Relics
Item, Journeys in the Dark
I - Rules
(see JITD, p. 19; FAQ, p. 6)
Relic markers represent extremely powerful items. Relics are each represented by a double-sided item card. Any hero that picks up a relic marker takes the corresponding item card and may use it like any other item. However, a relic may never be sold, and if dropped, the card is returned to the pile of relic cards and its marker is placed on the board where it was dropped. Unlike other items, relics are never lost.
Relics may not be destroyed ever for any reason by effects that destroy items such as the Frost ability. This is not true of Dark Relics, which have all the same vulnerabilities as normal items.
II - References
Here is the complete list of the 12 Relics in Descent. Sort by clicking on any header or sort multiple columns simultaneously by holding down the shift key and clicking a second, third or even fourth column header.
Relics |
Expansion |
Item Type |
Cost |
Hand |
Number |
Attack Dice |
Effect |
|||||||||
|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
| Armor of the Elder Kings | RTL |
Armor | - |
- |
1 |
- | +3 Armor Effect tokens cannot be placed on you. All other heores gain +1 armor. |
|||||||||
| Blade of Light | JITD |
Weapon: Melee | - |
1 |
1 |
|||||||||||
| Fortuna's Dice | WOD |
Other | - |
- |
1 |
- | You are always considered to have an Aim and a Dodge order readied while Fortuna's Dice are equipped. 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. | |||||||||
| Icetooth | WOD |
Weapon: Melee | - |
2 |
1 |
Reach. Sweep. |
||||||||||
| Ring of Rogues | TOI |
Other | - |
- |
1 |
- | You gain Stealth. In addition, when making an attack, you gain +1 Damage. |
|||||||||
| Rune Plate | JITD |
Armor | - |
- |
1 |
- | +4 Armor You are immune to Aura, Burn, Fear, Grapple, Knockback, Poison, Stun, and Web. |
|||||||||
| Soulbiter | JITD |
Weapon: Ranged | - |
1 |
1 |
|||||||||||
| The Cloak of Time and Space | WOD |
Armor | - |
- |
1 |
- | +3 Armor When you suffer 1 or more wounds, roll 1 power die for each wound suffered. Cancel 1 wound for each die that doesn't roll a surge. |
|||||||||
| The Dark Shield of the Dark God | WOD |
Shield | - |
1 |
1 |
- | Exhaust to cancel any number of wounds being dealt to you. This cannot cancel wounds that ignore armor. | |||||||||
| The Staff of Light | WOD |
Weapon: Magic | - |
2 |
1 |
When attacking with this weapon, you get 3 free surges. |
||||||||||
| Touch of Death | JITD |
Weapon - Rune: Magic | - |
2 |
1 |
|||||||||||
| Trueshot | WOD |
Weapon: Ranged | - |
2 |
1 |
Pierce 5 Trueshot only misses if you roll a miss result, regardless of range. |