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True Dungeon Token Database

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Ring of the Stag

Usable by: all, Barbarian, Bard, Cleric, Druid, Dwarf Fighter, Elf Wizard, Fighter, Monk, Paladin, Ranger, Rogue, Wizard
Slot: Finger
Rarity: Rare
Year: 2025
Source: Standard Pack
Classification: Equippable

Once per room as a Standard Action, the owner of this item may inflict 4 points of Force damage on a single target. This damage is not subject to any kind of damage bonus the user may possess. There is no saving throw to mitigate the damage, but if the target has resistance/immunity to Force, that resistance/immunity would apply.

Ring of the Stars

Usable by: Bard, Cleric, Druid, Elf Wizard, Wizard
Slot: Finger
Rarity: Common
Year: 2021
Source: Standard Pack
Classification: Equippable

When the wearer of this ring casts a damage-inflicting scroll, that scroll gains +1 to the damage dealt.

Ring of the Ten Saints

Usable by: all, Barbarian, Bard, Cleric, Druid, Dwarf Fighter, Elf Wizard, Fighter, Monk, Paladin, Ranger, Rogue, Wizard
Slot: Finger
Rarity: Ultra Rare
Year: 2026
Source: Participation
Classification: Equippable

Wearer may equip an additional Bead or an additional Charm.

This item’s effect stacks with other slot expanders, but the wearer is still subject to Slot Expanders Cap rules.

Ring of the Vampire

Usable by: all, Barbarian, Bard, Cleric, Druid, Dwarf Fighter, Elf Wizard, Fighter, Monk, Paladin, Ranger, Rogue, Wizard
Slot: Finger
Rarity: Ultra Rare
Year: 2026
Source: Standard Pack
Classification: Equippable

Melee attacks made by the wearer deal +2 damage.

Once per room, the wearer may heal 3 hp after successfully hitting and damaging an enemy with a Melee attack.

Ring of the Vampire Lord

Usable by: all, Barbarian, Bard, Cleric, Druid, Dwarf Fighter, Elf Wizard, Fighter, Monk, Paladin, Ranger, Rogue, Wizard
Slot: Finger
Rarity: Transmuted-Relic (5 pt)
Year: 2026
Source: Exchange
Classification: Equippable

Melee attacks made by the wearer deal +3 damage.

Once per room, the wearer may heal 4 hp after successfully hitting and damaging an enemy with a Melee attack.

Ring of the Wolf

Usable by: all, Barbarian, Bard, Cleric, Druid, Dwarf Fighter, Elf Wizard, Fighter, Monk, Paladin, Ranger, Rogue, Wizard
Slot: Finger
Rarity: Uncommon
Year: 2009
Source: Standard Pack
Classification: Equippable

Adds +1 To Hit when using non-magical weapons (melee or ranged, but not spells)

This ring may be used by monks attacking with their bare hands or in conjunction with non-magical monk bracer weapons.

Ring of the Woodworker

Usable by: all, Barbarian, Bard, Cleric, Druid, Dwarf Fighter, Elf Wizard, Fighter, Monk, Paladin, Ranger, Rogue, Wizard
Slot: Finger
Rarity: Uncommon
Year: 2010
Source: Standard Pack
Classification: Equippable

Adds +2 Damage when using non-magical wooden melee weapons

Ring of the Yeti

Usable by: all, Barbarian, Bard, Cleric, Druid, Dwarf Fighter, Elf Wizard, Fighter, Monk, Paladin, Ranger, Rogue, Wizard
Slot: Finger
Rarity: Ultra Rare
Year: 2019
Source: Standard Pack
Classification: Equippable

Missile attacks (physical ranged attacks, not spells, scrolls, nor wholly magical effects) made by the wearer deal +3 damage as Cold.

Ring of Thrashing

Usable by: Fighter
Slot: Finger
Rarity: Uncommon
Year: 2023
Source: Standard Pack
Classification: Equippable

Melee attacks made by the wearer deal +2 Damage.

This ring is not wearable by dwarf fighters.

Ring of Three Wishes

Usable by: all, Barbarian, Bard, Cleric, Druid, Dwarf Fighter, Elf Wizard, Fighter, Monk, Paladin, Ranger, Rogue, Wizard
Slot: Finger
Rarity: Ultra Rare
Year: 2004
Source: Volunteer Recognition
Classification: Equippable

When equipped, the player has the ability to request up to three wishes. Wishes can be used at any time during the adventure. The wish grantor (DM or TD Admin) marks off each wish used. The token must be turned in after the last of the three wishes is requested.

Ring of Treasure Finding

Usable by: all, Barbarian, Bard, Cleric, Druid, Dwarf Fighter, Elf Wizard, Fighter, Monk, Paladin, Ranger, Rogue, Wizard
Slot: Finger
Rarity: Rare
Year: 2022
Source: Standard Pack
Classification: Equippable

If no other treasure-enhancing tokens (regardless of rarity or permanence) are equipped, the player receives one additional Treasure Chip at the end of the adventure.

Ring of Truth

Usable by: all, Barbarian, Bard, Cleric, Druid, Dwarf Fighter, Elf Wizard, Fighter, Monk, Paladin, Ranger, Rogue, Wizard
Slot: Finger
Rarity: Uncommon
Year: 2021
Source: Standard Pack
Classification: Equippable

Adds +2 to Will saving throws and wearer is unable to tell a lie.

Ring of Twilight

Usable by: Rogue
Slot: Finger
Rarity: Common
Year: 2017
Source: Standard Pack
Classification: Equippable

Rogues wearing this ring in a forest may initiate a sneak attack without the standard one round delay. This item has no effect whatsoever in non-forest locations.

