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Rod of Seven Parts

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. These are analogs of, but not superior to, the base classes but are all 5th-level (no other level-augmenting tokens are required) and come with some unique abilities. The sub-class character cards can be viewed here. A sub-class character may not duplicate a standard class character in the same party. E.g., a party may not contain both a Rogue and an Assassin.

To play a sub-class, you must verify your token with the Coach Coordinator on duty. Your coach can radio for the CC if needed. After authenticating your token, the CC records its use for that year. (That’s what the serial numbers are for.) You no longer need to get a voucher from the TD Store.

The rod is not “soulforged” (like artifacts are) and can be used by anyone the owner chooses, but the person playing the sub-class must equip the rod for that adventure.

Note: The powers of the individual rod segments do not stack with the completed rod’s powers.

This item is part of the Elemental Eldritch Sets.
When at least two items are equipped, the character gains +1 level as well bonuses to healing and/or damage Spells they cast, and weapon attacks. The bonuses gained are as follows:

Tier Lvl* Heals Cast** Dmg†
2-piece +1 +4 +1
3-piece +1 +6 +2
4-piece +1 +8 +3
5-piece +1 +10 +4

*+Level effects never stack

**Only affects cast healing Spells (see “Healing Bonus Note” note below), not special powers, scrolls, wands, etc. A “special power” is not a “Spell”. Rule of thumb: if it’s not printed on the character card under a section titled “Spells”, it’s not a Spell.
Healing Bonus Note: This bonus is for Spells cast by the healer, not Spells cast on the healer–unless the healer and the target are the same person (self-healing.)
Multi-Target Note: Multi-target attacks/heals get a pool of bonus damage/healing which may be allocated among the eligible recipients as the attacker/caster sees fit. It does not grant the full bonus to each target.

†Affects melee, missile (including alchemical weapons), and Spells, but not special powers or items (scrolls, wands, etc.)

  • Boots of the Four Winds
  • Kilt of Dungeonbane
  • Rod of Seven Parts
  • Skull of Cavadar
  • Supreme Ring of Elemental Command

This Transmuted token required all of these items to construct:

  • Rod of Seven Parts, Segment 1
  • Rod of Seven Parts, Segment 2
  • Rod of Seven Parts, Segment 3
  • Rod of Seven Parts, Segment 4
  • Rod of Seven Parts, Segment 5
  • Rod of Seven Parts, Segment 6
  • Rod of Seven Parts, Segment 7
  • 1× Alchemist’s Ink
  • 1× Alchemist’s Parchment
  • 1× Aragonite
  • 1× Darkwood Plank
  • 1× Dwarven Steel
  • 1× Elven Bismuth
  • 1× Enchanter’s Munition
  • 1× Minotaur Hide
  • 1× Mystic Silk
  • 1× Oil of Enchantment
  • 1× Philosopher’s Stone

Last Day to Transmute: December 1, 2015

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
Affects AC: Increases AC
To Hit Bonus: Melee, Ranged, Spell, Thrown
Damage Bonus: Melee, Thrown
Affects Max HP: Increases Max HP
Saving Throw Bonus: all, Fortitude, Reflex, Will
Stat Bonus: Constitution, Dexterity, Strength
Limited Use: 1/year
Set Piece: Elemental Eldritch, Level Increase Set
Misc: Level Increase
Converts To*: not exchangeable

*Click here for more information on the Token Exchange Program

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