DROPPED ITEMS -Updated: April 06 2017- Wielded Slot (Weapons) (Enh bonus to Atk and Dmg) Captain's Weapon [Quarterstaff] Lv13 +3 Weapon: Melee Critical: +1d8 Attack Power ✦ Daily (Standard Action): Effect: Choose one creature adjacent to you. Each of your allies within 3 squares of that creature can make a basic attack against it as a free action. Utility Power ✦ Encounter(Minor Action): Effect: Choose one ally within 3 squares of you. That ally gains a power bonus to his or her next damage roll during this encounter. The bonus is equal to the weapon's enhancement bonus.. Defensive Weapon [Bastard Sword] Lv12 +3 Weapon: Any Critical: +1d6 damage per plus Property:
When you take the total defense or second wind action, you add the
enhancement bonus of this weapon as an item bonus to all your defenses
until the start of your next turn. Staggering Weapon [Longknife] Lv12 +3 Weapon: Axe, flail, hammer, heavy blade or mace Critical: +1d6 damage per plus Property:
When you use a power with the weapon keyword that slides a target, you
can add this weapon's enhancement bonus to the number of squares the
target slides. Property: On a critical hit the target is knocked prone. Power ✦ Daily (Free Action): Use this power when you hit with the weapon. Slide the target a number of squares equal to the weapon's enhancement bonus. Wielded Slot (Implements) (Enh bonus to Atk and Dmg) Orb of Forceful Magic [Accurate Orb] Lv13 +3 Implement: Orb Critical: +1d6 force damage per plus Property:
When you pull, push, or slide an enemy with an attack using this orb, you can increase the distance of the forced movement by 1 square. Rod of Devilry [Ashen Rod] Lv10 +2 Implement: Rod Critical: +1d6 fire damage per plus, or +1d10 fire damage per plus against a bloodied target Property: If you're a tiefling, when you use an attack power through this rod, your bonus to attack rolls from your bloodhunt racial trait increases by 1. Property: When you hit a bloodied enemy affected by your Warlock's Curse with an attack power using this rod, it takes extra fire damage equal to this rod's enhancement bonus. Shadow Master Ki Focus [Ki Focus] Lv13 +3 Implement: Ki Focus Critical: +1d8 necrotic damage per plus Property:
When you use this ki focus to make an implement attack or a weapon attack against an enemy from which you are hidden, that enemy takes extra necrotic damage from the attack equal to 4 + the ki focus's enhancement bonus. An enemy can take this extra damage only once per round. Armor Slot (Enh bonus to AC) Armor of Dark Majesty [Leather] Lv9 +2 Armor: Leather or hide Property: You gain an item bonus to Bluff and Intimidate checks equal to this armor's enhancement bonus. Property: You gain a +2 item bonus to all defenses against enemies under your Warlock's Curse. Power ✦ Daily (Minor Action): Place your Warlock's Curse on any enemy you can see, rather than the nearest enemy. Elven Battle Armor [(Drowmesh) Leather] Lv13 +3 Property: You gain a +5 item bonus to saving throws against being slowed or immobilized. Power ✦ Encounter (Minor Action) You gain a +2 power bonus to speed until the end of your next turn. Lifefont Armor [(Earthhide) Hide] Lv14 +3 Armor: Hide Property:
When you make saving throws at the start of your turn using the Font of
Life class feature, you gain a +1 item bonus to each saving throw. Power ✦ Daily (No Action): Trigger: You start your turn and have the Font of Life class feature. Effect: You make a saving throw against each effect that a save can end instead of just one. Robe of Eyes [(Githweave) Cloth] Lv12 +3 Armor: Cloth Property: You cannot be blinded and gain an item bonus to Perception checks equal to the armor's enhancement bonus. Robe of Scintillation [(Githweave) Cloth] Lv12 +3 Armor: Cloth Power (Radiant) ✦ (Minor Action) The robe radiates colored lights, illuminating like a torch. You can end the illumination as a free action. Power (Radiant) ✦ Daily (Standard Action) Close burst 2; Intelligence or Charisma vs. Will (add the robe's enhancement bonus as an enhancement bonus to the attack roll); on a hit, the target is dazed (save ends). * CHECK HOUSE RULES Shadowflow Armor [(Githweave) Cloth] Lv13 +3 Armor: Cloth or leather Property: Gain +3 bonus to Stealth checks. Power ✦ Encounter (Minor Action): Gain concealment until the start of your next turn. Time Link Armor [(Finemail) Chainmail] Lv14 +3 Armor: Chain Property:
You gain an item bonus to initiative checks equal to the armor's enhancement bonus. Power ✦ Daily (No Action): Trigger: You roll initiative and dislike the result. Effect: You reroll initiative but must use the second result. Neck Slot (Enh bonus to Fort, Ref, Will) Amulet of Life Lv10 +2 Power (Healing) ✦ Encounter (Free Action): Trigger: Use this power when you spend a healing surge. Effect: You can spend an additional healing surge. Assassin's Cloak Lv14 +3 Property: When you make a Stealth check, you roll twice and use either result. Power (Illusion) ✦ Daily (Minor Action): Make an attack: Close burst 2; Charisma + the amulet's enhancement bonus vs. Will; on a hit, you're invisible to the target (save ends). Cloak of Distortion Lv14 +3 Property: You gain an item bonus to all defenses against ranged attacks from more than 5 squares away equal to this item's enhancement bonus. Cloak of Translocation Lv14 +3 Property: When you use a teleportation power, you gain a +2 bonus to AC and Reflex until the end of your next turn. Power ✦ Daily (Minor Action): Effect: You regain the use of an encounter teleportation power that you have already used during this encounter. Cloak of the Walking Wounded Lv14 +3 Property:
If you use your second wind while bloodied, you can expend two healing
surges instead of one (gaining hit points from both). Ornament of Alertness Lv13 +3 Property: Gain an item bonus to Perception checks equal to the ornament's enhancement bonus Power ✦ Daily (Immediate Interrupt): Effect: Until the end of the encounter, enemies don't gain the normal +2 bonus to attack rolls when you grant them combat advantage. They still gain any other benefit of combat advantage. Steadfast Amulet Lv13 +3 Power ✦ Daily (Immediate Interrupt): Effect: Use this power when you are dazed or stunned by an attack. Make a saving throw against the condition. On a failure, you don't expend the use of this power and no daily use of a magic item power occur Arms Slot (Bracers) Bracers of Archery Lv6 Property: Gain a +2 item bonus to damage rolls when attacking with a bow or crossbow. Power ✦ Daily (Minor Action): Effect: Ignore cover on your next attack this turn when using a bow or crossbow. Bracers of Mighty Striking Lv2 Property: When you hit with a melee basic attack, you gain a +2 item bonus to the damage roll. Bracers of the Perfect Shot Lv3 Property: When you hit with a ranged basic attack, you gain a +2 item bonus to the damage roll. Counterstrike Guards Lv4 Power ✦ Daily (Immediate Reaction): Use this power when a melee attack misses you. You make a melee basic attack against the attacker. Executioner's Bracers Lv3 Property: When you score a critical hit, the attack deals 1d6 extra damage. Iron Armbands of Power Lv6 Property: Gain a +2 item bonus to melee damage rolls. Arms Slot (Shields) // Feet Slot Acrobat Boots Lv2 Property: You gain a +1 item bonus to Acrobatics checks. Power ✦ At-Will (Minor Action): Effect: You stand up from prone. Boots of Adept Charging Lv2 Property: After charging, you can shift 1 square before your turn ends. Boots of Eagerness Lv9 Power ✦ Encounter (Minor Action): Effect: Use this power during your turn to take a move action. Boots of Free Movement Lv6 Property: Gain a +2 item bonus to saving throws against effects that apply the slowed, immobilized, or restrained condition Power ✦ Encounter (Minor Action): Effect: Make a saving throw against a slow, immobilize, or restrain effect that a save can end. Boots of Quickness Lv8 Property: Gain a +1 bonus to Reflex defense. Boots of Stealth Lv3 Property: Gain a +2 item bonus to Stealth checks. Boots of Striding Lv9 Property: You gain a +1 item bonus to speed when wearing light or no armor. Boots of the Fencing Master Lv7 Property: When you shift, gain a +1 item bonus to AC and Reflex defense until the end of your next turn. Power ✦ Encounter (Minor Action): Effect: Shift 2 squares. Hand Slot Antipathy Gloves Lv10 Property: An enemy must spend 1 extra square of movement to enter a square adjacent to you. An enemy that is pulled, pushed, or slid moves through those squares as normal. Dwarven Thrower Lv10 Property: Gain a +2 item bonus to thrown weapon damage rolls.
