recursal/Fanatic-Fandom huggingface dataset:
Storm Golem

One of the best Atlantean War Golems ever made, armed with twin Magestone cannons. A staple of Atlantean Golem design, the Storm Golem was the foundation for the designs of the Flying Techun and the Maelstrom Golem. The artificial creature is twice the height of a man, a construct of metal and Magestone. The armor it wears only increases its mighty bulk. The wizards of the Atlantis Guild have long created magical devices to make up for their soldier's shortcomings on the battlefield - and the magnificent Storm Golem is no exception.

Called "oxod croia" by the Orcs, or "walking death", this powerful construct of alchemy and engineering is the Guild's strongest war machine to date. Armed with twin lighting cannons and bone-crushing strength, the Storm Golems often leaves a trail of tangled wreckage and lifeless corpses on any battlefield it's sent into. When one of these juggernauts 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.

Several inches of magestone spine give the Atlantis Guild’s strongest war golem fantastic power and bone­crushing strength. At close quarters, Storm Golems smash through castle walls and crush warriors underfoot. At long range, their arm­-mounted lightning cannons beat down the strongest heroes with cascading streams of energy, or pummel enemy formations with flurries of crackling white-blue orbs. Only their inability to fire both cannons at once limits their intimidating power, but the Atlantis Guild’s technomages are working feverishly to overcome that small design flaw.

## In tabletop

This beast is the game’s second most expensive character. At 115 points, the Storm Golem is the only warrior that can hit three targets with one action. Keep a few weak Demi­-magi in contact with the Storm Golem to make those multiple attacks really hurt. Although this golem does not have Toughness, his Battle Armor should keep him safe through any battle, raising his defense to 20 against ranged attackers. Given his exceptional range and attack value, keep the Storm Golem back, preferably on a hill, and pound your opponents into submission.

## Gallery

Miniature from the Rebellion expansion.Storm Golem fighting a Hierophant.

***Atlantis Guild***

1. ↑ 1.0 1.1 1.2 https://www.mageknight.net/wp-content/uploads/Mage-Knight-Lore-Expansion-Rebellion.pdf
2. ↑ Rebel Thunder (Bill McCay), Chapter 3
3. ↑ Mage Knight Rebellion Trading Card Game
Humans

Humans are the most populous race of the Land, and, while not magically gifted, they have risen to great heights by building their empires, cities and kingdoms. They are similar to humans in the real world, with their cultures being based on civilizations of our ancient world.

## Cultures

Many cultures of Humans exist across the Land, most of them relegated to their own lands and territories.

* Atlanteans - those born within the holdings of the Atlantis Empire. They are known to have from bronze to pale skin and usually have black or brown hair. They favor wearing their hair in topknots. Known for being hard-working, obedient folk, others call them "Imperials" in reference to their servitude to the infamous Atlantis Guild.
* Khamsin - those born within the holdings of the Republic of Khamsin. Most of them are burly, stout folk and have attuned themselves to working with Black Powder armaments, be they firearms or explosives. A lot of them also serve as mercenaries, such as the Khamsin Freelancers, or are directly aligned with the Black Powder Rebels. The good folk of Khamsin had little love for the Empire.
* Galeshi Sand-tribes - nomadic, free folk from the western deserts. They are known for their skills with scimitars and for being expert guides across the unforgiving deserts where they make home.
* Caeronns - people from Caero are called Caeronn - they are known to be friendly folk and are welcome in almost all other cities. They usually have brown hair and shaven faces.
* Northlanders - people from Varsfield, Enos Joppa, Nok and Rangraz are called northlanders. They are known to be experts at handling horses and their lands, along with those of Khamsin, are often subject to annual invasions by the Orc Raiders.
* Amazons - a mostly female tribe of totem-warriors from Nepharus Mons who worship beast idols and are usually allied with the Black Powder Rebels.
* Prieskans - humans from Prieska are known to be stocky. They have a strong accent and a peculiar sense of humor that other humans usually don't get.
* Xandressans - dark-skinned folk from the Atlantean city of Xandressa who spend most of their life on the water. Xandressans are lightweight and small framed, making for excellent Dragonfly riders, too.

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

1. ↑ Rebel Thunder (Bill McCay), Chapter 3
2. ↑ https://www.mageknight.net/wp-content/uploads/Mage-Knight-Lore-Expansion-Lancers.pdf
Vampirism

Vampirism is a combat special ability represented by a black square with an X in it.

## Mage Knight Dungeons

This warrior can heal himself by making a successful close combat attack. Heal 1 click on this warrior whenever he damages a target figure during a close combat attack.

## Mage Knight 2.0

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.

