Melee damage inflicted upon the wearer from Accursed monsters is reduced by 3 points per attack.
This token’s effect is only available during the 2026 season.
Melee damage inflicted upon the wearer from Accursed monsters is reduced by 3 points per attack.
This token’s effect is only available during the 2026 season.
Adds +2 to AC and +1 to Will saving throws
Adds +1 to AC
When turned in, this runestone counts as two pieces of the Dawn Mega-Set.
Adds +1 to AC
Adds +3 to Will saving throws.
If the wearer is a Cleric, the total bonus to Will saving throws is +4.
This weapon deals an additional 3 damage when it’s used to score a hit against an Accursed monster.
Adds +1 to Focus
This weapon deals an additional 3 damage when it’s used to score a hit against an Accursed monster.
+4 to AC
This weapon deals an additional 3 damage when it’s used to score a hit against an Accursed monster.
+1 to all saving throws
Wearer is immune 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.
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.
Adds +9 to AC and +2 to Strength (thus adding +1 To Hit in melee and +1 Damage with melee and thrown weapons)
Adds +3 to Strength (thus, depending on prior Strength score, adding either +1/+2 To Hit in melee and either +1/+2 Damage with melee and thrown weapons).
Adds +2 to all saving throws
Once per room, the wearer may use a melee weapon (using melee stats) to attack monsters that may only be hit by ranged attacks.
Adds +4 to Strength (thus adding +2 To Hit in melee and +2 Damage with melee and thrown weapons).
Adds +2 to AC and +3 to Strength (thus, depending on prior Strength score, adding either +1/+2 To Hit in Melee and either +1/+2 Damage with Melee and thrown weapons)
Adds +5 to AC and +2 to Strength (thus adding +1 To Hit in melee and +1 Damage with melee and thrown weapons)
Adds +2 to AC and +3 to Strength (thus, depending on prior Strength score, adding either +1/+2 To Hit in melee and either +1/+2 Damage with melee and thrown weapons)
Adds +7 to AC
HP damage inflicted on the wearer by Corporeal Undead is reduced by 3 points per attack/effect. This armor does not mitigate the side-effects of Undead Touch Attacks (e.g., Paralysis, Poison, curse, etc.), no matter what the corporeal status of the Undead attacker happens to be.
All damage (except for Push and Eldritch) inflicted upon the wearer is reduced by 3 per attack/effect.
On a successful hit with a melee weapon, the wielder deals an additional 1 damage as Acid.
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.
Adds +1 to AC and +1 to all saving throws
Adds +1 to AC and +1 to all saving throws
Adds +8 to AC
Adds +3 to AC
Adds +3 to AC
When used to make a successful missile attack (slid as weapon on the combat board), this alchemical weapon deals Poison damage to the monster. It is usable only once, whether the attack succeeds or misses.
Like all alchemical weapons, this item will deal 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,