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Harder than a Rock: The Fighter's Handbook (By lorduskblade)
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<blockquote data-quote="Veep" data-source="post: 6707803" data-attributes="member: 6793297"><p style="text-align: center"><span style="font-size: 18px"><strong>Magic Equipment: Enhancing the Rock</strong></span></p><p></p><p>As is the norm for sections in this Handbook, if the piece of magic equipment isn't rated <strong>Black</strong> or higher, I won't be talking about it (especially important because this game has a colossal amount of equipment available).</p><p></p><p><strong>Armor</strong></p><p> </p><p>I'm taking a leaf from the designers' book with regards to level distribution: the + sign indicates a progression every 5 levels, there's another version of the armor with an additional +1 enhancement bonus.</p><p></p><p><span style="font-size: 12px"><strong><strong>Level 2+</strong></strong></span></p><p></p><p><strong><span style="color: #0000ff">Armor of Dwarven Vigor</span> (Chain, Scale, Plate) (AV 2)</strong> - A sweet healing ability enhancement for Dwarves, and it's part of an item set as well.</p><p></p><p><strong><span style="color: #00ccff">Dwarven Armor</span> (Chain, Scale, Plate) (PHB)</strong> - Healing as a free action that doesn't spend a surge, and a bonus to Endurance checks as a bonus? OK! </p><p></p><p><strong><span style="color: #0000ff">Screaming Armor</span> (Hide, Scale, Plate) (AV)</strong> - A free bonus to Intimidate, and a nifty debuffing power (with range, no less). A pretty good choice .</p><p></p><p><span style="font-size: 12px"><strong><strong>Level 3+</strong></strong></span></p><p></p><p><strong>Armor of Exploits (Any) (AV)</strong> - Lets you make interesting combinations with allies who share your attack stat, or simply load an Encounter power for an extra use. Pretty cool. </p><p></p><p><strong>Bestial Armor (Leather, Hide) (AV)</strong> - A free attack with a bonus after a charge. Solid enough.</p><p></p><p><strong>Defensive Armor (Any) (PHB 3)</strong> - This property features a solid Daily defense-booster, which becomes meatier with power points (it's <span style="color: #0000ff"><strong>better</strong></span> if you have access to those).</p><p></p><p><strong>Meliorating Armor (Chain, Scale, Plate) (AV)</strong> - This armor makes you tougher as the day wears on. Not bad, but rather party-dependent, because the party usually stops when somebody runs out of healing surges, so how much use you get out of this depends on who that person is.</p><p></p><p><span style="font-size: 12px"><strong><strong>Level 4+</strong></strong></span></p><p></p><p><strong><span style="color: #0000ff">Battle Harness</span> (Cloth, Leather, Hide) (D 368)</strong> - An initiative bonus is never bad (even if it doesn’t stack with a Warlord’s buff), and Quick Draw for free doesn’t hurt either. A pretty good choice.</p><p></p><p><strong>Dazzling Plate (Plate) (AV 2)</strong> - A bonus vs. mental conditions, and an attack debuff. Pretty solid.</p><p></p><p><strong>Salubrious Armor (Scale, Plate) (AV)</strong> - Adding in more AC when you regain HP can make you even harder to handle.</p><p></p><p><strong>Serpentine Armor (Scale)</strong> - A small punishment ability that doesn't conflict with your Combat Challenge. Solid.</p><p></p><p><strong><span style="color: #0000ff">Verve Armor</span> (Scale, Plate) (AV)</strong> - This armor basically says, "I get up from being down," once per day. </p><p></p><p><span style="font-size: 12px"><strong><strong>Level 5+</strong></strong></span></p><p></p><p><strong>Agile Armor (Chain, Scale, Plate) (AV)</strong> - Only usable by Heavy Armor wearers, and not really worth it until Paragon Tier, but good enough during Epic that it’s worth mentioning. </p><p></p><p><strong><span style="color: #0000ff">Supporting Armor</span> (Scale, Plate) (AV 2)</strong> - Helps you keep your wits about you, which is always good.</p><p></p><p><span style="font-size: 12px"><strong><strong>Level 7+</strong></strong></span></p><p></p><p><strong></strong></p><p><strong>Marauder's Armor (Leather, Hide) (AV 2)</strong> - Some solid defensive bonuses for charging about. Hardly bad.</p><p></p><p><span style="font-size: 12px"><strong><strong>Level 8+</strong></strong></span></p><p></p><p><strong><span style="color: #0000ff">Bloodiron Armor</span> (Scale, Plate) (AV)</strong> - A very nice property for Fighters who favor bursts, this can give your AC a welcome boost against the target you're focusing on.</p><p></p><p><span style="font-size: 12px"><strong><strong>Level 9+</strong></strong></span></p><p></p><p><strong>Magnetic Armor (Scale, Plate) (AV 2)</strong> - Have your enemies come to you, and stay there.</p><p></p><p><strong>Solar Armor (Scale, Plate) (AV)</strong> - I'm not a friendly-fire supporter, but Laser Clerics' at-will damage is pretty piddly, so getting hit by your Cleric to trigger a Healing Surge may not be that bad an idea (and you might even get THP or a save in return for it if they hit you with Sacred Flame!). </p><p></p><p><span style="font-size: 12px"><strong><strong>Level 10+</strong></strong></span></p><p></p><p><strong><span style="color: #00ccff">Lifeblood Armor</span> (Hide) (PHB 2)</strong> - If I’m reading this right, this grants you free THP just for using a short rest (which you will do; you want your Encounter powers back). Whoa. </p><p></p><p><span style="font-size: 12px"><strong><strong>Level 14+</strong></strong></span></p><p></p><p><strong><span style="color: #0000ff">Armor of Attraction</span> (Scale, Plate) (AV)</strong> - Allows you to take even Ranged hits for your allies.</p><p></p><p><strong><span style="color: #0000ff">Armor of Dark Deeds</span> (Leather, Hide) (AV 2)</strong> - Find yourself a way to attack with CA consistently, and this armor will reward you with a hefty defensive boost in concealment.</p><p></p><p><span style="font-size: 12px"><strong><strong>Level 15+</strong></strong></span></p><p></p><p><strong><span style="color: #0000ff">Trollskin Armor</span> (Hide, Scale) (PHB)</strong> - Regen is always great to have. </p><p></p><p><span style="font-size: 12px"><strong><strong>Level 18+</strong></strong></span></p><p></p><p><strong>Driftmetal Armor (Chain, Scale) (MOTP)</strong> - A smidge of elemental resistance, and an easy-to-use power that hands out an attack penalty. Solid.</p><p></p><p><span style="font-size: 12px"><strong><strong>Level 20+</strong></strong></span></p><p></p><p><strong>Dragonscale Armor, Red (Scale) (AV)</strong> - Slaps on hefty ongoing damage, and immobilizes. Nice.</p><p></p><p><strong><span style="color: #0000ff">Spectral Plate</span> (Plate) (AV 2)</strong> - Makes Heavy Armor feel light, and a solid mobility power to boot.</p><p></p><p><span style="font-size: 12px"><strong><strong>Level 23+</strong></strong></span></p><p></p><p><strong>Armor of Enduring Health (Hide, Chain) (AV 2)</strong> - Dwarves especially like this armor, but being just Chain makes it a bit of a tougher sell.</p><p></p><p><strong>Mind Armor (Scale, Plate) (AV 2)</strong> - Anything that protects you from mental effects is worth looking at.</p><p> </p><p></p><p><strong>Weapons</strong></p><p> </p><p>I'm taking a leaf from the designers' book with regards to level distribution: the + sign indicates a progression every 5 levels, there's another version of the armor with an additional +1 enhancement bonus.</p><p></p><p><span style="font-size: 12px"><strong><strong>Level 1+</strong></strong></span></p><p></p><p><strong>Earth-Wrought Hammer (Hammer)</strong> - Cheap, and knocks prone on a critical. OK, I guess.</p><p></p><p><span style="font-size: 12px"><strong><strong>Level 2+</strong></strong></span></p><p></p><p><strong><span style="color: #0000ff">Farbond Spellblade</span> (Heavy Blade, Light Blade) (AV 2)</strong> - A great way for Heavy Blade and Light Blade users to get a genuine Ranged option. A darned awesome property for a backup weapon.</p><p></p><p><strong><span style="color: #0000ff">Staggering Weapon</span> (Axe, Flail, Hammer, Heavy Blade, Mace) (AV)</strong> - A nice way for people who have access to slides to swing their opponents across the battlefield.</p><p></p><p><strong>Vicious (Any) (PHB)</strong> - Pretty basic, but d12 crit dice are nice to have.</p><p></p><p><span style="font-size: 12px"><strong><strong>Level 3+</strong></strong></span></p><p></p><p><strong><span style="color: #0000ff">Carnage</span> (Axe, Heavy Blade, Mace) (DSCS)</strong> - If you're in the gambling mood, this weapon can provide a very respectable damage bonus (which you can get more reliably if the weapon die is smaller or if you have multiple dice).</p><p></p><p><strong><span style="color: #0000ff">Cunning</span> (Any Melee) (AV)</strong> - If you like (save ends) effects, this is the weapon for you. </p><p></p><p><strong>Foe Maker (Any Melee) (D 381)</strong> - Mass marking is always welcome for a Fighter.</p><p></p><p><strong><span style="color: #00ccff">Frost</span> (Any) (PHB)</strong> - Combines with Wintertouched and Lasting Frost for eternal combat advantage and +5 damage. Better than ever, thanks to other items helping it beat cold resistance. </p><p></p><p><strong>Frost Fury (Axe) (AV 2)</strong> - Pretty solid extra damage, and it has cold damage attached to it.</p><p></p><p><strong>Inescapable (Any) (AV)</strong> - Buffs your attack bonus after a miss. Solid.</p><p></p><p><strong><span style="color: #0000ff">Luckblade</span> (Heavy Blade, Light Blade) (AV)</strong> - Rerolls, which are great to have around. </p><p></p><p><strong>Paired (Any One-Handed Melee) (AV)</strong> - Some pretty good economy for your weapons if you dual-wield. </p><p></p><p><strong>Quick (Any) (AV)</strong> - Free basic attacks are fun. </p><p></p><p><strong><span style="color: #0000ff">Rhythm Blade</span> (Light Blade) (AV 2)</strong> - Extra AC and Reflex for a Tempest is a pretty cool property to have.</p><p></p><p><strong>Vanguard (Any Melee) (AV)</strong> - Bonuses to damage while charging, and a buffing power you probably won't use. OK, I guess.</p><p></p><p><span style="font-size: 12px"><strong><strong>Level 4+</strong></strong></span></p><p></p><p><strong><span style="color: #0000ff">Avalanche Hammer</span> (Hammer) (AV 2)</strong> - Extra damage on a charge, and knocks prone on a critical. Surprisingly good.