recursal/Fanatic-Fandom huggingface dataset:
Treasure

Random **unique** cards drawn from the Treasure Deck.

Players will get to draw from the Treasure Deck either as reward for defeating Monsters, or by spending 10 at The Shop of Arcane Wonders in the Village.

Extra cards are added into the Treasure Deck with each Pack of Content / Quest.

## Treasure Cache cards

Some of the time, players will get Treasure Cache cards instead that will instead give the player some extra  and gear tokens. These cards are not added into a player's deck but are put into the destroyed pile after the their benefit is provided.

A few of the Treasure Cache cards allow leveling up a Hero. This can only be done if you have an appropriate Hero in your current Hand, who has the next level available in the Village. This may not be used with Heroes from the Treasure or Legendary decks. If the player cannot use the card at that time, they do not gain any effect from it.

"Gaining a  card" can still refer to Treasure Cache cards, even though you do not literally gain them into your deck.([ AEG conf])

See also Treasure Cache Cards per Chapter

## Pages in category "Treasure"

(alphabetise)

- Protection from Wounds

- Thunderstone Rug

- Thunderstone Jar

- Huma

- Thunderstone Lamp

- Gemini Dagger

- Boots of Speed

- Axe of the Giants

- Elemental Elixir

- Flying Death

- Lightbringer

- The Hero's Ring

- Stormland Mirror

- Rod of Teleportation

- Apothecary

- Rien's Ring

- True Vision

- Possessed Elf

- Wandering Healer

- Lurker

- Miricelle

- Grognard

- Guardsman

- Elmoran

- Fire Brand

- Prismatic Spray

- Sun of the Forest

- Ward of Healing

- Enduring

- Hendrik the Brainless
Rebuild the Treasury

This is a side quest that gives an end of game point bonus if the player manages to achieve the criteria.

## Text

To reveal this Side Quest, pay 7 and discard the following a **Village** action:

* 1  card;
* 2  worth of Rogues and/or Wizards.

If revealed, gain this **Village** ability, and when the game ends, collect this Side Quest's .

* **Village:** Give 1 the Static keyword. (Static cards are not discarded when the turn ends and, while in play, do not count towards your max hand size)
* **7**

## Clarification

Note that the Hero cards are **discarded** not destroyed.

**Requirement:** Both dot points are required.([ AEG conf])

**Reminder:** *"Give X the Static keyword"* always just means for the rest of this turn (ie you keep the card and the keyword goes away next turn).([ AEG conf])
Treasure Hunter (Prestige)

*For the Side Quest of the same name, see Treasure Hunter*

*This is the Prestige Class for use in normal play - see also Treasure Hunter (Barricades)*

(Once per turn, after you complete 1 of the above, pay the cost listed below for **each of the 1 or 2 new Ranks**, or nothing is gained)

## Clarifications

* **"With"** just means physically present. The card in question need not be involved in the Monster's defeat. (in thesection)
* "Gain a  " - DOES seem to include Treasure Caches. Rank 4 refers to "gaining" TCs, and Rank 3 refers to all cards at the Shop as " cards"
Side Quest

At the start of the game of Thunderstone Quest, players are dealt 3 side quest cards and get to keep one as a secret objective during the game.

Players do not need to achieve their side quest, but if they do they will either achieve an extra VP bonus at the end of the game, or receive unique legendary weapons, items or heroes.

**Note:** Some of the legendary cards can be reasonably difficult to use, so side quests are often left out of games with beginners.

See also: Side Quests per Chapter

## Pages in category "Side Quest"

(alphabetise)

- Build the Carriage

- Build the Annihilator

- Build the Power Armor

- Consistency is King

- Trial By Fire

- Experience Pays

- Rebuild the Treasury

- Enter the Void

- Search the Rift

- Welcome the Traveler

- Harness the Dragon Blood

- Embrace the Dark Side

- Well-Rounded

- Recover the Wish

- New Town Guards

- Hide the Heart

- Rebuild the Roads

- Build Aqueducts

- What Plan?

- Luck Stone

- Living Legends

- Taste of Blood

- Rebuild the Grain Silo

- Food Storage

- Avoiding Attention

- Glory Seeker

- Jack-of-All-Trades

- Dominate the Weretrog

- Ready for Anything

- Treasure Hunter

- Find a Dance Partner

- Rescue the Prince

- Find Blood Drinker

- Find The Chaos Stick

- Find the Magic Hand

- Stick to the Basics

- The Dragon's Horde

- Scars of Battle

- Arcane Studies

- Research the Legend

- Avoiding the Plague

- Plague Doctor

- Find the Orb

- Find Mawgarn's Axe
Spell

Unlike Weapons, Spells do not get "wielded" to a specific Hero.
Some spells function fine **without any heroes**. Some have a stronger effect if you have multiple heroes.
Some spells require specific character classes such as Rogue or Fighter.

## Pages in category "Spell"

(alphabetise)

- Righteous Blast

- Precognition

- Borrowed Power

- Animal Affinity

- Protection from Wounds

- Swarm Strike

- Strengthen Ally

- Spike Growth

- Shape Change

- Mend

- Future Vision

- Superior Mind

- Morning Dawn

- Exorcise

- Template:Spell stub

- Arcane Aura

- Meteor Shower

- True Seeing

- Transmutation

- Tempest

- Mirror Image

- Form of the Juggernaut

- Enchant Weapons

- Spirit Shield

- Sonic Scream

- Phantasm

- Banish

- Animate Dead

- Construct Protector

- Thunderstone Ritual

- Open Sesame

- Navigate the Labyrinth

- Mummify

- Cone of Cold

- Inner Fire

- True Vision

- Create Fire

- Blizzard

- Acid Burst

- Cure Disease

- Dark Fire Touch

- Wish

- Ascendance

- Arcane Touch

- Charm Monster

- Dance with the Devil

- Prismatic Spray

- Haste

- Death Pact

- Magic Missile

- Fireball

- Moonlight

- Lightning Bolt

- Consecration

- Ward of Healing

- Creeping Death

- Nature's Fury

- Summon Storm

- Frost Bolt

- Mind Control

- Vampiric Touch
Rod of Teleportation

Individual, unique Item gained from the Treasure deck.

