Slann
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(Here's some new equipmnet Sanjay found)
(I ran it throught a translator program since some was still in Geraman)
Items are listed from most expensive to least expensive within their categories.
ranging from around 100pts to 5pts in each section...
Posted: Mon June 14, 2010 6:35 am Post subject:
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magic item list from 8e:
Magic Weapons
Giant Blade
Strength +3 at close combat
Sword of bloodbath
Bearer gains three attacks
Obsidian blade
Wounds with this weapon ignore armor saves
Ogerblade
Strength +2 at close combat
Sword of strife
Bearer gains two attacks
Duel blade
Weapon pair, bearer weapon skill has 10
Hero Killer
Bearer gains 1 attack and strength for every character model that is in base contact with him or his unit. Bonus is calculated at the beginning of the every close combat
Spellsteal blade
If a wizard his wounded with this sword, he will lose one random spell for each wound
Battle Kling
Bearer gains an attack
Sword of Power
+1 Strength in close combat
Berserker Sword
Bearer gains frenzy and can never lose it
Golden Seal Sword
Attacks are done with initiative 10
Nimble blade
Bonus of +1 to hit
Tearing blade
Attacks are armor piercing
Relic Sword
Attacks with this sword wound always on 5 +, or better if one would normally wound on a lower score.
Screeching blade
Bearer causes fear
Sword of Anguish
Monster or character that loses one or more wounds to this sword, will suffer from stupid
Warrior Bane
Monster or character that loses one or more wounds to this sword, will lose one attack (but will keep at least one attack)
Magic Armour
Arms of destiny
Heavy armor, 4 + save was
Rogue Helm
Armour save is better by one, enemy has to re-roll successful wounds
Silver Steel Armor
2 + Armour save, can not be further improved
Armor of fortune
Heavy armor, 5 + save was
Helm of discord
Armour save is better by one, enemy character model has to pass a leadership test, if it fails, it can not attack and will be automatically hit
Glittering Scale Armor
Light armor, combat foes hit chance is reduced by one in close
Shield of Ptolos
Buckler, 1 + armor save against missile attack (fire attacks)
Zauberspruchshild
Buckler, bearer gains magic resistance (1)
Armor adventurer
Heavy armor, 6 + save was
Dragon Helm
Armour save is better by 1, 2 + save against fire attacks was
Enchanted Shield
Buckler, Armour save is better by 2
Auspicious sign
Buckler, only one use, first hit will be ignored by 2 +
Talismans
Talisman of preservation
Bearer gains was 4 + save
Big Obsidian
Bearer gains magic resistance (3)
Talisman of Stamina
Bearer gains was 5 + save
Obsidian amulet
Bearer gains magic resistance (2)
Dawnstone
Bearer re-rolls missed armor saves
Opalamulett
Only one use, 4 + save against was first wound
Obsidian Pendant
Bearer gains magic resistance (1)
Talisman of protection
Bearer gains was save 6 +
Seeds of rebirth
Bearer gains 6 + regeneration
Dragon stone curse
Bearer gains was 2 + save against fire attacks
Federrupfanhänger
Bearer gain was 5 + save against models with rule "flying"
Lucky Stone
Only one use, Bearer can re-roll one missed armor save
Magic Standards
Standard of the desire to kill
Unit can re-roll attacks
Howling standard
Unit causes horror
Ranger Banner
Unit gains' terrain knowledge?? "
Blade standard
Unit gains armor piercing
War Banner
+1 On combat outcome
Banner of haste
+1 On movement range
Bone standard
Magic resistance (1)
Standard of Discipline
+1 On leadership, but can not use the generals leadership
Banner of the Eternal Flame
Unit causes fire attacks
Radiant flag
Only one use, unit can re-roll first muffed (?) Leadership test
Scarecrow Banner
Unit causes fear on all units with "Fyling"
Wizard Arcana
Book of Ashur
Bearer gains +1 on his spells and dispels
Scroll of feedback
Only one use, if an enemy wizard casts a spell, the player can read this scroll instead of banning. The spell cast will be successful. But after resolving the effect spells, the player will roll one dice for every used power dice. For every 5 + the wizard will lose a wound, no armor saves are allowed
Scroll of energy harvesting
Only one use, if an enemy wizard casts a spell, the player can read this scroll instead of banning. The spell cast will be successful. But after resolving the effect spells, the player wants to gain as many dices as dispel the wizard used power indices.
