The wearer takes -2 damage resulting from a monster attack.
This token must be turned in before its effect can be used. It can only be activated in the 2026 season.
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The wearer takes -2 damage resulting from a monster attack.
This token must be turned in before its effect can be used. It can only be activated in the 2026 season.
When used to make a successful ranged combat attack (slid as weapon on the combat board), this alchemical weapon deals Darkrift damage to the monster. It is usable only once, whether the attack succeeds or misses.
Like all alchemical weapons, this item deals double damage if the attacker scores a “natural 20” on the attack slide and is affected by Ranged combat bonuses (hit and damage). But unlike thrown physical weapons (dagger, spear,
Shock damage inflicted upon the wearer is reduced by 5 HP and grants 2 points of Shock-based Retribution Damage.
Adds +2 to max HP
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.
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,
The wearer automatically succeeds on the skill test when casting the freezing orb Spell
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.
Grants immunity to confusion and maze spells/effects