recursal/Fanatic-Fandom huggingface dataset:
Magestone Shield

One of the Empire's greatest treasures; a perfect shard of a Magestone crystal blessed with powerful spells of protection cast by Tezla himself.

## In tabletop

Magestone Shield is a relic-type card with the following effect: When the wielder is a target of a succesful Magic attack, roll one six-sided die. On a result of 4-6, the attack deals no damage.

***Atlantis Guild***

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

>    *Altem Lariah watched grimly as the squad of dwarves and Khamsin warriors picked their way through the rocks, trying to find the quickest route down to their prey. Jammed up against the still-twitching body of the dying Half-Troll, Lariah's chariot couldn't go forward or backward, no matter how eager the drehj beast tethered to the front were to move. Stepping off the back of the chariot, he motioned for the driver to continue to try to rock the wheels back and forth in hopes of getting free. A black powder bullet whined off one of the rocks behind him. Drawing his pistol, he pushed the muzzle into a wound in the Half-Troll's side and prepared to blast a hole in its ribcage big enough for the chariot to roll through. Better wet than dead, he thought to himself, as he closed his eyes and pulled the trigger.*
>
>

Figures with the Horseshoe speed type fail to break away on die results of 1-3. Reduce the unmodified speed value of warriors with the Horseshoe or Wheel speed type by one-half, rounded up. No figure can use the double-time or surge proficiency. Mountain Pass is cancelled by the Blasted Lands terrain domain.

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

Khomen-hotep was the second Priest-king of the Kosian Empire, ruling from the sun-capital of Caero. For fear of Temanor's Wrath, Khomen-Hotep feared to lead his armies into the western wastes.

## History

In -237 Tz: The Kosian civil war is fought. As second Priest-King, Khomen-hotep, rises to power in the eastern city of Caero, Ormanep raises armies to crush his rival in Luxor. After a summer of bloody civil war, with tens of thousands of Kos warriors killed, the Oracles of Rokos ultimately prophesy that two Priest-Kings are to rule over the Kos together - Khomen-hotep from the sun-seat of Caero in the east, and Ormanep from the moon-seat of Luxor to the west. Knowing that the consequence of deviating from prophecy is to be struck down by the gods, both Priest-Kings agree and divide their lands into two roughly equal parts.

In -223 Tz: The Ormanep Palace at Luxor is completed. Ormanep’s capital buildings are completed, with their great spires of black stone and unscalable, 100-foot-high walls. By the end of this year, Ormanep has sired more than 100 children through his expansive harem, all of whom are considered potential heirs of the Empire.

-221 Tz: The first of the pyramids at Caero are completed. In a massive quarry along the Roa Vizorr, armies of human slaves spend their lives digging out blocks of stone for pyramid monuments, sun-throne temples and capital buildings for Khomen-hotep and his royal family. Relations between Ormanep and Khomen-hotep are strained but holding.

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

Roa Vizorr is a big river in the Land, stretching all the way from Varsfield in the north to Atlantis the south, flowing into the Inland Sea. Many farmer folk make their living on it's shores, although in the recent years, under heavy taxation from the Empire, they were forced to leave their estates and the river. The Roa Vizorr is the main geographical feature in the region.

The bare plains around the river stretched off to the south and east. The sunlight glinted off water in the flow. Around Caero there was a little more than a stream, winding its way from the hills toward a larger watercourse that fed finally into the Roa Vizorr.

In Atlantis, Tezla had provided for his Floating City by turning the mighty Roa Vizorr into a reverse waterfall, the river’s waters roaring five hundred feet into the air to irrigate the city. Pumps powered by Technomancy piped the water through the four square miles of Atlantis-in-the-Sky. On the other side of town, a thundering fall of waste water cascaded to the sea. The rich and powerful had direct service and water at the turn of a tap, humbler folk picked up their water from public fountains, and the plants in the Public Gardens had their drinks brought to them.

1. ↑ Rebel Thunder (Bill McCay), Chapter 12
Lukush Buttwound

Lukush Buttwound was a orcish Cave Butcher serving in Grugh's warhost of the Orc Raiders to protect Snow and Sigwold's pack train. His epithet had come from his unfortunate all-too-close brush with an arrow during a retreat. It was inconceivable for Grugh and his comrades that Lukush’s rear end, skinny even by Orc standards, should have been hit. It is unknown whether Lukush was a Cave Orc.

## History

In 419 Tz, Sarah Ythlim brokered an agreement with the current kzar, Kraksha, to allow safe passage for the Rebel pack train of black powder through the Fist. To ensure safe passage and as a token of honor, Kraksha sent Grugh's warhost, which included Lukush, to escort Snow and Sigwold's pack train.

