D&D 4E Guide to Itemisation in 4e

Exocist

Villager
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.

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.
 

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Exocist

Villager

Arms​

Heroic:​

Sky Blue
Phylactery of Action (3, Uncommon): A default pick if you can’t use any of the damage bracers or the couters (implement users without a great RBA). Daze, stun and petrify are all nasty. Immobilize and restrain less so for ranged characters but still bad. The less time you spend under these conditions, the better. Also very cheap and doesn’t need upgrades.

Quickhit Braces (5+, Uncommon): Twin Strike users love this, as does anyone who makes a lot of attacks with both their main and off-hand against the same target. The bonus is not an item bonus, just extra damage, meaning it stacks with other item bonuses unlike the Iron Armbands. Also applies twice to Twin Strike because it only has one hit line, so it becomes 1[w]+1d6 per attack, meaning it does more damage than the armbands provided both attacks hit.

Iron Armbands of Power (6+, Uncommon): Default pick for nearly all melee strikers. E-classes that do a lot of MBAs may prefer to save money and buy the bracers of mighty striking instead, though these classes will still tend to have non MBA attacks. These are strictly better, just more expensive. If you have another item bonus to damage, such as an Ioun Stone later, you can replace this.

Bracers of Archery (6+,Uncommon): Default pick for weapon based ranged attackers. Not a strict upgrade over the Bracers of the Perfect Shot - there are quite a number of RBA powers, especially implement ones, that don’t use a bow or crossbow.

Blue
Bracers of Mighty Striking (2+, Common): If you want to save money vs the Iron Armbands and use a lot of MBAs, pick these. There’s really nothing else to them, Iron Armbands tend to be better but are more than triple the cost.
Bracers of the Perfect Shot (3+, Common): Default pick for those that use a lot of RBAs - this is usually Elementalists and other E-classes, though most implement users have RBA powers that they still use on occasion - especially if your leader grants RBAs. The competition isn’t fierce in this slot for these classes, and if you prefer a bit of damage to your RBA instead of a bit of defense, it’s a decent pickup.

Couters of Second Chances (5+, Uncommon): Melee warlords and other classes that care more about the on-hit effects of their powers rather than the damage may prefer this over the armbands. It is a daily power, but when that daily power is what causes your daily power to hit and let 3 allies make a charge attack, instead of missing and doing nothing, it can be worth it. The level 15 and 25 versions upgrade it slightly, but are probably not worth the cost until much later than their printed level. Can also be golfbagged to make it effectively an encounter power.

Counterstrike Guards (4+, Uncommon): The question is: How much is a single MBA from a dedicated MBA class worth? Is it worth more per day than +2 damage to every melee attack? What about per encounter? The valuation of this vs iron armbands or mighty striking depends on a bit of math regarding hitrate and expected damage, but there’s also the fact that the counterstrike guards giving you another attack can turn a difficult encounter much easier than the flat +2 might. You also have to consider the value of your immediate, and whether you’ll remember to use these things. The level 14 verison is significantly better but you’ll also have more immediates competing with this then. The flat damage is usually a safer pick.

Bracers of Escape (7+, Uncommon): Due to being an interrupt this can effectively negate any melee attack on you - unfortunately the timing happens before you see whether you got hit or not, but removing an enemy’s action is still good. Due to lack of competition in this slot, characters looking for something other than damage really only have this and the phylactery to choose from. Becomes worse as you get more immediate competition, can be golfbagged to turn it into an encounter power.

Paragon:​

Purple
Frost Charger Bracers (13, Uncommon): This is not generally an upgrade to Mighty Striking or Iron Armbands for regular dedicated chargers, however if you use AoE powers on your charge this can be significantly better. 3 enemies right next to each other will each take 2x (your str) cold damage on your charge when you use your AoE attack, which is better than what the other items can do. If you don’t use AoE powers on your charge, it’s probably best not to pick this.

Epic:​

NA
 

Exocist

Villager

Feet​

Heroic:​

Sky Blue
Acrobat Boots (2, Uncommon): They’re really cheap and the power is quite useful when it comes up. Being able to stand, then still move and attack is great. Sure you get more minor action competition at later levels, but if you’re not desperately hurting for speed or alternate movement modes, these can last you all the way to high paragon.

Boots of the Fencing Master (7, Uncommon): Minor action shift 2 encounter power is incredible and quite versatile - it can be that 2 extra squares you need, or it can let you shift out of threatening reach and move. The property is nice if you have some other shift powers.

Boots of Leaping (9, Rare): Jump 10(!) squares, as an encounter power, and no OAs. Basically lets you get anywhere you want to go on the map.

Blue
Riding Boots (4, Common): Mounted and always finding yourself just that 1 square short on speed? Do you want to just barely outspeed most heroic enemies? These boots are pretty cheap and fix these issues.

Boots of Free Movement (6, Uncommon): Melee characters hate being unable to move, it can basically be a stun for them if there’s no one in range. Only being able to save against (save ends) of these effects is a stinger and makes this a bit worse, but if you find yourself getting messed up by immobilize (save ends) this can be a huge boon.

Resplendent Boots (6, Uncommon): Mostly here to help you against OAs if you’re taking a lot of them. The gloves from this set are good, the cloak is reasonable, so this can be a +3 AC vs OAs. The daily power helps sometimes as well.

Boarding Boots (8, Uncommon): Makes your turns where you’re just slightly out of range and need to charge, or have a bunch of bad terrain in the way, less bad. Hopefully you don’t have this happen to you too often because this is a daily power. The property exists, I guess.

Boots of Striding (9, Common)/Boots of Sand and Sea (10, Uncommon): Rated together because these items are practically identical. Sand and Sea adds an encounter power that might or might not show up if you have an extra 800GP to burn. You buy these for the same reason as Riding Boots - you constantly find yourself 1 short on speed, or want to just barely outspeed enemies. Usually a problem better fixed by Boots of Leaping, but those aren’t always available.

Boots of the Mighty Charge (10, Uncommon): At a surface level these just look like they help you out in a bind by making turns where you have to charge less bad. Practically they’re a way to put charge bonuses on any at will or encounter melee or close attack of your choice. Did you want to add your charge bonuses to all 3 attacks of Storm of Blades? Yes? These boots let you do that. Not great if you’re not a charger.

Green
Rushing Cleats (7, Uncommon): Push enhancer. Slide enhancer. Melee and close attacks only, so some characters will prefer the Avalanche Boots below. This is better for melee types.

Avalanche Boots (10, Uncommon): Push enhancer. The charge bonus is probably not going to ever show up for the type of character that wants to buy this. If you push and want more push distance, this is for you.

Paragon:​

Sky Blue
Planestrider Boots (18, Uncommon): Teleport enhancer. For all the same reasons boots of leaping were good, these are good, except teleport is better than jumping. The property has some serious Expected Table Variance on what powers it works on. If your DM rules this property works when you teleport enemies, this item is Extremely Powerful for anyone that force teleports enemies. Otherwise, it’s merely very good.

