Melee attacks made by the wearer deal +2 Damage.
This ring is not wearable by dwarf fighters.
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Melee attacks made by the wearer deal +2 Damage.
This ring is not wearable by dwarf fighters.
Ranged attacks made by the wearer deal +2 damage as Fire
If the wearer is a monk, their melee attacks also deal +2 damage as Fire
This uniquely numbered token grants the powers from all seven of the individual segments, as shown below:
In addition to the aforementioned powers which are always active, once per calendar year you may play a special sub-class character for a single adventure run.
Adds +1 to Strength (thus, depending on prior Strength score, adding either 0/+1 To Hit in melee and 0/+1 Damage with melee and thrown weapons)
Adds +1 to Strength (thus, depending on initial Strength score, either 0/+1 To Hit in melee and 0/+1 Damage with melee and thrown weapons) and -2 to all saving throws
Adds +5 to AC, +1 to Strength (thus, depending on initial Strength score, either 0/+1 To Hit in melee and 0/+1 Damage with melee and thrown weapons), and -2 to all saving throws
Adds +2 to Strength (thus adding +1 To Hit in melee and +1 Damage with melee and thrown weapons). If wearer is a paladin or a fighter (either), they gain a total of +3 to Strength (thus, depending on prior Strength score, adding either +1/+2 To Hit in melee and either +1/+2 Damage with melee and thrown weapons)
This item equips in the Waist slot.
target adds +4 to Strength (thus adding +2 To Hit in Melee and +2 Damage with Melee and thrown weapons)
Wearer gains +1 Damage when wielding a Sea Wolf melee weapon
Melee attacks made by the wearer deal +1 damage as Cold
If the wearer is a rogue, in addition to the always-on melee Cold damage bonus, they have a once per game perk. When attempting to make a sneak attack, the rogue has the option to use a Ranged weapon. This ring does not in any way alter the number of times a rogue can attempt to make a sneak attack–it allows one of those attempts to be made using a Ranged weapon.