Overpowered MIC Items [Archive] - Wizards Community

Post/Author/DateTimePost
amnuxoll

07-04-07, 10:03 PM
I'm sure you'll all have plenty of dissenting opinions but since I took the time to compile this list for my cruel plots Triad master I thought I'd share it with you.

Overpowered

These are items that I don't think should be in Living Greyhawk.
Frankly, given that there are over 1000 magic items in the book I
think this list is rather short. I give kudos to the WotC development
team for that.

Armor Properties:

Displacement

Specific Armor:

Mithralmist Shirt

Armor Augment Crystals:

Clasp of Energy Protection
Crystal of Arrow Deflection
Ironward Diamond

Weapon Properties:

Impaling
Warning

Specific Weapons:

Assassin Whip
Galeb Duhr Hammer
Rod of Defiance$
Stunshot Sling
Whip of Webs

Weapon Augment Crystals:

Witchlight Reservoir
Crystal of Energy Assault (greater)

Clothing:

Belt of Battle
Bracers of the Entangling Blast
Circlet of Rapid Casting
Collar of Healing$
Counterstrike Bracers
Crystal Mask of Mindarmor
Heartseeking Amulet
Hellcat Gauntlets
Riding Boots$
Ring of Greater Counterspells
Ring of Spell-Battle
Ring of Vanishing
Third Eye Dampening
Third Eye Freedom
Vampiric Torc
Vest of the Master Evoker

Tools:

Psychoactive Skin (of the Celestial)
Psychoactive Skin (of Celestial Embrace)
Psychoactive Skin (of Ectoplasmic Armor)
Psychoactive Skin (of the Fiend)
Psychoactive Skin (of Fiendish Embrace)
Psychoactive Skin (of Iron)
Psychoactive Skin (of Power Damping)
Rod of Viscid Globs
Summoner's Totem$
Talisman of Undead Mastery$
Talisman of Undying Fortitude
Barbs of Retribution (Instruments of the Blood Gift)
Horn of Resiliance (Regalia of the Hero)



$This item is only on this list because it potentially gives a significant
benefit to a PC who is probably already twinky

Borderline
These items are either a little too handy (every adventurer will want
one), too cheap, too easy to exploit, just a little too powerful
for comfort, or some combination of the above. I think they could be
put on an AR as a major reward provided the access is carefully
controlled to avoid abuse.

Armor Properties:

Deathward
Blurring
Mindarmor
Speed

Armor Augment Crystals:

Crystal of Mind Cloaking
Restful Crystal

Weapon Properties:

Bloodstone
Fiercebane
Sacred
Stunning Surge
Stygian

Specific Weapons:

Dwarf Crusher
Manticore Greatsword+
Rogue Blade*

Weapon Augment Crystals:

Crystal of Arcane Steel$
Crystal of Energy Assault (lesser)
Crystal of Life Drinking
Fiendslayer Crystal
Truedeath Crystal

Clothing

Anklet of Translocation
Circlet of Mages+
Deathguardian Bracers$
Healing Belt
Mesmerist's Gloves
Ring of Mystic Defiance+
Ring of Mystic Fire+
Ring of Mystic Lightning+
Robe of Mysterious Conjuration
Scarab of Invulnerability
Scout's Headband
Third Eye Surge
Veil of Allure$

Tools:

Diamondskin Decanter
Dove's Harp*
Eternal Wand (depending upon spell)
Horn of Plenty
Metamagic Rod (Sculpting)
Orb of Mental Renewal
Psychoactive Skin (of the Defender)
Quiver of Energy
Rod of Bodily Restoration
Rod of Sure Striking

Sets:

Gauntlet's of Destruction (Armor of the Watching Master)
Crown of Flames (Regalia of the Phoenix)
Veil of Storms+ (Seven Veils)


*This item would be one category higher except that the character who
benefits from it is unlikely to be twinky

+This item is only borderline at lower levels

$This item is only on the list because it potentially gives a significant
benefit to a PC who is probably already twinky



Just Right
These items are particularly useful and/or just plain cool but
balanced enough. In other words, they are great choices for an AR.


