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Weapons of Legacy: A Compendium of Magic Items
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<blockquote data-quote="MonkLover" data-source="post: 6742691" data-attributes="member: 82105"><p><strong>Originally posted by Armisael:</strong></p><p></p><p><u>Priceless Jewels and Hidden Techniques: Wondrous Items of Legacy</u></p><p><strong>Armisael's Note: </strong>Because of its massive size, this list has been split by types into wondrous items, boons, and oddball items and mounts.</p><p></p><p><strong>Wondrous Items</strong></p><p>[sblock]<strong>Heroic Wondrous Options</strong></p><p>[sblock]<span style="color: #ff9900"><strong>Enshrouding Candle (Level 7, AV):</strong></span><strong></strong></p><p><strong></strong>It fuels the Moon Armor if you're using that, it grants nigh-unpierceable invisibility if you need it and oh, <em>it sets up traps and surprise rounds</em>. Always pack one with you. <em>Always</em>. Daily.</p><p><span style="color: #0000ff"><strong>Zaarani's Solitaire (Level 10, Seekers of the Ashen Crown):</strong></span> Adventure item, so normally not that easy to obtain, but super handy for every character after other solitaire's got nerfed. Why say no to free proning and forced movement? Encounter.</p><p></p><p><span style="color: #0000ff"><strong>Power Jewel (Level 5, AV):</strong></span><strong></strong></p><p><strong></strong>A strong incentive to keep good lowbie powers throughout your entire career. Just picture the carnage if a Sorcerer gets to cast Flame Spiral twice in one fight, for instance. Daily.</p><p></p><p><span style="color: #00ccff"><strong>Backlash Tattoo (Level 9, AV2):</strong></span><strong></strong></p><p><strong></strong>Get hit, hit right back. A classic choice for all strikers, who really like getting counterattacks without burning their class powers in the process. Striker, Encounter.</p><p></p><p><span style="color: #00ccff"><strong>Demonskin Tattoo (Level 3+ AV2):</strong></span></p><p><span style="color: #00ccff"></span>Never fear elemental damage again. If you action point, this tattoo gives you scaling resistance to acid, cold, fire, lightning or thunder damage until the end of the encounter. One of the default tattoo choices. </p><p></p><p><span style="color: #00ccff"><strong>Eager Hero's Tattoo (Level 10+, AV2):</strong></span> Wants THP? This is one of the easiest ways to get them. At the end of each short rest, you get THP = 5/10/15 + the amount of expended healing surges/x2/x3. Gets a lot better if you've invested in Con. One of the default tattoo choices. Defender, Warlock.</p><p></p><p><span style="color: #800080"><strong>Curse Eye Tattoo (Level 8, AV2):</strong></span> Builds who deal in save ends effects shouldn't leave home without one. A -2 penalty to all saves for one target when you action point. To add insult to injury, this is also a save ends effect. Augmentable.</p><p></p><p><strong>Fleet Hero Tattoo (Level 8+, AV2):</strong> A scaling speed bonus until the end of your next turn when you action point. For when you need to move, RIGHT NOW.</p><p></p><p><strong>Tattoo of Shared Vengeance (Level 10, AV2): </strong>Unreliable, but assuming your entire party gets in on the action of this tattoo, the damage potential is just magical. Not gonna work often, but when it does hilarity will ensue.<strong><span style="color: #0000ff"></span></strong></p><p><strong><span style="color: #0000ff"></span></strong></p><p><strong><span style="color: #0000ff"></span><span style="color: #ff9900">Vistani Buzuq (Level 7, Dragon 380):</span></strong></p><p><strong></strong>Free surge rearrangement, for the low, low price of a level 7 item. Not only should you get this, you probably should buy spares. Daily, Magic Mart.<span style="color: #0000ff"><strong></strong></span></p><p><span style="color: #0000ff"><strong></strong></span></p><p><span style="color: #0000ff"><strong></strong></span><span style="color: #0000ff"><strong>Magic Scabbards (Level 5/15/25, 10, 12, AV & Dragon 381):</strong></span> Enjoy light or heavy blades and keeping your hands free while you walk, but don't want to spend an action pulling them back out or spend a great deal of money? Then buy a scabbard, which basically lets you Quick Draw any light or heavy blade you sheathe in it. The Ruby/Sapphire/Diamond scabbards from the AV grant a not-really-that-important per-encounter power bonus to the damage roll of the next attack you make after drawing the weapon, while the Scabbard of Sacred Might is a level 10 item with an encounter power that converts your damage into radiant damage (perfect for that hero who kind of wants to be in the Radiant Mafia but is apparently too damn cheap to buy a real lightsaber?), and the Diplomat's Scabbard from Dragon 381 provides a bonus to Diplomacy when you're not stabbing people, and has an emergency defensive daily for when someone gets the drop on you. For those of you who either don't want or can't afford things like Battle Harnesses, at higher tiers dropping 1000 gp on a Ruby Scabbard is a dirt cheap way of ensuring that your sword will always be close at hand.