Ring of Air Elemental Command
Shock damage inflicted upon the wearer is reduced by 5 HP and grants 2 points of Shock-based Retribution Damage.
Ring of Aset
Adds +2 to max HP
Ring of Blisstouch
Once per game, the wearer’s remove disease Special Power may affect up to 2 targets.
This ring’s power is only usable if remove disease is used to remove a disease. E.g., if a paladin uses Pendant of Healing to convert remove disease into healing, that use of remove disease cannot be used in conjunction with Ring of Blisstouch because the paladin’s special ability was not being used to remove a disease.
Ring of Brilliance
Ring of Dark Health
Each time the wearer damages a living monster with a melee attack, that attack deals +1 damage as Darkrift and heals the wearer 1 HP.
This ring’s power may be used every time the wearer makes a melee attack. Monks & rangers attacking with two melee weapons could potentially benefit from this ring twice in one round.
This ring has no effect whatsoever (neither harmful nor beneficial) if the wearer attacks a Construct,
Ring of Desert Night
The wearer automatically succeeds on the skill test when casting the freezing orb Spell
Ring of Dire Warning
Trap damage inflicted upon the wearer is reduced by 4
Ring of Direct Insults
After successfully using taunt, the wearer takes -2 damage from all melee attacks made by the tauntee (not any other monster) on the tauntee’s next turn.
Ring of Direction
Grants immunity to confusion and maze spells/effects
Ring of Earth Elemental Command
Sonic damage inflicted upon the wearer is reduced by 5 HP and grants 2 points of Sonic-based 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.,
Ring of Enervation
When wearing this ring, successful 2-handed melee weapon attacks deal +2 Darkrift damage.
Ring of Evasion
Wearer gains evasion
Ring of Expertise
Once per room, as a Standard Action, wearers of this item may cast a 0-level Spell or a 1st-level Spell from their character card, but without marking that Spell off the card. It does not matter whether the “free” Spell’s normal casting time requires an Instant, Free, or Standard Action, the act of using this ring always requires a Standard Action.
Ring of Fateful Heroism
The wearer gains +1 level, suffers a -1 penalty to all saving throws, and may not equip any other rings.
Ring of Favor
Adds 1 to AC and +1 to all saving throws
Ring of Feather Fall
The wearer of this ring 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.
Ring of Fervor
The wearer’s melee attacks and/or damage-spells deal +1 Damage.
Ring of Fire Absorption
Fire damage inflicted upon the wearer is reduced by 3
Ring of Fire Elemental Command
Fire damage inflicted upon the wearer is reduced by 5 and grants 2 points of Fire-based 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.,
Ring of Fire Resistance
Fire damage inflicted upon the wearer is reduced by 50%
Ring of Focus
Adds +1 to Focus
Ring of Fortitude
Adds +4 to Fortitude saving throws
Ring of Frost
When wearing this ring, successful melee weapon attacks deal +2 Cold damage.
Ring of Frost Resistance
Cold damage inflicted upon the wearer is reduced by 50%
Ring of Gaea
Cold, Fire, and/or Shock damage inflicted upon the wearer is reduced by 1
Ring of Greater Focus
Adds +3 to Focus
Ring of Havoc
Before the start of their adventure, the wearer gains either +2 Damage with melee attacks or +2 Damage with ranged attacks.
The wearer of this ring may not equip any other ring with the word “Havoc” in its name.
Ring of Health
Adds +1 to maximum HP
Ring of Heroism
Adds +1 level to character
Ring of Icy Ki
Flurry of blows attacks deal +1 damage as Cold.
When the monk makes ranged attacks or uses a melee weapon that is not flurry of blows-compatible, this item does not provide bonus damage. “Distant melee attacks” made with Gloves of the Flying Fists are compatible with Ring of Icy Ki.
