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The Power of Knowledge (Old Wizard's Handbook)
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<blockquote data-quote="Veep" data-source="post: 6745445" data-attributes="member: 6793297"><p><strong>Originally posted by Nausicaa:</strong></p><p></p><p></p><p style="text-align: center"><span style="font-size: 15px"><strong>Wizard's Hoards & Artifacts (Item Selection)</strong></span></p><p></p><p></p><p>I'll specify each item level (tied to its price). Items are listed in alphabetical order. </p><p></p><p></p><p>Again, i'll rate only<strong> black+</strong> rating items. If your favourite item isn't in the list (and you think it's good enough to be used by other wizards, not necessarily heavy optimizers) please write a post or a PM.</p><p></p><p></p><p><strong><u>Implements</u></strong></p><p>[sblock]</p><p></p><p></p><p><strong>Orbs</strong></p><p>[sblock]</p><p><span style="color: #00ccff"><strong>Orb of Fickle Fate (AV)</strong></span> 4: with this item you can still have a decent save penalty and stacks with cunning weapon</p><p></p><p></p><p><strong>Orb of Heightened Imposition (AV2)</strong> 12: like orb of inevitable continuance but works on your encounter powers and uses the orb of imposition feature.</p><p></p><p></p><p><strong>Orb of Indisputable Gravity (PHB)</strong> 7: a very nice item to help your defender against very mobile foes</p><p></p><p></p><p><span style="color: #00ccff"><strong>Orb of Inescapable Consequences (AV)</strong></span> 8: whether you hit or not, the target is hit by the condition. Extremely Important.</p><p></p><p></p><p><span style="color: #00ccff"><strong>Orb of Inevitable Continuance (PHB)</strong></span> 3: add time to your nasty effects.</p><p></p><p></p><p><strong>Orb of Judicous Conjuration (AV)</strong> 3: a level 3 orb is very nice to avoid expending minor actions to maintain powers</p><p></p><p></p><p><span style="color: #0000ff"><strong>Orb of Karmic Resonance (AV)</strong></span> 13: force an enemy auto-failing a power. </p><p></p><p></p><p><span style="color: #00ccff"><strong>Orb of Impenetrable Escape (AV)</strong></span> 6: technically it's a -5 to one save. At 6th level it is incredibly strong, and doesn't hinder your save penalties. It becomes mathematically weaker when you accrue penalties, though.</p><p></p><p></p><p><strong>Orb of Mental Dominion (AV)</strong> 6: identical to Impenetrable Escape. But this orb works for ALL saves (not only the first) and only for Will attacks. So, only for Illusionists and (some) Imposers, but <span style="color: #00ccff"><strong>lovely for them</strong></span>.</p><p></p><p></p><p><span style="color: #0000ff"><strong>Orb of Mental Constitution (PHB3)</strong></span> 3: gives a nice defensive interrupt (works also with fortitude) and works in the offhand. A nice choice even if you don't have power points.</p><p></p><p></p><p><span style="color: #0000ff"><strong>Orb of Nimble Thoughts (PHB3)</strong></span> 3: keep the level 3 orb in your offhand to gain +enh bonus to initiative. Nerfed in june 2011 errata, it's still a good item, but a lot more expensive, obiouvsly.</p><p></p><p></p><p><strong><span style="color: #00ccff">Orb of Temporal</span></strong></p><p><strong><span style="color: #ff9900">Dissonance (D 365)</span></strong> 13: with this orb, the whole party gains a stupid bonus to initiative</p><p></p><p></p><p><span style="color: #0000ff"><strong>Orb of Unintended Solitude (AV)</strong></span> 18: a banish effect tied to a slide is very nice</p><p>[/sblock]</p><p></p><p></p><p><strong>Staffs</strong></p><p>[sblock]</p><p><span style="color: #00ccff"><strong>Aversion Staff (PHB3)</strong></span> 2: a +2 bonus to all defenses against enemies subjected to your effects. Very nice!</p><p></p><p></p><p><span style="color: #0000ff"><strong>Defensive Staff (AV)</strong></span> 2: +1 bonus to nads and possibly to AC</p><p></p><p></p><p><span style="color: #0000ff"><strong>Earthroot Staff (AV)</strong></span> 3: nerfed, but still decent. Restraining on a crit is very strong</p><p></p><p></p><p><span style="color: #0000ff"><strong>Mnemonic Staff (AV)</strong></span> 2: nice expecially in the heroic tier</p><p></p><p></p><p><strong>Queen's Staff (AV2)</strong> 15:<span style="color: #ffcc00"></span></p><p><span style="color: #ffcc00"><strong>Incredible </strong></span>for Lightning Specialists</p><p></p><p></p><p><strong>Reliable Staff (AV)</strong> 13: for blasters with many single target spells</p><p></p><p></p><p><span style="color: #00ccff"><strong>Staff of Ruin (AV)</strong></span></p><p><span style="color: #00ccff"></span>3: now works only in the main hand. Thunder blasters will probably use it but others will go for their specifical elemental weapons</p><p></p><p></p><p><span style="color: #ffcc00"><strong>Staff of Sleep and Charm (AV2) </strong></span>3: Enchanters wants this and only this. Don't accept a "no" as answer from your DM.</p><p></p><p></p><p><span style="color: #0000ff"><strong>Staff of the Traveler (PHB3)</strong></span> 5: you gain a lovely teleport as shift</p><p></p><p></p><p><span style="color: #0000ff"><strong>Staff of the War Mage (PHB)</strong></span> 3: increasing the size of bursts and blasts is very nice!