## Text

**Dungeon: Place your Champion in any Dungeon Room. This is not considered movement.**

## Clarifications

Use of this card does not count as Movement, hence cards that say things such as "you may not move past X" do not restrict the ability of this card

Things that **do not** restrict or effect this card:

* lack of light
* Lantern card (you can access the entire dungeon on your bonus dungeon phase)
* "when you pass through this room"
* "when you enter this room"
* "when you exit this room"
* Scathian abilities
Potion of Stamina

## Text

**Village or Dungeon: If you have 6 or fewer cards, draw 1 card.**

**Ignore your Wounds when calculating HP.**

## Clarifications

HP (Hit Points) is the number of cards you will be able to draw on your **next** turn. (see the Player Mat)

**Question:** If this card is discarded before the end of the player's turn, does the HP ability go away? I believe so, even though it is an Ability not a Trait.
Tome of Knowledge

## Text

Spoils: Destroy this card to level up 1 Hero, paying 0 XP

## Clarifications

This ability is **Spoils** meaning that it can only be used after successfully defeating a Monster. It is optional.

After the ability is used the Tome is completely **removed from play** it is not returned to the Marketplace - only 8 of these may be bought.
Raccoon Ravager

## Text

When you move out of this room, discard 1 Gear token.

## Clarification

**Reminder:** "Moving out" refers to a champion figurine moving from this Dungeon room to an adjacent room. The figurine may either have started in this room OR have been moving through this room. Does not trigger when player takes a Village phase, uses any "teleport" ability or ability that "places" the Champion figurine.
Part I

First Adventure in "Epilogue" 5: Ripples in Time

## Card List

### Monster Groups

* Level I - Doomknights
* Level II - Torments
* Level III - Ancient Wyrms

### Dungeon Rooms

* Level I - Gate Cavern
* Level I - Mine (from 1: A Mirror in the Dark )
* Level II - Crypt (from 1: A Mirror in the Dark )
* Level II - Dangerous Passageway
* Level III - Fire Chasm
* Level III - Vault (from 1: A Mirror in the Dark )
Wizard

Hero character class

* Pylorian ‎ (← links | edit)
* Vampire ‎ (← links | edit)
* Scathian ‎ (← links | edit)
* Darkrend ‎ (← links | edit)
* Stormskull ‎ (← links | edit)
* Regalen ‎ (← links | edit)
* Darameric ‎ (← links | edit)
* Gendarme ‎ (← links | edit)
* Felin ‎ (← links | edit)
* Miricelle ‎ (← links | edit)
* Elmoran ‎ (← links | edit)
* Veris ‎ (← links | edit)
* Arcanian ‎ (← links | edit)
* Runiva Highstone ‎ (← links | edit)
* Wiltran Proudmore ‎ (← links | edit)
* Lilande Songweaver ‎ (← links | edit)
* Breezy ‎ (← links | edit)
* Shawna Hopesinger ‎ (← links | edit)
* Duriggim Soulbrand ‎ (← links | edit)
* Liss ‎ (← links | edit)
* Hero ‎ (← links | edit)
* Huma ‎ (← links | edit)
* Thunderstone Ritual ‎ (← links | edit)
* Mend ‎ (← links | edit)
* Animate Dead ‎ (← links | edit)
* Gilora the Trickster ‎ (← links | edit)
* Sibyl ‎ (← links | edit)
* Phantasm ‎ (← links | edit)
* Category:Hero ‎ (← links | edit)
Studded Leather Shirt

## Text

**+1 if this Hero is Human or wields a Weapon. You may resolve the After Battle from 1 Studded Leather Shirt per turn, or 2 per turn if this is a Fighter.**

**After Battle: Take -1 from Monsters this turn.**

## Clarifications

If using the Fighter's ability to resolve two Studded Leather Shirts, **both** need to be wielded (but not neccessarily by the same Hero) (It's magical)([ AEG conf])

**Reminder:** Effects that reference Red Wound tokens  only affect Red Wound tokens, not Blue Wound tokens  (Frostbite) or Wound Cards, and vice versa.
Smorga the Queen

**This is a Guardian**
*Not for use in Barricades mode - see Guardian Lair*
## Text

 Smorga V
 Smorga VI

## Clarifications

**Reminder:** When you defeat a guardian, the Wilderness tile will give additional VP  based on the number of keys uncovered - usually **4 VP**

**Reminder:** Effects that reference Red Wound tokens  only affect Red Wound tokens, not Blue Wound tokens  (Frostbite) or Wound Cards, and vice versa.

**Reminder:** If a Monster attempts to discard/destroy 2+ Heroes, different Heroes must be selected, not the same 1 protected Hero.
Reminder: move out

**Reminder:** "Moving out" refers to a champion figurine moving from this Dungeon room to an adjacent room. The figurine may either have started in this room OR have been moving through this room. Does not trigger when player takes a Village phase, uses any "teleport" ability or ability that "places" the Champion figurine.
Thunderstone Rug

Individual, unique Item gained from the Treasure deck.

## Text

You may ignore  effects.

**Village or Spoils:** Discard 1  to give this card the Static keyword.
## Clarifications

**Reminder:** *"Give X the Static keyword"* always just means for the rest of this turn (ie you keep the card and the keyword goes away next turn).([ AEG conf])
What Plan?

This is a side quest that gives an extra **ongoing ability** after completed.

## Text

```
After you defeat a Monster with a + Hero,
destroy 1 of your cards at random to reveal this Side Quest.

```

**Before Battle:** If this Side Quest is revealed, and you are battling a + Monster, you have roll 2d6. Add the lowest roll to the Monster's  and the highest roll to the Monster's  value.

