Magic item categories
Hetmanate of Ukray

Weapon Enchantments

Titanic Might

Attacks made with this enchanted weapon gain +3 Strength and become Magical Attacks.

Blessed Inscriptions

Attacks made with this enchanted weapon become
Divine Attacks and Magical Attacks, and failed to wound rolls must be rerolled.

King Slayer

The wielder of this enchanted weapon gains +X Strength, +X Armour Penetration, +X Attack Value, and Magical Attacks while using it, where X is equal to the number of enemy Characters in base contact with the wielder’s unit. This bonus is calculated at the Initiative Step when the attacks are made.

Shield Breaker

Attacks made with this enchanted weapon gain +6 Armour Penetration, become Magical Attacks, and can never wound on to-wound rolls better than 3+.

Hero's Heart

The wielder of this enchanted weapon gains +1 Attack Value while using it. Attacks made with this enchanted weapon become Magical Attacks and always have at least Strength 5 and at least Armour Penetration 3.

Supernatural Dexterity

The wielder of this enchanted weapon gains +2 Offensive Skill and +2 Agility while using it, and attacks made with it become Magical Attacks.

Touch of Greatness

Attacks made with this enchanted weapon gain +1 Strength, +1 Armour Penetration, and become Magical Attacks.
Strength modifiers from this weapon (combining both mundane and Weapon Enchantment modifiers) cannot exceed +2 (but can exceed +2 through modifiers from other sources, such as spells).

Cleansing Light

At the start of each Round of Combat, the wielder may choose to have attacks made with this enchanted weapon become Flaming Attacks and Magical Attacks.

Frostbite

Attacks made with his weapon always have Armour Penetration 10 and have Multiple Wounds (D3). If an enemy model receives an unsaved wound from attack made by Frostbite, it will receive additional D3 automatic hits with Strength 6, Armour Piercing 10 at Initiative 0 step of combat

Tyrant's Hand

If any friendly unit within 12́́ of the bearer fails a Panic test, you may inflict that unit D3 hits with Strength 4, Armour Penetration 1. The unit then passes the test automatically and becomes Shaken until end of the Player Turn.

Hawkeye

Attacks made with this weapon gain + 1 to wound when shooting from Long Range.When shooting from Short Range, they gain + 2 to wound instead.

Armour Enchantments

Death Cheater

The wearer gains +1 Armour and Fortitude (4+).

Destiny's Call

The wearer gains Aegis (4+) and its Armour is set to 3 and can never be improved beyond this.

Essence of Mithril

The wearer’s Armour is set to 5 and can never be improved beyond this.

Dusk Forged

The bearer may choose to reroll its failed Armour Saves while using this Shield. If it does, it automatically fails all Special Saves.

Ghostly Guard

The wearer gains +2 Armour against non-Magical Attacks.

Basalt Infusion

The wearer gains +1 Armour and Aegis (3+, against Flaming Attacks). The wearer automatically fails all Fortitude Saves.

Alchemist's Alloy

The wearer gains +1 Armour and suffers −2 Offensive Skill.

Willow's Ward

While using this Shield, the bearer cannot use Parry, gains +1 Armour, and Impact Hits distributed onto the bearer suffer −2 Armour Penetration.

Belt of the Bogatyr

The bearer gains Strength 6, Resilience 6, Crush Attack and Cannot be Stomped.

Tundra's Kiss

For each failed to hit roll of Melee Attack against the wielder of this shield, the attacking model suffers one automatic hit with Strength 4, Armour Penetration 1 in its initiative Step.

Ice Shield

The wielder gets +2 Defensive Skill.

Artefacts

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).

Book of Arcane Mastery

The bearer’s first Casting Attempt in each Magic Phase gains a +2 Casting Modifier. When using a single Magic Dice for this Casting Attempt, a natural roll of ‘1’ or ‘2’ on the Magic Dice is always a failed Casting Attempt, regardless of any modifiers.

Crown of Autocracy

The model’s range of Commanding Presence (if available) is increased by 3″, up to a maximum of 18″. If the model does not have Commanding Presence, it gains Commanding Presence whose range is always set to 3″.

Obsidian Rock

The bearer gains Magic Resistance (2).

Rod of Battle

The bearer can cast a Bound Spell, Power Level (4/8):
Type: Augment. Range 18″. Duration: One Turn.
The target gains +1 to hit with its Close Combat Attacks.

Binding Scroll

One use only. May be activated after Siphon the Veil (at the end of step 3 of the Magic Phase Sequence).
When activated, pick an enemy model and select one of its Attribute, Bound, or Learned 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.

Essence of a Free Mind

The bearer may choose up to two Paths on the Army List instead of one (from the ones normally available to it). During Spell Selection, choose which one of the two Paths to use. The bearer cannot select from the Learned Spells 5 and 6 of its chosen Path.

Lightning Vambraces

The bearer can cast Hand of Heaven (Thaumaturgy) as a Bound Spell with Power Level (4/8).

Talisman of Shielding

The bearer gains Aegis (5+).

Ranger's Boots

The bearer gains Strider and, unless using Flying Movement, +2″ Advance Rate up to a maximum of 10″, and +4″ March Rate up to a maximum of 20″.

Magical Heirloom

The bearer gains the Hereditary Spell during Spell Selection, always knows it in addition to its other spells, cannot select it during Spell Selection, andcannot replace or otherwise lose it.

Sceptre of Power

One use only. A Wizard with this Artefact may add a single Magic Dice from its Magic Dice pool to one of its casting rolls or dispelling rolls, after seeing the casting or dispelling roll (note that casting rolls cannot exceed the limit of max 5 Magic Dice).

Talisman of the Void

The bearer gains Channel (1).

Dragon Staff

The bearer gains Breath Attack (Str 3, AP 0, Flaming Attacks).

Crystal Ball

The firsts Dispelling Attempt in each enemy Magic Phase gains a +2 Dispelling Modifier, provided the bearer is on the Battlefield.

Potion of Strength

One use only. May be activated at the start of any phase or Round of Combat. Until the end of the Player Turn the bearer gains Crush Attack.

Dragonfire Gem

The bearer gains Aegis (2+, against Flaming Attacks). The bearer automatically fails all Fortitude Saves.

Lucky Charm

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

Potion of Swiftness

One use only. May be activated at the start of any Round of Combat. Until the end of the Player Turn, the bearer gains +3 Agility.

Metéoric Staff

The bearer can cast Ice and Fire from Cosmology as a Bound Spell with Power Level (5 / 9). Additionally, the wielder receives +1 modifier to its casting rolls.

Seven League Boots

Infantry model only.
the Bearer gains Swiftstride, Strider and Advance 10", March 20". The Bearer cannot join or be joined by any units or models and can March Move normally, even if there are enemy units within 8" of the bearer and can make a shooting attack after its March Move.

Cloak of Eternal Winter

The bearer gains Distracting, Aegis (5+) and Aegis (2+, against Flaming Attacks).

Hetman's Finest Brew

Infantry only.
The artefact must be activated before rolling for the first turn. (at the beginning of stop 8 of the Deployment Phase Sequence). D3 units in the army gain Fearless