recursal/Fanatic-Fandom huggingface dataset:
Faeries

Faeries, also known as Sprites, are a race of tiny elf-like humanoids with butterfly wings who have innate magical abilities and the ability to fly. They are usually aligned with the Elemental League and reside in the Wylden forest.

Faeries have the ability who can turn themselves to elf size for a limited amount of time. This spell was discovered by one of the oldest sprites, Arial Frostfall. While she claims it was purely to allow the sprites to better aid the Faeries' Wylden allies in battle, there are some who whisper of a more personal motive behind her discovery.

For those who possess a dead Faerie, their bones can be used to make magical Wands of the Pixie with a variety of interesting effects.

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

***Elemental League***
 Minor characters

1. ↑ https://www.mageknight.net/wp-content/uploads/Mage-Knight-Lore-Expansion-Whirlwind.pdf
2. ↑ https://www.mageknight.net/wp-content/uploads/Mage-Knight-2.0-Card-Set-Items.pdf
Blood Fury

Target the caster or a single friendly figure in base contact with the caster. Each time the target makes a close or ranged combat attack, you may deal 1 pushing damage to it and reroll its attack roll; it must use the rerolled result. You may reroll only once per attack. Blood Fury ends if the rerolled attack is unsuccesful.

***Necropolis Sect***

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

The Dragonfly is a war-machine of the Atlantis Guild, ridden by Soaring Gunners, Soaring Crossbowmen and the Techun. The Dragonfly does not truly fly, but it can hover and move quickly from place to place. Dragonflies are more like vehicles than Golems.

Amotep and Altem warriors can spend their entire military careers hoping to be selected for the vaunted Guild Dragonfly Corps. Only the best are selected, and these men number among the most valuable Guild soldiers. Their flying mounts give them a freedom of movement about the battlefield that makes them deadly in combat. When fatigue and wounds force them to set aside their lightning guns, they can still make deadly passes with their mechanical mounts, raking the dragonfly’s sharp legs over enemy lines.

## Notable Riders

Notable Dragonfly Riders
 Hierajet | *None* | Alive

***Atlantis Guild***

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

*Their leader sat unmoving, staring at something only she could see. The lieutenant looked out at the enemy charging across the battlefield, and then gave the command their leader was unable to speak:* "Attack!"

(Optional) At the beginning of each of your command phases, give an action token to the opposing warrior with the highest point value if that warrior has zero action tokens. Clouded Mind is canceled when opposing warriors make three close combat actions in the same turn.

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

The Blue Water Clan was a subfaction of the Shyft, named as such for residing on remote islands. It was wiped out by Kastali and her warband.

## History

After the Shyft's eruption from the Dungeons of the Land to attack the surface dwellers only two distinct tribes survived – the Shyft of the Red Fen and the Blue Water clans – they are at war with one another for dominance just as much as they are trying to destroy the other cultures that stand against them.

The islands to the south of the Wylden Plateau became a perfect breeding ground for the Shyft. Able to fly there on winged horses, the Shyft took residence in the ancient, broken temples and structures littering the tropical island, and the Matriarch of the tribe set about the task of creating an army that would one day cover the Land in a tide of blood. While Kastali was part of a band that attacked the Shyft Isles, and succeeded in her mission, the rest of her warband was slaughtered by the angry Shyft warriors.

***Shyft***
Hag Hebrodia

Hebrodia is Daemona’s sister and hunts with her in the mountains near Cainus Mons. An ageless crone who divines the future from bonfires of burning bones.

## In tabletop

This unique Nightmare Banshee is sure to give your opponents problems. Because she has better attack and defense values than those of a normal Nightmare Banshee, she is capable avoiding enemy assaults and delivering a successful Shockwave attack. If things go badly and she is damaged, she has an extra slot of Charge beyond the two Charge slots present in the Tough Nightmare Banshee. This depth allows Hag Hebrodia to take two clicks of damage and still deliver a same­-turn Charge/Shockwave attack. Resilience of this sort is often the advantage of unique warriors over regular troops.

## 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
Demoralized

Demoralized is a damage-related combat special ability represented by a yellow square with an X in it.

## Mage Knight Dungeons

This warrior cannot use speed points for any kind of attack. This warrior may not attack, counterattack nor pass through an opposing figure, and may never voluntarily end his movement in a square adjacent to an opposing figure, but may resolve his actions normally in all other ways.

