Deals 9 Damage with Basic Attacks. You and your Companion may now move through Walled Terrain made of Slime. Anytime you move through Walled Terrain made of Slime, you may consume it and gain 6 Shield. Anytime you knock a Foe into Walled Terrain made of Slime, they take an additional 10 Damage.
Deals 8 Damage with Basic Attacks. Anytime you Teleport from an Ability or Passive, you gain 100 gold. You may learn and unlearn any Ability from the Witch Class while out of combat by meditating for a few moments.
Summon a Wormhole which deals 10 Damage in an Area and pulls all Targets into the center of the Area. Allies may roll to grab onto something to avoid the damage and pull.
At any time, you may destroy a Treasure Card to grant you or an Ally 10 Shield. When using your Poncho of holding, you may veto up to 5 Treasures and draw new ones. At the end of Combat, you may keep or give to an Ally one of the items from your Poncho of Holding.
You deal 5 Damage melee Basic Attacks. You deal double damage with melee Basic Attacks. Increase your melee Basic Attack damage by 1 for every empty Weapon, Armor, Shield, and Roleplay Slot. Anytime you Basic Attack, you may use Coin of Providence as an Immediate Bonus Action.
You deal 7 Damage with Basic Attacks. Critical Hits with Basic Attacks and Spellslinger Abilities cause you to cast Fireball on Targets
You are madly in love with the first Gnome you lay your eyes on. Your character will sacrifice everything to keep them out of harms way reguardless if she returns the love back to you.
this lute is attached to a longbow
basic attacks deal 7 damage
allows you to pick 2 ranger abilities
This pocket capturing device allows you to convert a target into a companion.
most enemies cannot resist and as such a roll might not be necessary.
This cloak protects you from taking any damage for three rounds of combat, as long you don't roll a Critical Fail any of those rounds. If the cloak comes off, all damage dealt by enemies this round is dealt to you.
This rifle is guaranteed to hit, as long as you don't roll a Critical Fail. Whenever you use this rifle, that is the end of your turn. You may not use anymore abilities that round, and you may not use any Anytimes.
For one Turn, All Damage taken by be reduced by half of your Maximum Stamina and Dealt to all Enemies
You Drink Of The Juice Of The Holy Maple Tree Stump Fully Restoring Both Shild And Stamina.
A giant Gnomish cannon that fires a beam of pure Arcane Energy that deals 50 Damage in a line. The cannon has a long cooldown period which means this Ability can only be used every other round of combat.
Double the damage your Companion does with their Abilities. You may use a Regular Action once per combat to teach your Companion a new random Companion Ability. As long as your Companion is Conscious, your character cannot go Unconscious.
This Legendary can transform into any other Legendary Item in the game. Once transformed, it will transform back only after you Critically Fail.
A stolen egg from the brood of Vlurunga. It's value is worth more than a Dragon's weight in gold. Taking care of this Egg until it hatches will allow this Character to become a Dragon Master, a Legendary Class.
Meditating out of combat, allows you attune yourself to one of the six elements. You are healed by damage taken from this element, rather than damaged.
Deals 5 Damage with Basic Attacks. Whenever you successfully land a Basic Attack, you may also have the Dragonhammer Staff cast any Ability of the Wizard Class at the same Target without rolling.
Increases your Stamina by 25. Anytime you or an Ally within 3 spaces are attacked by a melee or projectile attack, you may roll to attempt to deflect the attack back at the attacker.
Deal 10 Damage with Basic Attacks. You and adjacent Targets are immune to the element of Fire. Basic Attacks for the first time each round do not use up an Action.
Release a wave of light onto all non-Foe Charatcers on the Battlefield that restores all of a their Stamina and Shields. Critical Fails count as Critical Successes with this Ability. This ability does not cost an Action.
You deal 6 Damage with Basic Attacks. Anytime you successfully land a Basic Attack on a Target, you may move up to 2 spaces and attack a second Target with a No-Roll Basic Attack. You may repeat this process as long as you keep attacking different Targets.
This stick of dynamite is can be lit and tossed to do devastating damage. It can be thrown at a Target to deal 99 Damage in a Area or can be used to access hidden areas in the abandoned mine.