</p><p></p><p><strong><span style="color: #0000ff">Battlecrazed</span> (Axe, Heavy Blade) (AV)</strong> - Some hefty extra damage while you’re bloodied, and its power makes you “bloodied” for 2 turns. Nice.</p><p></p><p><strong><span style="color: #00ccff">Firewind Blade</span> (Heavy Blade) (HotEC)</strong> - If you can slap fire damage on your powers without taking up the magic weapon slot, this is about as good a weapon as the game has to offer.</p><p></p><p><strong>Harmony Blade (Heavy Blade) (AV 2)</strong> - You essentially get Two-Weapon Opening for free for a Heavy Blade user. Decent.</p><p></p><p><strong><span style="color: #00ccff">Master’s Blade</span> (Heavy Blade, Light Blade) (AV 2)</strong> - So let me get this straight. This buffs the attack rolls for your Melee Basic Attacks and At-Wills when you're in a Stance (which you should be all the time, considering how many you have available), AND it allows you to assume TWO stances at a time as a Daily?! Incredibly good for a Fighter.</p><p></p><p><strong><span style="color: #0000ff">Rending</span> (Axe) (AV)</strong> - This turns an Axe crit into something genuinely fearsome. </p><p></p><p><strong><span style="color: #0000ff">Sunblade</span> (Heavy Blade) (AV)</strong> - If you're going for a Radiant weapon, this is a nice way to get started.</p><p></p><p><span style="font-size: 12px"><strong><strong>Level 5+</strong></strong></span></p><p></p><p><strong>Flaming (Any) (PHB)</strong> - This weapon is OK by itself, but it's <span style="color: #00ccff"><strong>great</strong></span> for Tieflings, thanks to Hellfire Blood and the rest of their fire-based racial goodies. </p><p></p><p><strong>Lightning (Any) (PHB)</strong> - Makes Mark of Storm users <span style="color: #0000ff"><strong>very happy</strong></span>.</p><p></p><p><span style="font-size: 12px"><strong><strong>Level 6+</strong></strong></span></p><p></p><p><strong><span style="color: #0000ff">Grasping</span> (Polearm, Spear) (AV)</strong> - A property that can be nice for Fighters looking to keep their enemies at arm's reach.</p><p></p><p><span style="font-size: 12px"><strong><strong>Level 8+</strong></strong></span></p><p></p><p><strong><span style="color: #0000ff">Dread</span> (Any) (AV)</strong> - Slaps out defensive penalties like it's nobody's business. Great for setting you or your Striker buddies up for something ridiculous.</p><p></p><p><strong>Jolting Guard (Any Melee) (DSCS)</strong> - Slapping on an encounter weaken when your enemy misses with an action you likely weren't using that turn anyway is pretty decent.</p><p></p><p><span style="font-size: 12px"><strong><strong>Level 9+</strong></strong></span></p><p></p><p><strong><span style="color: #00ccff">Feyslaughter</span> (Any) (AV)</strong> - The only truly safe to way elude a Fighter's grasp is teleportation; this weapon takes care of that flaw nicely.</p><p></p><p><strong><span style="color: #0000ff">Githyanki Silver Weapon</span> (Heavy Blade) (MOTP)</strong> - Unexceptional by itself, but toss in Psychic Lock, and this makes all your powers come in with an additional -2 to hit debuff. Nasty.</p><p></p><p><span style="font-size: 12px"><strong><strong>Level 10+</strong></strong></span></p><p></p><p><strong>Berserker (Axe, Heavy Blade) (PHB)</strong> - A damage bonus for a penalty to all defenses, but resist all might be worth it, especially because you get +2 to hit as well. Unfortunately it’s real expensive...</p><p></p><p><span style="font-size: 12px"><strong><strong>Level 12+</strong></strong></span></p><p></p><p><strong><span style="color: #0000ff">Jagged</span> (Axe, Heavy Blade, Light Blade) (AV)</strong> - Improved crits come early are very good for certain stripes of Fighters.</p><p></p><p><span style="font-size: 12px"><strong><strong>Level 13+</strong></strong></span></p><p></p><p><strong><span style="color: #0000ff">Bloodiron</span> (Any) (AV)</strong> - Your criticals are so nice, they damage twice.</p><p></p><p><strong>Farslayer (Any Melee) (AV)</strong> - Extending your Melee Range to 5 for Basic Attacks is a solid benefit.</p><p></p><p><strong>Thundergod (Any Melee) (AV)</strong> - +2d6 damage on charges at Epic. Solid enough.</p><p></p><p><strong><span style="color: #00ccff">Withering</span> (Any Melee) (AV)</strong> - Slaps on AC penalties like it's going out of style. A beautiful setup for you and your allies.</p><p></p><p><span style="font-size: 12px"><strong><strong>Level 14+</strong></strong></span></p><p></p><p><strong><span style="color: #0000ff">Battlemaster's</span> (Any) (AV)</strong> - An extra go with an Encounter power for an Item Daily? That's always a good deal.</p><p></p><p><strong><span style="color: #0000ff">Voidcrystal</span> (Any Melee) (AV)</strong> - I'm usually not a big fan of weapons that only offer a Daily power over a plain old magic weapon, but this is good enough a Daily to merit being picked.</p><p></p><p><span style="font-size: 12px"><strong><strong>Level 15+</strong></strong></span></p><p></p><p><strong><span style="color: #0000ff">Blade of the Eldritch Knight</span> (Heavy Blade) (AV 2)</strong> - I'm pretty sure you can find a situation when attacking with your normal powers at range 5 to be useful. A pretty nice choice.</p><p></p><p><strong><span style="color: #00ccff">Chill Wind</span> (Heavy Blade) (D 386)</strong> - It's expensive, but the properties it provides are a straight upgrade over the already awesome Frost Weapon. Excellent.</p><p></p><p><strong><span style="color: #00ccff">Radiant</span> (Any) (AV)</strong> - Despite the rather high cost on this enchantment, it is one of the frontrunners on the Fighter wish list because it provides an item damage bonus that can apply to any attack made with the weapon and it allows the Fighter to participate in any elemental shenanigans. A prime pick.</p><p></p><p><strong>Reaper’s Axe (Axe) (AV 2)</strong> - A free attack and shift when you drop an opponent. Solid.</p><p></p><p><span style="font-size: 12px"><strong><strong>Level 19+</strong></strong></span></p><p></p><p><strong>Moradin's Weapon (Hammer) (AV)</strong> - A solid "shockwave" style of power. If you multiclassed into a Divine class, this is <span style="color: #0000ff"><strong>even better</strong></span>, because of economy purposes.</p><p></p><p><span style="font-size: 12px"><strong><strong>Level 23+</strong></strong></span></p><p></p><p><strong><span style="color: #0000ff">Death Mark</span> (Any) (AV 2)</strong> - A nice way to be able to hop from dead mark to future mark efficiently.</p><p> </p><p></p><p><strong>Arms Slot Items</strong></p><p> </p><p>Since there is no set-in-stone progression symbol for items that don't follow the standard "every 5 levels" progression, I'm going to be labeling the levels at which each version of every item in this section is available.</p><p></p><p><span style="font-size: 12px"><strong><strong>Level 4</strong></strong></span></p><p></p><p><strong><span style="color: #0000ff">Counterstrike Guards</span> (L4/14) (AV)</strong> - The ability to respond to an enemy attacking you is nice to have, especially on an Encounter basis. </p><p></p><p><span style="font-size: 12px"><strong><strong>Level 6</strong></strong></span></p><p></p><p><strong>Foe Fending Shield (L6/16/26) (D 381)</strong> - A solid defensive item for you and your allies that can also impose a lingering mark.</p><p></p><p><strong><span style="color: #00ccff">Iron Armbands of Power</span> (L6/16/26) (AV)</strong> - A very sweet damage bonus, though not quite as mandatory for you as it is for others (you have other ways of getting it, and it doesn't apply to all of your powers).</p><p></p><p><span style="font-size: 12px"><strong><strong>Level 8</strong></strong></span></p><p></p><p><strong>Hammer Shield (AV 2)</strong> - A solid defensive benefit for Hammer + Shield users, and it's part of an item set.</p><p></p><p><span style="font-size: 12px"><strong><strong>Level 9</strong></strong></span></p><p></p><p><strong>Recoil Shield (AV)</strong> - Knocking people prone for hitting you as an Immediate is interesting, though a bit tricky to use properly.</p><p></p><p><span style="font-size: 12px"><strong><strong>Level 10</strong></strong></span></p><p></p><p><strong>Barrage Bracers (AV 2)</strong> - A bonus to attack when you score a hit. Serviceable.</p><p></p><p></p><p><span style="font-size: 12px"><strong><strong>Level 12</strong></strong></span></p><p></p><p><strong>Shield of Deflection (L12/22)</strong> - Resistance against Ranged attacks is a pretty solid investment.</p><p></p><p><span style="font-size: 12px"><strong><strong>Level 14</strong></strong></span></p><p></p><p><strong>Hypnotic Shield (AV)</strong> - A solid single-target daze control effect.</p><p></p><p><span style="font-size: 12px"><strong><strong>Level 15</strong></strong></span></p><p></p><p><strong><span style="color: #00ccff">Shield of Fellowship</span> (AV 2)</strong> - Turn all the THP you generate into even more THP for your friends. An excellent alternate method of defense.<strong></strong></p><p><strong></strong></p><p></p><p><span style="font-size: 12px"><strong><strong>Level 19</strong></strong></span></p><p></p><p><strong><span style="color: #0000ff">Trollhide Braces</span> (L19/29) (AV)</strong> - Regen is always a good thing to have on a Defender.</p><p></p><p><span style="font-size: 12px"><strong><strong>Level 27</strong></strong></span></p><p></p><p><strong>Reflective Shield (L27)</strong> - An nice power which turns the tables on your opponent once per day. The best part is that since your opponent attacked you, your Immediate Action (normally reserved for Combat Challenge) is free.</p><p></p><p><span style="font-size: 12px"><strong><strong>Level 30</strong></strong></span></p><p></p><p><strong><span style="color: #0000ff">Shield of Ultimate Protection</span> (AV 2)</strong> - Big protection, but it’s a capstone item.</p><p> </p><p></p><p><strong>Feet Slot Items</strong></p><p> </p><p>Since there is no set-in-stone progression symbol for items that don't follow the standard "every 5 levels" progression, I'm going to be labeling the levels at which each version of every item in this section is available.