Wearer gains +1 to Will saves for each charm the character has equipped, up to +6. Also imbues user with Psychic Power
2017
Wearer gains +1 to Reflex saves for each charm the character has equipped, up to +6.
Wearer gains +1 to Fortitude saves for each charm the character has equipped, up to +6.
If no other treasure-enhancing tokens (regardless of rarity or permanence) are equipped, the player receives one additional Treasure Chip at the end of the adventure.
This headpiece allows the wearer to transform a damage-inflicting spell to a different elemental energy (e.g., changing a Fire attack to a Cold attack). Only spells that are memorized by the character (i.e., on the character card) are eligible. The only eligible energies are Cold, Fire, and Shock. This means a Cold spell could be transformed into Fire or Shock, Fire could be transformed into Cold or Shock, or Shock could be transformed into Cold or Fire.
This weapon deals an additional 3 damage when it’s used to score a hit against a Fae or Fey.
Darkrift damage inflicted upon the wearer is reduced by 2 points per attack/effect
This is the first token to occupy the new shins slot. Barring the use of extremely high-powered tokens, only one shins token per person may be equipped.
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.









