Treasure

Each hero starts the quest with a set of Leather Armor and one weapon. But as they explore the dungeon and level up, they'll find increasingly better equipment.

In story mode, you cannot use equipment of a level higher than the current quest's level. Artifacts count as Level 4 equipment.

All equipment is found in the core game with the exception of:

* \*Found in Zombicide: Green Horde Crossover
* \*\*Promotional Card
* Each class's artifact is included in the box that introduces the class

## **Starting Equipment**

### **Melee**

* Axe
	+ Two-Handed
	+ 1 Red Die
* Long Sword
	+ One-Handed
	+ 1 Yellow Die
* Mace
	+ One-Handed
	+ **Attack:** Defender -1 (Shield)
	+ 1 Yellow Die
* Spear
	+ One-Handed
	+ Can be used to perform Melee Actions at Range 0-1
	+ 1 Yellow Die

### **Ranged**

* Short Bow
	+ Two-Handed
	+ 2 Yellow Dice

### **Magic**

* Staff
	+ One-Handed
	+ **Attack (Bam):** +1 (Sword)
	+ 1 Yellow Die

### **Armor**

* Leather Armor
	+ Body
	+ 1 Blue Die

### **Other**

* Magog\*
	+ Familiar
	+ 1 Yellow Die, Melee
	+ Movement Points: 4
	+ Health: 1
	+ **Carrier, Slippery**
	+ Handler in same Zone gets "**Defense:** +1 (Blue Dice)"

## **Level 1 Equipment**

### **Melee**

* Battle Axe
	+ One-Handed
	+ **Attack (Bam):** Defender gets "**Attack:** -1 (Yellow Dice) for this Counter-Attack
	+ 1 Yellow Die
* Dagger
	+ One-Handed
	+ **[Shadow Mode] Attack:** Blank results get +1 (Sword)
	+ 1 Yellow Die
* Dagger of Sure Strike
	+ One-Handed
	+ **Attack:** May Re-roll blank results one additional time
	+ 1 Yellow Die
* Fire Sword
	+ One-Handed
	+ 1 Red Die
* Great Sword
	+ Two-Handed
	+ **Attack (Bam):** +1 (Sword)
	+ 1 Red Die
* Mace
	+ One-Handed
	+ **Attack:** Defender -1 (Shield)
	+ 1 Yellow Die
* Short Sword
	+ One-Handed
	+ 1 Yellow Die

### **Ranged**

* Composite Bow
	+ Two-Handed
	+ **Attack (Bam):** May Re-roll 1 Defense die one additional time
	+ 2 Yellow Dice
* Javelin
	+ Two-Handed
	+ Can be used to resolve Ranged Attacks at Range 0
	+ 1 Red Die
* Javelin of Sure Strike
	+ Two-Handed
	+ **Attack:** May Re-roll blank results one additional time
	+ 2 Yellow Dice
* Plague Javelin
	+ Two-Handed
	+ **Attack (Bam):** +1 Wound
	+ 2 Yellow Dice
* Skirmish Bow
	+ Two-Handed
	+ **Attack (Bam):** +1 (Yellow Dice)
	+ 2 Yellow Dice

### **Magic**

* Orb of Courage
	+ Two-Handed
	+ **"Attack:** +1 (Sword)" to the Hero and all Allies in the same and adjacent Zones
	+ 2 Yellow Dice
* Scepter
	+ One-Handed
	+ 1 Yellow Die
* Scepter of Fear
	+ Two-Handed
	+ **Attack (Bam):** Stun the Enemy
	+ 2 Yellow Dice
* Scepter of Hate
	+ One-Handed
	+ **Attack (Bam):** +1 Wound
	+ 1 Yellow Die
* Wand of Healing
	+ One-Handed
	+ **Attack (Bam):** The Hero or one Ally in Line of Sight may heal 1
	+ 1 Yellow Die