Ring of Icy Reach
Ranged attacks made by the wearer deal +1 damage as Cold
Ring of Improved Evasion
Wearer gains improved evasion
Ring of Intensity
Once per game, the wearer may choose any one of these effects:
- +2 healing with one healing spell (not scroll or item) cast
- +2 Damage with one melee attack
- +2 Damage with one spell (not scroll or item) attack
Ring of Intrusion
Once per room, the character wearing this ring ignores any potential Damage Reduction magic or ability of the monster for the first successful attack. Thus the first successful attack causes the full calculated damage. The nature of the Damage Reduction this ring bypasses can be physical or magical/energy. E.g., it could ignore resistance to Fire attacks vs. a Fire enhanced weapon, so if the weapon caused three extra points of Fire damage per attack, but the creature was immune,
Ring of Iron Will
Adds +4 to Will saving throws
Ring of Iuz
Physical damage inflicted upon the wearer by Undead monsters’ natural attacks (claw, bite, etc.) is reduced by 50%. This ring does not mitigate damage caused when Undead attack with a spell or with a hand-held weapon (e.g., sword, dagger, arrow, etc.)
Ring of Jealous Fervor
All the wearer’s melee attacks and/or damage-spells deal +1 Damage, but the wearer may only equip rings of the Common, Uncommon, or Rare rarities
Ring of Last Call
Adds +6 to Fortitude saving throws
Ring of Life Stealing
Any time the wearer slides a natural 20 on an attack, the wearer heals 4 HP.
This ring does not deal any additional damage to the target of the attack.
Ring of Lone Justice
If your attack (any non-scroll attack slide that deals damage) winds up as the only puck resting on the “20”, that attack deals +5 damage. If you are capable of sliding more than one puck, only one of your attacks may rest on the 20 for this power to activate. E.g., if a ranger wearing this ring performs a double melee attack and both pucks rest on the 20, the power from this ring will not activate.
Ring of Lycanbane
For the purpose of attacks made on lycanthropes, all melee (including a monk’s open-hand attacks) and thrown attacks made by the wearer are treated as if they were made by silver weapons. This ring does not literally transform the weapon into silver–it merely confers the effect that a silver weapon grants. Thus any melee or thrown weapon damage the wearer inflicts cannot be regenerated or healed by lycanthropes.
If a character wearing this ring becomes infected with lycanthropy,
Ring of Minor Orbits
Wearer may equip one additional ioun stone, but no other rings may be used. I.e., this can be the only ring the wearer uses–even if the character has equipped another token that grants additional ring slots.
This item’s effect stacks with other Ioun Stone slot-expanders, but the wearer is still subject to the Slot Expanders Cap of no more than nine Ioun Stones.
Ring of One Vision
Wearer is able to see creatures under the effects of invisibility. Does not reveal invisible objects.
This is an “always on” power. It does not have to be activated to function.
Ring of Pandemonium
Wearer gains immunity to confusion, disintegrate, and maze spells.
Ring of Pelor
While wearing this ring, successful melee attacks vs. undead deal +2 Damage.
Ring of Protection +1
Adds +1 to AC
Ring of Protection +2
Adds +2 to AC
Ring of Protection +4
Adds +4 to AC
Ring of Psychic Mastery
Imbues the wearer with Psychic Power and gives access to Tier 7 powers. This item does not stack with other +Psychic Tier items.
Ring of Psychic Power
Imbues the wearer with Psychic Power and gives access to the next higher tier of powers. This item cannot grant access to a power tier above 7.
Psychic Power
Players wishing to use a Psychic Power must unlock their character’s Psychic Potential by equipping a token that imbues Psychic Power before the start of their adventure. The coach notes on the party card when a character has Psychic Potential.
Ring of Quenching
The wearer cannot become dehydrated
Ring of Quick Blessing
Up to 5 times per game, when the wearer casts 1st-level Spells from their class card, the wearer may, if desired, mentally channel the casting of those spells through the ring. The result of this channeling allows the ring to cast those Spells by proxy and as Free Actions. The Spells still get marked off the player’s class card, but since the ring is doing the work of casting, the wearer’s hands are free to do other things (e.g.,
Ring of Radiance
2-handed melee or missile (physical projectile) attacks made by the wearer deal +2 damage as Sacred
Note: Undead suffer double damage from any source of Sacred energy, but Good-aligned Outsiders take no damage from Sacred power. If an attack with added Sacred damage wounds an Undead creature, only the Sacred portion of the damage is doubled.
Ring of Reflexes
Adds +4 to Reflex saving throws
Ring of Regeneration
Heals 1 HP of damage per room. This healing is bestowed once at the beginning of each room.
Ring of Riches
The player gets three extra Treasure Chips at the end of the adventure.