Blue
Swiftstrike Shoes (20, Uncommon): Generally worse than planestriders at getting you where you need to be in any given encounter, though the daily gets you twice as far. If you have powers that let you move your speed, this may also be better at getting you across the map to the backline on turn 1 than planestriders. Something worth considering if you fight on larger maps where both sides deploy very far apart.

Green
Butterfly Sandals (12, Common): Fly enhancer. Do you have a lot of powers that let you fly, even in small amounts? Do you find yourself wanting to fly more with those powers? Buy these.

Eladrin Boots (16, Uncommon): Teleport enhancer. Again we have Expected Table Variance on what the text actually means - does a teleport you make apply to teleports you force on enemies or allies? If so this may be good for someone with a lot of teleport powers. Is it only yourself? Might be worth considering if you do a lot of self-teleporting. The power being a daily makes this far less generally useful than planestriders.

Orange
Earthreaver Stompers (17+, Uncommon): Alternate senses are hard to rate. If you find yourself needing a non vision based sense and are comfortable with the rather low range of this until 27th, this might be good for you. Powered Armor has too many tradeoffs for its double alternate senses.

Epic:​

Sky Blue
Boots of Teleportation (28, Rare): It lets you teleport at will. Teleporting gets around terrain, OAs, immobilize, restrain, unprones you (by teleporting into the air). It does not help you go any faster without teleport enhancers, which is the reason you may consider other boots.

Blue
Fey Warrior’s Boots (24, Uncommon): Your immediate is probably saturated with stuff to do by now, making this a lot worse than it reads, but this still does two useful things. First, it gives +2 item to ref if you don’t already have item to ref. Second, the immediate gets you out of reach of creatures with Double Attack, auras, threatening reach or whatever after they miss you. Most of what this immediate can do is also done by the Boots of Teleportation, but this is 4 levels earlier.

Zephyr Boots (24, Uncommon): It’s not as good as teleportation, but it does have a couple of merits over teleportation - it can help you melee flying enemies, and it can let you stay in the air to blast only melee enemies while staying safe. It’s also significantly cheaper.

Airstriders (25, Uncommon): Usually the Zephyr Boots are better, but they’re also not an option if you’re a heavy armor user. These are 1 level higher and provide most of the same benefits, while also providing +2 speed. Downside is that you can’t stay airborne for more than 1 turn per encounter.

Boots of Caiphon (24, Uncommon): This is a lot of extra speed to have on demand, even despite the cost. Also doesn’t say that the damage can’t be reduced, so resist alls will soften the downside a bit. Your minor action is probably also saturated with good stuff by now, but that stuff doesn’t matter if you can’t get in position to use it. Combines with shift enhancers and, if you have a Staff of the Traveler, teleport enhancers. Arguably, you don’t even take damage with a staff of the traveler, as you shifted zero squares.
 
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Exocist

Villager

Hands​

Heroic:​

Sky Blue
Antipathy Gloves (10, Uncommon): The property is better than it looks. It makes it hard for enemies to move around you which is great for defenders, but even for everyone else that extra square of movement makes it harder for enemies to get next to you to attack if they’re melee. The daily power exists.

Strikebacks (10): Another easily triggered MBA, becomes worse later on as you get more competition for your immediates. A golfbag of Gloves of Recovery is likely better by then. +1 item bonus to OAs is not that amazing, but if you can’t get a golfbag of gloves this is probably better.

Blue
Gauntlets of Blood (4+, Uncommon): It’s not an item bonus to damage, works on all types of damage rolls and cheaper than the arms slot items, but the bloodied condition makes this a lot worse than it looks. If you assume it works half the time, then it’s effectively only a +1/2/3, but practically due to overkill, damage relevancy if you have AoE and so on it’s a bit worse than even that. Still a reasonable option if you want the extra damage, or if you have enough control of the initiative order (party with high init) that you can delay so your allies bloody enemies and you hit them after.

Gloves of Grace (5, Common): Low action cost way to potentially give an ally back their entire turn by removing a terrible condition. Every class can make use of this. It is a daily, and can be golfbagged if you really want to, but hopefully by the point of you being able to buy 4-5 of these, your party has better ways to grant saves or remove those bad conditions.

Gloves of Recovery (5, Uncommon): Free MBA, what’s there not to like if your MBA is good? Free action makes this a lot better as a golfbag item later when your other action slots have a lot more competition.

Resplendent Gloves (5+): Non item bonus to damage for classes that deal damage and target will a lot, such as Psions and Wizards. Also helps out your resplendent boots if you bought those.

Purple
Claw gloves (4, Uncommon): Useless to anyone who isn’t a druid or a Were-X (rat, bear, wolf) of some form. 1d10 extra damage, not an item bonus. Were-Xs usually pick this up after retraining their theme at level 10 to the were theme, as that’s when they unlock hybrid form.

Bracers of Mental Might (6, Uncommon): So much good stuff to do with this if you have the right multiclass. Come and Get It on a Swordmage? Why not. Charisma paladins using this to dump strength, Lazylords who want just the one strength warlord power. The list is pretty long.

Life-Draining Gauntlets (6+, Rare): Item bonus to damage. Necrotic damage specific but given that you’re usually going to be doing that off implement attacks, which don’t have a general damage bonus from Iron Armbands or Bracers of Archery, this is the substitute. Those using Necrotic type-switching weapons who want a different arms slot item can also consider this.

Babau Gauntlets (10+, Uncommon): This enables dex primary/secondary classes to have an effective MBA without melee training or an MBA power. Also works on any str power that is treated as an MBA. Do not upgrade this item, it simply isn’t worth it. The once per turn limitation can be an issue if you have a leader granting more than 1 - maybe look into a more permanent solution by that point.

Dwarven Throwers (10, Uncommon): I’m pretty sure this the only way to get an item bonus to thrown damage without relying on damage type-specific item bonuses. Throwers will want this.

Green
Gloves of Eldritch Admixture (8+, Uncommon): Better for Warlocks but useful for any class who is investing in various damage type bonuses. This lets you, (up to) five times a day add another damage type between acid, fire or cold to your attack. The damage bonus isn’t necessarily bad either, an extra 5d6 across the day is certainly not bad. I wouldn’t bother upgrading this unless it was very cheap (relatively), though, its usefulness is in the damage type add not in the extra damage.

Gauntlets of the Ram (8, Common): Push enhancer. Use push effects a lot and don’t like any of these other hands slot items? Take these.

Spell Anchors (9, Uncommon): As you go up in levels and you have more uses for your minor action, these can be pretty worthwhile. In general if your minor has some competition, but you still have sustain minors, consider these. Can be golfbagged to make it effectively an encounter power.

