Usable by: all, Barbarian, Bard, Cleric, Druid, Dwarf Fighter, Elf Wizard, Fighter, Monk, Paladin, Ranger, Rogue, Wizard
Slot: Finger
Rarity: Transmuted-Relic (5 pt)
Year: 2014
Source: Exchange
Classification: Equippable
Adds +4 to AC
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Adds +4 to AC
Imbues the wearer with Psychic Power and gives access to Tier 7 powers. This item does not stack with other +Psychic Tier items.
Imbues the wearer with Psychic Power and gives access to the next higher tier of powers. This item cannot grant access to a power tier above 7.
Psychic Power
Players wishing to use a Psychic Power must unlock their character’s Psychic Potential by equipping a token that imbues Psychic Power before the start of their adventure. The coach notes on the party card when a character has Psychic Potential.
The wearer cannot become dehydrated
2-handed melee or missile (physical projectile) attacks made by the wearer deal +2 damage as Sacred
Note: Undead suffer double damage from any source of Sacred energy, but Good-aligned Outsiders take no damage from Sacred power. If an attack with added Sacred damage wounds an Undead creature, only the Sacred portion of the damage is doubled.
Adds +4 to Reflex saving throws
Heals 1 HP of damage per room. This healing is bestowed once at the beginning of each room.
The player gets three extra Treasure Chips at the end of the adventure.
Wearer’s Melee attacks vs. Undead deal +2 Damage
Missile attacks (physical ranged attacks, not spells or wholly magical effects) made by the wearer deal +1 damage as Sonic.