## Mage Knight 2.0

This warrior can be given only move actions. This warrior cannot move into base contact with an opposing figure. This warrior cannot control an objective. Opposing figures fail to break away from this warrior only on a die roll result of 1.

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
Grasslands

>    *Rayn and Phynn raced through a field of prairie grass that stood almost neck-level to them, but not once did either of the Goblins think about slowing their chase; the Gnoll that had killed Crysta had to be stopped! Even now, the revolting, dog-like beast continued to sprint across the field, leaving a tattered trail of broken stalks. Suddenly, it vanished into the grass with a startled bark. Both of the Goblins skidded to a stop and listened, but the only sounds that could be heard were the whisper of the wind amid the grass and the distant croak of ravens. "Where'd he-" Rayn began, but Phynn silenced him with a frantic hand motion. Directly in front of them, a huge, serpentine head slowly rose from the grass, its foot-long fangs already dripping red with blood.*
>
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All clear terrain becomes concealing terrain. Grasslands 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
Enchanted Fuser Rifle

Bullets fired from this Draconum-enchanted weapon dance around obstacles like a dancing swallow in flight.

## In tabletop

Enchanted Fuser Rifle is a relic-type card with the following effect: The wielder cannot use the Bombardment special ability.

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

An Orc trained in the ways of healing, though it might be better suited to carpentry. These barbaric healers commonly use bone saws and hand drills as instruments. Unconsciousness is often the best anesthetic.

It is a toss-up as to whether the Barber-Surgeon is more feared by enemy troops or by the warriors of its own host. Though the Barber-Surgeons' ability to heal wounded comrades is undeniable, there is more pain involved in the process than in any other healer in the Land. Sometimes hacking and slashing with abandon, or going all out with his pliers, one would think this Orc is doing their patient more harm than good. However, regardless of his methods, or the mental scars left behind, most warlords don't care about the methods - just the means. After all, the Barber-Surgeon gets their warriors back into battle. For them, that is all that matters.

## In tabletop

The Orc’s Barber-­Surgeon is one of the best buys in the game. For less than 20 points, a player gets a healer that is tough and durable. This healer can safely travel on its own, and it doesn’t need other pieces to defend it. This allows a player to be aggressive, knowing he can quickly repair his wounded.

If you are building an Orc Raider army, and are light on ranged combatants, replace all your Shamans with Barber-Surgeons. These support troops are good healers and cost significantly less than Shamans. If you decide that your primary healer will be a Shaman, add a single Barber-Surgeon to provide redundancy and a healer for the Shaman. In a 200-point game, the formation Taskmaster - Shaman (Standart) - Barber-Surgeon (Weak) is an excellent 69-point Command post that serves as a rallying point for the troops.

## Gallery

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

***Orc Raiders***

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

Elven legend tells that brightshields were created by the Heiramman gods and given to the first of each of the noble house's bloodline. If the shields could ever all be found and brought together, it is said that Ardent is the key to recombining them into an artifact of singular power.

## In tabletop

Ardent is a relic-type card with the following effect: When a friendly figure sharing a faction symbol with the wielder (except the wielder) is dealt nonpushing damage, roll a six-sided die. On a result of 5 or 6, reduce the damage dealt by 1.

***Knights Immortal***

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

The Black Pyramid is a massive structure in the Blasted Lands, previously protected by Elemental League forces and now occupied by Solonavi and their Oathsworn allies.

Members of the Midnight Watch keep vigil on the Black Pyramid, and they journey across the Land to recapture any dark creatures that escape from within it.

## History

In -162 Tz, Civil war erupts among the Kos. In the early spring, after a series of Warlords decided they wanted their own chance to rule the world, the Kosian Empire is torn apart from within. Territories that will one day become Prieska, Khamsin and the northern territories secede. Temanor is beheaded by his rivals, and his royal line is ritually sacrificed one after the other in a day-long ceremony. His crossbow, Woundkiller was lost shortly after that. Temanor’s body was then spirited out of the city by his faithful Draconum wizard, and interred in the depths of the Black Pyramid. By the end of the year, the western Kosian Empire has shattered into a hundred warring states.

The rise of the Black Pyramid stands as one of the key events in the rise of Apocalypse warriors. Only the diligence of the Elemental forces guarding the pyramid has prevent a sizable number of "cursed" artifacts and relics from being spread throughout the Land. While the Elementals were able to hold a solid cordon around the Black Pyramid in the Blasted Lands, there were a few bands of Heroes who managed to breach the Elemental lines and take some of the ancient treasures contained in the ancient temple.

