Magic items and quests

jeffhartsell

First Post
Made you look!

Seriously, though, given what we learned about rewards and XP, how do you think magic items will be different in 4e compared to 3e?

My impression is items will have less "always on" bonuses and more encounter & daily powers. And we'll see more expendables and fewer wearables.
 
Last edited by a moderator:

log in or register to remove this ad

It appears that the big 3 item slots (weapon/implement, armor and neck) will have major "always on" powers that boost your attacks, ac and defences. They may also have once per encounter or day abilities.

The remaining item slots either have no passive bonuses or they have minor ones with little or no effect on combat (examples we have seen are +1 athletics and +1 hp healed from surges). Their primary use is to provide daily or encounter powers.

Then there are rings which we know nothing about but which we might guess are more powerful.
 




Based on what I've seen I most, if not all, combat-focused constant bonuses will come from the big three. A few of the other slots, like belts and gloves, seem to allow boosts to surges or skill modifiers but I suspect that only armor and neck slot items will have resist fire and similar qualities. Also an additional 1d6 to criticals seems to be standard for all magic weapons, so even a +1 magic long sword has more than its +1 to hit and damage.
 


Pets & Sidekicks

Remove ads

Top