D&D 4E Guide to Itemisation in 4e




One thing to note about armour is armour breakpoints where it gives more than 1 AC. This makes some higher level progression scale (those operating on 4/9/14/19/24/29 or 5/10/15/20/25/30) worse for heavy armour users as they are basically going to be losing 2 (3 at one point) AC relative to using the basic magic armor at some points.

Light and cloth armor only have 2 breakpoints, 16 and 26, so they’ll usually just be behind 1 AC using these higher level progression scale armours.

AC is also less relevant as you go up in levels. Approximately 70% of monster attacks target AC at level 1, and only approximately 40% target it by level 26. That means going down 2 AC at level 26 will take about 25 attacks (10% more chance to get hit per attack, 40% of attacks) against you to mean you get hit once more than you otherwise would have, vs the approximately 14 attacks it would have meant at level 1.


Battle Harness (4+, Uncommon. Cloth, Leather or Hide): So first thing is the initiative bonus. Initiative is good, this is a power bonus though unlike many of the other items which do this which give an item bonus. This means it does stack with those items, but does not stack with e.g. Combat Leader. Check what bonus types you have to initiative before buying. The second thing is the free draw. This allows you to drop a held item, draw another one for free and use it all without spending an action, enabling better golfbagging of certain items. If you don’t want to drop your items, or want to replicate this effect without this armour, consider the Fast Hands power instead, which lets you do the same thing.

Sky Blue
Dwarven Armor (2+, Uncommon. Chain, Scale or Plate): The default low-level armor for heavy armor users - on the 2+ progression track which means you get your +2 ACs early, and the daily power, a free action surge, is also quite good at low levels. It doesn’t scale badly, due to being a free action heal instead of a minor one, there’s just better armors later.

Summoned Armor (6+, Uncommon. Any.): Heavy armor users may honestly opt for this to get their 2 AC bump at the earliest opportunity. It’s a strict upgrade over the basic magic armor. Light and Cloth don’t want this as much.

Robe of Eyes (2+, Uncommon. Cloth.): Being blinded sucks, this gives you immunity to that. The item bonus to perception can come in handy as well but you take this because its cheap and gives blind immunity.

Stoneskin Armor (3+, Uncommon. Cloth.): There’s a lot of good cloth for low heroic and this is one of them. If your minor action isn’t contested, which it won’t be at low heroic, this is 5 HP per encounter, adding up to a couple of surges a day.

Flowform Armor (4+, Uncommon. Cloth or Leather): Incredibly good armor that scales very well. No action (not an immediate) to immediately save against all those nasty save ends effects before they can take your turn away. As an encounter power too.

Shimmering Armor (4+, Uncommon. Cloth.)/Shadowdance Armor (5+, Uncommon. Cloth or leather): Rated the same for doing the same thing. May be redundant if you have Staff Expertise, if so skip these, but any character using Area or Ranged powers will find it invaluable to never have to worry about OAs for using their attacks again. It saves you so much pain when movement restrictions come into effect.

Tactician’s Armor (5+, Common. Chain, Scale or Plate): How does a 5+ progression heavy armor end up sky blue? Well, it’s this. Add 1 to a bunch of powers and class features. Swordmages with heavy, INTlords, Invokers, Artificers, etc. All really like this armor if they can stomach the AC loss it will usually bring.

Armor of Dogged Grit (7+, Uncommon. Chain, Scale or Plate): Does not actually trigger that often, and you can’t be cheeky and leave it at a lower level to trigger it more often because its heavy armor and needs to be upgraded. However, it will trigger occasionally and will probably be worth a surge or more over a day. Being on the 2+ progression scale is what really sells this.

Bloodiron Armor (8+, Uncommon. Scale or Plate): If you have a lot of AoE attacks this is basically a +2 item bonus to AC. Of course, upgrading your armor to the next tier is just a +2 bonus to AC, and this becomes worse if you get any other item bonus to AC. It’s on the 3+ progression track so it has some uses for the right builds.

Hero’s Armor (2+, Uncommon. Any.): A pretty nifty item that gives you just a bit more out of your action points, either letting an ally spend a surge which can be invaluable at low levels, or just giving you a bit of defense. It’s very cheap, too.

Runic Armor (3+, Uncommon. Any.): Arcane only. Requires you have some non standard action way to second wind, such as being a Dwarf. Untyped bonus to all arcane damage rolls for 2 turns if you can meet those requirements.

Stanching Armor (3+, Uncommon. Cloth or Leather): Cloth has so many good armors that this is just as good as another cloth armor, but for Leather it is very good. Minor action surge is not the free action surge of Dwarven, but for low heroic that doesn’t matter all too much.

Genasi Soul Armor (4+, Uncommon. Cloth, Leather or Hide.): Promise of Storm is too awkward to steal with this, so usually its used to steal one of the movement powers. Not terrible, it is a daily though.

Scale of the Serpent (4+, Uncommon. Scale): 4+ progression track for heavy armor strikes again. The daily is quite good when your immediates aren’t saturated, removing these conditions can buy your turn back. Worth a consideration.

Time Link Armor (4+, Uncommon. Chain.): Item bonus to initiative and a daily initiative reroll if you roll badly on your d20. Not terrible, but being relegated to Chain makes this suffer the heavy armor problem of a 4+ armor.

Bloodthread Armor (5+, Uncommon. Cloth): A bit weird to rate as its effectively competing against Magic Armor +2 instead of +1, due to being a 5+ progression scale. So it gives you (relatively) +1 AC and +2 to saves when bloodied.

Benefactor Armor (9+, Uncommon. Chain, Scale or Plate.): Gets a little bit more out of your healing powers - approximately a surge and a half per day - and provides a daily double heal in a pinch. Heavy armor problem due to being on the 4+ progression, but overall not a bad pick for leaders in heavy armor.

Blending Armor (9+, Uncommon. Cloth, Leather or Hide): Move action shift 3 as an encounter power is pretty good for getting you out of trouble. A decent defensive armor.

Bestial Armor (3+, Uncommon. Leather or Hide): Armor for chargers. Not necessarily bad for anyone else as it turns your charge into a double attack as a daily, but chargers with their MBA buffs tend to get significantly more out of this daily power.

Armor of Dark Majesty (4+, Uncommon. Leather or Hide): Warlock only, and is essentially competing with +2 magic armor, so you’re relatively +1 AC and +2 all NADs vs your curse targets. Much better if you can curse a bunch of enemies such as by Rod of Corruption.

Bear Spirit Armor (4+, Uncommon. Leather): Shaman only. This is a lot of temp HP for your whole at the early levels, it can easily swing an encounter to your favour.

Lifefont Armor (4+, Uncommon. Hide.): Warden only. Improves your Font of Life a bit, making you harder to disable, and if you end up with more than 1 save ends on you the daily can come in clutch.

Pouncing Armor (4+, Uncommon. Leather or Hide): Alternate armor for chargers. Using at at-will at the end of a charge lets you apply charge bonuses to at wills, and the ability to do a jump when charging is invaluable in skirting terrain. Bestial Armor has higher nova potential, but this is more consistent.

Marauder’s Armor (7+, Uncommon. Leather or Hide): Defensive armor for chargers, doesn’t have the explosive damage capacity of the other two but is pretty much always going to be a +1/2/3 untyped AC bonus for you.

Shared Valor Armor (8+, Common. Leather or Chain.): Great armor for Ardents and other sources of large amounts of THP, buff yourself while you’re buffing your ally. Combos with the Shield of Fellowship later if you can only give THP to yourself.

