recursal/Fanatic-Fandom huggingface dataset:
Chaos Mage

>    *Zard’s mind flared painfully as he focused his magical energies against Magus Juell’s squadron. His anger fed the magic at his command, and he released it with indiscriminate abandon. The wave of power spread out to slam into the advancing Guild formation, rocking Juell back on her heels and knocking her guardsmen to the ground. Gathering the Land’s winds into the mental void left by the energy’s passage, Zard soared upwards and forwards towards his enemy. Two arrows ripped into his shoulders and he surrendered to his berserker fury, smashing and biting, clubbing and cutting and trampling. His warhost forgotten, utterly unaware that he had already carried the battle and the day, Zard was now devoted to one thing­­ - taking the enemy with him into death.*
>
>

An Orc wizard with great, yet extremely unpredictable powers. Over the course of a battle, as the Mage's strength grows and fades, their ability to blast the enemy, fly through the air, and even raise their dead warriors back to life comes and goes as randomly as the passing breeze. Chaos Mages aren’t very balanced mentally, as they tend to have difficulty perceiving reality. They are revered by Orcs for their wide variety of useful―and interesting―magical powers. While a Chaos Mage all by himself isn't much of a threat, the bag of tricks that his powers provide - lightning, levitation, magical explosions - may provide time and opportunity for the Orc to save his skin.

## In tabletop

Now here’s a warrior skilled in Magic Blast, Command, Flame/Lightning, Shockwave, Magic Levitation, Necromancy and more. If only they were all active at the same time! Well, they’re not. As you click down through the Chaos Mage’s slots, everything activates at one time or another. At first glance, it’s easy to dismiss this figure as a joke, but clever players will find ways to manipulate his combat dial through pushing and a Leech Medic to expose the true Swiss Army Knife that exists here.

## Gallery

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

***Orc Raiders***

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

The Dhokonios Strait, also known as the Dhokonios Straight, is the channel between the western mainland of the Land and the isle of Delphane. The strait is known for being dangerous waters.

## History

### Age of Battle

In -1100 Tz: Grand-Magus Tezla’s ancestors, the Delphana, settle the fertile isle of Delphane. Devoted to the study and perfection of the magical arts, in the centuries to come the Delphana will produce the Land’s finest wizards, mastering both Elementalism and Necromancy. Risking ocean travel across the dangerous Dhokonios Strait, these refugees found solace and peace on the massive offshore island, bringing with them a relic of defense, the Fireshield.

### Age of Princes

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

1. ↑ https://www.mageknight.net/wp-content/uploads/Mage-Knight-2.0-Card-Set-Relics.pdf
2. ↑ 2.0 2.1 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
Black Powder Pistol

A decent weapon for close ranges that sees some use in street fighting. Khamsin Freelancers and Gunslingers are equipped with them. A pistol can hit a target from fifty paces away. The weapon utilizes black powder dug from the depths of Nepharus Mons and is a favorite of the Black Powder Rebels.

You load the pistol by jerking it in the hinged middle, exposing the rear end of the breech block, dropping a bullet in until it stoppes against the rifling in the barrel - this is where the black powder contents of the cartridge go, after which the gun has to be he snapped back together. A remaining pinch of powder goes into the priming pan while the shooter cocks the flintlock striker. Then the gun has to be brought up, aimed and fired.

***Black Powder Rebels***
 Major characters

1. ↑ Rebel Thunder (Bill McCay), Chapter 3
Elf-at-Arms

A High Elven warrior that fights for one of the Hundred Armies of Rivvenheim. A general soldier, much like an Utem in the Empire.

These warriors may be found serving in every stronghold of the Tempelar and also among the so-­called ‘free’ Rivvenheim warhosts that have recently been sighted throughout the Land. It is widely known that these Elves-­at­-Arms are commoners and so are not held in as high esteem as their elitist lords. But while their Tempelar leaders often fall back upon their own surety in the field, these warriors have a strong drive to prove their worth, and to make their own place within the fabled halls of Rivvenheim.

## In tabletop

Mage Knight Lancers introduces a character mix that elevates the Knights Immortal up to the status of a major faction. As such, the Knights were in need of a standard medium fighter, and the Elf­-at-­Arms fills that gap. Amongst an array of Knights Immortal warriors with specific skills, the Elf­-at­-Arms is distinguished by his lack of distinction. Without Magic Immunity, Weapon Mastery or Pole Arm, what can the Elf­-at­-Arms offer? Economy. For the damage and staying power this warrior offers, his cost is easy to bear.

## 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
Domain

In addition to terrain features, a Mage Knight battlefield can also be affected by domains, which are represented by domain cards. Domains can alter terrain, weather, or other conditions on the battlefield. Using domains is optional, though if players agree to use them, then all players must use them.

