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+4 Rod of the Meek

Like all +4 weapons, the DM adds +4 to the AC hit when using this weapon but the damage bonus has already been factored into the damage wheel.

This item may not be equipped if the resulting melee To Hit, or melee Damage bonus on the party card would exceed 10.

Q1) If my melee To Hit and Damage bonuses are 10 or less before I equip this weapon but equipping it pushes at least one of those bonuses over the cap, can I still equip it?
A1) No.

Q2) If my melee To Hit or Damage bonus exceeds 10, may I equip this item and reduce those bonuses to 10?
A2) No. This token does not change how party card melee To Hit and Damage values are calculated or recorded. You may never equip this item if the resulting melee To Hit or Damage values on the party card would exceed 10.

Q3) After entering the adventure, can the wielder of this item have their melee To Hit and/or melee Damage bonus exceed 10 via temporary effects (e.g. Potion Bull’s Strength, Bardsong)?
A3) Yes. This item’s use is not impeded by in-game stat modifications.

Text On Token

Wielder’s melee To Hit and Damage bonuses on party card may not exceed +10 each

Usable By: all, Barbarian, Bard, Cleric, Druid, Dwarf Fighter, Elf Wizard, Fighter, Monk, Paladin, Ranger, Rogue, Wizard
Slot: Mainhand
Rarity: Ultra Rare
Year: 2021
Source: Standard Pack
Classification: Equippable, Weapon
Weapon Handedness: One-Hand, Ranger Off-Hand
Weapon Attack Mode: Melee
Damage Type: Blunt
Weapon Medium: Metal Melee, One-Hand Melee
To Hit Bonus: Melee
Ingredient For: Viv's Amulet of Noble Might
Misc: Prerequisite Required
Converts To*: not exchangeable

*Click here for more information on the Token Exchange Program

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