Adds +3 to maximum HP but suffer -2 to Dexterity (thus -1 To Hit with ranged attacks, -1 to AC, and -1 to Reflex saving throws)
Reflex
Adds +2 to Constitution (thus adding +1 to Fortitude saving throws and +1 to max HP per character level) but suffer -1 to Reflex saving throws
Adds +8 to AC, allows the wearer to breathe underwater, but penalizes the wearer’s Reflex saving throws by -1
The wearer gains +1 level, suffers a -1 penalty to all saving throws, and may not equip any other rings.
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
Suffer -2 to all saving throws
Once per room, on the first round of combat the wearer participates in, melee damage inflicted upon the wearer is reduced by 2 points. If the wearer was struck in a Surprise round, it ends after that, otherwise the protection fades after the first standard round of combat.