## In tabletop

The Black Pyramid was central to the Pyramid expansion.

***Solonavi***
 Minor characters

1. ↑ https://www.mageknight.net/wp-content/uploads/Mage-Knight-2.0-Card-Set-Adventuring-Companies.pdf
2. ↑ https://www.mageknight.net/wp-content/uploads/Mage-Knight-Lore-The-Ages-Longer-History-of-The-Land-From-the-Third-Bookshelf-in-Old-Scrying-Chamber.pdf
Circle of Blood

Deal 1 pushing damage to any figure that moves into base contact with the caster. At the beginning of your command phase, deal 1 pushing damage to any opposing figure in base contact with the caster. When Circle of Blood ends, remove it from the game.

***Necropolis Sect***

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

A Sect slayer riding a Fell Beast, armed with a giant scythe. Skeletal Fell Beasts are shaped from the bones of dead Wyverns. A Reaper is an ally of the Sect, rather than a creature modified or created by Necromancy.

It is suspected, though yet to be proven, that a Reaper is closely related to the Sect necromancers. Perhaps a Nightstalker, whose rage and hatred have sustained him past death. Though of no discernible magical talent there is no denying the presence of unnatural forces at work, both in the creature and instilled into its weapon. Scavengers who have found reaper scythes after a battle have reported that touching the weapon, even through gauntlets, numbs living flesh and makes it impossible to hold. The reaper’s preference for the nightmare has not stopped it from adapting to the Fell Beast, and such riders seem to demonstrate considerable more self­-control. The Fell Reapers often favor swooping attacks, choosing carefully an important victim, winging down to dispatch them, and then breaking away before the enemy can react with significant force.

## In tabletop

The skeletal fell beast that the Reaper rides contributes a skill that has been sorely missed for a long time among Necropolis warriors: Toughness. Considering their dearth of ranged attacks, it has always been the case that Necropolis Sect armies have had to engage their opponents in close combat to prevail in battle. However, that is a tall order to fill if not protected by either Battle Armor or Toughness. Well, now Toughness is available and Necropolis armies can feel more confident heading into the field.

## 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
Half-Troll Behemoth

The very largest Half­-Trolls are sometimes trained to ride Ankhars, forming a terrifying juggernaut that can smash even the strongest defensive lines. The greatest difficulty a raid leader faces with a half troll behemoth on his side is not the enemy, but the ever present danger of losing control of the behemoth.

## In tabletop

Another beefy Orc Raider mounted warrior, the Half Troll Behemoth possesses the highest total damage value of any single dial Mage Knight figure an average of nearly 4 damage in each of its 11 slots! Equipped with Charge and great attack values, the Behemoth has ample means of delivering that awesome damage to opposing figures. Since mounted troops cannot make a free spin, they often risk being swarmed and captured by a horde of lesser warriors. The Half Troll Behemoth avoids this danger with nearly continuous ranks of Battle Fury and Berserk throughout its combat dial. Like all Trolls, Regeneration and Toughness give this unique figure staying power in close combat and account for its excellent defense. Oh, did we mention it has a ranged attack as well? What more could you ask for?

## Gallery

Miniature from the Whirlwind expansion.

***Orc Raiders***

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

Enos Joppa is a town in the Northlands which has a path connecting it to the Orcish grasslands of the Fist.

## History

In -500 Tz: The Orcs begin to make yearly raids on the Land. A sizable horde of Orcs, led by one of the first major kzar commanders, conducts organized raids against human settlements along the edge of the northern grasslands. As result of the brutal attacks, humans in the northlands begin to band together, build rudimentary forts and organize clan alliances to fend off the attacks of these “Orc Raiders.”

When Tezla came to power, places Old God worship such as the Trade Temples that once stood in Enos Joppa have been torn down in recent decades to make way for Golem Factories.

In 419 Tz, Sigwold and Snow's black powder pack train passed through Enos Joppa to the Fist to meet up with Grugh's warhost.

***Black Powder Rebels***
 Major 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. ↑ Rebel Thunder (Bill McCay), Chapter 7
Code of the Raiders

*Dargoth of Scythria stepped over the fallen Orc warleader, grinning with bloodlust as he confronted the remaining Orcs lining up to attack him. He fearlessly raised his bloody axe in challenge. None of them could beat the dreaded Orcslayer! Then one of them advanced, a scarred and ugly form rippling with muscles, its eyes blazing a supernatural crimson fire. Roaring like a some great demon, the Orc raised its heavy mace and charged, leading its allies to overwhelm the lonely hero.* By the gods, *Dargoth wondered in horror,* What manner of devil is this?