Illusionist’s Gloves (9, Uncommon): This is a persistent save penalty, but only for illusion powers. If you have a few,save ends illusions, definitely buy these. The daily power is also quite useful for those builds and can be golfbagged.

Paragon:​

Sky Blue
Many-fingered gloves (20, Common): There are many good rings by level 20, and some of your hand slot items are probably no longer as good as they were, or have been replaced by better solutions. Generally a third ring is a good upgrade over a hand slot, but consider your ring options before buying.

Blue
Gloves of Ice (11+, Uncommon): This is an untyped bonus to cold damage - good for anyone doing cold damage, whether that’s frost weapon users or implement attackers. If you do primarily cold damage, and want to do more damage, buy these.

Purple
Gauntlets of Brutality (17, Common): This requires the ability for you, or your party, to prone. Flail expertise, world serpent’s grasp, any number of powers. 5 extra damage on each damage roll is a lot. Definitely take Headsman’s Chop if taking this.

Green
Gloves of Dimensional Repulsion (14, Uncommon): Teleport enhancer. This one is fairly clear in how it works so it’s not subject to the same table variance as other teleport enhancers. If you force teleports on enemies, or allow allies to teleport and want more distance on that, buy these. The daily power exists, standard action a hefty cost for that.

Epic:​

Sky Blue
Foe Caller Gauntlets (22, Uncommon): This item is incredibly good for defenders, obviously, teleporting an enemy back next to you as an Interrupt which means it can negate their attack, or if it was a ranged attack immediately lead into an OA. Oh and you get an MBA too. As an encounter power. If you have a way to easily mark on any other class with MBAs you might consider this.

Purple
Hands of Hadar (26, Uncommon): Warlock specific, may not actually outdo the Gloves of Eldritch Admixture, Life-Draining Gauntlets or Gloves of Ice depending on build. Due to the inherent 1/turn limitation of Warlock’s Curse, this is only ever +2d6/turn, whereas the others can potentially do more.
 
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Exocist

Villager

Head​

Heroic:​

Sky Blue
Phrenic Crown (7+, Uncommon): Two requirements - you have to hit will defense, and it has to be with a save ends power, and even then its only to the first save. The penalty is also pretty minor before the paragon version, -1 is only a 5% difference, so you may consider buying this later than level 7 even if you do have a couple of save ends will targeting effects. Still, making your effects stick an extra round is quite good.

Coif of Mindiron (8+, Uncommon): Most effects that daze, stun or dominate target will defense. This is effectively Encounter, immediate interrupt, don’t get dazed, stunned or dominated. Granted it needs the higher level versions to add stun and dominate, and characters might pick up Superior Will by then to make daze/stun not stick as badly, but this is still a good item at ensuring you get to play the game.

Helm of Battle (9+, Common): Partywide initiative boost. Not much else to say. Only one person needs it, find out who doesn’t need their head slot item that badly and buy it for them.

Helm of Heroes (10+, Uncommon): Daily: Instead of giving an ally a basic attack, give them an action point. There’s some other effects too. Incredible item for any BA granting character. Low priority upgrade because all it does is upgrade the damage bonus by a little bit. Golfbag the hell out of this if you can.

Blue
Circlet of Second Chances (3, Uncommon): There exists many nasty save and save ends effects. This is a dirt cheap item that helps you not fail those. Not usually worth golfbagging because there’s a lot of good head slot items to consider.

Casque of Tactics (4+, Uncommon): Poor man’s Helm of Battle. 1/5th the price, no ally support. Does come with a daily which can actually be handy though. Controllers and other characters who want to go as soon as possible may consider picking this up. Swap for Helm of Battle or another item when an ally gets the Helm later.

Purple
Eagle Eye Goggles (2+, Uncommon): Scaling item bonus to RBAs. If you make RBAs with any regularity, buy this.

Command Circlet (5, Uncommon): This is basically a Shardmind-only item, it forms a combo with We Were Once Once, Healing Fragments and Twisting Fortune to give all your allies a burst of healing and saving throw grants. This combo can be done without the circlet, but its range 5 instead of range 20.

Horned Helm (6, Uncommon): A helm for chargers. Not much else to say. 1/2/3d6 extra damage on a charge. Applies to every attack if you replace the MBA with a multiattack or an AoE.

Crown of Infernal Legacy (9+, Uncommon): You have to be a tiefling to use this item, but its very good for any cha based class that has AoEs or multiattack. Getting an extra half or whole stat to the damage of that attack is a large amount. Of course, there’s one problem with this - its tied to Infernal Wrath. Infernal Wrath is a free action so you don’t have an action competition problem, and it can be recharged with Hellfire Staff, but it still relies on an enemy hitting you to go off - which means it probably won’t be active on your first turn and might not even be active on future turns.

Headband of Intellect (10+, Rare): If you have mainly psychic powers (psion or psy-swapping with a githyanki silver weapon, e.g.) this is a +1 item bonus to all your attack rolls which is definitely worth buying, The daily isn’t bad, but not worth golfbagging, especially if you have a leader giving power bonus to attack.

Green
Skull Mask (5+, Uncommon): If you use Fear save ends powers this is a -2 to the save and it works on every save as well. Very low priority upgrade as the save penalty doesn’t increase. Necrotic resist might be handy depending on campaign but i’d only upgrade it ~5 levels after availability.

Paragon:​

Gold
Leader’s Helm (16, Uncommon): Daily, minor action, all allies get +5 untyped bonus to their next attack roll. Golfbag this for sure, but even if you don’t, it’s still pretty insane value because of the set bonus making this a +5 untyped bonus to initiative too. Only downside is that you have to convince your team to buy and equip the other implements of argent. Sweeten the deal by saying those items effectively have Property: You gain a +5 bonus to initiative.

Sky Blue
Circlet of Arkhosia (14+, Uncommon): Redundant if you have Superior Will (except for the level 24 which adds dominate), but great if you don’t qualify for Superior Will, are feat tight or used the feat on Improved Defenses instead.

Blue
Helm of the Mental Juggernaut (14, Uncommon): Don’t underrate No Action protection against save ends stuff. The immediate stuff may seem better but if you already used your immediate you might be left high and dry. The downside of this is that, unlike the Coif, it only works vs Save Ends stuff, but this also works with Superior Will due to the property.

Crown of Neverwinter (15, Rare): Obviously worse than the level 28 Coif of Mindiron, but you can buy a whole Golfbag of these for the same price as that. Compared to the level 18 Coif it’s cheaper and protects against dominate, but is a daily instead of an enc. Also gives resist 10 fire and resist 10 cold.

Helm of Teleportation (15+, Rare): It’s not the same distance as Planestriders, and in a more competitive slot, but its still very good. Teleport 6 as a move action and make all your teleports grant CA to you.

Evasion Shard (20, Uncommon): This RNG fiesta of an item has a couple of issues. One, 25% of the time it just doesn’t work unless you have general d20 bonuses (e.g. The Die is Cast) or rerolls. Second, it’s an immediate at a level where that action type is probably saturated. That said, immediate teleports are still very good at blocking attacks against you, so you can consider this item for defense.

