Gemstone | Price | Weapon effect | Armor Effect |
---|---|---|---|
![]() Diamond |
150 Gold |
+1 Combat Die to Attack | +1 Combat Die to Defend |
![]() Emerald |
150 Gold |
Poisoned: -2 Combat Die in Attack and Defense | Poison and Bane Resistance |
![]() Garnet |
150 Gold |
+1 Combat Die against Greenskins and Chaos forces. | +1 Mind Point |
![]() Pearl |
150 Gold |
+1 Combat Die Against Undead | +1 Body Point |
![]() Peridot |
150 Gold |
Luck: Reroll 1 Combat die on Each attack.
You must keep the 2nd result. |
Luck: Each time you search for treasure
you may draw two cards and keep the best card. If rolling on a treasure table you may likewise roll twice and take the best result. |
![]() Ruby |
150 Gold |
+1d4 Fire Damage | Fire Resistance: In most cases, where
a player gets 1d6 per Body Point to resist the damage, the Hero gets one additional d6. This will, of course, vary by spell effect. DM discretion encouraged. |
![]() Sapphire |
150 Gold |
+1d4 Ice Damage | Cold Resistance: In most cases, where
a player gets 1d6 per Body Point to resist the damage, the Hero gets one additional d6. This will, of course, vary by spell effect. DM discretion encouraged. |
![]() Topaz |
150 Gold |
+1d4 Lightening Damage | Lightening Resistance: Instead of taking
automatic damage, this will allow a Hero to roll 2d6 to defend. Each 5 or 6 rolled reduces the damage by one Body Point. |
![]() Onyx |
150 Gold |
+1d4 Acid Damage | Acid Resistance: A piece of armor socketed
with an Onyx cannot be destroyed by acid. |
![]() Amethyst |
150 Gold |
+1 Combat Die Against Reptiles and Dragons. | Damage Reflection: One Combat
Die of physical damage is reflected back at any enemy that attacks the wearer in physical combat. |
![]() ![]() Kunzite |
150 Gold |
Divine Light: Lights up all darkness and magical
darkness in a five space radius. Once per game the Hero may cause the light to burst outwards. All monsters seeing the burst must roll 1d6 per Mind Point and may only attack the Hero emitting this light if they roll a 5 or a 6. |
Divine Light: Lights up all darkness and magical
darkness in a five space radius. Once per game the Hero may cause the light to burst outwards. All monsters seeing the burst must roll 1d6 per Mind Point and may only attack the Hero emitting this light if they roll a 5 or a 6. |
Result | Gem | 1-9 | Diamond | 10-18 | Emerald | 19-27 | Ruby | 28-36 | Sapphire | 37-45 | Topaz | 46-54 | Peridot | 55-63 | Pearl | 64-72 | Garnet | 73-81 | Onyx | 82-90 | Amethyst | 91-100 | Kunzite |
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