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===Armor Enchantments=== Like weapon enchantments, Armor enchantments apply to mundane armor. Unlike weapons, each individual piece of armor may be upgraded. This means armies like Highborn Elves can get up to 3 armor enchantments. Each piece of armor may only have one armor enchantment, note which armor piece is the subject of the enchantment on your army list. Armor enchantments can be specific (e.g. heavy armor) or general (e.g. suits of armor, including shields). *'''Death Cheater:''' Fortitude (4+). Expensive for what it is and how easily it can be countered. *'''Destiny's Call:''' Cannot be used on Large Constructs or models with Towering Presence. The wearer's armor is set to 3 and cannot be improved and gains Aegis (4+), so the wearer has a 4+/4++. A limited buff, but great for kitting out a cheap character or getting some good saves onto an otherwise squishy wizard. *'''Dusk Forged:''' Shield only. The bearer may reroll failed armor saves but autofails any special saves if it does so. *'''Essence of Mithril:''' Cannot be used on Large Constructs or models with Towering Presence. Adds +5 armor, max 5 (so a 2+ armor save). Great for models with a good special save but a weak armor save. *'''Basalt Infusion:''' +1 armor and Aegis 3+ (vs flaming attacks), but the bearer autofails fortitude saves. only bother with it if your character is flammable or your opponent loves flaming attacks. *'''Ghostly Guard:''' Heavy armor or Plate armor only. Adds +2 armor against non-magical attacks. Helps the character tank R&F troops, but most characters will have a weapon enchantment of some sort. *'''Alchemist's Alloy:''' +1 armor, -2 offensive skill. A slight boost to defense for what is usually a -1 to hit in close combat. On an engineer or other character that won't be in melee, it's not a bad choice. *'''Willow's Ward:''' Confers +1 armor and impact hits distributed onto the wearer have -2 AP, but the bearer cannot benefit from parry. A handy way to get +1 armor.
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