Magic Equipment: Implements of the Hunt
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+
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!
Repulsion Armor (Cloth, Leather) (AV) - Keeps folk away from you. This is awesome enough to make Archers want to stay in Leather just to use it.
Screaming Armor (Hide, Scale, Plate) (AV) - A free bonus to Intimidate, and a nifty debuffing power (with range, no less). A solid 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.
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).
Predator’s Hide (Hide) (AV 2) - Free defense for using your Hunter’s Quarry. Awesome, especially since Twin Strike gives you 2 chances to hit your Quarry (while the bonus obviously won't stack with itself, 2 chances to hit increases your chances of getting the effect across).
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.
Time Link Armor (Chain) (AV 2) - Initiative bonuses and a Daily do-over on a check. Could be worse.
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.
Shadowdance Armor (Cloth, Leather) (SAC) - This property is a real incentive for Archers to stay in Leather. Not provoking any OA's on Ranged attacks means you can get in your Quarry's face and shoot (easiest way to get your Prime Shot ever).
Level 7+
Shipboard Armor (Leather) (AV 2) - The property is solid, but the reason I mention this armor is because it's part of the Kamestiri Uniform item set.
Level 8+
Bloodiron Armor (Scale, Plate) (AV) - Extra AC against the target you're beating up sounds good to me.
Level 10+
Lifeblood Armor (Hide) (PHB 2) - If I’m reading this right, this grants you free HP just for using a short rest (which you will do; you want your Encounter powers back). Whoa.
Level 14+
Armor of Dark Deeds (Leather, Hide) (AV 2) - CA and concealment is a great combination to have.
Displacer Armor (Cloth, Leather, Hide) (AV) - A fantastic property, but it burns up a Magic Item Daily and only works for one turn. Still decent, though.
Level 15+
Trollskin Armor (Hide, Scale) (PHB) - Regen is always a nice thing to have in your back pocket, but its steep cost puts a ceiling on how awesome it can be.
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 19+
Great Cat Armor (Hide) (AV 2) - More mobility is a welcome addition to a Ranger's arsenal, especially if you like to charge.
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 weapon with an additional +1 enhancement bonus.
Level 2+
Duelist's Bow (Bow) (AV 2) - Good for bowmen who like to face off against ranged attackers. Great synergy with Twin Strike and the Impending Doom Style feat.
Dwarven Thrower (Axe, Hammer) (D 385) - A very cool enhancement, it can let you toss those huge Waraxes and Craghammers you favor even farther than a Handaxe or Throwing Hammer, and it even has a useful power attached.
Even better for some thrown weapon Rangers.
Entrapping (Bow, Crossbow) (AV 2) - Conditional benefit (only on a critical), but Restrained is some serious mobility control.
Farbond Spellblade (Heavy Blade, Light Blade) (AV 2) - If you like Melee combat with Heavy Blades, behold what is perhaps the most palatable option for your Ranged backup: it's cheap, it has solid range, and benefits from most of your feats. If you're a thrown weapon specialist, you likely consider this weapon
amazing, or completely unnecessary.
Prime Shot Weapon (Any Ranged) (AV) - Some nice extra damage for getting your Prime Shot bonus.
Rebounding (Any Ranged) (AV 2) - Redirecting a miss as an Encounter power is a solid power to have.
Vicious (Any) (PHB) - Pretty basic, but d12 crit dice are nice to have.
Level 3+
Blood Fury (Axe, Heavy Blade) (AV 2) - A good weapon to take advantage of any effects you may have while Bloodied by inducing the state for a couple of rounds per Encounter, it also sports a hefty critical rate when you're banged up.
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).
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.
Inescapable (Any) (AV) - Buffs your attack bonus after a miss, up to a certain point. Solid for Heroic Tier Archers (the enchantments just aren't all that 'till Paragon).
Luckblade (Heavy Blade, Light Blade) (AV) - Rerolls, which are great to have in your back pocket (you never know...).
