move through water as if it were clear terrain. The Deep Spawn's major weakness is the same as all other Mage Spawn: the inability to make formations.

The Deep Spawn is one of the Mage Spawn that have been improved by the appearance of the Shyft. Limited because of its inability to “squad­up,” the Deep Spawn can now use its Magic Immunity as a cheap and effective magic screen. With its attack of 11 and new ability to form squads, not to mention its Magic Immunity and Aquatic movement, the Deep Spawn may now be the most effective capturing piece in the game.

## Gallery

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

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
3. ↑ https://www.mageknight.net/wp-content/uploads/Mage-Knight-2.0-Card-Set-Items.pdf
Arial Frostfall

One of the oldest sprites, Arial Frostfall's spellcraft has been refined to a degree far greater than that of her sisters. It was Arial who originally discovered the spell that allowed Crystal Sprites to become elf sized for a little while. While she claims it was purely to allow the sprites to better aid their Wylden allies in battle, there are some who whisper of a more personal motive.

## In tabletop

Arial Frostflail can stop a fight even before it starts by tying up her opponents with her potent Magic Freeze special ability, which adds action tokens to unlucky opponents. Couple this with her 12 inch range, and she can freeze even most ranged warriors in their tracks before they get within range. If Arial gets into trouble, 5 ranks of Flight quickly get her out of harm’s way. Difficult to pin down and dangerous to pursue, Arial is a very (ahem) chilling opponent.

## Gallery

Miniature from the Whirlwind expansion.

***Elemental League***
 Minor characters

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

Cancel all weather domains. Instead of removing the canceled domains from the game, place them beneath Chinook. At the beginning of each command phase, roll two six-sided dice. On a combined result of 2-4, Chinook ends; return all domains beneath Chinook to play.

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

An older High Elven commoner who has survived more than four hundred years of campaigning. His position of agreeing with Blademaster Tyrin’s views about the Rivvenheims’ weakened defenses has made him unpopular in some circles.

## In tabletop

Grim Ivydown is more than just a stronger Elf­-at-­Arms. It has 2 slots of Weapon Master, elevating it beyond the rank of a standard medium fighter. It is not nearly as economical, due to its high point cost, but what Grim offers in return for that steep price is a damage profile that mirrors that of the Temple Blademaster. With its damage value of 3 paired with the Weapon Master ability, you will usually want to turn off its special attack ability and go for the guaranteed 3 clicks of damage on a successful hit. In the right situation, though, when that extra damage output might tip the scales of a battle, Grim Ivydown’s Weapon Master ability can deliver that lethal blow you need to carry the day.

## 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
3D Dungeons

Mage Knight 3D Dungeons brings your Mage Knight Dungeons adventures to stunning three-dimensional life with floor squares, walls, doors, and traps! The standart Mage Knight 3D Dungeons contained the following:

* 36 interlocking 3D Dungeons floor squares
* 24 interlocking 3D Dungeons walls
* 4 wooden doors
* 4 iron doors
* Mage Knight 3D Dungeons Rules.

When playing with Mage Knight 3D Dungeons squares, players can use special squares with dials that include traps. These pieces are called trap squares. Trap squares add an extra challenge to a Mage Knight Dungeons game by giving the dungeon itself a means of dealing damage to intrepid Heroes. Trap fi gures represent the physical manifestations of the traps, and are placed on trap squares when the traps are triggered.

