Magic Equipment: Enhancing the Rock
As is the norm for sections in this Handbook, if the piece of magic equipment isn't rated
Black or higher, I won't be talking about it (especially important because this game has a colossal amount of equipment available).
Armor
I'm taking a leaf from the designers' book with regards to level distribution: the + sign indicates a progression every 5 levels, there's another version of the armor with an additional +1 enhancement bonus.
Level 2+
Armor of Dwarven Vigor (Chain, Scale, Plate) (AV 2) - A sweet healing ability enhancement for Dwarves, and it's part of an item set as well.
Dwarven Armor (Chain, Scale, Plate) (PHB) - Healing as a free action that doesn't spend a surge, and a bonus to Endurance checks as a bonus? OK!
Screaming Armor (Hide, Scale, Plate) (AV) - A free bonus to Intimidate, and a nifty debuffing power (with range, no less). A pretty good choice
.
Level 3+
Armor of Exploits (Any) (AV) - Lets you make interesting combinations with allies who share your attack stat, or simply load an Encounter power for an extra use. Pretty cool.
Bestial Armor (Leather, Hide) (AV) - A free attack with a bonus after a charge. Solid enough.
Defensive Armor (Any) (PHB 3) - This property features a solid Daily defense-booster, which becomes meatier with power points (it's
better if you have access to those).
Meliorating Armor (Chain, Scale, Plate) (AV) - This armor makes you tougher as the day wears on. Not bad, but rather party-dependent, because the party usually stops when somebody runs out of healing surges, so how much use you get out of this depends on who that person is.
Level 4+
Battle Harness (Cloth, Leather, Hide) (D 368) - An initiative bonus is never bad (even if it doesn’t stack with a Warlord’s buff), and Quick Draw for free doesn’t hurt either. A pretty good choice.
Dazzling Plate (Plate) (AV 2) - A bonus vs. mental conditions, and an attack debuff. Pretty solid.
Salubrious Armor (Scale, Plate) (AV) - Adding in more AC when you regain HP can make you even harder to handle.
Serpentine Armor (Scale) - A small punishment ability that doesn't conflict with your Combat Challenge. Solid.
Verve Armor (Scale, Plate) (AV) - This armor basically says, "I get up from being down," once per day.
Level 5+
Agile Armor (Chain, Scale, Plate) (AV) - Only usable by Heavy Armor wearers, and not really worth it until Paragon Tier, but good enough during Epic that it’s worth mentioning.
Supporting Armor (Scale, Plate) (AV 2) - Helps you keep your wits about you, which is always good.
Level 7+
Marauder's Armor (Leather, Hide) (AV 2) - Some solid defensive bonuses for charging about. Hardly bad.
Level 8+
Bloodiron Armor (Scale, Plate) (AV) - A very nice property for Fighters who favor bursts, this can give your AC a welcome boost against the target you're focusing on.
Level 9+
Magnetic Armor (Scale, Plate) (AV 2) - Have your enemies come to you, and stay there.
Solar Armor (Scale, Plate) (AV) - I'm not a friendly-fire supporter, but Laser Clerics' at-will damage is pretty piddly, so getting hit by your Cleric to trigger a Healing Surge may not be that bad an idea (and you might even get THP or a save in return for it if they hit you with Sacred Flame!).
Level 10+
Lifeblood Armor (Hide) (PHB 2) - If I’m reading this right, this grants you free THP just for using a short rest (which you will do; you want your Encounter powers back). Whoa.
Level 14+
Armor of Attraction (Scale, Plate) (AV) - Allows you to take even Ranged hits for your allies.
Armor of Dark Deeds (Leather, Hide) (AV 2) - Find yourself a way to attack with CA consistently, and this armor will reward you with a hefty defensive boost in concealment.
Level 15+
Trollskin Armor (Hide, Scale) (PHB) - Regen is always great to have.
Level 18+
Driftmetal Armor (Chain, Scale) (MOTP) - A smidge of elemental resistance, and an easy-to-use power that hands out an attack penalty. Solid.
Level 20+
Dragonscale Armor, Red (Scale) (AV) - Slaps on hefty ongoing damage, and immobilizes. Nice.
Spectral Plate (Plate) (AV 2) - Makes Heavy Armor feel light, and a solid mobility power to boot.
Level 23+
Armor of Enduring Health (Hide, Chain) (AV 2) - Dwarves especially like this armor, but being just Chain makes it a bit of a tougher sell.
Mind Armor (Scale, Plate) (AV 2) - Anything that protects you from mental effects is worth looking at.
