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Switch to Forum Live View Weapons of Legacy: A Compendium of Magic Items
8 months ago  ::  Oct 05, 2012 - 2:39PM #171
Odyssyus
Date Joined: Dec 28, 2010
Posts: 156
It is in there it's just rated purple.
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8 months ago  ::  Oct 05, 2012 - 2:42PM #172
kilpatds
Date Joined: Nov 23, 2003
Posts: 4,981
Ok.  There needs to be an "Epic: Morninglord/Radiant One called and said I broke the game" gold note.  That item shouldn't be burried that far down.
"Nice assumptions. Completely wrong assumptions, but by jove if being incorrect stopped people from making idiotic statements, we wouldn't have modern internet subculture." Kerrus

Practical gameplay runs by neither RAW or RAI, but rather "A Compromise Between The Gist Of The Rule As I Recall Getting The Impression Of It That One Time I Read It And What Jerry Says He Remembers, Whatever, We'll Look It Up Later If Any Of Us Still Give A Damn." Erachima
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8 months ago  ::  Oct 05, 2012 - 2:48PM #173
RenZhe
Date Joined: Apr 3, 2011
Posts: 972
Agreed, calling it purple is a little too harsh. Even by paragon, putting it into the hands of a Firesoul Genasi will make this item rock. Or any arcane class, really, because Arcane Admixture is always an option.
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8 months ago  ::  Oct 05, 2012 - 2:50PM #174
Herid_Fel
  • Dragon Slayer
Date Joined: Apr 11, 2008
Posts: 2,565

Elemental Ward Cloak; Neck Slot (Dragon 408): This item becomes available in late heroic, but it really starts shining around mid-high paragon. By that point, it gives a truly immense item bonus to all defenses against any attacks with an elemental keyword (acid, cold, fire, lightning, and thunder). It also helps offset the need for a lot of resistances for these damage types, except to avoid auto-damage. If you get another part of the set, then you also get a little resistance to a damage type of your choice. [Set]

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8 months ago  ::  Oct 05, 2012 - 3:09PM #175
Armisael
Date Joined: Sep 17, 2007
Posts: 11,299

Oct 5, 2012 -- 2:31PM, kilpatds wrote:

I didn't see Firewind Blade?

Edit: also Pelor's Boon 




Firewind Blade is there. Pelor's Boon has just been added, thanks for reminding me!

EDIT: Also, remember that purple isn't bad in this guide, guys. It just means hard to use (and I will fight anyone who says a firewind blade is at all easy to use - it took me aeons to find a way to make it workable on Monks). Ironically, the only bad rating besides red is...Black, because it is 'too baseline'.

Mountain Cleave Rule: You can have any sort of fun, including broken, silly fun, so long as I get to have that fun too (e. g., if you can warp reality with your spells, I can cleave mountains with my blade).
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8 months ago  ::  Oct 05, 2012 - 3:25PM #176
RenZhe
Date Joined: Apr 3, 2011
Posts: 972
I might just be too jaded at this point because I reflexively think that Black is the new Red.
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8 months ago  ::  Oct 05, 2012 - 3:38PM #177
Armisael
Date Joined: Sep 17, 2007
Posts: 11,299

Oct 5, 2012 -- 3:25PM, RenZhe wrote:

I might just be too jaded at this point because I reflexively think that Black is the new Red.




And hilariously, it more or less is in this handbook. :P

Mountain Cleave Rule: You can have any sort of fun, including broken, silly fun, so long as I get to have that fun too (e. g., if you can warp reality with your spells, I can cleave mountains with my blade).
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8 months ago  ::  Oct 05, 2012 - 6:44PM #178
LightWarden
Date Joined: Dec 31, 2003
Posts: 305
So, Wondrous Items.  Unlike most items, they don't require slots, so you're free to collect them without having to make hard decisions.  Many wondrous items aren't quite as obviously useful as your conventional items, or as directly powerful, and most aren't worth using up your picks on your wish lists.  That said, once you're five to ten levels above the item's level, it becomes dirt-cheap and it's usually a good idea to take a second a look at these things and maybe pick up some with your petty cash.  You never know what sort of weird shenanigans you can get up to.  So with that, here's most of the wondrous items of some interest.  Epic-level wondrous items are often too expensive to actually be worth it in most cases, but might still be worth a look.