## Gallery

Artifacts Set 1, containing: 2 Tables, 4 Chairs, 1 Clock Trap, 3 Columns, 1 Throne, 1 Rune Stone, Mage Knight rules for each of the different accessories and their effects.Artifacts Set 2, containing: 1 Fountain, 1 Idol, 1 Small Pool, 1 Healing Goddess, 1 Large Pool, 1 Statue, 1 Alter, Mage Knight rules for each of the different accessories and their effects.Dungeon Builder's Kit.Trap Pack containing: 12 trap squares with trap dials, 8 trap objects, 1 trap viewer, Mage Knight 3D Dungeons trap rules.Floor pack which contained: 36 interlocking 3D Dungeons floor squares and Mage Knight 3D Dungeons rules.Starter set.The contains of the starter set.
1. ↑ https://www.mageknight.net/wp-content/uploads/Mage-Knight-3D-Dungeons-Trap-Pack-Rules-2003.pdf
Deepwood Sentinel

A High Elven warrior that defends the slopes of the Rivvenheim homeland. Usually of the common caste, and a bit more expendable than their noble brethren. The Sentinels have prevented any outsider from entering Rivvenheim for thousands of years.

Originally mistaken for the Royal Pikeman of Freyhaven, the Deepwood Sentinels were not well known in the Land until recent years. It is believed that a series of Sect incursions were attempted, as a means for the Necropolis Sect to find a way through the impenetrable Rivvenheim mountains. While the Sentinels made quick work of the Sect’s scouting parties, and have maintained firm control over their protected slopes, it is doubtful that the Sect’s interest in finding a hidden pass has died.

## In tabletop

The Deepwood Sentinel has a unique and powerful skill combination. Stealth prevents ranged attacks while the Sentinel is in hindering terrain. Her Pole Arm ability means that anyone entering her hindering terrain to engage her in close combat will take a click of damage for their trouble. Given her specialization, use the Deepwood Sentinel in games were holding ground is important.

## 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
Corruption

Give the caster a ranged combat action targeting a single opposing figure; it gets +2 to its attack. If the attack fails, Corruption ends. If the attack succeeds, all figures (including the target) ignore the target's faction and subfaction symbols. Corruption ends if the target's controller gives it a special action to deal 1 pushing damage to it during his or her command phase.

***Necropolis Sect***

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

Chaos Law is a set of customs that the Orcs of the Fist follow, the most important of which is that strength rules. Festival of Division is part of Chaos Law.

Tribal Brutes are Half-Trolls who live with the orcs but disobey the Chaos Law, earning the enmity of their fellows for that.

***Orc Raiders***

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

A Goblin pressed into service by the Orcs that values its own skin over any victory. These Goblins learn from the start that the best way to survive a battle is to win it.

While bunches of Goblins are often seen herded together on the battlefield by warlords for the purpose of being fodder for enemy bolts, the potential of having your own tribe of Goblins is often greatly undervalued. While few creatures have anything to fear from a single Goblin, these smart little creatures learn early on that they are capable of facing dangerous enemies together, as a tribe, through team­work and strategy.

While you wouldn’t expect a Goblin to read a book or sculpt a ceremonial urn for the halls of Atlantis, they are crafty creatures capable of trickery and strategy the common Atlantean would never believe. Often a little half­-hearted when the battle first begins, once the blood starts flowing and the arrows start stinging, these Goblins will do everything in their power to defeat the enemy in the name of bringing the battle to an end ­and thus saving their own skins.

## In tabletop

In the Mage Knight food chain, Goblin Volunteers sit firmly at the bottom. Nothing better can be said for a warrior that begins the game Demoralized. To get any use out of this figure, you will have to push him once. At this point he becomes a so­-so light fighter who can’t even be used to capture enemy troops because of his Battle Fury. So why include Volunteers in your army? Well, they are cheap! At 5 to 7 points, you can use a Volunteer to enable a formation move with other, more capable, Orc Raiders.

## 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
Redemption

Choose a single friendly figure and heal it of 1 damage for each figure in your army that has been removed from the game, or eliminated but not returned to the battlefield by any means. Remove Redemption from the game.

***Elemental League***
 Minor characters

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

The Battle of Rokos was in 434 Tz and consisted of a large fight between Orc Raiders led by Kzar Nabar and Imperial Forces defending the city of Rokos, later joined by Solonavi warriors.

