Chapter 10 Magic Items
10.1 Magic Weapons
Magic Weapons grant a bonus to damage:
- Heroic: +1 damage
- Paragon : +3 damage
- Epic: +6 damage
Magic Weapon
Common Weapon - 1/11/21
Far Weapon
Common Weapon - 3/13/23
Property: If weapon is Ranged or has Throw, increase range by 2. Otherwise, gain Throw 2.
Opportunist’s Weapon
Common Weapon - 3/13/23
Requirement: Melee
Property: +2 Hit with Opportunity Attacks with this weapon.
Winged Weapon
Common Weapon - 3/13/23
Property: +1 Hit against flying targets
Property: On a Critical Hit against a flying enemy, knock prone.
Energy Weapon
Common Weapon - 5/15/25
Special: Choose one of the following damage types when the weapon is created: Cold, Fire, Lightning, Shadow, Poison, Psychic or Radiant.
Property: On a Critical Hit, Crit Damage is of the chosen type, and gain a bonus to Crit Damage:
- [H]: +2
- [P]: +6
- [E]: +12
Power (At-will): Minor Action. All damage dealt by weapon attacks with this weapon is of the chosen type. You can dismiss this effect as a free action.
Healing Weapon
Common Weapon - 5/15/25
Property: On a hit, you or an ally within 5 squares gain a bonus to Surge Value until end of next turn:
- [H]:+2
- [P]:+6
- [E]:+12.
Property: On a Critical Hit, you or an ally within 5 squares can heal a Surge.
Overwhelming Weapon
Common Weapon - 7/17/27
Property: Gain +1 to the distance of Pulls, Pushes and Slides caused by weapon attacks with this weapon.
Property: On a Critical Hit, Push 1.
Vicious Weapon
Common Weapon - 7/17/27
Property: On a Critical Hit, gain a bonus to Crit Damage:
- [H]: +3
- [P]: +9
- [E]: +18
Defending Weapon
Uncommon Weapon - 3/13/23
Power (Encounter): Minor action. You don’t grant combat advantage until the start of your next turn.
Property: On a Critical Hit, recharge this weapon’s power.
Extending Weapon
Uncommon Weapon - 3/13/23
Power (Encounter): Minor action. Until the end of your next turn, the reach of this weapon increases by 1, and the range of this weapon increases by 5.
Rending Weapon
Uncommon Weapon - 5/15/25
Power (Daily): Triggered Action (You score a Critical Hit with this weapon). Effect: Make a basic attack with this weapon against the triggering enemy.
Property: When you score a Critical Hit with this weapon, if the item power is spent, recharge it at the end of turn.
Snap Shot Weapon
Uncommon Weapon - 5/15/25
Requirement: Ranged
Power (Encounter): Opportunity Action (An adjacent enemy provokes an opportunity attack from you) Effect: Make a Safe ranged basic attack with this weapon against the triggering enemy
Feinting Weapon
Uncommon Weapon - 7/17/27
Power (Encounter): Minor Action. Effect: Choose an enemy you have missed with this weapon this turn. You gain Advantage against that enemy until end of your next turn.
Property: On a Critical Hit, and when you spend an Action Point, recharge this weapon’s power.
Keen Weapon
Uncommon Weapon - 7/17/27
Property: When making a weapon attack with combat advantage, increase the Crit Range for this weapon by 1.
Weapon of Light and Shadow
Rare Weapon - 3/13/23
Power (At-Will): Minor Action. Choose radiant or Shadow. Your weapon attacks with this weapon gain that keyword, and all damage dealt by them is of the chosen type.
Property: When you hit with a radiant weapon attack with this weapon, an ally adjacent to the target gains Shield Points. When you hit with a Shadow weapon attack with this weapon, you gain Shield Points:
- [H]: 1 SP
- [P]: 3 SP
- [E]: 6 SP
Property: On a Critical Hit, damage is radiant and Shadow, and until end of the encounter all damage dealt by your weapon attacks with this weapon is radiant and Shadow.
Energy Burst Weapon
Rare Weapon - 5/15/25
Special: Choose one of the following damage types when the weapon is created: Cold, Fire, Lightning, Shadow, Poison, Psychic or Radiant.
Property: On a Critical Hit, Crit Damage is of the chosen type, and gain a bonus to Crit Damage:
- [H]: +4
- [P]: +12
- [E]: +24
Property: You gain Resist against the chosen damage type.
Power (At-will): Minor Action. All damage dealt by weapon attacks with this weapon is of the chosen type. You can dismiss this effect as a free action.
Power (Daily): Minor Action. Until the end of the encounter, weapon attacks with this weapon deal extra damage of the chosen type:
- [H]: +2
- [P]: +6
- [E]: +12
Vorpal Weapon
Rare Weapon - 7/17/27
Property: On a Critical Hit, gain a bonus to Crit Damage:
- [H]: +4
- [P]: +12
- [E]: +24 . This bonus is doubled if you rolled a natural 20.
Power (Encounter): Triggered Action (You bloody an enemy with this weapon). Effect: The triggering enemy makes a saving throw. On a failed save, you choose whether to make the enemy Slowed until the end of the encounter or Partially Weakened until the end of the encounter.
