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Explorers of Valhalla Wiki

**Welcome to the Explorers of Valhalla Wiki!**

The Explorers of Valhalla is a Fan-Custom project that is trying to expand the lore and story of HeroScape. With this project we will explore the huge and rich world of Valhalla and we will expand it with new stories, new places, and new figures.

HeroScape is a table-top wargame that you create! You can find more information Here!

The Explorers of Valhalla is a Fan-Custom Project, that continues the story that was left behind by Hasbro. You can learn more about this project in this Wiki or enter their forum Here!

***Valkyrie Generals***

***Explorers of Valhalla Released Content***

## Campaign Scenarios

Master Set 4: Journey to the Avorian DesertAvorian Desert CampaignSehfren Province CampaignSaurien Province CampaignMondein Province CampaignKortonia Province Campaign

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Proclus, The Zombie Warrior

Proclus was once a great warrior from Feylund but now he is just a pawn in the Esenwein Army of the undead. Thanks to Utgar, the Esenwein family have manage to get most of its army to Valhalla to fight in Utgar’s behave. Proclus have commanded battalions in many wars in Feylund, now he is in Valhalla to bring chaos and destruction to everywhere he goes. Many enemies thinks that because he is a zombie, he can’t put a good fight against them, but they will be surprised how challenging he is in battle.

## Stats

* Life = 6
* Move = 4
* Range = 1
* Attack = 3
* Defense = 3
* Price = 120 pts

## Abilities

* **UNNATURAL MOVEMENT**
When moving with Proclus, The Zombie Warrior, it will move one additional space for each wound marker on this army card, up to three additional spaces.
* **STRIKING FEAR**
When Proclus, The Zombie Warrior is engaged with multiple figures, roll the 20-sided die. If you roll 1-7, attack normally. If you roll 8-16, you may attack up to two different figures. If you roll 17-20, you may attack up to three different figures.
* **TERRIFYING MONSTER**
When an adjacent small or medium figures, attacks Proclus, The Zombie Warrior, they will roll one less attack dice, unless they have a fearless personality.
Gulog, The Stone Giant

Only the foolish dare to come in front of a Giant but more foolish are the ones that challenge them to a combat. Gulog is the Stone Giant and protector of the sacred lands in the Province of Mondein. Gulog can resist heavy damage and will also deal a ton of damage if necessary, to stop any enemy. As part of the Einar army, he protects and defend his allies at all cost but most importantly he will obliterate any enemy that dare to go near the secret lands.

## Stats

* Life = 8
* Move = 5
* Range = 1
* Attack = 5
* Defense = 5
* Price = 200 pts

## Abilities

* **MACE SMASH SPECIAL ATTACK**
Range 1. Attack 4.
Select an adjacent figure to attack. All figures adjacent to the chosen figure are also affected by this Mace Smash Special Attack. Each figure rolls defense dices separately.
* **HARD AS A STONE**
Gulog, The Stone Giant is not affected by range attacks and range powers. You most be adjacent to Gulog, The Stone Giant to attack him.
* **LAVA RESISTANCE**
Gulog, The Stone Giant never rolls for molten lava damage or lava field damage, and he does not have to stop on molten lava spaces.
Skeletal Legion

The Skeletal Legion are part of the Skeletal Army and they are in Avoria doing the biddings of their masters. Not much is known about the Skeletal Army and much less is known about what are their true purpose here in Avoria.

## Stats

* Life = 1
* Move = 5
* Range = 1
* Attack = 3
* Defense = 2
* Price = 85 pts

## Abilities

* **BEYOND THE GRAVE BONDING**
Before taking a turn with the Skeletal Legion, you may first take a turn with any Skeleton, or Undead Unique Hero you control.
* **UNCOMMON DEFENSE**
For each Uncommon Figure adjacent to a Skeletal Legion, add 1 defense dice.
Bagrak

Half-Orcs are very rear creatures, half orcs and half human. They live in the planet Grut separated from Orcs that dominate this place. Bagrak is a half-Orc that have excellent fighting skills and have a fearless personality, so she doesn’t fear anything. Aquilla transported Bagrak to Avoria because of her treats and fighting skills. She was sent to the Province of Sehfren, a place that is infested with great horrors and spirits. Let’s see if Bagrak is fearless enough to eliminate every treat in Sehfren.

## Stats

* Life = 4
* Move = 4
* Range = 1
* Attack = 4
* Defense = 3
* Price = 80 pts

## Abilities

* **HAMMER SMASH SPECIAL ATTACK**
Range 1. Attack 3.
Choose a figure to attack. All figures adjacent to the chosen figure are also affected by this Hammer Smash Special Attack. Roll attack dices once for all affected figures.
* **FEARLESS SPEED 4**
If Bagrak starts her turn adjacent to any figure you control with a “Fearless” personality, she may move 4 additional spaces.
King Kelth Spirit

King Kelth once lives in an impressive castle in Avoria, with tremendous wealth and power he commanded one of the most powerful armies in all of Avoria. In one of his conquest, he decided to take control of the entire province of Sehfren, but a sudden ambush in the Shadow Forest all of his ambitions came to an end. Now his spirit roam in Sehfren, killing and tormenting those how pass throw this land.

