Anytime the player successfully uses any kind of HP damage inflicting ammunition token (not just arrows) to augment a missile attack, that attack deals +2 Damage.
Rare
Wearer may change the damage type of any ammunition token they use to deal either Cold, Fire, or Shock. The change in damage type must be declared when turning in the ammo token, before sliding the weapon token.
Damage scrolls (not Spells cast from the character card or miscellaneous magic items) cast by the wearer deal +2 damage as Fire
This weapon deals an additional +5 damage when used to score a hit against Marauders.
If the eye icon is closest to the damage dot after any successful slide, the player must remove any Eye slot items for the remainder of the adventure.
When used to make a successful missile attack (slid as weapon on the combat board), this alchemical weapon deals Fire damage. If the victim of the attack is Undead, the damage is doubled.
The attacking player need only slide a natural 15 or better to hit with this weapon.
Adds +5 to AC
Don’t confuse this token with Reinforced Leather, they are not the same.
Each time the wearer damages a living monster with a melee attack, that attack deals +1 damage as Darkrift and heals the wearer 1 HP.
This ring’s power may be used every time the wearer makes a melee attack. Monks & rangers attacking with two melee weapons could potentially benefit from this ring twice in one round.
This ring has no effect whatsoever (neither harmful nor beneficial) if the wearer attacks a Construct,