### **Armor**

* Armor of Life
	+ Body
	+ **Defense (Bam):** The Hero may heal 1
	+ 1 Blue Die
* Chainmail Armor
	+ Body
	+ **Defense (Bam):** +1 (Shield)
	+ 1 Blue Die
* Dwarven Shield
	+ One-Handed
	+ Any equipped (Two-Handed) Weapon is instead considered as (One-Handed), and thus can be paired.
	+ 1 Blue Die
* Plate Armor
	+ Body
	+ **Defense:** +1 (Shield)
	+ 1 Blue Die
* Spiked Shield
	+ One-Handed
	+ **Melee Defense (Bam):** Inflict 1 Wound to the attacker
	+ 1 Blue Die

### **Other**

* Charm of Protection
	+ Item
	+ **Defense:** May Re-roll one of the Attack Dice one additional time
* Gnomish Gold Sack
	+ Item
	+ This card counts as 2 Equipment cards when used as part of a Transmute Action
	+ After drawing this card, the Hero immediately gains 3 Experience Points
* Guillotine Potion
	+ Consumable
	+ Discard this card during the Hero's Activation: +1 Action to be used immediately
* Lesser Healing Potion
	+ Consumable
	+ Discard this card during the Hero's Activation: Heal up to 2 to the Hero, or one Ally in the same Zone
* Mage's Charm
	+ Item
	+ Once per Activation, roll 1 (Yellow Dice) and deal Wounds equal to the number of (Sword) to one Enemy in Line of Sight at Range 0-2
* Vanadis\*
	+ Familiar
	+ 1 Yellow Die, Magic
	+ 2 Blue Dice
	+ Movement Points: 4
	+ Health: 1
	+ **Carrier, Slippery**
	+ Handler in same Zone gets "**Attack or Defense:** +1 (Bam)"
* Wooden Ring
	+ Item
	+ **Defense:** +1 (Bam)

## **Level 2 Equipment**

### **Melee**

* Axe of Renewal
	+ Two-Handed
	+ **Attack (Bam):** The Hero may heal 1
	+ **Attack (Diamond):** The Hero may heal 2
	+ 1 Yellow Die, 1 Red Die
* Great Sword
	+ Two-Handed
	+ **Attack (Bam):** +1 (Sword) (Repeat 2)
	+ 1 Yellow Die, 1 Red Die
* Hammer
	+ One-Handed
	+ 2 Yellow Dice
* Ice Sword
	+ One-Handed
	+ **Attack (Bam):** Stun the Enemy
	+ 1 Red Die
* King's Mace
	+ One-Handed
	+ The Hero gets "**Attack:** +1 (Yellow Dice)" per *other* Equipped card of the King's set: King's Armor, King's Crown
	+ 1 Yellow Die
* Long Sword
	+ One-Handed
	+ 1 Red Die, 1 Blue Die
* Short Sword
	+ One-Handed
	+ 1 Red Die
* Spear of Impalement
	+ One-Handed
	+ Can be used to resolve Melee Attacks at Range 0-1
	+ 1 Red Die
* Sword of Might
	+ One-Handed
	+ Any (Two-Handed) Equipment is instead considered as (One-Handed), and thus can be paired
	+ 1 Yellow Die
* War Mace
	+ Two-Handed
	+ If the attack does not Wound the Enemy, you may Re-roll all the dice one additional time
	+ 1 Yellow Die, 1 Red Die

### **Ranged**

* Composite Bow
	+ Two-Handed
	+ **Attack (Bam):** May Re-roll 1 Defense die one additional time
	+ 1 Yellow Die, 1 Red Die
* Fire Bow
	+ Two-Handed
	+ **Attack (Bam):** +1 (Sword)
	+ **Attack (Diamond):** +2 (Sword)
	+ 1 Yellow Die, 1 Red Die
* Javelin
	+ Two-Handed
	+ Can be used to resolve Ranged Attacks at Range 0
	+ 1 Yellow Die, 1 Red Die
* Javelin of Sure Strike
	+ Two-Handed
	+ **Attack:** May Re-roll blank results one additional time
	+ 1 Yellow Die, 1 Red Die
* Meteor Javelin
	+ Two-Handed
	+ **Attack (Bam):** Defender -1 (Blue Dice)
	+ **Attack (Diamond):** Defender -1 Defense die
	+ 1 Yellow Die, 1 Red Die

