While in the Coaching Room, before the game begins, the player must pick which one of the following bonuses they want for their character:
- +5 to Fortitude saving throws
- +5 to Reflex saving throws
- +5 to Will saving throws
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While in the Coaching Room, before the game begins, the player must pick which one of the following bonuses they want for their character:
Adds +2 to Will saving throws
Adds +2 to Focus
Once per room, the player is allowed to re-roll any saving throw result of 1-2.
If no other treasure-enhancing tokens (regardless of rarity or permanence) are equipped, the player receives 1 additional Treasure Chip at the end of the adventure.
If a variable-effect token is being used to gain Treasure Chips, Gloves of the Raider does not stack with it. E.g., if the ___ of Wonder‘s effect for that year increases Treasure Chips gained, Gloves of the Raider and ___ of Wonder can’t be equipped by the same character.
Adds +2 to max HP and +1 to Charisma (If your character has a Charisma of 16 or higher, you may equip up to two Figurines of Power.)
Adds +2 to max HP and +1 to Intelligence
Twice per room, when the owner ingests (consumes via the mouth) any kind of healing item, the owner heals +3 HP.
Player receives 2 additional Treasure Chips at the end of the adventure.
Shock damage inflicted on the wearer is reduced by 1 point per attack/effect