Wizard
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 #17.
Adds +2 to Dexterity (thus +1 To Hit with ranged attacks, +1 to AC, and +1 to Reflex saving throws), but the wearer may only be healed by Spells (not scrolls, items, nor Special Powers) cast by another character.
Given to all players on the completion of their adventure in 2008, this token could be turned in for free admission to the True Dungeon Tavern that year.
Note: Though this token’s title was printed in blue and it bears a cauldron symbol, it’s not actually a Combo token because it did not require any tokens to be turned in.
When healed by a Spell or a Scroll (not Special Powers nor magic items), the user of this item heals 1 additional HP–even if the user and the caster are the same person.
Wearer is immune to psychic blast and gains the ability to manifest Psychic Powers.
Psychic Power
Players wishing to use a Psychic Power must unlock their character’s Psychic Potential by equipping a token that imbues Psychic Power before the start of their adventure. The coach will note on the party card when a character has Psychic Potential. Each player–not the coach–will then add up the number of Teeth of Cavadar (ToC) tokens they have equipped.









