Excerpts Archive | 8/14/2009
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Excerpts: AV2 Group Item Sets
Adventurer's Vault 2

In today’s Adventurer's Vault 2 preview, we look at the second of new item sets: a group set once used by the Unvanquished Company, a band of legendary adventurers.

Item Sets

Some magic items were made to work together. When all the items belonging to a set are collected and wielded in unison, their power becomes greater than the sum of their parts. Depending on how much of a magic item set has been assembled, its collective items can grant additional qualities, different properties, and new powers to their wielders.

A magic item set contains four or more items that a character or a party can collect. Each set has at least one set benefit that is revealed when a minimum number of the set’s items are used together. Some set items also have individual properties or effects that depend on the number of other set items being used.

When a set benefit grants a daily power, using that power doesn’t count toward the limit of magic item daily powers a character can use in a day.

To qualify for an item set’s benefits, a character must be wielding or wearing one or more items from the set. A stowed item (for example, a magic cloak stuffed in a pack) doesn’t count toward a set’s benefits (though a sheathed weapon is considered to be worn). Wondrous items are an exception and need only be carried in order for a character to gain an item set’s benefits.

Each magic item in a set can stand alone. No item needs to be used with another of its set to function.

Group Sets

Some item sets are designed to be borne not by a single character, but by the members of an entire party. When a party collects the items of a group item set, the set benefits are determined by the number of allies who possess items from the set. Each character wearing or wielding an item from the set qualifies for the set benefits.

Armory of the Unvanquished

The Armory of the Unvanquished is a set of favored items used by the Unvanquished Company, a band of legendary adventurers who were active centuries ago. Stories of their adventures are a mainstay in travelers’ camps and in front of tavern fires, inspiring would-be heroes of each new generation. Many of those who would follow in the footsteps of the Unvanquished seek out the items of the armory, though not all who find them are stalwart enough to wield them.


History DC 11: Two hundred years ago, the heroes of the Unvanquished Company made a glorious name for themselves. Adventurers, mercenaries, and ne’er-do-wells, the Unvanquished plundered tombs, foiled deadly plots, and engaged in legendary exploits from one side of the globe to the other.

History DC 18: How the Unvanquished met their end is uncertain. Some say they fell fighting demons in the Abyss, while others suggest they quit this world to seek new adventures in realms beyond. Regardless, the weapons and implements with which they made their reputation survived them, and these items soon spread to all corners of the world.

History DC 23: When claimed by a new master, each item in the Armory of the Unvanquished manifests a tattoo on the wielder’s body—a storm for the tempest staff, a dragon for the dragontooth blade, a scorpion for the scorpion tail blade, a lion for the lion’s heart hammer, and a snake for the serpent’s kiss bow. As more items in the set are claimed, each tattoo grows larger and more resplendent—the legend of the Unvanquished Company manifesting in a new generation.

Armory of the Unvanquished Items

Lvl Name Price (gp) Item Slot
13+ Scorpion tail blade 17,000 Weapon
14+ Dragontooth blade 21,000 Weapon
15+ Tempest staff 25,000 Implement
17+ Lion’s heart hammer 65,000 Weapon
18+ Serpent’s kiss bow 85,000 Weapon

Armory of the Unvanquished Benefits

Wielders* Benefit
2 When you spend a healing surge, each ally who wields an item from this set and can see you gains temporary hit points equal to his or her item’s enhancement bonus (ally’s choice of items, if more than one).
4 When two or more allies who wield items from this set flank the same target, each flanker can score a critical hit against the flanked target on a roll of 19–20.

*The number of allies who wield one or more items from the set.