### **Magic**

* Battle Staff
	+ Two-Handed
	+ **Attack (Bam):** +1 Wound
	+ **Attack (Bam):** The Hero may heal 1
	+ 1 Yellow Die, 1 Red Die
* Scepter
	+ One-Handed
	+ 1 Red Die
* Shadow Orb
	+ Two-Handed
	+ **[Shadow Mode] Attack:** Defender -1 (Shield)
	+ **[Shadow Mode] Attack (Bam):** One Hero in Shadow Mode may heal 1
	+ 1 Yellow Die, 1 Red Die
* Wand of Healing
	+ One-Handed
	+ **Attack (Bam):** The Hero or one Ally in Line of Sight may heal 1
	+ **Attack (Diamond):** The Hero or one Ally in Line of Sight may heal 2
	+ 1 Red Die
* Wand of Stupor
	+ One-Handed
	+ **Attack (Bam):** Stun the Enemy
	+ 1 Red Die

### **Armor**

* Chainmail Armor
	+ Body
	+ **Defense (Bam):** +1 (Shield)
	+ 2 Blue Dice
* Cloak of Shadows
	+ Body
	+ The Hero is always considered in Shadow Mode
	+ 1 Blue Die
* Elven Shield
	+ One-Handed
	+ "**Defense:** +1 (Shield)" to Allies in the same Zone.
	+ 2 Blue Dice
* King's Armor
	+ Body
	+ The Hero gets "**Defense:** +1 (Blue Dice)" per *other* equipped card of the King's set: King's Crown, King's Mace
	+ 1 Green Die
* Kite Shield
	+ One-Handed
	+ 2 Blue Dice
* Plate Armor
	+ Body
	+ **Defense:** +1 (Shield)
	+ 2 Blue Dice

### **Other**

* Commander's Horn\*\*
	+ Item
	+ Once per Activation you may Move to your Zone one Hero in Range 1-2.
* Guillotine Potion
	+ Consumable
	+ Discard this card during the Hero's Activation: +1 Action to be used immediately
* King's Crown
	+ Item
	+ **Attack (Bam):** "Defender -1 (Shield)" per equipped card of the King's set: King's Crown, King's Mace, King's Armor
* Lesser Healing Potion
	+ Consumable
	+ Discard this card during the Hero's Activation: Heal up to 2 to the Hero, or one Ally in the same Zone
* Ring of Shadow
	+ Item
	+ The Hero is considered in Shadow Mode for the first Attack each Activation
* Vatan\*
	+ Familiar
	+ 1 Yellow Die, 1 Red Die, Melee
	+ 2 Blue Dice
	+ Movement Points: 3
	+ Health: 2
	+ **Slippery**
	+ Enemies in the same Zone get "**Defense:** -1 (Shield)"

