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TOPIC: 2026 Ultra Rare Tokens

2026 Ultra Rare Tokens 1 day 1 hour ago #1

Here are the 20 Ultra Rare tokens for 2026. Thank you for your feedback!

truedungeon.com/files/Ultra_26z.jpg
Token Conjurer
Geek Dreamweaver
Nerdomancer
Author of the never-to-be-released "The Secret of Trees"

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2026 Ultra Rare Tokens 1 day 1 hour ago #2

First thought is +10 damage in eye is quite a bit for a UR, especially when Odin's only gives +5 and it was just released this year.

Wizard with this UR out of the get gets +4 damage. Add in Sunhide Robe and it's at +7 damage. Move a dragon orb to Int and add a bead of Asgard and you've hit +10.

Benrow's Monk w/ Sundhide gets +4 damage in eyes. It's pretty easy to push it higher, but then it becomes a matter of handling cascading build changes that I can't tell you the exact impart at this moment.

Most classes can actually pretty easily hit +4 damage with those goggles by using sunhide + Mark of the Second Tenent.

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Last edit: by Endgame.

2026 Ultra Rare Tokens 1 day 35 minutes ago #3

Jeff Martin wrote: Manual of Strength - Yeah...I'd love to as old AD&Der, but we gotta stay away from exact matches these days. If we can't do exact, then probably something easy to understand for newbies is the way to go.

So, I'm not going to pretend to be an expert on copyright law, but for what it's worth, WotC has released a lot of their stuff under Creative Commons, which includes the following magic items:

Manual of Bodily Health
Manual of Gainful Exercise
Manual of Quickness of Action
Tome of Clear Thought
Tome of Leadership and Influence
Tome of Understanding

Here is a relevant link if you want it.
Azzy#6968 on Discord- pop on and say hi!

Unofficial TD Community Discord Server.

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2026 Ultra Rare Tokens 1 day 30 minutes ago #4

For Googles of Presence, no UR google needs to offer +10 to damage, even if it's just a potentiality.

TL: DR - bring this back to +4 max.

Comparison points:

UR / Relic / Legendary Eye Patch: +2 / +3 / +5 to focus
UR Lenses of Flawsight: +2 to melee damage
Enhanced Lenses of Hunting: +2 to ranged damage
Rare Lenses of Focus: +1 to focus
Rare Lenses of Lightning: +2 to missile damage
Uncommon Lenses of the Hunter: +1 to missile damage

Given all that it seems like +3 to ranged damage in a UR eye slot is par, +4 is generous but maybe worthwhile since some classes will have to work to achieve this with their stats.

Out of the box this token is offering these ranged damage bonuses for 5th level players:
Barbarian +0
Bard +3
Cleric +2
Druid +2
Dwarf Fighter +0
Elf Wizard +3
Fighter +0
Monk: +1
Paladin: +3
Ranger: +1
Rogue: +2
Wizard: +4

There are plenty of ways to buff INT/CHA nowadays with more on the way. For example, 2025 Bead of Asgard can add +4 to your choice of INT or CHA, 2026 has a similar token in the works, and the +3 CHA Mark of the 2nd Tenet and likely +3 INT Mark of the 3rd Tenet are out there / about to be out there.

CHA boosters: tokendb.com/stat-bonus/charisma/

INT boosters: tokendb.com/stat-bonus/intelligence/

Finally, setting the limit at +10 seems to cut off future character design space at the knees. TD might eventually want to add a built-in INT or CHA damage modifier to character cards like STR does today, but if there are a long history of builds getting +10 damage from INT/CHA from these lenses it's going to be hard to do that because of the double dipping that would result.

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Last edit: by Matthew Hayward.

2026 Ultra Rare Tokens 1 day 24 minutes ago #5

+2 Darkbane Crossbow: How does "2x base damage vs Undead & Were-monsters" work on this token?

Assume my ranged damage stat is:

Ranged damage bonus is +10, 2 of which is Sacred from 2024 Ring of Radiance, and that I have Bracers of Guided Strike which negates Critical hit immunities.

And I attack with a +2 Darkbane Crossbow and hit an undead.

How is damage calculated for a non-crit?

How is damage calculated for a crit?

Might it be better to just say "+X to base damage vs. Undead & Were-monsters"?

And make X an appealing number, like +10, 15, or 20?

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Last edit: by Matthew Hayward.

2026 Ultra Rare Tokens 1 day 22 minutes ago #6

I think the prior version was OK, and this version is probably OK too - but just flagging for others that Bracers of Boosting is now:

+3 to ranged damage
With:
Add an additional +5 damage if Ammo or Dust is used (on top of what the Ammo or Dust does).

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2026 Ultra Rare Tokens 1 day 16 minutes ago #7

Thanks, Jeff!