## Clarification

**Destroys** a random card in your hand that could be your  Hero!! (just once)
The Shop of Arcane Wonders

This is a location of the Village board that a player can choose to visit if they are taking a Village action.

Players who take this action spend 10 to draw a random  card from the top of the  deck. Often it will be a unique card that will be added into the player's deck (via the discard). But it may also be a Treasure Cache that delivers an immediate one time benefit (eg XP) and then goes away.

 Players may not:

* Use any **draw card** abilities before selecting this location, eg to see if they have enough
* Use any of the other village Locations at the same time, eg no buying gear tokens

 Players may:

* Go to the location without enough , hoping to draw more.
* Use leftover  to **buy** a card from The Marketplace (includes **buying** cards stored in the The Guilds' Quarter)
* Do any of the normal "free" actions in The Village
	+ Heal 1 Wound
	+ Level up 1 Hero using
	+ Buying a Marketplace card
Tempest

**Note:** You need two cards for the Dungeon ability.

## Text

**2 Magic Attack if you have a Cleric or a Wizard.**

**Dungeon: If you have a Fighter and a Rogue, draw 1 card.**

## Clarifications

The Dungeon ability says AND not OR - So you need both a Fighter + a Rogue in your hand

The Dungeon ability requires **two heroes** so a **dual class fighter/rogue** would not satisfy the condition.([ AEG conf])
Rogue

Hero character class.

Often

* gives extra money during Village phase
* gives extra light in the Dungeon phase (sneak)
* manages to sneak around the abilities of certain rooms and monsters

* Moonblades ‎ (← links | edit)
* Hawkswood ‎ (← links | edit)
* Scathian ‎ (← links | edit)
* Jadress ‎ (← links | edit)
* Nimblefingers ‎ (← links | edit)
* Ehrlingal ‎ (← links | edit)
* Brimstone ‎ (← links | edit)
* Stalker ‎ (← links | edit)
* Lurker ‎ (← links | edit)
* Grognard ‎ (← links | edit)
* Aird ‎ (← links | edit)
* Explorers' Guild ‎ (← links | edit)
* Alpha Prince ‎ (← links | edit)
* Ophialyn the Tracker ‎ (← links | edit)
* Uvina the Delver ‎ (← links | edit)
* Rugduhr Blackmane ‎ (← links | edit)
* Lilande Songweaver ‎ (← links | edit)
* Shawna Hopesinger ‎ (← links | edit)
* Shakir the Sailor ‎ (← links | edit)
* Cirrok ‎ (← links | edit)
* Tilka the Sculptor ‎ (← links | edit)
* Caslech ‎ (← links | edit)
* Hero ‎ (← links | edit)
* Mecha-Dragon ‎ (← links | edit)
* Corster the Shade ‎ (← links | edit)
* Gilora the Trickster ‎ (← links | edit)
* Leila and Zurien ‎ (← links | edit)
* Traveling Merchant ‎ (← links | edit)
* Midnight Katana ‎ (← links | edit)
* Ophialyn (Monster) ‎ (← links | edit)
* Category:Hero ‎ (← links | edit)
Vampire Coven (Barricades)

*This is the Prestige Class for use in Barricades Mode - for normal mode see Vampire Coven*

*This Prestige Class reuses the Vampire Heroes from sidequest Taste of Blood*

(Once per turn, after you complete 1 of the above, pay the  cost listed below for **each of the 1 or 2 new Ranks**, or nothing is gained)

## Clarifications

* Unlike the Side Quest, there are still benefits for destroying non-Vampire Heroes even after all the Vampire cards have been acquired.(Ranks 1, 3, 6, 7, 9)
Spawning Pod

## Text

When you move into this room, if you do not move out, look at cards from the Level III Monster deck until you find a Monster. Battle both it and Spawning pod this turn, shuffling the found Monster back if undefeated.

## Clarification

**The effect above gets triggered when you decide to move to that room to fight whatever it contains.**

You don't get to see what the second monster will be, until you move into the room!!

Obviously found keys should be reshuffled into the deck.

**Reminder:** "Moving into" refers to a Champion figurine moving into this Dungeon room from an adjacent room. The figurine may either stay in this room OR be moving through this room to others. Does not trigger when player uses any "teleport" ability or ability that "places" the Champion figurine.

**Teleporting:** If you teleport into the room, yes that is not movement and so you can battle the Spawning Pod with no extra monster.([ AEG conf])
The Chill of Fate

Third Adventure in 7: Frozen in Time

This adventure uses the  frostbite wound token.

**Note:** this Adventure uses the additional cards:

* Kobold Skirmishers from 1: A Mirror in the Dark
* Pylorian from 1: A Mirror in the Dark
* Battle Axe from 3: Risen from the Mire
* Nimblefingers from 3: Risen from the Mire

## Card List

### Monster Groups

* Level I - Kobold Skirmishers
* Level II - Tundra Wolf Pack
* Level III - Ice Behemoths

### Guardian

* Orgrum Coldthunder (VI)
* or Orgrum Coldthunder Lair (Barricades Mode)

### Dungeon Rooms

* Level I - Icy Glade
* Level I - Volcanic Hot Springs
* Level II - Orc Tribute Site
* Level II - Tundra Chasms
* Level III - Adlet Hunting Ground
* Level III - Glacial Tomb
The Five Points

## Text

**-2 for Dwarves and Tritons.**

**After this cards is discarded (from anywhere, but not from the turn ending), gain 1** **.**

**Village or Dungeon: If unwielded, discard this card.**

## Clarification

So, if you use the Dungeon ability to discard the card, gain 1 . You will need to find some way to unwield the weapon though, you can't simply choose to do it.

You can't wield in the Village, so will need to find another way to discard it. *(Yes reference to Village seems to be an error)*

Also this Trait is triggered if cards are being discarded from the Player's draw deck onto the discard pile. (cf "Discarding from your deck")
Side Quests per Chapter

See *Side Quests*

Here's the list of which Side Quests originally appeared in which Chapters.

