Dark Pact: Difference between revisions

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[[File:Necromancer - Dark Pact.png|left|thumb|333x333px]]
[[File:Necromancer - Dark Pact.png|left|thumb|333x333px]]
{{Class Card
{{Class Card
|name=Corpse Blast
|name=Dark Pact
|class=[[Necromancer]]
|class=[[Necromancer]]
|xp=2
|xp=2

Revision as of 14:15, 1 January 2016

Dark Pact is a 2 experience cost skill used by the Necromancer class for the Mage archetype.
You get to roll an extra brown dice for your Reanimate familiar when it is attacked. It also allows you to take damage for your Reanimate or for it to take damage for you.

Dark Pact
Necromancer XP: 2
Your Reanimate adds 1 additional brown die to its defense pool.

Each time you suffer Heart, you may choose to have your Reanimate suffer all of the Heart instead. Each time your Reanimate suffers Heart, you may choose to suffer all of the Heart instead.

0 Fatigue

Q & A

Q:[1] When resolving "Blast" or "Fire Breath," is there an order choice in terms of resolving damage dealing/suffering?
Specifically, say a Necromancer and Reanimate are both affected by the same attack on the OL's turn. Can the Overlord choose to "resolve damage" against the Reanimate first to prevent the use of "Dark Pact," or is the damage applied simultaneously, allowing the Necromancer to use the skill?
A: In a timing conflict, the active player decides the order in which things resolve. Though technically all damage is dealt simultaneously, if there is an interfering trigger, such as the Necromancer looking to trigger Dark Pact, the overlord as the active player would then decide the order in which damage was resolved. In this case, to the Reanimate first to prevent the use of Dark Pact.
source[1] Kara Centell-Dunk, Game Developer, Fantasy Flight Games

External Links

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