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Table of Contents
MAGIC ARMOUR AND ARTIFACTS
LIGHT MAGIC
ARMOUR OF LIGHT
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.
ELECTRUM ARMOUR
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.
HELM OF LIGHT
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.
HELM OF TRUTH
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.
HOLY RELIC
COST: 95
The owner of this artifact enjoys an extra 5% chance of casting any Divine spell of the Light or Equilibrium.
HORN OF DELIVERANCE
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.
MAGIC STAFF
COST: 95
The owner of this artifact enjoys an extra 5% chance of casting any Arcane spell of the Light or Equilibrium.
EQUILIBRIUM MAGIC
ARMOUR OF DEFLECTION
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.
ARMOUR OF FIRE SUPPRESSION
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%.
ARMOUR OF WATER REPULSION
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.
BELT OF STRENGTH
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.