The Orc Khans warrior with the highest point value in play gains the Terrify special ability. All Orc Khans warriors friendly to that warrior get +1 to their attack values, and they cannot capture other warriors. Code of the Raiders is canceled by the Death, Famine, Pestilence, or War catastrophe domains.

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

Falling Weight is a trap added in the 3D Dungeons expansion. Falling Weight automatically hits the figure that triggered it for 3 clicks of damage. This damage may be avoided with Dodge or reduced by Toughness or Invulnerability. Falling Weight acts as hindering terrain once it is triggered.

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

A female League archer armed with a fargallen, a special bow that melts into pulp when the Centaur dies. The fargallen is made by hand; each archer can make only one in a lifetime. The Emerald Glade often uses Centaur Archers as messengers.

These female Centaurs 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.

## In tabletop

The Centaur Archer is the Elemental League’s single-­base Bound figure; similar to the Rebel’s Huntsman. Her advantage over the Huntsman, at least in her standard and tough versions, is that she can push and still retain the Bound ability. Therefore, over two turns, the Centaur Archer can move 15 inches and attack another 8 inches distant, before taking a click for the push and Bounding again two turns later. As with the other Centaurs, the Archer should be selected for maneuver-­based armies. If your strategy is to sit and wait, look elsewhere for your troops!

## Gallery

Miniature from the Lancers expansion.

***Elemental League***
 Minor characters

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

The best High Elven warrior a Rivvenheim Temple has to offer. The Champion is chosen from the ranks in a grand yearly tournament. Being the best warrior for that year is a great honor. While any High Elf may compete for the title, Elves from the nobility usually win.

From without, they may rise to challenge tempel. Champions are not of noble blood. They come from common stock, often defying traditions and even laws to learn the trade of warcraft. But for certain exceptional individuals a dispensation can be reached. In some cases, when an Elven lord approves, a Champion is born. Masters of horse, blade, and shield, Champions may ride alone, with ‘free’ armies, or alongside a temple warhost without prejudice.

## In tabletop

The Champion is a Heavy Cavalier with bad attitude. His five Charge slots can only be matched by the Uhlrik Charger. While four slots of armor and Weapon Mastery insure that he is good for at least two clashes with the enemy, it is best to keep a supporting healer nearby. The Champion is a 90­-point investment, so you will want to keep him healthy.

## 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
Hammer of the Realms

This unstoppable weapon is a legendary symbol of rule among the Land's warriors. It is destined to be used against the tide of doom coming to the Land - against the Dark Riders who would destroy us all.

## In tabletop

Hammer of the Realms is a relic-type card with the following effect: When the wielder is given a close combat action, roll three six-sided dice instead of two dice for the attack roll. Use the two highest dice results when determining the attack result.

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

Dana Wintersgale is a dwarven woman who was rescued by Black Powder Rebels (more specifically, Kerraii, Jason, Zenephret and Talver) from slavering at a Magestone strip-mine overseen by Jadron Medaan. Dana was also the one who told her saviors of where Tinker Geely was held, playing a part in the Rebel's victory against Jadron.

1. ↑ Mage Knight Stolen Destiny #5
Clear Skies

>    *Bow in hand, Zeph Wyndfenner crouched quickly and drew back, lining up his sights with the charging Dwarf before letting his first arrow fly. Speedy reflexes allowed him two more clean shots, but they hardly slowed the berserker down.* "Die, Elf!" *the dwarf roared, his eyes blazing with fury, lips caked with blood. Swinging his massive battle axe, the dwarf narrowly missed as Zeph tumbled back, forgetting all about the bow. The miss gave him just time enough to draw his own blade, a thin rapier that gleamed in the sun. Praying to the Heiramman gods, Zeph snapped his weapon forward - right through the berserker's chest. The Dwarf's angry roar died in his throat, his body dropping to the ground with a heavy thud.*
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Cancel all other weather domains in play. Clear Skies cannot cancel a weather domain if more than one copy of that weather domain is in play.

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

These bracers are worn by Rangers of the Elemental League. 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, these armbands provide the means to feel the trembling warnings or welcoming vibrations of the trees.

## In tabletop

Bracers of the Ranger are an item-type card with the following effect: The wielder gains the Pathfinder special ability.

