Dungeon Master's Guide: DMG Complete Warrior: CW Complete Arcane: CA Complete Divine: CD Complete Adventurer: CA Complete Psionicist: CP Book of Exaulted Deeds: BoED Lords of Madness: LoM Heroes of Battle: HoB Heroes of Horror: HoH Frostburn: Fb Sandstorm: Sst Stormwrack: Sw Races of Destiny: RoD Races of Stone: RoS Races of the Wild: RoW Races of Eberron: RoE Tome of Magic: ToM Miniature's Handbook: MH Underdark: Ud Dungeon Master's Guide II: DMGII Shining South: SS Unapproachable East: UE Lost Empires of Faerun: LEoF
General Strategies:
The key optimization strategy is to take as many special abilities as you can afford. All the way up to +9. You can make up for the lack of enhancement pluses with Magic Vestment. Consider putting it on a wand or a staff so you don't drive your cleric crazy. A few levels in UMD and you can buff up in the AM, and let your cleric memorize those other cool spells on his list.
Also consider using a spell that mimicks a special ability to temporarily buff your armor. If it's not a buff you will need often then put the buff in a scroll. If it is a buff you will use all the time, then try placing the buff in a staff or a wand. It is likely to be cheaper than putting it on your weapon directly, and it frees up your weapon for other cooler special abilities.
For spellcasters and other stealthy types, you might be allowed to add certain special abilities to bracers. Check with your DM to see what they might allow. Also, consider a Mithril buckler - with no ASF, and no movement cost you don't need a proficiency, but you can tap into all these wonderful enhancements.
Posting Guidelines:
References should give the book abbreviation and the page number. Some items may not have a page number (things from the SRD), but in that case you can hyperlink them.
If you see something is missing, just let me know, and I will add it.
I plan on listing each special ability by bonus (+1 to +5), then any 'gp' special abilities. At first, this will serve as a listing, but I plan on updating this list for optimization purposes as time goes on. I think a simple 5 * notation will serve for ratings of the ability. 1 * meaning bad and 5 *'s meaning boss - a must have for this price.
Thanks, and enjoy! Go out and frustrate your DM. (But not too much - he does work hard to keep you happy.)
Acidic (MIC, p6) :- ** Acid is the "best" element, but this only works when grappled. Very Meh, and useless after low level. Anchoring (MIC, p6) :- *** Ask yourself, how many times will you be bull rushed, tripped or overrun in your adventuring career? You might consider it if this is a common tactic for your PC, especially if you are a tripper. Anchoring, Greater (MIC, p6) :- *** (Synergy) See Anchoring Arrow Catching (SRD) :- * (Shield Only) Ugh. Not only does it put you in the line of fire, but it also insists that you use your max enhancement bonus to get the max benefit. I can see a knight using this one, but in general, just say no. Bashing (SRD) :- *** (Light and Heavy Shields Only) Meh. If you want to be a two-weapon fighter then just do it. Blinding (SRD) :- ** (Shield Only) OK at lower levels, but it effects friend and foe, and that DC is too low for it to be of much use past 7th level or so. Blurring (MIC, p9) :- **** (Armor Only) As per the spell. Consider combining with mirror image. Death Ward (MIC, p10) :- ***** Fighters won't care about this one too much, but this is a must have for low fort save characters. At only +1 and with auto activation compare this to the +4 bonus that does the same thing, only more times per day Displacement (MIC, p10) :- **** (Armor Only) You can only use it once per day, but 'cmon its frickin' Displacement. Dragondodger (MIC, p10) :- * (Light Armor Only) Terrible. Even in a dragon heavy campaign, you might get breathed on 10 or 12 times. No, save your cash for something else. Drowcraft (Ud, p70) :- * A terrible bonus for players, but good for the DM. Still it is NO FUN to see that great armor of yours become useless, so DMs use it sparingly. Ectoplasmic Feedback (MIC, p10) :- ** (Armor Only) Way too specific to be worth wasting a slot on your armor. Energy Defense (MIC, p11) :- *** (Synergy) The MIC changed a lot that was wrong with this ability. It is much cheaper now, and it last for most of the daily encounters. Focused (Cadv, p127) :- *** Specifically there to nerf thieves. And it does this well. It is also useful in other situation thus the rating. Fortification, Light (SRD) :- ***** You are a squishy meatbag, and criticals can do you in quickly. Remember that criticals ALWAYS swing the favor of a campaign to the bad guys, so anything you can do to nerf this is very good. Ghost Ward (MIC, p11) :- ***** I love this one. With Magic Vestment, and this on your armor and shield you can add +10 to your touch AC. YES PLEASE! Malleable (Ud, p70) :- ** Another campaign specific armour. But even if you will spend your entire career in a cave, this is still medocre at best. Mobility (MIC, p13) :- **** (Light Armor Only) Grants a pretty good feat for a +1 bonus. I'll buy it. Nacreous (Sw, p129):- ** (Sw, p129) :- ** Campaign Specific: designed for fighters who are going to be underwater, but DM may consider giving it to a foe with the right type of DR. Nimbleness (MIC, p13) :- *** (Armor Only) Good for Gishes and rogues. Paired (MH, p40) :- ** This one is for DM or if you are in a military campaign. Otherwise, it ain't gonna help your standard gaming group. Ranged (MIC, p13) :- ** (Non-Tower shields only) Fun, and very cool looking, but kinda useless in the long run. Sanctuary (SS, p54) :- ** The will save on this ability is much too low to last a career. Soulbound (MIC, p14) :- **** If you are using the magic of incarnum, then this is killer. If not you are likely looking at the writeup going what the hell?? Styptic (MIC, p15) :- ** (Armor Only) Another ability that is sweet when you need it and a burden when you don't. At least it is cheap. Twilight (MIC, p15) :- **** (Armor Only) This is a fun one if you like playing gishes (armored mages). And it is dirt cheap too. Variable (MIC, p15) :- *** Interesting ability. Makes a tower shield useful.
Death Ward (MIC, p10) :- ***** Fighters won't care about this one too much, but this is a must have for low fort save characters. At only +1 and with auto activation compare this to the +4 bonus that does the same thing, only more times per day Fortification, Light (SRD) :- ***** You are a squishy meatbag, and criticals can do you in quickly. Remember that criticals ALWAYS swing the favor of a campaign to the bad guys, so anything you can do to nerf this is very good. Ghost Ward (MIC, p11) :- ***** I love this one. With Magic Vestment, and this on your armor and shield you can add +10 to your touch AC. YES PLEASE! Soulbound (MIC, p14) :- **** If you are using the magic of incarnum, then this is killer. If not you are likely looking at the writeup going what the hell??
