Adds +2 to Strength (thus adding +1 To Hit in melee and +1 Damage with melee and thrown weapons)
2010
In 2010, one lore token was included in each pack of 10 tokens. Lore tokens encouraged collectors to log on to www.truedungeon.com and discover special hints about that year’s adventure as well as the formulas for that year’s Combo tokens.
Each Lore token had a copper back to distinguish it from the standard gold-backed tokens in a pack and was numbered 1-40. This token was #02.
On a successful hit from a crossbow, this bolt deals an additional 2 damage as Cold when fired from a full-size (i.e., not hand-size) crossbow. It must be declared (turned in) before sliding the weapon token.
Made from the hide of some mysterious aquatic beast, these boots allow the wearer to walk on water as if it were solid ground. The magic of these boots may be “turned off” if the wearer wishes to venture underwater.
These boots allow their wearer to safely traverse quicksand.
If a monster attacks the wearer and rolls a 1 for its attack, the monster’s turn is over regardless of how many attacks it might have had left. In addition, the monster will suffer 6 damage. If any of the attacks made before the 1 was rolled would have hit the wearer, those “pre-1” attacks can still do damage.
If a monster attacks the wearer and rolls a 1 for its attack, the monster’s turn is over regardless of how many attacks it might have had left. However, if any of the attacks made before the 1 was rolled would have hit the wearer, those “pre-1” attacks can still do damage.
Adds +2 To Hit to all ranged attacks (physical as well as spells cast from the character card which require an attack slide) and +2 Damage to all ranged attacks made with physical weapons.
These bracers grant a To Hit bonus to spells cast from the character card which require an attack slide, but not scrolls or magic with a missile-like effect.
These bracers do not grant a Damage bonus to any spell,
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.
On a successful hit with a physical ranged weapon (including thrown weapons, but not spells or wholly magical effects), the wielder deals an additional 1 damage as Acid.
Runestones are single use items that are turned in to the coach prior to starting an adventure. The effects get added to your overall stats. One runestone may be used per adventure. However, up to two additional Rare/Ultra Rare runestones can be attached to one weapon (or one runestone each on two different weapons) if the player possesses a Runestone Fitting Base (one per additional runestone) and presents it at the beginning of the adventure with the additional R/UR runestone(s) of choice.
The user can never be surprised. In addition, it adds +1 to the party’s initiative rolls. The initiative roll bonus is cumulative for each person who equips one of these charms. Thus the party’s total initiative bonus could be increased by up to 10 points if all characters equipped one of these charms.
The maximum initiative bonus is capped at 10, even more than 10 Charms of Awareness have been equipped in the party.