MORTAL QUEST
DECK LISTS
HERO DECK CARD LIST
Hero: Traits:
Ranger of the North Fight Wild+2 Detect Range+2 Rider Strong Swift Climb
Wasteland Warrior Fight+3 Strong+2 Range Dual Wield Tough Climb Swift
Blue Mountain Dwarf Fight+2 Strong+2 Under+2 Tough+2 Mech+2 Climb
Valley Elf Wild+2 Range+3 Music Heal Stealth+2 Swift Climb
White Tower Wizard Mage+3 Lore+3 Wits+2 Detect Rider
Dread Coast Pirate Fight Aquatic+2 Wits Lore Steal Detect Stealth Climb
Intrepid Explorer Fight Aquatic Wild Settlement Under Lore+2 Climb Tough Swift
Travelling Bard Wits+2 Music+3 Settlement Lore+2 Rider Detect Swift
Dwarf Giant Slayer Armor+2 Fight+2 (Slay Giant) Under Tough Strong Martyr Charge
City of Brass Thief Stealth+3 Mech Detect+2 Settlement Swift Climb Steal
Hunted Bounty Hunter Range Fight+2 Climb Rider Settlement Stealth Detect Swift+2
Cleric of the Just God Priest+2 Armor Fight Heal+2 Detect Music (Slay Undead) Foresee
Order of Light Paladin Priest Armor+2 Fight+2 Strong Rider Heal (Slay Undead) Martyr
Witch Hunter Priest Range+2 Fight+2 Rider Swift Lore (Slay Mage) Detect
Kings Man Chevalier Fight+2 Rider+2 Armor+2 Charge Lore Music Martyr
Questing Knight Fight+2 Rider Strong Armor Lore Wits Detect Climb Swift
Gallivanting Prince Fight+2 Rider+2 Range Wits Lore+2 Dual Wield Music
Druid of the Mistletoe Mage+2 Priest Wild+2 Rider Stealth Lore Detect Climb
Aristocratic Duelist Fight+3 Dual Wield Settlement Swift Lore Wits Stealth
Grey Elf Wanderer Mage Fight Range Lore+2 Music Wits Heal Wild Rider
High Elf Battle Mage Mage+2 Fight+2 Range+2 Rider Stealth Lore
Dwarf Rune Master Mage+2 Lore+2 Wits Tough Under Strong Detect+2
Border Town Rogue Fight Detect Swift+2 Settlement Stealth+2 Wits Climb Steal
Mercenary Archer Range+4 Swift Detect Rider Climb Stealth
Village Healer Heal+3 Rider Settlement Swift Wits Wild Detect
Tomb Raider Under+2 Fight Climb Swift Detect Wits Mech Stealth Steal
Runaway Apprentice Mage Swift Rider Settlement Detect Lore Climb Stealth
Frost Lands Barbarian Fight+2 Strong+2 Stealth Tough+2 Rider Wild Climb Charge
Priestess of Dawn Priest+3 Wits Lore Detect Heal+2 Music Foresee
Pit Fighter Fight+3 Strong+3 Dual Wield Tough+3
Half Orc Battlemaster Fight+2 Tactics Range Armor Tough Rider Dual Wield Strong
Gnome Tinker Range Mech+3 Detect+2 Stealth+2 Fight Climb, Under
Gnome Illusionist Mage Stealth+2 Lore Wits+2 Detect+2 Under Swift
Dwarf Runner Fight Swift+2 Climb+2 Stealth Under Strong Detect Tough
Halfling Burglar Range Detect Stealth+3 Wits Swift Climb+2 Steal
Halfling Sherriff Fight Range+2 Climb Wits Swift Detect+2
Elven Maiden Mage Heal+2 Wild Stealth Rider+2 Detect Lore Music
Hedge Wizard Mage Heal Wild Stealth Detect Climb Rider Lore Foresee
Master Artificer Mage+2 Mech+4 Fight Range Lore+2
Elder Race Invoker Mage Priest+2 Lore+2 Music Mech Detect Under Wits
Elementalist Mage Zap+3 Lore Detect Wild Under Climb Tough
Devout Friar Priest Fight Tough Rider Heal Music Wits Lore Detect Martyr
Holy Seer Priest+2 Foresee+3 Lore+2 Detect+2 Wits
Spellsword Fight+3 Mage Tactics Zap Charge Stealth Swift Dual Wield
Otherworldly Warlock Mage+2 Zap+2 Priest Lore+2 Detect+2 Foresee
Enigmatic Mystic Mage Priest Lore Detect Wild Heal Wits+2 Music Foresee
Red Hand Assassin Fight Stealth+3 Poison Settlement Climb+2 Tactics Swift