Shadow Warlock Armor (10+, Uncommon. Leather.): The god armor for warlocks and obviously useless for anyone else. This is your source of easy CA.

Eladrin Armor (3+, Chain): Teleport enhancer. Weirdly chain (I guess its elven chain). As usual with these, Expected Table Variance on what it applies to. If you need more distance out of your teleports and have chain proficiency, consider this.

Gloaming Armor (5+, Rare. Cloth, Leather or Hide): Invisibility shenanigans. If you never attack you stay invisible the entire encounter, every encounter. Pacifist clerics rejoice!

Irrefutable Armor (7+, Uncommon. Any.): Got a will targeting daily you don’t want to miss, and don’t care about your armor slot except for AC otherwise? This is probably the armor for you.

Ever-Fading Armor (10+, Uncommon. Leather or Hide.): Nothing stops you chaining this power to continue being invisible forever. Invisibility shenanigan builds also like this.

Meliorating Armor (3+, Uncommon. Chain, Scale or Plate): I don’t know what DM is putting you through the blender of a bunch of milestones in a day at low heroic, but if your DM is doing that this is the armor for you. Not very good in a 4 encounter 1 milestone day. Not amazing in a 6 encounter 2 milestone day.

Lifegiving Armor (3+, Uncommon. Plate): Necrotic resistance. This and the following armours are basically a whole bunch of various damage resistances which can be useful depending on campaign (e.g. undead do a lot of necrotic, so this armor is good for campaigns with lots of undead). Despite many being heavy armor, the resist outweighs the AC loss. Daily saves a surge to a surge and a half per day.

Black Iron Armor (4+, Uncommon. Scale or Plate): Necrotic and Fire resistance.

Ectoplasmic Armor (4+, Uncommon. Leather or Hide): Psychic resistance. Also a decent daily to get you out of a pinch.

Pelaurum Armor (4+, Uncommon. Chain, Scale or Plate): Radiant and Fire resistance.

Alchemical Defense Nodes (5+, Uncommon. Chain, Scale or Plate): Living Construct only. Acid, Cold, Fire, Lightning or Poison resist. Some alchemical items can give two or more, these are: Acidic Fire (Acid, Fire), Blastpatch (Cold, Fire, Lightning).

Deathcut Armor (5+, Uncommon. Leather or Hide): Necrotic and Poison resistance.

Ghostphase Armor (9+, Uncommon. Cloth): Necrotic resistance. Daily power can get you out of a pinch, is a minor instead of an immediate though.

Inner Warmth Armor (9+, Uncommon. Hide): Cold and necrotic resistance.

Righteous Armor (9+, Uncommon. Plate.): Back to armors without resistance. This is a minion clearing armor for DMs that love minions. Practically this means the minions just aren’t going to flank you, though (which is still good for you) so if you want this to be “true” minion clearing you have to force them to get CA against you.

Vanguard’s Shield (3, Common. Any shield): Somewhat party dependent, parties that daze often might find themselves getting charged a lot - and this is effectively a +4 to all defenses most of the time in that sort of party.

Jousting Shield (2+, Uncommon. Any shield):
Chargers. Losing your arms slot for this can be worth it if you’re getting shredded by OAs. OA defense, unlike badge of the berserker, lets you walk away from an enemy you just charged last turn and charge them again without worry.

Tusk Shield (2, Common. Light shield.): Defensive charger shield. This will permanently be a +2 item bonus to all defenses for you.

Hammer Shield (8, Uncommon. Any shield): Requires hammer. Creative name aside, for hammer users this is basically going to be a +1 item bonus to all defenses all the time. Up to you to decide if its worth your offhand and your arms slot.


Dilatory Armor (13+, Rare. Any.): Aside from the text of this armor quite literally being broken (it should say you can choose to succeed the save instead of fail), even with the ruling that makes it not silly, it’s still probably the best armor in the game. Get hit with a bad effect and just say no. Stuns and dominates are a lot less scary when you only take them after all the enemies are dead. Also an encounter power because wizards didn’t think the effect was good enough.

Sky Blue
Feytouched Armor (12+, Uncommon, Leather or Hide): Item bonus to initiative if you already have a power bonus and don’t want to golfbag with the battle harness. Also cheaper than the harness being a 2+ progression scale instead of 4+.

Armor of Dark Deeds (14+, Uncommon. Leather or Hide): The armor of choice for a lot of strikers - most of the time you should be attacking with CA, so this is effectively permanent concealment.

Greater Armor of Eyes (14+, Rare. Any.): Like the robe of eyes, but any armor and also gives you darkvision if you need it. Higher level versions remove CA for enemies flanking you.

Legendmaker Armor (14+, Uncommon. Leather or Chain): Effectively gives your ally an AP if they reduce an enemy to 0. Doesn’t even specify non minion. More actions = good. Is an immediate so you might find it difficult to use if your immediate slot is congested

Temporal Armor (20+, Uncommon. Cloth.): Effectively an extra AP per day, though this is a minor action. Might honestly be worth golfbagging this instead of buying a higher level version if you can, 1 AC is not that relevant by level 25 and standards are.

Bloodtheft Armor (19+, Uncommon. Leather): Adds up to a surge to two over the day, also scales with necrotic damage enhancing stuff to make the enemy damage a bit better.

Robe of the Archmage (20+, Rare, Cloth): Wizard only. Extra utility power of any level every day, can be any type you want. Gives some NAD bonuses too.

Champion’s Hauberk (13+, Uncommon. Chain or Scale): If you have Healing Word and want more channel divinities instead, this is the armor for you.

Armor of Shared Valor (15+, Uncommon. Chain or Leather): If you grant bonuses to defense this duplicates the buffs onto you. Mostly a Leader-specific armor.

Winged Shield (15, Rare, Light Shield): This gets around one of the major problems of magic shields being that they eat two slots. This only eats your arms slot which might not be all that useful to you, as opposed to your offhand slot.

Shield of Fellowship (15, Uncommon. Any shield.):
Forms a combo with Shared Valor armor (NOT armor of shared valor) if you grant THP to yourself. Should always be used in this combo.


Armor of Shared Health (30, Uncommon. Chain.): Is a level 30 item which means its ludicrously expensive. Leaders will enjoy the ridiculous amount of free healing they get out of this, amounting to a lot of free surges per day for them.

Shadowflow Armor (13+, Rare. Cloth or Leather.): Encounter power invisibility as a minor action. Not really worth getting at paragon because concealment is significantly worse.

Armor of Enduring Health (23+, Uncommon. Hide or Chain.):
There’s a bunch of stuff that can trigger off Second Wind, if you have a bunch of that stuff then another second wind is going to be useful for you. Otherwise not good.
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Weapons & Implements:​

I’ve grouped these together because they overlap slightly - some feats and features can let you use weapons as implements, which implement classes might want to use some weapon enchantments.

There’s five categories here.
  • Main-hand weapons are those you will attack through. Keep these up to date.
  • Weaplements are implements that function as weapons, or weapons that function as implements. They’re basically irreplaceable for the builds that want them, though you might be able to get an MC or a feat that treats a weapon as an implement instead. These will be rated relative to other items in the same category for this reason.
  • Off-hand weapons are those that give useful bonuses for holding and are generally not upgraded at level.
  • Damage type weapons are irreplaceable as a main-hand weapon for their specific builds. These will be rated relative to other items in the same category for this reason.
  • Golfbag weapons are those that provide a useful power and are worth buying a lot of to spam the power. Generally these are ones that don’t require you actually attack with the weapon.