</p><p></p><p><span style="font-size: 12px"><strong><strong>Level 2</strong></strong></span></p><p></p><p><strong><span style="color: #0000ff">Acrobat Boots</span> (AV)</strong> - Cheap, and they let you stand up as a minor action (a very useful property).</p><p></p><p><span style="font-size: 12px"><strong><strong>Level 6</strong></strong></span></p><p></p><p><strong>Foe Chaser Boots (D 381)</strong> - These boots allow you to quickly close the distance against a fleeing opponent.</p><p></p><p><span style="font-size: 12px"><strong><strong>Level 7</strong></strong></span></p><p></p><p><strong><span style="color: #0000ff">Boots of the Fencing Master</span> (AV)</strong> - A nice benefit for shifting about every turn, and a sweet entry power.</p><p></p><p><strong><span style="color: #00ccff">Rushing Cleats</span> (AV)</strong> - More pushing or sliding? Don't mind if I do.</p><p></p><p><span style="font-size: 12px"><strong><strong>Level 8</strong></strong></span></p><p></p><p><strong>Boots of Quickness (L8/18/28) (AV)</strong> - A decent boost to your Reflex defense. </p><p></p><p><span style="font-size: 12px"><strong><strong>Level 9</strong></strong></span></p><p></p><p><strong><span style="color: #0000ff">Boots of Eagerness</span> (AV)</strong> - Pretty cheap, and a nice action advantage power. </p><p></p><p><span style="font-size: 12px"><strong><strong>Level 10</strong></strong></span></p><p></p><p><strong><span style="color: #0000ff">Boots of Sand and Sea</span> (AV)</strong> - This is a cheap speed boost that also allows you to swim if you're in light armor. Not bad. </p><p></p><p><strong><span style="color: #0000ff">Boots of the Mighty Charge</span> (D 381)</strong> - An Encounter power on a charge is nice to have once a day.</p><p></p><p><span style="font-size: 12px"><strong><strong>Level 12</strong></strong></span></p><p></p><p><strong><span style="color: #0000ff">Battlestrider Greaves</span> (PHB)</strong> - The cheapest speed boost available for heavy armor users. </p><p></p><p><span style="font-size: 12px"><strong><strong>Level 16</strong></strong></span></p><p></p><p><strong>Survivor’s Boots (AV 2)</strong> - Yeah, they require you to be bloodied, but after that, you can pretty much do whatever you want in combat. That's gotta be worth something.</p><p></p><p><span style="font-size: 12px"><strong>Level 18</strong></span></p><p></p><p><span style="color: #0000ff"></span></p><p><span style="color: #0000ff"></span><span style="color: #00ccff">Planestrider Boots</span> (MOTP) - Encounter teleportation. Need I say more?</p><p></p><p><span style="font-size: 12px"><strong><strong>Level 22</strong></strong></span></p><p></p><p><strong><span style="color: #0000ff">Boots of Speed</span> (AV)</strong> - +2 to speed and a decent power. </p><p></p><p><span style="font-size: 12px"><strong><strong>Level 24</strong></strong></span></p><p></p><p><strong><span style="color: #00ccff">Boots of Caiphon</span> (AV 2)</strong> - They sap your HP, but it’s probably less damage than you would take for eating an OA, especially at these levels, and you ARE moving with a minor action...</p><p></p><p><strong><span style="color: #00ccff">Zephyr Boots</span> (AV)</strong> - If you're in light armor, this solves one of your major weaknesses in flying enemies. You probably want this.</p><p></p><p><span style="font-size: 12px"><strong><strong>Level 25</strong></strong></span></p><p></p><p><strong><span style="color: #0000ff">Sandals of Avandra</span> (AV)</strong> - Expensive, but they allow you to move around pretty well.</p><p></p><p><span style="font-size: 12px"><strong><strong>Level 28</strong></strong></span></p><p></p><p><strong><span style="color: #00ccff">Boots of Teleportation</span> (AV)</strong> - Get them if you can afford them. That is all.</p><p> </p><p></p><p><strong>Hands Slot Items</strong></p><p> </p><p>Since there is no set-in-stone progression symbol for items that don't follow the standard "every 5 levels" progression, I'm going to be labeling the levels at which each version of every item in this section is available.</p><p></p><p><span style="font-size: 12px"><strong><strong>Level 3</strong></strong></span></p><p></p><p><strong>Gloves of Piercing (PHB)</strong> - Real cheap, and they should punch through most resistance to your attacks if they're not element-based.</p><p></p><p><span style="font-size: 12px"><strong><strong>Level 4</strong></strong></span></p><p></p><p><strong><span style="color: #0000ff">Gauntlets of Blood</span> (L4/14/24) (AV 2)</strong> - A sweet damage bonus against bloodied targets.</p><p></p><p><span style="font-size: 12px"><strong><strong>Level 5</strong></strong></span></p><p></p><p><strong>Parry Gauntlets (AV)</strong> - If you like to second wind, you might want to pick this one up.</p><p></p><p><span style="font-size: 12px"><strong><strong>Level 8</strong></strong></span></p><p></p><p><strong><span style="color: #0000ff">Gauntlets of the Ram</span> (PHB)</strong> - More push effects are always welcome for a control Fighter.</p><p></p><p></p><p><span style="font-size: 12px"><strong><strong>Level 10</strong></strong></span></p><p></p><p><strong>Antipathy Gloves (AV)</strong> - A solid restraining power. Get something else fast, though; this power doesn't scale at all.</p><p></p><p><strong><span style="color: #0000ff">Dwarven Throwers</span> (AV)</strong> - This allows you to make a basic attack with your main weapon at range once per encounter. Pretty cool.</p><p></p><p><strong><span style="color: #00ccff">Strikebacks</span> (AV)</strong> - Some sweet role-reinforcement properties.</p><p></p><p><span style="font-size: 12px"><strong><strong>Level 11</strong></strong></span></p><p></p><p><strong><span style="color: #00ccff">Gloves of Ice</span> (L11/21) (AV 2)</strong> - More damage for your cold attacks, or punch through cold resistance. Glorious, especially with Frost Weapons.</p><p></p><p><span style="font-size: 12px"><strong><strong>Level 13</strong></strong></span></p><p></p><p><strong>Gloves of Missile Deflection (AV)</strong> - Some solid resistance against Ranged attacks.</p><p></p><p><span style="font-size: 12px"><strong><strong>Level 17</strong></strong></span></p><p></p><p><strong><span style="color: #0000ff">Gauntlets of Brutality</span> (AV 2)</strong> - If you like knocking enemies prone (especially if you can keep them there), this is a quality item for you.</p><p></p><p><span style="font-size: 12px"><strong><strong>Level 18</strong></strong></span></p><p></p><p><strong><span style="color: #0000ff">Gauntlets of Destruction</span> (PHB)</strong> - A superior version of Brutal 1. Sweet. </p><p></p><p><span style="font-size: 12px"><strong><strong>Level 22</strong></strong></span></p><p></p><p><strong><span style="color: #00ccff">Foe Caller Gauntlets</span> (D 381)</strong> - In the words of Mortal Kombat's Scorpion, "GET OVER HERE!!!" A fantastic power.</p><p> </p><p></p><p><strong>Head Slot Items</strong></p><p> </p><p>Since there is no set-in-stone progression symbol for items that don't follow the standard "every 5 levels" progression, I'm going to be labeling the levels at which each version of every item in this section is available.</p><p></p><p><span style="font-size: 12px"><strong><strong>Level 4</strong></strong></span></p><p></p><p><strong>Casque of Tactics (L4/14/24) (AV)</strong> - An initiative bonus is good for anyone. </p><p></p><p><strong>Helm of Opportunity (L4/14/24) (AV)</strong> - Helps you do your job better. Solid, if a bit plain.</p><p></p><p><span style="font-size: 12px"><strong><strong>Level 6</strong></strong></span></p><p></p><p><strong><span style="color: #0000ff">Horned Helm</span> (L6/16/26) (PHB)</strong> - Extra d6's while charging. Nice.</p><p></p><p><span style="font-size: 12px"><strong><strong>Level 8</strong></strong></span></p><p></p><p><strong><span style="color: #0000ff">Coif of Mindiron</span> (L8/18/28) (AV) </strong>- Protects against an increasing array of mental conditions (albeit only against Will, but that's what you're most worried about anyway) as an ENCOUNTER POWER. Sexy. </p><p></p><p><span style="font-size: 12px"><strong><strong>Level 9</strong></strong></span></p><p></p><p><strong><span style="color: #0000ff">Helm of Battle</span> (L9/19/29) (PHB)</strong> - Initiative bonuses for everyone! </p><p></p><p><span style="font-size: 12px"><strong><strong>Level 12</strong></strong></span></p><p></p><p><strong><span style="color: #0000ff">Charger's Headdress</span> (AV 2)</strong> - Accuracy bonuses while charging are always appreciated.</p><p></p><p><strong>Vortex Mask (D 381)</strong> - A decent pull effect against a marked (or soon-to-be-marked) target.</p><p></p><p><span style="font-size: 12px"><strong><strong>Level 14</strong></strong></span></p><p></p><p><strong><span style="color: #00ccff">Circlet of Arkhosia</span> (L14/24) (PHR: DB)</strong> - Rolling saves twice for conditions that mess with your Defender capabilities is very nice to have.</p><p></p><p><strong><span style="color: #0000ff">Helm of Able Defense</span> (AV 2)</strong> - A bonus to Will, and a bump to all defenses until you get hit is pretty good if you ask me.</p><p></p><p><span style="font-size: 12px"><strong><strong>Level 15</strong></strong></span></p><p></p><p><strong><span style="color: #0000ff">Carcanet of Psychic Schism</span></strong></p><p><strong>(AV)</strong> - Slaps a penalty on you, but it sure beats being incapacitated.</p><p></p><p><span style="font-size: 12px"><strong><strong>Level 21</strong></strong></span></p><p></p><p><strong><span style="color: #0000ff">Coif of Focus</span> (AV)</strong> - Comes by later in your career, and burns up a surge and your Immediate, but you negate daze and stun, and that's worth something.</p><p></p><p><span style="font-size: 12px"><strong><strong>Level 22</strong></strong></span></p><p></p><p><strong><span style="color: #0000ff">Helm of Ghostly Defense</span> (PHB)</strong> - Helps you take the sting off your opponent’s hits.</p><p></p><p><span style="font-size: 12px"><strong><strong>Level 23</strong></strong></span></p><p></p><p><strong><span style="color: #00ccff">Eye of Awareness </span>(AV)</strong> - A decent bonus to Will defense, and a huge initiative boost on top of that.</p><p> </p><p></p><p><strong>Neck Slot Items</strong></p><p> </p><p>I'm taking a leaf from the designers' book with regards to level distribution: the + sign indicates a progression every 5 levels, there's another version of the armor with an additional +1 enhancement bonus.