The wearer’s face remains hidden in all lighting conditions other than full sunlight.
The damage wheel includes 2 points of Poison damage which will be deducted if the victim of the attack is immune to Poison damage.
The user gains the Vampire Spawn sub-type, granting a connection to Craven’s undead essence. This allows the wearer to heal 3 points of damage upon a monster’s death, subject to a recovery limit of one trigger per room. However, the wearer automatically fails all saving throws against Undead Charm and touch effects.
Melee attacks made by the wearer deal +5 damage.
Once per room, the wearer may heal 5 hp after successfully hitting and damaging an enemy with a Melee attack.
Once per room, the wearer has the option of adding +3 to the base damage of a spell cast from their character card (not a scroll or item), but when doing so the wizard suffers 2 points of Eldritch damage.
Crazed Evoker’s Amulet must be consciously activated when casting the spell. The wizard will take the 2 Eldritch damage whether the spell is successful or not. Activating this item requires neither a Free nor Standard Action.
Once per room, the wearer has the option of adding +3 to the base damage of a spell cast from their character card (not a scroll or item), but when doing so the wizard suffers 2 points of Eldritch damage.
Crazed Evoker Lenses must be consciously activated when casting the spell. The wizard will take the 2 Eldritch damage whether the spell is successful or not. Activating this item requires neither a Free nor Standard Action.
Adds +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)
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.
Wearer becomes immune to olfactory attacks. E.g., a troglodyte’s stench would not affect the wearer. (Sadly, does not protect against gamer stink.)
Wearer can understand the Deeperdark language when it’s being spoken, as long as the wearer can hear the speaker.
Does not bestow the ability to read or speak Deeperdark.
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.
Monster Trophy tokens have black lettering and gold backs (or brown lettering on wood in 2006). They are primarily used to make Combo/Transmuted tokens and are often highly-prized by token collectors.
+4 to (Will) saving throws vs. Charm and +4 to Charisma
If your character has a Charisma of 16 or higher, you may equip up to two Figurines of Power.
When using spell surge on a damage-inflicting Spell, add +5 to the total damage done. The bonus provided by this item cannot be modified and is added after all other bonuses and calculations are totaled.
This item cannot affect healing Spells.
This headpiece allows the wearer to transform a damage-inflicting spell to a different elemental energy (e.g., changing a Fire attack to a Cold attack). Only spells that are memorized by the character (i.e., on the character card) are eligible. The only eligible energies are Cold, Fire, and Shock. This means a Cold spell could be transformed into Fire or Shock, Fire could be transformed into Cold or Shock, or Shock could be transformed into Cold or Fire.
Adds +1 to Intelligence and +2 To Hit with Spells (not scrolls or items) that require a slide.
Once per game, wearer may use one Special Power or Spell on their character card without marking its use off of the character card. It does not matter whether or not the box has already been checked. This item does not affect abilities which do not have a checkbox on the character card.
Crown of Expertise does not in any way alter the Action (Standard, Free, etc.) required for a spell to be cast or a power to be used.





























