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Information about the characters, monsters, spells, potions, artifacts, weapons, armor and tools in HeroQuest.

Heroes[]

The four heroes in HeroQuest are Barbarian, Dwarf, Elf and Wizard.

Barbarian

Barbarian-small

The Barbarian is the greatest warrior of all. But beware of magic, for your sword is no defense against it.

Attack Defend Body Mind
3 2 8 2

Movement: 2 6-sided dice
Starting Weapon: Broadsword
Starting Armor: None


Elf

Elf-small

The Elf is a master of both magic and the sword. He must use them both well to triumph.

Attack Defend Body Mind
2 2 6 4

Movement: 2 6-sided dice
Starting Weapon: Shortsword
Starting Armor: None

Dwarf

Dwarf-small

The Dwarf is a good warrior and has the unique ability to disarm traps without a tool kit.

Attack Defend Body Mind
2 2 7 3

Movement: 2 6-sided dice
Starting Weapon: Shortsword
Starting Armor: None


Wizard

Wizard-small

The Wizard has the power to cast many spells. In combat, however, he is weak. He cannot wear armor or use large weapons. Therefore he must cast spells wisely and avoid physical combat.

Attack Defend Body Mind
1 2 4 6

Movement: 2 6-sided dice
Starting Weapon: Dagger
Starting Armor: None

Monsters[]

In the North American version of Hero Quest, some monsters were upgraded. In the original, all the monsters had 1 Body Point, and none could use more than 4 dice in defense.

Monster Attack Defend Body Mind Movement
Hero Quest
Goblin 2 1 1 1 10
Orc 3 2 1 2 8
Fimir 3 3 1
(2 in US)
3 6
Skeleton 2 2 1 0 6
Zombie 2 3 1 0 4
(5 in US)
Mummy 3 4 1
(2 in US)
0 4
Chaos Warrior 3
(4 in US)
4 1
(2 in JP)
(3 in US)
3 6
(7 in US)
Gargoyle 4 4
(5 in US)
1
(2 in JP)
(3 in US)
4 6
Against the Ogre Horde
Ogre Warrior 5 5 Variable

(3 in US)

1 6
Ogre Champion 5 5 Variable

(4 in US)

1 6
Ogre Chieftain 6 6 Variable

(4 in US)

2 4
Ogre Lord 6 6 Variable

(5 in US)

5 4
Mage of the Mirror
Elven Archer 4(1) 2 3 2 6
Elven Warrior 4 3 3 2 6
Giant Wolf 6 3 5 1 9
Orge 6 4 10 2 4
The Frozen Horror
Ice Gremlin 2 3 3 3 10
Polar Warbear 4/4 3 6 2 6
Yeti 3 3 5 2 8
Crossbowman 3 3 2 2 6
Halberdier 3 3 2 2 6
Scout 2 3 2 2 9
Swordsman 4 5 2 2 5
The Dark Company
Crossbowman 2 3 1 2 6
Halberdier 3 3 1 2 6
Scout 2 3 1 2 9
Swordsman 4 5 1 2 4
Doomguard 4 5 1 3 6


Spells[]

There are five groups of Spells. Air, Earth, Fire and Water are the Heroes' spells. In the North American version, Chaos Spells were added for Morcar/Zargon.

Fire Spells[]

Firespellback
Fire of Wrath
This spell may be cast on any one monster, blasting it into flames. It will inflict 1 Body Point of damage, unless the monster can immediately roll a 5 or 6 using one red die.
Courage
This spell may be cast on any one Hero, including yourself. The next time that Hero attacks, he may roll 2 extra combat dice. The spell is broken when the Hero can no longer see a monster.
Ball of Flame
This spell may be cast on any one monster, enveloping it in a ball of fire. It will inflict 2 Body Points of damage. The Monster then rolls two red dice. Fore each 5 or 6 rolled the damage is reduced by 1 point.

Air Spells[]

Airspellback
Swift Wind
This spell may be cast on any one Hero, including yourself. Its powerful burst of energy enables that Hero to roll twice as many red dice as normal the next time he moves.
Tempest
This spell creates a small whirlwind that envelops one monster of your choice. That monster will then miss its next turn.
Genie
This spell conjures up a Genie who will do one of the following: open any door revealing what lies beyond, OR use 5 combat dice to attack any monster within your line of sight.

Water Spells[]

Waterspellback
Water of Healing
This spell may be cast on any one Hero, including yourself. Contact with this revitalizing water will restore up to 4 lost Body Points, but will not give a Hero more than his starting number.
Sleep
This spell puts one monster into a deep sleep so it cannot move, attack, or defend itself. The spell can be broken at once or on a future turn by the monster rolling one red die for each of its Mind Points. If a 6 is rolled the spell is broken.. May not be used against Mummies, Zombies, or Skeletons.
Veil of Mist
This spell may be cast on any one Hero, including yourself. On the Hero's next move, he may move unseen through spaces that are occupied by monsters.

Earth Spells[]

Earthspellback
Heal Body
This spell may be cast on any one Hero, including yourself. Its magical power will immediately restore up to 4 lost Body Points, but does not give a hero more than his starting number.
Rock Skin
This spell may be cast on any one Hero, including yourself. The Hero may throw one extra combat die when defending. The spell is broken when the Hero suffers one point of Body damage.
Pass Through Rock
This spell may be cast on any one Hero, including yourself. That hero may then move through walls on his next move. He may move through as many walls as his dice roll allows. Caution! If a Hero ends his move in solid rock he is trapped forever!