10.2 Magic Implements
Magic Implements grant a bonus to damage:
- Heroic: +1 damage
- Paragon : +3 damage
- Epic: +6 damage
Magic Implement
Common Implement - 1/11/21
Far Implement
Common Implement - 3/13/23
Property: Ranged and area implement attacks made with this implement gain a +2 bonus to range.
Implement of Fear
Common Implement - 3/13/23
Property: When you hit an enemy with this implement, they treat squares adjacent to you as Difficult Terrain until your next turn.
Healing Implement
Common Implement - 5/15/25
Property: On a hit, you or an ally within 5 squares gain a bonus to Surge Value until end of next turn:
- [H]:+2
- [P]:+6
- [E]:+12.
Property: On a Critical Hit, you or an ally within 5 squares can heal a Surge.
Implement of Friendly Fire
Common Implement - 5/15/25
Property Implement attacks made with this implement gain -2 Hit against allies. Allies gain Partial Resist against attacks made with this implement.
Attuned Implement
Common Implement - 7/17/27
Special: Choose one of the following damage types when the implement is created: Cold, Fire, Lightning, Shadow, Poison, Psychic or Radiant.
Property: Gain a bonus to Miss Damage with implement attacks of the chosen type using this implement:
- [H]:+1 Miss Damage
- [P]:+3 Miss Damage
- [E]:+6 Miss Damage
Overwhelming Implement
Common Implement - 7/17/27
Property: Gain +1 to the distance of Pulls, Pushes and Slides caused by weapon attacks with this weapon.
Property: On a Critical Hit, Push 1.
Implement of Imposition
Uncommon Implement - 3/13/23
Property: When an implement attack made with this implement inflicts an effect that a save can end, the target takes a -2 penalty to the first saving throw made against it.
Implement of Ruin
Uncommon Implement - 5/15/25
Power (Encounter): Minor action. Effect: Until end of turn, you attacks with this implement deal extra damage:
- [H]:Extra damage equal to the Escalation Die
- [P]:Extra Damage equal to three times the Escalation Die
- [E]:Extra Damage equal to six times the Escalation Die
Storing Implement
Uncommon Implement - 5/15/25
Special: When the implement is created, choose one encounter implement attack power that can be used as a standard action, from a class that is proficient with this implement:
- [H]: Power level 7 or less
- [P]: Power level 13 or less
- [E]: Power level 23 or less.
Power (Daily): Standard action. You use the chosen power. It doesn’t count as an encounter attack power for the purposes of [resource usage, fatigue]
Implement of Explosions
Uncommon Implement - 7/17/27
Power (Encounter) Minor action. The next time you use a burst or blast implement attack power with this implement this turn, if it is an at-will or encounter power, increase the size of the burst or blast by 1.
Implement of the Initiate
Uncommon Implement - 7/17/27
Special: When the implement is created, choose one level 1 at-will implement attack power that can be used as a standard action, from a class that is proficient with this implement.
Power (Encounter). Standard action. You use the chosen power. If the power has Augment, you cannot augment it.
Implement of Transferred Fate
Rare Implement - 3/13/23
Property: When you hit an enemy with an implement attack with this implement, until the end of your next turn the enemy takes a -2 penalty to saving throws, and you and allies you can see gain a +2 power bonus to saves against effects caused by that enemy.
Power (Encounter): Triggered action (You hit an enemy with an implement attack using this implement). Effect: Choose one effect on you that a save can end. You can make a saving throw against it. If you succeed, the enemy is afflicted by that effect.
Property: On a Critical Hit, the target takes ongoing damage (save ends):
- [H]: 3 ongoing damage,
- [P]: 9 ongoing damage,
- [E]: 18 ongoing damage.
Prismatic Implement
Rare Implement - 5/15/25
Property Once per round, when an implement attack made with this implement damages an enemy, you can choose one damage type dealt by the attack. After the attack, you charge the implement with that type until the end of the encounter.
Property: You gain a bonus to damage rolls of implement attacks made with this implement based on the number of damage types charged in the implement.
- [H]: number of types,
- [P]: number of types x3,
- [E]: number of types x6.
Property: You gain Partial Resist against all damage types charged in this implement.
Implement of Deadly Accuracy
Rare Implement - 7/17/27
Property: When you hit with a melee or ranged implement attack with a single target using this implement, for every 5 points in which your attack roll exceeds the targeted defense, you deal extra damage:
- [H]: +1
- [P]: +3
- [E]: +6
Power (Daily): Minor Action. You gain a +5 power bonus to your next attack roll with this implement.
10.3 Magic Armor
Magic Armor grants a bonus to damage:
- Heroic: +4 HP
- Paragon : +12 HP
- Epic: +24 HP
Magic Armor
Common Armor - 1/11/21
Nimble Armor
Common Armor - 3/13/23
Requirement: Heavy Armor
Property: This armor has no Movement Penalty
Ranged Armor
Common Armor - 3/13/23
Requirement: Heavy Armor
Property: The Armor Penalty of this armor does not apply to Ranged attacks.
Armor of Resistance
Common Armor - 5/15/25
Special: When this item is created, choose one of the following damage types: Fire, Cold, Lightning.
Property: You gain Resist against the chosen damage type
Razor Armor
Common Armor - 5/15/25
When an enemy scores a critical hit against you with a melee or close attack, they take damage:
- [H]: 5 damage,
- [P]: 15 damage,
- [E]: 30 damage
Juggernaut Armor
Common Armor - 7/17/27
Property: The first time an enemy inflicts Forced Movement on you each encounter, ignore the Forced Movement.
