Wearer is immune to attacks from natural insects.
Note: The term “natural” means it exists in the real world.
Wearer is immune to attacks from natural insects.
Note: The term “natural” means it exists in the real world.
Adds +4 to Will saving throws
Fire damage inflicted upon the wearer is reduced by 3 points per attack/effect
Adds +2 to Will saving throws
While in the Coaching Room, before the game begins, the character gains +4 to one Ability Score of the player’s choosing. This is a +4 bonus to the Ability Score itself, not +4 to that Ability Score Bonus. That Ability Score’s total bonus is going to increase by 2 as a result of this item. This choice cannot be altered once the character has left the Coaching Room.
All the wearer’s 2-handed Melee weapon attacks gain +1 To Hit.
This bead does not affect 1-handed weapons, even if two 1-handed weapons are used at the same time. For that reason, even though a ranger can equip this bead, they’re probably better off if they don’t. There are some 2-handed Melee weapons that monks can wield, but monks might also want to eschew this bead.
All Ranged attacks made by the wearer suffer -1 To Hit.
Ranged damage inflicted on the wearer is reduced by 1 point per attack/effect
Once per room, when the owner ingests (consumes via the mouth) any kind of healing item, the owner heals +3 HP.
To be compatible with Bead of Binding, the ingested item must restore HP expressed as an integer, not a variable such as “half” or “all.” Items which bring the dead back to life are not affected by this item.
The wearer of this item may not equip a Bead of Greater Binding.
Player receives 2 additional Treasure Chips at the end of the adventure.
Once per game as an Instant Action, the player may use either one of their own unused Special Powers or one of their own unused Spells without marking it off their character card. The player chooses when to invoke this item’s power. This item’s ability may be used with anything listed in the Spells or Special Powers section on the character card, as long as that Power/Spell has a checkbox that has not already been marked off.
Adds +3 to Fortitude saving throws
Adds +2 to all saves
While in the Coaching Room, before the game begins, the player must pick which one of the following bonuses they want for their character:
Adds +2 to Will saving throws
Adds +2 to Focus
Once per room, the player is allowed to re-roll any saving throw result of 1-2.
If no other treasure-enhancing tokens (regardless of rarity or permanence) are equipped, the player receives 1 additional Treasure Chip at the end of the adventure.
If a variable-effect token is being used to gain Treasure Chips, Gloves of the Raider does not stack with it. E.g., if the ___ of Wonder‘s effect for that year increases Treasure Chips gained, Gloves of the Raider and ___ of Wonder can’t be equipped by the same character.
Adds +2 to max HP and +1 to Charisma (If your character has a Charisma of 16 or higher, you may equip up to two Figurines of Power.)
Adds +2 to max HP and +1 to Intelligence
Twice per room, when the owner ingests (consumes via the mouth) any kind of healing item, the owner heals +3 HP.
Player receives 2 additional Treasure Chips at the end of the adventure.
Shock damage inflicted on the wearer is reduced by 1 point per attack/effect
The wearer is able to affect critical hits creatures that are normally immune to critical hits (e.g., constructs, oozes, plants, undead, etc.) It also allows rogues to perform a sneak attack on creatures that are normally immune to being sneak attacked.
Adds +2 to max HP and +1 to Fortitude saving throws
Adds +2 to Constitution (thus adding +1 to Fortitude saving throws and +1 to max HP per character level)
Adds +2 to max HP and +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)
Ranged attacks made by the wearer deal +2 damage per attack/effect
Fire damage inflicted on the wearer is reduced by 1 point per attack/effect
+3 to Reflex saving throws
+2 to max HP and +1 to Wisdom