The Raider band that came the Rebel way totaled about a score of Orcs and Goblins—light cavalry, ten Cave Butchers and five Cave Archers. Upon approaching, they spread out, Goblin archers standing with arrows nocked, searching for targets among the rocks surrounding the campsite. The Cave Butchers rode with bare blades, clashing them against their rough Ankhar-bone armor, starting a war-chant. Grugh then rode forth - his Cave Lizard had an odd, capering gait as he came forward to confront Snow and Sigwold. Grugh, Snow and Sigwold had a short talk after which it was revealed that Grugh's warhost was the escort kzar Kraksha provided, per Sarah's request. The three of them, now joined, rode to Khamsin.

The travelers then endured yet another night of camping without a fire, which meant uncooked food and a freezing night out on the plains. On the other hand, it made it harder for any passing patrols to spot them. The messenger from Khamsin had blundered onto the pack train just as the long shadows were turning into true evening - Grugh joked around about him and his boys eating the boy since he had good meat on him but it didn't go farther than a joke. They sent the young messenger back after feeding him and giving him a good horse. The travelers then set camp for the night.

Next day, they came upon Eginhard's troops battling an Imperial Scorpem patrol and joined the fight, killing all of the patrolmen and capturing their mounts - during this fight, Lukush Buttwound died and had his epithet-name replaced with Diedwell. After this, Grugh's job was done and he and his raiders went back to the Fist.

***Orc Raiders***

1. ↑ Rebel Thunder (Bill McCay), Chapter 9
Krugg Thug

Krugg Thugs are the male basic Krugg Mage Spawn units. Krugg Thugs are Krugg Ogre warriors with a taste for boiled meat. Krugg hate burnt meat; boiled is far superior, and easier to eat and chew. (And more fun to cook when it’s alive). They were released as part of the Whirlwind expansion.

## In tabletop

Like the bullies they are, Krugg Thugs are best used to attack weaker figures or injured warriors. Although it is faster and better defended than either Rebellion’s Troll Brawler or Lancer's Tribal Brute, the Thug’s nominal attack values put it at a distinct disadvantage against opposing warriors of a similar point cost. Better to pick on something smaller when possible. The 2 initial slots of Toughness the Thug has are valuable in reducing or possibly even negating the damage of an attack from a weak opposing figure..

## Gallery

Miniature from the Whirlwind expansion.

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

An Immortal Fanatic is a High Elven Knights Immortal warrior who puts himself through dangerous tests to prepare himself for all situations. With enough time and testing, a Fanatic believes he will eventually be able to face and defeat any opponent.

## In tabletop

Brandishing its two swords, this devoted warrior thrives in the midst of a thicket of opponents. With a 180 degree front arc and Sweep, the Immortal Fanatic can damage up to four opposing warriors with a single close combat action. Unlike a ranged attack against multiple targets, where the damage is reduced to 1, Sweep deals normal damage to all opposing figures hit. Ouch! The Dodge ability helps the Fanatic survive; on average, only every other hit will damage the Immortal Fanatic. Add its great speed value, and the Immortal Fanatic is a recipe for disaster for opposing warriors.

## Gallery

Miniature from the Whirlwind expansion.

***Knights Immortal***

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

>    *As Naphetri raced up the hill ahead of the Revolutionaries, he could suddenly feel the power everywhere, a palpable sense of raw energy electrifying his every fiber. Naphetri stopped and turned to face his pursuers, grinning. Extending his staff, he began to cast a deadly spell.* "Now"*, the Atlantean cried out,* "we shall see who is the hunter - and who is the hun-yeeaAH!!" *As the nearby ley line's agonizing energy seared his body, the magus didn't even have time to scream before the Magestones set into his skull exploded.*
>
>

At the beginning of each player's command phase, that player rolls one six-sided die. If the result is a 1 or 2, roll one six-sided die; each warrior that makes a Magic attack this turn is dealt damage equal to the second result. Ley Burn is cancelled by any faith domain.

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

Place this spell face down on top of the caster's stack when it is cast. Cast this spell using the counter spell proficiency. The countering sorcerer may have one or more action tokens and gets +3 to its counterspell roll if the casting sorcerer is an Elemental Freeholds figure.

***Necropolis Sect***

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

> "Jacot’s strongest weapon, on the other hand, is his mouth." *Blaize kept that thought unspoken.*
>
>

Jacot was a human Utem Guardsman of the Atlantis Empire and used a pike. He was cynical, smug and had a coarse voice. He taunted other recruits and mocked Blaize, an Altem Guardsman that did practice with him. In spite of his sharp tongue, Jacot was a terrible soldier, running away at the first sight of danger.

## History

In 419 Tz at breakfast, Jacot, Blaize, Colass and Machau were ordered to train at the Imperial Arena - a "practice" fight of the four Atlanteans against two Mage Spawn - a Werebear and a Werewolf. Blaize took down the Werebear with two crossbow shots but the Werewolf proved tougher, killing Machau - even before than, when the Werewolf was closing in on the Guardsmen, Jacot dropped his pike and run for it, spending the entirety of the fight banging at the doors of the arena to be let out. His further fate after the practice bout ended is unknown.