</p><p></p><p><span style="font-size: 12px"><strong><strong>Level 2+</strong></strong></span></p><p></p><p><strong><span style="color: #0000ff">Badge of the Berserker</span> (AV 2)</strong> - Cheap, and allows you to charge into any mess without having to worry about getting hammered coming in.</p><p></p><p><strong>Cloak of Resistance (PHB)</strong> - Decent resistance for a turn.</p><p></p><p><span style="font-size: 12px"><strong><strong>Level 4+</strong></strong></span></p><p></p><p><strong><span style="color: #0000ff">Cloak of Distortion</span> (AV)</strong> - Forces your enemies to get in close enough for you to engage them if they want to hit you with any kind of regularity. </p><p></p><p><strong>Cloak of the Walking Wounded (AV)</strong> - Double second wind while bloodied is a nice way to get yourself back in a fight, <span style="color: #0000ff"><strong>especially</strong></span> for Dwarves. This is a touch weaker than the Amulet of Life, though, especially because the Amulet can trigger off any healing surge (not just second wind).</p><p></p><p><span style="font-size: 12px"><strong><strong>Level 5+</strong></strong></span></p><p></p><p><strong><span style="color: #00ccff">Amulet of Life</span> (D 381)</strong> - Double-up healing every encounter? Fantastic.</p><p></p><p><span style="font-size: 12px"><strong><strong>Level 8+</strong></strong></span></p><p></p><p><strong><span style="color: #00ccff">Steadfast Amulet</span> (AV)</strong> - This prevents daze or stun. 'Nuff said. </p><p></p><p><span style="font-size: 12px"><strong><strong>Level 9+</strong></strong></span></p><p></p><p><strong><span style="color: #0000ff">Amulet of False Life</span> (PHB)</strong> - Your healing surge value in THP is a sweet ability, even if it's a Daily. </p><p></p><p><strong><span style="color: #0000ff">Amulet of Vigor</span> (AV 2)</strong> - A boost to your healing surge value is a good thing to have, as is the ability to pile on extra healing once per day.</p><p></p><p><span style="font-size: 12px"><strong><strong>Level 10+</strong></strong></span></p><p></p><p><strong><span style="color: #00ccff">Periapt of Cascading Health</span> (D 369)</strong> - Ends one effect per encounter, no questions asked. Win. </p><p></p><p><span style="font-size: 12px"><strong><strong>Level 13+</strong></strong></span></p><p></p><p><strong><span style="color: #0000ff">Amulet of Scales</span> (D 365)</strong> - Scaling, immediate-application, encounter-long resistance to a keyword (which includes Arcane, Weapon, and the like, by the way) is nice. </p><p></p><p><span style="font-size: 12px"><strong><strong>Level 14+</strong></strong></span></p><p></p><p></p><p><strong><span style="color: #00ccff">Timeless Locket</span> (AV 2)</strong> - Turn a Minor into a Standard, and it has a hefty initiative bonus as well? An excellent choice, even if the standard can't be used to attack.</p><p></p><p><span style="font-size: 12px"><strong><strong>Level 15+</strong></strong></span></p><p></p><p><strong>Brooch of Vitality (AV)</strong> - More HP is nice to have, though this is a bit pricey. </p><p></p><p><strong><span style="color: #0000ff">Cloak of Displacement</span> (AV)</strong> - A nice bonus to AC and Reflex until you get hit, and a pretty cool power. Worth a look.</p><p></p><p><strong><span style="color: #00ccff">Torc of Power Preservation</span> (AV)</strong> - It retains Encounter powers when you use them. Need I really say more?</p><p></p><p><span style="font-size: 12px"><strong><strong>Level 30</strong></strong></span></p><p></p><p><strong><span style="color: #0000ff">Scarab of Invulnerability</span> (PHB)</strong> - Makes you immune to everything for a round. Sure, it's a Level 30 item, but you will enjoy the short amount of time you'll have it.</p><p> </p><p></p><p><strong>Rings</strong></p><p> </p><p>Remember, you can have two of these, so look out for Rings that either work well together or work well in doubles.</p><p></p><p><span style="font-size: 12px"><strong><strong>Level 13</strong></strong></span></p><p></p><p><strong><span style="color: #0000ff">Ring of Giants</span> (D 378)</strong> - A sweet bonus to critical hit damage, and push 2 + prone on any primal attack power you may power-swap for can come in handy.</p><p></p><p><span style="font-size: 12px"><strong><strong>Level 14</strong></strong></span></p><p></p><p><strong>Ring of Fury (D 366)</strong> - When you're bloodied, you let it be known. </p><p></p><p><span style="font-size: 12px"><strong><strong>Level 15</strong></strong></span></p><p></p><p><strong><span style="color: #00ccff">Ring of the Dragonborn Emperor</span> (AV)</strong> - A nice damage bonus to close attacks, and a sweet way to respond when you get bloodied.</p><p></p><p><span style="font-size: 12px"><strong><strong>Level 16</strong></strong></span></p><p></p><p><strong>Ring of Protection (PHB)</strong> - Generic defensive item. Useful, though it's about as exciting as watching grass grow. </p><p></p><p><strong>War Ring (AV)</strong> - Adds a little more 'oomph' into your criticals.</p><p></p><p><span style="font-size: 12px"><strong><strong>Level 17</strong></strong></span></p><p></p><p><strong><span style="color: #0000ff">Ring of the Radiant Storm</span> (AV 2)</strong> - If you're planning on using a Radiant weapon, this is an excellent complement to that weapon's capabilities.</p><p></p><p><span style="font-size: 12px"><strong><strong>Level 18</strong></strong></span></p><p></p><p></p><p><strong><span style="color: #0000ff">Ring of Ramming</span> (AV)</strong> - Hands you a bit more 'oomph' on those push effects. Nice. </p><p></p><p><span style="font-size: 12px"><strong><strong>Level 19</strong></strong></span></p><p></p><p><strong><span style="color: #0000ff">Foe Binder Ring</span> (D 381)</strong> - Helps you defend your allies against area attacks, which is a nice expansion of your capabilities.</p><p></p><p></p><p><span style="font-size: 12px"><strong><strong>Level 20</strong></strong></span></p><p></p><p><strong><span style="color: #0000ff">Ring of Action Reversal</span> (AV 2)</strong> - A hefty bonus to initiative checks, and a sweet benefit should you miss with an Encounter power.</p><p></p><p><span style="font-size: 12px"><strong><strong>Level 21</strong></strong></span></p><p></p><p><strong>Ring of Heroic Insight (AV)</strong> - Allows you to buff yourself pretty well once per day. </p><p></p><p><span style="font-size: 12px"><strong><strong>Level 22</strong></strong></span></p><p></p><p><strong>Blink Ring (AV)</strong> - Teleportation is nice to have. </p><p></p><p><span style="font-size: 12px"><strong><strong>Level 23</strong></strong></span></p><p></p><p><strong><span style="color: #00ccff">Greater Ring of Invisibility</span> (AV 2)</strong> - Invisibility every encounter, and concealment the whole way after a milestone. Especially mean with your marking ability.</p><p></p><p><span style="font-size: 12px"><strong><strong>Level 24</strong></strong></span></p><p></p><p><strong><span style="color: #0000ff">Golden Ring of Teros</span> (AV 2)</strong> - +2 to AC and Fortitude is nice to have, even if it’s conditional.</p><p></p><p><span style="font-size: 12px"><strong><strong>Level 26</strong></strong></span></p><p></p><p><strong><span style="color: #0000ff">Kartan's Void Ring</span> (AV 2)</strong> - Expensive, and doesn't scale at all, but mass marking and the possibility of actually dealing some damage and gaining HP at-will is sweet.<strong></strong></p><p><strong></strong></p><p><strong><span style="color: #0000ff">Ring of Guarded Will</span> (AV 2)</strong> - A nice bump to Will defense.</p><p></p><p><span style="font-size: 12px"><strong><strong>Level 27</strong></strong></span></p><p></p><p><strong>Avandra’s Ring (AV 2)</strong> - Ignoring difficult terrain is pretty cool. Too bad it shows up so late...</p><p></p><p><strong><span style="color: #0000ff">Ring of Khirad</span> (AV 2)</strong> - If invisible enemies are ruining your day, this ring provides a definitive (if expensive) solution.</p><p></p><p><strong><span style="color: #0000ff">Ring of the Phoenix</span> (AV)</strong> - A pretty sweet revival ability.</p><p></p><p><strong><span style="color: #00ccff">Shadow Band</span> (AV)</strong> - You can't really argue against +2 to all defenses as a static property... </p><p></p><p><span style="font-size: 12px"><strong><strong>Level 28</strong></strong></span></p><p></p><p><strong>Ring of Elemental Mastery (MOTP)</strong> - Allows you to shave some elemental resistance off your opponent, or flat-out ignore it after a milestone. Solid, especially for people looking to exploit elemental synergies. </p><p></p><p><span style="font-size: 12px"><strong><strong>Level 29</strong></strong></span></p><p></p><p><strong><span style="color: #00ccff">Ring of Free Time</span> (L29) (AV 2)</strong> - Expensive, but resist all 5 is great on a Defender, as is an extra minor action every turn to pull off all those Utility powers simultaneously.</p><p></p><p><span style="font-size: 12px"><strong><strong>Level 30</strong></strong></span></p><p></p><p><strong><span style="color: #0000ff">Dauntless Champion’s Ring</span> (AV 2)</strong> - For all you non-Demigods out there (you know who you are).</p><p></p><p><strong><span style="color: #0000ff">Nullifying Ring</span> (AV)</strong> - A capstone defensive item. Pretty nuts... if you can foot the bill. </p><p> </p><p></p><p><strong>Waist Slot Items</strong></p><p> </p><p>Since there is no set-in-stone progression symbol for items that don't follow the standard "every 5 levels" progression, I'm going to be labeling the levels at which each version of every item in this section is available.</p><p></p><p><span style="font-size: 12px"><strong><strong>Level 8</strong></strong></span></p><p></p><p><strong>Belt of Lucky Strikes (D 365)</strong> - A free attack after you miss is a solid benefit.</p><p></p><p><strong>Belt of Vim (L8/18/28) (AV)</strong> - Reinforces your strongest defense. </p><p></p><p><span style="font-size: 12px"><strong><strong>Level 10</strong></strong></span></p><p></p><p><strong><span style="color: #00ccff">Diamond Cincture</span> (L10/20/30) (AV 2)</strong> - It enables you to heal yourself, and also packs a bonus a to Fortitude. Tasty.