COST: 100
Made from magically enhanced electrum by the rune smiths of old (so Blades of Sharpness and Incision act as normal weapons against it), the Armour of Light counts as chainmail for movement purposes, but acts like plate armour in combat. In addition the wearer of this armour may automatically cast one 'Ring of Light' per day, without any risk of failure.
COST: 75
Armour made from electrum, an alloy of orichalcum and steel, is prized by all magic-users, as it is the only metal that does not interfere with magical operations. Electrum armour always comes in the form of a mail hauberk and counts as chainmail for movement but mail and plate for combat! It also completely negates the power of Blades of Sharpness. Electrum has a special history. In the mists of prehistory, the dwarfs discovered a special orc they named orichalcum. Orichalcum produced a metal that was extremely malleable and did not interfere with arcane magical energy. When the elven rune smiths received some of this orc from the dwarven city of Aurvangar, they started to experiment with its amazing properties. After years of research they discovered it could be alloyed with steel to produce a new metal they named electrum. Electrum is lighter than steel yet stronger. It also retains the amazing ability of orichalcum to focus magical energy instead of interfering with it. As a result, it is an invaluable material to all magic-users and in great demand. Because electrum was first forged by the elves, it is innately allied to the Light and unusable by the servants of the Dark. This is true even when dwarf rune smiths forge this miraculous metal.
COST: 85
Forged by the elven rune smiths to further the cause of Light. This helm automatically inflicts a combat modifier of -5 and a morale modifier of -2 on any unit, character or monster the owner attacks, that are in the service of Darkness.
COST: 45
Created in the mists of time by the high elves of lost Farlorn, the Helm of Truth enables its wearer to see through all glamours and illusions. A benefit the owner can pass on to any unit he is in direct control of.
COST: 95
The owner of this artifact enjoys an extra 5% chance of casting any Divine spell of the Light or Equilibrium.
COST: 75
This horn can only be blown once per day. When blown it will give a morale modifier of +5 to all friendly units within 30 cm for two game turns.
COST: 95
The owner of this artifact enjoys an extra 5% chance of casting any Arcane spell of the Light or Equilibrium.
COST: 90
This plate armour is imbued with the power to deflect all blades and missiles. Should the wearer be hit in combat, he may roll one D100 and if he rolls 30% or less, he may ignore any wound(s) that would have resulted from the blow.
COST: 100
This plate armour was originally created by the dwarfs to protect their smiths from the searing heat of volcanic forges. The armour is imbued with the ability to turn flames and heat away from the owner. Thus the owner is immune from all types of natural and magical fire, except greater dragon fire, which being multi-dimensional can actually turn the defences of this armour. As a result greater (not demi) dragon fire has its chance of incinerating the occupant of this armour halved from 70% to 35%.
COST: 100
The wearer of this plate armour is immune from drowning and safe from all types of magic that use water (including ice). The spell Downpour, cannot be cast on a character wearing this armour or on any unit he is in base-to-base contact with.
COST: 75
The owner of this wondrous item has his armour type reduced for movement purposes to the next class. Thus a character wearing mail and plate will move as if he were wearing chainmail, but in combat his armour would still count as mail and plate. The character also gains a +15% to his FCP.
COST: 45
These boots allow the owner to move at double his normal movement speeds for three consecutive turns once per day.
COST: 90
Forged by the dwarfs, this cap allows the wearer to go Invisible once per day for up to four consecutive turns or until he attacks someone. While invisible the controlling player should either record the characters position and whereabouts on a sketch map or use an inconspicuous marker on the table that moves as if it were the character.
COST: 80
The wearer of these greaves may ignore all wounds to his legs. His armour class will depend on the type of normal armour he selects.
COST: 35
This helmet magically enhances the wearers ability to hear sounds. To be used it must be announced to the enemy. The wearer will then automatically detect units, monsters or characters within 15 cm of him hiding in woods or buildings or concealed by magic. The owner will also be able to detect characters using the skills hide or stealth and moving on sketch maps. The owner's armour class will depend on the type of normal armour he selects.
COST: 85
Allows the wearer to fly magically up to 50 cm once per day. (See Magical Flight on page 79). His armour class will depend on the type of normal armour he selects.
COST: 100
The wearer of this helm ignores all head wounds from non-magical weapons. His armour class will depend on the type of normal armour he selects.
COST: 80
These horseshoes will allow a rider and his mount to move at double the mount's normal movement speeds for three consecutive turns once per day.
COST: 100
The wearer of this necklace may ignore all body wounds from non-magical weapons. His armour class will depend on the type of normal armour he selects.
COST: 35
These pipes allows the owner to control any one type of animal and command it in brigade formations — this is an exception to the normal rules. The type of animal must be noted down when this item is selected.
COST: 95
This saddle will allow a rider and his mount to magically fly through the air up to 50 cm once per day. (See magical flight on page79)
COST: 55
Any magic cast directly against the owner of this shield is reflected back at, and takes full effect on the caster. However, each shield can only reflect so many spells before it shatters. If you select this magical artifact you must roll one D4 to discover how many spells it will reflect per day. If during any one day this number is exceeded the shield will shatter (though the spell that shatters it will cause no other harm) and the owner of the shield must roll on the Failed Magic Table. This artifact maybe kept secret until a magic spell is cast at the owner. This shield also provides its owner with the usual combat modifier for a shield.
COST: 60
This shield has been imbued with a magical intelligence so it can react to incoming missiles reducing their chance of hitting the owner. Missiles fired at the owner of this shield suffer a firing modifier of-10. This shield also provides its owner with the usual combat modifier for a shield.
COST: 80
The wearer of these vambraces may ignore all wounds to his arms. His armour class will depend on the type of normal armour he selects.
COST: 90
Forged in the volcanic fires of Arnlaug, the Armour of Darkness counts as plate armour for combat and movement. In addition, the wearer of this armour may automatically emit two “Spells of Darkness” per day, without any risk of failure.
COST: 95
Worn like a gauntlet over one hand, this claw can be used once per day to summon a group of 10 unarmoured skeletons with mixed weapons, who will follow the owner's every command for four turns. These skeletons will appear in base-to- base contact with the character. At the end of the allotted time the skeletons will return to the Shadowlands and must be removed from play. (For the powers and abilities of skeletons see “Summon Skeletons” in the Arcane Magic spell lists on page 127).
COST: 80 A vile creation of the powers of Darkness which is not only grotesque, but also appears to writhe and move. The wearer of this helm automatically inflicts a combat modifier of -3 and a morale modifier of -2 on any units, characters or monsters he attacks.
COST: 90
Reputedly created by Valdrad, the arch sorcerer of the north, the Helm of Illusion allows the wearer to automatically cast up to two Illusion spells per day, without any risk of failure. The spells to be cast must be chosen before a battle commences. (See The Arcane Magic Spell Lists on page 116)
COST: 95
The owner of this artifact enjoys an extra 5% chance of casting any Divine spell of the Darkness or Equilibrium.
COST: 95
The owner of this wand enjoys a -5% modifier when casting any Arcane Magic spells of the Darkness or Equilibrium.