Protection spells (Wizards of Morcar)[]

Dispell

You may pick one spell-using figure and force him to discard one of his unused spell cards at random. That spell is then lost for the duration of the Quest. Discard after use.

Invisibility

You may become invisible and move around unseen until the beginning of your next turn. While you are invisible, you cannot attack anyone, but neither will you be attacked or be affected by spells. Discard after use.

Wall of Stone

You may create a magical wall of stone which covers two squares. This wall has one Body point and rolls six defense dice. Keep this card to hand until the wall is destroyed, then discard it.

Detection spells (Wizards of Morcar)[]

Clairvoyance

You may ask the Evil Wizard player to lay out the contents of one room anyway on the gameboard at once. If that room is empty you may not try again. Discard after use.

Future Sight

You may re-roll any attack, defense or movement die rolls once until the end of your next turn. Discard after use.

Treasure Hoard

When you are searching a room for treasure, you may draw three treasure cards at once. They must take all three cards, whatever they are. Discard after use.

Darkness spells (Wizards of Morcar)[]

Arrows of the Night

You may fire these magical bolts at any target within your line of sight. You may then attack the target with two attack dice and he must defend with as many dice as he has Mind points. Discard after use.

Chains of Darkness

You may cast this spell one one figure. That figure may not move or fight until the beginning of your next turn, although they may defend or cast spells. Discard after use.

Cloak of Shadows

You may summon up a patch of darkness and place a Cloak of Shadows tile on the gameboard. Any figures in the shadows may not attack, be attacked or cast spells while they are there. This piece may not be moved and lasts until the end of the Quest. Keep this card by the side of the gameboard for reference.

Elven spells (Mage of the Mirror)[]

Deep Sleep

This spell may be cast on any monster within your line of sight, as long as the monster has from 1 to 3 Mind Points. The monster falls asleep immediately. It stays asleep until Zargon's next turn. The monster cannot defend against a Hero's attack while it is asleep.

Disappear

This spell may be cast on the spellcaster or on any one Hero he chooses. The Hero moves unseen as long as he rolls an 8 or lower on his movement dice. If a 9, 10, 11, or 12 is rolled, the spell ends. The Hero can only move and open doors. He cannot attack, search, disarm, Cast spells, spring traps, or be affected by attacks or spells, unless he chooses to cancel the spell.

Double Image

This spell may be cast on the spellcaster or on any one Hero the spellcaster chooses. It causes a life-like image of the Hero, to appear. If an attack against the Hero, is successful, he rolls 1 red die. On a 1, 2, or 3, the image was attacked and the Hero suffers no damage. The spell is broken the moment the Hero can no longer see a monster.

Flashback

By casting this spell, the spellcaster or any one Hero the spellcaster chooses can replay his entire turn. All results of the Hero's first turn are canceled. You can cast this after any Hero's turn. Casting this spell does not count as your action for the turn.

Hypnotic Blaze

When this spell is cast, an illusion of a huge, animated flame appears. Every figure in the room or corridor (except for the spellcaster) must roll 1 red die. A figure that rolls equal to or less than its Mind Points is unaffected by the illusion. Rolling a number greater than its Mind Points means that the figure is paralyzed for 3 turns - unable to move, attack, or defend.

Slow

This spell reduces any one monster's movement to 1 square per turn. The monster also rolls 1 less combat die when it attacks or defends. The monster's movement and combat dice cannot be less than 1. These effects last until the monster is killed or is out of your line of sight.

Timestop

This spell may be cast on the spellcaster or any one Hero the spellcaster chooses. It temporarily stops time for everyone else on the gameboard, enabling the Hero to take another turn immediately after his current turn.

Twist Wood:

This spell causes any wooden weapon, such as a staff, bow, or crossbow, to become warped into uselessness.

Chaos Spells[]

Game System Chaos spells[]

Chaosspellback

Support spells:

  • These spells target the warlock and/or his allies.
  • Summon Undead: This spell conjures up a group of undead to surround and protect the spellcaster. Roll one red die: Roll a 1 or 2 = 4 Skeletons Roll a 3 or 4 = 3 Skeletons, 2 Zombies Roll a 5 or 6 = 2 Zombies, 2 Mummies
  • Summon Orcs: This spell conjures up a group of Orcs to surround and protect the spellcaster. Roll one red die: Roll a 1, 2 or 3 = 4 Orcs Roll a 4 or 5 = 5 Orcs Roll a 6 = 6 Orcs
  • Escape: This spell allows the spellcaster to disappear and instantly teleport to a secret destination known only to Morcar/Zargon. This "safe place" is marked on the Quest Map.

Debuff spells:

  • These spells target the Heroes, but deal no damage.
  • Tempest: This spell creates a small whirlwind that envelops one Hero of your choice. That Hero will then miss his next turn.
  • Command: This spell puts any one Hero under Morcar/Zargon's control. The spell can be broken immediately or on a future turn by the Hero rolling one red die for each of his Mind Points. If a 6 is rolled, the spell is broken. However, until the spell is broken, Morcar/Zargon, on his turn, can move the hero as a monster and attack other Heroes.
  • Fear: This spell causes any one Hero to become so fearful that his attacks are reduced to one combat die. The spell can be broken by the Hero on a future turn by rolling one red die for each of his Mind Points. If a 6 is rolled, the spell is broken.
  • Sleep: This spell puts any one Hero into a deep sleep. A sleeping Hero is unable to move, attack, or defend himself. The spell can be broken immediately or on a future turn by the Hero rolling one red die for each of his Mind Points. If a 6 is rolled, the spell is broken.

