Let's Accessorize: The Item Guide

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Let's Accessorize!

The Item Guide


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One of the hardest parts of building a character is choosing items, simply because you have so many options to choose from. While you might have only 4 or 5 good powers and 20 or 30 good feats to choose from, there could be dozens of viable items available for every single item slot. Wading through all the choices can be a daunting task. This guide is designed to make these decisions a bit easier.

 So why not just use a class guide when picking items? They might serve as a good starting point, but they have a few deficiencies:


  • The equipment section tends to be an afterthought. Many guides only mention the most obvious items, and some guides do not have an equipment section at all.

  • Class guides tend to focus on only certain types of items, like those that increase damage per round. Items with more unusual effects, such as noncombat abilities, tend to get overlooked.

  • Items and classes are not very strongly linked. Individual items tend to be geared towards certain types of characters (those that attack in melee, those specialized in cold, or those with a certain skill, for example), but these character types do not often lie along traditional class boundaries.

  • Some classes do not have a complete, up-to-date, well-written class guide, and hybrid characters are so diverse that a guide for them can’t possibly cover all the good options.

  • If the writers of other guides don’t have time to make an equipment section, they can just link to this guide!

Primary and Secondary Items


Items fall into two categories: primary and secondary.

 Primary items include weapons, implements, armor and neck items. They  all improve important statistics such as your attack bonus, damage, and  defenses. These items should all be around the highest level you can  afford. If you neglect any of them, your character will be underpowered.  The exception is weapons or implements held in an off-hand that are  rarely for attacking, but that provide other nice bonuses. Primary items are  not currently the focus of this guide.

 Secondary items are quite a bit different. They offer nice bonuses,  but do not generally affect any of your most important numbers. As a  result, it’s not even necessary to fill all these slots at low levels. You should focus on having a good set of primary items first, and then  buy secondary items with whatever money you have left.

 However, unlike primary items, these items do not be kept at a high  level. Even a level 2 secondary item can be useful up until level 30.  Since items rise exponentially in price, you will be able to afford  lower-level items very easily. A paragon character should have every  item slot filled with at least a heroic-tier item. At epic levels, it is  possible to fill every item slot with a paragon item. Unless you have  an unusual amount of cash, you will only be able to afford the most  important epic-tier secondary items.

 Secondary items have a huge effect on a character’s effectiveness,  but are frequently overlooked. This guide provides a basis for deciding  which secondary items to buy.


Rarity


Since the release of D&D Essentials, magic items are now given rarities. By default, common items are available for purchase, but uncommon and rare items are only available if the DM gives them as treasure. This can make your item choices subject to the whims of the DM.

My personal recommendation to DMs is to ignore rarities and let players buy whatever items they want. The change creates more headaches than it solves.

Unless an item is listed otherwise, assume it is uncommon.

As a side effect of this change, magic item daily uses are no longer limited. This makes certain wondrous items and consumables much more appealing.


The Ratings System


Throughout this guide, I will use the standard Char Op ratings system. All ratings assume that the item is being used by an appropriate build. Iron Armbands of Power, for example, are rated based on the assumption that they are being used by a melee character. Gloves of Ice are rated under the assumption that the character uses mostly cold attacks. Different builds should adjust their expectations accordingly.

Some items with multiple versions are better at some levels than others. This is represented by a gradient rating. The color on the left represents the item’s rating at its lowest level, and the color on the right represents the item’s rating at its highest level.

Set items are rated individually, without consideration to the value of the set as a whole.

Gold: This is a must-have item for the appropriate build. You need to have a good excuse not to buy it.
Sky Blue: This is a fantastic item. It is one of the best purchases you could possibly make.
Blue: A good choice. It is better than the average item, but not exceptional.
Black: An average item. You can certainly do better, but you won’t be ruining your character by choosing this.
Purple: A poor choice. It isn’t completely worthless, but you should really get something better instead.
Red: Worthless, or completely overshadowed by another item.

Without further ado, here are my ratings for all secondary items. For every slot, I’ve listed scaling items first, by the levels that they are first available. Unless mentioned otherwise, scaling items have a new version every 10 levels. After that, I’ll list non-scaling items by their level.


Other Useful References
Holy Symbols for the Non Divine: If you have the ability to use holy symbols, but you prefer to use a weapon or another implement, you can still gain the benefits of a magic holy symbol without it taking up a hand or an item slot. This is a good guide for holy symbols used in this manner.
I Can Kill You With My Brain: The psion handbook. Contains a good equipment section for psions.
The Power of the Dark Side: The warlock handbook. Contains a good equipment section for warlocks.
Ginzu Items: A guide to items that count as multiple types of implements or weapons.
Saddle Up: A guide to mounted combat.
Arms

The arms slot is dominated by two items: Iron Armbands of Power and Bracers of Archery. The former gives a huge damage bonus to all melee attacks, and the latter gives a huge damage bonus to all bow and crossbow attacks. Nearly every character that makes attacks of these types should get these items. The only exception is characters that get an item bonus to damage from another source, such as a Radiant Weapon or Staff of Power. In this case, melee characters have plenty of other options, such as Counterstrike Guards.

 Other characters that can’t use these items don’t have as many options. Many characters will take Executioner’s Bracers or Diamond Bracers simply because they have no better choices.

 Items marked with a * are in direct competition with Iron Armbands of Power. While they might still be powerful items, they will almost never see use, since Iron Armbands are almost always the better option.

 Also, this item slot is divided into shields and bracers. Characters with  shield proficiency can choose items of either type, while those without  shield proficiency are stuck with bracers. Shields tend to have more  defensively-oriented powers, more suited for defenders. They aren’t  generally very strong, though, so most shield-using characters will  still fill their arms slot with Iron Armbands of Power. Shields are  listed first, followed by bracers.

 You can also get Light Blade enchantments on shields by enchanting a Spike Shield, and use bracers at the same time. With some great light blade enchantments such as Rhythm Blade, this seems to be the most powerful choice, but it is a little cheesy. Sadly, only light shields can be spiked.

Scaling Shields - Common


Shield of Deflection (2+ PHB) Not as many monsters have ranged attacks as you’d expect. But resistance to all ranged attacks is still going to come into play a lot.

Shield of the Barrier Sentinels (9+ DMA2009) A little  extra defense against flanking. A decent bonus which will come up  reasonably often.


Scaling Arms - Common


*Bracers of Mighty Striking (2+ PHB) Provides a nice bonus to your melee basic attacks. Usually, Iron Armbands are better, but these are a cheaper alternative if you make a lot of melee basic attacks.

Arms - Common


Bracelet of the Radiant Storm (13 AV2, Gifts for the Queen) Lightning resistance is useful, but radiant resistance rarely comes into play.

 


Scaling Shields

Bloodguard Shield (2+ AV) Resist a small amount of damage with a daily power. Weak compared to Bracers of Escape.

Darkleaf Shield (2+ AV) Minor AC bonuses for the first round of every encounter, when enemies are likely to use their biggest attacks. Not bad, although the bonus is unlikely to actually make a difference very often. Light shields only.

 *Jousting Shield  (2+ AV) Even if you charge a lot, you should generally be able to avoid opportunity attacks. Besides, damage isn’t the worst part of many attacks.

  Razor Shield (2+ AV) Con-based characters get a tiny amount of bonus damage as a daily power. Pretty bad. The epic version, which makes it an encounter power, is a bit better.

 Shield of the Guardian (2+ AV) One ally becomes a bit harder to hit for one encounter per day. Solid.

 Shield of Protection (3+ PHB) Would be okay, except that the daily power requires a standard action to use.

Battleforged Shield (4+ AV) Give an ally a surge worth of free healing. Not bad. The higher level versions add only a small amount of additional healing, and are not worth the upgrade.

Mountain Shield (4/14 AV) It is difficult to predict whether an ally would likely be pushed or pulled in any given turn.

*Bashing Shield (5+ PHB) A push isn’t great for a daily.

Cold Iron Shield (5+ AV) The daily power is far too situational. The higher level upgrades are a joke.

Direbeast Shield (5+ AV) The daily power is far too situational. The higher level upgrades are a joke.

Shimmerlight Shield (5+ AV) The daily power is far too situational. The higher level upgrades are a joke.

Flamedrinker Shield (6+ AV) Fire damage is common, so fire resistance is a powerful property. Also consider the Flameward Shield.

Foe Fending Shield (6+ D381) A short-duration mark is a poor use of a daily power. It can potentially make an attack miss, though. The upgrades only slightly increase the power's range, but not its strength.

Throwing Shield (6+ AV) Melee characters get a solid ranged attack with minimal investment. A magic ranged weapon is probably better, though.

*Pelaurum Shield (7+ AV) The bonus damage is small and highly situational. Iron Armbands will serve you much better in the long run.

Manticore Shield (8+ AV) A weak, damaging attack is not a good use of a standard action. Only strength-based characters can use this, not that they would want to.

Mithril Shield (8+ AV) Radiant attacks are rare, and most monsters that make them are resistant to radiant damage anyways.

Shield of Defiance (8+ PHB) Spend a healing surge 1/day when you need it most. The higher level versions improve the healing by a small amount, but the heroic version gives the best bang for your buck.

Storm Shield (8+ AV) Resistance to both lightning and thunder is strong, since the two are commonly paired together. The daily is worthless, though, since most enemies that attack with lightning or thunder are resistant.

Wyrmguard Shield (8/18) Monster critical hits usually aren’t that powerful.

Angelsteel Shield (9+ AV) The Shield of the Guardian is generally better. This might be situationally better, but it’s just not worth the trouble it takes to use effectively.

Bloodshored Shield (9+ AV) A small amount of resistance for only a round per day is not that great. Makes even the Bloodguard Shield look good.

Bloodsoaked Shield (9+ AV) If you like to fight while bloodied, this gives you a huge amount of resistance for one encounter per day.

Shadowflow Shield (9/19 AV) Concealment provides a solid defensive bonus. Not bad for an encounter power.

Guardian Shield (10+ PHB) Okay defender daily. A little pricy, though, for what it is. The higher level versions only increase the power’s range, and aren’t really worth the extra cost.

Healer’s Shield (10+ AV) The extra healing is nice, but not exceptional for a daily power, and the paragon version does not significantly improve it. However, the epic version makes the power usable every encounter, which may be worth the price for dedicated healers with high Wisdom or Charisma.

Netherdark Shield (13+ D365) Creatings a zone of darkness is pretty cool, but it's  a daily power and lasts only a round.

Stonewall Shield (13+ AV) Wall powers are very useful, potentially sealing off enemies and rendering them useless for a few turns. These walls are a little short, though.

Shield of Warding (14+ PHB) Not a bad defender power, but doesn’t compare well to Bracers of Defense.

Deathward Shield (15+ AV2) Necrotic resistance is frequently useful. The at-will power also protects your allies, but leaves you vulnerable. Better for defenders.

Dragondaunt Shield (16+ PHB) Good if you fight dragons a lot. Otherwise, you only get a mediocre defensive daily power.

Flameward Shield (16+ AV2) Fire resistance is frequently useful. The at-will power also protects your allies. Especially nice for defenders.

Stormward Shield (16+ AV2) Lightning resistance is sometimes useful. The at-will power also protects your allies, but not as much as the Flameward Shield does. Better for defenders.

Winterward Shield (16+ AV2) Cold resistance is sometimes useful. The at-will power also protects your allies. Especially nice for defenders.

Shield of Blocking (17+ AV) A big resistance to all melee damage for one encounter per day. Excellent.

Dragonscale Shield (19+ D365) Essentially +2 to defenses  against ranged and area attacks. Good, but melee and ranged attacks are  more common and more dangerous. The daily power is nice, too,  potentially making an attack miss an ally. The epic level version is basically unchanged, making it a complete waste of money.


Shields

Floating Shield (1 AV) Heavily-armored characters don’t need to worry about drowning, at least. Useful for a sea-faring campaign, and they don’t get any cheaper than this.

*Fighting Shield (1 D385) It's clearly superior to a +1 spiked shield, granting an extra +1 to hit. It also counts as a heavy blade instead of a light blade, can be placed on a heavy shield, and doesn't require proficiency. If you were planning on using a spiked shield as a weapon, this is a strong alternative at low levels. Plus, I'm pretty sure it's the only way to use an off-hand heavy blade and a shield at the same time, so that's worth something. It is quickly overshadowed, though.

Preservation Shield (2 AV2) If you have a large number of healing surges, this item grants a substantial amount of extra durability to the whole party. Good for its low level.

Shield of Eyes (4 AV) Mobile characters with a good shield bonus to AC will appreciate the ability to dodge opportunity attacks.

Shield of Silver Light (4 AV2) Generating light isn’t very valuable, since you can buy light sources cheaply. Silvering your allies’ weapons is situationally useful, though, and it may be worth carrying one in your Bag of Holding just in case you fight enemies vulnerable to silver.

Shield of Speed and Evastion (4 Dng156) Once per day, regain an encounter power or a daily power. The trigger is conditional, but this is still amazing. The regained power's level is limited, but there are plenty of good low level powers out there. This item is one of the few available means to regain daily powers. Doing so costs an action point, but is worthwhile if the power is strong enough. If you're only interested in recharging encounter powers, consider a Power Jewel or Salve of Power instead.

*Dragontooth Shield (7  D385) It's similar to a +2 vicious spiked shield, but its crits are even stronger. It also counts as a pick instead of a light  blade, can be placed on a heavy shield, and doesn't require proficiency.  If you were planning on using a spiked shield as a weapon, this isn't a bad alternative, but there are some really good weapon enchantments out there (like Rhythm Blade).

*Hammer Shield (8 AV2, Aleheart Companions’ Gear) If you use a hammer, you get +1 defenses on most turns. This is a solid defense boost.

*Pincer Shield (8 AV2, Arms of War) If you flank regularly, you will consistently give your allies defensive bonuses. However, enemies can usually shift out of flanking before they attack. Best for fighters and other characters that can make shifting difficult for enemies.

Recoil Shield (9 AV) Knocking prone as an encounter power is pretty useful.

Force Shield (11 AV2) You get a bonus to AC and Reflex until you are hit. If you are optimizing defenses, or have a large number of interrupts that can block attacks, this is pretty good.

Ricochet Shield (12 AV) The daily power is fun, but too situational.

Tauran Shield (12 AV) If you want to push enemies, you should do it with an at-will power, and not a bull rush.

Shield of the World Tree (13 AV2, Raiment of the World Spirit) If you need a lot of healing, you can at least ensure that your allies don’t need as much.

*Sun Shield (13 D385) It's superior to a +3 vicious spiked shield, granting an extra +1 to hit. It also  counts as a heavy blade instead of a light blade, can be placed on a  heavy shield, and doesn't require proficiency. If you were planning on  using a spiked shield as a weapon, this is a strong alternative. Plus, I'm pretty sure it's the only way to use an off-hand heavy  blade and a shield at the same time, so that's worth something. It can also deal radiant damage, which is nice for radiant specialists (and against undead).

Crowd Killer Shield (14 D381) Makes getting flanked a bit less painful. You still don't want to get flanked, though.

Flaring Shield (14 AV) The blindness doesn’t even last until the enemy’s next turn, making the daily power useless.

Hypnotic Shield (14 AV) An automatic daze as a daily power isn’t bad, but it is unlikely to last long. Best for defenders who want to stay next to the target, which is required to maintain the effect.

Spellshield (14 AV) Once per day, ensure that an attack misses an ally. The power is a little bit situational, despite its usefulness.

Vortex Shield (14 AV2) The daily power has a good chance of causing an attack against an ally to miss. The Spellshield is more reliable, though.

Shield of Fellowship (15 AV2, Arms of Unbreakable Honor) Transfer temp hp to your allies. Can be useful, since temp hp don’t stack, but since it doesn’t actually increase the number of temp hp by much, this turns out to be pretty overpriced.

Absorbing Shield (17 AV2) The at-will power prevents allies from getting hit. The trigger is a bit situational, but it will still prevent a few attacks over the course of the day, especially if you're optimizing defenses. I believe the intention of the item was that you would take the hit instead of the ally, and if your DM has the same interpretation, this item is much less valuable.

*Soul Shield (17  D385) It's similar to a +4  vicious spiked shield, but its damage is slightly higher. It also counts  as an axe instead of a light  blade, can be placed on a heavy shield,  and doesn't require proficiency.  If you were planning on using a spiked  shield as a weapon, this isn't a bad alternative, but there are some  really good weapon enchantments out there (like Rhythm Blade).

Trapping Shield (24 AV2) The bonuses aren’t bad for grapplers. It’s difficult to understand why it is so expensive, though.

Reflective Shield (27 AV) The power is too situational for such an expensive item.

Shield of Ultimate Protection (30 AV2) A good bonus to both Fortitude and Will is nice, but the real draw is the daily power which makes you nearly impossible to hit for one entire encounter per day. Better with a heavy shield.


Scaling Arms


Bracers of Respite (2+ AV) The amount of healing is tiny. Compares poorly even to Bracers of Defense.

Bracers of the Perfect Shot (3+ PHB) Provides a nice bonus to your ranged basic attacks. Usually, Bracers of Archery are better, but these are a cheaper alternative if you make a lot of ranged basic attacks. Also, these apply to implement, sling and thrown weapon attacks, unlike the Bracers of Archery.

Executioner’s Bracers (3+ AV2) Crit fishers get a nice damage bonus. Many characters will get these simply because they have no better options.

*Flame Bracers (3+ AV) Melee crit fishers get some extra damage, but it doesn’t scale well. The heroic version is comparable to Executioner's Bracers, but the later versions are almost strictly inferior. Most characters considering these should take Iron Armbands or Executioner's Bracers instead.

*Bloodthirst Bracers (4+ AV) Charisma specialists add a small amount of damage to one melee attack per day. Even if Iron Armbands weren’t available, this would still be a horrible item.

*Counterstrike Guards (4/14 AV) The paragon version is especially nice, granting an extra melee basic attack every encounter. Even the heroic version, which makes the power a daily, is solid. If Iron Armbands were unavailable, this would be a top choice for melee characters.

Bracers of Brachiation (5+ D378) You gain a  climb speed. It's not very fast, but it will still let you hang from a  wall slinging spells, out of reach of melee attackers. Situational, but  very useful. The higher level versions increase the speed, but speed isn't that important to the type of character this is most useful for.

*Breach Bracers (5+ AV) Effectively adds only a tiny amount of damage with its daily power. Just take Iron Armbands instead.

*Couters of Second Chances (5+ AV) A daily reroll with a melee attack ensures that your most important daily powers hit. The higher level versions offer only minor improvements, though. Either way, any character considering these should probably get Iron Armbands instead.

*Quickhit Bracers (5+ AV) Two weapon fighters get a big damage bonus. Iron Armbands will always give a bigger bonus, though.

Bracers of Archery (6+ AV) If you use a bow or crossbow, the damage bonuses are too big to ignore. You must take this item, unless you get an item bonus to damage from another source. As an added bonus, you get a small daily power.

*Bracers of Tactical Blows (6+ AV) If you have ways of making enemies more likely to trigger opportunity attacks (like Polearm Gamble), this isn’t a bad item. Normally, it’s completely inferior to Iron Armbands and Bracers of Mighty Striking, though.

Cold Iron Bracers (6+ AV) A solid choice if you know you will be adventuring in the Feywild.

Iron Armbands of Power (6+ AV) If you frequently use melee attacks, the damage bonuses are too big to ignore. You must take this item, unless you get an item bonus to damage from another source.

Bracers of Defense (7+ PHB) Saves 10 hp/tier each day. Not a bad defensive daily, but almost completely inferior to Bracers of Escape.

Razor Bracers (7+ AV) Some nice bonuses for when you are grabbed. Not all the bonuses scale, though, and they are a bit situational.

Skull Bracers (7+ AV) A tiny damage bonus as a daily. Pass.

Trauma Bracers (7/27 AV) Very few enemies have any way of regaining hit points, so the power is generally useless. Its trigger is so situational that it may not even go off in the few encounters where it would be useful.

Bracers of Bold Maneuvering (8/18 AV) Characters that rely heavily on mobility can use some added defense against opportunity attacks. Many of these characters have other ways to avoid opportunity attacks, though.

Bracers of Escape (7+ D365) Automatically dodge  one melee attack per day. That's great. The higher level versions let you teleport pretty far while dodging, but that's not worth the extra cost.

Charm Bracelet (8/18 AV2) Some nice bonuses to saves, but not against the most harmful conditions, such as stunning.

*Mindiron Vambraces (8+ AV) Dazing, stunning and domination are powerful conditions to place on enemies, making the daily useful even if the attack is not guaranteed to land. Scales horribly, though, and most melee characters will want Iron Armbands anyways.

*Bracers of Zeal (9+ AV2, Radiant TempleTreasures) If you have a consistent source of temporary hp, you can trade some durability for damage. It’s not a good deal, though, and it only works with melee attacks, putting it in direct competition with the Iron Armbands.

Diamond Bracers (9+ AV) Energy resistance for one encounter per day will make some fights much easier. The bonus doesn’t scale especially well, though.

*Bloodsoaked Bracers (10+ AV) If you like to fight in melee while bloodied, this adds a huge amount of damage for one encounter per day. Normally overshadowed by Iron Armbands, but if you don’t want those for some reason, these are a good alternative for some characters.

Bracers of Infinite Blades (11/16 AV) Just buy a Magic Dagger. It will serve you just as well, if not better, and free up your arms slot.

Trollhide Bracers (19+ AV) Lots of surge-free healing. Good for anyone.

Arms

Bracers of Enforced Regret (2 AV2, Blade Dancer’s Regalia) Enemies that mark aren’t incredibly common, but they are common enough to make a big bonus to attacks and damage significant. Plus, these bracers are incredibly cheap.

Lunia’s Bracelet (3 AV2) Not too many enemies are vulnerable to silvered weapons. However, this item is cheap enough that you may carry one just in case you encounter such an enemy.

Phylactery of Action (3 Homm) Reroll a save, once per encounter. At this level, this is fantastic. It only applies to certain conditions, but they are all common and very dangerous. This item is from an adventure, so it may not be legal in some games.

*Feyleaf Vambraces (4 AV) Enable flanking for one round per day. A terrible use of a daily power, redeemed only because the teleportation could potentially get you out of a grapple or hazardous zone.

Tangler (4 Khyber) The power is inaccurate and doesn't scale at all with level.

Alchemical Launcher (5 D385) Warforged only. A small attack boost when using alchemical items is too situational for most characters, and Alchemy Gloves are better anyways.

Bracers of Mental Might (6 AV) If you have high mental abilities, but a low strength, the power will greatly improve your Athletics. Since it’s an encounter power, it is incredibly useful outside of combat. This also enables mental characters to take a strength-based multiclass power or paragon path without requiring a high strength score.

Warded Vambraces (6 AV2, Marjam’s Dream) Swordmages get a solid protective encounter power.

Bracers of Rejuvenation (8 AV) The power isn’t great. Save your healing surges.

Keeper’s Shield (9 AV2) Ranged allies should be able to avoid opportunity attacks on their own.

*Barrage Bracers (10 AV2) Good for characters with multi-attacks and minor action attacks. These characters tend to gain more from damage bonuses, though.

Razordark Bracers (11 AV2, Raiment of Shadow) Melee Warlocks can use their at-will powers without worrying about opportunity attacks. This also makes triggering Prime Shot incredibly easy. However, melee warlocks already have Eldritch Strike, which is a pretty good melee at-will.

Warlock’s Bracers (11 AV) For many warlocks, the item’s property may as well say ‘+1 to all defenses’. However, warlocks have extraordinary durability to begin with, and don’t really need more.

Crest of Vigilance Eternal (12 AV2, Ayrkashna Armor) Free saves are always good, but there are items with the same basic effect available at much lower levels.

Winged Bracers (12 D369) You gain the ability to glide. It's pretty situational, but it could be useful in certain types of terrain.

Bloodhound Bracers (13 AV2) If you and your fellow party members cause a lot of ongoing damage, you can get combat advantage pretty regularly. Combat advantage is easy to achieve for melee characters, but ranged attackers might get a big advantage out of these.

Bracers of Speed (13 D386) You essentially get Quick Draw for free, which could be useful for some characters. The daily multiattack power could be good if you have great melee basic attacks. A little pricy for what it is, though.

Bracers of Wound Closure (13 AV) Can save a decent amount of hit points each day, since ongoing damage is fairly common.

*Frost Charger Bracers (13 AV2) Charger’s with a good strength get a small amount of area damage. Not a bad bonus, although Iron Armbands will generally be better.

Bracers of Iron Arcana (14 AV) A bonus to AC for only a round isn’t a great use of a daily. Only for characters with good mental ability scores, but they can do better anyway.

Rapidstrike Bracers (15 AV) If you have weak basic attacks, this makes them strong once per encounter. Some characters have powerful at-wills which, as basic attacks, can be abused. The bonus to initiative doesn’t hurt, either.

*Rhino Bracers (15 AV2) Chargers gain the ability to use at-wills on a charge. Could be powerful with the right at-will.

Climber’s Bracers (16 AV2) Strictly inferior to Bracers of Brachiation.

*Rebuking Bracers (18 AV2, Eldritch Panoply) Teleporting enemies on a critical hit is nice, and adding a daze on top of that with the Blade of the Eldritch Knight is excellent. Melee crit fishers might want this, despite its high price.

