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True Dungeon Token Database

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Bone Javelin

Usable by: Barbarian, Bard, Dwarf Fighter, Fighter, Paladin, Ranger, Rogue
Slot: Mainhand
Rarity: Uncommon
Year: 2008
Source: Standard Pack
Classification: Equippable, Weapon

non-magical weapon

Bone Map Case

Usable by: all, Barbarian, Bard, Cleric, Druid, Dwarf Fighter, Elf Wizard, Fighter, Monk, Paladin, Ranger, Rogue, Wizard
Slot: slotless
Rarity: Common
Year: 2003, 2004
Source: Standard Pack
Classification: Gear

All scrolls carried by the possessor of this tube are protected from damage as long as the scrolls remain in the tube. If the possessor of this case becomes petrified, all the carrier’s possessions–including this case and its contents–become petrified as well.

Bone Scroll Case

Usable by: all, Barbarian, Bard, Cleric, Druid, Dwarf Fighter, Elf Wizard, Fighter, Monk, Paladin, Ranger, Rogue, Wizard
Slot: slotless
Rarity: Common
Year: 2007, 2008, 2011
Source: Standard Pack
Classification: Gear

All scrolls carried by the possessor of this tube are protected from damage as long as the scrolls remain in the tube. If the possessor of this case becomes petrified, all the carrier’s possessions–including this case and its contents–become petrified as well.

Boots of Agility

Usable by: all, Barbarian, Bard, Cleric, Druid, Dwarf Fighter, Elf Wizard, Fighter, Monk, Paladin, Ranger, Rogue, Wizard
Slot: Feet
Rarity: Rare
Year: 2016
Source: Standard Pack
Classification: Equippable

Adds +2 to Dexterity (thus adding +1 To Hit with ranged attacks, +1 to AC, and +1 to Reflex saving throws)

Boots of Anchoring

Usable by: all, Barbarian, Bard, Cleric, Druid, Dwarf Fighter, Elf Wizard, Fighter, Monk, Paladin, Ranger, Rogue, Wizard
Slot: Feet
Rarity: Uncommon
Year: 2014
Source: Standard Pack
Classification: Equippable

wearer gains +4 to Reflex saving throws vs. falling from heights

Boots of Backstabbing

Usable by: Rogue
Slot: Feet
Rarity: Rare
Year: 2018
Source: Standard Pack
Classification: Equippable

Successful sneak attacks made by the wearer deal +6 damage. The bonus damage from these boots is added at the very end of the sneak attack’s damage calculations and is not subjected to modification. E.g., it doesn’t get doubled if the sneak attack critically hit.

Note: The phrase “non-modifiable damage” written on this token does not mean the extra damage from these boots is immune to mitigation.

Boots of Bolting

Usable by: all, Barbarian, Bard, Cleric, Druid, Dwarf Fighter, Elf Wizard, Fighter, Monk, Paladin, Ranger, Rogue, Wizard
Slot: Feet
Rarity: Rare
Year: 2020
Source: Participation
Classification: Equippable

Adds +3 to Reflex saving throws

Boots of Bounding

Usable by: all, Barbarian, Bard, Cleric, Druid, Dwarf Fighter, Elf Wizard, Fighter, Monk, Paladin, Ranger, Rogue, Wizard
Slot: Feet
Rarity: Rare
Year: 2018
Source: Standard Pack
Classification: Equippable

Once per room, the wearer may use a melee weapon (using melee combat modifiers) to attack flying or levitating monsters. The monster must be in the air, not just at range. Each time this “melee-for-ranged” attack is attempted (whether the attack was successful or not), the wearer takes 2 points of Eldritch damage.

These boots do not confer the ability to fly/levitate, they allow the wearer to leap up, attack, and land safely back in the same spot from which they took off.

Boots of Brawling

Usable by: all, Barbarian, Bard, Cleric, Druid, Dwarf Fighter, Elf Wizard, Fighter, Monk, Paladin, Ranger, Rogue, Wizard
Slot: Feet
Rarity: Ultra Rare
Year: 2024
Source: Standard Pack
Classification: Equippable

Melee and Ranged attacks made by the wearer gain +2 To Hit. Has no effect on attacks that do not require an attack slide.

Adds +1 to all saving throws

Boots of Charging

Usable by: all, Barbarian, Bard, Cleric, Druid, Dwarf Fighter, Elf Wizard, Fighter, Monk, Paladin, Ranger, Rogue, Wizard
Slot: Feet
Rarity: Uncommon
Year: 2018
Source: Participation
Classification: Equippable

Once per room, on the first round of combat the wearer participates in, melee damage inflicted upon the wearer is reduced by 2 points. If the wearer was struck in a Surprise round, it ends after that, otherwise the protection fades after the first standard round of combat.