Eberron Shard of Lightning (2+, Uncommon)/Khyber Shard of the Fiery Depth (2+, Uncommon)/Siberys Shard of the Merciless Cold (2+, Uncommon)/Eberron Shard of Radiance (3+, Uncommon)/Siberys Shard of the Mage (3+, Uncommon): Lets just get these out of the way early. Untyped bonus to damage rolls with Lightning/Fire/Cold/Radiant/Implement attacks that use the augmented weapon. If you can equip one, do it. This is another reason (aside from staff expertise) that staves are superior as an implement because they can naturally equip the mage shard.


Sky Blue
Farbond Spellblade (2+, Uncommon. Heavy Blade or Light Blade.)/Hungry Spear (2+, Uncommon. Spear.): Rated the same for being the same thing. Hungry Spear has better range, farbond is a blade. These are invaluable weapons to any character that wants to use both ranged and melee powers, artificers especially. Magic Weapon is so much easier to line up when you can do it at a distance.

Rebounding weapon (2+, Uncommon. Any ranged): Very cheap and functions off any attack that misses - that means if you do an Area attack and miss one target, you can activate this free action encounter power to attack someone else that was in the area. Requires you have an RBA. Seekers get good use out of this because it doubles up with inevitable shot.

Master’s Wand of Scorching Burst (3+, Uncommon. Wand): The reason to go wands. The property is a separate damage roll, so it turns your Scorching burst into a double attack with an AoE component, which is obviously great.

Orb of Forceful Magic (3+, Common. Orb.)/Shepherd’s Totem (3+, Common. Totem.): Rated the same because they do the same thing, though the Orb is generally better because it stacks with Orb expertise. Not an option if you don’t have orb prof though.

Staff of Ruin (3+, Uncommon. Staff): The default implement pick for implement users. Item bonus to damage is hard to get on implement attacks and nearly everyone appreciates more damage.

Abduction Ki Focus (4+, Uncommon. Ki Focus.): If you can nab the ki focus proficiency without too much pain, this can be an amazing item for anyone who does MBAs as an interrupt - particularly defenders. Assault Swordmages in particular love this as it can entirely cancel an enemy’s melee attack.

Firewind Blade (4+, Uncommon. Heavy Blade.): This requires two things - a way to add fire to your power, and fire vulnerability, but it goes absolutely crazy after that. Usual ways to add fire include Genasi and Path of the Scarred. Gets disgusting at epic with Radiant One.

Hellfire staff (4+, Uncommon. Staff.): This is mostly a tiefling/dragonborn specific staff, though if you naturally have any good fire/fear E powers (cough Flame Spiral cough) it can also be pretty amazing for you. The draw here is the critical bonus, refreshing your E power when you crit. For tieflings this is Infernal Wrath, for Dragonborn, Dragonfear. When dropping big AoEs hitting 4-5 enemies your crit rate isn’t all that bad. Tieflings can also nab Borrowed Confidence at level 16 by Secrets of Belial to roll twice and take the higher. The damage swap doesn’t really work with the crit bonus as its only on melee and close attacks, but if you can add fire damage to your attacks that’s a separate story.

Weapon of Speed (5+, Rare. Any Ranged or Any Thrown): Similar to Rebounding except its more expensive and requires a minor in return for you making the RBA whenever you want. Not limited to ranged weapons as well, so sorcerers and elementalists can use a Dagger of Speed if so inclined to launch RBAs from. Usually just taken on Elementalists though.

Cunning Weapon (8+, Uncommon. Any melee.): This is more an item for controllers using a weapon as an implement, but anyone who has a few (save ends) powers can benefit from having this penalty to the first saving throw. Stack it up with the other penalties and you can guarantee or near guarantee your opponent is failing that first save.

Symbol of the Radiant Flame (8+, Uncommon. Holy Symbol/Totem): Adding fire and radiant damage to all your allies attacks’ for a round is pretty great. For the entire encounter is broken. The reliance on this critting to trigger is the only thing keeping it in line. You can golfbag it to constantly use the daily every encounter, buy the tier down version and eat the -1 to attack and damage. It may not be necessary, though, one turn of this effect being active with the right party can end an encounter right there. Will need something to make crits more common like Divine Oracle or Twisting Fortune.

Stormshard weapon (9+, Rare. Spear.): The critical bonus being a completely separate damage roll means it’s a lot better than it looks. Critfishers (e.g. Draeven Marauders) love this weapon for the damage. You can also take this for the property to be obnoxious with interrupt attacks, or because you just want some free forced movement. Usually activated by Shocking Flame, but any method to add lightning or thunder to your power works.

Belled Branch (2+, Common. Holy Symbol): A decent no OA holdover for the early game, though I’d strongly suggest looking into other ways of protecting yourself from OAs come later, you don’t want to be using this forever.

Earthroot Staff (3+, Uncommon. Staff.): Cheaper version of cunning weapon/symbol of power for the lower levels, if you have one or two relevant (save ends) powers that this works on.

Final Sleep Ki Focus (3+, Uncommon. Ki Focus): Some movement on killing things that can be stacked with shift enhancers. Probably gets funny with pitted flowstone and minions considering it doesn’t specify non minions.

Battlecrazed Weapon (4+, Uncommon. Axe or Heavy Blade): It’s extra damage when you’re bloodied. Can be wielded with a Blood Fury weapon in your offhand so you have an encounter power that makes you bloodied instead of this daily power.

Iron Body Ki Focus (5+, Uncommon. Ki Focus): Large attacks + this = taking a lot less damage.

Sentinel Marshal Honor Blade (5+, Rare. Heavy Blade or Light Blade): Provides a fair amount of temporary hitpoints on kill for the low levels. Does not scale all that well, and I wouldn’t upgrade it, but the level 5 version is decent. Encounter power is neat too.

Rousing Hammer (5+, Uncommon. Hammer.): Reasonable support-y weapon if you’re using a hammer and your allies get proned often.

Earthfall Totem (7+, Uncommon. Totem.): Lots of primal attack powers push, slide or prone so the effect is fairly reliable here. Is it worth it over the staff of ruin? If you’ve already got an item bonus to damage, certainly, otherwise I’ll let you decide.

Symbol of Power (7+, Uncommon. Holy Symbol): The poor cleric’s version of the cunning weapon. Identical at heroic but this thing’s save penalty does not scale so its worse later on. Still if you care about hand slots more than holy symbol slot, might be worth it.

Punishing Weapon (8+, Common. Any.): A little slow to start, and requires to be dual wielded (the wounds are NOT unique to each weapon, so two of them will inflict 2 wounds a round). Also redundant if you have a source of a large power bonus to damage. These bad boys, however, can inflict a lot of damage once they get going.

Scarblade (10, Rare, Heavy Blade): This is a good weapon in the fact that not only does it add a damage type (fire), but it also just does more damage. It is once per turn though, so multiattackers will benefit more from a flaming weapon anyway. The daily power is weird, it can be likened to an illusory wall which is pretty useful.

Envenomed Ki Focus (2+, Uncommon. Ki Focus): An item bonus to damage for implement based poison builds. You do need to use the focus, though, so you can’t use a poison damage swap weapon, which means you need to add poison or innately do it.

Goblin Totem (2+, Uncommon. Any.): Pretty much a Pixie-only weapon, as most creatures are larger than Tiny so this is just an item bonus to damage stapled onto any weapon you want.

Staff of Sleep and Charm (3+, Sleep and Charm): +item bonus to hit (scaling) with all your sleep and charm powers if you have a lot of them.

