The user may equip one additional Rare eye slot item. There is no rarity-restriction on the initial eye slot item.
This is a one-use item that is turned in to the coach prior to starting an adventure. The effects get added to your overall stats.
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The user may equip one additional Rare eye slot item. There is no rarity-restriction on the initial eye slot item.
This is a one-use item that is turned in to the coach prior to starting an adventure. The effects get added to your overall stats.
The user may equip one additional Rare feet slot item. There is no rarity-restriction on the initial feet slot item.
This is a one-use item that is turned in to the coach prior to starting an adventure. The effects get added to your overall stats.
The user may equip one additional Rare leg slot item. There is no rarity-restriction on the initial leg slot item.
This is a one-use item that is turned in to the coach prior to starting an adventure. The effects get added to your overall stats.
The user may equip one additional Rare shirt slot item. There is no rarity-restriction on the initial shirt slot item.
This is a one-use item that is turned in to the coach prior to starting an adventure. The effects get added to your overall stats.
The user may equip one additional Rare waist slot item. There is no rarity-restriction on the initial waist slot item.
This is a one-use item that is turned in to the coach prior to starting an adventure. The effects get added to your overall stats.
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.
When used to make a successful missile attack (slid as weapon on the combat board), this alchemical weapon deals up to 8 points of damage–but only to undead monsters. Though it is not stated on the token, the thrower need only hit AC 15 or higher. If the attack misses (hits AC 14 or lower) or if the target is not undead, Holy Lager deals no damage. It is usable only once, whether the attack succeeds or misses.
Adds +1 damage when fired from a sling. If the target of the attack is Undead, this item deals +3 damage instead of +1 damage. Its use must be declared (turned in to the DM) prior to making the attack slide.
This item does not deal Sacred damage.
When the cleric who’s equipped this token successfully completes the turn undead skill test, the cleric regains 2 HP. Healing gained from this effect only affects the cleric–the cleric cannot use that healing on another character.
Your cleric character may not benefit from more than one holy symbol per adventure–even if you, as a player, own more than one. (The gods don’t care for competition.) When applicable, you may use the same holy symbol multiple times.
Adds +2 to the damage normally caused when a cleric turns undead.