Ring of Undeath

Usable by: all, Barbarian, Bard, Cleric, Druid, Dwarf Fighter, Elf Wizard, Fighter, Monk, Paladin, Ranger, Rogue, Wizard
Slot: Finger
Rarity: Rare
Year: 2026
Source: Standard Pack
Classification: Equippable

Once per room, the first time the wearer takes damage, that damage is reduced by 1 point.

This protection only applies to a single attack. For example, if a monster successfully attacked you three times, only the first attack’s damage would be reduced.

Ring of Venomward

Usable by: all, Barbarian, Bard, Cleric, Druid, Dwarf Fighter, Elf Wizard, Fighter, Monk, Paladin, Ranger, Rogue, Wizard
Slot: Finger
Rarity: Common
Year: 2024
Source: Standard Pack
Classification: Equippable

Poison damage inflicted on the wearer is reduced by 1 point per attack/effect

Ring of Warmth

Usable by: all, Barbarian, Bard, Cleric, Druid, Dwarf Fighter, Elf Wizard, Fighter, Monk, Paladin, Ranger, Rogue, Wizard
Slot: Finger
Rarity: Common
Year: 2023
Source: Standard Pack
Classification: Equippable

Cold damage inflicted on the wearer is reduced by 1 point per attack/effect

Ring of Warning

Usable by: all, Barbarian, Bard, Cleric, Druid, Dwarf Fighter, Elf Wizard, Fighter, Monk, Paladin, Ranger, Rogue, Wizard
Slot: Finger
Rarity: Uncommon
Year: 2013
Source: Standard Pack
Classification: Equippable

Trap damage inflicted upon the wearer is reduced by 2

The effect from this item stacks with other items that mitigate trap-damage, including Ring of Dire Warning.

Trap: a physical or magical hazard that gets sprung on the party as they advance through the adventure. Puzzles are not traps. “Push” damage as a result of not completing a room challenge in time is not a trap. Puzzle and/or Push damage might sometimes be described as a “trap”

Ring of Water Elemental Command

Usable by: all, Barbarian, Bard, Cleric, Druid, Dwarf Fighter, Elf Wizard, Fighter, Monk, Paladin, Ranger, Rogue, Wizard
Slot: Finger
Rarity: Ultra Rare
Year: 2011
Source: Standard Pack
Classification: Equippable

Cold damage inflicted upon the wearer is reduced by 5 HP and grants 2 points of Cold-based Retribution Damage.

Ring of Wizardry

Usable by: Elf Wizard, Wizard
Slot: Finger
Rarity: Ultra Rare
Year: 2008
Source: Standard Pack
Classification: Equippable

Adds +2 To Hit on Spells (not scrolls or items) requiring a combat slide. A Spell affected by this ring deals double damage if a natural 20 is scored. If that particular Spell has additional damage bonuses, those bonuses are doubled as well.

This ring cannot double a Spell’s damage on a creature you cannot critically hit. This includes, but is not limited to creatures without a vital anatomy, Constructs, incorporeal creatures, Oozes,

Ring of Wonder

Usable by: all, Barbarian, Bard, Cleric, Druid, Dwarf Fighter, Elf Wizard, Fighter, Monk, Paladin, Ranger, Rogue, Wizard
Slot: Finger
Rarity: Ultra Rare
Year: 2020
Source: Standard Pack
Classification: Equippable

This ring has a different powerful effect each year. Please ask your coach for information about the current effect–sometimes the effect is a surprise.

This ring grants the same effect as Amulet of Wonder (see that token’s description for the history of effects) and Totem of Wonder. Equipping other __ of Wonder items is permitted, but pointless because the effects don’t stack.

Year Stamp Note: Onyx-back versions of this token have a 2019 stamp on the back.

Ring of Ymir

Usable by: Wizard
Slot: Finger
Rarity: Uncommon
Year: 2023
Source: Standard Pack
Classification: Equippable

When casting a damage-inflicting Spell (not scrolls, wands, or items), the caster may convert the damage type to Cold.

This ring is not wearable by Elf Wizards.

Robe of Aset

Usable by: all, Barbarian, Bard, Cleric, Druid, Dwarf Fighter, Elf Wizard, Fighter, Monk, Paladin, Ranger, Rogue, Wizard
Slot: Torso (armor)
Rarity: Rare
Year: 2024
Source: Standard Pack
Classification: Equippable

Adds +2 to AC and +2 to max HP

Robe of Deftness

Usable by: all, Barbarian, Bard, Cleric, Druid, Dwarf Fighter, Elf Wizard, Fighter, Monk, Paladin, Ranger, Rogue, Wizard
Slot: Torso (armor)
Rarity: Rare
Year: 2019
Source: Standard Pack
Classification: Equippable

Adds +2 to Dexterity (thus adding +1 To Hit with ranged attacks, +1 to AC, and +1 to Reflex saving throws)

Robe of Healing

Usable by: Bard, Cleric, Druid
Slot: Torso (armor)
Rarity: Ultra Rare
Year: 2023
Source: Standard Pack
Classification: Equippable

Healing Spells (not scrolls, wands, or items) cast by the wearer heal +3 HP.

