On a successful hit from a crossbow, this bolt deals an additional 2 damage as Poison when fired from a full-size (i.e., not hand-size) crossbow. It must be declared (turned in) before sliding the weapon token.
Expendable
Serving as a reserve air supply, this small container will allow the user to breath air in a water filled environment. However, the bottle must be held to the user’s mouth which takes up the use of one hand. The bottle’s effect lasts for one room.
Note: The ability to breath underwater does not also grant the ability to talk or utter verbal components necessary to release the magic in a scroll or cast a spell.
Retribution damage inflicted on the user is reduced by 3 points per effect.
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 Rare/Ultra Rare 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.
On a successful hit with a physical ranged weapon (including thrown weapons, but not spells or wholly magical effects), the wielder deals an additional 1 damage as Acid.
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 Rare/Ultra Rare 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.
On a successful hit from a “blunder” weapon (including a +2 Boom Stick), this slug deals an additional 2 damage as Shock. It must be declared (turned in) before sliding the weapon token.
Two of these special tokens have been given to some very helpful folks by TD creator Jeff Martin as a thank you for their past aid.
On a successful hit from a bow, this arrow deals an additional 2 damage as Darkrift. It must be declared (turned in) before sliding the weapon token.
Note: Energy-draining undead (vampire, lich, etc.) are immune to Darkrift energy, but other undead take normal damage from it.
On a successful hit with a physical ranged weapon (including thrown weapons, but not spells or wholly magical effects), the wielder deals an additional 1 damage as Darkrift.
Note: Energy-draining undead (vampire, lich, etc.) are immune to Darkrift energy, but other undead take normal damage from it.
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.
On a successful hit with a melee weapon, the wielder deals an additional 1 damage as Acid.
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 Rare/Ultra Rare 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.