</p><p></p><p><strong><span style="color: #800080">Bridle of Conjuration (Level 4, AV):</span></strong> Free horse once per day for the next twelve hours. It says it disappears when reduced to 0 HP or fewer, but it's a conjuration, so maybe it's invincible and ignores terrain. Check with your DM before use. Daily.</p><p></p><p><span style="color: #00ccff"><strong>Bag of Holding (Level 5, PHB):</strong></span> Don't leave home without extradimensional storage. There's just too many fun things to do with it. 200 pounds of weight and 20 cubic feet of space in this one.</p><p></p><p><strong><span style="color: #00ccff">Deepfarer's Pouch (Level 5, AV2):</span></strong> Are you a perma-stealth character who's sick of your loud and clumsy party members? Well, if you stick them in extradimensional storage, they can come with you and not make a sound. If they're not constructs or undead, give them one of these so they have an hour of fresh air in their little bags. In fact, have more than one and rotate them during breaks.</p><p></p><p><strong><span style="color: #00ccff">Decanter of Endless Water (L7, MME):</span></strong> Encounter power to give 1, 5 or 30 gallons of water as a standard action. If you can't think of fun things to do with water, ring up an engineer friend and ask him to explain hydraulics to you. Super useful item. Encounter.</p><p></p><p><span style="color: #0000ff"><strong>Battle Standard of the Hungry Blade (L9, D381):</strong></span> Close burst 3, pulls enemies 2 squares towards the center and slows them until the start of your next turn and does that every time your turn starts. If the enemy attempts to pull the standard out of the ground, everyone gets to make an OA on the enemy. Translation: Plant this item, bunch enemies up and if they try to get away your meleers will <em>pulverize</em> them. Seriously worth the standard action to plant it in a bunch of cases. Defender, Encounter.</p><p></p><p><strong><span style="color: #0000ff">Echo of Ty'h'kadi (L7+, HotEC):</span></strong> Item bonus to lightning and thunder damage, which is not so easily obtained. There are better options, but how many are slotless? Encounter, Sorcerer, Rare.</p><p></p><p><span style="color: #0000ff"><strong>Pale Tooth (L7+, HotEC):</strong></span> Item bonus to cold damage, ice walk, and the daily ability to immobilize creatures and make them vulnerable to cold if you're hit by cold. If you can't use Iron Armbands or Bracers of Archery, pick this baby up. Daily, Sorcerer, Rare.</p><p></p><p><span style="color: #0000ff"><strong>Pitted Flowstone (L9+, HotEC):</strong></span> Can you shift two squares or more reliably? If yes, this turns all minor and move actions you'd normally use purely for repositioning into a source of damage and minion killing. Not bad, eh? Striker, Encounter, Rare.</p><p></p><p><span style="color: #ff9900"><strong>Elven Chain Shirt (L10+, MME):</strong></span><strong></strong></p><p><strong></strong>The question isn't if you're picking this item up as a light armor user. It's when, and how far up you'll push the item bonus (most characters should stop at the level 20 version, the level 30 version isn't worth sacrificing that much cash for). Multi-Role.</p><p>[/sblock]</p><p></p><p><strong>Paragon Wondrous Options</strong></p><p>[sblock]<span style="color: #0000ff"><strong>Seed of War (Level 15, AV2):</strong></span><strong></strong></p><p><strong></strong>A bit cumbersome to use, but just <em>look</em> at that absolutely silly damage boost. That's got to be worth something. Daily, Leader.</p><p><span style="color: #0000ff"><strong>Exodus Knife (Level 12, AV):</strong></span><strong></strong></p><p><strong></strong>The return of Rope Trick, in more balanced form. Can't quite cheese dungeons as hard as before, but if you can't find a use for an extradimensional storage you're not really trying. Daily.</p><p></p><p><strong>Breakchain Tattoo (Level 13+, AV2):</strong> Don't like being hindered in your movement? Then use an action point and mimick the level 10 Fighter's Grit utility to ignore immobilize, slow and restrain for a turn. The Epic version lets you outright end one of those effects.</p><p></p><p><span style="color: #0000ff"><strong>Solitaire, Citrine (Wondrous, Level 11, AV):</strong></span></p><p><span style="color: #0000ff"></span>Once per day when you crit, you can spend a healing surge. Can be invaluable for turning a difficult fight around. Get a few if you can. Healing, Daily.</p><p></p><p><strong><span style="color: #0000ff">Solitaire, Aquamarine (Wondrous, Level 16, AV):</span></strong></p><p><strong></strong>Once per day when you crit, you get to make a free action melee basic attack against the target (if it's not dead already). Extra attacks are pretty good on slotless items, I hear. Shame that you can only get one free action attack per round, so it won't work with striker class features like Rampage. Striker, Daily.</p><p></p><p><span style="color: #ff9900"><strong>Stone of Earth/Flame/Light/Shadow/Spirit/Storms/Wind (Level 12, AV2):</strong></span> A daily slotless reroll would be good by itself. The fact that it also gives you an initiative bonus if the party collects these items (and they should) and on top of that <em>tack on a <strong>humongous</strong></em><strong> </strong><em>power bonus to the reroll </em>(!!!!!) means you have absolutely no excuses not to get one. What a set of items this is. Set, Daily, Multi-Role, Rare.