So I hope you guys aren't getting tired of reading my blog right now because I just found out that I'm going to basic training on March 17th, so I'm going to be cranking out posts as quickly as possible. I figured you guys have been sending me so many emails regarding my lists and opinions that I would do something I've been a bit hesitant to for a while now simply due to it's magnitude. A review of every single Magic Item in the BRB! Now most of these items I have never used before and thus will probably shit all over. If you disagree or have a style in which the item(s) work then please drop a comment. I hope you guys are as chatty as ever so please enjoy this and +1 if you like it.
Magic Weapons:
Giant Blade:
For 60 points you get a weapon that grants you +3 Strength. If you have a character that can get ASF without using the Sword of Swift Slaying or comes with it naturally (Elves) and you want to build a nasty Combat Lord that can punch really hard (I mean KOing Tomb King monsters hard), then I highly suggest this thing. It is over half a Lord's point allotment, so it may leave your character a little vulnerable in terms of giving him a Ward Save. But if you can figure an effective way around that, then this is the weapon for you.
Sword of Bloodshed:
A 60 point sword that gives it's wielder +3 Attacks. Basically the same disclaimer with the Giant Blade in terms of ASF and defensive vulnerability. While the Giant Blade is better for taking out really tough opponents, the Sword of Bloodshed is better for wading through ranks of enemies. If you often find yourself dealing with annoying attrition style armies, then this on a Lord might be something you want to try out.
Obsidian Blade:
50 points gets you a sword that allows no Armor Saves. For 10 more points, you can make most Combat Lords so strong that they ignore Armor Saves anyway and Wound easier. Unless you want to put this on Hero and have him kamikaze charge into a unit that isn't so tough but is very reliant on an armor save, then I can't really suggest this item. Skip this one more often then not.
Ogre Blade:
A 40 point sword that gives you +2 Strength. If you're not one to throw caution to the winds but you still want a Combat Lord that can hit like a truck, then this is probably an item to look into. As for putting it on a Combat Hero, see my opinion on the Giant Blade above for Lords.
Sword of Strife:
40 points gives you a sword that grants the user +2 Attacks. Remember how I mentioned kitting out Lords to scythe through rank-and-file infantry? Well, if you don't want to allocate precious Lord points for that purpose then a Hero with this thing will do as well but for a lot less points. Also if you want to make a Lord able to scythe through enemy Core and a bit more well rounded, than this is a way to do so.
Fencer's Blades:
For 35 points you get a Troll Face! Actually you get a Paired Weapon (+1 Attack but basically means the character is using one weapon in each hand) and Weapon Skill of 10. In the age of Elves dominating the meta, this item is a freaking steal. Makes characters very hard to touch in close combat and able to make to-hit rolls like the Seattle Seahwaks throw interceptions in the endzone on the last drive during the 4th quarter in the Super Bowl (as a Seahawks fan, it was very sad to watch). A great buy on a Hero kitted out for some front line action and really sweet buy on a very cautious Lord doing the same thing.
Sword of Anti-Heroes:
30 points gives the character who uses it +1 Strength and Attack for every enemy character in base contact with the bearer and his unit. Warriors of Chaos players, think about this thing the next time you start kitting out a Daemon Prince. If you play in a meta with a lot of Combat Characters or front-line Support Characters, then this is a good buy on a Lord or Hero. It can certainly be useful, but keep it out of tournament level lists.
Spelltheiving Sword:
A sword that for 25 points causes a Wizard to loose one random spell per wound suffered by the user. It certainly has the potential to be useful, but for the most part skip it. Only if the stars align and the Lady smiles on you will this ever work, which for most people means they just pissed away 25 good points.
Sword of Swift Slaying:
Now we're talking! 25 points gives you a sword that grants you the Always Strikes First Special Rule! If you are not an Elf or you do not have access to another item that gives you ASF for cheaper and/or an additional ability, then you WILL put this on a Combat Character. Getting to re-roll you failed to-hit rolls as a combat characters is absolutely imperative. My Bretonnian HKB Lord never leaves home without his ASF sword and neither should your Combat Character. It is a good buy on a Hero and a really great buy on a Lord.