Shimmering Armor
Common Armor - 7/17/27
Property: Your ranged and area attacks against adjacent enemies don’t provoke opportunity attacks.
Bramble Armor
Uncommon Armor - 3/13/23
Power (Daily): Minor Action. Until the end of the encounter, enemies that hit you take damage:
- [H]: 3 damage,
- [P]: 9 damage,
- [E]: 18 damage
Armor of Luck
Uncommon Armor - 5/15/25
Property: You gain a +3 bonus to your first save each encounter.
Reinforcing Armor
Uncommon Armor - 5/15/25
Property: When you are hit by an attack, you gain a +2 power bonus to Arm until the start of your next turn.
Invulnerable Armor
Uncommon Armor - 7/17/27
Property: You take no damage from missed attacks.
Power (Daily): Minor Action: Until end of next turn, you gain Resist (All), and you treat the first attack that hits you as if it had missed insteadl.
Stoneskin Armor
Uncommon Armor - 7/17/27
Property: When you gain Shield Points, increase the amount:
- [H]:+1 SP
- [P]:+3 SP
- [E]:+6 SP
Power (Daily): Minor Action. Special: You must be bloodied. Effect: You gain Shield Points: [H]: 9 SP, [P]: 27 SP, [E]: 54 SP
Ghost Armor
Rare Armor - 5/15/25
Property:Your attacks ignore the insubstantial trait.
Property: You gain resist Shadow.
Power (Encounter): Minor action. You gain phasing and insubstantial until the end of your next turn.
Dragon Armor
Rare Armor - 7/17/27
Special: When this item is created, choose one of the following damage types: Fire, Cold, Lightning.
Property: You become immune against the chosen damage type.
Power (Encounter, Fear): Minor action. Close burst 3. Targets enemies in burst. Until the end of your next turn, the targets gain a -2 penalty to attack rolls and grant Advantage.
Property: You gain a bonus to your Surge Value:
- [H]: +2
- [P]: +6
- [E]: +12
10.4 Neck Items
Cloak of Charisma
Common Neck - 1/11/21
Property: You can use the following bonus instead of your Charisma when making Trickery and Diplomacy checks:
- [H]: +4
- [P]: +6
- [E]: +8
Feather Cloak
Common Neck - 3/13/23
Power (Encounter): Free Reaction (you fall). Effect: You take no damage from the fall, regardless of its distance, and do not fall prone at the end of the fall.
[P]: Property: You are Immune to Fall Damage
[E]: Property: You gain Fly Speed 1. If you attack while flying this way, you fall.
Amulet of Life
Common Neck - 5/15/25
Property: You gain a bonus to Vitality Saving Throws:
- [H]: +4
- [P]: +5
- [E]: +6.
[P] Property: When you would lose Vitality from dropping to 0 HP, you can roll a save to avoid the loss.
[E] Property: You do not lose Vitality from dropping to 0 HP.
Cloak of Resistance
Common Neck - 5/15/25
Special: When this item is created, choose one of the following damage types: Poison, Shadow, Radiant, Psychic.
[H]: Property: You gain Resist against the chosen damage type.
[P]: Property: You gain Resist against the chosen damage type. This resistance cannot be downgraded.
[E]: Property: You gain Immune against the chosen damage type.
Periapt of Wound Closure
Common Neck - 7/17/27
Property: You gain Partial Resist (ongoing damage)
Property: You gain a bonus to Saving Throws against ongoing damage:
- [H]: +2
- [P]: +4
- [E]: +6
Resilience Amulet
Common Neck - 9/19/29
Property: You gain a bonus to Saving Throws:
- [H]: +1
- [P]: +2
- [E]: +3
Amulet of Shared Suffering
Uncommon Neck - 5/15/25
Property: Whenever you take Ongoing damage, deal that much damage to the enemy that caused the effect
[P]: Property:Enemies causing you Ongoing damage are Hindered.
[E]: Property: Whenever you save against Ongoing damage, the enemy that caused the effect gains that much Ongoing damage and becomes Hindered (save ends).
Ironskin Amulet
Uncommon Neck - 5/15/25
[H]: Power (Daily): Minor action: You gain Partial Resist (all) until the end of the encounter,
[P]: Power (Daily) Minor action: You gain Resist (all) until the end of the encounter.
[E]: Power (Daily) Minor action:You gain Invulnerable (all) until the end of your next turn, and Resist (all) until the end of the encounter.
Amulet of Recovery
Uncommon Neck - 7/17/27
Property: You reroll your first failed save each encounter.
[P]: Power (Encounter) Minor action: You make a Saving Throw.
[E]: Power (Encounter): Minor action: You automatically save against an effect that a save can end.
Cloak of Distortion
Uncommon Neck - 9/19/29
[H]: Property: You gain Concealment against all ranged attacks from 6 or more squares away.
[P]: Property: You gain Concealment against all ranged attacks from 3 or more squares away.
[E]: Property: You gain Concealment against all ranged attacks from 3 or more squares away, and Total Concealment against ranged attacks from 6 or more squares away.
Cloak of Invisibility
Rare Neck - 5/15/25
Property: You can reroll failed Stealth checks
Power (Daily x2): Standard action. You become invisible until the end of your next turn. Sustain Standard: The power persists until the end of your next turn.