Attack spells:

  • These spells target the Heroes and deal damage.
  • Firestorm: This spell creates a roomful of fire that inflicts 3 Body Points of damage on all Heroes and monsters in the same room with the spellcaster. The spellcaster is unaffected. All victims will immediately try to defend themselves. Not used in corridors.
  • Ball of Flame: This spell can be cast on any one Hero. It will inflict 2 Body Points of damage. The Hero immediately rolls two red dice. For each 5 or 6 rolled, the damage is reduced by 1 point.

Chaos spells: Kellar's Keep and Return of the Witch Lord[]

These spells were already available in the game system, but only Chaos Warlocks in the expansion sets used them.

  • Rust: This spell causes any one metal sword or helmet to become so thin, brittle and useless that it can never be used again. Not effective against Artifacts.
  • Cloud of Chaos: This spell paralyzes all Heroes located in the same room or corridor. A paralyzed Hero is unable to move, attack, or defend himself. The spell can be broken at once or on a future turn by each victim rolling one red die for each of his Mind Points. By rolling a 6, the Hero frees himself.
  • Lightning Bolt: This spell may be cast in a horizontal, vertical, or diagonal direction. The bolt will travel in a straight line until it strikes a wall or closed door. It will inflict 2 points of Body damage on all Heroes or monsters that stand in its path.

New Chaos spells: Against the Ogre Horde[]

  • Dominate: The Chaos Sorcerer and defender both roll dice equal to their Mind points. If the Sorcerer scores two skulls or more, he may use the defender's combat piece for the duration of his turn.
  • Mind Blast: The Chaos Sorcerer and defender both roll dice equal to their Mind points. The player who scores the most skulls inflicts Mind point damage equal to the number of skulls he has in excess of his opponent's score.
  • Mind Lock: The Chaos Sorcerer and defender both roll dice equal to their Mind points. The defender will be frozen for one turn for each skull scored by the Chaos Sorcerer.

New Chaos spells: Wizards of Morcar[]

  • High Mage spells:
    • Dispell: The Sorcerer may pick one spell-using character and force him to discard one of his spell cards at random. That spell is than lost for the duration of the Quest. Discard after use.
    • Escape: The Sorcerer may use this spell to move instantly to any unoccupied square on the gameboard. Discard after use.
    • Madness: Cast this spell on one figure to affect it with a frightening madness. The Evil Wizard player may then move that figure on his next turn, although the affected figure may not attack or cast spells. Discard after use.
    • Rust: This spell causes one item of equipment of the Evil Wizard player's choice to rust and become useless. That equipment card should be discarded. Discard after use.
    • Strands of Binding: The Sorcerer may fire magical threads from his fingers, which will entangle one target. The target may not move or attack until he destroys the Strands of Binding which have one Body point and roll four defense dice. The target may defend against other attacks. Discard after use.
    • Wall of Flame: The Sorcerer creates a magical wall of flame which covers two squares. The wall has one Body point and rolls six defense dice. Keep this card to hand until the wall is destroyed and then discard it.
  • Necromancer spells:
    • Call Skeleton: This spell summons two skeletons which appear immediately anywhere within sight of the Sorcerer. They may move and attack at once. Discard after use.
    • Death Bolt: The Sorcerer may hurl his spell at one target in sight. That figure then automatically loses one Body point. Discard after use.
    • Fear: The target of this spell is filled with unreasonable terror, and may not attack or cast spells on his next turn, although he may move and defend. Discard after use.
    • Raise the Dead: Cast this spell on another player’s turn after a monster has been killed. The monster is then replaced with a skeleton which can move and attack immediately. Discard after use.
    • Skulls of Doom: This spell allows a Sorcerer to hurl a magical skull at any opponent in his line of sight. The skull explodes like a fireball and attacks the target with two combat dice which he may defend against normally. Discard after use.
    • Summon Mummy: This spell summons a mummy, which will appear in any square adjacent to the Sorcerer. It may move and attack at once. Discard after use.
  • Orc Shaman spells:
    • Orc Beserker: The Sorcerer may choose one Orc within his line of sight to be filled with immerse strength and vigor. That Orc may then move twice and attack twice during that turn only. Discard after use.
    • Sharpen Blades: This spell allows all Orcs in the same room as the Sorcerer to roll an extra die in attack for that turn only. May only be cast in a room. Discard after use.
    • Shield of Protection: This spell allows the Sorcerer and all Orcs in the same room to roll an extra die in defense until the beginning of the Sorcerer’s next turn. May only be cast in a room. Discard after use.
    • Spirit of Vengeance: This spell allows the Sorcerer to send an invisible spirit to attack any one figure on the board. The spirit attacks the figure once with four attack dice, which may be defended in the normal way and then vanishes. The spirit itself cannot be harmed. Discard after use.
    • Summon Goblins: The Sorcerer may immediately take four Goblin figures from anywhere on or off the gameboard and place them anywhere within his line of sight. The Goblins may move and attack immediately unless they have already done so during this turn. Discard after use.
    • Summon Orcs: The Sorcerer may immediately take two Orc figures from anywhere within his line of sight. The Orcs may move and attack immediately unless they have already done so during this turn. Discard after use.
  • Storm Master spells:
    • Blinding Sleet: The Sorcerer may fill a room with blinding sleet. No one in that room may move, make ranged attacks or cast spells until the beginning of the Evil Wizard's next turn. Figures may only attack or defend if they are adjacent to another figure. Discard after use.
    • Earthquake: The Sorcerer may split the ground asunder in a straight line of six squares. Lay the Earthquake card piece on the board to determine who is affected. All those caught will suffer one Body point of damage as if they had fallen into a pit trap. Discard after use.
    • Hurricane: Sorcerer must cast this spell at one target who is in a straight line in front of him. That figure in then forced back in a straight line of squares until he hits a wall, another figure, falls down a pit trap or triggers another trap. Discard after use.
    • Lightning Bolt: The Sorcerer may fire a lightning bolt in a straight line of six squares. Use the lightning bolt card piece to determine who is hit. Anyone hit is attacked with three combat dice which they may defend against in the normal way. Resolve each attack separately. Discard after use.
    • Thieving Wind:This spell must be targeted at one figure. The figure loses one equipment card chosen at random which is returned to the equipment card pile. Discard after use. .
    • Wall of Ice: The Sorcerer creates a magical wall of ice which covers two squares. The wall has one Body point and six defense dice. Keep this card to hand until the wall is destroyed and then discard it.

