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Guide to Itemisation in 4e
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<blockquote data-quote="Exocist" data-source="post: 9266657" data-attributes="member: 7044810"><p><h2>Wondrous</h2><h2>Heroic:</h2><h3>Tattoo “Slot”:</h3><p><span style="color: rgb(84, 172, 210)">Backlash tattoo (9, Uncommon):</span> 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.</p><p></p><p><span style="color: rgb(84, 172, 210)">Eager Heroes’ Tattoo (10+, Uncommon): </span>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.</p><p></p><p><span style="color: rgb(41, 105, 176)">Fireheart Tattoo (4+, Uncommon): </span>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.</p><p></p><p><span style="color: rgb(65, 168, 95)">Curse Eye Tattoo (8, Uncommon): </span>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.</p><h3>Primordial Shard “Slot”:</h3><p><span style="color: rgb(41, 105, 176)">Pale Tooth (7+, rare)/Echo of Ty’h’kadi (7+, Rare): </span>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.</p><p></p><p><span style="color: rgb(41, 105, 176)">Obsidian Sliver (8+, Rare):</span> 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.</p><p></p><p><span style="color: rgb(85, 57, 130)">Pitted Flowstone (9+, Rare): </span>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.</p><h3>Generally useful items:</h3><p><span style="color: rgb(250, 197, 28)">Gold</span></p><p>[SPOILER]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.</p><p></p><p>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.[/SPOILER]</p><p></p><p><span style="color: rgb(84, 172, 210)">Sky Blue</span></p><p>[SPOILER]Battle Standard of Healing (3, Uncommon): Just another cheap item that adds up to about half a surge or so over the day.</p><p></p><p>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.</p><p></p><p>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.</p><p></p><p>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.[/SPOILER]</p><p></p><p><span style="color: rgb(41, 105, 176)">Blue</span></p><p>[SPOILER]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.</p><p></p><p>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.</p><p></p><p>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?</p><p></p><p>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. </p><p></p><p>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.</p><p></p><p>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.</p><p></p><p>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?[/SPOILER]</p><p></p><p><span style="color: rgb(85, 57, 130)">Purple</span></p><p>[SPOILER]</p><p>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.</p><p>[/SPOILER]</p><p></p><p><span style="color: rgb(65, 168, 95)">Green</span></p><p>[SPOILER]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.</p><p></p><p>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. [/SPOILER]</p><p></p><p><span style="color: rgb(226, 80, 65)">Pink</span></p><p>[SPOILER]</p><p>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.</p><p>[/SPOILER]</p><h2>Paragon:</h2><h3>Tattoo “Slot”:</h3><p><span style="color: rgb(84, 172, 210)">Tattoo of the Penitent Martyr (11, Uncommon):</span> 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. </p><p><span style="color: rgb(84, 172, 210)"></span></p><p><span style="color: rgb(84, 172, 210)">Teamstrike Tattoo (11, Uncommon): </span>Untyped bonus to attack for all your allies, helping focus fire down that dangerous enemy.</p><p></p><p><span style="color: rgb(44, 130, 201)">Breakchain Tattoo (13+, Uncommon): </span>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.</p><p></p><p><span style="color: rgb(85, 57, 130)">Rage Torc Tattoo (12, Uncommon):</span> 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.</p><h3>Generally useful items:</h3><p><span style="color: rgb(250, 197, 28)">Gold</span></p><p>[SPOILER]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.</p><p></p><p>Keoghtom’s Ointment (12, Uncommon): Extra healing surges. Cheaper than most other sources of extra healing surges, even. Golfbagging this breaks the game, obviously.</p><p></p><p>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. </p><p></p><p>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.[/SPOILER]</p><p></p><p><span style="color: rgb(84, 172, 210)">Sky Blue</span></p><p>[SPOILER]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.</p><p></p><p>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.</p><p></p><p>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.</p><p></p><p>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.[/SPOILER]</p><p></p><p><span style="color: rgb(41, 105, 176)">Blue</span></p><p>[SPOILER]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.</p><p></p><p>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.</p><p></p><p>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.