Serpentine Bracers (18 AV2) If you are regularly hidden (some rogues are), this is a nice damage bonus.

Ankhmon’s Bracers (19 AV2) Arcane characters get some bonus damage and free healing, as long as they get combat advantage at least once per encounter.

Delbanian Vambraces (23 AV2, Points of the Constellation) An excellent item for cold specialists, especially crit fishers. Invisibility is an incredible defensive bonus, and it can be extended for the rest of the encounter. It may cost some hp to sustain, but you would probably take more damage from enemy attacks if you were visible. This item enables easy mode for cold-specialized rogues.



Feet

There are lots of great items for your feet at any level. Most of them boost mobility, but some also boost defenses, especially the Reflex defense. Any character has a number of good options to choose from, and it is hard to go wrong.


Scaling Feet - Common


Boots of Stealth (3+ AV) Characters optimizing Stealth won’t find a better deal than these boots.

 Boots of Quickness (8+ AV) A scaling bonus to Reflex. Not a bad defensive bonus, but there are better boots for most characters.


Feet - Common


 Boots of Surging Speed (7 AV2) The free shift is good for dwarves and other characters with an incentive to use their second wind.

Boots of Striding (9 PHB) +1 speed is always useful for lightly armored characters.

 


Scaling Feet


Boots of the Dryad (5+ D378) Ignoring difficult terrain is useful, but it is  restricted to vegetable terrain, making it too situational. The higher level versions only improve the daily teleportation power, which is far too situational to see much use.

Fleetrunner Boots (5+ D369) The heroic version doesn't reduce the  penalties from running enough to make it worthwhile. The paragon version gives a huge speed bonus when running, though, which can be useful if you need to cover distance  quickly. The epic version only slightly improves defense while running, which isn't a big improvement over the paragon version.

Ghoststride Boots (6+ D369) They make running actually  worthwhile in combat, providing insubstantial at-will. They also provide a scaling bonus to AC, which isn't too significant compared to being insubstantial.

Sandals of Precise Stepping (6+ AV) A big bonus to three good skills: Acrobatics, Athletics and Stealth. The bonus scales poorly, though.

 Cat Tabi (8+ AV) A general athletics bonus would have been better.

Boots of the Giantkind (9+ D386) A small bonus to athletics that doesn't even scale. The bonus to grabbing is too situational to be of any use, and the daily power is very weak. Get Sandals of Precise Stepping instead.

 Swift Step Boots (14+ AV2, Eldritch Panoply) At-will teleportation has tons of uses. This item is difficult to use in combat for most builds, but outisde of combat, it's great. The higher level version doesn’t offer much improvement over the paragon version.

 Earthreaver Stompers (17+ AV) The daily is not worth a standard action, but always-on tremorsense can completely shut down some lurkers.

Feet


Acrobat Boots (2 PHB) Makes being prone much less of a problem, and provides a small bonus to acrobatics to boot. Dirt cheap, so there’s really no excuse to not at least have these.

 Boots of Adept Charging (2 AV) Chargers can’t do much better for this price. Makes it possible for some characters to charge every round.

 Boots of Jaunting (2 AV2, Marjam’s Dream) The daily teleport isn’t very useful for mobility. However, it is good for escaping from grabs, zones and other nasty things. Not bad for its price.

Feyleaf Sandals (2 AV) Prevent a bit of falling damage at some point during the day.

Jester Shoes (2 AV) Usually, falling prone is worse than a little forced movement. Can be useful if you would fall prone anyway.

Catstep Boots (3 PHB) Falling is a common enough hazard to make these worthwhile. A reasonable bonus for their price.

Swiftpad Boots (3 AV2, Golden Lions’ Battle Regalia) Jumping is useful enough that this bonus is worth the price, as long as you have a decent strength. Boots of Bounding are substantially better, though, and only cost slightly more.

Riding Boots (4 AV2) A nice speed bonus for mounted characters. Especially good because they don’t have as many other good boots to choose from.

Wavestrider Boots (4 PHB) You get to be Jesus. A fun item, especially in a seafaring campaign. Too situational to really recommend, though.

Wildrunners (4 AV) If you run frequently, you get a nice speed bonus. Most characters don’t run unless they have to, though, since it is dangerous in combat.

Boots of Rapid Motion (5 AV2) A bonus to speed for one encounter per day, plus some resistance to being slowed. Not bad for their price.

Boots of Spider Climbing (5 PHB) Lets you climb a bit faster. If this is that important to you, you should probably get Wallwalkers instead, or Bracers of Brachiation.

Panther Slippers (5 AV2, Skin of the Panther) The daily shift is somewhat situational and not very powerful. Generally outshone by Goblin Stompers and Boots of the Fencing Master. However, if an enemy shifts into flanking position, you can probably deny it an attack, which isn't a bad use of a daily power.

Spiked Soles (5 EPG) Warforged get a nice amount of resistance to forced movement, plus some decent climbing ability. Not bad.

Surefoot Boots (5 AV) If you want to avoid being prone, Acrobat Boots are the better item. These offer a slightly higher Acrobatics bonus, though.

Boots of Bounding (6 AV2) The encounter power can help you jump out of (or in to) some difficult spots. Especially useful outside of combat.

Boots of Equilibrium (6 AV) The property is situational, unless the entire game takes place on a glacier. A more general speed bonus would be better.

Boots of Free Movement (6 AV) If immobilization really hurts your character, then having an extra defense against it is useful.

Foe Chaser Boots (6 D381) A speed bonus when you charge isn't bad. A daily teleport for defenders is also nice at this level, ensuring that you get off your retaliation attack.

Goblin Stompers (6 AV) A little extra mobility is nice for characters on the front line. Outshone by Boots of the Fencing Master.

Resplendent Boots (6 AV2, Resplendent Finery) The daily mobility power is useful, especially for stealthy characters. However, if you have some other items from the set, this item is much better, since it will give you a substantial bonus to defenses against attacks of opportunity.

Boots of the Fencing Master (7 AV) A defensive bonus every time you shift. Ranged characters that aren’t using their move actions anyways get the defense bonus practically for free. Many other characters, such as Kobolds and Druids, shift frequently enough that the bonus will almost always apply to them as well. The bonus is good for anyone, though. On top of this, you get a nice encounter shifting power.

Dwarven Greaves (7 PHB) Could be useful if your DM is a jerk and tries to push you off cliffs. But it’s just too situational to recommend.

Rushing Cleats (7 AV) Front-line forced-movement specialists can take advantage of these.

Boarding Boots (8 AV2, Kamestiri Uniform) Jumping and attacking as a standard action is weak for a daily, even in a nautical campaign. Take Boots of Bounding instead, and jump every encounter.

Boots of Grounding (8 MotP) Very few enemies are capable of teleporting PCs.

Greaves of Fortunate Falling (8 AV2) If you want a defense against being prone, just get Acrobat Boots.

Quickling Boots (8 AV) A nice bonus to both Acrobatics and Athletics, plus a small mobility boost in every encounter. Altogether, not bad.

Steadfast Boots (8 AV) A nice defensive bonus for one round in every encounter. Not too shabby.

Surfsurge Boots (8 D381) A small amount of resistance to forced movement, plus what amounts to a round of flight per day. Not impressive.

Boots of Eagerness (9 AV) There’s a lot you can do with an extra move action in every encounter. It can enable you to reach a target that you otherwise couldn’t, get into the perfect position to unleash a powerful attack, or even move zones and conjurations.

Boots of Furious Speed (9 AV) Most characters will take a set of boots with a more general speed bonus over these. However, this item is excellent for characters who spend a lot of time bloodied. These characters should also consider Dragonborn Greaves. The main problem with these boots is that speed is most important in the beginning of combat, when you are less likely to be bloodied.

Boots of Many Tracks (9 AV) My party has never been tracked in a D&D game.

Avalanche Boots (10 D385) A nice bonus for push specialists. If you also happen to charge regularly, then these are even better, since they also grant the same bonus as Boots of Adept Charging.

Boots of Sand and Sea (10 AV) For only a slightly higher price than Boots of Striding, you also get a bonus to swimming. Nice.

Boots of the Mighty Charge (10 D381) A bonus to speed when you charge is pretty nice. The daily power lets you use a an encounter power on a charge, which is great if you have multiattacks and big bonuses on a charge.

Branchrunners (10 AV) The item is too situational for most campaigns, but the skill bonuses are still pretty useful.

Skaivani’s Anklets (10 AV2, Heirlooms of Mazgorax) A +2 speed bonus for 2 rounds in each combat is nice, but I prefer the versatility of the Boots of Eagerness or the consistency of Boots of Striding.

Wallwalkers (10 AV) The ability to walk up walls is only situationally useful, but having it always available could come in handy. Also consider Bracers of Brachiation, which actually let you hang on walls.

Assassin’s Slippers (11 AV) Once per encounter, it is a little easier to achieve flanking. Flanking is easy enough to achieve without this item, and other boots make it just as easy to flank as these do.

Boots of Dancing (11 AV) +1 Reflex is useful, but the other bonuses are unlikely to make a big difference. You may as well stick with Boots of Quickness.

Elven Boots (11 PHB) Almost strictly inferior to Skaivani’s Anklets.

Feystride Boots (11 AV2, Caelynnvala’s Boons) Eladrin only get a small boost to their racial power. Elves and drow might like the ability to teleport, but their racial powers are probably just as useful.

Steady Boots of the Ram (11 AV2, Aspect of the Ram) You gain some very minor mobility boosts, and only on certain types of terrain.

Tumbler’s Shoes (11 AV) These may save you some embarrassment, but normal bonuses to Athletics and Acrobatics would usually be better. If you are optimizing these skills, though, then these boots will ensure that your checks almost never fail.

Assault Boots (12 AV) Crit fishers get to knock enemies prone a lot.

Battlestrider Greaves (12 PHB) +1 speed is always useful for heavily armored characters, too.

Boots of Unchecked Passage (12 AV2) A daily teleport will usually be better than this movement power, but at least it takes only a minor action.

Butterfly Sandals (12 AV) If you have at-will (or at least frequent) flight, you will appreciate the +2 bonus to speed.

Dragonborn Greaves (12 AV) If you like to fight while bloodied, the bonuses are excellent, even better than Boots of the Fencing Master.

Dwarven Boots (12 AV) Prevents many mobility-reducing effects from hitting you. Boots of Free Movement are usually better, though, and they're available earlier.

Feystep Lacings (12 AV) One big daily teleport is useful for mobility, and many small teleports can be useful for repositioning and escaping grabs. The power is very versatile. A bonus to reflex is nice, too. If you want an item to let you teleport, this is probably your best option.

Greaves of Maldeen (12 D364) +2 speed is excellent for this level. It only applies when you move towards an enemy, but this should usually be the case for short-ranged characters.

Quickstride Boots (12 D356) Strictly inferior to Boots of Eagerness.

Shadowdancer’s Boots (12 AV2, Shadowdancer’s Garb) +1 speed is always useful for lightly armored characters, and getting another situational +1 on top of that is impressive, especially for stealthy characters.

Thornwalker Slippers (12 AV) Ignoring difficult terrain is useful, but items like the Boots of Eagerness and Skaivani’s Anklets usually grant enough extra movement to get you through difficult terrain, too. And they are less situationally useful.

Boots of Swimming (13 AV) These are pretty nice for an aquatic campaign, but the Ring of Aquatic Ability is a much better item for roughly the same price.

Winged Boots (13 PHB) Ignore falling, and fly for 1 round per day. Not horrible, since it can open up new opportunities.

Boots of Striding and Springing (14 PHB) Boots of Striding, but with a tiny bonus to jump checks. Not worth the price increase.

Earthstriders (14 AV) A daily teleport is useful, but strictly inferior to Feystep Lacings.

Fireburst Boots (14 AV) If you want a daily teleportation power, Feystep Lacings are generally better. The only benefit to these is that the teleport is combined with a weak attack.

Oceanstrider Boots (14 AV) A speed bonus never hurts. Plus, you get to be Jesus, which is pretty cool in certain encounters. Best for a sea-faring campaign.

Sandwalker Boots (14 AV2) An awesome item, but only really viable in desert campaigns. If you are playing in such a campaign, I'd recommend these for the fun factor, if nothing else.

Flanker’s Boots (15 AV) A weak daily teleport and a small bonus to Athletics. I’m unimpressed.

Floorfighter Straps (15 AV) Lessens the drawbacks of being prone. If you’re really worried about being prone, get Acrobat Boots instead. Ranged characters can use the belt to drop prone without penalty and get a nice defense bonus, making it worth considering. Best when combined with a Rope of Slave Fighting.

Boots of Blood (16 AV2) Compares poorly to Feystep Lacings. Teleportation is more useful than shifting, and the Lacings are less situational, too.

Boots of Withdrawal (16 AV) If you have ways of spending your standard action without attacking, this item’s huge defensive and mobility bonuses could frequently come into play. Best if you are bloodied reasonably often. Lazy Warlords love these boots.

Eladrin Boots (16 PHB) Boosts the speed of all your teleports by 2. Sky Blue because some characters can teleport at will.

Sandals of the Temporal Step (16 D380) Lightly armored characters get +1 to speed, plus an extra move action per day. I'd normally save the money and buy Boots of Striding or Boots of Eagerness, but these aren't a bad alternative.

Spark Slippers (16 AV2, Gifts for the Queen) Front line characters with a good Charisma can deal a nice amount of damage with these. Especially useful if you can pull or mark enemies from a distance. Very nice against minions.

Survivor’s Boots (16 AV2) As long as you are bloodied, you are immune to opportunity attacks. This is obviously very useful for mobile characters who are often bloodied.

Pursuer’s Boots (17 AV2, Champion’s Flame) I’ve found that enemies don’t run away all that often. Still, this isn’t a complete waste, since it comes with a bonus to reflex.

Defiant Boots (18 AV) Resistance to forced movement is cool, but too situational.

Dwarfstride Boots (18 AV) Generally inferior to Defiant Boots, but could be useful in a campaign with lots of hazardous terrain.

Dimensional Stride Boots (18 AV) An encounter teleport and a bonus to Reflex. Hard to complain about that. Planestrider Boots teleport further, but lack the Reflex bonus.

Phantom Chaussures (18 AV) Mobile characters get near-constant concealment. For characters that don’t need to worry much about opportunity attacks, these are better than Boots of the Fencing Master. Especially nice for stealthy characters.

Planar Stasis Boots (18 MotP) They provide pretty good defense against forced movement, but they just aren't quite up to par with Defiant Boots.

Planestrider Boots (18 MotP) The encounter teleport is very powerful, covering quite a bit more distance than Dimensional Stride Boots. The item also provides the ability to split up your teleports, allowing you to teleport around corners.

Sandals of Arcane Transposition (18 AV) A weird daily teleport isn’t great for this level. Arcane characters only.

Shadowsteppers (18 AV) A weak daily teleport combined with a weak defensive boost.

Anklets of Opportunity (19 AV) Strictly inferior to Dimensional Stride Boots, but they would be a weak item anyway.

Swiftstrike Shoes (20 D381) A big bonus to speed on the first round of the encounter, plus a huge daily teleport, ensures that you should have little problem catching enemies. There's a lot of competition for the foot slot by this level, though.

Lightstep Slippers (21 AV) A nice bonus to Stealth plus some other random benefits, but Boots of Stealth offer a bigger bonus.

Skygliders (21 AV) It’s not true flight, but it’s the closest you can get for this price. You should probably hold off for Zephyr Boots, unless you are heavily-armored.

Boots of Balance (22 PHB) Provide a nice bonus to acrobatics, but it’s not a terribly useful skill, and there are tons of other great boots to choose from.

Boots of Speed (22 AV) A big speed bonus is nice for any character, and the daily power grants an extra move action. This item is sort of like a combination of Boots of Striding and Boots of Eagerness.

Earthwalker's Boots (23 D365) They provide only a single round of burrowing per day. Very overpriced.

Backtrack Bindings (24 AV) The encounter power lets you run into combat, unleash a powerful nova attack, and then retreat back behind the fighter. On top of this, you get a nice bonus to Reflex.

Boots of Caiphon (24 AV2, Points of the Constellation) The mobility this item grants is impressive, and the damage you take from it isn’t too significant. The fact that it grants a big bonus to Reflex on top of that makes it great.

Fey Warrior’s Boots (24 AV2) A big bonus to Reflex, plus a lot of free teleportation. Provides incredible mobility, especially for teleportation specialists.

Propellant Boots (24 AV2, Tinkerer’s Inventions) Zephyr Boots are also available at this level. These are clearly inferior, unless you're heavily armored.

Zephyr Boots (24 AV) True flight. Melee attackers are no longer helpless against flying opponents, and ranged attackers gain virtual immunity to melee enemies. Unfortunately they are for lightly-armored characters only.

Airstriders (25 AV) They don’t grant true flight, but they let you fly faster than Zephyr Boots. Heavily-armored characters are stuck with these.

Sandals of Avandra (25 AV) A boost to speed is great, but the real draw is the bonus to shifting distance. One of the best mobility-enhancing items.

Clearing Cleats (26 AV2) By this level, there are a number of boots that let you fly or teleport at will. There are plenty of better ways to avoid difficult terrain. These do help your allies a little, though.

Time-Jumping Boots (27 AV2, Time Wizard’s Tools) If I am reading this correctly, the daily power gives you immunity for a round and an extra standard action. That’s amazing. +2 Reflex makes this even better.

Boots of Teleportation (28 AV) At-will teleportation. This is the ultimate mobility-enhancing item.

Boots of the Infinite Stride (28 PHB) A cool item that lets you teleport to the moon 1/day. If only it were a little cheaper…



 Hands

The hand slot is easy to overlook. At first, it might seem like most hand slot items are weak. However, there are actually a large number of powerful hand slot items. Most of them are geared towards specific character builds, but nearly every character will be able to find at least one set of gloves that works for them. If worst comes to worst, Gauntlets of Blood and Antipathy Gloves are useful for anyone.


Hands - Common


 Gloves of Agility (5 AV) Provides a slew of small dex-based skill bonuses. The stealth bonus is probably the only one you care about, though.

 Gloves of Grace (5 AV) Granting a free saving throw can make a huge difference, even once per day. A very good power, considering the cost of the item.
 
Parry Gauntlets (5 AV) Dwarves and other characters who frequently use Second Wind will get some mileage out of this.

 


Scaling Hands

Flaying Gloves (4+ AV) A tiny, situational damage bonus as a daily power? Skip it.

 Gauntlets of Blood (4+ AV2) A big, scaling damage bonus against bloodied targets. This will come into play very often, and it works for any character that deals damage, including casters.

 Giantkind Gloves (4+ D369) You get an at-will ranged attack, but it's very weak,  so you'd be better off buying a magic ranged weapon. You also get a  piddly bonus to damage as an encounter power.

Stern Handler's Wraps (4+ D380) As a daily, push an enemy away as an immediate  interrupt. It's a tad situational, but negating an attack is pretty good  for a heroic item. The higher level items only improve the laughably weak property, providing absolutely no incentive to upgrade.

Twice Clawed Gauntlets (4+ D380) Barbarians only. An item bonus to damage whenever you rage may be even better than the bonus from Iron Armbands of Power. The daily power has poor synergy, though, encouraging you to spend your rages on Rage Strike.

Cat Paws (5+ AV) A general athletics bonus would have been pretty good, but this only applies to climbing.

 Resplendent Gloves (5+ AV2, Resplendent Finery) If you have a lot of attacks that target Will, these provide a fantastic damage bonus. It gets really crazy if you have a lot of illusion attacks, giving you consistent combat advantage.

 Breaching Gauntlets (6+ AV) Useful if you are specialized in a single type of damage and don’t want to get hosed by resistance. Would be much better if the daily power worked with spells instead of weapon attacks, since weapon attacks generally don’t deal energy damage. Still, the epic version is at least worth considering, since it scales nicely. Cold users should get Gloves of Ice instead.

 Burning Gauntlets (6+ AV) Fire specialists get a big damage bonus for one encounter each day.

Caustic Gauntlets (6+ AV) Ranged attackers get a big damage bonus for one encounter each day.

Forgemaster's Gloves (6+ D380) Fire resistance is a  solid defensive property.

Gorilla Gloves (6+ D378) A fun, but weak, daily  that eats up a standard action. Not worth your time, especially since  it's for grappler's only. Giant Gloves are pretty weak as well, but do the same job slightly better.

Luckbender Gloves (6/16 AV) If you’re using a d10/d12 weapon, this gives you an extra 5 or so damage/tier. Not bad for an encounter power.

Rampaging Slayer's Gloves (6+ D380) Barbarians only. The bonus damage with Rampage is nearly worthless, since it doesn't stack with Iron Armbands of  Power. The daily only adds a little extra damage, but at least the  amount of damage it adds is considerable. The higher level versions only boost the worthless property, but the epic version at least boosts it by quite a lot.

Shadowfell Gloves (6+ PHB) Useful to change the damage type of one of your daily powers, if you’re specialized in necrotic damage. At the moment, though, necrotic damage doesn’t have much support. It can also let you get around resistance and immunity. The higher level versions only give you a little extra damage 1/day, and can be completely ignored.

Frost Gauntlets (7+ AV) Melee attackers get a big damage bonus for one encounter each day. Works well with wintercheese if, for some reason, you don’t have a frost weapon.

River of Life Gloves (7+ D382) A daily healing  power isn't bad. But triggering it requires that party members are dying  and have already used their second wind. If your party is in such a  sorry shape, it will take more than these gloves to save you. The higher level upgrades are laughable, especially since the power is even less likely to be useful at higher levels.

Gloves of Eldritch Admixture (8+ AV) 5 times per day (or an unlimited number of times, if you are a warlock), you can change an attack to deal acid, fire or cold damage. Obviously, you’ll only ever want to spend one charge at a time. This is perfect for fire and cold specialists, giving you the freedom to select a few good spells that don’t deal your preferred damage type. The higher level versions get a higher damage bonus, but you didn’t buy this item for the damage. Depending on your interpretation of the prerequisite line, this item may only be usable by warlocks, so check with your DM before buying it.

Holy Gauntlets (8+ AV) Radiant specialists (which includes just about every divine character) get a big damage bonus for one encounter each day.

Gloves of Venom (8+ D367) The daily changes an  arcane attack's damage to poison. Pretty weak, even for a poison  specialist (do those even exist?). The higher level versions only add a tiny amount of extra damage.

Storm Gauntlets (10+ AV) Melee attackers get a big damage bonus for one encounter each day. Frost Gauntlets are probably better.

Gloves of Ice (11+ AV2) Cold specialists get a big damage bonus and the ability to pierce resistance. Very nice.

Longshot Gloves (11+ AV) Makes short-ranged thrown weapons a bit more effective at a distance. The epic version may be worth the extra cost, as it lets you use the power at will, instead of once per encounter.

Gloves of the Healer (12+ AV) Leaders (especially clerics) want these. They add lots of extra healing over the course of a day.

Gauntlets of the Blood War (16+ MotP) A bonus  to damage against immortal creatures isn't bad, if a bit situational.  Unfortunately, it doesn't stack with most other bonuses to damage.

Venom Gloves (16+ AV) The daily power has the potential to render its target unconscious, but the chance of actually doing so is very small. The consolation prize of slowing the target is not even worth mentioning.


Hands


Burglar’s Gloves (1 PHB) Tiny bonus to thievery. At least they’re cheap.

Wrestler’s Gloves (2 AV) Grapplers get some nice bonuses from these, and at this price, it’s hard to argue against them.

Gauntlets of Arcane Might (3 AV2, Marjam’s Dream) Swordmages get a lot of extra durability over the course of the day.

Gloves of Piercing (3 PHB) If you have a lot of fire or necrotic attacks, this will prevent you from being useless in an encounter against elementals or undead. Cheap, too, but doesn’t scale well.

Blackleaf Gloves (4 AV2, Zy Tormtor’s Trinkets) A somewhat situational teleport for warlocks. It’s usable every encounter, and at this level, you could do worse.

Claw Gloves (4 AV2, Skin of the Panther) Beast form druids can gain combat advantage easily, and this item adds about as much damage as epic-level Iron Armbands. This is a fantastic item that you can build a character around, and it is incredibly cheap.

Climbing Claws (4 AV) The gloves make a horrible weapon (worse than a dagger), and level 5 Cat Paws provide double the climbing bonus.

Hedge Wizard’s Gloves (4 AV) Mage Hand and Prestidigitation are pretty useful powers if you are creative enough. A cheap, fun item.

Poison Gloves (4 AV2) If you like to use poison, this lets you choose which attack gets the bonus (as opposed to your first attack with the weapon).

Coercive Gauntlet (5 Khyber) Sliding an enemy is not worth the cost of a healing surge and the possibility of becoming dominated.

Gauntlets of Ogre Power (5 PHB) Small bonus to Athletics, and a weak daily. Nothing special.

Gloves of Recovery (5 AV2, Blade Dancer’s Regalia) Make a melee basic attack as a daily power. Not a fantastic use of a daily.

Lion’s Claw Gauntlets (5 AV2, Golden Lions’ Battle Regalia) +1 to all attacks against fortitude? Yes, please! Unfortunately, this only applies to targets with 20 fortitude or less, and by the time you can afford these, they will already be obsolete.