## History

434 Tz was a stunning year for the Orcs of The Fist. As a new Orc leader, Kzar Nabar, rose to power after defeating many of the tribal leaders in death challenges, his deal with the Galeshi peoples to provide them scouts and black powder weapons in exchange for swearing to never lead an attack against their people was a monumental event. Led by Galeshi scouts through the Blasted Lands, Kzar Nabar sacked Prieska, nearly toppled the Citadel of Luxor, and even threatened the great Atlantean city of Rokos. As result of his success in attacking the Atlantean homeland, Prophet-Magus Osiras ordered the armies attacking Khamsin to be recalled back to the Atlantean capitol, costing the Empire a final victory over the hated Revolutionaries.

Kzar Nabar for a time was seen with a Solonavi advisor, but eventually banished the spirit being out of his displeasure with the advisor's meddling. However, shortly after the Orcs began the siege of the city of Rokos, the Solonavi revealed their secret involvement in the city and the Oracles of Rokos, and slaughtered their one-time pawn at the moment of the Orc's greatest conquest in centuries.

***Solonavi***
 Minor characters
Gishki

Gishki, a Goblin Cannibal, has eaten the flesh of nearly every race of warrior in the Land. He hasn’t had Draconum yet but is awaiting the opportunity with great anticipation.

## In tabletop

Gishki is the master of close combat when engaged with other light melee warriors. Battle Fury eliminates the chance of capture, and two slots Vampirism gives him the ability to recover from battle damage while remaining engaged in combat. However, do not get overconfident with this warrior's abilities. When facing a more powerful figure, a single attack inflicting three damage on Gishki will send him straight to his Demoralized slot and certain death. At only 14 points, use Gishki to defeat similar low-­valued figures or merely delay stronger adversaries before he is eliminated.

## Gallery

Miniature from the Lancers expansion.Miniature from the Omens expansion.

***Orc Raiders***

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

Place this spell face down on top of the caster's stack when it is cast. Each figure (except the caster) wielding a relic rolls one six-sided die and adds its attack bonus (if any) to the result. If a figure's result is 6 or less, it drops its relic.

***Black Powder Rebels***
 Major characters

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

>    *Kyma glanced over her shoulder as she ran through the snow, breath coming in shallow gasps. Behind her thundered a heavy warhorse, its lance-bearing rider sneering at her. With a sudden leap, the Amazon warrior bounded over the small brush ahead and came down in an effortless skid that gained her several more feet. Perfect! The lancer's mount lept after her, rising high over the brush to come down - hard - upon an unexpected expanse of ice. Horse and rider never stood a chance. Tumbling and scattering, both came to a stop only after skidding halfway across the frozen lake. Kyma, surefooted on ice, grinned and drew her sword; she so loved the winter.*
>
>

All water terrain becomes clear terrain. If a weather (precipitation) domain is in play, all figures with a range value greater than 6 have a range value of 6 instead. Cold Snap is canceled by the Blasted Lands terrain domain or the Inferno catastrophe domain.

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

Forced March is a movement special ability represented by a red circle with an X in it.

## Mage Knight Dungeons

This warrior can add to the speed value of a friendly adjacent figure or himself. (Optional) When a friendly figure is given an activation while in a square adjacent to this warrior, add 1 to the friendly figure’s speed value until the end of the current activation. Add 1 to this warrior’s speed value if he is given an activation when there are no friendly figures adjacent to him. This bonus lasts until the end of the current activation.

## Mage Knight 2.0

All figures in a movement formation with this warrior use this warrior’s speed value instead of their own.

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
Animate Wild

The caster ignores opposing figures' Lurk and Stealth when resolving this ranged combat action. If a target is at ground level and within 3" of a hindering or concealing terrain feature, the attack succeeds without an attack roll. Choose one:

1. The caster's ranged damage value becomes 2.
2. Deal no damage to a target against which this attack succeeds. If a target has zero action tokens, give it an action token.

***Elemental League***
 Minor characters

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