</p><p></p><p><span style="font-size: 12px"><strong><strong>Level 11</strong></strong></span></p><p></p><p><strong>Backbone Belt (AV)</strong> - If you second wind frequently (aka you are a Dwarf), this is a <span style="color: #0000ff"><strong>very nice</strong></span> item to have.</p><p></p><p><strong><span style="color: #0000ff">Healer's Sash</span> (L11/21) (AV)</strong> - Anything that allows you to heal your allies is at least worth mentioning, even post-errata. </p><p></p><p><strong>Totemic Belt (AV)</strong> - Buffs for charging are nice to have.</p><p></p><p><span style="font-size: 12px"><strong><strong>Level 15</strong></strong></span></p><p></p><p><strong>Belt of Giant Strength (PHB)</strong> - A meh offensive Daily buff, but a pretty cool bonus to skills. </p><p></p><p></p><p><span style="font-size: 12px"><strong><strong>Level 18</strong></strong></span></p><p></p><p><strong><span style="color: #00ccff">Belt of Mountain Endurance</span> (D 365)</strong> - Getting your main ability score as a bonus to your healing surge value is sweet, and having a benefit on an AP is icing. A great item for you.</p><p></p><p><strong><span style="color: #0000ff">Cord of Foresight</span> (AV)</strong> - Hooray for front-loaded hit points!</p><p></p><p><span style="font-size: 12px"><strong><strong>Level 19</strong></strong></span></p><p></p><p><strong><span style="color: #0000ff">Belt of Breaching</span> (AV 2)</strong> - Healing when you score a kill. Solid.</p><p></p><p><span style="font-size: 12px"><strong><strong>Level 23</strong></strong></span></p><p></p><p><strong><span style="color: #0000ff">Belt of Vitality</span> (AV)</strong> - Gets you up when you're down, and boosts Fortitude. Pretty cool.</p><p></p><p><span style="font-size: 12px"><strong><strong>Level 25</strong></strong></span></p><p></p><p><strong>Belt of Titan Strength (PHB)</strong> - A strong Melee buff for one turn, and strong skill bonuses. </p><p></p><p><span style="font-size: 12px"><strong><strong>Level 28</strong></strong></span></p><p></p><p><strong><span style="color: #0000ff">Sash of Regeneration</span> (AV 2)</strong> - Regen while bloodied is nice.</p><p> </p><p></p><p><strong>Miscellaneous Items</strong></p><p> </p><p>Since there is no set-in-stone progression symbol for items that don't follow the standard "every 5 levels" progression, I'm going to be labeling the levels at which each version of every item in this section is available.</p><p></p><p><span style="font-size: 18px"><strong><strong>Dragonshard Augments:</strong></strong></span></p><p></p><p><span style="font-size: 12px"><strong><strong>Level 2</strong></strong></span></p><p></p><p><strong><span style="color: #0000ff">Eberron Shard of Lightning</span> (L2/12/22) (EPG)</strong> - A great incentive to wield Lightning weapons.</p><p></p><p><strong><span style="color: #0000ff">Khyber Shard of the Fiery Depth</span> (L2/12/22) (EPG)</strong> - Incentive for wielding Flaming weapons.</p><p></p><p><strong><span style="color: #00ccff">Siberys Shard of Merciless Cold</span> (L2/12/22) (EPG)</strong> - Yet another reason to like Frost weapons.</p><p></p><p><span style="font-size: 12px"><strong><strong>Level 3</strong></strong></span></p><p></p><p><strong><span style="color: #00ccff">Siberys Shard of Radiance</span> (L3/13/23) (EPG)</strong> - Another selling point for the Radiant weapon.</p><p></p><p><span style="font-size: 18px"><strong><strong>Wondrous Items:</strong></strong></span></p><p></p><p><span style="font-size: 12px"><strong><strong>Level 3</strong></strong></span></p><p></p><p><strong><span style="color: #0000ff">Demonskin Tattoo</span> (L3/13/23) (AV 2)</strong> - While it may not be available every encounter, resistance to variable energy types is good enough to merit mention.</p><p></p><p><span style="font-size: 12px"><strong><strong>Level 9</strong></strong></span></p><p></p><p><strong><span style="color: #00ccff">Backlash Tattoo</span> (AV 2)</strong> - A nice reprisal effect when you get bloodied.</p><p></p><p><strong><span style="color: #0000ff">Battle Standard of the Hungry Blade</span> (D 381)</strong> - The constant pull effect is well worth the standard action expended in planting it. With this, no one can escape you forever, so long as you are between them and the battle standard.</p><p></p><p><span style="font-size: 12px"><strong><strong>Level 11</strong></strong></span></p><p></p><p><strong><span style="color: #00ccff">Dice of Auspicious Fortune</span> (D 381)</strong> - Gives you more chances to make the rolls you need to make.</p><p></p><p><span style="font-size: 12px"><strong><strong>Level 10</strong></strong></span></p><p></p><p><strong><span style="color: #0000ff">Salve of Power</span> (AV)</strong> - Post-errata, this trades a surge for another Encounter power, which is a pretty good deal for most characters, even Defenders.</p><p></p><p><span style="font-size: 12px"><strong><strong>Level 12</strong></strong></span></p><p></p><p><strong><span style="color: #0000ff">Foe Stone</span> (AV)</strong> - Cheap, and it pinpoints your opponent’s weakest defense at will. Somebody in the party has to have this; why not you?</p><p></p><p><strong><span style="color: #00ccff">Stone of Earth</span> (AV 2)</strong> - A no-questions-asked reroll for a Melee attack. Awesome.</p><p></p><p><strong><span style="color: #00ccff">Stone of Flame</span> (AV 2)</strong> - Fire lovers want one of these around.</p><p></p><p><strong><span style="color: #00ccff">Stone of Light</span> (AV 2)</strong> - If you're into Radiant damage, having a do-over in your back pocket sounds like a good idea to me.</p><p></p><p><strong><span style="color: #00ccff">Stone of Spirit</span> (AV 2)</strong> - If you're partaking in Psychic attack support, a reroll is good stuff.</p><p></p><p><strong><span style="color: #00ccff">Stone of Storms</span> (AV 2)</strong> - If lightning and thunder are your elements of choice, this is good to have.</p><p></p><p><span style="font-size: 12px"><strong><strong>Level 16</strong></strong></span></p><p></p><p><strong><span style="color: #0000ff">Solitaire (Aquamarine)</span> (AV)</strong> - Free attacks after a critical are nice.</p><p></p><p><span style="font-size: 12px"><strong><strong>Level 21</strong></strong></span></p><p></p><p><strong>Solitaire (Cerulean) (AV)</strong> - Expensive, but getting rid of (save ends) effects this easily should be.</p><p></p><p><span style="font-size: 12px"><strong><strong>Level 26</strong></strong></span></p><p></p><p><strong><span style="color: #0000ff">Solitaire (Violet)</span> (AV)</strong> - Free AP’s after a crit are very nice to have, despite the high price tag.</p></blockquote><p></p>
[QUOTE="Veep, post: 6707803, member: 6793297"] [CENTER][SIZE=5][b]Magic Equipment: Enhancing the Rock[/b][/SIZE][/CENTER] As is the norm for sections in this Handbook, if the piece of magic equipment isn't rated [b]Black[/b] or higher, I won't be talking about it (especially important because this game has a colossal amount of equipment available). [b]Armor[/b] I'm taking a leaf from the designers' book with regards to level distribution: the + sign indicates a progression every 5 levels, there's another version of the armor with an additional +1 enhancement bonus. [Size=3][b][b]Level 2+[/b][/b][/size] [b][COLOR=#0000ff]Armor of Dwarven Vigor[/COLOR] (Chain, Scale, Plate) (AV 2)[/b] - A sweet healing ability enhancement for Dwarves, and it's part of an item set as well. [b][COLOR=#00ccff]Dwarven Armor[/COLOR] (Chain, Scale, Plate) (PHB)[/b] - Healing as a free action that doesn't spend a surge, and a bonus to Endurance checks as a bonus? OK! [b][/b] [b][COLOR=#0000ff]Screaming Armor[/COLOR] (Hide, Scale, Plate) (AV)[/b] - A free bonus to Intimidate, and a nifty debuffing power (with range, no less). A pretty good choice . [Size=3][b][b]Level 3+[/b][/b][/size] [b]Armor of Exploits (Any) (AV)[/b] - Lets you make interesting combinations with allies who share your attack stat, or simply load an Encounter power for an extra use. Pretty cool. [b]Bestial Armor (Leather, Hide) (AV)[/b] - A free attack with a bonus after a charge. Solid enough. [b]Defensive Armor (Any) (PHB 3)[/b] - This property features a solid Daily defense-booster, which becomes meatier with power points (it's [COLOR=#0000ff][b]better[/b][/COLOR] if you have access to those). [b]Meliorating Armor (Chain, Scale, Plate) (AV)[/b] - This armor makes you tougher as the day wears on. Not bad, but rather party-dependent, because the party usually stops when somebody runs out of healing surges, so how much use you get out of this depends on who that person is. [Size=3][b][b]Level 4+[/b][/b][/size] [b][COLOR=#0000ff]Battle Harness[/COLOR] (Cloth, Leather, Hide) (D 368)[/b] - An initiative bonus is never bad (even if it doesn’t stack with a Warlord’s buff), and Quick Draw for free doesn’t hurt either. A pretty good choice. [b]Dazzling Plate (Plate) (AV 2)[/b] - A bonus vs. mental conditions, and an attack debuff. Pretty solid. [b]Salubrious Armor (Scale, Plate) (AV)[/b] - Adding in more AC when you regain HP can make you even harder to handle. [b]Serpentine Armor (Scale)[/b] - A small punishment ability that doesn't conflict with your Combat Challenge. Solid. [b][COLOR=#0000ff]Verve Armor[/COLOR] (Scale, Plate) (AV)[/b] - This armor basically says, "I get up from being down," once per day. [Size=3][b][b]Level 5+[/b][/b][/size] [b]Agile Armor (Chain, Scale, Plate) (AV)[/b] - Only usable by Heavy Armor wearers, and not really worth it until Paragon Tier, but good enough during Epic that it’s worth mentioning. [b][COLOR=#0000ff]Supporting Armor[/COLOR] (Scale, Plate) (AV 2)[/b] - Helps you keep your wits about you, which is always good. [Size=3][b][b]Level 7+[/b][/b][/size] [b] Marauder's Armor (Leather, Hide) (AV 2)[/b] - Some solid defensive bonuses for charging about. Hardly bad. [Size=3][b][b]Level 8+[/b][/b][/size] [b][COLOR=#0000ff]Bloodiron Armor[/COLOR] (Scale, Plate) (AV)[/b] - A very nice property for Fighters who favor bursts, this can give your AC a welcome boost against the target you're focusing on. [Size=3][b][b]Level 9+[/b][/b][/size] [b]Magnetic Armor (Scale, Plate) (AV 2)[/b] - Have your enemies come to you, and stay there. [b]Solar Armor (Scale, Plate) (AV)[/b] - I'm