***Atlantis Guild***

1. ↑ 1.0 1.1 Rebel Thunder (Bill McCay), Chapter 1
Ramkare

An Atlantean Brass Golem seemingly imbued with unusual powers of comprehension. Possibly a Golem that Tezla himself created to experiment with theories on machine intelligence.

The Ramkare Golems were designed by Guild Magus Korrinth, one of the best and brightest of Tezla’s students. Because of his exceptional magical skill in installing magestone spines, these golems performed better in combat than almost any production-­class that followed. Magus Korrinth’s death in battle against the heretic Elementalists was a great tragedy. Who knows what kind of power his skills might have instilled in the more powerful varieties of combat golems that followed?

## Gallery

Miniature from the Rebellion expansion.

***Atlantis Guild***
Horned Hatchetkrugg

Horned Hatchetkrugg are male Krugg Mage Spawn mounted units. They represent the best and bravest Krugg warriors who tame Horned Drakes to ride into battle. They often fight with weapons taken from weaker human or Elven warriors. They were released as part of the Whirlwind expansion.

## In tabletop

A mounted version of the Krugg Thug, the Horned Hatchetkrugg combines the Battle Armor and Charge abilities of the Horned Drake mount with the Toughness and Battle Fury of the Thug, resulting in a very sturdy figure indeed. The profile of this figure’s combat dial stats is very broad, meaning that it can take considerable damage while retaining much of its combat effectiveness. This is a definite plus when this figure is deep into combat with enemy troops, but it can also hinder healing attempts, due to its high defense values in all but its final few slots.

## Gallery

Miniature from the Whirlwind expansion.

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

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

## In tabletop

Raider's Bane is a relic-type card with the following effect: (Optional) Give the wielder a close combat action targeting a figure from the Orc Khans or Orc Raiders faction. If the attack succeeds, double the wielder's unmodified damage value for that attack.

1. ↑ https://www.mageknight.net/wp-content/uploads/Mage-Knight-2.0-Card-Set-Relics.pdf
2. ↑ https://www.mageknight.net/wp-content/uploads/Mage-Knight-2.0-Card-Set-Relics.pdf
Rite of the Bleak Horn

Place this spell face down on top of the caster's stack when it is cast. All friendly Apocalypse figures gain Charge. When an Apocalypse figure makes a capture attempt, it gets +2 to its attack value.

***Apocalypse***

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

A Heart Seeker is a Shyft warrior that uses a blow pipe to fire poisoned darts at its enemies. The blow pipe is made from the wingbones of Flying Horses. The darts are poisoned by the Shyft’s own saliva.

## In tabletop

As the cheapest Shyft, the Heart Seeker is sure to see a lot of action as an escort to formations of Mage Spawn. Have you been longing for a formation of Skeletons? The Heart Seeker’s decent speed value can make that dream come true. Even on its own, the Seeker is a threat. Its good attack value makes it useful for weakening the many figures that lose a strong special ability, like Weapon Master, after their first slot. When attacking the Seeker, those same figures will take 1 click of damage from Magic Retaliation again losing their initial special abilities.

## 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
Potion of Water Breathing

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

## In tabletop

Potion of Water Breathing is an item-type card with the following effect: The wielder gains the Aquatic speed type. The wielder gets +3 to its speed value if it occupies water terrain at the beginning of your command phase.

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

Pole Arm is a defensive combat special ability represented by a red square with an X in it.

## Mage Knight Dungeons

This warrior will damage opposing figures that enter squares adjacent to him. When an opposing figure’s movement puts him in a square adjacent to this warrior, and this warrior’s front arc faces the opposing figure after the free spin opportunity, the opposing figure takes 1 click of damage and the current activation is ended. A figure cannot make a counterattack against the Pole Arm special ability.

## Mage Knight 2.0

If an opposing figure moves, and is in base contact with this warrior’s front arc after the free spin opportunity, this warrior deals 1 damage to the opposing figure. The opposing figure’s action ends.

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
Scorpem Crossbowman

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

What better way for the Guild to instill fear into their enemies than to create a mechanical riding beast that resembles the scuttling scorpion found throughout the deserts of the Land? Standing on tall, jointed legs, with a wicked, barbed tail waving overhead, this technomental creation inspires fear on the battlefield. Though the ride for Scorpem Crossbowman can be exceptionally rough, the power such warriors feel as they witness the fear of their enemies at their approach has generated a long waiting list of warriors willing to enlist in this new military subcaste.

## In tabletop

The Scorpem Crossbowman reinforces the tradition of Atlantean mounted troops: power through ranged attacks. As Atlantis Guild warriors go, he is not particularly deadly, but he certainly has utility. With his inherent speed and the Bound ability, this fairly inexpensive warrior is great at working his way behind enemy troops and sniping at their support warriors. Many healers and enhancers only need to be hit for a few clicks of damage before their special ability is lost. The Scorpem Crossbowman can get this job done.

