Amulet of Life
Crafted in orum, and in the shape of a stylized sun, this amulet flairs with amber light whenever it’s used.
Level: 15
Price: 25,000 gp
Item Slot: Neck
Enhancement: +3 Fortitude, Reflex, and Will
Power (Encounter * Healing): Free Action. Trigger: Use this power when you spend a healing surge. Effect: You can spend an additional healing surge.
Amulet of Protection
This light blue amulet increases your defenses.
Level: 16
Price: 45,000 gp
Item Slot: Neck
Enhancement: +4 Fortitude, Reflex, and Will
Book of Five Truths (The Third Truth)
Scribes recorded five truths on scrolls at the start of the Dawn War and then scattered the scrolls throughout the planes of existence. Each scroll grants its reader essential insight into the nature of being.
Level: 18
Price: 85,000 gp
Legendary Boon
Property: When performing a ritual, roll twice and take the better result.
Orb of Mental Dominion
A spellcaster channeling his mind through this orb gains mental prowess over foes, forcing them to relive the effects of a spell.
Level: 16
Price: 45,000 gp
Implement (Orb)
Enhancement: +4 attack rolls and damage rolls
Power (Daily): Free Action. Use this power when an attack with this orb succeeds against the target’s Will defense. When the target makes a saving throw against an effect from that attack, the target must roll twice and take the lower result.
Hero’s Gauntlets
These steel gauntlets reward risk and heroism.
Level: 17
Price: 65,000 gp
Item Slot: Hands
Property: When you spend an action point to make an attack, you gain a +1 bonus to attack rolls for that attack.
Property: When you spend an action point to make an attack and the attack deals damage, you gain temporary hit points equal to one-half your healing surge value.
Yzir, Scourge of the Primordials (Paragon Level)
Yzir was forged at the dawn of times by Corellon himself, with the help of his sisters. It was made with one purpose, to slay the primordials.
Weapon: Longsword
Enhancement: +4 attack rolls and damage rolls
Critical: +4d12 damage
Property: Yzir deals 1d12 extra damage against elementals (demons, primordials, elementals etc)
Property: Critical on a 19-20 roll
Power (Daily * Fear): Free Action. Use this power when you hit with the weapon. The target takes a -4 penalty to all defenses (save ends).
Power (Encounter): Immediate Interrupt. Trigger: An enemy scores a critical hit against you. Effect: You become insubstantial until the end of your next turn.
Power (Encounter * Divine, Radiant): Standard Action. You can use turn elemental creature as a cleric turns undead. You cannot use this power with an implement, but you gain a bonus to attack rolls and damage rolls with it equal to Ruinblade’s enhancement bonus. You may also use any stat to determine attack and damage rolls.
Talisman of Jerzull Paragon Level
This eight-pointed star of hammered platinum hangs on a chain of gold and pearls. Each point of the star is tipped with a diamond, and elaborate patterns of gold inlay cover its surface.
Implement (Holy Symbol)
Enhancement: +4 attack rolls and damage rolls
Critical: the target is stunned until the end of your next turn.
Property: Critical on 18-20 with radiant powers
Property: Whenever you make a Heal check, you can roll twice and use either result.
Property: Whenever you use a healing power the target regains 1d10 additional hit points.
Power (Encounter * Radiant); Immediate Interrupt Trigger: An enemy within 3 squares hits you with an attack. Wis vs Fortitude: Hit: The target is blinded until the end of your next turn
Power (Daily * Healing): Free Action. Trigger: An enemy within 5 squares is reduced to 0 hit points. Effect: You or one ally within 5 squares of you gains regeneration 10 until the end of the encounter (target of effect must be bloodied).
Cup of Jerzull Paragon Level
Twelve great gems form a ring around the rim of this large gold chalice, which requires two hands to carry. The chalice glows with a faint golden light.
Wondrous Item
Power (Daily): Standard Action. You drink from the Cup of Jerzull and make an Endurance check against a disease affecting you, using the disease’s improve DC. If you succeed, you’re cured. If you fail, the disease doesn’t get any worse while it affects you.
Power (Daily * Healing): Using this power takes 10 minutes. By filling the Cup with water, you can create a potion of Jerzull. If you use the Cup together with the Talisman of Jerzull, you can instead create up to three potions of Jerzull. A potion created in this way reverts to plain water if it isn’t consumed within 24 hours.