Purple
Golden Crown of Battle Command (14, Uncommon): Amazing for warlords, useless for everyone else. Untyped bonus to attack and damage with every MBA you grant? The entire thing your class does? Yes please.

Green
Crown of Equilibrium (12, Uncommon): This is a good team support item but it does come with a number of limitations. First, you need save ends powers to recharge it and preferably not daily ones. Second, it eats your minor action which might be competitive. Ultimately, Saving Grace or We Once Were One might be better for this sort of thing, but that doesn’t mean this item is bad.

Epic:​

Gold
Volto Mask (29, Rare): Extra action point per day. Item bonus to saves against daze, stun, dominate and weaken. Daily interrupt to ignore any of those, you can spend a healing surge to not even expend that power. The ability to spend 2 AP in one encounter is the least useful line of text here but still very relevant. Insane item.

Sky Blue
Ioun Stone of Agility/Allure/Insight/Intellect/Might/Vigor (21, Rare): Rated the same because they all do the same thing. The big draw of these items is the +5 item bonus to damage rolls of the relevant ability type - if you already have an item bonus to these, skip the ioun stone or consider replacing your item bonus with a different item in that slot if there is another one you had your eyes on.

Moretta Mask (25, Rare): The property is reasonable but the encounter power is the draw here. You don’t need to move towards the enemy or use the at-will power on them, so this is just an easy trigger immediate move your speed and use one of your at wills.

Jarlaxle’s Eye Patch (27, Unique): Do you hate getting hit in your will NAD? Do you not want to be hit in your will NAD ever again? Buy Jarlaxle’s Eye Patch (Conditions apply)! It’s a unique so you can’t actually buy it but maybe giving your DM a few free pizzas under the table will convince them to drop this for you.

Blue
Essence of the Wisp (21, Uncommon): +2 item bonus to will and a decent immediate for melee types. Your immediate is, unfortunately, probably stacked by the time you can get this but its still a nice thing to have.

Eye of Awareness (22, Uncommon): A very simple item with a couple of bonuses. Helm of Battle will only be +2 by the time you can get this, so this is +3 init and +2 item to will. Pretty handy.

Green
Clockwork Cowl (26, Uncommon): The daily here is pretty strong IF you have two non-attack somethings to do with those two standards that you just got for a minor action. Otherwise this is only a +2 init (over the Helm of Battle) item.
 
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Exocist

Villager

Ring​

Heroic:​

NA

Paragon:​

Gold
Champion’s Ring (17, Uncommon): Scales with the number of implements of argent you can convince your party to equip, but if all of them are on this ring is downright insane value - +5 item to AC and reflex while you’re bloodied is a massive bonus that will make you that much harder to take down. And it will also be worth a +5 untyped bonus to initiative. The daily power isn’t necessarily bad either as an easy way to apply vulnerability to damage types for e.g. Firewind Blade shenanigans but you probably have better ways to do that if you’re building for it.

Sky Blue
Ring of Fury (14, Uncommon): The trigger is really poorly worded on this - when you first are bloodied when? In an encounter? In a day? Rated assuming it means in an encounter. Free action 2 basic attacks is incredibly good, even if its a daily this can swing a fight. You can even force-activate it with a Blood Fury weapon. Expect some Expected Table Variance on what the trigger actually is though, and whether you can Golfbag it.

Ring of Borrowed Spells (17, Uncommon): There are a lot of gamechanging Arcane attack powers that scale very well and many classes with the same stat would be happy to buy as a daily power. Oh also it can steal any arcane power not just class ones. Demonsoul Bolts? Yep. Flame Spiral? Yep. Painful Delusion? Dark Gathering? Greater Magic Weapon? The list is endless on what good stuff you can grab with this. Can be golfbagged to make it an encounter power for you instead.

Ring of Draconic Zeal (18, Uncommon): Free action, basic attack, on demand. Amusingly no trigger or “on your turn” requirement so you can just do this whenever you want in the middle of someone else’s turn, which is great if your basic attack can do forced movement or a condition that renders their actions invalid. Less raw damage than Ring of Fury, but the flexibility makes up for it. Can be Golfbagged.

Foe Binder Ring (19, Uncommon): Pretty much a defender-only item, but an essential one for higher levels as monsters start getting more and more AoE attacks that can make your mark penalty not as good.

Blue
Iron Ring of the Dwarf Lords (14, Uncommon): Extra healing surge if you just want something for the slot. The immediate can show up occasionally.

Ring of Invigoration (14, Uncommon): Just defensive utility here. Although picking you up off the floor should be pretty trivial by this point, this is a completely actionless way to do that. You probably won’t need to golfbag this but you can.

Ring of Mental Power (14, Uncommon): Psi-classes of all stripes will like this, especially if you have a decent Aug1 to use. The real power here is the daily though, it doesn’t specify you have to miss all targets, just miss, so even if you miss 1 target with your Aug4 Brilliant Thought you can recoup all those points. Expect some Table Variance on this. Can be Golfbagged.

Ring of the Dragonborn Emperor (15, Rare): Basically the same thing as the Ring of Fury, expect it uses your immediate instead of a free (which means you can’t forcibly trigger it with a Blood Fury weapon), and it uses an enc power instead of 2 basic attacks. Enc powers are likely better, and this can use even already used ones once you’ve reached a milestone, but the immediate requirement is a fair downgrade for higher level play.

Premonition Ring (15, Uncommon): An item you’re buying solely for the daily power as the initiative bonus is probably being done by a Helm of Battle. Rating dependent on how much your DM likes to surprise you, can be golfbagged if you’re getting surprised multiple times a day.

Ring of the Fallen (18, Uncommon): A ring that effectively gives the whole party more surges per day by making each surge more effective during a short rest by the daily power. Can be golfbagged.

Purple
Ring of the Djinn Slayer (11+, Uncommon): Assassin only item and they’re going to buy this regardless of rulings on shroud treating it as a separate damage roll or not, because you get to add all your elemental enhancers to your shroud damage.

Green
Eladrin Ring of Passage (14, Rare): Teleport enhancer. Expected Table Variance on what the property works on. Better if you’re an eladrin, but the daily power isn’t that bad if you d

Ring of Retreat (17, Uncommon): Teleport enhancer. Like most of these items, ETV on what the property works on, though this one looks like it works on teleports that you apply to other people. The daily power exists, maybe if you reach a milestone it can bail you out of a combat that’s going really badly.

Ring of Ramming (18, Uncommon)/Ring of the Deep Wood (18, Uncommon): Push enhancer. Rated the same because they’re the same level and do the same thing. If you need even more distance on your pushes and you’re fine sacrificing ring slots for extra push distance.

