Magic item categories
Khan degli Ogre

Magical Weapons

Giant Sword

Type: Hand Weapon. Attacks made with this weapon gain +3 Strength.

Ogre Sword

Type: Hand Weapon. Attacks made with this weapon gain +2 Strength.

Jack's Pickaxe

cannot be taken by models with Towering Presence.
Type: Hand Weapon. Attacks made with this weapon gain +1 Strength. Against models with Towering Presence, attacks made with this weapon also gain Multiple Wounds (2) and count as having a Strength equal to the Toughness of their target when rolling to wound (ignore all other Strength modifiers except the ones granted by this weapon when attacking models with Towering Presence).

Skull Splitter

Type: Shooting Weapon. Range 24", Strength 4, Armour Piercing (1), Multiple Shots (4). Shooting Attacks made with this weapon ignore Ballistic Skill and all to-hit modifiers, and instead hit on 4+.

Axe of Battle

Type: Hand Weapon. The wielder has 6 Attacks when using this weapon, but can never wound on better than 3+.

Beast-Bane Halberd

Type: Halberd. Attacks made with this weapon have Strength 5 (regardless of modifiers) and Multiple Wounds (2, Monsters, Ridden Monsters, Monstrous Cavalry, Monstrous Infantry, Monstrous Beasts, Chariots).

Blessed Sword

Type: Hand Weapon. Attacks made with this weapon gain Divine Attacks and may reroll failed to-wound rolls.

Fleshrender

Type: Great Weapon. Attacks made with this weapon gain Armour Piercing (1).

Sterminatrice di re

Type: Hand Weapon. The wielder gains +1 Strength and +1 Attack when attacking with this weapon for each enemy Character in base contact with the wielder's unit (this bonus is calculated and in effect at the Initiative step when the attacks are made).

Obsidian Sword

Type: Hand Weapon. Attacks made with this weapon gain Armour Piercing (6).

Fencer's Swords

Type: Paired Weapons. The wielder has Weapon Skill 10.

Hero's Sword

Type: Hand Weapon. Attacks made with this weapon gain +1 Strength. The wielder gains +1 Attack when using this weapon. When attacking with this weapon, wielder cannot have more than 4 Attacks and Strength 5 (regardless of modifiers).

Sword of Strength

Type: Hand Weapon. Attacks made with this weapon gain +1 Strength.

Flaming Lance

Type: Lance. Attacks made with this weapon gain Flaming Attacks.

Razor Blade

Type: Hand Weapon. Attacks made with this weapon gain Armour Piercing (1).

Khagadai’s Maul

Type: Great Weapon. Attacks made with this weapon gain Multiple Wounds (D3).

Cavacuori

Type: Iron Fist. Attacks made with this weapon will always hit on a 3+ or better in Close Combat regardless of any negative to-hit modifiers or Parry, and gain Lethal Strike and Armour Piercing (1).

Axe-Breaker Gauntlet

Type: Iron Fist. If the wielder scores one or more hits in a single Round of Combat using this weapon against an enemy model with a Magical Weapon, roll a D6 before rolling to wound: On a roll of 3+, all Magical Weapons wielded by this enemy model are reverted to its mundane type for the rest of the game.

Magical Armour

Armour of Destiny

Infantry, Cavalry and War Beasts only.
Type: Heavy Armour. The wearer gains a Ward Save (4+).

Bluffer's Helm

Type: None (6+ Armour Save). Successful towound rolls against the wearer must be rerolled.

Mithril Mail

Type: Heavy Armour (2+ Armour Save). This Armour Save cannot be improved by any means.

Glittering Cuirass

Type: Heavy Armour. The wearer gains Distracting.

Armour of Fortune

Type: Heavy Armour. The wearer gains a Ward Save (5+)

Dragon Mantle

Type: None. The wearer gains Innate Defence (5+).

Bronze Breastplate

Type: Heavy Armour. One use only. Whenever the wearer's model suffers a hit, the item can be activated.
For the duration of the Phase, the wearer's model gains a 1+ Armour Save. If the wearer’s model has Towering Presence, it gains a 2+ Armour Save instead.

Dragonscale Helm

Type: None (6+ Armour Save). The wearer gains Fireborn.

Hardened Shield

Type: Shield. The bearer gains an additional +1 to its Armour Save (for a total of +2) while using the shield . The bearer attacks with normal Close Combat Attacks at -3 Initiative (to a minimum of 1).