Avalanche Hammer (4+, Uncommon. Hammer.): Chargers may prefer a different weapon anyway, but this is decent for heroic. Just more damage on a charge.

Rending Weapon (4+, Uncommon. Axe): Only critfishers need apply here, extra MBA (potential extra crit) on every crit.

Blurred Strike Ki Focus (5+, Uncommon. Ki Focus): Monk only item and requires you’re consistently able to activate it (not that hard for monks). Double Flurry of Blows, what’s there not to like?

Orb of Unfailing Concentration (5+, Uncommon. Orb.): You need to be a psionic class with PP using an Orb. Seeing as battleminds and ardents don’t use orbs, that means you’re a Psion. The nature of the ETV here is with the wording of the power. As written you just have to miss one target to regain your PP - if your DM agrees this is great for psions, hard to golfbag if you want to keep up with enh bonuses (I’d buy 5 of the tier down and eat the -1 to attack and damage). If your DM says you have to miss all targets its significantly worse.

Footpad’s Friend (10+, Common. Light Blade): Cha rogues can stop crying about brutal scoundrels getting strength to sneak attack now. Alright they’re probably still going to cry because they wanted a different weapon.

Knockback Weapon (4+, Uncommon. Hammer or Mace): Push enhancer. Despite slide being better than push, this weapon is weaker and more expensive than the staggering weapon. Also requires you actually use this weapon. Curious really. If you want more push distance on your weapon powers, buy this.

Flesh-Eating Rod (7+, Uncommon. Rod.): Requires some specific powers, such as Vile Plague, which have an effect stapled to an ongoing damage with (save ends all) to be useful, but this is an ongoing -2 penalty to saves - better than other weapons do.

Controlling Weapon (8+, Uncommon. Polearm): Push enhancer. Pull enhancer. Unlike the Knockback weapon the enhancement doesn’t change with the level of the weapon, nor does it require a weapon power. Still needs you to use the weapon though. Can also replace any push or pull with a slide as a free action encounter power letting it benefit from slide enhancers (like the staggering weapon), or just give you better positioning control.

Anarusi Codex (10, Rare, Tome): It’s a necrotic type swapper but you’d use a vampiric weapon for that. You can do silly things with treating your allies as enemies, such as using Hypnotism on your allies to grant them basic attacks. Doesn’t scale without DM intervention though.

Armbow (3+, Common. Crossbow.): Requires living construct. Saves a feat on Speed Loader. Given the rather low level of this weapon this could be beneficial if you need that feat for other things, but I’d swap it for a real weapon and take the feat whenever you can.


Sky Blue
Totemic Spear (2+, Uncommon, Shaman + Spear): This does have a bonus of making your melee spirit powers into reach powers, but similar to the songblades it only works as an implement on Shaman powers and Shaman PPs. If you don’t plan to have non-shaman stuff, this is better than Alfsair.

Alfsair Spear (3+, Uncommon, Totem + Spear): Do you like polearm momentum on your magic stones? Well do I have a weapliment for you! Top pick for druids due to aforementioned synergy.

Pact Blade (3+, Common, Warlock + Light Blade): Arcane implement proficiency for a real magic weapon is better than this, but there’s not many that are worth it at heroic. Therefore, this is a good option until you find a magic weapon that you like more at paragon, then you spend the feat to use that weapon instead.

Crusader’s Weapon (9+, Uncommon, Holy Symbol + Mace): Top tier weaplement that does two things. First, it changes your damage to half radiant, which makes you benefit from all radiant bonuses. Second, it’s a mace, which means you can use it with Dizzying Mace.

Bard’s Songblade (1+, Common, Bard + Heavy Blade or Light Blade): Really basic item for bards to scale their implement and melee weapon powers with 1 item. If you choose a dagger, which you should, you can also scale your ranged weapon powers off this item. Can also just use arcane implement proficiency or swordmage mc. Works if your only powers are bard or bard PP powers, otherwise you will want an enchanted dagger with implement proficiency, or a real implement.

Harmonic Songblade (2+, Uncommon, Bard + Heavy Blade or Light Blade): Upgrade to the Bard’s Songblade above, one level higher to add a minor action power to buff an ally for a round. Probably worth it at heroic, but its your call on whether you want to save the money.

Harsh Songblade (3+, Uncommon, Bard + Heavy Blade or Light Blade): You get an AB2 daze on an enemy with any thunder power you use, as a daily. That is a fairly solid daily. Ultimately up to you which songblade you prefer.

Ironscar Rod (3+, Uncommon, Rod + Mace): A not strictly terrible option for getting dizzying mace stuff going as early as possible. Rod expertise is better than bludgeon (for implement users) or holy symbol expertise, but the crusader’s weapon is better than the rod.

Scepter of Bane (4+, Uncommon, Holy Symbol + Mace): A better bridging item to the crusader’s weapon than the rod, IMO, as its the same weapon and implement type.

Unforgettable Cudgel (8+, Uncommon, Divine + Mace): The crusader’s weapon is generally just a better option due to damage type - avengers may get more use out of this if they’re using both their weapon and implement powers, as they like expanded crit range. Still probably better to just use a feat on weapon-as-implement.

Pact Bow/Hammer/Sword (2+, Uncommon, Warlock + Bow/Hammer/Longsword): Requires you to be an elf/dwarf/eladrin and not even really strictly better than the Pact Blade, because no dagger. The Hammer can be a throwing hammer, but do you really want to try to get hammer implements later when you replace this instead of going the much cleaner route of pact blade dagger -> AIP dagger, dagger of choice?

Rose Scythe of Chauntea (4+, Common, Divine/Primal Staff + Scythe): Put here because it’s the only thing that is this combo. It’s not a good weapliment, mostly because its a 2 handed weapon. Seriously just use an actual staff instead, that’s already a weapon and an implement. Some random build somewhere might want this for some absurd reason I guess. It looks cool.

Vigilant Blade (4+, Uncommon, Avenger/Paladin + Heavy Blade or Light Blade): Rated in case you want this for early levels instead of paying a feat. Feat is cheaper than your weapon enchant slot, though, so replace this once a good weapon is available.

Weapon of Oaths Fulfilled (4+, Uncommon, Avenger + Any melee): Another weapliment, another same problem as before. Can be good at heroic, get a feat for it later.


The First Sword of Tyr (8, Rare, Short Sword): If you can get this its pretty amazing. First, its essentially an extra surge per day due to the temp HP it grants. Even if the sword itself becomes useless later, you always get these THP, so keep it. The daily power is pretty stellar for these levels as well, but the sword doesn’t provide anything else for using it once that daily power is expended, so off hand weapon.

Symbol of Victory (9+, Uncommon. Holy Symbol): Extra APs are incredible. Can be golfbagged to break the game, but the base effect is already stellar.

Staff of Mishakal (10, Rare. Staff): Encounter power surgeless healing, with daily power surgeless healing. In a 4 person party this is worth 8 surges a day.

Sky Blue
Mage’s Weapon (2+, Uncommon, Heavy Blade or Light Blade): This is usually used on hybrid or multiclass enjoyers to reuse your best e power twice if its better than your e powers of the next level, e.g. 2 rain of blows per combat.

Quicksilver Blade (2+, Uncommon, Light Blade): Item bonus to initiative if held in the off hand. If you don’t have another source of item bonus, or all the other slots that give this to you are already taken, a good option.

Chieftain’s Weapon (3+, Common. Polearm or Spear): Offhand weapon of choice for BA granters such as Warlords. Does not need to be upgraded.