Epic:​

Sky Blue
Ring of Free Time (29, Rare): Resist 5 to all damage is a neat bonus but not why you buy this. If you’re absolutely saturated with minor actions, this lets you take more of them. Rating dependent on your build and also how many encounters you have after the first milestone, although even being an encounter power is extremely good.

Blue
Kartan’s Void Ring (26, Uncommon): This is a necrotic power so its going to be a lot better for anyone invested in that, but ratings also depend on how much your DM likes to use minions. This absolutely destroys hordes of minions, and is an extra damage roll for damage purposes on non minions.

Ring of Wizardry (21, Uncommon): Want to use your demonsoul bolts again? This item does have a couple of restrictions. First, it’s a daily and a minor so you’re going to have to time it or golfbag it to get the most use out of it. Second, it needs you to reach a milestone to recover attack powers, otherwise it just recovers utility powers. Still, using your best E power (this isn’t level restricted) twice is pretty powerful.

Golden Ring of Teros (24, Uncommon): +2 item to AC and Fortitude. Sure you have to be unbloodied but this starts you off in each fight with a bit of tempo as more attacks will miss you, thereby not applying their conditions or damage, saving you surges and pain. The daily power is not anything special.

Haggaron’s Ring of Control (25, Uncommon): The poor man’s Royal Command of Asmodeus, although if you reach a milestone it also works on dazed enemies. Still requires a minor action to activate, and is a daily power.

Purple
Opal Ring of Remembrance (29, Rare): Int classes and arcane classes both love this. +2 item bonus to all your int attacks is big, and refreshing a daily utility is also pretty strong. Not useful if you don’t fall into one of these two categories.

Green
Ring of Tenacious Will (21, Uncommon): Do your stats at level 21 look like 12 con, 28 cha? If so, this is effectively 8 more healing surges for you. The daily power isn’t bad either, it can come in clutch sometimes, but you mainly buy this for the extra surges.

Luminary Ring (22, Uncommon): If you’re using powers like Serpent’s Cunning or Eagle’s Splendor that provide a long lasting power bonus, or even just powers that provide a power bonus until end of encounter, this can be worth buying. You can also just swap it out after using it if using it with Cunning/Splendor.
 
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Exocist

Villager

Waist​

Heroic:​

Sky Blue
Belt of Vigor (2+, Common): This item doesn’t look like it does much, but it’s worth about half a surge per day, it’s dirt cheap and this item slot really does not have much competition. Don’t upgrade it.

Belt of Lucky Strikes (8, Uncommon): Similar to all those hand items that do the same thing except in a much less competitive slot. Can be Golfbagged.

Diamond Cincture (10+, Uncommon): The default pick once you get to this level and default waist slot item. Minor action healing surge 1/day is pretty nice. Low priority upgrade as it doesn’t “really” increase the daily use of this item.

Blue
Belt of Raging Endurance (9+, Uncommon): Extra healing surge per day. Diamond Cincture helps you clutch out tougher fights, this lets you go longer. The encounter power isn’t necessarily terrible and is probably worth a surge or two over the course of a day, it’s just a lot priority upgrade.

Purple
Belt of Sonnlinor Righteousness (6+, Uncommon): Revenant only item, combined with death save bonuses this makes it hard for you to ever drop when at 0, especially with death save bonuses and Ghostly Vitality. Death’s quickening and Ghostly Vitality give you a full complement of actions as well.

Paragon:​

Sky Blue
Cord of Divine Favour (13, Uncommon): Leaders only. This is probably a better version of the Cincture for you, it is a bit more expensive but also an encounter power and more action efficient as it triggers off using your heal feature.

Belt of the Witch King (18, Uncommon.): +2 item to fort and effectively a surge and a half worth of healing per day. Better than the cincture for arcane classes.

Blue
Rope of Slave Fighting (7+, Uncommon): Only buy at level 17, this negates the defensive and offensive penalties for being prone, if you get proned a lot and find this is the worst part instead of being unable to effectively move.

Belt of Vim (8+, Common): Unlike the Boots of Quickness and Circlet of Indomitability - the two other untyped bonus to NADs - this isn’t in a competitive slot. The 8th level version is not worth it, but the 18th level version might be if you’re getting hit a lot in your fort defense and already have an item bonus to it.

Belt of Breaching (19, Uncommon): Aside from the meme dream of killing 4 minions to heal to full and teleport 20, this item is decent for damage dealers. As a damage dealer you want to kill things, and when you do this is actionless healing and mobility. It is fairly expensive though so consider if and when you even want it, I probably wouldn’t take it on level.

Green
Baldric of Assault (11, Uncommon): Adds some forced movement to your Aegis of Assault, to give more utility. There’s really not much competition so if you think this is useful for you, pick it up.

Cincture of Vivacity (14, Common): Overhealing ensures healing is wasted less, and also can provide a buffer so you don’t get 100->0’d before you take another turn. More useful on low HP classes.

Baldric of Shielding (19, Common): You gain some THP when using aegis of shielding, it can add up over a long adventuring day and there’s not much competition here still.

Epic:​

Gold
Sash of Regeneration (28, Uncommon): Just pass this around out of combat to heal everyone to bloodied, then heal to full with 2 surges from there. Saves surges over a long day, only one needed per party. Not an amazing item to equip regularly if no one wants to equip it.

Sky Blue
Belt of Vitality (23, Uncommon): +2 untyped bonus to fort, and a daily power that lets you no action spend a healing surge exactly when you’d want to (healing from 0 is the most value healing). A good upgrade over the cincture, but it can wait.

Purple
Artificer’s Belt (21, Uncommon): Artificer only, hard to rate. The daily can refresh any daily power of any item, its not restricted to daily powers of the belt’s level or lower, so this becomes better as allies pick up higher level magic items with better daily powers. Also relies on allies having really strong magic item daily powers that aren’t golfbagged (or maybe your DM banned golfbagging in which case this is a lot better for artificers).
 
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Exocist

Villager

Wondrous​

Heroic:​

Tattoo “Slot”:​

Backlash tattoo (9, Uncommon): Requires an MBA. Uses your immediate so it doesn’t scale that well, and can’t be combo’d with Blood Fury weapon, but a free melee basic attack every encounter is still pretty solid at this level.

Eager Heroes’ Tattoo (10+, Uncommon): This is the one you’ll take one Backlash is no longer all that good, or if you can’t use the others that well. A bit of THP each short rests adds up to a surge (potentially more at higher levels though this is low priority as an upgrade) per day.

Fireheart Tattoo (4+, Uncommon): It’s less than one fifth the price of Eager Heroes’ Tattoo in return for only giving you less than half as much as much THP. Certainly worth it as a cheap item to fill the slot if you remember you have it.

Curse Eye Tattoo (8, Uncommon): It’s kinda specific, you need save ends powers you want to stick and you have to spend an action point to use it, but this is still an ongoing save penalty that also applies to itself.