Sword of Battle:
20 points gets you +1 Attack. If you are absolutely positively insistent on making a balanced Combat Hero or giving a champion a magical weapon, then this is an okay buy I guess. It's cheap and it's okay. Nothing more, nothing less.
Berserker Sword:
A 20 point sword that gives you Frenzy. Why would you pay the same points for +1 Attack that you would for +1 Attack and a whole lot of other negative shit that goes with being Frenzied? Skip it, moving on.
Sword of Might:
For 20 points you get +1 Strength. My opinion of this weapon is the exact same as the Sword of Battle. Good to give to a balanced Combat Hero or a unit champion that can take a magic weapon to deal with Ethereal crap.
Gold Sigil Sword:
A 15 point weapon that gives the character an Initiative of 10. If you are too much of a miser to buy the Sword of Swift Slaying, this is a good alternative. It can also be used to negate Elves getting their re-rolls on your characters. A great buy on a Hero or a unit champion that can buy magic weapons, but not the best thing to put on a Lord.
Sword of Striking:
15 points gives you +1 to hit. If you want to make your Goblin or Beastmen Hero better at actually hitting his target and still survive, then you might want to take a look into taking this. Otherwise I would consider skipping it for something else.
Biting Blade:
A 10 magic item that makes the opponent suffer a -1 to their Armor Save. I got nothing guys, for 20 points more you can get +1 Strength which is way better than just Armor Piercing essentially. Unless you need a cheap way to take care of Ethereal units, then this is not really worth taking. At all.
Relic Sword:
10 points buys you the ability to wound on a 5+ unless you would normally wound on a lower roll. Unless you're pitting Skink Chiefs against Nurgle Daemons Princes, this is not an item worth even looking at.
Shrieking Blade:
This is the best item ever! For 10 points, you get the best special rule in the game! Fear! No? Yeah, this item is a piece of shit.
Tormentor Sword:
If a monster or character suffers a wound from this sword it has Stupidity for the rest of the game for 5 points. Why? What in the name of sweet crispy Jesus could this possible be used for!
Warrior Bane:
A 5 point magical weapon that causes a monster or character to lose one Attack for each wound suffered. Interestingly enough, I actually like this weapon. In theory. If it could be upped in cost and maybe do some extra stuff, I would actually enjoy taking it for all those nasty Daemon Princes and Vampire Lords and shit.
Magic Armor:
Armor of Destiny:
For 50 points you get Heavy Armor and a 4+ Ward Save. This item has a few particular uses that I really like it for. First, if you're not a big fan of taking really expensive Magic Banners then this is a really great way of keeping your BSB alive. Second, putting this on a Saurus Oldblood and just laughing as nothing can touch you is so damned satisfying. It's a great buy if you want whatever you put it on to stay alive. Not really worth it on a Hero unless he's a BSB, but on a Lord it's awesome.
Trickster's Helm:
50 points buys you an extra point to your Armor Save and successful rolls to wound must be re-rolled. It's okay I guess, but you can emulate this for about 30 points cheaper with a shield and a Dawnstone. Skip it for now unless someone can tell me a better use for it.
Armored of Silver Steel:
For 45 points you get a 2+ Armor Save that cannot be improved past a 2+. This item is absolute garbage unless you want to put it on a Wood Elf. Other then that not really worth it as whole considering most characters can very easily get to a 1+ Armor Save in most armies without even touching their magic item allotment. Skip it and move on.
Armor of Fotune:
35 points buys heavy armor and grants a 5+ Ward Save. For the points it costs it is a great buy for a Hero and if you are exceptionally miserly it can be a pretty good buy for a Lord as well.
Helm of Discord:
Gives you +1 Armor Save and at the start of each Close Combat one enemy character in base contact with bearer or his unit must pass a Leadership test or he will not attack and will be hit automatically for 30 points. If this was knocked down by 15 points, I would be all over this item. As it is, it's a bit too expensive for my tastes.
Glittering Scales:
25 points gets you light armor and a -1 to hit the bearer in close combat. Not a big fan of this, but if you can find a way to incorporate it then please drop a comment.