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
Wolf's Kin

Target the caster or a single friendly figure in base contact with the caster. The target gains Counterattack, Regeneration and Terrify. Wolf's Kin ends if the target makes an unsuccesful close or ranged combat attack.

***Elemental League***
 Minor characters

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

Because a person cannot be taught necromancy - one is simply born with a talent for raising the dead - the first step to evaluating potential students lies in these small bone wands. Even the most unimpressive student should be able to "wake up" a corpse, even if it tries to eat its reanimator shortly thereafter.

## In tabletop

Wand of Reanimation is an item-type card with the following effect: (Optional) Give the wielder a special action when it is not in contact with an opposing figure. Reanimate one of your eliminated figures with the keywords Skeleton or Zombie in its name, and turn its combat dial to the starting marker. Roll one six-sided die. On a result of 1-3, place the reanimated figure in base contact with the wielder. On a result of 4-6, remove it from the game.

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

Tinker is a damage-related combat special ability represented by a green circle with an X in it.

Give this warrior a close combat action, with a single friendly figure with the Golem damage type as the target. Neither this warrior nor the target can be in base contact with an opposing figure. Ignore all modifiers to the close combat attack. If the attack succeeds, heal the target of damage equal to this warrior’s damage value. The target cannot be healed if a repair marker or the starting marker appears on its combat dial.

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

War Hatchetkrugg are male Krugg Mage Spawn mounted units. Those Krugg warriors afraid or unable to tame Horned Drakes often ride War Yaks — an inferior or effective mount, depending on your point of view. War Yaks make peculiar noises when beaten, and the Krugg have learned to signal each other with these cries of pain. They were released as part of the Whirlwind expansion.

## In tabletop

The War Hatchetkrugg is an ideal figure for showcasing Whirlwind’s Ram special ability. The aggressive stance of its War Yak mount clearly illustrates this warrior’s readiness to come into base contact with enemies and deliver an initial click of damage. When used against many warriors, Ram automatically moves them out of their starting slot and deprives them of many of their special abilities. These enemy figures are excellent targets for the War Hatchetkrugg to attack without mercy.

## Gallery

Miniature from the Whirlwind expansion.

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

The Wylden Host stands to defend the Land against any foe, and are prepared to turn swords against their own brethren if the cause is just.

The Wylden Host is made up of Elven, Troll, Centaur and Faerie renegades who have turned against the will of the Spirit of Tezla, and no longer follow orders from Prophet-Priest Tremelen or the leaders of the Elemental Freeholds. They believe that Tezla's order to recall the Elemental armies back to Roanne Valle was foolish, and that leaving the forests and meadows of the Wylden open to rape and destruction by the Crusader forces is an unforgivable sin. While many of the members of the fervent Wylden Host do not wish ill upon their one-time allies, each and every one of these warriors has sworn a blood-oath to defend the Land at any cost, even if it means standing against the will of the Spirit of Tezla.

## History

Following the initial wave of the Dark Crusader assault into the Wylden, the eruption of the Wylden Host subfaction has brought about the flavor of civil war amongst the Elementals. While for more than a century Trolls and Elves have bickered about the proper way to defend the Land, the creation of the Wylden Host goes against the grain of the laws of battle passed down by the Spirit of Tezla, and introduces a rogue strain of warriors that threatens to bisect an already divided culture. While only a small percentage of all Elementals belong to the Wylden Host, within Roanne Valle many non-Elven warriors are having to carefully watch their words for fear of being labeled as a member of this radical subfaction. At the same time, members of the Wylden Host are being praised by the Circle of Nine for their precise and devastating attacks against the Crusader armies, while being snubbed privately as being deserters disloyal to the Spirit of Tezla and the "true" fight for the Land.

The Stonekeep fortress located to the north of the Wylden Plateau – the only other major center of Elemental activity remaining after the initial Crusader siege – is filled with warriors who disobeyed the recall order, and believe that they can best fight for the Land by engaging the Necromancers directly, rather than cowering behind the walls of Roanne Valle. While they would happily do whatever they could to free their kin from the Crusader trap, the extremes that they will go to in order to claim victory would make most Freeholder warriors blanch with horror.

## In tabletop

The Wylden Host subfaction was introduced with the Dark Riders expansion. The Wylden Host's subfaction ability is the following:

**NATURE’S ALLY:** This warrior’s line of fire is not affected by hindering or concealing terrain. Targets of this warrior’s ranged combat attacks treat hindering and concealing terrain as clear terrain for those attacks. When this warrior is in hindering terrain, it gets +1 to its defense value.

***Elemental League***
 Minor characters

1. ↑ https://www.mageknight.net/wp-content/uploads/Mage-Knight-Cavalry-Rules-2004.pdf
Shaman

An Orc imbued with magical powers by the powdered Magestone he chews. Shamans play a pivotal role in Orc society, as their wisdom and advice make them valued by any kzar or khan worth his skin. Many Bone Grinders are apprentice Shamans or hope to win a place under the tutelage of these “powerful wizards.”