Harlequin Settlement+2 Wits+2 Detect Foresee Lore Swift Climb Music
Viking Raider Fight+2 Strong Stealth Aquatic Tough Range Rider Swift Armor
Viking Berserker Fight+2 Tough+2 Charge+2 Strong+2 Swift Martyr
Greek Hoplite Fight+2 Swift Armor+2 Range Lore Music Strong Tough
Gladiator Fight+3 Tough+2 Armor+2 Tactics Strong Swift
Amazon Warrior Fight+2 Range+2 Heal Swift Rider Wild Stealth Tactics
Ancient Mariner Aquatic+2 Strong Magic Lore Detect Foresee Tough Fight Climb
Gypsy Traveler Foresee Stealth+2 Steal Wits Rider Music Swift Detect Lore
Zealot Priest Fight (Slay Men) Swift Lore Detect Stealth+2 Charge Martyr
Bodyguard Fight+2 Martyr Swift+2 Tough+2 Tactics Detect Strong
Philosopher Foresee+2 Lore+3 Wits+2 Detect+2 Settlement
Dwarf Tunnel Fighter Fight+2 Armor+2 Strong Tactics Under+2 Swift Stealth
Swashbuckler Fight+2 Swift+2 Wits Climb Stealth Aquatic Settlement Tactics
Mystic Warrior Fight+2 Mage Priest Foresee Swift Strong Lore Wits Climb
Half-Elf Mage Thief Fight Mage Range Stealth+2 Steal Swift Climb Detect Lore
Crusader Knight Fight+2 Tough+2 Armor+2 Strong Rider Tactics Martyr
Highlander Fight+2 Strong+2 Rider Wild Climb Wits Music Tough
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MAGIC DECK CARD LIST
Magic: Type: Traits:
Fireball Spell (Fire) Zap +5
Lightning Bolt Both (Air Lightning) Zap +5
Cone of Cold Spell (Water Cold) Zap +4
Magic Missile Spell (Air Earth Energy) Zap +3
Disintegrate Spell (Fire Energy) Destroy +3
Light Both (Fire Air Energy) Detect +3 Distract +4
Darkness Both (Death Sight) Stealth +4 Distract +5
Danger Sense Spell (Life) Stealth +3 Detect +5 Traps (Negate Invisibility)
True Sight Both (Sight) Detect +7 (Negate Invisibility)
Open Way Both (Matter Space) Get +5 vs Door or Gate or Barrier
Giant Strength Both (Transform) Strong +6 Range +5 for rest of Combat
Energize Both (Life Energy) Strong +3 Swift +3 Fight +3
Clarity Spell (Mind) Wits +5
Mending Both (Matter) Heal +3 or Mech +3
Lay on Hands Bless (Holy) Heal +4
Cure Bless (Life Holy) Heal +5
Healing Rain Bless (Life Water) Heal +7 (Targets all Wounded Heroes)
Reincarnate Both (Spirit Holy) Revive +5 (Comes back as a New Hero)
Resurrect Bless (Life Spirit Holy) Revive +4
Legend Lore Both (Sight) Lore +9
Dragon Form Spell (Dragon Transform) Fight +10 Breath +3 for rest of Combat
Turn into Toad Spell (Transform) Immobilize +2
Find Trap Spell (Sight) Auto Negate Trap
Phase Door Spell (Earth Matter) Progress Result for Dungeon Terrain
Turn Undead Bless (Holy) Repel +4 vs Undead
Fear Spell (Mind Chaos Death) Repel +4 vs Men Beasts
Stone to Flesh Both (Earth) Destroy +5 vs Stone; Negate Gaze Petrify
Psionic Blast Spell (Mind) Zap +4
Awe Bless (Holy Sight) Repel +5
Growth Spell (Transform) Hero gets Fight +14 for rest of Combat
Gust of Wind Spell (Air) Repel +6
Illusion Spell (Mind Sight) Distract +5 vs Men Dragons Beasts Giants
Forget Spell (Mind) Distract +6 vs Men Giants
Mesmerize Both (Mind Sight) Control +5 vs Men
Charm Spell (Mind) Control +4 vs Men Beasts
Command Spell (Mind) Control +3
Poison Gas Cloud Spell (Air Poison) Destroy +5 vs Men Beasts
Insect Swarm Both (Call Life Death) Distract +4
Death Both (Death) Destroy +6 vs Men Beasts
Smite Bless (Holy) Fight +4 Double Damage
Haste Both (Time Energy) Fight +3 Swift +3 for Rest of Combat