Blurring (MIC, p9) :- **** (Armor Only) As per the spell. Consider combining with mirror image. Displacement (MIC, p10) :- **** (Armor Only) You can only use it once per day, but 'cmon its frickin' Displacement. Mobility (MIC, p13) :- **** (Light Armor Only) Grants a pretty good feat for a +1 bonus. I'll buy it. Twilight (MIC, p15) :- **** (Armor Only) This is a fun one if you like playing gishes (armored mages). And it is dirt cheap too.
Anchoring (MIC, p6) :- *** Ask yourself, how many times will you be bull rushed, tripped or overrun in your adventuring career? You might consider it if this is a common tactic for your PC, especially if you are a tripper. Anchoring, Greater (MIC, p6) :- *** (Synergy) See Anchoring Bashing (SRD) :- *** (Light and Heavy Shields Only) Meh. If you want to be a two-weapon fighter then just do it. Energy Defense (MIC, p11) :- *** (Synergy) The MIC changed a lot that was wrong with this ability. It is much cheaper now, and it last for most of the daily encounters. Focused (Cadv, p127) :- *** Specifically there to nerf thieves. And it does this well. It is also useful in other situation thus the rating. Nimbleness (MIC, p13) :- *** (Armor Only) Good for Gishes and rogues. Variable (MIC, p15) :- *** Interesting ability. Makes a tower shield useful.
Acidic (MIC, p6) :- ** Acid is the "best" element, but this only works when grappled. Very Meh, and useless after low level. Blinding (SRD) :- ** (Shield Only) OK at lower levels, but it effects friend and foe, and that DC is too low for it to be of much use past 7th level or so. Ectoplasmic Feedback (MIC, p10) :- ** (Armor Only) Way too specific to be worth wasting a slot on your armor. Malleable (Ud, p70) :- ** Another campaign specific armour. But even if you will spend your entire career in a cave, this is still medocre at best. Nacreous (Sw, p129):- ** (Sw, p129) :- ** Campaign Specific: designed for fighters who are going to be underwater, but DM may consider giving it to a foe with the right type of DR. Paired (MH, p40) :- ** This one is for DM or if you are in a military campaign. Otherwise, it ain't gonna help your standard gaming group. Ranged (MIC, p13) :- ** (Non-Tower shields only) Fun, and very cool looking, but kinda useless in the long run. Sanctuary (SS, p54) :- ** The will save on this ability is much too low to last a career. Styptic (MIC, p15) :- ** (Armor Only) Another ability that is sweet when you need it and a burden when you don't. At least it is cheap.
Arrow Catching (SRD) :- * (Shield Only) Ugh. Not only does it put you in the line of fire, but it also insists that you use your max enhancement bonus to get the max benefit. I can see a knight using this one, but in general, just say no. Dragondodger (MIC, p10) :- * (Light Armor Only) Terrible. Even in a dragon heavy campaign, you might get breathed on 10 or 12 times. No, save your cash for something else. Drowcraft (Ud, p70) :- * A terrible bonus for players, but good for the DM. Still it is NO FUN to see that great armor of yours become useless, so DMs use it sparingly.
Angelic (BoED, p112) :- *** The sacred bonus to AC is nice, but expensive for the benefit. The +4 to saves vs. evil spells won't come into play often enough. Animated (SRD) :- *** (Shield Only) Now you don't have to give up a shield to fight two handed. Shame they had to nerf it for spellcasters though. Casters should consider a mithril buckler with this enchantment. Arrow Deflection (SRD) :- ** (Shield Only) Not an enhancement that will last you the rest of your career, and kinda expensive to boot. It would be great for high reflex save characters. If they could use a shield. Axeblock (MIC, p7) :- **** DR is a good thing, and this is cheap! Beastskin (MIC, p7) :- *** (Armor Only) Too character specific to be a must have, but very good for Druids. Blurring, Greater (MIC, p9) :- **** (Armor Only) See Blurring, but consider this one carefully. It is likely that the regular old blurring will be more than what you need. Ectoplasmic Wall (MIC, p11) :- **** (Shield Only) Pretty sweet for battlefield control, and it can get you out of a bad combat situation quickly. Empyrcal (BoED, p112) :- ** This is not so good. It would be better if it didn't add the most common bonus type. AND consider that you will have to go to +5 on enhancement bonuses to get max benefit, costing you other special abilities. Energy Immunity (MIC, p11) :- **** Its the flexability here that makes this one so nice; and the MIC made it cheaper. Go figure. Hammerblock (MIC, p12) :- **** DR is a good thing, and this is cheap! Illithidwrought (Ud, p70) :- *** Another one that is better for DMs, but a +1 insight bonus to AC is still nothing to sneeze at. Power resistance (13) (SRD) :- * See Spell Resistance. Retaliation (MIC, p14) :- *** (Armor Only) Yeah - I'm not too fond of the "you get hurt when I get hurt" abilities. Still - this is one of the better ones. Sacred (BoED, p112) :- *** It doesn't take much of a bonus (or minus) to make turning into a great tool. Plus your turn check may fuel other special abilities. Thus while this has limited appeal, for those who need it this is a must have. Soulbound, Greater (MIC, p14) :- **** See Soulbound Spearblock (MIC, p14) :- **** DR is a good thing, and this is cheap! Spell resistance (13) (SRD) :- * By the time you can afford this +2 ability you will likely be facing 11th level casters - or higher (Remember the BBEG typically has a higher Level than you) so for a couple of levels you may have a 1 in 20 chance of stopping a spell. After that it is useless. YUCK!
Axeblock (MIC, p7) :- **** DR is a good thing, and this is cheap! Blurring, Greater (MIC, p9) :- **** (Armor Only) See Blurring, but consider this one carefully. It is likely that the regular old blurring will be more than what you need. Ectoplasmic Wall (MIC, p11) :- **** (Shield Only) Pretty sweet for battlefield control, and it can get you out of a bad combat situation quickly. Energy Immunity (MIC, p11) :- **** Its the flexability here that makes this one so nice; and the MIC made it cheaper. Go figure. Hammerblock (MIC, p12) :- **** DR is a good thing, and this is cheap! Soulbound, Greater (MIC, p14) :- **** See Soulbound Spearblock (MIC, p14) :- **** DR is a good thing, and this is cheap!
