Armor of Ra
Adds +7 to AC
Adds +3 to Retribution Damage, but only vs. Undead attackers
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. Ranged attacks, whether physical or magical, do not trigger RD. If an attack would have caused damage but is completely negated (e.g., Cloak of Shadowskin) or the attack’s damage is reduced to zero (e.g.,
Armor of the Ancients
Adds +6 to AC and +3 to max HP
Armor of the Berserker
Adds +4 to AC if the wearer has a shield equipped.
Adds a total of +5 to AC if the wearer does not have a shield equipped.
Armor of the Efreeti
Adds +7 to AC and negates Fire damage caused by direct contact with lava. It does not afford protection from any other source of heat or Fire.
It does not mitigate heat/Fire damage conducted through another object. E.g., if a sword was partially submerged in lava long enough to become red-hot, and the wearer picked up that sword, this armor would not negate the damage because the damage was not caused by coming in direct contact with the lava.
Armor of the Lynx
Adds +4 to AC and Cold damage inflicted upon wearer is reduced by 5.
Armor of the Mist
Adds +6 to melee AC
Adds a total of +9 to ranged AC
Armor of the Smith
Adds +4 to AC and Fire damage inflicted upon the wearer is reduced by 1
Aron's Sunhide Robe
+9 to Dexterity (thus, depending on prior Dexterity score, either +4/+5 To Hit with ranged attacks, +4/+5 to AC, and +4/+5 to Reflex saving throws), +5 to Intelligence, and +5 to Charisma
Arrow of Baldurbane
On a successful hit from a bow, deals an additional 3 damage as Darkrift. Its use must be declared (turned in to the DM) prior to making the attack slide.
Arrow of Fire
On a successful hit from a bow, this arrow deals an additional 2 damage as Fire. It must be declared (turned in) before sliding the weapon token.
Arrow of Frost
On a successful hit from a bow, this arrow deals an additional 2 damage as Cold. It must be declared (turned in) before sliding the weapon token.
Arrow of Good Wind
On a successful hit from a bow, if the attack slide lands on the 20, the archer who fired it heals 8 points of damage. This token must be declared (turned in) before sliding the weapon token.
Arrow of Horus
Adds 3 damage when fired from a bow and allows the user to score a critical hit on a natural 19-20
Arrow of Ra
On a successful hit from a bow, deals an additional 3 damage as Sacred
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.
Arrow of Ricochet
On a successful hit from a bow, this arrow will deal a 10 damage to a secondary target. The attacker chooses the target from eligible recipients. (In most cases, an eligible recipient will be any other monster in the room, but there may be times when a secondary target is out of range, has cover, or is in some way not attackable. Rule of thumb: if the secondary target could have been the primary target,
Arrow of Shock
On a successful hit from a bow, this arrow deals an additional 2 damage as Shock. It must be declared (turned in) before sliding the weapon token.
Arrow of Slaying
On a successful hit from a bow, the target must succeed on a DC 20 Fort save or instantly die. Like all specialty arrows, it is consumed on use whether the attack (or saving throw) was successful or not.
Arrow of Thor's Gift
On a successful hit from a bow, deals an additional 5 damage as Shock. Its use must be declared (turned in to the DM) prior to making the attack slide.
Arrow of True Flight
When fired from a bow, this arrow ignores To Hit penalties caused by wind or if the target has cover. Its use must be declared (turned in to the DM) prior to making the attack slide.
Note: This arrow does not grant any bonus to Damage. Similarly, it does not grant a To Hit bonus, but it could negate a To Hit penalty.
Arrow of Venom
On a successful hit from a bow, this arrow deals an additional 2 damage as Poison. It must be declared (turned in) before sliding the weapon token.
Arrow of Weal Wind
On a successful hit from a bow, if the attack slide lands on the 20, the archer who fired it heals 12 points of damage. This token must be declared (turned in) before sliding the weapon token.
