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 +2 damage with physical ranged weapons and with damage-inflicting spells.
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.
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.
Adds +1 to Strength (thus, depending on prior Strength score, adding either 0/+1 To Hit in melee and either 0/+1 Damage with melee and thrown weapons) and +1 to Dexterity (thus, depending on prior Dexterity score, adding either 0/+1 To Hit with Ranged attacks, either 0/+1 to AC, and either 0/+1 to Reflex saving throws)
Adds +2 to Dexterity (thus adding +1 To Hit with ranged attacks, +1 to AC, and +1 to Reflex saving throws)
Any healing spell cast (from the character card, not from scrolls or items) by the wearer will heal 1 additional HP. This power may be activated every round, if desired, but eventually the character will run out of spells.
Healing spells which affect multiple targets get a total of +1 HP healed, not +1 HP per recipient–the caster selects the target to receive the extra healing.
Note: This item may not be used more than once per round,
These gloves allow the wearer to retrieve and drink one potion as a Free Action once per combat.
Once per room, these gloves can negate the effect of a 3rd-level or lower cast spell (not a scroll, magic item, or anything not emanating directly from the caster) if the wearer is the sole target. The player (not necessarily the character) has the option to allow a spell to take effect (e.g., a healing spell or a buff), but if the player chooses to allow the first targeted spell to take effect (whether the spell would have caused weal or woe),
Sneak attacks made by the wearer gain +2 To Hit. These gloves to not affect non-sneak attack attacks.