Armor Properties:

Blueshine
Axeblock
Twilight

Armor Augment Crystals:

Several of these are worth considering

Weapon Properties:

Body Feeder
Divine Wrath
Eager
Enervating
Ghost Strike
Hideaway
Psychokinetic
Shadowstrike*
Shielding*

Specific Weapons:

Bow of Songs*

Weapon Augment Crystals:

Several of these are worth considering

Clothing:

Armband of Maximized Healing
Deathstrike Bracers*
Desperation Chain
Devastation Gauntlets
Dimension Stride Boots
Gauntlet of Infinite Blades
Gloves of Fortunate Striking
Gloves of the Titan's Grip
Goggles of Draconic Vision
Headband of Conscious Effort
Helm of Glorious Recovery
Helm of Heroes
Hexbands
Ki Straps
Moonstone Mask
Rapidstrike Bracers
Reliquary Holy Symbol
Repelling Gauntlets
Ring of Adamantine Touch
Ring of the Darkhidden
Ring of Mystic Healing
Third Eye Improvisation

Tools:

Blessed Bandage
Eternal Wand (depending upon spell)
Metamagic Rods (all but Sculpting)
Psychoactive Skin (of the Chameleon)
Psychoactive Skin (of Nimbleness)
Runestaffs (any)
Sacred Scabbard
Wand Bracelet
Wilding Clasp

Sets:

Shield of Vigor (Five Virtues)
Bracers of Blinding Strike (Fleet Warrior's Array)


*This item would be one category higher except that the character who
benefits from it is unlikely to be twinky



Cool Things to Give to Bad Guys
Weapon Properties:

Necrotic Focus

Clothing:

Impervious Vestment
Repelling Gauntlets
Ring of the Darkhidden
Shirt of the Leech
Tabard of the Disembodied

Tools:

Magic Siphon
JJeff

07-04-07, 11:24 PM
Things I have already seen access to:
Mithralmist Shirt

Armor Property - Deathward

Don't know about the rest, but these accesses was given pre- MIC
bitznarf

07-04-07, 11:44 PM
Probably most of the stuff on this list (http://boards1.wizards.com/showthread.php?t=657626) might be considered overpowered. Haven't really looked at it in detail, but there are very fews things that I actually don't want in the campaign.
copper_wyrmling

07-05-07, 12:18 AM
Hmmm, I don't see either runestaffs or the sacred scabbard on any of your lists. How would you gauge them? My sorcerer would adore runestaff access, and my dervish is planning to buy his sacred scabbard (pre-MIC access) just as soon as we start using the lower price given in the MIC.
Drezden

07-05-07, 10:58 AM
I've actually now seen the MiC version of the Sacred Scabbard available on an AR - very sweet - much better than the older version.

Daren

Hmmm, I don't see either runestaffs or the sacred scabbard on any of your lists. How would you gauge them? My sorcerer would adore runestaff access, and my dervish is planning to buy his sacred scabbard (pre-MIC access) just as soon as we start using the lower price given in the MIC.
amnuxoll

07-05-07, 11:29 AM
Hmmm, I don't see either runestaffs or the sacred scabbard on any of your lists. How would you gauge them? My sorcerer would adore runestaff access, and my dervish is planning to buy his sacred scabbard (pre-MIC access) just as soon as we start using the lower price given in the MIC.

I actually have Runestaffs on the "Just Right" list. I consider them an analog to pearls of power for wizards.

As for sacred scabbard, the swift action activation definitely makes it a cool item. I'd put it on the Just Right list as well. It's powerful and may do some broken things in the hands of a Dervish but otherwise not overpowered.
Timlagor

07-05-07, 12:04 PM
Sacred Scabbard is overpowered.