Sleep Spell (Mind) Immobilize +4 vs Men Beasts
Paralyze Both (Matter Mind) Immobilize +3
Hold Person Bless (Holy Mind) Immobilize +4 vs Men
Web Spell (Life) Immobilize +5 (Spirits, Elementals Immune)
Shrink Spell (Transform) All Traits of Target reduced to Zero
Petrify Both (Earth Transform) Destroy +5
Tangle Roots Both (Call Life Plant) Immobilize +5
Invisibility Spell (Sight) Stealth +7 for Rest of Combat
Dispel Evil Bless (Holy Abjure) Destroy +5 Undead Spirit Demon
Dispel Magic Spell (Meta Abjure) Destroy +6 Animated Elemental Clockwork
Wish Spell (Meta) See Notes
Teleport Spell (Space) Progress for non-Sea or Dungeon Terrains
Miracle Bless (Holy) Same as Wish
Breathe Water Spell (Water) Aquatic +5 (Swimming and Combat only)
Rust Spell (Water Chaos) Mech +6 or Destroy +7 vs Metallic
Flight Both (Air Space) Climb +7 Swift +5
Magic Shield Both (Energy) Armor +2 for Rest of Combat
Magic Armor Both (Energy) Armor +3 for Rest of Combat
Circle of Protection Bless (Energy Holy Abjure) Protection +4
Divine Intervention Bless (Holy) Protection +8
Remove Curse Bless (Holy Meta Life Abjure) End a Curse Effect
Curse Both (Death) Handicap +4
Earthquake Both (Earth) Range +8
Blind Both (Sight Death) Handicap +5
Weakness Both (Energy Death) Handicap +6
Exorcism Bless (Holy Abjure) Repel +7 vs Spirit
Force Field Spell (Energy) Protection +5
Summon Wall Both (Fire Erath Air Water Call) Protection +6
Invulnerability Both (Matter) Armor +5
Raise Dead Both (Call Life Holy Death) Revive +5
Divination Both (Holy Spirit Sight) Gain 2 Luck Tokens
Alter Reality Spell (Meta) Gain 1 Luck Token and Draw 1 Magic Card
Demonic Tutor Spell (Demon) Gain 1 Info Token and Draw 1 Magic Card
Summon Skeletons Spell (Call Death) Fight +3 for rest of Combat
Air Elemental Spell (Call Air) Fight +3 for rest of Combat
Fire Elemental Spell (Call Fire) Fight +5 for rest of Combat
Earth Elemental Spell (Call Earth) Fight +6 for rest of Combat
Water Elemental Spell (Call Water) Fight +4 for rest of Combat
Summon Wolves Spell (Call Life) Fight +4 for rest of Combat
Time Stop Spell (Time) Immobilize +6
Reverse Time Spell (Time) Replay Challenge from the Beginning
Destruction Both (Chaos Abjure) Commotion
Enchantment Both (Transform) Gain 1 Relic
Alchemy Both (Transform) Gain 1 Potion or 2 Gold
SUMMON AND CALL SPELLS DISCUSSION
-Summon and Call Spells can only be used in certain Terrains:
Wolves: Wilderness Only
Zombie, Earth, and Fire Elementals: Street, Wilderness and Underground
Water Elementals: Sea, Wilderness, Street, and Underground
Air Elementals: Sky, Sea, Wilderness, Street, and Underground
WISH SPELL DISCUSSION
Wishes and Miracles have multiple possible Effects. Pick One:
-Draw 5 cards from the Magic, Hero, or Relic Deck and keep one.
-Heal or Revive a Casualty automatically.
-Choose the Result of a Target Die-roll.
-Mimic any other Spell or Bless.
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RELIC DECK CARD LIST
Relic: Traits:
Magic Plate (Matter) Armor +3
Enchanted Hauberk (Transform) Armor +2 Strong +1
Dragon Scale Armor (Dragon) Armor +2 Fight +1
Mithiril Mail (Earth) Armor +1 Tough +2
Holy Mace (Holy) Blessed Fight +5 vs Undead
Holy Symbol (Holy) Repel +3 Undead Demons (Once per Combat)
Wizards Scroll (Meta) Arcane Discard to Draw 3 Spell Cards Keep one.