Orc Shamans are barely understood even by their own people. Though agressive, they tend to be much weaker than the average Orc - even sickly, possibly thanks to the powdered magestone they eat. Understood or no, shamen are still valued by any marauding pack, due to their powerful healing spells and their ability to magically enhance archers and other missile-dealing warriors. The strongest shamen can be found in battle, but they do not revel in combat like most raiders. They wear minimal armor and often prefer distance weapons, like slings.

## In tabletop

The Shaman provides an odd mix of skills: Magic Healing and Magic Enhancement. This mix, however, increases his utility. Here’s how: when building a Mage Knight army, it’s always important to provide redundancy. That is, if your army is built around a few important skills, you will want back­up characters with those skills should your main characters go down. The Shaman provides this redundancy for two very useful and common combatants: the Mending Priestess and Demi-­magus. On a grander level, the Shaman can provide utility and support for an Elemental Priest, or even back­up a Mystic Draconum.

## Gallery

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

***Orc Raiders***

1. ↑ 1.0 1.1 https://www.mageknight.net/wp-content/uploads/Mage-Knight-Lore-Expansion-Rebellion.pdf
2. ↑ https://www.mageknight.net/wp-content/uploads/Mage-Knight-Lore-Expansion-Lancers.pdf
Wild Mountain Troll

Wild Mountain Trolls are highly territorial Trolls that live high in the Sturnmounts and typically don’t get along well with Forest Trolls. Mountain Trolls and Forest Trolls fought terrible wars in centuries past, and relations between the two races are still strained.

## In tabletop

Similar to the Troll Artillerist from Rebellion, the Wild Mountain Troll combines good range with high damage values to make it effective in a stand-off. Multiple slots of Toughness and high defense values help this Troll shrug off return attacks. If your defenses break down and your Trolls are forced into close combat, the Wild Mountain Troll goes deep into Battle Fury to prevent enemy capture attempts. The Tough version of this warrior can target two opposing figures with its ranged attacks. In the right army, this added flexibility is well worth the additional point cost.

## Gallery

Miniature from the Whirlwind expansion.

***Elemental League***
 Minor characters

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

It is said that Wyrmfire was the staff of a powerful sorcerer in the Time of Mists, shaped from the bones of the greatest beast ever slain.

## In tabletop

Wyrmfire 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 succeds, the wielder may continue to attack the target until an attack is unsuccesful. The wielder gets -1 to its attack value and +1 to its damage value for each additional attack after the first for the duration of the ranged combat action.

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

>    *The Forest Elf bared her teeth and charged, ignoring the howling winds that bent the nearby trees and filled the air with sundered leaves and other debris. The Sect Elf fired three quick shots at her, but the ferocious wind sent his arrows tumbling harmlessly into the trees. She threw herself into him with all of her strength, knocking both of them to the ground. Then it happened. With a loud snap, the winds ripped a massive bough free from an oak bent too far by the relentless storm. The massive branch slammed into Lillianth with the force of a cannon shot, crushing her beneath its bulk and leaving her struggling and gasping for air. Darkness claimed her then, but not before she saw her opponent lying beside her, crushed by the same branch that felled her.*
>
>

Figures cannot be given ranged combat actions. Constructed terrain features get -1 to their structural point values. Storm Gale is cancelled by the Smoke and Fog weather domain.

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

A war dog raised from the dead by Necropolis Sect Necromancers. Much like any, these hounds are unerringly loyal to their Necromantic masters.

## In tabletop

The Zombie Hound has the distinction of being the first warrior with Charge that can be brought back into the game at full strength with Necromancy. This provides the player deploying them with an almost endless supply of fast attackers (provided the figure with Necromancy remains in the game!). Much like Skeletons, the Hounds are best in their first slot, becoming rapidly weaker after that point. Even in their first slot, though, you are likely to lose the Hounds to ranged attacks if you leave them exposed to fire. Try keeping them in the wings until the opposing ranged attackers are locked in base contact with your warriors, and then send the Zombie Hounds in for the kill: “Release the Hounds!”

## Gallery

Miniature from the Whirlwind expansion.

***Necropolis Sect***

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

An Elemental Forest Troll who wields a sizable crossbow. The largest of the Artillerist’s crossbows fires shafts as large as fenceposts. A Troll Artillerist's weapon is more a ballista than a crossbow - a human using the same weapon would need to mount it on a cart and use as a siege device. Artillerist's incredible range and power make them terrifying bowmen. Their ability to demolish their adversaries from beyond conventional weaponry range should make their regiments unstoppable. Unfortunately, they often forget themselves in the heat of combat, and charge the enemy lines, using their massive bows to bludgeon foes into fine red dust.