If using domains in a game, each player secretly chooses one domain card to play. After terrain is placed but before players deploy their armies, each player reveals the domain he or she chose and puts it into play next to the battlefield. Some domains cancel other domains. Canceled domains are removed from the game. If two domains cancel each other, both cards are removed from the game. Otherwise, follow the rules text on each domain card in play.
Dark Prophet Soma

Dark Prophet Soma is a Necromancer, the voice of Dark Tezla and the leader of the Necropolis Sect.

## History

Under Dark Tezla’s guidance, as voiced by his chosen leader, Dark Prophet Soma, the Dark Crusaders are moving to take advantage of the chaos spreading throughout 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.

***Necropolis Sect***
Goblin Grenadier

> “Picking out the grenadier isn’t all that hard. You can spot them by the dried blood crusted under their ears, caught in too many of their own ‘thunderclap’ explosions. And then there’s the obvious bandoleer of tiny black powder casks. Of course, from greater distances, simply look for the walking, green­-skinned bomb which most others in the enemy warhost are avoiding. No one likes holding hands with the poor sap carrying several bar­weight of primed black powder.”
> ~ Notes from the Frontier, The Tactics of Warlord Russo
>
>

A Goblin pressed into service by the Orcs and armed with pots of dangerous explosives. The pots are filled with a specially prepared solution of Ankhar feces. When lit on fire, the feces stick and burn whatever they touch.

## In tabletop

For a little Goblin, the Grenadier is an expensive piece. However, only the Nightmare Banshee can match his ability to move and Shockwave on the same turn. Unlike the Banshee, the Goblin Grenadier has no staying power in combat. He is, in fact, almost a suicide attack piece, and any inclusion of this figure in your army should have dispensability in mind. Consider including one or two Grenadiers in an Orc formation, then sending them out ahead of your troops as the distance to the enemy is closing. Shockwave just before the main engagement ― this will soften up the competition and knock out fragile abilities.

## 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
Children of Kos

>    "From courage is born honor; From honor flows strength; From strength comes victory"
> - *The Canticle of Kos*
>
>

Children of Kos are an adventuring company seeking to revive the glory of the old Kos empire, following the ancient country's traditions.

## In tabletop

The Children of Kos is an Adventuring Company of 32 cost and with the cohort discount of 8. It's cohorts are: Apprentice Forger, Amazon Warrior, Battle Mentor, Cult Enforcer, Harka Prowler, Surok Rider. Their adventuring company ability is as follows: Members ignore pushing damage dealt from critical misses.

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

Festival of Division is an orcish traditional celebration. Once the Orc Raiders reassemble in the Fist after the yearly raid on the Northlands, the Festival of Division is held, during which orc champions of the tribe fight each other to earn a share of the loot plundered during this year's raid.

During the Festival, the shamans augment their champions with every magical trick they've got so that the tribes will leave the contest with as much of the loot as possible. Winners are frequently bestowed upon with the powerful Bracers of the Giant.

***Orc Raiders***

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

Located deep in the Rivvenheim Mountains, Freyhaven is a miracle of palaces woven from living trees and the capital of High Elves and the Knights Immortal.

It is believed that a series of Sect incursions were attempted into Freyhaven, as a means for the Necropolis Sect to find a way through the impenetrable Rivvenheim mountains. While the Deepwood 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.

## History

In -1104 Tz Freyhaven becomes the new High Elven capital.

***Knights Immortal***

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

The leader of a Dwarven holt, and commonly the commander of a Rebel or Dwarven army. Jarls embody the old ways of the Dwarven culture. Armed with melee and black powder weapons.

A Jarl is a battle leader for the Dwarves­­ - a warrior with great combat ability who sacrifices many of his own freedoms to protect the holt or defend an important cause. The Jarl is able to control his battle fury and is considered a far more modern warrior than the rage­blinded berserkers. An able tactician, the Jarl has trained extensively in firearms and the command of men, and battles often turn on his advice. The Jarl is also a master marksman, carrying into battle a Dwarven­-crafted fuser of special design. Long-barreled, with special sights, the weapon has greater reach and accuracy than most. It is also of stronger construction, priming with heavy loads of black powder for incredible power.

There exists particular friction between the Huntsmen and Dwarven Jarls, who are fanatically commited to the Rebel cause. In the Huntsmen, the Jarls see a lack of commitment, and a possibility that these rebellious warriors could lead a defection to the League or the Sect.

## In tabletop

The Jarl is the embodiment of the complete Black Powder Rebel skill set. He has the Dwarven abilities of Magic Immunity and Battle Fury, the Amazon’s Weapon Mastery, and a Mannish gunpowder-­fueled ranged attack. Stir in a few slots of Command, and you have the ultimate Dwarven warrior. Like the Steam Golem, you can use the Jarl for just about any mission short of prisoner capture, which should be left to the grunts anyway.

