Re: The 8e Lizardmen Handbook
Lizardmen Items and Upgrades
Slann Disciplines:
Reservoir of Eldritch Energy: Most of the time, a power die is worth more than a dispel die for us. Sometimes it’s not a good idea to give up dispel dice though, and it is really painful the few times your saved power die is lost. You get more mileage out of this with Wandering Deliberations or Focus of Mystery Slann than with BRB lores.
Soul of Stone: Losing a Slann to a miscast is bad, and this mitigates nasty miscasts…to an extant. Sometimes a one point slide won't help you, sometimes a one point slide will hurt you, but on the whole this has a
statistically significant boost to you that is worth the points.
Becalming Cognition: For the price of a dispel scroll you can reroll a failed dispel rolls every round. This is very useful. On a must stop spell you have two chances to roll double 6s. Otherwise it lets you safely gamble by making dispelling attempts with a modest amount of dice. On average, I’d say a Slann with BC gets one more spell dispelled every other turn than one that does not. That’s worth the cost of a Dispel Scroll, right?
Wandering Deliberations: Eight signature spells create a versatile package. You can get a lot of spells cast each round. Enemy chaff is toast and most armies have monsters to cast Spirit Leech and anvils to cast Searing Doom at. Note a WD Slann well hog most of your power dice. If you take a WD Slann, you should probably not take a Solar Engine or a level two Skink priest. I certainly would advise against a second Slann (not enough PD) or Engine of the Gods (relatively little to boost). For maximum mileage you want multiple arcane vassals and as many things that produce extra power dice as you can squeeze in.
Harmonic Convergence: Nearly all players seem to favor this with the Channeling Staff and with good reason. On average it’s one extra dice EVERY magic phase. There is no Slann build that can’t use this dice. The only reason this isn’t purple is it ties your Slann’s hands from taking other Arcane items.
Slann without the Channeling Staff don’t get as much from this, but it’s not useless.
Unfathomable Presence: For the same price you can buy the Obsidian Amulet and get MR 2 rather than the more temperamental MR D3, but this is not a terrible choice. You may want to give your Slann a different amulet for your Slann or you want to put the Obsidian Amulet in another unit.
The Harrowing Scrutiny: Lizardmen are not lacking Terror causing Monsters, so you do not give to this to a Slann. Another problem is that a Slann will almost never get the secondary Fear effect since it only affects units in base contact and a Slann should avoid being in base contact whenever possible.
Transcendent Healing: This can be used every round and costs no power dice, but it’s a bit overpriced for what it does. If your Slann has any access to Life magic (Life, High, WD) you can get healing more reliably without paying the points for this discipline. If you Slann has a Temple Guard bunker you probably won’t need to heal your Slann (and if your Slann is taking wounds because his bunker is almost dead, he is beyond Transcendent Healing). If your Slann has access to Shadow he should be able to avoid danger. If your Slann does not have a Temple Guard bunker and doesn’t have any Shadow, Life, or High Magic, then MAYBE consider taking this if you have the points. Especially if reasonably expect to be taking sporadic small numbers of wounds (such as an ethereal Slann acting like a tarpit).
Focus of Mystery:
Higher State of Consciousness: A useful ability for a Slann by himself (but by no means required for solo Slann), but it comes with some hefty drawbacks and limitations, so don’t take this discipline unless you have considered how your army build, lore choices, and deployment strategies address these issues.
The big limitation is that you can be hurt by magic or ethereal attacks. That’s not a big deal for spells since you can take a MR item if you a really paranoid, but usually dispel dice, healing magic, and a 4+ Ward save will help you enough there. The real problem is magical ranged attacks. Dwarfs, Chaos Dwarfs, Skaven, Wood Elves, Daemons all have magical shooting attacks (I'm probably missing an army there). Many magic ranged attacks are flaming so the Dragonbane Gem isn’t a bad idea. You can also mitigate magic shooting by hanging out a few inches away from an infantry block for a 4+ look out sir.
The BIGGEST danger is being charged and killed with Static Resolution. You need to have an army set up/lore choice that lets you easily keep your distance from the enemy or you need to take the Crown of Command. In fact with the Crown of Command you can deliberately charge things and have a very unorthodox tarpit unit.
