Asset. Hand
Item. Weapon. Firearm.
Cost: 3.
Uses (2 ammo).
Spend 1 ammo: Fight. You get +1 for this attack. This attack deals +1 damage.
When Remington Model 1858 leaves play: Immediately trigger the above ability, ignoring all costs.

Dial of Ancients
Unidentified
Asset. Accessory
Item. Relic. Cursed.
Cost: 3.
Limit 1 per deck. Uses (0 charges).
After an enemy at your location is evaded: Place 1 charge on Dial of Ancients. Then, if there are 4 or more charges on Dial of Ancients, record in your campaign log that "you have calculated the day of reckoning."

Asset. Hand
Item. Tool. Science.
Cost: 3.
Uses (4 supplies).
Spend 1 supply: Investigate. For this investigation, you may use instead of , and you get +1 skill value. If you succeed and there is an exhausted enemy at your location, heal 1 horror.

Asset
Item. Tool. Science.
Cost: 2.
Uses (0 resources).
Resources on Mortar and Pestle may be spent to pay for Spell cards.
After you discover 1 or more clues, exhaust Mortar and Pestle: Place 1 resource on it (from the token pool).

Asset. Hand
Item. Tool. Occult.
Cost: 3.
Uses (0 evidence).
After you seal, cancel, or ignore a chaos token, exhaust Oculus Mortuum: Place 1 evidence on it.
When an enemy attacks an investigator at your location, spend 1 evidence and exhaust Oculus Mortuum: Discover 1 clue at your location. If that enemy has the Geist trait, deal 1 damage to it.

Asset. Hand
Item. Weapon. Firearm. Illicit.
Cost: 2.
Uses (2 ammo).
Exhaust Luger P08 and spend 1 ammo: Fight. You get +1 for this attack.
Spend 1 resource: Replenish all ammo on Luger P08 and ready it.

Asset. Hand
Item. Tome. Occult.
Cost: 3. XP: 3.
Uses (2 charges).
Charges on Lost Arcana may be spent as if they were charges on Spell and Ritual assets you control.
After the last clue is discovered from your location, exhaust Lost Arcana: Place 1 charge on this card.

Asset. Hand
Item. Weapon. Firearm.
Cost: 2. XP: 2.
Uses (6 ammo).
Spend 1 ammo: Fight. You deal +1 damage for this attack.
Spend 1 resource: Return .32 Colt to your hand.

Asset. Hand
Item. Weapon. Firearm. Illicit.
Cost: 2. XP: 2.
Uses (5 ammo).
Spend 1 ammo: Fight. You get +2 for this attack. This attack deals +1 damage.
Forced - At the end of the round, if you triggered Colt Vest Pocket's "" ability: Discard it.

The Chthonian Stone
Stygian Waymark
Asset. Hand
Item. Relic. Cursed.
Cost: 2. XP: 3.
Seal (, , , or ). Uses (3 charges). If The Chthonian Stone has no charges, return it to your hand.
Forced - After you reveal an symbol during a skill test: Remove 1 charge from The Chthonian Stone.

Asset. Hand
Item. Tome.
Cost: 2.
Uses (5 secrets).
Exhaust Encyclopedia and spend 1 secret: Choose an investigator at your location. That investigator gets +2 to a skill of your choice until the end of the phase.

Asset. Hand
Item. Tome.
Cost: 3. XP: 2.
Uses (4 secrets).
Spend 1 secret: Choose a revealed location up to 3 connections away from your location. Move to that location.

Asset. Hand
Item. Weapon. Firearm. Illicit.
Cost: 4.
Uses (5 ammo).
Exhaust Mauser C96 and spend 1 ammo: Fight. You get +1 and deal +1 damage for this attack. If you succeed by 2 or more, either ready Mauser C96 or gain 1 resource.

Asset. Hand
Item. Weapon. Firearm. Illicit.
Cost: 3. XP: 2.
Uses (5 ammo).
Exhaust Mauser C96 and spend 1 ammo: Fight. You get +2 and deal +1 damage for this attack. If you succeed by 2 or more, either ready Mauser C96 or gain 1 resource (if you succeed by 4 or more, do both).

Asset. Hand
Item. Charm.
Cost: 3.
Uses (4 secrets).
After a skill test at your location begins, exhaust Scrying Mirror and spend 1 secret: Perform the "reveal chaos token" step of the test now (before committing cards), instead of after committing cards.

Asset. Hand
Item. Relic.
Cost: 3. XP: 2.
Uses (3 charges). If Grotesque Statue has no charges, discard it.
When you would reveal a chaos token, spend 1 charge: Reveal 2 chaos tokens instead of 1. Choose one of those tokens to resolve, and ignore the other.

Asset. Hand
Item. Weapon. Firearm. Illicit.
Cost: 3.
Uses (2 ammo).
Spend 1 ammo: Fight. You get +2 and deal +1 damage for this attack. If you fail, place 1 ammo on .18 Derringer.

Asset. Hand
Item. Tome.
Cost: 2.
Uses (4 secrets).
After an investigator at your location fails a skill test by 2 or more, exhaust Grimm's Fairy Tales and spend 1 secret: Heal 1 horror from that investigator.

Asset. Hand
Item. Weapon. Firearm. Illicit.
Cost: 2. XP: 2.
Uses (3 ammo).
Spend 1 ammo: Fight. You get +2 and deal +1 damage for this attack. If you fail, place 1 ammo on .18 Derringer and the next time you trigger this ability this round, you get an additional +1 for that attack.