Robe of the Ancients

Usable by: all, Barbarian, Bard, Cleric, Druid, Dwarf Fighter, Elf Wizard, Fighter, Monk, Paladin, Ranger, Rogue, Wizard
Slot: Torso (armor)
Rarity: Ultra Rare
Year: 2024
Source: Standard Pack
Classification: Equippable

Ranged attacks made by the wearer deal +2 damage as Fire

If the wearer is a monk, their melee attacks also deal +2 damage as Fire

Robe of the Arch-Mage

Usable by: Elf Wizard, Wizard
Slot: Torso (armor)
Rarity: Ultra Rare
Year: 2011
Source: Standard Pack
Classification: Equippable

Adds +3 to AC and grants immunity to the magic missile spell/effect

Robe of the Battle Mage

Usable by: all, Barbarian, Bard, Cleric, Druid, Dwarf Fighter, Elf Wizard, Fighter, Monk, Paladin, Ranger, Rogue, Wizard
Slot: Torso (armor)
Rarity: Rare
Year: 2025
Source: Standard Pack
Classification: Equippable

Adds +4 to max HP

Robe of the Mage

Usable by: Elf Wizard, Wizard
Slot: Torso (armor)
Rarity: Rare
Year: 2008
Source: Standard Pack
Classification: Equippable

Adds +2 to AC

Robe of the Sage

Usable by: all, Barbarian, Bard, Cleric, Druid, Dwarf Fighter, Elf Wizard, Fighter, Monk, Paladin, Ranger, Rogue, Wizard
Slot: Torso (armor)
Rarity: Rare
Year: 2021
Source: Standard Pack
Classification: Equippable

Adds +2 to AC.

When the wearer of this robe casts a damage-inflicting scroll, that scroll gains +1 to the damage dealt.

If a scroll boosted by this robe can affect more than one target, the caster gets a pool of 1 extra point of damage from the robe, not +1 point per target. The caster chooses the recipient of the extra point as they see fit among the eligible recipients.

Robe of the Vale

Usable by: all, Barbarian, Bard, Cleric, Druid, Dwarf Fighter, Elf Wizard, Fighter, Monk, Paladin, Ranger, Rogue, Wizard
Slot: Torso (armor)
Rarity: Common
Year: 2013
Source: Standard Pack
Classification: Equippable

Adds +1 to AC

Rod of Ra

Usable by: Barbarian, Cleric, Dwarf Fighter, Fighter, Paladin, Ranger
Slot: Mainhand
Rarity: Rare
Year: 2024
Source: Standard Pack
Classification: Equippable, Weapon

non-magical* melee Sacred weapon

This weapon’s damage is comprised entirely of Sacred.

*Though it may seem odd to describe a weapon that deals Sacred damage as non-magical, per the definition spelled out in the Player’s Handbook, this weapon fits the definition of “non-magical”.

Note: Undead suffer double damage from any source of Sacred energy, but Good-aligned Outsiders take no damage from Sacred power. If an attack with added Sacred damage wounds an Undead creature,

Rod of Seven Parts

Usable by: all, Barbarian, Bard, Cleric, Druid, Dwarf Fighter, Elf Wizard, Fighter, Monk, Paladin, Ranger, Rogue, Wizard
Slot: slotless
Rarity: Transmuted-Grand Eldritch
Year: 2014
Source: Exchange
Classification: Equippable

This uniquely numbered token grants the powers from all seven of the individual segments, as shown below:

  • +1 HP
  • +1 to Reflex saves
  • +1 to Fortitude Saves
  • +1 to Will saves
  • +1 to Strength
  • +1 to Dexterity
  • +1 to Constitution

In addition to the aforementioned powers which are always active, once per calendar year you may play a special sub-class character for a single adventure run.

Rod of Seven Parts, Segment 1

Usable by: all, Barbarian, Bard, Cleric, Druid, Dwarf Fighter, Elf Wizard, Fighter, Monk, Paladin, Ranger, Rogue, Wizard
Slot: slotless
Rarity: Premium
Year: 2008
Source: Appreciation
Classification: Equippable

Adds +1 to maximum HP

Rod of Seven Parts, Segment 2

Usable by: all, Barbarian, Bard, Cleric, Druid, Dwarf Fighter, Elf Wizard, Fighter, Monk, Paladin, Ranger, Rogue, Wizard
Slot: slotless
Rarity: Premium
Year: 2009
Source: Appreciation
Classification: Equippable

Adds +1 to Reflex saving throws

Rod of Seven Parts, Segment 3

Usable by: all, Barbarian, Bard, Cleric, Druid, Dwarf Fighter, Elf Wizard, Fighter, Monk, Paladin, Ranger, Rogue, Wizard
Slot: slotless
Rarity: Premium
Year: 2010
Source: Appreciation
Classification: Equippable

Adds +1 to Fortitude saving throws

Rod of Seven Parts, Segment 4

Usable by: all, Barbarian, Bard, Cleric, Druid, Dwarf Fighter, Elf Wizard, Fighter, Monk, Paladin, Ranger, Rogue, Wizard
Slot: slotless
Rarity: Premium
Year: 2011
Source: Appreciation
Classification: Equippable

Adds +1 to Will saving throws

Rod of Seven Parts, Segment 5

Usable by: all, Barbarian, Bard, Cleric, Druid, Dwarf Fighter, Elf Wizard, Fighter, Monk, Paladin, Ranger, Rogue, Wizard
Slot: slotless
Rarity: Premium
Year: 2012
Source: Appreciation
Classification: Equippable

Adds +1 to Strength (thus, depending on prior Strength score, adding either 0/+1 To Hit in melee and 0/+1 Damage with melee and thrown weapons)

Rod of Seven Parts, Segment 6

Usable by: all, Barbarian, Bard, Cleric, Druid, Dwarf Fighter, Elf Wizard, Fighter, Monk, Paladin, Ranger, Rogue, Wizard
Slot: slotless
Rarity: Premium
Year: 2013
Source: Appreciation
Classification: Equippable