Orb of Mental Constitution (3+, Uncommon. Orb.): This is a somewhat specific item for wis/cha primary classes. It can be a big bonus to your AC/fort (effectively). Only for one attack as opposed to a round like utility powers, but this is an item with an E power, not a utility item. Turning a hit into a miss from this is good. Better if you have the spare PP to augment it.

Orb of Nimble Thoughts (3+, Uncommon. Orb.): Item bonus to initiative and a great encounter power to let you shift multiple squares if you have good INT.

Rhythm Blade (3+, Common, Light Blade): The usual off-hand weapon of choice. Free defense bonus that will stack with probably every other type of defense bonus you have unless you have another shield bonus from something weird.

Harmony Blade (4+, Uncommon, Heavy Blade): Due to broken RAW, this weapon when wielded in your off hand only requires you hit with it to proc the effect, as it is both “this weapon” and “your off hand weapon”. A defensive option that protects you from counterattacks.

Symbol of Daring (5+, Uncommon. Holy Symbol): A nice item to have on one person in the party - buy it downlevelled though as its too expensive for just the property as an on level item.

Staff of Magius (10, Rare, Staff): Free action sustain as an e power and 2 AC? Good deal for a level 10 item.

Defensive Staff (2+, Common. Staff.): +1 item to all NADs, and +1 item to AC if you have staff of defense. Probably worse than the rhythm blade unless you have Staff of Defense, but if using Dual Implement Spellcaster this doesn’t need the extra proficiency to count as an implement. Also unlike Rhythm Blade, can become redundant with item bonuses.

Elusive Action Ki Focus (4+, Uncommon. Ki Focus.): It’s not much but if you have Ki Focus proficiency and aren’t using it, it’s a +2 untyped to AC against OAs. Monks have better Ki Foci to equip so the e power isn’t that useful.

Orb of Stored Energy (5+, Uncommon. Orb.): Item for psionic classes to get more PP in a combat, has two major limitations. First you have to end combat with 2 PP left (you don’t want to use the daily store on just 1 PP) - which can be a tall ask at heroic. Second, it only does Aug1s until level 25, which means you need to have a good enough Aug 1 to justify this as your off hand orb. Might be better in a golfbag and even then it can be hard to use.

Aegis Blade (3+, Uncommon. Heavy Blade or Light Blade): Great item for swordmages who don’t get to AoE mark until much later with Total Aegis. Doesn’t need to be upgraded past level 3. Better if golfbagged though the power is plenty good even 1/day.

Master’s Wand of Magic Missile (3+, Uncommon. Wand.): Usually combined with Blackstaff Apprentice, Wizard’s Fury and Push enhancers to make your magic missiles minor action push a bunch. Can be useful for setting up bigger AoEs. Not really worth upgrading, MM is going to do bad damage anyway.

Rod of Avernus (3+, Uncommon. Rod): Warlock only. Is a decent amount of forced movement if you have a few enemies cursed. Can be combined with slide or forced movement enhancers for better rearranging. The issue is that you probably want the rod of corruption for that AoE cursing, and a weapon/implement to actually attack with, so you have to hotswap to this to actually use it.

Rod of Corruption (3+, Common. Rod.): Pact Boons do not specify non minion so this can quickly curse every enemy if there is minions. Without them, you have to reduce a standard to 0 which may take some time. Still faster than cursing every enemy normally, and saves the minor actions.

Rod of Mindbending/Starlight/the Pyre (10+, Uncommon. Rod.): Requires you to be a Warlock. Mindbending works in class with Mindbite Scorn, the Pyre with Hell’s Chosen or Gloves of Eldritch Admixture, but they’re all good at team and self damage boosting. Really just depends on what damage type your team is using for which one is the best.

Rod of Office (2+, Uncommon. Rod): Sorcerer-King Warlock only. Do you have good uses of Fell Might? You might not because Sorcerer-King Warlock powers are… not great, even with it, but they’re serviceable for heroic. If you do, this is a free refresh for fell might 1/enc.

Quickcurse Rod (2+, Uncommon. Rod.): Warlock only. A good item to spread your curse around faster, requires you hit with the rod which can make golfbagging it rather difficult as you probably don’t want to constantly be using the rod in place of your mainhand weapon.

Staggering Weapon (2+, Uncommon. Axe, flail, hammer, heavy blade or mace.): Slide enhancer. Did you ever want to slide your enemies up to 6 more spaces? Well this is the weapon for you. The power does need the weapon keyword for this to work, so implement users need not apply.

Blood Fury Weapon (3+, Uncommon. Axe or Heavy Blade): A lot of items and effects require bloodied activation triggers, and this is an E power that lets you be treated as bloodied whenever you want for 2 turns. Does need your minor but that’s well worth it if you’ve got enough bloodied stuff.

Ki Weapon (3+, Common. Any.): Standard off hand weapon for monks, just add more damage to your flurry. Don’t bother upgrading.

Orb of Judicious Conjuration (3+, Uncommon. Orb.): The property is pretty worthless (how many enemies use dispel magic?) so you take this for the free sustain if you have sustain powers.

Architect’s Staff (5+, Uncommon. Staff.): Wall enhancer. Zone enhancer. Large boost to wall and zone powers, requires you have them. The daily standard can effectively give you another use of a wall power if positioned right.

Staff of the Traveler (5+, Uncommon. Staff): Shift enhancer (technically). Should work with both shift and teleport enhancers but ETV. The effect is also ETV on whether it applies to shifts you grant to other characters. Replacing your shifts with teleports can be very good though.

Incisive Dagger (9+, Uncommon. Dagger): Teleport enhancer. Can give a huge bonus due to it scaling with the enhancement of the item, and of course, ETV on what it works on.

Damage Type:​

Sky Blue
Frost weapon (3+, Uncommon. Any.): Swaps all damage to frost. Often combined with Lasting Frost and Wintertouched for permanent CA and vuln 5. Problem? Lasting Frost is needed to make Wintertouched work, and is a paragon feat, so this doesn’t do much until you get there. Otherwise all you get out of this is Silvery Glow.

Body of Fire Ki Focus (4+, Uncommon. Ki Focus): If you want true fire damage swapping this is the only option you get until level 15 that isn’t class specific. Does not work for every character due to being a Ki Focus.

Rod of the Dragonborn (4+, Uncommon. Rod.): This is the only way to swap all damage types of any power to thunder. You require playing a dragonborn, selecting dragon breath (lightning) and then the Thundering Breath feat at paragon. Fortunately, resounding thunder is also paragon. Enables Mark of Storm before then.

Screaming Bow (4+, Uncommon. Bow): Just find a way to use this as an implement and resounding thunder on all your untyped damage bursts to your heart’s content. Resounding Thunder is a paragon feat and the main reason you try to get Thunder on things, so you can safely skip getting this until paragon. The untyped damage part is the bigger killer than trying to get a bow as an implement - Monks and Druids are the classes that have these the most.

Sunblade (4+, Uncommon. Heavy Blade.): The classic Sunblade, starting Radiant shenanigans. At heroic what you get out of this is Silvery Glow and Stay Back.

Lightning weapon (5+, Uncommon. Any.): The lightning damage swapper, often combined with Mark of Storm. Melee enjoyers will appreciate the ability to knock everything prone with Flail Expertise alongside the mark of storm, but just mark of storm alone makes all interrupt attacks obnoxious and helps set up AoEs with the sliding.

Mordant Weapon (8+, Uncommon. Heavy blade, Light blade or Spear): If you’re going some poison build you will need Venom Hand Master because of how much is poison immune. This is the weapon for poison damage enjoyers, also benefits from acid support though there isn’t much of that.

