Magical items or artifacts can be gained by the player over the course of a campaign. When equipped to characters, they provide various bonuses and special abilities. Items should not be confused with Followers, Banners, Runes, Marks of Chaos and Mounts.

List of items

Please see the following pages for item lists:

Rarity

Items are divided into categories according to how likely they are to appear:

Most items are generic and can be gained by any race, while some items are race-specific and will only appear as quest rewards for that race. For instance the Dawnstone is a generic item, while the Armour of Meteoric Iron is specific to The Empire.

Items can be granted as quest rewards, or even looted and stolen from other factions after a victorious battle. The same applies in reverse: the player can lose items if the Lord it was equipped to dies in battle. The exception is Legendary items which cannot be lost in battle. The player can gain multiple of the same item, except for Unique and Legendary items (see below).

Items owned by the player go into a list and can be equipped to or unequipped from characters at will. In the Campaign, there is generally a 1 turn waiting period before an item will be transferred from one character to another. Generally any character can use any kind of item, with three exceptions:

  • Some unique items can only be equipped by the appropriate Legendary Lord (see below).
  • Arcane type items can usually only be equipped by a spellcasting character.

Unique Items

Unique items are one-of-a-kind, usually gained through special quests such as the Monstrous Arcanum.

Some unique items are tied to a specific Legendary Lord, and can only be equipped by that Lord. They are usually gained through a quest, often culminating in a special set-piece battle.

Crafted Items

In Total War: Warhammer II, crafting items was introduced. Some crafted items have the Crafted rarity.

Types of Items

Arcane Items

  • Most improve spellcasting
  • The majority have an active item ability such as a bound spell
  • Some increase the Winds of Magic
  • Can only be used by spellcasting characters

Armours

  • Most improve armour and/or melee defence
  • Some grant a variety of resistances such as magical resistance, missile resistance, physical resistance and/or ward save
  • A few have an active item ability or passive item ability

Enchanted items

  • Several provide health regeneration
  • Most have an active item ability or passive item ability

Talismans

  • Most grant some sort of fire resistance, magical resistance, physical resistance and/or ward save
  • A few have an active weapon ability or passive weapon ability

Weapons

  • Most increase melee attack, melee defence, melee damage and/or weapon strength
  • Some increase a sub-type of damage, such as base weapon damage, armour-piercing damage and/or explosive damage
  • A few have a contact effect
  • A few have an active weapon ability or passive weapon ability
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