## In tabletop

What could be better than a Troll carrying around a ballista? “Two or three of them,” would be a good answer. The Artillerist’s 12” range is very strong, and the fact that he holds his 3 damage value until entering Regeneration is even better. These warriors are flexible enough that you can either front an assault with them, or provide another unit with powerful covering fire. Either way, there isn’t much wrong with an Artillerist (or two, or three!).

## Gallery

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

***Elemental League***
 Minor characters

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

Terrify is a defensive combat special ability represented by a grey circle with an X in it.

## Mage Knight

Whenever an opposing player gives a move action to a non-Hero figure that would put it in base contact with this warrior, that player rolls 1 six-sided die. On a result of 1 or 2, the figure may not move into base contact with this warrior this turn. This warrior is not affected by Terrify.

## Mage Knight Dungeons

Whenever an opposing player attempts to move a figure adjacent to this warrior, that player rolls 1 six-sided die. On a result of 1 or 2, the figure may not move adjacent to this warrior this turn. This warrior is not affected by Terrify.

## Mage Knight 2.0

When an opposing player moves a non-Hero figure so that it would come into base contact with this warrior, that player rolls one six-sided die. On a result of 1 or 2, the figure cannot move into base contact with this warrior this turn. This warrior is not affected by another figure’s Terrify.

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

The Vurgra Riders are beastmasters from the Vurgra Divide who can tame any creature, which become mounts possessed of unusual calm in the midst of even the bloodiest battle.

## In tabletop

The Vurgra Riders are an Adventuring Company of 20 cost and with the cohort discount of 5. It's cohorts are: Darkfen Blade, Khamsin Surgeon, Orc Wolfkin, Steppe Dragoon, Talon Warrior, Wolfhawk.

Their adventuring company ability is as follows: A friendly skittish mount without a rider is not removed from the game if a member is within 8" of it.

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

Shyft Bond Makers that have performed their duties well are allowed to have Flying Horses as mounts. The Flying Horses react well to empathic commands, though the Shyft’s natural spurs can also be used in an emergency.

## In tabletop

The high speed and great defense values of the fast flying Swooping Invader allow it to engage only in the fights it chooses and avoid unfavorable encounters. Given its high attack capabilities, it makes short work of the lesser figures it combats. With an initial speed value of 12, the Swooping Invader is a natural formation leader for Mage Spawn with a similar speed value. The Shade and the Wraith from the Rebellion set and the Specter from Lancers are good examples of possible formation companions for this Shyft warrior.

## 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
Tormented Soul

Tormented Souls are Mage Spawn spirits enchanted by a Necromantic spell that drives the creature completely mad. As a result, it kills anything that gets in its way. They were released as part of the Whirlwind expansion.

## In tabletop

Another first for Mage Knight, the Tormented Soul is only 1 slot deep but what a slot! High attack, defense and damage values make this Mage Spawn a powerful figure on the battlefield. Lacking a ranged attack capability, this warrior must close into base contact to make an attack. Invulnerability and a high defense value make the Tormented Soul extremely hard to hit with a ranged combat attack. Even if hit, Invulnerability makes this warrior immune to most attacks of 1 or 2 damage. Shockwave and Pierce attacks that ignore Invulnerability are the bane of the Tormented Soul. Avoid opposing warriors with these special abilities, because if the Tormented Soul takes just 1 click of damage, it is eliminated from play.

## Gallery

Miniature from the Whirlwind expansion.

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

Tyrin is a famous High Elven Temple Blademaster of the Knights Immortal who thinks that the defenses of the Rivvenheim mountains have been weakened recently. Shee has the support of Grim Ivydown, and both are unpopular in some circles. Tyrin is friends with Taska Lakelore, who, however, doesn't share Tyrin's view on Rivvenheim's defenses.

***Knights Immortal***

1. ↑ https://www.mageknight.net/wp-content/uploads/Mage-Knight-Lore-Expansion-Lancers.pdf
Shield of the Elven Gods

> *Bleeding from a dozen wounds and surrounded by her slaughtered kin, the Martyr invoked the power of the Heiramman Host, calling upon her gods to destroy her Crusader foes. At her prayer, a halo of brilliant light erupted from her shield, immolating her and her enemies in a pyre of divine flame.*
>
>

Shield of the Elven Gods is a high elven relic which can be used in a suicide attack that destroys all undead surrounding the wielder, along with the user.