## Gallery

Miniature from the Rebellion expansion.360 view of Rebellion miniature.

***Black Powder Rebels***
 Major characters

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-Lore-Expansion-Lancers.pdf
Battle for Caban Holt

The Battle for Caban Holt was a battle held between the Black Powder Rebels and the Atlantis Guild for the dwarven holt of Caban. It is unknown in which year it happened, but it is safe to assume it was after 419 Tz, when dwarves were working on developing the fuser rifles.

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.
Doomathiak

A Fell Reaper who serves as the Sect’s judge, jury and executioner in the Vurgra Divide. Doomathiak handles disputes among the humans of the Divide in a bloody, absolute fashion.

## In tabletop

Doomathiak takes to the field equipped with the Weapon Master special ability. Like his Fell Reaper counterparts, he is protected by Toughness to minimize the damage sustained while engaging in close combat. Once in base contact with an enemy figure, Doomathiak's high attack values and Weapon Master will make short work of most adversaries. Battle Fury protects him from early capture attempts, and if the battle goes badly, his high speed values permit a hasty retreat in order to heal up and return to the fray.

## 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
Ankhar

Ankhars are lizard-like beasts with heavy shells that Orcs tame and use as mounts. They use clubs and maces as riding crops for the hardy beasts. Orcs also decorate their armor with Ankhar bones because of how hard the bones are.

Ankhar, much like turtles, are hatched from eggs in muddy bogs. Ankhar move slowly, but their skin is thick and hard to pierce. Orcs riding these beasts tend to hang over one side of the saddle and use their mount as a living shield.

Goblins, specifically their Grenadiers, make usage of Ankhar feces. When lit on fire, the feces stick and burn whatever they touch. Taskmasters make use of the long, ropy braids of Ankhar muscle by making whips out of them.

***Orc Raiders***

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

A human Rebel Leech Medic from Scythria who was a hero during the battles following Karrudan’s assassination. She hates Atlantis and will do anything she can to destroy Atlantean control wherever she goes.

Although most leech medics are fairly ineffective fighters, the exception is Alessi Ost and others like her from the free-­territory of Scythria. With her detailed knowledge of anatomy and - some say - lethal drugs, Alessi and her brethren can strike hard and fast and leave even experienced warriors writhing in the dust. The fact that many soldiers tend to discount field medics as a potential threat only works further in her favor.

## Gallery

Miniature from the Rebellion expansion.

***Black Powder Rebels***
 Major characters

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

Place this spell face down on top of the caster's stack when it is cast. When a friendly figure is eliminated, each opposing figure within a 3" area of effect of the eliminated figure is dealt 1 pushing damage.

***Necropolis Sect***

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

Give the caster a special action targeting a friendly figure with "Skeleton" or "Zombie" in its name. Roll one six-sided die and deal damage to the target equal to the result. If this damage would eliminate the target, remove it from the game instead and deal damage equal to the result to each figure within 2" area of effect of the target.

***Necropolis Sect***

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

Ghostly Elixir is a potion that allows the user to obtain Ghostform. While many Underworld legends refer to unwise persons vanishing from the world of the living. While it is unclear whether these mythical Underworld elixirs exist, it can be said that the magical elixirs brewed by the handmaidens of Venetia do indeed cause one's body to fade from this world for a short while - and more often than not, the drinker never, ever returns.

## In tabletop

Ghostly Elixir is an item-type card with the following ability: (Optional) At the beginning of your command phase, remove this item from the game. The wielder gains the Ghostform special ability until the beginning of your next command phase.

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

Diana was a human servant from the estate of Prophet-Magus Karrudan to whom the latter has given Jason when the boy was still an infant while also instructing the woman in his plans for the young lad.

## History

Long ago, Prophet-Magus Karrudan, with the best interests of the Atlantean Empire in mind, has secretly manipulated the bloodlines of several of the lesser-known upper kingdoms, creating a "long-lost" heir who would miraculously "return" as an adult, bringing these three kingdoms together. This heir, the new king, would in fact be Karrudan's puppet, giving the Magus more and more power as he united more and more of the Empire. This boy, of course, was Jason. He was given by Karrudan to his "mother", Diana, as an infant to be raised as a mere serving boy in the estate's kitchens.

When Karrudan was suddenly killed by Snow, all of his diabolical machinations went out the window. Diana, believing Jason to be in danger from the few who knew of Karrudan's plans, flew into the night. Diana escaped the estate of Prophet-Magus Karrudan with her son, only to be gravely injured during her flight. She met Skyros then and begged the centaur to take the boy and raise him as his own, while also revealing to Skyros Jason's purpose as it was predetermined by Karrudan. Diana then died from her injuries.