[P][E]: Power (Encounter): Minor action. You become invisible until the end of your next turn or until you attack. You cannot attack this turn.
[E]: Property: When you use Total Defense, you become Invisible until your next turn.
Necklace of Fireballs
Rare Neck - 7/17/27
Property: You gain Resist Fire
[H] Power (Attack, Daily): Area 20 Burst 3
Int vs Ref
Hit:
- [H]: 3d8+Int Fire.
- [P]:5d8+Int Fire.
- [E] 7d8+Int Fire
Miss: Half Damage
10.5 Feet Items
Boots of Dexterity
Common Feet - 1/11/21
Property: You can use the following bonus instead of your Dexterity when making Finesse and Stealth checks:
- [H]: +4
- [P]: +6
- [E]: +8
Running Boots
Common Feet - 3/13/23
Property: You gain +2 speed when you run or charge.
[P]Property: Gain +1 Speed.
[E] Property: Gain +2 Speed.
Wavestrider Boots
Common Feet - 5/15/25
[H]: Property: During your turn, you can walk over liquid as if it were normal terrain.
[H] Power (At-Will): Standard Action: Until end of your next turn, you can stand over liquid as if it were normal terrain.
[P][E] Property: You can walk over liquid as if it were normal terrain at all times.
[E] Property: You gain swim speed equal to your speed +2.
Elusive Boots
Common Feet - 7/17/27
[H]: Property: You gain Partial Resist (Opportunity attacks)
[P][E] Property: You gain Resist (Opportunity Attacks)
[E] Property: You treat the first Opportunity Attack that hits you each encounter as if it had missed instead.
Slippers of Spider Climb
Common Feet - 9/19/29
[H]: Property: During your turn, you gain Climb Speed equal to half your speed.
[P] Property: During your turn, you gain Climb Speed equal to your speed.
[H][P] Power (At-Will): Standard Action: Your Climb Speed persists until your next turn.
[E]: Property: You gain Climb Speed equal to your speed at all times.
Trekking Boots
Uncommon Feet - 3/13/23
[H] Power(Encounter): Minor Action. Until the end of your next turn, you gain +1 Speed (Power bonus) and ignore the first square of Difficult Terrain you enter.
[P] Power(Encounter): Minor Action. Until the end of your next turn, you gain +2 Speed (Power bonus) and ignore the first 2 squares of Difficult Terrain you enter.
[E] Power(Encounter): Minor Action. Until the end of your next turn, you gain +3 Speed (Power bonus) and ignore all Difficult Terrain.
Slippers of the Escapist
Uncommon Feet - 5/15/25
Power (Encounter): Minor Action. You downgrade the following conditions until end of next turn:
- [H]: Slowed
- [P] Slowed, Immobilized, Grabbed
- [E] Slowed, Immobilized, Restrained, Grabbed, Exiled, Swallowed.
Slippers of the Acrobat
Uncommon Feet - 7/17/27
[H] Power (Encounter): Minor Action. You stand up from Prone.
[P][E] Power (At-Will): Minor Action. You stand up from Prone.
[E] Property: The first time you are knocked prone each encounter, the effect is negated.
Boots of Shifting
Uncommon Feet - 9/19/29
Property: When you shift, you gain a bonus to the distance shifted:
- [H][P]: +1
- [E]: +2
[P] Property: +1 Speed
[P] Property: +2 Speed
Boots of Teleportation
Rare Feet - 7/17/27
[H] Power(At-will): Move Action. You teleport 2 squares.
[P] [E] Power(At-will): Move Action. You teleport 4 squares.
[P][E] Power(Encounter): Move Action. You teleport 12 squares.
Winged Boots
Rare Feet - 9/19/29
Property: You gain a fly speed:
- [H]: Fly speed equal to half your speed, and an altitude limit of 2.
- [P][E]: Fly speed equal to your speed, and an altitude limit of 3
[E] Property: +2 Speed.
Power (At-Will): Standard Action. You have no Altitude Limit until end of next turn.
10.6 Waist Items
Girdle of Constitution
Common Waist - 1/11/21
Property: You can use the following bonus instead of your Constitution when making Concentration and Endurance checks:
- [H]: +4
- [P]: +6
- [E]: +8
Belt of Resolve
Common Waist - 5/15/25
[H] Property: When you attack while Weakened or Partially Weakened, you can roll a save to downgrade the condition for the attack.
[P] Property: You downgrade the Weakened and Partially Weakened conditions.
[E] Property: You ignore the Weakened and Partially Weakened conditions.
Belt of Vigor
Common Waist - 7/17/27
Property: You gain a bonus to your Surge Value:
- [H]: +2
- [P]: +6
- [E]: +12
Belt of Second Winds
Common Waist - 9/19/29
Property: When you use Second Wind, you gain +1 to all defenses and heal extra HP:
- [H] +6 HP
- [P] +18 HP
- [E] +36 HP
Shielding Belt
Uncommon Waist - 3/13/23
Property: Whenever you gain Shield Points, gain an item bonus to the amount gained:
- [H]: +1 SP
- [P]: +3 SP
- [E]: +6 SP.
Belt of the Mountain
Uncommon Waist - 5/15/25
[H] Property: When you are Pulled, Pushed or Slid, roll a save to reduce the movement by 1.