Adds +1 to Dexterity (thus depending on prior Dexterity score, adding either 0/+1 To Hit with ranged attacks, 0/+1 to AC, and 0/+1 to Reflex saving throws)

Rod of Seven Parts, Segment 7

Usable by: all, Barbarian, Bard, Cleric, Druid, Dwarf Fighter, Elf Wizard, Fighter, Monk, Paladin, Ranger, Rogue, Wizard
Slot: slotless
Rarity: Premium
Year: 2014
Source: Appreciation
Classification: Equippable

+1 to Constitution

Rolland's Ring of Protection +6

Usable by: all, Barbarian, Bard, Cleric, Druid, Dwarf Fighter, Elf Wizard, Fighter, Monk, Paladin, Ranger, Rogue, Wizard
Slot: Finger
Rarity: Transmuted-Legendary
Year: 2014
Source: Exchange
Classification: Equippable, Timeless

Adds +6 to AC

Rottgutt (Lore)

Usable by: all, Barbarian, Bard, Cleric, Druid, Dwarf Fighter, Elf Wizard, Fighter, Monk, Paladin, Ranger, Rogue, Wizard
Slot: slotless
Rarity: Lore
Year: 2010
Source: Standard Pack
Classification: none

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 #30.

Royal Honey

Usable by: all, Barbarian, Bard, Cleric, Druid, Dwarf Fighter, Elf Wizard, Fighter, Monk, Paladin, Ranger, Rogue, Wizard
Slot: slotless
Rarity: Uncommon
Year: 2018
Source: Participation
Classification: Food

Heals 4 HP of damage when eaten

Ruby Circlet

Usable by: all, Barbarian, Bard, Cleric, Druid, Dwarf Fighter, Elf Wizard, Fighter, Monk, Paladin, Ranger, Rogue, Wizard
Slot: slotless
Rarity: Rare
Year: 2011
Source: Standard Pack
Classification: GP Value

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.

Ruby Jewel Bearing

Usable by: all, Barbarian, Bard, Cleric, Druid, Dwarf Fighter, Elf Wizard, Fighter, Monk, Paladin, Ranger, Rogue, Wizard
Slot: slotless
Rarity: Rare
Year: 2013
Source: Standard Pack
Classification: GP Value

Equivalent to 200 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.

Ruined Belt of the Bull

Usable by: all, Barbarian, Bard, Cleric, Druid, Dwarf Fighter, Elf Wizard, Fighter, Monk, Paladin, Ranger, Rogue, Wizard
Slot: Waist
Rarity: Common
Year: 2018
Source: Standard Pack
Classification: Equippable

Adds +1 to Strength (thus, depending on initial Strength score, either 0/+1 To Hit in melee and 0/+1 Damage with melee and thrown weapons) and -2 to all saving throws

Ruined Bliss Bull Armor

Usable by: Cleric, Dwarf Fighter, Fighter, Paladin
Slot: Torso (armor)
Rarity: Uncommon
Year: 2018
Source: Standard Pack
Classification: Equippable

Adds +5 to AC, +1 to Strength (thus, depending on initial Strength score, either 0/+1 To Hit in melee and 0/+1 Damage with melee and thrown weapons), and -2 to all saving throws

Ruined Boots of Charging

Usable by: all, Barbarian, Bard, Cleric, Druid, Dwarf Fighter, Elf Wizard, Fighter, Monk, Paladin, Ranger, Rogue, Wizard
Slot: Feet
Rarity: Common
Year: 2018
Source: Standard Pack
Classification: Equippable

Suffer -2 to all saving throws

Once per room, on the first round of combat the wearer participates in, melee damage inflicted upon the wearer is reduced by 2 points. If the wearer was struck in a Surprise round, it ends after that, otherwise the protection fades after the first standard round of combat.

Ruined Earcuff of Bravery

Usable by: all, Barbarian, Bard, Cleric, Druid, Dwarf Fighter, Elf Wizard, Fighter, Monk, Paladin, Ranger, Rogue, Wizard
Slot: Ear
Rarity: Common
Year: 2018
Source: Standard Pack
Classification: Equippable

Suffer -2 to all saving throws. In addition, when the wearer can hear bardsong being performed, the wearer is immune to fear effects. This item does not function if the wearer is unable to hear the bard play (e.g., if the wearer was magically silenced)

Ruined Pendant of the Boar

Usable by: all, Barbarian, Bard, Cleric, Druid, Dwarf Fighter, Elf Wizard, Fighter, Monk, Paladin, Ranger, Rogue, Wizard
Slot: Neck
Rarity: Common
Year: 2018
Source: Standard Pack
Classification: Equippable

Adds +3 to maximum HP and -2 to all saving throws

Rum Drinker's Earcuff

Usable by: all, Barbarian, Bard, Cleric, Druid, Dwarf Fighter, Elf Wizard, Fighter, Monk, Paladin, Ranger, Rogue, Wizard
Slot: Ear
Rarity: Rare
Year: 2022
Source: Standard Pack
Classification: Equippable

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)

Rum Drinking Boots

Usable by: all, Barbarian, Bard, Cleric, Druid, Dwarf Fighter, Elf Wizard, Fighter, Monk, Paladin, Ranger, Rogue, Wizard
Slot: Feet
Rarity: Common
Year: 2022
Source: Standard Pack
Classification: Equippable

Adds +1 to Fortitude saving throws

Rune Beast Claw

Usable by: all, Barbarian, Bard, Cleric, Druid, Dwarf Fighter, Elf Wizard, Fighter, Monk, Paladin, Ranger, Rogue, Wizard
Slot: slotless
Rarity: Quest
Year: 2025
Source: Treasure Chest Only
Classification: Monster Trophy

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.