1. ↑ Mage Knight Stolen Destiny #1
Archer's Eye

Target the caster or a single friendly figure with the Magic attack type in base contact with the caster. The target may use the point blank and precision proficiencies. Roll one six-sided die each time the target makes a succesful ranged combat attack. On a result of 5 or 6, Archer's Eye ends.

***Knights Immortal***

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

The Harka are an orcish tribe that originally drove the Cave Orcs from the Fist. Harrowblade Broor is the current khan of the tribe and under his grandfather's leadership he helped in the assault against the Cave Orcs.

***Orc Raiders***

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

A Bond Maker is a Shyft Warrior trained to empathically dominate and control Mage Spawn creatures. Bonding takes up to a week to accomplish and requires the Shyft to be in close proximity to the targeted creature.

## In tabletop

To make best use of the Bond Maker, you must include it in formations of other Shyfts or Mage Spawn. The Bond Maker’s Forced March ability allows it to share its high speed with other figures in its formation, while Defend allows adjacent friendly warriors to use its good defense value. One way to optimize these abilities is to pair a Bond Maker with a couple of Rebellion’s Crypt Worms or Whirlwind's Thorn Crawlers. This formation overcomes the slow speed and low defense values of these Mage Spawn. While it is mainly a support figure, notice that the Bond Maker has a decent attack value, which allows it to fight back effectively when required.

## 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
Avatar of Tezla

Tezla’s Avatar was supposed to be the greatest achievement of Technomancy, the Magestone-powered Golem where the Grand Magus’ soul—his true essence—had transferred after leaving his body. For any Atlantean, the avatar spoke ultimate truth, and the Prophet-Magus decreed it.

## History

In 419 Tz, Tezla's Avatar foresaw Karrudan's assassination and warned him about it.

After the failed attempt to assault Khamsin by combines forces of the Atlantis Guild and the Knights Immortal, Nujarek was coronated by the Avatar of Tezla, with Tezla placing his own crown on Nujarek's head - this stands as a turning point for the warriors of Atlantis.

The Atlantean empire's avatar, powered by Magestone, was destroyed during the Breaking, leaving the Elementalist and Dark Crusader avatars along with Tezla's Shade, the Avatar of the mysterious and cunning Solonavi.

## In tabletop

Tezla's Avatar is a faith domain-type card, with the following ability: All Atlantean Empire warriors friendly to the player who put this Tezla's Avatar into play get +1 to their damage and ranged damage values and a -1 to their defense values.

***Atlantis Guild***

1. ↑ 1.0 1.1 Rebel Thunder (Bill McCay), Chapter 2
2. ↑ https://www.mageknight.net/wp-content/uploads/Mage-Knight-Board-Game-Ultimate-Edition-Expansion-Rule-Books-September-2018.pdf
3. ↑ https://www.mageknight.net/wp-content/uploads/Mage-Knight-2.0-Card-Set-Domains.pdf
Goblin Cannibal

> "A Goblin is a creature of rare cunning, but of notoriously bad taste. While many of the more bestial denizens of the Land also enjoy eating things on two legs as well as those that go on four, Goblins are universally shunned due to the horrible flavor of their oily, stringy meat and their overly tough bone structure. Strangely enough, the only creature that will regularly eat a Goblin is another Goblin."
>
>

A Goblin pressed into service by the Orcs, which eats its victims to gain their strength. Even Orcs find these Goblins disgusting. However, Krugg Ogres, who commonly eat people in stew, appreciate them.

Many sages ponder that the act of Goblin cannibalism is a misguided attempt by the subject to consume life essence from their prey. They also argue that the way that a cannibalistic Goblin latches onto their victim and tries to chew off extremities somehow reflects a need for sustenance that it may not be getting from the usual Goblin diet of fish and small game. But the likely truth of the matter, no matter what the esteemed sages of Atlantis think, is that a well­-fed Goblin is a Goblin better prepared for war, winter, and the complex (and often-times deadly) courting ritual that makes up the heart of Goblin society.

## In tabletop

This is a nasty little warrior with a slot of Vampirism that helps him survive in the secondary battles Goblins are often relegated to. Goblins are light fighters that are intended to engage in combat with other light fighters and skirmishers. Expect Cannibals to linger behind your front lines, fighting the likes of Woodland Scouts, Squires and Imps.

## 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
2. ↑ From Sage Osprey the Outcast
Dragonplate

Although Draconum believe that Dragons are little more than beautiful predators, the Elementals revere them as the Land's fury incarnate. Seeing Dragon scales worn by the corruptors of the Land incites the Elementals to vengeance.

## In tabletop

Dragonplate is a relic-type card with the following effect: Elemental Freeholds figures cannot wield Dragonplate. The wielder gains both the shield and Magic Immunity defense types. Elemental Freeholds figures get +2 to their attack, damage, and ranged damage values when targeting the wielder with close or ranged combat attacks.