## In tabletop

Shield of the Elven Gods is a relic-type card with the following effect: (Optional) Give the wielder a special action. Any figure within an 8" area of effect of the wielder with the word Lich, Revenant, Shade, Skeleton, Spectre, Wraith or Zombie in its name is removed from the game. Eliminate the wielder after resolving the action, and then remove the Shield of the Elven Gods from the game.

***Knights Immortal***

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

A Mage Knight warrior is composed of three main parts: the figure/miniature (the three-dimensional representation of the warrior), the base, and the combat dial. Each warrior’s base contains important game information. Some warriors look the same, but have different ranks, paint schemes, and combat dials to identify them. Each warrior’s base has a collector’s number printed on it so that you can keep track of your collection.

Friendly warriors are those that you or an allied teammate controls in the game. Opposing warriors are those controlled by an opponent. Friendly and opposing status is determined at the beginning of the game, but can change during the game.

A warrior is in base contact with another warrior if their bases are touching. A warrior can also be in base contact with a token, terrain feature, or an item.

The position of a warrior’s front arc relative to the battlefield indicates its facing. When you move a warrior, you determine its facing at the end of the movement.

At the end of any action phase, if a player has no able warriors on the battlefield, all that player’s remaining warriors are removed from the game; they do not count as eliminated warriors. Remove the control markers from any objectives controlled by that player. These objectives become neutral, and the action phase ends. At the beginning of the next end phase, if only one player has able warriors on the battlefield, that player gains control of all objectives.

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

Shockwave is a combat special ability represented by a yellow square with an X in it.

Give this warrior a special action. Reduce its range value by half (rounded up); this is the warrior’s area of effect. Make one attack roll and compare the attack result to each friendly and opposing figure within this warrior’s area of effect. Deal 1 pushing damage to each figure against which the attack succeeds. If there is only one friendly or opposing figure in this warrior’s area of effect against which the attack succeeds, instead deal damage to the figure equal to this warrior’s damage value.

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

Reanimated corpses that serve the will of the Sect wizards who created them. Zombies have no memory of their previous lives; they are merely unthinking automatons that do what they are told - most of the time. While a master Necromancer may raise a Zombie back to life in such a way that its mind is left intact, most of the other Sect members possessing Necromancy are only capable of creating shambling, mumbling automatons.

Zombies are a type of nupheratii, or lesser undead, and can make up the strong back of any army. They are aggressive, strong and fearless. Most importantly, they are renewable. They obey only the necromancer who raised them, and they retain a modicum of intelligence but have no free will. The strength and ability of a zombie are directly related to the power of the necromancer who animated it, and to how desiccated the corpse was before its rebirth. Zombies that were dead for too long before their reanimation are little more than shambling cadavers.

## Types

There are many types of zombies employed by the Sect and other factions.

* While most zombies are roughly comparable in combat, differentiated only by their staying power, some few show a definite edge. The zombies created by the necromancer Goltusep, for instance. Goltusep was known for his shadow armor, and some of this strength leeched into the corpses he animated, making them more resistant to steel or magic.
* Some zombies are created by a ritual transforming the necromancer itself into one in exchange for losing all their powers. They gain thousand years of life and retain their sentience.
* Marsh Zombies are flesh­-hungry monsters created by Sect Necromancers from rotting corpses. Unusually smelly. They are left to haunt the marshes surrounding the Black Lake on which Necropolis is built and then collected in times of war for use as battle fodder.

## In tabletop

The rank and file warriors of the Necropolis Sect are legions of undead Zombies. They are good fighters, since their morale never breaks, and their abilities stay pretty constant has they absorb damage. Zombies can be Necromantically brought back from the dead at full health: an attribute only shared with Mage Spawn Skeletons. Use formations of Zombies to screen other, more valuable units, or use them to wade into melee with your opponent’s weaker troops. Zombies are cheap, so they also make good supporting troops in close combat formations and are excellent for taking prisoners.

## Gallery

Miniature from the Rebellion expansion.

***Necropolis Sect***

1. ↑ 1.0 1.1 1.2 https://www.mageknight.net/wp-content/uploads/Mage-Knight-Lore-Expansion-Rebellion.pdf
2. ↑ Mage Knight Rebellion Trading Card Game
3. ↑ https://www.mageknight.net/wp-content/uploads/Mage-Knight-Lore-Expansion-Lancers.pdf
Surok

Magus Surok was a human Atlantean magi who founded the School of Surok in Caero with the intent of blending martial arts and Technomancy into one lethal discipline. Surok Apprentices are taught a blend of magical abilities as well as potent martial arts skills.

***Atlantis Guild***

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

Mage Knight Whirlwind was the second expansion released, hitting shelves in October 2001 and was the first to introduce a new faction - the Shyft. This faction offered the unique ability to use formations with Mage Spawn.

Whirlwind also introduced twelve new special abilities which appeared as circles on the combat dial.