Shield of Ptolos:
25 points gives you +1 to your Armor Save and you get a 1+ Armor Save against shooting. Unless you play against Wood Elves a lot I would not be the first person to recommend this item to anyone. The Charmed Shield is a much better buy.
Spellshield:
For 20 points you get +1 to your Armor Save and Magic Resistance (1). Worthless, absolutely worthless. Skip it and don't look back.
Gambler's Armor:
Now we're talking! Heavy armor and a 6+ Ward Save for 20 points! On a Hero character, this is a freaking steal. One of the best pieces of armor out there in terms of price and payoff for said price. Putting a shield on a character with this gives them a 4+, 5+. Which is pretty damned good after all said and done.
Dragonhelm:
10 points gets you a +1 to your Armor Save and a 2+ Ward Save against Flaming Attacks. It's a good cheap way to shut down an enemy Flaming Banner, which you see all the fucking time because stuff with Regeneration is all over the place. A good buy on a Lord or a Hero.
Enchanted Shield:
5 points gets you a shield that gives you +2 to your Armor Save unlike a normal shield. If not for the item coming right below this one, then this is a pretty nice item to take. However, more often the not you will skip it for the next on the list. And that item is...
Charmed Shied:
A 5 point shield that allows you to ignore the first hit it suffers on a roll of a 2+. This is what makes lone characters immune to artillery pieces. I cannot praise this item enough. For 5 points it's certainly worth an investment in and I have yet to play a list where it wouldn't be viable.
Talismans:
Talisman of Preservation:
45 points buys you a 4+ Ward Save. You're going to put it on pretty much everyone of your Level 4 casters unless you have a Slann Mage Priest and/or a Prophetess of the Lady, which already has enough protection on it to begin with. Absolutely great and you will probably take it every time.
Obsidian Loadstone:
45 points gives you Magic Resistance 3. Compared to its big brother the Talisman of Preservation, this item is absolute shit. No reason to take it unless you want to make your Ethereal Slann absolutely invulnerable to anything but Combat Resolution. But it's little brother is so much cheaper and does the same thing. Too limited and too expensive to be useful. Skip it, and keep moving.
Talisman of Endurance:
A 30 point item gives you a 5+ Ward Save. A great buy on your Level 2 casters, especially the ones you like to have bop around and cast spells on a flying mount. I like it of you've already used a Talisman of Preservation on a Lord. Good item to take all things said and done.
Obsidian Amulet:
A 30 point item that gives you Magic Resistance (2). Unless you run an Ethereal Slann this item is worthless, skip and then continue on your merry way.
Dawnstone:
For 25 points the bearer gets to re-roll failed armor saves. If you get a 1+ Armor Save without touching your magical item allotment then I would highly suggest taking this thing. Other then, that Bretonnia has an item that does this and for 5 points more you get +1 to your Armor Save. It can be worth taking if you absolutely have a hard on for making your Armor Save absolutely insane.
Opal Amulet:
15 points gets you a one-use only 4+ Ward Save against the first wound suffered. I really like this item, but I've never used this thing in reality. Someone please drop a comment below and tell me if this thing is actually worth its points value.
Obsidian Trinket
A 15 point deduction for MR (1). Never worth the points, skip it and keep going.
Talisman of Protection:
A 15 point item that gives you a 6+ Ward Save. Not all that bad of an item if you just want a cheap way to make your character slightly more survivable. About a hundred times better than the Obsidian Trinket.
Seed of Rebirth:
10 points buys you a 6+ Regeneration Save. With the large presence of Flaming Banners, Ruby Ring's, and Flaming Shots in the current meta this item is not all that great. I would rather spend 5 more points and get the Talisman of Protection.
Dragonbane Gem:
This 5 point trinket grants you a 2+ Ward Save against Flaming Attacks. This is the best and cheapest way to shut down that nasty unit with the Flaming Banner on it. That horde of Skeleton Warriors with the Flaming Banner. Put a mounted character into the unit with this thing on and engage troll face! Great buy if you don't want to buy the Dragonhelm or you want to take a different kind of armor.
