When applied to a melee weapon, that weapon deals +1 Damage as Sacred.
Unlike most weapon oils, Oils of Sacred Touch cannot be applied to a missile weapon. It could be applied to a compound weapon, but the bonus Sacred damage only triggers when that compound weapon is used in a melee attack.
Oil takes one round to apply to a weapon. Once applied, the effect lasts for the entire combat.
When applied to a blunt weapon, the critical range of that weapon increases to 19-20. Thus, the player can score a critical hit if the attack result is a natural 19 or 20. This oil has no effect on edged weapons nor blunt weapons which already have an expanded crit range.
This oil takes one round to apply to a weapon. Once applied, the effect lasts for the entire combat.
When applied to a weapon, that weapon deals +3 Damage as Fire.
Oil takes one round to apply to a weapon. Once applied, the effect lasts for the entire combat.
A polymorphed character can only benefit from a weapon oil if the oil was applied to their weapon prior to transformation. Monks cannot apply a weapon oil to their bare hands but can apply a weapon oil to a physical weapon they wield.
When applied to a weapon, attacks made with that specific weapon are able to affect critical hits on Constructs. If the wielder of the coated weapon is a rogue, attacks made with that specific weapon can be used to perform a sneak attack on a Construct. (Constructs have no “vital” areas and are normally immune to critical hits and sneak attack bonuses.) This oil does not enable the coated weapon to crit/sneak attack any other creature type that is normally immune to crits/sneak attacks.
When applied to a weapon, that weapon deals +3 Damage as Shock.
Oil takes one round to apply to a weapon. Once applied, the effect lasts for the entire combat.
A polymorphed character can only benefit from a weapon oil if the oil was applied to their weapon prior to transformation. Monks cannot apply a weapon oil to their bare hands but can apply a weapon oil to a physical weapon they wield.
When applied to a weapon, that weapon deals +3 Damage as Cold.
Oil takes one round to apply to a weapon. Once applied, the effect lasts for the entire combat.
A polymorphed character can only benefit from a weapon oil if the oil was applied to their weapon prior to transformation. Monks cannot apply a weapon oil to their bare hands but can apply a weapon oil to a physical weapon they wield.
When applied to a weapon, that weapon deals +3 Damage as Poison.
Oil takes one round to apply to a weapon. Once applied, the effect lasts for the entire combat.
A polymorphed character can only benefit from a weapon oil if the oil was applied to their weapon prior to transformation. Monks cannot apply a weapon oil to their bare hands but can apply a weapon oil to a physical weapon they wield.
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.
May be used in a Legendary recipe in place of one Ultra Rare, or one Exalted, or one Rare, or one Enhanced, or one Uncommon token. (If you really want to sub it for a Common, you may, but we don’t recommend it.)
If desired, you may use more than one Omni token in a recipe. However, each Omni token can only be used as a replacement for one token in that recipe.
This token may be redeemed for 20 treasure draws at an in-person TD event. It can be transmuted by mail, but may not be redeemed (exchanged for treasure pulls) by mail.
Adds +1 to Strength (thus, depending on initial Strength score, either 0/+1 To Hit in melee and 0/+1 Damage with melee and thrown weapons)
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 #26.
Damage Spells (not scrolls or miscellaneous magic items) cast by the wearer deal +2 damage as Fire
When used to make a successful missile attack (slid as weapon on the combat board), this alchemical weapon deals Acid damage to the monster. It is usable only once, whether the attack succeeds or misses.
Like all alchemical weapons, this item deals double damage if the attacker scores a “natural 20” on its attack slide and is affected by Ranged combat bonuses (hit and damage). But unlike thrown physical weapons (dagger, spear, etc.),
Once per game, the owner of this item may inflict 5 points of Eldritch damage on a single target. No To Hit roll is required, but it is considered a Ranged attack. This damage is not subject to any kind of damage bonus the user may possess. Eldritch damage cannot be mitigated.
Not much is known about these über-rare items other than that they are parts of an eight (or five) part set which can be completed in 2022.
Not much is known about these über-rare items other than that they are parts of an eight (or five) part set which can be completed in 2022.
Not much is known about these über-rare items other than that they are parts of an eight (or five) part set which can be completed in 2022.
Not much is known about these über-rare items other than that they are parts of an eight (or five) part set which can be completed in 2022.
Not much is known about these über-rare items other than that they are parts of an eight (or five) part set which can be completed in 2022.
Not much is known about these über-rare items other than that they are parts of an eight (or five) part set which can be completed in 2022.
This is the only paragon token without a year stamp on the back.
Not much is known about these über-rare items other than that they are parts of an eight (or five) part set which can be completed in 2022.
Not much is known about these über-rare items other than that they are parts of an eight (or five) part set which can be completed in 2022.
When used to make a successful missile attack (slid as weapon on the combat board), this alchemical weapon deals Shock damage to the monster. It is usable only once, whether the attack succeeds or misses.
Like all alchemical weapons, this item deals double damage if the attacker scores a “natural 20” on its attack slide and is affected by Ranged combat bonuses (hit and damage). But unlike thrown physical weapons (dagger, spear, etc.),
Adds +2 Strength (thus adding +1 To Hit in melee and +1 Damage with melee weapons) if equipped in the melee offhand slot. Though all classes can equip it to gain the Strength bonus, monks and rangers are the only classes that can use it as an offhand melee weapon.
This item is no longer equippable in the ranged offhand slot. It can only be equipped in the melee offhand slot.
This non-magical thrown weapon only affects Evil creatures. The orb can only be used once per combat per character, even if a player possesses more than one of these tokens. It is a permanent item (not collected on use).
It is only usable as a thrown weapon–it may not be wielded in melee.
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 deals 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, etc.),





