## Gallery

Miniature from the Lancers expansion.

***Atlantis Guild***

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

As more dwarves lose their immunity to the effects of magical energies after the effects of the Solonavi spell some are concerned that they may have lost their only edge over their enemies. Others have taken it as a guide to explore the possibilities of magic – and in weakness to it. Kenaz Stoneheart has gathered the most talented of those among the Black Powder Revolutionaries who have embraced the ways of magic and taken them to a secret location where he works to shape the magic of the Revolution into as powerful a weapon as gunpowder – and perhaps even merge the two.

The Golemkore were the first to combine shield and toolbox for their warriors going into battle, creating the Gear Shield, but the design was quickly copied by Khamsin steam engineers and the Forgemasters.

## In tabletop

The Forgemasters subfaction was introduced with the release of the Sorcery expansion. The Forgemasters' subfaction ability is the following:

**SPELLBREACH:** (optional) This warrior ignores other warriors’ Magic Immunity and magic immunity defense type.

***Black Powder Rebels***
 Major characters

1. ↑ https://www.mageknight.net/wp-content/uploads/Mage-Knight-2.0-Card-Set-Items.pdf
2. ↑ https://www.mageknight.net/wp-content/uploads/Mage-Knight-2.0-Sorcery-Rules-2004.pdf
Juhl­-lat

Juhl-lat was a necromancer of the Necropolis Sect.

## History

During the siege of Rothe, when the Necropolis Sect attempted to break the Knights Immortal lines in an effort to spirit away Necromancer Juhl­-lat, they ran up against a solid line of heavy cavaliers led by the Martyr Asringold. Six elven chargers, holding against three times their number in unnatural creatures and dark warriors. The safe tactic was to hold the line and wait for reinforcements. They charged. The first rider fell with the blood of three Sect warriors on his sword. Two more were finally struck down before Asringold fell upon the necromancer. Only one Cavalier finally rode free of the battle, bringing back to the warhost the kreus of Asringold and the head of Juhl-­lat.

***Necropolis Sect***

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

Released in May 2001, this first expansion introduced cavalry figures, with double the base size of regular figures and unique rules regarding their use. The expansion also introduced the first figures using the 'charge' and 'bound' special abilities which allowed figures to move and attack in the same action.

## Gallery

Store display showcasing miniatures from the Lancers era.Ditto.Ditto.
High Battle Mage

>    "Power. A force of nature… or un­nature in this case. Call it what ever you will, but a High Battle Mage is the epitome of a war leader. Wielding an awesome Magestone staff, protected by the finest armor that Atlanteans can forge, and mounted on the newest Guild technomental creation ― the terrifying Scorpem ― the High Battle Mage can throw themselves into the thick of any battle. If this was not enough, their superior tactical and strategic training allows them to outmaneuver their foes without personally entering the fray. Is it any wonder the Empire has ruled supreme for so long?"
> ― Excerpt commentary from The Guild, the Resurgent Empire
>
>

A senior Guild Magus, riding a scorpem mount. An impressive figure, which has a powerful attack and a level mobility that ensures he can put that power to use with a first­-strike capability matched by few others.

## In tabletop

The High Battle Mage is one of Mage Knight’s most costly warriors. However, the offensive punch he brings to your army is well worth it. He is the only character that combines Bound with Magic Blast. With a move value of 5 and a range of 12, this essentially gives him a Magic Blast out to 17 inches! Little more would be required to prove his worth to an army, but the High Battle Mage tosses in Battle Armor (thanks to his mount), a superior firing arc, the ability to make multiple ranged attacks, and five slots of Command for good measure. Despite all this, he is still no “tank”. The High Battle Mage is best used with a Defend character and a healer close at hand.

## Gallery

Miniature from the Lancers expansion.

***Atlantis Guild***

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

The Krugg, or Krugg Ogres are a grey-skinned sapient species which inhabit The Land and are typically found in their own mountainous territories, though some have terrorize nearby areas in roaming warbands while other tribes wander The Land for years at a time.

Since their emergence, many tribes of Krugg have fallen under the empathic sway of the Shyft and fight for their new Masters.
The Krugg and Trolls share an age-old enmity for each other.

## Culture

Krugg tribes are led by strong warriors known as a Molog. A Molog may be a leader of one tribe of Krugg, or several. Being a Molog recognized by the Shyft is a goal Krugg may aspire to.

Cooking and consuming meat forms a significant part of Krugg culture. Each Krugg tribe has a Seer that will use a form of cooking-based divination to predict events by observing the clouds of steam roiling up from a well stocked cookpot.