***Elemental League***
 Minor characters

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

A veteran raider and Khan of the Black Grasses tribe, Gûlthak Gaddar has assured his place as a raider-­captain with a surprisingly practical balance of bloodlust and cowardice that gets his raiding parties home with the most plunder for the least risk. Values the speed of jebta highly enough to allow some cave orcs back on The Fist.

## In tabletop

This unique Cave Butcher is an excellent figure for taking the battle to your opponent by diving head-long into a skirmish. With an initial damage value of three, a successful Charge attack will heavily wound most opposing warriors. Battle Fury initially protects Gûlthak Gaddar from those pesky capture attempts and, late in his combat dial, he has a nasty surprise. In typical Orc fashion, a single Berserk slot gives this unique an outstanding offensive punch just before it expires. In addition, this slot also has Charge, doubling Gûlthak's speed and effectiveness against battle­weary opposing figures.

## 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
Faith Healer

A High Elven Priestess who channels the power of the Heiramman gods. Every time she performs her magic, her gods deem whether she and the one she heals are worthy of their divine gift. If they are, they receive the healing. If they are not, she is denied the healing gift for a period of time. Very pious.

The Faith Healer is convinced that their abilities to heal and their immunity to most kinds of magical attack are divine. This ability is not truly magical in origin but is a natural outgrowth of faith, piety, and the guidance of the gods that watch over them as they make their way through the war­torn Land. Only through the careful negotiation of the ascetic path may the Faith Healer be capable of tending to the injured warriors that are worthy of their holy ministrations.

## In tabletop

This is a meatier version of the Black Powder Rebel’s Leech Medic, with the added dimension of Magic Immunity. As such, the Faith Healer is the perfect compliment to many of the Knights Immortal Elves that also carry Magic Immunity, such as the Blademaster, Zealot and Paladin Prince. While a support piece, the Faith Healer can also hold his own in close combat with light fighters and skirmishers. These are just the sort of warriors that opponents often send behind your lines to bully your healers and other support troops.

## 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
Berserk

Berserk is a damage-related combat special ability represented by a red square with an X in it.

## Mage Knight Dungeons

This warrior adds 2 to his attack roll and cannot make ranged combat attacks. This warrior adds 2 to his attack roll when making a close combat attack, but not when counterattacking. This warrior may not make a ranged combat attack, disarm a trap or gather treasure.

## Mage Knight 2.0

This warrior cannot be given ranged combat actions and cannot capture or be captured. If this warrior is a captor when it gains Berserk, its captive is eliminated.

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
Famine

>    *Marahar ripped the arrow from his bloody thigh, barely aware of its sharp pain as his sore stomach moaned its need. The human warrior struggled to find enough strength to slaughter the starving Forest Elf that was doing its best to kill him. But the agony within his belly urged him on. For better or worse, his Elven foe would have one final purpose. Grinning madly, Marahar screamed and lunged at his next meal.*
>
>

When deploying your army, deal 1 pushing damage to your warriors after turning their combat dials to the starting marker. Warriors cannot be healed of damage. Famine cancels the Blasted Lands terrain domain, and it is canceled by the Lords of Apocalypse faith domain.

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

Centaurs are half-elven, half-horse people of the Wylden Plateau that live in herd-clans and are usually aligned with the Elemental League.

## Culture

Once, great Centaur herd­-clans occupied the lower plains, ranging from the base of the Wylden Plateau to the Tibersus River. During the Age of Princes, as farmers spread further into their domain, local militia made sport of hunting the Centaur, driving them back into the shadows of the plateau. In this time the Centaurs learned to hate man.

In the herds that still exist, the Centaurs take turns as Outriders ― protectors of the community. Fleet of foot, they are also sought after by warlords as messengers and flankers. Many have taken to mercenary service. Some serve for coin, but others take promises of land grants from local warlords and royalty as a way of preserving their herd.

Centaurs who display exceptional intelligence and vitality as colts are raised in isolation, trained to one day become the future leaders of the Centaur warhosts. Though this is anathema to the Centaur, as the bonding of the herd and family are all-important, it was deemed necessary as human outsiders continued to take sport in killing the "bestial" Centaurs and driving them from their native Land.

These special "chieftains" receive brutal training that alienates them from other Centaurs, making them fierce and controlling, ensuring that they will never lead a life of peace amongst the herd. Nevertheless, all the herds gladly make this sacrifice as it produces Centaur Lieutenants - warriors of unsurpassed skill and daring. To help distinguish them on the battlefield, Lieutenants wear armor to discern themselves from other "lesser" Centaurs.

