Adds +9 to AC and +2 to Strength (thus adding +1 To Hit in melee and +1 Damage with melee and thrown weapons)
not exchangeable
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).
Adds +2 to all saving throws
Once per room, the wearer may use a melee weapon (using melee stats) to attack monsters that may only be hit by ranged attacks.
Adds +4 to Strength (thus adding +2 To Hit in melee and +2 Damage with melee and thrown weapons).
Adds +2 to AC and +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)
Adds +5 to AC and +2 to Strength (thus adding +1 To Hit in melee and +1 Damage with melee and thrown weapons)
Adds +2 to AC and +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)
All damage (except for Push and Eldritch) inflicted upon the wearer is reduced by 3 per attack/effect.
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 #05.
Damage from any melee attack against the wearer is reduced by 3
If a melee attack deals both physical damage and has a secondary effect (e.g., paralysis, sleep, Poison, ennui), as long as all of the physical damage was negated, these boots will negate both the physical damage and secondary effect(s). However, if even 1 HP of damage is not negated, the secondary effect(s) will affect the wearer.