Artificer Mystic Staff
magical Ranged weapon that deals Shock damage
Artificer Radiant Charm
Melee damage inflicted upon the wearer by Undead is reduced by 2 points per attack
Artificer's Agility Pants
Adds +2 to Dexterity (thus, +1 To Hit with ranged attacks, +1 to AC, and +1 to Reflex saving throws)
Artificer's Bracelets
The wearer is able to affect critical hits on Constructs. It also allows rogues to perform a sneak attack on Constructs. (Constructs have no “vital” areas and are normally immune to critical hits and sneak attack bonuses.)
Artificer's Gloves
Adds +2 to Dexterity (thus adding +1 To Hit with ranged attacks, +1 to AC, and +1 to Reflex saving throws) and suffer -2 to Constitution (thus suffering -1 to Fortitude saving throws and -1 to max HP per character level)
Artificer's Probability Robe
Adds +2 to AC and +2 to Reflex saving throws
Ash's Death Pouch
If the owner of this item dies before reaching the final room of the adventure, the owner has the option to “pay off Death” and return to life. The state of life one is returned to depends on how much Death was paid:
Ashenne's Arch-Mage Medallion
In addition to all the powers granted by Mad Evoker’s Charm (double the base damage of a Spell and suffer 25 points of Eldritch damage–see the description of Mad Evoker’s Charm for details), once per round Ashenne’s Arch-Mage Medallion allows a wizard to modify a cast Spell (excluding any scrolls or “as a scroll” effects) with one or more of the Mage Power (MP) or Arch-Mage Power (AMP) effects listed below.
Asher's +5 Viper Strike Fang
Like all +5 weapons, the DM will add +5 to the AC hit when using this weapon but the damage bonus has already been factored into the damage wheel.
The damage wheel includes 2 points of Poison damage which will be deducted if the victim of the attack is immune to Poison damage.
Monks may wield one or two of these in conjunction with their flurry of blows attack.
Ashton (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 #01.
Asp Runestone
On a successful hit with a Common or Uncommon melee weapon, the wielder deals an additional 1 damage as Poison.
Runestones are single use items that are turned in to the coach prior to starting an adventure. The effects are added to your overall stats. One runestone may be used per adventure.
Astral Stalker Blood
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.
Atar Horn
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.
Auri's Candle
Adds +2 to max HP
Auri's Honeycomb
Heals 1 HP of damage
This token must be turned in when used.
Automaton Gear
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.
Automaton Oil
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.
Autumn Runestone
On a successful hit with a melee weapon, the wielder deals an additional 1 damage as Sonic.
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.
Ava's +5 Holy Avenger
Like all +5 weapons, the DM will add +5 to the AC hit when using this weapon but the damage bonus has already been factored into the damage wheel.
Averon's +3 Cherry Bomb
When eaten, user is healed three points of damage and all monsters suffer 3 points of Sacred damage. The healing and Sacred damage effects occur simultaneously.
Note: Undead suffer double damage from any source of Sacred energy, but Good-aligned outsiders take no damage from Sacred power. Therefore, if this item is used to “attack” Undead, it deals 6 damage instead of 3. Good-aligned outsiders take no damage from Sacred power.
Averon's +3 Cherry Wine
The consumer of this potion heals 3 HP and any lingering side-effects (e.g., Paralysis, Poison, curse, etc.) from an Undead Touch Attack are removed. Drinking this liquid does not prevent future Undead Touch Attack effects.
Averon's +5 Deathcleaver
Like all +5 weapons, the DM will add +5 to the AC hit when using this weapon but the damage bonus has already been factored into the damage wheel.
Averon's +5 Healing Cherry
When eaten, this item heals 5 HP of damage. If the consumer is a barbarian who had previously used their rage ability, in addition to the healing effect, this item will restore one use of their rage ability.
If the barbarian has not raged before eating this item, only the healing effect will apply. Eating this item while raging will heal, but will have no other effect.
Averon's Cherry Ale
Adds +4 to max HP
This token must be turned into the coach before entering the adventure.
Averon's Cherry Mead
Heals 3 HP of damage when consumed.
At the time this potion is consumed, any fear effect currently affecting the consumer is cured and for the rest of the room, the consumer is immune to fear.
Axe of the Dwarvish Kings
Dwarf fighters wielding this magical weapon gain a +2 To Hit bonus for melee attacks.