New Chaos spells: Mage of the Mirror[]

  • Dispell:This special spell may be cast by a Chaos spellcaster during a Hero’s turn. It is used to try to cancel a spell cast by a Hero. The Dispell is cast immediately after the Hero casts a spell. First the Chaos spellcaster rolls 1 red die and adds the result to his Mind Points. Then the Hero does the same. If the Chaos spellcaster’s total is higher, the Hero’s spell has been canceled.
  • Mind Blast: This spell paralyzes one Hero within the spellcaster’s line of sight. This Hero cannot move or attack. The Hero defends with 1 combat die. To break free of the spell, the Hero, on his turn, rolls 1 red die for every Mind Point he currently has. If a 6 is rolled on any die, the spell is broken and the Hero can move attack normally again on future turns.
  • Mirror Magic: This spell may be cast by a Chaos spellcaster during a Hero’s turn. This enables the spellcaster to reflect any Hero’s spell back to him. Mirror Magic is cast immediately after the Hero casts a spell at the Chaos spellcaster. The Hero then suffers the effect of the spell that was intended for the spellcaster.
  • Reanimation: This spell enables the spellcaster to reanimate all defeated skeletons, zombies, or mummies in the same room as the spellcaster. These monsters rise up from the floor, with all lost Body Points restored, and attack the Heroes again.
  • Restore Chaos: This spell may be cast only on one monster. It restores up to 6 lost Body Points to either the spellcaster or any monster within the spellcaster’s line of sight.
  • Summon Wolves: This spell conjures up a number of Giant Wolves to attack the spellcaster’s enemies. (Place the Giant Wolves adjacent to the spellcaster.) To see how many Giant Wolves appear, roll red die and check the results: 1 or 2 = 1 Giant Wolf 3 or 4 = 2 Giant Wolves 5 or 6 = 3 Giant Wolves
  • Werewolf's Curse: This spell may be cast on any Hero. The Hero rolls a red die. A roll of 6 means the spell has no effect. Any other result means the Hero is now afflicted with the Werewolf’s Curse. See the "Turning Heroes into Werewolves" section of the Elf Quest Book for more information.

New Chaos spells: The Frozen Horror[]

  • Chill: This spell causes 1 Body Point of damage to any one Hero or monster adjacent to the spellcaster (though not diagonally adjacent). The victim cannot defend against the attack.
  • Ice Storm: This spell creates a blizzard of ice that affects an area 2 squares wide by 2 squares long. Each monster and Hero in that area is attacked separately by the spellcaster with 3 combat dice. There is no chance to defend. Cannot be used in corridors.
  • Ice Wall: This spell creates up to 4 squares of solid ice. (Use the single-square Magic Ice tiles) These squares block movement, but not line of sight. The squares need not be adjacent, but they all must be within the line of sight of the spellcaster. Each ice square lasts until the spellcaster dies, cancels the spell, or can no longer see the square, or until a cumulative total of 5 skulls are rolled in attacks on the ice square.
  • Mind Freeze: This spell ravages the mind of any Hero. The Hero rolls 1 combat die for every Mind Point he possessed before the attack. If 1 or more white shields are rolled, the Hero has 1 Mind Point left. If no white shields are rolled, the Hero has been reduced to zero Mind Points and goes into “shock." (See the Mind Points section of the Barbarian Quest Book.)
  • Skate:This spell enables the spellcaster to move quickly through icy caverns and corridors. The spellcaster may skate for up to 12 squares and may pass through Heroes and monsters during movement. The spell lasts only one turn.
  • Soothe: The healing coolness of this spell restores up to 3 lost Body Points to the spellcaster or any one monster.

