This site was a project to make a list of available skills per Dungeon Degenerate character, which then went a bit overboard. It is based on the card CSS renderering work done by Stephan Beal for his excellent Morbad Tools site. The actual content and artwork all belongs to the Dungeon Degenerates creator, Sean Äaberg of of Goblinko. Used with permission. Site by David Waller.

There is a total of 1079 entries in the site. Last updated Sun May 24 2026

  • Degenerate Companion󰀸
  • Loot cards
󰁂
allduplicated epic loot loot deck non-start loot start loot1H 2H LH alchemical ally ammo/arrows ammo/darts ammo/shot bandit blade body crystal curse disease event feet fishoid food fungus gauntlet goblin head heavy 󰁀 herb human item jewelry loot only moon only relic service shield town only unique 󰀲 uses arrows uses darts uses shot vermin weird

All Loot and Epic Loot cards (204)

  • Represented by large cards with art in the game
  • Duplicates not shown here but mentioned on the individual cards
  • Loot deck monsters also shown in the Monsters section

Loot with 1H class (50)

  • Can't be wielded with 2H item

Loot with 2H class (17)

  • Can't wield 1H or LH items while 2H item equipped

Loot with LH class (5)

  • Can't be wielded with 2H item

Loot with alchemical class (34)

Loot with ally class (7)

  • Allies work just like regular items

Loot with ammo/arrows class (1)

Loot with ammo/darts class (2)

Loot with ammo/shot class (2)

Loot with bandit class (2)

Loot with blade class (30)

Loot with body class (10)

  • Can only wear 1 Body item
  • Can't equip or unequip during battle

Loot with crystal class (1)

Loot with curse class (1)

Loot with disease class (4)

  • Allows entry to Metaphysical󰀠 locations

Loot with event class (2)

Loot with feet class (1)

Loot with fishoid class (1)

Loot with food class (22)

Loot with fungus class (3)

Loot with gauntlet class (2)

  • Can only equip 1 (the card represents a pair)

Loot with goblin class (2)

Loot with head class (10)

  • Can only wear 1 Head item

Loot with heavy 󰁀 class (38)

  • Only allowed to carry 2

Loot with herb class (8)

Loot with human class (2)

Loot with item class (184)

Loot with jewelry class (4)

Loot with loot only class (5)

  • Redraw if drawn during trading

Loot with moon only class (4)

Loot with relic class (16)

Loot with service class (2)

Loot with shield class (5)

Loot with town only class (6)

  • Redraw if drawn during looting

Loot cards that are Unique󰀲 (12)

  • May only ever include 1 of these cards (if combining multiple boxes)

Loot with uses arrows class (1)

Loot with uses darts class (2)

Loot with uses shot class (8)

Loot with vermin class (1)

Loot with weird class (1)

Loot that exists in multiple copies (13)

Epic Loot cards (19)

  • Set aside Crown of Cruelty and Doombringer Horn in campaign play

Loot with loot deck class (5)

Loot not used as starting item (70)

Loot used as starting gear (110)

Arcane Parchment

itemrelic
When using a Dispel Action, if you pass, you may increase the Wounds󰀄 added to the target by your lowest single die score or avoid taking any Piercing Damage. If you roll double 6 on your MAG Test, discard this card.
8 󰀆
MAG 8 or Scholar

Archaic Pistol

item1Huses shot
You cannot attack with this item while there is a 󰀆 counter on it. Remove 󰀆 counters from it at the end of a fight.
ATTACK:
PER (RANGE)
This Attack ignores 1 ARM. If you roll doubles on your Attack dice, add a
󰀆 counter to this card.
If you roll 12 on your Attack Dice with this item, suffer D3 Wounds󰀄.
14 󰀆
AGI 7

Arquebus

item󰁀2Huses shot
You cannot attack with this Item while there is a 󰀆 on it. Remove 󰀆 counters from it at the end of a fight.
ATTACK:
PER (RANGE)
This attack ignores 2 points of ARM. When you use this attack, add a
󰀆 counter to this card.
COMBAT ACTION:
Remove a
󰀆 counter from this card.
ATTACK:
STR (MELEE)
12 󰀆
AGI 7 (Range) or STR 8 (Melee)

Ash Lung

diseaseloot only
When you Force March, you become Fatigued, Posioned and Weakened.
If you are at Brüttelburg, the Holy Order, or Stone Circle you may pay 10 GP󰀆 to discard this card, then take D3 Piercing damage & you become Poisoned.

Astral Herb

itemherb
Discard this card & roll an orange & purple die. Gain the listed Status Conditions for each die result. If you have the Dopesmoker skill you may reroll any single die.

Exalted

Blessed

Focused

Invigorated

Suppressed

Demoralized

Blinded

Weakened
If the Status Conditions cancel each other out, instead become Detained.
4 󰀆

Astronomical Maps

item
When you Rest, you may Explore any single Outside󰀖 Moon space (you do not need to be in the space you choose to Explore).
6 󰀆
MAG 8 or SCHOLAR

Axe Axe

item󰁀1Hblade
+1MRL

ATTACK:
STR (MELEE)
If you have the Street Songs skill, when you destroy a monster with this item with doubles on your Attack roll, place a
Metaphysical󰀠 counter on your Street Songs card.
8 󰀆
Performer

Bag of Scratch

itemalchemical
Scratchers always target you.
You may use a Rest action provided by one of your Items, Skills or Masteries, even if you have already used it this turn. Then, you become Fatigued & poisoned & roll a D6. On the roll of a 6, discard this card.
8 󰀆
MRL < 8

Barbed Whip

item1Hblade
ATTACK:
AGI (REACH)
QUICK ACTION:
Make an AGI Test. If you pass, target monster with
XP󰀰 VAL 1 or less loses the following abilities until your next turn: Evade, Pursue & Skirmish
Oozes, Swarms & Ghostly monsters are immune to this Action.
4 󰀆
AGI 7

Barrel Surprise

goblin
󰀀


1 󰀰
1 󰀆

↑ PER
ATT 5
󰀘4
ARM 1

Ambush

Skirmish

Bastard Sword

item󰁀1H2Hblade
ATTACK:
PER (REACH)
Roll an additional power die when you Attack with this item if you are wielding it in both hands (2H).
10 󰀆
STR 7 or STR 8*

Baton

item1H
ATTACK:
STR (MELEE)
If you inflict damage on the target monster & the target's remaining
HP󰀘 (after inflicting damage) is lower than {STR Test}, the target becomes Dazed.
8 󰀆
STR 6

Bearers of the Obese

ally
While you have this Ally, you gain the Slippery Mastery (attach the Slippery Mastery card to this card). When making an AGI or PER Test to use this Mastery, you may roll 3 dice and use any 2. If you roll 12 on your Test, discard this card & the Slipper Mastery card.
When Filch Mold Rests in a Badlands space, he may take this card from the discard pile.
* 󰀆
FILCH MOLD

Beast Soother

item1H
QUICK ACTION:
Make a PER Test (Performer or Wild may roll 3 dice & use any 2). If you pass, target Brute monster has ATT VAL 0 this round. If you pass & lowest single die is higher than or equal to target Brute monster's
XP󰀰 VAL then it also becomes Dazed.
4 󰀆

Begging Bowl

item
When you give GP󰀆 to another adventurer you must make a MRL Test & if you fail, become Demoralized.
Roll D6. If your roll is equal to or greater than your current GP󰀆, gain GP󰀆 equal to the difference (your GP󰀆 total becomes equal to your die roll).
0 󰀆
PERFORMER or ROGUE

Bindlestiff

item1H
If you succeed with doubles on your Recovery Test, draw an Item or Ally from the Loot deck.
When you make a Force March Test, roll 3 dice & use any 2.
4 󰀆
WILD

Black Sword

item󰁀1Hbladerelic
-1MRL

ATTACK:
STR (MELEE)
This Attack ignores Endless.
If you destroy a monster with this Attack, recover
Wounds󰀄 equal to that monster's XP󰀰 VAL & you become Invigorated.
20 󰀆
STR 6

Blasting Charge

󰁀itemalchemical
If you are on a bridge - East Bridge, North Bridge, Skull Bridge, Tunnel of Terror, Watchtower - you may discard this Item & roll a D6. If you roll a 3 or more, place a Destroyed󰀡 counter in your space. Add +1 to this dice roll if you have the Alchemy Skill or +2 if you have Alchemy Mastery.
5 󰀆

Blinding Crystal

item1Halchemical
QUICK ACTION:

Make a PER Test. If you pass, place this card on any target monster in the fight with
XP󰀰 VAL lower than or equal to {PER Test}.
While this card is attached to a target they have an ATT of 0. Return this card to your hand at the end of the Combat Round.
5 󰀆

Blinding Powder

itemalchemical
QUICK ACTION:
Discard this card & make a MAG Test. If you pass, target monster becomes Dazed.
Constructs & Epic Monsters are immune to this Item.
3 󰀆
MAG 7

Blunderbuss

item󰁀2Huses shot
You cannot Attack with this Item while there is a 󰀆 counter on it. Remove 󰀆 counters from it at the end of a fight.
ATTACK:
(RANGE) Roll 2D6 & inflict damage equal to the highest single die on your target. If the target is a Swarm, inflict damage equal to both dice combined; but if your taget if Ghostly, the attack inflicts 0 damage.

When you Attack with this Item, add a 󰀆 counter to this card & discard any attached Ammo.
COMBAT ACTION:
Remove a
󰀆 counter from this card.
12 󰀆
AGI 7

Bone Totem

item1Hrelic
When you destroy a Daemon, you may place it under this Item unless there is already a card there.
COMBAT ACTION:
Discard a Daemon from under this Item & make a MAG Test. If you pass, target Puritan, Witch, or Wizard with
XP󰀰 VAL 3 or less becomes Hexed.
4 󰀆
PURITAN or WARLOCK

Breastplate

item󰁀body
-1AGI
+2ARM
12 󰀆
STR 7

Buttermilk

itemfood
At any time during the Map Action Phase, you may discard this card to remove the Poisoned condition from yourself or another adventurer in your party.
1 󰀆

Caltrops

itemblade
QUICK ACTION:
Discard this card on the first round of a fight to inflict 1 Piercing damage on each monster in your space without Evade, Ghostly or
Range󰁃.
3 󰀆
AGI 7

Can Opener

󰁀item2Hblade
ATTACK:
AGI (REACH)
For each 6 you roll on a Power Die, inflict 1 Piercing damage on target monster without Range󰁃.
8 󰀆
AGI 7

Cat Familiar

ally
QUICK ACTION:
Inflict D3-1 Piercing damage on a Vermin Swarm in your space. If you roll
, discard this card.
When making a MAG Test to resolve an encounter or use a Skill, you may roll 3 dice and use any 2.
4 󰀆
WIZARD or WARLOCK

Celestial Switchblade

item1Hblade
"I got a knife."

ATTACK:
MAG (MELEE)
Inflict Piercing damage.
Ignore 1 ARM.
10 󰀆

Chicken Feed

itemfood
QUICK ACTION:
Goblins & Vermin with
XP󰀰 VAL 1 or less in your space cannot attack until your next turn, then discard this card.
1 󰀆

Cleansing Elixir

itemalchemical
Discard this card to remove a Plague counter from your space.
Discard this card & make a CON Test. If you pass, lose Infected & all Plague counters & Disease. If you fail, lose 1 Plague counter & you become Poisoned.
4 󰀆

Clever Disguise

itemhead
At the start of a fight against Law monsters, you may attempt a MRL Test. If you pass & your highest single die is equal to or greater than the Bounty Level, discard each enemy in your space. If you fail, increase the Bounty Level. You cannot attempt this while there is an Epic Monster in your space.
13 󰀆

Combat Stein

item1H
When you use a Food item, you may place it under this card instead of discarding it. When you use the card a second time you must discard it.
When performing an Unarmed Strike, you may use your highest Attack die for damage.
4 󰀆
STR 6

Concealed Knife

item1Hblade
ATTACK:
AGI (MELEE)
QUICK ACTION
If it is your first turn after entering a fight, make an AGI Test & inflict damage equal to your lowest single die to a target monster (not Swarm) without Ambush, Evade or Ghostly.
4 󰀆
ROGUE or WILD

Cosmic Cup

itemrelic
"I got my cup."