Power ✦ Encounter (Standard Action): Effect: Make a ranged basic attack with your melee weapon, using your Strength modifier on the attack roll and damage roll, as if the weapon had the heavy thrown weapon property. Your weapon automatically returns to your grip after the ranged attack. Gauntlets of Blood Lv4 Property: You gain a +2 bonus to damage rolls against bloodied targets. Gloves of Eldritch Admixture Lv8 Requirement: Warlock Property: When
you deal extra damage as a result of your Warlock's Curse, you can
choose that damage to be acid, cold, or fire (or leave it untyped). Power (Acid, Cold, Fire) ✦ Encounter, 5 Charges/Day (Free Action): Effect: The next attack you make this turn deals extra damage depending on how many charges you spend: 1 charge, 1d6 damage; 2 charges, 2d6 damage; 5 charges, 3d6 damage. This extra damage can be acid, cold, or fire damage. Resplendent Gloves Lv5 Property: When you hit an enemy with an attack power that targets Will, the attack deals 2 extra damage. If it's an illusion attack, one target you hit (your choice) also grants combat advantage to you until the end of your next turn. Shadowdancer's Gloves Lv11 Property: When you hit an enemy you're hidden from, you deal 1d6 extra damage. Strikebacks Lv10 Property: Gain a +1 item bonus to opportunity attacks. Power ✦ Encounter (Immediate Reaction): Effect: Use this power when an adjacent enemy hits you. Make a melee basic attack against that enemy. Head Slot Casque of Tactics Lv4 Property: Gain +1 item bonus to initiative checks. Power
✦ Daily (Free Action): Effect: Use this power when initiative is rolled. Swap
initiative check results with a willing ally who you can see. Circlet of Indomitability Lv8 Property: Gain a +1 bonus to Will defense. Circlet of Mental Onslaught Lv11 Property: Gain a +1 bonus to Will defense. Power
✦ Daily (Free Action): Effect: Gain a +1 power bonus to attack rolls and damage rolls when making Wisdom, Intelligence, and Charisma attacks until the end of the encounter. Eagle Eye Goggles Lv2 Property: Gain a +1 item bonus to ranged basic attack rolls. Helm of Heroes Lv10 Property: You and each ally within 10 squares of you gain a +2 item bonus to saving throws against fear effects. Power
✦ Daily (Free Action): Effect: Use this power when you grant an ally a basic attack. That ally can take a standard action instead. The ally gains a +2 power bonus to any damage rolls made during that standard action. Helm of Opportunity Lv4 Gain a +1 item bonus to opportunity attack rolls. Horned Helm Lv6 Property: Your charge attacks deal 1d6 extra damage. Waist Slot Belt of Blood Lv10 Property: Your healing surge value increases by your Constitution modifier while you are bloodied. Belt of Vigor Lv2 Property: You gain a +1 item bonus to your healing surge value. Belt of Vim Lv8 Property: Gain a +1 bonus to Fortitude defense. Diamond Cincture Lv19 Property: This belt holds one diamond, and you gain a +1 item bonus to Fortitude. Power
(Healing) ✦ At-Will (Minor Action): Effect: You spend a healing surge. One diamond on the belt cracks and darkens, becoming worthless. Each time a diamond is expended in this way, the belt's item bonus is reduced by 1 (to a minimum of 0). If there are no unexpended diamonds on the belt, you can't use this power. After an extended rest, each expended diamond is restored. Healer's Sash Lv11 Utility Power
(Healing) ✦ Daily (Minor Action): Effect: Close burst 5 (you and one ally in the burst, or two allies in the burst). One of the targets loses a healing surge, and then the other target regains hit points equal to his or her healing surge value. Potion Bandolier Lv8 Property: This belt can hold up to six potions. You can retrieve a potion from the belt as a free action. Totemic Belt Lv11 Power ✦ Daily (Free Action): Effect: Use this power when you charge. Gain a +1 power bonus to all Strength, Constitution, and Dexterity attack rolls and the subsequent damage rolls until the end of the encounter.. Viper Belt Lv4 Property: Gain resist 5 poison. Power
✦ Encounter (No Action): Effect: Use this power when making a saving throw
against ongoing poison damage. Gain a +2 power bonus to the saving
throw. 'Scabbard' Slot Wondrous Ruby Scabbard Lv5 Property:
This scabbard resizes to fit any light blade or heavy blade. You can
draw a weapon from this scabbard as part of the same action used to make
an attack with that weapon. Power ✦ Encounter (Free Action): Effect: Use
this power when you attack with the weapon most recently sheathed in the
scabbard. Gain a +1 power bonus to the next damage roll you make with
that weapon before the end of your next turn. The weapon must have been sheathed in the scabbard for the full duration of your last extended rest to gain this power. Scabbard of Sacred Might Lv10 Property:
This scabbard resizes to fit any light blade or heavy blade. You can draw a weapon from this scabbard as part of the same action used to make an attack with that weapon. Power ✦ Encounter (Free Action): Effect: Use this power when you attack with the weapon most recently sheathed in the scabbard. The next attack you make with that weapon before the end of your next turn deals radiant damage instead of its normal damage. The weapon must have been sheathed in the scabbard for the full duration of your last extended rest to gain this power. 'Tattoo' Slot Wondrous Demonskin Tattoo Lv3 Property:
When you spend an action point to take an extra action, choose acid,
cold, fire, lightning, or thunder. You gain resist 5 to the chosen
damage type until the end of the encounter. Backlash Tattoo Lv9 Property: The first time you're bloodied during an encounter, you can make a basic attack as an immediate reaction. Eager Hero's Tattoo Lv10 Property: When you take a short rest, you gain temporary hit points equal to 5 + the number of healing surges you have spent since your last extended rest. Dragonshards - // Wondrous Items Bag of Holding Lv5: PARTY ITEM Property: This bag can hold up to 200 pounds in weight or 20 cubic feet in volume, but it always weighs only 1 pound. Drawing an item from the bag is a minor action. Reading Spectacles Lv2: sorta PARTY ITEM (Technically a Head Slot) Property: You can read any language (the spectacles do not grant the ability to speak or write a language). Hedge Wizard's Gloves Lv4: sorta PARTY ITEM (Technically a Glove Slot) Power (Arcane, Conjuration) ✦ (Standard Action): As the wizard's mage hand power. At-Will ✦ Arcane , Conjuration Minor Action ✦ Ranged 5 Effect : You conjure a spectral, floating hand in an unoccupied square within range. The hand lasts until the end of your next turn or until you use this power again. If you are holding an object when you use this power, the hand can move the object into a pack, a pouch, a sheath, or a similar container and simultaneously move any one object carried or worn anywhere on your body into your hand. While the hand persists, you can take the following actions. Minor Action: The hand picks up or manipulates an object weighing 20 pounds or less. It can hold only one object at a time. Move Action: The hand moves up to 5 squares in any direction, carrying the object it holds. Free Action: The hand drops the object it is holding. Sustain Minor: The hand persists until the end of your next turn. Power (Arcane) ✦ (Standard Action): As the wizard's prestidigitation power. At-Will ✦ Arcane Standard Action ✦ Ranged 2 Effect : Use this cantrip to accomplish one of the effects given below: - Change the color of items in 1 cubic foot. - Create a harmless sensory effect, such as a shower of sparks, a puff of wind, faint music, or a strong odor. - Clean or soil items in 1 cubic foot. - Instantly light (or snuff out) a candle, a torch, or a small campfire. - Chill, warm, or flavor up to 1 pound of nonliving material for up to 1 hour. - Make a small mark or symbol appear on a surface for up to 1 hour. - Produce out of nothingness a small item or image that exists until the end of your next turn. - Make a small, handheld item invisible until the end of your next turn. Battle Standard of Healing Lv3 Power (Healing, Zone) ✦ Encounter (Standard Action): When
you plant the battle standard in your space or an adjacent square, it
creates a zone of healing energy in a close burst 5. Whenever you or an
ally spends a healing surge while in the zone, you and all allies in the
zone regain 1 hit point. This effect lasts until the end of the
encounter or until the battle standard is removed from the ground. Any
character in or adjacent to a battle standard's square can remove it
from the ground as a standard action. Floating Lantern Lv3 Property:
This lantern casts light in a 10-square radius, and it never needs
lighting or refilling. When you let go of the lantern, it continues to
hang in the air where you leave it. If weight in excess of 1 pound is
applied to the lantern, it falls to the ground.
Any creature holding the floating lantern or adjacent to it can set its
light to be bright (10-square radius), dim (5-square radius), or off as
a minor action.
As a move action, the last creature to hold the lantern can mentally
command it to move up to 10 squares in any direction, but not more than
10 squares from the commanding creature. Polyglot Gem [Abyssal] Lv6 Property: Each polyglot gem contains the knowledge of one language, chosen when the item is created. As long as you carry the gem on your person, you are able to speak, read, and write that language fluently. If you carry more than one polyglot gem on your person, none of them function. Restful Bedroll Lv1 Property: Whenever you complete an extended rest in the restful bedroll, you gain 1d8 temporary hit points. Vistani Buzuq Lv7 Property: Bards can use this item as an implement for bard powers and bard paragon path powers. Power ✦ Daily: Use this power during a short rest. You gain the benefits of the Comrades' Succor ritual without having to pay the component cost. Comrade's Succor: Level: 1 Component Cost: 10 gp Category: Restoration Market Price: 150 gp Time: 5 minutes Key Skill: Heal (no check) Duration: Instantaneous While performing this ritual, you and up to 5 participants in the ritual can choose to lose any number of healing surges and select another participant to gain an equal number of healing surges. No participant can have more healing surges than his or her daily maximum. Additionally, you or one participant must lose 1 healing surge when performing this ritual. __________________