## Notable

Notable Centaurs
 Woodroot | *None* | Alive
 Laurell | *None* | Alive

## Gallery

Centaur LieutenantCentaur ArcherCentaur Outrider

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

***Elemental League***
 Minor characters

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

> *The Elemental priestess shrieked as the thrown axe buried itself in her chest, shattering every bone in her rib cage with supernatural force. Then, invoking the relic's dark power, the Vampire lord telekinetically pulled the weapon from the Forest Elf's sternum, sending a rain of bone fragments clattering across the marble ballroom floor.*
>
>

This thrown axe posseses supernatural force and can return to it's wielder like a boomerang.

## In tabletop

Dragonfly is a relic-type card with the following effect: The wielder's range value becomes 6. The wielder's front arc becomes 360°. (Optional) If the wielder succeeds at a ranged combat attack against a single opposing target figure, deal damage to the target equal to the wielder'a damage value.

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

Booshac is a male Krugg Limited Edition Mage Spawn Unit. Booshac and his band of warriors are famous for terrorizing the area near the Amazon homelands. Booshac has a habit of capturing beautiful human women and cooking them up in pots. Booshac is a mounted warrior that rides atop a Horned Drake. He was released as part of the Whirlwind expansion.

## In tabletop

Booshac is a Limited Edition variant of a Horned Hatchetkrugg. Booshac combines the Battle Armor and Charge abilities of the Horned Drake mount with the Toughness and Battle Fury of the Krugg Thug resulting in a sturdy figure. The profile of this figure's combat dial stats is very broad, meaning that it can take considerable damage and lose very little of its combat effectiveness. This is a definite plus when this figure is deep into combat with enemy troops, but can hinder healing attempts due to its high defense at all but its final few slots.

## 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
Exhaustion

At the beginning of each player's end phase, no more than one action token may be removed from a warrior not given an action that turn. Whenever a warrior is dealt pushing damage, roll two six-sided dice; on a combined result of 2-4, Exhaustion ends.

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

Elves are tall and lithe folk with their most recognizable racial feature being their sharp ears. They are one of the oldest races in the Land, with their ancestral homeland being the Rivvenheim Mountains. Over the millenia, the Elves have created many relics, like the powerful Book of Lightning. The elven favored weapon is the longbow.

## Types

There are three main types of elves, all of which are pretty distinct from each other:

* High Elves, the progenitors of the other two types - reside within the Rivvenheim Mountains and comprise the entirety of Knights Immortal. True to their name, they bear the gift of immortality, which their gods, the Heiramman Pantheon, have rid from their Forest and Sect brothers and sisters.
* Forest Elves, a group of elves who splintered from the High Elves and went south, to the forests of Wylden, where they established the Elemental League. They traded their gift of immortality for freedom and free will and are known as exceptional guerrila fighters.
* Sect Elves, completely opposite to their Wylden kin have decided to defile the Land and seek immortality through other means than patronship from the Gods. Comprise a major part of the Necropolis Sect and wage constant war on the Elemental League.

## Language

The Elves have their own language, shared across all different tribes:

* "Massen" translates to "mending".
* "Liche" translates to "priestess".
* "Roanne" translates to "emerald".
* "Valle" translates to "glade".
* "Bane" translates to "bone".
* "Gallem" translates to "golem".
* "Leven" translates to "life".
* "Pfand" translates to "pledge".
* "Zephyr" translates to "stormwind".

## In tabletop

A reoccuring theme with elven miniatures is their impressive stats and traits that go away after the first click of damage, or their otherwise fragility - a good example of it are the Crystal Bladesmen, who have the powerful Weapon Master trait but lose it after taking one click of damage.

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

1. ↑ https://www.mageknight.net/wp-content/uploads/Mage-Knight-2.0-Card-Set-Relics.pdf
2. ↑ Mage Knight Rebellion Trading Card Game
3. ↑ https://www.mageknight.net/wp-content/uploads/Mage-Knight-Lore-Expansion-Lancers.pdf
Elemental Priest

A League wizard that has mastered the art of wielding nature magics, bearing the knowledge and determination to protect the Land against the ravages of the Atlantis Guild. These leaders of the Elemental League are just as capable as their best warriors. Trained from a young age to bend the Land to their will, they are capable of using the very forces of nature itself to defeat their enemies.