At the start of the Map Action Phase, each adventurer may make a MRL Test & recover half {MRL Test}
Wounds󰀄.
20 󰀆

Crown of Cruelty

itemrelichead󰀲
ATTACK:
MRL (RANGE)
This Attack inflicts Piercing damage, but cannot be used against Constructs.

COMBAT ACTION:
Target Human with
XP󰀰 Val equal to or less than {MRL Test} becomes Hexed.
20 󰀆

Cursed Claw

curseloot onlyitem󰀲
If you roll doubles on an Attribute Test (not in Combat) you fail the test. Place an Explored󰀦 counter on this card (max of 4)
At the start of a fight, roll D6 equal to the number of Explored󰀦 counters on this card. If you roll  add the Invisible Stalker (Lowlands Monster Deck) to the fight (it will target you rather than its normal targeting).
You cannot swap or trade this Item & can only discard it by Resting at Skull Bridge or by removing it as a Curse Weakness.

Daemon's Blood

itemalchemical
COMBAT ACTION:
Discard this card to Corrode target monster & inflict D3
Wounds󰀄 on it (if that monster is a Fungus or Weird, inflict D6 Wounds󰀄 instead).
Discard this card to remove a Fungal Parasite from an adventurer in your space. That adventurer takes D6 Piercing damage & becomes Poisoned.
3 󰀆
AGI 7

Dandy Costume

itembody
When you make a Test or die roll to resolve a Law encounter, you may reroll any single die.
Before resolving Arrival abilities at the start of a fight with one or more Law monsters, roll a D3. Discard any monsters targeting you with an
XP󰀰 Val equal to the rolled die.
12 󰀆

Dart Pistol

item1Huses darts
ATTACK:
AGI (RANGE)
If you would inflict
Wounds󰀄 on a monster with this Attack, apply the effects of the attached Ammo card instead (do not inflict any Wounds󰀄).
13 󰀆
AGI 7

Dart Rifle

item2H󰁀uses darts
ATTACK:
PER (RANGE)
If you inflict
Wounds󰀄 on a monster with this Attack, apply the effects of the attached Ammo card instead (do not inflict any Wounds󰀄).
ATTACK:
STR (MELEE)
10 󰀆
AGI 7 (Range) or STR 6 (Melee)

Death Mask

itemhead
A uniform for those who work within the sprawling Necropolis, worn by the grave monks & corpse burners of the Holy Order.
You are immune to Fear & Necro from the Undead
(other Monsters with Fear or Necro affect you normally).
8 󰀆

Doombringer Horn

󰁀itemrelic󰀲
Make a MAG Test. If you pass, increase the Danger Level in your space by an amount equal to your lowest single die. If the Danger Level is already 6 or would be increased beyond 6, advance the Doom track (move the Hand of Doom to your space). Whether you pass or fail, increase the Bounty Level if you are in a Law󰀴 space.
20 󰀆
MAG 6

Dueling Dagger

item1Hblade
ATTACK:
AGI (MELEE)
When you use Luck󰀣 to re-roll a Power Die, add 1 to the value of the re-rolled die (to a maximum of 6)
5 󰀆
AGI 6

Dueling Pistol

item1Huses shot
You cannot Attack with this item while there is a 󰀆 counter on it. Remove 󰀆 counters from it at the end of a fight.
ATTACK:
PER (RANGE)
This Attack ignores 1 ARM. Place a
GP󰀆 counter on this card.
8 󰀆
AGI 7

Elixir of Life

itemalchemical
Discard this card to recover all of your Wounds󰀄.
6 󰀆

Enchanted Sword

item󰁀1Hblade
ATTACK:
MAG (MELEE)
If you inflict damage on a monster with this item, you become Exalted. You may defend using MAG (in place of AGI).
When you miss your Attack roll with this item, become Suppressed & take 1 Piercing damage.
11 󰀆
MAG 8

Evil Puppet Show

town only ∙ weird
󰀀


1 󰀰
2 󰀆

↑ MRL
ATT 1
󰀘8
ARM 1

Ambush

Summon • Taunt

Executioner's Axe

item󰁀2Hblade
ATTACK:
STR (MELEE)
Roll an additional Power die when you attack with this Item.
8 󰀆
STR 8

Eye of Scrog

itemfood
Imported from the Wetlands, scrogs' eyes are an expensive delicacy in the Würstreich.
Discard this card to become Focused.
4 󰀆

Fancy Sabre

item1Hblade
You have +1 MRL during a fight while you have this Item Equipped.
ATTACK:
AGI (MELEE)
9 󰀆

Filching Familiar

allyvermin
Roll D6.
1: Discard this card
2: Increase the Danger Level
3: No effect
4: Take an Item from the Loot deck & increase the Danger Level
5: Take an Item from the Loot deck
6: Take an Item from the Loot deck & gain D3 GP󰀆
10 󰀆
MAG 8

Fishing Pole

item
Make a MAG or PER Test. If you pass, place an Explored󰀦 counter on this card (to a maximum of 3). The 󰀦 counter counts as a Food Item.

Discard an Explored󰀦 counter from this card to recover D3 Wounds󰀄 (D6 if you have the Gourmet skill).
3 󰀆

Flagon of Ale

itemfoodalchemical
QUICK ACTION:

Discard this card to become Invigorated until the end of the fight & make a CON Test. If you pass, recover 1
Wound󰀄. If you fail, you become Fatigued & Suppressed.
Discard this card & make a CON Test. If you pass, recover 1 Wound󰀄. If you fail, you become Fatigued & Suppressed.
1 󰀆
CON 6

Flash Bomb

itemalchemical
QUICK ACTION:
Discard this card & each monster in your space becomes Dazed until your next turn.
Each adventurer in your space
(other than you) must make an AGI Test. Any adventurer who fails becomes Blinded until the end of the fight.
3 󰀆
AGI 7

Fluffy Familiar

ally
QUICK ACTION:
Inflict D3-1 piercing damage on a Vermin Swarm in your space. If you roll
, discard this card.
8 󰀆
MAG 6

Footpad

town only ∙ human ∙ bandit
󰀀


1 󰀰
2 󰀆

↑ MRL
ATT 4
󰀘4
ARM 0

Ambush

Summon

Fortune Cards

item
Choose a willing adventurer in your space (or yourself) & reveal the top card of the Danger deck. If the space indicated on that card matches your current Region, the chosen adventurer gains 1 Luck󰀣. If the revealed card has no Region ('your current space' or 'reshuffle danger deck', etc), the chosen adventurer loses 1 Luck󰀣. Discard the revealed card without resolving it.
4 󰀆
MAG 8

Fungal Parasite

diseaseloot onlyfungus
-1CON
+1MAG
If you are at Brüttelburg or the Holy Order, you may pay 10 GP󰀆 to discard this card, then take D6 Piercing damage & you become Poisoned.

Gas Bomb

itemalchemical
QUICK ACTION:
•At the end of this round, inflict 1 Piercing damage on each monster in your space. Then, each adventurer in the fight (including you) must make a CON Test. Each adventurer that fails this Test becomes Poisoned.
• Swarms take D6 Piercing damage instead, but Constructs, Daemons, Oozes & Undead take no damage
(even if they are also swarms).
• Repeat these steps at the end of the following round, then discard this card.
3 󰀆
AGI 7

Ghost Flute

itemrelic2H󰀲
COMBAT ACTION:
Each Undead in your space with remaining
HP󰀘 equal to or less than {MAG Test} or {MRL Test} becomes Dazed.
13 󰀆
MAG 7 or MRL 8

Ghost Ward

itemjewelry
Evil spirits shrink away in fear from the sight of this magical talisman.

QUICK ACTION:
Choose a Ghostly monster in your space & make a MAG or MRL Test. If you pass, the chosen monster becomes Hexed.
8 󰀆
MAG 7 or PURITAN

Gloves of Metal

itemgauntlet
+1STR

You may carry an additional
Heavy󰁀 Item.
14 󰀆
STR 7

Glow Worm

itemfoodmoon only
Discard this card to gain a Light source (your party may move into an Underground space).
2 󰀆

Goblin Beating Stick

󰁀item1H
ATTACK:
STR (MELEE)
If you are targeted by a monster with Dimwit, you may roll 2 dice & use the lowest when you determine that monster's ATT value on its first round.
8 󰀆
STR 6

Goblin Jar

󰁀itemalchemical
If you place this card in the discard pile for any reason (including trading), increase the Danger Level in your space unless you are in a Perilous󰀐 place.
While you carry this Item, your maximum Luck󰀣 is halved.
6 󰀆

Good Book

item1Huses shot
When you Attack with this item, add a GP󰀆 counter to this card. You cannot Attack with this item while there is a GP󰀆 counter on it. Remove counters from it at the end of a fight.
ATTACK:
PER (RANGE)
QUICK ACTION:
If it is your first turn after entering a fight you may make an Attack with this Item before establishing targets.
When making a MRL Test, you may roll 3 dice & use any 2.
8 󰀆
ROGUE

Goon Grass

itemherb
This foul-smelling wild herb grows sparsely in the desolate & barren Badlands.
Discard this card & make a CON Test. If you fail you become Demoralized. If you pass, you become Blessed and Focused.
2 󰀆

Grave Shovel

item󰁀2H
ATTACK:
STR (MELEE)

If you would make a PER Test while Searching, you may make a STR Test instead.
4 󰀆
STR 7

Grublin

itemfood
QUICK ACTION:
Discard this card to prevent Goblins, Oozes & Vermin with
XP󰀰 VAL 1 or less in your space from attacking until your next turn.
If you are Reptilian, Wild, or have Gourmet, discard this card to recover D3 Wounds󰀄. If you roll  you become Poisioned (after recovering 3 Wounds󰀄).
2 󰀆

Gutter Milk

itemfood
At any time during the Map Action Phase, you may discard this card to remove Fatigued & make a CON Test. If you fail, become Poisoned. If you pass & your highest die is  or higher, become Invigorated.
1 󰀆

Hag's Amulet

itemjewelry
You are immune to Curse.
QUICK ACTION:
Make a MAG Test. If you pass, place a
Metaphysical󰀠 counter on this card. While there is a Metaphysical󰀠 counter on this card, you are immune to target monster's abilities. Remove the Metaphysical󰀠 counter at the end of the fight.
12 󰀆

Hand Puppet

item1H
When you make a Test for Confusion or Misdirection, roll an additional die & use any 2.
When you earn 2 or less GP󰀆 by passing a MAG Test for Performance, you earn 1 additional GP󰀆.
4 󰀆
PERFORMER, ROGUE, WARLOCK, or WIZARD

Handcuffs

item
COMBAT ACTION:
Make a PER Test. If the target Human or Goblin's remaining
HP󰀘 is lower than {PER Test}, target becomes Subdued. (You may only Subdue one monster per fight)
6 󰀆

Heavy Plate

item󰁀body
-1AGI
+2ARM
Roll an additional Power die.
While you carry this item, roll 3 dice and use the highest 2 when Force Marching.
14 󰀆
STR 8

Herbs & Spices

itemherbfood
Make a MAG Test (Wilds may roll 3 dice & use any 2) and discard this card to choose a single Adventurer in your space (including yourself) & any single status condition counter with a positive & negative effect (Exalted, Blessed, Focused or Invigorated). If you pass, the chosen adventurer gains the positive status condition. If you fail, they instead gain the negative status condition.
4 󰀆

Holy Cudgel

item󰁀1H
ATTACK:
STR (MELEE)
If you are Puritan, inflict +1 damage against Heretics with this Item.
4 󰀆
STR 6

Holy Handgrenade

itemalchemical
COMBAT ACTION:

Discard this card to inflict D6 damage on each Daemon, Undead or Witch & D3 damage on each other monster in your space
(roll separately for each). If you roll a 6, you inflict Piercing damage on that monster.
5 󰀆
Puritan or Scholar

Holy Oil

item
QUICK ACTION:
Discard this card to inflict D6 piercing damage on target Daemon, Undead, or Witch.
Each Puritan in your party becomes Blessed, then discard this card.
4 󰀆

Hunter's Helm

itemhead
When you make a Test for Hunting, you may roll an additional die & use any 2. If you pass, you may reduce the effective value of your Danger card by an additional step.
When make a Test for Stealth, you may roll an additional die & use any 2.
10 󰀆
MAG 8, REPTILIAN, or SCHOLAR

Hunting Bow

item󰁀2Huses arrows
ATTACK:
AGI (RANGE)
6 󰀆
AGI 7

Hunting Hook

item1H󰁀
ATTACK:
STR (REACH)
QUICK ACTION:
This Action may only be used once per fight.
Target monster you inflicted
Wounds󰀄 on this round loses these abilities: Evade, Pursue & Skirmish.
Oozes, Swarms & Ghostly monsters are immune to this Action.
5 󰀆
AGI 7 & STR 7

Hunting Net

󰁀item1H
COMBAT ACTION:
Make an AGI Test. If you pass, target monster with
XP󰀰 VAL 1 becomes Dazed & loses the following abilities: Annoy, Evade, Pursue & Skirmish. This Action may be attempted only once per fight & cannot be used against Oozes or Ghostly monsters.
6 󰀆
AGI 7

Inoculation

servicetown only
An injection of strange & rare substances reputed to ward off the plague!
When you pay for this Service, make a CON Test. If you fail, gain 1
Plague. If you pass & your highest single die is equal to or greater than the number of Plague counters you have, remove all your Plague counters & gain an Immunized  counter (whether you pass or fail, discard this card).
6 󰀆

Iron Cross Surprise

item1Hblade
ATTACK:
AGI (MELEE)
QUICK ACTION:

If it is your first turn after entering a fight you may make an Attack with this item before establishing targets.

