Didn't see any guides on general itemisation anywhere, and there's a lot of items in 4e. For people getting into the game, I thought this might be useful.
Thanks to AndyP on the 4e discord for helping me with this.
In addition, they can really help you when things go south - you don’t need more power in the easy encounters, or when dice roll hot, but when dice are cold or the encounter is difficult, dumping all of those dailies can quickly turn the tide of an encounter.
Some other general rules
Colour Coding (I originally posted this on a google doc so I'll just use spoilers for ease here)
For the purpose of this guide all items are at least good - not for every build and not at every level. Hence there are no items worse than blue here
Notes on “Golfbagging”
Golfbagging is when you buy a bunch of copies of the same item to use its power multiple times per day. If using item rarity, this may not be available for many of the items listed as items with powers tend to be uncommon or rare because of this.
Can also refer to buying a bunch of different items for their powers and swapping to the useful ones when you want to use them. The same items are generally good for both things as a power good in one copy is good in multiple copies - there exists some exceptions, mostly those that require actions to activate as they may compete with your actual powers too much if bought in multiple copies.
For worn items, it’s unclear what actions in combat it takes to equip a new worn item you just pulled out.
For held items such as weapons and implements, however, a drop (or free stow) + free draw (such as from the battle harness) can allow you to abuse their powers. However, many of these items require you use said implement in order to trigger the power - these ones aren’t worth golfbagging unless the effect they give is broken.
You will need some method of free item draws, such as Battle Harness, Fast Hands, Disembodied Hand, Rakshasa Claw or Clever Tail to make this more effective. Free stows such as from Fast Hands means you don’t need to constantly drop your items on the ground.
Some items are not worth purchasing until a much later level because their powers aren’t worth that significant a chunk of your WBL. I have listed these items at the tier above their lowest level.
There’s some extra Expected Table Variance because nothing in the Rules Compendium actually states you have to be wielding an item to use its power (unless that power says it needs the item to be wielded), so you may not even need item shuffling to golfbag. This interpretation is very silly though, and probably won’t fly at any table even if they allow golfbagging.
Thanks to AndyP on the 4e discord for helping me with this.
General Rules & Assumptions
Assuming a 4/5/6 (by tier) encounter day of 4 rounds each, daily powers are not as limiting as you might first think. Saving action economy becomes a major selling point when you only have ~4.5 standard actions (4-6 x 4 + 2-3 action points) per encounter.In addition, they can really help you when things go south - you don’t need more power in the easy encounters, or when dice roll hot, but when dice are cold or the encounter is difficult, dumping all of those dailies can quickly turn the tide of an encounter.
Some other general rules
- The Big 3 (armor, weapon, neck) will need to be upgraded to keep up with math. Armor and neck can skip a level tier, or be bought much later when they’re cheap, +1 to defense is actually not that impactful - negating a single enemy’s turn is equivalent to what 20 attacks against +1 defense does.
- For Magic Armour and Neck slots, the basic version works if you don’t want any of the abilities, although other same price items at higher enchantment values such as the Gambler’s Suit or Summoned Armor are strict upgrades.
- Magic shields are generally not worth buying because they consume both your offhand and arms slot. Mundane shields are often better.
- Nearly every character will have a magic weapon, ki focus, holy symbol or implement better than the basic one.
- The Waist slot has few useful items - many builds will take the Belt of Vigor early, trade it for the Diamond Cincture at some point and then leave it at that.
- Wondrous items are slotless. Even if the effects are pretty medium, if the effect isn’t one that naturally descales (i.e. fixed attack bonus, fixed damage or healing) then buying a bunch of them once they become cheap relative to your wealth is very worth it.
Colour Coding (I originally posted this on a google doc so I'll just use spoilers for ease here)
For the purpose of this guide all items are at least good - not for every build and not at every level. Hence there are no items worse than blue here
- Gold: Broken item. Buy it if it’s allowed and you don’t have a specific build choice in this slot.
- Sky Blue: General best in slot item. If you don’t know what to pick, pick one of these.
- Blue: Good item. Some builds or players may consider this over the default options.
- Purple: Item specific to one class or archetype.
- Green: Utility items that have specific use cases.
- Orange: Useful at specific level bands
- Pink: GM dependent.
Notes on “Golfbagging”
Golfbagging is when you buy a bunch of copies of the same item to use its power multiple times per day. If using item rarity, this may not be available for many of the items listed as items with powers tend to be uncommon or rare because of this.
Can also refer to buying a bunch of different items for their powers and swapping to the useful ones when you want to use them. The same items are generally good for both things as a power good in one copy is good in multiple copies - there exists some exceptions, mostly those that require actions to activate as they may compete with your actual powers too much if bought in multiple copies.
For worn items, it’s unclear what actions in combat it takes to equip a new worn item you just pulled out.
For held items such as weapons and implements, however, a drop (or free stow) + free draw (such as from the battle harness) can allow you to abuse their powers. However, many of these items require you use said implement in order to trigger the power - these ones aren’t worth golfbagging unless the effect they give is broken.
You will need some method of free item draws, such as Battle Harness, Fast Hands, Disembodied Hand, Rakshasa Claw or Clever Tail to make this more effective. Free stows such as from Fast Hands means you don’t need to constantly drop your items on the ground.
Some items are not worth purchasing until a much later level because their powers aren’t worth that significant a chunk of your WBL. I have listed these items at the tier above their lowest level.
There’s some extra Expected Table Variance because nothing in the Rules Compendium actually states you have to be wielding an item to use its power (unless that power says it needs the item to be wielded), so you may not even need item shuffling to golfbag. This interpretation is very silly though, and probably won’t fly at any table even if they allow golfbagging.
Quick Reference
Heroic
- Armour
- Damage: Bestial Armor (3+, Charger), Runic Armor (3+, arcane)
- Utility: Hero’s Armor (2+), Battle Harness (4+), Time Link Armor (4+), Benefactor Armor (9+), Blending Armor (9+), Genasi Soul Armor (4+), Summoned Armor (6+, free upgrade vs regular magic armor), Pouncing Armor (4+), Ever-Fading Armor (10+, invisibility)
- Defense: Dwarven Armor (2+), Robe of Eyes (2+), Flowform Armor (4+), Shimmering Armor (4+, or Shadowdance Armor, 5+), Stoneskin Armor (3+, not worth upgrading), Bloodiron Armor (8+), Marauder’s Armor (7+, Charger), Stanching Armor (3+), Scale of the Serpent (4+), Bloodthread Armor (5+), Marauder’s Armor (3+, charger), Armor of Dogged Grit (7+), Jousting Shield (2+, charger), Tusk Shield (2, charger), Vanguard’s Shield (3), Hammer Shield (8)
- Control: NA
- Specific: Eladrin Armor (3+, you teleport), Tactician’s Armor (5+), Irrefutable Armor (7+, you have a will targeting attack you don’t want to miss with), Righteous Armor (9+, your DM really loves minions), Shadow Warlock Armor (10+, Warlock), Gloaming Armor (5+, Invisibility stuff), Shared Valor Armor (8+, THP granter), Armor of Dark Majesty (4+, Warlock), Bear Spirit Armor (4+, Shaman), Lifefont Armor (4+, Warden)
- Resists: Lifegiving Armor (3+), Black Iron Armor (4+), Ectoplasmic Armor (4+), Pelaurum Armor (4+), Alchemical Defense Nodes (5+), Deathcut Armor (5+), Ghostphase Armor (9+), Inner Warmth Armor (9+)
- Arms
- Damage: Bracers of Mighty Striking (2+, E-class, melee), Bracers of Archery (6+, Bow or Crossbow), Iron Armbands of Power (6+, Melee), Bracers of the Perfect Shot (3+, Any RBA class), Counterstrike Guards (4+, MBA class)
- Utility: Phylactery of Action (3), Couters of Second Chances (5+),
- Defense: Bracers of Escape (7+, do not upgrade)
- Specific: Quickhit Braces (5+, Multiattacker)
- Hands
- Damage: Gloves of Recovery (5, MBA class), Strikebacks (10, MBA class), Gauntlets of Blood (4+), Resplendent Gloves (5+, Will targeting), Gloves of Eldritch Admixture (8+, Fire, Acid or Cold bonuses), Life-Draining Gauntlets (6+, Necrotic), Dwarven Throwers (10, Thrown)
- Utility: Gloves of Grace (5), Babau Gauntlets (10+,Dex class, do not upgrade), Spell Anchors (9)
- Defense: Antipathy Gloves (10)
- Control: Gauntlets of the Ram (8, Push), Illusionist’s Gloves (9, Illusion, save)
- Specific: Bracers of Mental Might (6, Multiclassed or hybrided with a str class, warlords), Claw gloves (4, WereX or druid)
- Feet
- Damage: Boots of the Mighty Charge (10), Boarding Boots (8)
- Utility: Acrobat Boots (2), Boots of the Fencing Master (7)
- Defense: Boots of Free Movement (6, Melee), Resplendent Boots (6)
- Control: Rushing Cleats (7), Avalanche Boots (10)
- Speed: Riding Boots (4, mounted), Boots of Leaping (9), Boots of Sand and Sea (10), Boots of Striding (9)
- Head
- Damage: Eagle Eye Goggles (2+, RBA class), Horned Helm (6+, Charger)
- Utility: Casque of Tactics (4+), Helm of Battle (9+, One per party), Headband of Intellect (10+, Psychic, low prio upgrade), Helm of Heroes (10+, Any basic attack granter, low prio upgrade)
- Defense: Coif of Mindiron (8+), Circlet of Second Chances (3)
- Control: Skull Mask (5+, Fear saves, low prio upgrade), Phrenic Crown (7+, Will targeting saves)
- Specific: Command Circlet (5, shardminds), Crown of Infernal Legacy (9+, Tieflings)
- Implements
- Generalist: Belled Branch (2+, Divine), Final Sleep Ki Focus (3+), Staff of Ruin (3+), Iron Body Ki Focus (5+), Earthfall Totem (7+)
- Offhand: Defensive Staff (2+), Orb of Judicious Conjuration (3+), Orb of Mental Constitution (3+), Orb of Nimble Thoughts (3+), Rain of Hammers Ki Focus (3+), Elusive Action Ki Focus (4+), Symbol of Daring (5+, buy downlevelled), Symbol of Victory (9+, do not upgrade), Staff of Magius (10), Staff of Mishakal (10)
- Control: Earthroot Staff (3+), Orb of Forceful Magic (3+, forced movement), Shepherd’s Totem (3+, forced movement), Flesh-Eating Rod (7+, ongoing save ends all), Symbol of Power (7+, save)
- Damage Type: Blazing Arc Ki Focus (3+, fire), Death Strike Ki Focus (3+, necrotic), Body of Fire Ki Focus (4+, fire), Rod of the Dragonborn (5+, dragon breath), Thunderfist Ki Focus (4+, thunder), Sun Disk of Pelor (8+, radiant), Forked Lightning Ki Focus (9+, lightning), Symbol of Fire and Fury (9+, defender, fire), Anarusi Codex (10, necrotic)
- Damage Type Support: Envenomed Ki Focus (2+, Poison), Rod of Mindbending (10+, psychic), Rod of Starlight (10+, radiant), Rod of the Pyre (10+, fire)
- Specific: Quickcurse Rod (2+, Warlock), Rod of Office (2+, Sorcerer-King Pact), Staff of Missile Mastery (2+, Magic Missile), Master’s Wand of Magic Missile (3+, magic missile), Master’s Wand of Scorching Burst (3+, blaster wizard), Rod of Avernus (3+, Warlock), Rod of Corruption (3+, Warlock), Staff of the War Mage (3+, buy the level 3 version), Staff of Sleep and Charm (3+, Sleep and Charm), Abduction Ki Focus (4+, assault sword mages and other MBAers), Hellfire staff (4+, tieflings and dragonborn), Architect’s Staff (5+, walls & zones), Blurred Strike Ki Focus (5+, monk), Orb of Stored Energy (5+, psionic), Orb of Unfailing Concentration (5+, psionic), Staff of the Traveler (5+, shift), Thunderwave Staff (8+, high heroic build specific), Symbol of the Radiant Flame (8+)
- Neck
- All previous neck items are upgradable as it is a big 6 item. If you don’t find something better for you, just upgrade your previous item.
- Damage: Torc of Justice (10, requires the ability to spend healing surges)
- Utility: Sustaining Cloak (2+)
- Defense: Badge of the Berserker (2+, Charger), Cloak of the Chirurgeon (3+), Amulet of Life (5+), Amulet of Psychic Interference (5+), Cloak of Translocation (9+, if you can teleport constantly), Medallion of Death Deferred (9+), Silver Hart Clasp (9+)
- Control: Amulet of Seduction (5+, Charm), Talisman of Terror (7+, Fear)
- Rings
- NA
- Waist
- Damage: Belt of Lucky Strikes (8, Have MBAs)
- Defense: Belt of Raging Endurance (9+, low prio upgrade), Diamond Cincture (10+, low prio upgrade), Belt of Vigor (2+, Dirt cheap to fill this slot with something, do not upgrade)
- Specific: Belt of Sonnlinor Righteousness (6+, Revenant)
- Weapons
- Dragonshards: Eberron Shard of Lightning (2+), Eberron Shard of Radiance (3+), Siberys Shard of the Mage (3+), Khyber Shard of the Fiery Depth (2+), Siberys Shard of the Merciless Cold (2+)
- Generalist: Rebounding weapon (2+), Battlecrazed Weapon (4+), Sentinel Marshal Honor Blade (5+), Weapon of Speed (5+), Scarblade (10)
- Offhand: Quicksilver Blade (2+), Rhythm Blade (3+), Harmony Blade (4+), The First Sword of Tyr (8)
- Add Range: Farbond Spellblade (2+), Hungry Spear (2+)
- Support: Chieftain’s Weapon (3+, you grant BAs), Rousing Hammer (5+)
- Control: Staggering Weapon (2+, Slide builds), Knockback Weapon (4+, push), Controlling Weapon (8+, push or slide), Cunning Weapon (8+, save powers), Stormshard weapon (9+, requires lightning/thunder)
- Specific: Goblin Totem (2+, Pixies), Mage’s Weapon (2+), Aegis Blade (3+, swordmage), Armbow (3+), Blood Fury Weapon (3+, you want to be bloodied. Do not upgrade.), Ki Weapon (3+, monk), Avalanche Hammer (4+, MBA charger), Firewind Blade (4+, fire), Rending Weapon (4+, critfisher), Flensing Weapon (5+, you need enemies bloodied), Punishing Weapon (8+, dual wielded), Incisivie Dagger (9+, teleport), Footpad’s Friend (10+, rogue)
- Damage Type: Frost Fury Weapon (3+, cold), Frost weapon (3+, cold), Shock weapon (3+, lightning), Screaming Bow (4+, thunder), Sunblade (4+, radiant), Flaming weapon (5+, fire), Lightning weapon (5+, lightning - may be necessary over shock depending on powers), Spiderkissed Weapon (7+, poison), Force Weapon (8+, force), Mordant Weapon (8+, acid and poison), Githyanki Silver Weapon (9+, psychic), Vampiric Weapon (9+, necrotic), Flame Tongue Weapon (10+, upgrade to Flaming)
- Weaplements: Bard’s Songblade (1+, Bard), Harmonic Songblade (2+, Bard), Pact Bow/Hammer/Sword (2+, Warlock), Totemic Spear (2+, Shaman), Alfsair Spear (3+, Totem), Harsh Songblade (3+, Bard), Ironscar Rod (3+, Mace), Pact Blade (3+, Warlock), Rose Scythe of Chauntea (4+, Divine/Primal staff), Scepter of Bane (4+, Holy Symbol), Vigilant Blade (4+, Avenger/Paladin), Weapon of Oaths Fulfilled (4+, Avenger), Unforgettable Cudgel (8+, divine), Crusader’s Weapon (9+, divine)
- Wondrous Items
- Damage: Backlash tattoo (9, Have any basic attack), Fochlucan Bandore (3), Ruby Scabbard (5), Primordial Shards (7+, Pale Tooth, Echo, low priority upgrade), Death Rattle (8)
- Utility: Battle Standard of Healing (3, use out of combat), Guardian’s Whistle (4), Power Jewel (5), Flute of the Dancing Satyr (6), Pearl of Power (7+), Obsidian Sliver (8+, do not upgrade), Whistle of Warning (8), Lens of Discernment (10), Salve of Power (10), Zaarani’s Solitaire (10)
- Defense: Restful Bedroll (1), Eager Heroes’ Tattoo (10+), Fireheart Tattoo (4+), Elven Chain Shirt (9+)
- Control: Curse Eye Tattoo (8), Madeth’s Magical Musician (3)
- Specific: Bowstring of Accuracy (8, Must have drow or eladrin ally), Pitted Flowstone (9+, Shift), Flagon of Ale Procurement (5, Dwarf)
- Set Bonuses
- Utility: Blade Dancer’s Regalia (Gloves + Rhythm Blade), Heirlooms of Mazgorax (Amulet)
Paragon
- Armour
- Utility: Feytouched Armor (12+, Cheaper than Time Link or Battle Harness, is an item bonus vs harness’ power), Legendmaker Armor (14+), Temporal Armor (20+), Robe of the Archmage (20+)
- Defense: Dilatory Armor (13+), Armor of Dark Deeds (14+), Greater Armor of Eyes (14+), Bloodtheft Armor (19+)
- Specific: Champion’s Hauberk (13+, You want more Channel Divinity), Armor of Shared Valor (15+, you can actually use this), Shield of Fellowship (15, Combo with Shared Valor armor - not Armor of Shared Valor), Winged Shield (15, Arms slot only shield bonus)
- Arms
- Damage: Upgrades of previous items, Frost Charger Bracers (13, charger)
- Utility: No new items
- Defense: No new items
- Specific: Upgrades of previous item
- Hands
- Damage: Upgrades of previous items, Gloves of Ice (11+, Cold), Gauntlets of Brutality (17, If you or party can easily prone)
- Utility: Upgrades of previous items, Many-fingered gloves (20)
- Defense: NA
- Control: Gloves of Dimensional Repulsion (14, Teleport)
- Specific: NA
- Feet
- Damage: NA
- Utility: Earthreaver Stompers (17+)
- Defense: NA
- Control: NA
- Speed: Butterfly Sandals (12), Eladrin Boots (16), Planestrider Boots (18), Swiftstrike Shoes (20)
- Head
- Damage: Upgrades of previous items
- Utility: Upgrade previous items (Except the Casque), Helm of Teleportation (15+), Leader’s Helm (16, requires other Implements of Argent), Crown of Equilibrium (12, You need save ends powers for this)
- Defense: Circlet of Arkhosia (14+), Helm of the Mental Juggernaut (14), Crown of Neverwinter (15), Evasion Shard (20)
- Control: Upgrade Phrenic Crown
- Specific: Golden Crown of Battle Command (14, Warlord), Crown of Infernal Legacy (19, tiefling)
- Implement
- Generalist: Wand of Thunderous Anguish (14+), The Ineffable Secret of Death (15+)
- Offhand: Staff of Resilience (3+, buy the level 3 version), Orb of Fickle Fate (4+, buy downlevelled), Orb of the Peerless Artist (4+, buy level 4 only), Staff of the Renewing Source (5+, buy downlevelled), Orb of Impenetrable Escape (6+, buy level 6 only), Orb of Spatial Contortion (7+, buy level 7 only), Symbol of the Champion’s Code (8+, defenders, paladins may upgrade), Orb of Reversed Polarities (9+, can upgrade), Domino of Olladra (10+, do not upgrade), Necklace of Prayer Beads (10+, do not upgrade), Stern Mountain Totem (10+, upgrade if you want), Orb of Temporal Dissonance (13+, buy level 13 only), Orb of Translocation Interference (13+, buy level 13 only), Staff of the Lich (13+, necrotic, buy level 13 only), Quickening Staff (14+, do not upgrade), White Orb of Dragonkind (14+)
- Control: Orb of Inevitable Continuance (3+, buy the level 3 version)
- Specific: Expeditious Tome (12+, buy level 12 only. Ritual casters may want), Orb of Heightened Imposition (12+, orb of imposition), Manual of Expansive Learning (14+, can upgrade, wizard)
- Neck
- Damage: Greater Necklace of Fireballs (15+)
- Utility: Timeless Locket (14+), Torc of Power Preservation (15+)
- Defense: Seashimmer Cloak (13+)
- Control: Amulet of Elegy (2+, but not worth getting until here)
- Specific: Mantle of the Golden General (12+, Warlord), Torc of Fortune (14+, save abusers)
- Rings
- Damage: Ring of Fury (14, Basic attack class), Ring of the Dragonborn Emperor (15), Ring of Draconic Zeal (18, Basic attack class)
- Defense: Iron Ring of the Dwarf Lords (14), Ring of Invigoration (14), Champion’s Ring (17)
- Utility: Premonition Ring (15), Ring of Borrowed Spells (17), Ring of the Fallen (18, saves surges)
- Control: Ring of Retreat (17, Teleport), Ring of Ramming (18, Push), Ring of the Deep Wood (18, Push)
- Specific: Ring of the Djinn Slayer (11+, Assassin), Eladrin Ring of Passage (14, Teleport), Ring of Mental Power (14, Psi-class), Foe Binder Ring (19, Defender)
- Waist
- Utility: Cord of Divine Favour (13, Leaders), Belt of Breaching (19, Damage dealers)
- Defense: Belt of Vim (8+, but not worth it until this point), Rope of Slave Fighting (7+ but only the 17 is really worth it), Belt of the Witch King (18)
- Damage: NA
- Specific: Baldric of Assault (11, Swordmage, Assault), Cincture of Vivacity (14, May be useful for low HP characters), Baldric of Shielding (19, Swordmage, Aegis of Shielding)
- Weapon
- Generalist: Shadowrift Blade (12+), Withering Weapon (13+)
- Offhand: Feyslaughter weapon (9+, only useful at high paragon/epic), Blade of Night (12+, do not upgrade), Captain’s weapon (13+, do not upgrade), Battlemaster’s Weapon (14+, do not upgrade), Healing Weapon (14+, do not upgrade), Brightblade (15)
- Control: Forceful Weapon (16+)
- Damage Type: Death Weapon (13+, necrotic), Necrotic Weapon (13+, half necrotic), Thunderbolt Weapon (13+, lightning), Thundergod weapon (13+, thunder, charge only), Mindiron Weapon (14+, half psychic), Spellsoul Blade (14+, three types, dm dependent can get thunder), Radiant Weapon (15+, radiant), Flame’s Champion (15, radiant and fire), Lifebane Weapon (15+, half necrotic), Weapon of Summer (15+, fire)
- Specific: Jagged Weapon/Melegaunt’s Darkblade (12+, Crit builds), Bradaman’s Weapon (13+, Paladins), Blade of the Eldritch Knight (15+), Reaper’s Axe (15+)
- Wondrous
- Damage: Drum of Panic (13, Fear), Solitaire Aquamarine (16, MBA class), Fire Horn (18, Fire), Dazzling Showcase (14, Fear)
- Defense: Breakchain Tattoo (13+), Diplomat’s Scabbard (12), Invigorating Coins (15), Fey Flute (18), Horreb Ritual Cube (18), Sanctum of Astilabor (18)
- Utility: Dice of Auspicious Fortune (11), Tattoo of the Penitent Martyr (11), Teamstrike Tattoo (11), Foe Stone (12), Keoghtom’s Ointment (12), Rhythmic War Drums (12), Fortune Stones (12, pick ones that match your powers), Dust of Appearance (13), Gambler’s Eight (14), Shadow Box (14), Broom of Flying (15), Ghostlight Candle (15), Pouch of Ghost-Grounding Dust (15), Shape of the Multiverse (20)
- Specific: Rage Torc Tattoo (12, Barbarian), Versatile Spellbook (11, Wizard), Shard of Decay (15, Necrotic), Elemental Prism (16, damage type manip)
- Set Bonuses
- Damage: Gifts for the Queen (Lightning or Radiant)
- Utility: Eldritch Panoply (Belt + Medallion), Fortune Stones, Implements of Argent (The items except the helm and ring suck, but untyped initiative is a whole item in of itself)
Epic
- Armour