Ingredient for making Transmuted items

An orange Legendary token. Orange text at the top reads "Rune Giant Totem". Smaller black text below reads "May equip two Marks (slotless"). The token features an image of a fiery giant.

Rune Giant Totem

Usable by: all, Barbarian, Bard, Cleric, Druid, Dwarf Fighter, Elf Wizard, Fighter, Monk, Paladin, Ranger, Rogue, Wizard
Slot: slotless
Rarity: Transmuted-Legendary
Year: 2025
Source: Exchange
Classification: Equippable, Timeless

This slotless item grants the ability for a character to equip a maximum of two Marks.  As per normal equipping rules, the extra Mark token cannot be a duplicate token.

Runestone Fitting Base

Usable by: all, Barbarian, Bard, Cleric, Druid, Dwarf Fighter, Elf Wizard, Fighter, Monk, Paladin, Ranger, Rogue, Wizard
Slot: slotless
Rarity: Ultra Rare
Year: 2010, 2017
Source: Standard Pack
Classification: Equippable

This item allows one Rare runestone to be affixed to a single weapon, thus allowing that runestone’s power to take effect when that specific weapon is wielded.

Rust Monster Antennae

Usable by: all, Barbarian, Bard, Cleric, Druid, Dwarf Fighter, Elf Wizard, Fighter, Monk, Paladin, Ranger, Rogue, Wizard
Slot: slotless
Rarity: Quest
Year: 2011
Source: Treasure Chest Only
Classification: Monster Trophy

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.

Sacred Armor

Usable by: Cleric, Dwarf Fighter, Fighter, Paladin
Slot: Torso (armor)
Rarity: Uncommon
Year: 2023
Source: Standard Pack
Classification: Equippable

Adds +7 to AC and melee attacks made on the wearer by Undead monsters deal -1 damage per attack.

Sacred Arrow

Usable by: all, Barbarian, Bard, Cleric, Druid, Dwarf Fighter, Elf Wizard, Fighter, Monk, Paladin, Ranger, Rogue, Wizard
Slot: slotless
Rarity: Rare
Year: 2012
Source: Standard Pack
Classification: Ammunition

On a successful hit from a bow, this Arrow deals an additional 3 damage as Sacred. It must be declared (turned in) before sliding the weapon token.

Note: Undead suffer double damage from any source of Sacred energy, but Good-aligned outsiders take no damage from Sacred power. If a weapon with added Sacred damage hits an undead creature, only the Sacred portion of the damage is doubled. If a weapon with added Sacred damage hits a Good-aligned outsider,

Sacred Hand Grenade

Usable by: all, Barbarian, Bard, Cleric, Druid, Dwarf Fighter, Elf Wizard, Fighter, Monk, Paladin, Ranger, Rogue, Wizard
Slot: slotless
Rarity: Uncommon
Year: 2012
Source: Standard Pack
Classification: Liquid, Weapon

When used to make a successful missile attack (slid as weapon on the combat board), this alchemical weapon deals Sacred 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 its attack slide and is affected by Ranged combat bonuses (hit and damage). But unlike thrown physical weapons (dagger, spear, etc.),

Sacred Light Charm

Usable by: Cleric
Slot: Charm
Rarity: Rare
Year: 2022
Source: Standard Pack
Classification: Equippable

Healing Spells (not scrolls or items) cast by the wearer heal +2 damage and turn undead deals +2 damage

If a use of turn undead can affect more than one target, the cleric gets a total of 2 extra points of damage from Sacred Light Charm, not +2 points per target. The cleric chooses the recipient(s) of the extra points and may allocate them as they see fit among the eligible recipients.

Sacred Necklace

Usable by: Cleric
Slot: Neck
Rarity: Transmuted-Relic (5 pt)
Year: 2021
Source: Exchange
Classification: Equippable

Whenever the wearer casts 2nd-level Spells from their class card, the cleric may, if desired, mentally channel the casting of those spells through the necklace. The result of this channeling allows the necklace to cast those Spells by proxy and as Free Actions. The Spells still get marked off the player’s class card, but since the necklace is doing the work of casting, the cleric’s hands are free to do other things (e.g., cast another Spell as a Standard Action,

Sacred Platemail

Usable by: Cleric, Dwarf Fighter, Fighter, Paladin
Slot: Torso (armor)
Rarity: Rare
Year: 2021
Source: Standard Pack
Classification: Equippable

Adds +7 to AC.

Grants immunity to the side effects of all Undead Touch Attacks (e.g., paralysis, poison, curse, etc.) This immunity does not reduce HP damage taken (e.g., claw damage) nor does it negate anything from an Undead monster using weapon or spell attacks.

Sacred Reach Bracers

Usable by: all, Barbarian, Bard, Cleric, Druid, Dwarf Fighter, Elf Wizard, Fighter, Monk, Paladin, Ranger, Rogue, Wizard
Slot: Wrist
Rarity: Rare
Year: 2026
Source: Standard Pack
Classification: Equippable

Adds +1 to AC and successful Ranged attacks made by the wearer deal +1 damage as Sacred.

Sacred Runestone

Usable by: all, Barbarian, Bard, Cleric, Druid, Dwarf Fighter, Elf Wizard, Fighter, Monk, Paladin, Ranger, Rogue, Wizard
Slot: Runestone
Rarity: Rare
Year: 2017
Source: Standard Pack
Classification: Equippable

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 Sacred.