The strongest Priests are believed to be capable of controlling the wind and the weather. These powerful elementalists wield powers much like those of the Menders, but they have a stronger and more developed connection to The Land. 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.

Magestone, the very substance required for Atlantean techno-magics, must be strip-mined from the Land at the cost of enormous destruction to the natural environment - and it is up to the Elemental Priests to stop these atrocities. For a true Priest of the Land, the Elemental Totemstaff is not just a weapon, but a holy relic that causes the very trees to bow with honor and respect.

## In tabletop

The Priest is an excellent comparison figure for the Atlantean Magus. Both are 68 points, and both have completely different functions. The Priest is the best healer in the game, since he can aid a friendly figure 10” away with a golden 11 on the attempt. He can also share his incredible 18 defense with any friends in base contact. Ouch! However, don’t forget that he can turn that healing ability around and do a ranged attack against opponents. Sure he only hits for 2 clicks of damage, but it’s better than a kick in the head! When you’re considering an Elemental Priest for your army, think support - really good support.

## Gallery

Miniature from the Rebellion expansion.Miniature used in promotional material.

***Elemental League***
 Minor characters

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

During your action phase, you give actions to your warriors. You are allowed to see the result of one action before choosing the next action (if you have more than one action available). No warrior can ever be given more than one action per turn. You cannot save or accumulate actions from turn to turn; if a player has any unused actions at the beginning of his or her end phase, those actions are lost.

Each action must be chosen from the following four options:

* Move action
* Close combat action
* Ranged combat action
* Special action

For example: Scott is playing with a 200-point build total, which gives him two actions during each of his action phases. This turn, he wants to take a shot at one enemy warrior and move closer to another one. Scott gives a ranged combat action to one of his warriors, and after resolving this attack, he gives a move action to a different warrior. Scott has now given his two actions to two different warriors and announces the end of his action phase. Note, for example, that he could have given two warriors move actions, or two warriors close or ranged combat actions.

1. ↑ https://www.mageknight.net/wp-content/uploads/Mage-Knight-2.0-Complete-Rules-of-Play-2003.pdf
Flame of the Dragon's Heart

Target a single opposing figure with a ranged combat attack and deal 4 pushing damage to the caster. If the attack succeeds, roll two six-sided dice and deal damage equal to the result to the target. When it resolves, remove Flame of the Dragon's Heart from the game.

***Draconum***

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

A Berserker is a vengeful, vindictive Orc warrior that is easily angered. Those Orcs born with an ill temper are believed to be destined for Berserking. Berserkers are praised for picking on the weak and are considered to one day be worthy enough to fight to become khan — or even kzar!

## In tabletop

The Berserker is a solid combination of attack, defense and mobility. While not as fast as a mounted figure with Charge, the Berserker is equipped with Battle Armor to stave off ranged attacks until it can close with the enemy. Once in base contact with its target, it delivers a hefty 3 clicks of damage and has no fear of being captured until its last rank. Use the Berserker aggressively in close combat attacks or its true potential will be wasted.

## Gallery

Miniature from the Whirlwind expansion.

***Orc Raiders***

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

>    *For three days the powerful storm battered the southern coast of the Land, gale-force winds tearing trees right out of the muddy soil. While the families of Forest Elves had fought long and hard to protect their tiny walled village against the Crusader invaders, young Darvell could see that the eye of the storm was nearly upon them. Under ordinary circumstances, the coming period of calm would be a welcome sight, but Darvell knew it was the opening the Dark Elves needed to come in for the kill.*
>
>

Cancel all other catastrophe domains in play. Eye of the Storm cannot cancel a catastrophe domain if more than one copy of that catastrophe domain is in play.

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

Do not cast Call Familiar. At the beginning of your first command phase, choose a single friendly figure with a point value no greater than 30 points; this figure is the caster's familiar. Announce this choice to all players. If the familiar is eliminated, turn its combat dial to its starting marker and place it in base contact with the caster.

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

If you give an action to one of your warriors, mark it with an action token (a coin, bead, or other tiny object). If a warrior has two action tokens, it cannot be given another action until the tokens are removed. At the beginning of your end phase, remove all action tokens from any of your warriors not given an action that turn.

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

The Feral Bloodsucker are a kind of nopheratu, a greater undead. A blood­-drinking, vampiric beast frequently used as shock troops by the Sect. Broods of these beasts live in the mountains around the Necropolis. They are semi­-intelligent at best and are capable of crude speech. Feral bloodsuckers are powerful but undependable fighters who constantly test their allies’ mettle, challenging them and demanding constant shows of strength.