## **Level 3 Equipment**

### **Melee**

* Battle Axe
	+ One-Handed
	+ **Attack (Bam):** Defender gets "**Attack:** -1 Attack die" for this Counter-Attack
	+ 1 Yellow Die, 1 Red Die
* Dagger of Sure Strike
	+ One-Handed
	+ **Attack:** May Re-roll blank results one additional time
	+ 2 Yellow Dice
* Great Sword
	+ Two-Handed
	+ **Attack (Bam):** +1 (Sword) (Repeat 2)
	+ 3 Yellow Dice
* Ice Axe
	+ Two-Handed
	+ **Attack (Bam):** Stun the Enemy
	+ 2 Red Dice
* Ice Sword
	+ One-Handed
	+ **Attack (Bam):** Stun the Enemy
	+ 1 Red Die
* Ice Mace
	+ One-Handed
	+ **Attack (Bam):** Stun the Enemy
	+ 2 Yellow Dice
* Light Mace
	+ One-Handed
	+ If the attack does not Wound the Enemy, you may Re-roll all the dice one additional time
	+ 1 Yellow Die, 1 Red Die
* Long Sword
	+ One-Handed
	+ 1 Yellow Die, 1 Red Die, 1 Blue Die
* Plague Sword
	+ One-Handed
	+ **Attack (Bam):** +1 Wound
	+ 2 Yellow Dice
* Spear of Impalement
	+ One-Handed
	+ Can be used to resolve Melee Attacks at Range 0-1
	+ **Attack (Bam):** +1 Attack die
	+ 2 Yellow Dice

### **Ranged**

* Composite Bow
	+ Two-Handed
	+ **Attack (Bam):** May Re-roll 1 Defense die one additional time
	+ 3 Yellow Dice
* Fire Bow
	+ Two-Handed
	+ **Attack (Bam):** +1 (Sword)
	+ **Attack (Diamond):** +2 (Sword)
	+ 2 Red Dice
* Javelin
	+ Two-Handed
	+ Can be used to resolve Ranged Attacks at Range 0
	+ 2 Red Dice
* Plague Javelin
	+ Two-Handed
	+ **Attack (Bam):** +1 Wound
	+ **Attack (Diamond):** +2 Wounds
	+ 2 Red Dice

### **Magic**

* Meteor Scepter
	+ Two-Handed
	+ **Attack (Bam):** Defender -1 (Blue Dice)
	+ **Attack (Bam):** Defender -1 Defense die
	+ 2 Red Dice
* Orb of Darklight
	+ Two-Handed
	+ The Hero gets "**Attack:** +1 (Sword)" for each Shadow Zone between the Attacker and the Defender, including their own Zones
	+ 3 Yellow Dice
* Scepter
	+ One-Handed
	+ 1 Yellow Die, 1 Red Die
* Staff of Defense
	+ Two-Handed
	+ **Defense (Bam):** +1 (Shield)
	+ **Defense (Diamond):** +2 Shield
	+ 2 Red Dice, 1 Green Die
* Wand of Healing
	+ One-Handed
	+ **Attack (Bam):** The Hero or one Ally in Line of Sight may heal 1
	+ **Attack (Diamond):** The Hero or one Ally in Line of Sight may heal 2
	+ 1 Yellow Die, 1 Red Die

### **Armor**

* Chainmail Armor
	+ Body
	+ **Defense (Bam):** +1 (Shield) (Repeat 2)
	+ 1 Blue Die, 1 Green Die
* Cold Iron Armor
	+ Body
	+ **Defense (Bam):** Cancel an Attack (Bam)
	+ **Defense (Diamond):** Cancel an Attack (Diamond)
	+ 2 Green Dice
* Dwarven Shield
	+ One-Handed
	+ Any (Two-Handed) weapon is instead considered as (One-Handed), and thus can be paired
	+ 1 Green Die
* Kite Shield
	+ One-Handed
	+ 1 Green Die
* Plate Armor
	+ Body
	+ **Defense:** +1 (Shield)
	+ 1 Blue Die, 1 Green Die

### **Other**

* Gloves of Fast Hands
	+ Item
	+ +1 Reorganize/Trade Action
* Gog\*
	+ Familiar
	+ 2 Yellow Dice, 1 Red Die, Melee, 1 Blue Die, 1 Green Die
	+ Movement Points: 4
	+ Health: 1
	+ **Carrier, Slippery**
	+ Handler in same Zone gets "**Defense:** +1 (Blue Dice)"