not a friendly-fire supporter, but Laser Clerics' at-will damage is pretty piddly, so getting hit by your Cleric to trigger a Healing Surge may not be that bad an idea (and you might even get THP or a save in return for it if they hit you with Sacred Flame!). [Size=3][b][b]Level 10+[/b][/b][/size] [b][COLOR=#00ccff]Lifeblood Armor[/COLOR] (Hide) (PHB 2)[/b] - If I’m reading this right, this grants you free THP just for using a short rest (which you will do; you want your Encounter powers back). Whoa. [Size=3][b][b]Level 14+[/b][/b][/size] [b][COLOR=#0000ff]Armor of Attraction[/COLOR] (Scale, Plate) (AV)[/b] - Allows you to take even Ranged hits for your allies. [b][COLOR=#0000ff]Armor of Dark Deeds[/COLOR] (Leather, Hide) (AV 2)[/b] - Find yourself a way to attack with CA consistently, and this armor will reward you with a hefty defensive boost in concealment. [Size=3][b][b]Level 15+[/b][/b][/size] [b][COLOR=#0000ff]Trollskin Armor[/COLOR] (Hide, Scale) (PHB)[/b] - Regen is always great to have. [Size=3][b][b]Level 18+[/b][/b][/size] [b]Driftmetal Armor (Chain, Scale) (MOTP)[/b] - A smidge of elemental resistance, and an easy-to-use power that hands out an attack penalty. Solid. [Size=3][b][b]Level 20+[/b][/b][/size] [b]Dragonscale Armor, Red (Scale) (AV)[/b] - Slaps on hefty ongoing damage, and immobilizes. Nice. [b][COLOR=#0000ff]Spectral Plate[/COLOR] (Plate) (AV 2)[/b] - Makes Heavy Armor feel light, and a solid mobility power to boot. [Size=3][b][b]Level 23+[/b][/b][/size] [b]Armor of Enduring Health (Hide, Chain) (AV 2)[/b] - Dwarves especially like this armor, but being just Chain makes it a bit of a tougher sell. [b]Mind Armor (Scale, Plate) (AV 2)[/b] - Anything that protects you from mental effects is worth looking at. [b]Weapons[/b] I'm taking a leaf from the designers' book with regards to level distribution: the + sign indicates a progression every 5 levels, there's another version of the armor with an additional +1 enhancement bonus. [Size=3][b][b]Level 1+[/b][/b][/size] [b]Earth-Wrought Hammer (Hammer)[/b] - Cheap, and knocks prone on a critical. OK, I guess. [Size=3][b][b]Level 2+[/b][/b][/size] [b][COLOR=#0000ff]Farbond Spellblade[/COLOR] (Heavy Blade, Light Blade) (AV 2)[/b] - A great way for Heavy Blade and Light Blade users to get a genuine Ranged option. A darned awesome property for a backup weapon. [b][COLOR=#0000ff]Staggering Weapon[/COLOR] (Axe, Flail, Hammer, Heavy Blade, Mace) (AV)[/b] - A nice way for people who have access to slides to swing their opponents across the battlefield. [b]Vicious (Any) (PHB)[/b] - Pretty basic, but d12 crit dice are nice to have. [Size=3][b][b]Level 3+[/b][/b][/size] [b][COLOR=#0000ff]Carnage[/COLOR] (Axe, Heavy Blade, Mace) (DSCS)[/b] - If you're in the gambling mood, this weapon can provide a very respectable damage bonus (which you can get more reliably if the weapon die is smaller or if you have multiple dice). [b][COLOR=#0000ff]Cunning[/COLOR] (Any Melee) (AV)[/b] - If you like (save ends) effects, this is the weapon for you. [b]Foe Maker (Any Melee) (D 381)[/b] - Mass marking is always welcome for a Fighter. [b][COLOR=#00ccff]Frost[/COLOR] (Any) (PHB)[/b] - Combines with Wintertouched and Lasting Frost for eternal combat advantage and +5 damage. Better than ever, thanks to other items helping it beat cold resistance. [b]Frost Fury (Axe) (AV 2)[/b] - Pretty solid extra damage, and it has cold damage attached to it. [b]Inescapable (Any) (AV)[/b] - Buffs your attack bonus after a miss. Solid. [b][COLOR=#0000ff]Luckblade[/COLOR] (Heavy Blade, Light Blade) (AV)[/b] - Rerolls, which are great to have around. [b]Paired (Any One-Handed Melee) (AV)[/b] - Some pretty good economy for your weapons if you dual-wield. [b]Quick (Any) (AV)[/b] - Free basic attacks are fun. [b][COLOR=#0000ff]Rhythm Blade[/COLOR] (Light Blade) (AV 2)[/b] - Extra AC and Reflex for a Tempest is a pretty cool property to have. [b]Vanguard (Any Melee) (AV)[/b] - Bonuses to damage while charging, and a buffing power you probably won't use. OK, I guess. [Size=3][b][b]Level 4+[/b][/b][/size] [b][COLOR=#0000ff]Avalanche Hammer[/COLOR] (Hammer) (AV 2)[/b] - Extra damage on a charge, and knocks prone on a critical. Surprisingly good. [b][COLOR=#0000ff]Battlecrazed[/COLOR] (Axe, Heavy Blade) (AV)[/b] - Some hefty extra damage while you’re bloodied, and its power makes you “bloodied” for 2 turns. Nice. [b][COLOR=#00ccff]Firewind Blade[/COLOR] (Heavy Blade) (HotEC)[/b] - If you can slap fire damage on your powers without taking up the magic weapon slot, this is about as good a weapon as the game has to offer. [b]Harmony Blade (Heavy Blade) (AV 2)[/b] - You essentially get Two-Weapon Opening for free for a Heavy Blade user. Decent. [b][COLOR=#00ccff]Master’s Blade[/COLOR] (Heavy Blade, Light Blade) (AV 2)[/b] - So let me get this straight. This buffs the attack rolls for your Melee Basic Attacks and At-Wills when you're in a Stance (which you should be all the time, considering how many you have available), AND it allows you to assume TWO stances at a time as a Daily?! Incredibly good for a Fighter. [b][COLOR=#0000ff]Rending[/COLOR] (Axe) (AV)[/b] - This turns an Axe crit into something genuinely fearsome. [b][COLOR=#0000ff]Sunblade[/COLOR] (Heavy Blade) (AV)[/b] - If you're going for a Radiant weapon, this is a nice way to get started. [Size=3][b][b]Level 5+[/b][/b][/size] [b]Flaming (Any) (PHB)[/b] - This weapon is OK by itself, but it's [COLOR=#00ccff][b]great[/b][/COLOR] for Tieflings, thanks to Hellfire Blood and the rest of their fire-based racial goodies. [b]Lightning (Any) (PHB)[/b] - Makes Mark of Storm users [COLOR=#0000ff][b]very happy[/b][/COLOR]. [Size=3][b][b]Level 6+[/b][/b][/size] [b][COLOR=#0000ff]Grasping[/COLOR] (Polearm, Spear) (AV)[/b] - A property that can be nice for Fighters looking to keep their enemies at arm's reach. [Size=3][b][b]Level 8+[/b][/b][/size] [b][COLOR=#0000ff]Dread[/COLOR] (Any) (AV)[/b] - Slaps out defensive penalties like it's nobody's business. Great for setting you or your Striker buddies up for something ridiculous. [b]Jolting Guard (Any Melee) (DSCS)[/b] - Slapping on an encounter weaken when your enemy misses with an action you likely weren't using that turn anyway is pretty decent. [Size=3][b][b]Level 9+[/b][/b][/size] [b][COLOR=#00ccff]Feyslaughter[/COLOR] (Any) (AV)[/b] - The only truly safe to way elude a Fighter's grasp is teleportation; this weapon takes care of that flaw nicely. [b][COLOR=#0000ff]Githyanki Silver Weapon[/COLOR] (Heavy Blade) (MOTP)[/b] - Unexceptional by itself, but toss in Psychic Lock, and this makes all your powers come in with an additional -2 to hit debuff. Nasty. [Size=3][b][b]Level 10+[/b][/b][/size] [b]Berserker (Axe, Heavy Blade) (PHB)[/b] - A damage bonus for a penalty to all defenses, but resist all might be worth it, especially because you get +2 to hit as well. Unfortunately it’s real expensive... [Size=3][b][b]Level 12+[/b][/b][/size] [b][COLOR=#0000ff]Jagged[/COLOR] (Axe, Heavy Blade, Light Blade) (AV)[/b] - Improved crits come early are very good for certain stripes of Fighters. [Size=3][b][b]Level 13+[/b][/b][/size] [b][COLOR=#0000ff]Bloodiron[/COLOR] (Any) (AV)[/b] - Your criticals are so nice, they damage twice. [b]Farslayer (Any Melee) (AV)[/b] - Extending your Melee Range to 5 for Basic Attacks is a solid benefit. [b]Thundergod (Any Melee) (AV)[/b] - +2d6 damage on charges at Epic. Solid enough. [b][COLOR=#00ccff]Withering[/COLOR] (Any Melee) (AV)[/b] - Slaps on AC penalties like it's going out of style. A beautiful setup for you and your allies. [Size=3][b][b]Level 14+[/b][/b][/size] [b][COLOR=#0000ff]Battlemaster's[/COLOR] (Any) (AV)[/b] - An extra go with an Encounter power for an Item Daily? That's always a good deal. [b][COLOR=#0000ff]Voidcrystal[/COLOR] (Any Melee) (AV)[/b] - I'm usually not a big fan of weapons that only offer a Daily power over a plain old magic weapon, but this is good enough a Daily to merit being picked. [Size=3][b][b]Level 15+[/b][/b][/size] [b][COLOR=#0000ff]Blade of the Eldritch Knight[/COLOR] (Heavy Blade) (AV 2)[/b] - I'm pretty sure you can find a situation when attacking with your normal powers at range 5 to be useful. A pretty nice choice. [b][COLOR=#00ccff]Chill Wind[/COLOR] (Heavy Blade) (D 386)[/b] - It's expensive, but the properties it provides are a straight upgrade over the already awesome Frost Weapon. Excellent. [b][COLOR=#00ccff]Radiant[/COLOR] (Any) (AV)[/b] - Despite the rather high cost on this enchantment, it is one of the frontrunners on the Fighter wish list because it provides an item damage bonus that can apply to any attack made with the weapon and it allows the Fighter to participate in any elemental shenanigans. A prime pick. [b]Reaper’s Axe (Axe) (AV 2)[/b] - A free attack and shift when you drop an opponent. Solid. [Size=3][b][b]Level 19+[/b][/b][/size] [b]Moradin's Weapon (Hammer) (AV)[/b] - A solid "shockwave" style of power. If you multiclassed into a Divine class, this is [COLOR=#0000ff][b]even better[/b][/COLOR], because of economy purposes. [Size=3][b][b]Level 23+[/b][/b][/size] [b][COLOR=#0000ff]Death Mark[/COLOR] (Any) (AV 2)[/b] - A nice way to be able to hop from dead mark to future mark efficiently. [b]Arms Slot Items[/b] Since there is no set-in-stone progression symbol for items that don't follow the standard "every 5 levels" progression, I'm going to be labeling the levels at which each version of every item in this section is available. [Size=3][b][b]Level 4[/b][/b][/size] [b][COLOR=#0000ff]Counterstrike Guards[/COLOR] (L4/14) (AV)[/b] - The ability to respond to an enemy attacking you is nice to have, especially on an Encounter basis. [Size=3][b][b]Level 6[/b][/b][/size] [b]Foe Fending Shield (L6/16/26) (D 381)[/b] - A solid defensive item for you and your allies that can also impose a lingering mark. [b][COLOR=#00ccff]Iron Armbands of Power[/COLOR] (L6/16/26) (AV)[/b] - A very sweet damage bonus, though not quite as mandatory for you as it is for others (you have other ways of getting it, and it doesn't apply to all of your powers). [Size=3][b][b]Level 8[/b][/b][/size] [b]Hammer Shield (AV 2)[/b] - A solid defensive benefit for Hammer + Shield users, and it's part of an item set. [Size=3][b][b]Level 9[/b][/b][/size] [b]Recoil Shield (AV)[/b] - Knocking people prone for hitting you as an Immediate is interesting, though a bit tricky to use properly. [Size=3][b][b]Level 10[/b][/b][/size] [b]Barrage Bracers (AV 2)[/b] - A bonus to attack when you score a hit. Serviceable. [b][/b] [Size=3][b][b]Level 12[/b][/b][/size] [b]Shield of Deflection (L12/22)[/b] - Resistance against Ranged attacks is a pretty solid investment. [Size=3][b][b]Level 14[/b][/b][/size] [b]Hypnotic Shield (AV)[/b] - A solid single-target daze control effect. [Size=3][b][b]Level 15[/b][/b][/size] [b][COLOR=#00ccff]Shield of Fellowship[/COLOR] (AV 2)[/b] - Turn all the THP you generate into even more THP for your friends. An excellent alternate method of defense.