Paired (Any One-Handed Melee) (AV) - Some pretty good economy for your weapons if you dual-wield, thus solving a major problem for Melee Rangers (budget). You should prioritize the clams you spend on weapons, though (you ARE a Striker, are you not?), but this is still a good choice if feats and/or items are tight in your campaign.
Quick (Any) (AV) - Free basic attacks are fun, especially at Heroic, but this is quickly outclassed by other weapons.
Rhythm Blade (Light Blade) (AV 2) - Shores up your defenses some more if you have Two-Weapon Defense, which is never bad. This is part of the Blade Dancer's Regalia item set, so picking one or more items from that set makes this go up in value.
Subtle (Any Melee) (AV) - Extra damage with combat advantage is always a nice thing to have around.
Swiftshot (Crossbow) (AV) - This used to be a powerful enchantment for Crossbow users, but with Speed Loader and the errata reducing the free attack to a Daily, it no longer carries the spice it once did. Still interesting, though.
Level 4+
Battlecrazed (Axe, Heavy Blade) (AV) - Some hefty extra damage while you’re bloodied, and its power makes you “bloodied” for 2 turns. If you're looking for explosive bursts of damage from your weapon, look no further.
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 (at Heroic, no less), plus Twin Strike packs a pretty mean debuff if both attacks hit. This is also part of the Blade Dancer's Regalia item set, so picking one or more items from that set makes this go up even higher in value.
Master’s Blade (Heavy Blade, Light Blade) (AV 2) - Good effects all around. You may want to pick this up a bit later in your career, though (you don’t get good Stances as quickly as, say, a Fighter).
Rending (Axe) (AV) - This turns an Axe critical into something genuinely fearsome.
Screaming Bow (Bow) (AV 2) - A quality way for a Bow user to get on the Mark of Storm gravy train.
Shielding Blade (Heavy Blade, Light Blade) (D 391) - A shield bonus to AC can be useful to you.
Level 5+
Flaming (Any) (PHB) - This weapon is OK by itself, but it's
better for Tieflings, thanks to Hellfire Blood and the rest of their racial support.
Lightning (Any) (PHB) - Makes Rangers who took the Mark of Storm feat very, very happy (obviously
better for them).
Weapon of Speed (Any Ranged or Thrown) (MME) - Free attacks as an Encounter power? Don't mind if I do.
Level 7+
Infighting Blade (Light Blade, One-Handed Axe) - A nice power to have if you're surrounded, especially if you wield two of them. Not the kind of power you want to have to exploit, though. It's also part of the Kamestiri Uniform item set, which makes it look better if you already have pieces of that set.
Level 8+
Dread (Any) (AV) - Slaps out defensive penalties like it's nobody's business.
Great for setting yourself up for something big, but it'd be nicer if someone did this for you.
Tyrant's (Any Melee) (AV) - Not worth much until you have a nova sequence power that can knock prone, but once you do, this item will produce literally ridiculous amounts of damage.
Level 9+
Kamesti Crossbow (Crossbow) (AV 2) - Retains a missed power, and eliminates the long range penalty. Decent. It's also part of the Kamestiri Uniform item set, which makes it look better if you already have pieces of that set.
Level 10+
Supreme Skirmisher’s Bow (Bow) (AV 2) - This can combo well with powers that grant you free basic attacks, as well as with Spitting Cobra Stance and its equivalents.
Level 12+
Jagged (Axe, Heavy Blade, Light Blade) (AV) - Improved criticals are very nice to have on a Ranger.
Level 13+
Bloodiron (Any) (AV) - Your criticals are so nice, they damage twice.
Thunderbolt (Any Ranged) (AV) - A more palatable alternative to Lightning Weapons for Ranged Rangers who wish to abuse the synergies with Mark of Storm and Lyrandar Wind-Rider.