</p><p></p><p></p><p><strong>Summoner's Staff (AV2)</strong> 7: enemies that attack your summon empower your party</p><p>[/sblock]</p><p></p><p></p><p><strong>Wands</strong></p><p>[sblock]</p><p><span style="color: #0000ff"><strong>Iron Wand (AV2)</strong></span> 24: a bit costy, but it is considered also a melee weapon (and thus you can attach shards)</p><p></p><p></p><p><span style="color: #0000ff"><strong>Master's Wand of Magic Missile (AV)</strong></span> 3: makes your MM push 1 and an autohit power can be quite useful in some occasions. Nice to have one low level wand in your inventory for blasting.</p><p></p><p></p><p><strong>Master's Wand of Thunderwave (AV)</strong> 3: a nice option to make thunderweave burst 1</p><p></p><p></p><p><span style="color: #00ccff"><strong>Wand of Thunderous Anguish (AV2)</strong></span> 14: leaderish but very very strong for thunder blasters</p><p>[/sblock]</p><p></p><p></p><p><strong>Tomes</strong></p><p>[sblock]</p><p><span style="color: #0000ff"><strong>Deck Of Spells (AV2)</strong></span> 14: a little randomic but gaining a +2 to a random daily attack is very nice. Plus the daily power is very very nice for a tome user</p><p></p><p></p><p><span style="color: #00ccff"><strong>Gossamer Tome (AV2) </strong></span>8: web is already a very nice power. Adding the restraining condition is very strong.</p><p></p><p></p><p><span style="color: #0000ff"><strong>Summoning Tome (AP)</strong></span> 5: free extra damage for your summons </p><p></p><p></p><p><span style="color: #0000ff"><strong>Tome of Enduring Creation (AV2)</strong></span> 14: gaining up to 8 temp hp each time you attack is very nice for your summons </p><p></p><p></p><p><strong>Tome of Forty Steps (AP) </strong>3: free movement for your summons.</p><p>[/sblock]</p><p></p><p></p><p><strong>Other Implements or Weaplements</strong></p><p>[sblock]</p><p><span style="color: #00ccff"><strong>Cunning Weapon (AV) </strong></span>8: a -2/3/4 to the first saving throw. Attach it to a staff. The end game enchant for a good half of wizards.</p><p></p><p></p><p><span style="color: #00ccff"><strong>Flaming/Frost/Lightning/Radiant Weapon (PHB/AV)</strong></span> 3-5: change the type of your damage to the type of the weapon and adds elemental keyword. Nice for blasters to add their feats/items to the right spell without having to take the "FIRE" spell.</p><p></p><p></p><p><span style="color: #0000ff"><strong>Sandstorm Weapon (DSCS)</strong></span> 8: a very nice benefit on crit and defensive, and a very nice daily power.</p><p></p><p></p><p><strong><span style="color: #0000ff">Symbol of Power (PHB)</span></strong> 7: nice for hybrid imposers, since it doesn't occupy a space.</p><p></p><p></p><p><span style="color: #00ccff"><strong>Symbol of Victory (PHB)</strong></span> 9: nice to get other AP(s) during the day</p><p>[/sblock]</p><p></p><p></p><p>[/sblock]</p><p></p><p></p><p><strong><u>Armor Slot</u></strong></p><p>[sblock]</p><p><span style="color: #0000ff"><strong>Armor of Starlight (AV)</strong></span> 13: not really bad, the punishment for OAs is very harsh</p><p></p><p></p><p><span style="color: #0000ff"><strong>Assassinbane Armor (AV)</strong></span> 15: cannot be suprised is very nice. Divine oracles don't need it</p><p></p><p></p><p><strong><span style="color: #00ccff">Battle Harness (DMA 2009)</span></strong> 4: power (!) bonus to initiative and free sheath weapons&implements. Great!</p><p></p><p></p><p><strong>Chaos Wave Armor (AV)</strong> 14: very nice resist armor</p><p></p><p></p><p><strong>Flowform Armor (PHB3) </strong>4: a no action save as encounter power starts bad, but its value increase a lot in the <strong><span style="color: #00ccff">paragon and epic tier.</span></strong> Check out if you really need it, though, your leader may cover this role more than sufficiently.</p><p></p><p></p><p><strong>Irrefutable Armor (AV)</strong> 7: very nice if you miss THAT attack</p><p></p><p></p><p><span style="color: #0000ff"><strong>Parchment's Armor (AV2) </strong></span>4: i love this attack bonus</p><p></p><p></p><p><span style="color: #0000ff"><strong>Robe of Bloodwalking (AV)</strong></span> 17: nice and constant teleports. Quite fun to use</p><p></p><p></p><p><strong>Robe of Eyes (AV)</strong> 2: very nice, blinding is a quite common and bad condition</p><p></p><p></p><p><strong>Robe of Forbearance (AV)</strong> 24: another "escape an attack" piece, but comes a little late</p><p></p><p></p><p><span style="color: #0000ff"><strong>Robe of Stars (AV)</strong></span> 13: a very strong attack disincentive</p><p></p><p></p><p><strong>Robe of Scintillation (AV)</strong> 2: at <strong><span style="color: #00ccff">low levels</span></strong> this is probably one of your best bets. Then, a little <strong>less.</strong></p><p></p><p></p><p><span style="color: #00ccff"><strong>Shadowdance Armor (SAC)</strong></span>: like shimmering armor, for leather.