</p><p></p><p><span style="color: #ff9900"><strong>Dice of Auspicious Fortune (Level 11, Dragon 381):</strong></span><strong></strong></p><p><strong></strong>Three known results per day. Let me repeat that: <strong>Three known results per day</strong>. This means three potentially confirmed crits, three guaranteed hits, or three convenient misses if needed. The uses for this item are simply <em>staggering</em>, and it's your goal, nay, your <em>duty</em> to obtain it. Encounter, Rare.</p><p></p><p><strong><span style="color: #00ccff">Broom of Flying (Level 15, MME):</span></strong> Flight is good. This is Fly speed 8 and hover, all day, every day. The catch? -2 to attack rolls, but this is still <em>ridiculously</em> powerful out of combat, and even in combat it's a gimme for Lazylords. Warlord, Daily.</p><p></p><p><strong><span style="color: #00ccff">Greater Flying Carpet (Level 20+, MME):</span></strong> Got a reflex defense so bad that you don't care if you make it worse? Not really getting attacked against AC much? Don't care because you can soak HP damage like a boss? Get this item then. Flight is an absolutely precious commodity and it helps obviate many encounters. Rare.</p><p>[/sblock]</p><p></p><p><strong>Epic Wondrous Options</strong></p><p>[sblock]<strong><span style="color: #00ccff">Mummified Hand (Level 27, AV):</span></strong></p><p><strong></strong>Comes in really late and requires extra items to work, but can you really say no to a bonus ring slot? Everybody can use an extra ring, pretty much.</p><p><span style="color: #0000ff"><strong>Solitaire, Violet (Wondrous, Level 26, AV):</strong> </span>Once per day when you crit, you get an action point which you have to spend before the end of your turn. Doesn't let you get around the "one action point per encounter" limit unfortunately, but still very useful for every other encounter, especially since it's slotless. Get a few if you can. Daily.</p><p>[/sblock][/sblock]</p><p></p><p><strong>Boons</strong></p><p>[sblock]<strong>Heroic Boon Options</strong></p><p>[sblock]<strong><span style="color: #00ccff">Blessing of Blazing Fangs (Level 4+, DSCS):</span></strong></p><p><strong></strong>Fire is a very common element, so you should get this cheap bonus that stacks with itself and is obtained from enemies' attacks reasonably often...and if you're a Desert Wind Monk, <strong><span style="color: #ff9900">this is a core item</span></strong><span style="color: #ff9900"></span></p><p><span style="color: #ff9900"></span>you should never let go of, because it lets you trigger your Firewind Blade by flurrying yourself, turning you into an actually effective single-target striker. Really damn good boon, honestly. Striker, monk, Augmentable, Boon.</p><p><span style="color: #ff9900"><strong>Pelor's Sun Blessing (Level 3+, DMG2):</strong></span><strong></strong></p><p><strong></strong>Are you a Morninglord or Solar Enemy abuser? Then this boon is broken and you should abuse it to high heaven. It also has a nifty daily, to add insult to injury. Augmentable, Avenger, Strike, Daily, Boon.</p><p>[/sblock]</p><p></p><p><strong>Paragon Boon Options</strong></p><p>[sblock]<span style="color: #ff9900"><strong>Five Stars Five Strikes (Level 13, Dragon 404):</strong></span><strong></strong></p><p><strong></strong>Do you have access to boons? Are you a melee character? If the answer to both of those questions is yes, you're taking this boon, period. That's four extra chances to score a crit on an attack, a lot of good extra damage on a nova round if you're a striker (18 damage if all attacks hit is quite a bit of bonus punch - comparable to applying Weapon Focus six extra times), and it all comes with movement on top, too. There's very, very few items that are usable by a wide variety of classes and builds. This is one of them. Striker, Multi-Role, Encounter, Boon.[/sblock]</p><p></p><p><strong>Epic Boon Options</strong></p><p>[sblock][/sblock][/sblock]</p><p></p><p>[sblock=Mounts and Other Items]<strong>Heroic Miscellaneous Options</strong></p><p>[sblock]<span style="color: #00ccff"><strong>Ornithopter (Level 8, AV):</strong></span><strong></strong></p><p><strong></strong>Easily shot down and kinda slow, but this is unlimited flight. Repeat: <strong>UNLIMITED FLIGHT.</strong> A complete steal, and it's worth sacrificing item parcels to stick the party in flying machines.[/sblock]</p><p></p><p><strong>Paragon Miscellaneous Options</strong></p><p>[sblock]None yet.[/sblock]</p><p></p><p><strong>Epic Miscellaneous Options</strong></p><p>[sblock]None yet.[/sblock]</p><p></p><p></p><p><strong>Originally posted by Armisael:</strong></p><p></p><p>Reserved 12: Consumables, Lair Items, Miscellaneous and Mundane.</p><p></p><p></p><p><strong>Originally posted by Armisael:</strong></p><p></p><p>Reserved 13: Rich Lucky Thirteen, just in case.</p><p></p><p>You may post now!</p><p></p><p></p><p><strong>Originally posted by thespaceinvader:</strong></p><p></p><p>Very interesting. I will surely be contrinuting at some point.