Sivejir's curse role
Only one use, if an enemy wizard casts a spell, the player can read this scroll instead of banning. The spell cast will be successful. But after resolving the effect spells, the wizard will be a frog, if he is not able to roll one d6 below his magic level. All stats are reduced to one, only his wounds stay the same. He can not use his magic items etc or cast spells / dispels. The wizard can try to free himself in his own magic next turn on a 4 +
Energy spell
Only one use, every doubles will cause total loss of energy and control
Pitch carbon wand
Only one use, wizard can decide to use the staffs power after a successful spell casts to increase the score by rolling in additional d6. By that he can gain total energy and a loss of control
Forbidden bar
Only one use, at the beginning of his magic turn, the staff grants d6 dices energy. Bearer suffers d3 wounds, no armor saves are allowed
Rogue fragment
Only one use, one has to declare the use of it at the beginning of his magic turn, if an enemy wizard want to dispel a spell cast by this wizard, he will lose one wound on 5 +, no armor save allowed.
Grounding rod
Only one use, wizard can re-roll first loss of control
Magic spell spell end
Only one use, automatically dispels one spell
Stone Energy
Only one use, declare to use the stone before you cast a spell. Wizard can use two additional energy dices, but has to use at least one of the energy pool.
Scepter of the stability
Only one use, after rolling to one bane spell, you can roll in additional d6.
Kanalisierungsstab
Bearer gains +1 to channel additional energy or to dispel dice
Spell of protection
Only one use, if an enemy wizard casts a spell, the player can read this scroll instead of banning. The spell cast will be successful. But after resolving the spells effect, the targeted unit gains a 4 + save for was caused wound.
Enchanted Item
Magic hat
Level 2 mage, random magic lore, stupid
Fozzriks collapsible fortress (a pocket-watch tower)
When both armies have placed their stuff, you can place a watch tower. Rules are rules in the book
Arabian carpet
Infantry and monstrous infantry gain flying, can not join units
Crown of the rule
Bearer is relentless
Potion (healing potion)
Only one use, W6 gain lost health
Flügelfluchreif (winged circlet curse??)
Flying creatures and their riders have to re-roll successful hits against bearer unit
Ruby Ring of Destruction
Bound spell (energy level 3) Fireball
The mask of horror IEK!
Bearer causes horror. Other units are not allowed to use his leadership
Stärketrank (strength potion)
Only one use, +3 strength
Widerstandstrank (toughness potion)
Only one use, +3 toughness
The other rogue shard
All models in base contact (friend and foe) need to re-roll successful saves
Iron curse icon
6 + was against machines was
Potion of recklessness
Only one use, immunity against psychology and "devastating attack" (killing attack?)
Potion of speed
Only one use, +3 initiative
Regards,
Sanjay
(I ran it throught a translator program since some was still in Geraman)
Items are listed from most expensive to least expensive within their categories.
ranging from around 100pts to 5pts in each section...
Posted: Mon June 14, 2010 6:35 am Post subject:
-------------------------------------------------- ------------------------------
magic item list from 8e:
Magic Weapons
Giant Blade
Strength +3 at close combat
Sword of bloodbath
Bearer gains three attacks
Obsidian blade
Wounds with this weapon ignore armor saves
Ogerblade
Strength +2 at close combat
Sword of strife
Bearer gains two attacks
Duel blade
Weapon pair, bearer weapon skill has 10
Hero Killer
Bearer gains 1 attack and strength for every character model that is in base contact with him or his unit. Bonus is calculated at the beginning of the every close combat
Spellsteal blade
If a wizard his wounded with this sword, he will lose one random spell for each wound
Battle Kling
Bearer gains an attack
Sword of Power
+1 Strength in close combat
Berserker Sword
Bearer gains frenzy and can never lose it
Golden Seal Sword
Attacks are done with initiative 10
Nimble blade
Bonus of +1 to hit
Tearing blade
Attacks are armor piercing
Relic Sword
Attacks with this sword wound always on 5 +, or better if one would normally wound on a lower score.