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

> "Cannot retreat, will not fail, never turn from the bloody tide." - Jarl Frostriven
>
>

Gatekeeper is a relic axe that makes the wielder apt at defending strategic objectives.

## In tabletop

Gatekeeper is a relic-type card with the following effect: When the wielder enters base contact with an objective token, the wielder must remain in base contact with that objective token until the wielder is eliminated or no longer wields Gatekeeper. When the wielder is in base contact with an objective token controlled by the wielder's controller, the wielder gains the Counterattack and Invulnerability special abilities.

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

Cainus Mons are a mountain range to the extreme north of the Land, north of the mine town of Ashon Rye. The Cainus Mons also have forests in its basins where amazon tribes live - Wolfhawk was adopted by one such tribe.

Rumours of a secret pass in the north of Cainus Mons to the Rivvenheim Mountains exist, and the Fell Banshees, such as Keening Daemona and Hag Hebrodia, hunt on the slopes of the range on those foolish enough to believe such rumours, as well as preying on the warriors of the Necropolis Sect. Also, there are volcanoes in the Cainus Mons.

In the depths of Cainus Mons the Souldrinker was forged. Its magic-forged blade was cooled with the blood of a thousand Dwarven blacksmiths.

1. ↑ https://www.mageknight.net/wp-content/uploads/Mage-Knight-Board-Game-Ultimate-Edition-Expansion-Rule-Books-September-2018.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-2.0-Card-Set-Relics.pdf
Book of Power

Book of Power is a spellbook-type card with the following effect: A wielder without the Magic attack type may not cast spells assigned to Book of Power. (Optional) When the wielder is given an action, for the duration of the action it gets +3 to both its speed and attack values, and all of its special abilities are ignored.

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

A High Elven Priestess who believes that High Elves are always right and other races are always wrong. Brimstone preacher of the Heiramman gods who deems herself worthy to judge the faith of others.

It is unknown whether the zealot is just a common camp-­follower for the tempelar of the Knights Immortal, or if they are actually temple­-trained but so lacking in control that they often desert the warrior temples in order to join elven ‘free’ armies ― or even join with warhosts fighting for non­-Elven warlords. Whatever their origins, these zealots acknowledge some kind of common bond as they all wear similar circlets or torques which they refer to as levenpfand, or ‘life pledges.’

## In tabletop

Here is a fast Elf with Charge. Again, the Charge special ability turns this warrior into a proactive piece on the battlefield. Zealots seek out melee, and their stats support their use as medium fighters. An advantage the Zealot holds over the likes of the Elf­-at-­Arms is his resistance to capture. Like the Necropolis Sect’s Seething Knight, the Zealot packs a lot of Battle Fury. Only the weak version becomes Demoralized. Zealots are also anti­-magic pieces that can hold their ground against armies based around Demi­-magi.

## 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
Darset Frehr

Darset Frehr is a Venetian noble and a relative of Valot Frehr. His family wants to marry him to Gale Bronzeboss, a Khamsin noblewoman, but Gale loathes the arrangement and purposely hides within the ranks of Rebels to escape the arranged marriage.

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

Do not cast Form Construct. When this spell is in the spellbook of a sorcerer you control, during setup you may deploy a figure with a point cost fewer than 50 points that does not count toward your army's build total. This figure is the sorceror's construct. If the construct is eliminated, remove the sorceror. If the sorceror is eliminated, remove the construct.

***Solonavi***
 Minor characters

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

A Steppe Orc archer riding an Ankhar. Ankhar, much like turtles, are hatched from eggs in muddy bogs. Ankhar move slowly, but their skin is thick and hard to pierce. Orcs riding these beasts tend to hang over one side of the saddle and use their mount as a living shield.

More comparable to a sauntering battle­-tower than mounted cavalry, the Orcs of the Fist that are skilled enough to both shoot and ride are assigned to ankhar patrol during their opening years of adulthood. While these youngsters rarely see battle in their first year or two, as life on patrol is usually extremely unexciting, many of these Orcs are involved in running “play battles” with other patrollers from nearby tribes.

While these play-­battles may last for days without any of the patrollers being injured, eventually one of the Archers will be a moment too slow to duck behind the scaly shell of their ankhar mount. When the loser eventually picks themselves up out of the grass, they usually find themselves sorely injured with their ankhar and supplies stolen. Later, they face the ultimate humiliation of explaining to their tribal elders how they lost their mount in the first place.