</p><p></p><p>For the record, I'm intending to write up Staggering Weapon shortly, probably Cinture of Vivacity (the one that gives you overheal as temps, which is hilariously good with a nice buffing Warlord's heals) - on which note, as THP keyword would probably be useful - and probably others as take my fancy.</p><p></p><p></p><p><strong>Originally posted by Koshinuke:</strong></p><p></p><p><strong><span style="color: #ffcc00">Staggering Weapon (Weapon)</span></strong>: One of the best enchantments for flail using fighters. Adding the enhancement modifier to a slide is just ridiculous. It also knocks the target prone on a crit in addition to doing extra damage on a crit. If you want to really add distance to a slide or make flail expertise and dragging flail insane, get a staggering flail and rushing cleats. That being said, I do not see this enchantment being good for most other classes or weapons without taking dragging flail and MC fighter unless you are only looking to position them and not prone them.</p><p></p><p>I know you don't want to abuse gold but being able to slide a target 8 squares at L30 with two items is kind of ridiculous.</p><p></p><p>Lashing Flail+Dragging Flail+Flail Expertise+Staggering Flail(+6) = Every MBA you make, especially OAs and Combat Challenge, now has prone+slide8 </p><p></p><p>If you really want to go for distance, it is possible to hit slide 10 along with a prone at L30. You would be able to do this to all targets in a close burst2 as a fighter.</p><p></p><p>Scattering Swing(L13 encounter, close burst1) = slide1</p><p>Flail Expertise = prone on the slide1 from Scattering Swing</p><p>Spiked Chain</p><p>Bludgeon Expertise = +1 slide/push(affects spiked chain through arena training)</p><p>Rushing Cleats = +1 slide</p><p>Dragging Flail = +1 slide on prone</p><p>Polearm Master PP = +1 forced movement with reach weapon(spiked chain)</p><p>Reaching Whirlwind(Epic Tier) = close burst1 becomes close burst2 with a reach weapon</p><p>Staggering Spiked Chain +6 = +6 slide distance</p><p></p><p>At the end of it all, with a single attack, every enemy within close burst2 is either prone/slide10 on a hit or push 3 on a miss.</p><p></p><p><strong><span style="color: #00ccff">Gloves of Eldritch Admixture (Hands)</span></strong>: The ability to add a damage keyword to any warlock attack by way of warlock's curse allows a warlock to get around immunities and resists. Though Cold and Fire are common damage types and are often resisted, adding them to another attack makes it unlikely it will be resisted. And you can always use the gloves to add cold. For an Elemental Warlock, Gloves of Eldritch Admixture become <span style="color: #ffcc00">Gold</span> due to the increased likelyhood that you will have a vulnerability that matches what the gloves can do which increases your damage by 5/10/15.</p><p></p><p></p><p><strong>Originally posted by Armisael:</strong></p><p></p><p>Can you prove that a Staggering Weapon is the unbeatable dominant choice for flail users, Koshi? I'm very, very hesitant to rank things gold without extremely good reasons for it, because it paints the wrong picture of 'get this or die', if you get what I mean. Iron Armbands of Power and Bracers of Archery would earn gold, for instance, because they are mathematical necessities to keep up with the game's expected damage per tier for most characters. An item like Claw Gloves, while <em>overwhelmingly</em> powerful for most Strikers post Lycan, would probably still land a <span style="color: #00ccff"><strong>Sky Blue</strong></span> rating because it is not so dominant a choice compared to Gauntlets of Brutality and Gloves of Ice that there's no reason for somebody to pick another item.</p><p></p><p>---</p><p></p><p>@TSI: Added a Healing and THP pair of keywords. Thanks for the suggestion! <img src="http://community.wizards.com/sites/all/modules/custom/forest_site/smileys/wizards/smile.gif" alt="" class="fr-fic fr-dii fr-draggable " style="" /></p><p></p><p></p><p><strong>Originally posted by thespaceinvader:</strong></p><p></p><p>Staggering's also very good for buffing forced movement to trigger PM. It's a dominant weapon choice for Berserkers who want to defend, too. And for Knights, albeit they have a lot of options.</p><p></p><p>I wonder, also, if there's room for sub-items - i.e. Shard of Cold and Gloves of Ice are pretty much gold for permafrost users, pretty much terrible for most others.</p><p></p><p></p><p><strong>Originally posted by Dzance:</strong></p><p></p><p>Do you intend to include Rare items including artifacts? I only mention because Hammer of Thunderbolts is very VERY good for strikers who focus on thrown weapons, but as an artifact it's extremely DM-dependent. Otoh, if you want to role play Thor...</p><p></p><p></p><p><strong>Originally posted by DarthPotater:</strong></p><p></p><p>I think this keywords can be very useful.</p><p></p><p>[skill] when the item add a bonus to one or more skills</p><p>[initiative] when the item add a bonus to initiative</p><p>[teleport] there is a teleport handbook but...</p><p></p><p>A question: When the item is very good for one purpose and bad for others, how are you rating it? I cant see stagering being gold, if only is mandatory for one build.</p><p></p><p>Maybe you can do ratings in the keywords? Not sure....</p><p></p><p>Btw good luck, this can be a very useful guide.