This topic is to address a specific question I was asking myself:
What tokens exists at an uncommon or rare level that do not have an available upgrade in a higher rarity (in the same slot)?
*Edit: This is intended to be a thought exercise of identifying tokens in a specific slot with "room to improve" in a higher rarity. There are a limited number of tokens that can be printed each year and this type of exercise may be helpful in determining idea candidates for rare, ultra rare, etc.
So I started creating a list to answer that question, in my own opinion.
For some of these tokens, I do not think there needs to be an upgrade at a higher rarity, whether being "too powerful" already or not desirable enough for the investment.
Criteria:
- I am skipping weapons, chest armor (except
one
), potions, scrolls, ammunition, runestones, figurines, and items with effects that are difficult to "upgrade" (in my opinion).
- Strength, dexterity and constitution are considered when looking at upgrades for +melee damage, AC, and health.
- If a token has a unique effect also provided by a charm or ioun stone, it has also been omitted (like earcuff of the wind and goggles of serpent sight).
- If a token has a numeric value, the assumption for the upgrade is adjusting the value or range, which has been surround with parenthesis (). An "upgrade" can also include secondary bonuses instead.
- I have also indicated my personal preferences on if I would like to see an upgrade at a higher rarity (^), do not have a preference (-), or would prefer to not see an upgrade (v). Please note that I am one person and and this is my opinion.
Abyssal Lenses of Taunting
-
Allows an additional Taunt
(but character is Stunned for 1 rd after use) (
(1)/game)
Amulet of Thorns
^
(4) pts of damage to any monster that hits wearer
Belt of Healing
v
Any “
(20)” slid by wearer heals wearer
(3) pts
*Upgrade could also have an amount of healing apply on every hit. ^
Berserker Cloak
^
+
(2) to CON & -
(2) to AC
Bezoar Charm
-
-
(2) damage from Poison
Boots of Backstabbing
^
+
(6) points of non-modifiable damage to a successful Sneak Attack’s final tally
*Upgrade could also incorporate other bonuses for rogue sneak attack like skipping prep round.
Boots of Bounding
^
May attack flying target with melee weapons, but take
(2) pts of damage
(
(1)/room)
Bracers of
Fire
/
Frost
/
Lighting
-
+
(2) Fire/Cold/Shock damage with melee weapons
*This would also be interesting if there was a transmute combining these together.
Bracers of Fire Deflection
v
-
(2) damage from Fire
Bracers of Ricochet
v
-
(1) damage from Ranged attacks
Brawler’s Mug (Rare)
^
+
(2) damage in melee when held in off-hand
*There is also
Orb of Might
and
Brawler's Horn
, but these are not obvious upgrades.
Cadaver Charm
-
Cures wearer
(2) pts when 1st monster in room dies.
Charm of Enlightenment
-
+
(8) to Wisdom (+
(4) to Will saves)
With Wisdom likely affecting the number of beads that can be equipped, this token can become problematic and many would prefer to wait until the Wisdom bonuses are announced and detailed before reprinting this token or another like it.
Charm of the Lava Fiend
v
-
(2) damage from Fire
Charm of the Sage
-
Damage scrolls deal +
(2) damage (same damage type)
Charm of the Sipquick
^
+
(2) to Dexterity & -
(1) to Strength
*I am predicting a +2 dexterity volunteer charm in 2019 or 2020.
Charm of Thorny Barbs
^
Deals
(2) pts of Piercing damage to any monster that hits wearer in melee
Cloak of the Footpad
^
+
(2) damage with Sneak Attacks
*Upgrade could also incorporate other bonuses for rogue sneak attack like skipping prep round.
Crown of Charisma
v
+
(4) to saves vs Charm & +
(4) to Charisma
*There is currently no bonus for having a Charisma score higher than 16.
Crown of Iron Will
-
+
(4) to Will saves
Darkling Earcuff
^
+
(1) to Reflex saves
*The
Charming Earcuff
exists, but there is not a rare earcuff token that provides reflex saves.