[b] [/b] [Size=3][b][b]Level 19[/b][/b][/size] [b][COLOR=#0000ff]Trollhide Braces[/COLOR] (L19/29) (AV)[/b] - Regen is always a good thing to have on a Defender. [Size=3][b][b]Level 27[/b][/b][/size] [b]Reflective Shield (L27)[/b] - An nice power which turns the tables on your opponent once per day. The best part is that since your opponent attacked you, your Immediate Action (normally reserved for Combat Challenge) is free. [Size=3][b][b]Level 30[/b][/b][/size] [b][COLOR=#0000ff]Shield of Ultimate Protection[/COLOR] (AV 2)[/b] - Big protection, but it’s a capstone item. [b]Feet Slot Items[/b] Since there is no set-in-stone progression symbol for items that don't follow the standard "every 5 levels" progression, I'm going to be labeling the levels at which each version of every item in this section is available. [Size=3][b][b]Level 2[/b][/b][/size] [b][COLOR=#0000ff]Acrobat Boots[/COLOR] (AV)[/b] - Cheap, and they let you stand up as a minor action (a very useful property). [Size=3][b][b]Level 6[/b][/b][/size] [b]Foe Chaser Boots (D 381)[/b] - These boots allow you to quickly close the distance against a fleeing opponent. [Size=3][b][b]Level 7[/b][/b][/size] [b][COLOR=#0000ff]Boots of the Fencing Master[/COLOR] (AV)[/b] - A nice benefit for shifting about every turn, and a sweet entry power. [b][COLOR=#00ccff]Rushing Cleats[/COLOR] (AV)[/b] - More pushing or sliding? Don't mind if I do. [Size=3][b][b]Level 8[/b][/b][/size] [b]Boots of Quickness (L8/18/28) (AV)[/b] - A decent boost to your Reflex defense. [Size=3][b][b]Level 9[/b][/b][/size] [b][COLOR=#0000ff]Boots of Eagerness[/COLOR] (AV)[/b] - Pretty cheap, and a nice action advantage power. [Size=3][b][b]Level 10[/b][/b][/size] [b][COLOR=#0000ff]Boots of Sand and Sea[/COLOR] (AV)[/b] - This is a cheap speed boost that also allows you to swim if you're in light armor. Not bad. [b][COLOR=#0000ff]Boots of the Mighty Charge[/COLOR] (D 381)[/b] - An Encounter power on a charge is nice to have once a day. [Size=3][b][b]Level 12[/b][/b][/size] [b][COLOR=#0000ff]Battlestrider Greaves[/COLOR] (PHB)[/b] - The cheapest speed boost available for heavy armor users. [Size=3][b][b]Level 16[/b][/b][/size] [b]Survivor’s Boots (AV 2)[/b] - Yeah, they require you to be bloodied, but after that, you can pretty much do whatever you want in combat. That's gotta be worth something. [Size=3][b]Level 18[/b][/size] [COLOR=#0000ff] [/COLOR][COLOR=#00ccff]Planestrider Boots[/COLOR] (MOTP) - Encounter teleportation. Need I say more? [Size=3][b][b]Level 22[/b][/b][/size] [b][COLOR=#0000ff]Boots of Speed[/COLOR] (AV)[/b] - +2 to speed and a decent power. [Size=3][b][b]Level 24[/b][/b][/size] [b][COLOR=#00ccff]Boots of Caiphon[/COLOR] (AV 2)[/b] - They sap your HP, but it’s probably less damage than you would take for eating an OA, especially at these levels, and you ARE moving with a minor action... [b][COLOR=#00ccff]Zephyr Boots[/COLOR] (AV)[/b] - If you're in light armor, this solves one of your major weaknesses in flying enemies. You probably want this. [Size=3][b][b]Level 25[/b][/b][/size] [b][COLOR=#0000ff]Sandals of Avandra[/COLOR] (AV)[/b] - Expensive, but they allow you to move around pretty well. [Size=3][b][b]Level 28[/b][/b][/size] [b][COLOR=#00ccff]Boots of Teleportation[/COLOR] (AV)[/b] - Get them if you can afford them. That is all. [b]Hands Slot Items[/b] Since there is no set-in-stone progression symbol for items that don't follow the standard "every 5 levels" progression, I'm going to be labeling the levels at which each version of every item in this section is available. [Size=3][b][b]Level 3[/b][/b][/size] [b]Gloves of Piercing (PHB)[/b] - Real cheap, and they should punch through most resistance to your attacks if they're not element-based. [Size=3][b][b]Level 4[/b][/b][/size] [b][COLOR=#0000ff]Gauntlets of Blood[/COLOR] (L4/14/24) (AV 2)[/b] - A sweet damage bonus against bloodied targets. [Size=3][b][b]Level 5[/b][/b][/size] [b]Parry Gauntlets (AV)[/b] - If you like to second wind, you might want to pick this one up. [Size=3][b][b]Level 8[/b][/b][/size] [b][COLOR=#0000ff]Gauntlets of the Ram[/COLOR] (PHB)[/b] - More push effects are always welcome for a control Fighter. [b][/b] [Size=3][b][b]Level 10[/b][/b][/size] [b]Antipathy Gloves (AV)[/b] - A solid restraining power. Get something else fast, though; this power doesn't scale at all. [b][COLOR=#0000ff]Dwarven Throwers[/COLOR] (AV)[/b] - This allows you to make a basic attack with your main weapon at range once per encounter. Pretty cool. [b][COLOR=#00ccff]Strikebacks[/COLOR] (AV)[/b] - Some sweet role-reinforcement properties. [Size=3][b][b]Level 11[/b][/b][/size] [b][COLOR=#00ccff]Gloves of Ice[/COLOR] (L11/21) (AV 2)[/b] - More damage for your cold attacks, or punch through cold resistance. Glorious, especially with Frost Weapons. [Size=3][b][b]Level 13[/b][/b][/size] [b]Gloves of Missile Deflection (AV)[/b] - Some solid resistance against Ranged attacks. [Size=3][b][b]Level 17[/b][/b][/size] [b][COLOR=#0000ff]Gauntlets of Brutality[/COLOR] (AV 2)[/b] - If you like knocking enemies prone (especially if you can keep them there), this is a quality item for you. [Size=3][b][b]Level 18[/b][/b][/size] [b][COLOR=#0000ff]Gauntlets of Destruction[/COLOR] (PHB)[/b] - A superior version of Brutal 1. Sweet. [Size=3][b][b]Level 22[/b][/b][/size] [b][COLOR=#00ccff]Foe Caller Gauntlets[/COLOR] (D 381)[/b] - In the words of Mortal Kombat's Scorpion, "GET OVER HERE!!!" A fantastic power. [b]Head Slot Items[/b] Since there is no set-in-stone progression symbol for items that don't follow the standard "every 5 levels" progression, I'm going to be labeling the levels at which each version of every item in this section is available. [Size=3][b][b]Level 4[/b][/b][/size] [b]Casque of Tactics (L4/14/24) (AV)[/b] - An initiative bonus is good for anyone. [b]Helm of Opportunity (L4/14/24) (AV)[/b] - Helps you do your job better. Solid, if a bit plain. [Size=3][b][b]Level 6[/b][/b][/size] [b][COLOR=#0000ff]Horned Helm[/COLOR] (L6/16/26) (PHB)[/b] - Extra d6's while charging. Nice. [Size=3][b][b]Level 8[/b][/b][/size] [b][COLOR=#0000ff]Coif of Mindiron[/COLOR] (L8/18/28) (AV) [/b]- Protects against an increasing array of mental conditions (albeit only against Will, but that's what you're most worried about anyway) as an ENCOUNTER POWER. Sexy. [Size=3][b][b]Level 9[/b][/b][/size] [b][COLOR=#0000ff]Helm of Battle[/COLOR] (L9/19/29) (PHB)[/b] - Initiative bonuses for everyone! [Size=3][b][b]Level 12[/b][/b][/size] [b][COLOR=#0000ff]Charger's Headdress[/COLOR] (AV 2)[/b] - Accuracy bonuses while charging are always appreciated. [b]Vortex Mask (D 381)[/b] - A decent pull effect against a marked (or soon-to-be-marked) target. [Size=3][b][b]Level 14[/b][/b][/size] [b][COLOR=#00ccff]Circlet of Arkhosia[/COLOR] (L14/24) (PHR: DB)[/b] - Rolling saves twice for conditions that mess with your Defender capabilities is very nice to have. [b][COLOR=#0000ff]Helm of Able Defense[/COLOR] (AV 2)[/b] - A bonus to Will, and a bump to all defenses until you get hit is pretty good if you ask me. [Size=3][b][b]Level 15[/b][/b][/size] [b][COLOR=#0000ff]Carcanet of Psychic Schism[/COLOR][/b] [b](AV)[/b] - Slaps a penalty on you, but it sure beats being incapacitated. [Size=3][b][b]Level 21[/b][/b][/size] [b][COLOR=#0000ff]Coif of Focus[/COLOR] (AV)[/b] - Comes by later in your career, and burns up a surge and your Immediate, but you negate daze and stun, and that's worth something. [Size=3][b][b]Level 22[/b][/b][/size] [b][COLOR=#0000ff]Helm of Ghostly Defense[/COLOR] (PHB)[/b] - Helps you take the sting off your opponent’s hits. [Size=3][b][b]Level 23[/b][/b][/size] [b][COLOR=#00ccff]Eye of Awareness [/COLOR](AV)[/b] - A decent bonus to Will defense, and a huge initiative boost on top of that. [b]Neck Slot Items[/b] I'm taking a leaf from the designers' book with regards to level distribution: the + sign indicates a progression every 5 levels, there's another version of the armor with an additional +1 enhancement bonus. [Size=3][b][b]Level 2+[/b][/b][/size] [b][COLOR=#0000ff]Badge of the Berserker[/COLOR] (AV 2)[/b] - Cheap, and allows you to charge into any mess without having to worry about getting hammered coming in. [b]Cloak of Resistance (PHB)[/b] - Decent resistance for a turn. [Size=3][b][b]Level 4+[/b][/b][/size] [b][COLOR=#0000ff]Cloak of Distortion[/COLOR] (AV)[/b] - Forces your enemies to get in close enough for you to engage them if they want to hit you with any kind of regularity. [b]Cloak of the Walking Wounded (AV)[/b] - Double second wind while bloodied is a nice way to get yourself back in a fight, [COLOR=#0000ff][b]especially[/b][/COLOR] for Dwarves. This is a touch weaker than the Amulet of Life, though, especially because the Amulet can trigger off any healing surge (not just second wind). [Size=3][b][b]Level 5+[/b][/b][/size] [b][COLOR=#00ccff]Amulet of Life[/COLOR] (D 381)[/b] - Double-up healing every encounter? Fantastic. [Size=3][b][b]Level 8+[/b][/b][/size] [b][COLOR=#00ccff]Steadfast Amulet[/COLOR] (AV)[/b] - This prevents daze or stun. 