</p><p></p><p></p><p><strong>Originally posted by Armisael:</strong></p><p></p><p>If it's actually worth it, an artifact would go under Miscellaneous. It would really have to be borderline broken to even make the cut though, because c'mon, it's an artifact. I expect something really stupid out of unimaginably plot powerful items. It should be an Excalibur or Durendal to even merit notice.</p><p></p><p>---</p><p></p><p>As for Staggering, I don't think it is as dominant as you guys think. Very good? Sure. But you're gonna have to convince me that it's better than a Mark of Storm Lightning Weapon (AKA, 'your attacks don't happen'), Feyslaughter weapons (Or 'you're locked down. Completely.'), and so on. It really needs overwhelming evidence in its favor to get a gold rating, and I don't think it has it even for flails.</p><p></p><p>And sub-items will be listed, TSI - they will receive ratings appropriate to the item they're augging or lesser. So sky blue is the limit for shards and gloves of ice for instance.</p><p></p><p>---</p><p></p><p> [MENTION=7314]darth[/MENTION]Potater: It's only going to be gold if it is an overwhelmingly powerful item for at least one very popular build, and likely a subset of them. Staggering does not make the cut until further evidence in its favor is presented. If you want an example of something I'd consider gold worthy, think of pre-nerf Reckless Weapons. Also, I question the need for an initiative and teleport tag, but I've added a Skills tag because it makes sense to mention it. Thanks for the suggestion!</p></blockquote><p></p>
[QUOTE="MonkLover, post: 6742691, member: 82105"] [b]Originally posted by Armisael:[/b] [u]Priceless Jewels and Hidden Techniques: Wondrous Items of Legacy[/u] [b]Armisael's Note: [/b]Because of its massive size, this list has been split by types into wondrous items, boons, and oddball items and mounts. [b]Wondrous Items[/b] [sblock][b]Heroic Wondrous Options[/b] [sblock][COLOR=#ff9900][b]Enshrouding Candle (Level 7, AV):[/b][/COLOR][b] [/b]It fuels the Moon Armor if you're using that, it grants nigh-unpierceable invisibility if you need it and oh, [i]it sets up traps and surprise rounds[/i]. Always pack one with you. [i]Always[/i]. Daily. [COLOR=#0000ff][b]Zaarani's Solitaire (Level 10, Seekers of the Ashen Crown):[/b][/COLOR] Adventure item, so normally not that easy to obtain, but super handy for every character after other solitaire's got nerfed. Why say no to free proning and forced movement? Encounter. [COLOR=#0000ff][b]Power Jewel (Level 5, AV):[/b][/COLOR][b] [/b]A strong incentive to keep good lowbie powers throughout your entire career. Just picture the carnage if a Sorcerer gets to cast Flame Spiral twice in one fight, for instance. Daily. [COLOR=#00ccff][b]Backlash Tattoo (Level 9, AV2):[/b][/COLOR][b] [/b]Get hit, hit right back. A classic choice for all strikers, who really like getting counterattacks without burning their class powers in the process. Striker, Encounter. [COLOR=#00ccff][b]Demonskin Tattoo (Level 3+ AV2):[/b] [/COLOR]Never fear elemental damage again. If you action point, this tattoo gives you scaling resistance to acid, cold, fire, lightning or thunder damage until the end of the encounter. One of the default tattoo choices. [COLOR=#00ccff][b]Eager Hero's Tattoo (Level 10+, AV2):[/b][/COLOR] Wants THP? This is one of the easiest ways to get them. At the end of each short rest, you get THP = 5/10/15 + the amount of expended healing surges/x2/x3. Gets a lot better if you've invested in Con. One of the default tattoo choices. Defender, Warlock. [COLOR=#800080][b]Curse Eye Tattoo (Level 8, AV2):[/b][/COLOR] Builds who deal in save ends effects shouldn't leave home without one. A -2 penalty to all saves for one target when you action point. To add insult to injury, this is also a save ends effect. Augmentable. [b]Fleet Hero Tattoo (Level 8+, AV2):[/b] A scaling speed bonus until the end of your next turn when you action point. For when you need to move, RIGHT NOW. [b]Tattoo of Shared Vengeance (Level 10, AV2): [/b]Unreliable, but assuming your entire party gets in on the action of this tattoo, the damage potential is just magical. Not gonna work often, but when it does hilarity will ensue.[b][COLOR=#0000ff] [/COLOR][COLOR=#ff9900]Vistani Buzuq (Level 7, Dragon 380):[/COLOR] [/b]Free surge rearrangement, for the low, low price of a level 7 item. Not only should you get this, you probably should buy spares. Daily, Magic Mart.