## Stats

* Life = 6
* Move = 6
* Range = 1
* Attack = 3
* Defense = 2
* Price = 90 pts

## Abilities

* **UNDYING SOULS**
For each undead figure adjacent to King Kelth Spirit, he will roll 1 additional defense dice.
* **UNDEAD SOUL BONGING**
Instead of taking a turn with King Kelth Spirit, you may take a turn with up to 2 Undead Common Squads you control. This squads must be at least within 8 clear spaces of King Kelth Spirit before beginning their movement.
* **STEALTH FLYING**
When counting spaces for King Kelth Spirit’s movement, ignore elevations. King Kelth Spirit may fly over water without stopping, pass over figures without becoming engaged, and fly over obstacles such as ruins. When King Kelth Spirit starts to fly, if he is engaged he will not take any leaving engagement attacks.
Nazerud

Not many enemies live to tell that they have survive a battle with a wizard and Nazerud is not the exception to those wizards. Nazerud joined Aquilla because the army of Utgar and Valkrill completely eradicated his village, he survived because he was practicing spells in his convent with his fellow classmates. When he returned home, only ashes were left from the battle. Now he is ready to defeat this evil army at all cost.

## Stats

* Life = 5
* Move = 5
* Range = 1
* Attack = 3
* Defense = 4
* Price = 140 pts

## Abilities

* **MAGIC BLAST SPECIAL ATTACK**
Range 5. Attack 1 + Special.
Add 1 additional attack dice for each friendly figure adjacent to Nazerud that have a Valiant personality.
* **DRACONIAN HEALING SPELL**
Before moving, you may choose any wounded hero figure within 4 clear sight spaces of Nazerud. Roll the 20-sided die. If you roll a 15 or higher, remove one wound marker from the chosen hero's army card. Nazerud can use his Draconian Healing Spell on him.
* **MAGICAL ILUSIONS**
Before rolling defense dices, you may roll the 20-sided die. If you roll 15 or higher, move Nazerud 2 spaces. Nazerud will not take any leaving engagement.
Qruuk

The lizardfolks have been always ready for any kind of battle, so when Qruuk was transported from Feylund to Avoria, he welcome the news. Qruuk was send first to Ticalla Jungle but as the war progressed he was moved all around Valhalla. Now the Avorian people needed new soldiers to fight this new war, so Ullar decided to send Qruuk to the frontlines.

## Stats

* Life = 5
* Move = 6
* Range = 1
* Attack = 3
* Defense = 3
* Price = 100 pts

## Abilities

* **SHIELDING A FRIENDLY LIZARD**
When a friendly lizardfork adjacent to Qruuk, receive enough wounds to be destroyed, ignore all wounds that figure will take. Qruuk will receive all of the wounds instead.
* **FOWARD STRIKES SPECIAL ATTACK**
Move 3. Range 1. Attack 2.
Instead of moving and attacking, you may use this Forward Strikes Special Attack. Move Qruuk 3 spaces. Qruuk will not take any leaving engagement if he is engage. All figures that Qruuk passes are affected by this Forward Strikes. Roll for each affected figure separately.
Ogre Brute

The Ogre Brutes are found all over Feylund but are mostly found in forest and mountains. Utgar teleported this wild brute ogres to Valhalla because of their raw strength. Now they have move to Avoria in search for a new place to live since the war in Valhalla came to an almost end but beware they are not friendly at all.

## Stats

* Life = 6
* Move = 5
* Range = 1
* Attack = 4
* Defense = 3
* Price = 120 pts

## Ability

* **HAMMER SMASH SPECIAL ATTACK**
Range 1. Attack 3.
Choose a figure to attack. All figures adjacent to that chosen figure are also affected by this Hammer Smash Special Attack. Roll attack dices once for all affected figures. Defending figures roll defense dices separately.
Vigork

Coming Soon!

## Stats

* Life = 9
* Move = 5
* Range = 1
* Attack = 4
* Defense = 4
* Price = 175 pts

## Abilities

* **ROCK CATAPULT SPECIAL ATTACK**
Range 6. Attack 2.
Select a figure to attack. All figures adjacent to the chosen figure are also affected by this Rock Catapult Special Attack. Roll attack dices once for all affected figures.
* **SQUAD CATAPULT SPECIAL ABILITY**
Range 6. Max Elevation 15.
Select any small or medium friendly squad figure adjacent to Vigork. Place the chosen figure up to 6 spaces at any direction. Then roll the 20-sided die. If you roll 1-6, destroy the selected squad figure. Don’t roll the 20-sided die for small squad figures. You can use this Squad Catapult Special Ability three times per turn.
Caelestis Akrazan

Warforged is a humanoid like creature that was created in Alpha Prime to reassemble a human. These humanoid creatures were only created for war and they have aided in many battles all across in Alpha Prime. Caelestis Akrazan is a warforged general and his immense knowledge in tactical warfare and strategic attacks makes him a great candidate in the war of Avoria. Vydar managed to convince Caelestis Akrazan to join the war in Avoria, and thanks to this the war have taken a turn in Vydar and its Allies favor. But the war isn’t over yet…

## Stats

* Life = 6
* Move = 5
* Range = 1
* Attack = 6
* Defense = 5
* Price = 190 pts

## Abilities

* **TACTICAL ATTACKS**
Range 1. Attack 3.
Caelestis Akrazan may attack one additional time.

* **WARFORGED STRATEGIC ADVANCE**
Instead of taking a turn with Caelestis Akrazan, you may take a turn with up to two Warforged squads you control.
* **THE FINAL STRIKE**
When this figure receive enough wounds to be destroyed, roll the 20-sided die. If you roll 1-8, nothing happens. If you roll 9-14, place 4 wounds on any enemy figure adjacent to Caelestis Akrazan. If you roll 15-19, place 6 wounds on any enemy figure adjacent to Caelestis Akrazan. If you roll 20, place 8 wounds on any enemy figure adjacent to Caelestis Akrazan.
Shauzia

Shauzia is a Werecat from Feylund and she is a guardian in her hometown of Ruun. Her species is almost extinct in Feylund thanks to the Esenwein expansion al across Feylund. Shauzia is a powerful warrior that brings great support in battle, and she is always ready to sacrifice herself in hard times. When Aquilla summoned her into Valhalla, she knew that evil have spread beyond her home world, and they needed true defenders of peace to end all evil.