Angelic (BoED, p112) :- *** The sacred bonus to AC is nice, but expensive for the benefit. The +4 to saves vs. evil spells won't come into play often enough. Animated (SRD) :- *** (Shield Only) Now you don't have to give up a shield to fight two handed. Shame they had to nerf it for spellcasters though. Casters should consider a mithril buckler with this enchantment. Beastskin (MIC, p7) :- *** (Armor Only) Too character specific to be a must have, but very good for Druids. Illithidwrought (Ud, p70) :- *** Another one that is better for DMs, but a +1 insight bonus to AC is still nothing to sneeze at. Retaliation (MIC, p14) :- *** (Armor Only) Yeah - I'm not too fond of the "you get hurt when I get hurt" abilities. Still - this is one of the better ones. Sacred (BoED, p112) :- *** It doesn't take much of a bonus (or minus) to make turning into a great tool. Plus your turn check may fuel other special abilities. Thus while this has limited appeal, for those who need it this is a must have.
Arrow Deflection (SRD) :- ** (Shield Only) Not an enhancement that will last you the rest of your career, and kinda expensive to boot. It would be great for high reflex save characters. If they could use a shield. Empyrcal (BoED, p112) :- ** This is not so good. It would be better if it didn't add the most common bonus type. AND consider that you will have to go to +5 on enhancement bonuses to get max benefit, costing you other special abilities.
Power resistance (13) (SRD) :- * See Spell Resistance. Spell resistance (13) (SRD) :- * By the time you can afford this +2 ability you will likely be facing 11th level casters - or higher (Remember the BBEG typically has a higher Level than you) so for a couple of levels you may have a 1 in 20 chance of stopping a spell. After that it is useless. YUCK!
Exalted (BoED, p112) :- *** The constant 'prot from evil' is nice, but when was the last time you got attacked by an unholy weapon, let alone had vile damage thrown at you. This makes a little too expensive for the benefit.
Fortification, Moderate (SRD) :- ***** See other fortification abilities for details
Fortifying Defense (DMGII, p251) :- **** (Synergy) I like these as they help out your buddies also.
Ghost Touch (SRD) :- ** For as often as this will come up in a game, +3 is really WAY too much for what you get. Look at the Ghost Touch Armor spell in the Spell Compendium. Put it on a scroll, then pocket the difference (less my 10% consulting fee of course.)
Gleaming (SRD) :- **** A constant 20% miss chance is worth a +3 bonus.
Halfweight (Ud, p70) :- *** Expensive, but you are buying a feat here. Great for sneaky types, or a gish build.
Invulnerability (SRD) :- ** 5 point DR vs. magic. That is hardly invunerable. Too expensive for what you get, when you can afford your +3 armor enhancement, 5 points will be a drop in the bucket - assuming they can't just bypass the DR naturally.
Power resistance (15) (SRD) :- * See the +2 spell resistance special abilities. This, like the others, is a waste.
Roaring (MIC, p14) :- *** (Armor Only) Missle Reflection is OK. Won't be useful in the later levels, but a +4 competence bonus to initiative is worth it.
Spell resistance (15) (SRD) :- * See the +2 spell resistance special abilities. This, like the others, is a waste.
Vanishing (MIC, p15) :- **** Completely undetectable twice per day is great for any character, but especially nice for you sneaky folks.
Wild (SRD) :- **** Holy cow! If you can wild shape this one is a must have. For added munchkin-y goodness ask your DM if special abilities of the armor are available in wild -shape form as well. Don't tell her I told you to ask though.
Fortifying Defense (DMGII, p251) :- **** (Synergy) I like these as they help out your buddies also.
Gleaming (SRD) :- **** A constant 20% miss chance is worth a +3 bonus.
Vanishing (MIC, p15) :- **** Completely undetectable twice per day is great for any character, but especially nice for you sneaky folks.
Wild (SRD) :- **** Holy cow! If you can wild shape this one is a must have. For added munchkin-y goodness ask your DM if special abilities of the armor are available in wild -shape form as well. Don't tell her I told you to ask though.
Exalted (BoED, p112) :- *** The constant 'prot from evil' is nice, but when was the last time you got attacked by an unholy weapon, let alone had vile damage thrown at you. This makes a little too expensive for the benefit.
Halfweight (Ud, p70) :- *** Expensive, but you are buying a feat here. Great for sneaky types, or a gish build.
Roaring (MIC, p14) :- *** (Armor Only) Missle Reflection is OK. Won't be useful in the later levels, but a +4 competence bonus to initiative is worth it.
Ghost Touch (SRD) :- ** For as often as this will come up in a game, +3 is really WAY too much for what you get. Look at the Ghost Touch Armor spell in the Spell Compendium. Put it on a scroll, then pocket the difference (less my 10% consulting fee of course.)
Invulnerability (SRD) :- ** 5 point DR vs. magic. That is hardly invunerable. Too expensive for what you get, when you can afford your +3 armor enhancement, 5 points will be a drop in the bucket - assuming they can't just bypass the DR naturally.
Fortifying Defense (DMGII, p251) :- **** (Synergy) This is one of those abilities that aid your compaitriots, so it gets plusses in my book.
Power resistance (17) (SRD) :- * See the +2 spell resistance special abilities. This, like the others, is a waste.
Radiant (MIC, p13) :- **** Expensive, but 10 points off WHATEVER ENERGY you are hit with is a good ability.
Soulfire (BoED, p112) :- *** This is a nice one, but when compared to the Death Ward special ability, it is very expensive. The question is - how many death effects are you likely to face in a given day. And do ya feel lucky?
Spell resistance (17) (SRD) :- * See the +2 spell resistance special abilities. This, like the others, is a waste.
Soulfire (BoED, p112) :- *** This is a nice one, but when compared to the Death Ward special ability, it is very expensive. The question is - how many death effects are you likely to face in a given day. And do ya feel lucky?
Fortification, Heavy (SRD) :- ***** See other fortification abilities for details
Fortifying Defense (DMGII, p251) :- **** Pretty good ability, but ironically it may be better to do this with an ability that is less than 100% immune to crits.
Freedom (MIC, p11) :- **** (Armor Only) This one will cost you, but you get a continuous freedom of movement. That means NO GRAPPLES; which nerfs the worst special attack of many monsters.
Power resistance (19) (SRD) :- * See the +2 spell resistance special abilities. This, like the others, is a waste.
Proof against Transmutation (CA, p142) :- *** Good for fighters, but essential for mages. Put this on your bracers!
Reflecting (SRD) :- ** (Shield Only) Spell Turing is one of those things that I just don't get. Unless your campaign is to infiltrate Thay (or the like), you just don't run into that many spellcasters to make it worth a +5 bonus.
