This weapon allows wielders, after a successful hit, to leave their slider on the combat board and deliver the same damage during the next combat round–assuming the puck does not get bumped into a zone which counts as a miss against the monster. There is no predetermined maximum number of times this effect may be used, but the effect can only be used once per successful hit.
Note: The special effect of this weapon does not stack with a fighter-duelist’s twist the blade special ability.
Like all +2 weapons, the DM will add +2 to the AC hit when using this weapon but the damage bonus has already been factored into the damage wheel.
This weapon deals an additional 10 Damage when it’s used to score a hit against Undead or Were-kind.
Adds +5 to Strength (thus, depending on prior Strength score, adding either +2/+3 To Hit in melee and +2/+3 Damage with melee and thrown weapons) and the wearer suffers –2 to Will saving throws
Ranged attacks made by the wearer deal +3 damage per attack/effector a total of +8 damage if Ammunition or Dust is applied.
Once per room, if the party’s Initiative Check roll is a 1-6, the wearer can restore one use of a previously-used Special Power or Spell.
Adds +4 to Dexterity (thus adding +2 To Hit with Ranged attacks, +2 to AC, and +2 to Reflex saving throws) and the wearer suffers –2 to Will saving throws
Adds +4 to Constitution (thus adding +2 to Fortitude saving throws and +2 to max HP per character level) and the wearer suffers –2 to Will saving throws
The owner of this item can self-heal 5 hp and remove the effects of the blighted, charmed, cursed, and feared conditions.
This item’s effect can only be activated once per adventure. Like all figurines, this item can be activated instantly, without requiring any kind of Action–Free or Standard.
Once per room, the amount of healing is doubled when the wearer drinks a potion. If the potion has non-HP-restoring effects, the HP healed is still doubled, but the side-effects are not doubled.
Damage inflicted upon the wearer from effects that require a saving throw are reduced by 3 points per effect.
The wearer’s Melee and Ranged attacks deal +2 damage.
In addition, the wearer is able to affect critical hits on creatures that are normally immune to critical hits (e.g., constructs, oozes, plants, undead, etc.) It also allows rogues to perform a sneak attack on creatures that are normally immune to being sneak attacked.
Grants 5 points of Retribution Damage. If the attacker is an Accursed monster, the total Retribution Damage granted is +10.
The wearer gains a bonus to all saving throws, based on the number of Mongo’s Miracle Beads equipped in the party, as shown below:














