Wearer gains +1 to Fortitude saves for each charm the character has equipped, up to +6.
Level Increase Set
Adds +1 To Hit and +1 Damage to melee attacks made by the wearer. It has no effect on ranged attacks or spells.
This item is part of the Might Sets.
Might Trio
When three items are equipped, the character gains +1 level.
Might Quartet
When four items are equipped, in addition to the Trio bonus, the character’s melee attacks do +2 Damage (for a total of +1 level and +2 Damage)
Might Quintet
When five items are equipped,
Adds +2 to Strength (thus adding +1 To Hit in melee and +1 Damage with melee and thrown weapons) and +1 to all saving throws
Wearer gains +1 to maximum HP for each charm the character has equipped, up to +6.
Adds +5 to maximum HP. In addition, the wearer may select one of the following bonuses at the start of the adventure:
Adds +2 Strength (thus adding +1 To Hit in melee and +1 Damage with melee weapons) if equipped in the melee offhand slot. Though all classes can equip it to gain the Strength bonus, monks and rangers are the only classes that can use it as an offhand melee weapon.
This item is no longer equippable in the ranged offhand slot. It can only be equipped in the melee offhand slot.
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
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