Screeching blade
Bearer causes fear
Sword of Anguish
Monster or character that loses one or more wounds to this sword, will suffer from stupid
Warrior Bane
Monster or character that loses one or more wounds to this sword, will lose one attack (but will keep at least one attack)
Magic Armour
Arms of destiny
Heavy armor, 4 + save was
Rogue Helm
Armour save is better by one, enemy has to re-roll successful wounds
Silver Steel Armor
2 + Armour save, can not be further improved
Armor of fortune
Heavy armor, 5 + save was
Helm of discord
Armour save is better by one, enemy character model has to pass a leadership test, if it fails, it can not attack and will be automatically hit
Glittering Scale Armor
Light armor, combat foes hit chance is reduced by one in close
Shield of Ptolos
Buckler, 1 + armor save against missile attack (fire attacks)
Zauberspruchshild
Buckler, bearer gains magic resistance (1)
Armor adventurer
Heavy armor, 6 + save was
Dragon Helm
Armour save is better by 1, 2 + save against fire attacks was
Enchanted Shield
Buckler, Armour save is better by 2
Auspicious sign
Buckler, only one use, first hit will be ignored by 2 +
Talismans
Talisman of preservation
Bearer gains was 4 + save
Big Obsidian
Bearer gains magic resistance (3)
Talisman of Stamina
Bearer gains was 5 + save
Obsidian amulet
Bearer gains magic resistance (2)
Dawnstone
Bearer re-rolls missed armor saves
Opalamulett
Only one use, 4 + save against was first wound
Obsidian Pendant
Bearer gains magic resistance (1)
Talisman of protection
Bearer gains was save 6 +
Seeds of rebirth
Bearer gains 6 + regeneration
Dragon stone curse
Bearer gains was 2 + save against fire attacks
Federrupfanhänger
Bearer gain was 5 + save against models with rule "flying"
Lucky Stone
Only one use, Bearer can re-roll one missed armor save
Magic Standards
Standard of the desire to kill
Unit can re-roll attacks
Howling standard
Unit causes horror
Ranger Banner
Unit gains' terrain knowledge?? "
Blade standard
Unit gains armor piercing
War Banner
+1 On combat outcome
Banner of haste
+1 On movement range
Bone standard
Magic resistance (1)
Standard of Discipline
+1 On leadership, but can not use the generals leadership
Banner of the Eternal Flame
Unit causes fire attacks
Radiant flag
Only one use, unit can re-roll first muffed (?) Leadership test
Scarecrow Banner
Unit causes fear on all units with "Fyling"
Wizard Arcana
Book of Ashur
Bearer gains +1 on his spells and dispels
Scroll of feedback
Only one use, if an enemy wizard casts a spell, the player can read this scroll instead of banning. The spell cast will be successful. But after resolving the effect spells, the player will roll one dice for every used power dice. For every 5 + the wizard will lose a wound, no armor saves are allowed
Scroll of energy harvesting
Only one use, if an enemy wizard casts a spell, the player can read this scroll instead of banning. The spell cast will be successful. But after resolving the effect spells, the player wants to gain as many dices as dispel the wizard used power indices.
Sivejir's curse role
Only one use, if an enemy wizard casts a spell, the player can read this scroll instead of banning. The spell cast will be successful. But after resolving the effect spells, the wizard will be a frog, if he is not able to roll one d6 below his magic level. All stats are reduced to one, only his wounds stay the same. He can not use his magic items etc or cast spells / dispels. The wizard can try to free himself in his own magic next turn on a 4 +
Energy spell
Only one use, every doubles will cause total loss of energy and control
Pitch carbon wand
Only one use, wizard can decide to use the staffs power after a successful spell casts to increase the score by rolling in additional d6. By that he can gain total energy and a loss of control
Forbidden bar
Only one use, at the beginning of his magic turn, the staff grants d6 dices energy. Bearer suffers d3 wounds, no armor saves are allowed
Rogue fragment
Only one use, one has to declare the use of it at the beginning of his magic turn, if an enemy wizard want to dispel a spell cast by this wizard, he will lose one wound on 5 +, no armor save allowed.
Grounding rod
Only one use, wizard can re-roll first loss of control
Magic spell spell end
Only one use, automatically dispels one spell
Stone Energy
Only one use, declare to use the stone before you cast a spell. Wizard can use two additional energy dices, but has to use at least one of the energy pool.
Scepter of the stability
Only one use, after rolling to one bane spell, you can roll in additional d6.
Kanalisierungsstab
Bearer gains +1 to channel additional energy or to dispel dice
Spell of protection
Only one use, if an enemy wizard casts a spell, the player can read this scroll instead of banning. The spell cast will be successful. But after resolving the spells effect, the targeted unit gains a 4 + save for was caused wound.
Enchanted Item
Magic hat
Level 2 mage, random magic lore, stupid
Fozzriks collapsible fortress (a pocket-watch tower)
When both armies have placed their stuff, you can place a watch tower. Rules are rules in the book
Arabian carpet
Infantry and monstrous infantry gain flying, can not join units
Crown of the rule
Bearer is relentless
Potion (healing potion)
Only one use, W6 gain lost health
Flügelfluchreif (winged circlet curse??)
Flying creatures and their riders have to re-roll successful hits against bearer unit
Ruby Ring of Destruction
Bound spell (energy level 3) Fireball
The mask of horror IEK!
Bearer causes horror. Other units are not allowed to use his leadership
Stärketrank (strength potion)
Only one use, +3 strength
Widerstandstrank (toughness potion)
Only one use, +3 toughness
The other rogue shard
All models in base contact (friend and foe) need to re-roll successful saves
Iron curse icon
6 + was against machines was
Potion of recklessness
Only one use, immunity against psychology and "devastating attack" (killing attack?)
Potion of speed
Only one use, +3 initiative
Regards,
Sanjay