The Krugg Ogres commonly eat people in stew and appreciate the Goblin Cannibals who are universally shunned by everyone else, including their own kind . Krugg consider boiled meat to be far superior to burnt meat, which they hate. This is because they find boiled meat easier to eat and chew and more fun to cook when it’s alive. Krugg may exhibit preferences for certain sources of meat, with a band of Krugg warriors gaining renown for specifically capturing beautiful human women from the area around the Amazon homeland for cooking and consumption.

## Tactics

Basic Krugg warriors are known as Thugs and are equipped with basic swords, they are complimented by Krugg Heavers or “avalanchers” who throws boulders at their enemies. The Heavers are one of the key reasons the Krugg mountain territories are rarely invaded by outsiders.

The bravest of Krugg will tame Horned Drakes to ride into battle, while those unable to tame Horned Drakes ride the less effective War Yaks. War Yaks make peculiar noises when beaten, and the Krugg have learned to signal each other with these cries of pain.
Mounted Krugg warriors that use melee weapons are known as Hatchetkruggs, these Krugg often fight with weapons taken from weaker Human or Elven warriors. Those Krugg warriors that attack from a distance are known as Impalers, who instead use arrows made from barbwood, a rose like mountain plant that makes for lightweight but deadly shafts.

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

***Shyft***

1. ↑ https://www.mageknight.net/wp-content/uploads/Mage-Knight-Lore-Expansion-Lancers.pdf
2. ↑ https://www.mageknight.net/wp-content/uploads/Mage-Knight-Lore-Expansion-Whirlwind.pdf
Mogga Crackshot

A Goblin Archer who is famous for having once killed two Orcs with one arrow. Mogga has not replicated the feat since, but his reputation is very successful with the Goblin ladies.

## In tabletop

Mogga Crackshot combines the swiftness and utility of the Goblin Archer with the ability to target two opponents with a single ranged combat action. Since his damage value is only one to begin with, the multiple targets effectively doubles his damage output. A natural companion for Mogga is a Shaman who is also a member of the Orc Raiders faction. With the Shaman's Magic Enhancement special ability amplifying the archer's damage to two clicks per target hit, this simple combination can deliver some serious damage.

## 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
Khujeret

A human Atlantean Utem Crossbowman who is considered a master of modern crossbow combat. He wants to change the way Atlantean trainers look at crossbowmen.

Khujeret is one of a handful of Utem Crossbowmen who was offered a promotion to the Guardsmen but turned it down. He chose to remain with the Crossbowmen so he could continue his attempts to develop what he calls ra'Preysor, the Way of the Killing Shaft. His path is intended to teach a systematic approach to crossbow training, enabling warriors to reach higher levels of expertise.

## Gallery

Miniature from the Rebellion expansion.

***Atlantis Guild***

1. ↑ https://www.mageknight.net/wp-content/uploads/Mage-Knight-Lore-Expansion-Rebellion.pdf
Order of Vladd

> "With great power comes two things; jealousy for the strong and disdain for the weak". - Vija of Vladd
>
>

    Ruled by Deathspeaker Aeradon, the Order of Vladd is the dominant faction within the Necropolis Sect. Darq the Corrupt, the famous Sect warlord, is a leading member of the Order of Vladd. Also known as the darkspawn, the vampyr, and the princes of the nopheratus. Members of the Order of Vladd are the only mortals known to have voluntarily joined the greater undead. Many in the order - ­­both humans and Elves­­ - once numbered among the Necropolis Sect’s seething knighthood.

Now their rage is focused inward, gifting the Order with powers beyond the reach of mere mortals: Flight. The ability to feed off an enemy’s life force. Immunity to magicks. These undead princes command battlefields with an ability rivaling the greatest warlords, feeding even as they are wounded, trusting to their unnatural powers to keep them strong.

Anunub has been singled out by the Order of Vladd with orders to destroy on sight. What Anunub did to trigger that kind of attention is just another closely­-guarded Guild secret, though the Demi-magus has shown himself to be knowleadgable in the Sect's secrets in his reports.

## History

The Order of Vladd has long stood as the dominant Vampire faction in the Dark Crusaders, emerging victorious in the Vampire Civil War and crushing the Order of Uhlrik. With Darq the Corrupt involved in matters to the West, and Kossak Darkbringer leading the Crusader armies against the Elemental Freeholds, the Order of Vladd intends on leading the Dark Crusaders to victory.

## As troops

A Sect Vampire that is a member of the Order of Vladd.

## In tabletop

If you study the unique warriors of the four main factions, you’ll see that each pair shares five slots of Command ability. In the Necropolis Sect, the Vampire leader takes all five for himself. And at 96 points, you know that the Order is one mean mofo to boot. With attack 13, defense 18 and 5 damage right out of the starting gate, there’s no holding back with the Order. Fly straight at the enemy's toughest warrior and engage in single combat. If you somehow lose the engagement, bring the Order back from the dead and repeat. His Vampirism should help him stay competitive, even when wounded.