'Nuff said. [Size=3][b][b]Level 9+[/b][/b][/size] [b][COLOR=#0000ff]Amulet of False Life[/COLOR] (PHB)[/b] - Your healing surge value in THP is a sweet ability, even if it's a Daily. [b][COLOR=#0000ff]Amulet of Vigor[/COLOR] (AV 2)[/b] - A boost to your healing surge value is a good thing to have, as is the ability to pile on extra healing once per day. [Size=3][b][b]Level 10+[/b][/b][/size] [b][COLOR=#00ccff]Periapt of Cascading Health[/COLOR] (D 369)[/b] - Ends one effect per encounter, no questions asked. Win. [Size=3][b][b]Level 13+[/b][/b][/size] [b][COLOR=#0000ff]Amulet of Scales[/COLOR] (D 365)[/b] - Scaling, immediate-application, encounter-long resistance to a keyword (which includes Arcane, Weapon, and the like, by the way) is nice. [Size=3][b][b]Level 14+[/b][/b][/size] [b][/b] [b][COLOR=#00ccff]Timeless Locket[/COLOR] (AV 2)[/b] - Turn a Minor into a Standard, and it has a hefty initiative bonus as well? An excellent choice, even if the standard can't be used to attack. [Size=3][b][b]Level 15+[/b][/b][/size] [b]Brooch of Vitality (AV)[/b] - More HP is nice to have, though this is a bit pricey. [b][COLOR=#0000ff]Cloak of Displacement[/COLOR] (AV)[/b] - A nice bonus to AC and Reflex until you get hit, and a pretty cool power. Worth a look. [b][/b] [b][COLOR=#00ccff]Torc of Power Preservation[/COLOR] (AV)[/b] - It retains Encounter powers when you use them. Need I really say more? [Size=3][b][b]Level 30[/b][/b][/size] [b][COLOR=#0000ff]Scarab of Invulnerability[/COLOR] (PHB)[/b] - Makes you immune to everything for a round. Sure, it's a Level 30 item, but you will enjoy the short amount of time you'll have it. [b]Rings[/b] Remember, you can have two of these, so look out for Rings that either work well together or work well in doubles. [Size=3][b][b]Level 13[/b][/b][/size] [b][COLOR=#0000ff]Ring of Giants[/COLOR] (D 378)[/b] - A sweet bonus to critical hit damage, and push 2 + prone on any primal attack power you may power-swap for can come in handy. [Size=3][b][b]Level 14[/b][/b][/size] [b]Ring of Fury (D 366)[/b] - When you're bloodied, you let it be known. [Size=3][b][b]Level 15[/b][/b][/size] [b][COLOR=#00ccff]Ring of the Dragonborn Emperor[/COLOR] (AV)[/b] - A nice damage bonus to close attacks, and a sweet way to respond when you get bloodied. [Size=3][b][b]Level 16[/b][/b][/size] [b]Ring of Protection (PHB)[/b] - Generic defensive item. Useful, though it's about as exciting as watching grass grow. [b]War Ring (AV)[/b] - Adds a little more 'oomph' into your criticals. [Size=3][b][b]Level 17[/b][/b][/size] [b][COLOR=#0000ff]Ring of the Radiant Storm[/COLOR] (AV 2)[/b] - If you're planning on using a Radiant weapon, this is an excellent complement to that weapon's capabilities. [Size=3][b][b]Level 18[/b][/b][/size] [b][/b] [b][COLOR=#0000ff]Ring of Ramming[/COLOR] (AV)[/b] - Hands you a bit more 'oomph' on those push effects. Nice. [Size=3][b][b]Level 19[/b][/b][/size] [b][COLOR=#0000ff]Foe Binder Ring[/COLOR] (D 381)[/b] - Helps you defend your allies against area attacks, which is a nice expansion of your capabilities. [b][/b] [Size=3][b][b]Level 20[/b][/b][/size] [b][COLOR=#0000ff]Ring of Action Reversal[/COLOR] (AV 2)[/b] - A hefty bonus to initiative checks, and a sweet benefit should you miss with an Encounter power. [Size=3][b][b]Level 21[/b][/b][/size] [b]Ring of Heroic Insight (AV)[/b] - Allows you to buff yourself pretty well once per day. [Size=3][b][b]Level 22[/b][/b][/size] [b]Blink Ring (AV)[/b] - Teleportation is nice to have. [Size=3][b][b]Level 23[/b][/b][/size] [b][COLOR=#00ccff]Greater Ring of Invisibility[/COLOR] (AV 2)[/b] - Invisibility every encounter, and concealment the whole way after a milestone. Especially mean with your marking ability. [Size=3][b][b]Level 24[/b][/b][/size] [b][COLOR=#0000ff]Golden Ring of Teros[/COLOR] (AV 2)[/b] - +2 to AC and Fortitude is nice to have, even if it’s conditional. [Size=3][b][b]Level 26[/b][/b][/size] [b][COLOR=#0000ff]Kartan's Void Ring[/COLOR] (AV 2)[/b] - Expensive, and doesn't scale at all, but mass marking and the possibility of actually dealing some damage and gaining HP at-will is sweet.[b] [/b] [b][COLOR=#0000ff]Ring of Guarded Will[/COLOR] (AV 2)[/b] - A nice bump to Will defense. [Size=3][b][b]Level 27[/b][/b][/size] [b]Avandra’s Ring (AV 2)[/b] - Ignoring difficult terrain is pretty cool. Too bad it shows up so late... [b][COLOR=#0000ff]Ring of Khirad[/COLOR] (AV 2)[/b] - If invisible enemies are ruining your day, this ring provides a definitive (if expensive) solution. [b][COLOR=#0000ff]Ring of the Phoenix[/COLOR] (AV)[/b] - A pretty sweet revival ability. [b][COLOR=#00ccff]Shadow Band[/COLOR] (AV)[/b] - You can't really argue against +2 to all defenses as a static property... [Size=3][b][b]Level 28[/b][/b][/size] [b]Ring of Elemental Mastery (MOTP)[/b] - Allows you to shave some elemental resistance off your opponent, or flat-out ignore it after a milestone. Solid, especially for people looking to exploit elemental synergies. [Size=3][b][b]Level 29[/b][/b][/size] [b][COLOR=#00ccff]Ring of Free Time[/COLOR] (L29) (AV 2)[/b] - Expensive, but resist all 5 is great on a Defender, as is an extra minor action every turn to pull off all those Utility powers simultaneously. [Size=3][b][b]Level 30[/b][/b][/size] [b][COLOR=#0000ff]Dauntless Champion’s Ring[/COLOR] (AV 2)[/b] - For all you non-Demigods out there (you know who you are). [b][COLOR=#0000ff]Nullifying Ring[/COLOR] (AV)[/b] - A capstone defensive item. Pretty nuts... if you can foot the bill. [b]Waist Slot Items[/b] Since there is no set-in-stone progression symbol for items that don't follow the standard "every 5 levels" progression, I'm going to be labeling the levels at which each version of every item in this section is available. [Size=3][b][b]Level 8[/b][/b][/size] [b]Belt of Lucky Strikes (D 365)[/b] - A free attack after you miss is a solid benefit. [b]Belt of Vim (L8/18/28) (AV)[/b] - Reinforces your strongest defense. [Size=3][b][b]Level 10[/b][/b][/size] [b][COLOR=#00ccff]Diamond Cincture[/COLOR] (L10/20/30) (AV 2)[/b] - It enables you to heal yourself, and also packs a bonus a to Fortitude. Tasty. [Size=3][b][b]Level 11[/b][/b][/size] [b]Backbone Belt (AV)[/b] - If you second wind frequently (aka you are a Dwarf), this is a [COLOR=#0000ff][b]very nice[/b][/COLOR] item to have. [b][COLOR=#0000ff]Healer's Sash[/COLOR] (L11/21) (AV)[/b] - Anything that allows you to heal your allies is at least worth mentioning, even post-errata. [b]Totemic Belt (AV)[/b] - Buffs for charging are nice to have. [Size=3][b][b]Level 15[/b][/b][/size] [b]Belt of Giant Strength (PHB)[/b] - A meh offensive Daily buff, but a pretty cool bonus to skills. [b][/b] [Size=3][b][b]Level 18[/b][/b][/size] [b][COLOR=#00ccff]Belt of Mountain Endurance[/COLOR] (D 365)[/b] - Getting your main ability score as a bonus to your healing surge value is sweet, and having a benefit on an AP is icing. A great item for you. [b][COLOR=#0000ff]Cord of Foresight[/COLOR] (AV)[/b] - Hooray for front-loaded hit points! [Size=3][b][b]Level 19[/b][/b][/size] [b][COLOR=#0000ff]Belt of Breaching[/COLOR] (AV 2)[/b] - Healing when you score a kill. Solid. [Size=3][b][b]Level 23[/b][/b][/size] [b][COLOR=#0000ff]Belt of Vitality[/COLOR] (AV)[/b] - Gets you up when you're down, and boosts Fortitude. Pretty cool. [Size=3][b][b]Level 25[/b][/b][/size] [b]Belt of Titan Strength (PHB)[/b] - A strong Melee buff for one turn, and strong skill bonuses. [Size=3][b][b]Level 28[/b][/b][/size] [b][COLOR=#0000ff]Sash of Regeneration[/COLOR] (AV 2)[/b] - Regen while bloodied is nice. [b]Miscellaneous Items[/b] Since there is no set-in-stone progression symbol for items that don't follow the standard "every 5 levels" progression, I'm going to be labeling the levels at which each version of every item in this section is available. [Size=5][b][b]Dragonshard Augments:[/b][/b][/size] [Size=3][b][b]Level 2[/b][/b][/size] [b][COLOR=#0000ff]Eberron Shard of Lightning[/COLOR] (L2/12/22) (EPG)[/b] - A great incentive to wield Lightning weapons. [b][COLOR=#0000ff]Khyber Shard of the Fiery Depth[/COLOR] (L2/12/22) (EPG)[/b] - Incentive for wielding Flaming weapons. [b][COLOR=#00ccff]Siberys Shard of Merciless Cold[/COLOR] (L2/12/22) (EPG)[/b] - Yet another reason to like Frost weapons. [Size=3][b][b]Level 3[/b][/b][/size] [b][COLOR=#00ccff]Siberys Shard of Radiance[/COLOR] (L3/13/23) (EPG)[/b] - Another selling point for the Radiant weapon. [Size=5][b][b]Wondrous Items:[/b][/b][/size] [Size=3][b][b]Level 3[/b][/b][/size] [b][COLOR=#0000ff]Demonskin Tattoo[/COLOR] (L3/13/23) (AV 2)[/b] - While it may not be available every encounter, resistance to variable energy types is good enough to merit mention. [Size=3][b][b]Level 9[/b][/b][/size] [b][COLOR=#00ccff]Backlash Tattoo[/COLOR] (AV 2)[/b] - A nice reprisal effect when you get bloodied. [b][COLOR=#0000ff]Battle Standard of the Hungry Blade[/COLOR] (D 381)[/b] - The constant pull effect is well worth the standard action expended in planting it. With this, no one can escape you forever, so long as you are between them and the battle standard. [Size=3][b][b]Level 11[/b][/b][/size] [b][COLOR=#00ccff]Dice of Auspicious Fortune[/COLOR] (D 381)[/b] - Gives you more chances to make the rolls you need to make. [Size=3][b][b]Level 10[/b][/b][/size] [b][COLOR=#0000ff]Salve of Power[/COLOR] (AV)[/b] - Post-errata, this trades a surge for another Encounter power, which is a pretty good deal for most characters, even Defenders. [Size=3][b][b]Level 12[/b][/b][/size] [b][COLOR=#0000ff]Foe Stone[/COLOR] (AV)[/b] - Cheap, and it pinpoints your opponent’s weakest defense at will. Somebody in the party has to have this; why not you? [b][COLOR=#00ccff]Stone of Earth[/COLOR] (AV 2)[/b] - A no-questions-asked reroll for a Melee attack. Awesome. [b][COLOR=#00ccff]Stone of Flame[/COLOR] (AV 2)[/b] - Fire lovers want one of these around. [b][COLOR=#00ccff]Stone of Light[/COLOR] (AV 2)[/b] - If you're into Radiant damage, having a do-over in your back pocket sounds like a good idea to me. [b][COLOR=#00ccff]Stone of Spirit[/COLOR] (AV 2)[/b] - If you're partaking in Psychic attack support, a reroll is good stuff. [b][COLOR=#00ccff]Stone of Storms[/COLOR] (AV 2)[/b] - If lightning and thunder are your elements of choice, this is good to have. [Size=3][b][b]Level 16[/b][/b][/size] [b][COLOR=#0000ff]Solitaire (Aquamarine)[/COLOR] (AV)[/b] - Free attacks after a critical are nice. [Size=3][b][b]Level 21[/b][/b][/size] [b]Solitaire (Cerulean) (AV)[/b] - Expensive, but getting rid of (save ends) effects this easily should be. [Size=3][b][b]Level 26[/b][/b][/size] [b][COLOR=#0000ff]Solitaire (Violet)[/COLOR] (AV)[/b] - Free AP’s after a crit are very nice to have, despite the high price tag. [/QUOTE]
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Harder than a Rock: The Fighter's Handbook (By lorduskblade)
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