The wearer gains a bonus to all saving throws, based on the number of Mongo’s Miracle Beads equipped in the party, as shown below:
Once per game, dazing fist/stunning fist can trigger twice in one combat. The wearer may choose to not utilize the effect, if desired.
Worn on the wrist of a monk when making flurry of blows attacks, what would normally be armor becomes an offensive weapon. The token is placed in one of the monk’s combat sliders but both sliders are still used per normal open handed combat. If a player possesses two of these items, both may be used in the open handed sliders.
For all classes except monk, damage inflicted on the wearer from non-magical missiles is reduced by 3 points per attack.
If the wearer is a monk, damage from magical missiles is reduced by 3 points per attack instead.
Adds +1 to AC and grants 3 points of 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. Ranged attacks, whether physical or magical, do not trigger RD. If an attack would have caused damage but is completely negated (e.g., Cloak of Shadowskin) or the attack’s damage is reduced to zero (e.g.,
non-magical* compound Sacred weapon
This is not a shuriken. A monk may only throw one of these per round.
Unless modified by some other token/effect, this weapon does not deal any Blunt, Piercing, or Slashing damage.
Note: Undead suffer double damage from any source of Sacred energy, but Good-aligned Outsiders take no damage from Sacred power. If an attack with added Sacred damage wounds an Undead creature,
The wearer takes -1 damage resulting from a Ranged attack.
This token must be turned in before its effect can be used. It can only be activated in the 2026 season.
Negates all special attacks that might be directed against the wearer’s weapon. (E.g., a rust monster’s corrosion ability or sundering attacks from SeyLah’s +2 Sundering Cestus)
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 +5 to Dexterity (thus, depending on prior Dexterity score, either +2/+3 To Hit with ranged attacks, either +2/+3 to AC, and either +2/+3 to Reflex saving throws)
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.
All members of the appropriate gender gain +1 Charisma per mug’s worth of beverage consumed.
The drinker gains +1 to Will saves vs. fear for every mug’s worth of beverage consumed.
Before the start of their adventure, the wearer gains either +6 Damage with melee attacks or +6 Damage with ranged attacks.
The wearer of this ring may not equip any other ring with the word “Havoc” in its name.
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.
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.
When placed in the mouth of a dead comrade, this item restores the character to life with 1 HP. Characters do not regain previously used spells, powers, or abilities. This item must be administered in the same room the character died. “Feeding” a character this item requires a Standard Action.
This mushroom has no effect when eaten by a living character.
This item’s restorative power is not modified by magic items which increase the effectiveness of heals.
magical Ranged weapon that deals Fire damage
Mystic staves use the wielder’s Intelligence or Wisdom bonus (whichever is higher) instead of their Dexterity bonus to determine the weapon’s To Hit modifier. Mystic staves benefit from whatever ranged damage bonuses the character may possess, but not spell damage bonuses.
All mystic staves are magical Ranged weapons, but they do not shoot physical projectiles. Mystic staves cannot be used to make a melee attack–they are too fragile.
magical Ranged weapon that deals Cold damage
Mystic staves use the wielder’s Intelligence or Wisdom bonus (whichever is higher) instead of their Dexterity bonus to determine the weapon’s To Hit modifier. Mystic staves benefit from whatever ranged damage bonuses the character may possess, but not spell damage bonuses.
All mystic staves are magical Ranged weapons, but they do not shoot physical projectiles. Mystic staves cannot be used to make a melee attack–they are too fragile.
magical Ranged weapon that deals Ice damage
Mystic staves use the wielder’s Intelligence or Wisdom bonus (whichever is higher) instead of their Dexterity bonus to determine the weapon’s To Hit modifier. Mystic staves benefit from whatever ranged damage bonuses the character may possess, but not spell damage bonuses.
All mystic staves are magical Ranged weapons, but they do not shoot physical projectiles. Mystic staves cannot be used to make a melee attack–they are too fragile.





























