Adds +2 to Melee AC
If the wearer is a monk, in addition to the +2 to Melee AC, the wearer also gets +2 to Ranged AC
Adds +2 to Melee AC
If the wearer is a monk, in addition to the +2 to Melee AC, the wearer also gets +2 to Ranged AC
When the wearer uses a healing Spell or healing Special Power (not a scroll or magic item) on another person, the wearer of this cloak heals 1 point of damage. This item does not affect heals when the wearer targets themself.
This item is usable only once per room.
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.
Adds +1 to AC and +4 to saving throws vs. charm effects
Adds +1 to AC and +4 to saving throws vs. Gaze attacks
Adds +1 to AC but suffer a -1 penalty to Will saving throws
Adds +2 to AC and +2 Damage when making attacks against the ranger’s favored enemy
Adds +2 to melee damage but penalizes Reflex saving throws by -4
Adds +1 to AC and adds +1 To Hit when making ranged attacks with physical weapons (not spells)
Adds +1 to AC and +3 to Will saving throws
Adds +1 to AC and adds +3 to Fortitude saving throws
Equivalent to 15 GP
Gold Piece or GP equivalent tokens may be hoarded as treasure, traded with other adventurers (big-time token collectors may be especially interested in GP), exchanged for NPC services outside of the adventure, used as currency to bid on items in the True Dungeon auction, or exchanged for transmuted tokens on http://www.truedungeon.com/transmuted . On very rare occasions, certain NPCs within the adventure may be influenced by the offering of riches.
+1 to Strength (thus, depending on prior Strength score, adding either 0/+1 To Hit in melee and either 0/+1 Damage with melee and thrown weapons), +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 Constitution (thus, depending on prior Constitution score, either 0/+1 to Fortitude saving throws and either 0/+1 to max HP per character level)
The wearer cannot become affected by the Blighted condition.
Blighted: Unique to Cravenwood, this condition represents some evil magic that infests a being. Lycanthropy is one such Blight, but it could be something like “Rooted Legs” or “Black Tongue” which could affect a stricken character.
Adds +2 to Constitution (thus adding +1 to Fortitude saving throws and +1 to max HP per character level) and an additional +1 to max HP.
The wearer gains Free Movement.
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 +1/+2 to Reflex saving throws) and all the wearer’s Ranged attacks deal +1 damage as Fire.
Wearer cannot be Surprised
Adds +3 to Will saving throws and +3 to Fortitude saving throws
Adds +1 to AC and +2 to Reflex saving throws
Melee attacks made by the wearer deal +2 damage as Sonic.
Adds +3 to Will saving throws
Adds +3 to Reflex saving throws and +2 to max HP.
Once per game, using this horn as a standard action will cause 3 points of Sonic damage to all monsters in the room.
This item does not work in areas of magical silence.
Once per combat, this kilt allows the wearer to retrieve and drink one potion as a Free Action.
All attacks made by the wearer deal +1 Damage as Sonic.
Adds +3 Focus
Before the start of their adventure, the wearer gains either +4 to hit with melee attacks or +4 to hit with ranged attacks.
When attacking an Incorporeal creature, the wearer’s attacks do not suffer the 50% miss chance.
This item does not grant the ability to critically hit or sneak attack Incorporeal creatures.