[P] Property: When you are Pulled, Pushed or Slid, reduce the movement by 1
[E] Property: When you are Pulled, Pushed or Slid, roll a save to negate the movement. On a failed save, reduce the movement by 1.
Durable Belt
Uncommon Waist - 7/17/27
Property: You gain additional surges:
- [H]: +1 Surge
- [P]: +2 Surges
- [E]: +3 Surges
Belt of Total Defense
Uncommon Waist - 9/19/29
Property: When you use Total Defense, you gain +1 to all defenses and Shield Points:
- [H] +2 SP
- [P] +6 SP
- [E]+12 SP
Belt of Regeneration
Rare Waist - 7/17/27
Property: You gain regeneration:
- [H] Regeneration 1
- [P] Regeneration 3
- [E] Regeneration 6
Power (Daily): Minor Action. Until the end of the encounter, your regeneration is doubled. You heal:
- [H] Heal 30
- [P] Heal 90
- [E] Heal 180.
Girdle of the Giant
Rare Waist - 9/19/29
Property: You gain extra HP:
- [H] +4 HP
- [P]: +12 HP
- [E]: +24 HP
[H] Power(Daily x2): Minor Action. Until the end of the encounter, your melee reach becomes 2 and your size becomes large. You can dismiss this effect as a minor action.
[P] Power(Encounter): Minor Action. Until the end of the encounter, your melee reach becomes 2 and your size becomes large. You can dismiss this effect as a minor action.
[E] Power(Encounter): Minor Action. Until the end of the encounter, your melee reach becomes 3 and your size becomes Huge. You can dismiss this effect as a minor action.
10.7 Head Items
Crown of Wisdom
Common Head - 1/11/21
Property: You can use the following bonus instead of your Wisdom when making Nature and Perception checks:
- [H]: +4
- [P]: +6
- [E]: +8
Spectacles of Intelligence
Common Head - 1/11/1
Property: You can use the following bonus instead of your Intelligence when making Arcana and Lore checks:
- [H]: +4
- [P]: +6
- [E]: +8
Helm of Fortification
Common Head - 5/15/25
[H] Property: You gain Partial Resist (Critical Damage)
[P] [E] Property: You gain Resist (Critical Damage)
[E] Property: You treat the first Critical Hit you receive each encounter as a normal hit.
Tiara of Unshakeable Loyalties
Common Head - 5/15/25
Property: You gain a penalty to attack rolls against your allies:
- [H]: -2
- [P]: -4
- [E]: -5, and -2 Crit Range.
Helm of Tactics
Common Head - 7/17/27
Property: You gain a bonus to Initiative:
- [H] +2 Initiative
- [P]: +4 Initiative
- [E]: +6 Initiative
Helm of Mental Resolve
Common Head - 9/19/29
Power (Daily x2): Free Action. Until end of next turn, you downgrade the following conditions:
- [H] Dazed and Charmed
- [P]: Dazed, Charmed and Stunned
- [E], Dazed, Charmed, Stunned and Dominated. (Special: You may choose to use this power while dominated).
Horned Helm
Common Head - 9/19/29
Property: The first time you charge in an encounter, you do not become Hindered, and you deal extra damage on a hit:
- [H]: 3 damage
- [P]: 9 damage
- [E]: 18 damage.
Helm of Warning
Uncommon Head - 3/13/23
[H] Power (Daily): Triggered Action (You roll Initiative). Targets you and allies that can see you. Each target may reroll the Initiative roll and cannot be Surprised this encounter.
[P] [E] Property: You cannot be Surprised
[E] Property: When you roll Initiative, your ally with the lowest Initiative may reroll the Initiative roll.
Goggles of Vision
Uncommon Head - 7/17/27
[H] Power (Daily x2): Minor Action. Until end of next turn, you ignore Concealment and Total concealment.
[P][E] Power (Encounter): Minor Action. Until end of next turn, you ignore Concealment and Total concealment.
[E] Property: You downgrade the Dazzled and Blinded conditions.
Glasses of True Sight
Rare Head - 1/11/21
Property: You can reroll failed Perception checks. You gain Resist (Psychic)
[H] Power (Daily x2): Minor Action. Until the end of next turn, you ignore all Cover and Concealment, and you can see all creatures within 6 squares regardless of cover, concealment, hiding, or blocking terrain.
[P][E] Power (Encounter): Minor Action. Until the end of next turn, you ignore all Cover and Concealment, and you can see all creatures within 6 squares regardless of cover, concealment, hiding, or blocking terrain.
[E] Property: You downgrade the Dazzled and Blinded conditions.
Mask of Terror
Rare Head - 3/13/23
Property: You can reroll failed Authority checks.
[H] Power (Attack, Daily x2): Minor Action, Close Blast 3 (Enemies in Blast). Attack: Cha vs Will. Hit: Push 2, and grant Advantage until end of next turn.
[P] Power (Attack, Encounter): Minor Action, Close Blast 3 (Enemies in Blast). Attack: Cha vs Will. Hit: Push 3, and grant Advantage until end of next turn.
[E] Power (Attack, Encounter): Minor Action, Close Blast 5 (Enemies in Blast). Attack: Cha vs Will. Hit: Push 4, and grant Advantage until end of next turn.