</p><p></p><p></p><p><span style="color: #00ccff"><strong>Shimmering Armor (AV)</strong></span> 4: the choice of pretty all wizards. No OA is a very strong effect. If you have staff expertise this enchant is <strong><span style="color: #ff0000">obiouvsly useless</span></strong></p><p></p><p></p><p><span style="color: #0000ff"><strong>Skybound Armor (AV)</strong></span> 5: like the jump power</p><p></p><p></p><p><span style="color: #0000ff"><strong>Stoneskin Robe (AV)</strong></span> 3: encounter temporary hp. Not bad</p><p></p><p></p><p><strong>Translocation Armor (AV2)</strong> 14: gain an encounter teleport</p><p></p><p></p><p><strong>Warmage's Uniform (AV2)</strong> 3: nice bonus to hit when you choose to use it</p><p>[/sblock]</p><p></p><p></p><p><strong><u>Neck Slot</u></strong></p><p>[sblock]</p><p><strong>Abyssal Adornment (AV)</strong> 13: daily resist to elemental effect </p><p></p><p></p><p><strong>Amulet of Attenuation (AV)</strong> 14: daily resist to damage</p><p></p><p></p><p><strong>Amulet of Inner Voice (AV)</strong> 14: if your DM likes dominations effect, pack this little gift</p><p></p><p></p><p><span style="color: #0000ff"><strong>Amulet of Elegy (AV2)</strong></span> 2: another save-debuffing item</p><p></p><p></p><p><strong>Amulet of Elusive Prey (AV)</strong> 14: very nice if you are a teleport-lover </p><p></p><p></p><p><span style="color: #0000ff"><strong>Amulet of Seduction (PHB T) </strong></span>5: decent save penalty for enchanters (charm limited, though). <span style="color: #00ccff"><strong>Better </strong></span>if you have high charisma, naturally.</p><p></p><p></p><p><strong>Brooch of Vitality (AV)</strong> 15: simply extra HPs</p><p></p><p></p><p><span style="color: #0000ff"><strong>Cape of the Mountebank (AV)</strong></span> 5: a nice "wizard's escape"-like effect.</p><p></p><p></p><p><span style="color: #00ccff"><strong>Cloak of Distortion (AV)</strong></span> 4: probably one of the best necks in the game. Scaling penalty to attack is very nice</p><p></p><p></p><p><strong>Cloak of Resistance (PHB)</strong> 2: overall not too shabby</p><p></p><p></p><p><span style="color: #0000ff"><strong>Cloak of Translocation (AV2)</strong></span> 9: very nice bonus when you teleport</p><p></p><p></p><p><strong>Collar of Recovery (AV)</strong> 4: nice bonus to surge value</p><p></p><p></p><p><strong>Possum Amulet (AV2)</strong> 23: not Opossum, but they treat you like a dead animal.</p><p></p><p></p><p><span style="color: #0000ff"><strong>Steadfast Amulet (AV)</strong></span> 8: avoid being stunned or dazed</p><p></p><p></p><p><span style="color: #0000ff"><strong>Talisman of Terror (AV2)</strong></span> 7: great penalty against fear saves!</p><p></p><p></p><p><span style="color: #00ccff"><strong>Torc of Power Preservation (AV)</strong></span> 15: <strong><span style="color: #ff9900">lovely</span></strong> for archmages who has dailies as encounter powers, but nice for everyone.</p><p>[/sblock]</p><p></p><p></p><p><strong><u>Arms Slot</u></strong></p><p>[sblock]<span style="color: #0000ff"><strong></strong></span></p><p><span style="color: #0000ff"><strong></strong></span></p><p><span style="color: #0000ff"><strong></strong></span></p><p><span style="color: #0000ff"><strong></strong></span><strong>Bloodhound Bracers (AV2)</strong> 13: a very nice bonus for fire blasters, who lives for ongoing damage </p><p></p><p></p><p><strong>Bracers of Archery (AV)</strong> 6: nice if you use a bow or a crossbow as implement (for example hybrid artificer)</p><p></p><p></p><p><span style="color: #0000ff"><strong>Bracers of Iron Arcana (AV)</strong></span> 14: get a huge bonus to AC as a daily</p><p></p><p></p><p><span style="color: #00ccff"><strong>Crest of Vigilance Eternal (AV2)</strong></span> 12: a very nice way to reroll your failed saves against the most horrible conditions</p><p></p><p></p><p><span style="color: #0000ff"><strong>Executioner's Bracers (AV2) </strong></span>3: bonus damage when you crit. Vanilla, but effective. </p><p></p><p></p><p><strong>Rapidstrike Bracers (AV)</strong> 15: nice item bonus to initiative (the orb is better) and if you have a warlord or another enabling leader and you don't want to take Magic Missile you can use this with phantom bolt (or another single target power)</p><p></p><p></p><p><span style="color: #0000ff"><strong>Skull Bracers (AV)</strong></span> 7: quite vanilla but effective, expecially on aoes</p><p>[/sblock]</p><p></p><p></p><p><strong><u>Feet Slot</u></strong></p><p>[sblock]</p><p><span style="color: #0000ff"><strong>Acrobat Boots (PHB)</strong></span> 2: really nice at low level, after, <strong><span style="color: #ff00ff">not so much</span></strong>.</p><p></p><p></p><p><strong><span style="color: #0000ff">Boots of Free Movement (AV)</span></strong> 6: +2 saving throw bonus and make saves against movement disabling effects</p><p></p><p></p><p><span style="color: #0000ff"><strong>Boots of Striding (PHB)</strong></span> 9: +1 to speed in the heroic tier. Nice</p><p></p><p></p><p><span style="color: #0000ff"><strong>Boots of the Fencing Master (AV)</strong></span> 7: very nice free shifting and bonus to AC and reflex after shift.</p><p></p><p></p><p><strong>Butterfly Sandals (AV) </strong>12: if you have an easy way to gain fly speed (use your tome of readiness cheese on fly, for example) gain +2 speed bonus. Much more cheap than Zephyr Boots.</p><p></p><p></p><p><strong>Eladrin Boots (PHB)</strong> 16: if you are an<strong><span style="color: #ff9900"> Arcane Wayfarer</span></strong>, or you have a way to teleport often these are VERY nice!</p><p></p><p></p><p><span style="color: #0000ff"><strong>Feyleaf Sandals (AV)</strong></span> 2: your first teleport boots</p><p></p><p></p><p><span style="color: #0000ff"><strong>Phantom Chaussures (AV) </strong></span>18: if you move constantly (and you should) you get constant concealment. This is a great feature. The invisibility of the item doesn't break with your attacks, so it's very nice for unseen mages (if there are any)</p><p></p><p></p><p><span style="color: #0000ff"><strong>Sandals of Avandra (AV)</strong></span> 25: shift your speed at will and +2 bonus to speed. </p><p></p><p></p><p><span style="color: #ff9900"><strong>Zephyr Boots (AV) </strong></span>24: do you REALLY want something else?