List of Chaos Warlocks[]

Name Mov Atk Def BP MP Spells US version upgrades
Hero Quest
Sir Ragnar 1D6 - 2 2 - - -
Grak 8 4 4 1 3 - BP+2, 3 Chaos spells (Fear, Sleep, Tempest)
Balur 8 2 5 8 7 3 Fire spells, 1 Escape spell BP+2, 6 Chaos spells instead of 4 (Ball of Flame, Firestorm, Tempest, Summon Orcs, Escape)
The Witch Lord (1) 1 2 6 6 4 Invincible 4 Chaos spells (Flameball, Fear, Command, Summon Undead)
The Witch Lord (2) 10 5 6 1 4 Invincible (almost) BP+3, 4 Chaos spells (Ball of Flame, 2x Fear, Command, Summon Undead, Tempest)
ヒーロークエスト
Princess Miku 1D6 - 1 3 - - -
The Captain 8 4 4 2 0 - -
Borough (1) 6 4 4 3 6 - -
Borough (2) 4 3 2 2 4 - -
Grimdead 8 4 4 ? ? - -
Kellar's Keep
Gragor 6 3 6 1 3 - BP+2, Mov+1, Atk+1, Def-2, 5 Chaos spells (Sommon Orcs, Fear, Rust, Ball of Flame, Lightning bolt)
Petrokk 6 3 4 1 3 Additional attack on MP BP+2, Mov+1, Atk+1, renamed "Borokk"
Return of the Witch Lord
Skulmar 8 5 6 1 5 - BP+2, MP-1
Kessandria 6 4 6 1 6 Immune to spells (except Fire), 1 Swift Wind spell BP+2, MP-2, 5 more Chaos spells (Cloud of Chaos, Lightning Bolt, Fear, Sleep, Tempest)
The Witch Lord (3) 10 5 6 1 5 Invincible (almost), summon 1 monster per turn BP+3, 6 Chaos spells instead of summon (Summon Undead, Firestorm, Tempest, Lightning Bolt, Fear, Command)
Against the Ogre Hord
Nexrael 8 3 4 1 5 4 Chaos tokens (4x Mindblast) -
Festral 6 4 5 3 8 9 Chaos tokens (3x Mindblast, 3x Mind Lock, 3x Domination) -
Xenloth 6 2 4 1 4 10 Chaos tokens (5x Mindblast, 5x Mind Lock) -
The Dark Company
Delzarron 6 3 4 3 3 Summon 1 undead creature per turn (Zombie, Skeleton or Mummy) -
Wizards of Morcar
Zanrath the High Mage 5 5 5 Variable 8 6 High Mage spells -
Fanrax the Necromancer 6 4 6 Variable 7 6 Necromancer spells -
Boroush the Storm Master 7 6 5 Variable 6 6 Storm Master spells -
Grawshak the Orc Shaman 7 5 5 Variable 7 6 Orc Shaman spells -
Mage of the Mirror
The High Alchemist 8 3 3 4 4 4 Chaos/Mirror spells (Mind Blast, Restore Chaos, Summon Wolves, Werewolf Curse) -
Tormuk 8 4 4 6 6 6 Chaos/Mirror spells (Command, Mirror Magic, Mind Blast, Reanimation, Summon Wolves, Werewolf Curse) -
Sinestra 8 4 4 4 9 8 Chaos/Mirror spells (Dispel, Firestorm, Mindblast, Mirror Magic, Reanimation, Restore Chaos, Summon Wolves, Werewolf Curse) -
The Frozen Horror
Vilor 8 4 3 4 5 5 Chaos/Frozen spells (Chill, Ice Storm, Lightning Bolt, Sleep, Tempest) -
Frozen Horror 8 5 4 6 4 12 Chaos/Frozen spells -

Potions[]

HeroQuest[]

Potion healing
Potion of Healing
You can drink this healing potion at any time, restoring the number of Body Points equal to a roll of one red die. You cannot, however, exceed your starting number of Body Points. This may be used once.
Potion strength
Potion of Strength
You can drink this strange smelling liquid at any time, enabling you to roll two extra combat dice the next time you attack. This may only be used once.
Potion defense
Potion of Defense
You can drink this potion at any time, giving you two extra combat dice the next time you defend. This may only be used once.
Potion heroic
Heroic Brew
If you drink its contents before you attack, you can make two attacks instead of one. This may only be used once.

UK Only[]

Potion of Speed
You may drink the potion at any time. It will allow you to roll twice as many dice as usual the next time you move. The card is then discarded.

Wizards of Morcar[]

Potion of Alchemy
If you spread this paste over one item of equipment, it turns to gold and is worth 100 gold coins. That equipment card is then lost. Discard after use, along with the equipment card.
Potion of Charm
Drink all of this potion between Quests when you want to hire Men-at-Arms. You will then be able to hire up to three Men-at-Arms for 25 gold coins less than normal for each. Discard after use.
Potion of Magical Aptitude
If you are the Elf or the Wizard, you may drink it at the beginning of your turn and then cast two in that turn rather than one. Discard after use.
Potion of Magic Resistance
You can drink the potion when a spell is cast on you and you may then ignore the effects of that spell. Discard after use.
Potion of Magic Resistance (fire)
If you drink the potion, you will be completely unharmed by the next magical fire attack to hit you, be it a spell or a Fireburst Trap. Discard after a fire attack has been resisted.

US Only[]

Kellar's Keep and Return of the Witch Lord[]

Potion of Restoration
Drink this brown, frothy liquid to restore 1 lost Body Point and 1 lost Mind Point. It’s refreshing after a tough battle
Venom Antidote
This bubbling brew tastes foul, but heals up to 2 Body Points of damage caused by poison needles or poison darts only.
Potion of Dexterity
This sparkling liquid adds 5 movement squares to your next die roll or guarantees 1 successful pit jump. If you purchase more than one of these potions, you may use only 1 potion per turn.
Potion of Battle
If you have a really “weak” roll of the Attack Dice, you may drink this blood-red potion. It allows you 1 re-roll of your Attack Dice.