## Base Game (inc Q1-5)

* Find The Chaos Stick
* Taste of Blood
* Find Mawgarn's Axe
* Find Blood Drinker
* Find the Orb
* Rescue the Prince
* Find a Dance Partner
* Find the Magic Hand
* Consistency is King
* Experience Pays
* Ready for Anything
* Arcane Studies
* Scars of Battle
* The Dragon's Horde
* Jack-of-All-Trades
* Stick to the Basics

## 6: What Lies Beneath

* Plague Doctor
* Avoiding the Plague
* Treasure Hunter
* Research the Legend
* Dominate the Weretrog

## 7: Frozen in Time

* Avoiding Attention
* Food Storage
* Glory Seeker
* Hide the Heart
* Well-Rounded

## 8: Vengeful Sands

* Build Aqueducts
* Living Legends
* New Town Guards
* Rebuild the Grain Silo
* Rebuild the Roads
* Rebuild the Treasury
* Recover the Wish

## 9: Clockwork Destiny

* Build the Annihilator
* Build the Carriage
* Build the Power Armor
* Luck Stone
* Trial By Fire
* What Plan?

## 10: Darkness Rising

* Embrace the Dark Side
* Harness the Dragon Blood

## 11: Miricelle's Return

* Enter the Void
* Search the Rift
* Welcome the Traveler
Terakian

*"Potion specialist"*

## Clarifications

You do not need to have a wound to heal in order to destroy a health potion.(forum)

Yes, the ability of multiple Terakians **stack.** 4 Terakians would mean 1 Potion could be purchased for free (AEG confirmed)

Terakian IV: "heroes in your party" refers to Barricades co-op mode (see Party)

**Reminder:** Effects that reference Red Wound tokens  only affect Red Wound tokens, not Blue Wound tokens  (Frostbite) or Wound Cards, and vice versa.
Randomizer

If you wish to play **Random** scenarios instead of the suggested **Adventure Scenarios** (in the QuestBooks) then Paul Gestwicki has written...

## Thunderstone Quest Randomizer

 https://doctor-g.github.io/ThunderstoneQuestRandomizer/

This website generates random tableaus of cards from your collection. At present it optionally includes Quests 1-9

Thread discussing it on BoardGameGeek
Sun of the Forest

Individual, unique Item card gained from the Treasure deck.

## Clarifications

**Reminder:** A boost to "shield" is a temporary boost to a Hero's level value - normally I, II or III. This is only a numeric boost and doesn't give the Hero any abilities of higher cards. The purpose of such a boost is to increase the effect of cards that are based on a Hero's Level value. See also Official FAQ
Thunderstone Power Armor

Unique Legendary item that comes either from:

* completing the Side Quest Build the Power Armor
* gaining Ranks in the Prestige Class Thunderstone Savant

## Text

If wielded, take 0 Wounds from Monsters.

**Village or Dungeon:** If you have another , gain 1.
## Clarifications

**0 Wounds from Monsters** - this also includes any wounds on the **Dungeon rooms** that boost the Monster.([ AEG conf]) The only Dungeon wounds this does not cover are those resulting from room effects.
Reminder text

A collection of small reminders that will need to be added to many pages

Add like this {{:Reminder: Level Boost}} - note leading colon.

* Reminder: HP Boost
* Reminder: Level Boost
* Reminder: Light
* Reminder: Wilderness XP
* Reminder: effect using hero level
* Reminder: given static
* Reminder: item nosplit
* Reminder: lose hp
* Reminder: move into
* Reminder: move out
* Reminder: move through
* Reminder: protected heroes
* Reminder: red vs blue wounds
* Reminder: wounds from rooms
* Reminder text

## See Also

Official FAQ - extra text snippets that can be transcluded in relevant pages
Death Awaits

Wave: "60"

#### Requirements

**Death Awaits** is available upon beating **Wave 40**. You can purchase the base level of **Death Awaits** for **8** . Each level upgrade up until Level 10 will increase the cost by **2x**. From levels 11 to 15 (once you have the appropriate Tournament upgrade) the spell cost increases by **3x**.
PsiloCybil

PsiloCybil, the Air Monster is one of the strongest support assets for your team.

PsiloCybil may be one of the most useful Exotic Monsters in the game. It has the **Speed Aura/Combo** which has the ability to increase your Game Speed up to 30% base (with an extra 5% per Air Monster in it's range). Combined with Heatrash it also has a deadly move called **Poison Aura** which causes enemies to lose up to 10% of their HP instantly upon entering its' range. Lastly it comes with another powerful move, **Death Aura**, which makes this the only exotic able to actually kill an enemy.

Extremely versatile, this monster can and should be used in Farming and Pushing scenarios.

 Poison Aura
 Death Aura
 Speed Combo
Scathian

**Note:** Dual class wizard/rogue.

## Clarifications

Players **NEVER** get to have more than one Dungeon Phase on a turn. Getting a second turn is something very different.

This includes **Barricades Mode** - the Scathian does not get an extra Dungeon turn.(AEG conf)

**Re: Lantern cards** - AEG has confirmed that Lantern cards do not restrict Dungeon phases given by Scathian cards.([ AEG conf])

***"ignore ... text"* (Level IV)** This includes any writing on the board - eg Bazaar & Temple, but does not include  (cost) or  level up requirements.([ AEG conf])
Scarabs

*Aka: Beetle Bevy*

* **Level:** I
* **Summary:** (Vermin, Swarm ) *"This Swarm has +1d6 health and feasts on (destroys) your tokens"*
* **Pack: 8: Vengeful Sands**
* Health: 0-2 + 1d6

## Clarifications

*"**Swarm** is a new Monster keyword. You can never predict the size of a swarm. Swarm Monsters gain additional +1d6 Health dice as stated on their card. Roll this whenever the Health value is needed. Once rolled for the turn, it is set for that turn."*

The above means that the 1d6 boost to the card's Health occurs right at the point where the battle takes place - so **after the player has committed** to the battle, after any Before Battle ability. *It's a risky business!*
Weapon

Um ... does what it says on the tin!
Will have some of these keywords: **Edged, Blunt, Magic, Bow**, Some rare items may be **Treasure, Divine** or **Legendary**.

