Equippable
Cold, Fire, and/or Shock damage inflicted on the equipper of this token is reduced by 5 points per energy type per attack/effect. Thus, if a single attack dealt at least 5 Cold, at least 5 Fire, and at least 5 Shock, the total mitigation from this item would be 15.
Heals 1 HP of damage per room. This healing is bestowed once at the beginning of each room.
Regeneration only functions if the character is alive. It cannot restore life to a dead character.
Unlike other Underling tokens, this token cannot be transmuted.
To equip an Underling, the player must also have equipped either a Safehold IV, III, II,
Once per game, the equipper of this token, regardless of class, may cast any scroll. The scroll cast via this token may not be duplicated or in any way modified.
Missile (physical projectile) attacks made by the equipper of this token deal +3 damage
Damage-Spells (not scrolls or miscellaneous magic items) attacks made by the equipper of this token deal +3 damage.
Like all +4 weapons, the DM will add +4 to the AC hit when using this weapon but the damage bonus has already been factored into the damage wheel.
Deals an additional 20 Damage when it’s used to score a hit against Undead, Were-kind, or Outsiders.
This bow is permanently imbued with the keen edge spell. This means that when used in combat, a critical hit can be scored if the player slides a natural 19 or 20.
All Melee attacks made by the wearer (including bare hands if the user is a monk) gain +1 To Hit
Runestones are single use items that are turned in to the coach prior to starting an adventure. The effects get added to your overall stats. One runestone may be used per adventure. However, up to two additional R/UR runestones can be attached to one weapon (or one runestone each on two different weapons) if the player possesses a Runestone Fitting Base (one per additional runestone) and presents it at the beginning of the adventure with the additional R/UR runestone(s) of choice.