Mage of the Mirror[]

Air Walk
This potion enables any Hero to walk on a cushion of air for one turn. He does not spring traps during this turn. The Hero can walk over pit traps as long as he can reach an unoccupied space on the other side. This may be used only once. Do not return this card to the deck.
Potion of Recall
Any Elf who drinks this greenish mixture regains a spell which was cast earlier during the current Quest. Choose wisely which spell to recall!
Potion of Vision
Drinking the contests of this clear bottle enables an Elf to see all secret doors and regular traps (coded in Gold on Quest Map) within his line of sight. This effect lasts until the Elf suffers at least 1 Body Point of damage.
Potion of Speed
When an Elf drinks this syrupy brew, he can move up to 12 squares per turn instead of rolling 2d6. The Elf also gets 2 attacks per turn. These effects end as soon as the Elf suffers at least 1 Body Point of damage.
Potion of Restoration
This refreshing concoction restores any Hero’s Body and Mind Points to the level they were at when the Hero started the Quest. This potion may also be used to cure a Hero who as been turned into a Werewolf.
Wolfsbane Potion
This may be used by any hero suffering under the Werewolf's Curse. This potion cures the Hero of this curse. This may be used only once. Do not return this card to the deck.

The Frozen Horror[]

Potion of Battle Rage
Only the Barbarian can drink this purplered concoction. It grants him 2 attacks per turn as long as there are monsters in sight. As soon as there are no monsters in the Barbarian’s line of sight, this potion’s effect wears off.
Potion of Icy Strength
This bubbling, orange mixture grants the Barbarian superhuman strength for one turn. After the Barbarian drinks this potion, his next attack causes twice as many Body Points of damage as are rolled on the Combat Dice. No other Hero can use this potion.
Potion of Rejuvenation
Any Hero who drinks this bright yellow liquid regains up to 6 lost Body Points. Roll 1d6 to see how many Body Points the Hero gets back. This potion cannot give the Hero more than his starting number of Body Points.
Frost Skin
Only the Barbarian is affected by this slushy drink. It enables the Barbarian to roll 2 extra Combat Dice when defending against attacks. As soon as there are no monsters in the Barbarian's line of sight, this potion's effect wears off.
Potion of Magic Resistance
The potion in this small, blue bottle negates the effects of any damage-causing spell cast on you. Drink it when the spell is cast and you may ignore the effects of the spell. This works only for the Hero drinking the potion. This potion may be used only once.
Potion of Warmth
This miniature jug is warm to the touch. Drinking the potion immediately after suffering damage from Ice Storm or Chill spells, or from ice vaults or icy rivers, restores 2 lost Body Points. Drinking it at any other time restores 1 lost Body Point. This potion may be used only once.

Artifacts[]

Artifactback

Artifacts are special, magical items such as weapons and armor that Heroes collect throughout their quests. Artifacts may be needed to defeat a special foe.

HeroQuest[]

Borin's Armor
This magical suit of plate mail allows the wearer to roll four combat dice in defense. Unlike normal plate mail, this mysterious, ultralight metal armor does not slow down its wearer. In the USA, it may not be used by Wizard.
Orc's Bane
When using this magical shortsword, you roll 2 combat dice to attack. You may attack twice if attacking an Orc. In the USA, it may not be used by Wizard.
Spirit Blade
This magical broadsword has an eerie handle of carved bone. When using it, roll 3 combat dice to attack or four combat dice if attacking an undead monster (Skeleton, Zombie, or Mummy). In the USA, it may not be used by Wizard.
Talisman of Lore
This magical medallion increases your Mind Points by 2 (by 1 in the USA) for as long as it is worn.

UK only[]

Wand of Recall
The Wand of Recall allows you to cast two spells instead of one during your turn.

US only[]

Elixir of Life
This small bottle of pearly liquid will bring a dead Hero back to life, restoring all of his Body and Mind Points. This potion can only be used once.
Ring of Return
When invoked, this magical ring will return all Heroes that the ring wearer can 'see' to the starting point of the Quest. It can only be used once.
Spell Ring
This ring enables the Wizard or Elf to cast one spell two times (not simultaneously). At the beginning of a Quest, the wearer of this ring must declare which of his spells he is storing in the ring.
Wand of Magic
This artifact replaces the equipment card "Wand of Recall" in the USA. This magical wand allows the Elf or Wizard to cast two separate and different spells on his turn instead of one single spell.
Wizard's Cloak
This artifact replaces the Quest treasure card "Cloak of Protection" in the USA.
This magical cloak made of shimmery fabric is covered with mystical runes. It can be worn only by the Wizard, giving him one extra Defend Dice.
Wizard's Staff
This artifact replaces the equipment card "Staff" in the USA; the US staff grants just 1 attack dice and no diagonal attack.
This long ancient staff glows with a soft blue light. It can be used only by the Wizard, giving him the attack strength of 2 combat dice and the ability to strike diagonally.