Level 1:
Athasian Spellshard (DSCS): For illiterate mages, or those who don't want to be that obvious when they go through customs
Blessed Book (AV2): A bigger book for rituals.  Not sure if you'll need this, but it's cheap.
Eternal Chalk (MME): What can you do with an endless stick of chalk that can't be erased by anyone other than you?  Start with graffiti and go from there.
Ioun's Parchment (AV2): Unerasable scroll for ritual use or making sure you don't lose a message.  Reusable too for those eco-minded among you.
Mountebank's Deck (MME): Cheat when you need it, even better if you're trained in Thievery.  Unfortunately it's Rare.
Restful Bedroll (MME): 1d8 THP after an extended rest.  At least it's cheap.
Sunglobe (AV2): Cheap and slot-less light source that you can manipulate as a free action.  Good if you don't have a lightsaber on you.

Level 2:
Backpack of Concealment (MME): Make sure no one steals your most secret and valuable possession.  Also make sure no one steals your backpack.
Delver's Light (EPG): Hands-free and slot-free light source with a huge radius.  Living constructs only though.
Silent Tool (AV): Don't know if this will ever come up, but it's there.  Could be useful if you put it on an axe or battering ram or something.

Level 3:
Floating Lantern (MME): Hands-free light source that can be sent floating out in front of you.  Can't support weight, but can be used as a decoy.
Spyglass of Perception (D412): +3 item bonus to Perception checks.  Sadly doesn't cost 1000 gp.

Level 4:
Bridle of Conjuration (AV): Free horse once per day for the next twelve hours.  It says it disappears when reduced to 0 HP or fewer, but it's a conjuration, so maybe it's invincible and ignores terrain.  Check with your DM before use.

Level 5:
Bag of Holding (PHB): I honestly don't expect any party to ever go anywhere without extradimensional storage.  There are just too many fun things to do with it.  200 pounds of weight and 20 cubic feet of space in this one.
Deepfarer's Pouch (AV2): Are you a perma-stealth character who's sick of your loud and clumsy party members?  Well, if you stick them in extradimensional storage, they can come with you and not make a sound.  If they're not constructs or undead, give them one of these so they have an hour of fresh air in their little bags.  In fact, have more than one and rotate them during breaks.
Faerie Field Catalog (HotFW): Bonus to checks to identify fey, and if you somehow don't have someone who's trained in Arcana, you can identify fey as though you had training in it.  Very campaign-dependent and niche.  But it's there.
Flagoon of Ale Procurement (D369): You know the distance to the nearest alcoholic beverage.  Also has a daily power to point out the direction and distance to sources of water or alcohol.  Aside from the comedy factor, note that if you know the distance to the nearest alcoholic beverage, it's more often than not a distance to the nearest civilization, good if you're lost.  It doesn't point the direction, but you can find that out just by triangulating your position (pick a starting spot, move out in different directions and back and keep checking your distance.  It's like playing "hot or cold").
Lantern of Discerning (AV): More light with no need for fuel, but also grants a +1 power bonus to Insight and Perception checks.  If you have one, no reason not to haul it out when checking for traps and spies.
Pouch of Platinum (AV): Automated money-changer.  No need to visit the bank or haggle with the jewler, just dump your change right in there.

Level 6:
Polyglot Gem (AV): Speak, read and write one language as long as you're carrying the gem.  Decent.

Level 7:
Enshrouding Candle (AV): Bright light is reduced to dim light in a 2 square radius, and the daily power to generate an illusion that hides anyone inside the area of its illumination that lasts for 8 hours, making it possibly an interesting place to nap.  It has uses, especially if you don't like light.
Horn of Summons (AV): Once per encounter, sound the horn and be heard for a mile around, waking up allies and telling them how you're doing.  Now you too can be like Boromir.  Kind of a novelty item for the most part, but may be useful in some sort of mass battle thing or as a way to stop an invading army in the night.
Map of Unseen Lands  (MME): Once per day,  get a 10 mile view of the land around you including structures.  Can be useful.  Rare.
Stylus of the Translator (AV): Automatically translates whatever you write.  Can be useful if you run into literate people you can't otherwise talk to.  But there are probably better ways.

