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I have Adventure Vault 2

CapnZapp

Legend
So no vehicles, no alchemical items... what has been carried over from AV1?
Perhaps it's easier to ask what is in the book at all?

Tattoos, Immurements, Item Sets, Ammo okay... but is there anything that could be considered "core" items at all?

Or is it just "nice to have" things throughout?

Except item sets I guess... the question has been asked already: are these CharOp's delight, or are they specialist interest only? What are the balancing factors involved? (The "classic" approach is "if it's hard to collect, it can be better". However, this is probably a deeply flawed approach I'm hoping WotC have avoided. If a set is better, it hopefully has drawbacks too, that are always active and can't be avoided)

I guess I'm assuming now these sets make up weapons, armor and amulets - despite you saying there are none of these things in the book...
 

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Crothian

First Post
I don't see why anything is destroyed because some items are supposed to be lair only.

By lair only many are large things that just are not portable like a lab. THere are a few smaller items like gems that warn the owner of intruders.

My question is instead: if these items are bound to the lair in which they're found, how do you ever ship them home to your own lair?!? And if you can move them, then what prevents evil ninjas from stealing yours?

I imagine for most of them you'd move them with a wagon. It would have been really helpful if they provided how much some of these things weigh. A drawbridge might be a little hard to move those seem big. Anchors are usually pretty heavy. I'm really not sure how one would transport a Glade.
 

Crothian

First Post
Perhaps it's easier to ask what is in the book at all?

From the table of contents

Chapter 1 Magical Items: Armor, Weapons, Ammunition, Holy Symbols, Orbs, Rods, Staffs, Tomes, Totems, Wands, Arm Slot items, Feet slot items, hands slot items, head slot items, neck slor items, rings, waist slot items, wondrous items, wondrous lair items, tattoos, consumables, reagents, immurements,

Chapter 2 Item sets: Herioc, paragon, epic, group sets.

Appendix: Item Tables
 



Nebulous

Legend
Eh, unless a player buys this for me to use at the table, i don't think i'll get it. I imagine they'll just use the DDI to take what they want when making new characters, or they'll just ask me to place "such and such" so they can get it. I hate wish lists.
 

Crothian

First Post
Any magic weapons or armor that seem to leap out as being totally awesome?

Brad

There is some neat stuff that just perfectly fits some character designs and it's obvious that was the intention. Some of the things are just a little too specific like having an ability that only works for this class that choose this one feature.

The more I read it the more I find myself liking the ones with properties that function all the time or a daily power that lasts an encounter.

While I don't think it was meant to be funny (and it might not be ha ha funny) are items like the Holy Symbol of defense. It is not really defensive at all. Like Holy symbols do it adds to attack and damage and offers more damage on a critical. The only thing it does defensive is a daily power that has to be triggered by something. "Well, the best defense is a good offense. You know who said that? Mel, the cook on Alice." That's what it reminds me of for some reason.
 


LightPhoenix

First Post
I'm a little less enthused now than when I first heard of it. While I knew about most of the new stuff, I wasn't too thrilled with most of the new item categories aside from the ammunition. I was at least hoping there would be more of the non-standard stuff from AV1 - mounts, vehicles, alchemy, and such.

I'm a little surprised reagents get their own section, as they were under consumables in AV1.
 

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