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Boots of the Bold

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

Adds +1 To Hit and +1 Damage to melee attacks made by the wearer. It has no effect on missile attacks or spells.

Boots of the Buccaneer

Usable by: all, Barbarian, Bard, Cleric, Druid, Dwarf Fighter, Elf Wizard, Fighter, Monk, Paladin, Ranger, Rogue, Wizard
Slot: Feet
Rarity: Rare
Year: 2022
Source: Participation
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 the Burglar

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

Boots of the Drow

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

Adds +2 to Dexterity (thus +1 To Hit with ranged attacks, +1 to AC, and +1 to Reflex saving throws) and –2 to Strength (thus –1 To Hit in melee and –1 Damage with melee and thrown weapons)

Boots of the East Wind

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

While wearing these boots, successful 2-handed melee weapon attacks deal +5 damage as Sonic.

Boots of the Four Winds

Usable by: all, Barbarian, Bard, Cleric, Druid, Dwarf Fighter, Elf Wizard, Fighter, Monk, Paladin, Ranger, Rogue, Wizard
Slot: Feet
Rarity: Transmuted-Eldritch Relic
Year: 2016
Source: Exchange
Classification: Equippable

All the wearer’s successful melee attacks, ranged attacks, and damage-inflicting spells deal +5 Damage as Eldritch. It does not affect spells which do not deal HP damage. It does not affect scrolls, spells emanating from items, nor spells “cast as a scroll”.

Boots of the Leopard

Usable by: all, Barbarian, Bard, Cleric, Druid, Dwarf Fighter, Elf Wizard, Fighter, Monk, Paladin, Ranger, Rogue, Wizard
Slot: Feet
Rarity: Rare
Year: 2008
Source: Standard Pack
Classification: Equippable

Mechanical trap damage inflicted upon the wearer is reduced by 50%. They do not reduce magic damage of any kind, even from magical traps.

As long as the trap is mechanical, the effect from this item stacks with other point-based items that mitigate trap-damage, but not other items that reduce trap-damage by a percentage.

Mechanical Trap: a physical (non-magical) hazard that gets sprung on the party as they advance through the adventure.

Boots of the Marauder

Usable by: all, Barbarian, Bard, Cleric, Druid, Dwarf Fighter, Elf Wizard, Fighter, Monk, Paladin, Ranger, Rogue, Wizard
Slot: Feet
Rarity: Transmuted-Exalted (4 pt)
Year: 2014
Source: Exchange
Classification: Equippable

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

Boots of the North Wind

Usable by: all, Barbarian, Bard, Cleric, Druid, Dwarf Fighter, Elf Wizard, Fighter, Monk, Paladin, Ranger, Rogue, Wizard
Slot: Feet
Rarity: Ultra Rare
Year: 2013
Source: Standard Pack
Classification: Equippable

While wearing these boots, successful 1-handed melee weapon attacks deal +3 damage as Cold.

Boots of the Raider

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

Mechanical trap damage inflicted upon the wearer is reduced by 5. It has no effect on magical trap damage.

The effect from this item stacks with other items that mitigate mechanical trap-damage.

Mechanical Trap: a physical (non-magical) hazard that gets sprung on the party as they advance through the adventure. Puzzles are not traps. “Push” damage as a result of not completing a room challenge in time is not a trap.

Boots of the Scoundrel

Usable by: all, Barbarian, Bard, Cleric, Druid, Dwarf Fighter, Elf Wizard, Fighter, Monk, Paladin, Ranger, Rogue, Wizard
Slot: Feet
Rarity: Uncommon
Year: 2022
Source: Participation
Classification: Equippable

All Ranged attacks made by the wearer that require a slide gain +1 To Hit

Boots of the South Wind

Usable by: Bard, Cleric, Druid, Elf Wizard, Wizard
Slot: Feet
Rarity: Ultra Rare
Year: 2016
Source: Standard Pack
Classification: Equippable

All damage-inflicting spells cast by the wearer deal +3 Damage as Fire. It does not affect spells which do not deal HP damage. It does not affect scrolls, spells emanating from items, nor spells “cast as a scroll”.

Boots of the Stalwart

Usable by: Dwarf Fighter
Slot: Feet
Rarity: Rare
Year: 2022
Source: Standard Pack
Classification: Equippable

After successfully using taunt, the wearer takes -2 damage from all attacks made by any monster in the room on the tauntee’s next turn. These boots have no effect on attacks made by a monster that is immune to taunt.

If the wearer of these boots has also equipped Ring of Direct Insults, on the post-taunt round, that character takes -4 damage from the taunted monster and -2 damage from all other monsters.

Boots of the Underdark

Usable by: Rogue
Slot: Feet
Rarity: Ultra Rare
Year: 2009
Source: Standard Pack
Classification: Equippable

These boots allow a rogue 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.) In addition, when making sneak attacks, the rogue’s To Hit slide will enjoy a +2 bonus. This +2 To Hit bonus only applies to sneak attacks.