The Order of Vladd's subfaction ability is the following:

**VAMPIRISM:** When this warrior succeeds at a close combat attack against a target figure and deals at least 1 damage, it is healed of 1 damage.

## Gallery

Miniature from the Rebellion expansion.Miniature used in promotional material from Unlimited era.360 View of the Rebellion Miniature.

***Necropolis Sect***

1. ↑ https://www.mageknight.net/wp-content/uploads/Mage-Knight-2.0-Card-Set-Relics.pdf
2. ↑ 2.0 2.1 2.2 https://www.mageknight.net/wp-content/uploads/Mage-Knight-Lore-Expansion-Rebellion.pdf
3. ↑ https://www.mageknight.net/wp-content/uploads/Mage-Knight-2.0-Special-Abilities-Subfaction-Abilities-Card-2003.pdf
Infiltrate

Infiltrate is a defensive combat special ability represented by a green circle with an X in it.

When preparing the battlefield, deploy this warrior after all players have deployed their figures without Infiltrate or Submerged. This warrior can be deployed in hindering or concealing terrain up to its speed value away from its deployment area instead of in its deployment area. If this warrior was deployed outside of its deployment area, give it an action token.

1. ↑ https://www.mageknight.net/wp-content/uploads/Mage-Knight-2.0-Special-Abilities-Subfaction-Abilities-Card-2003.pdf
Nature's Rebuff

Place this spell face down on top of the caster's stack when it is cast. Cast this spell when using the counter spell proficiency. The countering sorcerer may be in base contact with an opposing figure and gets +3 to its counterspell roll if the casting sorcerer is a Necropolis Sect figure.

***Elemental League***
 Minor characters

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

Nepharus Mons are a mountain range in the north of the Land, home to many Amazon tribes and the place where the Black Powder was originally discovered and unearthed by the Rebels.

## History

In 419 Tz, Sarah Ythlim, the leader of the Rebel forces, arranged for a pack train loaded with black powder to come all the way from Nepharus Mons to Down Town of Atlantis, led by Snow and Sigwold.

***Black Powder Rebels***
 Major characters
Laurell

Woodroot’s sister, Laurell is a League Centaur known for her avid defense of the Wylden homeland. She advocates working with humans rather than persecuting them as her forefathers have.

## In tabletop

The unique Centaur Archer Laurell maintains the Bound ability and excellent mobility of the Archer and gains a better attack and damage profile and a 10-­inch range, all at an additional cost of only 2 points! Of all these improvements, the extra range is the most crucial, since it gives Laurell a combined Bound move and attack range of 15 inches - ­­more than enough to overcome a standoff battle against warriors with 14-­inch range values.

## Gallery

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

***Elemental League***
 Minor characters

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

Potion of Vitality is a healing mixture made by the Leech Medics in Khamsin. Although healing potions are commonly administered by hedge witches and apprentice healers throughout the Land, the unique consistency of the leech potions brewed by the healers of Khamsin would gag even the most loathsome Orc.

## In tabletop

Potion of Vitality is an item-type card with the following ability: (Optional) At the beginning of your command phase, remove this item from the game. Roll one six-sided die and heal the wielder of damage equal to the result.

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

> "I came to a moment later. I could just see through a break in the undergrowth, and there he was. Oakes. No mistaking the scar. That ranger walked clear of some flowering fern as if he'd materialized there. He strode across the bloody field and cut through my prisoner's bonds with his crystal sword. Together they faded into the woods, and I limped back here to report. One man. One ranger destroyed my entire command."
>
>

A silent, brooding League Forest Elf Ranger famous throughout the Wylden for assassinating key Sect figures. Oakes specializes in ridding the world of Necromancers and has a special hatred for anyone capable of raising the dead, as his family was killed and turned into battle fodder for the Sect years ago.

## Gallery

Miniature from the Rebellion expansion.

***Elemental League***
 Minor characters

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

A prototype crafted by Grand-Magus Tezla, this breastplate could imbue even non-mages with the power of Techomancy, allowing them to lead Atlantis to victory against even the most lethal of enemies.

## In tabletop

Magestone Armor is a relic-type card with the following effect: At the beginning of your command phase, choose one of the following effects:

1. The wielder gains the magic combat attack type of its ranged combat attack type and the Mage Blast special ability until the beginning of your end phase. The wielder's range value becomes 8 and its ranged damage value becomes 0.
2. The wielder gains the Invulnerability special ability until the beginning of your next command phase.
3. The wielder gains the Leadership special ability until the beginning of your end phase.

***Atlantis Guild***

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

> *Like lightning splitting an age-old oak, the Elven Lord's weapon shattered the Khamsin warrior's shield and threw the rider violently from his mount. By the time the injured warrior raised himself from the dirt, gasping for breath against the torn mesh of his broken ribs, the Elven Lord's dagger was already pressed against the hollow of his throat.*
>
>

Griffon's Lance is a relic weapon best wielded by cavalry units.