Pidgeon Plucker Pendant:
A 5 point purchase gets you a 5+ Ward Save against close combat wounds from Flying models. If Dragons all of a sudden make a gigantic comeback, then this might be an okay buy. Otherwise just ignore it. It does have a pretty hilarious name though!
Luckstone:
The last 5 point Talisman that allows you to re-roll a single failed armor save. If you took too much other gear and can no longer afford the Dawnstone, then this is an okay item I guess. I've never taken it, but for the point value and the potential to totally save your ass, I guess it's an okay item.
Banners:
Rampager's Standard:
A 55 point banner that allows you to re-roll the unit's charge distance. My problem with this banner is that it's point cost means that if you want to take it, it must go on your BSB. It's alright, but I think it's a bit overcosted. In a unit of Heavy Cavalry or Monstrous Cavalry, it can be nice to have. But me personally, I just find it too rich for my tastes.
Wailing Banner:
A 50 point banner that makes the unit it's in have the Terror special rule. Nope, skip it.
Ranger's Standard:
50 points gets you a banner that gives the unit it's in the Strider special rule. If you run a lot of Cavalry or Monster Cav, and you want to put your BSB on a mount, this is a great banner to take. I cannot tell you how much this has saved my Bretonnian Lances from taking massive casualties from a charge through a forest or a river or something.
Razor Standard:
This is a 45 point banner that gives the unit it's in the Armor Piercing special rule. If you like making Death Stars with elite infantry, like Grave Guard or Black Guard, you want to be taking this banner. Trust, me Temple Guard with a Slann carrying the Razor Banner will deal out some serious punishment, even to stuff that's covered in Gromil. I like it, but it is a bit expensive.
War Banner:
A 35 point banner that is the universal default banner for all BSBs out there. Okay, this banner gives you an additional +1 to the unit's Combat Resolution. It's well priced, it's always useful, I got nothing to say more then if you have no idea what you want to put on your BSB, then go with this thing.
Banner of Swiftness:
15 points buys you a banner that grants the unit +1 Movement. If you play Undead, take this item. It's price is so low that you can put this on units without having to put it on a BSB, and +1 Movement, which means +1 to charges, feeling, etc., and it will always be useful. I like it, and I highly suggest it on your slowest footmen unit.
Standard of Discipline:
This 15 point banner gives the unit it's in +1 Leadership, but the unit cannot use the General's Leadership. This banner seems kind of like double-edged sword, but if you play an MSU style list and/or an army with lots of cavalry playing on the flanks, then this is a great way to mitigate not being close to the general. If you're running a Gun Line or Horde Army, not really all that worth it. It's good in situations, and that's really all I can say about it.
Banner of Eternal Flame:
AKA; the Flaming Banner. A 10 point banner that makes the unit have Flaming Attacks. Put this on a Core unit with BS based shooting and then have a blast just decimating Trolls, Hell Pits, Chimeras, and anything else that relies heavily on Regeneration. My fiance's Dark Elf list always includes a 20-30 man unit of Darkshards with the Flaming Banner. Can be negated with a lot of stuff that has Ward Saves against Fire or the two items in this list mentioned above that grant that as well, but if you play a lot of Regenerations (which you will run into more often then not in tournaments) then take this thing and don't look back. Great banner, great buy, I highly recommend it.
Gleaming Banner:
A 5 pint banner that is a one-use banner and allows the unit it's in to re-roll a single failed Leadership test. Now, I used to love this item. When I ran Cold One Riders on 7th edition, I would take this thing on them to negate a failed Stupidity test. But since I cannot take a magic banner on Cold One riders anymore, this item has kind of lost it's use for me. However, it is cheap and does have a nice ability, so I can suggest it if you want to take a magic banner but don't want to invest too heavily in one.
Scarecrow Banner:
Bit of a tangent, but at a tournament one time I saw a guy who made a homemade one with the image of the Scarecrow from Batman on it. It looked fucking amazing! Anyway, this 5 point banner causes Fear in models with the Fly special rule. Nope, not ever in a million years could I see myself taking this thing. Too situational and too underpowered that even for 5 points I wouldn't suggest taking it ever.