## Stats

* Life = 4
* Move = 6
* Range = 1
* Attack = 2
* Defense = 3
* Price = 80 pts

## Abilities

* **MORAL SUPPORT**
Any friendly figure adjacent to Shauzia will receive one additional defense dice.
* **SPECIAL TARGET**
Enemy figures adjacent to Shauzia must attack her before attacking any other friendly figure, unless it uses a range attack.
* **PHANTOM WALK**
Shauzia can move through all figures and is never attacked when leaving an engagement.
Ghoul Hunters

These blue skinned creatures live in dark and forests-like places, that’s why Sehfren is the best place for them to live. They live in small groups, called clans. Many of this clans have hunters to protect the rest from intruders. These hunters always travel in packs to hide their number. Many of these hunters also prefer to us bow and arrows instead of any other melee weapons.

## Stats

* Life = 1
* Move = 5
* Range = 6
* Attack = 2
* Defense = 1
* Price = 65 pts

## Ability

* **GHOUL DEFENSIVE BONDING**
If at least another friendly Ghoul figure is adjacent to a Ghoul Hunter, that Ghoul Hunter may roll one additional defense dice.
Rogue Trousers

The Rogue Trousers is part of the Rogue Armor Set.

## Obtaining

The Rogue Trousers can be obtained from pickpocketing any pickpocketable entity with a chance of obtaining one at 1/203.

## Bonuses

Wearing the Rogue Trousers provides a 20% increase to a players pickpocket bonus chance.

## Repairing

The Rogue Trousers are repairable with another Rogue Trousers or Leather.
Count Orien Esenwein

Contrary to his siblings, Count Orien Esenwein doesn’t have an army of his own but he owns a huge and magnificent castle in Feylund. Orien likes to stay at his castle and play with his prey. As part of the Esenwein family, Orien have great battle skills and when he is fighting side by side with his family those skills double. In the beginning only Utgar called some of the Esenwein family but as the war progressed, Utgar decided to call additional Esenwein reinforcements.

## Stats

* Life = 6
* Move = 7
* Range = 1
* Attack = 3
* Defense = 3
* Price = 140 pts

## Abilities

* **LIFE DRAIN**
Each time Count Orien Esenwein destroys a figure, you may remove a wound marker from this Army Card. Count Orien Esenwein can’t life Drain destructible objects.
* **HONOR IN THE FAMILY**
For each Esenwein adjacent to Count Orien Esenwein, he will gain one additional attack dice.
* **STEALTH FLYING**
When counting spaces for Count Orien Esenwein’s movement, ignore elevations. Count Orien Esenwein may fly over water without stopping, pass over figures without becoming engaged, and fly over obstacles such as ruins. When Count Orien Esenwein starts to fly, if he is engaged he will not take any leaving engagement attacks.
The Black Viper

The United States Secret Service contacted a Taiwanese spy to get some important information from a prominent shadow organization. The code name of the spy is The Black Viper because of her agile moves and excellent fighting skills. During one of Einar’s dream, he saw a true soldier to fight in the war of all times and decided to bring her to Valhalla. At first, she was furious and angry but soon she found her place as a spy for Einar.

## Stats

* Life = 5
* Move = 5
* Range = 1
* Attack = 3
* Defense = 3
* Price = 120 pts

## Abilities

* **ON THE SHADOWS**
If The Black Viper begins her turn on a shadow space, then she will gain 1 more dice when attacking. If The Black Viper ends her turn on a shadow space, then she will gain 1 more defense dice.
* **DEADLY VIPER POISON**
Before attacking, select any Unique, Common, or Uncommon Hero adjacent to The Black Viper and roll the 20-sided die. If you roll 1-12, nothing happens. If you roll 13-19, the chosen figure will receive one wound. If you roll 20, destroy the chosen figure.
* **STRATIGIC ASSASSIN**
If the figure you are attacking have an unreveal order marker, then you may attack it again.
Melian, The Elf Warrior

Melian is an Elf from Feylund and she was transported to Valhalla late in the war but now she is a very useful asset of Ullar. Melian fought in the Last Battle for Valhalla and now Ullar gave her the assignment to look for the rest of Utgar and Valkrill forces. She was send to Avoria, an unknown part of Valhalla.

## Stats

* Life = 5
* Move = 6
* Range = 1
* Attack = 3
* Defense = 3
* Price = 100 pts

## Abilities

* **DOUBLE ATTACK**
When Melian, The Elf Warrior attacks, she may attack one additional time.
* **LONG DISTANCE REFLEXES**
When Melian, The Elf Warrior rolls defense dices against a non-adjacent attack, she may add 1 more dice to its defense.
Druzos, The Shadow Giant

Only the foolish dare to come in front of a Giant but more foolish are the ones that challenge them to a combat. Druzos is the Shadow Giant and protector of the sacred lands in the Province of Mondein. Druzos likes to stay in the shadows and when no one is looking he will surprise the enemy and completely obliterate them. As part of the Vydar army, he will do anything in his power to defend his allies, if this includes sacrificing himself for the greater good.

## Stats

* Life = 7
* Move = 5
* Range = 1
* Attack = 4
* Defense = 6
* Price = 190 pts

## Abilities

* **SHADOW AXE SPECIAL ATTACK**
Range 1. Attack 3 + Spacial.
Select an adjacent figure to attack. If Druzos, The Shadow Giant is standing on a shadow space, then he may attack all other adjacent figures of the selected figure and can add 1 to his attack dices. Figures roll defense dices separately.
* **SHADOW AMBUSH**
If Druzos, The Shadow Giant starts his turn unengaged and on a shadow space, add 3 to his attack this turn.
* **WEAKENING DEFENSE**
For each wound that Druzos, The Shadow Giant have, it will roll one fewer defense dice, up to three less defense dices.
Gargoyle of Sehfren

Gargoyles are fund in ruins or abandoned castles all around Avoria, they are mostly fund in Sehfren because of the old ruins of ancient civilizations. They seem like statues when they are sleeping but when the night came to Avoria they began to flight and search for small animals to eat. These gargoyles are always ready to ambush their prey, so be careful when exploring Sehfren, you may find one of this lurking in the shadows.

