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Guide to Itemisation in 4e
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<blockquote data-quote="Exocist" data-source="post: 9266652" data-attributes="member: 7044810"><p><h3>Head</h3><h3>Heroic:</h3><p><span style="color: rgb(84, 172, 210)">Sky Blue</span></p><p>[SPOILER]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.</p><p></p><p>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.</p><p></p><p>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.</p><p></p><p>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.[/SPOILER]</p><p></p><p><span style="color: rgb(41, 105, 176)">Blue</span></p><p>[SPOILER]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.</p><p></p><p>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.[/SPOILER]</p><p></p><p><span style="color: rgb(85, 57, 130)">Purple</span></p><p>[SPOILER]Eagle Eye Goggles (2+, Uncommon): Scaling item bonus to RBAs. If you make RBAs with any regularity, buy this.</p><p></p><p>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.</p><p></p><p>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.</p><p></p><p>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.</p><p></p><p>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.[/SPOILER]</p><p></p><p><span style="color: rgb(65, 168, 95)">Green</span></p><p>[SPOILER]</p><p>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.</p><p>[/SPOILER]</p><h3>Paragon:</h3><p><span style="color: rgb(250, 197, 28)">Gold</span></p><p>[SPOILER]</p><p>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.</p><p>[/SPOILER]</p><p></p><p><span style="color: rgb(84, 172, 210)">Sky Blue</span></p><p>[SPOILER]</p><p>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.</p><p>[/SPOILER]</p><p></p><p><span style="color: rgb(41, 105, 176)">Blue</span></p><p>[SPOILER]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.</p><p></p><p>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.</p><p></p><p>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. </p><p></p><p>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.[/SPOILER]</p><p></p><p><span style="color: rgb(85, 57, 130)">Purple</span></p><p>[SPOILER]</p><p>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.</p><p>[/SPOILER]</p><p></p><p><span style="color: rgb(65, 168, 95)">Green</span></p><p>[SPOILER]</p><p>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.</p><p>[/SPOILER]</p><h3>Epic:</h3><p><span style="color: rgb(250, 197, 28)">Gold</span></p><p>[SPOILER]</p><p>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.</p><p>[/SPOILER]</p><p></p><p><span style="color: rgb(84, 172, 210)">Sky Blue</span></p><p>[SPOILER]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.</p><p></p><p>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.</p><p></p><p>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.[/SPOILER]</p><p></p><p><span style="color: rgb(41, 105, 176)">Blue</span></p><p>[SPOILER]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.</p><p></p><p>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.[/SPOILER]</p><p></p><p><span style="color: rgb(65, 168, 95)">Green</span></p><p>[SPOILER]</p><p>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.[/SPOILER]</p></blockquote><p></p>
[QUOTE="Exocist, post: 9266652, member: 7044810"] [HEADING=2]Head[/HEADING] [HEADING=2]Heroic:[/HEADING] [COLOR=rgb(84, 172, 210)]Sky Blue[/COLOR] [SPOILER]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.[/SPOILER] [COLOR=rgb(41, 105, 176)]Blue[/COLOR] [SPOILER]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.[/SPOILER] [COLOR=rgb(85, 57, 130)]Purple[/COLOR] [SPOILER]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.[/SPOILER] [COLOR=rgb(65, 168, 95)]Green[/COLOR] [SPOILER] 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. [/SPOILER] [HEADING=2]Paragon:[/HEADING] [COLOR=rgb(250, 197, 28)]Gold[/COLOR] [SPOILER] 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. [/SPOILER] [COLOR=rgb(84, 172, 210)]Sky Blue[/COLOR] [SPOILER] 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. [/SPOILER] [COLOR=rgb(41, 105, 176)]Blue[/COLOR] [SPOILER]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.[/SPOILER] [COLOR=rgb(85, 57, 130)]Purple[/COLOR] [SPOILER] 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. [/SPOILER] [COLOR=rgb(65, 168, 95)]Green[/COLOR] [SPOILER] 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. [/SPOILER] [HEADING=2]Epic:[/HEADING] [COLOR=rgb(250, 197, 28)]Gold[/COLOR] [SPOILER] 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. [/SPOILER] [COLOR=rgb(84, 172, 210)]Sky Blue[/COLOR] [SPOILER]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.[/SPOILER] [COLOR=rgb(41, 105, 176)]Blue[/COLOR] [SPOILER]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.[/SPOILER] [COLOR=rgb(65, 168, 95)]Green[/COLOR] [SPOILER] 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.[/SPOILER] [/QUOTE]
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