## In tabletop

Griffon's Lance is a relic-type card with the following effect: Only warriors that can become riders can wield Griffon's Lance. (Optional) When the wielder is a rider, give its cavalry unit a close combat action targeting a single opposing cavalry unit. Use the wielder's combat dial to resolve the attack. If the attack succeeds, dismount the target's rider.

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

A Rebel warrior, a loner, who hunts down Mage Spawn and other menaces around the region of Khamsin. While he is happy to fight the Atlanteans, his main job is protecting outlying communities from Mage Spawn attack.

Among a faction defied by rebellion, the Hunstmen are rebels - loners who are only loosely aligned with the Black Powder Rebels. This has caused particular friction between the Huntsmen and Dwarven Jarls, who are fanatically commited to the Rebel cause. In the Huntsmen, the Jarls see a lack of commitment, and a possibility that these rebellious warriors could lead a defection to the League or the Sect.

The Hunstmen, on the other hand, maintain that they are loyal to the cause, simply in their own peculiar way. Just because they don't chant war cries or freely mingle with the other Rebels doesn't diminish their own view of loyalty. In fact, they believe that being isolated from the common man somehow makes them stronger.

## In tabletop

A sniper par excellence, the Huntsman bounds quickly from the starting position and into hindering terrain where his Stealth keeps it safe from ranged attack. Positioned in terrain, with a 10­-inch range and a good attack of 8 to 9, the Huntsman can dictate enemy troop movement. With a damage of 2, a squad of Huntsmen creates a rolling rate of fire, removing the special abilities of the specialty non-­uniques.

The Hunstman is a very flexible ranged attacker. With Bound on his first slot, a healthy Hunstman may move 4 inches and then fire at an opposing figure up to 10 inches away. That is a range 14 attacker for less than 30 points. These attributes allow the Hunstman to deliver the first attack in a standoff with an opponent's ranged attackers. Also, Bound permits the Hunstman to rotate in place, then attack, making him difficult to flank. Once wounded, the Hunstman gains Stealth, allowing him to slink off into hindering terrain to continue his ranged attacks or seek help from a nearby Leech Medic.

## Gallery

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

***Black Powder Rebels***
 Major characters

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

A Serpent Sniper is a Shyft Heart Seeker that has performed their duties well and has been allowed to have a Land Serpent as a mount. Land Serpents are generally kept hungry. If they eat too much, they tend to become dormant or lethargic for up to a week.

## In tabletop

Because of its short range, you must keep the Serpent Sniper close to the enemy. Fortunately, this warrior’s high speed, Bound ability and high defense values make this possible without sacrificing the Sniper. In fact, you should ideally move it so close that it goads the enemy into attacking. Since it has Magic Retaliation, any warriors who damage the Serpent Sniper take a click of damage themselves. This ability is a nice bonus, since the Sniper can deliver only 1 click of damage in an attack. To make the best use of the Serpent Sniper, focus its attacks on fragile opposing figures that have special abilities only in their starting slot.

## 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
Hierophant

A third-­generation Draconum that is the strongest of its generation, easily identified by its twin heads and potent magical capabilities. The Hierophant, upon undergoing Chrysalis, will likely transform into the Regal Draconum. When an Imperial Storm Golem appears on a field, a Hierophant will often engage it directly out of personal honor, as well as to test whether these masterpieces of Atlantean endeavor can stand up to the might of an angry Draconum.

Is the Hierophant a natural order among the Draconum? This question has plagued the Guild scholars for centuries, but no Draconum will answer it. Even the Mystic Draconum will not offer the information as ransom, which either means they do not know themselves or for some reason refuse to say. That Hierophants are among the most powerful of the dragonkin, there is no question. But the under-developed twin heads, the way they are shunned by their own kind, the independence of spirit they show as some of the Land’s leading warlords―all this seems at odds with the idea of their being a venerable and respected caste of the Draconum. And if they are not natural, then what are they?

## In tabletop

Here is Mage Knight’s penultimate combatant. Whether striking in close or ranged combat, breaking up enemy formations, issuing commands, hitting multiple opponents or shrugging off misguided attempts at damage, the Hierophant knows no equal on the battlefield. Opponents who see the Hierophant in your army will build up formations of their best warriors to take him down. With this in mind, support this Draconum with clouds of weak characters whose only job it is to prevent formations from closing on the Hierophant. Everything else, this warrior can do by himself.