## Stats

* Life = 3
* Move = 6
* Range = 1
* Attack = 2
* Defense = 2
* Price = 60 pts

## Abilities

* **LURKING AMBUSH**
If this Gargoyle of Sehfren start his turn unengaged and on at least one shadow space, for this turn add 1 to this Gargoyle of Sehfren’s movement and add 3 to his Attack value.
* **FLYING**
When counting spaces for this Gargoyle of Sehfren’s movement, ignore elevations. Gargoyle of Sehfren may fly over water without stopping, pass over figures without becoming engaged, and fly over obstacles such as ruins. When Gargoyle of Sehfren starts to fly, if he is engaged he will take any leaving engagement attacks.
Cronus, The Skeletal Cyclops

The skeletal army is not just formed by skeletal soldiers or skeletal riders, it is also formed by other humanoid creatures like cyclops. Cronus, the skeletal cyclops is a huge skeletal monster ready to fight any creature that dear to fight him. Cronus is one of many other creatures that forms part of the skeletal army.

## Stats

* Life = 8
* Move = 5
* Range = 1
* Attack = 2
* Defense = 3
* Price = 150 pts

## Abilities

* **WOUND SMASH**
When Cronus, the skeletal cyclops attacks, he may attack one extra time for each wound marker he has, up to 3 more times. Cronus can’t attack different figures using this power.
* **EVIL EYE PROTECTION**
When Cronus, or any friendly small or medium Valkrill figure adjacent to Cronus, rolls defense dice against a normal attack from a non-adjacent attacking figure, all excess shields count as unblockable hits on the attacking figure.
Elincia, The Elf Warrior

Biography Comming Soon!

## Stats

* Life = 6
* Move = 6
* Range = 1
* Attack = 5
* Defense = 4
* Price = 160 pts

## Abilities

* **SPEAR STRIKE SPECIAL ATTACK**
Range 4. Attack 2.
You can’t use this ability if you are engaged in battle.
* **CARRY**
Before moving Elincia, The Elf Warrior, choose an unengaged friendly small or medium figure adjacent to Elincia, The Elf Warrior. After you move Elincia, The Elf Warrior, place the chosen figure adjacent to Elincia, The Elf Warrior.
Cave Troll

Trolls live separated and apart from society. Most if not all of them live in underground holes or caverns all across Feylund. These Trolls are ferocious when someone dare to cross or invading their territory, that’s why nobody wants to be near one of these creatures. Utgar saw the ferocity of these Trolls and manage to get some of them to join and be part of Utgar’s great army.

## Stats

* Life = 7
* Move = 5
* Range = 1
* Attack = 3
* Defense = 1
* Price = 90 pts

## Abilities

* **BLOODTHIRSTLY**
If the figure that you are attacking is a small figure or it have a wound marker on its army card, then you can attack that figure again.
* **REGENERATION**
After taking a turn with this Cave Troll, remove 1 wound marker from this Cave Troll army card.
Shadow Moon

Biography Coming Soon!

## Stats

* Life = 5
* Move = 6
* Range = 1
* Attack = 2
* Defense = 4
* Price = 100 pts

## Abilities

* **STRIKING FEAR**
Shadow Moon may attack up to “X” times. “X” will be the number of wounds that the enemy figure has on their army card.
* **COUNTER STRIKE**
When rolling defense dice against a normal attack from an adjacent attacking figure, all excess shields count as unblockable hits on the attacking figure.
Charlina

Charlina is an Elf wizard from Feylund, she war learning new spells to fight the undead army of the Esenwein family, when suddenly a portal opened and transported her to Valhalla. Ullar receive her with open arms and told her that they need their help here, in Valhalla. A new war has begun, but this time is in Avoria. Ullar send her to Sehfren, because of her knowledge on how to defeat the undead. More reinforcement will come to Sehfren but for now Charlina is the one they need to repel the first wave of enemy undead in Sehfren.

## Stats

* Life = 6
* Move = 6
* Range = 5
* Attack = 4
* Defense = 2
* Price = 140 pts

## Abilities

* **FIRE BLAST STRIKE SPECIAL ATTACK**
Range 4. Attack 2 + Special
When Charlina attacks with Fire Blast Strike Special Attack, add 1 to Charlina’s attack dice for every additional elf wizard you control within 4 clear sight spaces of Charlina, up to a maximum of +3 dices.
* **VALIANT DEFENSE**
For every figure with a “valiant” personality adjacent to Charlina, she may roll one additional defense dice.
Zylta Kert

Warforged is a humanoid like creature that was created in Alpha Prime to reassemble a human. These humanoid creatures were only created for war, and they have aided in many battles all across in Alpha Prime. Zelta Kert is a young but prominent warrior in Alpha Prime, she has managed to win many battles. But what’s makes her special is her combination of agility and light but thought armor. Vydar managed to persuade her to join the war in Avoria and now she is fighting in the frontlines with her fellow Warforgers.