Q) Does this weapon count as Dwarven-made?
A) No. This weapon does not get any bonus from tokens that interact with Dwarven weapons.
Badge of Nobility
Adds +1 to AC
Those who have earned a Badge of Nobility gain access to the non-tangible perks enjoyed by Adventurers’ Guild members.
This token may only be used by people who have achieved at least player level 9.
This token cannot be equipped. The token itself does not bestow any benefit. The purpose of this token is to show physical proof that the player has achieved 9th level.
Bag of Beans
Could be turned-in to complete all Truecraft mini-games in 2012.
Bag of Holding
In 2005 True Dungeon released the Token Collector’s Kit. This imprinted three ring binder included special pages to store your token collection and included the Bag of Holding token. The Bag of Holding token is a novelty/collector item but has no in-game function.
Baldur's Medallion
The wearer may expend one use of detect evil to instead heal a single target 2 HP. This healing cannot be split between two targets and is not subject to Focus or other healing bonuses the wearer might otherwise be entitled to.
This token’s effect does not have any inherent restrictions on the number of times it can be used. However, each time it’s activated it consumes one use of detect evil.
Banded Armor
Adds +6 to AC
Banshee Essence
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.
Basic Greaves
Acid damage inflicted on the wearer is reduced by 1 point per attack/effect
Basilisk Eye
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.
Bastard Sword
non-magical weapon
Baton of Focus
Adds +1 to Focus
Battle Axe
non-magical weapon
Battle Bracers
Adds +1 to AC
If the wearer is a monk and not wielding a hand-held weapon, in addition to the AC bonus, the character also deals +4 damage when making flurry of blows attacks. This damage bonus does not apply if the monk is wielding either one or two handheld weapon(s), even if the weapon(s) is(are) flurry of blows compatible. (The AC bonus from this item is not affected by weapon choice.)
Bead Bracelets
Wearer may equip up to two additional Beads.
This item’s effect stacks with other Bead slot-expanders, but the wearer is still subject to the Slot Expanders Cap of no more than eight Beads.
This item cannot be equipped with either Greater Bead Bracelets or Bibwik’s Bead Bracelets.
Bead Bugbane
Wearer is immune to attacks from natural insects.
Note: The term “natural” means it exists in the real world.
Bead Cleric's Piety
Adds +4 to Will saving throws
Bead Firehold
Fire damage inflicted upon the wearer is reduced by 3 points per attack/effect
Bead Monk's Piety
Adds +2 to Will saving throws
Bead of Asgard
While in the Coaching Room, before the game begins, the character gains +4 to one Ability Score of the player’s choosing. This is a +4 bonus to the Ability Score itself, not +4 to that Ability Score Bonus. That Ability Score’s total bonus is going to increase by 2 as a result of this item. This choice cannot be altered once the character has left the Coaching Room.
Bead of Baldur
All the wearer’s 2-handed Melee weapon attacks gain +1 To Hit.
This bead does not affect 1-handed weapons, even if two 1-handed weapons are used at the same time. For that reason, even though a ranger can equip this bead, they’re probably better off if they don’t. There are some 2-handed Melee weapons that monks can wield, but monks might also want to eschew this bead.
All Ranged attacks made by the wearer suffer -1 To Hit.
Bead of Bending
Ranged damage inflicted on the wearer is reduced by 1 point per attack/effect
Bead of Binding
Once per room, when the owner ingests (consumes via the mouth) any kind of healing item, the owner heals +3 HP.
To be compatible with Bead of Binding, the ingested item must restore HP expressed as an integer, not a variable such as “half” or “all.” Items which bring the dead back to life are not affected by this item.
The wearer of this item may not equip a Bead of Greater Binding.
Bead of Bounty
Player receives 2 additional Treasure Chips at the end of the adventure.
Bead of Celecia
Once per game as an Instant Action, the player may use either one of their own unused Special Powers or one of their own unused Spells without marking it off their character card. The player chooses when to invoke this item’s power. This item’s ability may be used with anything listed in the Spells or Special Powers section on the character card, as long as that Power/Spell has a checkbox that has not already been marked off.