Level 8:
Bag of Tricks, Gray (AV): Free minion once per day.  Probably not that good of a bargain.
Bowstring of Accuracy (AV2): Are you in a mixed party of drow, eladrin and elves?  Do you like rerolls?
Burrow-Ward Blade (D383): Alerts you to anyone burrowing within 20 squares of the blade.  It needs to remain there for 24 hours before it works, and you need to be within 40 squares to hear the warning (you're the only one who can hear it).  I guess if you really hate moles...
Crystal Ball (MME): Once per day, go explore something within 100 squares of you (sustain standard), also gain +4 to arcana for scrying.  Rare.  Could be useful in a dungeon crawl, but the daily power makes it more difficult to use to fully map things out.  Still, can't hurt to have one at high levels if you want to take a look at the boss chamber.  Higher level versions let you see within 100 miles, then anywhere on the same plane.
Lodestone of the Planes (MotP): Daily used during a short or extended rest to find the direction and distance to the nearest portal connected to a plane of your choice.  Could come in handy if your DM is rough.
Whistle of Warning (AV2): Minor action encounter ability that lets everyone within 10 squares shift 1 square and draw a weapon or implement.  Not that bad.  Useful at the start of a fight, but can also be used for light leadership in the middle of a fight.

Level 9:
Darkskull (AV): As a minor action every encounter, completely shut down all light sources within 10 squares of you until the end of the encounter.  Do you like dancing in the dark?
Map of Orienteering (MME): Automap.  Theoretically useful, though using it requires that either the player or DM already have a map of the area.
Pouch of Frozen Passage (AV): Daily power that freezes up to 20 squares of something so you can walk on it, including lava.  Could come in handy, but it's certainly campaign-dependent.
Shinaelestra Chalice of Fellowship (HotFW): Raise your glass and gain THP after an extended rest.  Thematic, but expensive unless you're pretty high level, and then the THP might not be worth as much.
Starglass Eye (HotFW): When you're in the Feywild, look through this thing to see the corresponding location in the natural world or Shadowfell.  If you don't get eaten by unicorns, you can spy on your enemies from another plane.

Level 10:
Bloodglass Cage (D391): If you have a minute to lock an enemy in one of these, that sucker is not getting out.  May want to find some way to feed and clean up after your new guest.
Handy Haversack (PHB): Five times the cost, five times the carrying capacity.  You could stuff your whole party in here.
Icegloom Chart (UD): Daily power to determine a path to a location in the Shadowdark.  Safety is not guaranteed.  Incredibly niche, but at least you know it's an option.
Lens of Descernment (MME): Are you a scholar?  Here's a +10 power bonus to identify a creature as a minor action, every encounter.
Rope of Climbing (PHB): It's a rope that climbs things so you don't have to.
Spymaster's Quill (MME): Your pen has a built-in Xerox machine.  You can use it to copy and paste whatever you want.  Try seeing what happens when you copy an important document and then reproduce it later as much as you want!
Tiren's Sphere (Du184): Records up to 20 hours of your favorite jams.
Treeform Box (D369): This is a completely weird novelty item, and that's what makes it interesting.  Turn into a tree and stop aging, while remaining aware of your surroundings.  You can take no actions (except maybe ending your form as a minor action), but you can basically camp out whenever you want.  Maybe your enemies like bonsai, or maybe you want to see what the Forgotten Realms looks like 1000 years from now.
Tuathan Road Whistle (HotFW): Daily power to create a path leading to a destination of your choice, and you aren't slowed by difficult terrain while traveling overland.  The fact that it creates a path also means you won't get lost, which can be useful, especially if you're in a hazardous area such as a desert or swamp.

Level 11:
Messenger Doll (HotFW): You can see and hear through the doll and let it wander around for the next hour once per day.  You're probably going to lose this, but it could be fun.
Versatile Spellbook (AV2): Whenever you finish a short rest and have a spellbook, replace one wizard utility power with another of an equal or lower level, though you must replace dailies with dailies, encounters with encounters.  Can be useful for wizards and their half dozen subclasses, especially for stuff like deciding between Shield or one of your other less-combat utilities.

Level 12:
Foe Stone (AV): Minor action to learn a target's vulnerabilities and lowest defense.  Sometimes this is obvious, but sometimes your DM likes homebrew.
Gem of Seeing (MME): +3 item bonus to perception checks, and a daily power that lets you see invisibile creatures and objects and see through illusions until the end of your next turn.  Unfortunately, not that useful given that it's a short-lived standard action.
Horn of Dismissal (AV2): Standard action to end each conjuration within 3 squares.  There are very few enemies who use conjurations, however some of them are bosses.  Still, this is an option if you know you'll need it.
Immovable Shaft (AV): Minor action to pop this sucker in place and defy gravity.  There are so many ridiculous things you can do with these guys, but always having a perch that can support your weight as you balance on it is usually useful.
Umbral Eye (D162): Remember the Starglass Eye from level 9?  This is a crummier Shadowfell version.

