Iconography
Skill Abilities
| Icon | Name |
|---|---|
| Active SlotActive SlotDice placed in active slots are referred to as active dice. An active die remains in its slot until you remove it as described in its skill line's reference sheet or at the end of battle. | |
| Cooldown TrackCooldown TrackDice are placed here as the adventurer exhausts their skill dice or gains fatigue and status effect dice. The Cooldown stat determines the number of dice that are removed from the track each turn. | |
| DrainedDrainedThe ability is resolved instantly as described in its entry. Then, that die is placed on the adventurer's race sheet. It is unavailable for the remainder of the battle and is considered drained. | |
| InstantInstantThis skill die's ability is resolved instantly as described in its entry. Then, that die is exhausted. | |
| Status EffectStatus EffectThis skill die is placed in a unique manner (for example, on an enemy or in a hex), and its ability is resolved as described in its entry. When a status effect skill die is removed from its current position, that die is exhausted unless its ability specifies otherwise. |
Item Types
| Icon | Name |
|---|---|
| ArmorArmorArmor items grant benefits while their owner is being engaged. Each Armor has a standard ability that is resolved when an enemy engages an adventurer. However, each Armor also has a secondary, overtax keyword ability that can be triggered during this engage in addition to the item's standard ability. | |
| ConsumableConsumableConsumable items represent a variety of foods and beverages. Each Consumable can be used once and must then be discarded. | |
| ClothingClothingClothing items grant additional utility and flexibility. Each Clothing item adds an additional class ability. Class abilities can be triggered as an action during battle by spending tenacity. | |
| EnchantmentEnchantmentEnchantment items can augment or reshape the rules of the game. When its ability is triggered, the card is placed near or partially tucked under the affected component. The Enchantment ability then affects that component until the card is discarded as described by its effect or the session ends. | |
| MiscellaneousMiscellaneousMiscellaneous items encompass a broad range of abilities that do not use the mechanics of the other subtypes. Each Miscellaneous item ability functions as described. | |
| PetPetPets protect adventurers from a number of harmful effects in Tamriel. However, each time the adventurer resolves a Pet ability, they must add an HP chip on top of the Pet card. A Pet with HP chips on it must be discarded after its HP limit is reached or the session ends. | |
| PotionPotionPotion items represent powerful, ability-altering concoctions. Each Potion has an expend keyword ability that allows it to be used multiple times. However, each time this card is used, it is expended (turned on its side) and must be refreshed before it can be used again. | |
| WeaponWeaponWeapon items provide advantages in battle, often interacting with skills. Each has a standard ability that is resolved as part of an adventurer's engage. However, each Weapon also has a secondary, overtax keyword ability that can be triggered in addition to the item's standard ability when using the Weapon to engage. |
Status Effects
| Icon | Name |
|---|---|
| BaneBaneThis unit is dealt 1 true damage at the start of each of its turns. | |
| BlindBlindThis unit considers all units to be opposing units. If this unit engages, it can only target the strongest adjacent unit. | |
| DazeDazeThis unit cannot roll dice on the same turn it moves, and it cannot move on the same turn it rolls dice. At the end of this unit's turn, remove this die. | |
| FearFearThe effects of this unit's non-Combat skills are ignored. This effect does not apply to skill dice already in active slots or the cooldown track. | |
| MaimMaimWhen this unit rolls Combat skill dice, the total damage rolled is reduced by half, then rounded down. This effect does not apply to true damage. | |
| StealthStealthThis unit can only be targeted by opposing units that were adjacent to it at the start of the current turn. After this unit deals damage, this die is removed. |
Battle Forms
| Icon | Name |
|---|---|
| DefensiveDefensiveRange: N/a. This form represents using the Combat skill to prevent damage instead of dealing it, or setting up other defensive skills such as Heavy Armor. | |
| Heavy WeaponHeavy WeaponRange: Adjacent only. This form represents melee engages using double-handed skills, such as Two Handed. | |
| Light WeaponLight WeaponRange: Adjacent only. This form represents melee engages using single-handed skills, such as One Hand and Shield. | |
| MagicMagicRange: Up to Magicka stat. This represents engages using Magicka, such as Destruction Staff. Combat dice cannot be gathered to roll with this form. | |
| Ranged WeaponRanged WeaponRange: Non-adjacent up to Stamina stat. This represents ranged engages using skills such as Bow. Adjacent units cannot be targeted in this form, but range is counted as normal. |
Enemy Types
| Icon | Name |
|---|---|
| Beast | |
| Daedra | |
| Humanoid |
Skill Line Constellations
| Icon | Name |
|---|---|
| Mage | |
| Thief | |
| Warrior |
Skill Lines
| Icon | Name |
|---|---|
| Daedric Summoning | |
| Destruction Staff | |
| Illusion | |
| Light Armor | |
| Restoring Light | |
| Acrobatics | |
| Legerdemain | |
| Shadow | |
| Speech | |
| Bow | |
| CombatCombatCombat has 1 type of skill die which can be rolled in any battle form except Magic. | |
| Heavy Armor | |
| One Hand and Shield | |
| Two Handed |
Encounters
| Icon | Name |
|---|---|
| Conflict Outcome | |
| Peaceful Outcome | |
| Clash | |
| Unstable Clash | |
| DelveDelveDelve battles represent adventurers navigating an uncharted, labyrinthine space. | |
| Unstable Delve | |
| Peaceful | |
| Unstable Peaceful |
Map / Delve
| Icon | Name |
|---|---|
| Common Item / CacheCacheCaches are locked containers found on the battle map that adventurers may open to gain item cards. | |
| Door Icon | |
| Enemy Deployment Hex | |
| Legendary Item | |
| SkyshardSkyshardA delve is fully explored when all of its skyshards have been revealed and gained. Unless the encounter specifies otherwise, 3 skyshards are required. |
Miscellaneous
| Icon | Name |
|---|---|
| Fatigue RoundFatigue DamageAt the start of each fatigue round, each adventurer gains 1 overfatigue die. Then, each adventurer is dealt true damage equal to the total number of overfatigue in their cooldown track. | |
| Party SizeParty SizeParty size is a variable that represents a number equal to the number of adventurers in the party (whether defeated or not) | |
| TenacityTenacityA resource tracked using the peg slots at the bottom right side of your adventurer mat. Accumulated tenacity remains until it is spent to trigger a class ability or reduced by another effect. | |
| TownTownThese encounters are described in the gazetteer and are triggered when the party ends its overland movement in a town or rolls a | |
| XPXP (Experience Points)The party's total gained XP is tracked by the XP dial. An adventurer's unspent saved XP is tracked on the Saved XP track on the adventurer mat. |