* Healing Potion
	+ Consumable
	+ Discard this card during the Hero's Activation: Fully Heal the Hero, or one Ally in the same Zone
* Ring of Power
	+ Item
	+ **Attack (Diamond):** +2 (Bam)

## **Level 4 Equipment**

### **Melee**

* Battle Axe
	+ One-Handed
	+ **Attack (Bam):** Defender gets "**Attack:** -1 Attack die" for this Counter-Attack
	+ 1 Yellow Die, 1 Red Die
* Dagger of Sure Strike
	+ One-Handed
	+ **Attack:** May Re-roll blank results one additional time
	+ 1 Yellow Die, 1 Red Die
* Fire Sword
	+ One-Handed
	+ **Attack (Bam):** +1 (Sword)
	+ **Attack (Diamond):** +2 (Sword)
	+ 2 Red Dice
* Great Axe
	+ Two-Handed
	+ **Attack (Bam):** Defender gets "**Attack:** -1 Attack die" for this Counter-Attack
	+ **Attack (Diamond):** Defender gets "**Attack:** -2 Attack dice" for this Counter-Attack
	+ 3 Red Dice
* Hammer
	+ Two-Handed
	+ **Attack (2 Bams):** Defender -4 (Shield)
	+ 3 Yellow Dice, 1 Red Die
* Ice Sword
	+ One-Handed
	+ **Attack (Bam):** Stun the Enemy
	+ 2 Red Dice
* Long Sword
	+ One-Handed
	+ 1 Yellow Die, 1 Red Die, 1 Green Die
* Meteor Hammer
	+ Two-Handed
	+ **Attack (Bam):** Defender -1 (Blue Dice)
	+ **Attack (Diamond):** Defender -1 Defense die
	+ 2 Yellow Dice, 1 Red Die
* Short Sword
	+ One-Handed
	+ 1 Yellow Die, 1 Red Die, 1 Blue Die

### **Ranged**

* Composite Bow
	+ Two-Handed
	+ **Attack (Bam):** May Re-roll 1 Defense die one additional time
	+ 2 Yellow Dice, 1 Red Die
* Javelin
	+ Two-Handed
	+ Can be used to resolve Ranged Attacks at Range 0
	+ 3 Yellow Dice, 1 Red Die
* Piercing Javelin
	+ Two-Handed
	+ If the Attack Wounds, deal the same amount of Wounds to all Enemies in Line of Sight behind the target.
	+ 3 Red Dice

### **Magic**

* Orb of Courage
	+ Two-Handed
	+ **"Attack:** +2 (Sword)" to the Hero and all Allies in the same and adjacent Zones.
	+ 1 Yellow Die, 1 Red Die
* Scepter
	+ One-Handed
	+ 1 Yellow Die, 1 Red Die
* Scepter of Fear
	+ Two-Handed
	+ **Defense (Bam):** Stun the Enemy
	+ 3 Yellow Dice, 1 Red Die
* Wand of Stupor
	+ One-Handed
	+ **Attack (Bam):** Stun the Enemy
	+ 2 Red Dice
* Warrior-Mage's Staff
	+ One-Handed
	+ The Hero's Magic Actions have a 0-1 Range as long as this weapon is equipped
	+ 1 Yellow Die, 1 Red Die

### **Armor**

* Kite Shield
	+ One-Handed
	+ 3 Blue Dice
* Knight's Armor
	+ Body
	+ The Hero gets "**Defense:** +1 (Shield)" per equipped card of the Knight's set: Knight's Helmet, Knight's Shield, Knight's Armor.
	+ 2 Blue Dice, 1 Green Die
* Knight's Shield
	+ One-Handed
	+ **Melee Defense (Bam):** Inflict 1 Wound to the attacker per equipped card of the Knight's set: Knight's Helmet, Knight's Shield, Knight's Armor
	+ 1 Blue Die, 1 Green Die
* Kite Shield
	+ One-Handed
	+ 1 Green Dice
* Plate Armor
	+ Body
	+ **Defense:** +1 (Shield)
	+ 2 Blue Dice, 1 Green Die
* Shadow Armor
	+ Body
	+ **[Shadow Mode] Defense:** +1 (Green Dice)
	+ 3 Blue Dice

