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===Artefacts=== <tabs> <tab name="Gifts of the Sun"> {{AOSKeyword|Vanari Heroes}} only. #'''Syari Pommel:''' The bearer gets another share of Aetherquartz. #* The Syari Pommel is not as potent as Syar's ability to give everyone extra shares, this is enough to help boost your forces once over or grant the Cathallar another shot at debuffing the enemy. The Sun Stone pretty much is there as an insurance policy if you're not expecting your wizard to survive. Especially powerful on the Lord Regent. #'''Senlui Amulet:''' The bearer can run and charge in the same turn. #* The Senlui Amulet is pretty much tailor made for the lord regent who absolutely needs a massive charge range, though the bannerblade can also benefit from it if they're not bothering with supporting their allies. #'''Waystone:''' Once per game, the bearer can immediately redeploy to any location within 12" and at least 3" away from any enemies. </tab> <tab name="Heirlooms of Hysh"> {{AOSKeyword|Scinari Heroes}} only. #'''Phoenix Stone:''' If a friendly {{AOSKeyword|Lumineth Realm-Lords Hero}} is slain within 12" of the bearer, before removing that model from play, roll a dice. On a 3+ that model is not slain, negating any further wounds and restoring the hero to d3 wounds. #* While no longer as unreliable, the issue lies in that its healing power has taken a nerfing. This will do nothing for a hero caught in a duel with something equally as deadly. #'''Silver Wand:''' The bearer can cast 1 extra spell in their hero phase. #* Most likely your go-to item, as nothing has nearly as much utility. #'''Rune of Senthoi:''' +1 to unbind rolls for each {{AOSKeyword|Scinari Hero}} within 6" of the bearer. </tab> <tab name="Gifts of the Winds"> {{AOSKeyword|Hurakan Heroes}} only. #'''Windblast Fan:''' Once per game during the enemy's movement phase, you can pick a unit within 3" of the bearer. This unit most move and must retreat from the enemy, no questions asked. #* The Windblast Fan can provide some breathing room when dealing with battles, but it also means that you're still in range for a second charge if you don't bail immediately. #'''Wind Stone:''' You get a single-use grenade you can throw at an enemy unit within 18" of the bearer. On a 2+, that unit takes 2 mortal wounds, but a 5+ makes it 4. #'''Buffeting Aspiragillum:''' Once per battle at the start of the fight phase, the bearer can make one enemy within 3" take -1 to hit for the rest of the phase #* Ignore. HARD. This is only useful once and nothing more. </tab> <tab name="Gifts of the Mountain"> {{AOSKeyword|Alarith Heroes}} only. #'''Hearthstone Amulet:''' 5+ FNP save. #* Adds even more survivability to your already potentially hyper-tanky mages (between ignoring rend, the sanctum, and this, you could have a pretty annoying model to remove) #'''Molten Talisman:''' Any {{AOSKeyword|Alarith}} units within 6" that do not charge improve the Rend of their weapons by 1. #* Great to improve the effectiveness of your stone warriors and cowtains. #'''Magmic Hammer:''' If the bearer is a {{AOSKeyword|Wizard}} (Which the only one model to take this item is), add 1 to the number of mortal wounds inflicted by Arcane Bolt spells that are cast by the bearer. #* Adds more punch in case your don't need to buff any Alarith squads. </tab> </tabs>
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