When making a MRL Test to resolve a Puritan Encounter, you may roll 3 dice & use any 2.
5 󰀆
AGI 7 or PER 7

Iron Shot

itemalchemicalammo/shot
To use this Item, it must be loaded into another Item that Uses Shot
Range Attacks with the attached weapon inflict +1 damage on Daemons.
When you roll 12 on your Attack Dice while making a Range attack with the attached weapon, discard this card.
3 󰀆

Kinderwurst

allyfood
All Vermin in a fight will target this card (ignoring normal targeting). Place these monsters on this card. At the end of each Combat round, roll D6. If the result is lower than the combined XP󰀰 val of all monsters on this card, place a Wound󰀄 on this card. Discard this card if there are ever 3 Wounds󰀄 on it. Remove a single Wound󰀄 from this card at the end of the fight.
8 󰀆

Knife & Fork

item
When making a CON Test to use the Gourmet Skill, you may roll 3 dice and use any 2.
4 󰀆

Knockout Arrows

itemammo/arrows
If you hit with the attached weapon & the total of your Attack dice (including the Power dice if you are in Assault󰀁 stance) is equal to your target's remaining HP󰀘 & ARM combined, the Monster becomes Subdued.
If your target is a Construct, Ooze, Swarm or Undead, this Attack has no effect.
When you roll a 12 on your Attack dice while making a Ranged attack with the attached weapon, discard this card.
3 󰀆

Leather Armor

󰁀itembody
+1ARM


While you have this Item equipped it is not
Heavy󰁀.
8 󰀆
STR 6

Leather Gear

itembody
+1ARM

When this item is equipped, you are immune to Demoralized (Equipping this item doesn't remove Demoralized). When checking against the Bounty Level in the Danger Phase treat the Bounty Level as 1 higher than it is.
12 󰀆
AGI 8

Light Pistol

item1Huses shot
ATTACK:
PER (RANGE)
This attack ignores 1 ARM.
13 󰀆
AGI 7

Lonely Livery

itembody
+1ARM

Treat the Bounty Level as one lower (to a minimum of 1) when comparing the Danger card value to the Bounty Level.
11 󰀆
STR 7

Lucky Tattoo

service
This card cannot be lost, exchanged, or stolen, but can be destroyed by Acidic monsters (treat it as an Item when choosing a random Item to discard).
When you use a
Luck󰀣 counter to re-roll a die (Heroic Effort) & you roll the same result, you may re-roll that die again (keep rolling until you roll a different result).
6 󰀆

Lunar Lantern

item1Hmoon only
While you have this item equipped you have a Light source (your party may move into an Underground space).
While you have this item equipped you are immune to Ambush in any Inside󰀇 space.
6 󰀆

Luncheon Truncheon

󰁀item2Hfood
Discard this card at any time during the Map Action Phase to remove the Fatigued & Weakened condition from each adventurer in your party.

ATTACK:
STR (MELEE)

QUICK ACTION:
Oozes & Vermin in your space with
XP󰀰 VAL 1 or less cannot attack this until your next turn (then discard this card).
4 󰀆
STR 7 (to use Attack)

Magic Helmet

itemhead
If you roll a  on any Power die, you may reroll any single Defence die.

If after rerolling a Defence die you still roll a 12 on your Defence dice, discard this card.
8 󰀆

Magic Mushroom

itemfoodfungus
Discard this card & make a CON Test. If you fail, you become Poisoned & Slimed. Whether you pass or fail, gain {MAG Test} XP󰀰. If you pass this MAG Test, you become Exalted. If you fail, you become Demoralized.
3 󰀆

Magic Rose

itemherb
If you succeed with doubles on your MRL Test, become Blessed.

If you are the Fool you may double your starting PER for any PER Test.
4 󰀆
WILD

Marsh Moss

itemfoodfungusherb
The primitive swamp-dwellers of the Wetlands chew or smoke this spongy fungus to induce sacred visions.
Discard this card & make a MAG Test. If you fail, you become Blinded & fatigued. If you pass, you become Blinded & Exalted.
2 󰀆

Medicine

itemalchemical
A curative remedy formulated by an apothecary of the Würstreich - potent & possible dangerous...

Discard this card before rolling Recovery to remove Infected & discard a Disease. After Recovery, make a CON Test. If you fail, you become Poisoned.
3 󰀆

Mirror Shield

itemLHshield
-1AGI
You may roll an additional Power Die.
When you make an AGI Test against Petrify, roll 3 dice & use the lowest 2. If you pass, monsters in your space with Petrify become Dazed.
12 󰀆
STR 7

Mirror of Illusion

itemrelic
When you make a Test or D6 roll to resolve any Bandit, Goblin, Human, Law, Merchant or Puritan encounter, you may:

• Use MAG for the test in place of any attribute.

• Roll 2D6 if a D6 roll is required and choose either roll.
16 󰀆
MAG 7

Mold Melter

itemalchemical
QUICK ACTION:
Discard this card to inflict D6 Piercing damage on target Fungus or Weird.
Discard this card to remove a Fungal Parasite from an adventurer in your space; that adventurer becomes Poisoned. Alternatively, you may discard this card to remove a Fungus󰀹 counter from your space.
4 󰀆

Moon Dust

itemalchemical
QUICK ACTION:
Make a CON Test. If you pass, you may treat any negative Moon Phase Value as a positive value (for example, if the Moon Phase is a New Moon, treat the Moon Phase Value as +2 rather than -2). If you fail, become
Fatigued (if you are already Fatigued become Detained). If you fail on doubles also become Poisoned.
4 󰀆
CHANGELING

Moon Mask

itemrelichead󰀲
You are immune to Nullify.
You may enter a Metaphysical󰀠 space without a Disease or Status Condition.
󰀠󰀠
+1MAG
13 󰀆
PERFORMER, WARLOCK or WILD

Moon Shine

itemalchemicalfood
QUICK ACTION:
Make a CON Test. If you fail, become Poisoned. Until the end of the fight, if you inflict damage to a target, add the Moon Phase Value to the total damage inflicted
(negative values reduce the damage inflicted to a minimum of 1). If you roll 12 on your CON Test, discard this card.
Discard this card & each Adventurer in your space may make a CON Test. If you pass, become Focused & Poisoned. If you fail, become Blinded & Poisoned.
3 󰀆

Moon Sword

item1H
ATTACK:
MAG (MELEE)
If you inflict damage to a target, add the Moon Phase Value to the total damage inflicted (negative values reduce the damage inflicted to a minimum of 1).
10 󰀆

Moonsilk Sack

itemmoon only
You may place up to two Heavy󰁀 Items under this card. You may Equip these as if you had been carrying them, but you must be able to carry them to do so; once they are Equipped, you are carrying them (take them from under the card).
If you lose the Moonsilk Sack, you will lose any Items under this card.
8 󰀆

Mysterious Map

item
Draw a Danger card, but do not resolve it. If the card shows a Location, place an Explored󰀦 counter on that Location & on up to 1 path adjacent to it. If the card shows a Territory, place an Explored󰀦 counter on any 2 paths in that Territory. If the card doesn't show a Location or Territory, discard it & draw another. Once you have placed counters, discard this card.
3 󰀆

Mystery Meat

itemfood
QUICK ACTION:
Oozes & Vermin in your space with
XP󰀰 VAL 1 or less cannot attack until your next turn (then discard this card).
Make a CON Test. If you pass, recover Wounds󰀄 equal to your lowest single die. If you fail, you become Poisoned.
1 󰀆

Mystery Pills

itemalchemical
Roll D6, then discard this card.
1: You become Poisoned
2: You become Weakened
3: You become Blessed & Slimed
4: You become Invigorated & Suppressed.
5: You become Demoralized & Focused.
6: You become Exalted.
2 󰀆

Mystic Geode

itemalchemicalcrystal
Make a MAG Test at a Metaphysical󰀠 space or at a Voidgate󰁂. If you pass, you may place a Metaphysical󰀠 counter on this card (unless there are already 3 counters on it).
When you would spend a Luck󰀣, you may remove a Metaphysical󰀠 counter from this card instead.
8 󰀆
MAG 8

Nasty Cleaver

item1Hblade
ATTACK:
STR (MELEE)
Attacks with this Item inflict +1 damage if your target is Dazed.
5 󰀆

Night Cloak

itembody
You are immune to Pursue. (you may attempt to Escape even if a monster with Pursue is targetting you)
You may use MAG or PER when Testing to Escape a fight.
You do not have to roll for Stealth (you automatically pass your PER Test when attempting Stealth).
10 󰀆

Official Papers

item
At the start of a fight against Law, you may attempt a MRL Test. If you pass & your highest single die is equal to or greater than the Bounty Level, discard each enemy in your space. If you fail, discard this card & increase the Bounty Level.
10 󰀆

Ooze Coagulant

itemalchemical
QUICK ACTION:
Discard this card & make an AGI Test. Inflict {AGI Test} piercing damage on target Ooze monster. If lowest single die is higher than the target monster's
XP󰀰 VAL, then it also becomes Hexed.
4 󰀆

Painkiller

itemalchemical
QUICK ACTION:
Discard this card to become immune to Pain until the end of the fight.
2 󰀆

Perfume

itemalchemical
Place a GP󰀆 counter on this card & become Blessed. While this card has a GP󰀆 counter on it, it cannot be exchanged, sold or lost in any way & your PER Is counted at -2 for Hunt & Stealth Tests. If you Rest while there is a GP󰀆 counter on this card, discard this card.
3 󰀆

Pickle Blaster

town only ∙ goblin
󰀀


2 󰀰
1 󰀆

ALL
ATT 5 󰁃
󰀘6
ARM 2

 

Explode • Pierce 1

Pistol Knife

item1Hbladeuses shot
ATTACK:
PER (RANGE)
This Attack can be used only once per fight.

ATTACK:
AGI (MELEE)
12 󰀆

Plaguefinder Mask

itemhead
When you make a CON Test against Gas or a Gas Bomb, or to avoid gaining a Plague counter, you may roll an additional die & use any 2.
This card cannot be used to Join the Festival of Kürbisnacht.
10 󰀆

Pointy Plate

item󰁀body
-1AGI
+2ARM
For each 6 rolled on a Power die, inflict 1 damage on target monster without Ranged.
14 󰀆
STR 7

Poison Darts

itemalchemicalammo/darts
If you hit with the attached weapon & your high die is greater than your target's ARM, place a Perilous󰀐 counter on the target instead (unless there are already 3 Perilous󰀐 counters on it).
If your target is a Construct, Ooze, Swarm or Undead, the Attack has no effect (do not place a Perilous󰀐 counter).
At the end of each combat round, inflic D3 Piercing damage on each monster for each Perilous󰀐 counter on its card.
When you roll 12 on your Attack dice while making a Ranged Attack with the attached weapon, discard this card.
4 󰀆

Pole Axe

item󰁀2Hblade
ATTACK:
STR (REACH)
You may roll an additional Power die when you attack with this Item.
8 󰀆
STR 8

Power Pie

itemfood
"Something smells delicious."