Level 13:
Dust of Appearance (PHB): Encounter power that creates a zone in close blast 3 that demolishes invisibility until the end of the encounter for anything in it or entering it.  Useful, but requires a standard action.  Possibly better if you have set-up time.
Iron Bands of Bilarro (MME): One of those "possibly as good as a daily", this one lets you make an attack vs. Reflex using the item's level +3, and on a hit prevents the target from doing anything with its arms until it makes an escape check.  Depending on the target, you could lock them out from attacking for a while and completely bypass many elite/solo protections, but you're probably going to upgrade this whenever possible in order to keep the accuracy on par.

Level 14:
Feather Boat (PHB): Free boat for 12 hours once per day.
Golden Spade (AV): Daily power to create a pit within close blast 2, 3, or 4 as a standard action.  Novel, but pretty expensive at this point.
Sail of Winds (AV): +2 mph to the sailing speed of your ship.  Not bad, since that's like +4 to speed.
Shadow Box (D400): Daily power to cross-country recall someone.  While only one person can be attuned to a particular box, a person can be attuned to multiple boxes, so you could use this power to go back and forth long distances if you've got lackeys at the other end.  Or settle custody disputes.

Level 15:
Broom of Flying (MME): Fly speed 8 and hover, but you take a -2 penalty to attacks.  Good news for lazylords, they don't make attacks.
Flying Hook (MME): HOOKSHOT!
Folding Sand Skiff (DSCS): Boat that goes on sand, and folds up when you're done with it.
Ghostlight Candle (AV2): Sheds light, also a daily power to shut down insubstaniality and invisibility until EoE.  Standard action, but still possibly useful, since insubstantial characters also tend to have a fraction of the usual HP, letting you cut through them faster.
Invulnerable Case (AV): As long as this thing has 1 HP it protects whatever is in it.  It's got Resist All 30, 100 HP and regenerates HP every hour.  It can protect most things.
Pouch of Ghost-Grounding Dust (DMA2009): Standard action for close blast 3 that shuts down insubstantial and phasing (save ends).  Probably not worth it.
Pouches of Shared Acquisition (Du203): Share loot across the world.  Pass notes or get rid of stolen gear, lots of fun things you can do with this.
True Portable Hole (MME): You can never have too much extradimensional space.  This one has 360 cubic feet of space and no weight limit.  Can't be used to carry creatures though.

Level 16:
Folding Astral Skiff (MotP): Astral skiff that folds up when you're done with it.
Gem of Auditory Recollection (MME): Records and plays back 12 hours of audio.  Use it to provide a ruler the proof of a betrayal, or just to carry your jams.
Lantern of Revealation (AV): Sheds light, needs no fuel, shuts down concealment and invisibility within 10 squares once per day.
Oracle's Head: Ask three questions per day, also stun or daze people by waving this thing in their face.

Level 17
Dimensional Shackles (PHB): You make an attack to slap these on a creature granting CA, restraining the creature and preventing them from teleporting until they escape.  May suffer from a huge accuracy problem, also due to the fact that they're restrained, you can't actually move them around.
Greater Horn of Blasting (MME): Close blast 3 that stuns or dazes anyone in it (save ends).  Attack bonus is based on the level of the item though.  Rare, thunder keyword.

Level 18:
Fire Horn (PHB2): Daily power to either throw down vulnerable fire 10 or strip fire resistance/immunity from every enemy in close blast 5 (save ends).  Could be useful.
Folding Astral Clipper (Du203): Another portable astral boat.
Mimir (D414): Boosts checks to learn about the planes or perform divinations, and canalso record an unlimited amount of sound information for later playback.  Perfect for storing your memoirs.

Level 19:
Focusing Astral Helm (Du203): Happen to come across any Spelljammers or other astral ships recently?  Get this item.  It's rare, but it fixes the math on your vessel's defenses, and grants you several unusual abilities.  Not only does it boost the ship's speed, but it lets the pilot use one square on or adjacent to the vessel as the origin for any of the pilot's close, area, or ranged implement attack powers, letting you shoot things from relative safety or even without normal line of effect.  It also lets you use the ship as the origin for any non-damaging aura.  Note that auras cover the space of their origin creature as well, and things like Defender Aura or Skald's Aura are both non-damaging.  Lots of weird things you can do with this if you can get people to come to a party on your boat.
Lawmaker's Stylus (D402): Improves binding ritual checks, and lets you once per day make a dominate attack each round until the end of the encounter.  Unfortunately, it's tied to the level of the stylus, but it has the charm keyword and can be boosted through other methods.  Rare

Level 20
Greater Flying Carpet (MME): You and a friend can go for ride.  Penalty to AC and Reflex though.  Level 30 version has more space and no penalty. Rare.
Lavanya's Shroud (D402): Boosts your healing, lets you perform Remove Affliction free of charge once per day and also has a daily power that lets you full-heal an ally aand even raise the dead, creating a big zone for radiant mafia techniques upon the undead.