</p><p>[/sblock]</p><p></p><p></p><p><strong><u>Hands Slot</u></strong></p><p>[sblock]</p><p><strong><span style="color: #0000ff">Antipathy Gloves (AV) </span></strong>10: nice movement reduction effect and very nice restraining daily power.</p><p></p><p></p><p><span style="color: #0000ff"><strong>Burning Gauntlets (AV</strong>) </span>6: very nice gloves for fire blasters, who get a reliable way to apply fire ongoing damage (which is useful for a couple of tricks)</p><p></p><p></p><p><span style="color: #0000ff"><strong>Gauntlets of Blood (AV2)</strong></span> 4: very nice unnamed bonus damage against bloodied targets</p><p></p><p></p><p><strong>Gauntlets of the Ram (PHB)</strong> 8: makes your pushing and sliding powers even greater</p><p></p><p></p><p><strong>Gloves of Grace (AV)</strong> 5: nice daily save</p><p></p><p></p><p><strong>Gloves of Ice (AV2)</strong> 11: <strong><span style="color: #ff9900">needed</span></strong> for cold blasters </p><p></p><p></p><p><span style="color: #00ccff"><strong>Illusionist's Gloves (AV2)</strong></span> 9: illusionist don't want anything else. Constant -2 to saves with CA (very easily obtained by phantom echoes) and daily reroll. Great.</p><p></p><p></p><p><strong>Many Fingered Gloves (AV2)</strong> 20: if you really really, <u>really</u> want a third ring take this gloves.</p><p></p><p></p><p><span style="color: #00ccff"><strong>Resplendent Gloves (AV2)</strong></span> 5: incredibly nice for imposers and illusionists who frequently attack will. </p><p></p><p></p><p>[/sblock]</p><p></p><p></p><p><strong><u>Head Slot</u></strong></p><p>[sblock]</p><p><span style="color: #0000ff"><strong>Circlet of Arkhosia (PHB D)</strong></span> 14: save against stunning and dazing at the start of your round. An incredibly nice defensive item.</p><p></p><p></p><p><span style="color: #0000ff"><strong>Circlet of Mental Onslaught (AV)</strong></span> 11: +1 to will, ok. +1 to attack for one encounter is really nicer</p><p></p><p></p><p><strong>Crown of the Brilliant Sun (AV2)</strong> 14: this is a way for thunder/lightning blasters to avoid resistant enemies</p><p></p><p></p><p><span style="color: #00ccff"><strong>Headband of Intellect (AV)</strong></span> 10: this is the psychic version of the laurel circlet. Very nice for illusionists and some imposers</p><p></p><p></p><p><strong>Firebird (AV2)</strong> 27: <strong><span style="color: #00ccff">endgame fire blasters </span></strong>get another damage boost.</p><p></p><p></p><p><span style="color: #00ccff"><strong>Laurel Circlet (AV) </strong></span>10: incredibly nice item for illusionist, can be nice also for imposers.</p><p></p><p></p><p><span style="color: #00ccff"><strong>Phrenic Crown (AV)</strong></span> 7: this item is still very nice, even if it debuffs only the first save. Probably the <strong><span style="color: #ff9900">best choice</span></strong> for imposers, illusionists usually prefer laurel circlet.</p><p></p><p></p><p><strong>Skull Mask (AV)</strong> 5: the wizard has only 4 fear descriptor powers, but this item's property applies to ALL party attacks. Resist necrotic is quite nice. Overall a nice object if you manage to have a party that has many fear attacks.</p><p>[/sblock]</p><p></p><p></p><p><strong><u>Waist Slot</u></strong></p><p>[sblock]</p><p><span style="color: #0000ff"><strong>Belt of Vim (AV) </strong></span>8: classical nice belt, but overshadowed by diamond cincture (level 10)</p><p></p><p></p><p><span style="color: #00ccff"><strong>Diamond Cincture (AV) </strong></span>10: very similar to belt of vim, but grants also an healing surge. Overall very nice.</p><p></p><p></p><p><strong>Viper Belt (AV) </strong>4: very nice at <strong><span style="color: #0000ff">low level</span></strong>, poison is quite common</p><p></p><p></p><p><span style="color: #00ccff"><strong>Belt of the Witch King (AV2)</strong></span> 18: as the paragon level belt of vim, but you also get very good surgeless healing. Overall <strong><span style="color: #ff9900">the best choice</span></strong> for you (and probably for all arcane characters)</p><p></p><p></p><p><span style="color: #0000ff"><strong>Sash of Regeneration (AV2)</strong></span> 28: regeneration 5 while bloodied! It's a pity it's so expensive...</p><p>[/sblock]</p><p></p><p></p><p><strong><u>Rings</u></strong></p><p>[sblock]</p><p><span style="color: #0000ff"><strong>Eladrin Ring of Passage (Trollhaunt Adventure) </strong></span>14: another +teleport distance. Nice for wayfarers and eladrins.</p><p></p><p></p><p><span style="color: #00ccff"><strong>Greater Ring of Invisibility (AV2)</strong></span> 23: this ring isn't really made for you, but it's incredibly nice. Invisibility for 2 rounds per encounter can boost your durability a LOT (encounters in the epic tier lasts usually 7-10 rounds)</p><p></p><p></p><p><span style="color: #0000ff"><strong>Nullifying Ring (AV)</strong></span> 30: +3 to all saves and denies another attack. This ring, though, costs really really too much to be considered a "must"</p><p></p><p></p><p><span style="color: #ff9900"><strong>Opal Ring of Remembrance (AV)</strong></span> 29: +2 to all attacks, +4 to all int-based skills. Do you really want something else? For enchanters, remember that it doesn't stack with staff of sleep and charm.