QUICK ACTION:

All Fishoid, Goblin, Human & Vermin monsters in this space become
Dazed & will target you until the end of the fight. If you Escape the fight or monsters are Victorious, discard this card.
8 󰀆

Pumpkin Hat

itemheadfood
An ancient symbol of the pumpkin cult, worn at the festival of Kürbisnacht to ward away evil spirits & celebrate the harvest.
You may use MAG when you Test against Fear.
4 󰀆

Puzzle Prison

itemrelic2H󰀲
COMBAT ACTION:
This Action may only be used once per fight.
Place target monster
(or Epic Monster) with XP󰀰 VAL equal to or less than {MAG Test} under this card; that monster is removed from the fight without reward. If you fail, a random monster (or epic monster) from under this card joins the fight at the start of the following round.
20 󰀆
MAG 6

Rare Find

eventtown only󰀲
You found an item of rare value for sale in the town market!

Draw an Item from the Epic Loot deck & add it to the cards available for purchase while Trading in this space this turn.

Rat Spike

item󰁀2Hblade
ATTACK:
AGI (REACH)
Attacks with this Item inflict +1 damage against Swarms.
4 󰀆
AGI 6

Rod of Filth

item1Hrelic󰀲
-1MRL

ATTACK:
STR (MELEE)

QUICK ACTION:
If you hit a Filth or Human with this Item this turn, make a MAG Test. If you pass, that monster takes Piercing damage equal to the number of
Plague counters you have. If you fail, gain a Plague counter.
6 󰀆
STR 6

Sack Slasher

human ∙ bandit
󰀀


1 󰀰
1 󰀆

↑ 󰀆
ATT 4
󰀘4
ARM 0

Ambush

Thief

Sacrificial Dagger

item1Hblade
ATTACK:
AGI (MELEE)
If you are a Warlock, you may recover 1 Wound󰀄 when you destroy a monster with this Item, unless that monster was a Construct or Undead.
6 󰀆
AGI 6

Safety Collar

itemjewelry
You cannot become Defeated by your own Masteries, Skills, or Weaknesses. If you would inflict the final Wound󰀄 on yourself, place that Wound󰀄 on this card instead. If there are 8 Wounds󰀄 on this card, discard it.
4 󰀆

Saint's Finger

itemrelic󰀲
The preserved, blessed & annointed severed finger of a dead saint, used by the devout as a charm against the evil eye.

You are Immune to the Curse & Necro monster abilities.
8 󰀆
PURITAN or WARLOCK

Scrag Costume

itembody
+1ARM
Make a PER Test. If you pass, you may buy any Alchemical Items in the Loot discard pile with {GP󰀆} cost lower than or equal to {PER Test} at its standard cost so long as you meet the item's requirements.
10 󰀆
manscrag

Scrag's Milk

itemfood
At any time during the Map Action Phase, you may discard this card & make a CON Test. If you pass, you become Invigorated lose the Fatigued condition. If you fail, you become Poisoned (if you were already Poisoned, you also become Infected).
1 󰀆

Scragarang

item1Hblade
ATTACK:
AGI (RANGE)
If you hit, inflict damage equal to your lowest die.
If you hit with an Attack from this Item, inflict damage equal to your lowest Attack die or highest Power die.
QUICK ACTION:
If you miss with this item this turn, you may reroll your Attack & Power dice rolls.
6 󰀆
AGI 8

Scratch

itemalchemical
Scratchers always target you.
You may use a Rest action provided by one of your Items, Skills or Masteries, even if you have already used it this turn. Then, you become Fatigued & poisoned & you must discard this card.
2 󰀆
MRL < 8

Scratch Pipe

item
When you use Scratch or Void Powder, you may place it under this card instead of discarding it. When you use that card a second time, you must discard it.
3 󰀆
MRL < 7

Scrog Tonic

itemfood
QUICK ACTION:

Discard this card to recover 2D3
Wounds󰀄.
3 󰀆

Scrog of Burden

allyfishoid
This Ally may carry up to 2 Heavy󰁀 Items. You may equip these as if you had been carrying them, but you must be able to carry them to do so; once they are Equipped, you are carrying them.
7 󰀆

Scrogeye Aspic

itemfood
A luxuriously quivering culinary delight of the Würstreich.
Up to 2 adventurers in your party become Focused, then discard this card.
6 󰀆

Scrogspike

item1H󰁀
ATTACK:
STR (REACH)
Attacks with this Item ignore 1 point of ARM against Fishoids.
4 󰀆
STR 6

Scroll of Ancient Gibberish

item
The scribblings of long-dead madmen offer forbidden knowledge & untold danger to those brave souls patient enough to decipher their hidden meanings.
Discard this card to gain {MAG Test} XP󰀰. If you fail, increase the Danger Level in your space & you become Demoralized.
6 󰀆
MAG 8 or MRL 9

Shiny Shield

item󰁀LHshield
-1AGI
You may roll an additional Power die.
You are immune to Annoy, Onslaught & Taunt.
If you roll a 12 on your Defence dice & a 6 on your Power dice while using this item, discard it.
10 󰀆
STR 7

Shoddy Helmet

itemhead
If you roll  on a Power die, you may reroll it (once), but if the rerolled die comes up  or , discard this card.
4 󰀆

Shoddy Shield

itemLHshield
-1AGI
You may roll an additional Power die.
If you roll 12 on your Defence dice while using this Item, discard it.
6 󰀆
STR 7

Shrapnel Bomb

itemalchemical
COMBAT ACTION:

Discard this card to inflict D6+1 damage on each Swarm & D3+1 damage on each other monster in your space
(roll separately for each). If you roll a , you inflict Piercing damage on that monster.
3 󰀆
AGI 7

Silver Dagger

item1Hblade
ATTACK:
AGI (MELEE)
If your target is a Lycanthrope or Undead, this Attack inflicts +1 damage & ignores Ghostly & Endless.
8 󰀆

Silver Shot

itemalchemicalammo/shot
To use this Item, it must be loaded into another Item that Uses Shot
Range Attacks with the attached weapon inflict +1 damage on Undead & Lycanthropes & ignore Endless & Ghostly.
When you roll 12 on your Attack Dice while making a Range attack with the attached weapon, discard this card.
4 󰀆

Singing Sword

item1Hblade
ATTACK:
AGI (MELEE)
Performers may use MRL for the attack (instead of AGI).
If you have the Performance Skill & any of your Power dice equals to your highest Attack die, your target becomes Dazed.
8 󰀆
STR 6 or PERFORMER

Skinning Knife

item1Hblade
ATTACK:
AGI (MELEE)
Attacks with this Item against Filth ignore 1 ARM.
3 󰀆
AGI 7

Skinny Stiletto

item1Hblade
ATTACK:
AGI (MELEE)
Roll an additional Power die if your target is Dazed.
7 󰀆
AGI 7

Smoke Bomb

itemalchemical
COMBAT ACTION:
Adventurers & monsters in your space cannot attack this round & adventurers in your space may immediately Escape the fight
(ignore Pursuit). Then, discard this card.
3 󰀆
AGI 7

Snake Oil

itemalchemical
Discard this card & roll 4 dice. Remove a Plague counter from your space for each  or  rolled.
Discard this card & make a CON Test. If you pass, remove Plague counters from your character sheet equal to your lowest single die. If you fail, you become Poisoned.
3 󰀆

Solid Shield

item󰁀LHshield
-1AGI
You may roll an additional Power die. If you roll doubles on your Power dice ignore Wounds󰀄 from monster targetting you with Range󰁃.
8 󰀆
STR 7

Soothsayer's Head

itemrelic󰀲
You may pay the Soothsayer's Head 1 Luck󰀣 (lose 1 Luck󰀣) to look at the value of any facedown Clue󰀥 counter on the board.
13 󰀆
MAG 7 or PURITAN

Space Kase

itemfood
Make a MAG Test & gain the following based on {MAG Test}:

0: Become
Suppressed
1-2: No effect
3-4:Become
Exalted
5-6: Become
Exalted & you may draw the top card of any deck, look at it & replace it on the top of the deck.

If you fail on doubles, discard this card.
4 󰀆

Spell Book

itemrelic
At the start of any fight or Phase, you may spend 1 XP󰀰 to make a MAG Test. If you pass, take any Skill card (not Mastery) with the requirement Warlock & use it even if you don't meet its requirements. If you fail, become Suppressed.

At the end of the fight or Phase, discard the skill.
10 󰀆
MAG 8

Spider Cider

itemalchemicalfood
QUICK ACTION:
Discard this card & make a CON Test. If you pass, you become Exalted. If you fail, you become Poisoned. Whether you pass or fail, you also become Invigorated & Blinded until the end of the fight.
Discard this card & make a CON Test. If you pass, you become Exalted. If you fail, you become Poisoned.
2 󰀆
CON 6 or WARLOCK

Spiked Gauntlet

item󰁀gauntlet
ATTACK:
STR (MELEE)
ATTACK:
AGI (MELEE)
6 󰀆
STR 6

Spiked Maul

item󰁀1H
ATTACK:
STR (MELEE)
Attacks with this Item ignore 1 ARM.
4 󰀆
STR 7

Spiked Shield

item󰁀LHshield
-1AGI
You may roll an additional Power die. For each  you roll on a Power die, inflict 1 Piercing damage on a monster targetting you without Range󰁃.
ATTACK:
STR (MELEE)
10 󰀆
STR 8

Spiny Sticker

󰁀item1Hblade
ATTACK:
STR (MELEE)
If you take damage from target monster without Range󰁃, inflict Piercing damage on that monster.
8 󰀆
STR 7

Spirit Guide

ally
You may Explore 󰀦 in any Map Stance & you may use MAG (in place of PER) when you do, but if you roll 12, discard this card.
If you are a Bog Conjurer, you become Demoralized & Suppressed if you lose this card for any reason.
10 󰀆
MAG 6

Spray Paint

item
COMBAT ACTION:
Make a PER Test. If you pass, target monster becomes Dazed. If you roll 12 on your PER Test, discard this card.
When making an Explore 󰀦 Test, roll three dice and use any two.
2 󰀆
AGI 6

Spyglass

item
When you make a PER Test to Explore, roll an additional die & use any 2.
Does not work in
Woodland󰀳 spaces.
8 󰀆

Squash Staff

item󰁀1H
ATTACK:
STR (REACH)
Roll an additional Power Die if you are in an
Outside󰀖 space.

COMBAT ACTION
Make a MAG Test. If you pass, all monsters in this space lose Pursue & Skirmish until the end of this round.
6 󰀆
MAG 8

Stage Coach Ticket

item
If you are at a Town󰀗 in the Lowlands, you may discard this card to hire a stage coach. Place each willing member of your party on any Road or on any Location connected to a Road (in the Borderlands), then end your party's Map Action Phase.
6 󰀆

Steel Toed Boots

itemfeet
When you make a Force March Test, roll three dice & use any two.
When performing an Unarmed Strike, do not halve the Power Die.
4 󰀆
STR 6

Sticking Spear

item1Hblade
You cannot Attack with this Item while there is a GP󰀆 counter on it. Remove counters from it if your party is victorious (if law or monsters are victorious, discard this card instead).
ATTACK:
AGI (REACH)

ATTACK:
PER (RANGE)
Add a
GP󰀆 counter to this card. If you inflict damage equal to or higher than the monster's XP󰀰, that monster becomes Dazed.
5 󰀆
AGI 7

Stiletto

item1Hblade
ATTACK:
AGI (MELEE)
Ignore 1 point of ARM when you use this Item against a monster that is not targetting you.
6 󰀆
AGI 6

Studded Bludgeon

󰁀item2H
ATTACK:
STR (MELEE)
For each 6 you roll on a Power Die, do not take damage from a single monster targeting you this Combat Round.
10 󰀆
STR 8

Studded Vest

󰁀itembody
+1ARM

This Item is not
Heavy󰁀 if your STR is 8 or more.
13 󰀆
STR 6

Sturdy Sword

item1Hblade
ATTACK:
STR (REACH)
If any Power die is equal to any Attack die, inflict +1 damage to target monster this round.
8 󰀆
STR 7

Surgery Saw

item1Hblade
ATTACK:
AGI (MELEE)
QUICK ACTION:
Attacks with this Item ignore 1 point of ARM against Filth
(until the end of your turn).
6 󰀆

Sweet Leaf

itemherb
Discard this card & make a MAG Test. If you pass, gain XP󰀰 equal to your lowest single die & you become Exalted. If you fail, you become Fatigued.
3 󰀆

Telescope

item
When you make a PER Test (including to Explore or to Hunt or for Stealth, roll an additional die & use any 2.
12 󰀆
MAG 8 or SCHOLAR

The Bluelip Shivers

diseaseloot only
-1CON
-1MRL
If you are at Brüttelburg, the Holy Order, or Stone Circle you may pay 10 GP󰀆 to discard this card then take D3 Piercing damage & you become Poisoned.

