Head
Adds +1 To Hit and +1 Damage to melee attacks made by the wearer. It has no effect on ranged attacks or spells.
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.
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), but wearer may not equip any Figurine(s).
Items which increase the number of Figurine slots cannot bypass this crown’s restriction, neither can a high Charisma.
All Spell (not scroll or miscellaneous magic item) attacks made by the wearer deal +1 damage
Note: This is one of very few items that can only be equipped by one of the wizard classes–in this case, only elf wizards can use this item.
The wearer is immune to any drawbacks related to consuming a healing item, be it food or beverage.
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.
If a variable-effect token is being used to gain Treasure Chips, Crown of Treasure Finding does not stack with it. E.g., if the ___ of Wonder‘s effect for that year increases Treasure Chips gained, Crown of Treasure Finding and ___ of Wonder can’t be equipped by the same character.