[COLOR=#0000ff][b] [/b][/COLOR][COLOR=#0000ff][b]Magic Scabbards (Level 5/15/25, 10, 12, AV & Dragon 381):[/b][/COLOR] Enjoy light or heavy blades and keeping your hands free while you walk, but don't want to spend an action pulling them back out or spend a great deal of money? Then buy a scabbard, which basically lets you Quick Draw any light or heavy blade you sheathe in it. The Ruby/Sapphire/Diamond scabbards from the AV grant a not-really-that-important per-encounter power bonus to the damage roll of the next attack you make after drawing the weapon, while the Scabbard of Sacred Might is a level 10 item with an encounter power that converts your damage into radiant damage (perfect for that hero who kind of wants to be in the Radiant Mafia but is apparently too damn cheap to buy a real lightsaber?), and the Diplomat's Scabbard from Dragon 381 provides a bonus to Diplomacy when you're not stabbing people, and has an emergency defensive daily for when someone gets the drop on you. For those of you who either don't want or can't afford things like Battle Harnesses, at higher tiers dropping 1000 gp on a Ruby Scabbard is a dirt cheap way of ensuring that your sword will always be close at hand. [b][COLOR=#800080]Bridle of Conjuration (Level 4, AV):[/COLOR][/b] Free horse once per day for the next twelve hours. It says it disappears when reduced to 0 HP or fewer, but it's a conjuration, so maybe it's invincible and ignores terrain. Check with your DM before use. Daily. [COLOR=#00ccff][b]Bag of Holding (Level 5, PHB):[/b][/COLOR] Don't leave home without extradimensional storage. There's just too many fun things to do with it. 200 pounds of weight and 20 cubic feet of space in this one. [b][COLOR=#00ccff]Deepfarer's Pouch (Level 5, AV2):[/COLOR][/b] Are you a perma-stealth character who's sick of your loud and clumsy party members? Well, if you stick them in extradimensional storage, they can come with you and not make a sound. If they're not constructs or undead, give them one of these so they have an hour of fresh air in their little bags. In fact, have more than one and rotate them during breaks. [b][COLOR=#00ccff]Decanter of Endless Water (L7, MME):[/COLOR][/b] Encounter power to give 1, 5 or 30 gallons of water as a standard action. If you can't think of fun things to do with water, ring up an engineer friend and ask him to explain hydraulics to you. Super useful item. Encounter. [COLOR=#0000ff][b]Battle Standard of the Hungry Blade (L9, D381):[/b][/COLOR] Close burst 3, pulls enemies 2 squares towards the center and slows them until the start of your next turn and does that every time your turn starts. If the enemy attempts to pull the standard out of the ground, everyone gets to make an OA on the enemy. Translation: Plant this item, bunch enemies up and if they try to get away your meleers will [i]pulverize[/i] them. Seriously worth the standard action to plant it in a bunch of cases. Defender, Encounter. [b][COLOR=#0000ff]Echo of Ty'h'kadi (L7+, HotEC):[/COLOR][/b] Item bonus to lightning and thunder damage, which is not so easily obtained. There are better options, but how many are slotless? Encounter, Sorcerer, Rare. [COLOR=#0000ff][b]Pale Tooth (L7+, HotEC):[/b][/COLOR] Item bonus to cold damage, ice walk, and the daily ability to immobilize creatures and make them vulnerable to cold if you're hit by cold. If you can't use Iron Armbands or Bracers of Archery, pick this baby up. Daily, Sorcerer, Rare. [COLOR=#0000ff][b]Pitted Flowstone (L9+, HotEC):[/b][/COLOR] Can you shift two squares or more reliably? If yes, this turns all minor and move actions you'd normally use purely for repositioning into a source of damage and minion killing. Not bad, eh? Striker, Encounter, Rare. [COLOR=#ff9900][b]Elven Chain Shirt (L10+, MME):[/b][/COLOR][b] [/b]The question isn't if you're picking this item up as a light armor user. It's when, and how far up you'll push the item bonus (most characters should stop at the level 20 version, the level 30 version isn't worth sacrificing that much cash for). Multi-Role. [/sblock] [b]Paragon Wondrous Options[/b] [sblock][COLOR=#0000ff][b]Seed of War (Level 15, AV2):[/b][/COLOR][b] [/b]A bit cumbersome to use, but just [i]look[/i] at that absolutely silly damage boost. That's got to be worth something. Daily, Leader. [COLOR=#0000ff][b]Exodus Knife (Level 12, AV):[/b][/COLOR][b] [/b]The return of Rope Trick, in more balanced form. Can't quite cheese dungeons as hard as before, but if you can't find a use for an extradimensional storage you're not really trying. Daily. [b]Breakchain Tattoo (Level 13+, AV2):[/b] Don't like being hindered in your movement? Then use an action point and mimick the level 10 Fighter's Grit utility to ignore immobilize, slow and restrain for a turn. The Epic version lets you outright end one of those effects. [COLOR=#0000ff][b]Solitaire, Citrine (Wondrous, Level 11, AV):[/b] [/COLOR]Once per day when you crit, you can spend a healing surge. Can be invaluable for turning a difficult fight around. Get a few if you can. Healing, Daily. [b][COLOR=#0000ff]Solitaire, Aquamarine (Wondrous, Level 16, AV):[/COLOR] [/b]Once per day when you crit, you get to make a free action melee basic attack against the target (if it's not dead already). Extra attacks are pretty good on slotless items, I hear. Shame that you can only get one free action attack per round, so it won't work with striker class features like Rampage. Striker, Daily. [COLOR=#ff9900][b]Stone of Earth/Flame/Light/Shadow/Spirit/Storms/Wind (Level 12, AV2):[/b][/COLOR] A daily slotless reroll would be good by itself. The fact that it also gives you an initiative bonus if the party collects these items (and they should) and on top of that [i]tack on a [b]humongous[/b][/i][b] [/b][i]power bonus to the reroll [/i](!!!!!) means you have absolutely no excuses not to get one. What a set of items this is. Set, Daily, Multi-Role, Rare. [COLOR=#ff9900][b]Dice of Auspicious Fortune (Level 11, Dragon 381):[/b][/COLOR][b] [/b]Three