Hi Jeff,
I haven't read through the 15 pages of comments, but here are mine:
Granting the UR consumable Elixir of Life as a permanent ability to the Necklace of Sacred Beads seems like a big mistake. Not only does it seem very overpowered for a Relic (or even Legendary), but it takes a lot of tension out of the game because death essentially means nothing. I'll absolutely get one for our Cleric, and expect I'll never need to use a Potion of Death's Door again.
Druegar's Sacred Necklace: I'll admit, I'm having trouble finding the Divine Intervention definition again, maybe all that should be reprinted in the first post of this thread again? I think it is a die 20 roll, which heals and/or resurrects. My comments from Relic are even more appropriate here, the Cleric can resurrect any one character, and has a chance of resurrecting all characters, each game. That seems incredibly overpowered, and again really lowers the stakes of the game by making death irrelevant. These Class Legendaries seem like the Artifacts cycle all over again, the power levels just keep getting ramped up each year. But at least we're going to go back and look at all the power levels for all the classes to hopefully bring them all up to the same power level.
Amulet of Noble Might: This also seems very very powerful. Way too powerful. It's very discouraging to go through such a laborious process just recently with the Eldritch Kilt of Dungeonbane where giving +6 to either St, Dex, or Con was considered way too powerful to make, and now here is a Relic that gives a combined +14 to those attributes, PLUS incorporates the equivalent of the Ring of Reflexes. I do like the image of the Fighter using his shield to deflect attacks. Severely overpowered.
Viv's: Whirlwind attack should probably be limited to once per room. 1 Melee attack per room after dying is fine. It's still overpowered because of the overpowered Relic it gets all the bonuses from.
Mage Medallion: I was incorrect on the UR thread when I said the Wizard UR stacked with the Relic, I see that it is incorporated into the Relic. Why does the Wizard Relic/UR incorporate the powers of the Wizard UR, while the Cleric Relic doesn't? That saves the Wizard a Charm slot over the Cleric, which doesn't seem right. This should be like the Cleric, where it doesn't include the spellbook. Beyond that, +9 damage on skill check seems high. That's 90 extra damage potentially, not counting all the tokens that allow those spells to be cast again. I guess for a Relic though that's probably not too overpowered. It could be too powerful though if a future character card design adds more skill check spells.
Arch-Mage Medallion: An extra spell box per level seems very powerful, but letting them be cast as free actions seems very broken. That is four turns where the Wizard can double-cast damage spells (in addition to any other tokens which allow two spells in a turn), which I'd guess puts the Wizard far above the damage curve. Extra spell boxes and bonus damage on spells seems more than powerful enough, the part about casting them as instants should be dropped, unless they're cast as scrolls. I'm glad it no longer incorporates the MoMM and MEC.
I like the Elfstone Shard, it's extremely powerful, essentially a stand-alone maxed out Charm of Synergy. The game has gotten a lot more powerful from the time I was amazed a token as powerful as Wil's Dragonheart Charm could be printed.
Greater Ring of Reflexes at +6 is very nice, I'd like to see a similar transmute for the other saves Rings.
I'd like to see either the Tankard of Celebration or Master Drinker's Gloves replaced by a really nice transmuted polymorph potion.