## In tabletop

There are comparisons to be drawn between the Ankhar Archer and the Scorpem Crossbowman. Both are tough to hit, have survivability (the Archer with Toughness, the Crossbowman with extra slots), Bound with ranged combat fire, but neither deliver much damage. So why use them? When it comes to answering this question for the Ankhar Archer, it’s a matter of options. The Orc Raiders don’t have a lot of missile troops, and the Ankhar Archer is the most durable missile warrior they have. You use what you can get!

## 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
Elementalism

Elementalism is one of the three schools of Magic. It is commonly practiced by members of the Elemental League - druids and priests. Practitioners of this art are called Elementalists, being able to bend the elements of the Land to their will and commune with spirits of nature to bind them into solid objects or command them to do their bidding.

The trees are among the Elementalists' greatest allies. While rarely capable of speech or movement, their ability to whisper warnings and secrets to trusted allies is a valued part of Elemental training. For those Forest Elves who lack the Elemental gift, the Bracers of the Ranger provide the means to feel the trembling warnings or welcoming vibrations of the trees.

## Usage

Usage of elementalism is wide and varied, from being able to mend wounds on great distances to animating the earth itself to fight on your behalf.

* Mending Priestesses are Elementalists that use their art to heal others - to learn this they undergo a long training at the Sanctuary.
* Wood Golems and Living Elementals are created by an Elementalist binding spirits of nature to either skeletons adored with twigs and branches of earth. Other elemental creatures can be made from pretty much any natural resource.
* Elemental Priests have achieved some of the greatest feats of elementalism - trees sway at their command, assaulting enemies with roots and branches. Grass turns into razor­sharp whips, and vines grab and strangle foes. It is said that elemental priests can restore soured earth simply by passing over it, and can heal all but the most grievous of injuries. The Land gives them a rare strength that allows them to ward off all but the most lethal blows. Elemental priests also have the ability to grow weapons out of crystal, such as the Crystal Reaver.
* Elementalists can conjure a Living Archer's Shield, constructed terrain that can be moved and used to shield League archers from harm.
* Centaur Archers use magic to grow their fargallen, specially formed longbows that allow them near­-unerring aim even while galloping hastily across a rock­-littered battlefield. While the fargallen will grow and adapt to the Archer’s strength through the years of the Centaur’s life, upon the Archer’s death the bow renders into wood pulp, joining its bearer in replenishing the Land.
* Tanglewood Spirit trees are grown and shaped by magic; they do not grow naturally.

***Elemental League***
 Minor characters

1. ↑ https://www.mageknight.net/wp-content/uploads/Mage-Knight-2.0-Card-Set-Items.pdf
2. ↑ https://www.mageknight.net/wp-content/uploads/Mage-Knight-Lore-Expansion-Rebellion.pdf
3. ↑ https://www.mageknight.net/wp-content/uploads/Mage-Knight-2.0-Card-Set-Relics.pdf
4. ↑ https://www.mageknight.net/wp-content/uploads/Mage-Knight-2.0-Card-Set-Constructed-Terrain.pdf
5. ↑ https://www.mageknight.net/wp-content/uploads/Mage-Knight-Lore-Expansion-Lancers.pdf
6. ↑ https://www.mageknight.net/wp-content/uploads/Mage-Knight-Lore-Expansion-Whirlwind.pdf
Blackstone Prison

Blackstone Prison is a location under control of the Apocalypse faction.

## In tabletop

Blackstone Prison is a terrain (location) domain-type card with the following ability: Eliminated figures are removed from the game. Blackstone Prison is cancelled by any other location domain.

***Apocalypse***

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

Buzz Saw is a trap added in the 3D Dungeons expansion. When a figure triggers the Buzz Saw, roll 1 six-sided die. The number rolled is the number of clicks of damage the Buzz Saw inflicts on the figure that triggered it. Once triggered, the Buzz Saw inflicts 1d6 of damage to any figure that moves through the square containing this trap (the player who controls the target figure rolls the die). Toughness and Invulnerability reduce this damage normally. Treat this square as hindering terrain once the Buzz Saw is triggered.

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

An Atlantean Guild specialist warrior armed with a lightning gun. “Amotep” is a Kosian word for “specialist.” Soldiers who survive their Utem training may petition to join this specialized group. Many sign up with the Amotep from a desire to use powerful weapons against the Empire’s enemies.

While their fearsome weapons drain mana and life-force from the Gunners in order to fire, the warrior using this weapon can wipe out a whole column of enemies with just a few lethal shots of magestone-infused lightning.

## In tabletop

The Amotep Gunner is a mainstay of the Atlantean faction, supplying a player with a versatile collection of tactics. A premier formation breaker, the Amotep Gunner can ruin many a well­-laid plan. Combining an excellent attack with superior range, the Amotep Gunner’s Flame/Lightning special ability can tear apart an opponent’s formation with withering long­range firepower. Used individually, the Gunner is a dangerous flanker. A formation of these Atlanteans can hold a position as well as any gun emplacement, daring an opponent to move into their deadly range.