Armybook magic items:
The Blade of Realities – There aren’t a lot of ways to avoid Ward Saves, but this eats up an Oldblood’s Entire magic item points allotment. An Oldblood with this item probably needs a lot of buff spells to make sure he can live long enough and hit hard enough to make this item worthwhile.
The Piranha Blade – D3 wounds is nice. It also comes with armor piercing which is just icing on the cake. A Saurus character with this is well suited to killing enemy characters or Monsters. Even better it stacks with the Sacred Stegadon Helm of Itza for d3 wound causing Impact Hits.
Sacred Stegadon Helm of Itza – Probably a bit too pricey to be worth it on a Scar Veteran, but it brings a lot of goodies to the table for an Old Blood. Toughness 6? Yes, please! The extra armor save point is always something Old Bloods are scrounging for as well, but the real bonus is the Impact Hits. The Rules As Written allow this to stack with the Piranha Blade for multiple wound bestowing Impact Hits. While we are waiting for a FAQ on this, it’s a safe assumption that since the two magic items are listed right next to each other that the combination was intended by the GW writers.
Skavenpelt Banner – The item is BSB only but there is much appeal in making a unit of Temple Guard Frenzied since the extra attacks benefit from Predatory Fighter and whatever buff or hex spells the Slann is throwing about. It is expensive though. I’d actually be LESS likely to take this versus Skaven since only the Temple Guard would get the Hatred and every single Skaven unit thrown at the Temple Guard would get Hatred against them.
Jaguar Standard – Spendy, but this will give your opponent a shock as your M4 Temple guards start going those 2-3 extra inches in a baited charge, or baits themselves to trick your opponent into a situation where he unknowingly goes into charge range. Tricky to use but could do great tricks.
Cube of Darkness - Hey look at that, we got another dispel scroll! Now the key will be keeping this item in mind while your opponent might be thinking of casting remains in play spells. A dirty trick against an unaware opponent would be to allow him to get his Remains in Play spells off early in his magic phase, then when he casts another spell pop the cube and take out both spells at once. The reason this isn’t
Purple is that this item can sometimes come back to bite you if
you are using Remains in Play spells.
Plaque of Dominion – An enemy wizard is unlikely to fail a Stupidity test. so your opponent is unlikely to bother dispelling this bound spell. The real use of this as Caneghem pointed out is that it makes the wizard’s unit temporarily Immune to Psychology and therefore unable to flee an enemy charge. Most brittle wizard bunkers usually stay out of charge arcs though making this item situational, but at least it’s not a one-use bound spell so you can plug away with this item round after round.
Cloak of Feathers – This is mainly to let a Skink Priest turn into a perfect Arcane Vassal for your Slann. Okay, a NEARLY perfect vassal since a lone flying Skink Priest is pretty vulnerable. To get the most mileage out of this you need a specific Slann build to use this, a Lord Kroak bomb or a Death Slann.
The Horn of Kygor – To make this one-use item work, you need a Monster Mash or Fast Attack style army and an excellent sense of timing.
The Egg of Quango – It might fluff on a roll of one but unlike many hand grenade type items, it does not require the wielder to be in base contact with the enemy nor does it require you to get the charge (so you don’t have to be precise to use it). The Egg can go to Skink Chiefs, Saurus characters, or Slann and work just fine. Few magic items have that much breadth of use for us.
BRB Magic Items:
Magic Weapons
Note, when buying weapons for Saurus characters, never forget a Halberd or Great Weapon is often just as competitive as many magic weapons and much cheaper.
Giant Blade - Oldblood only. It’s a nice weapon, but it’s debatable whether it’s truly worth 20 points more than Ogre Blade.
Sword of Bloodshed - Oldblood only. The only reason it’s not red is because it stacks with Predator Fighter. It’s generally not worth it unless you are planning on having your Oldblood wade into large numbers of relatively weak enemies as opposed to b-lining for enemy characters or monsters.
Obsidian Blade - Fluffwise, Lizardmen use obsidian in many of their normal blades so we don’t need this. Ignoring armor saves is not worth this many points for us because most of our characters are already hitting at least Strength 5. That’s already a nice armor save penalty.
