Cup of Conversion
Once per room, the owner of this cup may convert any non-Common potion (a potion of any rarity other than Common) to a beverage that restores 2 hp. The beverage must be consumed immediately–it cannot be “banked” for later use. The converted potion must be in the cup owner’s possession and the healing beverage can only be consumed by the cup’s owner.
All effects the potion once had are completely negated when converted to a healing beverage.
CURSED Candlestick of Anger
If this token is received as treasure, you become cursed. For as long as you are under this curse, you must equip this candlestick in your mainhand melee slot. You may make ranged attacks with other weapons, but any time you perform a melee attack, it must be with this weapon.
This candlestick does not bestow any combat penalties–beyond being a lousy weapon. The wielder still gains any relevant To Hit or Damage modifiers for melee attacks that they would otherwise get.
CURSED Chair of Sloth
If this token is received as treasure, you become cursed. For as long as you are under this curse, you lug this chair around with you everywhere you go–including while adventuring*. This chair occupies both of your ranged offhand slots, thus, you may not make any kind of missile attack. During the second round of combat, your character sits and rests in this cursed chair and you may not take any kind of Action–not even purely mental actions–during that round.
CURSED Fork of Glutony
If this token is received as treasure, you become cursed. For as long as you are under this curse, to receive the effect of a potion, two potions of the exact same name must be consumed. You only gain the effect once. This affects ALL potions, including but not limited to polymorph and healing potions.
Only consumed liquids that have “Potion” in their name are affected by this curse. E.g., you could apply a weapon oil and have it buff your weapon without needing to apply two coats of the oil.
CURSED Lenses of Envy
If this token is received as treasure, you become cursed. For as long as you are under this curse, you must always equip this item in your eyes slot, thus preventing any other eye-slot items from being equipped. Until this curse is removed, you may not perform any kind of missile attack. Spellcasting is not a missile attack–not even the Spell magic missile–and is unaffected by this prohibition.
CURSED Lute of Lust
If this token is received as treasure, you get cursed. For as long as you are under this curse, you become enraptured by every monster you encounter. As a consequence, you spend the first round of every combat singing love songs to the monster(s). While singing, you may not perform any other Actions–not even purely mental ones. Starting on round 2 of combat, the cursed character regains their free will and acts according to the player’s wishes.
CURSED Mirror of Pride
If this token is received as treasure, you become cursed. For as long as you are under this curse, you become compelled to constantly view yourself in this mirror. Consequently, you must always equip this item in your melee offhand slot.
Monks and rangers are not immune to this curse, but they will not attack with the mirror out of fear of marring its reflective surface. While under the effects of this curse,
CURSED Scale of Greed
If this token is received as treasure, you become cursed. For as long as you are under this curse, you cannot benefit from any synergy bonuses. However, unless they are also cursed by their own Scale of Greed, other party members can gain synergy from the synergistic tokens you have equipped. E.g., if all 10 party members have equipped a Charm of Synergy, but you are the only one cursed by Scale of Greed,
Cutlass
non-magical weapon
Cyborg Spittle
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.
Dagger
non-magical weapon
Dagger of Arcane Luck
After sliding this weapon token, the player immediately (before another player performs an attack slide) slides another unused* puck. With a bit of sliding skill, this secondary puck can be used to bump another combat slider into a higher AC zone. The secondary puck does not count as either a hit or miss and does not deal any damage.
In Virtual True Dungeon, instead of sliding a second puck, the wizard player attacking with this weapon may give one other player (not themself) who has not yet attacked that round a +5 To Hit bonus on their next attack roll.
Dagger of Throwing
This double-bladed weapon returns to the attacker after being thrown. This means the character could throw it again on the next round. (Normally, thrown weapons cannot be retrieved until combat is over.) This weapon may also be used to make melee attacks.
Note: The character gains neither two attacks nor deals double damage (unless the player makes a critical hit) from the double-bladed nature of the weapon.
Dandy Shirt
Adds +1 to all saving throws
Dark Disciple's Shirt
Wearer is imbued with Psychic Power. Furthermore, once per game the wearer may manifest a second Psychic Power. However, the second Psychic Power may not be the same as the first one manifested. I.e., it does not allow the wearer to manifest the same power twice.
Psychic Power
Players wishing to use a Psychic Power must unlock their character’s Psychic Potential by equipping a token that imbues Psychic Power before the start of their adventure.
Dark Gnome Armor
Adds +2 to AC
Dark Gnome Staff
non-magical weapon
Dark Shield
Adds +2 to AC
Darkglen (Lore)
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 #04.
Darkguard Greaves
Darkrift damage inflicted upon the wearer is reduced by 2 points per attack/effect
This is the first token to occupy the new shins slot. Barring the use of extremely high-powered tokens, only one shins token per person may be equipped.
Darkhold Earcuff
Adds +1 to Will saving throws. Against Will saving throws vs. Insanity, the bonus becomes +4 instead of +1.