Alchemy Gloves (6 AV2, Gadgeteer’s Garb) Attack bonuses are never a bad thing. However, I don’t know if any build uses alchemical items often enough to make these worthwhile.

Knifethrower’s Gloves (6 AV) If you have a magic dagger, the only reason to buy these is if you frequently switch between a thrown dagger and another weapon or implement. And even then, they’re not that useful.

Reparation Apparatus (6 D365) Boosts your healing when you heal constructs, but apparently this doesn't count living constructs. As the only remaining constructs are monsters, this item is worthless unless your DM specifically gives you a construct ally.

Dual Threat Gauntlets (7 AV2, Arms of War) If you flank regularly, this is worth +1 to hit for one encounter per day. Certainly not bad, but there are other items that grant more consistent bonuses.

Feinting Gloves (7 AV2) Combat Advantage is easy to get, with or without these gloves.

Lancing Gloves (7 AV) If you ever happen to play a mounted character, buy these. Extra melee damage is always nice.

Alchemical Atomizer (8 D385) Warforged only. I'm not aware of any oils so powerful that you would want to apply them twice per encounter.

Gauntlets of the Ram (8 PHB) Good for characters that use a lot of attacks that push.

Gloves of the Bounty Hunter (8 AV) Just tie your target up after you knock it out.

Grizzly Gauntlets (8 AV2) Makes escaping grabs a bit easier. Not too bad for their level, but nothing special.

Darkfire Gloves (9 AV2, Caelynnvala’s Boons) Drow who actually use the darkfire power might be able to get a bit of extra damage out of these, but it’s nothing significant. Eladrin and Elven rogues may like combat advantage, but their own racial powers are probably better.

Gloves of Storing (9 AV) Useful if you’ve got a huge weapon but still want to blend into a crowd. Not well-suited to most games. Fun item, though.

Green Thumbs (9 AV) The daily power requires a standard action, but is actually pretty useful. It can lock down skirmishers for a few turns. It scales horribly, though, and will become useless by high levels.

Illusionist’s Gloves (9 AV2) A great item for any illusionist. Gives a penalty to saving throws against your illusion spells, as long as you hit with combat advantage. With a bit of set up, you can ensure that your daily powers all last a bit longer. On top of this, you get a nice daily attack reroll. This is one of the few remaining ways to inflict save penalties that don’t go away in one turn.

Spell Anchors (9 AV) The daily power is a bit situational, requiring you to use powers that need to be sustained. However, it saves a minor action, which could certainly be useful, especially if you're dazed.

Sure Shot Gloves (9 AV) Ranged attackers get to ignore cover for free. This is a useful bonus that will frequently come into play. It only works with weapon attacks, sadly.

Antipathy Gloves (10 AV) Makes it much more difficult for enemies to move up to you or past you. Excellent for defenders, avengers and ranged attackers, but good for anyone.

Dwarven Throwers (10 AV) Thrown weapon users love the damage bonus. Melee attackers like to have a solid ranged attack available once per encounter.

Gauntlets of Brilliance (10 AV) There are plenty of cheaper light sources.

Strikebacks (10 AV) Get a free melee basic attack every encounter. Plus a bonus to opportunity attacks. Fantastic.

Gauntlets of Blinding Strikes (11 AV) For a standard action daily, the attack just isn’t that good.

Gloves of Missile Avoidance (11 AV2) Dodge one ranged attack that targets AC or Reflex per day. A bit situational, but still pretty effective.

Shadowdancer’s Gloves (11 AV2, Shadowdancer’s Garb) If you hide regularly, these will give you a nice damage bonus. Solid, but not for everyone.

Rogue’s Gloves (12 PHB) A moderate bonus to thievery, which isn’t the most useful skill.

Gauntlets of Discontinuity (13 AV2) Teleporting enemies are annoying, but stopping one teleport per day is not going to make a big difference.

Giant Gloves (13 AV) A fun item for grapplers. The daily power isn’t all that powerful, though, considering that it costs a standard action.

Gloves of Missile Deflection (13 AV) By the time you can afford these, most artillery monsters use spells, not ranged weapons.

Gloves of Dimensional Repulsion (14 AV) Avengers, wizards or warlocks might have enough enemy-teleportation spells for these to be worthwhile.

Gloves of Transference (14 AV) Use a personal power on an ally once per day. There’s probably some really good power that can be abused with this item, hence the good rating.

Gloves of Accuracy (16 AV) Ignoring cover and concealment is awesome. However, I prefer the Sure Shot Gloves, which are cheaper and don’t eat up minor actions. Those don’t prevent concealment, though, and can only be used with weapon attacks.

Gloves of Dimensional Grasp (16 AV2) The thievery bonus is nothing special, and the daily power is very situational.

Restorative Gauntlets (16 AV2, Champion’s Flame) Ending an effect is potentially very powerful. However, it requires a standard action to use, and deals damage to the target. Usually, it’s not worth the cost to use.

Vampiric Gauntlets (16 AV) Dex-based characters get a pretty powerful attack which does good damage and gives you surge-free healing. However, it just isn’t worth the cost of a daily and a standard action.

Gauntlets of Brutality (17 AV2, Reaper’s Array) The prone condition does not usually last very long, but the damage bonus is large enough that it might be worthwhile for some parties.

Hero’s Gauntlets (17 AV2) Nice attack bonuses and lots of temp HP whenever you spend an action point. Pretty pricy, though.

Gauntlets of Destruction (18 PHB) Essentially +.5 damage per melee weapon die rolled. Works especially well for weapons that deal multiple dice of damage, but has little effect on brutal weapons.

Greatreach Gauntlets (18 AV) Reach is rarely worth a -2 attack penalty and the use of your minor actions. Sometimes it can mean the difference between attacking or not attacking, though, so they will occasionally come in handy. Compare to Farhand Gloves.

Hrothmar’s Gauntlets (18 AV2) Your ranged attacks don’t take a penalty against prone targets. Pretty useful, although I would recommend the Sure Shot Gloves or Gloves of Accuracy over these.

Gloves of the Wandering Star (19 AV2, Offerings of Celestian) A small bonus to range isn't great, but characters limited to range 5 (poor clerics) might want it. Charisma-based characters also get an okay blinding daily.

Lightning Reflex Gloves (19 AV) The bonus will only be useful for builds that make an exceptional number of opportunity attacks. And even then, the item is pretty pricy for what it is. Compare to Strikebacks, which offer a similar bonus and also come with a great power.

Dimensional Gauntlets (20 AV2, Eldritch Panoply) Threatening Reach is fantastic, but one round of it per day is pathetic for an item of this level.

Many-fingered Gloves (20 AV) Trade your hand slot for an extra ring slot. There are plenty of good hand items, so I fail to see a major benefit to this.

Gloves of Camaraderie (21 AV) Transferring effects from your allies to you will make you very popular, but you will have to suffer a lot in return. Better if you get bonuses to saves (Wardens), or if you aren't as badly affected by conditions (ranged attackers). Still, hard to justify for this price.

Farhand Gloves (22 D365) Like Greatreach Gauntlets, this item grants reach, which is occasionally needed to get off an attack. They don't come with the same penalties Greatreach Gauntlets do, but the power is only usable once per encounter. Since the power is unlikely to come up all that often, this seems like a fair trade to me.

Foe Caller Gauntlets (22 D382) Useful for making defenders threatening at any range. The encounter power causes an enemy attack to miss, and gives you a free melee basic attack, to boot. This is very powerful, but it requires you to have a DM who isn't afraid to break your mark.

Gauntlets of Magical Interchange (22 AV2, Tinkerer’s Inventions) The power, which is more fun than useful, compares poorly to Dust of Creation. Artificers get to recharge a magic item daily, but for this price, you could probably just buy a second copy of the item.

Guildmaster’s Gloves (23 PHB) A hefty bonus to thievery, but it’s a mediocre skill and a pricy item.

Zehir’s Gloves (25 AV2, Relics of Creation) Overcoming immunity is powerful, but getting that for only one attack per day is an insult. You can get the same benefit from Gloves of Eldritch Admixture or any other cheap item that adds or changes an attack's damage type.

Hands of Hadar (26 AV2, Points of the Constellation) Thanks to Shadow Warlock Armor, Warlocks should always have combat advantage. That means this item adds a substantial amount of damage to their Curse.

Great Hero’s Gauntlets (27 AV2) Nice attack bonuses and lots of temp HP whenever you spend an action point. Really expensive, though.


 

Head

The head slot is a bit tricky to fill. There aren’t many head slot items that stand out as being really exceptional, and those that do tend to work only for specific niche builds. For example, the Headband of Intellect and Laurel Circlet are fantastic for characters who use psychic attacks or charm/illusion attacks, respectively, but few characters will be able to take advantage of them.

Still, there are a large number of pretty good head items out there. Many of them offer strong non-combat bonuses, so if you want a good skill-boosting item, this is a good slot for it. Also, many head items boost the Will defense.


Scaling Head - Common


Headband of Perception (1+ AV) Dirt cheap, and offers a bonus to a useful skill. The heroic version is strictly inferior to Cannith Goggles, and the epic version compares unfavorably to Eyes of the Dragon.

Circlet of Indomitability (8+ AV) A scaling bonus to will is a solid defensive boost.

Helm of Battle (9+ PHB) A bonus to everyone’s initiative is handy, though it won’t stack with other items. A little pricy for what it is.


Head - Common


Diadem of Acuity (8 PHB) Perception is an excellent skill, and insight is pretty useful, too.

Goggles of Night (14 PHB) You could buy a set of these for every party member… or you could just buy a torch. Then again, this is at least useful for stealthy characters who wouldn’t want to use a light source, so that they don’t alert enemies.

 


Scaling Head


Beryl of Catastrophe  Avoidance (2/12 D382) A bonus Diplomacy and Insight. Nice  bonuses for their level.

 Eagle Eye Goggles (2+ AV) These give a scaling attack bonus to all ranged basic attacks. Attack bonuses are rare, so if you use a lot of ranged basic attacks, this is a must-have item.

Gem of Colloquy (2/12 AV) A solid bonus to Bluff and Diplomacy, both useful skills, plus some bonus languages. A good, cheap item for the party’s face.

Casque of Tactics (4+ AV) A scaling bonus to initiative isn’t bad. The power is really useful, too, for ensuring that the character that needs to go first is going first. The heroic version is best, since the power doesn’t scale, it comes incredibly cheap.

Helm of Opportunity (4+ AV) I don’t care much for bonuses to opportunity attacks, since monsters are usually able to avoid them. However, if you have some way to trigger opportunity attacks more reliably (like the Polearm Gamble feat), then this is a reasonable item.

Skull Mask (5+ AV) The biggest bonus is that enemies take a -2 penalty to saves against fear. Note that this applies to your allies’ attacks, too. This is one of the few remaining sources of save penalties that last for more than the first save, making it an absolutely fantastic item for some parties. On top of that, it grants necrotic resistance and a bonus to Intimidate. Even characters who can’t take advantage of the save penalties may want this. The higher level versions don’t scale that well, with only the necrotic resistance seeing any appreciable bonus.

Stag Helm (5+ AV) The Headband of Perception offers a more reliable bonus to Perception. Taking actions on a surprise round is useful, but a bit situational. Compares unfavorably to Cannith Goggles and Eyes of the Dragon.

Crown of Doors (6/11/16 AV) Provides a bonus only to a niche use of Perception. Not worthwhile, unless your DM loves to include a lot of secret passages. The heroic version is strictly inferior to Cannith Goggles.

Horned Helm (6+ PHB) A fantastic damage boost for chargers. Also consider the Charger’s Headdress.

Boar Tusk Helm (7+ D378) Can be used as a  weapon, but it's no better than a battleaxe. It also comes with a  weak daily push and prone effect.

Philosopher’s Crown (7+ AV2) You get a bonus to all knowledge skills (which is a lot of skills), but the bonus is pretty small.

Phrenic Crown (7+ AV) Targets take a penalty to the first save against all effects that target will. Not bad if you have a lot of attacks in this category, since these attacks tend to cause very powerful conditions, such as stunning.

Coif of Mindiron (8+ AV) Once per encounter, end one debilitating condition: dazing at level 8, stunning at level 18, and domination at level 28. The paragon version is best, since stunning is much worse than dazing, and domination is somewhat rare. This is a great item, since stunning is a huge problem for most characters. The only weakness is that it only applies to attacks that target will. The Circlet of Arkhosia is generally better, since it applies to all dazing, stunning and dominating effects.

Mask of the Eye Leech (8+ D369) A daily  blinding power isn't bad, but it has a good chance of missing.

Crown of Infernal Legacy (9/19 AV) Provides tieflings a small damage boost in every encounter. Nothing too exciting, but it adds up after a while.

Headband of Intellect (10+ AV) +1 to all psychic attacks! Any character that primarily uses psychic attacks should get this item. The item also grants a bonus to monster knowledge checks and has a mediocre daily. The higher level versions do not improve the attack bonus, so there’s little need to upgrade.

Helm of Heroes (10+ PHB) Turn a granted basic attack into a standard action, 1/day. Warlords can use this to set up a crazy nova turn. The higher level versions offer some miscellaneous improvements, but all you really care about is the daily power, so you may as well stick to the heroic version.

Laurel Circlet (10+ AV) +1 to all charm and illusion attacks! If you have a large number of attacks of this type, this is a must-have item. It also grants bonuses to diplomacy and insight, which is a nice plus. The higher level versions aren’t bad if you can take advantage of the skill boost, but the heroic version is definitely the best deal.

Circlet of Arkhosia (14+ PHBR: Dragonborn) Save  against stunning and dazing at the start of your turn. This gives you a  great chance of preventing two of the worst conditions in the game from  affecting you at all. Even if you fail your save, you still get to save  twice per turn. Stunning hurts everyone a lot, and this is the best  defense against it. The epic version also helps with domination, which isn't quite common enough to justify the price increase (but it's still a fantastic item).

Crown of Nature’s Rebellion (15/20/25 AV) An odd item that grants necrotic resistance. Resistance is powerful, but makes the daily somewhat useless. There are other good items that offer necrotic resistance, too, like the Skull Mask and Helm of Ghostly Defense.

Gibbering Lump (20+ AV2) Gives a bonus to will, but the bonus is smaller than a Circlet of Indomitability of a similar level. In return, you get to deal bonus damage as an encounter power. Since the power only triggers when your will is attacked, and not too many enemies attack will, I’d generally choose the circlet over this.

Head

Cannith Goggles (1 D365) +2 Perception is insane for such a cheap item. The daily power, which grants darkvision, will probably never get used, since it requires you to expend another power, but it's still there if you need it.

Reading Spectacles (2 AV) The ability to read any language could be useful, and this item is very cheap. At higher levels, there’s no excuse not to have a pair in your pocket.

Arcanist’s Glasses (3 AV) The best uses for Arcana are ritual casting and monster identification. In 4e, detecting magic just isn’t as useful as it was in previous editions.

Circlet of Second Chances (3 AV) Reroll a save once per day. This is a useful defensive power, and it comes at a great price.

Tongueworm (3 Khyber) A power that scales horribly, does only a little damage, and has a chance of dazing you. Garbage.

Helm of the Stubborn Mind (4 AV) A small, situational bonus to Will isn’t bad for this level, but you may as well just save up for a Circlet of Indomitability.

Circlet of Arcane Extension (5 AV2, Marjam’s Dream) Usually spells have sufficient range, and it’s not worth expending a daily power to increase it.

Command Circlet (5 EPG) Warforged only. I'm sure you can find a good use for telepathy, and it comes 20 levels earlier than the Telepathy Circlet.

Cynic’s Goggles (5 AV) Monsters that use illusions are somewhat rare, and an item just three levels higher gives the same bonuses to insight and perception, but for all circumstances.

Goggles of Aura Sight (5 AV) The encounter power seems intended to be used as a way to check on an ally’s status. However, its best use is to identify whether or not a target is elite, so you know whether it’s worth using a good power on. The bonus to heal isn’t too important, since heal DCs are generally very low.

Cat’s Eye Headband (6 AV2, Skin of the Panther) Light sources are cheap enough, and it’s hard to take advantage of only a single round of darkvision.

Helm of Exemplary Defense (6 AV2, Arms of War) This is only useful if your entire party is designed to make lots of opportunity attacks.

Phylactery of Divinity (6 AV) Religion is a useful skill, but Heal checks are easy enough that bonuses aren’t very useful.

Savage Mask (6 AV2, Tools of Zane’s Vengeance) Compared to a Circlet of Indomitability, this provides a better defense against area attacks and a worse defense against single-target attacks. Since single-target attacks are more common, this comes out behind.

Circlet of Authority (7 PHB) Solid bonus to Diplomacy and Intimidate, two useful charisma-based skills.

Crown of Leaves (7 AV) A bonus to both nature and insight. Useful, but I prefer the Diadem of Acuity, since Perception is usually more useful than Nature.

Helm of Vigilant Awareness (7 AV) Once per day, negate blindness. Blindness is a huge problem for melee and ranged attackers, so this is a solid item for its price.

Hunter’s Headband (7 AV) Have you ever actually foraged for food in D&D? I haven’t, but I suppose this might be useful for some campaigns.

Resplendent Circlet (7 AV2, Resplendent Finery) A penalty to enemy Insight is roughly equivalent to a party bonus to Bluff, which is not bad by itself. The encounter power that gives an ally combat advantage is good, too, even if combat advantage is easy to achieve. Two solid bonuses for a reasonable price translates to a strong item.

Eye of Deception (8 PHB) Stealth and Bluff are both useful skills.

Fey Blessed Circlet (8 AV2) If you have a good charisma, this will substantially boost your durability.

Gadgeteer’s Goggles (8 AV2, Gadgeteer’s Garb) If your DM likes using traps, this is a solid item for its price.

Sacred Mask (8 AV2) This is only useful if you can use multiple Channel Divinity powers per encounter, and even then it’s only useful against undead (who shouldn’t be a challenge if you can spend multiple Channel Divinity powers per encounter).

Starlight Goggles (8 AV) Just buy a torch.

Bear Headdress (9 AV2) Druids and wardens may find this useful, as it is slightly stronger than the Circlet of Indomitability while polymorphed.

Goggles of the Bone Collector (9 AV) Monster knowledge checks are useful, and the bonus is pretty large. The power isn’t very useful, though, since you can get all of that information with a monster knowledge check.

Cap of Water Breathing (10 AV) The ability to breathe under water is very handy for sea-faring campaigns. Anywhere else, drowning is just not a common enough threat to make this item worthwhile. The Ring of Aquatic Ability is better, and costs only a little more.

Circlet of Revelations (10 AV2, Caelynnvala’s Boons) If you have a drow ally, this is cheaper than Goggles of Night. If you have an eladrin ally, the bonus to saves against charms isn’t bad either.

Crown of Whispers (10 FRCG) +2 Diplomacy and Insight. Not bad, but there are a lot of other good skill-boosting helms at levels 7 and 8. Charisma-based characters also get a small bonus to attacks as a daily. Compares poorly to the Beryl of Catastrophe Avoidance.

Hat of Disguise (10 AV) This has been one of my favorite items since 3e. The ability to change your appearance at will has so many good uses. Plus, it’s pretty affordable, so it doesn’t hurt to carry one around just in case you need it.

Helm of the Flamewarped (10 AV) A daily power that adds a small amount of fire damage would be pretty weak by itself, but it’s situational and causes you to be dazed! The only reason to buy this item would be to give it to your enemies.

Karruuk's Circlet (10 Ashen Crown) A bonus to three skills (Arcana, History and Religion) is pretty good.

Shadowdancer’s Helm (10 AV2, Shadowdancer’s Garb) If you want to optimize Bluff and Stealth, the Eye of Deception is a better item, since its bonus lasts all day.

Circlet of Continuity (11 AV2) The bonus to saves against dazing and stunning is pretty nice by itself. If you have a lot of powers that require sustenance, though, then this is a very useful head item. It compares really poorly to the Circlet of Arkhosia, though.

Circlet of Mental Onslaught (11 AV) +1 Will is a solid defensive bonus, and this item costs only slightly more than a Circlet of Indomitability. On top of that, characters that attack with Int, Wis or Cha get a +1 bonus to attacks for 1 encounter/day. Very good for its price.

Helm of Vision Unclouded (11 AV2, Ayrkashna Armor) This is basically the same as the Diadem of Acuity, but it comes with a weak daily power. Save your money and get the cheaper item.

Mask of Slithering (11 AV) A daily dodge, plus the possibility of redirecting the attack to another enemy. You may not be able to use it against the attack you'd most like to, though.

Mask of the Impish Grin (11 PHBR: Tieflings) If you want a bonus to bluff, get the Gem of Colloquy.

Matrakk’s Lenses (11 AV2, Heirlooms of Mazgorax) A bonus to saves against blindness is useful, since it’s a dangerous condition. If allies have items from this set, it might also grant a better bonus than the Headband of Perception.

Charger’s Headdress (12 AV2, Aspect of the Ram) A fantastic item for chargers, possibly even better than a Horned Helm.

Crown of Equilibrium (12 AV2) Hand out lots of free saves over the course of the day. Obviously, this is most useful if you have a lot of powers that require enemies to make saves (such as area encounter powers that cause ongoing damage).

Crown of the Goliath Champion (12 D386) Thunder Resistance 10 isn't bad for this level. The encounter power can also save a decent number of hit points for a character with a lot of healing surges.

Helm of the Eagle (12 PHB) A solid bonus to perception is nice. The daily is not great though, so you can stick to the headband of perception.

Inquisitive Goggles (12 D380) A bonus to Perception and Insight is no better than the much cheaper Diadem of Acuity. The weak accuracy-boosting daily does not make up for the price difference.

Skull Mask (12 DMA2009) The bonus to Endurance and Intimidate isn't exceptional. But a daily dodge isn't bad, even if it only applies to attacks against Will.

Vortex Mask (12 D381) An automatic area pull could be useful for a defender, but it is a bit weak for a daily of this level.

Dread Helm (13 AV) A decent daily and a big bonus to Intimidate, at the cost of a penalty to Diplomacy. If you don’t care about diplomacy, this is a pretty good item, but not much better than most skill-boosting items.

Crown of the Brilliant Sun (14 AV2, Gifts for the Queen) Radiant specialists get more powers to choose from. Lightning specialists can become radiant specialists, and get a way to ignore resistance.

Factotum Helm (14 AV) A nice item for games where skill checks come into play a lot. I’ve run into a number of situations where nobody in the party was trained in a badly needed skill.

Golden Crown of Battle Command (14 AV2, Regalia of the Golden General) Some Warlords grant a lot of free attacks. Boosting their accuracy and damage is fantastic.

Helm of Able Defense (14 AV2, Panoply of the Shepherds of Ghest) You get a bonus to all defenses until you are hit. If you are optimizing defenses, or have a large number of interrupts that can block attacks, this is incredible. On top of this, you get an always-useful bonus to Will.

Mask of Terror (14 AV) As a daily power, you get a minor debuff. Nothing exciting.

Mask of Terrors (14 D365) Not to be confused with the level 14 Mask of Terror. A daily push is weak, and the bonus to Intimidate is no better than the level 7 Circlet of Authority.

Mask of the Vengeful Spirit (14 AV2, Raiment of the World Spirit) Two weak status effects is not worth a daily power.

Pennant Helm (14 AV2, Arms of Unbreakable Honor) As a daily power, all your allies can spend a surge (at the cost of one of your surges). Leaders love this, but it is great for anyone with a reasonable number of surges. On top of this, you get a solid +1 Will.

Ruby Lenses (14 D365) +2 Perception is worse than the level 11 Circlet of Authority, and a daily pull is weak.

Tenebrous Mask (14 AV2, Raiment of Shadow) An encounter power that improves accuracy is solid, but you aren’t going to run into concealment in every encounter. If you really want to get around concealment, buy Gloves of Accuracy.

Carcanet of Psychic Schism (15 AV) +1 Will is pretty good, and the ability to negate being stunned is a useful power, despite its drawbacks. The Circlet of Arkhosia provides a much better defense against stunning, though.

Reaper’s Helm (15 AV2, Reaper’s Array) More accuracy is always useful, but it is pretty situational. Consider getting Gloves of Accuracy instead.

Blasting Circlet (16 AV) A weak, dex-based daily power. All it does is a bit of damage.

Chimera Headdress (16 AV2) The resistance power is the only one worth using, so you can completely ignore the other two. Only getting the resistance for one encounter per day is annoying, but being able to choose the resistance type is pretty nice.

Crown of Eyes (16 AV) Flanking is pretty easy for enemies to achieve, and some monsters are devastating when they get combat advantage. This item makes you immune to flanking, which will frequently come in handy.

Headband of Insight (16 AV) A bonus to insight by itself isn’t that great. Plus, insight is a reactive skill, so the power is almost impossible to use effectively.

Headband of Psychic Attack (16 AV) A daily daze power. Nothing exciting.

Helm of Hidden Horrors (16 AV) Slightly cheaper than a Circlet of Indomitability. You get a smaller bonus to Will in exchange for a weak, pure-damage daily. No real reason to get this.