Ogre Blade – Strength 7 is usually just the right amount. Ogre Blade is good for a Saurus character if you don’t want the forgone shield and Always Strikes Last that comes with great weapon.
Sword of Strife – Nearly as potent as the Sword of Bloodshed, but it doesn’t cut into your budget for defensive items overly much. Even with PF, it’s generally better to have your strength boosted though as opposed to having your attacks boosted.
Fencer’s Blades – A very versatile item. Saurus are stronger and tougher than most other races, but their Weapon Skill isn’t too impressive. This boosts it. It helps you hit more and be hit less, making this the good on offense and defense. Despite being a paired weapon, a character on a mount is still alowed to take it. It’s not just for Saurus, but it can also help get a wizard from being singled out in close combat or make a Skink Chief harder to kill. If this is paired with Glittering Scales Armor, some enemies will even require a 6 to hit your Oldblood.
Sword of Anti-Heroes – This is moderately handy against most armies. It’s a godsend against armies that really load up their front ranks with characters such as the Vampire Counts.
Spellthieving Sword – If your Saurus character or Skink Chief is directing attacks at an enemy wizard, you want to KILL the wizard, not merely dock his spells.
Sword of Swift Slaying – I’d normally rather have more hitting power, but this does counter a weakness in our Saurus characters. A Skink Chief or Saurus character with an Initiative boost with this spell will get re-rolls most of the time.
Sword of Battle – An Extra attack is always nice, and this won’t eat your points away too much.
Berserker Sword - Same as above, only you gain the small benefit of being Immune to Psychology, but you have to deal with the potential for unwanted charges. For the Immune to Psychology to matter, the character has to by themselves. Our lone characters are usually on Rippers or Cold Ones anyway which also provides Immune to Psychology.
Sword of Might – Halberd is cheaper but this way you can still use a shield. Also, this is handy for Skink Chiefs who cannot take halberds.
Gold Sigil Sword – Saurus characters suffer from low Initiative but for only ten points more, you can get Always Strikes First instead.
Sword of Striking – You hit more often and it’s fairly cheap. What’s not to like?
Biting Blade – A Strength boost is better but this weapon is cheap. Not bad as an afterthought for a Skink Chief, or if you are tossing out as many magic weapons as you can in order to counter ethereal enemies.
Shrieking Blade – Fear Causing soldiers? What a great idea! If only we had six different possible character mounts capable of causing Fear or Terror.
Relic Blade – Even with an ordinary hand weapon our Saurus characters should usually be wounding on 5 or better anyway against everyone who isn’t a K’daai Destroye or Frostheart Pheonix.
Tormentor Sword – Good when ANY magical weapon will do since it’s so cheap. The actual effect is pretty small and is liable to be forgotten in a game.
Warrior Bane – Like the Tormentor Sword, it’s good because it’s a cheap magic weapon. It’s also more likely to come into play. The power is actually useful when fighting defensively built monsters allowing even a mediocre fighter to effectively neuter them.
Magic Armors
Note that the ONLY way we can ever get Heavy Armor is with magical armors which increases the value of magical heavy armors. We get the benefit of +1 Armor Save and whatever magic effect is there. You can also get +1 Armor Save with the Enchanted Shield or one of the helmets. Since two handed weapons are fairly popular we need all the +1s we can get.
Armor of Destiny – For only five more points than the Talisman of Preservation, you get the awesome Ward Save AND the coveted heavy armor.
Trickster’s Helm – It’s a bit expensive, but Saurus are hard to wound for most things, so this helmet can come in handy. This will make a Saurus character nigh-invulnerable against most regular troops up to str 6.
Armor of Silvered Steel – Since our soldiers have Scaly Skin, we don’t need to spend this many points just to get a 2+ save.
Armor of Fortune – Like the Armor of Destiny this gives you heavy armor and a useful Ward Save. While a 5+ Save isn’t super impressive, but this frees up points for a Scar Veteran. Also most lists have two Saurus characters, so this lets you give magic heavy armor to a SECOND character.
Helm of Discord – For its cost, you really need a guaranteed matchup with a low leadership army to make this item worth it.
Glittering Scales – It’s relatively unimpressive on its own, but when worn on an Oldblood with the Fencer’s Blades, your character will be very difficult to take down. For those not willing to commit to Fencer’s Blades you can pair this with Hexes and Augment spells for the same affect.