Primordial Shard “Slot”:​

Pale Tooth (7+, rare)/Echo of Ty’h’kadi (7+, Rare): Item bonus to damage for cold (Tooth) or lightning+thunder (echo). These barely improve with higher levels so they’re low priority upgrades, and they’re lower bonus than other item bonuses, but they’re also not competing with other items really. You can consider replacing a Staff of Ruin or arms slot item with these if available and you want a better item in tht slot.

Obsidian Sliver (8+, Rare): Primordial shard of choice for those who can’t use the other two. Earth walk isn’t bad considering this is basically going to be free to pick up around level 15-18 or so. Don’t bother upgrading it, the trigger for the activated ability is pretty narrow.

Pitted Flowstone (9+, Rare): Requires you have some shift powers, ways to shift off turn or allies letting you shift off turn (preferably multiple) but this can add up to a lot of damage quickly for a non slotted item. The ability to shift through enemies is also quite useful.

Generally useful items:​

Gold
Flagon of Ale Procurement (5, Common): What are you doing as an adventurer if you’re not buying this? Doubly so if you’re a Dwarf.

Power Jewel (5, Uncommon): Good for nearly every class, but some classes have some busted level 1-3 enc powers (e.g. Thunder of Judgement) that makes this item basically gold for them. Needs you to reach a milestone to activate it, can also be golfbagged though you probably don’t want more than a few of them.

Sky Blue
Battle Standard of Healing (3, Uncommon): Just another cheap item that adds up to about half a surge or so over the day.

Elven Chain Shirt (9+, Uncommon): Free AC for light/no armour users. You probably want to buy this a few levels above when you can first get it, though, 1 AC is not that impactful.

Lens of Discernment (10, Common): +10 power to monster knowledge. Someone should probably buy this when its cheap enough, that’s a huge bonus for a non slotted item.

Salve of Power (10, Uncommon): The upgraded form of the power jewel that works on any level of E power, and doesn’t need you to reach a milestone, but is 5x the price and requires a healing surge. Golfbagging this is obviously much less effective due to the surge requirement, but there are many e-powers worth more than a single surge.

Blue
Restful Bedroll (1, Common): Buy this at level 6-10 or so, it’s worth about a quarter to a third of a surge per day on average by then. Not bad for a cheap item.

Fochlucan Bandore (3, Uncommon): Better if you have the Song of Rest feature, but if you don’t have a consistent source of power bonus to damage a golfbag of these can buff up the whole team with that every encounter of the day.

Guardian’s Whistle (4, Uncommon): A neat power to let you pull an ally out of a bad position, If it’s cheap, why not buy the option?

Flute of the Dancing Satyr (6, Uncommon): More random ally support powers, this one far less good at supporting your allies, but is also a shift 2 for yourself as a move action. Another thing that may be worth buying a single copy of when its cheap, it might show up.

Pearl of Power (7+, Uncommon): Much worse if your E-power are all multiattack, AoEs or multitarget. Works best if you have single target, single roll E-powers. Can be golfbagged and is cheap to do so if you’re trying to refresh a low level power.

Whistle of Warning (8, Uncommon): Another random ally support power that could show up occasionally for a minor action and is probably worth buying if its cheap enough.

Zaarani’s Solitaire (10, Uncommon): Crits are pretty rare unless you’re a dedicated crit fisher, but those with multiattacks and AoEs can probably expect somewhere between 0.6 and 1 per combat. This is a nice extra bonus that can trigger, especially for controllers or strikers dropping large AoEs. If it’s cheap, why not?

Purple
Bowstring of Accuracy (8, Uncommon): Requires you are an elf (or have the elven accuracy racial power somehow), and have a drow or eladrin ally, but this is basically gold if those conditions are met. +2 untyped bonus to your reroll.

Green
Madeth’s Magical Musician (3, Uncommon): Got charm powers? This is a minor action to give you +2 item bonus to hit with them for 2 turns. Redundant with Staff of Sleep and Charm, and costs a minor action to activate, but this is also significantly cheaper to golfbag than it is to buy a level 13 Staff, and it lets you use another staff.

Death Rattle (8, Uncommon): If lacking a reliable power bonus to attack on your necrotic damage build, this can work. Needs constant minor action usage though.

Pink
Ruby Scabbard (5, Uncommon): You buy this for the property. If you need to constantly have your weapon sheathed this is an action econ saver. Otherwise just a very cheap random pickup for something that might happen.

Paragon:​

Tattoo “Slot”:​

Tattoo of the Penitent Martyr (11, Uncommon): It’s expensive, not in terms of monetary cost but damage equal to twice your remaining surges is about half a surge (max) when you get this. That said hitting with a daily instead of missing is probably worth more than that.

Teamstrike Tattoo (11, Uncommon):
Untyped bonus to attack for all your allies, helping focus fire down that dangerous enemy.

Breakchain Tattoo (13+, Uncommon): If you really get messed up by immobilize, slow or restrain, this is probably better than the previous tattoos. Only on AP turns is very specific though.

Rage Torc Tattoo (12, Uncommon): Barbarian/Berserker specific, even then these classes may prefer Backlash or Eager Hero. This softens the blow of your AP attack missing, but only if its a rage power.

Generally useful items:​

Gold
Dice of Auspicious Fortune (11, Rare): This item helps nearly every single build and you can even golfbag it to reroll the dice if they’re duds. Having guaranteed results is amazing for a lot of reasons - you know you’re going to hit with that big power. You know if any of them is a crit.

Keoghtom’s Ointment (12, Uncommon): Extra healing surges. Cheaper than most other sources of extra healing surges, even. Golfbagging this breaks the game, obviously.

Fortune Stones (12, Rare): This refers to the Stone of Earth/Flame/Light/Shadow/Spirit/Storms/Wind (sorry if you’re a cold, acid, poison or force person). All of them do the same thing, except with the trigger swapped for melee/ranged or a specific damage type. Lets you reroll misses. For some reason these are also an item set. If you can buy a full set of 5 for the party, you no longer need a Helm of Battle as they provide a +2 item to initiative as a set, and also the reroll power has a +5 untyped bonus. Buying a stack of these for your golfbag will let you never miss again.

Elemental Prism (16, Uncommon): Changes your damage type from one of acid/cold/fire/lightning/poison/thunder to another one of those. It includes Thunder which means any power that does one of those types of damage can now be thunder and benefit from resounding thunder. Also an encounter power so golfbagging it is significantly cheaper, but even without golfbagging this can be a replacement to admixture.

Sky Blue
Rhythmic War Drums (12, Uncommon): Forced movement enhancer. This is significantly better than similar items because it applies to the whole party instead of 1 person, power bonuses to speed are rarer than power bonuses to damage, and the forced movement enhancer stacks with all other types of forced movement enhancers.

Gambler’s Eight (14, Uncommon): Not as good as the stones, so rated lower, but that still means its very good as something to pickup or golfbag later. D8 to a roll after seeing it is still an actionless way to ensure more of your rolls are successful.