The Eye of Dread

itemjewelryrelic󰀲
The lost ring of the Dread Saint Pastete.
-1MRL
+1PER
18 󰀆
MAG 7

The Morbadicon

itemrelic󰀲
Make a MAG Test & gain 1 XP󰀰 if you pass. If you fail, lose 1 Luck󰀣 & you become Demoralized.
20 󰀆
MAG 6 or MRL 8

Throwing Axe

item1Hblade
ATTACK:
STR (MELEE)

ATTACK:
AGI (RANGE)
If you use the Throwing Axe's Range Attack, you cannot use this Item again during the same fight.
4 󰀆
STR 6

Throwing Knives

item1Hblade
ATTACK:
AGI (RANGE)
If you hit, inflict damage equal to your lowest die.
If you hit with an Attack from this Item, inflict damage equal to your lowest Attack die or your highest Power die.
QUICK ACTION:
If you hit with this Item this turn, you may attack with it again without Power dice
(make another Attack roll).
If you roll 12 on your Attack dice with this Item, you cannot use it again in this fight.
4 󰀆
AGI 6

Torniquet

item
COMBAT ACTION:

If there is no counter on this card, recover 2D3
Wounds󰀄 & place a Wound󰀄 counter on this card. While this card has a Wound󰀄 counter on it cannot be exchanged, sold or lost in any way.
If there is a Wound󰀄 counter on this card, discard the wound counter.
4 󰀆

Totem Stick

item󰁀2H
ATTACK:
STR (REACH)

When you make a Force March Test, roll 3 dice & use any 2
4 󰀆
STR 6

Town Raid

eventtown only
The town is under attack!

1
2
3
4
󰀀2
󰀀3
󰀀5
󰀀6
Draw the indicated number of monsters from your Region's Monster deck & you must
Fight! If you win the fight, increase the Town Level in your space.

Trail Ration

itemfood
Discard this card at any time during the Map Action Phase to remove Fatigued & Weakened conditions.
1 󰀆

Tranquilizer Darts

itemalchemicalammo/darts
If you hit with the attached weapon & the total of your Attack dice (including Power dice while you are in Assault󰀁 stance) is equal to or greater than the target's remaining HP󰀘 & ARM combined, the target becomes Dazed.
If your target is a Construct, Ooze, Swarm or Undead, the Attack has no effect.
When you roll 12 on your Attack dice while making a Ranged Attack with the attached weapon, discard this card.
3 󰀆

Trench Rot

diseaseloot only
When you fail a Recovery Test, you become Infected (after resolving your Recovery action).
If you are at Brüttelberg, the Holy Order or Stone Circle you may pay 10 GP󰀆 to discard this card, then take D3 Piercing damage & you become Poisoned.

Trench Spike

item󰁀2H
ATTACK:
STR (REACH)
Attacks with this Item inflict +1 damage if you or your target entered the fight this round.
6 󰀆
STR 7

Vampyr Repellent

itemalchemical
QUICK ACTION:

Place a
Wound󰀄 counter on this card. While this card has a Wound󰀄 counter on it, it cannot be exchanged, sold or lost in any way & you are immune to Drain.
If you rest while there is a Wound󰀄 counter on this card, discard this card.
4 󰀆

Vegan Chaos

itemmoon only
"Nature's nasty."

QUICK ACTION:

Make a PER Test to reduce each monster in your space with
XP󰀰 VAL lower than or equal to half {PER Test} to 0 HP󰀘 (these monsters count as Subdued). If you win the fight, you may take these monsters as trophies, but do not gain XP󰀰.

If you fail on doubles, each adventurer in your space
(other than you) must make an AGI Test. Any adventurer who fails is reduced to 0 HP󰀘. If you roll 12, discard this card.
6 󰀆

Vial of Poison

itemalchemical
Attach this item to a Blade, or to a weapon that Uses Arrows or Bolts. Discard the Vial of Poison next time you Rest.
When you inflict 1 or more Wounds󰀄 on a monster with the attached weapon, that monster becomes Dazed.
Constructs, Daemons, Oozes, Undead & Epic Monsters are immune to this Item.
4 󰀆
ARROWS, BLADE or BOLTS

Void Powder

itemalchemical
Discard this card to move each willing adventurer in your party to the Maze. Adventurers who move this way cannot use any further Rest Actions this turn.
6 󰀆
MAG 6

Warflail

item󰁀2H
ATTACK:
STR (MELEE)
Roll an additional Power die when you attack with this Item & inflict 1 piercing damage on yourself for each  rolled on a Power die.
6 󰀆
STR 7

Warpaint

itemalchemical
Discard this card to become Blessed & Exalted.
2 󰀆
PERFORMER or WILD

Water Pipe

item
When you use an Herb, each adventurer in your party may use the Herb before discarding the Herb card.
6 󰀆
MAG 7

Weighted Pistol

item1Huses shot
ATTACK:
PER (RANGE)
This Attack ignores 1 ARM, but if you roll 12 on your Attack dice, you cannot use it again during this fight.
ATTACK:
STR (MELEE)
12 󰀆
AGI 7 (to use Range attack)

Wicked Whip

item1H
ATTACK:
AGI (REACH)
At the start of a fight, make a PER Test. If you pass, target monster with
XP󰀰 VAL less than {PER Test} loses all Arrival abilities. Constructs, Oozes & Swarms are immune to this action.
6 󰀆
AGI 8

Witch Brand

item1H
QUICK ACTION:
Make an AGI Test. If you pass, target Heretic or Witch you inflicted
Wounds󰀄 in this round becomes Hexed.
4 󰀆
PURITAN

Witch Smeller's Nose

itemhead
While there is a Heretic or Witch monster in your space, you are immune to Ambush.
6 󰀆
PURITAN

Witch Weed

itemherb
Discard this card & make a MAG Test. If you pass this Test, recover Wounds󰀄 equal to your lowest single dice. Then, whether you pass or fail, you become Fatigued.
3 󰀆

Wizard Pipe

item
When you use an Herb you may place it under this card instead of discarding it. When you use that card a second time, you must discard it as normal.
4 󰀆
MAG 7 or merchant

Wizard Smoke

itemherb
Discard this card to allow any adventurer in your party to become Blinded.

QUICK ACTION:

Make a MAG or PER Test:
0: Become Blinded.
1-2: Target monster becomes Corroded.
3-4: Target monster becomes Hexed.
5-6: Target monster becomes Dazed.

If your attribute Test is 12, discard this card.
4 󰀆

Referencing the Item class

Acidic

ability ∙ standard
When you receive 1 or more Wounds󰀄 from this monster you must discard a Shield or a random Item.

Equip

battle
QUICK ACTION:
Equip or Unequip or Exchange one Gauntlet, Head, Jewelry, 1H, LH or 2H Item card. Alternatively you can Load or Unload one Ammo card.

Exchange

battle
QUICK ACTION:
You may give an unequipped Item to another Adventurer, as long as you haven't used that Item this turn.

Highway Robber

human ∙ rogue ∙ hunter
AGI8
CON7
MAG7
MRL6
PER8
STR6

When you draw an Ally or Item while Looting on a Path or Road, make a MRL Test & if you pass, gain 1 Luck󰀣
+4 󰀆 | +5 󰀰 | +3 󰀣

The Fool

human ∙ rogue ∙ wild
AGI8
CON8
MAG6
MRL7
PER4
STR7

When you successfully Explore due to an Ally or Item (you would otherwise have failed the PER Test) gain 1 Luck󰀣
+1 󰀆 | +5 󰀰 | +6 󰀣

Attack

concept ∙ battle
Use an Attack provided by an Item or Skill (or an Unarmed Attack).

Each combat round you can either Attack or use a Combat Action.

Combat Action

concept ∙ battle
Execute a Combat Action as defined on a Skill or Item.

Each combat round you can either use a Combat Action or Attack.

Quick Action

concept ∙ battle
Execute a Quick Action as defined on a Skill or Item (or Equip / Exchange).

These can be done in addition to a main Attack or Combat Action, once per battle round.

Septic Marsh

doom ∙ wetlands
Any Wetlands space
Horrid bubbling rot chokes the waterways & the area floods with noxious stinking muck. A miasma of filth spreads across the Wetlands.
Place a Perilous󰀐 counter in the Hand of Doom's space.
When you fail a Recovery Test in the Wetlands you become Poisoned & must discard each Food Item you are carrying.
Remains in play

Arquebus

item󰁀2Huses shot
You cannot attack with this Item while there is a 󰀆 on it. Remove 󰀆 counters from it at the end of a fight.
ATTACK:
PER (RANGE)
This attack ignores 2 points of ARM. When you use this attack, add a
󰀆 counter to this card.
COMBAT ACTION:
Remove a
󰀆 counter from this card.
ATTACK:
STR (MELEE)
12 󰀆
AGI 7 (Range) or STR 8 (Melee)

Bindlestiff

item1H
If you succeed with doubles on your Recovery Test, draw an Item or Ally from the Loot deck.
When you make a Force March Test, roll 3 dice & use any 2.
4 󰀆
WILD

Blasting Charge

󰁀itemalchemical
If you are on a bridge - East Bridge, North Bridge, Skull Bridge, Tunnel of Terror, Watchtower - you may discard this Item & roll a D6. If you roll a 3 or more, place a Destroyed󰀡 counter in your space. Add +1 to this dice roll if you have the Alchemy Skill or +2 if you have Alchemy Mastery.
5 󰀆

Blinding Powder

itemalchemical
QUICK ACTION:
Discard this card & make a MAG Test. If you pass, target monster becomes Dazed.
Constructs & Epic Monsters are immune to this Item.
3 󰀆
MAG 7

Blunderbuss

item󰁀2Huses shot
You cannot Attack with this Item while there is a 󰀆 counter on it. Remove 󰀆 counters from it at the end of a fight.
ATTACK:
(RANGE) Roll 2D6 & inflict damage equal to the highest single die on your target. If the target is a Swarm, inflict damage equal to both dice combined; but if your taget if Ghostly, the attack inflicts 0 damage.

When you Attack with this Item, add a 󰀆 counter to this card & discard any attached Ammo.
COMBAT ACTION:
Remove a
󰀆 counter from this card.
12 󰀆
AGI 7

Bone Totem

item1Hrelic
When you destroy a Daemon, you may place it under this Item unless there is already a card there.
COMBAT ACTION:
Discard a Daemon from under this Item & make a MAG Test. If you pass, target Puritan, Witch, or Wizard with
XP󰀰 VAL 3 or less becomes Hexed.
4 󰀆
PURITAN or WARLOCK

Cursed Claw

curseloot onlyitem󰀲
If you roll doubles on an Attribute Test (not in Combat) you fail the test. Place an Explored󰀦 counter on this card (max of 4)
At the start of a fight, roll D6 equal to the number of Explored󰀦 counters on this card. If you roll  add the Invisible Stalker (Lowlands Monster Deck) to the fight (it will target you rather than its normal targeting).
You cannot swap or trade this Item & can only discard it by Resting at Skull Bridge or by removing it as a Curse Weakness.

Executioner's Axe

item󰁀2Hblade
ATTACK:
STR (MELEE)
Roll an additional Power die when you attack with this Item.
8 󰀆
STR 8

Fancy Sabre

item1Hblade
You have +1 MRL during a fight while you have this Item Equipped.
ATTACK:
AGI (MELEE)
9 󰀆

Filching Familiar

allyvermin
Roll D6.
1: Discard this card
2: Increase the Danger Level
3: No effect
4: Take an Item from the Loot deck & increase the Danger Level
5: Take an Item from the Loot deck
6: Take an Item from the Loot deck & gain D3 GP󰀆
10 󰀆
MAG 8

Fishing Pole

item
Make a MAG or PER Test. If you pass, place an Explored󰀦 counter on this card (to a maximum of 3). The 󰀦 counter counts as a Food Item.

