Melee attacks made by the wearer deal +5 damage.
Once per room, the wearer may heal 5 hp after successfully hitting and damaging an enemy with a Melee attack.
You may also search by any or all of the following criteria, with or without including a text search.
Melee attacks made by the wearer deal +5 damage.
Once per room, the wearer may heal 5 hp after successfully hitting and damaging an enemy with a Melee attack.
Adds +1 to Dexterity (thus, depending on prior Dexterity score, either 0/+1 To Hit with ranged attacks, either 0/+1 to AC, and either 0/+1 to Reflex saving throws)
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.
Wearer becomes immune to olfactory attacks. E.g., a troglodyte’s stench would not affect the wearer. (Sadly, does not protect against gamer stink.)
Wearer can understand the Deeperdark language when it’s being spoken, as long as the wearer can hear the speaker.
Does not bestow the ability to read or speak Deeperdark.
Adds +1 to AC
Wearer cannot be detected by scent
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.
Monster Trophy tokens have black lettering and gold backs (or brown lettering on wood in 2006). They are primarily used to make Combo/Transmuted tokens and are often highly-prized by token collectors.
Wearer may equip up to 2 Figurines of Power.
+4 to (Will) saving throws vs. Charm and +4 to Charisma
If your character has a Charisma of 16 or higher, you may equip up to two Figurines of Power.