Once per game, the wearer is able to immediately retry a failed skill test.
6 of 10 “Saint Signet” tokens
Once per game, the wearer is able to immediately retry a failed skill test.
6 of 10 “Saint Signet” tokens
Darkrift damage inflicted upon the wearer is reduced by 2 points per attack/effect
The turn undead Special Power deals +3 damage
If a use of turn undead can affect more than one target, the cleric gets a total of 3 extra points of damage from St. Raya’s Radiant Ring, not +3 points per target. The cleric chooses the recipient(s) of the extra points and may allocate them as they see fit among the eligible recipients.
All healing spells cast on the wearer heal +2 HP. This includes self-, single-, or multi-target healing spells, but not healing magic from scrolls, items, or spells “cast as a scroll”.
7 of 10 “Saint Signet” tokens
In addition to the standard bardsong bonuses, any party member under the effect of bardsong gains +2 damage when a hit is scored against an Undead monster.
Ranged attacks made by the wearer deal +1 Sonic damage per attack/effect
Adds +1 to AC and +1 to saving throws
The wearer’s lay on hands HP pool is increased by 4. E.g., a 4th-level paladin’s lay on hands healing pool normally consists of 12 points of healing to distribute. With this item equipped, a 4th-level paladin has a lay on hands healing pool of 16 points to distribute. The extra 4 points do not have to be used on a single application.
Once the extra 4 points of healing afforded by this hat are used,
Ranged damage inflicted on the wearer is reduced by 2 point per attack/effect
8 of 10 “Saint Signet” tokens
Wearer cannot be Surprised by Accursed monsters
Ranged attacks made by the wearer deal +1 damage
Flurry of blows attacks deal +1 damage as Fire.
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 St. Valla’s Hearth Ring.
Adds +1 to maximum HP
If St. Lorca’s Bracers are also equipped, the total gain is +2 to maximum HP.
Adds +4 to Reflex saving throws
9 of 10 “Saint Signet” tokens
Once per game, the wearer may re-try a failed skill check. The wearer chooses when to activate this item’s power.
Adds +4 to Will saving throws
10 of 10 “Saint Signet” tokens
Adds +1 to Focus
Adds +3 Focus
Adds +3 to Strength (thus, depending on prior Strength score, adding either +1/+2 To Hit in melee and either +1/+2 Damage with melee and thrown weapons) and +3 to Dexterity (thus, depending on prior Dexterity score, adding either +1/+2 To Hit with ranged attacks, either +1/+2 to AC, and either +1/+2 to Reflex saving throws).
Monster Trophy tokens can only be found in the random treasure generators found at the end of an adventure. Each represents either a portion of a creature, statuary, flora, or raw materials (e.g., metals or minerals) found within a True Dungeon adventure.
Trophies have black lettering and gold backs (or brown lettering in 2007). They are primarily used to make Combo/Transmuted tokens and are often highly-prized by token collectors.
Once per game, the wearer may heal themselves or an ally 5 HP. The healing provided by this amulet is not subject to modification and does not benefit from Focus or any other healing bonuses.
4 of 20 “Stalker” tokens
Adds +1 to AC and +1 to all saving throws
This item equips in the Torso (armor) slot.
5 of 20 “Stalker” tokens
Darkrift damage inflicted on the wearer is reduced by 3 points per attack/effect
6 of 20 “Stalker” tokens
Adds +1 to Dexterity (thus, depending on prior Dexterity score, adding either 0/+1 To Hit with ranged attacks, either 0/+1 to AC, and either 0/+1 to Reflex saving throws) and +2 to Constitution (thus adding +1 to Fortitude saving throws and +1 to max HP per character level.)
7 of 20 “Stalker” tokens
Adds +2 to Strength (thus adding +1 To Hit in melee and +1 Damage with melee and thrown weapons) and +1 to Will saving throws.
8 of 20 “Stalker” tokens
When the wearer of this charm is the target of lay on hands, in addition to the healing, the wearer is cured of any Curse and/or Disease that is currently affecting them.
This item does not prevent either of the aforementioned maladies from occurring, it only removes them if they exist when lay on hands is used on the wearer.
9 of 20 “Stalker” tokens
Darkrift damage inflicted on the wearer is reduced by 2 points per attack/effect
10 of 20 “Stalker” tokens
Wearer is immune to sound-based Charm effects
11 of 20 “Stalker” tokens
Cold, Fire, Shock, and/or Sonic damage inflicted on the wearer is reduced by 2 points per energy type per attack/effect.
Melee 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.
13 of 20 “Stalker” tokens