## Stats

* Life = 4
* Move = 6
* Range = 1
* Attack = 2
* Defense = 5
* Price = 100 pts

## Abilities

* **WARFORGED STRATEGIC ATTACKS**
Zylta Kert may attack one or all opponents adjacent to her. If you choose to attack only one target, then you can attack the same figure again.
* **LIGHT ARMOR**
Zylta Kert may add 2 to her movement but she will now defend with only 3 dices, until the end of the round.
Myzerrir

Icaria, a planet that only the dragon’s lives. When the battle of all times began only a few dragons were called but as the war progresses more and more dragons were called. One of those dragons that joined the war was Myzerrir. Myzerrir joined Valkrill’s army and soon became a great asset of this army, destroying villages and burning down everything on his path. Now Myzerrir lives in Sehfren, where only the ghouls, spirits, and undead lives.

## Stats

* Life = 6
* Move = 5
* Range = 1
* Attack = 5
* Defense = 3
* Price = 150 pts

## Abilities

* **FIRE BLAST SPECIAL ATTACK**
Range 5. Attack 3.
Choose a figure to attack. You may also choose two additional figures adjacent to the first chosen figure. Roll attack dices separately for each figure.
* **FLYING**
When counting spaces for Myzerrir’s movement, ignore elevations. Myzerrir may fly over water without stopping, pass over figures without becoming engaged, and fly over obstacles such as ruins. When Myzerrir starts to fly, if he is engaged he will take any leaving engagement attacks.
Wrackspawn

Coming Soon!

## Stats

* Utgar
* Life = 7
* Move = 5
* Range = 1
* Attack = 2
* Defense = 3
* Price = 150 pts

## Abilities

* **HEROIC DEVOUR**
Each time Wrackspawn destroys an enemy unique hero, you may remove up to two wound markers from this army card.
* **WOUND FRENZY**
When you attack with Wrackspawn, you may add 1 more attack dice for each wound that he has on his army card.
* **WEAK ENEMIES**
If at least 2 enemy squad figures are adjacent to Wrackspawn, you may roll the 20-sided die. If you roll 12 or higher, you may attack up to three times. You must only attack squad figures with this ability, you may not attack enemy unique figures with this ability.
Dalixa

Biography Coming Soon!

## Stats

* Life = 6
* Move = 5
* Range = 1
* Attack = 3
* Defense = 4
* Price = 160 pts

## Abilities

* **FLAMING SWORD**
When rolling attack dices, blanks also counts as skulls.
* **FLAMING WINGS**
At the end of each round, all figures adjacent to Dalixa must roll the 20-sided die. If the player roll 12 or higher, that figure will receive a wound.
* **STEALTH FLYING**
When counting spaces for Dalixa’s movement, ignore elevations. Dalixa may fly over water without stopping, pass over figures without becoming engaged, and fly over obstacles such as ruins. When Dalixa starts to fly, if she is engaged she will not take any leaving engagement attacks.
Galfridus

Coming Soon!

## Stats

* Life = 5
* Move = 5
* Range = 1
* Attack = 4
* Defense = 3
* Price = 120 pts

## Abilities

* **SEARCHING FOR LUCK**
After you roll defense dices, roll the 20-sided die. If you roll 17 or higher, re roll all of your defense dices. Add 1 to whatever is rolled for each valiant figure adjacent to Galfridus. You can only re roll dices once.
* **GREAT SWORD OF KOR**
When attacking with Galfridus’ normal attack, each blank counts as a skull.
Undying Spirit

Ghost and spirits move all around Sehfren. This where once noble warriors that entered Sehfren in search of adventures, but a deadly curse trapped their spirits forever. Now they search for souls in Sehfren, but this is to no use, because when they try to enter a body, the only thing they do is torment their poor souls. Utgar offered them a deal, if they fight for Utgar and the war is won, then Utgar will free their spirits once and for all.

## Stats

* Life = 3
* Move = 6
* Range = 1
* Attack = 3
* Defense = 2
* Price = 50 pts

## Abilities

* **DAMAGING SOUL**
When this Undying Spirit is destroyed select any adjacent enemy figure. Place this figure on the selected figure Army Card. The selected figure will attack and defend with one less dice.
* **STEALTH FLYING**
When counting spaces for this Undying Spirit’s movement, ignore elevations. Undying Spirit may fly over water without stopping, pass over figures without becoming engaged, and fly over obstacles such as ruins. When this Undying Spirit starts to fly, if he is engaged he will not take any leaving engagement attacks.
Einar

**Einar** is one of the original five Valkyrie Generals. **Einar** is often thought of as the "past" general. He is technically the weakest of all the Valkyrie, in as far as his summoning power goes, **Einar** usually summons figures from out of Earth's past, the easiest space/time for Valkyrie to summon reinforcements.

### Human

Assassin: The Black Viper

Champion: Decimus Numerius Mutius, Dexsia Gavros, Mettius Plotius Fraucus, Pisentia Agelasta, and Trebatia Paulla

Monk: Initiate Monk, Janet Wong

Samurai: Akiaro Hotoga and Takano Nakasame

Tribesmen: Chief Aurog and Barbarians of Coruana Tribe

Warlord: Polina Tripolidis

Warrior: Loukianos and Xeph Warrior

Wizard: Egron
Loukianos

The great Roman warrior, Loukianos, has won many wars in the name of the Roman Empire but this war far from the roman border, was a total failure. While fighting in this battle a portal open and transported Loukianos to an unknown land. He was mad because he left is fellow men behind. The Einar general told him that he was needed, because a war like no other was about to begin…

## Stats

* Life = 3
* Move = 5
* Range = 1
* Attack = 3
* Defense = 3
* Price = 70 pts

## Ability

* **BATTLE AXE RAGE SPECIAL ATTACK**
Range 1. Attack 2.
Loukianos may attack up to 3 times with this Battle Axe Rage Special Attack but it can’t be the same figure. Roll attack dices separately for each targeted figure.
Knights of Asordia

As war became inevitable in Saurien, the King of Asordia have call on all young men and women from the kingdom to joins its military ranks and become Knights of Asordia. Knights were sent all across the kingdom to protects its borders agains incoming Utgar and Valkrill attacks. Paladins will also join the Knights in combat and togethers the King hopes that it will be enough to repel the upcoming threats.