Staff of Power (Meta) Arcane Mage +1
Cloak of Invisibility (Sight) Stealth +4
Rope of Climbing (Air) Climb +4
Boots of Speed (Air) Swift +4
Potion of Strength (Transform) Discard for Strong +5
Bag of Holding (Space) Hero can Carry an extra 3 Relics
Rod of Blasting Arcane (Energy) Destroy Door (Once per Turn)
Wand of Foom Arcane (Fire) Zap +5 (Once per Combat)
Wand of Plinking Arcane (Energy) Zap +1
Wand of Wonder (Meta) Arcane Distract +2 (Once per Combat)
Deck of Many Things (Meta) Mage +1
Djinn Lamp (Call) 3 Wishes (As Wish Spell) then Discard
Antidote (Life) Potion: Discard to Heal Casualty caused by Poison
Polymorph Potion (Transform) Discard for Fight +10 this Combat
Potion Invulnerability (Energy) Discard: Negate 1 Future Casualty this Encounter
Luck Potion (Fate) Discard: Party gets +1 to all Tests this Turn
Great Spear (Matter) Fight +2 Range +2
Vorpal Blade (Space) Fight +4 (This does an extra Hit of Damage 50%)
Pole of Plenty (Water) Fish +3
Salve of Healing (Life) Potion: Heal +2. Discard after 3 Uses
Time Turner (Time) Replay Encounter from the Beginning (Once per Turn)
Mirror Shield (Sight) Destroy +10 (once per Combat) Foe with Gaze
Enchanted Net (Water) Immobilize +3 (Once per Combat) Fish +2
Dagger of Venom (Poison) Fight +1 vs Men Beasts
Holy Hand Grenade (Holy) Blessed Discard for Range +6
Holy Water (Holy) Potion: Discard for Range +6 vs Undead Demons
Hammer of Throwing (Earth) Fight +2 Range +3
Lightning Rod (Lightning) Arcane (Lightning) Zap +3 (Twice per Combat)
Dancing Sword (Life) Fight +2 (Owner may use another Weapon)
Firebrand Sword (Fire) Fight +3
Acid Flask (Acid) Potion: Discard for Range +4
Rune Sword (Death) Fight +3 Heal +2
Elder Bow (Sight) Range +3 Hunt +2
Sling of Seeking (Sight) Range +2
Rod of Resurrection (Holy Life) Revive +5 (3 Uses)
Dragon Spear (Dragon) Fight +2 Strong +1 (Slay Dragons)
Goblin Bane Sword (Matter) Fight +2 Strong +1 (Slay Humanoids)
Ice Bow (Cold) Range +3
Endless Quiver (Matter) Gain 2 Ammo Tokens at beginning of Turn
Eldritch Blade (Spirit) Fight +2 Strong +1 (Slay Spirits)
Horn of Gales (Air) Repel +4
Crystal Ball (Sight) Foresee
Horn of Summoning (Call) Warrior Allies (Fight Strong Armor) Once per Turn
Winged Boots (Air) Swift +1 Climb +3
Titans Shield (Transform) Armor +2 Strong +1
Shield of Faith (Holy) Armor +2 Martyr
Great Helm (Matter) Armor +1 Fight +1
Jade Helmet (Mind) Armor +1 Resist Mind
Commanders Helm (Mind) Armor +1 Tactics
Crown of Control (Mind) Control +5 vs Men (Once per Encounter)
Snake Staff (Holy) Blessed (Poison) Fight +2 vs Men Beasts
Flask of Poison Gas (Poison) Potion: Discard for Destroy+4 Men Beasts
Ring of Protection (Energy) Armor +1 Tough +1
Ring Fire Resistance (Fire) Resist Fire
Magicians Scroll (Meta) Arcane Discard to Draw 3 Spell Cards keep 1
Mages Scroll (Meta) Arcane Discard to Draw 3 Spell Cards keep 1
Staff of Healing (Holy Life) Blessed Heal +4 (Once per Encounter)
Holy Grail (Holy) Priest +1
Holy Sword (Holy) Fight +2 Strong +2 (Slay Undead)
Magic Skeleton Key (Matter) Mech +4 (Opening Locks only)
Potion of Healing (Life) Discard for Heal +6
Elixir of Life (Life) Potion: Discard for Revive +6
Ogre Gauntlets (Transform) Strong +4
Staff of Striking (Holy) Blessed Fight +2
Amulet of Warding (Meta) Foe Mages get -3 to their Spell Tests
Magic Pipes (Sound) Music +5 Control +4 vs Beast (Once per Combat)
Horn of Plenty (Matter) Gain 1 Food Token at beginning of your Turn
Philosophers Stone (Transform) Gain 1 Gold at beginning of your Turn
Demon Mask (Demon) Repel +3 vs Men Beasts (Once per Combat)
Magic Mirror (Sight) Arcane Lore +5 (Once per Turn)
Magic Goggles (Sight) Detect +1 Mech +1
Gem of Seeing (Sight) Detect +2
Thinking Cap (Mind) Wits +1
Bottle Imp (Demon Call) Gain 1 Info Token at the start of your turn
RELICS FURTHER DISCUSSION
-Big: You cannot get this into or out of a Dungeon
-When searching for a Potion, Scroll, or particular type of items, simply
Flip through the deck and draw the first one you come across.