Spell resistance (19) (SRD) :- * See the +2 spell resistance special abilities. This, like the others, is a waste.
Spell Trapping (DMGII, p252) :- * Nice try, but it is still paired with a very lame power. Once you get to aford this you can almost guarentee that the enemy will not fail that 21+ caster level check.
Time buttress (MIC, p15) :- **** (Shield Only) Sweet power, but the 1round / day limitation stops it from being a 5. This is great for rogues or anyone else with sneak attack but no reach.
Fortifying Defense (DMGII, p251) :- **** Pretty good ability, but ironically it may be better to do this with an ability that is less than 100% immune to crits.
Freedom (MIC, p11) :- **** (Armor Only) This one will cost you, but you get a continuous freedom of movement. That means NO GRAPPLES; which nerfs the worst special attack of many monsters.
Time buttress (MIC, p15) :- **** (Shield Only) Sweet power, but the 1round / day limitation stops it from being a 5. This is great for rogues or anyone else with sneak attack but no reach.
Reflecting (SRD) :- ** (Shield Only) Spell Turing is one of those things that I just don't get. Unless your campaign is to infiltrate Thay (or the like), you just don't run into that many spellcasters to make it worth a +5 bonus.
Power resistance (19) (SRD) :- * See the +2 spell resistance special abilities. This, like the others, is a waste.
Spell resistance (19) (SRD) :- * See the +2 spell resistance special abilities. This, like the others, is a waste.
Spell Trapping (DMGII, p252) :- * Nice try, but it is still paired with a very lame power. Once you get to aford this you can almost guarentee that the enemy will not fail that 21+ caster level check.
Note: These special abilities are worth more than the one's listed above. Why? Well think of them as slotless items. Unless you go epic, you get a maximum of 9 slots on a weapon. The following abilities allow you to improve your weapon without using those slots - remember that you are still limited by the max of 200,000gp for pre-epic items. Except for the gold in your pocket that is.
Acid resistance (SRD) :- *** +18,000 All the resistance special abilities keep pace with the damage output very well. It will never stop all the energy damage, but it will get about 1/2 of it on average. You get less bang for your buck at the higher levels, but the lower levels do not scale well at all. Ask your DM if you can improve the resistance by paying the difference. Works very well with Improved Evasion.
Acid resistance, Greater (SRD) :- *** +66,000 See Acid Resistance
Acid resistance, Improved (SRD) :- *** +42,000 See Acid Resistance
Agility (MIC, p6) :- ** (Armor Only) +500 It’s a common bonus type, but its psedo-slotless; its pretty cheap, but its only one save, and its not cheap enough to make it less than 1/3 the price of a slotless resistance bonus item.
Anti-Impact (CW, p133) :- ** +2,000 It just doesn't come into play that often.
Aporter (MIC, p6) :- ***** +20,000 Expensive for only twice per day, but it is a great way to get out of a grapple (or to port out of a monster's belly, and it cheaper than freedom. The MIC made this one much better by more then halving the price!
Averter (MIC, p7) :- ** (Shield Only) +13,000 The will save is kinda low for the cost. Once you can buy it very few creatures will be affected buy it, and you only get three shots at it.
Balance (MIC, p7) :- *** (Armor Only) +3,750 How often do you make balance checks. If it is once or twice an gaming session then these might be woth the price. Still Balance is no Diplomacy.
Bane Blind (MIC, p7) :- ***** (Armor Only) +15,000 Costly, but WOW! Total concealment - this nerfs sent, tremorsense, all of it. Well worth it for the sneaky types.
Blinking (MIC, p9) :- ** (Armor Only) +15,000 Not as good as you might initially think. Remember that you too have a 50% miss chance while blinking.
Blueshine (MIC, p9) :- ** (Metal Armor Only) +1,500 Practially useless in game terms. Get this only if you want your warrior to be shiney.
Buoyant (MIC, p9) :- ** (Armor Only) +4,000 Campaign Specific: even in a seaborne campaign this is still pretty weak
Burning (Unknown) :- * +90,000 I am not a fan of fire damage, and this is far too costly for a 10 pt cold resistance.
Called (MIC, p9) :- **** +2,000 I like it, it has crunch, it has flavor, and the price is right. Now there is no need for Glammered armor.
Cold resistance (SRD) :- *** +18,000 See Acid Resistance
Cold resistance, Greater (SRD) :- *** +66,000 See Acid Resistance
Cold resistance, Improved (SRD) :- *** +42,000 See Acid Resistance
Comfort (SS, p52) :- ** (Armor Only) +5,000 Campaign specific: if you are off to the desert or the north then give this one a look, otherwise skip it.
Commander (MIC, p9) :- ** +2,000 Not much bang for your buck, and it is only really good until your Cleric gets 3rd level spells.
Cool (Sst, p130) :- ** (Armor Only) +2,400 Campaign specific: if you are off to the desert then give this one a look, otherwise skip it.
Daylight (MIC, p9) :- *** +3,000 Not too shabby for the cost. But don't rely on this for your primary light source.
Deep (Sw, p128) :- * (Armor Only) +22,500 Used to be good, but it is trumped by Deepdweller now.
Deepdweller (MIC, p10) :- **** (Armor Only) +12,000 I think this is supposed to replace Deep, with a new price, but there are some subtle differences so I submit both here for completeness. Anyway, never take Deep - only take Deepdweller.
Dessication Resistance (Sst, p130) :- ** (Armor Only) +9,000 Campaign specific: Dessication damage is nasty and hard to resist, but this is way expensive compared to other resistances.
Easy Travel (MIC, p10) :- *** +1,500 Cheap, but very campaign specific - and really not of too much good unless every armored person in the party has a set.
Ectoplasmic (SRD) :- ** (Armor Only) +10,800 Shades of Venkman aside, this is more for getting through a tight spot, which should be more than covered by your spellcasters. In combat, it gives you a commonly defeated DR, and lowers your AC, so meh.
Electricity resistance (SRD) :- *** +18,000 See Acid Resistance
Electricity resistance, greater (SRD) :- *** +66,000 See Acid Resistance
Electricity resistance, improved (SRD) :- *** +42,000 See Acid Resistance
Etherealness (SRD) :- * +49,000 This would be great, if only it weren't so expensive. By the time you can afford this your spellcasters should be able to get the entire party ethereal when needed. As for fighting ethereal creatures, a ghost touch crystal or the spell Ghost touch weapon will cover what you need.
Fearsome (MIC, p11) :- **** +15,000 The DC save is low, but you still get an effect that is pretty good even if they make their save.
