Equipping these enchanted arm guards allows the wearer to use blunt weapons (e.g., hammer or mace) while the character is underwater. They have no effect above water.
Adds +1 to Constitution (thus, depending on prior Constitution score, either 0/+1 to Fortitude saving throws and either 0/+1 to max HP per character level) and suffer –1 to AC
Adds +1 to Constitution (thus, depending on prior Constitution score, either 0/+1 to Fortitude saving throws and either 0/+1 to max HP per character level) and +1 to AC
Wielder gains +2 To Hit with melee attacks only–including melee attacks made with the horn itself. This item may only be held in the melee offhand slot. (It cannot be equipped in the ranged offhand slot.) Monks & rangers (not any other class) may wield it as an offhand melee weapon.
non-magical weapon
Note: There are two different tokens called Brawler’s Mug. This one is Common and the other is Rare. The Rare Brawler’s Mug is not a weapon and can only be held in the off-hand.
Holding this mug in the off-hand while attacking with a one-handed melee weapon grants the wielder an additional +2 Damage.
Note: There are two different tokens called Brawler’s Mug. This one is Rare and the other is Common. The Common Brawler’s Mug is a non-magical weapon.
When used by a bard, bardsong grants each party member a total of +1 To Hit & +3 Damage (+2 To Hit & +4 Damage if the bard is 5th-level) to their melee and ranged attacks. The bard may cast Spells (not scrolls) while playing this instrument but may not attack with a weapon. Bards cannot make a Lore check while playing this instrument.
When played by the skilled hands of a bard,
Retribution damage inflicted on the user is reduced by 3 points per effect.
Runestones are single use items that are turned in to the coach prior to starting an adventure. The effects get added to your overall stats. One runestone may be used per adventure. However, up to two additional Rare/Ultra Rare runestones can be attached to one weapon (or one runestone each on two different weapons) if the player possesses a Runestone Fitting Base (one per additional runestone) and presents it at the beginning of the adventure with the additional R/UR runestone(s) of choice.
Adds +2 to all saving throws
While this cloak is equipped, if the wearer dies (no matter how–even from Push) in any room other than 7 and is not revived, the wearer returns to life in the next room with 10 HP remaining.
This cloak’s resurrection effect can only be used once per adventure, but the saving throw bonus is always in effect.
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.
The wearer is healed 2 HP when the first (or only) monster in the room dies. If the room has multiple monsters, any monster deaths past the first do not trigger the effect of this Charm.
The possessor of this unique Artifact is allowed to play a multi-class character. He picks two classes from any of remaining character cards (after everyone has picked theirs) and he carries both cards with him during the adventure. The character can use any spells or special powers from either character and use any magic item (other than armor) usable by both. As a dual-class wizard he could wield a sword but not wear armor. The character’s hit points are equal to the sum of both classes,
Once per game, this item allows the wearer to retrieve and drink one healing potion as a Free Action. It does not work for other liquids like oils or salves, nor for non-healing potions. The word “Potion” must be printed at the top of the token for it to work with this item. E.g., it cannot be used to drink from a Flask of Survival as a Free Action because 1) a flask is not a potion and 2) it doesn’t have a healing effect.
The wearer’s actions are not adversely affected when the wearer is attacked by a Swarm subtype. This cap does not reduce damage of any kind.
The wearer cannot become affected by the Diseased condition. This item does not prevent Disease-based HP damage, only the Diseased condition.
Diseased Condition: Disease can deal HP damage (though not always), but if you fail a saving throw for Disease, under certain conditions, there may be repercussions. Simply taking Disease damage won’t trigger this condition. It must be the result of a special attack that causes this condition and you must fail the save.
Trap or falling rock damage inflicted upon the wearer is reduced by 2.
Trap: a physical or magical hazard that gets sprung on the party as they advance through the adventure. Puzzles are not traps. “Push” damage as a result of not completing a room challenge in time is not a trap. Puzzle and/or Push damage might sometimes be described as a “trap” for flavor purposes, but their damage is not mitigated by this item.
Wearer is immune to natural Cold damage. It has no effect on magically created Cold.
Note: The term “natural” means it exists in the real world.
+1 to Dexterity (thus, depending on prior Dexterity score, either 0/+1 To Hit with ranged attacks, either 0/+1 to AC, and either 0/+1 to Reflex saving throws) and -1 to Strength (thus, depending on prior Strength score, suffering either 0/-1 To Hit in melee and either 0/-1 Damage with melee and thrown weapons)
Adds +1 to Melee AC
Captain’s Cup must be equipped in the offhand Melee slot for the entire game.
This item also allows its user to retrieve and drink one potion as a Free Action once per combat. It does not work for other liquids like oils or salves. The word “Potion” must be printed at the top of the token for it to work with this item. E.g., it cannot be used to drink from a Flask of Survival as a Free Action because a flask is not a potion.
The weapon deals triple damage (instead of the normal double damage) when the player sliding this token scored a natural 20 and a critical hit is scored. It deals standard damage if either or both of the aforementioned conditions are not met.