This necklace allows the wearer equip up to three rings instead of the normal maximum of two.
The effect from this item does not stack with other __ of Glory items.
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This necklace allows the wearer equip up to three rings instead of the normal maximum of two.
The effect from this item does not stack with other __ of Glory items.
This belt allows the wearer to retrieve and drink one potion as a Free Action once per combat. It does not work for other liquids like oils or salves. The word “Potion” must be printed at the top of the token for it to work with this item. E.g., it cannot be used to drink from a Flask of Survival as a Free Action because a flask is not a potion.
This belt only works for its owner.
The user’s max HP increases depending on how many of Harlax’s Helpful Lamp tokens are equipped in the party,
Monster Trophy tokens can only be found in the random treasure generators found at the end of an adventure. Each represents either a portion of a creature, statuary, flora, or raw materials (e.g., metals or minerals) found within a True Dungeon adventure.
Trophies have black lettering and gold backs (or brown lettering in 2007). They are primarily used to make Combo/Transmuted tokens and are often highly-prized by token collectors.
Monster Trophy tokens can only be found in the random treasure generators found at the end of an adventure. Each represents either a portion of a creature, statuary, flora, or raw materials (e.g., metals or minerals) found within a True Dungeon adventure.
Monster Trophy tokens have black lettering and gold backs (or brown lettering on wood in 2006). They are primarily used to make Combo/Transmuted tokens and are often highly-prized by token collectors.
To attack the wearer, the monster must succeed on a DC 12 Will saving throw. If the monster passes the check, the player is attacked normally–otherwise, the monster will chose another target. Similar to the sanctuary spell, the effect only works if there is more than one party member left. If the wearer is the only character left alive the monster will attack normally. In addition, if the wearer performs an offensive action* against the monster,
If the wearer scores a natural 20 on any kind of attack slide, the wearer will heal 5 HP. Characters that can attack twice in the same round (most likely a monk or ranger) could heal 10 HP if both attacks landed on the 20.
If a spell or scroll requires an attack slide, that slide counts as an attack, but slides that are not attacks do not trigger this item’s effect. Similarly,
Wearer gains +2 To Hit with spells cast from the character card (not scrolls or items) and +4 to Intelligence.
Increased Intelligence does not have a direct in-game benefit, but some tokens may have a minimum Intelligence requirement which this token could help fulfill.