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==Unit Analyis== ===Named Leaders=== * '''Archmage [[Teclis]] [https://www.games-workshop.com/resources/PDF/AoS_Warscrolls/Lumineth_Warscroll_Teclis%20-%20eng.pdf and Celennar, Spirit of Hysh] (700 pts):''' One of the dual gods of Hysh and another of the [[Everqueen|big]] [[Lord Kroak|literal]] [[Nagash|god]]-[[Be'lakor|tier]] [[Archaon|models]]. He went from "the best wizard who's not a daemon, demigod or Slann" to "gives Greater Daemons penis envy and makes Slann second-guess themselves". While he's not a slouch in CC, he shouldn't try to take on big scary things alone, as he'd rather be slinging spells and ruining your opponents day. **He can cast 1, 2, or 4 spells. Depending on the number of spells he choses, they cast at differing values (1 spell meaning a 12 with no unbinding allowed, 2 spells means a 12, but otherwise normal, and 3/4 spells going off on a 10). Due to the nutshot he got from Nagash in Broken Realms, Teclis loses his ability to autocast one un-unbindable spell when he’s taken 10 wounds and after 13 wounds he also loses the ability to autocast two spells on a 12. **Celennar’s Aura: +1 to cast, dispel, and unbind to everyone within range. Keep this in mind for when you cast the twinstones in a Zaitrec list for +3-8 on your casts. **Can auto dispel 1 endless spell in your hero phase and auto unbind 1 enemy spell in their hero phase, and can still unbind unlimited enemy spells after his auto-unbind. **Friendly units in Celennar's aura ignore spells on a 4+, and bounces a handful of MWs at an enemy within 18" of said unit when it works. **Spells: (1) ''Protection of Teclis'': 10 to cast. 5+ FNP within 18", can't be cast same turn as Hysh Protection. (2)''Storm of Searing White Light'': 10 to cast. Roll a dice for each enemy unit within 18" and visible. 1, nothing happens; 2-4 D3 MW, 5+ D6 MW. Oh, plus EVERY spell from all three Lumineth trees. And when new elemental temples get released, they generally get a new accompanying spell lore, meaning that he's only going to get stronger as time goes on. * '''[https://www.games-workshop.com/resources/PDF/AoS_Warscrolls/Lumineth_Warscroll_Eltharion_EN.pdf Light of Eltharion]:''' (220 pts) [[Eltharion]] returns to us as a living suit of armor. A melee beat-stick with ethereal bonuses, a ranged d3 mortal wound shot, and a massive leadership bonus tied to his command ability. He wants to aim at a character and rip and tear untill it is done. Once your enemies duelists/buffs/characters who looked at you funny are down, aim Eltharion at whatever you want and have fun. Tanky, killy, and obnoxious, Eltharion is easily one of your best HQs. * '''[https://www.games-workshop.com/resources/PDF/AoS_Warscrolls/Lumineth_Warscroll_Avalenor%20-%20eng.pdf Avalenor, the Stoneheart King]:''' (360 points) The Mega Moo himself. Avalenor is a great support character for your army, He has a 30” ranged attack which can do D6W at rend 2 (range decreases with damage) and has 6 attacks (7 if it didn’t make a charge move this turn) that are Rend 1 with 5 Damage each in melee. He also has a debuff aura which makes all enemy units within 12” have a -1 to hit, which is awesome when he's properly positioned in the middle of your front line. He also has a command ability which can give D3 Alarith Aelf units +1 attack, sorry other moontains. All these nice things get a bit worse with damage taken, but if you have a Stonemage within 12" of him, he can pretend to be max health, so keep your little mage friend safe. His last ability, Elder Wisdom, allows a hero within 6" to use a command ability for free next turn, so keep him within <s>grumbling</s> advising range of your dudes. *'''[https://www.games-workshop.com/resources/PDF/AoS_Warscrolls/Eng_Sevireth.pdf Sevireth, Lord of the Seventh Wind]:''' (300pts) DO YOU NEED SPEED? Just as Avalenor is king of the earth-moos, this guy is one of the seventy-seven most powerful winds (or <s>kitsunes</s>). Unlike Avalenor, his stats never degrade, which means that he can always shoot at maximum efficiency. Since unlike Avalenor he isn't a mountain but a wind, he is also fast. Fast as in 24" flying - something necessary because his bow is actually quite