## Gallery

Miniature from the Rebellion expansion.360 View of the Rebellion Miniature

***Draconum***

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
Haunted Graveyard

>    *Koruth swung his heavy staff around and knocked aside the Forest Elf's incoming sword attack. Dodging a second blow from the Elf's human companion, the Necromancer first drove his weapon into the Elf's chest, knocking him back, and then swung around and deftly smashed in the girl's nose with the butt end of his staff. Choking and gasping, the human girl staggered back against one of the gravestones, trying to gasp in air. Blood coated her face and drenched her leather armor. Almost on cue, smelling the rich tang of blood, a pair of graveyard ghouls rose from the earth on either side of the girl. Her Forest Elf lover's scream of warning came too late - the hungry undead began to drag the screaming girl off through the grass with uncanny speed.* Now, *Koruth thought as he turned to face his panicked opponent,* it gets interesting.
>
>

At the beginning of each player's command phase, that player must eliminate one of his or her figures with an unmodified defense value of 10 or less unless he or she has a figure with Command or Leadership on the battlefield. Haunted Graveyard is cancelled by the Border Town terrain domain.

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

Magic Freeze is a damage-related combat special ability represented by a blue circle with an X in it.

## Mage Knight Dungeons

This warrior may use a ranged attack to reduce the target’s speed value to 2. (Optional) When this warrior makes a ranged combat attack, his damage value is reduced to 1. If he makes a successful ranged combat attack against a single target, roll 1 six-sided die; on a result of 4, 5 or 6, place a token on the target figure to mark it as frozen. Reduce the target’s speed value to 2 for as long as it is marked with the token. The target figure may be activated normally. The player who controls the target figure may remove the effects of Magic Freeze by giving the figure an activation, but he has 0 speed points for the turn and may not make an attack. Any player may activate a frozen Mage Spawn figure and remove the token as if they controlled the figure.

## Mage Knight 2.0

Give this warrior a ranged combat action. If the attack succeeds against one or more opposing target figures with zero or one action token, roll one six-sided die. On a result of 4–6, give each target an action token. If a second action token is given to a target, the target is pushed.

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
Prince Ramag

Prince Ramag was the ruler of Thestle Commons before he was overthrown by Jennerel's army of Whirling Golems. Thestle Commons was a client-state of the Guild and Ramag was going to secede from it, but his plans didn't come into being.

## History

The plans of Magus Jennerel were years in the making, each of his machines endowed with hidden martial abilities in anticipation of Prince Ramag's treachery. On the Day of Recall, every Golem marched back to the capital and was armed with a sword-staff - the same weapon with which they are equipped today. Their orders were simple and their challenge brief as the nimble designs made short work of the local guard. Thestle Commons was folded into the empire proper, and Jennerel's Whirling Golems have stood as the standart court guards for every regent since.
Longshaft

> *Pulling his frightened horse forward with full spurs, the Galeshi warrior ducked under the Cyclops' massive fist, his masterful riding skill the only thing preventing him from being squashed like a bug. Quickly raising the magical lance, the Galeshi drove it home through the titan's belly, tearing a door-sized wound in the monster's side.*
>
>

Longshaft is a relic jousting spear used to kill titanic creatures.

## In tabletop

Longshaft is a relic-type card with the following effect: Only warriors that can become riders can wield Longshaft. If the wielder succeeds at a close combat attack against a single opposing target figure with the Titan damage type, roll two six-sided dice. Instead of the wielder's damage value, deal damage to the target equal to the result.

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

Krang was an orcish member of the Chaos Shamans that survived the Breaking.

## Characteristic

Krang remembers little about the time before the Breaking. Only flashes of memories, images, words here and there, and feelings of confusion and pain.

## History

There was the time he was a Chaos Shaman; the memory of Magestone dust entering the lungs still lingered. There were the words of the Council of the Void imploring him to give up his ways. Individually, the words were forgotten but collectively, the argument was convincing. The painful memories of the purging certainly remain. He was fortunate however, as otherwise the Breaking would have destroyed him. He was very fortunate, indeed.

In the years that followed, he was taught the magics by the best the Council had to offer. The most was made of his powerful orcish frame as his blunt but effective martial skills were perfected.

Now he has been sent forth to bring order to the lands of the Atlantean empire. He has turned his back on his Orcish brethren. His true nature has been disguised from the locals with the help of the Council, masters of deceit and trickery.

For the first time in years, he has a certainty within him. This he is sure about. This he can do.

## Gallery

Miniature from the Sorcery expansion.

***Orc Raiders***

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

Crushing Blow is a damage-related combat special ability represented by a purple square with an X in it.

When this warrior makes a close combat attack, it ignores the defense special abilities of all target figures for the duration of the attack.

1. ↑ https://www.mageknight.net/wp-content/uploads/Mage-Knight-2.0-Special-Abilities-Subfaction-Abilities-Card-2003.pdf
Lightning Shield

> "My weakness, my exhaustion, my fear - you may have them all." *- Priest-King Ormanep*
>
>

Lightning Shield is a relic that can send bolts of electricity and also give the wielder a second wind.

## In tabletop

Lightning Shield is a relic-type card with the following effect: (Optional) Give the wielder a ranged combat action targeting a single opposing figure. If the attack succeeds, deal 2 damage to the target instead of the wielder's ranged value and remove all action tokens from the wielder. The wielder does not receive an action token for this action.

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