Weapons
I'm taking a leaf from the designers' book with regards to level distribution: the + sign indicates a progression every 5 levels, there's another version of the armor with an additional +1 enhancement bonus.
Level 1+
Earth-Wrought Hammer (Hammer) - Cheap, and knocks prone on a critical. OK, I guess.
Level 2+
Farbond Spellblade (Heavy Blade, Light Blade) (AV 2) - A great way for Heavy Blade and Light Blade users to get a genuine Ranged option. A darned awesome property for a backup weapon.
Staggering Weapon (Axe, Flail, Hammer, Heavy Blade, Mace) (AV) - A nice way for people who have access to slides to swing their opponents across the battlefield.
Vicious (Any) (PHB) - Pretty basic, but d12 crit dice are nice to have.
Level 3+
Carnage (Axe, Heavy Blade, Mace) (DSCS) - If you're in the gambling mood, this weapon can provide a very respectable damage bonus (which you can get more reliably if the weapon die is smaller or if you have multiple dice).
Cunning (Any Melee) (AV) - If you like (save ends) effects, this is the weapon for you.
Foe Maker (Any Melee) (D 381) - Mass marking is always welcome for a Fighter.
Frost (Any) (PHB) - Combines with Wintertouched and Lasting Frost for eternal combat advantage and +5 damage. Better than ever, thanks to other items helping it beat cold resistance.
Frost Fury (Axe) (AV 2) - Pretty solid extra damage, and it has cold damage attached to it.
Inescapable (Any) (AV) - Buffs your attack bonus after a miss. Solid.
Luckblade (Heavy Blade, Light Blade) (AV) - Rerolls, which are great to have around.
Paired (Any One-Handed Melee) (AV) - Some pretty good economy for your weapons if you dual-wield.
Quick (Any) (AV) - Free basic attacks are fun.
Rhythm Blade (Light Blade) (AV 2) - Extra AC and Reflex for a Tempest is a pretty cool property to have.
Vanguard (Any Melee) (AV) - Bonuses to damage while charging, and a buffing power you probably won't use. OK, I guess.
Level 4+
Avalanche Hammer (Hammer) (AV 2) - Extra damage on a charge, and knocks prone on a critical. Surprisingly good.
Battlecrazed (Axe, Heavy Blade) (AV) - Some hefty extra damage while you’re bloodied, and its power makes you “bloodied” for 2 turns. Nice.
Firewind Blade (Heavy Blade) (HotEC) - If you can slap fire damage on your powers without taking up the magic weapon slot, this is about as good a weapon as the game has to offer.
Harmony Blade (Heavy Blade) (AV 2) - You essentially get Two-Weapon Opening for free for a Heavy Blade user. Decent.
Master’s Blade (Heavy Blade, Light Blade) (AV 2) - So let me get this straight. This buffs the attack rolls for your Melee Basic Attacks and At-Wills when you're in a Stance (which you should be all the time, considering how many you have available), AND it allows you to assume TWO stances at a time as a Daily?! Incredibly good for a Fighter.
Rending (Axe) (AV) - This turns an Axe crit into something genuinely fearsome.
Sunblade (Heavy Blade) (AV) - If you're going for a Radiant weapon, this is a nice way to get started.
Level 5+
Flaming (Any) (PHB) - This weapon is OK by itself, but it's
great for Tieflings, thanks to Hellfire Blood and the rest of their fire-based racial goodies.
Lightning (Any) (PHB) - Makes Mark of Storm users
very happy.
Level 6+
Grasping (Polearm, Spear) (AV) - A property that can be nice for Fighters looking to keep their enemies at arm's reach.
Level 8+
Dread (Any) (AV) - Slaps out defensive penalties like it's nobody's business.
Great for setting you or your Striker buddies up for something ridiculous.
Jolting Guard (Any Melee) (DSCS) - Slapping on an encounter weaken when your enemy misses with an action you likely weren't using that turn anyway is pretty decent.
Level 9+
Feyslaughter (Any) (AV) - The only truly safe to way elude a Fighter's grasp is teleportation; this weapon takes care of that flaw nicely.
Githyanki Silver Weapon (Heavy Blade) (MOTP) - Unexceptional by itself, but toss in Psychic Lock, and this makes all your powers come in with an additional -2 to hit debuff. Nasty.
Level 10+
Berserker (Axe, Heavy Blade) (PHB) - A damage bonus for a penalty to all defenses, but resist all might be worth it, especially because you get +2 to hit as well. Unfortunately it’s real expensive...
