Adds +3 to Will saving throws.
If the wearer is a Cleric, the total bonus to Will saving throws is +4.
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Adds +3 to Will saving throws.
If the wearer is a Cleric, the total bonus to Will saving throws is +4.
+4 to AC
This weapon deals an additional 3 damage when it’s used to score a hit against an Accursed monster.
+1 to all saving throws
Wearer is immune to the side-effects of Undead Touch Attacks (e.g., Paralysis, Poison, curse, etc.) This item does not mitigate HP damage caused by Undead Touch Attacks.
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.
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 +9 to AC and +2 to Strength (thus adding +1 To Hit in melee and +1 Damage with melee and thrown weapons)
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).
Adds +2 to all saving throws
Once per room, the wearer may use a melee weapon (using melee stats) to attack monsters that may only be hit by ranged attacks.
Adds +4 to Strength (thus adding +2 To Hit in melee and +2 Damage with melee and thrown weapons).