Darkling Club
non-magical weapon
Darkling Earcuff
Adds +1 to Reflex saving throws
Darkling Helm
Adds +1 to AC
Darkling Shade Armor
Adds +3 to AC
Darkling Shadow Armor
Adds +4 to AC and +1 to Reflex saving throws
Darkling Shield
Adds +1 to AC and +1 to Reflex saving throws
Darkling Void Armor
Adds +4 to AC and +2 to Reflex saving throws
Darkmail
Adds +7 to AC
Darkrift Arrow
On a successful hit from a bow, this arrow deals an additional 2 damage as Darkrift. It must be declared (turned in) before sliding the weapon token.
Note: Energy-draining undead (vampire, lich, etc.) are immune to Darkrift energy, but other undead take normal damage from it.
Darkrift Ingot
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.
Darkrift Runestone
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 Darkrift.
Note: Energy-draining undead (vampire, lich, etc.) are immune to Darkrift energy, but other undead take normal damage from it.
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.
Darkthorn Armor
Adds +4 to AC
This item is part of the Darkthorn Set.
When all three Darkthorn items are equipped, wearer gains 2 points of Piercing-based Retribution Damage.
Retribution Damage: When a melee attack deals damage to a target possessing Retribution Damage (RD), the attacker takes damage equal to the target’s total RD. Neither ranged nor spell attacks will trigger RD. If an attack would have caused damage but is completely negated (e.g.,
Darkthorn Helmet
Adds +1 to AC
This item is part of the Darkthorn Set.
When all three Darkthorn items are equipped, wearer gains 2 points of Piercing-based Retribution Damage.
Retribution Damage: When a melee attack deals damage to a target possessing Retribution Damage (RD), the attacker takes damage equal to the target’s total RD. Neither ranged nor spell attacks will trigger RD. If an attack would have caused damage but is completely negated (e.g.,
Darkthorn Shield
Adds +2 to AC
This item is part of the Darkthorn Set.
When all three Darkthorn items are equipped, wearer gains 2 points of Piercing-based Retribution Damage.
Retribution Damage: When a melee attack deals damage to a target possessing Retribution Damage (RD), the attacker takes damage equal to the target’s total RD. Neither ranged nor spell attacks will trigger RD. If an attack would have caused damage but is completely negated (e.g.,
Darkwood Acorn
Equivalent to 200 GP
Gold Piece or GP equivalent tokens may be hoarded as treasure, traded with other adventurers (big-time token collectors may be especially interested in GP), exchanged for NPC services outside of the adventure, used as currency to bid on items in the True Dungeon auction, or exchanged for transmuted tokens on http://www.truedungeon.com/transmuted. On very rare occasions, certain NPCs within the adventure may be influenced by the offering of riches.
Darkwood Club
non-magical weapon
Darkwood Longbow
non-magical weapon
Darkwood Shillelagh
non-magical weapon
Darkwood Shortbow
non-magical weapon
Darkwood Staff
non-magical weapon
Dasher's Necklace
Adds +1 to Reflex saves
Dawn Battle Axe
This weapon deals an additional 3 damage when it’s used to score a hit against an Accursed monster.
Dawn Belt
The wearer of this belt deals +5 damage with Holy Water and Divine Water.
Dawn Boots
Wearer deals +1 Damage when wielding a Dawn weapon
Dawn Boots of Lore
Wearer automatically passes the skill check when casting 0th-level and 1st-level spells.
Dawn Bow
This weapon deals an additional 3 damage when it’s used to score a hit against an Accursed monster.
Dawn Earcuff
Adds +1 to Will saving throws
Dawn Escort Armor
Adds +4 to AC and +1 to Reflex saving throws
Dawn Gloves
Wearer gains +1 To hit and +1 to damage when wielding a Dawn weapon
Dawn Greaves
Darkrift damage inflicted on the wearer is reduced by 1 point per attack/effect
Dawn Guard Armor
Adds +5 to AC and Darkrift damage inflicted on the wearer is reduced by 1 point per attack/effect
Dawn Hammer
This weapon deals an additional 3 damage when it’s used to score a hit against an Accursed monster.
Dawn Hardy Earcuff
Adds +1 to Constitution (thus, depending on prior Constitution score, either 0/+1 to Fortitude saving throws and either 0/+1 to max HP per character level).
If the wearer is a Barbarian or a Monk, add a total of +2 to Constitution (thus adding +1 to Fortitude saving throws and +1 to max HP per character level)
Dawn Helm
Adds +1 to AC
Dawn Initiate Gloves
Wearer gains +1 To Hit when wielding a Dawn weapon.
Dawn Leather Armor
Adds +3 to AC
Dawn Long Sword
This weapon deals an additional 3 damage when it’s used to score a hit against an Accursed monster.
Dawn Mace
This weapon deals an additional 3 damage when it’s used to score a hit against an Accursed monster.
Dawn Order Pants
Melee damage inflicted upon the wearer from Accursed monsters is reduced by 3 points per attack.