JP only[]

Silver Sword
This board blade of silver can be wielded only by the Barbarian. When using it roll 4 combat dice to attack, or roll 5 if attacking a creature from the Realm of Chaos. A shield may not be equipped when using this weapon.
Frost Bow
This bow is enchanted with the bow of ice and can be wielded only by the Elf. When using it roll 3 combat dice to attack. If the monster rolls no black shields in defense, it is bound by frost and cannot move, attack, or defend itself for one turn.
Flame Axe
This axe has been enchanted with the power of fire and can be wielded only by the Dwarf. When using it roll 3 combat dice to attack, but if at least one skull is rolled, add an extra skull to the total due to the enchanted flames. A shield may not be equipped when using this weapon.
Rod of Memory
This enchanted rod enables the Wizard to recall any spent spell. He must roll one red die for each of his mind points. If a 5 or 6 is rolled, he may cast that spent spell again during the same Quest. The use of this rod counts as an Action.
Talisman of Life
This mysterious talisman has the power to resurrect all Heroes at once should they all die during a quest. However, all their gold will be taken my the monsters. Can be held only by the Wizard. Can be used only once per quest.
Dragon Eye
This peculiar gem has the mysterious power to improve only one aspect the Hero desires: Body, Mind, Attack, or Defense. Its power is effective only once for each Hero. It may be sold by the hero who found it for 500 gold coins after it has been used by each hero.
Ancient Scroll
In times when the power of Chaos return and again cause great suffering among the people, this scroll shall be opened. To the Heroes newly arrived in this land. Grimdead's revival is nigh. There is but one way to slay a Chaos God. Fire, then, Water, then Silver.

Kellar's Keep and Return of the Witch Lord[]

Spell Scroll
Ball of Flame
This spell may be cast on a monster, enveloping it in a ball of fire. It will inflict 2 Body Points of damage. The monster then rolls two red dice. For each 5 or 6 rolled, the damage is reduced by 1 point. May be used by any Hero. Scroll crumbles to dust after it is used.
Spell Scroll
Fire of Wrath
This spell may be cast on a monster, blasting it with flames. It will inflict 1 Body Point of damage, unless the monster can immediately roll a 5 or 6 using one red die. May be used by any Hero. Scroll crumbles to dust after it is used.
Spell Scroll
Heal Body
This spell may be cast on a Hero, including yourself. Its magical power will restore up to 4 lost Body Points, but does not give a Hero more than his starting number. May be used by any Hero. Scroll crumbles to dust after it is used.
Magical Throwing Dagger
Always inflicts 1 Body Point of damage when thrown at a monster a Hero can "see." Monster cannot defend. Dagger is lost once it is thrown.

Kellar's Keep only[]

Fire Ring
Protects the wearer from any 2 Chaos fire spells. Ring disappears after wearer has been protected from the second fire spell.
Spell Scroll
Courage
This spell may be cast on any Hero, including yourself. The next time that Hero attacks, he may roll two extra combat dice. The spell is broken the moment the Hero can no longer "see" a monster. May be used by any Hero. Scroll crumbles to dust after it is used.
Spell Scroll
Tempest
This spell may be cast on a monster, surrounding it with a small whirlwind. That monster will then miss its next turn. May be used by any Hero. Scroll crumbles to dust after it is used.
Spell Scroll
Sleep
This spell puts a monster into a deep sleep so it cannot move, attack, or defend itself. The spell can be broken at once or on a future turn by a monster rolling one red die for each of its Mind Points. If a 6 is rolled, the spell is broken. May not be used against Mummies, Zombies, or Skeletons. May be used by any Hero. Scroll crumbles to dust after it is used.
Spell Scroll
Genie
This spell conjures up a Genie who will do one of the following: open any door on the gameboard (revealing what lies beyond), OR use five combat dice to attack a monster within your line of sight. May be used by any HEro. Scroll crumbles to dust after it is used.
Spell Scroll
Rock Skin
This sell may be cast on a Hero, including yourself. That Hero may roll one extra combat die when defending. The spell is broken when the Hero suffers 1 Body Point of damage. May be used by any Hero. Scroll crumbles to dust when it is used.

Return of the Witch Lord only[]

Spell Scroll
Pass Through Rock
This sell may be cast on a Hero, including yourself. That Hero may then move through walls when that hero next moves. He may move through as many walls as his dice roll allows. Caution! There are shaded areas on each Quest map which indicate solid rock. If a Hero ends his move in one of these areas he is trapped forever! May be used by any Hero. Scroll crumbles to dust when it is used.
Rabbit Boots
To jump over 1 discovered trap per turn, roll anything but a shield on 1 combat die.
Arm Band of Healing
Restores 2 lost Body Points once per Quest. If the wearer's Body Points are reduced to zero, use immediately to restore 2 Body Points.
Dust of Disappearance
If used on any Hero, this dust allows that Hero to move past any monsters encountered on his next turn. May only be used once.
Anti-poison Quill
Restores any of the owners Body Points lost by poisoning if used immediately. May only be used once.

Mage of the Mirror[]

Ancient Staff
This magical staff enables the Elf to reflect any monster’s spell back at the spellcaster. The spellcaster and all other monsters in the same room suffer the full effects of the spell, while the Elf and his companions are immune to the effects. The staff works only 5 times, and then it becomes useless.
Elven Boots
These boots grant the Elf an extra red die for movement. The Elf can roll 3 dice for movement either before or after taking an action. The boots wear out if the Elf rolls identical numbers on any 3 dice.
Elven Bracers
These metallic wristbands have magical powers. When placed on the Elf’s wrists, these glowing artifacts greatly enhance the Elf's physical and mental abilities. The bracers add 2 extra Body Points and 1 extra Mind point to the Elf’s total. They can only be worn by the Elf.
Spell Scroll
Treasure Without Doom
This spell scroll enables a Hero to pick cards from the treasure deck, ignoring all Wandering Monster and Hazard cards, until he picks a card showing gold, a potion, gems, or jewels. Or it can be used to open one chest without harm, disarming any trap on the chest. Scroll crumbles to dust after it is used.
Bone Wand
This artifact enables any Hero to control all skeletons in one room for one turn. He can move them and make them attack during his turn. The hero can make the skeletons attack each other or any other monsters in the room. The Bone Wand works once per Quest.
Elven Bow of Vindication
Only an Elf may use this. An arrow fired from this bow hits and instantly kills any one monster within the Elf's line of sight, unless the monster rolls a black shield on 1 combat die. There are only 4 arrows with this bow; the bow is useless once all the arrows have been fired. This card can be used only in the Elf Quest Pack.
Sky Orb
The Hero who processes this orb may use it to absorb a total of 4 Mind Points of damage. Each time the Hero would normally suffer the lost of 1 Mind Point, he instead hands Zargon one of the blue Sky Orb tokens and suffers no Mind Point damage. When all 4 tokens have been handed to Zargon, the Sky Orb is useless.