Ring of Righteousness
Wearer’s Melee attacks vs. Undead deal +2 Damage
Ring of Ringing
Missile attacks (physical ranged attacks, not spells or wholly magical effects) made by the wearer deal +1 damage as Sonic.
Ring of Roaring
Missile attacks (physical ranged attacks, not spells or wholly magical effects) made by the wearer deal +2 damage as Sonic.
Ring of Sacred Touch
Melee attacks made by the wearer deal +1 damage as Sacred.
If the wearer is a cleric or paladin, this ring deals a total of +2 damage as Sacred.
Note: Undead suffer double damage from any source of Sacred energy, but Good-aligned Outsiders take no damage from Sacred power. If an attack with added Sacred damage wounds an Undead creature, only the Sacred portion of the damage is doubled.
Ring of Safe Harbor
When this ring’s power is activated, all fear effects currently affecting the wearer are negated.
Ring of Sanctuary
To attack the wearer, the monster must succeed on a DC 12 Will saving throw. If the monster passes the check, the player is attacked normally–otherwise, the monster will chose another target. The effect only works if there is more than one party member left. If the wearer is the only character left alive the monster will attack normally. In addition, if the wearer performs an offensive* action against the monster, all effects of the ring are negated for the rest of that combat.
Ring of Serpent Strike
Once per game, adds +6 damage to the final damage total of a 1st-level damage-inflicting Spell
To correctly determine how much damage your 1st-level Spell should deal, calculate how much damage the Spell would have dealt if you were not wearing this ring. After all other bonuses, multipliers, and modifiers have been applied, add +6.
Ring of Shock Resistance
Shock damage inflicted upon the wearer is reduced by 50%
Ring of Sirenbane
Adds +6 to Will saving throws
Ring of Sonic Resistance
Sonic damage inflicted upon the wearer is reduced by 50%
Ring of Soothing Touch
Once per game, a paladin wearing this ring may heal +3 HP when using lay on hands. The healing bonus from this ring cannot be spread out over multiple applications.
Ring of Soulsight
Wearer is immune to the 50% miss chance when attacking Incorporeal creatures.
This item does not grant the ability to critically hit or sneak attack Incorporeal creatures.
Ring of Spell Storing
Once per game, wearers of this ring may cast one Spell from their character card as a Free Action and without marking it off the card. This free Spell is not “cast as a scroll” and may be modified.
This ring allows any of the character’s Spells to be cast for free, even if all uses of that Spell have already been marked off the character card.
This ring does not require the character to decide which Spell will be cast in advance.
Ring of Stamina
Adds +2 to Constitution (thus adding +1 to Fortitude saving throws and +1 to max HP per character level)
Ring of Storms
Damage Spells (not scroll or items) cast by the wearer deal +2 damage as Shock.
Ring of Stunning Fist
Allows stunning fist or dazing fist to trigger on a natural 19–20.
Erratum: All previous versions of this ring now function as shown above. Prior to 2016, this ring had a re-slide effect, but changes to the class cards necessitated it be updated.
Ring of Sure Wit
Wearer automatically passes the skill check when casting the magic missile Spell.
This ring does not affect magic missile emanating from scrolls or items.
Ring of the 1st Circle
Adds +1 to all Ability Scores (Strength, Dexterity, Constitution, Intelligence, Wisdom, Charisma).
Ring of the 2nd Circle
Melee damage inflicted on the wearer is reduced by 2 points per attack
Ring of the 3rd Circle
Adds +2 to all saving throws
This token is a key ingredient for a multi-year transmute.
Ring of the 4th Circle
Adds +5 to max HP
Ring of the 5th Circle
Adds +2 to AC
Ring of the Ancients
Adds +2 to Dexterity (thus adding +1 To Hit with ranged attacks, +1 to AC, and +1 to Reflex saving throws) and +3 to max HP
Ring of the Anointed
Adds +1 to Dexterity (thus, depending on prior Dexterity score, either 0/+1 To Hit with ranged attacks, either 0/+1 to AC, and either 0/+1 to Reflex saving throws)
Ring of the Champion
Adds +2 to Strength (thus adding +1 To Hit in melee and +1 Damage with melee and thrown weapons) and +2 to Dexterity (thus adding +1 To Hit with ranged attacks, +1 to AC, and +1 to Reflex saving throws)
Ring of the Deep
Allows the wearer to do the following underwater:
- breathe
- speak
- use of command words
- cast spells
- perform bardsong (if the wearer is a bard)
Ring of the Dire Boar
Adds +3 to maximum HP
Ring of the Dire Ram
Once per game as a Free Action, the owner of this item may inflict 6 points of Force damage on a single target. This damage is not subject to any kind of damage bonus the user may possess. There is no saving throw to mitigate the damage, but if the target has resistance/immunity to Force, that resistance/immunity would apply.