Level 12+
Jagged (Axe, Heavy Blade, Light Blade) (AV) - Improved crits come early are very good for certain stripes of Fighters.
Level 13+
Bloodiron (Any) (AV) - Your criticals are so nice, they damage twice.
Farslayer (Any Melee) (AV) - Extending your Melee Range to 5 for Basic Attacks is a solid benefit.
Thundergod (Any Melee) (AV) - +2d6 damage on charges at Epic. Solid enough.
Withering (Any Melee) (AV) - Slaps on AC penalties like it's going out of style. A beautiful setup for you and your allies.
Level 14+
Battlemaster's (Any) (AV) - An extra go with an Encounter power for an Item Daily? That's always a good deal.
Voidcrystal (Any Melee) (AV) - I'm usually not a big fan of weapons that only offer a Daily power over a plain old magic weapon, but this is good enough a Daily to merit being picked.
Level 15+
Blade of the Eldritch Knight (Heavy Blade) (AV 2) - I'm pretty sure you can find a situation when attacking with your normal powers at range 5 to be useful. A pretty nice choice.
Chill Wind (Heavy Blade) (D 386) - It's expensive, but the properties it provides are a straight upgrade over the already awesome Frost Weapon. Excellent.
Radiant (Any) (AV) - Despite the rather high cost on this enchantment, it is one of the frontrunners on the Fighter wish list because it provides an item damage bonus that can apply to any attack made with the weapon and it allows the Fighter to participate in any elemental shenanigans. A prime pick.
Reaper’s Axe (Axe) (AV 2) - A free attack and shift when you drop an opponent. Solid.
Level 19+
Moradin's Weapon (Hammer) (AV) - A solid "shockwave" style of power. If you multiclassed into a Divine class, this is
even better, because of economy purposes.
Level 23+
Death Mark (Any) (AV 2) - A nice way to be able to hop from dead mark to future mark efficiently.
Arms Slot Items
Since there is no set-in-stone progression symbol for items that don't follow the standard "every 5 levels" progression, I'm going to be labeling the levels at which each version of every item in this section is available.
Level 4
Counterstrike Guards (L4/14) (AV) - The ability to respond to an enemy attacking you is nice to have, especially on an Encounter basis.
Level 6
Foe Fending Shield (L6/16/26) (D 381) - A solid defensive item for you and your allies that can also impose a lingering mark.
Iron Armbands of Power (L6/16/26) (AV) - A very sweet damage bonus, though not quite as mandatory for you as it is for others (you have other ways of getting it, and it doesn't apply to all of your powers).
Level 8
Hammer Shield (AV 2) - A solid defensive benefit for Hammer + Shield users, and it's part of an item set.
Level 9
Recoil Shield (AV) - Knocking people prone for hitting you as an Immediate is interesting, though a bit tricky to use properly.
Level 10
Barrage Bracers (AV 2) - A bonus to attack when you score a hit. Serviceable.
Level 12
Shield of Deflection (L12/22) - Resistance against Ranged attacks is a pretty solid investment.
Level 14
Hypnotic Shield (AV) - A solid single-target daze control effect.
Level 15
Shield of Fellowship (AV 2) - Turn all the THP you generate into even more THP for your friends. An excellent alternate method of defense.
Level 19
Trollhide Braces (L19/29) (AV) - Regen is always a good thing to have on a Defender.
Level 27
Reflective Shield (L27) - An nice power which turns the tables on your opponent once per day. The best part is that since your opponent attacked you, your Immediate Action (normally reserved for Combat Challenge) is free.
Level 30
Shield of Ultimate Protection (AV 2) - Big protection, but it’s a capstone item.
Feet Slot Items
Since there is no set-in-stone progression symbol for items that don't follow the standard "every 5 levels" progression, I'm going to be labeling the levels at which each version of every item in this section is available.
Level 2
Acrobat Boots (AV) - Cheap, and they let you stand up as a minor action (a very useful property).
Level 6
Foe Chaser Boots (D 381) - These boots allow you to quickly close the distance against a fleeing opponent.
Level 7
Boots of the Fencing Master (AV) - A nice benefit for shifting about every turn, and a sweet entry power.
Rushing Cleats (AV) - More pushing or sliding? Don't mind if I do.
Level 8
Boots of Quickness (L8/18/28) (AV) - A decent boost to your Reflex defense.
Level 9
Boots of Eagerness (AV) - Pretty cheap, and a nice action advantage power.