Lucky Shield

Type: Shield. One use only. Ignore the first hit the bearer's model suffers while using the shield . If the bearer is hit by several simultaneous attacks, the bearer chooses which attack to ignore.

Manto di pelle di mammut

Models on foot only.
Type: None (6+ Armour Save). If the wearer is hit by an attack with a Strength value of 6 or more, the Strength of the attack is reduced to 5.

Pelliccia di Yeti

Type: None (6+ Armour Save). Enemy units in base contact with the wearer suffer -1 Initiative, to a minimum of 1.

Talismans

Talisman of Supreme Shielding

The bearer gains a Ward Save (4+).

Obsidian Nullstone

The bearer gains Magic Resistance (3).

Sprout of Rebirth

The bearer gains a Regeneration (4+).

Dusk Stone

The bearer may choose to reroll its failed Armour Saves. If it does, it cannot take Ward or Regeneration Saves.

Talisman of Greater Shielding

The bearer gains a Ward Save (5+).

Pietra d'ossidiana

The bearer gains Magic Resistance (2).

Gemma draconica

The bearer gains Fireborn.

Monile portafortuna

One use only. May be activated when the bearer's model fails an Armour Save. That failed Armour Save may be rerolled.

Talismano di protezione

The bearer gains a Ward Save (6+).

Blind Eye of Nyanggai

One use only. Activate during the opponent’s Magic Phase, after rolling for Magic Flux and Channeling. The bearer’s unit (and all models in it) cannot be targeted by the opponent’s non-aura spells during this phase.

Enchanted Items

Wizard’s Hood

The wearer is a Wizard Apprentice with 2 Learned Spells (regardless if it was a Wizard before).
Instead of selecting a Path as normal, the wearer uses a randomly selected Path of Magic.
Randomize between all Paths available to any model from the same Armybook, excluding Bound Spells.

Corona dell'autarchia

The bearer gains +1 Leadership. A Wizard cannot use this modifier to increase its Leadership above 9.

Pozione della forza

May be activated at the start of any phase or Round of Combat. Until the end of the Player Turn, the bearer gains +2 Strength.

Ring of Fire

The bearer can cast Pyroclastic Flow from Pyromancy as a Bound Spell (Power Level 3).

Divine Icon

The bearer's model gains Divine Attacks.

Gem of Fortune

Successful to-wound rolls of '6' from Ranged Attacks against the bearer's unit must be rerolled, unless the hit was distributed onto a model with Towering Presence.

Charm of Cursed Iron

The bearer and its unit gain a Ward Save (5+) against Wounds caused by Artillery Weapons.

Crown of Scorn

Instead of making a dispel roll, you may use this item. The spell is automatically dispelled. In an Armylist that includes a model bearing the Crown of Scorn, friendly models cannot cast Spells (including Bound Spells) nor can any friendly models carry Arcane Items.

Pozione della rapidit

May be activated at the start of any phase or Round of Combat. Until the end of the Player Turn, the bearer gains +3 Initiative.

Ciondolo degli uri

The bearer of this item gains the Stone Skin special rule.

Arcane Items

Libro del potere arcano

The bearer gains a +1 casting modifier to casting and dispel rolls.

Dispel Scroll

Instead of making a dispel roll, you may use this scroll. The spell is automatically dispelled.

Essenza di una mente libera

The Wizard may select up to two Paths on their Army List instead of one (from the ones normally available to it). Select which of the two Paths to use when generating spells.

Wand of Stability

The bearer may add a free additional Magic Dice to one of its dispel rolls, after seeing the dispel roll.

Shielding Scroll

Instead of making a dispel roll, you may use the scroll. All models affected by the spell gain a Ward Save (4+) against the spell.

Scettro del potere

The bearer may add a single Magic Dice from its Dice Pool to a casting roll, after seeing the casting roll. Note that this cannot exceed the limit of max 5 Magic Dice used to cast spells.

Daemon Heart

One use only. Activate during the opponent’s Magic Phase, after rolling for Magic Flux and Channeling.
During this phase, all enemy Wizards within 24" of the bearer will suffer a Miscast on successful Casting rolls that include any double. This Miscast is resolved as if 1 more Magic Dice were used. Only double ‘6’ counts as an Overwhelming Power, and no more than one Miscast can be suffered per roll. Bound Spells are not affected.