Inquisitor’s Helm (16 AV) As a daily, you have a chance of prying one fact from a target’s mind. I’d stick to rituals or intimidation over this.

Leader's Helm (16 Revenge of the Giants) Resistance to cold and fire every time you heal an ally is potentially useful, but not much better than an item that grants continuous resistance. The daily power provides a decent attack bonus if you have been given a number of unique items as part of the campaign.

Mask of Tears (16 AV2, Relics of the Forgotten One) An average healing power. At this level, you can do better.

Circlet of Rapid Casting (17 AV) Arcane casters get an extra minor action, 1/day. Some builds which are starved for minor actions may find this useful.

Crown of Command (17 PHB) Solid bonus to Diplomacy and Intimidate, two useful charisma-based skills.

Eye of Watchfulness (17 D386) See invisible creatures as a property. Can be useful against certain lurkers.

Goggles of the Hawk (17 AV) If I understand this item correctly, then you can see what’s happening in other countries, as long as you get a good vantage point. It is worthless in combat, but in some campaigns it could find a lot of use. You might want to carry it around in your pack and only take it out when you need it.

Grimlock Helm (17 AV) Makes lurkers much less of a threat for one encounter per day (and lets you ignore concealment). It doesn’t come at a bad price compared to other items of this nature. Eyes of the Dragon are much better, but cost a bit more.

Crown of the World Tree (18 AV) Roughly equivalent to a +4 bonus to all ritual-related skill checks. Very useful for a ritual specialist, since it stacks with other items which boost rituals.

Basilisk Helm (18 PHB) If it’s already attacking you, there’s little point in immobilizing an enemy.

Circlet of Clear Thought (18 D365) A tiny bonus to insight and a daily, situational saving throw sound more appropriate for a heroic-tier item.

Cyclops Helm (18 AV2) The perception bonus isn’t bad, but the daily power is a bit situational, and not even terribly useful. Compares terribly to the Eyes of the Dragon.

Helm of Swift Punishment (18 AV) Make an extra melee basic attack once per day, on an opportunity attack. Pretty bad, even if your opportunity attacks are fantastic.

Mask of the Matriarch (18 Demon Queen Enclave) The bonus to Intimidate is unimpressive for this level. But the daily dodge is nice, especially since it can trigger multiple opportunity attacks against the attacker.

Eye of the Earth Mother (19 AV) The property is pretty useless, since the information you learn should be obvious anyway. The daily power dominates a target, though, which is strong even for a standard action power.

Hood of the Wolf (20 D364) A large bonus to Insight, Perception and Intimidate would be good by itself, even though few characters use all three skills. Darkvision on top of that is pretty nice for a stealthy character. The daily isn't bad, either- it allows you to easily deal with a single lurker. Three good bonuses; none of them are exceptional, though, and few characters can really take advantage of all of them.

Sun Sphere (20 AV2, Offerings of Celestian) A bonus to Will isn’t bad, and if you have a good strength score, you can get some reasonable extra damage. Better for close-ranged Cosmic Sorcerers.

Trickster’s Mask (20 AV) Roughly the equivalent of +4 to stealth and thievery. Not bad, but a little pricy. Stealth specialists like this because it leaves very little chance of completely failing a stealth check, and it stacks with other stealth bonuses.

Coif of Focus (21 AV) A huge +5 bonus to saves vs stunning and dazing is a huge benefit, as is the daily power which negates these effects. However, the Circlet of Arkhosia is clearly better.

Essence of the Wisp (21 AV2) +2 Will is pretty nice, considering that this only costs slightly more than the Circlet of Indomitability. On top of that, you can pull enemies at will when they make ranged attacks against you. This is especially nice for defenders.

Eye of Discernment (21 AV) The bonus to both Insight and Perception isn’t bad, but the real draw is immunity to blindness. It’s not the most common status, but it’s one of the most annoying. Less useful to characters with lots of bursts and blasts.

Ioun Stone of Adaptation (21 MotP) No longer needing to eat, drink or wear sunscreen is awesome, but it is impractical. The Ioun Stone of Sustenance is cooler anyways. Ending ongoing damage as an encounter power is pretty good, but doesn't stand out at this level.

Ioun Stone of Sustenance (21 AV) No longer needing to eat, sleep or breathe is awesome. It’s not very practical, though, and is simply not worth the price for most games.

Circlet of Portals (22 MotP) If portals play a huge role in your game, this could be a powerful item. I can't imagine it would be useful enough to justify its price, though.

Helm of Ghostly Defense (22 PHB) Solid resistance to a common damage type, plus insubstantial for 1 turn in every encounter. That’s a good combination of defensive bonuses.

Ioun Stone of Perfect Language (22 AV) Whoa. A big +5 bonus to all charisma-based skill checks, and the ability to speak and understand every language? If your character prefers to solve problems through words, then this is just about the best item you could buy.

Circlet of the Urbane (23 D371) The equivalent of +4 to Diplomacy, Insight and Streetwise, and it stacks with other bonuses. Pretty good. It also provides a daily power and a save bonus that help protect against a wide variety of attacks.

Eye of Awareness (23 AV) It’s priced only slightly higher than a helm of indomitability, and it gives a huge +5 initiative bonus on top of the +2 to will. Very solid bonuses.

Eyes of the Dragon (23 D365) A huge bonus to Perception, and Blindsight for an encounter per day. Two awesome bonuses which perfectly counter many Lurkers.

Ioun Stone of Steadfastness (23 AV) The bonuses are incredibly situational. The price of this item is ridiculous for what it does.

Lenses of the Luminary (23 AV2) Truesight for one encounter per day will help against lurkers, and the perception bonus is solid. Darkvision is useful, too. Eyes of the Dragon are better for most characters.

Pheonix Helm (23 PHB) A solid bonus to perception is nice. The daily is weak, though. Compares very poorly to Eyes of the Dragon.

Ioun’s Flame (24 AV2, Relics of Creation) +8 to all knowledge checks is an insane bonus, and this is on top of a solid +2 to Will.

Halo of Fallen Stars (25 PHB) Bonuses to heal, nature and religion are useful for a ritual-caster, and a daily blinding effect isn’t a bad bonus. If you’re only interested in ritual-casting, though, consider saving some money and getting the Crown of the World Tree.

Ioun Stone of Regeneration (25 AV) Surge-free healing is useful, as always.

Telepathy Circlet (25 AV) Is telepathy really that useful? I guess if your DM is really strict about talking during combat, it could come in handy, and it does have its uses outside of combat, but for general communication purposes, I’d take the Ioun Stone of Perfect Language.

Clockwork Cowl (26 AV) A big bonus to initiative is nice, but the real draw is the daily, which grants two extra standard actions. These can’t be used to attack, but any build which has a large number of standard action utility and item powers should consider this item.

Eye of the Basilisk (27 AV) Petrification isn’t common enough for immunity to be valuable, and the daily power is very situational.

Firebird (27 AV2) Only spell-casting fire specialists will consider this, as it gives them a solid item bonus to damage. They will also benefit from dealing damage to enemies that make ranged attacks against them.

Iron of Spite (27 PHB) A huge bonus to intimidate and arcana would be good by itself, since both are useful skills. But this also causes damage to every enemy that attacks you in melee. Very good for a character on the front lines who can also take advantage of the skill bonuses.

Mirrored Mask (27 AV2, Mirror of Nessecar) The defensive bonuses are solid for a ranged attacker.

Crown of Stuttered Time (28 AV2, Time Wizard’s Tools) The bonus to Will is pretty good, and Phasing for an encounter might be useful. Just don’t count on the power to actually reduce the damage you take overall.

Ioun Stone of True Sight (28 PHB) The daily power comes with an annoying sustain clause. And at level 28, it’s very expensive. However, perception and insight are fantastic skills, so the bonuses to them won’t go to waste. Eyes of the Dragon are generally better, but they lack the Insight bonus.

Crown of Victory (29 AV2) Spending more action points is valuable, but the item doesn’t give you more action points to spend. Highly overpriced. Strictly inferior to a Charm of Abundant Action, which doesn’t take up an item slot.

Quickening Diadem (29 AV) Makes dazing only a minor inconvenience, and makes stunning at least a little less painful. The Circlet of Arkhosia offers significantly better defenses against these statuses though, and come at a much cheaper price. This item also has a reasonable daily, which gives you an extra move action.

Bronze Serpent (30 AV) Poison resistance is useful, and two big skill bonuses are nice, although heal and endurance aren’t the most important skills. Unfortunately, this item is just way too expensive.



Rings

Rings have a few unique characteristics. Most obviously, you have two slots for rings, instead of just one. Normally, this doesn’t have a big effect, since you’ll just pick up your second favorite ring in addition to your top choice. However, a few rings stack with themselves, so it is occasionally useful to have two of the same ring.

Many rings have a daily power which becomes stronger once you reach a milestone. Obviously, you’ll want to wait until you reach a milestone before using the power. This usually isn’t a big problem, but it does make situational rings even more situational.

There are also no rings available until paragon tier, which means that if you are short on gold, you may not be able to fill your ring slots. This makes rings the only item slot sometimes worth leaving empty.

Rings also have some strange balance issues. Many rings offer similar bonuses to items from other slots that are available 10 levels earlier. These rings are overpriced and underpowered. However, a few rings, especially those at epic levels, are incredibly overpowered. This leads to a situation where there are plenty of rings to choose from, but only a few are viable options.

There are not many good low-level rings available. Many characters will just end up taking the Grace Ring of Salvation, Ring of the Dragonborn Emperor, War Ring, Ring of Protection, Stone Band and/or Ring of Shadow Guard. At higher levels, though, there are some fantastic defense-boosting rings, and some rings that provide huge attack bonuses to certain characters.

There are also a number of Grace Rings in the Adventurer’s Vault 2. These all have powers that trigger when you spend a turn without attacking. Normally, these are pretty weak, but if you have a lot of good uses for standard actions that don’t involve attacking, they are worth considering. Most of them are still weak, though.


Rings

Watcher's Signet (11 DMA2009) A bonus to Stealth as an encounter power is less useful than a persistent bonus. This is as cheap as rings come, though.

Psychic’s Ring (12 PHB3) Telepathic communication is cool, but is not needed very frequently. At least it is cheap, for a ring.

Purple Dragon Commander's Ring (12 D365) Two absurdly situational daily powers (of which you can only use one per day).

Ring of Giants (13 D378) Extra damage for crit fishers. Generally gives a bigger bonus than War Rings. Scales up nicely with level, too, and multiple Rings of Giants stack with each other. Primal characters also get a weak daily, but it's not too important.


Ring of Uncanny Judgment (13 D381) A small bonus to insight, and the ability to locate marked targets (which could be useful against lurkers). Not terrible for a low-level ring.

Cherished Ring (14 AV) The bonus to Diplomacy isn’t terrible, but the power is never going to hit.

Eladrin Ring of Passage (14 Trollhaunt) A bonus to distance for teleportation specialists. Better for Eladrin.

Grace Ring of Lightning (14 AV2) A bonus to saves against stunning isn’t bad, but is inferior to a Ring of Protection. Even if you have a good use for a standard action that does not require making an attack, the extra damage from the encounter power is pretty small.

Grace Ring of Salvation (14 AV2) If you are ever stunned (save ends), the power will trigger and make it almost certain that you will not be stunned next round. This is one of the best defenses against stunning in the game.

Grace Ward Ring (14 AV2) A bonus to saves against stunning isn’t bad, but is inferior to a Ring of Protection. Even if you have a good use for a standard action that does not require making an attack, pushing an enemy a short distance is not going to have a big effect.

Iron Ring of the Dwarf Lords (14 PHB) The daily power is pretty situational. However, it is hard to complain about an extra healing surge.

Magician’s Ring (14 AV) Hedge Wizard’s Gloves provide a similar bonus for a much lower price.

Primordial Ring (14 Dng159) Variable resistance for an encounter per day can prevent a decent amount of damage.

Ring of Brotherhood (14 AV) Normally only useful if you plan to split the party. However, they may also be useful if one character has more surges than he needs, and wants to give them to another party member.

Ring of Calling (14 AV) If an ally uses a lot of teleportation powers, he probably won’t start next to you very often, making the property less useful than it looks.

Ring of Feather Fall (14 AV) This could be useful item. It opens up new movement options, such as jumping from rooftops.

Ring of Fireblazing (14 AV) The daily is not worth a standard action, and the property doesn’t do anything that couldn’t be accomplished with simple flint and steel.

Ring of Fury (14 D366) A small bonus to Intimidate, and two free melee basic attacks per day. Not a bad amount of nova damage.

Ring of Invigoration (14 DMA2009) A small bonus to Endurance, and a daily healing power. Okay, but nothing special.

Ring of Mental Power (14 PHB3) Psionic classes can do good things with an extra power point per encounter. A daily reroll is also excellent.

Ring of Perfect Grip (14 AV) Is being thrown off cliffs really that frequent a problem for you?

Unvanquished Grace Ring (14 AV2) A bonus to saves against stunning isn’t bad, but is inferior to a Ring of Protection. Even if you have a good use for a standard action that does not require making an attack, the encounter power is too situational.

Alliance Band (15 AV2) Dwarves and other characters with an incentive to use their second wind can grant a nice amount of surge-free healing.

Crown of the Dream King (15 AV2) Illusion and psychic powers aren’t all that common. Blocking one attack per day isn’t bad, but you can’t count on the power being triggered.

Premonition Ring (15 AV) Perception and Initiative are both useful, but the bonuses are pretty small.

Ring of Aquatic Ability (15 AV) In an aquatic campaign, this item is a must. Otherwise, you can skip it, but it might be worth keeping one in your pack.

Ring of Freedom of Movement (15 PHB) Immobilization (Save Ends) can completely ruin some characters, so this will give you a bit of a safeguard against this situation. Boots of Free Movement are much cheaper, though.

Ring of Many Forms (15 AV2, Raiment of the World Spirit) Balanced druids can get attack bonuses pretty often from this item.

Ring of Shadow Travel (15 AV) The bonus to stealth is small, and a daily teleport is nothing special.

Ring of Sympathy (15 AV2) These rings could provide a lot of free saves, but only if the whole party is wearing them.

Ring of the Dragonborn Emperor (15 AV) Characters with a lot of close attacks get a strong item bonus to damage, and almost certainly want this item. The daily grants an extra use of an encounter power, usable outside of your main turn, which is powerful for anyone.

Ring of the Zealous (15 AV2) Turn Undead is too situational a power to be worth optimizing.

Chameleon Ring (16 AV) The bonus to stealth is small and situational for an item of this level.

Cognizance Ring (16 AV) Provides a reasonable defense against mind-affecting attacks. Unless you are planning to raid a Mind Flayer lair, a Ring of Protection is a more reliable choice.

Death Spiral Ring (16 AV2) Necrotic resistance on an item normally wouldn’t be bad. However, the amount of resistance is small compared to the Bone Rings and the Ring of Shadow Guard, all of which are only a few levels higher.

Ring of Eladrin Grace (16 AV2) A bonus to saves against stunning isn’t bad, but is inferior to a Ring of Protection. A free teleport in every encounter is nice, though, as long as you have a good use for a standard action that does not require making an attack.

Ring of Forgetful Touch (16 AV) Only the most creative players could find a good use for the power. +1 to Bluff is the kind of bonus you expect to see on only the lowest level items.

Ring of Personal Gravity (16 AV) Defenders can ensure that nothing moves until you say so, for one encounter per day. This would be very powerful, except that it also applies to you. Still, it can be useful, and reducing forced movement isn’t a bad property.

Ring of Tactical Brilliance (16 AV2, Regalia of the Golden General) Warlords that have a lot of shifting powers will regularly give their allies some very nice bonuses to defense.

War Ring (16 AV) Crit fishers get a nice damage bonus. It might be worth wearing 2 War Rings, since they stack. The Ring of Giants is usually superior, though, especially at higher levels.

Banquet Ring (17 AV) Poison isn’t that common by this level. Plus, the bonus doesn’t work on poison attacks that target AC.

Champion's Ring (17 Revenge of the Giants) If you or your allies are specialized in an energy type, you get a considerable amount of extra damage for one encounter per day. If you have some unique items, you also get a big bonus to defenses while bloodied.

Ring of Arcane Information (17 AV) Detecting magic isn’t as useful in 4e as it was in previous editions. It’s certainly not worth spending so much money on.

Ring of the Radiant Storm (17 AV2, Gifts for the Queen) Radiant and lightning specialists get a substantial damage boost. On top of this, they get to make a daily power reliable.

Ring of Protection (17 PHB) +1 to saves, and block one attack per day. Great defensive item.

Ring of Retreat (17 AV) Characters with at-will teleportation get a hefty bonus to mobility. The daily power can prevent a TPK. Not bad. The Eladrin Ring of Passage provides the same mobility bonus, though, and comes cheaper.

Ring of the Warforged (17 D380) A decent amount of extra hit points per day. Using warforged components isn't all that useful, but it's a nice perk.

Ring of Unwelcome Gifting (17 AV2) Ongoing damage is common, and resistance has a big effect on ongoing damage. However, the resistance this ring grants is just too low. The daily is pretty worthless, situationally adding a small amount of damage to one of your weakest attacks.

Ring of Vigilant Defense (17 AV) Total defense is only worth using as a last resort, and the daily power is pathetic.

Stone Band (17 AV2) A solid ring for anyone on the front line. Criticals are common enough that the damage resistance will come in handy. The daily power is very impressive, granting Resist 5 for an entire encounter. The only downside is that it requires sustenance.

Stormcatcher Ring (17 AV2) Resistance to both lightning and thunder is powerful, even if the daily is too situational. Also consider the Ring of Shadow Guard, which covers more common damage types.

Bone Ring of Better Fortune (18 AV) Necrotic attacks are fairly common, and this provides an impressive defense against them. The Ring of Shadow Guard is probably better, since it also protects against cold.

Face-Stealing Ring (18 AV) This is honestly a very cool item. However, a much cheaper Hat of Disguise can accomplish essentially the same thing. The only advantage this has is that it also changes your voice.

Ring of Draconic Zeal (18 D365) Almost strictly inferior to the Ring of Fury.

Ring of Dread (18 AV) Intimidate is a useful skill, but the bonus is tiny.

Ring of Invisibility (18 PHB) Invisibility for 1 round/day and a small bonus to stealth is not that great for an item of this level.

Ring of Ramming (18 AV) If you are specialized in pushing, the property is useful, even if the daily is still worthless. Gauntlets of the Ram do basically the same thing and come 10 levels earlier, but at least they stack. You can even stack two Rings of Ramming together.

Ring of Shadow Guard (18 AV) Cold and necrotic damage are both common, so the resistances are likely to come in handy. The daily is pretty useless, though.

Ring of Sorrows (18 AV2, Relics of the Forgotten One) If you have a lot of fear powers, you want this bonus to your attack rolls. It even applies to your allies, too. The daily power is useless, but who cares? This is a fantastic item for certain characters. Just bear in mind that many monsters are immune to fear, and few parties will really be able to take advantage of this item.

Ring of the Fallen (18 AV2) This item will save a lot of surges over the course of the day. It has little use in battle, though. Best if you have a high constitution.

Ring of the Protector (18 AV) Like the Ring of Brotherhood, but with a more situational daily power.

Traveler’s Ring (18 AV2) Streetwise isn’t the most useful skill in the world, and it’s probably not one you’d like to optimize. The bonus is pretty good, though.

Amethyst Ring of Invisible Eyes (19 AV) Line of sight isn’t generally useful without line of effect.

Bone Ring of Preservation (19 AV) Comparable to the Bone Ring of Better Fortune. The property probably stops more damage, but the daily is more situational. The Ring of Shadow Guard is probably better, since it also protects against cold.

Death Song Ring (19 AV2) You shouldn’t be dying often enough for this ring to be useful.

Foe Binder Ring (19 D381) When you mark an enemy, it can no longer use area attacks to get around triggering your mark.

Grace Ring of Prowess (19 AV2) A bonus to saves against stunning isn’t bad, but is inferior to a Ring of Protection. An extra attack bonus every encounter is nice, though, as long as you have a good use for a standard action that does not require making an attack.

Ring of Spectral Hand (19 AV) I’m assuming that using a power through this ring still costs its normal action. If that is not the case, this ring is much better, granting an extra standard action per day. The radiant resistance is unlikely to have much use, since few enemies deal radiant damage.

Ring of True Seeing (19 PHB) The bonus to perception is small, and the daily is situational.

Shadowfell Signet (19 AV2) Yet another ring of necrotic resistance. Characters that value mobility may prefer this over the others. The Ring of Shadow Guard is probably better, though, since it also protects against cold.

Star Ruby Ring (19 AV) The Diplomacy bonus is tiny for an item of this level.

Ring of Action Reversal (20 AV2) A big initiative bonus is solid, and so is saving a use of a missed encounter power.

Ring of Agile Thought (20 AV2) It’s hard to complain about big bonuses to Diplomacy and Will, even if it does take some time for the Will bonus to kick in. As an added bonus, you also get some extra defense against stunning.

Ring of Dimensional Escape (20 MotP) A bonus to teleportation speeds. I'd take the cheaper Eladrin Ring of Passage or Ring of Retreat over this.

Ring of Enduring Earth (20 AV2) It’s hard to complain about big bonuses to Endurance and Fortitude, even if it does take some time for the Fortitude bonus to kick in. The daily is pretty situational, though.

Ring of Flight (20 PHB) Fly for 2 rounds each day. Pretty weak for its price.

Ring of Spell Storing (20 AV) An extra use of an arcane encounter power may be worth spending an action point. The power will be less accurate than if cast with an implement, though. The Ring of Wizardry is better, unless multiple arcane characters want to trade powers.

Ring of Unfettered Motion (20 AV2) It’s hard to complain about big bonuses to Acrobatics and Reflex, even if it does take some time for the Reflex bonus to kick in. The daily isn’t bad for purely melee characters who are vulnerable to immobilization.

Ring of Heroic Insight (21 AV) The bonus to insight is small for an item of this level. The daily power is nothing special.

Ring of Heroic Health (21 AV2) Surge-free healing is useful. However, the power requires a standard action to use.

Ring of Influence (21 AV2) This might be useful for diplomatic characters, but the skill bonus is pretty small.

Ring of Tenacious Will (21 AV) Characters with a high charisma suddenly have more surges than many defenders.

Ring of Traded Knowledge (21 AV2) By epic levels, you shouldn’t be using at-will powers much. Besides, at-will powers don’t tend to be situational, so the ones you already have are probably fine. Psionic characters have much more powerful at-wills, though, and can make very good use of this ability.

Ring of Wizardry (21 PHB) A bonus to arcana is solid, but the ability to regain an arcane encounter power is excellent for some characters.

Rom Kala’s Tideshield Ring (21 AV2, Rings of the Akarot) Unless you plan on raiding the Elemental Plane of Water, the property will rarely come into play, and the daily power is very situational.

Blink Ring (22 AV) Lots of extra mobility for one encounter per day may be worthwhile for some characters. The small bonus to thievery doesn’t hurt either.

Farndak’s Glittering Ring (22 AV2, Rings of the Akarot) If your allies are wearing Rings of the Akarot, this adds a substantial amount to your surge value.

Luminary Ring (22 AV) Leaders with Charisma will appreciate the ability to heal allies from a greater distance, and the power is impressive if combined with certain dailies.

Ring of Fey Travel (22 AV) Extra speed is nice for lightly-armored characters, but a bit overpriced.

Greater Ring of Invisibility (23 AV2) There’s a lot you can do with 2 rounds of invisibility in every encounter. Once you hit a milestone, you can also get concealment for the remainder of the encounter, making it a lower-level version of the Shadow Band. You also get a huge bonus to stealth. Rogues, stealthy characters, and characters optimizing defense can’t do much better than this.

Ring of Adaptation (23 AV) The daily power can prevent a lot of damage from some encounters. It’s a bit weak for this level, though.

Ring of Hrundar’s Halls (23 AV2, Rings of the Akarot) Dungeoneering isn’t the greatest skill, and while there’s a lot you can do with a huge slide, it is weak for a daily power.

Ring of the Risen (23 AV2) Surge-free healing is never bad, but by this level it isn’t great either. Consider the Ring of the Phoenix instead.

Golden Ring of Teros (24 AV2, Rings of the Akarot) If you are optimizing defenses, this ring is mandatory, as long as you have a healer who can keep you unbloodied. As an added bonus, you get Resist 5 for an encounter each day.

Ring of Battlements (24 AV2) If you can get cover regularly, this might be worthwhile. However, there are so many good defensive rings by this level that this falls behind.

Ring of Focus (24 AV2) If you have a lot of powers that require sustenance, the power could be useful, and a bonus to Will is never bad.

Ring of Regeneration (24 PHB) The regeneration is situational, but surge-free healing is never a bad thing.

Ring of the Ghost Knight (24 D365) Pretty cool item. For an encounter per day, you gain concealment and conjure a knight with a decent attack, which is usable as a minor action. If you want concealment, though, the Greater Ring of Invisibility and Shadow Band are better.

Ritualists’ Ring (24 AV) You need to cast a lot of rituals to recoup the cost of this item. The bonus to ritual-related skills isn’t great, either.

Gargoyle Ring (25 AV) The benefits are too situational for such an expensive item. Petrification isn’t terribly common (and there are rituals to deal with it), and the standard action daily is only worthwhile as a last resort.

