all
The user may equip one additional Rare eye slot item. There is no rarity-restriction on the initial eye slot item.
This is a one-use item that is turned in to the coach prior to starting an adventure. The effects get added to your overall stats.
The user may equip one additional Rare feet slot item. There is no rarity-restriction on the initial feet slot item.
This is a one-use item that is turned in to the coach prior to starting an adventure. The effects get added to your overall stats.
The user may equip one additional Rare leg slot item. There is no rarity-restriction on the initial leg slot item.
This is a one-use item that is turned in to the coach prior to starting an adventure. The effects get added to your overall stats.
The user may equip one additional Rare shirt slot item. There is no rarity-restriction on the initial shirt slot item.
This is a one-use item that is turned in to the coach prior to starting an adventure. The effects get added to your overall stats.
The user may equip one additional Rare waist slot item. There is no rarity-restriction on the initial waist slot item.
This is a one-use item that is turned in to the coach prior to starting an adventure. The effects get added to your overall stats.
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.
Successful missile attacks (physical ranged attacks, not spells or wholly magical effects) made by the wearer deal +1 damage as Sacred
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, only the Sacred portion of the damage is doubled.
When used to make a successful missile attack (slid as weapon on the combat board), this alchemical weapon deals up to 8 points of damage–but only to undead monsters. Though it is not stated on the token, the thrower need only hit AC 15 or higher. If the attack misses (hits AC 14 or lower) or if the target is not undead, Holy Lager deals no damage. It is usable only once, whether the attack succeeds or misses.









