Cannith Goggles(D365,11)You can't use the power, so it's just +2 to perception.
Casque of Tactics(AV,4,14,24)Scaling bonus to initiative... which won't keep Martyrs in the hunt, but doesn't hurt any. But the daily power might let you go first if you need to. Or more likely, let your controller go first when they need too, but you rolled the 20.
Coif of Focus(AV,21)'Spensive, but those conditions suck. If you and your DM are playing Rocket Launcher Tag, you need to be able to shed those conditions. And this will let you. Don't let the monster get another chance to apply it.
Assuming a reasonable length work day, and some spike potential, you'll probably prefer the Coif of Mindiron, because it's "just kidding, not affected" power is an encounter power.
Coif of Mindiron(AV,8,18,28)Snap Out of It, the item power. Encounter power too. Higher versions shed more conditions. If you find yourself grinding it out, you might prefer Coif of Focus\'s bonus to saves.
Crown of Stuttered Time(AV2,28)Walk through walls (and take half damage) for a turn. Or for as long as you want to keep taking damage. +2 to Will is a nice bonus, but it is very expensive.
Goggles of the Hawk(AV,17)This is actually a Godly item. But most DMs won't actually play it as simulationist as the item assumes, and thus basically will nerf it out of existence without realizing they are doing it. If your DM is more simulationist, take it. But I'm not sure why those DMs are playing 4e, and not Gurps.
Goggles of Night(PHB,17)Seeing in the dark is never overrated. However ... campaign dependant. If your party includes a bunch of humans without darkvision, less needed... because someone's going to pop a sunrod. As a general rule, any time the encounter takes place in darkness, that's because your opponents already have darkvision, so it doesn't actually help you get an advantage, and sunrods are cheap.
Helm of Ghostly Defense(PHB,22)Once a day, probably don't die. Half damage for a turn is good for martyrs, and this is a new slot to use to get that power. Necrotic resistance doesn't suck either
Horned Helm(PHB,6,16,26)Part of the standard Charging package. You'll know if you want it.
Helm of Able Defense(AV2,14)A final +2 for MoDs to use to move off the d20. And it's to all your defenses. Just be wary of Auras, they'll suck.
Ioun Stone of Insight(MME,21,Rare)Frees up your arm slot if there's something else of interest to you and gives +4 to Perception checks.
Ioun Stone of Regeneration(PHB,25)Regeneration 10. At this level, that should be more about saving healing surges than actually saving your bacon.
Ioun Stone of True Sight(PHB,28)Nice bonus to Perception. The Darkvision is a decent effect, but see my commentary on Goggles of Night. The Daily Power... well, with luck once a day is all you'll need that.
Ioun Stone of Sustenance(AV,21)The style play. Because you can't be bothered with trivialities like eating when you're tracking someone across the desert, and you're not already a Wilden, Warforged, or Revenant.
Amulet of Double Fortune(AV2,2)Cheap, and ends conditions. The only reason it's not rated DeepSkyBlue is that the really nasty conditions you really really want to end don't allow you to attack, and thus this item can't end them.
Amulet of the Unbroken(AV,29)Once a day, spend surges to avoid dying? Couldn't it have just allowed you to spend the surge after? Would be a much more efficient use of surges.
Badge of the Berserker(AV2,2)A trap for Martyrs, a must have for Chasers.
Brooch of Shielding(AV,3)Once a day, get some serious resist. That should help... but it won't prevent control.
Brooch of Vitality(AV,15)Like the toughness feat, only with cash.
Cloak of Displacement(AV,15)For those that focused on AC, have two more. Stops as soon as you get hit, but if you've focused on AC, that shouldn't happen easily. Unfortunately, is very expensive... so by the time you get it, you'll find a fair number of monsters with NAD attacking basic attacks.
Cloak of Distortion(AV,4)Gain some nice protection against ranged attackers. At high level, very nice protection. Be wary of small maps.
Cloak of Invisibility(PHB,23)If there's a global rule that invisibility is canceled by attacking, then ignore this rating. If not, that's +5 to AC until you get hit by a targeted attack. And if you're focusing on it, you won't get hit that easily... it could last a full encounter.
Cloak of Resistance(PHB,2)Minor resistance, as a daily power. I'm really not a fan of using daily powers for effects this minor, but if you're a Martyr, you're going to need as many sources of resistance as you can find...
Cloak of Translocation(AV2,9)If you're a Warlock, you already have this item... but I'm not sure why you're reading the Avenger's Handbook. If you're just an avenger, well... that daily power will recharge an encounter attack power of yours, so that's nifty. If you're a Master of Defense, you'll have to become a Warlock and spend a feat to swap utility powers, but it might be worth it. If you're a FeyCharger, it's also probably a very good deal.
Cloak of the Walking Wounded(AV,4)Your second wind can go through surges twice as fast. Two problems
Elven Cloak(PHB,7,Common)Stealth for the Ninja. Character Builder thinks it stacks with Shadowflow Armor, just in case the uppity rogue thinks it's more stealthy than you.
Scarab of Invulnerability(PHB,30)I still don't like daily powers for this sort of thing, but if it has to be a daily power, this is what it should be. The final word in "I'll take my 'get-beat-on-now'" fun.
Timeless Locket(AV2,14)Scaling bonus to Init is really nice.
But it's rather expensive, and the daily power can't be used to make an attack. Basically you'd use it to put on a standard action buff, but you don't have any of those that aren't attacks. So really it's just a daily power to upgrade a minor to a move so that you may stand, shift, and charge.
For LFR players it's a bit more useful, as the "standard to make a skill check for the in-combat skill challenge (at a lower DC)" pattern is pretty common, and that makes the daily power more interesting.