Discard an Explored󰀦 counter from this card to recover D3 Wounds󰀄 (D6 if you have the Gourmet skill).
3 󰀆

Gloves of Metal

itemgauntlet
+1STR

You may carry an additional
Heavy󰁀 Item.
14 󰀆
STR 7

Goblin Jar

󰁀itemalchemical
If you place this card in the discard pile for any reason (including trading), increase the Danger Level in your space unless you are in a Perilous󰀐 place.
While you carry this Item, your maximum Luck󰀣 is halved.
6 󰀆

Good Book

item1Huses shot
When you Attack with this item, add a GP󰀆 counter to this card. You cannot Attack with this item while there is a GP󰀆 counter on it. Remove counters from it at the end of a fight.
ATTACK:
PER (RANGE)
QUICK ACTION:
If it is your first turn after entering a fight you may make an Attack with this Item before establishing targets.
When making a MRL Test, you may roll 3 dice & use any 2.
8 󰀆
ROGUE

Holy Cudgel

item󰁀1H
ATTACK:
STR (MELEE)
If you are Puritan, inflict +1 damage against Heretics with this Item.
4 󰀆
STR 6

Iron Shot

itemalchemicalammo/shot
To use this Item, it must be loaded into another Item that Uses Shot
Range Attacks with the attached weapon inflict +1 damage on Daemons.
When you roll 12 on your Attack Dice while making a Range attack with the attached weapon, discard this card.
3 󰀆

Leather Armor

󰁀itembody
+1ARM


While you have this Item equipped it is not
Heavy󰁀.
8 󰀆
STR 6

Lucky Tattoo

service
This card cannot be lost, exchanged, or stolen, but can be destroyed by Acidic monsters (treat it as an Item when choosing a random Item to discard).
When you use a
Luck󰀣 counter to re-roll a die (Heroic Effort) & you roll the same result, you may re-roll that die again (keep rolling until you roll a different result).
6 󰀆

Nasty Cleaver

item1Hblade
ATTACK:
STR (MELEE)
Attacks with this Item inflict +1 damage if your target is Dazed.
5 󰀆

Pole Axe

item󰁀2Hblade
ATTACK:
STR (REACH)
You may roll an additional Power die when you attack with this Item.
8 󰀆
STR 8

Rare Find

eventtown only󰀲
You found an item of rare value for sale in the town market!

Draw an Item from the Epic Loot deck & add it to the cards available for purchase while Trading in this space this turn.

Rat Spike

item󰁀2Hblade
ATTACK:
AGI (REACH)
Attacks with this Item inflict +1 damage against Swarms.
4 󰀆
AGI 6

Rod of Filth

item1Hrelic󰀲
-1MRL

ATTACK:
STR (MELEE)

QUICK ACTION:
If you hit a Filth or Human with this Item this turn, make a MAG Test. If you pass, that monster takes Piercing damage equal to the number of
Plague counters you have. If you fail, gain a Plague counter.
6 󰀆
STR 6

Sacrificial Dagger

item1Hblade
ATTACK:
AGI (MELEE)
If you are a Warlock, you may recover 1 Wound󰀄 when you destroy a monster with this Item, unless that monster was a Construct or Undead.
6 󰀆
AGI 6

Scragarang

item1Hblade
ATTACK:
AGI (RANGE)
If you hit, inflict damage equal to your lowest die.
If you hit with an Attack from this Item, inflict damage equal to your lowest Attack die or highest Power die.
QUICK ACTION:
If you miss with this item this turn, you may reroll your Attack & Power dice rolls.
6 󰀆
AGI 8

Scrogspike

item1H󰁀
ATTACK:
STR (REACH)
Attacks with this Item ignore 1 point of ARM against Fishoids.
4 󰀆
STR 6

Shoddy Shield

itemLHshield
-1AGI
You may roll an additional Power die.
If you roll 12 on your Defence dice while using this Item, discard it.
6 󰀆
STR 7

Silver Shot

itemalchemicalammo/shot
To use this Item, it must be loaded into another Item that Uses Shot
Range Attacks with the attached weapon inflict +1 damage on Undead & Lycanthropes & ignore Endless & Ghostly.
When you roll 12 on your Attack Dice while making a Range attack with the attached weapon, discard this card.
4 󰀆

Skinning Knife

item1Hblade
ATTACK:
AGI (MELEE)
Attacks with this Item against Filth ignore 1 ARM.
3 󰀆
AGI 7

Spiked Maul

item󰁀1H
ATTACK:
STR (MELEE)
Attacks with this Item ignore 1 ARM.
4 󰀆
STR 7

Sticking Spear

item1Hblade
You cannot Attack with this Item while there is a GP󰀆 counter on it. Remove counters from it if your party is victorious (if law or monsters are victorious, discard this card instead).
ATTACK:
AGI (REACH)

ATTACK:
PER (RANGE)
Add a
GP󰀆 counter to this card. If you inflict damage equal to or higher than the monster's XP󰀰, that monster becomes Dazed.
5 󰀆
AGI 7

Stiletto

item1Hblade
ATTACK:
AGI (MELEE)
Ignore 1 point of ARM when you use this Item against a monster that is not targetting you.
6 󰀆
AGI 6

Studded Vest

󰁀itembody
+1ARM

This Item is not
Heavy󰁀 if your STR is 8 or more.
13 󰀆
STR 6

Surgery Saw

item1Hblade
ATTACK:
AGI (MELEE)
QUICK ACTION:
Attacks with this Item ignore 1 point of ARM against Filth
(until the end of your turn).
6 󰀆

Throwing Axe

item1Hblade
ATTACK:
STR (MELEE)

ATTACK:
AGI (RANGE)
If you use the Throwing Axe's Range Attack, you cannot use this Item again during the same fight.
4 󰀆
STR 6

Throwing Knives

item1Hblade
ATTACK:
AGI (RANGE)
If you hit, inflict damage equal to your lowest die.
If you hit with an Attack from this Item, inflict damage equal to your lowest Attack die or your highest Power die.
QUICK ACTION:
If you hit with this Item this turn, you may attack with it again without Power dice
(make another Attack roll).
If you roll 12 on your Attack dice with this Item, you cannot use it again in this fight.
4 󰀆
AGI 6

Trench Spike

item󰁀2H
ATTACK:
STR (REACH)
Attacks with this Item inflict +1 damage if you or your target entered the fight this round.
6 󰀆
STR 7

Vial of Poison

itemalchemical
Attach this item to a Blade, or to a weapon that Uses Arrows or Bolts. Discard the Vial of Poison next time you Rest.
When you inflict 1 or more Wounds󰀄 on a monster with the attached weapon, that monster becomes Dazed.
Constructs, Daemons, Oozes, Undead & Epic Monsters are immune to this Item.
4 󰀆
ARROWS, BLADE or BOLTS

Warflail

item󰁀2H
ATTACK:
STR (MELEE)
Roll an additional Power die when you attack with this Item & inflict 1 piercing damage on yourself for each  rolled on a Power die.
6 󰀆
STR 7

Sign of Malus

Each adventurer in the Hand of Doom's space must make a STR Test. If you fail, you must discard a random Item.

Alchemy

skill
Choose an Alchemical Item in the Loot discard pile & make a MAG Test. If you pass & the GP󰀆 cost of the Item is equal or less than your highest single die, you may buy the chosen Item for its standard cost.
8 XP
Scholar

Beer Magnet

skill
Make a PER Test. If you pass, you may buy any Loot Item from the Discard pile that is both Alchemical & Food.
6 XP
Rogue

Black Market

skill
Draw a card from the Loot deck. If it is an Ally, Item, or Service, you may purchase it for normal cost (otherwise discard it).
8 XP
Merchant or Rogue

Burly

skill
You may carry an additional Heavy󰁀 Item.
6 XP
STR 8

Dopesmoker

mastery
When you make a Test while using an Herb, you may roll an additional die & use any 2.
You may purchase an Herb Item from the Loot discards.
MAG 6

Polearm Discipline

skill
If you are using a Reach Attack with a 2H Heavy󰁀 Item, you may resolve the effects of your Attack before you resolve the attacks of monsters targeting you without Range󰁃 on the first round of a fight, unless you are Stunned (if you destroy your target, it cannot attack).
8 XP
Militant

Transmute

skill
Discard an Item & make a MAG Test. If you pass, you gain GP󰀆 equal to that Item's cost.
8 XP
Scholar

Friends in High Places

triumph ∙ noble
Your services to maintaining order in the Wetlands will not be forgotten.
When you Rest at any Wetlands Settlement󰀕, you automatically pass your Recover action. When you Trade, make a MRL Test. Take a single revealed Item with GP󰀆 cost less than or equal to {MRL Test}.

Honorary Dandy

triumph ∙ goblin
Style recognizes style.

When you
Trade in a Town󰀗 space with a Body, Gauntlet, Head or Jewelry Item equipped, you & your party may buy Body, Gauntlet, Head or Jewelry Items for half their listed price (round down).
When you Rest in a Town󰀗 space with a Body, Gauntlet, Head or Jewelry Item equipped, you & your party may roll 3 dice & use any 2 for your Recovery Test.

Blood Blight

curse
Your blood is tainted by a mysterious sickness that has no known cure.
When you consume a Food Item you must also use Medicine or you become Poisoned.
2 XP
CON < 8

Glutton

madness
Don't mind if I do...

When you fail a Recovery Test, you must use a Food Item before the end of the Map Action Phase or you become Suppressed
(at the start of the Danger Phase).
4 XP

Herb Fiend

madness
Smoke em if you got em.
When you fail a Recovery Test, you must use an Herb Item before the end of the Map Action Phase or you become Suppressed
(at the start of the Danger Phase).
2 XP

Referencing the Relic class

Incantations of the Devout Doom

doom ∙ lowlands
Any Lowlands space
The ministry of the Holy Order gathers to enact ancient & powerful warding rituals in a desperate attempt to combat the growing strength of the Hand's black magic.
Increase the Bounty Level if there are any adventurers with a Relic or any Warlocks in the Lowlands.
When you fail a Recovery Test in the Lowlands, you become Suppressed.
Remains in play

Referencing the 1H class

Equip

battle
QUICK ACTION:
Equip or Unequip or Exchange one Gauntlet, Head, Jewelry, 1H, LH or 2H Item card. Alternatively you can Load or Unload one Ammo card.