Level 21
Horn of Baldagyr (PHB2): Once per day, you and allies within 10 squares gain a +5 item bonus to initiative and a +2 power bonus to attack rolls on your first turn in the encounter.  Expensive, but most people have one fight where this would come in handy.

Level 23
Tourmaline Turtle (D384): Transdimensional water turtle.  Might be interesting, but there are probably better options by now.

Level 30
Cubic Portal (MotP): Has a free escape button, but it's way too expensive at this point.

Basic Needs
Your characters may be well-oiled killing machines, but unless they're undead or constructs (or undead constructs) they probably have basic needs.  Some DMs like to pressure parties by depriving them of those needs.  And other times, it just might be in a character's interest to never worry about going hungry again.

Food
Everlasting Provisions (L4, PHB): Free food after every extended rest.

Shelter
Exodus Knife (L12, AV): Back in 3e, Rope Trick was a ridiculous spell because it basically let you camp out any time you wanted in a dungeon.   This is rope trick in daily item form.  Never get jumped in your sleep again.  It's never a bad idea to buy one of these as a party as soon as you can.
Daern's Instant Fortress (L22, MME): Free portable tower.  Rare
Thundercloud Tower (L25, Du405): Flying fotress.  Rare.

Water
Decanter of Endless Water (L7, MME): Encounter power to give 1, 5 or 30 gallons of water as a standard action.  The 5 gallon version acts as a mop and the 30 gallon version acts as a battering ram for a +5 power bonus.  Fun times.
Endless Canteen (L9, AV): Free pint of water every time you open it.  Need to drink it within an hour or it disappears.

Warmth
Aldron's Firebox (L2, D383): At-will campfire in a box.  No need to worry about fuel or anything else.  Honestly not a bad deal for wilderness adventures.



Battle Standards:
Battle standards are interesting, because they're encounter-long close burst zones that can be used every encounter.  Only problem is that it takes a standard action to plant one (and a standard action to remove one), meaning it cuts into your valuable actions.  That said, there are ways around it, especially if you have something that gives you standard actions you can't normally use for attack (Time Stop, Lifesinger U12), and there are some of them that just might be worth the standard action.
Battle Standard of Honor (L2, AV): Close burst 5, -1 penalty to damage rolls against any creature other than the one that marked you.  Eh.
Battle Standard of Healing (L3, AV): Close burst 5, whenever you or an ally spends a healing surge in the zone, you and all allies in the zone regain 1 hp.  While this may not be worth a standard action in battle, dropping one of these before you start a short rest can make everyone heal a little bit more, especially since it's compounded by the number of surges the group spends and splashes out the healing.
Battle Standard of Might (L4, AV): Close burst 5, +1 power bonus to damage rolls.  Could be useful for defending a location, but it's not exactly a high priority
Battle Standard of the Hungry Blade (L9, D381): Close burst 3, pulls enemies 2 squares towards the center and slows them until the start of your next turn and does that every time your turn starts.  If the enemy attempts to pull the standard out of the ground, everyone gets to make an OA on the enemy.  This one is actually pretty nice if you can get around the whole standard action thing- it's a no-attack Come And Get It that slows every time you start your turn.  Heck, you don't even have to be in the zone for it to be pulling people in.  Even with the standard action thing, it might be worth considering on a knight or something.
Shepherd's Battle Standard (L12, AV2): Close burst 5, you and allies gain a +2 power bonus to will vs Fear effects and it costs enemies 3 extra squares to enter the zone.  Part of a set, so that's not bad.
Standard of the Silver Dragon (L13, PHBR:DB): Close burst 5, bloodied enemies that start in the zone take 5 cold damage and are slowed until the start of their next turn.  Lockdown party time.
Battle Standard of the Fiery Legion (L16, AV): Close burst 10, you and allies in the zone have resist 10 fire and can make fire attacks instead of normal damage types.  Big zone, could be useful for shielding lesser allies.
Battle Standard of the Tides (L16, AV): Close burst 3, creates a zone of difficult terrain for enemies that pushes any non-aquatic enemy who ends its turn in the zone 3 squaresback.  This could basically protect you from most OAs if you don't already have something.  Useful for setting up a defensive zone.
Battle Standard of Shadow (L17, AV): Close burst 10, all bright light is reduced to dim, and you and your allies gain a bonus to stealth checks and low-light vision.  Do you like dancing in the pale moonlight?
Battle Standard of Tactics (L18, AV): Close burst 10, lets you and allies communicate telepathically, know each other's positions, and target one another without line of sight.
Battle Standard of the Stalwart (L19, AV): Close burst 10, +1 power bonus to all defenses.  Good if you can set it up early.
Battle Standard of the Vanguard (L20, AV): Close burst 10, +1 power bonus to all attacks.  Again, good if you can somehow set it up beforehand.

