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Soulbiter
Weapon
Ranged
~~: Double the damage dealt by this attack.
Dice: Blue, 2 Green, 2 Yellow
Hands: 1 Hand
Notes: Core
Rune Plate
Armor
+4 Armor
You are immune to Aura, Burn, Fear, Grapple, Knockback, Poison, Stun, and Web
Dice:
Hands:
Notes: Core
The Cloak of Time and Space
Armor
+3 Armor
When you suffer 1 or more wounds roll 1 power die for each wound suffered. Cancel 1 wound for each non-surge rolled.
Dice:
Hands:
Notes: Well of Darkness
Icetooth
Weapon
Melee
Reach, Sweep

~: +1 Damage

Dice: Red, 2 Green, 2 Yellow
Hands: 2 Hands
Notes: Well of Darkness
Blade of Light
Weapon
Melee
~: +1 Damage

~: Pierce 10

Dice: Red, 2 Green, 2 Yellow
Hands:
Notes:
Fortuna's Dice
Other
Type2
You are always considered to have an Aim and a Dodge order readied.

Exhaust to cause any roll made by any player (even the overlord) to be re-rolled, even if it has already been re-rolled once.

Dice:
Hands:
Notes: Well of Darkness
The Staff of Light
Weapon
Magic
When attacking you gain 3 free surges.

~: +1 Damage or Range

~: Heal yourself or an adjacent hero of 1 wound and 1 fatigue.

Dice: White, 2 Green, 2 Yellow
Hands: 2 Hands
Notes: Well of Darkness
Touch of Death
Weapon - Rune
Magic
~ ~ ~: Instantly kill the target, ignore the undying ability.
Dice: White, 2 Green, 2 Yellow
Hands: 2 Hands
Notes: Core
The Shield of the Dark God
Shield
Type2
Exhaust to cancel any number of wounds dealt to you. This cannot cancel wounds that ignore armor.
Dice:
Hands: 1 hand
Notes: Well of Darkness
Trueshot
Weapon
Ranged
Pierce 5

Trueshot only misses if you roll a miss result, regardless of range.

~: +2 Damage

Dice: Blue, 2 Green, 2 Yellow
Hands: 2 Hands
Notes: Well of Darkness
Ring of Rogues
Other
Type2
You gain Stealth.

You gain +1 damage when making an attack.

Dice:
Hands:
Notes: