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===Vaul's Forge=== '''Magic Weapons:''' * ''The Blade of Leaping Gold:'' Mostly useless, 70 points is not worth it for +3 attacks when what are need are stronger ones. The any-roll-of-a-six-to-wound-ignores-armour-saves thing fails to offset its points cost. * ''Star Lance:'' 30 points, better than a lance. Excellent for a kick-ass charge, good on a dragon or a griffon as all you will be doing is charging. Getting the Giant Blade from the rulebook will give you that strength in following rounds of combat however. * ''The Reaver Bow:'' Great with Shadow Warriors or Sisters of Avelorn champions, 25 points for 3 shots at the wielders strength +1 which means they will be strength 5 from a Noble or Prince. '''Magic Armour:''' * ''Armour of Caledor:'' 50 points for Dragon Armour that bestows a 2+ armour save. Good unless you are mounted or planning on getting a ward save better than 6+. * ''Shadow Armour:'' Only works on foot, this gives a 5+ armour and gives you Scouts and Strider for 25 points. Strider is nice in itself, but unless you're going with Shadow Warriors he'll be on his own if you use Scouts. * ''Shield of the Merwyrm:'' 15 points for a shield (+1 armour save as usual) which grants 4+ parry save, even with a magic weapon. A cheap 4+ very conditional Ward save in close combat, but with the usual restrictions: Not if your weapon requires two hands, not if you're mounted, not to the flank or rear, not against impact hits or (thunder)stomp and you will still be vulnerable to spells. Still a very good choice, especially for a hero (e.g. BSB) in a unit. '''Talismans:''' * ''Golden Crown of Atrazar:'' A 2+ Ward against the first wound suffered. Nice way to spend ten points as it essentially buys you another wound if you lack a save. '''Enchanted Items:''' * ''Moranion's Wayshard:'' 50 points for Ambushers that is also applied to a unit of up to 30 Spearmen or Archers that the model is in. A unit that can hold its own behind enemy lines? Yes please. * ''Khaine's Ring of Fury:'' Soul Quench as a bound spell with 3 to cast for 25 points. The best thing about this is the Ward save you get at the end, but a cheap magic missile is good too. * ''Gem of Sunfire:'' Used at the start of a turn, this one-use item gives the bearer +1 to all wound rolls for magic, shooting and close combat IF they are also flaming attacks. It can be worth the 20 points if you are under the Banner of Eternal Flame, or are using the Lore of Fire or Lore of Metal. * ''Cloak of Beards:'' 10 points to cause Fear is brilliant. Against Dwarfs it causes Terror instead and blows up their magic items, but gives them Hatred against you. Of course with the new Army Book and Ancestral Grudge, there's a 1/3 chance his army will Hate your entire army and another 1/3 chance that his army will hate your characters, so most of the time it'll have no downside. '''Arcane Items:''' * ''Book of Hoeth:'' 55 points to re-roll one dice for casting and dispel attempts that are not 6s. Gives you a surprisingly good magic edge, might seem pricey but why should your Prince get his toys and your Archmage be left with nothing? '''Magic Banners:''' * ''Banner of the World Dragon:'' 50 points for a 2+ Ward save against magic, magic weapons and magic attacks for the unit, which includes miscast effects. Ward then had the balls to make this banner give stubborn to dragons within 12 inches. See [[Talk:Warhammer/Tactics/8th_Edition/High_Elves#The_Banner_of_the_World_Dragon|discussion page]] page for opinions on this item being game-breakingly overpowered.
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