Broom of Flying (15, Uncommon): A janky way to get permanent flight that comes with a penalty to attack rolls if trying to use it in combat, but its still permanent flight available many levels before boots give the same thing and not restricted to light/no armour.

Shape of the Multiverse (20, Uncommon): A general reroll for any attack roll, skill check or save for you or an ally within 10 of you. Rated worse than the fortune stones because its much more expensive, and has no set bonus, but the power is still good to pick up at level 25ish or so. Can be golfbagged but is not going to have many levels to golfbag it at.

Blue
Diplomat’s Scabbard (12, Uncommon): Uses your immediate and requires you not have attacked makes this “enemy rerolls with a -4” power a lot less good than it could be. Still, it’s pretty useful as protection before your first turn. Probably not worth golfbagging unless you have low initiative.

Foe Stone (12, Uncommon): Not as good as you’d think because most characters are simply unable to change their damage types. They may have one or two available but if you find out the creature is acid vulnerable and you’re not an acid build, it’s just a waste of a minor. Rated blue solely because its free to pick up at 19-20+ and can be useful.

Dust of Appearance (13, Uncommon): Standard action is a rather significant price to pay for this effect, and as such I wouldn’t bother picking it up until level 20-23 or so, but if you find yourself struggling with invisible creatures this completely deals with the invisibility problem for the whole encounter.

Ghostlight Candle (15, Uncommon)/Pouch of Ghost-Grounding Dust (15, Uncommon): Rated the same for basically doing the same thing. The Candle is probably better as it has the dual purpose of removing invisibility, and has no save ends, but the pouch also works if they move away from you, and removes phasing so they don’t just run away through the floor immediately. Standard action is a harsh price to pay, but this essentially cuts the health of any insubstantial creature in half.

Invigorating Coins (15, Uncommon): This is a really expensive upgrade to the restful bedroll and its arguable if you can even carry it with you. That said its still about a quarter of a surge per day at level 25. Ointment is obviously better if you can buy more of those.

Solitaire Aquamarine (16, Uncommon): Better for crit specialists to have a bunch of these, but anyone doing multiattacks or AoEs is probably going to crit occasionally and this is just free damage if you have a BA to use. Can be golfbagged if you’re critting multiple times a day.

Purple
Shard of Decay (15, Uncommon): Necrotic damage enjoyers want this for the second property - ignoring all necrotic resistance. The rest of the text is pretty useless.

Fire Horn (18, Uncommon): Are you or your party using fire damage in any way such as from Firewind Blades or Fire AoEs/multiattacks? This is a minor action source of an AoE ton of damage if so.

Green
Versatile Spellbook (11, Uncommon): Wizard only. It makes your spellbook feature work better but spellbook is still not a great feature. Maybe if you suddenly need those skill powers instead of combat powers or vice versa. Becomes way better if your DM rules that it can swap out expended daily powers for unexpended ones.

Drum of Panic (13, Uncommon): Similar to the Death Rattle, except this time on Fear instead of necrotic and a +2 power bonus to attack. If you have fear powers you want to land, this could be worth a buy at level 18+.

Pink
Dazzling Showcase (14, Uncommon): It’s really questionable whether you can carry this item with you, considering its a cabinet. If you can, it’s a +2 item bonus to attack with fear powers.

Shadow Box (14, Uncommon): This is a campaign-specific item if you ever need to split the party up. Combat wise the Guardian’s Whistle is way cheaper for basically the same effect.

Fey Flute (18, Uncommon): Buying a golfbag (5-6) of these is basically like buying a permanent bonus to defense and saves. You could effectively treat it as a level 23 item that gives you a permanent +2 power to saves and defense against charm, fear and psychic. Or +int if you have song of rest.

Sanctum of Astilabor (18, Uncommon): Another item that’s very questionable on whether you can carry it with you while adventuring. You can swap out your damage type resist for a different one - useful if you have a random racial or class based resist that isn’t that common, and want to swap it out for a more common one such as fire, necrotic or psychic.

Epic:​

Generally useful items:​

Sky Blue
Anstruth Harp (23, Uncommon): It’s more surges per day, from 1-4 depending on when you use it. If you have song of rest, an extra one on top of that. More surges increases your longevity, which is great.

Blue
Horn of Baldagyr (22, Uncommon): Actionless way to help alpha striking - improves initiative and attack rolls. Expensive, due to being an epic item, but party wide so its possible to split the cost of 5 of these among the party.

Solitaire Violet (26, Uncommon): Self symbol of victory is far more expensive than the actual Symbol of Victory but justifiably so. Action points are powerful. Rated blue because its incredibly expensive - if it were lower level, and thereby cheaper, this would be as broken as the symbol of victory.

Ollamh Harp (29, Uncommon): Rated blue solely because its incredibly expensive but make no mistake it is good. 5 extra lightning damage to each attack for you and all allies until your next short rest is a nutty bonus.
 
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Exocist

Villager

Item Sets​

There’s a huge Expected Table Variance with set bonuses that don’t require the items be wielded - for these sets can you qualify if you buy the weapons/implements and just chuck them in scabbards forever? Ask your DM. There may be some pushback because acquiring low level sets is effectively free at some point.

Heroic:​

Heirlooms of Mazgorax (Amulet or Symbol): This is a group set bonus so you have to convince your allies to buy in. Fortunately it doesn’t require unique items so everyone can just use the same item. You want the 4 item bonus here, allowing people to grant allies the ability to spend healing surges in place of them. The easiest way to do this is the amulet (if you don’t have a better neck slot) or the holy symbol (if you’re not proficient in it so this “slot” is useless for you anyway).

Blade Dancer’s Regalia (Gloves + Rhythm Blade):
Untyped bonus to AC against opportunity attacks, if you have one of the two items listed you may consider the other to get this bonus, which can be handy. The other items in the set are not great. However it doesn’t specify the items need to be worn or wielded so consider buying all of them if your DM rules so.

Paragon:​

Gifts for the Queen (Lightning or Radiant): Lightning or Radiant damage user’s dream for the 2 bonus. The question isn’t if you should get this set, it’s how many items should you get. This is one of the ones that doesn’t specify the items need to be worn or wielded so if your DM rules so you can just get all 5. Otherwise, get as many of the items as you don’t have better in slot items for.

Fortune Stones: The items are already good so having a set bonus of +2 item init, +1 item to all saves and increasing the reroll by the number of allies who have one (doesn’t even need to be unique) is gravy.

Implements of Argent (The items except the helm and ring suck, but untyped initiative is a whole item in of itself): Another group set, this time it requires unique items and specifies the items have to be wielded. This can be a tough sell to get your allies to buy into considering how meh the armour, weapon and implement are. However, a +5 untyped bonus to initiative is incredibly good, easily worth the otherwise dead item, as is the granted power of the Leader’s Helm which scales off allies having this set.

