If this token is received as treasure, you become cursed. For as long as you are under this curse, you cannot benefit from any synergy bonuses. However, unless they are also cursed by their own Scale of Greed, other party members can gain synergy from the synergistic tokens you have equipped. E.g., if all 10 party members have equipped a Charm of Synergy, but you are the only one cursed by Scale of Greed,
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.
After sliding this weapon token, the player immediately (before another player performs an attack slide) slides another unused* puck. With a bit of sliding skill, this secondary puck can be used to bump another combat slider into a higher AC zone. The secondary puck does not count as either a hit or miss and does not deal any damage.
In Virtual True Dungeon, instead of sliding a second puck, the wizard player attacking with this weapon may give one other player (not themself) who has not yet attacked that round a +5 To Hit bonus on their next attack roll.
This double-bladed weapon returns to the attacker after being thrown. This means the character could throw it again on the next round. (Normally, thrown weapons cannot be retrieved until combat is over.) This weapon may also be used to make melee attacks.
Note: The character gains neither two attacks nor deals double damage (unless the player makes a critical hit) from the double-bladed nature of the weapon.
Wearer is imbued with Psychic Power. Furthermore, once per game the wearer may manifest a second Psychic Power. However, the second Psychic Power may not be the same as the first one manifested. I.e., it does not allow the wearer to manifest the same power twice.
Psychic Power
Players wishing to use a Psychic Power must unlock their character’s Psychic Potential by equipping a token that imbues Psychic Power before the start of their adventure.
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 #04.
Darkrift damage inflicted upon the wearer is reduced by 2 points per attack/effect
This is the first token to occupy the new shins slot. Barring the use of extremely high-powered tokens, only one shins token per person may be equipped.
Adds +1 to Will saving throws. Against Will saving throws vs. Insanity, the bonus becomes +4 instead of +1.
On a successful hit from a bow, this arrow deals an additional 2 damage as Darkrift. It must be declared (turned in) before sliding the weapon token.
Note: Energy-draining undead (vampire, lich, etc.) are immune to Darkrift energy, but other undead take normal damage from it.
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.
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 Darkrift.
Note: Energy-draining undead (vampire, lich, etc.) are immune to Darkrift energy, but other undead take normal damage from it.
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.
Adds +4 to AC
This item is part of the Darkthorn Set.
When all three Darkthorn items are equipped, wearer gains 2 points of Piercing-based Retribution Damage.
Retribution Damage: When a melee attack deals damage to a target possessing Retribution Damage (RD), the attacker takes damage equal to the target’s total RD. Neither ranged nor spell attacks will trigger RD. If an attack would have caused damage but is completely negated (e.g.,
Adds +1 to AC
This item is part of the Darkthorn Set.
When all three Darkthorn items are equipped, wearer gains 2 points of Piercing-based Retribution Damage.
Retribution Damage: When a melee attack deals damage to a target possessing Retribution Damage (RD), the attacker takes damage equal to the target’s total RD. Neither ranged nor spell attacks will trigger RD. If an attack would have caused damage but is completely negated (e.g.,
Adds +2 to AC
This item is part of the Darkthorn Set.
When all three Darkthorn items are equipped, wearer gains 2 points of Piercing-based Retribution Damage.
Retribution Damage: When a melee attack deals damage to a target possessing Retribution Damage (RD), the attacker takes damage equal to the target’s total RD. Neither ranged nor spell attacks will trigger RD. If an attack would have caused damage but is completely negated (e.g.,
Equivalent to 200 GP
Gold Piece or GP equivalent tokens may be hoarded as treasure, traded with other adventurers (big-time token collectors may be especially interested in GP), exchanged for NPC services outside of the adventure, used as currency to bid on items in the True Dungeon auction, or exchanged for transmuted tokens on http://www.truedungeon.com/transmuted. On very rare occasions, certain NPCs within the adventure may be influenced by the offering of riches.





























