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Tiny Epic Dungeons

Loot
 Amethyst Figurine
Intellect check, +1 dice
 Crossbow
Missile Attack using Agility, up to 3 spaces in straight line (not in your space), and +1 to your dice total.
When perform a Missile Attack, gain 1 focus.
 Cursed Dragonscale
Defense -1
When peform Strengh, Agility, or Intellect check, +1 to die result.
 Elven Chain
Defense and Speed +1.
 Hook Shot
Melee Attack using Strengh and +1 to die result
Perform Missile Attack using Agility at target 1 space away and +1 to die result.
 Jade Figurine
Agility check, +1 dice
 Ruby Figurine
Strength check, +1 dice
 Spiked Buckler
Melee Attack, +1 Defense and +1 dice total if Strength check for the attack.
 Sun Hammer
Melee Attack using Strengh and +1 to result.
If Melee Attack, gain 1 focus.
 Violet Cape
Missile Attack or Cast a Spell, your Defense +1.
Intellect check, +1 dice.
 Bedrolls
Rest Action, all heroes within 2 spaces (including yourself) also gain 2 health and 3 focus.
 Ceremonial Spear
Melee Attack using Strengh and -1 to result.
Skill Check, +1 dice AND roll +1 dice for Intellect check
 Dungeon Map
Speed +1
Rest Action, may reveal unexplored rooms within 1 space.
 Everlit Torch
When Torch reaches “Trigger Enemy Actions”, then reveal unexplored room anywhere on the map and gain 2 focus
before Enemy Actions.

Legendary sets
Set of the Bear
Melee Attack, add (1/2/3) to total if (2/3/4) pieces of set.

 Great Axe of the Bear


Melee Attack using Strength and +2 to result.
Speed -1.
 Studded Jerkin of the Bear
Melee Attack, Defense +1.
 Throwing Axes of the Bear
Missile Attack using Strength and +2 to result.
 War Horn of the Bear
Free Action: Spend 2 focus to move all enemies within 4 spaces, up to 2 spaces each, with you controlling their
movement.

Set of the Lion


Melee Attack, add (1/2/3) to total if (2/3/4) pieces of set.

 Greaves of the Lion


Speed -1.
 Long Sword of the Lion
Melee Attack using Strength and +1 to result.
Melee Attack using Strength, may spend 2 focus for +1 to result (may multiple times).
 Platemail of the Lion
Defense +1.
 Shield of the Lion
Melee Attack, Defense +1.
Melee Attack, may reroll 1 Dice. (only once per attack).

Set of the Panther


Missile Attack, add (1/2/3) to result if (2/3/4) pieces of set

 Claw of the Panther


Melee Attack using Agility and +1 to result.
 Cloak of the Panther
Stealth: may move through enemies (instead of stopping).
 Glove of the Panther
Strength check, +1 to result.
 Long Bow of the Panther
Missile Attack using Agility target up to 4 spaces.
OR, spend 3 Focus to perform a Missile Attack target all enemies within 1 space of you (including your own space).

Set of the Phoenix


Cast a Spell, gain (1/2/3) focus if (2/3/4) pieces of the set.

 Great Staff of the Phoenix


Missile Attack using Intellect at target up to 3 spaces in straight path (target cannot be in your space).
 Ring of the Phoenix
Cast a Spell that deals damage, +1 damage. If targets multiple, increase to all.
 Robes of the Phoenix
Free Action: Spend 2 focus to go in any revealed room (not Boss Mat).
 Spell Tome of the Phoenix
Intellect check, +1 to result.

Set of the Viper


Torch reach “Enemy Actions”, deal (1/2/3) damage to all enemies in your space if (2/3/4) pieces of set.