short-ranged at 18" but comes with a dangerous -3 rend and D3 damage. To keep his 5+ save out of trouble he can move another 12", but he can slso still charge. That's great since his melee power's not too bad. Impact damage on the charge and doing more Mortal Wounds as he flies over enemies, debuffing enemies close to him. As he's quite fragile for a monster, he does need support - Take a Windmage so they can heal him up. Remember, he is a Hurakan unit, so should you find yourself in a fight you are unlikely to survive, just leave and laugh as you do, Hurakanspirits were playful and giggling once. His last ability is Scour, which allows him to essentially render enemy setpieces into ineffective hunks of plastic on a 2+. If you ever wanted to tell the OBR Obelisk to shove it, here you go. *'''[https://www.games-workshop.com/resources/PDF/AoS_Warscrolls/Eng_Ellania_Ellathor.pdf Ellania and Ellathor]:''' (260pts) The new hot pair of Elven twins, one of whom is a master mage and the other a peerless warrior. This totally-not-Tyrion-and-Teclis combo will probs take the place of them, especially since one serves Tyrion and the other serves Teclis. Like Syll'esske and the Sisters of Twilight, these two are effectively one model. To no one's surprise <s>Ellathor's</s> not-Tyrion's new sword is terrifying, with damage equal to the turn number and a one-off batch of mortal wounds in a line a la Sunfang, while <s>Ellania</s> not-Teclis' staff is merely decent with a -1 rend. Riding on top of this, the end of each fight phase gives the chance of vanishing if you roll a dice and it's under the turn number or amount of wounds suffered they vanish to a spot 12" away from any enemies as well as healing d6 wounds - likely very useful earlier on, but prone to wearing out its welcome as the game carries on. Not Teclis can also cast/unbind two spells, and comes with a unique spell that grants a 5+ FNP, which you will be using. **Their neatest gimmick is that they can be taken as allies with any army who's general has the {{AOSKeyword|Order}} Keyword and can generate Command Points on a 4+ if they are within 3' of them, though this comes at the cost of never being generals themselves. Internationally focused elves? What a unique and interesting idea, cough cough. *'''[https://www.games-workshop.com/resources/PDF/AoS_Warscrolls/Eng_LyriorUthralle.pdf Lyrior Uthralle, Warden of Ymetrica]:''' (210 pts) The head general of the Lumineth and Tyrion's right hand man. He's your named lord-regent, and much like the other forms of named "melee HQ on bigger than average mount" that AOS released, he'll probably be a bit better, but a bit less flexible than his normal form. If his lance wounds a {{AOSKeyword|Chaos}} or {{AOSKeyword|Daemon}} Keyword model, he automatically does 3 damage instead of d3, but it still only has 1 attack, so don't get too excited about it. It's worth noting he lets you get more CP when you don't have Teclis hanging around, and since he has the same spell as the lord regent, it becomes clear that he's meant to be hanging around the other Vanari units. * '''[https://www.games-workshop.com/resources/PDF/AoS_Warscrolls/Myari_Lightcaller_en.pdf Myari Lightcaller]:''' (220 pts) The new character from the Warhammer Underworlds: Direchasm box set. While he’s a single model unit, he must be accompanied by his retinue, and their points are included in his points cost. Same stat-line as the Stonemage, he trades tankyness for a decent shooting attack and okay close combat. His Scryowl Familiar adds 1 to his casting, unbinding and dispelling rolls and, similar to the Sentinels, can choose a unit 24” away and out of line of sight to have LOS on. His unique spell, '''Dazzling Light''' subtracts 1 from hit rolls from missile weapons that target him, or a unit wholly within 6” of him. Mathematically, this will mean you can fit a Cow Mountain in this bubble, giving a -2 modifier to hit when stacked with Avalenor’s '''Guardian of Hysh''' ability. * '''[https://www.games-workshop.com/resources/PDF/AoS_Warscrolls/Myaris_Purifiers_en.pdf Myari’s Purifiers]:''' (220 pts) A separate unit from Myari Lightcaller, but included in his points cost. You get one Bladelord, one Sentinel, and one Stoneguard. The Bow gets