Primordial Shards:
Slotless items introduced in Heroes of the Elemental Chaos, when you carry these things around you become an elemental creature and gain special abilities.  Make sure your party members don't have powers that automatically target elemental creatures.  Most provide elemental damage boosts, but there are usually better ways to get it.  Note that they're all Rare, so figure out if that works for you.
Echo of Ty'h'kadi (L7+, HotEC): Item bonus to lightning and thunder damage, ability to deal thunder damage in a burst if you take lightning damage once per encounter.  There are probably better options.
Pale Tooth (L7+, HotEC): Item bonus to cold, ice walk, and the daily ability to immobilize creatures and make them vulnerable to cold if you're hit by cold.  Ice walk is nice, daily power probably isn't worth it.
Obsidian Sliver (L8+, HotEC): Earth walk, and once per encounter when you take fire damage, shift up to half your speed and throw out fire vulnerability.  Earthwalk is fairly useful in some games, fire damage is common, and fire vulnerability is useful.  Not that bad.
Pitted Flowstone (L9+, HotEC): +5 item bonus to escape checks, and lets you shift through enemy spaces, and once per turn deal acid damage to the enemy whose space you shift through.  Encounter power to shift away when you take acid damage.  Can be useful on a class with big shifting distance, like a monk, since you can bust minions or flee when surrounded.
Cinder of Gazra (L12+, HotEC): Fire resistance and the at-will ability to make enemy grant CA after they apply force movement, along with the daily ability to do fire damage in a burst when you take fire damage...."window.parent.tinyMCE.get('post_content').onLoad.dispatch();" contenteditable="true" />


Ritual Focus:
Rituals can be interesting things.  There are items out there that make your rituals even better.  If you like using rituals, give them a glance

Tenser's Circular Shield (L4, D387): Creates a force bubble over your Tenser's Floating disk that prevents creatures other than you from messing with your things without your permission and grants Resist 20 to all damage to objects on the disk.  Note that while only objects gain Resist 20 all, the movement resistance applies to anything on it, possibly including you or any allies.  Immunity to forced movement can be fun.
Unseen Servant's Hand (L4, D387): Create two Unseen Servants at a time, and increase their capacity to 300 pounds each.  Never again worry about moving refrigerators.  Also, use them to set up traps and push heavy objects onto your enemies.  Or just carry you around on a litter.
Monocle of Comprehension (L5, D387): If you're the wizard with Comprehend Languages, you might not be the party diplomat who needs the language use.  This item solves that problem and also classes the place up a bit for you and up to seven buddies.  The ritual is cheap and lasts 24 hours regardless of how poorly you do.  Certainly worth looking into at higher levels.
Arcane Key (L6, D387): Do you like Arcane Lock or Knock?  Well, this lets you open and close things without anyone else being the wiser.
Sending Fork (L6, D387): Multiplies the range of Sending by 10, and also lets you spam messages to any square within 10 squares, no line of sight or effect required.  If you're good at doing imitations, you can have a lot of fun with this...
Phantom Bridle (L10, D387): Gives your phantom steed Resist 20 all until the ritual ends, making it a little safer to ride your rocket horse around.
Portal Rod (L10, D387): Incapable of maintaining a portal for too long?  Well, there's a pill rod for that.
Shielding Focus (L10, D387): Makes Magic Circle harder to break.
Ribbon of Limitless Questions (L13, AV2): Increases the number of questions you get to ask rituals, and also has a daily that lets you reroll a check during a skill challenge.
Sextant of the Planes (L13, MotP): Planeshift at half the price and time, and learn the distance and direction to a place you already visited as a daily power.
Eye of Prophecy (L15, D396): Commune with Nature and Speak with Nature at half the cost and time, with a bonus to the check.  Also, blindsight 5 until EoE as a daily and a set bonus.
Glass Eye (L16, D387): Use as a focus for Wizard's Sight or View Location, even when normally out of reach or the eye is moving.
Manual of the Planes (L21, MotP): Use Analyze Portal at half time and cost, and change the destination of any open portal to any other destination you know the sequence for.
Vecna's Puzzle Box (L30, AV2): Free divination rituals, and you can use Arcana instead of Religion for them, as well as performing some rituals if you haven't mastered them.  Scry everything.