Shield of Ptolos – I can see this having value to a Skink Chief on a flyer expecting lots of non-artillery based shooters but that’s it.
Spellshield – Not terrible, but I’d rather get my MR from the slightly cheaper Obsidian Trinket and not burn up my only Magic Armor slot on this.
Gambler’s Armor – This is the budget version of Armor of Destiny. For only five more points than the Talisman of Protection, you get the Ward Save AND the heavy armor.
Dragonhelm – An inexpensive way to get another point of armor save when you want to conserve points and are planning on equipping your character with a two-handed weapon. The bonus Ward Save versus fire is almost an afterthought.
Enchanted Shield – If you aren’t giving your characters two-handed weapons, this is the best armor for a general on a budget. +2 to Armor Saves for
less than the cost of giving an Old Blood a regular shield.
Charmed Shield – It may be one-use only for the power, but the shield itself stays, so the comment above about the Enchanted Shield being cheaper than an Oldblood’s regular shield applies. It’s good to give to a Carnosaur rider so the first cannonball won’t kill the Saurus rider. It’s also good to give to a solo Skink Chief on a Terradon or Ripper for the same reason (only it will keep his mount alive too).
Magic Talismans
Talisman of Preservation – Useless on a Slann. But a Scar Vet Cowboy or an oldblood can use this as sort of an extra Armour of Destiny for a very small extra charge. If you love the GW wielding Cowboy, why not bring 2 for twice the fun by taking this on one and Armor of Destiny on the other? A solid talisman.
Obsidian Lodestone – Equip this to your Slann when you absolutely must keep the enemy wizards from killing your Temple Guard. If only MR applied against miscasts, then this item would be a must include, but it only works on the OTHER SIDE'S spells. It stacks with the Slann’s Ward save too for magic but it sadly cannot go below 2+
Talisman of Endurance - If you already spending this many points on a Talsiman, why not go 15 more and at least get at least a 50% of shrugging off wounds?
Obsidian Amulet – This is probably slightly more economical to give to a Slann than the Obsidian Lodestone since there is no wasted MR when it stacks with the Slann’s Ward Save. Like the more powerful Lodestone, it’s more about protecting the unit than the character. The Obsidian Amulet is cheap enough that an Old Blood can take this to protect his unit without compromising the rest of his magical item selection.
Dawnstone – It is not hard to get a Scar Veteran or Old Blood on a Cold One (or even a Carnosaur) to a 1+ Armor save and a reroll-able 1+ Armor save is pretty potent. Just keep your Dawnstone character away from high strength enemies because a rerollable 6+ save is not that impressive.
Opal Amulet – Sometimes one save is all you need and this is fairly cheap. This is a good choice for Skink Priests as it can give you an extra critical round of Arcane Vassal action. It also pairs nicely with the Forbidden Rod raising their survivability by a fair bit for a low cost.
Obsidian Trinket – The poor man’s Obsidian item may not do much but it can cover a large number of models if the character is in the right unit. It’s cheapness becomes an asset in that even a Scar Veteran can carry this without seriously compromising the rest of his magic item allowance.
Talisman of Protection – Not useless, but the price is a little steep for a magical item that will fail you most of the time.
Seed of Rebirth – In 95% of all cases, this will give you the same protection as the Talisman of Protection for less cost.
Dragonbane Gem – You aren’t likely to have to face flaming attacks, but it’s so cheap you probably won't be lamenting the lost points if it never gets used. It’s especially useful for lone characters (Saurus, Skink, or Slann) who might get targeted by flaming artillery or spells which are fairly common in an all comers environment.
Pigeon Plucker Amulet – It will rarely come into play, but at 5 points you aren’t out much if it doesn’t work. For best results, I’d try putting this on a Skink Chief on a flyer for some dogfighting action.
Luckstone – One of the better dirt cheap magical items. Sometimes one save is the difference between life and death. If your Saurus character or Skink Chief still has a few points left in his magic item allowance, you can do worse than them give this.
