Adds +3 to Strength (thus, depending on prior Strength score, adding either +1/+2 To Hit in melee and either +1/+2 Damage with melee and thrown weapons).
Barbarian
Adds +2 to all saving throws
Once per room, the wearer may use a melee weapon (using melee stats) to attack monsters that may only be hit by ranged attacks.
Adds +4 to Strength (thus adding +2 To Hit in melee and +2 Damage with melee and thrown weapons).
Adds +5 to AC and +2 to Strength (thus adding +1 To Hit in melee and +1 Damage with melee and thrown weapons)
Adds +2 to AC and +3 to Strength (thus, depending on prior Strength score, adding either +1/+2 To Hit in melee and either +1/+2 Damage with melee and thrown weapons)
All damage (except for Push and Eldritch) inflicted upon the wearer is reduced by 3 per attack/effect.
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.
When used to make a successful missile attack (slid as weapon on the combat board), this alchemical weapon deals Poison damage to the monster. It is usable only once, whether the attack succeeds or misses.
Like all alchemical weapons, this item will deal double damage if the attacker scores a natural 20 on the attack slide and is affected by Ranged combat bonuses (hit and damage). But unlike thrown physical weapons (dagger, spear,
Adds +2 to AC
Poison damage inflicted on the wearer is reduced by 1 point per attack/effect









