M agical items Scroll of Restoration (15 AP, Rarity 0) This Magical Item can be used once per Game, at the start of the Bearer’s Activation. In such a case, turn over one Exhausted Vortex onto its non-exhausted side. It can thus be used again to invoke an Elemental. Since Athora’ awakening, magic has returned to Drakerys. The essence of magic can take several forms and one of the most powerful of all is impregnation. Many items have thus been impregnated with magic. These rare items are powerful and coveted. Pendant of Power (20 AP, Rarity 2) Whenever the Bearer casts a Spell, all “1” on their Spell Roll can be rerolled once. Gemstone of Absorption 1) Rules of attribution (15 AP, Rarity 0) This Magical Item can be used once per Game, just after an Enemy Wizard within 50 cm of the Bearer made a Spell Roll. In such a case, cancel 2 Successes from this Roll. During the Recruitment of your Army, you can choose to grant the Heroes in your Army with Magical Items. A single Hero can only be granted one Magical Item. They then become the Bearer of this Magical Item. Every Magical Item has a Cost in Army Points and a Rarity Value counting in the Strategic Value of your Army. A single Magical Item can only be present once in an Army. Potion of Strength (10 AP, Rarity 0) This Magical Item can be used once per Game, at the start +2 of the Bearer’s Unit Activation. The Bearer gains Strength bonus until the end of the Round. Rune of Primal Spell 2) List of the Magical Items Boots of Speed (5 AP, Rarity 2) The Bearer is granted a Ring of Blades Control (25 AP, Rarity 1) Every time the Bearer is the target of an Attack, the owner of the Enemy Unit rerolls once every Success on their Attack Roll. Magical Shield (15 AP, Rarity 0) The Bearer is granted a Purple Acanthus Berries +1 Resistance Bonus. Conch of Domination (5 AP, Rarity 0) This Magical Item can be used once per Game, at the start of the Bearer’s Unit Activation, if the Bearer is Free. In such a case, the Unit heals all its Wounds, which are removed. (15 AP, Rarity 2) The Bearer is granted the Skill Charisma. Magical Sword (30 AP, Rarity 1) The Bearer is granted a Banner of Bravery Mask of Terror (5 AP, Rarity 0) The Combined Charge Actions made by the Bearer’s Unit cost 3 TS instead of 5 TS. Drakerys +5 cm Bonus when Marching. (20 AP, Rarity 1) When assigning this Magical Item, select one Spell with a cost of either 1 Water Mana, 1 Earth Mana, 1 Fire Mana or 1 Air Mana. This Spell shall then be contained within the Magical Item. When the Bearer Activates, once per game, they can make a Special Action that costs 1 TS. The Spell is then automatically cast with the Level corresponding to 1 Success. Besides, the Bearer is then considered as a Wizard casting the Spell for all the effects thereto. Talisman of Camouflage (10 AP, Rarity 1) Whenever the Bearer’s Unit is the Target of a Shot, the Enemy Unit suffers a -1 Shooting Penalty. Tiara of the Arcane +2 Power Bonus. (5 AP, Rarity 1) When choosing the Bearer’s Spells, you may choose one extra Spell. (10 AP, Rarity 1) The Bearer is granted the Skill Dreadful. I Magical items Drakerys II Magical items
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