known results per day. Let me repeat that: [b]Three known results per day[/b]. This means three potentially confirmed crits, three guaranteed hits, or three convenient misses if needed. The uses for this item are simply [i]staggering[/i], and it's your goal, nay, your [i]duty[/i] to obtain it. Encounter, Rare. [b][COLOR=#00ccff]Broom of Flying (Level 15, MME):[/COLOR][/b] Flight is good. This is Fly speed 8 and hover, all day, every day. The catch? -2 to attack rolls, but this is still [i]ridiculously[/i] powerful out of combat, and even in combat it's a gimme for Lazylords. Warlord, Daily. [b][COLOR=#00ccff]Greater Flying Carpet (Level 20+, MME):[/COLOR][/b] Got a reflex defense so bad that you don't care if you make it worse? Not really getting attacked against AC much? Don't care because you can soak HP damage like a boss? Get this item then. Flight is an absolutely precious commodity and it helps obviate many encounters. Rare. [/sblock] [b]Epic Wondrous Options[/b] [sblock][b][COLOR=#00ccff]Mummified Hand (Level 27, AV):[/COLOR] [/b]Comes in really late and requires extra items to work, but can you really say no to a bonus ring slot? Everybody can use an extra ring, pretty much. [COLOR=#0000ff][b]Solitaire, Violet (Wondrous, Level 26, AV):[/b] [/COLOR]Once per day when you crit, you get an action point which you have to spend before the end of your turn. Doesn't let you get around the "one action point per encounter" limit unfortunately, but still very useful for every other encounter, especially since it's slotless. Get a few if you can. Daily. [/sblock][/sblock] [b]Boons[/b] [sblock][b]Heroic Boon Options[/b] [sblock][b][COLOR=#00ccff]Blessing of Blazing Fangs (Level 4+, DSCS):[/COLOR] [/b]Fire is a very common element, so you should get this cheap bonus that stacks with itself and is obtained from enemies' attacks reasonably often...and if you're a Desert Wind Monk, [b][COLOR=#ff9900]this is a core item[/COLOR][/b][COLOR=#ff9900] [/COLOR]you should never let go of, because it lets you trigger your Firewind Blade by flurrying yourself, turning you into an actually effective single-target striker. Really damn good boon, honestly. Striker, monk, Augmentable, Boon. [COLOR=#ff9900][b]Pelor's Sun Blessing (Level 3+, DMG2):[/b][/COLOR][b] [/b]Are you a Morninglord or Solar Enemy abuser? Then this boon is broken and you should abuse it to high heaven. It also has a nifty daily, to add insult to injury. Augmentable, Avenger, Strike, Daily, Boon. [/sblock] [b]Paragon Boon Options[/b] [sblock][COLOR=#ff9900][b]Five Stars Five Strikes (Level 13, Dragon 404):[/b][/COLOR][b] [/b]Do you have access to boons? Are you a melee character? If the answer to both of those questions is yes, you're taking this boon, period. That's four extra chances to score a crit on an attack, a lot of good extra damage on a nova round if you're a striker (18 damage if all attacks hit is quite a bit of bonus punch - comparable to applying Weapon Focus six extra times), and it all comes with movement on top, too. There's very, very few items that are usable by a wide variety of classes and builds. This is one of them. Striker, Multi-Role, Encounter, Boon.[/sblock] [b]Epic Boon Options[/b] [sblock][/sblock][/sblock] [sblock=Mounts and Other Items][b]Heroic Miscellaneous Options[/b] [sblock][COLOR=#00ccff][b]Ornithopter (Level 8, AV):[/b][/COLOR][b] [/b]Easily shot down and kinda slow, but this is unlimited flight. Repeat: [b]UNLIMITED FLIGHT.[/b] A complete steal, and it's worth sacrificing item parcels to stick the party in flying machines.[/sblock] [b]Paragon Miscellaneous Options[/b] [sblock]None yet.[/sblock] [b]Epic Miscellaneous Options[/b] [sblock]None yet.[/sblock] [b]Originally posted by Armisael:[/b] Reserved 12: Consumables, Lair Items, Miscellaneous and Mundane. [b]Originally posted by Armisael:[/b] Reserved 13: Rich Lucky Thirteen, just in case. You may post now! [b]Originally posted by thespaceinvader:[/b] Very interesting. I will surely be contrinuting at some point. For the record, I'm intending to write up Staggering Weapon shortly, probably Cinture of Vivacity (the one that gives you overheal as temps, which is hilariously good with a nice buffing Warlord's heals) - on which note, as THP keyword would probably be useful - and probably others as take my fancy. [b]Originally posted by Koshinuke:[/b] [b][COLOR=#ffcc00]Staggering Weapon (Weapon)[/COLOR][/b]: One of the best enchantments for flail using fighters. Adding the enhancement modifier to a slide is just ridiculous. It also knocks the target prone on a crit in addition to doing extra damage on a crit. If you want to really add distance to a slide or make flail expertise and dragging flail insane, get a staggering flail and rushing cleats. That being said, I do not see this enchantment being good for most other classes or weapons without taking dragging flail and MC fighter unless you are only looking to position them and not prone them. I know you don't want to abuse gold but being able to slide a target 8 squares at L30 with two items is kind of ridiculous. Lashing Flail+Dragging Flail+Flail Expertise+Staggering Flail(+6) = Every MBA you make, especially OAs and Combat Challenge, now has prone+slide8 If you really want