Forked Lightning Ki Focus (9+, Uncommon. Ki Focus): Triggers mark of storm, allows the use of lightning damage bonuses and support, the daily power is pretty good too.

Githyanki Silver Weapon (9+, Uncommon. Heavy Blade.): You’re usually taking this for Psychic Lock on all your powers, though there is other psychic support that can benefit you, that’s the main one.

Symbol of Fire and Fury (9+, Uncommon. Holy Symbol): The other fire damage “works on anything” item before weapon of summer. Requires marking, which requires you be a defender of some kind generally. The extra damage isn’t that bad either.

Vampiric Weapon (9+, Uncommon. Heavy Blade or Light Blade): You’re here for life-draining gauntlets and maybe some cheesy stuff involving Venomous Bloodfang. Lots of things resist this damage type though, so you want a Shard of Decay as soon as possible.

Blazing Arc Ki Focus (3+, Common. Ki Focus.): Limited to melee attacks, but unlike the flaming weapon this changes any damage type. It’s still not great at type switching due to the limitations on what powers work with it, but it can work.

Death Strike Ki Focus (3+, Common. Ki Focus.): Worse than the vampiric weapon but also 6 levels earlier. That said you probably don’t have any of the necrotic synergies at level 3 so there’s not much point buying this.

Frost Fury Weapon (3+, Uncommon. Axe.): +Con damage at heroic is huge, but this isn’t a good damage type adding weapon though it can function as one due to the condition.

Thunderfist Ki Focus (4+, Uncommon. Ki Focus.): Trigger for Mark of Storm. Melee only means no Close or Area which means no Resounding Thunder. Forked Lightning is usually better for this purpose, but is also a 9+, so you can grab this on the way then swap it for lightning at 9.

Flaming weapon (5+, Uncommon. Any): Only changes untyped damage so its significantly more limited than other damage type swappers. Still has some use with stuff that works on fire damage, such as Hellfire Blood.

Spiderkissed Weapon (7+, Uncommon. Any melee): The poison damage type swapper for poison support. I’d just get the Mordant weapon instead, extra type for very little price increase.

Sun Disk of Pelor (8+, Uncommon, Holy Symbol): Saves both hand slots if you don’t care about having the extra mace type from Crusader’s Weapon for dizzying mace, and you care about your holy symbol “Slot” less than your hand slot. In general there are great offhand holy symbols though so this isn’t that worth it.

Flame Tongue Weapon (10+, Rare. Heavy blade or Light blade): If you took a flaming weapon and wanted a +2, this is better…except its a Rare and limited to light/heavy blade.

Shock weapon (3+, Uncommon, Spear): Lightning stuff can start working straight at heroic, but this is too specific. It’s a spear, and only changes untyped damage from ranged attacks using it to lightning. Save yourself the trouble, buy a lightning weapon. Maybe some specific builds want this.

Force Weapon (8+, Uncommon. Any.): You’re here for reasons beyond mortal comprehension. Force is a barely supported damage type, don’t get this weapon except for very specific builds.


Sky Blue
Rain of Hammers Ki Focus (3+, Uncommon. Ki Focus): At-will as a minor action? If you have ki focus proficiency incidentally this is a great golfbag to swap out between encounters. If you don’t, this might be a reason to pick it up. Twin Strike as a minor action is pretty good, as it turns out.

Staff of the War Mage (3+, Uncommon. Staff): Free burst/blast expansion, can be a huge help for classes that struggle getting this like psions. Works even on powers like Come and Get It.

Staff of Missile Mastery (2+, Uncommon. Staff.): There exists some builds using Wizard’s Fury, Blackstaff Apprentice and Master’s Wand of Magic Missile. These builds may and that’s a big may, benefit from this staff. However, as the Master’s Wand requires you cast MM through the wand, this is not great for those builds as a main hand weapon, hence you instead golfbag it for the daily power on those builds.

Flensing Weapon (5+, Uncommon. Axe, light blade, heavy blade or spear): Complicated weapon that can be pared with the Yakuza theme for cheese (hit enemy, intimidate them into surrrendering). You have triggers that want the enemy to be bloodied AND you need to hit with this weapon so as a golfbag you still need to eat a -1 (probably -2) penalty to hit to use it AND you don’t get to use your main weapon.

Thunderwave Staff (8+, Uncommon. Staff.): A build specific item used for silly things. E.g., at level 9, using Glorious Presence, you can push 1 + 5 (wis) + 2 (Enchantment Mage) + 2 (Petrified Orb of Forceful Magic) + 1 (Gauntlets of the ram) + 1 (orb expertise) + 1 (avalanche boots) + 1 (Controlling advantage) for a total of 14 push, which can be converted to 14d6 thunder damage. That’s impressive at heroic, but it doesn’t scale much at all.
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Sky Blue
Jagged Weapon (12+, Uncommon. Axe, Heavy Blade or Light Blade)/Melegaunt’s Darkblade (12+, Uncommon. Heavy Blade or Light Blade): Rated the same because they do the same thing, the only difference is the crit bonus, which ironically you don’t care much about when using this weapon on the builds that want it - critfishers. Usually combined with Daggermaster, Student of Caiphon, multiattacks, AoEs, etc. to increase the probability of crits occurring. The Darkblade is somewhat better because the crit effect can “stack” unlike ongoing damage but you can’t go wrong with either option.

Bradaman’s Weapon (13+, Uncommon. Heavy Blade, Axe or Hammer.): A massive divine sanction upgrade. Can be used as a Glaive to allow you to use Polearm momentum on your implement powers. Has some issues with use as a weapliment, namely that it only works for divine powers, which can be an issue with your paragon path or multiclasses. These characters may prefer Symbol of the Sonnlinor for this purpose.

Withering Weapon (13+, Uncommon. Any melee): An amazing support weapon that also technically increases your damage by increasing your hit rate. It won’t increase damage as much as other weapons will, but the stacking AC penalty will ensure your allies never miss whoever you’re focus firing again. Another version, the Desiccating Weapon, also exists for Fortitude instead of AC, but is harder to use.

Wand of Thunderous Anguish (14+, Uncommon. Wand.): Needs you to already have thunder powers, but this is a separate instance of damage with every hit your allies make. Combine with vulnerability to make this a ton of damage.

The Ineffable Secret of Death (15+, Rare. Ki Focus.): Good for anyone who uses a Ki Focus, it’s extra damage but that extra damage also carries the Necrotic type, which means you can now benefit from Life-Draining Gauntlets and other necrotic support.

Blade of the Eldritch Knight (15+, Uncommon, Heavy Blade): Good positional aid, making all your standard action melee attacks at reach 5.

Forceful Weapon (16+, Common. Bow.): Mark of Storm at home. Questionable if this applies to using the weapon as an implement as it says “any arrow fired”, if it does this can be good on a lot of casters using bows as implements such as by Moonbow Dedicate.

Reaper’s Axe (15+, Uncommon, Axe): Do you hate minions and never want to see them again? This axe lets you immediately clear out every minion on the map with shift enhancers. Can be combined with Pitted Flowstone, or replacing your MBA with something that does splash damage (like cleave) or AoE to let you do something absurd in minion encounters.




Sky Blue
Feyslaughter weapon (9+, Uncommon. Any.): Only needed at high paragon or even epic, and despite needing to hit with the weapon you probably want to buy a levelled down version because not enough enemies teleport, but this item is invaluable to some builds as teleporting skirts so many things like OAs, immobilize, restrain, etc.

