The item cards are some of the earliest cards. They may have some language inconsistencies. Ideally an item description should have an action name, a unique ability and some mechanism for enhancement if you have applied mastery (aka experience).
I have suggested some updated wording for comparison – let me know if it helps at all.
The tricky and potentially rule breaking nature of the unique abilities makes them vulnerable to misinterpretation – feedback on all item cards is welcome.
Specific examples with commentary. All our combat items so can be used at any time in a combat round (although only one item per round).
Northern Throwing Axe
Toss. 3HP damage, Ranged. +2HP (
+2HP) vs Giant.
Discard for 3HP of ranged damage on any enemy. Ranged is important when it comes to guarded enemies. If the enemy has the Giant keyword, add an extra +2HP damage. For every mastery cube, an additional +2HP to a Giant enemy.
Useful in a pinch. Deadly against a giant when levelled up.
Note, mastery track memory is violence.
Sifu’s Bottled Tempest
Chain lightening. 0HP damage (
+1HP) Boosted, Splash (Piercing vs Clockwork)
Ah, an artefact of the legendary elementalist Sifu! Discard for 0HP damage but add Boost damage (ie. flip a loot card and look for 0-3 boost icons) for each enemy. Splash just means area effect, and all enemies in play will be affected. If the enemy has the Clockwork keyword, the damage is Piercing. Clockwork denizens are often vulnerable to electricity. For every mastery cube, add +1HP damage to all enemies.
Generally useful for softening up the enemy, especially if levelled up and you have a group of enemies to fight.
Note, mastery track memory is magus.
Clockwork Gizmo
Fix. Raise 4HP (
+1HP) vs Clockwork. OR change target of Clockwork enemy for 1 attack, self included (
+1Attack)
Discard to raise the hp of any clockwork denizen in the hero tableau. Note, raise is different to heal in that a companion can be temporarily raised above their max HP but can only heal up to their max hp. The hero can never be raised above their max HP, but could benefit from the healing affects of a raise ability – no Clockwork hero’s just yet.
OR
Remote control a Clockwork enemy to perform an attack; which could include attacking itself. If you have two mastery cubes, you may attack again with the enemy.
A few other thoughts; if the enemy was “ready” you could activate a power in the attack, exhausting the enemy, else you’d have to settle for its base attack. No clockwork denizens in play, then not a very useful item – unless you can parley with it.
Note, mastery track memory is tinker.