</p><p></p><p></p><p><span style="color: #00ccff"><strong>Ring of Action Reversal (AV2)</strong></span> 20: nice +item bonus to initiative and makes encounter attack power reliable </p><p></p><p></p><p><span style="color: #00ccff"><strong>Ring of Free Time (AV2)</strong></span> 29: Resist 5 all damage and you get an extra minor action each round. Barely inferior to opal ring of remembrance.</p><p></p><p></p><p><span style="color: #0000ff"><strong>Ring of Giants (D 378)</strong></span> 13: it's strangely worded, and it obliges you to wield a weapon (or a weaplement), but +2 unnamed bonus damage per enhancement bonus on crits is very nice for blasters.</p><p></p><p></p><p><span style="color: #0000ff"><strong>Ring of Retreat (AV)</strong></span> 17: another +teleport distance, and it can possibly stop a TPK once per day</p><p></p><p></p><p><span style="color: #0000ff"><strong>Ring of the Dragonborn Emperor (AV) </strong></span>15: if you have a lot of close attacks or you are a dragonborn this is the choice for you. You can also use an encounter power as immediate interrupt and not expend it, which is very very nice</p><p></p><p></p><p><span style="color: #0000ff"><strong>Ring of the Radiant Storm (AV2)</strong></span> 17: lightning (thunder) blasters and fire (with radiant one ED) blasters get a nice damage boost. A very very nice item.</p><p></p><p></p><p><span style="color: #00ccff"><strong>Ring of Wizardry (PHB) </strong></span>21: very nice for Sage of Ages for the bonus to arcana, and for archmages to regain the use of expended encounter (which can be a daily) attack power</p><p>[/sblock]</p><p></p><p></p><p><strong><u>Wondrous Items, Tattoos, Solitaires, etc</u></strong></p><p>[sblock]</p><p><span style="color: #0000ff"><strong>Charm of Protection (D 382)</strong></span> 8: save your familiar from 1 attack per encounter. Since it doesn't occupy a space, it can be extremely useful for any wizard that loves to have his/her familiar active.</p><p></p><p></p><p><span style="color: #0000ff"><strong>Citrine Solitaire (AV)</strong></span> 11: spend healing surge when your crit 1/day</p><p></p><p></p><p><span style="color: #ff9900"><strong>Curse Eye Tattoo (AV2) </strong></span>8: extremely cheap way to debuff saves. Very strong item.</p><p></p><p></p><p><span style="color: #00ccff"><strong>Dice of Auspicious Fortune (D 381</strong></span>) 11: roll 3 dices and store them for a future swap. </p><p></p><p></p><p><span style="color: #00ccff"><strong>Salve of Power (AV)</strong></span> 10: regain an encounter attack power by spending an healing surge. <strong><span style="color: #ff9900">Lovely</span></strong> for archmages, nice for everyone else. </p><p></p><p></p><p><span style="color: #ff9900"><strong>Siberys Shard of the Mage (EPG) </strong></span>3: this explains why blasters use staffs. Unnamed bonus to damage is too good to pass, for any kind of wizard.</p><p></p><p></p><p><span style="color: #00ccff"><strong>Whetstone of Combustion (AP)</strong></span> 10: a cheap way (only 200g) to make important targets vulnerable to fire damage, and thus making him subject to consuming the weak and sympathy of flame.</p><p></p><p></p><p><span style="color: #0000ff"><strong>Zaarani's Solitaire (SAC)</strong></span> 10: 1/encounter prone and slide on crit is very very nice</p><p>[/sblock]</p></blockquote><p></p>
[QUOTE="Veep, post: 6745445, member: 6793297"] [b]Originally posted by Nausicaa:[/b] [CENTER][Size=4][b]Wizard's Hoards & Artifacts (Item Selection)[/b][/size][/CENTER] I'll specify each item level (tied to its price). Items are listed in alphabetical order. Again, i'll rate only[b] black+[/b] rating items. If your favourite item isn't in the list (and you think it's good enough to be used by other wizards, not necessarily heavy optimizers) please write a post or a PM. [b][u]Implements[/u][/b] [sblock] [b]Orbs[/b] [sblock] [COLOR=#00ccff][b]Orb of Fickle Fate (AV)[/b][/COLOR] 4: with this item you can still have a decent save penalty and stacks with cunning weapon [b]Orb of Heightened Imposition (AV2)[/b] 12: like orb of inevitable continuance but works on your encounter powers and uses the orb of imposition feature. [b]Orb of Indisputable Gravity (PHB)[/b] 7: a very nice item to help your defender against very mobile foes [COLOR=#00ccff][b]Orb of Inescapable Consequences (AV)[/b][/COLOR] 8: whether you hit or not, the target is hit by the condition. Extremely Important. [COLOR=#00ccff][b]Orb of Inevitable Continuance (PHB)[/b][/COLOR] 3: add time to your nasty effects. [b]Orb of Judicous Conjuration (AV)[/b] 3: a level 3 orb is very nice to avoid expending minor actions to maintain powers [COLOR=#0000ff][b]Orb of Karmic Resonance (AV)[/b][/COLOR] 13: force an enemy auto-failing a power. [COLOR=#00ccff][b]Orb of Impenetrable Escape (AV)[/b][/COLOR] 6: technically it's a -5 to one save. At 6th level it is incredibly strong, and doesn't hinder your save penalties. It becomes mathematically weaker when you accrue penalties, though. [b]Orb of Mental Dominion (AV)[/b] 6: identical to Impenetrable Escape. But this orb works for ALL saves (not only the first) and only for Will attacks. So, only for Illusionists and (some) Imposers, but [COLOR=#00ccff][b]lovely for them[/b][/COLOR]. [COLOR=#0000ff][b]Orb of Mental Constitution (PHB3)[/b][/COLOR] 3: gives a nice defensive interrupt (works also with fortitude) and works in the offhand. A nice choice even if you don't have power points. [COLOR=#0000ff][b]Orb of Nimble Thoughts (PHB3)[/b][/COLOR] 3: keep the level 3 orb in your offhand