Shadowrift Blade (12+, Uncommon. Light Blade.): A good movement option for strikers that forms a lot of combos such as Armor of Dark Deeds + Cunning Sneak + Incisive Dagger. Just using it with Spark Form. Just using it with Lashing Blade (which can also be combined with Mark of the Vigilante or Mark of Sentinel). Just having it on a wrist razor for the option. You want some way to resist the damage, such as Virtuous Recovery, though it can also be used to trigger “you take damage” things like Hellish Rebuke. Not worth buying a higher level version as its harder to resist the damage, just buy teleport enhancers instead.

Damage Type:​

Sky Blue
Necrotic Weapon (13+, Uncommon. Axe, heavy blade or light blade): Compared to a vampiric weapon, this is cheaper, has a better daily and only half necrotic (so it can benefit from more damage type synergies). Also the property can be turned off if you’re fighting something necrotic immune. In return you lose the healing on crit which can be worth about a surge a day.

Thunderbolt Weapon (13+, Uncommon. Any ranged): Cheaper than the Lightning weapon, and with a probably better daily power. Possible upgrade for any ranged character that was using a lightning weapon before.

Mindiron Weapon (14+, Uncommon. Bow or Crossbow): The ranged weapon user’s psychic damage swapper of choice as Githyanki Silver is melee only.

Radiant Weapon (15+, Uncommon. Any.): Not only does it add enh as an item bonus to damage, potentially freeing up slots for other things, it’s also an Any Weapon as opposed to the heavy blade specific Sunblade. You’re here to abuse this with the various radiant support shenanigans including, but not limited to, Morninglord.

Lifebane Weapon (15+, Uncommon. Heavy blade, light blade, pick or spear.): Trying to do necrotic stuff with a pick or spear? This is your only weapon option for that. Of the two, the spear is more likely to be the thing you’re looking for in your weapon.

Weapon of Summer (15+, Uncommon. Heavy Blade): Finally a general fire damage add for fire damage shenanigans. And its a good one too, adding fire damage rather than converting means you can benefit from multiple damage types. This is particularly relevant on e.g. Master of Flame using this as an implement to benefit from two forms of damage type support. The daily is also good if golfbagged so it will show up in that section later.

Death Weapon (13+, Uncommon. Pick or Spear): Depending on your weapon type, if you’re looking for a necrotic damage switcher, this may be your only option. I’d use a better weapon type instead.

Flame’s Champion (15, Rare, Longsword): Dual type weapon not often used for three reasons. First, it doesn’t scale so if you’re relying on this for your synergies you can’t upgrade it, so you have to ditch it or be stuck with an inferior weapon. Second, its rare. Third, it only changes untyped damage to radiant and fire. That said, for a certain level band, on certain classes, it is strictly better than Weapon of Summer - aside from being Rare.

Thundergod weapon (13+, Uncommon. Any melee): The charger’s weapon of choice to add thunder damage to your charge, and to add extra damage to your charge. Chargers aren’t particularly complicated builds, so they tend to just stack together all these bonus damage on charge items.

Spellsoul Blade (14+, Uncommon. Heavy Blade or Light Blade): DM dependent on what types it gets - you’re looking for Thunder as everything else is easier to get elsewhere. Even then, this comes with two main limitations that prevent it from being an easy thunder swapper - one it only works on weapon attacks. Two, it only works on untyped damage. There’s still some classes that benefit from this - Fighters and Wardens in particular have a lot of untyped burst weapon attacks.


Orb of Spatial Contortion (7+, Uncommon. Orb): Close blast for close burst of X-2 is not an even trade at anything past X=3. Burst 3 is way bigger than Blast 5 and a bunch of these can turn some pretty medium blast powers into great burst powers. Also helps that they now benefit from burst, rather than blast, expansion so they’re even bigger.

Stern Mountain Totem (10+, Uncommon. Totem): Surgeless healing. Needs you to actually hit with the totem which can be a problem (pull it out near the end of a fight) and only works for primal powers, but surgeless healing is still broken.

Healing Weapon (14+, Uncommon. Any ranged): Surgeless healing (effectively more healing surges per day). Buying multiple of these breaks the game.

White Orb of Dragonkind (14+, Rare. Orb): This is a bit more finicky to use and not your traditional golfbag as you just want to swap your offhand item to this after you’ve done everything, then swap it back again on your next turn. Save vs any immobilze or forced movement is pretty good.

Brightblade (15, Rare. Greatsword): +1 untyped bonus to attack rolls, defenses and saving throws for the entire team every encounter if you get about 5 of them.

Sky Blue
Orb of the Peerless Artist (4+, Uncommon. Orb): Not that Psions necessarily have large AoEs to begin with due to their difficulty getting burst expansion, so this is not as necessary, but even for a cha-psion with only 12 wis, this can be useful to make your AoEs friendlier.

Staff of the Renewing Source (5+, Uncommon, Staff): Did you want to spam your disheartens and lightning rushes even more? With this item you can essentially make them cost 0 PP. Can be PP positive using an Aug1 and getting 2 PP off of it. Upscaling this to refresh the cost of paragon and epic powers is very expensive, though it can be done.

Orb of Impenetrable Escape (6+, Uncommon. Orb): The ultimate save penalty, just keep forcing your opponent to reroll until they fail. Even a few of these can help those powerful (save ends) dailies stick though.

Symbol of the Champion’s Code (8+, Uncommon. Holy Symbol): Rated sky blue solely because its a minor action. If this was a free action it would be gold. It’s everything a defender could ever want - instead of relying on marks and mark punishes to soft control the enemy into hitting you, just don’t give them the choice at all. Also prevents AoEs from hitting anyone but you.

Orb of Reversed Polarities (9+, Uncommon. Orb): Damage type enjoyers for commonly resisted types, such as necrotic, will love this. Turn their resistance into a vulnerability and watch your damage skyrocket. Is a minor action, though, which limits its usefulness.

Necklace of Prayer Beads (10+, Rare. Holy Symbol): An item with 3 useful options, as an e power. The second option is the weakest but still can save surges across the day. Needs your minor to activate, which limits its usefulness.

Blade of Night (12+, Uncommon. Light Blade): This is actually a rather good minor action power. Blocking line of sight without any conditions. It is unfriendly though, so be mindful of that.

Captain’s weapon (13+, Rare, Any melee): The daily is what you’re looking for here, and its a good one if your allies have basic attacks. You may need some ally movement or forced movement stuff to set it up, but you also don’t really need to use it constantly. Great to have in your back pocket when the battlefield lines up right, this is a solid leader daily.

Orb of Temporal Dissonance (13+, Uncommon. Orb): Buying 5-6 of these is essentially buying Danger Sense for the whole party, which is great.

Orb of Translocation Interference (13+, Uncommon. Orb): Feyslaughter weapon? You don’t need it now. This is a no action e power (saves money golfbagging) that lets you choose where the enemy ends up. Enemies will never want to teleport again.

Battlemaster’s Weapon (14+, Uncommon. Any): Get an E power of any level back, no questions asked.

Quickening Staff (14+, Uncommon. Staff): Free at will with your daily power. What’s there not to like?

Orb of Inevitable Continuance (3+, Uncommon. Orb.): Extending your EoNT effects is amazing but you need to hit with this orb, which means you need to eat the hit penalty or buy it at a higher level, which limits its usefulness.

Staff of Resilience (3+, Uncommon. Staff): A little bit of a gamble as you trade in a surge and a minor for the potential of 2 surges worth of value. Can put you anywhere from +1 surge to -1 surge.