## Pages in category "Weapon"

(alphabetise)

- Lightning Rod

- Bangarang

- Forest’s Mischief

- Boomerang

- Needle Bow

- Leaf Blade

- Golden Horn

- Treant Root

- Balanced Staff

- Thunderstone Annihilator

- Template:Weapon stub

- Whip

- Pitchfork

- Bow of the Beast

- Throwing Dagger

- Stone Maul

- Midnight Katana

- Glaive

- Dancing Sword

- Avian Bow

- Thunderstone Rod

- Thunderstone Hammer

- Keltarian Bow

- Gemini Dagger

- Axe of the Giants

- Flying Death

- Lightbringer

- Khopesh

- Scimitar

- Mechanical Harpoon

- Frost Bow

- Flaming Hammer

- Fire Rod

- King's Sword

- The Five Points

- Battle Axe

- Mawgarn's Axe

- Crossbow

- Fire Brand

- Maul

- Hand Axe

- Rapier

- Two-Handed Sword

- Broadsword

- Flail

- Longbow

- Longsword

- Punching Dagger

- Shortbow

- Dagger

- Hammer

- Shortsword

- Crystal Dagger

- Battlepick

- Cleaner’s Net

- Blood Drinker

- Enduring

- Quarterstaff

- Bastard Sword

- Shortspear

- Longspear

- Holy Mace

- Cursed Mace

- Magi Staff
Deadly Strikes

Wave: 120

#### Requirements

**Deadly Strikes** is available upon beating **Wave 120**. You can purchase the base level of **Deadly Strikes** for **15** . Each level upgrade up until Level 10 will increase the cost by **2x**. From levels 11 to 15 (once you have the appropriate Tournament upgrade) the spell cost increases by **3x**.
Wall Crawl

Q10 **Preview** https://www.kickstarter.com/projects/alderac/thunderstone-quest-from-aeg-in-french-german-and-english/posts/2981666

* Keywords: Static, Corruption
* VP: -2
* Pack: 10: Darkness Rising

## Text

* Destroy this Corruption by defeating a  or lower Monster with 2+ than needed
* Ignore  from Monsters and Dungeon Rooms

## Clarifications

The "Ignore" text happens whenever the card is in play, it is not triggered from the Destroy line.
Water Weird

## Text

**After Battle: The next time you refill a room, do so face down. Turn it face up before the next battle it fights (resolving all text).**

## Clarification

Usually this would mean that after battling this Monster you would replace it with a face down card. However if the Dungeon Tile is the Water Temple, or Marid is in play, their refill ability will occur first, and then the Water Weird ability will fill the leftover room.
Watcher from the Deep

## Text

**When you move into this room, discard cards until you have only 5**

## Clarification

"Move into" includes moving through.

**Reminder:** "Moving into" refers to a Champion figurine moving into this Dungeon room from an adjacent room. The figurine may either stay in this room OR be moving through this room to others. Does not trigger when player uses any "teleport" ability or ability that "places" the Champion figurine.
Wand of Wonder

Legendary wand with random effects received on completing side quest Find The Chaos Stick.

Will sometimes add Butterfly cards to a player's deck.

## Text

**Dungeon: Roll 1d6 and do the following:**

* **1: Discard a Hero, gain 1 Bread Token**
* **2: Gain 1 Light Token**
* **3-5: Add 2 Butterfly cards to your hand**
* **6: +4**

## Clarifications

If a 6 is rolled, the Wand does 6 Magic Attack in total (Not a weapon - does not require wielding)

**Dungeon abilities are optional!** This card can just be used safely for the 2 Magical Attack.
Well-Rounded

*(Part of 7: Frozen in Time)*This is a side quest that gives an end of game point bonus if the player manages to achieve the criteria.

## Text

*"To be prepared is half the victory."*

* This Side Quest's  is equal to the number of different classes on your + Heroes, squared (1, 4, 9or 16).
* Each Hero may only count towards 1 class.
* Reveal this Side Quest when the game ends to collect its .

## Clarification

**Treasure card Heroes** - there is no exclusion of them here, so I guess they are allowed, as long as they are

**Multi-class Heroes** still only count toward 1 class, but each one can choose a different class, so two idental dual-class Heroes still count as 2 classes.([ AEG conf])
Shambler

## Text

When you move out of this room, discard 1 Hero.

## Clarification

It's only Discard not Destroy!

**Reminder:** "Moving out" refers to a champion figurine moving from this Dungeon room to an adjacent room. The figurine may either have started in this room OR have been moving through this room. Does not trigger when player takes a Village phase, uses any "teleport" ability or ability that "places" the Champion figurine.
Water Elemental

## Text

**When you move into this room, discard all Weapons**

## Clarification

**Reminder:** "Moving into" refers to a Champion figurine moving into this Dungeon room from an adjacent room. The figurine may either stay in this room OR be moving through this room to others. Does not trigger when player uses any "teleport" ability or ability that "places" the Champion figurine.
Tortuoise

Tortuoise is the final evolution of Spout.

With its insanely powerful skill, Pierce Shot IV, it is able to do up to 16.0x Damage to a single target (see Ascension for details). If that's not enough, its Passive Skill, **Godly Strength,** gives all monsters on the field a **+25%** Boost to Damage, making it one of the best Support or Attack Monsters in your arsenal. Tortuoise is truly an excellent addition to any team, especially when pushing for new heights.