This token’s effect is only available during the 2026 season.
Dawn Pilgrim Armor
Adds +2 to AC and +1 to Will saving throws
Dawn Ritual Robe
Adds +1 to AC
Dawn Runestone
When turned in, this runestone counts as two pieces of the Dawn Mega-Set.
Dawn Shield
Adds +1 to AC
Dawn Shirt
Adds +3 to Will saving throws.
If the wearer is a Cleric, the total bonus to Will saving throws is +4.
Dawn Short Sword
This weapon deals an additional 3 damage when it’s used to score a hit against an Accursed monster.
Dawn Staff of Focus
Adds +1 to Focus
Dawn Strike Sword
This weapon deals an additional 3 damage when it’s used to score a hit against an Accursed monster.
Dawn Sturdy Leather
+4 to AC
Dawn War Club
This weapon deals an additional 3 damage when it’s used to score a hit against an Accursed monster.
Deadward Amulet
+1 to all saving throws
Wearer is immune to the side-effects of Undead Touch Attacks (e.g., Paralysis, Poison, curse, etc.) This item does not mitigate HP damage caused by Undead Touch Attacks.
Death Cloak Fabric
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.
Death Head Fang
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.
Death Knight Armor
Adds +9 to AC and +2 to Strength (thus adding +1 To Hit in melee and +1 Damage with melee and thrown weapons)
Death Knight Boots
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).
Death Knight Cloak
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.
Death Knight Gauntlets
Adds +4 to Strength (thus adding +2 To Hit in melee and +2 Damage with melee and thrown weapons).
Death Knight Helm
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)
Death Knight Mail
Adds +5 to AC and +2 to Strength (thus adding +1 To Hit in melee and +1 Damage with melee and thrown weapons)
Death Knight Shield
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)
Death Squire Armor
Adds +7 to AC
HP damage inflicted on the wearer by Corporeal Undead is reduced by 3 points per attack/effect. This armor does not mitigate the side-effects of Undead Touch Attacks (e.g., Paralysis, Poison, curse, etc.), no matter what the corporeal status of the Undead attacker happens to be.
Deathward Greaves
All damage (except for Push and Eldritch) inflicted upon the wearer is reduced by 3 per attack/effect.
Decay Runestone
On a successful hit with a melee weapon, 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.
Defender Greaves
Adds +1 to AC and +1 to all saving throws
Defender Helm
Adds +1 to AC and +1 to all saving throws
Defender Platemail
Adds +8 to AC
Defender Shield
Adds +3 to AC
Desert Hide Armor
Adds +3 to AC
Devil Ant Orb
When used to make a successful missile attack (slid as weapon on the combat board), this alchemical weapon deals Poison damage to the monster. It is usable only once, whether the attack succeeds or misses.
Like all alchemical weapons, this item will deal double damage if the attacker scores a natural 20 on the attack slide and is affected by Ranged combat bonuses (hit and damage). But unlike thrown physical weapons (dagger, spear,
Devil Asp Armor
Adds +2 to AC
Poison damage inflicted on the wearer is reduced by 1 point per attack/effect
Devil Crab Armor
Adds +3 to AC and allows the wearer to attack in the first round while underwater. (Normally, melee attacks cannot be made the first round of underwater combat.)
Devil Drake Claw
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.
Devil Wasp Orb
When used to make a successful missile attack (slid as weapon on the combat board), this alchemical weapon deals Poison damage to the monster. It is usable only once, whether the attack succeeds or misses.
Like all alchemical weapons, this item deals double damage if the attacker scores a natural 20 on the attack slide and is affected by Ranged combat bonuses (hit and damage). But unlike thrown physical weapons (dagger, spear, etc.),
Devilward Amulet
Wearer gains +1 to all saving throws and immunity to Possession by an Evil Outsider. This item does not prevent Possession from any other creature type.
Diamond Jewel Bearing
Equivalent to 250 GP
Counts as a “gem” for all purposes
Gold Piece or GP equivalent tokens may be hoarded as treasure, traded with other adventurers (big-time token collectors may be especially interested in GP), exchanged for NPC services outside of the adventure, used as currency to bid on items in the True Dungeon auction, or exchanged for transmuted tokens on http://www.truedungeon.com/transmuted . On very rare occasions, certain NPCs within the adventure may be influenced by the offering of riches.
Dimglen (Lore)
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.
Dire Beetle Armor
Adds +4 to AC and suffer -1 to Will saving throws
Dire Spider Hide Armor
Adds +5 to AC and the wearer may move freely within webbing extruded by monstrous spiders. This armor does not provide immunity to webs cast by spells.
Dire Squid Ink
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.



































































































