Monk
If no other treasure-enhancing tokens (regardless of rarity or permanence) are equipped, the player receives one 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 do not stack with it. E.g., if the Amulet of Wonder‘s effect for that year increases Treasure Chips gained, Gloves of the Raider and Amulet of Wonder can’t be equipped by the same character.
Fashioned out of Platinum and Opal
In 2006 TD released limited edition Artisan Tokens. These are extremely rare tokens that represent items such as jewelry or clothing and were the spark for the major change in token design for 2007. They have no pre-declared value. One copy of each item was available for silent auction at the 2006 True Dungeon event in Indianapolis. In addition, one copy of each item was placed in the dungeon as special treasure at both the Indianapolis and So Cal events.
Once per room, this missile weapon may be used to make a ranged attack.
This damage from this weapon may optionally be enhanced with slug ammo.
As a Free Action once per combat, the wearer may use a melee weapon (using melee combat modifiers) to attack flying or levitating monsters. The monster must be in the air, not just at range.
This item does not confer the ability to fly/levitate, it allows the wearer to leap up, attack, and land safely back in the same spot from which they took off. This item neither impairs nor improves the wearer’s ability to perform normal attacks or Spell castings.
Pouring two flasks of Faerie Water (i.e., turn in two tokens) into a Goblet of Healing and consuming the liquid from the goblet will heal the imbiber 3 HP. The pouring and drinking process can be completed as a single Standard Action.
If you have also equipped a Greater Alchemist Pouch, it will bestow its healing bonus on you when you drink two Faerie Waters out of this goblet.
While in the coaching room, two or more owners of this token may clink their Goblet of Toasting (GoT) tokens together to gain a bonus to one ability score (Strength, Dexterity, Constitution, Intelligence, Wisdom, or Charisma) of their choice. Each person may choose whichever Ability Score they prefer. E.g., if one person picks Dexterity, that does not compel anyone else to pick Dexterity nor does it prevent another person from also selecting Dexterity.