 Eyes of the Viper


Free Action: may spend 3 focus to reveal room anywhere.
 Fangs of the Viper
Melee Attack using Agility. Limit 1x per turn: After Attack, +1 attack without enemy die, but -1 to result.
 Shadow Gi of the Viper
Speed + 1.
Mistwalk: may move between adjacent revealed rooms.
 Smoke Pellets of the Viper
Limit 1x per turn: After successful Melee Attack, may place your hero in any revealed room (not onto the Boss Mat).

Set of the Scarab


Melee Attack, gain (1/2/3) defense if (2/3/4) pieces of set.

 Mage Blade of the Scarab


Melee Attack using Agility and +1 toresult.
Limit 1x per turn: When melee attack, gain 2 focus.
 Orbs of the Scarab
Rest Action gain additional 2 health, 3 focus, and new Spell from the deck or discard row.
 Vestment of the Scarab
Intellect check, +1 to result.
Cast a Spell, Defense +1.
 Ward of the Scarab
Strength check, add 1 to result.

Spell card
 Chain Lightning
Intellect check 6. Cost 3 focus, deal 1 damage up to 2 targets, within 2 spaces.
 Claw of Darkness
Intellect check 6. Cost 4 focus, deal 3 damage 1 target, 2 spaces away. If unsuccessful, move the torch down 1 space.
 Conjurer’s Gambit
Intellect check 7. Cost 5 focus, deal 4 damage 1 target, 3 spaces away. If unsuccessful, add 1 goblin in your space.
 Cloud of Death
Intellect check 6. Cost 4 focus, deal 2 damage to all enemies within 1 space of you.
 Dark Bargain
Intellect check 7. Cost 2 focus for all heroes max health within 2 spaces and add 1 goblin to your space.
 Delver’s Luck
Skill check 7, Cost 4 focus and perform +1 action. If action need skill check, + 3 to result.
 Dungeon Scry
Skill check 5, cost 2 focus and reveal 1 room. May perform additional movement OR perform an additional Heroic
action.
 Eagle’s Swiftness
Intellect check 3. cost 3 focus to Missile Attack with a weapon and +3 to result.
 Elemental Charge
Rest Action, all heroes within 2 spaces of you also gain 2 health and 3 focus.
 Fireball
Intellect check 7. Cost 6 focus and deal 4 damage to a target up to 2 spaces.
 Giant’s Strength
Skill check 5, cost 2 focus to perform movement up to your speed. Deal 2 damage to all enemies in target space.
 Holy Abundance
Intellect check 5. Cost 4 focus to heal 3 health and 2 focus all heroes within 4 spaces and only you gain loot from
discard row.
 Invisibility
Skill check 5, cost 2 focus, make movement up to your speed. May ignore enemies and damage from goblin and
minion. After your move, may perform 1 Heroic Action.
 Tempest of Arrows
Intellect check 6. Cost 5 focus to deal 1 damage to all enemies within 1 space and additionally, you may target single
enemy for 2 damage up to 2 spaces. If target within 1 space, it take 2 damage for being targeted as well as the 1
damage for the area effect.

Potion card
Discard after use. Drink Potion- Free Action.

 Bottle o’ Energy
Peril: Immediately trigger Enemy Actions.
Move to your Speed and +1 Heroic action. Move and action may be done in any order.
 Epic Mug o’ Ale
Peril: Place all heroes on the Entrance.
+3 health and +5 Defense.
 Haste Draught
Peril: Place all heroes on the Entrance.
Speed +3 and Agility checks +5 to result.
 Healing Potion
Peril: All Heroes lose 2 health.
Heal to your max health.
 Magic Elixir
Peril: All Heroes lose 3 focus.
Gain focus up to max.
 Mind Tonic
Peril: Immediately trigger Enemy Actions.
Gain +5 focus and Intellect checks +5 to result.
 Strength Philter
Peril: Add a Goblin to the Entrance.
+3 Defense and Strength checks +5 to result.
 Witch’s Brew
Peril: All Heroes lose 1 health and 2 focus.
Gain 3 health and 5 focus.

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