The Frozen Horror[]

Amulet of the North
This ancient magical item was made for Barbarian kings centuries ago. It may be worn only by a Barbarian. While worn, it adds 2 Body Points and 1 Mind Point to the Barbarian’s totals.
Ring of Warmth
This artifact grants the wearer immunity from the Chill spell, as well as to the effects of ice vaults and icy rivers.
Spell Scroll
Chill
This spell causes 1 Body Point of damage to any monster adjacent to the spellcaster (though not diagonally adjacent). The victim cannot defend against the attack. Scroll crumbles to dust once used.
Spell Scroll
Ice Storm
This spell creates a blizzard of ice that affects an area 2 squares wide by 2 squares long. Each monster and Hero in that area is attacked separately by the spellcaster with 3 combat dice. There is no chance to defend. Cannot be used in corridors. Scroll crumbles to dust once used.
Armband of Ice
This powerful item grants its wearer immunity to Mind Freeze and Chill spells, plus immunity to damage from ice vaults and icy rivers for as long as it is worn. It also reduces the damage from an Ice Storm spell by 1 point, for the armband wearer only.
Snowshoes of Speed
These magical snowshoes add 2 squares to a Hero's movement, and they also negate the effects of slippery ice for as long as they are worn. These can be used only on Quests in cold, icy regions.
Spell Scroll
Ice Bridge
This spell creates a permanent bridge of Magic Ice tiles that enable Heroes to cross over any pit, trap, chasm, crevasse or icy square. Scroll crumbles to dust once used.
Spell Scroll
Psychic Recovery
This spell restores all lost Mind Points to the spellcaster or any one Hero the caster chooses. Scroll crumbles to dust once used.
Spell Scroll
Skate
This spell enables the spellcaster to move quickly through icy caverns and corridors. The spellcaster adds 6 to his red dice movement roll and may pass through monsters and Heroes during movement. The spell lasts only one turn. Scroll crumbles to dust once used.
Spell Scroll
Warmth
This spell bestows a healing warmth on the spellcaster or any one Hero the spellcaster chooses. The warmth restores up to 3 lost Body Points. Scroll crumbles to dust once used.

Equipment[]

There are 14 Equipment cards in the original and international versions, but only 12 equipment parts (no cards) in the US version.

Unlike the other heroes, the Wizard has limited equipment.

Weapons[]

Weapon Price Atk. Wiz? Description
Dagger
(US only)
25 1 Yes This sharp knife gives you the attack strength of 1 combat die. A dagger can also be thrown at any monster you can "see," but is lost once it is thrown.
Staff 100 2
(1 in US)
Yes This long, sturdy, wooden staff gives you the attack strength of 1 combat die. Because of its length, the staff enables you to attack diagonally. You may not use a shield when using this weapon.
Short sword 150 2 - This short blade gives you the attack strength of 2 combat dice.
Hand axe
(non-US)
150 2 - The hand axe allows to roll 2 combat dice in attack. It can also be thrown at any monster you can "see," but is lost once it is thrown.
Spear
(non-US)
150 2 - The spear allows to roll 2 combat dice in attack. Because of its length, it enables you to attack diagonally. It can also be thrown at any monster you can "see," but is lost once it is thrown.
Broadsword 250 3 - This wide blade gives you the attack of 3 combat dice.
Longsword
(US only)
350 3 - This long blade gives you the attack of 3 combat dice. Because of its length, the longsword enables you to attack diagonally.
Crossbow 350 3 - This long-range weapon gives you the attack strength of 3 combat dice. You may fire at any monster that you can "see." However, you cannot fire at a monster that is adjacent to you. You have an unlimited supply of arrows.
Battle axe 400 4 - This heavy, double-edged axe gives you the attack strength of 4 combat dice. You may not use a shield when using this weapon.

Armor[]

Armor Price Def. Wiz? Description
Shield 100
(150 in US)
+1 - This hand-held armor gives you 1 extra combat die in defense. May not be used with the Battle Axe or the Staff.
Helmet 120
(125 in US)
+1 - This protective headpiece gives you 1 extra combat die in defense.
Bracers
(non-US)
200 +1 Only The bracers allow to roll 1 extra die in defence.
Cloak of protection
(non-US)
350 +1 Only The cloak allows to roll 1 extra die in defence.
Chain mail 450
(500 in US)
3 - This light metal armor gives you 1 extra combat die in defense. May be combined with the Helmet and/or Shield.
Plate armor 850 4 - This heavy metal armor gives you 2 extra combat dice in defense. However, because it is so heavy, you may only roll 1 red die for movement while wearing it. May be combined with the Helmet and/or Shield.

Items[]

The Dwarf needs not the Tool kit, because he can disarm traps without failing.

Item Price Description
Tool kit 250 This tool kit gives you a 50% chance to disarm any searched-for-and-found (but unsprung) trap.


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