The protection these boots afford lasts for just one attack. E.g., if a marilith successfully attacked you three times on round 1, these boots would only reduce the damage by 2 points.

Boots of Delicate Agility

Usable by: all, Barbarian, Bard, Cleric, Druid, Dwarf Fighter, Elf Wizard, Fighter, Monk, Paladin, Ranger, Rogue, Wizard
Slot: Feet
Rarity: Uncommon
Year: 2025
Source: Standard Pack
Classification: Equippable

Adds +2 to Dexterity (thus adding +1 To Hit with Ranged attacks, +1 to AC, and +1 to Reflex saving throws) and -1 to Fortitude saves

Boots of Dodging

Usable by: all, Barbarian, Bard, Cleric, Druid, Dwarf Fighter, Elf Wizard, Fighter, Monk, Paladin, Ranger, Rogue, Wizard
Slot: Feet
Rarity: Uncommon
Year: 2016
Source: Standard Pack
Classification: Equippable

Adds +4 to Reflex saving throws vs. Ray attacks (the effect must have the word “Ray” in its name)

Boots of Drowkind

Usable by: Rogue
Slot: Feet
Rarity: Rare
Year: 2015
Source: Standard Pack
Classification: Equippable

After attempting the first sneak attack in combat, if there is a second eligible target, a rogue wearing these boots may attempt to sneak attack a second target without taking a prep round to set up the second sneak attack. The first sneak attack attempt need not have been successful to take advantage of this item’s power. The rogue cannot sneak attack the same target twice.

Boots of Elvenkind

Usable by: Rogue
Slot: Feet
Rarity: Rare
Year: 2003, 2004, 2005, 2006, 2007, 2011
Source: Standard Pack
Classification: Equippable

These dark grey, soft boots dampen the noise normally created by the wearer when moving. Wearable only by rogues, they allow the wearer to perform a sneak attack without the normal one round delay. (The sneak attack attempt does not necessarily need to be done on the first round of combat.) Rogues without these boots must take one round to slowly move into position before attempting a sneak attack.

Boots of Foresight

Usable by: all, Barbarian, Bard, Cleric, Druid, Dwarf Fighter, Elf Wizard, Fighter, Monk, Paladin, Ranger, Rogue, Wizard
Slot: Feet
Rarity: Rare
Year: 2017
Source: Participation
Classification: Equippable

If the party wins Initiative, for the rest of that combat, melee damage inflicted upon the wearer is reduced by 2 points per attack.

Boots of Free Action

Usable by: all, Barbarian, Bard, Cleric, Druid, Dwarf Fighter, Elf Wizard, Fighter, Monk, Paladin, Ranger, Rogue, Wizard
Slot: Feet
Rarity: Rare
Year: 2007, 2011
Source: Standard Pack
Classification: Equippable

The wearer gains Free Movement.

Free Movement: Immunity to hold, paralyze, and slow Spells or effects, as well as a spider’s webbing or similar sticky substances. It also negates underwater movement penalties. It does not prevent the character from being constricted or swallowed. Free Movement used to be called Free Action, but it was changed to avoid having the same term mean two different things.

Boots of Grave's Reach

Usable by: all, Barbarian, Bard, Cleric, Druid, Dwarf Fighter, Elf Wizard, Fighter, Monk, Paladin, Ranger, Rogue, Wizard
Slot: Feet
Rarity: Ultra Rare
Year: 2026
Source: Standard Pack
Classification: Equippable

Ranged attacks made by the wearer deal +3 Cold damage per attack/effect

Boots of Health

Usable by: all, Barbarian, Bard, Cleric, Druid, Dwarf Fighter, Elf Wizard, Fighter, Monk, Paladin, Ranger, Rogue, Wizard
Slot: Feet
Rarity: Rare
Year: 2021
Source: Participation
Classification: Equippable

Adds +3 to max HP

Boots of Inferno Step

Usable by: all, Barbarian, Bard, Cleric, Druid, Dwarf Fighter, Elf Wizard, Fighter, Monk, Paladin, Ranger, Rogue, Wizard
Slot: Feet
Rarity: Rare
Year: 2018
Source: Participation
Classification: Equippable

On a successful hit with a melee weapon, the wearer deals +2 damage as Fire

Boots of Lava Walking

Usable by: all, Barbarian, Bard, Cleric, Druid, Dwarf Fighter, Elf Wizard, Fighter, Monk, Paladin, Ranger, Rogue, Wizard
Slot: Feet
Rarity: Common
Year: 2015
Source: Standard Pack
Classification: Equippable

The wearer can trod upon lava without fear of falling in. These boots do not afford any protection from heat (Fire damage) emanating from the lava, but the boots themselves cannot be damaged by lava.