Haggaron’s Ring of Control (25 AV2, Rings of the Akarot) The bonus to Bluff and Diplomacy is solid, and the daily power, which can automatically dominate a dazed enemy, is very powerful.

Sorrowsworn Ring (25 AV) An intimidate bonus is nice, although it is a bit low for its level. Darkvision is useful for stealthy characters, but most of the time it’s better to just use a light source. The daily power grants only a moderate amount of extra durability. None of these bonuses are exceptional, but taken together, they are not bad.

Bloodshard Ring (26 AV2, Mirror of Nessecar) A surge worth of free healing is good, but a little tame for an item of this level. The property basically cancels itself out. Consider the Ring of the Pheonix instead.

Kartan’s Void Ring (26 AV2, Rings of the Akarot) Extra damage and healing when you drop a target. Good for strikers, especially against minions.

Ring of Guarded Will (26 AV2) A big bonus to Will is nice, but can’t compare to the defensive bonuses of other rings.

Star Opal Ring (26 PHB) Increases speed. Basically does the same thing as boots of a much lower level. But there’s a lot of competition for the boots slot, so this might be worthwhile, despite its price. Lightly armored characters should consider a Ring of Fey Travel instead.

Avandra’s Ring (27 AV2, Relics of Creation) If immobilization ruins your character, this could be useful, but it just doesn’t seem worth the price, especially with the Ring of Freedom of Movement available 12 levels earlier.

Ring of Khirad (27 AV2, Points of the Constellation) A strong bonus to Perception and Insight is a good start. The ability to see invisible creatures all the time, and a daily to help your allies do the same, will make dealing with many lurkers trivial.

Ring of the Phoenix (27 AV) Fire resistance is always useful. The daily can save you from death, and also provides a small amount of surge-free healing. A nice package, despite its price.

Shadow Band (27 AV) Concealment is worth +2 to all defenses against melee and ranged attacks, making this one of the best defensive items in the game. Stealthy characters find it even more useful, never needing to worry about leaving a hiding place again. If that wasn’t enough, you also get invisibility for an entire encounter per day.

Ring of Elemental Mastery (28 MotP) Resist 5 to an energy type that can be changed each encounter is pretty good, but by this level there's another ring that grants Resist 5 All as a property. The real benefit of this item is for characters specialized in a single energy type. They gain the ability to ignore all resistance to their attacks once they hit a milestone.

Ring of Fearlessness (28 AV2) Fear attacks aren’t all that common. Besides, haven’t you seen all the other great defensive rings at this level?

Ring of Windows (28 AV2) If you can teleport multiple times per turn, this ring can add some battlefield control. Ultimately, though, it’s just too expensive.

Opal Ring of Remembrance (29 AV) Int-based characters should always take this item, since a +2 bonus to all attacks is unbelievable. On top of that, you get a solid +4 bonus to all int-based skills. Arcane characters also gain the ability to reuse an encounter or daily utility power. Even arcane characters without int-based attacks will find this useful, but for int-based attackers, this is simply amazing.

Ring of Free Time (29 AV2, Time Wizard’s Tools) Resist 5 is an incredible property. On top of that, you get an extra minor action per round once you hit a milestone. Some characters have a lot they can do with minor actions, and for them, this item is incredible (though it's obviously good for anyone).

Dauntless Champion’s Ring (30 AV2) This is one of the few ways to regain a daily attack power. This might be worthwhile for some characters, despite its price. Unfortunately, you don’t get to choose which power you regain.

Greater Ring of Spell Storing (30 AV) An extra use of an arcane encounter power may be worth spending an action point. The power will be less accurate than if cast with an implement, though. The Ring of Wizardry and Opal Ring of Remembrance are probably better.

Nullifying Ring (30 AV) The Ring of Protection’s bigger brother. The bonus to saves is huge, making it a solid choice despite its high price.



Tattoos

Tattoos are a new item slot from the Adventurer’s Vault 2. It’s just as strong as any other item slot, so you will want to make sure it is filled. Defenders and other front-line warriors get the most benefit out of tattoos. Other characters can still get a big advantage out of a Demonskin Tattoo or an Eager Hero’s Tattoo.

Tattoos of Blood are triggered when you are bloodied, or a critical hit is scored against you. They are best for characters on the front lines, especially defenders.

Tattoos of Bond are best when the entire party has the same tattoo. Normally, they are not worth the trouble, but a few of them potentially have very powerful effects.

Tattoos of Heart are best for characters that spend a lot of healing surges. Normally, this makes them best for defenders.

Tattoos of Spirit usually provide benefits when you spend an action point. They are useful for anyone, but their effects tend to be a bit weaker.


Scaling Tattoos

 Pierced Heart Tattoo (2+ D380) Dwarven Barbarians get a decent bonus to attacks and  damage each encounter. The attack bonus doesn't scale, though.

Demonskin Tattoo (3+ AV2) Gives you a nice amount of extra durability in encounters where energy damage is common.

Fireheart Tattoo (4+ AV2) Extra temporary hp are nice, but the Eager Hero’s Tattoo will provide more over the course of the day.

Tattoo of Arcane Blood (4+ AV2) Just a situational and mildly damaging encounter power. Only the epic version deals enough damage to make it worth considering. The Backlash Tattoo will almost always be better.

Tattoo of Vengeance (5+ AV2) If an enemy scores a critical hit on you, you get a big damage bonus against it for the rest of the encounter. A little situational, but excellent against solos. The Strikeback Tattoo is usually a bit better value, unless you have a lot of multi-attacks.

Tattoo of the Wolverine (7+ AV2) Only a small bonus to one attack per encounter.

Fleet Hero Tattoo (8+ AV2) Sometimes you need just a little extra speed, so this tattoo can come in handy. The bonus is pretty small, though, especially compared to foot slot items. The epic version is completely inferior to the Greatwing Tattoo.

Ironheart Tattoo (8+ AV2) A character that regularly needs healing will get a nice amount of resistance on a regular basis. The Strongheart Tattoo is almost strictly superior.

Strongheart Tattoo (8+ AV2) Provides a lot of free healing to a character that takes a lot of damage.

Twining Scorpion Tattoo (8 D380) For Barbarians, this is comparable to the  Tattoo of Vengeance and the Strikeback Tattoo.

 Eager Hero’s Tattoo (10+ AV2) Provides a lot of free temporary hit points to a character that takes a lot of damage.

Breakchain Tattoo (13+ AV2) Short-ranged characters are really hurt by immobilization. This item makes the condition a bit less problematic.

Tattoo of the Shared Heart (14+ AV2) For a party of dwarves, everyone should consider getting this tattoo, since it will provide a lot of free healing.

Greatwing Tattoo (18+ AV2) Flight is sometimes useful, but it won’t occur very often. Compares poorly to many foot slot items.


Tattoos

 Escape Tattoo (3 AV2) The ability to teleport is good for teleportation specialists. It’s triggered by a critical hit, though, and may not actually be useful when it is triggered.

Cosmic Cycle Tattoo (6 D381) Gives Cosmic Sorcerers an easy way to switch phases, but Second Wind is still not usually worth a standard action in combat.

Distracting Tattoo (6 AV2) Marks aren’t so common or problematic that this tattoo is necessary.

Tattoo of Bonded Defense (6 AV2) If the whole party gets this tattoo, you can get some nice mobility boosts. The Quick Step Tattoo is better, since you have more control over when the power is triggered.

Tattoo of Bonded Escape (6 AV2) If the whole party gets this tattoo, you can get some nice mobility boosts. The Quick Step Tattoo is better, since you have more control over when the power is triggered.

Long Battle Tattoo (7 AV2) A character that needs a lot of healing gets nice bonuses to damage with daily powers. Normally doesn’t come into play often enough to be worthwhile, but it’s good for characters with daily powers that allow you to attack over and over again (such as summoners).

Quick Step Tattoo (7 AV2) If the whole party gets this tattoo, you can get some nice mobility boosts.

Tattoo of the Unlucky (7 AV2) Comparable to the Long Battle Tattoo, but only provides a bonus to daily powers that have an effect on a miss.

Curse Eye Tattoo (8 AV2) Not bad if you have a lot of attacks that have effects that end on a save, especially if you have other ways of inflicting penalties to saving throws. However, enemies can always choose to save against the tattoo’s effect first, frequently making it useless.

Storm Torc Tattoo (8 D381) Storm Sorcerers get a chance of activating a situational ability whenever they spend an action point. Garbage.

Tattoo of the Escape Artist (8 AV2) As soon as you take a critical hit, you gain crazy mobility for the rest of the encounter. Especially good for teleportation specialists. It doesn't always trigger when you need it, though.

 Backlash Tattoo (9 AV2) This translates to a free basic attack every encounter. Excellent for any character that fights on the front lines.

Chaos Burst Tattoo (9 D381) Chaos Sorcerers get a defense bonus when they spend an action point. It's nothing too impressive.

Dragon Sorcery Tattoo (9 D381) Dragon Sorcerers get a little extra damage when they use Second Wind. Garbage, except for Dwarven Dragon Sorcerers (a terrible combination!)

Reinforcement Tattoo (9 AV2) The repositioning ability is pretty powerful, but it is only triggered by a critical hit. It may not actually be useful when it is triggered.

Strikeback Tattoo (9 AV2) If an enemy scores a critical hit on you, you get a big attack bonus against it for the rest of the encounter. A little situational, but excellent against solos.

Tattoo of Shared Consequence (10 AV2) The defensive benefit is too weak to make it worthwhile for multiple party members to get this tattoo.

Tattoo of Shared Vengeance (10 AV2) If the entire party gets this tattoo, everyone will be rooting for the DM to score critical hits. The number of free basic attacks this tattoo grants is astounding.

Teamstrike Tattoo (11 AV2) If the entire party gets this tattoo, you will be able to get some nice attack bonuses. It is a little too situational for a Tattoo of Bond, though.

Rage Torc Tattoo (12 D380) Barbarians with this Tattoo should always use their action point to make a rage attack. They'll probably get an extra action point or two out of it over the course of the day.

Feral Glory Tattoo (14 D380) Barbarians get an extra use of their Feral Might ability about once per encounter. It doesn't always recharge when you can use it, though.

Ghostwalk Tattoo (26 AV2) Provides a bit of extra durability and mobility, but it’s not worth the price.

Resurgence Tattoo (27 AV2) A character that is the target of many attacks can regain multiple encounter powers per encounter. With this tattoo, you will be hoping that enemies score critical hits.


 

Waist

There are relatively few options for the waist slot, and a majority of them are weak. This makes the slot difficult to fill. Most characters will just take a Diamond Cincture, which generally offers the best defensive bonuses of any item in this slot. Arcane characters should take the Belt of the Witch King instead. Many waist items offer a bonus to Fortitude, and there isn’t much better you can do with this slot.


Scaling Waist - Common


Belt of Vigor (2+ PHB) The bonus to healing surges is just too small to make much of a difference.

Belt of Vim (8+ AV) Bonuses to Fortitude are always nice. Since most other belts are pretty weak, this is a good choice, but also consider a Diamond Cincture. Arcane characters should take the Belt of the Witch King instead at paragon levels.

Waist - Common


Girdle of the Oxen (5 AV) Bull Rushing is situationally useful, but if you want to specialize in pushing, you should have an at-will for that.

Belt of Blood (10 AV) For a character with good constitution, this provides a significantly better bonus than the Belt of Vigor. That’s not saying much, though.

 


Scaling Waist

Belt of Resilience (1+ AV) This will only be necessary if your party doesn’t have a leader. In that case, you’re probably better off with a Diamond Cincture or Healer’s Sash.

Muleback Harness (2+ AV) Does your DM actually keep track of how much weight you’re carrying? You’re better off with Bags of Holding, anyways.

Barbed Baldric (5+ AV) Grabbing is common enough that the property will come into play. All it does is a little damage, though.

Ironskin Belt (5+ PHB) Resist 5 per tier is pretty weak for a daily power. Enemies can always choose to just attack someone else.

Alchemical Failsafe (6+ D385) Warforged with an incentive to second wind get some free uses of alchemical items. Too situational for my tastes, and pretty expensive.

Baldric of Time (6/16) There’s only a tiny chance of the power triggering, making it unlikely to function when you need it.

Belt of Endurance (6+ AV) You probably don’t use Endurance often enough to make it worth optimizing. The heroic version is inferior to the Belt of Nourishment.

Belt of Sonnlinor Righteousness (6+ D385) Well, you won't be killed while you're dying, and the daily power might just stop you from dropping in the first place. Outside of some cheesy revenant builds, the item is too situational to recommend.

Stalwart Belt (6+ AV) Only crit fishers with a good constitution will consider this, but at least they get a nice amount of extra durability out of it.

Baldric of Dividing Ranks (7+ D369) Gives you some extra mobility around minions. Pretty situational, and there are better ways of dealing with minions.

Belt of Sacrifice (7+ PHB) If you have tons of healing surges, this could help you spread the wealth. The scaling bonus to healing surges is pretty inconsequential, though.

Rope of Slave Fighting (7/17) Lessens the drawbacks of being prone. If you’re really worried about being prone, get Acrobat Boots instead. Ranged characters can use the belt to drop prone without penalty and get a nice defense bonus, making it worth considering. Best when combined with Floorfighter Straps.

Baldric of Tactical Positioning (8/18 AV) An encounter power that causes enemies to grant combat advantage is nice, but this is pretty situational. Rogues still might want it. The paragon version just lets you use the power twice.

Swimtide Harness (8+ AV) This might find use in a sea-faring campaign, but a generic bonus to Athletics would have been better. Go with a Dynamic Belt instead.

Belt of Raging Endurance (9+ D380) You get an extra healing surge and resist a small amount of damage per day. Only the resistance scales with level.

Dynamic Belt (9+ PHB) Athletics and acrobatics are pretty good skills, although this item is a bit expensive. If you are interested in boosting skills, and the Cincture of the Dragon Spirit doesn’t apply to you, this is the best waist item available.

Diamond Cincture (10+ AV2) Provides the same bonus as the Belt of Vim for only a slightly higher price. In addition, it provides some solid self-healing, best used towards the end of the day. Most characters will take this to fill their waist slot. Arcane characters should take the Belt of the Witch King instead at paragon levels.

Healer’s Sash (11+ AV) This item has a few uses. It lets you reapportion healing surges to where they’re needed most. It lets you heal others with self-healing abilities like Second Wind. And the epic version grants some surge-free healing. Despite its name, this item is not strictly for leaders.

Girdle of the Umber Hulk (15+ AV) The ability to burrow can really help in encounters with certain types of terrain or hazards. A bonus to fortitude sweetens the deal. The bonus to fortitude doesn’t scale, but the epic version also lets you dig through solid rock, making the power less situational. The power requires sustaining, so don’t get this if you are pressed for minor actions.

Girdle of the Dragon (16+ AV) The daily power isn’t that great, and it costs a standard action. The fortitude bonus is nice, but you may as well stick with the Belt of Vim. Also, the fortitude bonus doesn’t scale.


Waist

Rager's Belt (2 D380) Barbarians get a decent chance of coming back after being dropped.

Belt of Feral Vigor (3 D380) Rageblood Barbarians get some extra temporary hp. For its level, this item provides a significant amount of extra durability.

Belt of the Brawler (3 AV) You would only ever want this item if you expected to lose your main weapon. But disarming was removed in 4e, and if you are captured and your weapon is taken away, they will probably take the belt, too.

Viper Belt (4 AV) For its price, you get a really solid defense against poison. Poison is a common damage type, so this will be useful.

Belt of Flanker's Bane (6 D381) Negate flanking once per encounter. Good for characters that like to jump into the middle of combat.

Cincture of the Dragon Spirit (6 AV) Strength-based characters trained in Intimidate will get a huge bonus from this item. The bonus is potentially much higher than any other skill-boosting item of this level.

Belt of Fitness (7 AV) A daily dodge isn’t bad, but it requires you to have a high endurance.

Belt of Nourishment (7 AV2) Endurance isn’t the best skill, but a +3 bonus is really good for this level. Not requiring food is fun, but will probably never see practical use.

Belt of Recovery (7 AV) The property looks good, but it’s just too situational. To be useful, it requires you to take a critical, and then be attacked by another enemy before your turn, and that enemy must attack AC and hit by only 1 or 2 points.

Contortionist’s Cord (7 AV) Unless you have powers that make you large, you should never need to squeeze.

Belt of Lucky Strikes (8 D365) An extra melee basic attack as a daily. Not bad, but nothing special.

Centering Cincture (8 AV) A daily dodge, but only against attacks that target Fortitude. Very nice, possibly as good as a Belt of Vim. Also consider the Cincture of the Githzerai.

Potion Bandolier (8 AV2) If you use a lot of potions, this is the equivalent of getting the Quick Draw feat. Not every character will want to take advantage of it, but it’s not bad for its price.

Sash of Ensnarement (8 AV) Grapplers might want this, but its bonus only applies to the vanilla grab attack, and not other powers.

Stonewall Belt (8 AV2) Being pushed isn’t usually something you can predict.

Belt of Fragile Guard (9 AV2) The power is a horrible tradeoff. The only time this would ever be useful is against non-damaging attacks – but those don’t generally target AC.

Clear Blood Baldric (9 AV2, Aleheart Companions’ Gear) Makes your allies more resistant to poison, which is a common threat. However, it provides no benefit to the wearer.

Reinforcing Belt (9 AV) If your DM regularly performs a coup de grace on you, it’s time to find a less vindictive DM.

Goliath’s Belt (9 AV) Grapplers might want this, but its bonus only applies to the vanilla grab attack, and not other powers.

Cincture of the Githzerai (10 MotP) A daily dodge, if your will is much higher than your fortitude. Comparable to the Centering Cincture for some characters.

Lurtaan's Cord (10 Seekers of the Ashen Crown) The encounter power is a bit situational, but the possibility of resisting 5 damage per encounter is pretty nice.

Shielding Girdle (10 AV) Block one attack per day. Can’t complain about that.

Backbone Belt (11 AV) Dwarves and other characters with an incentive to use Second Wind might like the slight bonus to defenses.

Baldric of Assault (11 AV2) A little extra control makes Assault Swordmages a bit better at defending.

Rogue’s Belt (11 AV) Grabbing is common enough that the ability to escape grabs more quickly is valuable. Worth considering for mobile melee attackers (not just Rogues).

Survivor’s Belt (11 AV) The benefit doesn’t make it much more likely that you’ll wake up from dying by rolling a 20, so it is of limited use.

Totemic Belt (11 AV) Characters based on strength, dexterity or constitution get +1 attack for an encounter each day. This is a substantial bonus. Just make sure your character has a decent charge, or the power will not trigger.

Cingulum of Combat Rushing (12 AV) Characters that rely extensively on positioning may be able to take advantage of this item, but it is overpriced for anyone else.

Cord of Divine Favor (13 AV) Extra healing for the leader. This is wonderful, since you do not want the leader to drop. Also good for Paladins.

Waistband of the Grappler (13 AV2) The penalty to attacks roughly cancels out the bonus to damage. Grapplers might get some bonus out of it, though.

Acrobat’s Harness (14 AV2) Roughly equivalent to +4 Acrobatics. It’s not my favorite skill, but the bonus is high for its level. I'd take the Dynamic Belt over this, though.

Cincture of Vivacity (14 AV) Could be useful if the party leader has more healing than he knows what to do with. Most parties aren’t that lucky, though.

Sash of Vitality Ceaseless (14 AV2, Ayrkashna Armor) For a character with good wisdom, this provides a significantly better bonus than the Belt of Vigor. That’s not saying much, though.

  Belt of Fiends (15 D366) Similar to the Belt of Giant Strength. Instead of a weak daily damage boost, though, you get a daily dodge, which is substantially more useful.

Belt of Giant Strength (15 PHB) The athletics bonus is pretty small for its level, and the other bonuses are minor. The Belt of Fiends is better.

General’s Belt (15 AV2, Regalia of the Golden General) A fortitude bonus and a daily healing power are solid for leaders. The Cord of Divine Favor probably offers more healing.

Reality Cord (15 AV) The bonuses are too weak for being so situational. Only consider if the campaign has a lot of aberrant monsters.

Silver Sky Tabard (16 PHBR: Dragonborn) Provides a really good defense against ongoing damage. Pretty powerful, but a bit expensive for what it is.

Belt of Mountain Endurance (18 D365) For a character with good strength, this provides a nice boost to surges. It also has a weak defensive daily. It's a bit overpriced compared to other belts, though. If you have good constitution or wisdom, you're better off with the Belt of Blood or Sash of Vitality Ceaseless.

Belt of the Witch King (18 AV2) It offers the same bonuses as the Belt of Vim, and comes at the same price. In addition, arcane characters get a nice amount of surge-free healing. Strictly superior to the Belt of Vim, and one of the best belts in the game.

Cord of Foresight (18 AV) Starting the day with some extra hit points eases the job of the leader. It costs a surge, though, so I don’t understand why this item is so expensive.

Head Taker’s Belt (18 AV2, Reaper’s Array) Compared to the Belt of Vim, you lose a point of Fortitude but gain a few temp hp with a daily power. Still solid, but not quite as good. If you want fortitude bonuses and self-healing, get the Diamond Cincture instead (or the Belt of the Witch King for arcane characters).

Phoenix Sash (18 AV2) Compared to the Belt of Vim, you get a smaller bonus to fortitude and a weak self-healing power. If you want fortitude bonuses and self-healing, get the Diamond Cincture instead (or the Belt of the Witch King for arcane characters).

Belt of Breaching (19 AV2, Eldritch Panoply) Strikers who do their job get extra healing and mobility. A bit expensive, but very useful.

Baldric of Shielding (19 AV2) Shielding Swordmages should be able to get a lot of extra durability out of this item. Unless the DM always obeys your mark- which isn’t a bad thing, either.

Artificer’s Belt (21 AV2, Tinkerer’s Inventions) The bonuses for Artificers are really minor for an epic-level item.

Baldric of Valor (21 AV) The bonuses on an action point are nice, but are pretty small considering how infrequently they will come into play. Overpriced.

Belt of Vitality (23 AV) A nice bonus to Fortitude, and the daily ability to recover from dying. That’s a solid defensive package. A Diamond Cincture is probably better, though.

Vengeance Sash (23 AV) One extra attack per day isn’t amazing, considering that you need to drop for the power to trigger. However, if you kill or stun the target or push it out of range, you can save yourself from dropping at all.

Belt of Titan Strength (25 PHB) +3 athletics and a weak daily. Pretty weak for an item of this level.

Sash of Regeneration (28 AV2) Surge-free healing as a property? Incredible. Unfortunately, most characters won’t be able to afford this.

Sash of Heroic Inspiration (28 AV2) Some moderate healing ability is lousy for such a high level item.

Wraith’s Cord (30 AV2) Crit fishers get a decent bonus, and the power is useful for the 2 rounds per day that it lasts. However, this item seems like it was overpriced by about 3 million gp.




Companion

The companion slot is unique to Beastmaster Rangers. None of the items are all that great, but it might be worth buying a cheap Friend’s Gift just to fill the slot.


Scaling Companion

Friend’s Gift (4+ AV) Some surge-free healing for your companion. It can add up pretty well.

Companion’s Defender (5+ AV) A bonus to all defenses is pretty nice, but your companion can’t be expected to be next to you all the time.

Sigil of Companionship (6+ AV) Since you probably flank with your companion pretty often, the damage bonus will frequently come into play. However, it is an item bonus, so it won’t stack with Iron Armbands of Power.

Recalling Harness (8+ AV) A situational movement boost for your companion, usable as an encounter power. I can’t see too much use for it, and the higher level versions do not offer any meaningful improvements.

Transposition Harness (12+ AV) The daily teleportation power might be useful, although it is situational. The higher-level version does not offer any meaningful improvements.


Companion

Guardian’s Collar (10 AV) If your companion has a good bonus to Perception, it may make more sense to boost his Perception than yours.


 Mount

If you are playing a mounted character, you will definitely want to equip your mount. Many mounts are pretty vulnerable to enemy attacks, so a lot of mount slot items offer great defensive bonuses. If your mount is already durable, you can instead buy one of the many affordable mobility-boosting items in this slot.


Scaling Mount

Impenetrable Barding (1+ AV) Mounts tend to be a bit fragile, and this item makes them much more difficult to take down.


Mount


Mirrored Caparison (2 AV) Your mount probably won’t be targeted much by ranged or melee attacks, so most of the damage it takes will come from being in the way of close or area attacks. This item removes the possibility of damage from one of those sources.

Horseshoes of Speed (3 AV) Speed bonuses are always useful, and they rarely come this cheap.

Saddle of Strength (3 AV) Necessary if you want a mount that can’t support your weight. Otherwise, you should just get a Bag of Holding instead.

Ghost Bridle (4 AV) Decent resistance for your mount, plus a moderately useful mobility-enhancing daily.

Bridle of Rapid Action (5 AV) Could be a nice initiative-booster.

Martyr’s Saddle (6 AV) Significantly boosts your mount’s defense, as long as you don’t mind taking some extra damage yourself. You may as well just take Impenetrable Barding instead.

Steadfast Saddle (8 AV) Solid resistance to forced movement. Would be better if other Mount items weren't so good.