Your list would be a lot easier to read if there were breaks between the various sections. (you might also bold the category titles)
Mattastrophic

07-05-07, 12:22 PM
As for sacred scabbard, the swift action activation definitely makes it a cool item. I'd put it on the Just Right list as well. It's powerful and may do some broken things in the hands of a Dervish but otherwise not overpowered.

Don't forget that Bless Weapon does not stack with Keen, Improved Critical, etc. So no auto-confirming scimitar swings on a 15.

-Matt
Timlagor

07-05-07, 12:31 PM
It doesn't stack with Keen. It most certainly *does* work in conjunction with Improved Critical.
Mattastrophic

07-05-07, 01:22 PM
It doesn't stack with Keen. It most certainly *does* work in conjunction with Improved Critical.

*looks up Bless Weapon*

*sees the 'magical effect' bit*

Holy crap!

-Matt
CdrcJsn

07-05-07, 04:07 PM
Keep in mind that the Developers intentionally made some of these items more powerful than DMG equivalents.

http://www.wizards.com/default.asp?x=dnd/dd/20070302a

I'm not saying that there aren't some really over the top items in the MIC, but you have to take into account the fact that certain items were underpowered to begin with and some of the MIC items seem broken in comparison.
copper_wyrmling

07-05-07, 08:48 PM
*looks up Bless Weapon*

*sees the 'magical effect' bit*

Holy crap!

-Matt

That would be why my falchion-wielding dervish whose next feat is Improved Critical would like one ;)

And yay, runestaffs :) I really do hope they start to make it into modules soon.
magebeast

07-06-07, 12:06 AM
That would be why my falchion-wielding dervish whose next feat is Improved Critical would like one ;)

And yay, runestaffs :) I really do hope they start to make it into modules soon.

Me too. My sorcerer should hit be 9 coming out of Red Hand in the next month or so, and I'd love to see some late year 7s or early year 8s handing out some tasty runestaff action. Preferably some boom staves that'll make picking out spells a bit easier.
amnuxoll

07-06-07, 02:05 PM
Sacred Scabbard is overpowered.

Maybe. But I find your argument...lacking. Can you elaborate?
Timlagor

07-06-07, 05:37 PM
:D
[I don't think I have anything terribly new to say on this but since you asked...]

Bless Weapon is a very powerful effect*.
Allowing it as a swift action makes the opportunity cost for a melee character very low (though it does mean having the weapon sheathed at the beginning of the fight).
Putting it in an item available to any classes (subject to being Good) means it can be used by people without the Multiple Attribute requirements of a Paladin.
The Scabbard is very cheap for the power of the effect: presumably under the false reasoning that limitting it by alignment justifies a reduction but perhaps just because it's a paladin spell.

There is really no reason for any Good weapon-user not to get one if they have access.


* TWO powerful effects really: aligned weapon for DR and the auto-crits.
ezreal2001

07-07-07, 06:59 AM
That would be why my falchion-wielding dervish whose next feat is Improved Critical would like one ;)

And yay, runestaffs :) I really do hope they start to make it into modules soon.

Yup my Rogue is looking forward to getting one for his +1 Pit Forged cold iron greatsword.
Southernskies

07-07-07, 08:21 AM
Bless Weapon is a very powerful effect*.
Allowing it as a swift action makes the opportunity cost for a melee character very low (though it does mean having the weapon sheathed at the beginning of the fight).

* TWO powerful effects really: aligned weapon for DR and the auto-crits.

I don't have MIC, but that's a very powerful change from the CD version (which takes a standard action).
amnuxoll

07-07-07, 09:33 AM
Your list would be a lot easier to read if there were breaks between the various sections. (you might also bold the category titles)

It's probably too little, too late but I've gone in and formatted the list. FWIW, the list was formatted to begin with but the website was stripping out all my white space.