Withering (Any Melee) (AV) - Given that you make a lot of attacks and that they're almost always against AC, making it progressively easier to land your hits against your opponents is pretty darn awesome.
Level 14+
Battlemaster's (Any) (AV) - An extra go with an Encounter power for an Item Daily? I'm in.
Level 15+
Chill Wind (Heavy Blade) (D 386) - The gold cost is pretty steep, but this is basically a better version of Frost. Great, if you can afford it.
Radiant (Any) (AV) - This lets you play nice with Divine classes, and smacks undead around pretty well. Too bad it’s so expensive...
Level 16+
Forceful (Bow) (AV) - So... you don't get any extra damage on crits (boo), BUT you get a dirt-cheap weapon that pushe enemies back every time it hits, which is pretty nice. Combine with some push-enhancers, and you will wreak havoc with enemy positioning. The enchantment for any Ranger who likes some control with their damage.
Arms
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
Bracers of Enforced Regret (AV 2) - Basically only worth mentioning because they're part of the Blade Dancer's Regalia item set (their benefit IMHO is way too conditional to see real use).
Level 4
Counterstrike Guards (L4/14) (AV) - A decent item, it grants you more attacks as a reaction to your oppponent attacking you. The upgraded version
is light-years better, as it allows you to do it every encounter.
Level 5
Quickhit Braces (L5/15/25) (AV) - Some decent damage, but only if both attacks hit.
Better if you’re getting an item bonus to damage from another source (like Radiant Weapons).
Level 6
Bracers of Archery (L6/16/26) (AV) - No real reason to not wear them if you’re a Ranged Ranger.
Iron Armbands of Power (L6/16/26) (AV) - No real reason to not wear them if you’re a Melee Ranger.
Level 10
Barrage Bracers (AV 2) - A bonus to attack rolls when you score a hit. Nice enough.
Level 15
Rhino Bracers (L15) (AV 2) - Twin Strike on a charge? Interesting...
Level 19
Trollhide Braces (L19/29) (AV) - Regeneration is always a solid defensive choice.
Feet
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). Somewhat diminished in value because of the At-Will skill power that lets you do the same thing, though.
Level 7
Boots of the Fencing Master (AV) - Rewards you for moving around. What's not to like?
Level 8
Boarding Boots (AV 2) - This basically lets you "charge" with an At-Will once per day, which is pretty cool for a Melee Ranger. It's also part of the Kamestiri Uniform item set, which makes it look better if you already have pieces of that set.
Boots of Quickness (L8/18/28) (AV) - A decent boost to your Reflex defense.
Level 9
Boots of Eagerness (AV) - Pretty cheap, and they pack a pretty nice mobility-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.
Level 12
Battlestrider Greaves (PHB) - The cheapest speed boost available for heavy armor users.
Shadowdancer's Boots (AV 2) - A speed boost for light armor wearers that gets better in darkness is OK, and it's also part of the Shadowdancer's Garb item set.
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. Glorious for Archers.
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) - A fly speed. Must I really discuss this further?
Level 25
Sandals of Avandra (AV) - Expensive, but they allow you to move around quite a bit on an At-Will basis.
Level 28
Boots of Teleportation (AV) - Get them if you can afford them. That is all.
Hands
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 (AV 2) - A sweet damage bonus against Bloodied enemies, this is probably your default Hands choice if you don't have something specific in mind.
Level 5
Gloves of Recovery (AV 2) - A consolation attack after a miss is nice (especially after a Twin Strike; the consolation attack may deal more damage than the original). This is part of the Blade Dancer's Regalia item set, so picking one or more items from that set makes this go up in value.
Level 8
Gauntlets of the Ram (PHB) - Anything that allows you to push more is sweet for an Archer packing a Forceful Bow.
Level 10
Antipathy Gloves (AV) - A decent ability for Ranged users that do not want to be engaged in Melee.