Zephyr Horseshoes (9 AV) You gain the ability to cross a much greater variety of terrain types with little penalty.

Saddle of the Nightmare (15 AV) If you have a mount that can teleport, it seems like a bit of a ripoff that you can't teleport with it without this item. Still, at-will teleportation at paragon levels is great.

Saddle of the Shark (15 AV) For an aquatic campaign, you should just get a Ring of Aquatic Ability and an aquatic mount.

Bridle of Flame (16 AV2, Arms of Unbreakable Honor) Gives your mount some much-needed durability through free healing. One encounter per day, you also get a pretty powerful damaging aura. Two solid benefits. Best for characters that need healing frequently, such as defenders, who would otherwise end up with a lot of dead mounts.

Skystrider Horseshoes (18 AV) At-will flight is fantastic, and very difficult to achieve by this level. Of course, some mounts can fly already.


Solitaires

Solitaires are technically wondrous items, but since you can only have one at a time, they are essentially a unique item slot. Solitaires all have daily powers that are triggered when you score a critical hit. Since virtually every character can be expected to score a critical hit at some point during the day, the power will always see use, regardless of whether or not the character is a crit fisher.

Some solitaires offer nice bonuses, so you might want to consider getting one.


Solitaires

Cinnabar Solitaire (6 AV) If you are affected by really debilitating conditions, you won’t be able to score critical hits to trigger the power. It’s cheap, though.

Zaarani's Solitaire (10 Seekers of the Ashen Crown) Unlike other solitaires, this was never errata'd, so crit fishers can use it in every encounter. Knocking prone and sliding once per encounter is pretty powerful.

Citrine Solitaire (11 AV) Spend a healing surge with a daily power. Typically the best value for a solitaire.

Aquamarine Solitaire (16 AV) Get a free melee basic attack once per day. Not too bad.

Cerulean Solitaire (21 AV) If you are affected by really debilitating conditions, you won’t be able to score critical hits to trigger the power.

Violet Solitaire (26 AV) Gain an extra action point each day. Awesome. Pretty expensive, though.


Scabbards

A single weapon can only benefit from one scabbard at a time. So, while they may technically be considered wondrous items, scabbards essentially take up their own item slot. Only blades can benefit from being placed in scabbards.

Scabbards all have an encounter power that slightly boosts an attack with the weapon. The benefits are pretty minor, though, so you may not want a scabbard at all. Also, you gain the ability to draw your weapon as a free action.


Scabbards

Ruby Scabbard (5 AV) 1 extra damage per encounter isn’t very significant. But drawing a weapon as a free action is nice, and the item’s cost is inconsequential at higher levels.

Scabbard of Sacred Might (10 AV) Radiant specialists without a Radiant Weapon can afford to choose one non-radiant encounter power.

Diplomat's Scabbard (12 D381) +2 Diplomacy and a daily dodge. Certainly better than any other scabbard, and excellent for an item that is basically slotless. By epic levels, I would recommend that any blade user gets this.

Ruby Scabbard (15 AV) 3 extra damage per encounter isn’t very significant. But the item’s cost is inconsequential at the highest levels.

Diamond Scabbard (25 AV) 5 extra damage per encounter isn’t worth such a costly item.


Dragonshards

Dragonshards can be affixed to any weapon, and each weapon can hold only a single dragonshard. Many dragonshards offer big untyped bonuses to damage, so they stack with items like a Staff of Ruin and Iron Armbands of Power. If you want to deal damage (and almost everyone does), you will want to pick up a dragonshard. Anyone who uses a staff or another weapon as an implement, or has a Flaming, Frost, Lightning or Radiant Weapon, would be crazy not to.

Note that the flavor of Dragonshards is Eberron-specific. While there is no rule restricting them from other campaigns (they are legal in Living Forgotten Realms, for example), DMs are entirely within their rights to restrict them from non-Eberron campaigns. Be sure to check with your DM before buying one.


Scaling Dragonshards

Eberron Shard of Animosity (1+ EPG) A damage bonus against elemental and immortal creatures. Somewhat campaign-dependent, but in paragon and epic that might be over half the creatures you fight. The dragonshard of choice for most characters that don't specialize in a damage type.

Eberron Shard of Ruin (1+ EPG) Destroying inanimate objects is already very easy. You don't need a magic item to make it marginally easier.

Eberron Shard of Lightning (2+ EPG) A big damage bonus for lightning specialists.

Khyber Shard of the Fiery Depth (2+ EPG) A big damage bonus for fire specialists.

Siberys Shard of Merciless Cold (2+ EPG) A big damage bonus for cold specialists.

Siberys Shard of Radiance (3+ EPG) A big damage bonus for radiant specialists.

Siberys Shard of the Mage (3+ EPG) If you use a weapon as an implement, this gives a big damage bonus to all your attacks. Too good not to get.

Khyber Shard of Death's Embrace (8+ EPG) Has a very situational daily power. Characters with Necrotic attacks will only get a few extra points of damage out of it.

Khyber Shard of Life Drinking (8+ EPG) The daily power provides a nice amount of surge-free healing. The dragonshard of choice if you are not specialized in a damage type, and if immortal and elemental creatures don't play a big role in your campaign.


Dragonshards

Eberron Shard of Bleeding Wounds (5 EPG) Averages out to give you roughly +4 damage with attacks that deal ongoing damage. Pretty good for the right build.


Familiar

If you took the Arcane Familiar feat, you can equip your familiar with a variety of items. These only provide benefits while the familiar is in active mode. Since familiars aren't all that powerful, spending a lot of money on them doesn't seem like a great idea, but if you rely heavily on it, consider equipping it with a nice defensive item.


Scaling Familiar

Familiar's Baldric (3+ D377) A nice scaling bonus to defenses. It provides a nice boost to your familiar's survivability, if you like to keep it out most of the time. Comparable to the Charm of Protection.


Familiar

Charm of Protection (8 D382) Your familiar gains an encounter dodge- which you'll always want to use the first time it's attacked. It isn't always enough to save it, however. Comparable to the Familiar's Baldric.

Familiar's Cowl (12 D377) Your familiar situationally gains cover against enemies, which is nice, but not as good as the Familiar's Baldric. In exchange, your familiar becomes invisible for one encounter per day. If you have a powerful combo that involves placing your familiar in danger, this is a good item for it.

Lucky Charm (12 D382) Extra situational mobility for your familiar. I'd rather take one of the solid defensive familiar items.

Homing Collar (15 D377) A daily teleportation power for you. It's situational for most characters, but some can probably take advantage of it. It's the only familiar item that benefits the main character.



 

Wondrous Items

Wondrous items are unique in that they do not take up an item slot. The only limitation to wondrous items is how many you can afford. As a result, most low-level wondrous items are fantastic deals. Eventually, the price will be so low that it is inconsequential, so if the item provides any benefit at all, you will want it. Most wondrous items provide very situational bonuses, but since they don’t take up a slot, you may as well carry them in case that situation comes up. High-level wondrous items are less useful, since their cost never becomes truly inconsequential.

Battle Standards are a category of wondrous item introduced in the Adventurer’s Vault. They are usable in every encounter, and their effect lasts for the encounter’s entire duration. They take a standard action to activate, though, and their benefits are small, so they are not automatic purchases.

Figurines of Wondrous Power were also introduced in the Adventurer’s Vault. They summon a creature that lasts all day and can attack at the cost of only a minor action. They are pretty useful when you can first afford them, but they scale poorly, and will eventually become useless. The exception are the Figurines that can be used as mounts, which are always useful.

Bags of Tricks were also introduced in the Adventurer’s Vault. They summon a minion to aid the party in combat. The minions are weak, though, and they cost a standard action and a healing surge to summon. Bags of Tricks are generally a bad deal.

The Player’s Handbook 2 introduced a number of instruments. Many of those instruments are usable as bard implements, and are not included here because they ought to be treated as primary items.


Scaling Wondrous Items

Crystal Ball of Spying (10/20 AV) If you’re going to purchase a focus for scrying, it may as well also provide a bonus to those rituals at the same time.


Wondrous Items


Blessed Book (1 AV2) You could just buy multiple ritual books.

Eternal Chalk (1 AV) Has running low on chalk ever really been a problem?

Ioun’s Parchment (1 AV2) Between this and Eternal Chalk, you should be well-prepared for the many enemies that will try to erase your writings.

Restful Bedroll (1 AV) Get a small amount of free temp hp each day. Dirt cheap, so there’s no reason not to get one of these.

Woundstitch Powder (1 AV2) You need to be really desperate to rely on this item to save a dying ally. Even healing potions are usually preferable. However, sometimes you have no better options, so it might be worth carrying this around.

Aldron's Firebox (2 D383) Is a portable campfire going to be useful all that often? I suppose a creative player could find a use for it.

Battle Standard of Honor (2 AV) A really weak debuff is not worth your standard action.

Delver's Light (2 EPG) A light source for warforged. No better than any other light source.

Hunter's Flint (2 AV) Makes it less likely that you’ll be attacked while you rest. You really don’t need a camp fire at all, though.

Prison of Salzacas (2 AV2, Zy Tormtor’s Trinkets) Manipulate stuff from a distance. There are plenty of fun things you can do with this item. For its price, there’s little reason not to have it.

Shroud of Protection (2 AV) You need to be really desperate to rely on this item to protect a dying ally. It's not usually worth the standard action it takes to place.

Silent Tool (2 AV) Useful for a thief or scout that likes using force to break through barriers.

Battle Standard of Healing (3 AV) The extra healing may seem small, but it can add up, especially at low levels. It's also a fantastic item for keeping the party on their feet. Whenever anyone spends a surge, everyone else is revived. At the very least, it's worth planting outside of combat for when you heal up during short rests.

Flask of the Dragon's Breath (3 D365) A pretty nice daily attack. Stays surprisingly accurate at high levels, and deals pretty good area damage if you're con-based. It takes a minor action to drink, but you can unleash the attack at any time, even on a turn when you've already spent your minor action, or on an opponent's turn.

Floating Lantern (3 AV) As light sources go, it is hard to beat this. A good replacement for an Everburning Torch.

Harp of Deeper Slumber (3 PHB2) Useful for a stealthy character that really doesn’t want to get caught. Its effect lasts for only a round per day, though.

Madeth's Magical Musician (3 D380) A daily attack boost with a charm power. It won't make a difference very often, but it's a cheap, slotless item. If you have a decent charm power, you may as well take this item.

Battle Standard of Might (4 AV) A tiny bonus to damage normally isn’t worth your standard action. At low levels, however, it may be worthwhile if your party has a lot of multi- or area- attackers.

Bridle of Conjuration (4 AV) It’s a mount that only appears when you need it. Useful because mounts are not always easy to bring into dungeons.

Chime of Awakening (4 AV) Makes it less likely for the party to be ambushed while sleeping.

Everlasting Provisions (4 PHB) No DM I’ve known has ever kept track of rations.

Onyx Dog (4 AV) If used by a defender, this can cause quite a bit of damage at low levels. Like most Figurines of Wondrous Power, it scales horribly, though.

Tenser's Circular Shield (4 D387) Protects the objects on a Tenser's Floating Disk. Kind of pointless when you can just get a Bag of Holding.

Unseen Servant's Hand (4 D387) Makes the Unseen Servant ritual slightly stronger. Of course, you could always just cast it multiple times.

Bag of Holding (5 PHB) A classic item. Makes carrying capacity a non-issue.

Deepfarer’s Pouch (5 AV2) Asphyxiation isn’t a common threat, but it doesn’t hurt to carry this item around, just in case.

Enchanted Reins (5 AV) If you can put reins on it, the beast probably isn’t too hard to train. Still, this is a cheap item and it makes it easier to do things like convince a horse to charge into danger.

Flagon of Ale Procurement (5 D369) A fun item from a roleplaying perspective. But practically speaking, it's nearly useless.

Instant Campfire (5 AV) The time it takes to set up camp is normally irrelevant.

Lamp of Discerning (5 AV) A bonus to the entire party’s insight and perception. No reason not to get this, since it is so cheap.

Monocle of Comprehension (5 D387) The Comprehend Language ritual works on allies, too. This can actually be useful in the right campaign.

Obsidian Steed (5 AV) A mount that you can summon only when you need it. It’s not bad, especially if you like to charge while mounted. Comparable to the Bridle of Conjuration.

Pouch of Platinum (5 AV) Makes your coins a bit lighter, but you may as well just buy a Bag of Holding to accomplish the same thing.

Power Jewel (5 AV) If you have a good low-level encounter power (like Rain of Blows or Low Slash), you can regain it once per day. Better than a Salve of Power for some characters.

Arcane Key (6 D387) Kind of pointless, since you can bypass your own Arcane Lock anyways.

Final Messenger (6 EPG) Warforged only. An alternative to Animal Messenger. Its more morbid use won't come into play, because warforged are too tough to die.

Flute of the Dancing Satyr (6 PHB2) Free shifting for everyone. Not bad for a daily power on such a cheap item. Just make sure you have a free hand.

Opal Carp (6 D381) A nice aquatic mount for small characters. Usually better than the Pearl Sea Horse, and may be worth carrying around just in case you need it. Note that the concealment it grants is worthless against area attacks, which ignore concealment.

Polyglot Gem (6 AV) Learn an extra language. Could be useful in some campaigns.

Sending Fork (6 D387) Buffs the sending ritual, and lets you communicate at a short distance with allies at will. This won't be used in most games, but could be excellent in the right campaign.

Watchful Ruby Eye (6 AV) If you’re going to purchase a focus for warding rituals, it may as well also provide a bonus to those rituals at the same time.

Enshrouding Candle (7 AV) Perfect for missions requiring stealth. If you can keep everyone from fighting within the area, it could potentially grant invisibility to the entire party all day, outside of combat.

Horn of Summons (7 AV) Could be useful in a war-themed campaign to relay messages.

Jar of Steam (7 AV) The steam makes a weak attack, but concealment could be useful if a stealthy character wants to cover his escape.

Lens of Reading (7 AV) Reading Glasses are better and cheaper.

Map of Unseen Lands (7 AV2) Makes exploring new places much easier.

Phantom Soldier (7 AV) Makes flanking a bit easier for one encounter per day.

Shroud of Revival (7 AV) Allies shouldn’t be dying all that often, but this has a reasonable chance of reviving them.

Stylus of the Translator (7 AV) Strictly inferior to the Polyglot Gem.

Bowstring of Accuracy (8 AV2, Caelynnvala’s Boons) If you are an elven archer, and you have an eladrin or drow ally, then there is no reason not to get this. Drow and eladrin archers might like the ability to reroll an attack better than their normal racial power, so they might want this, too.

Death Rattle (8 AV) If you or any allies are specialized in necrotic damage, you get +1 attack for one encounter per day. Eventually, its price becomes trivial, so there’s no reason not to get this. The only downside is that its power requires minor actions to sustain, but someone in the party should have minor actions to spare. Also, you need a free hand to use it.

Dust of Arcane Insight (8 AV) Detecting magic is not frequently useful in 4e, although this is a pretty cheap item.

Fan of the Four Winds (8 AV) A weak push is not worth the use of all your standard actions. Plus, it scales terribly.

Gray Bag of Tricks (8 AV) The summoned creatures are nearly worthless in combat. As tiny creatures, they can’t even provide flanking for allies. Not worth the healing surge and standard action they take to summon. Plus, it scales horribly.

Jade Macetail (8 AV) As far as Figurines of Wondrous Power go, this is nothing special. It is pretty good for its price, though. Like most Figurines, it scales horribly.

Loadstone of the Planes (8 MotP) If portals play a big role in the campaign, this could be handy. Very campaign dependent.

Vagabond’s Die (8 AV2) The daily is not all that powerful, but it’s still not too bad for a low-level wondrous item.

Whistle of Warning (8 AV2) Allies all get a free shift. As an encounter power on a cheap wondrous item, this will frequently be useful. Just make sure you have a free hand.

Battle Standard of the Hungry Blade (9 D381) This is one of the best battle standards. A defender can plant this down, and create a nearly inescapable vortex around himself.

Darkskull (9 AV) If you have a stealthy party that doesn’t require light sources, this will make sneaking around very easy. Of course, so will the Enshrouding Candle. Sadly, many monsters have darkvision, limiting this item's use.

Ebony Fly (9 AV) You get a flying mount that can potentially last all day. This is fantastic, of course. It is one of the earliest ways to achieve flight in the game. If that wasn't enough, it also grants the rider a defense bonus. It’s not great in combat, but that’s not its purpose. At high levels, it is a bit fragile, though.

Endless Canteen (9 AV) You might be able to do cool things with unlimited water, but it comes out too slowly to really have fun with.

Endless Quiver (9 AV, Kamestiri Uniform) No DM I’ve known has ever kept track of ammunition.

Harmonious Harp (9 AV) The party needs to be affected with some really nasty conditions to make using a standard action to end them worthwhile. Plus, the power is very situatioinal.

Map of Orienteering (9 AV) If might be convenient for the characters, but it has no practical applications from a player’s perspective.

Pearl Sea Horse (9 AV) This is a great mount for an aquatic campaign. Even in a more typical campaign, it might be worth carrying around just in case you need it. The Jade Sea Snake is also worth considering. Small characters should also consider the Opal Carp.

Pouch of Frozen Passage (9 AV) Could be useful for bypassing certain liquid hazards. But for the same price, you could buy an Ebony Fly.

Watcher’s Horn (9 PHB2) In most cases, shouting would wake allies just as well.

Bowl of Purity (10 AV) Is your DM really trying to poison your food?

Chime of Warding (10 AV) It’s not much use in combat or as a protective ward. Also scales horribly.

Dust of Disenchantment (10 AV) Not many monsters create conjurations or zones, but some do, and it may be worth spending a standard action to destroy them. Unfortunately, it scales poorly.

Elderwood Falcon (10 Dng160) A very unexceptional figurine of wondrous power. There are much better alternatives around this level. Like most figurines, it scales terribly.

Ironwood Hound (10 Dng160) A decent figurine of wondrous power with some good forced movement capabilities. The Ivory Goat of Travail is generally better, since it can knock prone in addition to pushing. Like most figurines, it scales terribly.

Handy Haversack (10 PHB) The equivalent of buying 5 bags of holding. You probably don’t need that many.

Icegloom Chart (10 Underdark) It's basically a map of the Underdark. Whether this is useful or not really depends on the campaign.

Jade Sea Snake (10 D381) A very nice aquatic mount. In addition to the expected benefits, it also grants the rider immunity to opportunity attacks, can carry up to 6 characters, and takes up a huge amount of space. This is an economic aquatic mount if you take one for the whole party, but it's also good for a single character. Generally compares well to the Pearl Sea Horse. Small characters should also consider an Opal Carp.

Lens of Discernment (10 AV) Makes identifying monsters a breeze.

Marble Elephant (10 AV) The main advantage of this Figurine of Wondrous Power is that it takes up a huge amount of space on the battlefield. As either a combatant or a mount, though, it is unexceptional, and it scales horribly.

Phantom Bridle (10 D387) The Phantom Steed ritual provides incredible mobility, but they are too fragile to be used in combat. This item makes a steed much tougher (incredibly tough, actually), effectively making this one of the best mobility-granting items in the game.

Portal Rod (10 D387) Usually, portals are easy enough to unlock already, so this item is just unnecessary.

Rope of Climbing (10 PHB) This item makes traversing terrain much easier.

Salve of Power (10 AV) Regain an encounter power for the cost of a healing surge. Very worthwhile, as long as you have surges to spare.

Shielding Focus (10 D387) If you use the Magic Circle ritual a lot, this boosts its power substantially. I haven't ever seen it used effectively, though.

Skeleton Key (10 AV) DMs shouldn’t place barriers that the players couldn’t bypass by normal means.

Spymaster’s Quill (10 AV) How many campaigns contain lots of monotonous copying and writing?

Treeform Box (10 D369) Turning into a tree could be useful for going unnoticed. But I can't imagine it would be useful all that often.

Bloodstone Spider (11 AV) Mediocre for a Figurine of Wondrous Power. Its attacks just aren’t exceptional. Like most Figurines, it scales horribly.

Dice of Auspicious Fortune (11 D381) Up to three times per day, ensure an attack hits. Obviously, this is incredible, and there's no reason not to buy a set. It's a little luck-dependent, though.

Ivory Goat of Travail (11 AV) The best Figurine of Wondrous Power in terms of battlefield control. Pushing and knocking prone with a minor action is very powerful. Like most Figurines, it scales horribly, though.

Ritual Candle (11 PHB) Like using rituals? Then having one of these around won’t hurt.

Sending Stones (11 PHB) Don’t split the party. But if you do split the party, at least consider these items, so you can still communicate. Also can be useful for communicating with a helpful NPC.

Unfettered Theives’ Tools (11 AV) The daily power is really situational. Usually, positioning isn’t important when making thievery checks.

Versatile Spellbook (11 AV2) A little extra versatility for Wizards doesn’t hurt.

Golden Lion (12 AV) One of the best Figurines of Wondrous Power in terms of damage. Like most Figurines, it scales horribly, though.

Exodus Knife (12 AV) Rope Trick, 4e-style. Never worry about where you take your extended rests again.

Foe Stone (12 AV) Helps you decide which defense to target. You could get the same information with a knowledge check, though.

Fragrance of Authority (12 AV) The party’s face should keep some of this for when he expects a social encounter to come up.

Horn of Dismissal (12 AV2) Not many monsters create conjurations, but some do, and it may be worth spending a standard action to destroy them. It’s just too situational to recommend, though.

Immovable Shaft (12 AV) There are plenty of uses for this device, but it requires some creativity to make it really effective.

Keoghtom’s Ointment (12 PHB) An alternative to the Cure Disease ritual for a nonmagical party.

Shepherd’s Battle Standard (12 AV2, Panoply of the Shepherds of Ghest) The zone is pretty weak and situational, and not generally worth the cost of a standard action to create.

Stone of Earth/Flame/Light/Shadow/Spirit/Storms/Wind (12 AV2, Fortune Stones) A daily reroll is useful for anyone. Since these are cheap and don’t require a slot, there’s no reason not to have one. It is incredibly easy to get the full bonus from this item set because everyone in the party will want one anyway, which makes the deal even better.

Umbral Eye (12 Dng162) Lets you spy on the Shadowfell. Worthless for any campaign that doesn't already take this item into account.

Amber Monkeys (13 D384) Fantastic figurines of wondrous power for dealing damage, since you effectively get a triple-attack with a minor action. They're also very mobile, with the ability to teleport. Like most figurines, they scale horribly, though.

Drum of Panic (13 AV) If you or any allies have a lot of fear attacks, you get a huge +2 bonus to attacks for one encounter per day. Eventually, its price becomes trivial, so there’s no reason not to get this. The only downside is that its power requires minor actions to sustain, but someone in the party should have minor actions to spare. Also, you need a free hand to use it.

Dust of Appearance (13 PHB) Makes lurkers much easier to deal with. However, the power takes a standard action to use.

Ribbon of Limitless Questions (13 AV2) Its intended purpose seems to be improving divination rituals, which isn’t bad. Its most useful power is allowing a reroll during a skill challenge, though.

Sextant of the Planes (13 MotP) Lets you Plane Shift pretty well. Obviously very campaign-dependent.

Standard of the Silver Dragon (13 PHBR: Dragonborn) 5 cold damage per round to all enemies in the zone adds up pretty quickly, and automatic slowing provides incredible control. It only affects bloodied creatures, but it's still excellent. It's even better for Lasting Frost builds.

Emerald Frog (14 D384) An interesting figurine of wondrous power. Immobilization as a minor action is amazing, but it can be a bit tricky to move the frog into its target's space. It has other uses, too. It can act as a scout, and you can even cast spells through it. At the very least, it offers immunity to flanking which is a pretty awesome ability. A very versatile item.

Feather Boat (14 PHB) It’s an instant boat! Just add water! Might find use in a seafaring campaign. I prefer the Jade Sea Serpent myself, but this is less likely to get destroyed.

Golden Spade (14 AV) The digging power is a little too situational to be spending all this money on.

Sail of Winds (14 AV) Could be useful in a sea-faring campaign, but only if boat speed is actually relevant.

Flying Hook (15 AV) Useful for traversing rough terrain, but a little pricy.

Ghostlight Candle (15 AV2) The power is really useful when fighting insubstantial or invisible creatures. It’s a bit expensive, though.

Invulnerable Case (15 AV) If you don’t want something stolen, put it in this case. Then, the case will be stolen instead.

Pouch of Ghost Grounding Dust (15 DMA2009) A daily and a standard action to hurt insubstantial enemies. It's a bit situational, and not even all that good when it does come into play.

Pouches of Shared Acquisition (15 AV) Can be used to transfer small items from one location to another. Seems unlikely to see much use.

Safe Retreat (15 D377) If your familiar is killed in battle, you can still benefit from its passive bonus for the remainder of the encounter. I wouldn't normally recommend this item for its price, but a familiar-focused build might want it.

Seed of War (15 AV2) If you can keep your enemies adjacent to it, you can deal a lot of extra damage in one encounter per day.

Talisman of Fortune (15 AV) Spend an action point to regain an item daily or a healing surge. Generally not worth the trade.