## Gallery

Promotional poster.Miniature checklist from the Scrye magazine.Back of the Scrye checklist, showing off Conquest miniatures.Another checklist.
Spell Stasis

>    *In the snares of your destinies caught, skeins of your spells are tangled in knots.*
>
>

Spells may not be cast. Spell Stasis is cancelled when an opposing sorceror in base contact with a controlled objective is given a special action to remove a spell in its spellbook from the game.

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

Tezla's Manual was Grand-Magus Tezla's spellbook before his transcarnation. As the Golems gained sentience throughout the Land, they realized that the seal of Tezla was not only a means to understand their own essence, but also a symbol of their overall purpose in the greater pattern of destiny.

## In tabletop

Tezla's Manual is a relic-type card with the following effect: The wielder gains the Field Repair subfaction ability. Opposing figures with the Golem damage type cannot target the wielder with a close or ranged combat attack.

***Atlantis Guild***

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

An Atlantean Golem whose lethal blade­-arms spin at terribly high speeds, thanks to its Magestone gyros.

Originally designed as a Golem servant, the battle worthiness of this creation was learned during the fall of Thestle Commons. Here 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.

## In tabletop

Although one in a series of automated war machines from the Atlantis Guild, the Whirling Golem is very different from his Brass Golem cousin. The most obvious difference is in the Whirling Golem's 180-degree front arc, a first for a common Mage Knight figure! While not as durable as the Brass Golem, he does have better speed and attack values. With Weapon Master on its first rank, this golem will make quick work of any opponents it encounters in close combat.

The Whirling Golem’s strengths are its 180­-degree arc, Weapon Master and the large amount of damage it can take before dying. For these reasons, it tends to be most valuable in a Sealed Booster or Booster Draft game, where struggles with multiple melee figures usually decide the contest. In serious Constructed tournaments, the Utem Guardsman and the Blade Golem are better Atlantis Guild melee alternatives, packing more punch for the points.

## Gallery

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

***Atlantis Guild***

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

Released in April 2005, *Omens* introduced two new rules mechanics: Adventuring Companies, which allowed an army to have a universal ability, and could be made cheaper by choosing specific characters; and Champions, figures with a removable base that allowed the player to choose from a set of 5 increasingly powerful combat dials, depending on the number of points the player wished to spend on it. Also reintroduced with the *Omens* expansion was the Shyft faction, as well as the first 2.0 non-unique Mage Spawn figures. Associated with the release, though not part of the release itself, was the introduction of a convention-exclusive figure known as the Apocalypse Dragon.

## Gallery

Omens factory set containing all of the Omens miniatures.Omens miniatures.Continuing.Continuing.
Toughness

Toughness is a defensive combat special ability represented by an orange square with an X in it.

## Mage Knight Dungeons

This warrior reduces damage delivered to him by 1 click. Reduce by 1 click any damage inflicted on this warrior by ranged combat or close combat attacks, to a minimum of 1. Reduce by 1 click any damage inflicted on this warrior by special ability damage effects, to a minimum of 0. Toughness does not reduce critical-miss damage.

## Mage Knight 2.0

Decrease any damage (except pushing damage) dealt to this warrior by 1.

1. ↑ https://www.mageknight.net/wp-content/uploads/Mage-Knight-Dungeons-Special-Abilities-Card-Version-2-2002.pdf
2. ↑ https://www.mageknight.net/wp-content/uploads/Mage-Knight-2.0-Special-Abilities-Subfaction-Abilities-Card-2003.pdf
Stone of Scrying

Scrying sight is a gift often underestimated by warlords of the Land, In the right hands, the second sight might can reveal lies, banish illusions and turn the tide of a warlord's destiny.

## In tabletop

Stone of Scrying is a relic-type card with the following effect: The wielder and all figures friendly to the wielder ignore opposing figures' Ghostform, Limited Invisibility and Stealth special abilities. (Optional) When the wielder makes a ranged combat attack, measure the line of fire from the center of any friendly figure's base within 8" of the wielder instead of from the wielder's base. This friendly figure may not be in base contact with an opposing figure and its base does not block the line of fire for this attack.

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

The Helm of the Dwarven King does not just offer power, it whispers the secrets and flaws of weapons and relics not seen since the Age of Mists.

## In tabletop

Torengrim's Helm is a relic-type card with the following effect: The wielder has the Magic Immunity defense type in addition to the Defend defense type. Cancel the Demoralized special ability on all friendly figures. If the wielder makes a close or ranged combat attack against an opposing figure wielding one or more items and rolls a critical hit, remove one of those items (determined randomly) from the game.

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

Prophet-Priest Tremelen is a forest elf Elemental Priest, the voice of the Spirit of Tezla and the leader of both the Elemental League and the Circle of Nine.