Dwarven Throwers (AV) - This allows you to make a basic attack with your main weapon at range once per encounter. Pretty cool.
Strikebacks (AV) - Though the bonus to Opportunity Attacks likely won't see that much play on you, the free Melee Basic Attack every encounter when you get hit will. A most excellent choice for Melee Rangers.
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.
Shadowdancer's Gloves (AV 2) - If your Stealth skill is good, +1d6 damage is a nice benefit to have. Being part of the Shadowdancer's Garb item set doesn't hurt, either.
Level 13
Gloves of Missile Deflection (AV) - Some solid resistance against Ranged attacks. Archers get targeted with them more than Melee Rangers, so they appreciate this a bit more.
Level 18
Gauntlets of Destruction (PHB) - Rerolling all 1's on Melee damage roll can certainly add up to be a very nice effective damage bonus.
Head
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
Eagle Eye Goggles (L2/12/22) (AV) - A scaling attack bonus to Ranged Basic Attacks is a pretty nice benefit to have.
Level 4
Casque of Tactics (L4/14/24) (AV) - An initiative bonus is good for anyone, and swapping initiative who anyone who rolled high once per day is nice too.
Level 6
Horned Helm (L6/16/26) (PHB) - If you have any sort of charging focus, this item is for you.
Level 8
Coif of Mindiron (L8/18/28) (AV) - Protects against an increasing array of mental conditions (albeit only against Will) as an encounter power. Sexy.
Level 9
Helm of Battle (L9/19/29) (PHB) - Initiative bonuses for everyone!
Level 10
Shadowdancer's Mask (AV 2) - A do-over for a Stealth check is very useful for certain types of Rangers. Being part of the Shadowdancer's Garb item set certainly helps the cause a bit.
Level 14
Circlet of Arkhosia (L14/24) (PHR: DB) - Making saves at the beginning and end of your turn against certain annoying mental conditions is surely worth a look.
Crown of the Brilliant Sun (AV 2) - Being able to translate elemental damage to radiant damage can prove to be useful,
especially as a Genasi.
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 its use eats up a precious surge, but negating Daze or Stun is good stuff.
Level 22
Helm of Ghostly Defense (PHB) - Helps you take the sting off your opponent’s hits, and smidge of necrotic resistance to boot.
Level 23
Eye of Awareness (AV) - A decent bonus to Will defense, and a huge initiative boost on top of that.
Neck
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 weapon with an additional +1 enhancement bonus.
Level 2+
Badge of the Berserker (AV 2) - Makes charging a heck of a lot safer.
Cloak of Resistance (PHB) - Decent resistance for a turn.
Level 3+
Baffling Cape (AV 2) - It's on this list because it's part of the Blade Dancer's Regalia item set, since I don't think the power is any good.
Level 4+
Cloak of Distortion (AV) - Forces your enemies to get in close enough for you to engage them if you're Melee, and provide an eternal artillery v. artillery advantage if you're Ranged.
Level 8+
Pavise Charm (AV 2) - The only reason I mention this is because of the Kamestiri Uniform item set; pinning yourself down as a Striker is a big no-no.
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.
Shadowdancer's Cloak (AV 2) - Lets you squeeze in one more potshot against an unsuspecting opponent. This is also part of the Shadowdancer's Garb item set.
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+
Flamewrath Cape (AV) - Offers a nice damage boost, as well as disincentive for enemies attacking you. Only for one turn, though.
Timeless Locket (AV 2) - A very tasty bonus to initiative checks that should stack with just about every buff you can have for it. The only downer is that (post-errata) you can't attack with the standard action the Daily power generates.
Level 15+
Brooch of Vitality (AV) - More HP is NICE, especially the Epic Tier versions.
Cloak of Displacement (AV) - A nice bonus to AC and Reflex until you get hit, and a pretty cool power. Worth a look, especially for Archers.
Necklace of Fireballs (AV) - Defense that packs some decent offense.