Bead of Chugging
Adds +3 to Fortitude saving throws
Bead of Dark Resistance
Adds +2 to all saves
Bead of Divine Choice
While in the Coaching Room, before the game begins, the player must pick which one of the following bonuses they want for their character:
- +5 to Fortitude saving throws
- +5 to Reflex saving throws
- +5 to Will saving throws
Bead of Fanatic's Fate
Adds +2 to Will saving throws
Bead of Focus
Adds +2 to Focus
Bead of Foretelling
Once per room, the player is allowed to re-roll any saving throw result of 1-2.
Bead of Fortune
If no other treasure-enhancing tokens (regardless of rarity or permanence) are equipped, the player receives 1 additional Treasure Chip at the end of the adventure.
If a variable-effect token is being used to gain Treasure Chips, Gloves of the Raider does not stack with it. E.g., if the ___ of Wonder‘s effect for that year increases Treasure Chips gained, Gloves of the Raider and ___ of Wonder can’t be equipped by the same character.
Bead of Freyja
Adds +2 to max HP and +1 to Charisma (If your character has a Charisma of 16 or higher, you may equip up to two Figurines of Power.)
Bead of Frigg
Adds +2 to max HP and +1 to Intelligence
Bead of Greater Binding
Twice per room, when the owner ingests (consumes via the mouth) any kind of healing item, the owner heals +3 HP.
Bead of Greed
Player receives 2 additional Treasure Chips at the end of the adventure.
Bead of Grounding
Shock damage inflicted on the wearer is reduced by 1 point per attack/effect
Bead of Guided Strike
The wearer is able to affect critical hits creatures that are normally immune to critical hits (e.g., constructs, oozes, plants, undead, etc.) It also allows rogues to perform a sneak attack on creatures that are normally immune to being sneak attacked.
Bead of Health
Adds +2 to max HP and +1 to Fortitude saving throws
Bead of Heimdall
Adds +2 to Constitution (thus adding +1 to Fortitude saving throws and +1 to max HP per character level)
Bead of Hermod
Adds +2 to max HP and +1 to Dexterity (thus, depending on prior Dexterity score, adding either 0/+1 To Hit with Ranged attacks, either 0/+1 to AC, and either 0/+1 to Reflex saving throws)
Bead of Horus
Ranged attacks made by the wearer deal +2 damage per attack/effect
Bead of Ice
Fire damage inflicted on the wearer is reduced by 1 point per attack/effect
Bead of Loki
+3 to Reflex saving throws
Bead of Odin
+2 to max HP and +1 to Wisdom
Bead of Resolve
Adds +3 to Will saving throws
Bead of Sand Vision
Negates vision penalties caused by blowing sand or blowing dust
Bead of the Abomination
Adds +3 to max HP
Bead of the Artificer
Grants 2 points of Shock-based Retribution Damage.
Bead of the Bat
Wearer is able to see creatures under the effects of invisibility.
In addition, the wearer heals +1 hp at the end of each combat.
Bead of the Bear
Adds +2 to Fortitude saving throws
Bead of the Bear Hug
If you successfully hit with two Melee attacks in a single round, their combined damage total is increased by 4 (effectively +2 damage for each attack).
The bonus from this item cannot be modified by any means and gets added to the grand total after all other damage calculations are made.
Bead of the Buccaneer
Adds +1 to Dexterity (thus, depending on prior Dexterity score, adding either 0/+1 To Hit with Ranged attacks, either 0/+1 to AC, and either 0/+1 to Reflex saving throws)
Bead of the Bull
Adds +1 to Strength (thus, depending on prior Strength score, adding either 0/+1 To Hit in melee and either 0/+1 Damage with melee and thrown weapons)
If the wearer is a fighter or dwarf fighter, gain a total of +2 to Strength (thus adding +1 To Hit in melee and +1 Damage with melee and thrown weapons)
Bead of the Buzzard
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) and grants immunity to Disease.



































































