 Godly Strength
Vampire Coven

*This is the Prestige Class for use in normal play - see also Vampire Coven (Barricades)*

*This Prestige Class reuses the Vampire Heroes from sidequest Taste of Blood*

*The Vampire Hero cards are gained in a **VERY different** way to the SideQuest / Barricades*

(Once per turn, after you complete 1 of the above, pay the  cost listed below for **each of the 1 or 2 new Ranks**, or nothing is gained)

## Clarifications

* Unlike the Side Quest, there are still benefits for destroying non-Vampire Heroes even after all the Vampire cards have been acquired.(Ranks 1, 3, 5, 8)

**Question:** What does the Rank 9 ability mean? Is moving a monster that's already in the Dungeon, or drawing a new Monster from the Deck? Why does it mention refilling the room? The FAQ implies it might be about fighting two Monsters at the same time, but the Prestige Class doesn't even mention battling.
Venk the Rogue

## Text

**After Battle: If you have less than 3 Light, destroy all your Gear tokens.**

## Clarification

(As below, light is only calculated at the start of your turn and is not reduced if you lose tokens or cards)

For example, if you produce the 4 Light you need to get to the Abyssal Temple, and along your way to the Abyssal Temple, a Monster discards your Lantern (reducing your Light to 3), this does not interrupt your current movement. You still make it to the Abyssal Temple. However after you defeat the Monster, the Abyssal Temple only gives you +3XP not +4XP.
Village Board

*For Barricades Co-op mode use Village Board (Barricades)*
When the players choose to visit the Village on their turn, they will use this board.
They will first place their Champion piece on one of the areas

* The Bazaar
* The Guilds' Quarter
* The Temple
* The Shop of Arcane Wonders

They can use The Marketplace without placing their Champion there. (Slightly different in Barricades Mode
XP

**XP = Experience**

Players receive experience tokens through:

* defeating monsters
* treasure cache cards from the Treasure Deck

XP tokens  are used to:

* level up Hero cards to make them more powerful
* At the end of the game, any left over XP tokens are added to your Victory Point (VP) total, to determine the winner of the game.
Wiltran Proudmore

*"Wiltran brews potions and focuses his efforts on healing your  by discarding them straight out of your deck. He learns the Wizardly arts at Level II"*

## Clarifications

This is **not** a "bootstrap" card that allows drawing more copies of itself from the player pile. The best you will get from comboing this card on itself is more opportunities to buy potions. See Discarding from your deck
Water Ogre

## Text

**When Water Ogre refills a Dungeon Room, all players gain 1 Wound.**

## Clarification

**For the current player** this happens before they draw their next hand of cards, so may cause them to draw fewer cards.

**For other players** this has no immediate effect on the number of cards they have. They don't have to drop any.
The Wilderness

The Level 0 Dungeon Room tile is the entry level to the Dungeon. If a player is taking a Dungeon Phase, this is the default place they will be put to start to plan out their turn. The only exception is players who were already half-way down the Dungeon who hadn't left to take a Village Phase.

Generally the Wilderness is seen as a bit of a "training room" for low level Heroes, mostly ignored by higher level Heroes.

## Level 0 Monsters

The same easy monster will be in the Wilderness for the whole game and may be defeated on each player's turn.

So far the two options for level 0 monster are

* Giant Rat
* Arctic Mosquitoes (from 7: Frozen in Time, uses )

Level 0 Monsters were originally separate cards placed on the Wilderness, but from Barricades Expansion, they are printed on the tile.

## Normal mode (Competitive)

**Lantern** - Level 0 heroes can use the Lantern card to sneak into the Wilderness "training area" after having a Village Phase. Higher level Heroes generally do not bother with this.

When the end of game is triggered, the Level 0 Monster is replaced with the Guardian card. (Either flipping the Level 0 Monster card, or replacing the printed Monster with the Guardian card)

**Often Missed:** On current versions of the Wilderness, defeating the Guardian in this room will give the player **extra VP** for the number of keys that have been found (usually 4). Dungeon keys are not assigned to specific players, it's just the number of keys that have been revealed in total.

## Barricades mode (Cooperative)

*(See also Barricades Mode)*

The Level 0 Monster stays in this room until the end of the game and does get replaced. The Guardian is fought in the Level IV Dungeon Room - The Lair.

## Clarifications

**Returning to the Wilderness** - players who are already lower in the Dungeon cannot "teleport" straight to the Wilderness. *(Without an item or ability that moves them)* This is not the same as going to the Village from the Dungeon. Players wanting to return to the Wilderness from lower in the Dungeon will need to move through rooms to get there, perhaps spending  and being affected by various Monster and Dungeon Room effects.

**Moving Monsters** - Monsters cannot be moved into or out of the Wilderness.

**Adjacent** - The Wilderness is adjacent to both Level 1 Dungeon Rooms.

**Dungeon Room** - The Wilderness is considered a "Dungeon Room" for any effects.
Perfect Cargo

#### **I keep hearing "Perfect Cargo". What does this mean?**

A perfect cargo is a method of setting yourself up to get the maximum amount of gold possible from a Cargo Ship. There are multiple steps to ensure you get the most gold possible, and the more you follow, the better. Keep in mind, this strategy is most effective once you unlock Godly and Exotic monsters. These are the steps:

1. Get 2x Gold Ad Reward

2. Remove all DPS Monsters from the map

3. Turn off 2x Speed in Settings (optional but helps)

4. Summon Cargo Ship

5. Cast Prosper Spell

6. (Optional and only if you have Nimbus and/or Nature Djinn) Cast Freeze when the Cargo Ship is within Nimbus' and Nature Djinn's overlapping range

7. Place Conduit (or if you don't have Conduit, then your best DPS with the highest alchemy. Make sure it passed one of your Gold Lust monsters) down to kill.

Following these steps ensures the maximum amount of gold is produced from a Cargo Ship. This is tremendously useful during tournaments, as it can give you a massive boost in gold.

Here's an example of it. Note: In the video, 2x Speed is not turned off and instead of removing all the DPS Monsters, they are instead all placed on Skill Support. With the introduction of multiple saved layouts in 1.3.5, this is much quicker to accomplish.
Shortspear

Oddly enough, this card is unique in that it does not appear in any of the Adventures but appears in a picture of the game setup in the quest book. It seems it was used instead of the Shortsword earlier in the development of the game.