Arcane Items:
Book of Ashur:
A whopping 70 points, this item gives the caster who takes it a bonus +1 to cast and dispel. If you are very confident in you caster's bunker and you are absolutely sure that he is safe, then this can be a very a powerful item. However, it has a couple of things going against. First, all Elves (situational) have +1 to cast anyway. Second, this thing means your Lord Level caster cannot take a Talisman of Preservation which makes him very susceptible to things like Death Magic, Cannons, Snipers, etc. It is very powerful, but it is so expensive you will almost never see it nor will you ever take it for that matter!
Feedback Scroll:
A one use item that when activated makes the enemy caster who the scroll was used on roll a dice for every dice he used to cast the spell in which the scroll was activated on, the wizard who cast the spell takes a wound with no armor saves allowed on a roll of a 5+. And this is all for 50 points. It can be nice, but I'd rather take a Dispel Scroll, which is half the cost of this and much more effective then this.
Scroll of Leeching:
When activated, this 50 point item adds one die from enemy's power pool to the user's dispel pool for every die that was used to cast the spell in which this item was activated. This can be a way to neuter those assholes who just 6-dice the Purple Sun and the expect to get their dice back from the lore attribute. However, I have the same complaint here as I do with the Feedback Scroll. It's not a Dispel Scroll, and it costs twice as much as one.
Sivejirs' Hex Scroll:
Without a doubt, this is the funniest item in all of warhmmer. When used, the enemy caster who cast the spell is turned into a frog. I am dead serious. All characteristics barring his/her Wounds are turned to 1 and all wizard functions and magic items immediately stop working, unless he rolls less then or equal to his Wizard level. This effect can dissipate on a 4+ in subsequent turns. These tests are taken at the start of the target's magic phase. Holy shit, is this item hilarious! I have seen this item by itself alter the course of a game. Now, again it is expensive and on Level 4s it probably isn't going to work, but on those Special Character casters like Tetto'eko who are very powerful despite only being a Level 2, this thing is like a godhammer! I like it, but unless you're bringing a very silly list, I would keep this at home.
Power Scroll:
This 35 point scroll is a one use only item that allows the caster to get irresistible force (and also miscasts) on any double rolls when he activates it on the spell it was used on. If it was possible to pair this thing with Earthing Rod, I would be all over it. Sadly, it just comes with too high a price in both points and potential damage that I can never justify taking it ever.
Wand of Jet:
A one-use item, this 35 point wand allows the caster to add D6 to his casting value of the spell in which the item was activated, but this can cause irresistible force and a miscast. If you have a hard on for 6 dicing spells and making damned sure they go through, then this is the item for you. Other then that, I wouldn't be too keen to take it for the same reason I would be wary of taking the Power Scroll.
Forbidden Rod:
A one-use item that clocks in at 35 points and and adds D6 dice to the power pool (still capped at 12) and then inflicts D3 wounds on the bearer with no armor saves allowed. I know I sound like a broken record, but for what it can do in terms of damage and point cost, it simply is not worth taking. I promise the next item will be less monotonous.
Staff of Sorcery:
35 points gives you an item that gives the caster +1 to Dispel. If you prefer to kit your caster's out for stopping enemy magic phases rather than jacking up your own, then this a great item, especially on a Level 4. +5 to dispel is going to be tough to beat no matter who's throwing spells out. Given it can also be paired with Talisman of Preservation, it's an item that I could see being used. I could recommend it in some Army lists.
Trickster's Shard:
This 25 point one-use only item that is activated at the beginning of the caster's magic phase each dispel may cause a wound on the enemy caster on a roll of a 5+. These wounds ignore armor saves. If you've got another Level 1 or 2 caster who isn't carrying the Dispel Scroll, then this is a really great item to take. I like it, but most of the time I'm only taking 2 casters, and they both have full point allotments so I never end up taking it.
Earthing Rod:
A one-use item that clocks in at 25 points and allows the bearer to re-roll the results of a miscast. If you play Tomb Kings, I highly suggest you put this on your Hirophant. You don't want to lose the game because you accidentally roll double 6's and get sucked into the warp. Same thing if you play Vampire Counts with a really casty Vamp Lord. I know some Lizardmen players who like this item, but Soul of Stone kind of negates the use in taking this for a Slann. It's a good item, take it on a Level 4 if you have the points, but never over a Talisman of Preservation.