## History

When the Crusaders began savaging their way into Elemental territory, attacking from the north and the west, Prophet-Priest Tremelen, under the orders of the Spirit of Tezla, gave the orders for all loyal Elemental warriors to recall to Roanne Valle – as all-knowing Tezla himself ordered the castle built more than 150 years ago for this very purpose. While many of the Forest Elves obediently headed to the castle, the Trolls, Centaurs and Faeries were outraged at the Forest Elves' cowardice, and vowed to fight for the Land rather than hide in a stone box with the rest of the fools.

With the massive invasion of the Elemental homeland in 434 Tz, and the hasty recall of all the Forest Elves back to the capitol castle of Roanne Valle, there is a great deal of dissent in the Elemental ranks. While the Forest Elves, loyal to the Spirit of Tezla and devoted to his every command, quickly marched back to serve the wishes of the Circle of Nine, many of the non-elven races took great offense at these actions. For the Forest Elves to retreat and hide within a stone coffin during a time when the forests of the Wylden are filled with torch-wielding invaders is viewed as an act of treachery by Centaurs, Trolls, and Faeries of the Wylden. But as many Forest Elves believe that the Spirit of Tezla ordered the castle built more than a hundred and fifty years ago to weather this very attack, there is little dissent within the Elemental capitol of Roanne Valle. Every day, even when faced with the seemingly endless tide of the Crusader siege armies setting up camp outside the main walls, many of the defenders of Roanne Valle are bolstered by a growing sense of faith that Tezla will allow them to persevere through the destruction and chaos that will arise in the months to come.
Turns

Mage Knight is played in a series of turns. The first player takes the first turn. The player to his or her left takes the next turn, and so on, clockwise around the table. If a player is eliminated from the game, the remaining players continue taking turns in the same clockwise order.

You begin each turn with a certain number of actions known as your action total. The number of actions you get depends on the build total of your army: You get one action for every l00 points of your army’s build total. An army with a build total of l00 points gives you one action each turn, a build total of 200 points gives you two actions each turn, and so on. Your action total remains the same even if some of your warriors are eliminated or captured. Your warriors use these actions to attack, move, and use special abilities.

Each turn is divided into three phases: the command phase, the action phase, and the end phase. You must declare the end of one phase before moving on to the next.

## Turn Example

Matt has nine warriors in his 200-point army, which gives him two actions to use on his turn. At the beginning of his command phase, he notes that he has a warrior with the Venom special ability, which deals 1 damage to each figure in base contact with its front arc. He also has a Bombardment attack that must be resolved. Matt chooses to resolve the Venom special ability first, then resolves his Bombardment attack. He can do nothing else during his command phase, so he announces the end of his command phase and moves on to his action phase.

He still has two actions remaining (the Venom special ability doesn’t cost an action). He uses the first action to have one of his warriors make a ranged combat attack. Matt gives his warrior a ranged combat action and resolves the attack. He uses the second action to move another one of his warriors. He gives this warrior a move action and resolves the movement. Matt has now used his two actions on two different warriors. He can do nothing else during his action phase, so he announces the end of his action phase and moves on to his end phase. At the beginning of his end phase, Matt checks to see if he controls any objectives. He also removes any action tokens from any of his warriors that were not given actions this turn.

1. ↑ 1.0 1.1 https://www.mageknight.net/wp-content/uploads/Mage-Knight-2.0-Complete-Rules-of-Play-2003.pdf
The Glen

The Glen was a Rebel base overseen by Jarl Frostriven from which he and his forces planned their attacks on an nearby Atlantean strip-mine. It was located in a forest, through a path in the cave that was guarded by two Steam Golems who killed anyone except those who said the password - "In the service of Blackwyn".

***Black Powder Rebels***
 Major characters
Shyft

Devious assassins, mind-altering empaths, and three-eyed ruling Matriarchs make up the Shyft’s martial forces. The Shyft (plural - Shyfts) are naturally empathic and, in their bid for power, use their psychic powers to unite and control Mage Spawn monsters throughout The Land. The Shyft often win their battles by tricking two enemies into fighting one another, until one or both are weak enough to be defeated by the Shyft's deadly warriors.

## History

The Shyft's eruption from the Dungeons of the Land to attack the surface dwellers took many warlords by surprise. With armies of Mage Spawn, empathic warriors, and quick-birthing Matriarch breeding machines, the Shyft soon claimed territory throughout the Land. While two distinct tribes survived – the Shyft of the Red Fen and the Blue Water clans – they are at war with one another for dominance just as much as they are trying to destroy the other cultures that stand against them.