10.8 Arms Items
Armbands of Strength
Common Arms - 1/11/21
Property: You can use the following bonus instead of your Strength when making Athletics and Authority checks:
- [H]: +4
- [P]: +6
- [E]: +8
Bracers of Opportunity
Common Arms - 3/13/23
Property: You gain a bonus to Opportunity Attacks:
- [H]: +2
- [P]: +4
- [E]: +6
Covering Shield
Common Arms - 3/13/23
Requirement: Shield
[H] Property: Whenever you are targeted by an area or close attack, choose a random ally targeted by the attack. The ally gains Cover against the attack.
[P] Property: Whenever you are targeted by an area or close attack, all allies targeted by the attack gain Cover against the attack.
[E] Property: Whenever you are targeted by an area or close attack, all allies targeted by the attack gain Superior Cover against the attack.
Armbands of Power
Common Arms - 5/15/25
Special: When this item is created, choose melee attacks, ranged attacks, or area and close attacks.
Property: Your Critical Hits with attacks of the chosen type Push 3 and deal extra Crit Damage:
- [H]: +4
- [P]: +12
- [E]: +24
Shield of Deflection
Common Arms - 5/15/25
Requirement: Shield
Special: When this item is created, choose ranged attacks, or area and close attacks.
Property: When you are targeted by an attack of the chosen type, you gain Shield Points:
- [H]: 2 SP
- [P]: 6 SP
- [E]: 12 SP.
Throwing Shield
Common Arms - 7/17/27
Requirement: Shield
Property: This shield can be used as a Boomerang to make ranged attacks. Attacks with this shield deal extra damage:
- [H]: +1
- [P] +3
- [E] +6.
Property: The first time you attack with this shield each encounter, you gain Advantage.
Bracers of Cleaving Strikes
Uncommon Arms - 3/13/23
Power (Encounter): Triggered Action (You hit with an attack). Target: An enemy adjacent to the triggering enemy. Effect: Deal damage:
- [H]: 4 damage
- [P]: 12 damage
- [E]: 24 damage.
Bracers of Armor
Uncommon Arms - 5/15/25
[H] Power (Daily): Minor Action. Effect: Until the end of the encounter, gain +2 Arm against ranged attacks and +1 Arm against other attacks.
[P] Power (Daily x2) Minor Action. Effect: Until the end of the encounter, gain +2 Arm against ranged attacks and +1 Arm against other attacks (This is a power bonus).
[E] Power (Daily x2) Minor Action. Effect: Until the end of the encounter, gain +4 Arm against ranged attacks and +1 Arm against other attacks. (This is a power bonus).
Recoil Shield
Uncommon Arms - 5/15/25
Power (Encounter): Immediate Reaction (An enemy hits you with a melee or close attack) Target: The triggering enemy. Effect:
- [H]: Prone
- [P]: Push 3 and Prone.
- [E]: Push 6 and Prone.
Bracers of Accuracy
Uncommon Arms - 9/19/29
[H] Power (Daily): Minor Action. Effect:Until the end of the encounter, gain +1 Hit and +1 Crit Range. (This is a power bonus).
[P] Power (Daily x2) Minor Action. Effect:Until the end of the encounter, gain +1 Hit and +2 Crit Range. (This is a power bonus).
[E] Power (Daily x2) Minor Action. Effect:Until the end of the encounter, gain +2 Hit and +2 Crit Range. (This is a power bonus).
Fortress Shield
Uncommon Arms - 9/19/29
Property: When you are targeted by an attack without Advantage, you gain Shield Points:
- [H]: 2 SP
- [P]: 6 SP
- [E]: 12 SP.
Dragonslayer Shield
Rare Arms - 7/17/27
Requirement: Shield
Property: Gain Resist (Area and Close).
Power (Daily x2): Immediate Interrupt (you are damaged by an attack). Effect: You reduce the damage taken by an amount, and the source of the attack takes that amount of damage:
- [H]: Reduce damage by up to 6.
- [P]: Reduce damage by up to 18.
- [E]: Reduce damage by up to 36.
10.9 Hands Items
Gloves of Sleight of Hand
Common Hands - 3/13/23
[H] Power (Encounter): Minor Action. Effect: Sheathe or store any number of items from your hands. Draw, or pick up from the ground, up to one item per hand.
[P] [E] Power (At-Will): Minor Action. Effect: Sheathe or store any number of items from your hands. Draw, or pick up from the ground, up to one item per hand.
[E] Power (Encounter): Minor Action. Effect: Draw an item. Gain Advantage to attacks with that item this turn.
Gloves of Glancing Blows
Common Hands - 5/15/25
Power (At-Will): Minor Action. You are Hindered. Until end of turn, your damaging attacks deal extra Miss Damage:
- [H] +2 Miss Damage
- [P]: +6 Miss Damage
- [E]: +12 Miss Damage
Gloves of Mercy
Common Hands - 7/17/27
[H] Power (At-Will): Minor Action. Until end of turn, your attacks gain a penalty to damage, and when you hit and damage an enemy, an ally you can see gains Shield points:
- [H]: -3 damage, +3 Shield Points
- [P]: -9 damage, +9 Shield Points
- [E]: -18 damage, +18 Shield Points.
Gloves of Piercing
Common Hands - 9/19/29
[H] Power (Encounter): Minor Action. Choose an enemy you can see. Until end of turn, your attacks against that enemy downgrade all resistances.
