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Trent Tokens

Amulet of Wonder - 2008 (Gold)

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This amulet has a different powerful effect each year. Please ask your coach for information about the current effect if it’s not shown below–sometimes the effect is a surprise.

This ring grants the same effect as Ring of Wonder. Equipping both __ of Wonder items is permitted, but pointless because the effects don’t stack.

Previous benefits gained while equipping this token:
2021 VTD: Gain +4 bonus damage as Cold/Fire/Shock/Sonic (pick one during Training) with all attacks, including Spells, but not from scrolls or items. AoEs get a pool of +4 damage.
2020 Season 2-Hour Adventures:

• You take -10 damage from melee attacks made by Constructs
• You may critically hit Constructs on 19-20; does not stack with other crit range expanders
• If you’re a rogue, you may sneak attack Constructs
2019-2020 Season 2-hour Adventures:
You may equip one additional Head slot item
2018-19 Season Grind:
Berserker Endurance: Character does not die from damage until they reach -48 HP or a room ends and they have less than 1 HP. If a Berserker uses “Fight After Death” and is wearing the Amulet of Wonder, they can last until -96 HP
2018-2019 Season 2-hour Adventures: +3 to Damage with melee, missile, and spell (not scroll or item) attacks
2017-2018 Season 2-hour Adventures: Become a Sygaldry Master. Show one runestone (any, other than Eldritch) to your coach:
• Gain triple the numeric effect (effects that cannot logically be tripled are unaffected)
• If the runestone normally effects only a certain attack/weapon type, it affects all your weapon and spell attacks, but not scrolls or items
• You may keep the runestone
Optional: If you choose to turn in the runestone, gain 4× the effect instead of 3×
Whether you choose to turn in the boosted runestone or not, the Sygaldry Master ability counts towards the standard limit of one runestone per adventure. You may still use up to two Runestone Fitting Bases, but their effects are not boosted by this ability.
2017-18 Season Grind: For every 3 pieces of a set you have equipped, you can choose one of the following bonuses:
• +3 to hit for one attack type (melee or ranged)
• +3 to damage for one attack type (melee, ranged, or spells)
• +3 to damage for one item type (scrolls or wands)
• +3 to AC
• +3 to saves
• +3 to all healing spells you cast (uses the “healing pool” rules in the case of multiple targets)
2016 2-hour Adventures: Allows your character to equip up to four rings. Does not stack with Hand of Glory nor Gloves of Glory.
2016 Grind: After taking a Standard Action, you may take another Standard Action. However, you then lose your next Standard Action
2015 Dungeon: Effect determined by a d6 roll made during coaching:
1: +4 Treasure Chips (stacks with Charm of Avarice; does not stack with Lenses of Fortune)
2: +1 Character level for that adventure*
3: +4 to Strength
4: +4 to Dexterity
5: +4 to Constitution
6: +3 to all Saving Throws
*if already 5th-level, re-roll
2015 Grind: Elemental Attunement
2014 Who’s Your Con Grind: Once per Grind, you could force any d20 roll to be re-rolled. This could have been used on your saving throw, the saving throw of another party member (even if the other player didn’t want to re-roll), a monster’s attack roll against you or another party member, an initiative roll (either the party’s or the monster’s), or any other time a d20 was rolled.
2014 Dungeon: Effect determined by a d6 roll made during coaching:
1: +2 to AC
2: +3 to AC
3: +3 To Hit on all attack slides
4: +10 to max HP
5: Horn of Plenty effect (three Treasure Chips per stamp)
6: +1 Character level for that adventure*
*If already 5th-level, gain the Horn of Plenty effect instead.
2014 Grind: ?
2013 Dungeon: Horn of Plenty effect (three Treasure Chips per stamp)
2013 Grind: Gained special proficiency with fire-arms, including all of the following effects:
A. Any class could use any blunder weapon, including a +2 Boom Stick
B. Immunity to misfire (bomb) damage when using blunder weapons
C. Barbarians, Dwarf Fighters, Fighters, Paladins, and Rangers using a blunder weapon automatically gained the smiting ability and scored criticals on a natural 19 or 20. (These classes could already use all blunder weapons, so this was their benefit instead of section A.)
D. All classes gained +2 to Dexterity (+1 AC, +1 To Hit with ranged attacks, and +1 to Reflex saves)
2012 Dungeon & Grind: The wearer was transformed into a Dwarf and gained these perks:
• +2 to all saving throws
• +4 to max HP
• Ability to use any weapon with “Dwarven” in its name
2011 Dungeon: Effect determined by a d6 roll made during coaching:
1: +1 to all saving throws
2: +2 to all saving throws
3: +3 to all saving throws
4: +5 to max HP
5: +1 Character level for that adventure
6: Double Horn of Plenty effect (six Treasure Chips per stamp)
2011 Grind: Your base race became merfolk. You were unaffected by any of the underwater rules/restrictions. It did not count as polymorphing, which could be used in addition to that effect.
2010 Dungeon: Effect determined by a d6 roll made during coaching:
1: +1 to Reflex saving throws
2: +3 to Reflex saving throws
3: +3 to max HP
4: +5 to max HP
5: Immunity to Fire
6: Double Horn of Plenty effect (six Treasure Chips per stamp)
2009 True Realm: Player received either a Harpy Claw Amulet or a Necklace of the Oak token to keep.
2009 Gen Con: Effect determined by a d6 roll made during coaching:
1: +1 to AC
2: +2 to AC
3: +3 to AC
4: +3 to max HP
5: +3 to all saving throws
6: Double Horn of Plenty effect (six Treasure Chips per stamp)
2008: +1 Character level for that adventure

Text On Token: Different cool effect each year

Official True Dungeon Token Database Listing

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