Adds +2 to Dexterity (thus adding +1 To Hit with ranged attacks, +1 to AC, and +1 to Reflex saving throws) and suffer -2 to Constitution (thus suffering -1 to Fortitude saving throws and -1 to max HP per character level)
Hands
Adds +2 to Strength (thus adding +1 To Hit in melee and +1 Damage with melee and thrown weapons) but suffer -2 to AC
Wearer deals +3 damage with physical ranged weapons and with damage-inflicting spells.
Wearer deals +2 damage with physical ranged weapons and with damage-inflicting spells.
Blessed Wind Gloves are not part of the Wind Set.
These form fitting gloves provide warmth to the wearer, thus preventing the 5% (1 on a d20 roll) spell failure chance caused by casting a spell in a Cold Climate.
Adds +4 to Strength (thus adding +2 To Hit in melee and +2 Damage with melee and thrown weapons).
While wearing these gloves, successful melee weapon attacks deal +2 damage as Darkrift
Note: Energy-draining undead (vampire, lich, etc.) are immune to Darkrift energy, but other undead take normal damage from it.
Due to a factory error, a few of these tokens were accidentally shipped in condensed packs which shipped prior to Gen Con 2015.
While wearing these gloves, successful melee weapon attacks deal +1 damage as Darkrift.
Note: Energy-draining undead (vampire, lich, etc.) are immune to Darkrift energy, but other undead take normal damage from it.
Once per room, wearer heals 2 HP of damage after drinking an Uncommon or Rare potion. The +2 healing from these gloves is in addition to whatever the potion itself does.