Roaming their territories in small packs known as "fists", they mark their hunting grounds with the bloodless husks of their kills. The Liege Knights, brave warriors of the Knights Immortal, reputably prove themselves to their Lieges by offering the heads of the Bloodsuckers they have personally slain.

## In tabletop

The Bloodsucker is a very powerful figure, given its common spread of rarity levels. With Flight, Vampirism, Weapon Mastery and high speed and attack values, this warrior is versatyle and strong. The addition of Battle Fury also ensures that if you send it into close combat alone, it will not be captured easily, Use Bloodsuckers to pounce on lone figures from a distance, suck all the life you can out of them and take no prisoners. Don't be afraid to retreat from a battle once your Battle Fury and Vampirism has passed - Bloodsuckers are worth too many capture points to let them fall into your opponent's hands.

With its 10­" flight and Weapon Master, the Feral Bloodsucker’s specialty is finding and destroying enemy support pieces that are lurking in the rear, often behind terrain. It’s usually not efficient to engage strong enemies with the Bloodsucker unless it’s in conjunction with other forces.

## Gallery

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

***Necropolis Sect***

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

* Profile Photo #1
* #2
* #3

**Jiwoo** (Hangul: 지우) is a former contestant on the JTBC girl group survival show, R U Next?. She was first revealed on June 16th 2023.

She was eliminated in episode 10, the finale, after ranking 9th with 1,911,489 votes. Her current whereabouts are unknown but it is speculated she is still under HYBE.

## History

### Early life

Jiwoo was born Son Ji-woo (손지우) on October 30, 2001 in South Korea.

## Discography Participation

### Original R U Next? Songs

* [2023.08.25] "Scrum" *(Unreleased officially)*
* [2023.09.01] "Desperate" *(Unreleased Officially)*

## Trivia

* She has two younger sisters.
* She is an animal lover and can't walk past an animal without petting it.
* Her favorite animal is a red panda.
* Her role models are BLACKPINK's Jennie and aespa's Winter.
* She majored in the department of broadcast entertainment at Dongduk Women's University.
* Her favorite dessert is a cheesecake.
* She is the longest BELIFT LAB trainee out of all *R U Next?* Contestants.
* Her pre-debut fandom name is Jiswan (지스완).
Bloodhook

> *The blade was quenched with a hiss as the deathspeaker thrust it into the crimson pool, the pool shrinking as the sword drew the blood unto itself. Already it hungered.*
>
>

Bloodhook is a vampiric, relic sword of the Necropolis Sect.

## In tabletop

Bloodhook is a relic-type card with the following effect: (Optional) After the wielder makes a free spin, it deals 1 damage to every opposing figure in base contact with its front arc.

***Necropolis Sect***

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

Tarnapii is an older Shyft, and one of the first to empathically bond Flying Horses to Shyft service. It took Tarnapii almost a year to capture one of these elusive beasts.

## In tabletop

Flying Tarnapii is a LE version of a Swooping Sniper and is a fast ranged attack warrior perfect for infiltrating an opponent's backfield and harassing their support figures. With Flight, it can avoid terrain obstacles and position itself for an attack against weakly defended enemy healers and mages. The strong attack of Tarnapii means a successful attack is likely, even if it is for only a single click of damage. If cornered, the Sniper's high defense and Magic Retaliation ability will make it difficult for opposing figures to maintain a sustained attack on this figure before it can escape.

## 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
Gang Up

Gang Up is used by friendly figures to assist a warrior making a close combat attack. The warrior given the close combat action is called the primary attacker. The primary attacker gets +1 to its attack value for each friendly warrior using gang up. To use gang up, a friendly figure must have its front arc in base contact with the target, must have the sword attack type, and must not have an action token. Warriors using gang up do not receive an action token.
Conviction

>    *Exhausted, wounded, and outnumbered - but never outclassed - Rurik faced the onslaught with grim realization. The battle raged as if in slow motion, Orc bodies falling with every stroke of his war-axe.* This might be my last fight*, the warrior thought, as he twirled, stung, parried and hammered powerful blows. Prying his axe from another corpse, he raised it and swung again.* But what a fight it shall be!
>
>

Cancel all other faith domains in play. Conviction cannot cancel a faith domain if more than one copy of that faith domain is in play.

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