to go for distance, it is possible to hit slide 10 along with a prone at L30. You would be able to do this to all targets in a close burst2 as a fighter. Scattering Swing(L13 encounter, close burst1) = slide1 Flail Expertise = prone on the slide1 from Scattering Swing Spiked Chain Bludgeon Expertise = +1 slide/push(affects spiked chain through arena training) Rushing Cleats = +1 slide Dragging Flail = +1 slide on prone Polearm Master PP = +1 forced movement with reach weapon(spiked chain) Reaching Whirlwind(Epic Tier) = close burst1 becomes close burst2 with a reach weapon Staggering Spiked Chain +6 = +6 slide distance At the end of it all, with a single attack, every enemy within close burst2 is either prone/slide10 on a hit or push 3 on a miss. [COLOR=#ffcc00][b][/b][/COLOR][b][COLOR=#00ccff]Gloves of Eldritch Admixture (Hands)[/COLOR][COLOR=#ffcc00][/COLOR][/b][COLOR=#ffcc00][/COLOR]: The ability to add a damage keyword to any warlock attack by way of warlock's curse allows a warlock to get around immunities and resists. Though Cold and Fire are common damage types and are often resisted, adding them to another attack makes it unlikely it will be resisted. And you can always use the gloves to add cold. For an Elemental Warlock, Gloves of Eldritch Admixture become [COLOR=#ffcc00]Gold[/COLOR] due to the increased likelyhood that you will have a vulnerability that matches what the gloves can do which increases your damage by 5/10/15. [b]Originally posted by Armisael:[/b] Can you prove that a Staggering Weapon is the unbeatable dominant choice for flail users, Koshi? I'm very, very hesitant to rank things gold without extremely good reasons for it, because it paints the wrong picture of 'get this or die', if you get what I mean. Iron Armbands of Power and Bracers of Archery would earn gold, for instance, because they are mathematical necessities to keep up with the game's expected damage per tier for most characters. An item like Claw Gloves, while [i]overwhelmingly[/i] powerful for most Strikers post Lycan, would probably still land a [COLOR=#00ccff][b]Sky Blue[/b][/COLOR] rating because it is not so dominant a choice compared to Gauntlets of Brutality and Gloves of Ice that there's no reason for somebody to pick another item. --- @TSI: Added a Healing and THP pair of keywords. Thanks for the suggestion! [IMG]http://community.wizards.com/sites/all/modules/custom/forest_site/smileys/wizards/smile.gif[/IMG] [b]Originally posted by thespaceinvader:[/b] Staggering's also very good for buffing forced movement to trigger PM. It's a dominant weapon choice for Berserkers who want to defend, too. And for Knights, albeit they have a lot of options. I wonder, also, if there's room for sub-items - i.e. Shard of Cold and Gloves of Ice are pretty much gold for permafrost users, pretty much terrible for most others. [b]Originally posted by Dzance:[/b] Do you intend to include Rare items including artifacts? I only mention because Hammer of Thunderbolts is very VERY good for strikers who focus on thrown weapons, but as an artifact it's extremely DM-dependent. Otoh, if you want to role play Thor... [b]Originally posted by DarthPotater:[/b] I think this keywords can be very useful. [skill] when the item add a bonus to one or more skills [initiative] when the item add a bonus to initiative [teleport] there is a teleport handbook but... A question: When the item is very good for one purpose and bad for others, how are you rating it? I cant see stagering being gold, if only is mandatory for one build. Maybe you can do ratings in the keywords? Not sure.... Btw good luck, this can be a very useful guide. [b]Originally posted by Armisael:[/b] If it's actually worth it, an artifact would go under Miscellaneous. It would really have to be borderline broken to even make the cut though, because c'mon, it's an artifact. I expect something really stupid out of unimaginably plot powerful items. It should be an Excalibur or Durendal to even merit notice. --- As for Staggering, I don't think it is as dominant as you guys think. Very good? Sure. But you're gonna have to convince me that it's better than a Mark of Storm Lightning Weapon (AKA, 'your attacks don't happen'), Feyslaughter weapons (Or 'you're locked down. Completely.'), and so on. It really needs overwhelming evidence in its favor to get a gold rating, and I don't think it has it even for flails. And sub-items will be listed, TSI - they will receive ratings appropriate to the item they're augging or lesser. So sky blue is the limit for shards and gloves of ice for instance. --- [MENTION=7314]darth[/MENTION]Potater: It's only going to be gold if it is an overwhelmingly powerful item for at least one very popular build, and likely a subset of them. Staggering does not make the cut until further evidence in its favor is presented. If you want an example of something I'd consider gold worthy, think of pre-nerf Reckless Weapons. Also, I question the need for an initiative and teleport tag, but I've added a Skills tag because it makes sense to mention it. Thanks for the suggestion! [/QUOTE]
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Weapons of Legacy: A Compendium of Magic Items
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