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True Dungeon Token Database

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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.

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