Fire resistance (SRD) :- *** +18,000 See Acid Resistance
Fire resistance, greater (SRD) :- *** +66,000 See Acid Resistance
Fire resistance, improved (SRD) :- *** +42,000 See Acid Resistance
Floating (SRD) :- **** +4,000 So cheap. If you are around water this beats any other water type abilities hands down, and is a no brainer. (Only reason it didn't get 5 was because it is campaign specific.) Also compare to bouyant before you buy.
Gilled (MIC, p11) :- ** (Armor Only) +6,000 Mainly for DMs, but if your are playing an aquatic type, this is a must have.
Glamered (SRD) :- ** +2,700 Dress up your fighter for parties without him getting all uncomfortable and wiggly outside of his armor. Now worth less due to called special ability.
Healing (MIC, p12) :- **** (Armor Only) +8,000 Auto heal when dying is nice. Better at lower levels, before you run into the 'save or die' spells, but still very useful. And now MUCH cheaper.
Healing, Greater (MIC, p12) :- **** (Armor Only) +24,000 Auto heal when dying is nice. This property was added to make the healing scalable, which I like, and is smart design wiork..
Health (SS, p53) :- * +11,250 Unless you are going to be fighting all Lycanthropes or the like, this is not so good.
Heartening (MIC, p12) :- ** (Shield Only) +2,000 5 unstackable temprary hit points twice per day. For how much? No thank you.
Heraldic Crest, Courage (HoB, p130) :- ***** +4,000 Get this for the increased initative. That makes all the difference at higher levels.
Heraldic Crest, Ferocity (HoB, p130) :- ** +6,000 OK, but limited to mainly Barbarians.
Heraldic Crest, Glory (HoB, p130) :- *** +11,000 The damage incrase is OK, but herosim makes this ability.
Heraldic Crest, Honour (HoB, p130) :- * +12,000 Ugh - very costly for some limited circumstantial benefits and a 1/day SLA.
Heraldic Crest, Insight (HoB, p130) :- ** +5,000 Too expensive for the bonus to spot that you get.
Heraldic Crest, Valiant Defense (HoB, p130) :- *** +6,000 Not too shabby for the price.
Landing (MIC, p12) :- *** (Armor Only) +4,000 Eh… Compare to a ring of feather falling, this doesn't look so hot, but it is slotless…
Linked (MIC, p12) :- *** +6,000 Nice ability, but you gotta pay for it for every person in your party who will use it, so the costs can get up there.
Magic Eating (MIC, p12) :- ** (Armor Only) +10,000 You know my opinions on spell resistance abilities. Same goes here; aklthough the new price makes it a bit more attractive
Manifester (MIC, p12) :- *** (Shield Only) +6,000 For psionic users only. This is the psionic equivalent of Mord's lubrication, so its nice for them.
Masking (MIC, p12) :- **** (Armor Only) +40,000 If you need to not be seen, then this is a must have. The caster check to bypass the effect is reasonably high.
Menacing (MIC, p13) :- *** (Armor Only) +30,000 The DC is low (unless you give it to a Paladin or Sorcerer), but it scales with the PC, and there is an effect even if you make the save! The new price makes this even better.
Mindarmor (MIC, p13) :- **** +3,000 Good for bumping up your will save, with an untyped get bonus type. The new price makes it a must have for your tank, 'Sir Gullible'
Mirror Image (SS, p53) :- ***** +20,000 Are you kidding me? 3 times per day. What fighter wouldn't want this? It gives the fighter an 86% (or more) miss chance! Combine with blurring for maximum fun.
Phasing (SRD) :- *** +66,520 Another 'wall nerfing' ability, that is average for the price.
Proof against Enchantments (SS, p53) :- **** +50,000 Effectively a mind blank spell with 3 uses. Very nice enchantment for easily swayed fighter types.
Quickness (MIC, p13) :- *** (Armor Only) +5,000 This one is for all the dwarves in the house. Add it to a monk's bracers for cheesy goodness.
Sailing (SS, p53) :- *** (Armor Only) +20,000 Campaing specific, but if you are going to be on a ship, this is a VERY nice enchanment.
Scorpion Carapace (Sst, p130) :- *** (Armor Only) +32,000 Campaign specific: Two pretty good feats, but really only worth in in sandy areas (ie the desert)
Seeing (SRD) :- *** +6,000 Not too bad, but a little too small a bonus / benefit to really balance out the price.
Shadow (SRD) :- *** +3,750 Obviously designed for the sneaky types. The price is right, making this a must have for the stealthy ones. Doesn't scale up so well on a cost / benefit, so it is better at lower levels. For the cost of the most expensive special ability you could dimension door past the guards.
Shadow, greater (SRD) :- ** +33,750 See Shadow
Shadow, improved (SRD) :- *** +15,000 See Shadow
Silent moves (SRD) :- *** +3,750 See Shadow
Silent moves, greater (SRD) :- ** +33,750 See Shadow
Silent moves, improved (SRD) :- *** +15,000 See Shadow
Slick (SRD) :- ** +3,750 Erm… OK, I guess. But it won't be useful for very long at all unless you are putting skill points into escape artist. And then when your casters can cast freedom of movement….
Slick, greater (SRD) :- * +33,750 See Slick
Slick, improved (SRD) :- ** +15,000 See Slick
Slippery Aura (DMGII, p252) :- **** +45,000 Double saves are cool and you get to share this with your friends!
Slippery Mind (DMGII, p252) :- *** +45,000 You get a double save, but it is limited in scope, so the cost drives down this rating.
Sonic resistance (SRD) :- *** +18,000 See Acid Resistance
Sonic resistance, greater (SRD) :- *** +66,000 See Acid Resistance
Sonic resistance, improved (SRD) :- *** +42,000 See Acid Resistance
Speed (MIC, p14) :- *** +6,000 Haste is great, but the duration is VERY short.
Stamina (MIC, p15) :- ** (Armor Only) +500 See Agility.
Stonemeld (Unknown) :- *** +80,000 Costly, but the DR 5/- is always welcome, plus you can meld with stone. How cool is that?
Undead controlling (SRD) :- *** +49,000 Campaign Specific: Good in any campaign, but too expensive to just slap it on a suit of armor for 'just in case'
Underwater Action (Unknown) :- * +86,000 Way too costly for the equivalent of freedom of movement.
Vermin Controlling (SS, p54) :- ** +49,000 Campaign specific: How many games will you be in where it is worth more than a +6 enhancement bonus to you main stat to control rats?