Scabbards
Do you have a blade and a dislike of getting murdered?  Buy a scabbard and get a free quick-draw.  If you don't already have an option there's really no reason not to get one.
Ruby Scabbard (L5, AV): Cheapest of the lot.  Also encounter power for free +1 power bonus to the next damage roll you make.
Scabbard of Sacred Might (L10, AV): If you're a fence-sitter when it comes to the radiant mafia, then the ability to make your next attack radiant... might be for you?
Diplomat's Scabbard (L12, D381): Item bonus to diplomacy when you're unarmed, and if you're attacked when you haven't made an attack yet, daily interrupt to make the enemy reroll with a penalty.  Not bad.
Sapphire Scabbard (L15, AV): Like Ruby, but with a +3 power bonus to damage.  Probably not that worth it.
Diamond Scabbard (L25, AV): Like before, but with a +5 power bonus to damage.  Don't buy this.

Lair Items:
Lair items were introduced in the AV2, as cool loot you could put in your place of residence.  Their use depends on the campaign, but they're probably more valuable if your home can travel with you or if your campaign is largely set around one specific place (such as a city).
Door of Alarm (L2, AV2).  Attune individuals to the door, which sounds a loud alarm if anyone other than them goes through it.  Doesn't seem to be any way around the alarm, so it could be useful.
Window of Escape (L2, AV2): Defenestration brings no damage.  If you can somehow find a way to make this portable it's the cheapest and most reliable form of feather fall in the game.  Otherwise, put it on your tower, airship or floating fortress and enjoy making an exit.
Cask of Liquid Gold (L3, AV2): Free beer.  FREEE BEEER.
Windo of Deception (L3, AV2): Creates an illusion seen by anyone looking through it and can have two different illusions depending on which way you're looking.  Confound your enemies, amuse your friends.
Bed of Rapid Rest (L4, AV2): Extended rest in 4 hours instead of 6.  Doesn't seem to stack with Trance or similar features, but it does seem to stack with the bard ability.  Might as well buy one of these for everyone in the party if you've got a place to stash them and a high enough level.
Silence-Warded Room (L4, AV2): Offers privacy so you can plot treason or entertain guests.
Alchemist's Workshop (L8, AV2): Boosts your alchemist level when creating items.  Of course, you have to know the recipe first, but I guess it can help you get over the hump for higher-level versions of your stuff.
Shiftstone (L8, AV2): Makes your walls harder to climb.
Feast Table (L9, AV2): At-will feast for 12 people.  Go open a soup kitchen with this thing.
Alchemist's Lab (L10, D412): Halves the time to create alchemical items and other things, gain a +2 item bonus to Arcana
Exchequer's Ledger (L10, D383): It does your accounting for you and tells you if someone took your junk.
Shining Sundial (L10, AV2): Wheneer you use a radiant power, creatures within 10 squares of the sundial gain a bonus to attack rolls and damage rolls until the end of your next turn.  Technically might be useful for some sort of ranged ship combat.
Shipboard Shrine (L10, D412): Improves divination rituals.
Aasterinian's Hall (L11, D383): Spend 24 hours meditating to make your next action point score crits on a 19 or 20.  Kind of a lot of effort.
Brilliant Scrying Basin (L12, AV2): Increases scrying duration by 2 rounds.  It's a thing, I guess.
Diplomat's Table (L12, AV2): You and allies gain a +3 item bonus to social skills during skill challenges at this table.  Kind of campaign-specific.
Door Warden (L12, AV2): Hey, talking door, now with resistance and more HP that can open and close itself and communicate telepathically with you.  A decent investment.
Ritualist's Lectern (L12, AV2): Reduces the time needed to master and perform rituals, as well as lets you sequence break and grab rituals of a higher level than you.  Can be useful.
Thronen of Dominion (L12, AV2): When you sit on the throne, any creature you can see that attempts to decieve, disobey or betray you is stunned.  This makes it really obvious when your minions are plotting against you.  Also has a daily dominate, for one turn, Charisma plus bonus vs. Will.  It's short, but the attack bonus can be boosted by things like Staff of Sleep and Charm and Glysa's Charming Words.  Also has a range of sight, so get a telescope and mess with people across the map.