Drow Raider Necklace
-
-
(2) damage from Darkrift, Fire, Poison & Sacred
Earcuff of Intellect
^
+
(1) to Will saves
Earcuff of Muting
v
-
(2) damage from Sonic
Earcuff of the Bliss
^
+
(1) to Fort saves
*There also exists
Icecrag Hero’s Earcuff
that provides +1 to Fort saves, but there could be a rare or higher that gave a greater bonus to Fort saves.
Girdle of Wealful Health
^
You cure
(1) additional hp when you eat/drink a cure item
Gloves of Healing
^
Adds
(1) pt to all healing spells
Gloves of the Dark Gnome
^
+
(2) to CON & -
(2) to DEX
Hat of Intellect
v
+
(2) to hit with spell (not scroll) slides, +
(4) to INT
*There is currently no benefit to having an Intellect higher than 20.
Helbane Cloak
-
You heal
(1) hp when you use a healing Spell or Power on another
(
(1)/room)
Holly Ring
^
+
(1) pt of Sacred damage with missile weapons
Ioun Stone Agate Orb
-
+
(1) pt when healed (Spells & Scrolls only)
Ioun Stone Emerald Cube
^
Immunity to Hold, Slow & other hindrances
((outdoor only))
Ioun Stone Faceted Amber
^
Subtracts
(2) pts of damage per missile or spell attack
Ioun Stone Glass Cube
v
-
(3) damage from Acid
Ioun Stone Ruby Prism
-
Subtracts
(1) pt of damage per melee attack
Ioun Stone Ruby Rhombus
v
-
(3) damage from Fire
Kinetic Accelerator
-
Your
(Magic Missile) spells do +
(1) damage
Lenses of Focus
^
+
(1) to your healing & damage spells
Medallion of Focus
^
+
(1) to your healing & damage spells
Necklace of the Norns
-
May re-cast a
(1st) level spell just cast–
(as scroll)
(
(1)/room)
Pants of Blisswalk
-
You heal
(2) additional hp when you receive healing from a Spell
Pants of Springing
-
-
(1) damage from melee attacks
Ring of Brilliance
^
+
(3) pts of Sacred damage with 2-handed melee weapons
Ring of Fire Absorption
v
-
(3) damage from Fire
Ring of Fortitude
^
Adds +(4) to Fortitude saves
I forgot about the
Charming Ring
.
Ring of Iron Will
^
Adds +
(4) to Will saves
Ring of Lone Justice
-
+
(5) damage if your attack slide is the only one on the “
(20)”
Ring of Reflexes
^
Adds +
(4) to Reflex saves
Ring of Soothing Touch
-
+
(3) healing to
(1) use of Lay on Hands
(
(1)/game)
Ring of Stunning Fist
^
Dazing Fist or Stunning Fist trigger on natural
(19-20)
Ring of the Anointed
^
+
(1) to Dexterity
Ring of the Hallowed
^
+
(1) to Strength
Shark Tooth Armor
^
+
(7) to AC &
(3) pts of damage to monster who hits wearer in melee
*This is the only armor I put in this list. I am seeing retribution builds more frequently.
Shirt of Simplicity
-
+(
1) to max hp for each of your unequipped Charm slots
(+
(3) max)
Shirt of Venomward
-
-
(2) damage from Poison
Shoes of Sneaking
^
+
(2) to hit with Sneak Attacks
*Upgrade could also incorporate other bonuses for rogue sneak attack like skipping prep round.
Wand of Cure Lt. Wounds
v
(cure
(5) pts. /
(5 charges))
*If this were reprinted, I would almost expect it to exist as an Ultra Rare with the changes to wands. Wands are consumables again and should not be made at UR level. Healing on wands is problematic with the unlimited uses per room mechanic and would need to be addressed before making more healing wands.
Wand of Life Stealing
v
(DC-12 Fort save) or target takes
(6) pts of damage AND Wizard healed
(6) pts
*If this were reprinted, I would almost expect it to exist as an Ultra Rare with the changes to wands. Wands are consumables again and should not be made at UR level.