Once per game, the wearer may re-try a failed skill check. The wearer chooses when to activate this item’s power.
Wizard
Adds +3 to Strength (thus, depending on prior Strength score, adding either +1/+2 To Hit in melee and either +1/+2 Damage with melee and thrown weapons) and +3 to Dexterity (thus, depending on prior Dexterity score, adding either +1/+2 To Hit with ranged attacks, either +1/+2 to AC, and either +1/+2 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.
Once per game, the wearer may heal themselves or an ally 5 HP. The healing provided by this amulet is not subject to modification and does not benefit from Focus or any other healing bonuses.
4 of 20 “Stalker” tokens
Adds +1 to AC and +1 to all saving throws
This item equips in the Torso (armor) slot.
5 of 20 “Stalker” tokens
Darkrift damage inflicted on the wearer is reduced by 3 points per attack/effect
6 of 20 “Stalker” tokens
Adds +1 to Dexterity (thus, depending on prior Dexterity score, adding either 0/+1 To Hit with ranged attacks, either 0/+1 to AC, and either 0/+1 to Reflex saving throws) and +2 to Constitution (thus adding +1 to Fortitude saving throws and +1 to max HP per character level.)
7 of 20 “Stalker” tokens