The Lightning attack defines what this warrior is all about: formation breaking. Since the Lightning gun affects the target and everyone in contact with the target, it's a natural for busting up dense groupings of enemy figures. As with all Flame/Lightning attacks, the Gunner is best against brittle opponents, like Bladesmen, Nightstalkers and Skeletons. The tough Gunner can hit out to an an impressive 12" with an attack value of 10.

## 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. ↑ 1.0 1.1 https://www.mageknight.net/wp-content/uploads/Mage-Knight-Lore-Expansion-Rebellion.pdf
2. ↑ Mage Knight Rebellion Trading Card Game
Cloak of the Martyr

It's not sure whether this curious cloak was created by High Elven wizards or their Elemental or Necromantic cousins. While it catches and throws light in breathtaking ways, its true power lies in allowing its wearer to possess his or her allies and throw them out of - or into - harm's way.

## In tabletop

Cloak of the Martyr is an item-type care with the following ability: (Optional) If the wielder has zero action tokens, when an action is given to a friendly figure within 10" of the wielder and there is a clean line of fire between the wielder and the figure, deal 1 pushing damage to the wielder instead of giving the figure an action token.

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

Place this spell face down on top of the caster's stack when it is cast. Target every figure within the caster's range with a ranged combat attack; the caster gains Arcing Fire and its range value becomes 15 for this attack. Deal 3 damage to each target against which the attack succeeds.

***Elemental League***
 Minor characters

***Draconum***

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

Even Tezla knew that control was not absolute; some creations are better destroyed than allowed to survive - with that purpose he created the Forgebreaker.

## In tabletop

Forgebreaker is a relic-type card with the following effect: The wielder's range value becomes 6. The wielder's number of ranged attacks becomes one. (Optional) Give the wielder a ranged combat action targeting a single opposing figure with the Golem damage type, the attack succeeds without an attack roll. Deal 4 damage to the target.

***Atlantis Guild***

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

Flying Horses are winged Mage Spawn that Shyft use as battle mounts by empathically bonding with them. These elusive beasts are hard to find - one of the first Shyft to bond with them, Flying Tarnapii, spent almost a year to capture one of these beasts. Flying Horses react well to empathic commands, though the Shyft’s natural spurs can also be used in an emergency. Heart Seekers make their blowpipes out of the wingbones of Flying Horses.

***Shyft***

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

Graciela was the human Leech Medic serving the Rebels in Minetown, an Atlantean Magestone mine. Aside from her usual job, she also examined newcoming slaves and assigned them to various jobs based on how strong they were - weak ones were assigned to toting baskets for rock and ore, whereas strong ones were sent to the mines itself after a day of toting baskets with others.

## History

In 419 Tz, when Blaize, Karrudan's mole in the ranks of the Rebellion was taken to Minetown, Graciela was the one who examined him. Next day, when Rikka and Tulwar Windfoot came to save their comrade from the mine, Rikka incquired about the patrol movements in Minetown from Graciela and also whether Blaize really was here. The same night, Minetown was set ablaze by the slaves freed and roused by Rikka and Tulwar - whether Graciela lived through the destruction or not is unclear.

***Black Powder Rebels***
 Major characters
Brass Golem

Brass Golems are an early model Atlantean melee war machine, designed to be used as corridor fighters in attacks against Dwarven holts; the Dwarves’ natural defenses against magic forced the Atlanteans to adapt non­magical means of taking holts. They're slow and have no ranged attacks, but in tight confines they bulldoze straight through their opponents. Their brass carapaces foul much Elemental magic, thought they are still vulnerable to ranged weapons. The latest redesign of the golems includes battle armor, which helps them against archers, crossbowmen and spell-flinging wizards. Still, in the fifth battle for Hearthstone Ridge one Elven ranger single-handedly accounted for five machines.

## In tabletop

Mage Knight’s smallest Golem serves a very important function: assault against ranged combat­-intensive opponents. Sporting five slots of Battle Armor and the ability to absorb 6 or 7 clicks of damage, the Brass Golem can take a lickin’ and keep on tickin.’ This figure is only moderately competent in combat, but if you need to lock opposing ranged combat figures in melee, this Golem can get the job done.

## Gallery

Metallic miniature from the Unlimited era.Miniature from the Rebellion expansion.Miniature from the back of a pack with a metallic, Painter's Edition one.Brass Golem fighting a Wood Golem.

***Atlantis Guild***

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

The Blade of Dominance allows only the strongest wielders to survive.

## In tabletop

Blade of Dominance is a relic-type card with the following effect: The wielder cannot use the Surge proficiency. Only figures with higher point values than the wielder can target the wielder with close combat attacks. The wielder can make close combat attacks only against target figures with lower point values then himself. The wielder cannot break away from a figure with higher point value than himself.

