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===Heirlooms of Athel Loren=== *'''The Spirit Sword:''' 50 points for ignoring armour saves (as if Wood Elves didn't punch through it enough already), and if you cause an unsaved wound on a living single model unit (ie. character/champion/monster), you and your foe both take a leadership test. For each point you beat your opponent by, it causes a wound. If you lose the test nothing happens. I guess it is neat and will kill monsters like hell, but this weapon is overpriced and relies on you hitting/wounding your target. Rely on the rulebook's magic items instead. *'''Daith's Reaper:''' This weapon would be amazing for almost any race but Wood Elves. For 50pts you can re-roll to hit and to wound and force your opponent to re-roll successful armour saves. With the loss of ASF everywhere, this sword goes from useless on your heroes to just being overpriced since Wards still nerf it. *'''The Bow of Loren:''' For 20 points, you get a S4 Asrai Longbow that fires a number of shots equal to your character's attacks. You can use it on the Waystalker to get 2 armour ignoring, sniping shots, slap The Savage Beast of Horros on him to get 5 of them or give it to the Glade Lord to fire 5 BS7 shots. Note that these are Multiple Shots (so -1 to hit and can't stack with Waystalker multiple shots and won't get any bonus from extra hand weapon). The one drawback of this weapon is that it won't use any of the special arrows, which is a letdown. The best that can be said about this bow is that it is properly priced. *'''Helm of the Hunt:''' For 40 points, you can grab a 6+ save, Devastating Charge, Frenzy, and Forest Spirit. This might allow you to join the wearer with legit Wild Riders or with treepeople, but that's all you get. **Alternate Opinion: For 40pts, you get an awful lot with plenty of Magical Items allowance left over when given to a Glade Lord. The +2 attacks on the charge stack with magical weapons so combine with Daith's Reaper for the maximum lulz as you scythe through infantry. *'''The Rhymer's Harp:''' Grants a 5++ Ward and Strider to the bearer, the mount, and any unit they join. That sounds neat, but...60 points? Fucking really? *'''Calaingor's Stave:''' 15pts. With Tree Singing now in its own lore, what does this thing do? Well, it lets you re-roll the distance your forest moves or the damage it inflicts when using Tree Singing. All right, that might make the spell useful, especially now at 15 points. *'''Moonstone of the Hidden Ways:''' This item's potential power is immense, while it's actual usefulness is varied. For 35 points you can teleport your unit at the end of a movement phase, from one forest to another. The only restriction on what can be teleported is whether it can fit wholly inside the forest. The "forest walking" unit can't be placed in another forest that is too small and counts as having marched. While interesting, this item makes you a sitting duck for 1 turn and either rely on the luck of the terrain deployment table or how quickly you can get Madrigal of Meeting to cast. Leave it to the Tree Revenants. *'''Hail of Doom Arrow:''' 35pts. Glade Lord or Glade Captain with Asrai longbow only. One uses S4 Multiple Shots (3D6). Waystalkers can now take it but can't with his snipe. It still sends a fucking frenzy of arrows, but now without armour piercing. Say goodbye to hordes. *'''The Banner of the Eternal Queen:''' 55pts. This banner provides Magic Resistance 3 and for 1 turn the ability to be unbreakable. At almost half the cost it was in 8th Ed it has become a lot more viable due to the survivability it can bring against Magic heavy armies. Its good to see this item being done justice while the Banner of the World Dragon got hit by the nerf bat into next week. *'''The Banner of the Hunter King:''' 30 pts. Got changed to add 1d6" to your charge range instead of vanguard and re-roll one first failed charge. More useful now than the previous iteration as any unit benefits from adding, on average, +3.5" to thier threat range.
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