### **Other**

* Healing Potion
	+ Consumable
	+ Discard this card during the Hero's Activation: Fully Heal the Hero, or one Ally in the same Zone
* Knight's Helmet
	+ Item
	+ The Hero gets "**Attack:** +1 Attack die" per equipped card of the Knight's set: Knight's Helmet, Knight's Shield, Knight's Armor
* Ring of Braveness
	+ Item
	+ The Hero may use their Signature for 0 Experience and one additional time per Activation

* Seth\*
	+ Familiar
	+ 3 Yellow Dice, 1 Red Die, Magic, 2 Blue Die, 1 Green Die
	+ Movement Points: 4
	+ Health: 1
	+ **Carrier, Slippery**
	+ Allies in the same Zone get "**Attack or Defense:** +1 (Bam)"

## **Level 5 Equipment**

### **Melee**

* Fire Sword
	+ One-Handed
	+ **Attack (Bam):** +1 (Sword) (Repeat 2)
	+ **Attack (Diamond):** +2 (Sword) (Repeat 2)
	+ 2 Red Dice
* Great Sword
	+ Two-Handed
	+ **Attack (Bam):** +1 (Sword) (Repeat 3)
	+ 2 Yellow Dice, 2 Red Dice, 2 Blue Dice
* Headhunter
	+ Two-Handed
	+ The Hero can immediately resolve an additional Activation if he killed a Guardian with this Weapon during their regular Activation
	+ 2 Yellow Dice, 2 Red Dice
* Long Sword
	+ One-Handed
	+ 3 Yellow Dice, 1 Green Die
* Magma Sword
	+ One-Handed
	+ **Attack (Diamond):** +3 (Sword)
	+ 2 Red Dice
* Short Sword
	+ One-Handed
	+ 2 Yellow Dice, 1 Red Die, 1 Blue Die
* Vampire Axe
	+ **Attack (Bam):** +1 Wound OR the Hero may Heal 1 (Repeat 3)
	+ **Attack (Diamond):** +1 Wound AND the Hero may Heal 1
	+ 2 Red Dice

### **Ranged**

* Composite Bow
	+ Two-Handed
	+ **Attack (Bam):** May Re-roll 1 Defense die one additional time (Repeat 2)
	+ 1 Yellow Die, 3 Red Dice
* Ice Bow
	+ Two-Handed
	+ **Attack (Bam):** Stun the Enemy
	+ 2 Yellow Dice, 2 Red Dice
* Javelin
	+ Two-Handed
	+ Can be used to resolve Ranged Attacks at Range 0
	+ 3 Yellow Dice, 2 Red Dice
* Javelin of Fury
	+ Two-Handed
	+ Before any Attack against the Hero, roll 1 (Red Dice) and deal Wounds equal the number of (Sword) to the attacker
	+ 2 Yellow Dice, 2 Red Dice
* Meteor Javelin
	+ Two-Handed
	+ **Attack (Bam):** Defender -1 (Blue Dice)
	+ **Attack (Diamond):** Defender -1 Defense die
	+ 2 Yellow Dice, 2 Red Dice

### **Magic**

* Orb of Teleport
	+ Two-Handed
	+ **Attack (Two Diamonds):** Place the Enemy on the Level token of an adjacent tile
	+ 1 Yellow Die, 3 Red Dice
* Scepter
	+ One-Handed
	+ 2 Yellow Dice, 1 Red Die
* Scepter of Hate
	+ One-Handed
	+ **Attack (Bam):** +1 Wound (Repeat 3)
	+ **Defense (Diamond):** +2 (Shield)
	+ 2 Red Dice
* Staff of Final Blow
	+ Two-Handed
	+ **Attack (2 Bams) OR (Diamond):** Instantly kill 2 targeted Minions
	+ 2 Yellow Dice, 2 Red Dice
* Wand of Healing
	+ One-Handed
	+ **Attack (Bam):** The Hero or one Ally in Line of Sight may heal 1 (Repeat 3)
	+ **Attack (Diamond):** The Hero or one Ally in Line of Sight may heal 2
	+ 2 Red Dice