Lycanthropy

skill
QUICK ACTION:
Place a Wound󰀄 counter on this card or remove a Wound󰀄 from it.
Remove all counters from this card at the end of the fight or if you become Defeated, Stunned, or Suppressed. You cannot place counters on this card while you have one of these conditions.
If there are counters on this card:
You take 1
Wound󰀄 at the end of your turn each round.
You cannot use 1H, 2H, or LH Items.
+1AGI
+1PER
13 XP
Lycanthrope

Slow Death

skill
If you Destroy a monster using a 1H Item's Attack or Combat Action, you may choose to Subdue it.
6 XP
Hunter or Wild

Referencing the Uses shot class

Iron Shot

itemalchemicalammo/shot
To use this Item, it must be loaded into another Item that Uses Shot
Range Attacks with the attached weapon inflict +1 damage on Daemons.
When you roll 12 on your Attack Dice while making a Range attack with the attached weapon, discard this card.
3 󰀆

Silver Shot

itemalchemicalammo/shot
To use this Item, it must be loaded into another Item that Uses Shot
Range Attacks with the attached weapon inflict +1 damage on Undead & Lycanthropes & ignore Endless & Ghostly.
When you roll 12 on your Attack Dice while making a Range attack with the attached weapon, discard this card.
4 󰀆

Vial of Poison

itemalchemical
Attach this item to a Blade, or to a weapon that Uses Arrows or Bolts. Discard the Vial of Poison next time you Rest.
When you inflict 1 or more Wounds󰀄 on a monster with the attached weapon, that monster becomes Dazed.
Constructs, Daemons, Oozes, Undead & Epic Monsters are immune to this Item.
4 󰀆
ARROWS, BLADE or BOLTS

Referencing the Heavy class

Gloves of Metal

itemgauntlet
+1STR

You may carry an additional
Heavy󰁀 Item.
14 󰀆
STR 7

Leather Armor

󰁀itembody
+1ARM


While you have this Item equipped it is not
Heavy󰁀.
8 󰀆
STR 6

Moonsilk Sack

itemmoon only
You may place up to two Heavy󰁀 Items under this card. You may Equip these as if you had been carrying them, but you must be able to carry them to do so; once they are Equipped, you are carrying them (take them from under the card).
If you lose the Moonsilk Sack, you will lose any Items under this card.
8 󰀆

Scrog of Burden

allyfishoid
This Ally may carry up to 2 Heavy󰁀 Items. You may equip these as if you had been carrying them, but you must be able to carry them to do so; once they are Equipped, you are carrying them.
7 󰀆

Studded Vest

󰁀itembody
+1ARM

This Item is not
Heavy󰁀 if your STR is 8 or more.
13 󰀆
STR 6

Burly

skill
You may carry an additional Heavy󰁀 Item.
6 XP
STR 8

Polearm Discipline

skill
If you are using a Reach Attack with a 2H Heavy󰁀 Item, you may resolve the effects of your Attack before you resolve the attacks of monsters targeting you without Range󰁃 on the first round of a fight, unless you are Stunned (if you destroy your target, it cannot attack).
8 XP
Militant

Referencing the 2H class

Equip

battle
QUICK ACTION:
Equip or Unequip or Exchange one Gauntlet, Head, Jewelry, 1H, LH or 2H Item card. Alternatively you can Load or Unload one Ammo card.

Bastard Sword

item󰁀1H2Hblade
ATTACK:
PER (REACH)
Roll an additional power die when you Attack with this item if you are wielding it in both hands (2H).
10 󰀆
STR 7 or STR 8*

Lycanthropy

skill
QUICK ACTION:
Place a Wound󰀄 counter on this card or remove a Wound󰀄 from it.
Remove all counters from this card at the end of the fight or if you become Defeated, Stunned, or Suppressed. You cannot place counters on this card while you have one of these conditions.
If there are counters on this card:
You take 1
Wound󰀄 at the end of your turn each round.
You cannot use 1H, 2H, or LH Items.
+1AGI
+1PER
13 XP
Lycanthrope

Polearm Discipline

skill
If you are using a Reach Attack with a 2H Heavy󰁀 Item, you may resolve the effects of your Attack before you resolve the attacks of monsters targeting you without Range󰁃 on the first round of a fight, unless you are Stunned (if you destroy your target, it cannot attack).
8 XP
Militant

Referencing the Herb class

Water Pipe

item
When you use an Herb, each adventurer in your party may use the Herb before discarding the Herb card.
6 󰀆
MAG 7

Wizard Pipe

item
When you use an Herb you may place it under this card instead of discarding it. When you use that card a second time, you must discard it as normal.
4 󰀆
MAG 7 or merchant

Botanist

skill
Make a PER Test. If you pass, place a Metaphysical󰀠 counter on any Herb card. When instructed to discard a card with a Metaphysical󰀠 counter on it, you may instead discard a single Metaphysical󰀠 counter.
You may only use one Metaphysical󰀠 counter for this purpose at any given time.
6 XP
Wild or MAG 7

Cure Disease

skill
Make a MAG Test. If you pass, discard Alchemical or Herb items with GP cost equal to {MAG Test} to remove a Plague counter or discard a Disease card from any adventurer in your space (including yourself).
12 XP
Scholar or MAG 7

Dopesmoker

skill
When you make a Test while using an Herb, you may roll an additional die & use any 2.
6 XP
MAG 6

Herb Fiend

madness
Smoke em if you got em.
When you fail a Recovery Test, you must use an Herb Item before the end of the Map Action Phase or you become Suppressed
(at the start of the Danger Phase).
2 XP

Referencing the Disease class

Cleansing Elixir

itemalchemical
Discard this card to remove a Plague counter from your space.
Discard this card & make a CON Test. If you pass, lose Infected & all Plague counters & Disease. If you fail, lose 1 Plague counter & you become Poisoned.
4 󰀆

Medicine

itemalchemical
A curative remedy formulated by an apothecary of the Würstreich - potent & possible dangerous...

Discard this card before rolling Recovery to remove Infected & discard a Disease. After Recovery, make a CON Test. If you fail, you become Poisoned.
3 󰀆

Moon Mask

itemrelichead󰀲
You are immune to Nullify.
You may enter a Metaphysical󰀠 space without a Disease or Status Condition.
󰀠󰀠
+1MAG
13 󰀆
PERFORMER, WARLOCK or WILD

Bleeding

mastery
Choose an adventurer in your party (or yourself) & roll 3 dice. The chosen adventurer becomes Fatigued & takes pierching damage equal to your lowest single die. Then, remove a Plague counter from that adventurer for each  rolled. If you roll triples, the chosen adventurer may also discard a Disease card.
Scholar

Cure Disease

skill
Make a MAG Test. If you pass, discard Alchemical or Herb items with GP cost equal to {MAG Test} to remove a Plague counter or discard a Disease card from any adventurer in your space (including yourself).
12 XP
Scholar or MAG 7

Looter

mastery
When you make a Loot roll, roll two dice & use either result (ignore the other die).
If you draw a Disease or Monster while Looting, make a PER Test. If you pass, you may discard that card without resolving it.
Merchant or Rogue

Metaphysical

map space trait
This space exists beyond the bounds of familiar reality & you must enter a trance-like state (voluntarily or otherwise) to find it.

You must have either a Disease or any Status Condition to enter a
Metaphysical󰀠 space, unless you are Void Travelling from the Maze.
󰀠

Touched by Scrott

triumph ∙ disease
No path is blocked to those who do Lord Scrott's bidding...

You do not require a Disease or Status Condition to enter a
Metaphysical󰀠 space.

Referencing the Loot only class

Trade

rest
Reveal Loot cards equal to the Town Level, plus an extra if Explored󰀦. Redraw Loot Only cards. Fight any Monsters and resolve any Events. Purchase any cards, or sell Ally/Item cards for half their price.
Only draw cards once per Town per Map Action phase.

Referencing the Blade class

Solitary Swordsman

human ∙ fighter ∙ rogue
AGI8
CON7
MAG6
MRL7
PER7
STR8

When you destroy 2 or more monsters in a single combat round by using Blade & Counter, gain 1 Luck󰀣
+2 󰀆 | +6 󰀰 | +3 󰀣

Vial of Poison

itemalchemical
Attach this item to a Blade, or to a weapon that Uses Arrows or Bolts. Discard the Vial of Poison next time you Rest.
When you inflict 1 or more Wounds󰀄 on a monster with the attached weapon, that monster becomes Dazed.
Constructs, Daemons, Oozes, Undead & Epic Monsters are immune to this Item.
4 󰀆
ARROWS, BLADE or BOLTS

Backstab

skill
If you are using a Blade, your Attacks against monsters that are not targeting you ignore 1 point of ARM.
10 XP
Hunter or Rogue

Referencing the Alchemical class

Scrag Costume

itembody
+1ARM
Make a PER Test. If you pass, you may buy any Alchemical Items in the Loot discard pile with {GP󰀆} cost lower than or equal to {PER Test} at its standard cost so long as you meet the item's requirements.
10 󰀆
manscrag

Alchemy

skill
Choose an Alchemical Item in the Loot discard pile & make a MAG Test. If you pass & the GP󰀆 cost of the Item is equal or less than your highest single die, you may buy the chosen Item for its standard cost.
8 XP
Scholar

Beer Magnet

skill
Make a PER Test. If you pass, you may buy any Loot Item from the Discard pile that is both Alchemical & Food.
6 XP
Rogue

Cure Disease

skill
Make a MAG Test. If you pass, discard Alchemical or Herb items with GP cost equal to {MAG Test} to remove a Plague counter or discard a Disease card from any adventurer in your space (including yourself).
12 XP
Scholar or MAG 7

Low Alchemy

triumph ∙ alchemical
Your contacts can provide you with all sorts of things...
Make a PER Test. If you pass, you may buy any Alchemical item from the Loot discard pile with GP󰀆 cost lower than or equal to {PER Test} at its standard cost so long as you meet the item's requirements.

Alcoholic

madness
If you have one or more Items that are both Alchemical and Food, you must pass a MRL Test or use at least one of the Items.
4 XP

Referencing the Ally class

Highway Robber

human ∙ rogue ∙ hunter
AGI8
CON7
MAG7
MRL6
PER8
STR6

When you draw an Ally or Item while Looting on a Path or Road, make a MRL Test & if you pass, gain 1 Luck󰀣
+4 󰀆 | +5 󰀰 | +3 󰀣

The Fool

human ∙ rogue ∙ wild
AGI8
CON8
MAG6
MRL7
PER4
STR7

When you successfully Explore due to an Ally or Item (you would otherwise have failed the PER Test) gain 1 Luck󰀣
+1 󰀆 | +5 󰀰 | +6 󰀣

Bearers of the Obese

ally
While you have this Ally, you gain the Slippery Mastery (attach the Slippery Mastery card to this card). When making an AGI or PER Test to use this Mastery, you may roll 3 dice and use any 2. If you roll 12 on your Test, discard this card & the Slipper Mastery card.
When Filch Mold Rests in a Badlands space, he may take this card from the discard pile.
* 󰀆
FILCH MOLD

Bindlestiff

item1H
If you succeed with doubles on your Recovery Test, draw an Item or Ally from the Loot deck.
When you make a Force March Test, roll 3 dice & use any 2.
4 󰀆
WILD

Scrog of Burden

allyfishoid
This Ally may carry up to 2 Heavy󰁀 Items. You may equip these as if you had been carrying them, but you must be able to carry them to do so; once they are Equipped, you are carrying them.
7 󰀆

Black Market

skill
Draw a card from the Loot deck. If it is an Ally, Item, or Service, you may purchase it for normal cost (otherwise discard it).
8 XP
Merchant or Rogue

Transmute

mastery
Discard an Ally or Item & make a MAG Test. If you pass, you gain GP󰀆 equal to that card's cost.
Scholar

Mistrust

madness
Don't forget; these people are criminals...
trust no one!
If you fail a Recovery Test while there is a Rogue, Wild, or Warlock adventurer or Ally in your space
(other than yourself), you become Demoralized.
2 XP
Merchant, Militant, Puritan, or Scholar

Paranoia

madness
You can't trust your companions - are they secretly working for the law? You'd better sleep with one eye open; never let your guard down.
You become demoralized if you fail a Recovery Test while there is a Puritan, Militant, Rogue or Warlock adventurer or Ally in your party
(other than yourself).
2 XP
Rogue, Warlock, or Wild

Xenophobe

madness
Filthy beasts & freakish mutants are not to be trusted!
When you fail a Recovery Test while there are one or more non-Humans in your party or accompanying you as an Ally, you become Demoralized.
2 XP
Human

Referencing the Body class

Honorary Dandy

triumph ∙ goblin
Style recognizes style.

When you
Trade in a Town󰀗 space with a Body, Gauntlet, Head or Jewelry Item equipped, you & your party may buy Body, Gauntlet, Head or Jewelry Items for half their listed price (round down).
When you Rest in a Town󰀗 space with a Body, Gauntlet, Head or Jewelry Item equipped, you & your party may roll 3 dice & use any 2 for your Recovery Test.

Referencing the Food class

Septic Marsh

doom ∙ wetlands
Any Wetlands space
Horrid bubbling rot chokes the waterways & the area floods with noxious stinking muck. A miasma of filth spreads across the Wetlands.
Place a Perilous󰀐 counter in the Hand of Doom's space.
When you fail a Recovery Test in the Wetlands you become Poisoned & must discard each Food Item you are carrying.
Remains in play

Combat Stein

item1H
When you use a Food item, you may place it under this card instead of discarding it. When you use the card a second time you must discard it.
When performing an Unarmed Strike, you may use your highest Attack die for damage.
4 󰀆
STR 6

Fishing Pole

item
Make a MAG or PER Test. If you pass, place an Explored󰀦 counter on this card (to a maximum of 3). The 󰀦 counter counts as a Food Item.