Dispel Scroll:
I shouldn't even have to talk about this item. 25 points gets you the ability to instantly dispel one spell your opponent casts. Those times when your dispelling with 6 dice against your opponents 12, this item will literally save your ass. Take it in every list you have, it will be eternally worth it.
Power Stone:
20 points buys you the ability to add two dice for a single casting (one-use only), but you must roll at least 1 dice from the power pool. You can't just use this item and not tax your own power pool. I like this item, but again I never take it because of the Dispel Scroll. I'm interested in playing around with it though, so if anyone reading this has experience with the Power Stone, then please drop a comment below on how it can work.
Scepter of Stability:
15 points buys a one-use item that increases a single dispel attempt by D6. It's a nice item, but I for ten more points, I get a Dispel Scroll. If I have points left over on my Level 4, I sometimes put this on him (unless I play Lizardmen, in which case I just take the Cube of Darkness) for extra magical protection. It's a poor man's Dispel Scroll, and it can be useful, but the Dispel Scroll is not expensive enough for me to not take.
Channeling Staff:
A 15 point item that gives the person using it +1 to channeling attempts. If I run another Level 1 or Level 2, I generally put this item on him/her for some extra help in generating dice in both sides of the Magic Phase. I like it, I highly recommend it, take it for what you will I guess.
Scroll of Shielding:
A one-use item that gives the user a 4+ Ward Save against wounds caused by the spell in which this item was activated. It's okay, but there are other things in this category that I would rather take. It can be very useful, but I've never taken it because it's just not so insanely good that I have to take it every time.
Enchanted Items:
Wizarding Hat:
100 points makes the user a Level 2 Wizard on a randomly determined lore (out of the 8 from the BRB) and makes the user subject to Stupidity. If you play either Skaven and/or Orcs and Goblins, then keep reading. If you don't, then skip it. This is how you get out of being trapped in your signature lores without turning to special characters. Yes, it means your paying the cost of a Lord (I suggest a Combat Lord if you want to take this item for better stats in combat) plus his full magical allotment, but it can get you out the magical rut you may feel you are stuck in.
Fozzrik's Folding Fortress:
Every tournament, from Adepticon to me and my friends having Friday Night WTF games ban the use of this item. Look it up if you're interested, but I'm not going to bother with it.
Arabyan Carpet:
Half of Super Orc's points, this 50 point item can only be put on an infantry (sorry Ogres!) model on foot only, and gives it the ability to Fly, although it cannot join units. If you want to have a little fun and just make really fast, really nasty combat characters or very maneuverable spell casters, than this can be a nice buy. My only issue with it is that in the Lizardmen army, I have an item that does the exact same thing, plus gives MR (1), and is fifteen points cheaper. It's like the Wizarding Hat in the sense that it's very fun to play around with. Give it a whirl if you're feeling the mood for some crazy moments.
Crown of Command:
35 points buys the wearer and the unit he's in Stubborn. For 35 points, it's probably the best item in Enchanted Items section of the BRB. Not much more to say other than it's a great buy on a Level 4 who's garrisoned inside a unit and you want to make it as a sticky as possible. I love it, most armies can get a lot of use from it, not much more to say really. Take it if you can afford it, especially if you like runnning hordes of Core infantry and you don't want them to take off running.
Healing Potion:
A 35 point one-use item that can be activated at the beginning of the player's turn. The user regains D6 wounds. If you are one of the stubborn people who's still running kitted-out Combat Lords, this is an item to consider taking. The army I've seen it be most useful in is the Ogre Kingdoms, as a Tyrant can dish out some serious punishment, and then when you think he's on his last couple of wounds, he pops this and dashes your hopes entirely. It was very sad... Anyway, I recommend this item, but it is exceptionally expensive. Not necessarily over-priced per se, but expensive. Just a word of warning to anyone who wants to bring it.
