Magic item categories
Oger Khanate

Armour Enchantments

Karkadans Ausdauer

Der Träger erhält +1 Widerstandsfähigkeit, ihm misslingen aber automatisch alle besonderen Schutzwürfe.

Mammutpelzmantel

Der Träger erhält +1 Rüstung. Attacken gegen den Träger können niemals eine Stärke von mehr als 5 haben.

Ringergürtel

Der Träger erhält +2 Rüstung und +1 Stärke.

Destiny's Call

Aegis (4+), and the wearer’s model’s Arm is set to always 3.
Note that this means it cannot be improved beyond 3. It is still affected by AP.

Basalt Infusion

+1 Arm, Aegis (3+, against Flaming Attacks), and the wearer automatically fails all Fortitude Saves.

Warding of Unity

Attached and Resistance (Melee Attacks).

Death Cheater

+1 Arm and Fortitude (4+).

Weapon Enchantments

Herzstopper

Attacken mit dieser Waffe erhalten Lethal Strike, +1 Rüstungsdurchschlag, werden zu Magischen Attacken und können niemals schlechter als auf 3+ treffen.

Khagadais Erbe

Mit dieser Waffe durchgeführte Attacken erhalten Multiple Wounds (W3) und werden zu Magischen Attacken.

Vipernfluch

Diese Waffe hat Schüsse 4, Str 4 und RD 2 (die Reichweite hängt davon ab, welche Waffe verzaubert wird). Diese Waffe erhält außerdem Poison Attacks und Magical Attacks (bei einem Ogerpistolenpaar betreffen beide Attack Attributes auch Nahkampfwaffenattacken, die damit durchgeführt werden). Eine verzauberte Ogerarmbrust verliert Area Attack (1×5). Mit dieser Waffe durchgeführte Schussattacken treffen immer auf 4+.

Ritueller Blutdolch

Der Träger erhält +1 Offensivfertigkeit und +1 Attackewert, während er diese Waffe benutzt. Mit ihr durchgeführte Attacken werden zu Magischen Attacken. Für jede nicht verhinderte Verwundung mit dieser Waffe erhält der Besitzer eine Schleiermarke.

King Slayer

Attached. While there is an enemy Character in contact with the wielder’s unit: +1 Att, +2 Str, and +2 AP

Touch of Greatness

+1 Str and +1 AP.

Vorpal Binding

Successful Armour Saves and Special Saves against attacks made with this weapon have to be rerolled.

Giant Slayer

Crush Attack. This Crush Attack always hits on 4+.

Shield Breaker

+6 AP.

Hero's Heart

+1 Att, and always at least Str 5 and AP 2.

Eldritch Inscriptions

Failed to-wound rolls from attacks made with this weapon must be rerolled.

Artefacts

Lygurs Zunge

Gegnerische Einheiten in Basekontakt mit dem Träger erleiden -1 Attackewert.

Yeti Furs

Strider and Touch of Frost.

Rampager’s Chain

The bearer gains Stomp Attack (D3+1 hits), and all models in the bearer’s unit must reroll failed to-wound rolls with Stomp Attack.

Crown of the Wizard King

During Spell Selection, randomise a Magic Path (from all Paths in this book). The bearer is a Wizard Apprentice using the randomised Path. It cannot select the Hereditary Spell. The bearer cannot take any Special Items nor any other upgrades that are restricted to Wizards (or any types of Wizards).

Talisman of Shielding

Aegis (5+).

Magical Heirloom

The bearer knows the Hereditary Spell of its Army Book in addition to its other spells, cannot select it during Spell Selection, and cannot replace or otherwise lose it.

Talisman of the Void

Channel (1). This item can only be used if the model’s army total combined Channel is 3 or less (excluding Channel from this Magic Item).

Mimic Cloak

Stand Behind

Rod of Battle

The bearer can cast Living Steel (Alchemy) as a Bound Spell (4+), with the following change: it only affects Melee Attacks.

Potions and Scrolls

Binding Scroll

May be activated at the end of Siphon the Veil during the enemy Magic Phase. When activated, pick an enemy model and select one of its spells, including Bound Spells.
The selected model cannot cast the chosen instance of the spell during this Magic Phase. Only a single Binding Scroll may be activated during the same phase.

Potion of Swiftness

+3 Agi.

Dragon’s Brew

Breath Attack (Str 4, AP 1, Flaming Attacks, Stand and Shoot).

Troll Tonic

Fortitude (5+).

Elixir of Negation

Aegis (3+, against Magical Attacks).

Potion of Healing

The bearer’s model Recovers 1 HP.

Scroll of Power

May be activated when the bearer fails a Casting Roll or when you fail a Dispelling Roll, by removing 1 Magic Dice from your pool. Reroll all Magic Dice used for the Casting or Dispelling Roll.

Shield Enchantments

Wild Warding

+3 Arm. The Armour Value can never be improved beyond 5.