to gain +enh bonus to initiative. Nerfed in june 2011 errata, it's still a good item, but a lot more expensive, obiouvsly. [b][COLOR=#00ccff]Orb of Temporal[/COLOR] [COLOR=#ff9900]Dissonance (D 365)[/COLOR][/b] 13: with this orb, the whole party gains a stupid bonus to initiative [COLOR=#0000ff][b]Orb of Unintended Solitude (AV)[/b][/COLOR] 18: a banish effect tied to a slide is very nice [/sblock] [b]Staffs[/b] [sblock] [COLOR=#00ccff][b]Aversion Staff (PHB3)[/b][/COLOR] 2: a +2 bonus to all defenses against enemies subjected to your effects. Very nice! [COLOR=#0000ff][b]Defensive Staff (AV)[/b][/COLOR] 2: +1 bonus to nads and possibly to AC [COLOR=#0000ff][b]Earthroot Staff (AV)[/b][/COLOR] 3: nerfed, but still decent. Restraining on a crit is very strong [COLOR=#0000ff][b]Mnemonic Staff (AV)[/b][/COLOR] 2: nice expecially in the heroic tier [b]Queen's Staff (AV2)[/b] 15:[COLOR=#ffcc00] [b]Incredible [/b][/COLOR]for Lightning Specialists [b]Reliable Staff (AV)[/b] 13: for blasters with many single target spells [COLOR=#00ccff][b]Staff of Ruin (AV)[/b] [/COLOR]3: now works only in the main hand. Thunder blasters will probably use it but others will go for their specifical elemental weapons [COLOR=#ffcc00][b]Staff of Sleep and Charm (AV2) [/b][/COLOR]3: Enchanters wants this and only this. Don't accept a "no" as answer from your DM. [COLOR=#0000ff][b]Staff of the Traveler (PHB3)[/b][/COLOR] 5: you gain a lovely teleport as shift [COLOR=#0000ff][b]Staff of the War Mage (PHB)[/b][/COLOR] 3: increasing the size of bursts and blasts is very nice! [b]Summoner's Staff (AV2)[/b] 7: enemies that attack your summon empower your party [/sblock] [b]Wands[/b] [sblock] [COLOR=#0000ff][b]Iron Wand (AV2)[/b][/COLOR] 24: a bit costy, but it is considered also a melee weapon (and thus you can attach shards) [COLOR=#0000ff][b]Master's Wand of Magic Missile (AV)[/b][/COLOR] 3: makes your MM push 1 and an autohit power can be quite useful in some occasions. Nice to have one low level wand in your inventory for blasting. [b]Master's Wand of Thunderwave (AV)[/b] 3: a nice option to make thunderweave burst 1 [COLOR=#00ccff][b]Wand of Thunderous Anguish (AV2)[/b][/COLOR] 14: leaderish but very very strong for thunder blasters [/sblock] [b]Tomes[/b] [sblock] [COLOR=#0000ff][b]Deck Of Spells (AV2)[/b][/COLOR] 14: a little randomic but gaining a +2 to a random daily attack is very nice. Plus the daily power is very very nice for a tome user [COLOR=#00ccff][b]Gossamer Tome (AV2) [/b][/COLOR]8: web is already a very nice power. Adding the restraining condition is very strong. [COLOR=#0000ff][b]Summoning Tome (AP)[/b][/COLOR] 5: free extra damage for your summons [COLOR=#0000ff][b]Tome of Enduring Creation (AV2)[/b][/COLOR] 14: gaining up to 8 temp hp each time you attack is very nice for your summons [b]Tome of Forty Steps (AP) [/b]3: free movement for your summons. [/sblock] [b]Other Implements or Weaplements[/b] [sblock] [COLOR=#00ccff][b]Cunning Weapon (AV) [/b][/COLOR]8: a -2/3/4 to the first saving throw. Attach it to a staff. The end game enchant for a good half of wizards. [COLOR=#00ccff][b]Flaming/Frost/Lightning/Radiant Weapon (PHB/AV)[/b][/COLOR] 3-5: change the type of your damage to the type of the weapon and adds elemental keyword. Nice for blasters to add their feats/items to the right spell without having to take the "FIRE" spell. [COLOR=#0000ff][b]Sandstorm Weapon (DSCS)[/b][/COLOR] 8: a very nice benefit on crit and defensive, and a very nice daily power. [b][COLOR=#0000ff]Symbol of Power (PHB)[/COLOR][/b] 7: nice for hybrid imposers, since it doesn't occupy a space. [COLOR=#00ccff][b]Symbol of Victory (PHB)[/b][/COLOR] 9: nice to get other AP(s) during the day [/sblock] [/sblock] [b][u]Armor Slot[/u][/b] [sblock] [COLOR=#0000ff][b]Armor of Starlight (AV)[/b][/COLOR] 13: not really bad, the punishment for OAs is very harsh [COLOR=#0000ff][b]Assassinbane Armor (AV)[/b][/COLOR] 15: cannot be suprised is very nice. Divine oracles don't need it [b][COLOR=#00ccff]Battle Harness (DMA 2009)[/COLOR][/b] 4: power (!) bonus to initiative and free sheath weapons&implements. Great! [b]Chaos Wave Armor (AV)[/b] 14: very nice resist armor [b]Flowform Armor (PHB3) [/b]4: a no action save as encounter power starts bad, but its value increase a lot in the [b][COLOR=#00ccff]paragon and epic tier.[/COLOR][/b] Check out if you really need it, though, your leader may cover this role more than sufficiently. [b]Irrefutable Armor (AV)[/b] 7: very nice if you miss THAT attack [COLOR=#0000ff][b]Parchment's Armor (AV2) [/b][/COLOR]4: i love this attack bonus [COLOR=#0000ff][b]Robe of Bloodwalking (AV)[/b][/COLOR] 17: nice and constant teleports. Quite fun to use [b]Robe of Eyes (AV)[/b] 2: very nice, blinding is a quite common and bad condition [b]Robe of Forbearance (AV)[/b] 24: another "escape an attack" piece, but comes a little late [COLOR=#0000ff][b]Robe of Stars (AV)[/b][/COLOR] 13: a very strong attack disincentive [b]Robe of Scintillation (AV)[/b] 2: at [b][COLOR=#00ccff]low levels[/COLOR][/b] this is probably one of your best bets. Then, a little [b]less.