Orb of Fickle Fate (4+, Uncommon. Orb): Ongoing save penalty (that applies to itself). The minor action, single target only nature of this makes it a lot more limited in scope, but still useful.

Orb of Heightened Imposition (12+, Uncommon. Orb): Imposition wizard only. The better version of inevitable continuance, though you only want one because of the inherent limits of Orb of Imposition.

Domino of Olladra (10+, Uncommon. Holy Symbol): If you have a party member doing crit stuff you might consider this (in addition to, not replacing, Symbol of Victory). It uses your immediate which is a problem, and it can be a bit finicky to use (ideally your ally has some hit bonuses that can make them hit on a low number to increase the chances this goes off). With multiattacks and AoEs the chances that your ally rolls a low enough number and hits is decent enough that this can reliably force a crit, and if it fails its only a -2 on you.

Expeditious Tome (12+, Uncommon. Tome.): Not your average golfbag item because you don’t want more than 1 of this. This is an item that ritual casters may want in their golfbag, as it halves casting time for rituals. Buy it many levels after level 12 though.

Staff of the Lich (13+, Uncommon. Staff): Necrotic only. Adding an EoNT immobilize rider to all your necrotic powers is still good though, and it’s an e power so saves money buying multiple of them to use throughout the day.

Manual of Expansive Learning (14+, Rare. Tome.): Wizard only. Refresh your daily utility powers. They have to be lower level than the manual, so depending on your specific powers you may want to buy higher level copies.
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Sword of Black Ice (27, Uncommon): This item is simply broken, it doesn’t even matter that the property is poison typed. It isn’t extra damage, it’s a separate damage roll that’s also part of the attack, so it benefits from all your damage bonuses that are a part of the attack. What this means is that it effectively doubles your damage by using it. If you’re at all interested in dealing damage, get this as soon as it's available, if it's allowed, and never look back.




The Eighth Sword of Tyr (22, Rare. Greatsword): How do you offhand a greatsword? Well, you sheathe your main weapon, draw this, use the E power and then sheathe or drop this for your main weapon again. Outside the E power and the standard sword of tyr free healing surge, this weapon isn’t great. -5 to all saves for a turn on one enemy is a pretty large penalty though.

Damage Type:​

Sorrowsong Blade (29, Uncommon. Heavy Blade): In general doing half and half damage is better than all of one type, because its two damage types you can get bonuses off of. This is replacing your Githyanki Silver Weapon at this level, you buy it in place of Githyanki Silver +6. It’s really late to add a second damage type synergy but could be useful by then.

Taulmaril, the Heartseeker (25, Unique. Longbow.):
Force is the least supported type of damage in the game so this is barely an upgrade over a lightning weapon. I also really question what you’re doing if you’re waiting until level 25 to enable your force and lightning synergies. Also it’s a longbow, and unique. That said this is the only force and lightning weapon in the game so have fun I guess.


Orb of Karmic Resonance (13+, Uncommon. Orb): Requires you have relevant (save ends) stuff, now it doesn’t even really matter what your enemy’s bonuses are, they just fail. That’s it, they failed. Probably only need about 25 of these for a whole day of the DM hating you. Can be a little risky due to the downside, hopefully you have an ally who can grant you saves to bail you out.

Greater luckblade (15+, Rare. Heavy Blade or Light Blade): If you can somehow golfbag this rare item (and not the fortune stones, again for some reason), five (of the level 15 version - don’t get a higher level one) will cost as much as a level 20 item. 25 will cost as much as a level 25 item and is probably all you need for a day. 125 will cost as much as a level 30 item, will ensure you never miss again and is gross overkill.

Weapon of Summer (15+, Uncommon. Heavy Blade.): You only need about 25 of these for a whole day and they’re obviously better than upgrading your armor or neck slot item at that point. +4 untyped to all defenses vs +1 to all your NADS or +2-3 to your AC. Buy level 15 only.

Symbol of Sustenance (17+, Uncommon. Holy Symbol): The counterpart to the Orb of Karmic Resonance for EoNT powers to just extend them into infinity. Affects the whole power instead of just one target, so it can (and should) affect multiple targets. Again you probably only need at most 25 of these to make your DM hate living, likely less though.

Sky Blue
Rod of Baleful Geas (12+, Uncommon. Rod.): Get your rod of corruption out and curse the entire map quickly, then rearrange it to your liking with this free action slide. Don’t bother upgrading to level 17, just buy 4 more of the level 12 version.

Staff of Transposition (14+, Uncommon. Staff): Never worry about hitting your allies with your area burst 5s or whatever you’re doing at epic. Also give them free mobility. The unfriendly power user’s (cough Invoker cough) dream. Buy as many as you think you need for the day.

Shadowfell Blade (19+, Rare. Axe, heavy blade or light blade.): An encounter power so you only need to buy about 5 of them to be insubstantial every round of every encounter. Does eat up all your minor actions though which is a downside.

Staff of Portals (14+, Uncommon. Staff.): Rather curious that the free action power triggered off using a power that has the teleportation keyword is, in of itself, a power that has the teleportation keyword. Do you like moving your allies wherever they want on the map? I do.

Orb of Mighty Retort (15+, Uncommon. Orb): Consumes your immediate, which is the sole reason this is rated blue. Using any at-will or encounter power of your choice upon taking damage, doesn’t need to use the orb. Doesn’t even need to be an implement power.

Staff of Power (19+, Uncommon. Staff.): Rated blue due to being unreliable, you have to crit with the power you want to remain unexpended. Doesn’t just refresh any power. Still, using your broken daily multiple times a day if you just crit (hello 19-20 crit range, borrowed confidence, twisting fortune) is still very good.

Lilting Songblade (20+, Uncommon. Heavy blade or light blade): The initial activation probably won’t do anything as everyone already has a +4 item to damage, but this scales up with each kill. Does not specify non minion enemy so if you wipe 8 minions (trivial at this point) it’s now a +20 item bonus to damage for the entire party. Lasts the whole encounter so you only need 5, rated worse solely because it’s not as good in an encounter without minions, and as such depends on DM propensity to use minions.

Destiny Staff (25+, Uncommon. Staff): Rated blue solely due to being really expensive, but make no mistake this item is broken. Doesn’t specify non minion, but also extra standard actions (no once/turn either, they can chain off each other) for dropping enemies is absurd in more than 1 copy.

Legendary Weapon (25+, Uncommon. Any): Maybe this was the payoff crit fishers were looking for, more standard actions. Goes without saying that this is better than the Solitaire (Violet) as it doesn’t use AP hence is not limited to 1/encounter. If you keep critting you can keep getting more standards. Rated blue solely for being very expensive.

Rod of Vulnerability (15+, Uncommon. Rod.): Warlock only. Vulnerable 10 to all of your attacks you say? That’s… a lot more damage. Requires you use Warlock’s curse so doesn’t work with Rod of Corruption or Quickcurse Rod, making this a lot worse than it could be.

Orb of Indefatigable Concentration (13+, Uncommon. Orb): Got any sustain minors left and other minor action powers you really want to use. This orb sustains them for free. Not really worth buying anything higher than level 13, you pay 5x the price for 1 extra turn of free sustain. Combat should be nearly over after the third turn of free sustaining anyway.

Feyrod/Hellrod/Star Rod (18+, Uncommon, Rod): Warlock only. Five of these costs as much as a level 23 item and sets you up for the whole day on adding another pacts’ worth of additional effects to your warlock powers. Whether that’s worth it is entirely up to your power selection.
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