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

An Atlantean squad leader armed with a manaclevt sword and a lightning pistol in the service of the Guild. The Magestone crystal in the manaclevt causes the weapon to vibrate at high speeds, allowing it to cut through armor and enemy weapons with ease. Altems have a tendency to knock down their subordinates (namely Utems) for talking back at them or otherwise acting smug. An Altem Guardsman is supposed to be able to master any weapon found on the battlefield. Each Altem also has a command whistle on himself.

Altem Guardsmen are most dangerous when they are almost dead. In the grips of battle rage, their dying thoughts are of how best to bring their foes down with them. These fanatical defenders carry special weaponry: lightning pistols to attack distant archers, wizards and the "honorless" Black Powder gunners, and the manaclevt, a highly responsive sword with Magestone augmentations that wrap an aura of sharpness about the blade, allowing it to find weakness in even the strongest armor. Manalcevt are prized as spoils of war, especially among Orc Raiders.

Mine duty would be like Feshku’s Pit of Perdition for an Altem Guardsman, the worst imaginable punishment detail. The only thing worse than that was digging in the Magestone mines themselves.

## In tabletop

Continuing the Atlantean theme of excellent defensive values, the Altem Guardsman adds the Weapon Master special ability and an underrated ranged attack. True to the name, this piece is best used in a protective capacity for critical parts of an army. The Guardsman’s Battle Armor shields the Atlantean from most ranged attacks, and its mastery of the blade makes it a threat in any hand­to­-hand encounter.

Every good faction needs its fanatical defenders, and the Altem Guardsman is just what the Atlantean high command ordered. Coupling high attack values with Weapon Mastery, Battle Armor and a fair ranged attack, the Altem Guardsman is a close-in killing machine. This warrior doesn't even get demoralized! Like Black Powder's Dwarven Berserker, the Altem Guardsman gets better at just about everything before he's eliminated. Use this figure in close combat formations with Utem Guardsmen in order to take down really big opponents, like Steam Golems and Draconum.

## Gallery

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

* They were called Atlantis Royal Guardsmen in concept art for Mage Knight Rebellion.

***Atlantis Guild***

1. ↑ 1.0 1.1 https://www.mageknight.net/wp-content/uploads/Mage-Knight-Lore-Expansion-Rebellion.pdf
2. ↑ Rebel Thunder (Bill McCay), Chapter 1
3. ↑ Rebel Thunder (Bill McCay), Chapter 3
4. ↑ https://www.mageknight.net/wp-content/uploads/Mage-Knight-Rebellion-Rules-Version-2-January-2001.pdf
Broken Tusk

The Broken Tusk are the traditionalists of the Orcs, who look upon the thieving Shadow Khans as ticks to be popped and eaten. After the fall of Kzar Nabar’s army at the Battle of Rokos, the Broken Tusk were prepared to return to The Fist with an unimaginable amount of bounty – bounty that would be battled over in the traditional way, tribe against tribe, with the strong taking their rightful tribute from the weak. But when the Shadow Khans refused to return to the Fist, keeping a sizable portion of the spoils of war for themselves, the act enraged Khan Harrowblade, the leader of the Broken Tusk, to the point that he swore a life-oath that he would one day destroy every treacherous Shadow Khan.

The Shamans of the Broken Tusk tribe ensure that only the most worthy warriors are entrusted with Heartseeker, a powerful and deadly weapon that was bestowed upon the Orcs by the Eagle Gods in ages past.

## History

After the massive invasion of Prieska by Kzar Nabar’s war-horde (a kzar being a leader of many tribes), and the eventual collapse of Nabar’s army after his death at the Battle of Rokos, a number of the Orcs that came south decided to remain in their conquered lands. These Orcs, members of the Shadow Khan tribes, broke centuries of Orc tradition, and earned the enmity of those traditionalist Orcs – the Broken Tusk – who believe that all the loot taken from a season of raiding should be returned to the Fist and divided through trial of combat. By avoiding returning to the Fist, the Shadow Khan tribes earn the enmity of their Broken Tusk brethren who see the break of tradition as an evil and despicable act, but yet make for themselves a second Orc homeland along the western edge of the faltering Empire. Each of the tribal leaders, or khans, may choose for themselves whether they side with the Shadow Khans or the Broken Tusk.

## In tabletop

The Broken Tusk's subfaction ability is the following:

**RECKLESS:** When this warrior succeeds at a close combat attack, you can deal 1 pushing damage to it to increase its damage value by 1. If this does not eliminate the warrior or cause it to gain Demoralized, you can continue to deal pushing damage to this warrior to increase its damage value any number of times for that attack.

***Orc Raiders***

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