</p><p></p><p>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.</p><p></p><p>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.</p><p></p><p>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.[/SPOILER]</p><p></p><p><span style="color: rgb(85, 57, 130)">Purple</span></p><p>[SPOILER]</p><p>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.</p><p></p><p>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.[/SPOILER]</p><p></p><p><span style="color: rgb(65, 168, 95)">Green</span></p><p>[SPOILER]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.</p><p></p><p>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+.[/SPOILER]</p><p></p><p><span style="color: rgb(226, 80, 65)">Pink</span></p><p>[SPOILER]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.</p><p></p><p>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.</p><p></p><p>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.</p><p></p><p>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.[/SPOILER]</p><h2>Epic:</h2><h3>Generally useful items:</h3><p><span style="color: rgb(84, 172, 210)">Sky Blue</span></p><p>[SPOILER]</p><p>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.</p><p>[/SPOILER]</p><p></p><p><span style="color: rgb(41, 105, 176)">Blue</span></p><p>[SPOILER]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.</p><p></p><p>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.</p><p></p><p>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.[/SPOILER]</p></blockquote><p></p>
[QUOTE="Exocist, post: 9266657, member: 7044810"] [HEADING=1]Wondrous[/HEADING] [HEADING=1]Heroic:[/HEADING] [HEADING=2]Tattoo “Slot”:[/HEADING] [COLOR=rgb(84, 172, 210)]Backlash tattoo (9, Uncommon):[/COLOR] 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. [COLOR=rgb(84, 172, 210)]Eager Heroes’ Tattoo (10+, Uncommon): [/COLOR]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. [COLOR=rgb(41, 105, 176)]Fireheart Tattoo (4+, Uncommon): [/COLOR]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. [COLOR=rgb(65, 168, 95)]Curse Eye Tattoo (8, Uncommon): [/COLOR]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. [HEADING=2]Primordial Shard “Slot”:[/HEADING] [COLOR=rgb(41, 105, 176)]Pale Tooth (7+, rare)/Echo of Ty’h’kadi (7+, Rare): [/COLOR]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. [COLOR=rgb(41, 105, 176)]Obsidian Sliver (8+, Rare):[/COLOR] 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. [COLOR=rgb(85, 57, 130)]Pitted Flowstone (9+, Rare): [/COLOR]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. [HEADING=2]Generally useful items:[/HEADING] [COLOR=rgb(250, 197, 28)]Gold[/COLOR] [SPOILER]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.[/SPOILER] [COLOR=rgb(84, 172, 210)]Sky Blue[/COLOR] [SPOILER]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.[/SPOILER] [COLOR=rgb(41, 105, 176)]Blue[/COLOR] [SPOILER]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?[/SPOILER] [COLOR=rgb(85, 57, 130)]Purple[/COLOR] [SPOILER] 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. [/SPOILER] [COLOR=rgb(65, 168, 95)]Green[/COLOR] [SPOILER]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. [/SPOILER] [COLOR=rgb(226, 80, 65)]Pink[/COLOR] [SPOILER] 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. [/SPOILER] [HEADING=1]Paragon:[/HEADING] [HEADING=2]Tattoo “Slot”:[/HEADING] [COLOR=rgb(84, 172, 210)]Tattoo of the Penitent Martyr (11, Uncommon):[/COLOR] 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. [COLOR=rgb(84, 172, 210)] Teamstrike Tattoo (11, Uncommon): [/COLOR]Untyped bonus to attack for all your allies, helping focus fire down that dangerous enemy. [COLOR=rgb(44, 130, 201)]Breakchain Tattoo (13+, Uncommon): [/COLOR]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. [COLOR=rgb(85, 57, 130)]Rage Torc Tattoo (12, Uncommon):[/COLOR] 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. [HEADING=2]Generally useful items:[/HEADING] [COLOR=rgb(250, 197, 28)]Gold[/COLOR] [SPOILER]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.[/SPOILER] [COLOR=rgb(84, 172, 210)]Sky Blue[/COLOR] [SPOILER]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.[/SPOILER] [COLOR=rgb(41, 105, 176)]Blue[/COLOR] [SPOILER]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.[/SPOILER] [COLOR=rgb(85, 57, 130)]Purple[/COLOR] [SPOILER] 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.[/SPOILER] [COLOR=rgb(65, 168, 95)]Green[/COLOR] [SPOILER]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+.[/SPOILER] [COLOR=rgb(226, 80, 65)]Pink[/COLOR] [SPOILER]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.[/SPOILER] [HEADING=1]Epic:[/HEADING] [HEADING=2]Generally useful items:[/HEADING] [COLOR=rgb(84, 172, 210)]Sky Blue[/COLOR] [SPOILER] 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. [/SPOILER] [COLOR=rgb(41, 105, 176)]Blue[/COLOR] [SPOILER]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.[/SPOILER] [/QUOTE]
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