All damage (except for Push and Eldritch) inflicted upon the wearer is reduced by 3 points total per attack/effect, regardless of how many individual damage types are involved.
Rogue
Adds +1 to Dexterity (thus, depending on prior Dexterity score, adding either +0/+1 To Hit with Ranged attacks, either +0/+1 to AC, and either +0/+1 to Reflex saving throws) and wearer is immune to Petrification
Adds +3 to Dexterity (thus, depending on prior Dexterity score, adding either +1/+2 To Hit with ranged attacks, either +1/+2 to AC, and either +1/+2 to Reflex saving throws) and the wearer suffers -1 to all saving throws.
Adds +1 to Dexterity (thus, depending on prior Strength score, adding either +0/+1 To Hit to Ranged attacks and +0/+1 to Reflex saving throws) and the wearer suffers –2 to Fortitude saving throws
Adds +2 to Dexterity (thus adding +1 To Hit with ranged attacks, +1 to AC, and +1 to Reflex saving throws) and suffer -2 to Fortitude saving throws
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 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 Rare 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
Adds +3 to AC and allows the wearer to attack in the first round while underwater. (Normally, melee attacks cannot be made the first round of underwater combat.)