Dragontooth Blade
Level 14+
The fury of dragon fire powers your attacks with this bonehandled blade.
Lvl 14 +3 21,000 gp
Lvl 19 +4 105,000 gp
Lvl 24 +5 525,000 gp
Lvl 29 +6 2,625,000 gp
Weapon: Heavy blade
Enhancement: Attack rolls and damage rolls
Critical: Each enemy marked by you takes ongoing fire damage equal to 3 + the blade’s enhancement bonus (save ends).
Property: While you’re bloodied, you can score a critical hit with this weapon on a roll of 19–20.
Power (Daily Fire): Free Action. Trigger: You score a critical hit. Effect: Make an attack: Close burst 1; targets enemies; Strength vs. Reflex; on a hit, the attack deals 2d6 extra fire damage and the target takes ongoing 10 fire damage (save ends).

Lion’s Heart Hammer
Level 17+
When you wield this hammer, an attack that bloodies you sends your foes stumbling back in fear.
Lvl 17 +4 65,000 gp
Lvl 22 +5 325,000 gp
Lvl 27 +6 1,625,000 gp
Weapon: Hammer
Enhancement: Attack rolls and damage rolls
Critical: +1d6 damage per plus, and each ally within 5 squares of you gains 10 temporary hit points.
Level 22 or 27: 15 temporary hit points.
Property: Divine characters can use this hammer as a holy symbol implement for divine powers.
Power (Daily Fear): Immediate Reaction. Trigger: An enemy bloodies you. Effect: Make an attack: Close burst 5; targets enemies; Wisdom vs. Will; on a hit, the target is pushed 1 square and takes a −2 penalty to attack rolls until the end of your next turn.

Scorpion Tail Blade
Level 13+
This magically envenomed blade leaves foes at your mercy.
Lvl 13 +3 17,000 gp
Lvl 18 +4 85,000 gp
Lvl 23 +5 425,000 gp
Lvl 28 +6 2,125,000 gp
Weapon: Light blade
Enhancement: Attack rolls and damage rolls
Critical: The target is slowed and takes ongoing 10 poison damage (save ends both).
Level 18: Ongoing 12 poison damage.
Level 23: Ongoing 15 poison damage.
Level 28: Ongoing 17 poison damage.
Power (Daily Poison): Free Action. Trigger: You hit an enemy with a melee attack power using this weapon. Effect: That enemy is immobilized (save ends). Aftereffect: The enemy is slowed (save ends).

Serpent’s Kiss Bow
Level 18+
This bow bestows a kiss of toxic venom to its attacks, making your foes more vulnerable.
Lvl 18 +4 85,000 gp
Lvl 23 +5 425,000 gp
Lvl 28 +6 2,125,000 gp
Weapon: Bow
Enhancement: Attack rolls and damage rolls
Critical: +1d6 poison damage per plus, and the target can’t shift until the end of your next turn.
Property: This weapon has the brutal 1 property (originally described in Adventurer’s Vault): Reroll any damage die result of 1 until the die shows 2 or higher.
Power (Encounter Poison): Free Action. Trigger: You hit an enemy with a ranged attack power using this weapon. Effect: That enemy grants combat advantage to your allies until the start of your next turn.

Tempest Staff
Level 15+
The power of the storm drives your foe back and blasts enemies pressing your allies.
Lvl 15 +3 25,000 gp
Lvl 20 +4 125,000 gp
Lvl 25 +5 625,000 gp
Lvl 30 +6 3,125,000 gp
Implement (Staff)
Enhancement: Attack rolls and damage rolls
Critical: +1d6 lightning damage per plus against each enemy adjacent to you, and each other enemy within 3 squares of you takes thunder damage equal to half the amount of lightning damage.
Power (Daily Lightning, Thunder): Immediate Reaction. Trigger: An enemy hits you with a melee or close attack. Effect: The triggering enemy takes 2d6 lightning damage and is pushed 1 square. Each enemy adjacent to an ally you can see takes 1d6 thunder damage.

Excerpt Schedule

Monday Friday

July 20


July 24

Story Items: Armor

July 27

Story Items, Weapons

July 31

Story Items, Implements

August 3

Lair Items

August 7


August 10

Item Sets, Part 1

August 14

Item Sets, Part 2

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