Whirlwind (Unknown) :- *** +90,000 Nice, but kinda expensive for the ability to fly. The whirlwind ability doesn't add that much.
Woodwalk (MIC, p15) :- *** +9,000 If you are going to be outdoors this is a killer special ability.
Xorn Movement (Ud, p70) :- ***** +36,000 Expensive, but you get burrowing for 9 mins / day - much more that you are likely to need it.
Aporter (MIC, p6) :- ***** +20,000 Expensive for only twice per day, but it is a great way to get out of a grapple (or to port out of a monster's belly, and it cheaper than freedom. The MIC made this one much better by more then halving the price!
Bane Blind (MIC, p7) :- ***** (Armor Only) +15,000 Costly, but WOW! Total concealment - this nerfs sent, tremorsense, all of it. Well worth it for the sneaky types.
Heraldic Crest, Courage (HoB, p130) :- ***** +4,000 Get this for the increased initative. That makes all the difference at higher levels.
Mirror Image (SS, p53) :- ***** +20,000 Are you kidding me? 3 times per day. What fighter wouldn't want this? It gives the fighter an 86% (or more) miss chance! Combine with blurring for maximum fun.
Xorn Movement (Ud, p70) :- ***** +36,000 Expensive, but you get burrowing for 9 mins / day - much more that you are likely to need it.
Called (MIC, p9) :- **** +2,000 I like it, it has crunch, it has flavor, and the price is right. Now there is no need for Glammered armor.
Deepdweller (MIC, p10) :- **** (Armor Only) +12,000 I think this is supposed to replace Deep, with a new price, but there are some subtle differences so I submit both here for completeness. Anyway, never take Deep - only take Deepdweller.
Fearsome (MIC, p11) :- **** +15,000 The DC save is low, but you still get an effect that is pretty good even if they make their save.
Floating (SRD) :- **** +4,000 So cheap. If you are around water this beats any other water type abilities hands down, and is a no brainer. (Only reason it didn't get 5 was because it is campaign specific.) Also compare to bouyant before you buy.
Healing (MIC, p12) :- **** (Armor Only) +8,000 Auto heal when dying is nice. Better at lower levels, before you run into the 'save or die' spells, but still very useful. And now MUCH cheaper.
Healing, Greater (MIC, p12) :- **** (Armor Only) +24,000 Auto heal when dying is nice. This property was added to make the healing scalable, which I like, and is smart design wiork..
Masking (MIC, p12) :- **** (Armor Only) +40,000 If you need to not be seen, then this is a must have. The caster check to bypass the effect is reasonably high.
Mindarmor (MIC, p13) :- **** +3,000 Good for bumping up your will save, with an untyped get bonus type. The new price makes it a must have for your tank, 'Sir Gullible'
Proof against Enchantments (SS, p53) :- **** +50,000 Effectively a mind blank spell with 3 uses. Very nice enchantment for easily swayed fighter types.
Slippery Aura (DMGII, p252) :- **** +45,000 Double saves are cool and you get to share this with your friends!
Acid resistance (SRD) :- *** +18,000 All the resistance special abilities keep pace with the damage output very well. It will never stop all the energy damage, but it will get about 1/2 of it on average. You get less bang for your buck at the higher levels, but the lower levels do not scale well at all. Ask your DM if you can improve the resistance by paying the difference. Works very well with Improved Evasion.
Acid resistance, Greater (SRD) :- *** +66,000 See Acid Resistance
Acid resistance, Improved (SRD) :- *** +42,000 See Acid Resistance
Balance (MIC, p7) :- *** (Armor Only) +3,750 How often do you make balance checks. If it is once or twice an gaming session then these might be woth the price. Still Balance is no Diplomacy.
Cold resistance (SRD) :- *** +18,000 See Acid Resistance
Cold resistance, Greater (SRD) :- *** +66,000 See Acid Resistance
Cold resistance, Improved (SRD) :- *** +42,000 See Acid Resistance
Daylight (MIC, p9) :- *** +3,000 Not too shabby for the cost. But don't rely on this for your primary light source.
Easy Travel (MIC, p10) :- *** +1,500 Cheap, but very campaign specific - and really not of too much good unless every armored person in the party has a set.
Electricity resistance (SRD) :- *** +18,000 See Acid Resistance
Electricity resistance, greater (SRD) :- *** +66,000 See Acid Resistance
Electricity resistance, improved (SRD) :- *** +42,000 See Acid Resistance
Fire resistance (SRD) :- *** +18,000 See Acid Resistance
Fire resistance, greater (SRD) :- *** +66,000 See Acid Resistance
Fire resistance, improved (SRD) :- *** +42,000 See Acid Resistance
Heraldic Crest, Glory (HoB, p130) :- *** +11,000 The damage incrase is OK, but herosim makes this ability.
Heraldic Crest, Valiant Defense (HoB, p130) :- *** +6,000 Not too shabby for the price.
Landing (MIC, p12) :- *** (Armor Only) +4,000 Eh… Compare to a ring of feather falling, this doesn't look so hot, but it is slotless…
Linked (MIC, p12) :- *** +6,000 Nice ability, but you gotta pay for it for every person in your party who will use it, so the costs can get up there.
Manifester (MIC, p12) :- *** (Shield Only) +6,000 For psionic users only. This is the psionic equivalent of Mord's lubrication, so its nice for them.
Menacing (MIC, p13) :- *** (Armor Only) +30,000 The DC is low (unless you give it to a Paladin or Sorcerer), but it scales with the PC, and there is an effect even if you make the save! The new price makes this even better.
Phasing (SRD) :- *** +66,520 Another 'wall nerfing' ability, that is average for the price.
Quickness (MIC, p13) :- *** (Armor Only) +5,000 This one is for all the dwarves in the house. Add it to a monk's bracers for cheesy goodness.
Sailing (SS, p53) :- *** (Armor Only) +20,000 Campaing specific, but if you are going to be on a ship, this is a VERY nice enchanment.
Scorpion Carapace (Sst, p130) :- *** (Armor Only) +32,000 Campaign specific: Two pretty good feats, but really only worth in in sandy areas (ie the desert)
Seeing (SRD) :- *** +6,000 Not too bad, but a little too small a bonus / benefit to really balance out the price.
Shadow (SRD) :- *** +3,750 Obviously designed for the sneaky types. The price is right, making this a must have for the stealthy ones. Doesn't scale up so well on a cost / benefit, so it is better at lower levels. For the cost of the most expensive special ability you could dimension door past the guards.