## Text

**Dungeon: +2****. After the battle, destroy this card.**

## Clarifications

You can either poke a monster with this spear for **1 Physical** or throw the spear for **3 Physical** - but if you throw the spear, then it's gone.
Your cards

## Base Game Rulebook

*"MARQUEE RULE 2**Whenever something references **“your cards”** or **“cards you have”** during play, it is always referencing the cards that you revealed from your hand that turn and are currently in front of you; never cards in your deck, discard pile or Guild Sponsor/Side Quest cards, unless it explicitly says otherwise. This holds true for all game components (e.g. tokens)."* (Base Game Rulebook)

## Clarifications

* **Static** and **In Play** cards do count as "your cards"
Vampire

A group of Heroes that can only be added to your party if you complete the side quest Taste of Blood, or the Prestige Class Vampire Coven.

**Note:** You will need to keep hold of the side quest card after completing the quest, as it contains important rules.

**Note:** These heroes cannot be leveled up using XP and will kill all of your other heroes

## Cards

**Base ability:** Cards cannot destroy or discard these cards.

**Before Battle:** (Side Quest only) Destroy 1 non-Vampire Hero to draw the lowest level Legendary Vampire. If you did not destroy a Hero, your Vampires have a -1

**Reminder:** Effects that reference Red Wound tokens  only affect Red Wound tokens, not Blue Wound tokens  (Frostbite) or Wound Cards, and vice versa.

## Side Quest Vampires - "Taste of Blood"

* **Hero Destruction:** Mandatory (different to the Prestige Class Vampires)
* **-1 Magic Attack** - that's a reduction from their normal attack, so a **Vampire Minion** would have an attack of 1
* **Can I level up vampires by spending XP?** No, only by killing (converting!) your own heroes.
* **Can I choose not to destroy a hero in battle?** No, this can only happen if you have no other Heroes in your hand.
* **What happens when no vampires remain in the legendary deck?** AEG has confirmed that you still need to destroy a Hero, without getting any new Vampires.(AEG conf)
* **How would Enduring (destruction protection) work here?** The hero wielding Enduring would not get destroyed, no new Vampire would appear and the Vampires would have the penalty to their attack.

## Prestige Class Vampires - "Vampire Coven"

* Function very differently from the Side Quest Vampires - see also Prestige Class Vampire Coven
* **Hero Destruction:** Optional - unlike the Side Quest, you are given incentives to destroy your other Heroes, **it is never mandatory**
* There are also incentives to continue killing Heroes after all Vampires have been acquired.

 **Attack Penalty** | Yes
 **Acquired all Vampire cards?**
**Further Hero destructions =**

## Clarifications

**Question:** "Cards cannot destroy or discard these cards" - what about Dungeon Rooms? Barricades Guardians/Lairs?
You can help

I'd really appreciate any help updating this wiki, filling in the content and the clarifications, especially from the BGG forums.

* Category:Stubs - pages which are essentially blank (usually will have formatting)
* Category:Question - outstanding questions people are trying to get answered.
* Small icons for the pages Category:Icons
* Reusable Reminder text
* Useful wiki templates
Wealth

Out in this crazy galaxy, everyone wants their characters to become powerful beings, whether it's as a badass adventurer exploring the stars, a crazy pirate trying to plunder ships, an evil psychopath who wants to rule them all, or a missionary who wants the multiverse to know the powers of their god. To this end, credits are important. and we know you want to go out there and earn them to achieve what you want with your character. However, let's be honest: it's not always that simple. Even if you amass the wealth to buy something, your character may not know how to use it properly, whether it's because the technology or magic is unfamiliar or your character doesn't know how a certain hybrid material works. There's also cases where your character is simply not powerful enough to be able to handle a certain device, technology, magic, etc. Therefore, all characters must abide by this rule: **no single slotted item may be worth more than half of your character's wealth-by-level.**

As an example, at level 5, your character can wear/equip items that cost up to 4500 credits.

In addition, **you can have a number of consumable items (medical supplies/potions/stones) worth up to your total wealth-by-level**.

## Ship

**Your ship can only be up to your level in power and may never exceed your level in power.**

That means your level 1 ship can only have level 1 components. As you level, you have the ability to upgrade your ship using UPBS to increase your the power level of your ship's components, up to a maximum of your current level.

Make sure to talk to your GM about different things you can put on your ship.
The Church's Order

Guild Sponsorship from 6: What Lies Beneath.

## Text

**Your Clerics have +1  for Divine Spells and +1  while you have a Divine card.**

## Clarifications

"Divine cards" are cards that have the Divine keyword. See Divine Cards

The +1  is only counted **during** the calculation of a Divine Spell - it is not pooled between multiple spells.
Squidler

Squidler, the Water Monster is the strongest support asset for your team.

Squidler has what is likely the most useful Aura for pushing to high waves: **Anti-Shield Aura**. The Anti-Shield Aura has a chance up to **25%** to drop the Elemental Shields of any robot that enters it's range. This is crucial for waves where robots may have 2, or even 3 Elemental Shields. As if that's not enough to make Squidler one of the biggest threats to the robots, it also has **Strength Aura** giving all monsters on the field a bonus of up to **+250%** DPS.

If you aren't looking to push, Squidler can still be effective as a farming support, as it also has a **Essence Aura** which gives a maximum chance of **+10%** that any robot destroyed in it's range will drop an Essence.

The combination of usefulness in Farming and Pushing scenarios makes Squidler one of if not the best Support Monsters in the game.

 Essence Aura
 Anti-Shield Aura
 Strength Combo
Veris

*"Veris has the ability to make Weapons glow bright"*

## Clarifications

Veris' abilities do not use up the light value or tokens, they just are based on how many you have.

* Veris II is based on how many unused light **tokens** the player has
* Veris III is based on the total light **value** the player has during that Dungeon phase (cards, abilities, used tokens)

Yes the light from the weapons can be considered first.