two shots, but only has the 18” profile, the Mallet retains the '''Crushing Blow''' ability to do extra damage, and Greatsword and Bow are both Sunmetal weapons, but they cannot access Power of Hysh. Their '''Guardians''' ability is their saving grace, allowing them to intercept a wound or mortal wound on Myari Lightcaller while he is within 3”. Basically, they’re here to be a tax to bringing Myari, which was a bit of a pain before all the new HQs got announced. ===Leaders=== * '''[https://www.games-workshop.com/resources/PDF/AoS_Warscrolls/Lumineth_Warscroll_Alarith%20Stonemage%20-%20eng.pdf Alarith Stonemage]:''' (130 pts) Floaty cow-kin him/herself. You will be seeing him in every list with Cow Elves (Stonegaurd) and Spirits of the Mountain. Fairly squishy at 5 wounds and only a 5+ save, until you remember he is ignoring Rend 1 (and Rend 2 in '''YMETRICA''' armies) among other defensive buffs. She is your standard 1 cast/1 unbind wizard that provides a powerful buff in the form of his '''STONEMAGE STANCE'''. In the start of the combat phase, the Stonemage can strike a pose that allows every '''ALARITH AELEMNTIRI''' WHOLLY WITHIN 12 inches an additional Rend on their melee weapons in exchange for not making a pile in move. Easy Rend 2 on all my Stoneguard? Yes please. His spell, '''Gravitic Redirection''' is cast on a 5+. The stonemage gains fly, and picks an enemy units within 18", cutting their speed in half and turning off fly. It also does a mortal wound, but that's definitely not the main point. Pick the enemy's big flying threat and laugh at the waster 400+ points. S/He's got a pretty standard mage melee statline, but his/her real job is to buff till the cows come home. If you can't tell, the model's sex is hard to tell, go elves! * '''[https://www.games-workshop.com/resources/PDF/AoS_Warscrolls/Lumineth_Warscroll_Scinari%20Cathallar%20-%20eng.pdf Scinari Cathallar]:''' (140 pts) These professional mourners are excellent at debuffing foes and mitigating the drawbacks of <s>crystal meth</s> aetherquartz. Aside from the obvious Scinari benefits, she also gains the '''Emotional Transference''' ability, allowing her to target any Lumineth unit within 18" and let them ignore battleshock. What's more, if that unit lost models, you can later target an enemy with 18" and add their casualties to their bravery roll. Basically her job is to ruin the fun your opponent thought he was having when his Scary charge killed 15 elves. * '''[https://www.games-workshop.com/resources/PDF/AoS_Warscrolls/Eng_ScinariLoreseeker.pdf Scinari Loreseeker]:''' (160pts) LOREMASTERS OF HOETH RETURN TO US NOW, AT THE TURN OF THE TIDE. Since they embody the balance of tyrionic and teclian ideals like none other, they perform well in both melee, a 12" shooting atack and casting a single spell a turn. That however is not what you take them for. You take him for his special rules. With "Loreseeker" he generates a CP everytime a enemy with an artifact dies within 3" of him, but the real ticket is the Rule <s>"In Addition"</s> "Lone Agent" He gets +1 to his save if he is away 9" from friendlies, he gets to set up 3" away from enemy models and not your territory. If you set him up near an objective without enemies it's his and it cannot be stolen until he dies. Either game breaking or a neat trick, the jury is still out on this one. *'''[https://www.games-workshop.com/resources/PDF/AoS_Warscrolls/Eng_ScinariCalligrave.pdf Scinari Calligrave]:''' (100pts) A new wizard who's job it is to un-chaos lands he visits with totally-not-dwarf-runes. Their unique spell is a like arcane bolt, but it only works against other heroes and instead of rolling really high, you need to spend a turn marking an enemy hero with this spell before casting it again to deal D6 MW. Since 2D3 is statistically better than 1D6, it's pretty meh, even more so since you also need to cast the spell again to get the chance to completely botch your D6 roll; the other side of the coin is D6 MW sounds terrifying in prospect, especially on marked support heroes that could get instascrubbed on a favourable roll, which could lead to enemy players treading mega conservatively to let you get into better position or leave one of their units without