## Stats

* Life = 1
* Move = 5
* Range = 1
* Attack = 3
* Defense = 2
* Price = 70 pts

## Abilities

* **PALADIN BONDING**
Before taking a turn with the Knights of Asordia, you may first take a turn with any Human Paladin you control.
* **PALADIN ADVANCE**
Any Paladin figures that begin their turn adjacent to any Knights of Asordia, may move 1 additional space.
Philibert

Born on the Isle of Men, Philibert is great warrior, and his passion is to one day explore the whole world. One night when leaving the Isle of Men to Scotland, the weather was not good for sailing and his boat turned over. The boat quickly sunk and Philibert without knowing how to swim sunk with it. Jandar save this life by opening a portal and transporting him to Valhalla. Jandar gave Philibert a chance to life and to do what he likes more, explore!

## Stats

* Life = 7
* Move = 4
* Range = 1
* Attack = 4
* Defense = 2
* Price = 120 pts

## Abilities

* **AMBUSHING THE ENEMY**
When moving with Philibert, you may move 2 additional spaces. You most attack an enemy figure with Philibert to use this ability.
* **FRIENDLY DEFENSE**
Add 1 defense dice to Philibert for each friendly Jandar figure adjacent to him.
* **CUNNING ADVANCE**
At the end of the round, reveal the “X” order mark on Philibert. Immediately take a turn with Philibert.
Garth

The Sphinxes are a very rear creature that lives in Avoria and they are hard to found. Garth is the name of one of the sphinxes that Khanferuh have during his reign as pharaoh. Garth was tamed by Khanferuh and he used him to go from one place to another. Garth is also capable of packing a punch to anyone that dear to cross him.

## Stats

* Life = 4
* Move = 6
* Range = 1
* Attack = 3
* Defense = 4
* Price = 115 pts

## Abilities

* **CARRY**
Before moving Garth, choose an unengaged friendly small or medium figure adjacent to Garth. After you move Garth, place the chosen figure adjacent to Garth.
* **FEROCIOUS ATTACK**
Instead of attacking normally, roll the 20-sided die. If you roll 1-12, attack normally. If you roll 13-20, you may attack up to 3 figures adjacent to Garth. Roll attack dices ones for all affected figures.
* **STEALTH FLYING**
When counting spaces for Garth’s movement, ignore elevations. Garth may fly over water without stopping, pass over figures without becoming engaged, and fly over obstacles such as ruins. When Garth starts to fly, if he is engaged, he will not take any leaving engagement attacks.
Boneclaw Impaler

The boneclaw reassemble humanoids who are half skeletal and half without skin. These undead creatures live in the dark places, like caves and dungeons. This boneclaws are bloodthirsty and enjoy killing their enemies using their huge claws. These boneclaws are found in all of Valhalla, but they are most common in Avoria, specifically the Province of Sehfren.

## Stats

* Life = 6
* Move = 5
* Range = 1
* Attack = 3
* Defense = 2
* Price = 100 pts

## Abilities

* **BLOOD FRENZY**
When attacking with this Boneclaw Impaler, it receive 1 extra attack die for each wound marker on the defending figure’s Army Card, to a maximum of 3 additional attack dice for Blood Frenzy.
* **TERRIFYING MONSTER**
When a small or medium adjacent figures, attack this Boneclaw Impaler, they will roll one less attack dice, unless they have a fearless personality.
Karina Esenwein

Trained in magic and the dark arts, Karina Esenwein is a formidable foe to anyone that dare to fight her. As part of the Esenwein family, Karina enjoys of great wealth and great political power in all of the lands controlled by the Esenwein Family. Karina had expended her time training with his siblings to become an excellent combatant in hand-to-hand combat. Karina was called by Utgar to join them to fight one of their oldest enemies, the elves. Now Utgar will be almost imposible to be defeated in battle thanks to the Esenwein family.

## Stats

* Life = 5
* Move = 6
* Range = 1
* Attack = 2
* Defense = 4
* Price = 125 pts

## Abilities

* **LIFE DRAIN**
Each time Karina Esenwein destroys a figure, you may remove a wound marker from this Army Card. Karina Esenwein can’t life Drain destructible objects.
* **BLUE-FIRE BLAST SPECIAL ATTACK**
Range 5. Attack 1 + Special.
For each Undead figure within 2 clear spaces of Karina Esenwein, add one attack dice, up to 5 dices.
* **STEALTH FLYING**
When counting spaces for Karina Esenwein’s movement, ignore elevations. Karina Esenwein may fly over water without stopping, pass over figures without becoming engaged, and fly over obstacles such as ruins. When Karina Esenwein starts to fly, if she is engaged she will not take any leaving engagement attacks.
Un-Kal, The Kyrie Warrior

Un-Kal, the Kyrie Warrior was left for dead in Valhalla when he was battling Su-Bak-Na. Su-Bak-Na’s dragon bit his hand and left him in the ground. For days Un-Kal stayed there, unable to move, when suddenly Aquilla came to his rescue. Aquilla cured his wounds and have him swords like hands so he could once again kill those Marro invaders. Un-Kal decided to follow Aquilla and help her in everything that she needed. Right now, Aquilla have send Un-Kal to support the rest of the aquillan army in Avoria.