Boots of the Vale

Usable by: Rogue
Slot: Feet
Rarity: Uncommon
Year: 2013
Source: Standard Pack
Classification: Equippable

If outdoors, these allow the rogue 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 the West Wind

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

While wearing these boots, successful physical ranged weapon attacks (including thrown alchemical weapons but not spells or wholly magical effects) deal +3 damage as Shock.

Boots of Traction

Usable by: all, Barbarian, Bard, Cleric, Druid, Dwarf Fighter, Elf Wizard, Fighter, Monk, Paladin, Ranger, Rogue, Wizard
Slot: Feet
Rarity: Common
Year: 2013
Source: Standard Pack
Classification: Equippable

Wearer is immune to slips and falls while on natural surfaces. They have no effect on cut stone or any kind of finished surface.

Boots of Tremor Sense

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

Melee attacks made by the wearer are not penalized by the target being Incorporeal (i.e., no 50% miss chance) or Invisible.

These boots don’t negate the monster’s Invisibility/Incorporeality (e.g., you can’t see an Invisible monster), they only negate the melee combat penalties associated with having a target that is Invisible/Incorporeal.

These boots have no effect on any kind of Ranged attack.

Boots of Warmth

Usable by: all, Barbarian, Bard, Cleric, Druid, Dwarf Fighter, Elf Wizard, Fighter, Monk, Paladin, Ranger, Rogue, Wizard
Slot: Feet
Rarity: Rare
Year: 2009
Source: Dungeon Only
Classification: Equippable

Cold damage inflicted upon the wearer is reduced by 50%

Note: Items which reduce energy damage by 50% do not stack with each other. E.g., a character wearing Boots of Warmth and Ring of Frost Resistance (both reduce Cold damage by 50%) is not 100% immune to Cold. Percentage-based resistance does stack with point-based resistance. In those cases, the point-based reductions are taken first.

Boots of Water Walking

Usable by: all, Barbarian, Bard, Cleric, Druid, Dwarf Fighter, Elf Wizard, Fighter, Monk, Paladin, Ranger, Rogue, Wizard
Slot: Feet
Rarity: Uncommon
Year: 2010
Source: Standard Pack
Classification: Equippable

Made from the hide of some mysterious aquatic beast, these boots allow the wearer to walk on water as if it were solid ground. The magic of these boots may be “turned off” if the wearer wishes to venture underwater.

These boots allow their wearer to safely traverse quicksand.

Bottle of Bubbles

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

Serving as a reserve air supply, this small container will allow the user to breath air in a water filled environment. However, the bottle must be held to the user’s mouth which takes up the use of one hand. The bottle’s effect lasts for one room.

Note: The ability to breath underwater does not also grant the ability to talk or utter verbal components necessary to release the magic in a scroll or cast a spell.

Bottle of Rum

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

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.

Note: This cheap rum is way too low proof to make a Molotov Cocktail

Bowl of Spirit Sight

Usable by: Druid
Slot: slotless
Rarity: Ultra Rare
Year: 2013
Source: Standard Pack
Classification: Equippable, No Party Card Effect

This item allows a druid to learn the clue(s) that would be given from a bard’s Bardic Knowledge check and/or a rogue’s skill check box without having to pass the test(s). This does not allow the druid to take the treasure in lieu of the clue.

A druid’s use of Bardic Knowledge in this way counts as an Instant Action.

A Libram of Looting cannot be used in conjunction with this token to get both the clue and treasure from what would have been the rogue’s skill test.

Bracelets of Arcane Sight

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

Damage-Spells (not scrolls) cast by the wearer deal +2 damage.

If the Spell can affect more than one target, the caster gets a total of +2 points of damage, not +2 points per target. The caster chooses the recipient of the extra points and may allocate them as they see fit to an eligible recipient.

Bracelets of Blocking

Usable by: all, Barbarian, Bard, Cleric, Druid, Dwarf Fighter, Elf Wizard, Fighter, Monk, Paladin, Ranger, Rogue, Wizard
Slot: Wrist
Rarity: Rare
Year: 2019
Source: Participation
Classification: Equippable

Adds +2 to ranged AC; does not affect melee AC

Bracelets of Boosting

Usable by: Bard, Cleric, Druid, Elf Wizard, Wizard
Slot: Wrist
Rarity: Common
Year: 2020
Source: Standard Pack
Classification: Equippable

All the wearer’s 0-level damage spells deal +1 Damage

Bracelets of Bounding

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

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 all Ranged attacks made by the wearer deal +1 damage.

If the attack can affect more than one target, the wearer gets a total of +1 point of damage, not +1 point per target. The caster chooses the recipient of the extra point and may allocate it as they see fit to an eligible recipient.

Bracelets of Far Reach

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

Adds +2 to Missile damage

If the wearer is a ranger, adds a total of +3 to Missile damage

Bracelets of Foesight

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

Adds +2 Damage with melee attacks

If the wearer is a rogue, they also gain +1 To Hit with Melee attacks.

Bracelets of Frail Agility

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

Adds +3 to Dexterity (thus, depending on prior Dexterity score, 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 Strength (thus, depending on prior Strength score, suffering either 0/-1 To Hit in melee and either 0/-1 Damage with melee and thrown weapons)

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