Boots of Marshstep

Usable by: all, Barbarian, Bard, Cleric, Druid, Dwarf Fighter, Elf Wizard, Fighter, Monk, Paladin, Ranger, Rogue, Wizard
Slot: Feet
Rarity: Common
Year: 2021
Source: Standard Pack
Classification: Equippable

Adds +1 to Reflex saving throws.

Allows the wearer to walk on mud as if it were solid ground.

Boots of Might

Usable by: all, Barbarian, Bard, Cleric, Druid, Dwarf Fighter, Elf Wizard, Fighter, Monk, Paladin, Ranger, Rogue, Wizard
Slot: Feet
Rarity: Ultra Rare
Year: 2011, 2016
Source: Standard Pack
Classification: Equippable

Adds +2 to Constitution (+1 to max HP per character level and +1 to Fortitude saving throws)

This item is part of the Might Sets.
Might Trio
When three items are equipped, the character gains +1 level.
Might Quartet
When four items are equipped, in addition to the Trio bonus, the character’s melee attacks do +2 Damage (for a total of +1 level and +2 Damage)
Might Quintet
When five items are equipped,

Boots of Protection

Usable by: all, Barbarian, Bard, Cleric, Druid, Dwarf Fighter, Elf Wizard, Fighter, Monk, Paladin, Ranger, Rogue, Wizard
Slot: Feet
Rarity: Transmuted-Relic (5 pt)
Year: 2023
Source: Exchange
Classification: Equippable

Adds +4 to AC. Wearer cannot be Surprised.

Boots of Puhweehwa

Usable by: all, Barbarian, Bard, Cleric, Druid, Dwarf Fighter, Elf Wizard, Fighter, Monk, Paladin, Ranger, Rogue, Wizard
Slot: Feet
Rarity: Ultra Rare
Year: 2023
Source: Standard Pack
Classification: Equippable

Adds +2 to AC. Wearer cannot be Surprised.

Boots of Shai's Aid

Usable by: all, Barbarian, Bard, Cleric, Druid, Dwarf Fighter, Elf Wizard, Fighter, Monk, Paladin, Ranger, Rogue, Wizard
Slot: Feet
Rarity: Uncommon
Year: 2024
Source: Standard Pack
Classification: Equippable

Adds +1 to all saving throws

Boots of Shocking Step

Usable by: all, Barbarian, Bard, Cleric, Druid, Dwarf Fighter, Elf Wizard, Fighter, Monk, Paladin, Ranger, Rogue, Wizard
Slot: Feet
Rarity: Rare
Year: 2020
Source: Standard Pack
Classification: Equippable

On a successful hit with a melee weapon, the wearer deals +2 damage as Shock

Boots of Snow Walking

Usable by: all, Barbarian, Bard, Cleric, Druid, Dwarf Fighter, Elf Wizard, Fighter, Monk, Paladin, Ranger, Rogue, Wizard
Slot: Feet
Rarity: Uncommon
Year: 2012
Source: Standard Pack
Classification: Equippable

These durable foot coverings enable the wearer to walk across snow and not fall through, slip, or incur movement penalties as a result of the unstable surface. They only provide protection directly related to snow effects.

When engaged in combat atop deep snow, melee attacks as well as anything requiring movement are not be possible on the first round of combat. Ranged attacks and/or spells are not affected by this penalty. Actions performed after the first round of combat (i.e.,

Boots of Sure Footing

Usable by: all, Barbarian, Bard, Cleric, Druid, Dwarf Fighter, Elf Wizard, Fighter, Monk, Paladin, Ranger, Rogue, Wizard
Slot: Feet
Rarity: Combo-1C
Year: 2008
Source: Exchange
Classification: Equippable

Adds +2 to Reflex saving throws

Boots of the Bandit

Usable by: all, Barbarian, Bard, Cleric, Druid, Dwarf Fighter, Elf Wizard, Fighter, Monk, Paladin, Ranger, Rogue, Wizard
Slot: Feet
Rarity: Uncommon
Year: 2020
Source: Participation
Classification: Equippable

Adds +1 to Dexterity (thus, depending on prior Dexterity score, either 0/+1 To Hit with ranged attacks, either 0/+1 to AC, and either 0/+1 to Reflex saving throws)

Boots of the Bog Treader

Usable by: all, Barbarian, Bard, Cleric, Druid, Dwarf Fighter, Elf Wizard, Fighter, Monk, Paladin, Ranger, Rogue, Wizard
Slot: Feet
Rarity: Uncommon
Year: 2019
Source: Standard Pack
Classification: Equippable

Allows the wearer to walk on water in a swamp as if it were solid ground. This item does not function on water that is not in a swamp. This item does not function on non-water fluid in any location.

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