## Stats

* Life = 5
* Move = 6
* Range = 1
* Attack = 2
* Defense = 3
* Price = 120 pts

## Abilities

* **BLADEN STRIKES**
When Un-Kal, The Kyrie Warrior attacks, he may attack one additional time. Add one more attack dice to the second attack.
* **AQUILLAN SPEED**
When Un-Kal, The Kyrie Warrior begin his turn adjacent to a friendly Aquilla figure, he may move 2 more spaces.
* **FLYING**
When counting spaces for Un-Kal’s movement, ignore elevations. Un-Kal may fly over water without stopping, pass over figures without becoming engaged, and fly over obstacles such as ruins. When Un-Kal starts to fly, if he is engaged he will take any leaving engagement attacks.
Army Structure 2nd BOD

## Unit Structure

   Units are split under the command of a Unit lead as seen on the right.

A unit is split into two squads who support each other on the battlefield.

#### Squad 1 - Machine Gun Squad (MGS)

Squad 1 (which is on the right) is the Machine Gun squad, their job is to provide Machine Gun support for the Anti-Tank squad.

The Machine gun squad (MGS) has 3 Riflemen, 1 Machine Gunner, 1 Ammo Bearer and a Squad leader, each have roles and equipment depending on the mission and/or environment.

##### Squad leader

The role of Squad leader is to control his five men on the battle field, he must direct forces into defensive positions and offensive positions.

##### Riflemen

As Riflemen you are the bulk of the squad, you and your comrades must stick together to defend the Machine gunner or to assault and take positions and follow your squad leaders commands.

##### Machine Gunner

As Machine Gunner your job is most important as you most support your squad mates in offensive and defensive moments, examples can be cover fire to suppressive fire.

##### Ammo Bearer

As Ammo Bearer you are the backbone of a squad, your job is to help carry extra ammo for the Machine Gunner or to carry equipment like radios and/or help the wounded.

#### Squad 2 - Anti-Tank Squad (ATS)

Squad 2 (which is on the left) is the Anti-Tank squad, their job is to provide Anti-Tank support for the Machine Gun squad.

The Anti-Tank squad (ATS) has 3 Riflemen, 1 Anti-Tank, 1 Ammo Bearer and a Squad leader, each have roles and equipment depending on the mission and/or environment.

##### Squad leader

The role of Squad leader is to control his five men on the battle field, he must direct forces into defensive positions and offensive positions.

##### Riflemen

As Riflemen you are the bulk of the squad, you and your comrades must stick together to defend the Anti-Tank or to assault and take positions and follow your squad leaders commands.

##### Anti-Tank

As Anti-Tank your job is most important as you most support your squad mates in offensive and defensive moments, examples can be Bombing enemy positions or destroying enemy armour

##### Ammo Bearer

As Ammo Bearer you are the backbone of a squad, your job is to help carry extra ammo for the Anti-Tank or to carry equipment like radios and/or help the wounded.
5th Bosanska Oslobodilaska Armija Wiki

**Welcome to the 5th Bosanska Oslobodilaska Armija Wiki!**
In 1993 a Rich Far-Right man offered a group of soldiers to form the 5th Bosanska Oslobodilaska Armija and they became a Far-Right communist hating group, The first memebers of the 5th Bosanska Oslobodilaska Armija came from Sarajevo and so was based from the ruined city.

"BOSNIA, GUIDED BY GOD"

Our last fight during the Bosnian war was the siege of Sarajevo, we fought there between 1st of januaray until the 28th of febuaray 1996, during this battle we lost many troops however a day before the fighting ended we where moved to a undisclosed location and after a year we retired with some member who lost everything in the fighting to contiune and formed the 1st albanija Oslobodilaska divizije.

"BOSNIA STRONG"

The year ticks 2030 and the 5th Bosanska Oslobodilaska Armija with the 1st albanija Oslobodilaska divizije moved to Altas after being hired by a annomyous contractor to take the island, this is when the 2nd Bosanska Oslobodilaska divizije joined as a new branch of the 5th Bosanska Oslobodilaska Armija.

Even after so long the 5th Bosanska Oslobodilaska Armija still was a poor but well equipped force how ever most of the weapons had to be left behind after the crashing of a aircraft 100km out from malta the 5th Bosanska Oslobodilaska Armija lost most the equippment that was meant to be shipped from there, now the 5th Bosanska Oslobodilaska Armija must collect equippment from the land around and on Altas meaning the old look of the 5th Bosanska Oslobodilaska Armija from the bosnian war had been lost.... for now.

### Helpful Information Area (HIA)

Discord: https://bit.ly/3DhXb4L

Reddit: https://bit.ly/3HiMMID

Arma Units: https://bit.ly/3or7JIz

Wiki: https://bit.ly/3orbH46
Army Structure 1st BOD

## Military Structure

### 5th Bosanska Oslobodilaska Armija Ranks

In the 5th Bosanska Oslobodilaska Armija we use existing Bosnian army ranks with changes added

 2
 3
 4
 5
 6
 7
 8
 9
 10

## Unit Structure

   Units are split under the command of a Unit lead as seen on the right.

A unit is split into two squads who support each other on the battlefield.

#### Squad 1 - Machine Gun Squad (MGS)

Squad 1 (which is on the right) is the Machine Gun squad, their job is to provide Machine Gun support for the Anti-Tank squad.

The Machine gun squad (MGS) has 3 Riflemen, 1 Machine Gunner, 1 Ammo Bearer and a Squad leader, each have roles and equipment depending on the mission and/or environment.

##### Squad leader

The role of Squad leader is to control his five men on the battle field, he must direct forces into defensive positions and offensive positions.

#### Riflemen

As Riflemen you are the bulk of the squad, you and your comrades must stick together to defend the Machine gunner or to assault and take positions and follow your squad leaders commands.

##### Machine Gunner

As Machine Gunner your job is most important as you most support your squad mates in offensive and defensive moments, examples can be cover fire to suppressive fire.

