non-magical* compound Sacred weapon that is flurry of blows-compatible
This weapon’s damage is comprised entirely of Sacred.
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non-magical* compound Sacred weapon that is flurry of blows-compatible
This weapon’s damage is comprised entirely of Sacred.
Removes the Vampire Charm status from another player.
This token must be turned in before its effect can be used. It can only be activated in the 2026 season.
On a successful hit with a melee weapon, the wielder deals an additional 1 damage as Sacred.
non-magical* missile Sacred weapon
This weapon must be thrown–it cannot be wielded as a melee attack. Because it’s a thrown weapon, the thrower’s Strength bonus is added to damage. Monks may throw two of these (if the player has more than one of these tokens) per combat round, but it does not count as a flurry of blows attack.
This weapon’s damage is comprised entirely of Sacred.
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 #33.
magical missile weapon that deals Blunt damage
Deals +2 Damage to Undead targets
magical missile weapon that deals Blunt damage
Deals +2 Damage to Undead targets
magical missile weapon that deals Blunt damage
Deals +2 Damage to Undead targets
When used to make a successful ranged combat attack (slid as weapon on the combat board), this alchemical weapon deals Sacred damage to the monster. It is usable only once, whether the attack succeeds or misses.
All Ranged attacks made by the wearer gain +1 To Hit
All Melee attacks made by the wearer suffer -1 To Hit