Battle Standard of the Fiery Legion (16 AV) If you encounter fire-using enemies, the resistance will provide a huge boost to your survivability. It also allows any fire specialists in the party to choose powers regardless of their damage type. Great for a party of Tieflings, but good for anyone.

Battle Standard of the Tides (16 D381) Useful for keeping enemies away from an area. Nice if there are terrain or zones to take advantage of, and also good for ranged characters who want enemies to stay as far away as possible.

Elemental Prism (16 Dng165) Once per encounter, you can change an attack's damage type. This is excellent for specialists in a certain type of damage, allowing them to pick powers more freely or bypass resistance. There's nothing preventing you from having multiple Elemental Prisms either. Also grants some resistance, which may occasionally be useful.

Folding Astral Skiff (16 MotP) Makes transporting an Astral Skiff much easier. Astral skiffs are only needed in certain campaigns, so this is very campaign dependent.

Gem of Auditory Recollection (16 AV) It’s a tape recorder! For its price, it is hard to find uses for it, though.

Glass Eye (16 D387) Can be used to improve your scrying rituals, but it can be tricky to use effectively.

Lantern of Revelation (16 AV) Like Dust of Appearance, but doesn’t cost a standard action. It’s a daily power, but how often do you encounter invisible enemies?

Mercury Wasp (16 D384) Not a bad figurine of wondrous power. Its main selling point is its aura, which automatically deals 5 damage per round. It scales better than most figurines.

Battle Standard of Shadow (17 AV) If your enemies don’t have low-light vision, this essentially provides concealment for your party. That’s a nice defensive boost, especially for stealthy characters. Unfortunately, many enemies have low-light vision.

Bottled Smoke (17 AV) The smoke makes a weak attack, but concealment could be useful if a stealthy character wants to cover his escape.

Dimensional Shackles (17 PHB) Useful if you’re trying to kidnap an eladrin. That happens all the time, right?

Horn of Blasting (17 AV) The attack isn’t all that powerful, and it scales poorly.

Horn of Undead Enmity (17 AV) The attack is no better than the Horn of Blasting, and it only affects undead.

Serpentine Owl (17 D384) A pretty standard figurine of wondrous power. It also grants you darkvision, which is kind of cool. Like most figurines, it scales horribly. The Bronze Griffon is just as good a combatant for its price, and it can also be used as a mount.

Battle Standard of Tactics (18 AV) The benefits are too situational, unless your DM is really strict about table talk.

Dust of Creation (18 AV) Has some good non-combat uses for those times when you just need the perfect tool.

Earthbind Lodestone (18 AV) If flying creatures are giving you problems, they probably aren’t close enough to the ground to use this power on. Also, it scales poorly.

Fire Horn (18 PHB2) Fire specialists get screwed by resistance and immunity, and this lets you get around the problem.

Rust Bag of Tricks (18 AV) The summoned creatures are large, so they can control a good part of the battlefield, and some of them have nice effects on a hit. They’re still not great combatants, though. Not worth the healing surge and standard action they take to summon. Plus, it scales horribly.

Battle Standard of the Stalwart (19 AV) A bonus to all defenses for everyone in the party is certainly nice. Whether that is worth spending a standard action on is another story.

Bronze Griffon (19 D384) A figurine of wondrous power that can be used as a flying mount. A nice upgrade to the Ebony Fly, if you find that it's dying too often. It's not bad in combat, either.

Deadblast Bone (19 AV) The attack is pretty powerful, but it’s not worth spending so much gold just to fight a single type of enemy (undead). Also, it scales poorly.

Portable Hole (19 PHB) A very fun item. It’s hard to find enough uses for it to justify its price, though.

Battle Standard of the Vanguard (20 AV) A bonus to attacks for everyone in the party is fantastic. It costs a standard action to place, but it is usually worth it.

Flying Carpet (20 PHB) It’s not really meant to be used in combat. It’s pretty useful outside of combat, although it’s a bit pricy. I prefer flying mounts or figurines of wondrous power to achieve flight.

Mirror of Opposition (20 AV) The attack is powerful, but scales poorly. Not worth this price.

Revenant Ankh (20 PHB) If characters are dying often enough that you’re considering this item, you’re beyond my help.

Bloodcrystal Raven Skull (21 Death's Reach) This item seems designed for a previous edition. Being disintegrated or losing your soul isn't normal in 4e.

Electrum Serpent (21 D384) This figurine of wondrous power has 2 forms. The metallic serpent is a decent combatant which can occasionally grab enemies, but it's nothing special. The translucent serpent is amazing, though. It is more durable than most figurines, and it can grant a lot of healing in every encounter. The amount of healing you grant might even make some leaders jealous.

Manual of the Planes (21 MotP) If portals play a big role in your game, this could be useful. Very campaign dependent.

Horn of Baldagyr (22 PHB2) A bonus to initiative and attacks isn’t bad for a daily power. The item is just too expensive, though.

Instant Portal (23 MotP) It's a consumable item, but it costs as much as a regular item.

Tourmaline Turtle (23 D384) A really big aquatic mount. I'd say it's pretty overpriced. It's slow and confers no real benefit to the riders. You may as well stick with the Jade Sea Snake. It can also be used as a focus for a Plane Shift ritual, but it's overpriced for this purpose.

Chime of Opening (25 AV) DMs shouldn’t place barriers that the players couldn’t bypass by normal means. You ought to stick with a Skeleton Key anyways. It's marginally useful for disarming traps, though.

Coral Dragon (25 D384) The most powerful figurine of wondrous power. It is a strong source of extra damage.

Dust of Banishment (25 AV) The daily attack is cool, but not worth spending so much money on.

Mummified Hand (27 AV) Getting an extra ring is nice, but the ring has to be very powerful to make such an expensive item worthwhile.

Charm of Abundant Action (28 AV) Spending extra action points is powerful, but the item doesn’t give you any extra action points to spend.

Vermilion Bag of Tricks (28 AV) The summoned creatures are at least large, so they can control a good part of the battlefield, and some of them have nice effects on a hit. They’re not great combatants, though, especially for this price. Not worth the healing surge and standard action they take to summon.

Cubic Portal (30 MotP) Could be useful in a plane-hopping campaign. Very campaign dependent.

Horn of Geryon (30 Dng176) The summoned minion will die before it can make much of an impact.

Vecna’s Puzzle Box (30 AV2, Relics of Creation) You need to cast an incredible number of rituals to recoup the price of this item. Otherwise, all you get out of it is a small bonus to Religion rituals for characters that optimize Arcana.



Consumables
Unlike other magic items, consumables can only be used once before they disappear. To compensate for this shortcoming, they are much cheaper than other items. You can buy roughly 25 consumables for the price of a regular magic item (the equivalent of an item 10 levels lower). Since consumables take up no item slot and cost little, it is worth carrying some around just in case the situation calls for their use.
 
Consumables are generally usable as a minor action, but they need to be drawn first, so they are best for characters with the Quick Draw feat or some other way of quickly drawing items.  

   Many consumables are very good deals, since their price is low enough that you can buy a large number of them and use them all the time.

Immurements are a strange variety of consumable. They replace a section of terrain with something else. Their main use is replacing a piece of nasty terrain that the DM placed. I believe they can even be used to replace walls. Immurements are very expensive, require a standard action to activate, and use up a magic item daily, so I'm not a huge fan of them.
 

Scaling Elixers and Other Consumables


Talent Shard (3/8/13/18/23/28 PHB3) Boosts a skill for an encounter. There's little reason not to use one when the situation comes up. Use one (or more) before every skill challenge or ritual casting. This rating assumes that multiple Talent Shards do not stack.
 
 Cognizance Crystal (4+ PHB3) Psionic characters can use these to regain power points. They are incredibly cheap, so there's no reason not to carry around a collection of these and use them at every opportunity. This rating assumes you can only use one Cognizance Crystal at a time.


Elixir of Aptitude (5+ AV) Gain a nice bonus to a certain skill for a substantial duration. Use it when you know a skill is going to be needed soon, such as before a skill challenge or the casting of a ritual. These have a higher duration than talent shards, so they are preferable for certain skills.

Elixir of Dragonbreath (7+ AV) You get a standard action blast attack for the rest of the encounter. It's not bad, but even if you have a great Constitution, it compares poorly to the at-will powers of many characters. Could be useful if you know you're going to be fighting a lot of minions, and you have no other good minion-killing powers.

 Sliver of Salvation (7+ D382) You gain a small bonus to a single save. It's too difficult to know when you'd need this to use it effectively, and its effect is easily wasted.

Elixir of Accuracy (8/13/18/23/28 AV) Can turn a miss into a hit. Obviously very useful, but it's a bit hard to predict when you'd need it, though, and you need the expensive higher level versions to gain any substantial benefit.

Elixir of Fortitude (8/13/18/23/28 AV) Dodge one attack against fortitude. Could be pretty powerful if you have a low fortitude, but it's a bit hard to predict when you'd need to use it.

Elixir of Reflexes (8/13/18/23/28 AV) Dodge one attack against reflex. Could be pretty powerful if you have a low reflex, but it's a bit hard to predict when you'd need to use it.

Elixir of Will (8/13/18/23/28 AV) Dodge one attack against will. Could be pretty powerful if you have a low will, but it's a bit hard to predict when you'd need to use it.


Elixers, Immurements and Other Consumables


Stonemeal Biscuit (3 AV) A +1 bonus to Endurance and an extra hit point. It's so cheap, there's little reason not to use this. The rating assumes that multiple Stonemeal Biscuits do not stack.

Life Shroud (4 AV) Necromancers can always find other corpses to animate.

Nail of Sealing (4 AV) Locking a door is situationally useful. For example, you could use it to slow down an enemy you're trying to outrun.

Vision Sand (6 AV) Improves your divination rituals. It you use rituals of this type, there's little reason not to use some Vision Sand. Of course, a Talent Shard would work just as well.


Lesser Elixir of Invisibility (7 Seekers of the Ashen Crown) A round of respite could make a big difference. It might be worth carrying this around in case you need it.

Glowstone (10 AV) Creates a pretty powerful zone against undead. In the right encounter, it may be worth using a standard action to activate.

Oil of Flesh Returned (10 AV) Almost strictly superior to using the Remove Affliction ritual to cure petrification. Carry a few around, just in case you need them.

Elixir of Speed (11 AV) A +2 bonus to speed that could last for multiple encounters. If you can get enough of these, you effectively get a huge speed bonus all the time.

Ungent of Darkvision (11 AV) Cheap enough that you can have near-constant darkvision at high levels. Darkvision isn't really that useful, though, unless you're trying to be stealthy.

Blackgate Rune (12 Dng163) A one-way ticket to the shadowfell (or back from it). Would only be useful in a campaign that specifically planned for its use.

Feybread Biscuit (13 AV) A +1 bonus to Endurance and your surge value that lasts all day. The only reason not to use this item is its moderate price. The rating assumes that multiple Feybread Biscuits do not stack.

Sliver of Stability (13 D382) Prevent yourself from falling prone. It's hard to predict when you'd need this, and if you are not knocked prone in the encounter, it is wasted. Being prone is not that problematic anyways.

Shard of Freedom (15 D382) Prevent yourself from being immobilized. It's hard to predict when you'd need this, and if you are not immobilized in the encounter, it is wasted.

Elixir of Invisibility (16 AV) Could be useful for sneaking around, but 5 minutes of sneaking time isn't all that much. An Enshrouding Candle would be better. The Lesser Elixir of Invisibility is better for combat use.

Shard of Clear Sight (17 D382) Prevent yourself from being blinded. It's hard to predict when you'd need this, and if you are not blinded in the encounter, it is wasted.

Gem of Valor (20 AV) Gives you a random benefit when you spend an action point. Could potentially give you an extra standard action, which would be amazing, but most of the time, it only gives a small bonus.

Elixir of Flying (21 AV) Flying is occasionally necessary to reach an enemy or overcome an obstacle. You may want to carry around this elixir just in case that situation comes up. If you want to fly all the time, there are other options, such as Zephyr Boots, an Ebony Fly or a flying mount, but multiple elixirs isn't a bad alternative.

Ungent of Blindsight (21 AV) Really helps in overcoming certain lurkers, but it is hard to justify spending a standard action to use it, especially considering its high price.

Astral Mead (23 AV) A +2 bonus to Endurance and your surge value that lasts all day. The only reason not to use this item is its high price. The rating assumes that multiple Astral Meads do not stack.

Immurement of Arcane Suspension (24 AV2) The terrain this creates isn't all that useful, although the floating platforms can help protect ranged characters. It replaces a huge area, though, and it is as cheap as immurements get. It's a pretty good vanilla immurement. Oddly, this consumable also has a daily power that does not use up the item. This power would be useful after the immurement was used, but sadly using the immurement removes all the item's powers.

Immurement of the Abandoned Throne (24 AV2) Automatic dazing is pretty awesome. Just keep in mind that it affects you and your allies, too.

Immurement of the Blood Vine (24 AV2) Does a decent job at keeping enemies bunched up. Good when combined with zones.

Immurement of the Dragon Boneyard (25 AV2) It creates a small, moderately damaging area, but it's very easy for enemies to just move out of it.

Immurement of Seething Scoria (26 AV2) It creates a small, moderately damaging area, but it's very easy for enemies to just move out of it.

Immurement of the Vengeful River (26 AV2) Traps enemies reasonably well, but there are other immurements with the same purpose that do the job better.

Immurement of Baleful Gossamer (28 AV2) This immurement covers a huge area, and creates a decent barrier if enemies start their turns in the webs. It isn't too difficult for enemies to just walk past the webs, though.

Immurement of the Jealous Keeper (28 D383) The pool provides you (but not your allies) with some surge-free healing, and the rest of the area is filled with really nasty terrain. Not a bad immurement, but a bit difficult to use effectively.

Immurement of the Mordant Hideaway (28 AV2) The acid pools are pretty easy to avoid, so all this really does is create some raised terrain.

Immurement of the Strident Sanctuary (28 AV2) This immurement covers a huge area and provides a really good defensive location. It gives you a massive boost to healing, and makes it very difficult for enemies to reach you.


Potions

Potions require you to spend a healing surge when they are used, in exchange for providing healing or another benefit. Potions of Regeneration are by far the strongest potions, though Potions of Healing/Vitality/Recovery are also necessary on occasion. Characters that don't need much healing may find Potions of Clarity to be a good alternative. There's little incentive to buy potions of any other type.


Potions - Common


Potion of Healing (5 PHB) Spend a healing surge. Useful for when the leader is out of healing, and generally preferable to spending a Second Wind. The amount of healing is probably less than what you'd get from other means, though. The Potion of Regeneration puts these to shame, but you should still carry a few of these around, since Potions of Regeneration won't bring back dying characters.

Potion of Vitality (15 PHB) Spend a healing surge. Useful for when the leader is out of healing, and generally preferable to spending a Second Wind. The amount of healing is probably less than what you'd get from other means, though. The Potion of Regeneration puts these to shame, but you should still carry a few of these around, since Potions of Regeneration won't bring back dying characters.

Potion of Recovery (25 PHB) Spend a healing surge. Useful for when the leader is out of healing, and generally preferable to spending a Second Wind. The amount of healing is probably less than what you'd get from other means, though. The Potion of Regeneration puts these to shame, but you should still carry a few of these around, since Potions of Regeneration won't bring back dying characters.

Potion of Life (30 PHB) Outright death isn't too common in in 4e, so I question the importance of buying this expensive potion.

 


Scaling Potions

Potion of Resistance (4+ AV) Instead of healing, use a surge to gain one type of energy resistance. In the right encounter, this could save more hp than you would have restored with normal healing. It's a bit hard to predict when to use it, though, and there are other potions with similar effects that tend to be slightly stronger. The Potion of Regeneration puts these to shame.

Potion of Clarity (5/10/15/20/25/30 AV) Trade a healing surge for a reroll. Can be useful if you have a powerful attack that needs to hit, but it's wasted if the attack hits anyways. If you have powerful low-level attacks, like Lead the Attack, then the low level versions are a great deal at high levels. If you have surges to spare, this is one of the best ways to use them.

Potion of Spirit (5/10/15/20/25/30 AV) Spend a surge to gain a bonus to death saves. A Potion of Healing will always be better, unless you expect to drop multiple times in an encounter (you shouldn't).

Potion of Lifeshield (7+ AV) Spend a surge to reduce the damage from a single necrotic attack. Strictly inferior to the Potion of Vigor.

Potion of Mimicry (7+ AV) Trade a surge for a nice disguise. A clever player could find a use for this ability, but the disguise doesn't last long. The Hat of Disguise is generally better for this sort of thing. The heroic version provides an adequate benefit, so the higher level versions aren't really worth the extra price.

Potion of Stormshield (8+ AV) Spend a surge to reduce the damage from a single lightning or thunder attack. Strictly inferior to the Potion of Vigor.

Potion of Vigor (8+ AV) Spend a surge for temp hp. The heroic version can save more hp than you would have restored with a normal healing potion, but the paragon and epic versions are strictly inferior to Potions of Vitality and Recovery. The Potion of Regeneration puts these to shame.

Potion of Regeneration (9+ AV) Spend a surge to gain regeneration. Useful for when the leader is out of healing, and generally preferable to spending a Second Wind. The regeneration only works while you're bloodied, but it can easily restore far more hp that you could get by using your surge in any other way. At the very least, you can bring yourself up to your bloodied value at the end of the encounter without spending any more surges. You should always carry a few of these around, just in case you need them, and you may even want to use them when it's not strictly necessary. You'll still want a few Potions of Healing/Vitality/Recovery to bring back dying characters.


Potions

Gravespawn Potion (5 AV) Instead of healing, use a surge to gain necrotic and poison resistance. In the right encounter, this could save more hp than you would have restored with normal healing. It's a bit hard to predict when to use it, though. The Potion of Regeneration puts these to shame.

Fire Beetle Potion (6 AV) Instead of healing, gain a small amount of temp hp and fire resistance. In the right encounter, this could save more hp than you would have restored with normal healing. It's a bit hard to predict when to use it, though. The Potion of Regeneration puts these to shame.

Kruthik Potion (10 AV) Instead of healing, gain a nice amount of temp hp and acid resistance. In the right encounter, this could save more hp than you would have restored with normal healing. It's a bit hard to predict when to use it, though. The Potion of Regeneration puts these to shame.

Blood of Tyche (15 D388) Essentially, trade a surge for a saving throw. Not necessarily a bad tradeoff, but it's a bit hard to predict when you would need it.

Cryptspawn Potion (15 AV) Instead of healing, use a surge to gain necrotic and poison resistance. In the right encounter, this could save more hp than you would have restored with normal healing. It's a bit hard to predict when to use it, though. The Potion of Regeneration puts these to shame.

Spider Potion (20 AV) Instead of healing, gain some temp hp and poison resistance. In the right encounter, this could save more hp than you would have restored with normal healing. It's a bit hard to predict when to use it, though. The Potion of Regeneration puts these to shame.

Deathspawn Potion (25 AV) Instead of healing, use a surge to gain necrotic and poison resistance. In the right encounter, this could save more hp than you would have restored with normal healing. It's a bit hard to predict when to use it, though. The Potion of Regeneration puts these to shame.


Soulfangs

Soulfangs deal a constant stream of damage while they are in effect. The benefits hardly seem worth it to me. Oddly, they are better for characters with weak healing surges (but they are still terrible).


Scaling Soulfangs

Roused Spirit Soulfang (2/7/12/17/22/27 D378) Spirit's Shield and Spirit's Fangs have very situational triggers, so you're probably just taking damage for nothing.

Giving Spirit Soulfang (3/8/13/18/23/28 D378) Shamans get a bit of extra healing, but will take enough damage in the process that it isn't much of a net gain.

Soulfang of Predatory Nature (3/8/13/18/23/28 D378) Beast form druids get a small bonus to damage. Hardly worth all the damage they'll take.

Thorn Grasp Soulfang (3/8/13/18/23/28 D378) Warden's grasp has a very situational trigger, so you're probably just taking damage for nothing.

Ironskin Soulfang (5/10/15/20/25/30 D378) The damage you resist is probably not much more than the damage this item causes.

Soulfang of Resistance (5+ D378) One of the few soulfangs that might actually be worth using. In the right encounter, this will prevent more damage than it deals. There are better ways of achieving resistance, though.

Soulfang of Retribution (5/10/15/20/25/30 D378) If you take a lot of hits, you can deal a considerable amount of extra damage with this item. It's not enough to make up for the damage you take, though.

Stormlash Soulfang (5/10/15/20/25/30 D378) Your weapon attacks deal lightning damage, which could be useful for a lightning specialist without a Lightning Weapon. The extra damage is pathetic, though, compared to the amount of damage you take.

Soulfang of the Cheetah (10+ D378) Extra speed may be useful on occasion, but it's not worth losing so much health for.


Soulfangs

Soulfang of Rage (10 D378) Some barbarians have a lot of effects that trigger while raging, so this may be worthwhile for when they run out of rage powers. The damage they take in return is very high, though.

Swift Shaper's Soulfang (16 D378) There's a feat that allows you to change shape as a free action, and it doesn't take bucketloads of health.


Whetstones

Whetstones provide a benefit that can be applied to any weapon and lasts for an entire encounter. Even the cheapest whetstones can be useful at high levels, so it is possible to use one in every encounter. At this point, there's little reason not to use them if you have them.


Scaling Whetstones

Augmenting Whetstone (6/11/16/21/26 AV) Since you should have a magic weapon anyways, this is usually a pointless item. It is useful if you have a weapon you rarely use, though, such as a backup ranged weapon. Buying a whetstone is much cheaper than enchanting it permanently.

Frozen Whetstone (7+ AV) Changes your attacks to deal cold damage. This is great for cold specialists, who are now free to choose any weapon, instead of being forced to use a Frost Weapon. But anyone can take advantage of the bonus damage.

Whetstone of Venom (9+ AV) Deals some decent extra damage for the first enemy hit with this weapon. Not bad, but it's a bit tame compared to the other whetstones.

Caustic Whetstone (10+ AV) Delivers a nice amount of ongoing acid damage with each attack. Not bad, except for the fact that ongoing damage doesn't stack.

Tempest Whetstone (10+ AV) They should have called this the Whetstone of Minion Killing. The heroic version is fantastic for that purpose. The extra lightning damage is nice against regular enemies, too.

Whetstone of Combustion (10+ AV) If you are using a Flaming Weapon, or another party member is specialized in fire, this can add tons of extra damage.


Reagents

Reagents are used in conjunction with a power that has a certain keyword to provide some additional benefit. Low-level reagents are usually just as powerful as high-level ones - they're just restricted to lower level powers. If you have some strong low-level powers, reagents are an incredible deal. There's no need to specialize in a certain keyword to take advantage of most reagents; just a single power with the keyword is all you need. Sadly, reagents can't be used with at-will attacks.


Scaling Reagents

Clay of Creation (7+ AV2, Summoning) Gives your summon better durability and more accurate attacks. Best for summons with powerful effects on a hit.

Desert Rose (7+ AV, Arcane or Divine) The power is automatically sustained during its first round. This has potential, but it's difficult to know when this will actually be necessary.

Glassteel Shard (7+ AV, Force) Adds a nice amount of forced movement to the attack, hit or miss. Especially strong with area attacks.

Brightleaf (8+ AV, Radiant) Causes radiant vulnerability. Great for radiant specialists.

Dark Clover (8+ AV, Necrotic) Causes necrotic vulnerability. Great for necrotic specialists. At the moment, though, necrotic specialists have litttle support.

Vortex Stone (8+ AV2, Conjuration) Enemies adjacent to the conjuration get a nice attack debuff. This is especially good for powers that create large or multiple conjurations, or conjurations that hold enemies near themselves.

Black Dragon Bile (9+ AV, Acid) Causes acid vulnerability. Great for acid specialists. At the moment, though, acid specialists have little support.

Silver Sand (8+ AV, Healing) Extra hit points are always appreciated.

Terror Ichor (9+ AV, Fear) Only affects fear powers with an effect that ends on a save. It gives a hefty save penalty, which is excellent for powers with strong riders. This is begging to be used with Face of Death, Visions of Ruin, Malediction of Rigidity, Sacred Armistice and Prismatic Spray.

Creeping Gatevine (10+ AV, Teleportation) Extra teleportation distance is conditionally useful, but it is limited to encounter and daily teleport powers, restricting its use somewhat.

Flame Rose (10+ AV, Fire) Ongoing fire damage is going to cause a lot of pain. This affects all the power's targets, making it fantastic for area attacks. The power doesn't even need to hit to deliver the ongoing damage.

Fundamental Ice (10+ AV, Cold) Immobilize one target. This is fantastic control.

Flash Flower (11+ AV2, Lightning) Blind one target. This is a fantastic condition.

Rust Bark (11+ AV2, Area Burst) Increases the power's area of effect. This is especially powerful for zones and dailies with powerful effects.

Black Cave Pearl (14+ AV, Charm) Roll twice for your attack. This is like getting +5 to hit!

Dread Nightshade (15+ AV, Poison) Roll twice for your attack. This is like getting +5 to hit!

Mind Dust (15+ AV, Psychic) Roll twice for your attack. This is like getting +5 to hit!