:AMN:
clannagh

07-08-07, 10:50 PM
Question

Does the general LGCS ruling about using latest books mean that the MIC version of an item automatically replaces the exisiting item of the same name referred to on the favor/access from the AR ?
cycloptic_squirrel

07-08-07, 11:18 PM
Question

Does the general LGCS ruling about using latest books mean that the MIC version of an item automatically replaces the exisiting item of the same name referred to on the favor/access from the AR ?

from what I understand, use the old version for now, unless the AR specifically mentions the MIC; I get the impression that a conversion sheet is forthcoming at some point (February with the next LGCS perhaps) and at that point items will convert
clannagh

07-09-07, 12:51 AM
from what I understand, use the old version for now, unless the AR specifically mentions the MIC; I get the impression that a conversion sheet is forthcoming at some point (February with the next LGCS perhaps) and at that point items will convert

for some items that could be a serious worry

EXAMPLE ... putting the PHBII version of Brutal Surge (to which I have access) on a weapon that is already +4 costs 2000 gc under PHB II rules .. however the MIC version of brutal surge is a +1 enhancement which would take the same weapon to +5 equivalent, meaning the converted version would cost an extra (50,000 - 32000 + 2000) = 16000 gc different .
cycloptic_squirrel

07-09-07, 02:13 AM
for some items that could be a serious worry

EXAMPLE ... putting the PHBII version of Brutal Surge (to which I have access) on a weapon that is already +4 costs 2000 gc under PHB II rules .. however the MIC version of brutal surge is a +1 enhancement which would take the same weapon to +5 equivalent, meaning the converted version would cost an extra (50,000 - 32000 + 2000) = 16000 gc different .

I'm pretty sure you'll have to pay the difference (or get a refund) if the items are different prices, and I'd think there will be a buyback option, though I'm not sure I'd rely heavily on that
ezreal2001

07-09-07, 04:52 AM
I'm pretty sure you'll have to pay the difference (or get a refund) if the items are different prices, and I'd think there will be a buyback option, though I'm not sure I'd rely heavily on that

Well I'll second that since every time there's been a coversion, one of the steps has been updating the item value, and character wealth accordingly.


And there's allways been a buy back.
clannagh

07-10-07, 07:26 PM
backtracking a bit to earlier in the thread

would a vorpal sword in a sacred scabbard auto-kill on a 20 with no save ???
Mattastrophic

07-10-07, 07:33 PM
backtracking a bit to earlier in the thread

would a vorpal sword in a sacred scabbard auto-kill on a 20 with no save ???

Nope, because Bless Weapon doesn't stack with Vorpal. It's a "magical effect related to critical hits."

-Matt
lseelba

07-14-07, 12:51 AM
Where is that Huge Scorpion Item I've been hearing so much about :D

(I just bought the MIC and I'm still thumbing through it)
King Kashue

07-14-07, 01:20 AM
Where is that Huge Scorpion Item I've been hearing so much about :D

(I just bought the MIC and I'm still thumbing through it)

The Amber Amulet of Vermin.

Crazy Broken :D


700g, summons a CR7 creature 1/day.

A fiendish huge scorpion requires a Summon Monster VII. If you count the fiendish template as worth one spell level (which the PHB does if you look at the beasts on summon monster vs. summon nature's ally), then the normal Huge Scorpion is worth a 6th level spell.

A 6th level spell scroll, 1 use and gone, is worth 1650g. An item that gives you that equivalent every single day, over and over again, is 700g.

And the critter is still formidable at higher APLs, it's huge, has improved grab and a +21 grapple check.


General consensus at Origins (looking at the other items) was that it's a typo and that they meant to make it a large scorpion, not a huge one.
Hariman

07-14-07, 01:39 AM
The Amber Amulet of Vermin.

Crazy Broken :D


700g, summons a CR7 creature 1/day.

A fiendish huge scorpion requires a Summon Monster VII. If you count the fiendish template as worth one spell level (which the PHB does if you look at the beasts on summon monster vs. summon nature's ally), then the normal Huge Scorpion is worth a 6th level spell.

A 6th level spell scroll, 1 use and gone, is worth 1650g. An item that gives you that equivalent every single day, over and over again, is 700g.

