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Guide to Itemisation in 4e
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<blockquote data-quote="Exocist" data-source="post: 9266765" data-attributes="member: 7044810"><p><h2>Epic:</h2><h3>Main-Hand:</h3><p><span style="color: rgb(250, 197, 28)">Sword of Black Ice (27, Uncommon): </span>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.</p><h3>Weaplements:</h3><p>NA</p><h3>Off-Hand:</h3><p><span style="color: rgb(41, 105, 176)">The Eighth Sword of Tyr (22, Rare. Greatsword): </span>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.</p><h3>Damage Type:</h3><p><span style="color: rgb(84, 172, 210)">Sorrowsong Blade (29, Uncommon. Heavy Blade):</span> 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.</p><p><span style="color: rgb(41, 105, 176)"></span></p><p><span style="color: rgb(41, 105, 176)">Taulmaril, the Heartseeker (25, Unique. Longbow.): </span>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.</p><h3>Golfbag:</h3><p><span style="color: rgb(250, 197, 28)">Gold</span></p><p>[SPOILER]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.</p><p></p><p>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.</p><p></p><p>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.</p><p></p><p>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.[/SPOILER]</p><p></p><p><span style="color: rgb(84, 172, 210)">Sky Blue</span></p><p>[SPOILER]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.</p><p></p><p>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.</p><p></p><p>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.[/SPOILER]</p><p></p><p><span style="color: rgb(41, 105, 176)">Blue</span></p><p>[SPOILER]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.</p><p></p><p>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.</p><p></p><p>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.</p><p></p><p>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.</p><p></p><p>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.</p><p></p><p>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.[/SPOILER]</p><p></p><p><span style="color: rgb(85, 57, 130)">Purple</span></p><p>[SPOILER]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.[/SPOILER]</p><p></p><p><span style="color: rgb(65, 168, 95)">Green</span></p><p>[SPOILER]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.</p><p></p><p>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.[/SPOILER]</p></blockquote><p></p>
[QUOTE="Exocist, post: 9266765, member: 7044810"] [HEADING=1]Epic:[/HEADING] [HEADING=2]Main-Hand:[/HEADING] [COLOR=rgb(250, 197, 28)]Sword of Black Ice (27, Uncommon): [/COLOR]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. [HEADING=2]Weaplements:[/HEADING] NA [HEADING=2]Off-Hand:[/HEADING] [COLOR=rgb(41, 105, 176)]The Eighth Sword of Tyr (22, Rare. Greatsword): [/COLOR]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. [HEADING=2]Damage Type:[/HEADING] [COLOR=rgb(84, 172, 210)]Sorrowsong Blade (29, Uncommon. Heavy Blade):[/COLOR] 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. [COLOR=rgb(41, 105, 176)] Taulmaril, the Heartseeker (25, Unique. Longbow.): [/COLOR]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. [HEADING=2]Golfbag:[/HEADING] [COLOR=rgb(250, 197, 28)]Gold[/COLOR] [SPOILER]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.[/SPOILER] [COLOR=rgb(84, 172, 210)]Sky Blue[/COLOR] [SPOILER]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.[/SPOILER] [COLOR=rgb(41, 105, 176)]Blue[/COLOR] [SPOILER]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.[/SPOILER] [COLOR=rgb(85, 57, 130)]Purple[/COLOR] [SPOILER]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.[/SPOILER] [COLOR=rgb(65, 168, 95)]Green[/COLOR] [SPOILER]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.[/SPOILER] [/QUOTE]
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