Ranger
Before the game starts, the wearer must choose either:
- +2 to Strength (thus adding +1 To Hit in melee and +1 Damage with melee and thrown weapons)
or - +2 to Dexterity (thus adding +1 To Hit with ranged attacks, +1 to AC, and +1 to Reflex saving throws)
If a non-magical Poison is drunk by someone with this charm equipped, the Poison will not take effect. This item has no effect on magical Poison.
To be negated by this charm, the non-magical Poison must be consumed orally. Any other type of Poison delivery method is unaffected.
This item prevents inebriation caused by drinking non-magical alcohol.
The wearer gains a To-Hit bonus based on the number of Charms of Coordination equipped in the party, as shown below:
Darkrift and/or Poison damage inflicted on the wearer is reduced by 2 points per attack/effect. If a single attack deals at least 2 points of Darkrift damage and at least 2 points of Poison damage, this item reduces the total damage by 4.
Once per room, the first time the wearer takes damage, that damage is reduced by 3 points.
This protection only applies to a single attack. For example, if a monster successfully attacked you three times, only the first attack’s damage would be reduced.
While under the influence of bardsong, Ranged damage inflicted on the wearer is reduced by 3 points per attack/effect.
Two of these special tokens have been given to some very helpful folks by TD creator Jeff Martin as a thank you for their past aid.
If no other treasure-enhancing tokens (regardless of rarity or permanence) are equipped, the player receives two additional Treasure Chips at the end of the adventure.









