Overlord Reward

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Overlord Reward Overlord Cards cannot be bought with XP, but are awarded specially by specific quests.

Name Type Expansion: Text
The Wyrm Queen's Favor Special DJ03 Lair of the Wyrm Play this card at the start of your turn. Each hero tests insight. If all heroes pass, shuffle this card back into your deck. If a hero fails, choose 1 hero that failed this test and place 1 master hybrid sentinel within 3 spaces of that hero, respecting group limits. You may play this card even when hybrid sentinels are not 1 of your open monster groups.
Twin Souls Magic DJ04 Labyrinth of Ruin Play this card when activating Lord Merick Farrow. Immediately remove Lord Merick Farrow from the map and replace him with Sir Alric Farrow.
Sir Alric Farrow cannot wield a relic.
Splig's Revenge Event DJ04 Labyrinth of Ruin Reeturn this card to the game box at the start of your turn. Replace a figure with goblin in its name with Splig. Splig cannot wield a relic.
At the end of this quest, if Splig was not defeated, regain this card from the game box.
Toxic Reprisal Trap DJ05 The Trollfens Play this card when a monster is defeated. A hero of your choice within 3 spaces of that monster is Diseased and Weakened.
Secrets of Flesh Trap DJ05 The Trollfens Play this card at the start of your turn and roll 1 red power die. Each of your monsters recovers health equal to the hearths rolled.
Offertory Affliction Event DJ05 The Trollfens Play this card when activating a monster with a condition token during your turn. Coose a hero adjacent to that monster. Discard the condition token from the monster, and the chosen hero gains the corresponding Condition card.
Endless Supply Event DJ21 Manor of Ravens Play this card at the start of your turn. If you started this quest with 20 or more cards in your Overlord deck, draw 4 Overlord cards.
Down and Out Event DJ21 Manor of Ravens Play this card when a hero performs a revive action, before dice are rolled. That hero or the knocked-out hero immediately tests Might, the heroes choice. If the chosen hero fails, the knocked-out hero does not recover any Heart and remains knocked-out. If the chosen hero passes, draw 1 Overlord card.
Unbroken Event DJ21 Manor of Ravens Play this card on 1 monster at the end of your turn. Until the start of your next turn, each time that monster suffers 3 or more Heart, it suffers 2 Heart instead.
Unseen Wings Event DJ26 Oath of the Outcast Play this card during your turn and choose 1 monster group. Move up to 3 monsters in that group up to 3 spaces.
Fire Gems Magic DJ27 Crown of Destiny Play this card when a hero enters an empty space. He tests Awareness. If he fails, roll 1 red power die. That hero and each figure adjacent to him suffers Heart equal to the Heart rolled.
Forgotten Sorcery Magic DJ28 Crusade of the Forgotten Play this card when you activate a monster group with with the ranged attack type. Until the end of the round, each monster in that group gains: Sorcery 2
Power in Numbers Event DJ29 Guardians of Deephall Play this card during your turn and choose a map tile. If there are more monsters on that map tile than heroes, each hero on that tile suffers 1 Heart and two Fatigue, and each monster on that tile recovers 2 Heart.
Hard Knocks Event DJ30 Visions of Dawn Play this card when a monster attacks a hero after rolling dice. This attack gains:
Surge: Remove the target from the map, then place him on any empty space within 3 spaces of his original space. He counts as entering that space and is stunned.
Hunk of Junk Event DJ31 Bonds of the Wild Play this card when a hero uses a potion or item Search card before the effect is resolved. The hero tests knowledge. If he passes, draw 1 Overlord card. If he fails, flip that Search card face down without resolving its effects.
Splice Magic DJ33 Stewards of the Secret Play this card on 1 monster group during your turn and keep it in your play area.
Each time a monster in this group performs an attack, that attack gains:
Surge: +2 Heart and a monster within 3 spaces of this monster suffers 2 Heart.
Mockery Event DJ34 Shards of Everdark Play this card when a hero fails a Willpower test. Place this card in that hero's play area. Each time that hero tests any attribute, he rolls 1 additional grey die.
If this card is in a hero's play area at the end of an encounter, the overlord may either discard it or return it to his hand.