Eldritch Panoply (Belt, Arms or Medallion):
Sort of a teleport enhancer. Unless you get favourable rulings on how set bonuses work in which case anyone using light/no armour or teleportation powers can consider buying in. Extra couple squares teleport as a minor action in the same turn you use any teleportation power can be very handy. For the 2 bonus, the belt, arms and medallion are probably the easier items to wear depending on build.

Epic:​

Points of the Constellation (Boots + Vambraces): Ongoing penalty to saves against all your powers. The Vambraces aren’t too difficult to slot in for those that want this (mostly controllers) due to lack of Arms slot items, though they are expensive. The boots are also a pretty decent item, though you could argue for the ring if you don’t have better ring slot items, or the rod if you’re a warlock doing psychic. If your DM rules you don’t need the rod wielded you can have it all, with a -2 ongoing penalty to saves and a +3 item to fort or will (probably worth the loss of hands slot for non warlocks).

Rings of the Akarot (Void, Gold, Glittering ring): What you’re looking for here is the 5 bonus for this group set, which saves you collectively a bunch of healing surges over the day. The Golden Ring, Glittering Ring and Void Ring are probably the most generically useful items, though the Ring of Control can be useful. Requires you actually wear the rings.
 
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Exocist

Villager

Neck​

Golfbagging with neck slot items in combat is inherently a lot riskier because it means your NADs are going to be behind. This is true regardless of ruling - whether you can swap them out in combat or only during a rest.

NAD defenses are the opposite of AC, they start fairly uncommonly targeted but become more relevant as the game progresses. As such, keeping this up to date early isn’t actually that essential.

Heroic:​

Sky Blue
Sustaining Cloak (2+, Uncommon): Barely more expensive than the basic Amulet of Protection. Requires you have sustain stuff to function, but actionless sustain of any type (not even limited to minor only like many similar items) is very good. And it’s an encounter power too.

Cloak of the Chirurgeon (3+, Uncommon): An extra healing surge per day is an extra healing surge per day. Can be golfbagged to break the game and make near infinite healing surges at approximately level 13 or so by just buying copies of the level 3 version and using them during a rest. Even without cheese, having this early is still good and you don’t need to sell it because the power scales. Simply swap your actual next slot item to this during a rest, use the power and swap it back again.

Amulet of Life (5+, Uncommon): Being a 5+ scale item makes this a bit worse, but the power is pretty good for heroic when your leader might not be able to let you spend a bunch of surges on demand. This saves action economy and power uses of leader heals, as an encounter power.

Blue
Amulet of Psychic Interference (5+, Uncommon): Charm, fear and psychic effects are a good number of the effects that daze, stun or dominate you. This item can be the difference between getting a full turn and not. Gets worse if you have superior will, and only works against save ends effects not EoNT effects.

Medallion of Death Deferred (9+, Uncommon): Daily power that keeps you on your feet when the dice hate you or you get ganged up on, saving action economy on healing you and standing from prone.

Silver Hart Clasp (9+, Uncommon): Minor action healing surge spends are nearly always useful at heroic, and descale as you start getting more minor action stuff. Even as a daily power, this can help you out in a pinch. It heals more than the Medallion, but also needs a surge and has to be used ahead of time as opposed to reactively (so there’s a chance you “waste” the power).

Purple
Badge of the Berserker (2+, Uncommon): The charger’s neck slot item of choice, allowing you to completely ignore OAs while doing your thing. The alternative is stacking defense bonuses vs OAs, which does have its benefits relative to this, but is also significantly more expensive.

Cloak of Translocation (9+, Uncommon): Characters that teleport a lot will love this +2 untyped bonus to AC and reflex on a neck slot. If you can’t consistently activate this, though, there are many better options.

Green
Amulet of Seduction (5+, Uncommon): Requires you have relevant Charm (save ends) effects, but a save penalty is good for such characters. Only applies to the first save.

Talisman of Terror (7+, Uncommon): Ongoing penalty to saves vs your fear (save ends) powers. Stacked with the Skull Mask you can end up with a fairly significant penalty to fear saves.

Torc of Justice (10, Rare): Requires you have the ability to spend healing surges in ways that don’t use your standard action, and obviously being tied to surges means its limited uses per day effectively. Also you probably don’t want to use a valueless surge, and this item doesn’t have any higher level version than 10. With all of that said, it’s a +2 untyped bonus to attack and damage rolls, in your neck slot, if you can activate it on demand. That is a pretty good bonus.

Paragon:​

Sky Blue
Timeless Locket (14+, Uncommon): Provides an item bonus to initiative and a daily power which has variable use depending on your own power selection. It could be effectively an AP, it could be useless. Valuation of this item really depends on if you have a comparable item bonus to initiative already, and how good the daily is for you.

Torc of Power Preservation (15+, Uncommon): Limited to enc powers of the Torc’s level or lower, and unreliable due to the roll to see if it works, but refreshing your best or second best E power is still very good.

Blue
Amulet of Elegy (2+, Uncommon): Not really worth getting until Paragon as the penalty is too small to justify the daily power considering its only on the first save. The advantage this has over other amulets is being cheap, barely more expensive than the basic Amulet of Protection. The save penalty can also become pretty large if you need something to stick just one extra turn.

Seashimmer Cloak (13+, Uncommon): Insubstantial as an interrupt is at least halving damage from 1 attack, but it can potentially save you a lot more if you end up in a bad position. May have trouble using the power if you have too many immediates.

Greater Necklace of Fireballs (15+, Rare): This item really isn’t bad for an encounter power, especially if you’re doing fire damage stuff. Level+3 (+18 at 15) vs NAD is about the same hit rate you get from a level 16 (+8 level, +6 stat, +2 feat, +3 enh = +19) implement user, so the hitrate is decent.

Purple
Mantle of the Golden General (12+, Uncommon): Needs you to be a warlord and have powers that grant saves to allies, but your allies will definitely appreciate this +2 untyped bonus to the save you grant them.

Green
Torc of Fortune (14+, Uncommon): If you’re doing Saving Grace stuff or other save based shenanigans this is free movement. Works with shift enhancers. The daily power is also kind of interesting as it applies to any d20 roll, not just attacks, checks and saves. Anything you can think of abusing The Die is Cast with also works with this.

Epic:​

Possum Amulet (23+, Uncommon): This is like an upgraded version of the Medallion of Death Deferred. It heals much less but also provides a defensive benefit to ensure you don’t just get whacked again.

Amulet of the Unbroken (29, Uncommon): Heal to full as an interrupt to going down? Possibly worse than Death Deferred or Possum because it needs surges and, more importantly, an immediate action which might already be spent at level 29.

Far-Step Amulet (29, Uncommon):
Teleport enhancer. Like all of these, Expected Table Variance on what the property actually works on. Very late to get this, but it is +3 squares. Daily power is also a HUGE amount of movement.
 
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