If no other treasure-enhancing tokens (regardless of rarity or permanence) are equipped, the player receives one additional Treasure Chip at the end of the adventure.
Mystic Silk
Adds +2 To Hit when attacking with a mystic staff. If the wearer is a wizard (either variety), the total To Hit bonus is +3.
Add +3 to all saving throws and suffer 2 points of Eldritch damage every time you succeed on a saving throw.
The drawback to this cloak triggers even if its power was not responsible for the save’s success. E.g., if you needed to succeed on a DC 12 Will save and you rolled a natural 18, you would still take 2 Eldritch damage–even though you would have succeeded on the roll if you were not wearing this cloak.
Damage from Ranged attacks is reduced by 1 point per attack/effect.
Remember: “Ranged” is an umbrella term that covers both missiles (physical items propelled through the air) and Spells cast from the class card (not scrolls, items, or “cast as a scroll” effects).
Adds +1 to Reflex saving throws. This bonus is always in effect.
Once per game, the wearer may perform a sneak attack without the standard prep round.
The wearer of this cloak is effectively immune to falling dangers. The wearer’s rate of descent is slowed, granting the character an easy recovery from any fall. If a character falls from a great height (e.g., off a bridge or chasm), this item allows the character to automatically make it back to safety.
Adds +2 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., melee damage reduction), RD does not trigger.
Adds +1 To Hit with flurry of blows attacks. Has no effect on non-flurry of blows attacks.