Veris discussion https://boardgamegeek.com/thread/2023375/article/32114187

Veris level IV - presumably "the number of wielded Weapons you have" is the same as the previous cards that say "each Weapon your Heroes are wielding"
Hero Level

The shield symbol  refers to the current level of a particular Hero or group of Heroes.
For one Hero the value will normally be I, II, III or IV.

Some spells and effects are are calculated based on this value, or can change this value.

**Reminder:** A boost to "shield" is a temporary boost to a Hero's level value - normally I, II or III. This is only a numeric boost and doesn't give the Hero any abilities of higher cards. The purpose of such a boost is to increase the effect of cards that are based on a Hero's Level value. See also Official FAQ
Markova

Markova is a massive space station and a home to many in the galaxy of Unland. this massive station acts as a space port, a refuel station, a trade market, and a home for several species who venture out into the vast unknown as well to many who just enjoy being in space but don't wish to venture out. its said the Markova was originally an asteroid that was hollowed out and turned into what it is today, but that is only a myth spread by those who live there now... or is it? many people come here bringing fresh new faces ready to join crews or get a hold of a new ship themselves to start exploring the vast space that lies out there.

## Environment

Markova's is most famous for its rest stop and trade centers. most notable being Pete's palatable Bar where Pete's slogan is "if it ain't palatable I didn't serve it to you" where many the weary traveler can come rest their feet, get something to eat, and look into all the newest news of the galaxy. Next up we got Rusty's rickets run by the SRO Rusty himself. You can come here to get your hunk of junk fixed or upgraded, as long as you have the UPB's and the time to do it. Rusty also does a bit of tinkering with technology and tends to sell tech supplies on the side. Then there's Wanda's mystics, where you can find all the hoodoo voodoo stuff going about. wanda is a strange Kish but we wouldn't trade her for the world. finally we got Chompy's forge where you can find a Space goblin who like's to work on all that fusion type stuff, hes a friendly guy as long as you leave him and his friends alone.

6-15
Destruction Retribution

Destruction Retribution:

Prerequisites: CL 9 Ability to cast command undead or command undead feat, corpse crafter, bolster resistance, deadly chill.

Each undead you raise or create with any necromancy spell releases a burst of negative energy upon its destruction, dealing 1d6 points of damage plus an additional 1d6 points per 2  Hit  Dice  to  every  creature  within  a  10-foot  spread  (Reflex  DC 10+ 1/2 level + casting stat). This damage comes from negative energy, and it therefore heals undead creatures. you can choose to negate squares like an alchemist bomb.
Spoutest

Spoutest, the Celestial Water Monster, is the third evolution of Spout.

With it's insanely powerful skill, Pierce Shot III, it is able to do up to **14.0x** Damage to a single target (see Ascension for details). If that's not enough, its Passive Skill: **Strength Aura III** gives all Water Monsters within range a **+30%** Boost to Damage, making it an extremely powerful addition to your team, especially if you are using Water as your Primary or Secondary DPS Element.

 Strength Aura III
Shelly

Shelly, the Mythic Water Monster, is the second and final evolution of Sheldon.

With its active skill, Flooding II, it is able deal up to **100%** damage to **ALL** monsters on the map (see Ascension for details), making it great for weakening crowds of robots. It's passive skill, **Strength Mastery II** gives ALL Water monsters on the field a **+20%** Boost to Damage, meaning it can be placed anywhere on the map and your Water DPS can still benefit.

 Strength Mastery II
Leafiest

Leafiest, the Celestial Earth Monster, is the third evolution of Leafy.

Leafiest's primary skill, **Splash III** is slightly different than it's counterparts. It's an **Always Active** ability which causes it to deal **75%** Splash Damage to ALL enemies within (up to) a **7.0m** radius (see Ascension for details). This makes Leafiest a unique choice. It's ability to always to Splash Damage can shred through layers of robots. As if that's not enough, its Passive Skill: **Power Aura III** gives all Earth Monsters on in range a **+30%** Boost to Critical Hit Damage. This is exceptionally useful if you are using Earth as your Primary or Secondary DPS Element.

 Power Aura III
Documents

**For all documents in here that you need to edit, please make sure you make a copy by clicking on File -> Make a Copy, or on Mobile click the 3 Dots in the top corner -> Share & Export -> Make a Copy; otherwise it will not let you edit.**

#### **Q: Are there any documents that will help me along the way?**

There are multiple documents which have been created by members of the community. Each serving a different purpose. Here are a few of them:

* IMTD Public Data - An all-encompassing spreadsheet which has an assortment of data from types of Monsters, to Tournament Brackets, to the Max Level of **ALL** Upgrades. Various members of the community are responsible for creating and maintaining this workbook.

> IMTD Public Data
>
>

* Tech Ship HP/Essence Calculator - A spreadsheet put together by xBusse that contains two different forms, one for calculating the HP of a Tech Ship at any given number of kills, and another which calculates how much essence it will cost to summon 'x' Tech Ships per day.

> IMTD Tech Ship HP
>
>

* Gold/Essence Calculator - An extremely useful spreadsheet put together by ExtoZi and updated by Jaguar which accepts inputs from all of your different upgrades, and will tell you how much gold or essence you can expect to generate from all different types of situations. Extremely useful in showing how valuable certain upgrades can be. Also contains a tab which will show you how much 'x' tower levels will cost in gold.

> IMTD Gold Calc Public
>
>

* Wave HP - A spreadsheet and form put together by xBusse that allows you to enter the Wave desired and the Enemy HP Reduction % (from Stats Screen), and it will spit out what the HP is going to be on that wave.

> IMTD Wave HP
>
>

* Cargo HP - A spreadsheet and form put together by xBusse that allows you to enter the Cargo Kill Count desired and the Cargo HP Reduction Gem Upgrade Level, and it will spit out what the HP of the next Cargo Ship.

> IMTD Cargo HP
>
>

* IMTD XP Calculator - A spreadsheet and form put together by KimQ that allows you to calculate the amount of experience you need to level a monster from your current ascension level to your target ascension level.

> IMTD XP Calculator
>
>