Ammunition

Ammunition can be fired with a bow, crossbow or sling. It takes no additional action to use. The ammunition's enhancement bonus replaces the bow's enhancement bonus. Normally, this is a bad thing, since it forces you to buy higher level ammunition. However, buying a small amount of cheap ammunition may be a better deal than buying an expensive secondary ranged weapon (the Bolt of Transit is especially good for this purpose). Scaling ammunition has a new version every 5 levels, rather than every 10 levels.


Scaling Ammunition

Onslaught Arrow (2+ AV2) Gives allies an attack bonus against the target. If everyone is ganging up against one enemy, this could make the difference between an attack missing or hitting.

Attention-Stealing Bullet (3+ AV2) Places a powerful mark on the target. Since the target is probably unable to reach you, this is equivalent to giving the target an attack penalty and a large amount of extra damage.

Firestorm Arrow (3+ AV2) A powerful boost to damage which affects a small area. Can also be used by fire specialists to change the attack's damage type.

Freezing Arrow (3+ AV2) Extra damage and slowing. Smaller area than the Spider Bolt, but deals more damage. Can also be used by cold specialists to change the attack's damage type.

Lightning Arrow (3+ AV2) Extra damage, but nothing else. Lightning specialists still might want this, but it's strictly inferior to the Firestorm Arrow and Freezing Arrow for everyone else.

Spider Bolt (3+ AV2) Slows all targets in a small area, providing nice control. A larger area than the Freezing Arrow, but no extra damage.

Surprise Bullet (3+ AV2) You get combat advantage for this attack. Normally, the Dual Arrow is a better accuracy boost, but this is good for rogues to ensure that they can sneak attack.

Bending Bullet (5+ AV2) There are very few situations where this would actually make targeting easier, and the enemy still gets cover. Just attack something else, or get a Phasing Arrow.

Bolt of Clumsiness (8+ AV2) Prevent the enemy from shifting. Could be useful on occasion, but defenders should already have this covered.

Bolt of Transit (8+ AV2) Teleport to the target. A good choice of ammunition for a melee-focused character with a secondary ranged weapon.

Dispelling Bolt (8+ AV2) Not many enemies create conjurations or zones, but ending them can be pretty powerful when they do show up.

Space-Shifting Bolt (8+ AV2) Teleport the target 1 space. A little forced movement could be useful in some circumstances.

Summoning Bullet (8+ AV2) Teleport an ally adjacent to the target. Could occasionally be useful if an ally is having trouble moving into the right place.

Arrow of Revelation (9+ AV2) Negating invisibility for a round isn't all that powerful, and it's difficult to hit an invisible target in the first place.

Forbiddance Bolt (9+ AV2) Stop an enemy from teleporting. Pretty situational, but very useful against the right enemy. Can really help defenders.

Dual Arrow (10+ D373) Rolling twice to attack is the equivalent of a +5 attack bonus. This is a fantastic choice of ammunition for ensuring that a powerful daily hits.

Phasing Arrow (25+ AV2) Firing through walls isn't usually necessary, but it could make a huge difference in some combats.


 

Item Sets
Item sets provide additional bonuses if you carry multiple items from the set. Usually these bonuses are pretty small, but they're nice perks if you were thinking of using the items from the set anyways. Unfortunately, most set items are very weak, so it would be more effective to just buy good equipment in the first place.

However, some set items do not need to be actively equipped to count for the set's bonus. Implements, weapons and wondrous items count towards an item set even if they are never used. This makes certain set bonuses very cheap and easy to acquire. Set items that don't need to be equipped are marked with a '~'.

Certain weapons and implements may provide significant bonuses even if they are held in an off-hand, and are not actively used in combat. These items are marked with a '+'.


Aleheart Companions' Gear


Lesser Benefit (2) Dungeoneering and Endurance aren't great skills. The items in this set aren't great either; only the Hammer Shield is above-average, and it competes with Iron Armbands of Power.


Greater Benefit (4) Poison resistance is great, and it's even better for characters with a high constitution. And while none of the set items are great, they aren't terrible either. Still not recommended.


Armor of Dwarven Vigor (2+ AV2, Chain, Scale, Plate) A nice daily healing power. Generally inferior to Dwarven Armor, which doesn't require a surge. Better for characters with powers that trigger on a Second Wind.
~Rousing Hammer (5+ AV2, Hammer) Your party can pretty much ignore being prone. However, prone is an easy condition to deal with, and this is a very expensive weapon.
Hammer Shield (8 AV2, Shield) If you use a hammer, you get +1 defenses on most turns. This is a solid defense boost.
Clear Blood Baldric (9 AV2, Waist) Makes your allies more resistant to poison, which is a common threat. However, it provides no benefit to the wearer.


Arms of War

Lesser Benefit (2) This set is clearly geared towards characters that make lots of opportunity attacks, such as polearm gamble builds. The set bonus is pretty small, though, and the items are all mediocre.


Greater Benefit (4) A weak daily power is not worth equipping yourself with such average items.


~+Weapon of Great Opportunity (5+ AV2, Melee) A nice damage bonus every encounter, but it can be difficult to trigger. Best if you make lots of opportunity attacks, through Polearm Gamble, for example.
Helm of Exemplary Defense (6 AV2, Head) This is only useful if your entire party is designed to make lots of opportunity attacks.
Dual Threat Gauntlets (7 AV2, Hands) If you flank regularly, this is worth +1 to hit for one encounter per day. Certainly not bad, but there are other items that grant more consistent bonuses.
Pincer Shield (8 AV2, Shield) If you flank regularly, you will consistently give your allies defensive bonuses. However, enemies can usually shift out of flanking before they attack. Best for fighters and other characters that can make shifting difficult for enemies.


Blade Dancer's Regalia

Lesser Benefit (2) The Rhythm and Harmony Blades are fantastic for two-weapon fighters, set or no set. Getting a defense bonus against opportunity attacks is just gravy. Even if you don't want to use the weapons, you can always carry them in your pack to gain this benefit.


Greater Benefit (5) Rangers only. Saving your minor actions on Hunter's Quarry is pretty nice, but not worth giving up Iron Armbands of Power and a decent neck item.


Bracers of Enforced Regret (2 AV2, Arms) Enemies that mark aren’t incredibly common, but they are common enough to make a big bonus to attacks and damage significant. Plus, these bracers are incredibly cheap.
BafflingCape (3+ AV2, Neck) The bizarre teleportation daily is so situational that I have difficulty in seeing how it could be used effectively.
~+Rhythm Blade (3+ AV2, Light Blade) This is a great off-hand weapon, granting a solid bonus to defenses at all times. Put it on a +1 spiked shield or parrying dagger, and you’ve got a fantastic defensive item for an incredibly low price.
~Harmony Blade (4+ AV2, Heavy Blade) One of the best primary weapons for two-weapon fighters. The property consistently delivers a nice debuff, and a free melee basic attack makes your criticals devastating.
Gloves of Recovery (5 AV2, Hands) Make a melee basic attack as a daily power. Not a fantastic use of a daily.


Gadgeteer's Garb

Lesser Benefit (2) Boost your and your allies' surge value by a nice amount. The items in the set are weak or niche, but if two of them appeal to you, they will be pretty good together.


Greater Benefit (4) The items don't have enough synergy to make getting a whole set worthwhile. A defense against traps is really situational anyways.


Shockweave Armor (5+ AV2, Cloth, Leather) Lightning resistance is solid, and a daily dazing power isn’t bad. It’s expensive, though, so Armor of Resistance is probably better.
Alchemy Gloves (6 AV2, Hands) Attack bonuses are never a bad thing. However, I don’t know if any build uses alchemical items often enough to make these worthwhile.
Deep Pocket Cloak (7+ AV2, Neck) You essentially get quick draw for free, which is a nice perk. However, the extradimensional storage ability compares poorly to the cheaper (and slotless) Bag of Holding.
Gadgeteer’s Goggles (8 AV2, Head) If your DM likes using traps, this is a solid item for its price.


Golden Lion's Battle Regalia

Lesser Benefit (3) The cloak is okay for Thaneborns, and you can always just leave the spear and weapon sheathed in your pack. The benefit is situational, though.


Greater Benefit (5) A bigger Roar of Triumph would be pretty good, but the items from this set are really weak.


~+Hungry Spear (2+ AV2, Spear) This is a solid enchantment for a Greatspear-user, since it gives a melee attacker a viable ranged attack. It also makes for a good secondary weapon, since immobilization once per encounter is very powerful.
Swiftpad Boots (3 AV2, Feet) Jumping is useful enough that this bonus is worth the price, as long as you have a decent strength. Boots of Bounding are substantially better, though, and only cost slightly more.
Cloak of the Lion’s Mane (4+ AV2, Neck) Thaneborn Barbarians only. Extra shifts can sometimes come in handy, so this item isn’t bad.
Lion’s Claw Gauntlets (5 AV2, Hands) +1 to all attacks against fortitude? Yes, please! Unfortunately, this only applies to targets with 20 fortitude or less, and by the time you can afford these, they will already be obsolete.
~Thane Blood Weapon (5+ AV2, Melee) A bonus to attacks after you kill an enemy is nice, but not worth the price, considering that a regular magic weapon offers a much more consistent bonus.


Kamestiri Uniform

Lesser Benefit (2) The Endless Quiver doesn't take up a slot, so you only need to leave one of the weapons sheathed in your pack to gain this benefit. Crossbow usually have adequate range, though.


Medium Benefit (3) The bonus to damage rolls will come up reasonably often, but the bonus is really small. Still, all it takes to gain this benefit is carrying around the Endless Quiver and both weapons, regardless of whether or not you use them.


Greater Benefit (5) A little extra situational mobility isn't worth using so many weak items.


~Infighting Blade (2+ AV2, One-Handed Axe, Light Blade) A small, situational attack bonus isn’t a great use for a daily power. Slightly better if you have two of them, but why would you want two horrible weapons?
Shipboard Armor (7+ AV2, Leather) Only get this if you have an evil DM who likes pushing characters off cliffs.
Boarding Boots (8 AV2, Feet) Jumping and attacking as a standard action is weak for a daily, even in a nautical campaign. Take Boots of Bounding instead, and jump every encounter.
Pavise Charm (8+ AV2, Neck) If you don’t rely much on mobility (you’re a ranged attacker, for example), this gives you good defenses for one encounter per day. However, these characters tend to not need defensive bonuses as much.
~Endless Quiver (9 AV, Wondrous) No DM I’ve known has ever kept track of ammunition.
~Kamesti Crossbow (9+ AV2, Crossbow) Better accuracy at long range, and you don’t waste a good power once per day. Solid bonuses, but nothing exceptional.


Marjam's Dream

Lesser Benefit (2) There are some decent items in this set, but a bonus to detecting magic is very weak and situational.


Greater Benefit (5) Increasing the range of a Swordmage's mark is pretty nice, but isn't worth giving up Iron Armbands of Power and a good head item.


Boots of Jaunting (2 AV2, Feet) The daily teleport isn’t very useful for mobility. However, it is good for escaping from grabs, zones and other nasty things. Not bad for its price.
Gauntlets of Arcane Might (3 AV2, Hands) Swordmages get a lot of extra durability over the course of the day.
~Weapon of Arcane Bonds (4+ AV2, Heavy Blade, Light Blade) Swordmages get an extra mark per encounter. Useful, but there are other ways to mark.
Circlet of Arcane Extension (5 AV2, Head) Usually spells have sufficient range, and it’s not worth expending a daily power to increase it.
Warded Vambraces (6 AV2, Arms) Swordmages get a solid protective encounter power.


Radiant Temple Treasures

Lesser Benefit (2) Only Avengers can gain this benefit. The Uniform is okay, but the Warding Blade isn't usable by many avengers, and the other items are pretty weak. Still, you can always just carry the weapons around in your pack. The small bonus to durability isn't huge, but it doesn't hurt to have.


Greater Benefit (4) The first time you drop per day, there is a very good chance you'll revive. This bonus isn't quite as good as it sounds- it's no better than most daily healing powers. Not worth giving up Iron Armbands of Power.


Radiant Temple Uniform (7+ AV2, Cloth) Get a little extra mobility every encounter. Also get a bonus to stealth, which unfortunately doesn’t scale.
~+Blade of Vengeance (8+ AV2, Heavy Blade, Light Blade) As a daily, get an extra melee basic attack, plus some repositioning ability. Nothing exciting.
~+Warding Blade (8+ AV2, Light Blade) As an off-hand weapon, this is solid, eventually letting you pretty much ignore opportunity attacks.
Bracers of Zeal (9+ AV2, Arms) If you have a consistent source of temporary hp, you can trade some durability for damage. It’s not a good deal, though, and it only works with melee attacks, putting it in direct competition with the Iron Armbands.


Resplendent Finery

Lesser Benefit (2) If you have a lot of attacks against will, and you're trained in bluff, you will probably want the Gloves and Circlet anyways. This will make you even better at bluffing.


Greater Benefit (4) Even the Boots aren't bad if you have the complete set. The bonus to ally skill checks isn't huge, but there isn't a bad item in this set.


Resplendent Gloves (5+ AV2, Hands) If you have a lot of attacks that target Will, these provide a fantastic damage bonus. It gets really crazy if you have a lot of illusion attacks, giving you consistent combat advantage.
Resplendent Boots (6 AV2, Feet) The daily mobility power is useful, especially for stealthy characters. However, if you have some other items from the set, this item is much better, since it will give you a substantial bonus to defenses against attacks of opportunity.
Resplendent Circlet (7 AV2, Head) A penalty to enemy Insight is roughly equivalent to a party bonus to Bluff, which is not bad by itself. The encounter power that gives an ally combat advantage is good, too, even if combat advantage is easy to achieve. Two solid bonuses for a reasonable price translates to a strong item.
Resplendent Cloak (8+ AV2, Neck) You and your allies get a solid bonus to Will against certain types of attacks. It may be a tad situational, but that doesn’t stop this from being a solid defensive enchantment.


Shadowdancer's Garb

Lesser Benefit (2) A bonus to three good skills: Athletics, Stealth and Thievery. Stealthy characters may want the Gloves and Boots anyways, so this is a great set for them. The bonus to stealth may not be quite as high as stealthy characters would like, though.


Greater Benefit (4) Concealment for the first round of each encounter will rarely make a difference, and the Cloak and Helm are pretty weak.


Shadowdancer’s Cloak (9+ AV2, Neck) Remaining hidden may be useful to some characters, like rogues, but there are plenty of other ways to become hidden again.
Shadowdancer’s Helm (10 AV2, Head) If you want to optimize Bluff and Stealth, the Eye of Deception is a better item, since its bonus lasts all day.
Shadowdancer’s Gloves (11 AV2, Hands) If you hide regularly, these will give you a nice damage bonus. Solid, but not for everyone.
Shadowdancer’s Boots (12 AV2, Feet) +1 speed is always useful for lightly armored characters, and getting another situational +1 on top of that is impressive, especially for stealthy characters.


Skin of the Panther

Lesser Benefit (2) A bonus to stealth isn't bad. Druids will have the Claw Gloves anyways, so carrying the totem around in your pack is a small price to pay for this benefit.


Greater Benefit (5) Invisibility for one round per encounter isn't bad for druids. Most of the items in this set are pretty weak, though.


Shadow Hunter Hide (2+ AV2, Hide) The Secret Stride paragon feat will allow you to move at full speed while hiding, but until you have that feat, this will make stealthy characters a bit more mobile.
~Death Fang Totem (3+ AV2, Totem) Combat advantage is easy enough to get without spending a daily power.
Claw Gloves (4 AV2, Hands) Beast form druids can gain combat advantage easily, and this item adds about as much damage as epic-level Iron Armbands. This is a fantastic item that you can build a character around, and it is incredibly cheap.
Panther Slippers (5 AV2, Feet) The daily shift is somewhat situational and not very powerful. Generally outshone by Goblin Stompers and Boots of the Fencing Master. However, if an enemy shifts into flanking position, you can probably deny it an attack, which isn't a bad use of a daily power.
Cat’s Eye Headband (6 AV2, Head) Light sources are cheap enough, and it’s hard to take advantage of only a single round of darkvision.


Tools of Zane's Vengeance

Lesser Benefit (2) You can carry the Totem and the Blade in your pack to get this bonus to Intimidate with little investment.


Greater Benefit (4) Situational blindsight is pretty powerful. It's not an ideal benefit for shamans, though, and this set has some horrible items.


Savage Mask (6 AV2, Head) Compared to a Circlet of Indomitability, this provides a better defense against area attacks and a worse defense against single-target attacks. Since single-target attacks are more common, this comes out behind.
Cloak of the Crimson Path (7+ AV2, Neck) The daily teleport power is so situational that I don’t see how you could use it to your advantage. Shamans only, not that anyone would want it anyway.
~Blood Harvest Blade (8+ AV2, Light Blade) Shamans do not typically use weapons, nor are they built to do much damage, so just triggering this power is difficult. Even then, the power isn’t great. Multiclass or hybrid shamans will still want something else, since light blades tend to make poor weapons.
~Totem of the Severed Eye (9+ AV2, Totem) Blindness on a critical hit is potent. The ability to see invisible creatures is effective against certain lurkers. This is a solid item for Shamans.


Zy Tormtor's Trinkets

Lesser Benefit (2) The Prison of Salzacas is slotless, and you can carry a Pact Blade in your pack. This is a cheap, easy way to get a bonus to thievery.


Greater Benefit (4) A little extra targeting ability for warlocks is rarely necessary, and it's only available once per day.


Prison of Salzacas (2 AV2, Wondrous) Manipulate stuff from a distance. There are plenty of fun things you can do with this item. For its price, there’s little reason not to have it.
Pact Blade (3+ PHB, Light Blade) This is not actually a great implement for most warlocks, although the property is pretty good for those on the front lines. However, multiclass and hybrid warlocks may find this to be a good deal, since they don’t need to enchant an implement and weapon separately.
Spidersilk Mantle (3+ AV2, Neck) Climbing can open up some new tactical opportunities. However, it’s too situational to recommend.
Blackleaf Gloves (4 AV2, Hands) A somewhat situational teleport for warlocks. It’s usable every encounter, and at this level, you could do worse.

To Do:
Alchemy
Item Sets
Boons
Nonmagical Gear?
Mounts?
Wondrous Lair Items?
Primary Items?
Reserved
Reserved

I may be new to the forums, but I have lurked for a while. However, I never found a good guide to help me choose items, so I decided to make one myself. Do you think this is a useful resource? If so, I will continue adding to this guide.


You may feel free to post now.

Absolutely.

Sifting through reams and reams of items is a PITA, and it's nice to have them all listed in one place.  A word of advice though: I'd specifically focus on good items, though, or else you might find yourself overwhelmed with the sheer number of crappy items in the game.  Besides, all we really care about in charop is the good stuff anyway.  Innocent
I think this guide has a great deal of potential.  Also looks like you did a nice job with the arms slots.  Looking forward to reading your continued work.
Thank you Soulliard, i've been thinking we've needed a resource like this - good job so far.
Looks fantastic so far. Might I make the suggestion to either alphabetize the lists, or order them by rating?
Thanks, guys. I'm glad you think this resource is useful.

I think it's easier to scan through a list of items sorted by level. That way, the list isn't getting cluttered up by items you can't afford.
The money advancement, puts a simple ratio in, for certain level items.
1 at level item =
5 items from (level-5) =
25 items from (level-10) =
125 items from (level-15)
so obviously this can't be done early.


Personally I prefer the Golf Bag.
You get a big pile of properties to choose from.
You get a same size pile of powers to choose from, usable the limited Item Daily number of times.

Versatility = good.

Here comes your 19th forums breakdown ... ohh who's to blame, it ain't 5E driving you insane.

 

I've added all the material I've rated so far. I've still got consumables and item sets to look over, though.
You seem to have missed the Ring of Giants from D378. +2 damage per crit die rolled is a better property than the War Ring, though the daily power is more questionable.

It's great to have all this in one place though, nice job.
I would rate the Endless Quiver black. By itself as you said is kind of worthless with a normal DM that doesn´t keep track of the last bolt you used but being part of an item set without taking a slot gives you more flexibility with magic items. And for ranged characters the 2 item "milestone" is not bad.

BTW the Boarding boots not only allow you to jump as a daily but also to do an at will attack with a +1.

M.
Fantastic so far...

You missed Hood of the Wolf in the head slot section
I need to renew my DDI subscription, so I only have access to items from the books, for now. Fortunately, I still have those two issues of Dragon on my hard drive, so I was able to add the Ring of the Giants and Hood of the Wolf (plus Greaves of Maldeen).

Set Items are rated without consideration of the set as a whole. I will be rating item sets separately, and I will be sure to mention any item sets that include a Wondrous Item.

I'll clarify my description of Boarding Boots.
Gloves of eldritch admixture can change the damage type of curse an unlimited number of times per day. you have them listed as limited to 5 times which is the secondary power of adding damage dice.
The secondary power also adds the Fire, Acid or Cold keyword to the power, so it's usable by non-warlocks, too (depending on your interpretation of the prerequisite line in the book).
Extremely good to finally have an item guide.

One that stands out IMO is the Battle Standard of the Hungry Blade (level 9, Dragon 381), which creates a zone that drags enemies in it toward the standard.  Defender not sticky enough?  This'll fix that.
That is a pretty awesome item. Much better than the other standards.
Add in the Scabbard section that the lowest level one is the cheapest way to be able to draw a weapon for free, and use your background to get Thievery as a class skill, pick it as a skill and use your level 2 utility power to get swift hands(?) so as to be able to sheath a weapon as a free action 1/round.  This little, almost free, combo enables for some cheap juggling of weapons, at least it's cheaper than quick draw(which is only 1/2 of this combo) and battle harness(also only 1/2 of this) and arcane familiar(disembodied hand)(true infinite swaping, but costs being arcane class and a feat).
DPR King Candidates 3.0
How much damage should I shoot for?
You're fired : 1 Kills Per 5 Rounds = .2 KPR Fair Striker : 2 Kills Per 5 Rounds = .4 KPR Highly Optimized : 3 Kills Per 5 Rounds = .6 KPR Nerfbat please : 4 Kills Per 5 Rounds = .8 KPR It's OVER 9000!!!!!: 5 Kills Per 5 Rounds = 1+ KPR
DPR? KPR? KP4R? Bless you
DPR = Damage Per round ~= Chance to hit * damage on a hit KPR = Kills Per Round. 1 Kill = 8*Level+24 damage = DPR/(8*level+24) KPNR = Kills Per N Rounds. How many standards can you kill in N rounds?
Change your gold color to something not so neon.  I can't read it with the greyish background.
DPR King Candidates 3.0
How much damage should I shoot for?
You're fired : 1 Kills Per 5 Rounds = .2 KPR Fair Striker : 2 Kills Per 5 Rounds = .4 KPR Highly Optimized : 3 Kills Per 5 Rounds = .6 KPR Nerfbat please : 4 Kills Per 5 Rounds = .8 KPR It's OVER 9000!!!!!: 5 Kills Per 5 Rounds = 1+ KPR
DPR? KPR? KP4R? Bless you
DPR = Damage Per round ~= Chance to hit * damage on a hit KPR = Kills Per Round. 1 Kill = 8*Level+24 damage = DPR/(8*level+24) KPNR = Kills Per N Rounds. How many standards can you kill in N rounds?
Done and done.
Generally a very well-done attempt. I'm looking forward to the fully updated version.
Also Gloves of eldritch admixture can be used to get frost cheese as low a level as your GM would allow you to have this item.

Great resource, I think I will get some good mileage out of this!
I want to thank you for your work. I'm linking your guide in my ardent handbook because looking for ALL items is a long work for me
Chauntea/Lathander/Torm Cleric since 1995 My husband married a DM - καλὸς καὶ ἀγαθός

IMAGE(http://www.nodiatis.com/pub/14.jpg)

Thanks! This is quite helpful.

Nitpick: It's "Frost Charger Bracers", not "Frost Charger's Bracers". 
Good stuff - thanks a bunch !
I wrote about a bunch of items over a year ago; the guide is still in my sig. Feel free to use that if you think it helps.

I believe that listing every item in the books may be rather time consuming, and it strikes me that over half of the items printed aren't anything special. Perhaps the guide would be more comprehensive if you listed only good or great items?

I'm not sure if I find the division between "scaling" and "non-scaling" shields (and so forth) to be useful; it means one has to look in two or more places to get the information.

It may be worth drawing a distinction between items that are good for (almost) everyone, and items that are excellent but only in niche builds. For instance, I note that eladrin boots get skyblue, despite being very much a niche item that does nothing for most characters; on the other hand, gauntlets of the ram appears to be marked down because it only works for characters with a lot of push attacks. I'm not saying either approach is wrong, but it may help to clarify at the top which one you're going for.

For several tattoos listed, I wonder if sky blue is really an appropriate rating. Any tattoo that triggers when a monster critical-hits you has the twin disadvantages that (1) it doesn't come up all that often, except for defender classes, and (2) you have zero control over when it happens. That means that when you need them to trigger, they'll likely won't.
I agree with Kurald_Galain that you should be more selective with the listed items. I personally like the Invoker Handbook approach (not saying that author invented it, just that it's used there): only red (true traps), black, blue and sky-blue. Just skip the purple items.

I also agree with Kurald_Galain that the scaling and non-scaling distinction isn't important.