##### Ammo Bearer

As Ammo Bearer you are the backbone of a squad, your job is to help carry extra ammo for the Machine Gunner or to carry equipment like radios and/or help the wounded.

#### Squad 2 - Anti-Tank Squad (ATS)

Squad 2 (which is on the left) is the Anti-Tank squad, their job is to provide Anti-Tank support for the Machine Gun squad.

The Anti-Tank squad (ATS) has 3 Riflemen, 1 Anti-Tank, 1 Ammo Bearer and a Squad leader, each have roles and equipment depending on the mission and/or environment.

##### Squad leader

The role of Squad leader is to control his five men on the battle field, he must direct forces into defensive positions and offensive positions.

#### Riflemen

As Riflemen you are the bulk of the squad, you and your comrades must stick together to defend the Anti-Tank or to assault and take positions and follow your squad leaders commands.

##### Anti-Tank

As Anti-Tank your job is most important as you most support your squad mates in offensive and defensive moments, examples can be Bombing enemy positions or destroying enemy armour

##### Ammo Bearer

As Ammo Bearer you are the backbone of a squad, your job is to help carry extra ammo for the Anti-Tank or to carry equipment like radios and/or help the wounded.
Ore Generation

## Overview

In RuneCraft, ore generates in all three dimensions with varying distributions of each ore in each one. This means that there is no one place to go to mine every material. This page contains detailed information on ore generation.

## Vein Amounts

This section provides information on the amount of a particular ore that can generate in any given cluster.

## Definitions

**Ore** - The type of ore being generated.

**Min Y** - The lowest level the ore will generate.

**Max Y** - The highest level the ore will generate.

**Iterations** - The chance an ore has to generate within its range of values.

**Distribution Type** - Minecraft contains two distribution types. "Uniform" indicates the distribution as a bar, "triangle" indicates the distribution as a triangle where the maximum ore is generated at the average of the minimum and maximum y values with decreased density as you go further towards the minimums and maximums.

*\*Do note while reading these that the amount of ore that can be in a particular cluster has an affect on generation rate.*
Thutmer, Priest of Avoria

Thutmer was a loyal servant of Khanferuh and an excellent priest for the whole kingdom. But when the pharaoh died, the new ruler replaced her with another priest loyal to the new pharaoh. Now centuries after her death, she wake up and found that Khanferuh have also wake up. Thutmer now serves as a spiritual guide to the new undead pharaoh of the Avorian Desert.

## Stats

* Life = 3
* Move = 6
* Range = 1
* Attack = 2
* Defense = 4
* Price = 90 pts

## Abilities

* **PRAYER FOR THE GODDESS OF HEALING**
After moving and before attacking, choose a squad or hero that you control within 5 spaces of Thutmer, Priest of Avoria. Roll the 20-sided die. If the chosen figure is a squad and you roll a 15 or higher, bring back a destroyed squad member and put it adjacent to the selected figure. If the chosen figure is a hero and you roll 12 or higher, remove one wound from that figures army card.
* **DEATH STARE**
Instead of attacking, you may choose any small or medium figure within 4 spaces of Thutmer, Priest of Avoria. Roll the 20-sided die. If the chosen figure is a squad and you roll 10 or higher, destroy it. If the chosen figure is a hero and you roll 18 or higher, destroy the chosen figure.
Xorthern, Demon of Saurien

Demons are rear in Avoria and almost all of them are found in Sehfren but there is a well-known demon is Saurien called Xorthern. The story tells that one soldier wanted power and he would do everything to get it, so he one night made a ritual to get power. The ritual gave him power, but the trick was that would become a demon in Saurien. This demon was almost forgotten until Valkrill found him and told him that if he helped Valkrill in this war, then when the war is over, he will become human again. This was enough for Xorthern to join Valkrill.

## Stats

* Life = 3
* Move = 6
* Range = 1
* Attack = 2
* Defense = 3
* Price = 70 pts

## Abilities

* **DEMONIC SPELL**
Roll the 20-sided die. If you roll 13 or higher remove all wounds from this army card.
* **DEMONIC COURSE**
When Xorthern, Demon of Saurien is destroyed, roll the 20-side dice. If you roll 12 or higher every time your opponent roll for initiative, subtract 6 to what ever your opponent rolled.
* **STEALTH FLYING**
When counting spaces for Xorthern, Demon of Saurien’s movement, ignore elevations. Xorthern, Demon of Saurien may fly over water without stopping, pass over figures without becoming engaged, and fly over obstacles such as ruins. When this Xorthern, Demon of Saurien starts to fly, if he is engaged he will not take any leaving engagement attacks.
Châteaubriand

Jeune Nwa, il est très rapidement reconnu par Comte du Daukaïstan comme étant son fils, mais la révélation de sa parenté avec Lestat est beaucoup plus récente.

## Ethnie et génétique

### Ascendance et descendance

Fils de Comte du Daukaïstan et de Lestat, il est le petit frère de DrZ. Célibataire, bien qu'il ait des vues sur chaque femelle de Sénatus (en particulier les blondes), il n'hésite pas à payer des prostituées pour se défouler, depuis qu'il y est allé une première fois pour se faire dévierger à l'antique mode gréco-latine rapportée par Game of Thrones. Il n'a toujours aucun enfant connu à ce jour.

### Langues

Il a été élevé par sa mère Lestat, Nwaess de la Fwik,
Prayer Skillcape

The Prayer Skillcape is a cape of accomplishment that can be worn by players who have achieved Prayer level 99.

## Obtaining

The Prayer Skillcape can be crafted using a Mastery Token.

## Bonuses

Wearing the Prayer Skillcape currently provides no effect.

## Repairing

The Prayer Skillcape can be repaired with a Mastery Token or another Prayer Skillcape.