Level 10
Boots of Sand and Sea (AV) - This is a cheap speed boost that also allows you to swim if you're in light armor. Not bad.
Boots of the Mighty Charge (D 381) - An Encounter power on a charge is nice to have once a day.
Level 12
Battlestrider Greaves (PHB) - The cheapest speed boost available for heavy armor users.
Level 16
Survivor’s Boots (AV 2) - Yeah, they require you to be bloodied, but after that, you can pretty much do whatever you want in combat. That's gotta be worth something.
Level 18
Planestrider Boots (MOTP) - Encounter teleportation. Need I say more?
Level 22
Boots of Speed (AV) - +2 to speed and a decent power.
Level 24
Boots of Caiphon (AV 2) - They sap your HP, but it’s probably less damage than you would take for eating an OA, especially at these levels, and you ARE moving with a minor action...
Zephyr Boots (AV) - If you're in light armor, this solves one of your major weaknesses in flying enemies. You probably want this.
Level 25
Sandals of Avandra (AV) - Expensive, but they allow you to move around pretty well.
Level 28
Boots of Teleportation (AV) - Get them if you can afford them. That is all.
Hands Slot Items
Since there is no set-in-stone progression symbol for items that don't follow the standard "every 5 levels" progression, I'm going to be labeling the levels at which each version of every item in this section is available.
Level 3
Gloves of Piercing (PHB) - Real cheap, and they should punch through most resistance to your attacks if they're not element-based.
Level 4
Gauntlets of Blood (L4/14/24) (AV 2) - A sweet damage bonus against bloodied targets.
Level 5
Parry Gauntlets (AV) - If you like to second wind, you might want to pick this one up.
Level 8
Gauntlets of the Ram (PHB) - More push effects are always welcome for a control Fighter.
Level 10
Antipathy Gloves (AV) - A solid restraining power. Get something else fast, though; this power doesn't scale at all.
Dwarven Throwers (AV) - This allows you to make a basic attack with your main weapon at range once per encounter. Pretty cool.
Strikebacks (AV) - Some sweet role-reinforcement properties.
Level 11
Gloves of Ice (L11/21) (AV 2) - More damage for your cold attacks, or punch through cold resistance. Glorious, especially with Frost Weapons.
Level 13
Gloves of Missile Deflection (AV) - Some solid resistance against Ranged attacks.
Level 17
Gauntlets of Brutality (AV 2) - If you like knocking enemies prone (especially if you can keep them there), this is a quality item for you.
Level 18
Gauntlets of Destruction (PHB) - A superior version of Brutal 1. Sweet.
Level 22
Foe Caller Gauntlets (D 381) - In the words of Mortal Kombat's Scorpion, "GET OVER HERE!!!" A fantastic power.
Head Slot Items
Since there is no set-in-stone progression symbol for items that don't follow the standard "every 5 levels" progression, I'm going to be labeling the levels at which each version of every item in this section is available.
Level 4
Casque of Tactics (L4/14/24) (AV) - An initiative bonus is good for anyone.
Helm of Opportunity (L4/14/24) (AV) - Helps you do your job better. Solid, if a bit plain.
Level 6
Horned Helm (L6/16/26) (PHB) - Extra d6's while charging. Nice.
Level 8
Coif of Mindiron (L8/18/28) (AV) - Protects against an increasing array of mental conditions (albeit only against Will, but that's what you're most worried about anyway) as an ENCOUNTER POWER. Sexy.
Level 9
Helm of Battle (L9/19/29) (PHB) - Initiative bonuses for everyone!
Level 12
Charger's Headdress (AV 2) - Accuracy bonuses while charging are always appreciated.
Vortex Mask (D 381) - A decent pull effect against a marked (or soon-to-be-marked) target.
Level 14
Circlet of Arkhosia (L14/24) (PHR: DB) - Rolling saves twice for conditions that mess with your Defender capabilities is very nice to have.
Helm of Able Defense (AV 2) - A bonus to Will, and a bump to all defenses until you get hit is pretty good if you ask me.
Level 15
Carcanet of Psychic Schism
(AV) - Slaps a penalty on you, but it sure beats being incapacitated.
Level 21
Coif of Focus (AV) - Comes by later in your career, and burns up a surge and your Immediate, but you negate daze and stun, and that's worth something.
Level 22
Helm of Ghostly Defense (PHB) - Helps you take the sting off your opponent’s hits.
Level 23
Eye of Awareness (AV) - A decent bonus to Will defense, and a huge initiative boost on top of that.
