Cleric
Character gains +8 to one Stat or Ability Score of the player’s choosing. This is a +8 bonus to the Stat itself, not +8 to that Stat or Ability Score’s bonus. The Stat’s bonus will increase by 4 as a result of this item. The choice cannot be altered once the character has left the Coaching Room. In addition, during Mythic DR runs, this token will allow characters a saving throw against any Mythic monster special effects.
Adds +8 to all saving throws. In addition, during Mythic DR runs, this token will allow a character to use damage reduction or saving throws to help mitigate a Mythic monster’s Special Auto-Attack.
This ring allows the wearer to equip up to two neck slot items instead of the normal maximum of one. Normal rules that prevent equipping two items of the same name apply. The wearer may not equip both their character’s class legendary and associated relic.
Adds +8 to any base damage result (adds +8 to number facing damage dot on a combat board or adds +8 to the Spell damage shown on the character card). It does not affect other damage results like Retribution damage or Scroll damage. In addition, during Mythic DR runs, this token will allow a character to overcome a Mythic monster’s Special Defense.
Grants 1 point of Retribution Damage.
Retribution Damage: When a melee attack deals damage to a target possessing Retribution Damage (RD), the attacker takes damage equal to the target’s total RD. Ranged attacks, whether physical or magical, do not trigger RD. If an attack would have caused damage but is completely negated (e.g., Cloak of Shadowskin) or the attack’s damage is reduced to zero (e.g., melee damage reduction),
Healing Spells (not scrolls, wands, or items) cast by the wearer heal +1 HP.
If the Spell can affect more than one target, the caster gets a pool of 1 healing to allocate on an eligible target.
This arcane necklace allows any character to cast a swarm of fireballs that will affect every monster in the room. This spell automatically hits and deals 8 points of damage. Every monster must make a DC 15 Reflex saving throw. If the saving throw succeeds, that monster takes half damage.