[P] Power (Encounter), Minor Action. Until end of next turn, enemy resistances are downgraded by your attacks.
[E] Power (Encounter): Minor Action. Until end of next turn, your attacks ignore enemy resistances.
Gloves of the Wind
Uncommon Hands - 3/13/23
[H] Power (Encounter): Until end of turn, gain a bonus to forced movement from your attacks, and enemies affected by your forced movement grant Advantage to adjacent characters until end of your next turn:
- [H] +1 Forced Movement
- [P]: +2 Forced Movement
- [E]: +3 Forced Movement
Bloodclaws
Uncommon Hands - 5/15/25
Power (Encounter): Minor Action. The next time you hit an enemy this turn, you deal extra damage and take that much extra damage:
- [H]: +4 damage
- [P]: +12 damage
- [E]: +24 damage
Gloves of the Brawler
Uncommon Hands - 7/17/27
Property: You can make unarmed attacks as if you were armed with a Nunchaku. When you do, you deal extra damage:
- [H]: +1
- [P]: +3
- [E]: +6
Power (Encounter): Minor Action. The next time you hit an enemy with an unarmed weapon attack this turn, the target is Grabbed.
Gauntlets of Ogre Power
Rare Hands - 3/13/23
Property: You can reroll failed Athletics checks.
Power (Daily x2): Minor Action. Effect: [H] Until the end of the encounter, your melee attacks gain +3 Miss Damage and Push 1.
[P] Power (Daily x2): Minor Action. Until the end of the encounter, your melee attacks gain +9 Miss Damage and Push 2.
[E] Power (Daily x2): Minor Action. Until the end of the encounter, your melee attacks gain +18 Miss Damage and Push 3.
Gloves of Admixture
Rare Hands - 7/17/27
Power (At-Will): Minor action. Choose one of the following damage types: Fire, Cold, Lightning, Radiant, Shadow. The next attack you make this encounter gains that damage type in addition of any damage types it already has.
Power (Encounter): Minor action. The next time you damage an enemy with an attack this turn, that enemy takes extra damage for each damage type of the attack:
- [H]: +2 damage/type
- [P]: +6 damage/type
- [E]: +12 damage/type
10.10 Magic Rings
Ring of Skill
Common Ring - 1/11/21
Special: When this item is created, choose a skill.
Property: You increase your level of training with the chosen skill by 1, up to a maximum based on item level:
- [H]: Trained
- [P]: Master
- [E]: Grandmaster
Ring of Covetousness
Uncommon Ring - /15/25
[P] Power (Encounter): Triggered Action (you miss all targets with an encounter attack power) The power has no effect, it is not expended, [TODO: AND NO COOLDOWN]
[E] Power (Encounter): Triggered Action (you miss all targets with an encounter or daily attack power) The power has no effect, it is not expended, [TODO: AND NO COOLDOWN]
Ring of Mercy
Uncommon Ring - /15/25
Property: You gain -1 Hit against Bloodied enemies
Property: You gain an aura 2: Allies in the aura gain a bonus to Surge Value. This bonus is doubled for Bloodied allies:
- [P] +6
- [E]: +12
Property: If you have reached at least one milestone today, allies in the aura created by this item gain +1 to all defenses.
Ring of Passion
Uncommon Ring - /11/21
Power(Encounter): Minor Action. Target: one adjacent ally. Effect: Until the target is no longer adjacent to you, you and the target gain Shield Points at the beginning of the target’s turns:
- [P]: 9 SP
- [E] 18 SP
Property: When you use this item’s power, if you have reached at least one milestone today, you and the target cannot be pushed, pulled or slid while the effect lasts.
Ring of Shared Hope
Uncommon Ring - /15/25
Property: Your allies can reroll attack rolls of 1 against enemies they flank with you. They must use the second result.
[E]: Allies adjacent to you can reroll attack rolls of 1 attacks made with Advantage
Ring of Terror
Uncommon Ring - /11/21
Power(Encounter, Fear): Minor Action. You gain an aura 1 until the end of your next turn. Your enemies treat squares in that aura as difficult terrain. If you have reached at least one milestone today, enemies in the aura grant Advantage unless they have Advantage against you.
[E] Property: This item’s power gains: Sustain Minor: The effect persists until end of your next turn.
Ring of the Frenzied Berserker
Uncommon Ring - /11/21
Property: At the start of each of your turns, choose an enemy closest to you. You are Taunted by that enemy this turn. When you ignore a taunt, you grant Advantage until your next turn.
Property: When attacking an enemy Taunting you, you deal extra damage:
- [P] +3 damage
- [E] +6 damage.
Property: When attacking an enemy Taunting you, if you have reached at least one milestone today, you deal extra Crit Damage:
- [P]: +9 Crit Damage
- [E]: +18 Crit Damage
Ring of the Sentinel
Uncommon Ring - /11/21
Property: When an enemy Taunted by you ignores the taunt, allies targeted by the attack gain Shield Points:
- [P]: 9 SP
- [E]: 18 SP
Property: When an enemy Taunted by you ignores the taunt, if you have reached at least one milestone today, they grant Advantage to you until end of your next turn.