Shadow, improved (SRD) :- *** +15,000 See Shadow
Silent moves (SRD) :- *** +3,750 See Shadow
Silent moves, improved (SRD) :- *** +15,000 See Shadow
Slippery Mind (DMGII, p252) :- *** +45,000 You get a double save, but it is limited in scope, so the cost drives down this rating.
Sonic resistance (SRD) :- *** +18,000 See Acid Resistance
Sonic resistance, greater (SRD) :- *** +66,000 See Acid Resistance
Sonic resistance, improved (SRD) :- *** +42,000 See Acid Resistance
Speed (MIC, p14) :- *** +6,000 Haste is great, but the duration is VERY short.
Stonemeld (Unknown) :- *** +80,000 Costly, but the DR 5/- is always welcome, plus you can meld with stone. How cool is that?
Undead controlling (SRD) :- *** +49,000 Campaign Specific: Good in any campaign, but too expensive to just slap it on a suit of armor for 'just in case'
Whirlwind (Unknown) :- *** +90,000 Nice, but kinda expensive for the ability to fly. The whirlwind ability doesn't add that much.
Woodwalk (MIC, p15) :- *** +9,000 If you are going to be outdoors this is a killer special ability.
Agility (MIC, p6) :- ** (Armor Only) +500 It’s a common bonus type, but its psedo-slotless; its pretty cheap, but its only one save, and its not cheap enough to make it less than 1/3 the price of a slotless resistance bonus item.
Anti-Impact (CW, p133) :- ** +2,000 It just doesn't come into play that often.
Averter (MIC, p7) :- ** (Shield Only) +13,000 The will save is kinda low for the cost. Once you can buy it very few creatures will be affected buy it, and you only get three shots at it.
Blinking (MIC, p9) :- ** (Armor Only) +15,000 Not as good as you might initially think. Remember that you too have a 50% miss chance while blinking.
Blueshine (MIC, p9) :- ** (Metal Armor Only) +1,500 Practially useless in game terms. Get this only if you want your warrior to be shiney.
Buoyant (MIC, p9) :- ** (Armor Only) +4,000 Campaign Specific: even in a seaborne campaign this is still pretty weak
Comfort (SS, p52) :- ** (Armor Only) +5,000 Campaign specific: if you are off to the desert or the north then give this one a look, otherwise skip it.
Commander (MIC, p9) :- ** +2,000 Not much bang for your buck, and it is only really good until your Cleric gets 3rd level spells.
Cool (Sst, p130) :- ** (Armor Only) +2,400 Campaign specific: if you are off to the desert then give this one a look, otherwise skip it.
Dessication Resistance (Sst, p130) :- ** (Armor Only) +9,000 Campaign specific: Dessication damage is nasty and hard to resist, but this is way expensive compared to other resistances.
Ectoplasmic (SRD) :- ** (Armor Only) +10,800 Shades of Venkman aside, this is more for getting through a tight spot, which should be more than covered by your spellcasters. In combat, it gives you a commonly defeated DR, and lowers your AC, so meh.
Gilled (MIC, p11) :- ** (Armor Only) +6,000 Mainly for DMs, but if your are playing an aquatic type, this is a must have.
Glamered (SRD) :- ** +2,700 Dress up your fighter for parties without him getting all uncomfortable and wiggly outside of his armor. Now worth less due to called special ability.
Heartening (MIC, p12) :- ** (Shield Only) +2,000 5 unstackable temprary hit points twice per day. For how much? No thank you.
Heraldic Crest, Ferocity (HoB, p130) :- ** +6,000 OK, but limited to mainly Barbarians.
Heraldic Crest, Insight (HoB, p130) :- ** +5,000 Too expensive for the bonus to spot that you get.
Magic Eating (MIC, p12) :- ** (Armor Only) +10,000 You know my opinions on spell resistance abilities. Same goes here; aklthough the new price makes it a bit more attractive
Shadow, greater (SRD) :- ** +33,750 See Shadow
Silent moves, greater (SRD) :- ** +33,750 See Shadow
Slick (SRD) :- ** +3,750 Erm… OK, I guess. But it won't be useful for very long at all unless you are putting skill points into escape artist. And then when your casters can cast freedom of movement….
Slick, improved (SRD) :- ** +15,000 See Slick
Stamina (MIC, p15) :- ** (Armor Only) +500 See Agility.
Vermin Controlling (SS, p54) :- ** +49,000 Campaign specific: How many games will you be in where it is worth more than a +6 enhancement bonus to you main stat to control rats?
Burning (Unknown) :- * +90,000 I am not a fan of fire damage, and this is far too costly for a 10 pt cold resistance.
Deep (Sw, p128) :- * (Armor Only) +22,500 Used to be good, but it is trumped by Deepdweller now.
Etherealness (SRD) :- * +49,000 This would be great, if only it weren't so expensive. By the time you can afford this your spellcasters should be able to get the entire party ethereal when needed. As for fighting ethereal creatures, a ghost touch crystal or the spell Ghost touch weapon will cover what you need.
Health (SS, p53) :- * +11,250 Unless you are going to be fighting all Lycanthropes or the like, this is not so good.
Heraldic Crest, Honour (HoB, p130) :- * +12,000 Ugh - very costly for some limited circumstantial benefits and a 1/day SLA.
Slick, greater (SRD) :- * +33,750 See Slick
Underwater Action (Unknown) :- * +86,000 Way too costly for the equivalent of freedom of movement.
Augment crystals turn a great deal of the special abilities usefulness on their heads. Once an ability that was VERY useful but only in a few situations meant that you never pick it. You would instead just suck it up that one time out of 50 that you could use it. Now with Augment Crystals it is perfectly viable, even desirable, to get that ghosttouch ability, since it will not be using up precious space on your main weapon.
Note too, that augment crystals do not add to the gp value of the weapon or armor. They are separate entities. So augment crystals also allow you to break that epic level cap on total gp value of an item; albeit through a back door, but still.
You might want to ask your GM ahead of time how they will consider Greater Magic Weapon / Magic Vestment and Augment Crystals will interact. It may be that you can use the greater augment crystals on a spell boosted enhancement bonus. I may not be OK. I can see where a GM might rule either way.
Clasp of Energy Protection, Greater (MIC, p24) :- **** +3,000 See Least version
Clasp of Energy Protection, Least (MIC, p24) :- **** +500 Standard energy protection, but now it doesn't cost you plusses, or burn you if you make a bad choice.