Watchful Eye (L12, AV2): Telepathically warns you whenever someone enters its line of sight.  Could be useful, could be annoying.
Magic Drawbridge (L13, AV2): You can raise and lower the bridge as a free action, but not while anything is on it or under it.  Could be more trouble than it's worth.
Dazzling Showcase (L14, D383): +2 item bonus to fear attacks when you show off your loot while within 5 squares of this thing.  Niche.
Loadstone Statue (L14, AV2): Creatures within 5 squares of this thing can't shift, and marked creatures within 5 squares take a -3 instead of a -2 for marking.  Does not distinguish between friend and foe.
Teleportation Disk (L14, AV2): Stand on the disk, teleport anywhere else in the building as a move action.  Keep one in your sanctum and use it to surprise your enemies.
Adamantine Cradle (L15, D383): Provides cover or superior cover depending on the angle, also reduces damage once per encounter.
Invigorating Coins (L15, D383): Sleep on a bed of coins for some THP and recharge your breath weapon.  This probably isn't for most of you.
Loadstone Vault (L15, D383): Things left in the vault are five times heavier for creatures not attuned to it, and creatures not attuned to it can't fly inside.  Could be useful.
Deceptive Scrying Basin (L16, AV2): Makes it harder for people to notice that you're spying on them.
Dimensional Anchor (L16, AV2): Any creature within 10 squares can't teleport.  Does not distinguish between friend and foe.
Magnificent Tapestry (L16, D383): Use View Location ritual to get nice pictures of the world.
Vigilant Gargoyle (L17, AV2): See through its eyes as a minor action.  Pairs well with other things that alert you to what's going on.
Globe of Projection (L18, D383): Create an illusion of you that wanders around and confuses your enemies.
Mirror of Deception (L18, AV2): Disguise yourself as another humanoid until you leave your lair.
Sanctum of Astilabor (L18, D383): Spend 1 hour meditating to change your resitance from one type to another fo 24 hours.  This could really come in handy.
Spying Mirror (L18, AV2): Look through your mirrors to see and hear, or even communicate.  Mirrors might not even have to be in the same building, or on the same plane, just attached to solid structures.
Throne of Grandeur (L18, AV2): Boosts Diplomacy, Insight, Intimidate.  Nice, but kind of expensive at this point.
Gem-Studded Idol (L21, D383): No, not that one.  Gives a +5 untyped bonus to Diplomacy, Intimidate and Insight when you're within 10 squares of this thing and it's been decorated with gems.
Gilded Cage (L21, D383): Blocks an area from non-epic scryers.
All-Seeing Eye (L22, AV2): Sees invisibile things and alerts you when it sees anything.  Again, could be useful or annoying.
Gorgonblood Mortar (L22, AV2): Blocks phasing.
Power Service Shop (L23, AV2): Comes in Arcane, Divine, Martial, and Primal forms, letting you spend 24 hours studying to swap one power as though you retrained it.  Get your powers right the first time and you won't need something this expensive.
Chandelier of Revelation (L24, AV2): Sheds bright light that blocks concealment and total concealment.
Mighty Armory (L28, D383): If you've somehow got a ton of expensive magic weapons and armor on display, enjoy +2 item bonus to melee attacks and damage and a +2 item bonus to AC while within 10 squares of it.
Mithral Maze (L28, D383): Unattuned creatures get locked down if they enter it.  Has a daily power, but the attack bonus is pretty low, and only has the teleportation keyword.
Wandering Trove (L30, D383): Well, they can't steal your stuff if it keeps going for a walk every couple of days.  Hope you can teleport after it.
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8 months ago  ::  Oct 06, 2012 - 11:03AM #179
CharlesCurtisStanley
Date Joined: Aug 25, 2006
Posts: 113
Elven Chain Shirt (L9/19/29, MME): Slotless +1/+2/+3 to AC when wearing light or no armor? What's not to like, arcanists and strikers?
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8 months ago  ::  Oct 06, 2012 - 2:40PM #180
Odyssyus
Date Joined: Dec 28, 2010
Posts: 156
Subtle weapon (L3, AV): A decent enchantment has it's uses and at later levels combat advantage is very easy to get. Augmentable.
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