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.

Sacred Shirt

Usable by: all, Barbarian, Bard, Cleric, Druid, Dwarf Fighter, Elf Wizard, Fighter, Monk, Paladin, Ranger, Rogue, Wizard
Slot: Shirt
Rarity: Rare
Year: 2019
Source: Standard Pack
Classification: Equippable

Once per room, grants immunity to the side-effects of Undead Touch Attacks (e.g., Paralysis, Poison, curse, etc.) This shirt does not mitigate HP damage caused by Undead Touch Attacks.

Sacred Sling Stone

Usable by: all, Barbarian, Bard, Cleric, Druid, Dwarf Fighter, Elf Wizard, Fighter, Monk, Paladin, Ranger, Rogue, Wizard
Slot: slotless
Rarity: Uncommon
Year: 2012
Source: Standard Pack
Classification: Ammunition

On a successful hit from a sling, this stone deals an additional 2 damage as Sacred. It must be declared (turned in) before sliding the weapon token.

Note: Undead suffer double damage from any source of Sacred energy, but Good-aligned outsiders take no damage from Sacred power. If a weapon with added Sacred damage hits an undead creature, only the Sacred portion of the damage is doubled. If a weapon with added Sacred damage hits a Good-aligned outsider,

Sacred Sunshot Pellet

Usable by: all, Barbarian, Bard, Cleric, Druid, Dwarf Fighter, Elf Wizard, Fighter, Monk, Paladin, Ranger, Rogue, Wizard
Slot: slotless
Rarity: Uncommon
Year: 2023
Source: Standard Pack
Classification: Ammunition

Adds +4 damage as Sacred when fired from a Sunshot weapon.

Its use must be declared (turned in to the DM) prior to making the attack slide.

Note: Undead suffer double damage from any source of Sacred energy, but Good-aligned Outsiders take no damage from Sacred power. If an attack with added Sacred damage wounds an Undead creature, only the Sacred portion of the damage is doubled.

Sacredseed

Usable by: all, Barbarian, Bard, Cleric, Druid, Dwarf Fighter, Elf Wizard, Fighter, Monk, Paladin, Ranger, Rogue, Wizard
Slot: slotless
Rarity: Uncommon
Year: 2018
Source: Standard Pack
Classification: Weapon

When used to make a successful missile attack (slid as weapon on the combat board), this alchemical weapon deals Sacred 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.),

Safehold I

Usable by: all, Barbarian, Bard, Cleric, Druid, Dwarf Fighter, Elf Wizard, Fighter, Monk, Paladin, Ranger, Rogue, Wizard
Slot: slotless
Rarity: Safehold
Year: 2025
Source: Exchange
Classification: Timeless

Gain the benefits of a Safehold I

Safehold I (Under Construction)

Usable by: all, Barbarian, Bard, Cleric, Druid, Dwarf Fighter, Elf Wizard, Fighter, Monk, Paladin, Ranger, Rogue, Wizard
Slot: slotless
Rarity: Safehold
Year: 2025
Source: Exchange
Classification: Timeless

used in the creation of Safehold I tokens

See truedungeon.com/safehold for details on how Safeholds work.

Safehold II

Usable by: all, Barbarian, Bard, Cleric, Druid, Dwarf Fighter, Elf Wizard, Fighter, Monk, Paladin, Ranger, Rogue, Wizard
Slot: slotless
Rarity: Safehold
Year: 2025
Source: Exchange
Classification: Timeless

Gain the benefits of a Safehold II

Safehold II (Under Construction)

Usable by: all, Barbarian, Bard, Cleric, Druid, Dwarf Fighter, Elf Wizard, Fighter, Monk, Paladin, Ranger, Rogue, Wizard
Slot: slotless
Rarity: Safehold
Year: 2025
Source: Exchange
Classification: Timeless

used in the creation of Safehold II tokens

See truedungeon.com/safehold for details on how Safeholds work.

Safehold III

Usable by: all, Barbarian, Bard, Cleric, Druid, Dwarf Fighter, Elf Wizard, Fighter, Monk, Paladin, Ranger, Rogue, Wizard
Slot: slotless
Rarity: Safehold
Year: 2024
Source: Exchange
Classification: Timeless

Gain the benefits of a Safehold III

Safehold III (Under Construction)

Usable by: all, Barbarian, Bard, Cleric, Druid, Dwarf Fighter, Elf Wizard, Fighter, Monk, Paladin, Ranger, Rogue, Wizard
Slot: slotless
Rarity: Safehold
Year: 2024
Source: Exchange
Classification: Timeless

used in the creation of Safehold III tokens

See truedungeon.com/safehold for details on how Safeholds work.

Safehold IV

Usable by: all, Barbarian, Bard, Cleric, Druid, Dwarf Fighter, Elf Wizard, Fighter, Monk, Paladin, Ranger, Rogue, Wizard
Slot: slotless
Rarity: Safehold
Year: 2024
Source: Exchange
Classification: Timeless

Gain the benefits of a Safehold IV

Safehold IV (Under Construction)

Usable by: all, Barbarian, Bard, Cleric, Druid, Dwarf Fighter, Elf Wizard, Fighter, Monk, Paladin, Ranger, Rogue, Wizard
Slot: slotless
Rarity: Safehold
Year: 2024
Source: Exchange
Classification: Timeless

used in the creation of Safehold IV tokens

See truedungeon.com/safehold for details on how Safeholds work.

