This earcuff allows the wearer to equip up to four rings instead of the normal maximum of two.
The effect from this item will not stack with other __ of Glory items.
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This earcuff allows the wearer to equip up to four rings instead of the normal maximum of two.
The effect from this item will not stack with other __ of Glory items.
Adds +4 to Constitution (thus adding +2 to Fortitude saving throws and +2 to max HP per character level) and the wearer suffers –2 to Will saving throws
Once per game, the owner may negate up to 5 points of damage resulting from an Undead melee attack.
If the use of this item results in less than 5 points of damage being negated, the extra points are wasted. One cannot “bank” the negation point for later use.
The owner of this item may negate up to 10 damage that would be taken by a single Melee attack from an Accursed monster.
This item’s effect can only be activated once per adventure. Like all figurines, this item can be activated instantly, without requiring any kind of Action–Free or Standard.
3 of 20 “Herald” tokens
The owner of this item can self-heal 5 hp and remove the effects of the blighted, charmed, cursed, and feared conditions.
This item’s effect can only be activated once per adventure. Like all figurines, this item can be activated instantly, without requiring any kind of Action–Free or Standard.
The owner of this item can self-heal 5 hp if their attack successfully hits and deals damage to a monster.
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.
This slotless item grants the ability for a character to equip an additional Waist slot item, as long as that token is Ultra Rare. As per normal equipping rules, the extra token cannot be a duplicate token.
Adds +2 To Hit and +2 Damage to Melee attacks made by the wearer.
Adds +2 to Strength (thus adding +1 To Hit in melee and +1 Damage with melee and thrown weapons) and the wearer is immune to Retribution Damage against attacks from Accursed monsters.
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.,