Potion of Jerzull Paragon Level
This golden liquid contains great healing magic.
Potion
Power (Consumable * Healing): Minor Action. Drink this potion and spend a healing surge. Instead of the hit points you would normally regain, you regain 30 hit points and make a saving throw. If you have no healing surges when you drink this potion, you instead gain 15 temporary hit points.
Pouncing Beast Armor (Earthhide Armor)
When you wear this armor, you can feel the beast spirit within you urging you to leap forward and attack.
Level: 14
Price: 21,000 gp
Armor: Hide
Enhancement: +3 AC
Property: When you use wild shape to change into beast form, you can shift 1 square.
Power (Daily • Beast Form): Move Action. You shift 5 squares and must end in a space adjacent to an enemy.
Earthhide Armor
Description: Dwarves use earth energy to fortify earthhide, mimicking the strange living-earth skin of creatures such as the galeb duhr and the earth titan.
AC Bonus: +3
Minimum Enhancement Value: +3
Check: -1
Weight: 25 lb.
Cost: Special
Special: +1 Fortitude
Type: Hide
Thicker and heavier than leather, hide armor is composed of skin from any creature that has a tough hide, such as a bear, a griffon, or a dragon. Hide armor can bind and slightly hinder your precision, but it’s light enough that it doesn’t affect your speed.
Illithid Robes
These robes are tight and sleek, with a crest behind the head. They partially protect you from harm if you can compel some poor fool to assist you.
Level: 15
Price: 25,000 gp
Armor: Cloth
Enhancement: +3 AC
Property: Resist 10 psychic.
Power (Daily): Immediate Reaction. When you are hit by an attack, you and an ally within 2 squares of you each take half of the damage from the attack (round fractions up). The damage dealt to the ally can’t be reduced by resistances or immunity.
Githweave Armor
Description: Githzerai weavers first taught other peoples the methods of making githweave. It’s clear that the githzerai took these techniques from their erstwhile masters, the mind flayers.
AC Bonus: +0
Minimum Enhancement Value: +3
Weight: 2 lb.
Cost: Special
Special: +1 Will
Type: Cloth
Jackets, mantles, woven robes, and padded vests don’t, by themselves, provide any significant protection. However, you can imbue them with protective magic. Cloth armor doesn’t slow you down or hinder your movement at all. All characters are proficient with cloth armor.
Torc of Power Preservation
This platinum and gold neckband contains a reservoir of energy that you can tap.
Level: 15
Price: 25,000 gp
Item Slot: Neck
Enhancement: +3 Fortitude, Reflex, and Will
Power (Daily): Free Action. Use this power after you use an encounter power of the torc’s level or lower. Roll 1d20 + the torc’s enhancement bonus. If the result is 10 or higher, that power renews as if you had taken a short rest. If the result is lower than 10, you don’t expend the use of this power and no daily use of a magic item power occurs.
Magic Holy Symbol
A holy symbol of your god, enchanted with magical power.
Level: 16
Price: 45,000 gp
Implement (Holy Symbol)
Enhancement: +4 attack rolls and damage rolls
Critical: +4d6 damage
Armor of Dwarven Vigor
This armor, which appears to be crafted of chiseled stone, grants you the endurance of a dwarf warrior.
Level: 17
Price: 65,000 gp
Armor: Chain, Scale, Plate
Enhancement: +4 AC
Power (Daily * Healing): Minor Action. You use your second wind and regain an additional 1d6 hit points per plus.
Special: If you’re a dwarf, you can use this armor’s power as a free action on your turn.
Warplate Armor
Description: Legend holds that Moradin made the first godplate armor, and ancient dwarf smiths copied his patterns imperfectly to make warplate armor.
AC Bonus: +11
Minimum Enhancement Value: +4
Check: -2
Speed: -1
Weight: 50 lb.
Cost: Special
Type: Plate
The heaviest type of armor, made up of shaped plates of metal or similarly resilient material, plate provides the most armor protection. The cost for its superior fortification is mobility and agility.
+75.000 gp
@Hansen: De har sådan set fordelt det meste, men vi kigger lige på det inden næste gang. Vi spiller ikke på tirsdag.