- Damage:
- Utility:
- Defense: Shadowflow Armor (13+, not worth getting until here), Armor of Shared Health (30)
- Control:
- Specific: Armor of Enduring Health (23+, Second Winds)
- Arms
- Damage: Upgrades of previous items
- Utility: Upgrades of previous items
- Defense: Upgrades of previous items
- Specific: Upgrades of previous items
- Hands
- Damage: Upgrades of previous items, Foe Caller Gauntlets (22, very good for defenders)
- Utility: Upgrades of previous items
- Defense: NA
- Control: NA
- Specific: Hands of Hadar (26, Warlock)
- Feet
- Damage: NA
- Utility: NA
- Defense: Fey Warrior’s Boots (24)
- Control: NA
- Speed: Zephyr Boots (24, Gives fly speed), Airstriders (25, Semi fly speed for heavy armor users), Boots of Teleportation (28, Gives teleportation speed), Boots of Caiphon (24, Minor action shift your speed at a cost)
- Head
- Damage: Upgrades of previous items, Ioun Stones (21)
- Utility: Upgrades of previous items, Essence of the Wisp (21), Eye of Awareness (22), Moretta Mask (25, can also be used for damage), Volto Mask (29)
- Defense: Jarlaxle’s Eye Patch (27, It’s unique so you can’t buy it)
- Control: Upgrades of previous items
- Specific: Clockwork Cowl (26, Huge action eco, really need something to use it on)
- Implement
- Offhand: Orb of Indefatigable Concentration (13+, buy level 13 only), Orb of Karmic Resonance (13+, buy level 13 only), Symbol of Sustenance (17+, buy level 17 only), Staff of Power (19+, buy level 19 only), Destiny Staff (25+, buy level 25 only. VERY expensive)
- Specific: Rod of Baleful Geas (12+, warlock, you can buy uplevelled but probably not worth), Staff of Portals (14+, do not upgrade), Staff of Transposition (14+, do not upgrade), Orb of Mighty Retort (15+, do not upgrade), Rod of Vulnerability (15+, do not upgrade), Feyrod (18+, buy level 18 only), Hellrod (18+, buy level 18 only), Star Rod (18+, buy level 18 only)
- Neck
- All previous neck items are upgradable as it is a big 6 item. If you don’t find something better for you, just upgrade your previous item.
- Defense: Possum Amulet (23+), Amulet of the Unbroken (29)
- Specific: Far-Step Amulet (29, you teleport)
- Rings
- Damage: Kartan’s Void Ring (26)
- Utility: Ring of Wizardry (21, Arcane), Luminary Ring (22, long lasting buffs), Opal Ring of Remembrance (29, Int class), Ring of Free Time (29)
- Defense: Ring of Tenacious Will (21, High cha, low con), Golden Ring of Teros (24)
- Control: Haggaron’s Ring of Control (25)
- Waist
- Damage: NA
- Utility: Sash of Regeneration (28, Saves surges out of combat, only need 1)
- Defense: Belt of Vitality (23)
- Specific: Artificer’s Belt (21, Artificer)
- Weapon
- Generalist: Sword of Black Ice (27)
- Offhand: Greater luckblade (15+, buy level 15 only), weapon of summer (15+, buy level 15 only), Shadowfell Blade (19+), Lilting Songblade (20+, buy level 20 only), Legendary Weapon (25+, buy level 25 only)
- Control: The Eighth Sword of Tyr (22)
- Damage Type: Taulmaril, the Heartseeker (25, force and lightning), Sorrowsong Blade (29, half psychic)
- Damage Type Support: Rod of Ulban (25+, requires warlock)
- Wondrous
- Damage: Ollamh Harp (29)
- Utility: Horn of Baldagyr (22), Anstruth Harp (23), Solitaire Violet (26)
- Set Bonuses
- Utility: Points of the Constellation (Boots + Vambraces), Rings of the Akarot (Void, Gold or Glittering ring.