The increase of magic in the Land through the Solonavi's spell has allowed this ancient race to adapt to surface life in ways that most scholars couldn't imagine. Now, the Shyft Matriarch – merely by taking a bite out of a captured warriors – can give birth to a fully-grown, blue-skinned version of that warrior in the space of a few short weeks.

In the Age of Mists, the Apocalypse Dragon birthed thousands of twisted Mage Spawn and led them on a rampage that laid waste to the entire Land. The Dragon was finally defeated by mighty heroes in an epic battle that shook the world, and the egg that survived has been guarded by the Draconum for centuries— lest it be hatched. Yet now the Shyft have captured the egg, and the Apocalypse Dragon has been reborn! As its rampage begins anew, the heroes and warlords of the Land must once again face the Dragon on the battlefield.

## In tabletop

   In the Omens expansion, the Shyft received new miniatures and also a tabletop-only subfaction - Darkmarch. The Darkmarch has the Augment ability, which read as: "(*optional*) If this warrior has zero or one action token, any friendly figure sharing a faction symbol with the warrior uses this warrior’s unmodified attack value (*not including attack bonuses, if any*) instead of its own when making attacks. The friendly figure is dealt 1 pushing damage after the attack resolves."

*****Shyft*****

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

***Factions Portal***

1. ↑ https://www.mageknight.net/wp-content/uploads/Mage-Knight-2.0-Complete-Rules-of-Play-2003.pdf
2. ↑ https://web.archive.org/web/20020816183628/http://www.wizkidsgames.com/mageknight/figures\_landing.htm?cat=shyft
3. ↑ https://www.mageknight.net/wp-content/uploads/Mage-Knight-Apocalypse-Dragon-Rules-2005.pdf
4. ↑ https://www.mageknight.net/wp-content/uploads/Mage-Knight-2.0-Omens-Rules-2005.pdf
Spirit Blast

Target a single opposing figure. If the attack succeeds, deal no damage to the target. Cancel all the target's special abilities and subfaction abilities until the beginning of the next command phase. If the attack result was a critical hit, eliminate the target.

***Necropolis Sect***

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

An Atlantean specialist warrior riding a Dragonfly war machine, armed with a lightning gun. The Dragonfly machine is a recent invention. The Dragonfly does not truly fly, but it can hover and move quickly from place to place. Dragonflies are more like vehicles than Golems.

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

## In tabletop

The Amotep Gunner is a popular Atlantis warrior. Giving him Flight and Battle Armor will go a long way to securing his status as an Atlantean stalwart. Enter the Soaring Gunner. The advantage he gains with Flight will be immediately apparent, particularly in congested terrain, which all ranged combatants detest. This Gunner will be able to land in, and take off from hindering terrain without any difficulty. Enemy formations hiding behind blocking terrain and waiting to pounce on your troops will be rudely shocked when a Soaring Gunner lands behind them and lets loose with a Flame/Lightning attack on the following turn.

## 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
Magic Levitation

Magic Levitation is a movement special ability represented by a blue square with an X in it.

## Mage Knight Dungeons

This warrior can move any figure that occupies an adjacent square. (Optional) Give this warrior an activation, but he has 0 speed points for the turn and may not make an attack. Choose a target figure in a square adjacent to this warrior and move him up to 5 squares in any direction. Treat all terrain as clear terrain while moving, but the target figure cannot move through an unopened door, blocking terrain or another figure. Place the target figure in any legal terrain, facing any direction. The target figure may not be activated for the remainder of this turn.

## Mage Knight 2.0

Give this warrior a special action. Select a target figure, which has not been given an action this turn, in base contact with this warrior. Move the target up to l0˝ in any direction, ignoring terrain and figure bases. The target does not need to break away, and you determine its new facing. The target cannot end the movement in blocking terrain. The target cannot be given an action this turn.

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
Spirit Armor

Bound by hatred, fettered by war, chained by honor and blinded by virtue, the spirit is the strongest of all combatants when loosed unto the field of battle.

## In tabletop

Spirit Armor is a relic-type card with the following effect: All friendly figures with range values greater than 0 get +2 to their range values. All friendly Elven Lords figures get +1 to their damage and ranged damage values. At the beginning of your first command phase during which this warrior has this relic equipped, choose a single target opposing figure. If the target is eliminated before the wielder, eliminate the wielder. If the wielder is eliminated before the target, eliminate the target.

***Knights Immortal***

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

Forged in the depths of Cainus Mons, Souldrinker's magic-forged blade was cooled with the blood of a thousand Dwarven blacksmiths.

## In tabletop

Souldrinker is a relic-type card with the following effect: The wielder has the Magic Immunity defense type in addition to the Defend defense type. If the wielder eliminates an opposing warrior with a close combat attack, heal the wielder to its starting marker.

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