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===Enchanted Items=== ''All "potions" are one-use (obviously)'' *'''Wizarding Hat:''' 100pts for becoming level 2 Wizard who uses a random school (roll before rolling for spells). Also grants stupidity. Note that it overwrites existing wizard levels, so take it on a combat character only (also, they normally have some innate defenses so they can survive goin naked). Can be hilarious, granting proper magic lores to Greenskins, Skaven <strike>or Dwarves</strike>.<br />I can do magic me! ::Dwarfs don't have access to the common magic items from the rulebook. And they would never use some shoddy man-made (or worse!) magic item which is not a proper runic item. Twice not in order to cast magic! Tromm *'''Fozzrik's Folding Fortress:''' 100pts for a free watchtower in your deployment zone. Normally not the best item, but there's a skub-tastic tactic involving a giant horde of archers with archmage sitting in the tower, although that tactic is easily foiled by a single skaven spell. =) *'''Arabyan Carpet:''' 50pts for flying. Although most flying mounts cost about the same, this is a nice item for, say Ogre Tyrant, Skaven Warlord on War-Litter (yeah, it's still "on-foot"), etc. *'''Crown of Command:''' [[Talisman|You automatically win]], wait, wrong game. 35pts for Stubborn. Remember, a stubborn character makes his unit stubborn. Can be really worth it, depending on your army. *'''Healing Potion:''' 35pts for restoring d6 wounds. Not a bad item, I guess. *'''Featherfoe Torc:''' 35pts to make flying creatures and their riders re-roll successful to hit rolls against the wearer and his unit. Unlike other "anti-flier" items, this one is actually pretty cool, severily crippling the likes of Great Eagles, Ripperdactyls, Pegasus Knights, Warhawk Riders and Princes on Dragons. If you know enemy army includes a lot of fliers (ahem, high elves, ahem), take it and drink your WE/Lizardmen friend's tears when he has to reroll all of those successful Killing Blows. *'''Ruby Ring of Ruin:''' 25pts for a bound Fireball. Not bad, especially if you plan to play the dispel game. Also works well with less hitty lores (like most popular Life or Shadows), providing a cheap hitter spell they lack. *'''The Terrifying Mask of EEE!:''' 25pts for an awesomely-named item, which grants the wearer Terror and disallows allies using this model's Ld. Name's great, crunch - not so. *'''Potion of Strength:''' 20pts for +3 Strength for 1 turn. With enough attacks, this baby can drop a monster in a single turn, or allow a character win a duel with Chaos Lord. Maybe. *'''Potion of Toughness:''' 20pts for +3 Toughness for 1 turn. Can allow a character to survive a round in a duel with Chaos Lord. Maybe. *'''The Other Trickster's Shard:''' 15pts for forcing enemies in base contact with the bearer to re-roll successful ward saves. Always take it against Daemons or for character hunting. Phoenix Guard, Dwarves and Forest Spirits also don't like it, really. Remember two things though: 1) Regeneration is NOT Ward save. 2) Parry save IS Ward save. *'''Ironcurse Icon:''' 5pts for a unit-wide 6+ ward save against war machines. Really depends on your opponent. Can be nice against Skaven, Empire or Dwarves. *'''Potion of Foolhardiness:''' 5pts for ItP and Devastating Charge for 1 turn. It's really cheap, but there are better items. *'''Potion of Speed:''' 5pts for +3 Initiative for 1 turn. Combine it with Savage Beast of Horrors to DECIMATE things before they can even move.
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