And the critter is still formidable at higher APLs, it's huge, has improved grab and a +21 grapple check.


General consensus at Origins (looking at the other items) was that it's a typo and that they meant to make it a large scorpion, not a huge one.


Or maybe it was supposed to be 7,000 GP.
lseelba

07-14-07, 01:55 AM
The Amber Amulet of Vermin.

Crazy Broken :D


(SNIP)

Thanks. I just cracked open my MIC, and looked at the item. Here is the relevant table, with the CR of th summoned monster added by me:

Giant Bee, Cost 500, CR 1
Giant Queen Ant, Cost 700, CR 2
Giant Praying Mantis, Cost 700, CR 3
Huge Monstrous Centipede, Cost 700, CR 2
Huge Monstrous Scorpion, Cost 700, CR 7
Large Monstrous Spider, Cost 700, CR 2
Giant Wasp, Cost 800, CR 3
Giant Stag Beetle, Cost 1,200, CR 4

This is so obviously a typo, that I feel bad for any DM who allowed the CR 7 monster at Origins.

Also, if WotC does not errata this...then I'll be speechless.
King Kashue

07-14-07, 02:05 AM
Or maybe it was supposed to be 7,000 GP.

Unlikely, as it's one of many items in a "vermin summoning" category, which are all 500-1200g

This is so obviously a typo, that I feel bad for any DM who allowed the CR 7 monster at Origins.

Well, that would be all of them, since they had no grounds to not allow them. :D
Shaudius

07-14-07, 12:54 PM
Well, that would be all of them, since they had no grounds to not allow them. :D

Having judged Undermountain, 9 times at Origins, it wasn't as big of a problem as I thought it would be. Only a few tables had them. Their existence for some reason wasn't well known before Origins, and presumably people just passed by them since there's on a table so their obvious power is overlooked.

The few tables that did have them didn't have great occasion to use them, and didn't do the, "every character has three" thing that I expected to happen.

The combats in the first part weren't all that hard, so their use would have been pretty much overkill for most parties.

The only time they did come in handy was for parties that used them in the only seriously hard encounter in my opinion, and they still ended up getting beaten pretty hard.

My table which had at least five-six(three from me alone) had everyone die but one player in the encounter, even using them(because of the setup of the encounter).

I know it will be released for homeplay, so I hope thats not to spoilery.

I did hear that someone brought seven of them to a Xen'drik mod.

I have heard from a couple of the higher ups in Xen'drik, however, when I brought its existence to their attention, that the item will be banned in that campaign.

Parts two-four of Undermountain will be harder I'm sure, so they will be more useful, but I hope they will be banned by then(even though I'm not judging it and am just playing it).

I know that this is the LG forum, but I do feel this information useful to share because both the topic of the thread, and because a lot of LG players will be playing Undermountain to obtain reward for their LG characters.

Shawn
lseelba

07-14-07, 01:11 PM
(snip)

I did hear that someone brought seven of them to a Xen'drik mod.

I have heard from a couple of the higher ups in Xen'drik, however, when I brought its existence to their attention, that the item will be banned in that campaign.

Parts two-four of Undermountain will be harder I'm sure, so they will be more useful, but I hope they will be banned by then(even though I'm not judging it and am just playing it).

I know that this is the LG forum, but I do feel this information useful to share because both the topic of the thread, and because a lot of LG players will be playing Undermountain to obtain reward for their LG characters.

Shawn

They don't need to be banned. They need to be errata'ed. But in the short term I guess a ban is the only solution.

