I basically want to gather a list of good common & uncommon items that you can find in shops so you know what to look out for when checking the markets. Might extend it to rares even though they cost significantly more and can only be found at Randimar's. Essential items are underlined. (T) are minor tokens, (M) major ones. Feel free to tell me about items I forgot and correct/criticize as needed I wanted to color-code it, but the BB code gets very, very messed up. Arcane Items x12 Common () Burning Bangle at Armory (decent damage for low-level quests) () Armorbane Pendant at Armory (will help a lot with drawback quests and low-level firestorm) () Sensate's Ring at Kyburz Market (decent filler for low-level drawback quests) (T) Ring Of Smoke at Kyburz Market (cheap Smoke Bomb) (T) Akon's Amulet at Goblin Bazaar (armor removal) (T) Runestone at Goblin Bazaar (Negligible trait, cycles, two extremely strong cards) (M) Wand Of Seared Air at Goblin Bazaar (Runestone's big brother.) Arcane Skills x3 () All the two-traits-one-spell skills are decent, choose what fits your build best. (T) Go for three traits, whatever suits your build best. Uncommon () Electroporter Novice at Kyburz Market (3 traits for no token. Best tokenless wizard skill) (M) Superb Electromancy at Goblin Bazaar (Obliterating Spark might well be worth the token.) (T) Focused Burning at Kyburz Market (Need more burn?) Boots x3 Common () Possessed Shoes at Kyburz Market (poor man's Goat Boots, have immovable) () Glimmer Shoes at Kyburz Market (usable for drawback quests) () Novice Boots at Armory (Quick Step for free.) Uncommon (T) Bouncing Boots at Goblin Bazaar (Jump Back is the poor man's dodge, and these have two.) (M) Greenguard Boots at Goblin Bazaar (two great cards with negligible drawback.) Divine Armor x3 Common () Glowing Hide Armor at Kyburz Market (extremely handy for all kinds of decks) (T) Inspirational Mail at Kyburz Market (handy for draw decks) Uncommon () Cleansing Hide at Armory (very handy against Geomancers) (T) Mail Of Succor at Goblin Bazaar (three rock solid cards, great if you don't need armor) (M) Mail Of The Martyr at Goblin Bazaar (two Martyr's Blessings? Yes please.) Divine Item x9 Common (T) Silver Healing Ring at Goblin Bazaar (if you want straight healing, here you go.) Uncommon () Demon Charm Of The 2nd Circle at Armory (Demonic Power is nice.) () Purging Charm at Kyburz Market (purging on the cheap) (T) Tome Of The Martyr at Goblin Bazaar (two Martyr's Blessing) (T) Amulet Of Inspiration at Goblin Bazaar (essential for draw decks) (M) Blackglass Token at Goblin Bazaar (really helpful against Geomancers.) Divine Skill x3 Uncommon () Novice Piety at Armory (tokenless x2 Altruism) () Novice Ablution at Armory (3 purging effects and two traits.) Divine Weapon x6 Common (MM) Glinting Eye Hammer at Goblin Bazaar (Interesting mix of cards, lots of offensive and support potential.) Uncommon () Blessed Club at Armory (decent low-level divine weapon) (T) Feathergod Blade at Goblin Bazaar (Stone Feet can be very, very useful.) (TT) Field Medic's Pike at Kyburz Market (Help The Weak x2) (TM) Lifesuck Spear at Goblin Bazaar (Good selection of attacks.) (TM) Axe Of The Dark Soul at Goblin Bazaar (speed Firestorm up.) (TM) Duality Mace at Goblin Bazaar (Impenetrable Nimbus x2) Dwarf Skill x3 Common (T) Untrained Stoutness at Kyburz Market (3 traits, two of these Immovable, and Trip isn't too bad for mages. Great item.) (M) Solid Rock at Goblin Bazaar (Three extremely strong cards that all cycle.) (M) Perfect Toughness at Goblin Bazaar (Much debate about this card, but it's a strong one anyway. Toughness is simply good.) Elf Skill x3 Common (T) Insight at Goblin Bazaar (does exactly what it says. Makes Devastating Blow work.) (T) Escapist at Goblin Bazaar (Slippery is great, Insight is good and cycles.) Uncommon () Cautious Mobility at Kyburz Market (Elvish Maneuver is the lovechild of Pathfinding and Martyr's Blessing. This gives you two. Tokenless.) (T) Trained Insight at Goblin Bazaar (Pathfinding without crippling drawbacks.) (M) Superb Mobility at Goblin Bazaar (three great cards.) Heavy Armor x3 Common () Solid Mail at Armory (if you like Hardy Mail this is probably the armor to go.) Uncommon () Jerkin Of Thorns at Kyburz Market (can be useful in SP) () Spiked Tlahuiztli at Armory (everybody likes spikes. These spikes are even bigger.) Helmet x3 Common () Shifty Skin Hat at Kyburz Market (two solid and one crappy card.) () Defensive Helm at Armory (poor man's Weakling's Helm) (T) Commander's Cap at Goblin Bazaar (pretty decent team movement for a minor token.) Uncommon () Fool's Coif at Kyburz Market (two good cards and an annoying drawback.) (T) Bellowing Helm at Kyburz Market (War Cry x2, and the armor isn't bad.) Human Skills x3 Uncommon () Novice Command at Armory (Vulnerable doesn't do anything and Team Run is solid.) (T) Advanced Flexibility at Goblin Bazaar (better card quality with the drawback of becoming a dwarf sometimes.) (T) Superb Command at Goblin Bazaar (two great cards and one decent, for a minor token.) Martial Skill x3 Uncommon () Sharp Bashing at Armory (no idea how to fill the slot? Use this.) (T) Superb Bruising at Goblin Bazaar (need more All-Out Attack?) (T) Angry Attacker at Goblin Bazaar (here you have it.) Robes x3 Common () Yellowdrake Robes at Kyburz Market (Resistant Hide is a gamewinner, the drawback isn't too bad and cycles.) () Thin Sparkling Cloak at Kyburz Market (Sparkling Cloth is amazing, Vulnerable doesn't do much and it's tokenless.) (M) Green Hide Robe at Goblin Bazaar (Winds Of War and Quick Run.) Uncommon () Robes Of Lightness at Armory (2 traits for no token.) Shields x3 Common () Dueler's Buckler at Kyburz Market (two good, one terrible.) () Heavy Wooden Shield at Kyburz Market (Parry + Simple Bash) () Rusty Shield at Armory (useful to block non-damage magic.) Uncommon () Twisting Shield at Kyburz Market (parrying on the cheap.) () Maple Shield at Kyburz Market (no one likes mages.) (T) Impetous Shield at Kyburz Market (stop dying) (T) Parrying Buckler at Kyburz Market (does what it says.) Staff x6 Common () Hotglass Staff at Armory (poor man's Trembling Staff, good cycling for control.) Uncommon () Sorcerery Staff at Armory (good damage output, especially for drawback quests.) (TM) Counterblast Staff at Goblin Bazaar (Counterspell ahoi!) (MM) Stormstaff at Goblin Bazaar (if you ever need direct damage...) (MM) Pearwood Staff at Goblin Bazaar (great cards, if you can play around the Fright.) Treasure x999! If given a choice take uncommon. Weapons x9 Common (TT) Hefty Chopper at Goblin Bazaar (helpful in some goblin or zombie levels) (TM) Blocking Mace at Goblin Bazaar (more Parry!) (TM) Opaline Hammer at Goblin Bazaar (packs two Pressing Bash and two Bash.) (TM) Warrior's Mace at Goblin Bazaar (strong offense and one Parry) (MM) Bejeweled Shortsword soon at Goblin Bazaar (6 great cards, stellar damage.) Uncommon () Thick Club at Armory (useful tokenless weapon) () Lunging Glaive at Armory (and another step.) (TM) Double-Edged Sword at Goblin Bazaar (good mix of powerful attacks and a Backbiting Strike.) (MM) Sharp Spetum at Goblin Bazaar (need more Vicious Thrust?) (MM) Tango Spear at Goblin Bazaar (Dancing Cut is Nimble Strike for the poor...) (MM) Sword Of The Winds at Goblin Bazaar (interesting if you need to go through armor or blocks since it counters both.)
This cannot be found using any shops as goblin bazaar's max level of items are only at 16. On a note this is why some rares are more common than perhaps uncommons.
I'd add Spiked Tlahuiztli to the heavy armors. Also, Advanced Electromancy, Superb Electromancy, and Novice Pyromancy to the arcane skills.
Will add armor and human skills. Not so sure about the arcane skills, I don't think I've ever spent a token for not having three traits. Opinions? I'll also add token cost later tonight. Does anyone have experience on how to color the text in a way that doesn't mess everything up?
Superb Electromancy is definitely worth the token in a lot of wizard builds. Wizards tend not to need their gold tokens, especially in firestorm or firestorm-hybrid builds, and there is definitely a point at which an amazing card (like Obliterating Spark) actually improves the average power of your draws.
True, I've found myself with too many tokens on wizards before Also good point about improving average draws with amazing cards even more than a trait.
There's lots of good heavy armor like Solid Mail and Rusty Chainmail. that won't get any recognition. Also, I would like to point out Tome Of The Martyr VS Medallion, Double-Edged Sword and Glinting Eye Hammer which you can buy SOON. Warrior's Mace, Opaline Hammer for Novice Boots, Rotting Leather Boots, Good Spiked Boots , Greenguard Boots For Martial Skills every single player needs Novice Brusing, Impaling, and Slicing. Divine Skills: Novice Ablution and Trained Cleansing are both good for purging effects, helps against Infected Bites and such. Arcane Skill: Focused Burning for fire damage Shifty Skin Hat, Defensive Helm Human Skills: All 3 mentioned above I think that we are missing out on a few of the newer items though, particularily weapons/staffs. Flenserbone Staff, anyone? Just from a quick look through my items: Blasting Amulet Shadowleaf Maquah Feathergod Blade Wrathful Club Blackglass Token Whiteglass Token Purging Charm Armor Of Tlacoa Necalli Cap
Thanks for all the help so far, added some items and added tokens. Keep pitching in, I didn't add some items that I felt are too niche or just too weak in general. Convince me otherwise if needed, also for items that shouldn't be there
Hah! You want niche I'll show you NICHE! Talisman Of Ill-Fate - Heres a card with draw power, and two Bad Luck's. Bad luck is one of the most underated card here as it either draws out a block, or reduces block/armor chance. With a distance of 6 on a character that isn't expected to use distance, this is great. Streaked Shield - It's an awesome idea to add relatively harmless trait cycle cards, if you are heavy on this ideology, it only adds to draw ability. Yes though, not advised on warriors. Mighty Sparkping Staff - You'd see more of this if effect type damage or area effect damage wasn't so infused with the meta. Electric damage can be easily buffered from a not mentioned but the one tokenless arcane skill you should be using. It's a 50/50 draw but really like having a vicious thrust on a wiz thats range is higher than 2.
If a spark can hit enemies up to 6 range away then VT can hit enemies up to 3 range away Also you are missing Novice Impaling and Sharp Bashing.