Finger
Before the start of their adventure, the wearer gains either +6 Damage with melee attacks or +6 Damage with ranged attacks.
The wearer of this ring may not equip any other ring with the word “Havoc” in its name.
When the wearer takes damage from incorrectly guessing the solution to a puzzle, as long as the damage type is not Eldritch, the damage is reduced by 50%. Round down any fractions. E.g., if the puzzle would have dealt 3 damage without this ring, the net damage taken with this ring is 1.
This ring does not mitigate Push damage–not even in puzzle rooms.
Push: The damage every party member suffers when the room’s challenge(s) is not overcome within the allotted time.
Shock damage inflicted upon the wearer is reduced by 5 HP and grants 2 points of Shock-based Retribution Damage.
Retribution Damage: When a melee attack deals damage to a target possessing Retribution Damage (RD), the attacker takes damage equal to the target’s total RD. Ranged attacks, whether physical or magical, do not trigger RD. If an attack would have caused damage but is completely negated (e.g., Cloak of Shadowskin) or the attack’s damage is reduced to zero (e.g.,
Once per game, the wearer’s remove disease Special Power may affect up to 2 targets.
This ring’s power is only usable if remove disease is used to remove a disease. E.g., if a paladin uses Pendant of Healing to convert remove disease into healing, that use of remove disease cannot be used in conjunction with Ring of Blisstouch because the paladin’s special ability was not being used to remove a disease.
While wearing this ring, successful two-handed melee weapon attacks deal +3 Sacred damage.
Note: Undead suffer double damage from any source of Sacred energy, but Good-aligned outsiders take no damage from Sacred power. If a weapon with added Sacred damage hits an undead creature, only the Sacred portion of the damage is doubled. If a weapon with added Sacred damage hits a Good-aligned outsider, only the Sacred portion of the damage is negated.
Each time the wearer damages a living monster with a melee attack, that attack deals +1 damage as Darkrift and heals the wearer 1 HP.
This ring’s power may be used every time the wearer makes a melee attack. Monks & rangers attacking with two melee weapons could potentially benefit from this ring twice in one round.
This ring has no effect whatsoever (neither harmful nor beneficial) if the wearer attacks a Construct,
The wearer automatically succeeds on the skill test when casting the freezing orb Spell