[/b] [COLOR=#00ccff][b]Shadowdance Armor (SAC)[/b][/COLOR]: like shimmering armor, for leather. [COLOR=#00ccff][b]Shimmering Armor (AV)[/b][/COLOR] 4: the choice of pretty all wizards. No OA is a very strong effect. If you have staff expertise this enchant is [b][COLOR=#ff0000]obiouvsly useless[/COLOR][/b] [COLOR=#0000ff][b]Skybound Armor (AV)[/b][/COLOR] 5: like the jump power [COLOR=#0000ff][b]Stoneskin Robe (AV)[/b][/COLOR] 3: encounter temporary hp. Not bad [b]Translocation Armor (AV2)[/b] 14: gain an encounter teleport [b]Warmage's Uniform (AV2)[/b] 3: nice bonus to hit when you choose to use it [/sblock] [b][u]Neck Slot[/u][/b] [sblock] [b]Abyssal Adornment (AV)[/b] 13: daily resist to elemental effect [b]Amulet of Attenuation (AV)[/b] 14: daily resist to damage [b]Amulet of Inner Voice (AV)[/b] 14: if your DM likes dominations effect, pack this little gift [COLOR=#0000ff][b]Amulet of Elegy (AV2)[/b][/COLOR] 2: another save-debuffing item [b]Amulet of Elusive Prey (AV)[/b] 14: very nice if you are a teleport-lover [COLOR=#0000ff][b]Amulet of Seduction (PHB T) [/b][/COLOR]5: decent save penalty for enchanters (charm limited, though). [COLOR=#00ccff][b]Better [/b][/COLOR]if you have high charisma, naturally. [b]Brooch of Vitality (AV)[/b] 15: simply extra HPs [COLOR=#0000ff][b]Cape of the Mountebank (AV)[/b][/COLOR] 5: a nice "wizard's escape"-like effect. [COLOR=#00ccff][b]Cloak of Distortion (AV)[/b][/COLOR] 4: probably one of the best necks in the game. Scaling penalty to attack is very nice [b]Cloak of Resistance (PHB)[/b] 2: overall not too shabby [COLOR=#0000ff][b]Cloak of Translocation (AV2)[/b][/COLOR] 9: very nice bonus when you teleport [b]Collar of Recovery (AV)[/b] 4: nice bonus to surge value [b]Possum Amulet (AV2)[/b] 23: not Opossum, but they treat you like a dead animal. [COLOR=#0000ff][b]Steadfast Amulet (AV)[/b][/COLOR] 8: avoid being stunned or dazed [COLOR=#0000ff][b]Talisman of Terror (AV2)[/b][/COLOR] 7: great penalty against fear saves! [COLOR=#00ccff][b]Torc of Power Preservation (AV)[/b][/COLOR] 15: [b][COLOR=#ff9900]lovely[/COLOR][/b] for archmages who has dailies as encounter powers, but nice for everyone. [/sblock] [b][u]Arms Slot[/u][/b] [sblock][COLOR=#0000ff][b] [/b][/COLOR][b]Bloodhound Bracers (AV2)[/b] 13: a very nice bonus for fire blasters, who lives for ongoing damage [b]Bracers of Archery (AV)[/b] 6: nice if you use a bow or a crossbow as implement (for example hybrid artificer) [COLOR=#0000ff][b]Bracers of Iron Arcana (AV)[/b][/COLOR] 14: get a huge bonus to AC as a daily [COLOR=#00ccff][b]Crest of Vigilance Eternal (AV2)[/b][/COLOR] 12: a very nice way to reroll your failed saves against the most horrible conditions [COLOR=#0000ff][b]Executioner's Bracers (AV2) [/b][/COLOR]3: bonus damage when you crit. Vanilla, but effective. [b]Rapidstrike Bracers (AV)[/b] 15: nice item bonus to initiative (the orb is better) and if you have a warlord or another enabling leader and you don't want to take Magic Missile you can use this with phantom bolt (or another single target power) [COLOR=#0000ff][b]Skull Bracers (AV)[/b][/COLOR] 7: quite vanilla but effective, expecially on aoes [/sblock] [b][u]Feet Slot[/u][/b] [sblock] [COLOR=#0000ff][b]Acrobat Boots (PHB)[/b][/COLOR] 2: really nice at low level, after, [b][COLOR=#ff00ff]not so much[/COLOR][/b]. [b][COLOR=#0000ff]Boots of Free Movement (AV)[/COLOR][/b] 6: +2 saving throw bonus and make saves against movement disabling effects [COLOR=#0000ff][b]Boots of Striding (PHB)[/b][/COLOR] 9: +1 to speed in the heroic tier. Nice [COLOR=#0000ff][b]Boots of the Fencing Master (AV)[/b][/COLOR] 7: very nice free shifting and bonus to AC and reflex after shift. [b]Butterfly Sandals (AV) [/b]12: if you have an easy way to gain fly speed (use your tome of readiness cheese on fly, for example) gain +2 speed bonus. Much more cheap than Zephyr Boots. [b]Eladrin Boots (PHB)[/b] 16: if you are an[b][COLOR=#ff9900] Arcane Wayfarer[/COLOR][/b], or you have a way to teleport often these are VERY nice! [COLOR=#0000ff][b]Feyleaf Sandals (AV)[/b][/COLOR] 2: your first teleport boots [COLOR=#0000ff][b]Phantom Chaussures (AV) [/b][/COLOR]18: if you move constantly (and you should) you get constant concealment. This is a great feature. The invisibility of the item doesn't break with your attacks, so it's very nice for unseen mages (if there are any) [COLOR=#0000ff][b]Sandals of Avandra (AV)[/b][/COLOR] 25: shift your speed at will and +2 bonus to speed. [COLOR=#ff9900][b]Zephyr Boots (AV) [/b][/COLOR]24: do you REALLY want something else? [/sblock] [b][u]Hands Slot[/u][/b] [sblock] [b][COLOR=#0000ff]Antipathy Gloves (AV) [/COLOR][/b]10: nice movement reduction effect and very nice restraining daily power. [COLOR=#0000ff][b]Burning Gauntlets (AV[/b]) [/COLOR]6: very nice gloves for fire blasters, who get a reliable way to apply fire ongoing damage (which is useful for a couple of tricks) [COLOR=#0000ff][b]Gauntlets of Blood (AV2)[/b][/COLOR] 4: very nice unnamed bonus damage against bloodied targets [b]Gauntlets of the Ram (PHB)[/b] 8: makes your pushing and sliding powers even greater [b]Gloves of Grace (AV)[/b] 5: nice daily save [b]Gloves of Ice (AV2)[/b] 11: [b][COLOR=#ff9900]needed[/COLOR][/b] for cold blasters [COLOR=#00ccff][b]Illusionist's Gloves (AV2)[/b][/COLOR] 9: illusionist don't want anything else. Constant -2 to saves with CA (very easily obtained by phantom echoes) and daily reroll. Great. [b]Many Fingered Gloves (AV2)[/b] 20: if you really really, [u]really[/u] want a third ring take this gloves. [COLOR=#00ccff][b]Resplendent Gloves (AV2)[/b][/COLOR] 5: incredibly nice for imposers and illusionists who frequently attack will. [/sblock] [b][u]Head Slot[/u][/b] [sblock] [COLOR=#0000ff][b]Circlet of Arkhosia (PHB D)[/b][/COLOR] 14: save against stunning and