That's a bit power boost to Bracers of Boosting, isn't it? An additional +5 seems like maybe too much.

FOP Pilgrim seems overpowered again, perhaps reduce the healing or the amount of conditions cured?

Goggles of Presence seems WAAAAY overpowered. Particularly for Wizards, it will be +10 to damage spells for all high level Wizards, which is just too much for a UR. Why not cap it at +4 like previously?

I preferred the original version of the Crossbow. This one is more on-theme for this adventure, but weaker overall going forward.

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Last edit: by Mike Steele.

2026 Ultra Rare Tokens 23 hours 39 minutes ago #8

Trying to put perspective on this. A quick glance and omg, yes +10 seems way to high for damage bonus.

Then I think about it. The token is actually +2 to +4 for spellcasters. You only get a higher bonus if you use another slot to raise intelligence or wisdom.

What this really does is open the door for wizards to get the same benefit melee fighters get when they increase strength. And they don't cap at 10.

If you cap this at 4, a wizard has no reason to equip any token that raises their intelligence. To me, this just opens a mechanic wizards should have had from the beginning which is more intelligence equals more powerful spells.

Just another perspective. If this token truly gave +10 damage all by itself I would 100% agree its way too powerful. But by itself it doesn't do that.

But that's fine. It's good if he tones it down and I just need to continue to not care about raising intelligence.

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2026 Ultra Rare Tokens 23 hours 12 minutes ago #9

Dave wrote: Trying to put perspective on this. A quick glance and omg, yes +10 seems way to high for damage bonus.

Then I think about it. The token is actually +2 to +4 for spellcasters. You only get a higher bonus if you use another slot to raise intelligence or wisdom.

What this really does is open the door for wizards to get the same benefit melee fighters get when they increase strength. And they don't cap at 10.

If you cap this at 4, a wizard has no reason to equip any token that raises their intelligence. To me, this just opens a mechanic wizards should have had from the beginning which is more intelligence equals more powerful spells.

Just another perspective. If this token truly gave +10 damage all by itself I would 100% agree its way too powerful. But by itself it doesn't do that.

But that's fine. It's good if he tones it down and I just need to continue to not care about raising intelligence.


I don't disagree fundamentally with this analysis - I just think if we want Wizard damage to broadly scale with INT, it shouldn't be contingent on a single token which will soon be out of print, but should be part of the class.

But I also am not sure how much we want that change in the first place.

Today Wizards get a large chunk of their damage from Ranged tokens, but if suddenly Wizards get damage from INT, I predict a pull during design on would-be Ranged boosting tokens to instead effect only Missile (not spell). That was how tokens tended to be designed for the majority of TD's history until quite recently (around 2020).

The basis for that pull will be that "Wizards should get their boosts from INT tokens, not tokens that are for ranged weapon users."

And I think a follow on consequence of that will be much fewer Wizard usable damage boosting tokens, because it will be much harder to get an INT boosting token through design than it is to get a Ranged boosting token through design now. (e.g. "INT boosters are a Wizard only tokens, and Wizards just got an INT token last year that's still in print, no need for a new one so soon.")

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Last edit: by Matthew Hayward.

2026 Ultra Rare Tokens 22 hours 54 minutes ago #10

If people want to cap stat bonuses then it should be capped for all 6 stats at the same max bonus. So Barbarians would have a max strength bonus of +3 across all tokens and the initial stat, Rogues would have a max dexterity bonus of +3 across all tokens and the initial stat etc including con bonus being a max +3.

My vote would be range only applies to spells so Monks and Rangers have their range attacks decreased since the deal more damage round after round.

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2026 Ultra Rare Tokens 22 hours 53 minutes ago #11

You're probably right. The whole discussion around how spell damage is boosted should probably have occurred 20 years ago.

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2026 Ultra Rare Tokens 22 hours 51 minutes ago #12

Dave wrote: Trying to put perspective on this. A quick glance and omg, yes +10 seems way to high for damage bonus.

Then I think about it. The token is actually +2 to +4 for spellcasters. You only get a higher bonus if you use another slot to raise intelligence or wisdom.

What this really does is open the door for wizards to get the same benefit melee fighters get when they increase strength. And they don't cap at 10.

If you cap this at 4, a wizard has no reason to equip any token that raises their intelligence. To me, this just opens a mechanic wizards should have had from the beginning which is more intelligence equals more powerful spells.

Just another perspective. If this token truly gave +10 damage all by itself I would 100% agree its way too powerful. But by itself it doesn't do that.

But that's fine. It's good if he tones it down and I just need to continue to not care about raising intelligence.


We could also nix any bonus for charisma from the token since there are ways for all classes to increase their charisma.

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