Neck Slot Items
I'm taking a leaf from the designers' book with regards to level distribution: the + sign indicates a progression every 5 levels, there's another version of the armor with an additional +1 enhancement bonus.
Level 2+
Badge of the Berserker (AV 2) - Cheap, and allows you to charge into any mess without having to worry about getting hammered coming in.
Cloak of Resistance (PHB) - Decent resistance for a turn.
Level 4+
Cloak of Distortion (AV) - Forces your enemies to get in close enough for you to engage them if they want to hit you with any kind of regularity.
Cloak of the Walking Wounded (AV) - Double second wind while bloodied is a nice way to get yourself back in a fight,
especially for Dwarves. This is a touch weaker than the Amulet of Life, though, especially because the Amulet can trigger off any healing surge (not just second wind).
Level 5+
Amulet of Life (D 381) - Double-up healing every encounter? Fantastic.
Level 8+
Steadfast Amulet (AV) - This prevents daze or stun. 'Nuff said.
Level 9+
Amulet of False Life (PHB) - Your healing surge value in THP is a sweet ability, even if it's a Daily.
Amulet of Vigor (AV 2) - A boost to your healing surge value is a good thing to have, as is the ability to pile on extra healing once per day.
Level 10+
Periapt of Cascading Health (D 369) - Ends one effect per encounter, no questions asked. Win.
Level 13+
Amulet of Scales (D 365) - Scaling, immediate-application, encounter-long resistance to a keyword (which includes Arcane, Weapon, and the like, by the way) is nice.
Level 14+
Timeless Locket (AV 2) - Turn a Minor into a Standard, and it has a hefty initiative bonus as well? An excellent choice, even if the standard can't be used to attack.
Level 15+
Brooch of Vitality (AV) - More HP is nice to have, though this is a bit pricey.
Cloak of Displacement (AV) - A nice bonus to AC and Reflex until you get hit, and a pretty cool power. Worth a look.
Torc of Power Preservation (AV) - It retains Encounter powers when you use them. Need I really say more?
Level 30
Scarab of Invulnerability (PHB) - Makes you immune to everything for a round. Sure, it's a Level 30 item, but you will enjoy the short amount of time you'll have it.
Rings
Remember, you can have two of these, so look out for Rings that either work well together or work well in doubles.
Level 13
Ring of Giants (D 378) - A sweet bonus to critical hit damage, and push 2 + prone on any primal attack power you may power-swap for can come in handy.
Level 14
Ring of Fury (D 366) - When you're bloodied, you let it be known.
Level 15
Ring of the Dragonborn Emperor (AV) - A nice damage bonus to close attacks, and a sweet way to respond when you get bloodied.
Level 16
Ring of Protection (PHB) - Generic defensive item. Useful, though it's about as exciting as watching grass grow.
War Ring (AV) - Adds a little more 'oomph' into your criticals.
Level 17
Ring of the Radiant Storm (AV 2) - If you're planning on using a Radiant weapon, this is an excellent complement to that weapon's capabilities.
Level 18
Ring of Ramming (AV) - Hands you a bit more 'oomph' on those push effects. Nice.
Level 19
Foe Binder Ring (D 381) - Helps you defend your allies against area attacks, which is a nice expansion of your capabilities.
Level 20
Ring of Action Reversal (AV 2) - A hefty bonus to initiative checks, and a sweet benefit should you miss with an Encounter power.
Level 21
Ring of Heroic Insight (AV) - Allows you to buff yourself pretty well once per day.
Level 22
Blink Ring (AV) - Teleportation is nice to have.
Level 23
Greater Ring of Invisibility (AV 2) - Invisibility every encounter, and concealment the whole way after a milestone. Especially mean with your marking ability.
Level 24
Golden Ring of Teros (AV 2) - +2 to AC and Fortitude is nice to have, even if it’s conditional.
Level 26
Kartan's Void Ring (AV 2) - Expensive, and doesn't scale at all, but mass marking and the possibility of actually dealing some damage and gaining HP at-will is sweet.
Ring of Guarded Will (AV 2) - A nice bump to Will defense.
Level 27
Avandra’s Ring (AV 2) - Ignoring difficult terrain is pretty cool. Too bad it shows up so late...
Ring of Khirad (AV 2) - If invisible enemies are ruining your day, this ring provides a definitive (if expensive) solution.
Ring of the Phoenix (AV) - A pretty sweet revival ability.
Shadow Band (AV) - You can't really argue against +2 to all defenses as a static property...