Ring of Death
Rare Ring - /15/25
[P] Power (Encounter): Triggered Action (You reduce an enemy to 0 HP, or an enemy adjacent to you is reduced to 0 HP) Effect: At the end of the target’s next turn, it stands up with 1 hit point and becomes dominated until the end of its next turn. The target cannot regain hit points while dominated. When the domination effect ends, the target drops to 0 HP. If you have reached at least one milestone today, the power gains ‘Sustain Minor: The dominated condition persists until the end of your next turn’.
[E]: The target gains Shield Points equal to your Surge Value
Ring of Life
Rare Ring - /15/25
Property: You gain an Aura of Life:
- [P] Aura 3
- [E] Aura 5.
Property: Bleeding allies in the Aura of Life gain Resist (All), and can reroll failed Vitality Saves. When an ally in the aura stops being Unconscious, they can stand up from Prone as a free action.
Power (Daily): Free Reaction (You or an ally in the Aura of Life is reduced to 0 HP). The triggering character can heal a Surge.
10.11 Wondrous Items
Figurine of Wondrous Power
Uncommon Wondrous Item - 9/15/25
Property: When this item is created, choose the type of animal it conjures, and one of the following traits. Your conjured creature gains the abilities from that trait.
- Sentinel: +2 to all defenses, the creature’s attacks Taunt targets on a hit.
- Harrier: Fly 8, when the creature attacks, it can shift 2 squares before or after the attack.
- Mount: Size Large, Speed 8, an you can ride the creature.
- Brute: Size Large, reach 2, Push 2 on a Hit.
- Sneak: Deals double damage while invisible, and as a Standard Action, the creature becomes invisible - until the end of its next turn or until it attacks.
- Artillery: The creature can use its melee attack as a Ranged 10 attack.
- Aquatic: Swim 8, the creature is Aquatic (can breathe underwater, +2 to attack rolls against nonaquatic creatures while in aquatic combat), and Slide 1 on a Hit.
- Elemental: When the item is created, choose one of the following energy types: Fire, Cold, Lightning. The creature gains resist against the chosen type, and its attacks deal damage of the chosen type. Once per encounter, the creature can use its melee attack as a close blast 3.
Power(Daily): Minor Action. Effect: You conjure a Medium mystic animal (See below for stats) in a space adjacent to you. The creature can be attacked, and it remains until it is reduced to 0 or less hit points, you take an extended rest, or until you dismiss it as a free action. Every action it takes costs you a minor action, and the creature cannot exceed the normal allotment of actions (a standard, a move, and a minor action) each turn.
Conjured Creature – Medium natural animate
Level - as conjurer
HP: [H] 30, [P] 60, [E] 120
Base Defenses: 12
Speed 6
Standard Action - At-Will
Attack: Melee 1 (one creature); +4 vs Arm
Hit: [H] 5 damage. [P] 10 damage. [E] 20 damage.
Greater Figurine of Wondrous Power
Rare Wondrous Item - 9/15/25
Property: When this item is created, choose the type of animal it conjures, and two of the following traits. Your conjured creature gains the abilities from those traits.
- Sentinel: +2 to all defenses, the creature’s attacks Taunt targets on a hit.
- Harrier: Fly 8, when the creature attacks, it can shift 2 squares before or after the attack.
- Mount: Size Large, Speed 8, an you can ride the creature.
- Brute: Size Large, reach 2, Push 2 on a Hit.
- Sneak: Deals double damage while invisible, and as a Standard Action, the creature becomes invisible - until the end of its next turn or until it attacks.
- Artillery: The creature can use its melee attack as a Ranged 10 attack.
- Aquatic: Swim 8, the creature is Aquatic (can breathe underwater, +2 to attack rolls against non-aquatic creatures while in aquatic combat), and Slide 1 on a Hit.
- Elemental: When the item is created, choose one of the following energy types: Fire, Cold, Lightning. The creature gains resist against the chosen type, and its attacks deal damage of the chosen type. Once per encounter, the creature can use its melee attack as a close blast 3.
Property: When you gain a milestone, you can spend 1 Stamina to regain this item’s daily power.
Power(Daily): Minor Action. Effect: You conjure a Medium mystic animal (See below for stats) in a space adjacent to you. The creature can be attacked, and it remains until it is reduced to 0 or less hit points, you take an extended rest, or until you dismiss it as a free action. Every action it takes costs you a minor action, and the creature cannot exceed the normal allotment of actions (a standard, a move, and a minor action) each turn.
Conjured Creature – Medium natural animate
Level - as conjurer
HP: [H] 30, [P] 60, [E] 120
Base Defenses: 12
Speed 6
Standard Action - At-Will
Attack: Melee 1 (one creature); +4 vs Arm
Hit: [H] 5 damage. [P] 10 damage. [E] 20 damage.
10.12 Consumable Items
Healing Potion
Common Consumable - 1/11/21
Minor Action: Heal HP:
- [H]: 10 HP
- [P]: 20 HP
- [E]: 40 HP
Stimulating Potion
Common Consumable - 3/13/23
Minor Action (only while exhausted): Reduce your Exhaustion Penalty until end of the encounter.
- [H]: Penalty reduced by 1
- [P]: Penalty reduced by 2
- [E]: Penalty reduced by 3
Superior Healing Potion
Common Consumable - 6/16/26
Minor Action: Heal HP:
- [H]: 15 HP
- [P]: 30 HP
- [E]: 60 HP