Ring of the Drake
The wearer’s melee, missile, and spell (not scrolls or items) attacks deal +2 damage as Fire. All shurikens thrown by the wearer automatically return to the wearer at the end of that combat round and may be used again the next round.
Note: Though monks may throw up to two shurikens per round, this item does not allow a monk to throw the same shuriken more than once per round. I.e.,
Ring of the Eel
Wearer deals +3 Damage as Shock when making melee attacks. Does not affect spell or missile damage.
Ring of the Eye
Prevents the character from being surprised
Ring of the Hallowed
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)
Ring of the Heavens
All damage-inflicting wands used by the owner deal +1 Damage as Shock
Ring of the Hero
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, either 0/+1 To Hit with ranged attacks, either 0/+1 to AC, and either 0/+1 to Reflex saving throws)
Ring of the Ioun
Wearer may equip one additional ioun stone.
This item’s effect stacks with other Ioun Stone slot-expanders, but the wearer is still subject to the Slot Expanders Cap.
This Transmuted token requires all of these items to construct:
Last Day to Transmute: December 1,
Ring of the Norns
This ring allows a spell caster to recast a 0-level spell (0-level only, not any other level of spell) on the very next round. The bonus spell is “cast as a scroll” (meaning it cannot: benefit from a skill test, be duplicated, be cast as a Free Action, nor be modified in any way) and must be cast on the very next round in order to use the effect. This can be used once per room.
Ring of the Order
Adds +1 to Dexterity, and the wearer may negate up to 2 damage that would be taken by a single attack from an Accursed monster.
Ring of the Ram
Deals 6 points of Force damage to one target. There is no saving throw to mitigate the effect. It can be used once per round.
This intricately wrought platinum ring allows the combatant a guaranteed hit against non-corporeal creatures (e.g., ghost), so the standard 50% miss chance to hit a non-corporeal creature does not apply. After 5 uses this ring immediately turns into a fine rust powder.
Ring of the Ranger
Ranged attacks made by the wearer deal +2 Damage
Ring of the Sacred Circle
Adds +2 to all Ability Scores (Strength, Dexterity, Constitution, Intelligence, Wisdom, Charisma), +2 to Armor Class (AC) and +2 to all saves (Fortitude, Reflex, Will). This item is also part of the Arcanum Set. In addition, creation of this item is required for access to an exclusive affair, Ring Con, to be held May 29-30, 2026.
Ring of the Savant
When casting a Spell that requires a skill check, if the wearer succeeds on the skill check, the Spell deals +5 damage if it’s a damage-inflicting Spell, or heals +5 HP if it’s a healing Spell. The bonus provided by this ring is not subject to modification and is added after all other bonuses are calculated.
Ring of the Serpent
Adds +1 Damage when using non-magical weapons (melee or ranged, but not spells)
This ring may be used by monks attacking with their bare hands or in conjunction with non-magical monk bracer weapons.
Ring of the Siren
Wearer deals +3 damage as Sonic when casting a damage-inflicting scroll, using a damage inflicting wand, or when attacking while polymorphed. It does not affect Spells cast as a scroll.
If a scroll under the influence of a this ring’s effect can affect more than one target, the caster gets a total of 3 extra points of Sonic damage from this ring, not +3 points per target. The caster chooses the recipient(s) of the extra points and may allocate them as they see fit among the eligible recipients.
Ring of the Siren's Kiss
Adds +1 to AC and the wearer is immune to being Hindered while underwater.
This ring does not confer the ability to do any of the following while underwater: breathe, cast Spells, read (cast) scrolls, speak, use magic items that require a command word (e.g., wands)



































































































