Spell damage inflicted on the wearer is reduced by 2 points per attack/effect. The Spell must be cast by an enemy. It may not emanate from a magic item, trap, object.
14 of 20 “Stalker” tokens
Spell damage inflicted on the wearer is reduced by 2 points per attack/effect. The Spell must be cast by an enemy. It may not emanate from a magic item, trap, object.
14 of 20 “Stalker” tokens
Adds +3 to Dexterity (thus, depending on prior Dexterity score, adding either +1/+2 To Hit with ranged attacks, either +1/+2 to AC, and either +1/+2 to Reflex saving throws) and suffer -1 to Constitution (thus, depending on prior Constitution score, suffering either 0/-1 to Fortitude saving throws and either 0/-1 to max HP per character level).
This item equips in the Head slot.
15 of 20 “Stalker” tokens
Once per room, these pants allow the wearer to retrieve and drink one potion as a Free Action
Wearer is immune to the 50% miss chance when attacking Incorporeal creatures.
This item does not grant the ability to critically hit or sneak attack Incorporeal creatures.
17 of 20 “Stalker” tokens
Once per game, the wearer can negate the effect of an Undead Touch Attack (e.g., Paralysis, Poison, curse, etc.) on themself. The wearer determines when this shirt’s power gets activated. This shirt does not mitigate HP damage caused by Undead Touch Attacks.
18 of 20 “Stalker” tokens
Wearer cannot be Surprised
19 of 20 “Stalker” tokens
Adds +4 to Reflex saving throws
20 of 20 “Stalker” tokens
User is immune to all penalties associated with attacking in confined spaces
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.
Adds +7 to Dexterity (thus, depending on initial Dexterity score, either +3/+4 To Hit with ranged attacks, +3/+4 to AC, and +3/+4 to Reflex saving throws) and +3 to Intelligence
As a miscellaneous gear token, the use of this item in the adventure is limited only by the imagination of the player and the approval of the DM.
Melee damage inflicted upon the wearer is reduced by 2 points per attack
When used to make a successful missile attack (slid as weapon on the combat board), this alchemical weapon deals its damage to the monster. It is usable only once, whether the attack succeeds or misses.
If successfully hit, the target suffers a -2 penalty to its To Hit rolls for the rest of that combat. The effect from this item does not stack with itself.
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.
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.
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.
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.
Adds +4 to AC and +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)
Adds +4 to AC and +1 to Reflex saving throws
+3 to Strength (thus, depending on prior Strength score, adding either +1/+2 To Hit in melee and +1/+2 Damage with melee and thrown weapons) and +3 to Dexterity (thus, depending on prior Dexterity score, adding either +1/+2 To Hit with ranged attacks, +1/+2 to AC, and +1/+2 to Reflex saving throws)
Like all +3 weapons, the DM will add +3 to the AC hit when using this weapon but the damage bonus has already been factored into the damage wheel.
As a single Free Action, wielder may drink either one or two potions in a single round. If wielders of this item use their Standard Action to drink a potion, up to three potions could be consumed in one round. The extra-potion effect is usable once per room,
Adds +3 to AC
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.
On a successful hit with a melee weapon, the wielder deals an additional 1 damage as Fire.
non-magical* compound Sacred weapon that is flurry of blows-compatible
This weapon’s damage is comprised entirely of Sacred.
Removes the Vampire Charm status from another player.
This token must be turned in before its effect can be used. It can only be activated in the 2026 season.
On a successful hit with a melee weapon, the wielder deals an additional 1 damage as Sacred.
Adds +3 to AC
non-magical* missile Sacred weapon
This weapon must be thrown–it cannot be wielded as a melee attack. Because it’s a thrown weapon, the thrower’s Strength bonus is added to damage. Monks may throw two of these (if the player has more than one of these tokens) per combat round, but it does not count as a flurry of blows attack.
This weapon’s damage is comprised entirely of Sacred.
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 #33.
magical missile weapon that deals Blunt damage
Deals +2 Damage to Undead targets