Level 28
Ring of Elemental Mastery (MOTP) - Allows you to shave some elemental resistance off your opponent, or flat-out ignore it after a milestone. Solid, especially for people looking to exploit elemental synergies.
Level 29
Ring of Free Time (L29) (AV 2) - Expensive, but resist all 5 is great on a Defender, as is an extra minor action every turn to pull off all those Utility powers simultaneously.
Level 30
Dauntless Champion’s Ring (AV 2) - For all you non-Demigods out there (you know who you are).
Nullifying Ring (AV) - A capstone defensive item. Pretty nuts... if you can foot the bill.
Waist Slot Items
Since there is no set-in-stone progression symbol for items that don't follow the standard "every 5 levels" progression, I'm going to be labeling the levels at which each version of every item in this section is available.
Level 8
Belt of Lucky Strikes (D 365) - A free attack after you miss is a solid benefit.
Belt of Vim (L8/18/28) (AV) - Reinforces your strongest defense.
Level 10
Diamond Cincture (L10/20/30) (AV 2) - It enables you to heal yourself, and also packs a bonus a to Fortitude. Tasty.
Level 11
Backbone Belt (AV) - If you second wind frequently (aka you are a Dwarf), this is a
very nice item to have.
Healer's Sash (L11/21) (AV) - Anything that allows you to heal your allies is at least worth mentioning, even post-errata.
Totemic Belt (AV) - Buffs for charging are nice to have.
Level 15
Belt of Giant Strength (PHB) - A meh offensive Daily buff, but a pretty cool bonus to skills.
Level 18
Belt of Mountain Endurance (D 365) - Getting your main ability score as a bonus to your healing surge value is sweet, and having a benefit on an AP is icing. A great item for you.
Cord of Foresight (AV) - Hooray for front-loaded hit points!
Level 19
Belt of Breaching (AV 2) - Healing when you score a kill. Solid.
Level 23
Belt of Vitality (AV) - Gets you up when you're down, and boosts Fortitude. Pretty cool.
Level 25
Belt of Titan Strength (PHB) - A strong Melee buff for one turn, and strong skill bonuses.
Level 28
Sash of Regeneration (AV 2) - Regen while bloodied is nice.
Miscellaneous Items
Since there is no set-in-stone progression symbol for items that don't follow the standard "every 5 levels" progression, I'm going to be labeling the levels at which each version of every item in this section is available.
Dragonshard Augments:
Level 2
Eberron Shard of Lightning (L2/12/22) (EPG) - A great incentive to wield Lightning weapons.
Khyber Shard of the Fiery Depth (L2/12/22) (EPG) - Incentive for wielding Flaming weapons.
Siberys Shard of Merciless Cold (L2/12/22) (EPG) - Yet another reason to like Frost weapons.
Level 3
Siberys Shard of Radiance (L3/13/23) (EPG) - Another selling point for the Radiant weapon.
Wondrous Items:
Level 3
Demonskin Tattoo (L3/13/23) (AV 2) - While it may not be available every encounter, resistance to variable energy types is good enough to merit mention.
Level 9
Backlash Tattoo (AV 2) - A nice reprisal effect when you get bloodied.
Battle Standard of the Hungry Blade (D 381) - The constant pull effect is well worth the standard action expended in planting it. With this, no one can escape you forever, so long as you are between them and the battle standard.
Level 11
Dice of Auspicious Fortune (D 381) - Gives you more chances to make the rolls you need to make.
Level 10
Salve of Power (AV) - Post-errata, this trades a surge for another Encounter power, which is a pretty good deal for most characters, even Defenders.
Level 12
Foe Stone (AV) - Cheap, and it pinpoints your opponent’s weakest defense at will. Somebody in the party has to have this; why not you?
Stone of Earth (AV 2) - A no-questions-asked reroll for a Melee attack. Awesome.
Stone of Flame (AV 2) - Fire lovers want one of these around.
Stone of Light (AV 2) - If you're into Radiant damage, having a do-over in your back pocket sounds like a good idea to me.
Stone of Spirit (AV 2) - If you're partaking in Psychic attack support, a reroll is good stuff.
Stone of Storms (AV 2) - If lightning and thunder are your elements of choice, this is good to have.
Level 16
Solitaire (Aquamarine) (AV) - Free attacks after a critical are nice.
Level 21
Solitaire (Cerulean) (AV) - Expensive, but getting rid of (save ends) effects this easily should be.
Level 26
Solitaire (Violet) (AV) - Free AP’s after a crit are very nice to have, despite the high price tag.