### **Armor**

* Chainmail Armor
	+ Body
	+ **Defense (Bam):** +1 (Shield) (Repeat 3)
	+ **Defense (Diamond):** +2 (Shield)
	+ 3 Blue Dice, 1 Green Die
* Plate Armor
	+ Body
	+ **Defense:** +2 (Shield)
	+ 1 Blue Die, 2 Green Dice
* Round Shield
	+ One-Handed
	+ 1 Blue Die, 2 Green Dice
* Troll Skin Armor
	+ Body
	+ **Defense (2 Bams) OR (Diamond):** If the Hero would die, stay alive with 1 Health
	+ 1 Blue Die, 3 Green Dice

### **Other**

* Healing Potion
	+ Consumable
	+ Discard this card during the Hero's Activation: Fully Heal the Hero, or one Ally in the same Zone
* Nucifer\*
	+ Familiar
	+ 2 Yellow Dice, 2 Red Dice, Melee, 1 Blue Die, 2 Green Dice
	+ Movement Points: 3
	+ Health: 2
	+ **Slippery**
	+ Enemies in the same Zone get "**Defense:** -2 (Shield)"
* Quicksilver Boots
	+ Item
	+ **+1 Movement Action**
	+ +1 Movement Point per Movement Action
* Ring of Power
	+ Item
	+ **Attack:** +1 (Diamond) OR +2 (Bam)
	+ **Defense:** +1 (Diamond) OR +2 (Bam)
* Troll Ring
	+ Once per Activation, may spend one Action to heal 3 to the Hero or one Ally in Line of Sight

## **Artifacts**

* Assassin's Cloak
	+ All Zones in the Hero's Line of Sight are considered Shadow Zones
	+ **+1 Combat Action** with "**Attack:** +1 (Bam)"
* Barbarian's Helmet
	+ The Hero takes half damage from Melee Attacks (rounded up)
	+ **+1 Melee Action**
* Berserker's Gauntlets
	+ **Defense:** +2 (Shield)
	+ **+1 Melee Action** with "**Melee:** +3 (Sword)
* Bonecrusher's Pauldron
	+ **+1 Melee Action** with "**Attack (Bam):** Stun the Enemy"
	+ Once per Activation, deal 5 Wounds to a Stunned Enemy in the Hero's Zone
* Mage's Power Amulet
	+ The Hero and all Allies in the same Zone can't be targeted by Magic Attacks
	+ **+1 Magic Action**
* Nightrunner's Mask
	+ When the Hero enters an Enemy's Zone, inflict 3 Wounds to each Enemy there
	+ **+1 Action**
* Noble's Standard
	+ "**Attack:** +1 (Sword)" and "**Defense:** +1 (Shield)" to Hero and all Allies in Line of Sight.
	+ +1 Action to use **Command** an additional time per Activation

* Paladin's Crown
	+ When the Hero or an Ally in Line of Sight heals, heal double the amount instead.
	+ **+1 Action**
* Priest's Reliquary
	+ The first time the Hero would be wounded on each of his Turns, prevent all Wounds
	+ **+1 Action**
* Ranger's Gauntlets
	+ **Attack:** Cancel all Defense Enchantments
	+ **+1 Ranged Action**
* Sorcerer's Ring
	+ If any of the Hero's Skills or Attacks Wound an Enemy, inflict 1 extra Wound
	+ **+1 Magic Action** with "**Magic:** +1 (Diamond)"