Safehold V

Usable by: all, Barbarian, Bard, Cleric, Druid, Dwarf Fighter, Elf Wizard, Fighter, Monk, Paladin, Ranger, Rogue, Wizard
Slot: slotless
Rarity: Safehold
Year: 2023
Source: Exchange
Classification: Timeless

Gain the benefits of a Safehold V

Safehold V (Under Construction)

Usable by: all, Barbarian, Bard, Cleric, Druid, Dwarf Fighter, Elf Wizard, Fighter, Monk, Paladin, Ranger, Rogue, Wizard
Slot: slotless
Rarity: Safehold
Year: 2023
Source: Exchange
Classification: Timeless

used in the creation of Safehold V tokens

See truedungeon.com/safehold for details on how Safeholds work.

Sahuagin Blunt Lt. Crossbow

Usable by: all, Barbarian, Bard, Cleric, Druid, Dwarf Fighter, Elf Wizard, Fighter, Monk, Paladin, Ranger, Rogue, Wizard
Slot: Mainhand
Rarity: Uncommon
Year: 2011
Source: Standard Pack
Classification: Equippable, Weapon

This specialized crossbow fires blunt bolts and can only be used while underwater. This crossbow is not compatible with other crossbow bolts.

Sahuagin Club

Usable by: Barbarian, Bard, Cleric, Druid, Dwarf Fighter, Fighter, Monk, Paladin, Ranger
Slot: Mainhand
Rarity: Uncommon
Year: 2011
Source: Standard Pack
Classification: Equippable, Weapon

non-magical weapon

Saintly Runestone

Usable by: all, Barbarian, Bard, Cleric, Druid, Dwarf Fighter, Elf Wizard, Fighter, Monk, Paladin, Ranger, Rogue, Wizard
Slot: Runestone
Rarity: Rare
Year: 2026
Source: Standard Pack
Classification: Equippable

All of the user’s Ranged attacks deal +1 damage as Sacred.

Salamander Ichor

Usable by: all, Barbarian, Bard, Cleric, Druid, Dwarf Fighter, Elf Wizard, Fighter, Monk, Paladin, Ranger, Rogue, Wizard
Slot: slotless
Rarity: Quest
Year: 2015
Source: Treasure Chest Only
Classification: Monster Trophy

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.

Salamander Runestone

Usable by: all, Barbarian, Bard, Cleric, Druid, Dwarf Fighter, Elf Wizard, Fighter, Monk, Paladin, Ranger, Rogue, Wizard
Slot: Runestone
Rarity: Common
Year: 2016
Source: Standard Pack
Classification: Equippable

Your weapons are immune to non-magical Fire damage. Magical Fire damage is not affected. Weapons protected by this runestone do not deal Fire damage to their wielder.

Runestones are single use items that are turned in to the coach prior to starting an adventure. The effects will be added to your overall stats. One runestone may be used per adventure.

Salve of Restoration

Usable by: all, Barbarian, Bard, Cleric, Druid, Dwarf Fighter, Elf Wizard, Fighter, Monk, Paladin, Ranger, Rogue, Wizard
Slot: slotless
Rarity: Common
Year: 2008
Source: Standard Pack
Classification: Liquid

This blessed salve removes all the side-effects of Undead Touch Attacks (e.g., Paralysis, Poison, curse, etc.) This item does not restore HP damage caused by Undead Touch Attacks.

This token must be turned in to use and takes one round to apply.

Salve of Sacrifice

Usable by: all, Barbarian, Bard, Cleric, Druid, Dwarf Fighter, Elf Wizard, Fighter, Monk, Paladin, Ranger, Rogue, Wizard
Slot: slotless
Rarity: Uncommon
Year: 2018
Source: Participation
Classification: Liquid

Removes Disease, Paralysis, and Petrification when applied to target, but the applier takes 3 points of Eldritch damage.

The owner of this salve may apply it to themself if they have a Disease and will take the damage accordingly.

Paralyzed or Petrified characters can’t move and therefore can’t apply it to themselves.

Salve of Salvation

Usable by: all, Barbarian, Bard, Cleric, Druid, Dwarf Fighter, Elf Wizard, Fighter, Monk, Paladin, Ranger, Rogue, Wizard
Slot: slotless
Rarity: Uncommon
Year: 2024
Source: Standard Pack
Classification: Liquid

Removes the Diseased and/or Poisoned condition when applied to the target.

This salve does not prevent the target from becoming Diseased or Poisoned in the future, nor does it mitigate damage inflicted by Disease or Poison that was incurred prior to application.

Applying a salve requires a Standard Action on the part of the applier.

Both Disease and Poison can deal HP damage (though not always), but if you fail a saving throw for Disease or Poison under certain conditions,

Salve of Shadowvein

Usable by: all, Barbarian, Bard, Cleric, Druid, Dwarf Fighter, Elf Wizard, Fighter, Monk, Paladin, Ranger, Rogue, Wizard
Slot: slotless
Rarity: Rare
Year: 2008
Source: Standard Pack
Classification: Liquid

Grants immunity 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. This token must be turned in to use, takes one round to apply, and lasts until the end of the room.

This potion must be used proactively to prevent Undead Touch Attack effects. It cannot be used after the fact to remove Undead Touch Attack effects.

Salve of Stoneskin

Usable by: all, Barbarian, Bard, Cleric, Druid, Dwarf Fighter, Elf Wizard, Fighter, Monk, Paladin, Ranger, Rogue, Wizard
Slot: slotless
Rarity: Uncommon
Year: 2008
Source: Standard Pack
Classification: Liquid

Once applied, grants immunity to the first successful melee attack against the character–a miss will not expend the protection. The effect lasts for the duration of the room or until it successfully prevents the first melee attack damage. It takes one round to apply.

