Runestone
On a successful hit with a melee weapon, the wielder deals an additional 1 damage as Shock.
On a successful hit with a melee weapon, the wielder deals an additional 1 damage as Fire.
On a successful hit with a melee weapon, the wielder deals an additional 1 damage as Sacred.
On a successful hit with a Melee or missile weapon (not Spells, scrolls, or wholly magical effects), the wielder deals an additional 1 damage as Fire.
Monsters struck by a melee (not missile or spell) attack under the influence of this rune lose all their Shock immunity/resistance. This loss of Shock resistance applies to attacks by anyone, not just the user of this rune.
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.
On a successful hit with a melee weapon, the wielder deals an additional 1 damage as Poison.
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.
If this runestone is active, a successful physical weapon attack (melee or ranged, but not spell) by the affected character against a monster will negate any ability–natural or magical–of the monster to regenerate or be healed. The no-healing effect lasts for the remainder of combat.
Note: Once affected by the Viper Runestone effect, the monster loses the ability to restore HP damage from any source, not just weapons with a Viper Runestone effect.
When attacking with a Common, Uncommon, or Rare missile weapon, the wielder gains +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 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.









