Treasure
Prior to the start of the game players can decide to place treasure chests on the map.
When a unit occupies the tile that a treasure is on that player rolls two six sided dice and references the table below.
The dice are done sequentially; the first dice determines which category:
["General's Reserves", "Hero's Inventory", "Mystic's Merchandise", "Gaia's Gifts", "Monkey's Paw" ]
and the second determines the effect ["1", "2", "3", "4", "5", "6"]
[D6_1=1, D6_2=2] Is not the same as [D6_1=2, D6_2=1]
Hero's Inventory
| Roll | Effect |
|---|---|
| 1 | Magic Weapon: +3 Attack |
| 2 | Ethereal Weapon: +1 Reach |
| 3 | Moon Ore Sharpening Stone: +2 Push |
| 4 | Thief's Boots: + 2 Move |
| 5 | Exotic Crampons: + 1 Jump |
| 6 | Elixir: +4 Health total or heal 4 Health (single use) |
*If an Hero's Inventory item is not applicable to that unit, then it can go to the nearest applicable teammate as a Action on pickup.
General's Reserves
| Roll | Effect |
|---|---|
| 1 | Grenade: Reach 3, Attack 2, Push 1, in AOE 2 (single use, no LOS) |
| 2 | Cannon: Reach 5, Attack 5, Push 3 (single use, uphill attack only) |
| 3 | Assassins knife: Reach 1, Attack 7 [single use] |
| 4 | Quicksand Urn: Reach 3, Move costs 2 in AOE 2 [single use] |
| 5 | Climbing Rope: Select any tile, friendly units can't be pushed in AOE 3x3 around tile |
| 6 | War Drum: All friendly melee gets +1 Attack while carrier is alive |
Mystic's Merchandise
| Roll | Effect |
|---|---|
| 1 | Astral Projector: removes LOS restriction |
| 2 | Mimes Gloves: Gain 1 of your enemies ability |
| 3 | Magic Mirror: Change Class without restriction |
| 4 | Celestial Cannon: Reach 3, Attack 0, push 4. |
| 5 | Phase sword: Melee can Attack diagonally |
| 6 | Lead Shoes: Cannot be pushed |
Gaia's Gifts
| Roll | Effect |
|---|---|
| 1 | Life Fountain: select a tile, AOE 3x3 heals units 3 Health every new round start |
| 2 | Eruption: Select any two tiles and place Lava (cannot be occupied] |
| 3 | Fog: select 9 adjacent tiles in a AOE 3x3. Fog block LOS attacks except melee |
| 4 | Geomagnetic Reversal: For the next full round, Upward melee and ranged attacks get +1 damage. Downard get -1. |
| 5 | Dam Break: In a straight line, place up to 10 tiles worth of Water, 1 wide |
| 6 | Tectonic shift: Remove or Place one standard terrain piece (must not impact any other adjacent tile like a bridge] Fall Damage applies, otherwise units not impacted |
Monkey's Paw
| Roll | Effect |
|---|---|
| 1 | Satiate The Deity: Sacrifice a member of your team, add their attack and remaining Health to this unit. |
| 2 | Adrenal Depletion: Unit immediately takes a free Move, -1 Move for rest of game |
| 3 | Blood Contract: Gain +2 Attack. Lose 1 Health at start of each round |
| 4 | Puzzle Box: roll D6 : results : 1-3 get Take 3 Damage, results 4-6 get +4 Health total or heal 4 Health |
| 5 | Armor of Thorns: Melee attackers take 3 damage when hitting you. 1 self-damage when you move. |
| 6 | Botched Augmentation: Swap two of your stats |
Deity's Deals
| Roll | Effect |
|---|---|
| 1 | Discorporate: Able to pass through Trees, Terrain and Enemy units, Unimpacted by Lava/Water |
| 2 | Ancestoral Aid: Place a Hidden Item on any tile. When activated target is damaged for -4 Health |
| 3 | Pink Slip: Force 1 enemy to change class of your choosing without restriction |
| 4 | Unholy Deal: Revive downed unit to half-Health, rounded up. |
| 5 | Southern Wind: All enemy units pushed 1 direction of your choosing |
| 6 | Northern Wind: All friendly units pushed 1 direction of enemies choosing |