This salve affects physical melee attacks, it does not mitigate wholly magical attacks or “attacks” made outside of combat. However, if the attack deals both physical damage and has a secondary effect (e.g.,

Sand Beast Tooth

Usable by: all, Barbarian, Bard, Cleric, Druid, Dwarf Fighter, Elf Wizard, Fighter, Monk, Paladin, Ranger, Rogue, Wizard
Slot: slotless
Rarity: Quest
Year: 2014
Source: Treasure Chest Only
Classification: Monster Trophy

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.

Sandals of Humble Reward

Usable by: all, Barbarian, Bard, Cleric, Druid, Dwarf Fighter, Elf Wizard, Fighter, Monk, Paladin, Ranger, Rogue, Wizard
Slot: Feet
Rarity: Rare
Year: 2021
Source: Standard Pack
Classification: Equippable

If no other treasure-enhancing tokens (regardless of rarity or permanence) are equipped, the player receives one additional Treasure Chip at the end of the adventure.

If a variable-effect token is being used to gain Treasure Chips, Sandals of Humble Reward will not stack with it. E.g., if the Amulet of Wonder‘s effect for that year increases Treasure Chips gained, Sandals of Humble Reward and Amulet of Wonder can’t be equipped by the same character.

Sandals of Sidestepping

Usable by: all, Barbarian, Bard, Cleric, Druid, Dwarf Fighter, Elf Wizard, Fighter, Monk, Paladin, Ranger, Rogue, Wizard
Slot: Feet
Rarity: Uncommon
Year: 2020
Source: Participation
Classification: Equippable

Adds +2 to Reflex saving throws

Sandstorm Cloak

Usable by: all, Barbarian, Bard, Cleric, Druid, Dwarf Fighter, Elf Wizard, Fighter, Monk, Paladin, Ranger, Rogue, Wizard
Slot: Back
Rarity: Common
Year: 2014
Source: Standard Pack
Classification: Equippable

Wearer is immune to damage (but not vision penalties) caused by sandstorms

Sandstorm Goggles

Usable by: all, Barbarian, Bard, Cleric, Druid, Dwarf Fighter, Elf Wizard, Fighter, Monk, Paladin, Ranger, Rogue, Wizard
Slot: Eyes
Rarity: Common
Year: 2014
Source: Standard Pack
Classification: Equippable

Wearer may see normally during a sandstorm. These goggles do not affect damage inflicted by sandstorms.

Sap of the Docks

Usable by: Barbarian, Bard, Cleric, Druid, Dwarf Fighter, Fighter, Monk, Paladin, Ranger, Rogue
Slot: Mainhand
Rarity: Common
Year: 2023
Source: Standard Pack
Classification: Equippable, Weapon

non-magical melee Blunt weapon

Sash of Sinew

Usable by: all, Barbarian, Bard, Cleric, Druid, Dwarf Fighter, Elf Wizard, Fighter, Monk, Paladin, Ranger, Rogue, Wizard
Slot: Waist
Rarity: Rare
Year: 2023
Source: Standard Pack
Classification: Equippable

Adds +2 to Strength (thus adding +1 To Hit in melee and +1 Damage with melee and thrown weapons). If wearer is a paladin or a fighter (either), they gain a total of +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)

This item equips in the Waist slot.

Satyr Wine

Usable by: all, Barbarian, Bard, Cleric, Druid, Dwarf Fighter, Elf Wizard, Fighter, Monk, Paladin, Ranger, Rogue, Wizard
Slot: slotless
Rarity: Quest
Year: 2009
Source: Treasure Chest Only
Classification: Monster Trophy

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.

Satyr's Pipes of Dancing

Usable by: Bard
Slot: slotless
Rarity: Uncommon
Year: 2013
Source: Standard Pack
Classification: Equippable, No Party Card Effect

When activated, the chosen target must succeed on a DC 12 Will saving throw or suffer -2 to AC for the rest of combat. This effect does not stack with itself.

Satyr’s Pipes of Dancing is not a traditional bard instrument and cannot be used to perform bardsong.

Note: Satyr’s Pipes of Dancing cannot be used on the same round with Widseth’s Mystical Lute,

Savior Stone

Usable by: all, Barbarian, Bard, Cleric, Druid, Dwarf Fighter, Elf Wizard, Fighter, Monk, Paladin, Ranger, Rogue, Wizard
Slot: slotless
Rarity: Ultra Rare
Year: 2006
Source: Volunteer Recognition
Classification: Equippable, No Party Card Effect

Evocation of this stone’s energy allows a character to undo (negate) the action that would have resulted in their own death, no matter what the cause.

Scalemail

Usable by: Cleric, Dwarf Fighter, Fighter, Paladin
Slot: Torso (armor)
Rarity: Uncommon
Year: 2008
Source: Standard Pack
Classification: Equippable

Adds +6 to AC

Scarab Armor

Usable by: Cleric, Dwarf Fighter, Fighter, Paladin
Slot: Torso (armor)
Rarity: Rare
Year: 2024
Source: Standard Pack
Classification: Equippable

Adds +7 to AC and +1 to all saving throws

Scarab Chitin Armor

Usable by: Barbarian, Bard, Cleric, Druid, Dwarf Fighter, Fighter, Paladin, Ranger, Rogue
Slot: Torso (armor)
Rarity: Common
Year: 2014
Source: Standard Pack
Classification: Equippable

Adds +4 to AC

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