The reason (IMHO) that judges should have not allowed the item is that it is clearly an errata. Summoning a CR 7 monster is completely out of place in that chart I just posted. It is like if someone had a source book that had a level 9 scroll in a table with a bunch of level 2 scrolls, but they were all priced the same. Most people could immediately recognize the disparity and realize that it's a typo.
Herrbard

07-14-07, 01:42 PM
It is like if someone had a source book that had a level 9 scroll in a table with a bunch of level 2 scrolls, but they were all priced the same. Most people could immediately recognize the disparity and realize that it's a typo.
While I agree that we can recognize it, and it is grossly overpowered, and it is probably a typo, until something official is put out we can't do anything about it. (Which I hate, since I'm judging nine slots of Undermountain at GenCon). :weep:
King Kashue

07-14-07, 03:20 PM
Having judged Undermountain, 9 times at Origins, it wasn't as big of a problem as I thought it would be. Only a few tables had them. Their existence for some reason wasn't well known before Origins, and presumably people just passed by them since there's on a table so their obvious power is overlooked.

The few tables that did have them didn't have great occasion to use them, and didn't do the, "every character has three" thing that I expected to happen.

The combats in the first part weren't all that hard, so their use would have been pretty much overkill for most parties.

The only time they did come in handy was for parties that used them in the only seriously hard encounter in my opinion, and they still ended up getting beaten pretty hard.

My table which had at least five-six(three from me alone) had everyone die but one player in the encounter, even using them(because of the setup of the encounter).

I know it will be released for homeplay, so I hope thats not to spoilery.

I did hear that someone brought seven of them to a Xen'drik mod.

I have heard from a couple of the higher ups in Xen'drik, however, when I brought its existence to their attention, that the item will be banned in that campaign.

Parts two-four of Undermountain will be harder I'm sure, so they will be more useful, but I hope they will be banned by then(even though I'm not judging it and am just playing it).

I know that this is the LG forum, but I do feel this information useful to share because both the topic of the thread, and because a lot of LG players will be playing Undermountain to obtain reward for their LG characters.

Shawn

We were one of the tables you judged that had them :D

And if we had used them properly in the "giant mistake fight", we would likely have beaten it (Imo).
clannagh

07-16-07, 01:38 AM
:D
[I don't think I have anything terribly new to say on this but since you asked...]

Bless Weapon is a very powerful effect*.
Allowing it as a swift action makes the opportunity cost for a melee character very low (though it does mean having the weapon sheathed at the beginning of the fight).
Putting it in an item available to any classes (subject to being Good) means it can be used by people without the Multiple Attribute requirements of a Paladin.
The Scabbard is very cheap for the power of the effect: presumably under the false reasoning that limitting it by alignment justifies a reduction but perhaps just because it's a paladin spell.

There is really no reason for any Good weapon-user not to get one if they have access.


* TWO powerful effects really: aligned weapon for DR and the auto-crits.

The autocrit against evil is pretty impressive ... though the oil of bless weapon is only 100gc so its not hugely overpowered for its cost. It would take quie a lot of mods before you ended up ahead.

One thing I never quite worked out is whether bless weapon allows a character with telling blow to auto-sneak crittable critters on a crit threat .. it seems to me it should.
boolean

07-16-07, 03:55 AM
General consensus at Origins (looking at the other items) was that it's a typo and that they meant to make it a large scorpion, not a huge one.
The item previously appeared in Magic of Faerun (a 3.0 book, if it matters).

In the MoF version the table is mostly the same, except the Scorpion is Large, and text of the previous one describes it as a single-use item.

The change from single-use to 1/day is obviously a deliberate change. It seems likely that changing the Large Monstrous Scorpion into a Huge Monstrous Scorpion is a typo.
pedr

07-16-07, 11:01 AM
If I recall the Undermountain character creation guidelines correctly, there's a sentence which essentially says "The GM is the final authority in this campaign."

Having read this thread and the one in the XE forum, I'd be tempted to disallow use of the scorpion amulet. If the player wanted to take it up with the Senior GM that would be his right, and I'd fully acknowledge that I was making a difficult-to-support ruling but I'd stand by it until told to rule otherwise by the Senior GM. I am usually a stickler for running the rules as written, as I understand them, but - particularly in the context of XE where the GM is expected/permitted to ensure that the players are challenged (neither overwhelmed or presented with a cakewalk) and Undermountain where there is very little campaign continuity to worry about - in this case I'd be happy to depart from my usual technique.