dazing at the start of your round. An incredibly nice defensive item. [COLOR=#0000ff][b]Circlet of Mental Onslaught (AV)[/b][/COLOR] 11: +1 to will, ok. +1 to attack for one encounter is really nicer [b]Crown of the Brilliant Sun (AV2)[/b] 14: this is a way for thunder/lightning blasters to avoid resistant enemies [COLOR=#00ccff][b]Headband of Intellect (AV)[/b][/COLOR] 10: this is the psychic version of the laurel circlet. Very nice for illusionists and some imposers [b]Firebird (AV2)[/b] 27: [b][COLOR=#00ccff]endgame fire blasters [/COLOR][/b]get another damage boost. [COLOR=#00ccff][b]Laurel Circlet (AV) [/b][/COLOR]10: incredibly nice item for illusionist, can be nice also for imposers. [COLOR=#00ccff][b]Phrenic Crown (AV)[/b][/COLOR] 7: this item is still very nice, even if it debuffs only the first save. Probably the [b][COLOR=#ff9900]best choice[/COLOR][/b] for imposers, illusionists usually prefer laurel circlet. [b]Skull Mask (AV)[/b] 5: the wizard has only 4 fear descriptor powers, but this item's property applies to ALL party attacks. Resist necrotic is quite nice. Overall a nice object if you manage to have a party that has many fear attacks. [/sblock] [b][u]Waist Slot[/u][/b] [sblock] [COLOR=#0000ff][b]Belt of Vim (AV) [/b][/COLOR]8: classical nice belt, but overshadowed by diamond cincture (level 10) [COLOR=#00ccff][b]Diamond Cincture (AV) [/b][/COLOR]10: very similar to belt of vim, but grants also an healing surge. Overall very nice. [b]Viper Belt (AV) [/b]4: very nice at [b][COLOR=#0000ff]low level[/COLOR][/b], poison is quite common [COLOR=#00ccff][b]Belt of the Witch King (AV2)[/b][/COLOR] 18: as the paragon level belt of vim, but you also get very good surgeless healing. Overall [b][COLOR=#ff9900]the best choice[/COLOR][/b] for you (and probably for all arcane characters) [COLOR=#0000ff][b]Sash of Regeneration (AV2)[/b][/COLOR] 28: regeneration 5 while bloodied! It's a pity it's so expensive... [/sblock] [b][u]Rings[/u][/b] [sblock] [COLOR=#0000ff][b]Eladrin Ring of Passage (Trollhaunt Adventure) [/b][/COLOR]14: another +teleport distance. Nice for wayfarers and eladrins. [COLOR=#00ccff][b]Greater Ring of Invisibility (AV2)[/b][/COLOR] 23: this ring isn't really made for you, but it's incredibly nice. Invisibility for 2 rounds per encounter can boost your durability a LOT (encounters in the epic tier lasts usually 7-10 rounds) [COLOR=#0000ff][b]Nullifying Ring (AV)[/b][/COLOR] 30: +3 to all saves and denies another attack. This ring, though, costs really really too much to be considered a "must" [COLOR=#ff9900][b]Opal Ring of Remembrance (AV)[/b][/COLOR] 29: +2 to all attacks, +4 to all int-based skills. Do you really want something else? For enchanters, remember that it doesn't stack with staff of sleep and charm. [COLOR=#00ccff][b]Ring of Action Reversal (AV2)[/b][/COLOR] 20: nice +item bonus to initiative and makes encounter attack power reliable [COLOR=#00ccff][b]Ring of Free Time (AV2)[/b][/COLOR] 29: Resist 5 all damage and you get an extra minor action each round. Barely inferior to opal ring of remembrance. [COLOR=#0000ff][b]Ring of Giants (D 378)[/b][/COLOR] 13: it's strangely worded, and it obliges you to wield a weapon (or a weaplement), but +2 unnamed bonus damage per enhancement bonus on crits is very nice for blasters. [COLOR=#0000ff][b]Ring of Retreat (AV)[/b][/COLOR] 17: another +teleport distance, and it can possibly stop a TPK once per day [COLOR=#0000ff][b]Ring of the Dragonborn Emperor (AV) [/b][/COLOR]15: if you have a lot of close attacks or you are a dragonborn this is the choice for you. You can also use an encounter power as immediate interrupt and not expend it, which is very very nice [COLOR=#0000ff][b]Ring of the Radiant Storm (AV2)[/b][/COLOR] 17: lightning (thunder) blasters and fire (with radiant one ED) blasters get a nice damage boost. A very very nice item. [COLOR=#00ccff][b]Ring of Wizardry (PHB) [/b][/COLOR]21: very nice for Sage of Ages for the bonus to arcana, and for archmages to regain the use of expended encounter (which can be a daily) attack power [/sblock] [b][u]Wondrous Items, Tattoos, Solitaires, etc[/u][/b] [sblock] [COLOR=#0000ff][b]Charm of Protection (D 382)[/b][/COLOR] 8: save your familiar from 1 attack per encounter. Since it doesn't occupy a space, it can be extremely useful for any wizard that loves to have his/her familiar active. [COLOR=#0000ff][b]Citrine Solitaire (AV)[/b][/COLOR] 11: spend healing surge when your crit 1/day [COLOR=#ff9900][b]Curse Eye Tattoo (AV2) [/b][/COLOR]8: extremely cheap way to debuff saves. Very strong item. [COLOR=#00ccff][b]Dice of Auspicious Fortune (D 381[/b][/COLOR]) 11: roll 3 dices and store them for a future swap. [COLOR=#00ccff][b]Salve of Power (AV)[/b][/COLOR] 10: regain an encounter attack power by spending an healing surge. [b][COLOR=#ff9900]Lovely[/COLOR][/b] for archmages, nice for everyone else. [COLOR=#ff9900][b]Siberys Shard of the Mage (EPG) [/b][/COLOR]3: this explains why blasters use staffs. Unnamed bonus to damage is too good to pass, for any kind of wizard. [COLOR=#00ccff][b]Whetstone of Combustion (AP)[/b][/COLOR] 10: a cheap way (only 200g) to make important targets vulnerable to fire damage, and thus making him subject to consuming the weak and sympathy of flame. [COLOR=#0000ff][b]Zaarani's Solitaire (SAC)[/b][/COLOR] 10: 1/encounter prone and slide on crit is very very nice [/sblock] [/QUOTE]
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