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
Iron Ring of the Dwarf Lords (PHB) - +1 healing surge is a pretty solid benefit.
Ring of Fury (D 366) - When you're bloodied, you let it be known.
My issue with it is mainly that the trigger is hard to control.
Level 16
War Ring (AV) - Adds a little more 'oomph' into your criticals.
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 as a Striker.
Level 23
Greater Ring of Invisibility (AV 2) - Invisibility every encounter, and concealment the whole way after a milestone. Wow.
Level 24
Golden Ring of Teros (AV 2) - +2 to AC and Fortitude is nice to have, even if it’s conditional.
Level 26
Ring of Guarded Will (AV 2) - A nice bump to Will defense.
Level 27
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 29
Ring of Free Time (AV 2) - Expensive, but the action potential with this and all those minor action attack powers Two-Blade Rangers have (or the Beast’s Melee Basic Attacks) is just nuts, and everyone appreciates having extra actions to work with. And it packs resist all 5. Can't go wrong with this.
Level 30
Dauntless Champion’s Ring (AV 2) - Power recovery is good, though the price tag on this is steep.
Waist
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 what could be your strongest defense or your weakest one, depending on your combat style.
Level 10
Diamond Cincture (L10/20/30) (AV 2) - Easy-to-access healing, and a bonus a to Fortitude. Nice.
Level 11
Healer's Sash (L11/21) (AV) - Anything that allows you to heal your allies is at least worth mentioning, even post-errata.
Level 18
Belt of Mountain Endurance (D 365) - Glorious for Melee Rangers. +Str to surge value and an AP benefit, all in one package.
Level 19
Belt of Breaching (AV 2) - Healing and teleportation as you transition from kill to kill. That's definitely worth something on a Ranger.
Level 23
Belt of Vitality (AV) - Gets you up when you're down, and boosts Fortitude. Could be worse...
Level 25
Belt of Titan Strength (PHB) - A strong Melee buff for one turn, and strong skill bonuses.
Level 28
Sash of Regeneration (L28) (AV 2) - Having regeneration while bloodied is a nice benefit.
Miscellaneous
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 that doesn't follow that progression is available.
Ammunition:
Level 3+
Firestorm Arrow (AV 2) - Lays down some heavy fire (pun intended). Lets you play focus fire and crowd control simultaneously.
Freezing Arrow (AV 2) - Extra damage AND slowing? Very nice.
Lightning Arrow (AV 2) - Extra damage is awesome, though this one is a bit behind the other magical ammunition after the errata.
Surprise Bullet (AV 2) - Free CA is a pretty nice benefit to have.
Level 10+
Dual Arrow (D 373) - REROLLS, you say?! Now this is what I'm taling about!
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 5
Power Jewel (AV) - A pain-free way to recharge a low-level Encounter power, which is nice to have... until you retrain all of them away.
Level 9
Backlash Tattoo (AV 2) - A free basic attack every encounter is a nice revenge sort of ability.
Elven Chain Shirt (L9/19/29) (MME) - Slotless AC bonuses? Don't mind if I do...
Endless Quiver (AV 2) - Endless ammo for Archers is pretty nice, especially in a campaign where it's counted. To boot, it's part of the Kamestiri Uniform item set.
Level 10
Salve of Power (AV) - Post-errata, this trades a surge for another Encounter power, which is a pretty good deal for most Strikers.
Level 11
Dice of Auspicious Fortune (D 381) - Gives you more chances to roll the number you really need.
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 very nice reroll for Melee Rangers (not missing on that Blade Cascade is 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.
Stone of Wind (AV 2) - A do-over on a Ranged attack is a nice thing to have.
Level 16
Solitaire (Aquamarine) (AV) - Free attacks after a critical are nice.
Level 18
Horreb Ritual Cube (DN 170) - A slotless +2 to saves? Why wouldn't you have this?
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 awesome, but the price tag is very hefty.