Magic items
Magic armour
Magic armour adds to the wearer's strength, which is also their wound limit. Each find is +1 (3 faces in 6), +2 (2 in 6) or roll twice and add, which is 1.75 on average. It can be removed, given away or sold, but not during combat, negotiation or a bribery attempt. A few extra points matter most on fragile casters.
Armour +1
Found in 1 of every 12 magic items.
The commonest armour: one more point of strength, so one more wound before death. Put it on the character who takes the most hits, or on a caster whose spell costs eat into their strength.
- Adds +1 to the wearer's strength (rule 14.4).
Armour +2
Found in 1 of every 18 magic items.
Two extra points of strength. On a caster with strength 5 that is 40% more strength to spend on casting, so it is worth giving to your most fragile spellcaster.
- Adds +2 to the wearer's strength (rule 14.4).
Armour: roll twice
Found in 1 of every 36 magic items.
Roll the armour table again twice and add the two results, and a further roll twice means more rolls. The total is usually +2 to +4, and occasionally more.
- Roll twice more and add the results, and a further roll twice means still more rolls (rule 14.4).
Rules for this kind: 14.0 Treasure· Magic items table (14.9)