Discard an Explored󰀦 counter from this card to recover D3 Wounds󰀄 (D6 if you have the Gourmet skill).
3 󰀆

Beer Magnet

skill
Make a PER Test. If you pass, you may buy any Loot Item from the Discard pile that is both Alchemical & Food.
6 XP
Rogue

Cure Disease

mastery
Make a MAG Test. If you pass, discard Alchemical, Food or Herb items with GP cost equal to {MAG Test} to remove a Plague counter, discard a Disease card or remove an Infected Status Condition from any adventurer in your space (including yourself).
Scholar or MAG 7

Iron Stomach

skill
When making an attribute Test while using a Food item, you may roll 3 dice and use any 2.
6 XP
CON 8

Lunar Recipe

triumph
Your culinary knowledge means you are able to get the most out of food.

When making an Attribute Test to resolve a Food Item's effect, if you pass on doubles do not discard the card
(or counter if appropriate).

Alcoholic

madness
If you have one or more Items that are both Alchemical and Food, you must pass a MRL Test or use at least one of the Items.
4 XP

Blood Blight

curse
Your blood is tainted by a mysterious sickness that has no known cure.
When you consume a Food Item you must also use Medicine or you become Poisoned.
2 XP
CON < 8

Glutton

madness
Don't mind if I do...

When you fail a Recovery Test, you must use a Food Item before the end of the Map Action Phase or you become Suppressed
(at the start of the Danger Phase).
4 XP

Referencing the Head class

Equip

battle
QUICK ACTION:
Equip or Unequip or Exchange one Gauntlet, Head, Jewelry, 1H, LH or 2H Item card. Alternatively you can Load or Unload one Ammo card.

Honorary Dandy

triumph ∙ goblin
Style recognizes style.

When you
Trade in a Town󰀗 space with a Body, Gauntlet, Head or Jewelry Item equipped, you & your party may buy Body, Gauntlet, Head or Jewelry Items for half their listed price (round down).
When you Rest in a Town󰀗 space with a Body, Gauntlet, Head or Jewelry Item equipped, you & your party may roll 3 dice & use any 2 for your Recovery Test.

Referencing the Jewelry class

Equip

battle
QUICK ACTION:
Equip or Unequip or Exchange one Gauntlet, Head, Jewelry, 1H, LH or 2H Item card. Alternatively you can Load or Unload one Ammo card.

Honorary Dandy

triumph ∙ goblin
Style recognizes style.

When you
Trade in a Town󰀗 space with a Body, Gauntlet, Head or Jewelry Item equipped, you & your party may buy Body, Gauntlet, Head or Jewelry Items for half their listed price (round down).
When you Rest in a Town󰀗 space with a Body, Gauntlet, Head or Jewelry Item equipped, you & your party may roll 3 dice & use any 2 for your Recovery Test.

Referencing the Vermin class

Vermin Hunter

human ∙ hunter ∙ rogue
AGI8
CON6
MAG7
MRL6
PER8
STR6

Make a MRL Test when you win a fight if you destroyed a Swarm or Vermin & if you pass, gain 1 Luck󰀣
+4 󰀆 | +8 󰀰 | +3 󰀣

Court of the Vermin Queen

doom ∙ lowlands
Any space
Her dominion vast & her minions many, she gathers her children to multiply & infest every corner of the wretched dying Empire.
  • Remove each Vermin from the Lowlands Monster discard pile, shuffle them & place them on top of the Lowlands Monster deck. Repeat this process for the Highlands & Wetlands decks.
  • Place the Queen of the Rats 󰀉 counter in the Hand of Doom's space (retrieve her card from the Epic Monster deck or discards).

Vermin Plague

doom ∙ lowlands
Any Lowlands space
The hateful emanations of the Hand of Doom inbue the rats & vermin of the Lowlands with deadly & virulent contagion.
Vermin in the Lowlands have Defile () and Vector.
Remains in play

Cat Familiar

ally
QUICK ACTION:
Inflict D3-1 Piercing damage on a Vermin Swarm in your space. If you roll
, discard this card.
When making a MAG Test to resolve an encounter or use a Skill, you may roll 3 dice and use any 2.
4 󰀆
WIZARD or WARLOCK

Chicken Feed

itemfood
QUICK ACTION:
Goblins & Vermin with
XP󰀰 VAL 1 or less in your space cannot attack until your next turn, then discard this card.
1 󰀆

Fluffy Familiar

ally
QUICK ACTION:
Inflict D3-1 piercing damage on a Vermin Swarm in your space. If you roll
, discard this card.
8 󰀆
MAG 6

Grublin

itemfood
QUICK ACTION:
Discard this card to prevent Goblins, Oozes & Vermin with
XP󰀰 VAL 1 or less in your space from attacking until your next turn.
If you are Reptilian, Wild, or have Gourmet, discard this card to recover D3 Wounds󰀄. If you roll  you become Poisioned (after recovering 3 Wounds󰀄).
2 󰀆

Kinderwurst

allyfood
All Vermin in a fight will target this card (ignoring normal targeting). Place these monsters on this card. At the end of each Combat round, roll D6. If the result is lower than the combined XP󰀰 val of all monsters on this card, place a Wound󰀄 on this card. Discard this card if there are ever 3 Wounds󰀄 on it. Remove a single Wound󰀄 from this card at the end of the fight.
8 󰀆

Luncheon Truncheon

󰁀item2Hfood
Discard this card at any time during the Map Action Phase to remove the Fatigued & Weakened condition from each adventurer in your party.

ATTACK:
STR (MELEE)

QUICK ACTION:
Oozes & Vermin in your space with
XP󰀰 VAL 1 or less cannot attack this until your next turn (then discard this card).
4 󰀆
STR 7 (to use Attack)

Mystery Meat

itemfood
QUICK ACTION:
Oozes & Vermin in your space with
XP󰀰 VAL 1 or less cannot attack until your next turn (then discard this card).
Make a CON Test. If you pass, recover Wounds󰀄 equal to your lowest single die. If you fail, you become Poisoned.
1 󰀆

Power Pie

itemfood
"Something smells delicious."

QUICK ACTION:

All Fishoid, Goblin, Human & Vermin monsters in this space become
Dazed & will target you until the end of the fight. If you Escape the fight or monsters are Victorious, discard this card.
8 󰀆

A Gift for the Queen

mission
Having proved yourself as a valuable & loyal subject of the Scroglin King, your liege asks you to carry out a mission of utmost importance. You must bring a worthy gift ot the Vermin Queen to express the king's adoration for her majesty & to cement an alliance between their domains.

Rat Skink

filth ∙ vermin
󰀀


1 󰀰
1 󰀆

↑ AGI
ATT 3
󰀘4
ARM 1

 

Horde Vermin

Vermus Guard

filth ∙ vermin
󰀀


1 󰀰
1 󰀆

↑ CON
ATT 4
󰀘4
ARM 1

 

Horde Vermin

Exterminator

skill
Your Attacks inflict +1 damage against Swarms & Vermin.
8 XP
Fighter, Hunter, or Wild

Vermin Hunter

The Vermin Hunter is one of many unsavory characters hired to combat the endless swarms of nasty pests & hungry rodents that infest the Borderlands. Devoted to her work & hungry for coin, eventually the Vermin Hunter crossed the line & was imprisoned for the burning of Château Bäredräck along with several important members of that influential household. Countless hours spent hunting through cramped passages & crawlspaces for squirming, chittering things has made the Vermin Hunter an efficient terminator but a difficult travel companion.
Arson & Manslaughter

Referencing the Gauntlet class

Equip

battle
QUICK ACTION:
Equip or Unequip or Exchange one Gauntlet, Head, Jewelry, 1H, LH or 2H Item card. Alternatively you can Load or Unload one Ammo card.

Honorary Dandy

triumph ∙ goblin
Style recognizes style.

When you
Trade in a Town󰀗 space with a Body, Gauntlet, Head or Jewelry Item equipped, you & your party may buy Body, Gauntlet, Head or Jewelry Items for half their listed price (round down).
When you Rest in a Town󰀗 space with a Body, Gauntlet, Head or Jewelry Item equipped, you & your party may roll 3 dice & use any 2 for your Recovery Test.

Referencing the Uses arrows class

Vial of Poison

itemalchemical
Attach this item to a Blade, or to a weapon that Uses Arrows or Bolts. Discard the Vial of Poison next time you Rest.
When you inflict 1 or more Wounds󰀄 on a monster with the attached weapon, that monster becomes Dazed.
Constructs, Daemons, Oozes, Undead & Epic Monsters are immune to this Item.
4 󰀆
ARROWS, BLADE or BOLTS

Referencing the Service class

Inoculation

servicetown only
An injection of strange & rare substances reputed to ward off the plague!
When you pay for this Service, make a CON Test. If you fail, gain 1
Plague. If you pass & your highest single die is equal to or greater than the number of Plague counters you have, remove all your Plague counters & gain an Immunized  counter (whether you pass or fail, discard this card).
6 󰀆

Black Market

skill
Draw a card from the Loot deck. If it is an Ally, Item, or Service, you may purchase it for normal cost (otherwise discard it).
8 XP
Merchant or Rogue

Referencing the LH class

Equip

battle
QUICK ACTION:
Equip or Unequip or Exchange one Gauntlet, Head, Jewelry, 1H, LH or 2H Item card. Alternatively you can Load or Unload one Ammo card.

Lycanthropy

skill
QUICK ACTION:
Place a Wound󰀄 counter on this card or remove a Wound󰀄 from it.
Remove all counters from this card at the end of the fight or if you become Defeated, Stunned, or Suppressed. You cannot place counters on this card while you have one of these conditions.
If there are counters on this card:
You take 1
Wound󰀄 at the end of your turn each round.
You cannot use 1H, 2H, or LH Items.
+1AGI
+1PER
13 XP
Lycanthrope

Referencing the Shield class

Acidic

ability ∙ standard
When you receive 1 or more Wounds󰀄 from this monster you must discard a Shield or a random Item.

Petrify

ability ∙ arrival
Each adventurer must pass a AGI Test or become Stunned until the end of the fight. You must make this Test once for each monster with Petrify. If you have a Shield, invert the AGI penalty for this Test.

Shieldwall

skill
COMBAT ACTION:
If you have a Shield equipped, you may defend using STR this turn (in place of AGI).
8 XP
STR 8

Referencing the Crystal class

Crystalline Daemons

doom ∙ badlands
The Blasted Heath
Burning Lakes
Goblin Fortress
The Hell Pit
Towering crystal structures in the center of the Burning Lakes emit a baleful light & a barely audible high-pitched drone as daemons covered in crystalline growths emerge to roam the wastes.
  • Daemons in the Badlands have +1 ARM & are Crystal.
  • If you fail a Recovery test in the Burning Lakes, you become Blinded & Suppressed.
Remains in play

Referencing the Fishoid class

Power Pie

itemfood
"Something smells delicious."

QUICK ACTION:

All Fishoid, Goblin, Human & Vermin monsters in this space become
Dazed & will target you until the end of the fight. If you Escape the fight or monsters are Victorious, discard this card.
8 󰀆

Blackfisk Trooper

fishoid
󰀀


1 󰀰
2 󰀆

↓ MRL
ATT 4
󰀘4
ARM 2

Ambush

Command Fishoid

Brain Blisterer

fishoid ∙ witch
󰀀


3 󰀰
3 󰀆

↓ MAG
ATT 4
󰀘7
ARM 0

Curse • Flash 

Command Fishoid • Pain • Abuse Blinded

Lesser Scrog

filth ∙ fishoid ∙ vermin
󰀀


1 󰀰
1 󰀆

↓ AGI
ATT 3
󰀘3
ARM 0

 

Horde Fishoid

Scroglin King

filth ∙ fishoid ∙ witch
󰀉


4 󰀰
3 󰀆

↑ MRL
ATT 6 󰁃
󰀘12
ARM 0

Rally

Command Fishoid • Nullify

Scroglin Soldier

filth ∙ fishoid
󰀀


1 󰀰
2 󰀆

↑ STR
ATT 4
󰀘4
ARM 1

 

Horde Fishoid
1079 entries, last updated Sun May 24 2026 Published with permission from GOBLINKO, https://goblinkomegamall.com Published with permission from GOBLINKO