their support. Once per game, he can pick a spot ANYWHERE on the map. Roll a dice and add the current battle round to the result. On a 5+, he paints out a rune on the chosen spot; this rune makes it so that no friendly Lumineth units wholly within 9" need to make battleshock tests while wizards within this area can add +1 to their casting/dispelling/unbinding checks. Don't expect to get this off early in the game, and whilst it sounds crappy on paper, the rune could add some much-needed stability in late/endgame cycles in matches when your army has taken a beating. You pay a generous 100 points for a mediocre spell and an ability that requires waiting a few turns before it can be reliably cast, so whilst you'll be uhm-ing and ahh-ing about this guy, there isn't much to whinge about! He's cheap, he has his uses, can give a bloody nose in a fight, and it's one more spell to add to your Hero phase! Have him contemplate and spam Total Eclipse whilst babysitting some Starshard Ballistae, people will hate you. *'''[https://www.games-workshop.com/resources/PDF/AoS_Warscrolls/Eng_HurakanWindmage.pdf Hurakan Windmage]:''' (120pts) The not-last Airbender/Son Wukong with Horns comes in fast with 16" on his little cloud friend. A 5+ Save and standard mage whacky stick is nothing to write home about, he is your buff boy for all things windy. With the rule on the "Windmage Symbiosis" on the Windspirit scroll he replenishes their power, with his own "Windleap" he has your Windchargers go a bit faster and since Calming Zephyr from his spell lore is kind of the default he has some more heals to go around. For his own protection his little fan redirects enemy missile attacks to give him a better save and on an unmodified 6 on his save he can send a mortal wound back to an enemy within 9". No matter how small or big your Hurakan temple will be, he's a part of it. * '''[https://www.games-workshop.com/resources/PDF/AoS_Warscrolls/Eng_VanariLordRegent.pdf Vanari Lord Regent]:''' (150pts) Your new generic melee hero on a bomb ass amalga-mount. His addition means you finally have something other than wizards to give those melee focused artifacts to, as well as an HQ who can actually keep up with the dream of a cav-spam list. 14", 6 wounds and a 3+ save as well as good melee sees him pose a mobile threat. His Pure Aetherquartz not only makes his casting a little better but also offers an innate -1 to hit against him, so he shines bright like a diamond until he uses his Quartz up, then the ability dies. Greater Power of Hysh is your safety net, should a Vanari unit fail to get their power of Hysh cast. On a 7 you can give the same Power of Hysh to D3 units wholly within 18". A fantastic all around choice. *'''[https://www.games-workshop.com/resources/PDF/AoS_Warscrolls/Eng_VanariBannerblade.pdf Vanari Bannerblade]:''' (110pts) An elf with a massive banner. Friendly Lumineth within 18" add +1 to their bravery just by seeing this flag, but this is boosted to +3 when this guy's within 3" of an enemy. In addition, once per game during any phase you can trigger the power of their banner - enemy units within 18" need to roll a d6 and if they roll under the current turn number, they eat D3 MWs and a -1 to hit in melee for the phase. Despite being no slouch in Melee, he is more of a niche choice, but not one you'll have to feel bad about. *'''Scinari Enlightener:''' The new hero of Arcane Cataclysm, this is another mage that's more dedicated to being a caster, being able to cast and deny twice and being able to have a successful Hysh spell cast twice if you roll a 3+ once per turn. Their unique spell locks onto an enemy within 12", making any wounds they suffer transfer onto their chosen enemy. While suicidal as all hell, it can be funny to see an enemy daemon prince kill the puny mage only to then get split open by their own sword. ===Battleline=== *'''[https://www.games-workshop.com/resources/PDF/AoS_Warscrolls/Lumineth_Warscroll_Wardens_EN.pdf Auralan Wardens]:''' (Battleline, 120pts, Min:10, Max:30) The Elven phalanxes finally return home, and they come equipped with 3" range Sunmetal <s>spears</s> pikes that get -1 rend and +1 to wound when they are charged. Like all the other Sunmetal weapons, each hit