Clasp of Energy Protection, Lesser (MIC, p24) :- **** +1,500 See Least version
Crystal of Adamant Armor, Greater (MIC, p24) :- * +3,400 See Least version
Crystal of Adamant Armor, Least (MIC, p24) :- * +300 This is one for the DM, mainly, unless sundering armor is common in your game. I think its dirty pool, but YMMV.
Crystal of Adamant Armor, Lesser (MIC, p24) :- * +1,400 See Least version
Crystal of Adaptation, Greater (MIC, p24) :- *** +3,000 Still Campaign Specific, but this is a nicer benefit.
Crystal of Adaptation, Least (MIC, p24) :- * +500 Campaign Specific and not so useful, but check out the lesser and greater ones
Crystal of Adaptation, Lesser (MIC, p24) :- *** +1,500 Still Campaign Specific, but this is a nicer benefit.
Crystal of Aquatic Action, Greater (MIC, p25) :- **** +3,000 See Least version
Crystal of Aquatic Action, Least (MIC, p25) :- *** +250 Campaign Specific, but each one is really good for seagoing campaigns. And look at the price!
Crystal of Aquatic Action, Lesser (MIC, p25) :- **** +1,000 See Least version - but looky SWIM SPEED!
Crystal of Arrow Deflection, Greater (MIC, p25) :- **** +5,000 See Least version, but now you can deflect that ray.
Crystal of Arrow Deflection, Least (MIC, p25) :- *** +500 Pretty good when you consider this includes ranged touch attacks.
Crystal of Arrow Deflection, Lesser (MIC, p25) :- *** +2,500 See Least version
Crystal of Bent Sight (MIC, p25) :- *** +500 This is what these crystals were designed for.
Crystal of Glancing Blows, Greater (MIC, p25) :- ** +5,000 OK now this is a decent bonus to grapple, but it is still VERY specific in its nature.
Crystal of Glancing Blows, Least (MIC, p25) :- * +500 Whatever - I mean so you are SLIGHTLY more difficult to grapple.
Crystal of Glancing Blows, Lesser (MIC, p25) :- * +3,000 See Least Version
Crystal of Lifekeeping, Greater (MIC, p25) :- ***** +5,000 The automatic re-roll makes this one a killer crystal.
Crystal of Lifekeeping, Least (MIC, p25) :- *** +200 Very good protection for low fort save folks.
Crystal of Lifekeeping, Lesser (MIC, p25) :- *** +1,000 See Least version
Crystal of Mind Cloaking, Greater (MIC, p25) :- ***** +10,000 The automatic re-roll makes this one a killer crystal.
Crystal of Mind Cloaking, Least (MIC, p25) :- *** +500 Very good protection for low will save folks.
Crystal of Mind Cloaking, Lesser (MIC, p25) :- *** +4,000 See Least version
Crystal of Screening, Greater (MIC, p26) :- **** +3,000 See Least version
Crystal of Screening, Least (MIC, p26) :- **** +400 Excellent - the ghost touch protection without taking up abiliteis on your armor
Crystal of Screening, Lesser (MIC, p26) :- **** +1,000 See Least version
Crystal of Stamina, Greater (MIC, p26) :- ***** +2,700 The automatic re-roll makes this one a killer crystal.
Crystal of Stamina, Least (MIC, p26) :- *** +300 Very good protection for low fort save folks.
Crystal of Stamina, Lesser (MIC, p26) :- *** +900 See Least version
Iron Ward Diamond, Greater (MIC, p26) :- ** +8,000 See Least version
Iron Ward Diamond, Least (MIC, p26) :- ** +500 I like DR, but this is costly, and you need better and better armour as the benefits increase.
Iron Ward Diamond, Lesser (MIC, p26) :- ** +2,000 See Least version
Restful Crystal (MIC, p26) :- **** +500 Oh so cheap, and it will last you throughout your carrer.
Rubicund Frenzy, Greater (MIC, p26) :- * +6,000 See Least version
Rubicund Frenzy, Least (MIC, p26) :- * +500 Yuck. Morale bonuses to fear affects are so easy to come by via common spells.
Rubicund Frenzy, Lesser (MIC, p26) :- * +2,000 See Least version
Clasp of Energy Protection, Greater (MIC, p24) :- **** +3,000 See Least version
Clasp of Energy Protection, Least (MIC, p24) :- **** +500 Standard energy protection, but now it doesn't cost you plusses, or burn you if you make a bad choice.
Clasp of Energy Protection, Lesser (MIC, p24) :- **** +1,500 See Least version
Crystal of Aquatic Action, Greater (MIC, p25) :- **** +3,000 See Least version
Crystal of Aquatic Action, Lesser (MIC, p25) :- **** +1,000 See Least version - but looky SWIM SPEED!
Crystal of Arrow Deflection, Greater (MIC, p25) :- **** +5,000 See Least version, but now you can deflect that ray.
Crystal of Screening, Greater (MIC, p26) :- **** +3,000 See Least version
Crystal of Screening, Least (MIC, p26) :- **** +400 Excellent - the ghost touch protection without taking up abiliteis on your armor
Crystal of Screening, Lesser (MIC, p26) :- **** +1,000 See Least version
Restful Crystal (MIC, p26) :- **** +500 Oh so cheap, and it will last you throughout your carrer.
Crystal of Adamant Armor, Greater (MIC, p24) :- * +3,400 See Least version
Crystal of Adamant Armor, Least (MIC, p24) :- * +300 This is one for the DM, mainly, unless sundering armor is common in your game. I think its dirty pool, but YMMV.
Crystal of Adamant Armor, Lesser (MIC, p24) :- * +1,400 See Least version
Crystal of Adaptation, Least (MIC, p24) :- * +500 Campaign Specific and not so useful, but check out the lesser and greater ones
Crystal of Glancing Blows, Least (MIC, p25) :- * +500 Whatever - I mean so you are SLIGHTLY more difficult to grapple.
Crystal of Glancing Blows, Lesser (MIC, p25) :- * +3,000 See Least Version
Rubicund Frenzy, Greater (MIC, p26) :- * +6,000 See Least version
Rubicund Frenzy, Least (MIC, p26) :- * +500 Yuck. Morale bonuses to fear affects are so easy to come by via common spells.
Rubicund Frenzy, Lesser (MIC, p26) :- * +2,000 See Least version
6/14/06: Thread Started. No content added yet. 6/15/06: Added SRD content. 6/22/06: Sorted content. 6/23/06: Fixed Death Ward entry and added Lost Empires reference. 6/28/06: Added in BoED and XPH, added in master list. 3/4/07: Added in items from DMGII and other poster suggestions. 7/4/07: Adding in the MIC, including augment crystals; moving some post info around.