Equippable
+3 to Strength (thus, depending on prior Strength score, adding either +1/+2 To Hit in melee and +1/+2 Damage with melee and thrown weapons) and +3 to Dexterity (thus, depending on prior Dexterity score, adding either +1/+2 To Hit with ranged attacks, +1/+2 to AC, and +1/+2 to Reflex saving throws)
Like all +3 weapons, the DM will add +3 to the AC hit when using this weapon but the damage bonus has already been factored into the damage wheel.
As a single Free Action, wielder may drink either one or two potions in a single round. If wielders of this item use their Standard Action to drink a potion, up to three potions could be consumed in one round. The extra-potion effect is usable once per room,
On a successful hit with a melee weapon, the wielder deals an additional 1 damage as Fire.
non-magical* compound Sacred weapon that is flurry of blows-compatible
This weapon’s damage is comprised entirely of Sacred.
Removes the Vampire Charm status from another player.
This token must be turned in before its effect can be used. It can only be activated in the 2026 season.
On a successful hit with a melee weapon, the wielder deals an additional 1 damage as Sacred.