roll of a natural 6 causes a MW. The unit champion comes with a -1 rend sword, a one-use mortal wound bomb used at the ''start'' of the combat phase. On top of that he is a wizard as long as there are at least 5 models in the unit. All this combined with the shining company bonus makes these guys amazing charge screens for your archers and objective holders. Wardens are the only unconditional Battleline unit of the Lumineth. But for every unit of Auralan Wardens, you can take a unit of Auralan Sentinels or Auralan Dawnriders as Battleline. *'''[https://www.games-workshop.com/resources/PDF/AoS_Warscrolls/Lumineth_Warscroll_Dawnriders_EN.pdf Auralan Dawnriders]:''' (Conditional Battleline, 160pts, Min:5) Their Deathly Furrows ability grants bonuses for attacking infantry: 1 additional attack for all weapons (ie rider & mount) if the target has 2 wounds or 2 additional attacks if the target has 1. This *ONLY* works against units without mounts, so try to aim for infantry if you can. This Translates to a lot of dead chaff and 1-wound elite infantry. If speed is your game, cast speed of Hysh on them and you'll be looking at a 28" standard move, meaning you have no excuse to not pick the perfect charges. **Arcane Cataclysm has seen a decent upgrade for these guys. Shining Company now apply to them despite their need for speed, which means a lot to a unit that's going to be the first to get shot at. *'''[https://www.games-workshop.com/resources/PDF/AoS_Warscrolls/Lumineth_Warscroll_Sentinals%20-%20eng.pdf Vanari Auralan Sentinels]:''' (Conditional Battleline, 165pts, Min:10) More MWs, delivered at a distance & w/o line of sight. While the spear elves poke & hold the line against heavy hitters (or Stoneguard, if that's how you swing) with your horses mulching chaff, Sentinels are ideal assassins - pumping mortal wounds into the opposing (support) heroes from far away with Sunmetal arrows. Since mortal wounds trigger on natural 6+ (Or 5+ with Power of Hysh) 'Look out, Sir!' does not help those supporting heroes. Conveniently their bows have a second firing mode that deals more consistent normal damage with higher Rend, this is at a "shorter" range though (18") so really is more for supporting your spears or whatever flavor of tarpit needs the firepower after the opponent's general is kaput. Remember that the unit leader does not have a bow and only strips cover from the enemy, so to maximize shooting and mortal wounds taking reinforced units is probably better. Remember that rules that remove specific models can remove your ability to fire out of line of sight if they kill the squad leader. Thanks to AoS 3.0 you can now run a unit of 30 of these bastards if they're battleline. With the new Unleash Hell command they become unfavorable to charge and worse to leave alone. **Arcane Catacylsm saw a considerable hike-up in the Sentinel's cost, the only excuse for this being that Shining Company is now a lot less of a hassle to use. Honestly, these guys didn't even worry much about the movement penalties to begin with. *'''[https://www.games-workshop.com/resources/PDF/AoS_Warscrolls/Lumineth_Warscroll_Alarith%20Stoneguard%20-%20eng.pdf Alarith Stoneguard]:''' (Conditional Battleline, 100pts, Min:5, Max:15) Your elite infantry choice and a battleline if you're playing Ymetrica. They come in two types, a dual handed diamondpick hammer or stone mallet with -1 rend and a captain with *OPTIONAL* dual Stratum Hammers for more attacks. If you roll an natural 6 with the stone mallets you get 1 extra damage and if you get a 6 with diamond picks you get 1 mortal wound. This means mallets are better at killing crowds where as picks are better at dealing with armored units. Flexible elite choice depending on how you build them. Even if you're not focusing on Alarith units, a squad of 5-10 of these guys work great at one end of your phalanx to prevent flanking and losing your buffs. How historical. Never take the Stratum Hammers in lieu of the chosen unit weapon on the leader- they're utter horsecack. *'''[https://www.games-workshop.com/resources/PDF/AoS_Warscrolls/Eng_HurakanWindchargers.pdf Hurakan Windchargers]:''' (Conditional Battleline, 130pts, Min:5, Max:15) Aelven archers riding battle tauntaun-furdino-kanga-joust mounts. 14" pseudo-flying movement, 2 wounds and a whimpy 5+ save. Their Bows hit and wound on the aelven standard of 3+, at range with -1 rend and -2 rend when used in melee. Yes, they use their Bows as sticks in melee and are rewarded with an extra rend for it. The Bows only have 12" or range when shot, which can place them in harms way, but remember that you can use the Hurakan rules to just have them leave. *'''[https://www.games-workshop.com/resources/PDF/AoS_Warscrolls/Eng_VanariBladelords.pdf Vanari Bladelords]:''' (145pts, Min:5, Conditional Battleline) Swordmasters reborn. Now you can have heavy infantry without the need for stupid hats/conversions, HOORAY! Each one comes with a sunmetal greatblade that doesn't have the Sunmetal rule, so no Mortal Wounds. Instead they can use in one of two ways: either a single high rend stab that auto-hits (to hunt characters and monsters), or a number of anti-horde swings based on how many enemies are nearby. Paired with their innate extra magic protection and Shining Company, and you have a flexible unit to plug gaps in your line, HOWEVER don't be overconfident. 10 of these guys only kill 3 chaos warriors a turn or ~13 marauders (or equivalents), so don't expect them to be fully self sufficient. They also don't get to cast spells, which makes them rather dependent on others. **Instead of considering them as beatstick, instead field them as bodyguards. After all, Arcane Cataclysm makes each {{AoSKeyword|Scinari Hero}} you take gives you a squad of Bladelords as Battleline. Before a Scinari hero suffers a wound, nearby Bladelords can take the hit instead for 1 MW on a 2+. A double-strength pack of Bladelords makes any Scinari functionally immortal. Of course, doing that is prohibitively expensive, especially with the recent price hike they took. ===Other=== * '''[https://www.games-workshop.com/resources/PDF/AoS_Warscrolls/Eng_Hurakan_Spirit_Wind.pdf Hurakan Spirit of the Wind]:''' (250 pts). The generic Fox is Severith, but lesser. Eight wounds instead of ten, a slightly less impressive bow and he loses some rules. No "Scour" to take the rules off of faction terrain, no fly-over Mortal Wounds and his quiver is way less cool. But he retains the movement shenannigans of his named counterpart, same regeneration from the Windmage, same absolutely insane 24" move. ===Artillery=== *'''[https://www.games-workshop.com/resources/PDF/AoS_Warscrolls/Eng_VanariStarshardBallistas.pdf Vanari Starshard Ballista]:''' (100pts) Your new and only artillery unit, ultimately proving to be more like a classic ballistae than the Stormcast's machine gun blasts. It fires twice at -2 Rend and d3 Damage, making it a bit of a menace - especially if you manage to get a hero in position so they can grant a ballista a +1 to hit so the attack is pretty much guaranteed to hit. Keep it still in the movement phase, and it gets another shot, meaning another nasty potential D3 dead dudes. They also have a once-per-game ability to stun an enemy in addition to the sweet damage potential, dealing a -1 to hit whilst you gib them, so you can annoy and put the pressure on enemies until you can have someone else handle them. ===Behemoths=== * '''[https://www.games-workshop.com/resources/PDF/AoS_Warscrolls/Lumineth_Warscroll_Alarith%20Spirit%20of%20the%20Mountain-%20eng.pdf Alarith Spirit of the Mountain]:''' (340 pts). The Moontain. Your primary beat-stick and use for command points when you bring 'em. Outside of heroes, your only source of >1 damage attacks (well, the Stoneguard can get it on a 6 to wound with the Mallets) - at full health, his hammer is hitting on 3s, wounding on 2s, -2 rend, and 5 damage each. Keeping a stonemage within 12" of him allows you to ignore his damage table. Finally, his command ability allows you to add 1 to the attack characteristic of 1 unit's melee weapons. ===Terrain=== *'''Shrine Luminor''': A floating shrine meant to power up your already crazy strong mages. It lets you nominate a hero to be the shrine guardian, who gets to use their command ability for free, as well as giving heroes 1 free reroll on cast/deny/dispell a turn within 12", growing to 24" turn 2 onwards.
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