Featherfoe Torc:
A 35 point item that makes all Flyers (and their rider's) have to re-roll their successful hits against the bearer and his unit in close combat. With the rise of End Times and the gradual reappearance of Dragons and other flying Dragon-like creatures, this item is beginning to emerge as more useful than it was a few months ago. It's a good way to fuck over that High Elf Prince on the Star Dragon, something to consider. However, it is still very difficult to justify because it is still very expensive and it's a very corner-case item at best. Could be nice, but still very expensive.
Ruby Ring of Ruin:
25 points buys you the spell Fireball (from the Lore of Fire) on a bound spell casting value of a 3. Barring the Crown of Command, this is the best item in the Enchanted Items section of the BRB. It can replace the need for a Flaming Banner, and almost the need to take a mage on the Lore of Fire completely! I like it on a Level 2 caster, as it makes them much more utilitarian in terms of slinging magic around the board. Plus, Fireball is never a bad spell to have at your disposal. I like it, I take it in almost every list I make. Even my girlfriend's. Love you honey!
The Terrifying Mask of EEE!:
Just, just no. 25 points for Terror. It's 8th edition, no one gives a shit about Fear and Terror anymore. Skip it, and never look back.
Potion of Strength:
This 20 point item is used at the start of the player's turn. The drinker has +3 Strength until the end of the turn. If you are the guy who prefers taking Beasts Magic to Life Magic, then this is the potion for you to take over the Potion of Healing. On Combat Characters, it can turn even Empire Captains into absolute gore machines! It's not all that expensive either, so if you like to build really killy characters, than this is an item to consider taking.
Potion of Toughness:
It's the same point cost and is used the same way as the other potions listed above, barring it adds +3 Toughness until the end of the turn. If you're the guy who prefers Pann's Impenetrable Pelt over Savage Beasts of Horros, then this is the potion to take. I've seen some builds that incorporate a squishier Hero or Lord level caster who pop this when an enemy is in combat with them, and this just laugh as the opponent can't wound them, and the other models in the user's unit takes care of the enemy, who then wasted their attacks on a neigh unkillable character. Can be nice, but a bit too situational for me to advise including.
The Other Trickster's Shard:
15 points means every model in base contact (friends and foes) with a Ward Save must re-roll it if they roll it successfully. If you want to build a character that can just buttfuck other characters in close combat, then this is THE item to take. This and the Pirahna Blade on a Oldblood mounted on a Cold One makes my buddy Art cry as his HKB Bretonnian Lord gets absolutely destroyed in close combat. I am a huge proponent of this item, and I highly suggest taking it on a character in a unit that doesn't Parry, Ward, Regeneration, etc. Saves of any kind. This can be a very shoot-myself-in-the-foot kind of item if not used correctly.
Ironcurse Icon:
The bearer and his unit gets a 6+ Ward Save against War Macines. This item seems only okay, until you look at its point cost. Then it becomes an awesome item! For 5 points, the ability to protect yourself from the most powerful type of troop type in the game is absolutely crucial. I've taken Bretonnian lists that make Artillery damned near unusable because of the Blessing, the Banner of Defence, and this little beauty right here. I like it, and if you have 5 points left in a character's magical point allotment, then I cannot highly suggest this item enough.
Potion of Foolhardiness:
5 points buys you a potion that gives the drinker ITP and Devastating Charge until the end of your turn. 5 points for +1 Attack on the charge is okay, but it's a bit too situational to me. And ITP is kind of a double-edged sword. However on the charge, ITP can be really nice to have. It's cheap, but I'm not all that into this item. I don't see a reason to take this item, but if you have one, please drop a comment below.
Potion of Speed:
THE LAST ITEM!!! A 5 point potion, this thing gives the drinker +3 Initiative on the turn it's activated. This item I thought at first was a complete waste of time. However, negating High Elf characters and units getting their re-rolls is huge. Taking this on a Bretonnian Lord and/or Saurus Oldblood to get into combat with Elves, shrug off their attacks, and then smack back with such a high Strength against such a sub-par Toughness unit is huge. This is an item I very heavily recommend if there are a lot of Elves (and there probably is!), especially if you've got 5 points left over and have nothing better to spend it on.