Magic Standards
Note that Lizardmen are constrained with selecting Magic Standards in that only BSBs and Temple Guard can take them. That’s means most armies will only be able to take two and some armies zero. I’m operating on the assumption that very few players will give magic standards to non-Slann BSBs since non-Slann BSBs will almost certainly want other magical items to protect themselves.
Rampager’s Standard – It’s BSB only and won’t help a TG bunkered Slann much.
Wailing Banner – If you really want to cause Terror bring a big dinosaur or give someone the Terrifying Mask of EEE!
Ranger's standard - This item is intended for cavalry. Unless you're going with a mounted scar vet BSB without magic items this will do you no good - and you don't want to go with a mounted scar vet BSB without magic items.
Razor Standard – Sometimes hitting at Strength 5 isn’t enough for Temple Guard and you want the extra point of armor save reduction for can opening purposes.
War Banner – An extra point of CR is nice, but it will only help a Slann’s bunker when Temple Guard are winning. The extra CR won’t matter when they are on the losing side because you test on Stubborn. The War Banner will help you a lot with the rare Temple Guard block running WITHOUT a Slann.
Banner of Swiftness - I can't think of a tonne of situations where I'd like to get one more inch of movement. This can be useful, it can also be useless in a given battle. Seeing as it will most likely make your TG faster than your other units and you don't want your Slann up ahead you'll probably only use this inch to charge. It works best when your Temple Guard would otherwise be the slowest thing in your army (where EVERYTHING else has move 6 or better).
Lichbone Pennant – A magical standard for the same price as the identically functioning Obsidian Trinket. Why not? It doesn’t matter what form MR comes in.
Standard of Discipline – Boosting your Slann’s leadership to 10 is always a good idea and it doesn’t cost many points. Since the Slann is probably the general already the not using the Inspiring Presence is a non-issue. You can either give it to the Slann himself or the Slann’s TG bunker.
Banner of Eternal Flame – You never know when your Temple Guard will need to assault a building or fight something with Regeneration. At only 10 points, you aren’t out much if you DON’T need to do either of those two things. Watch out for Dragon Knights, K’daai and characters with the Dragonbane Gem.
Gleaming Pennant – In a normal game the Slann and Temple Guard have the BSB, so they get all the re-rolls they want. In a very large grand army game, you might have a second Temple Guard unit outside of the BSB’s range that can use this, especially if you run two Slann.
Scarecrow Banner – It may be cheap but we don’t have a lot of opportunities to equip magical standards and we have many other options to cause Fear to things.
Arcane Items
Lizardmen are a magical army, so all the Arcane Items can help us. The real limiting factor is that we can only take one arcane item per wizard. That’s generally a bigger limiting factor than the actual points cost.
Book of Ashur – Useful but it costs a lot for what it does. Good when your
magic strategy is based on lots of cheap spells.
Feedback Scroll – You need to have a foe fond of casting ueberspells from wizards without Ward Saves for this item to work.
Scroll of Leeching – A lot of points for something that can’t actually stop or mitigate a spell in any way. To get maximum mileage out of this spell you need to play this when a player throws five or six dice at a spell. That means they probably won’t have any dice left so your new extra dispel dice aren’t that useful, especially if a Miscast burns the rest of their power dice away. In a Storm of Magic game, this Scroll becomes
Green because there is actually call for mountains of dispel dice mid-phase.
Sivejir’s Hex Scroll – It’s fun to turn people into frogs but this scroll only has a 50% chance of nerfing an enemy wizard Lord and it might only last for a single turn. That’s a lot left up to chance for an item that will eat a Skink's entire magic points allowance.
Power Scroll – If the Slann dies we probably lost the game. A Slann tempting an Irresistible Force casting is thus a bad risk to take. A Skink Priest is unlikely to have a spell important enough that you want to invest an item costing 7 Cohort Skinks for a CHANCE to make it Irresistible.
Wand of Jet – A little weak, but it is a rarity in that you can decide to use it AFTER making your casting attempt rather than before which can safe you from whiffing a magic phase. In Storm of Magic it becomes
Green because it can help you roll more dice to get big Cataclysm spells off.
Forbidden Rod – Slann can always use more power dice and the automatic wounds are pretty minor in light of the Slann’s five wound profile, 4+ Ward Save, and the fact that most Slann have the ability to heal wounds fairly easily. If the Slann is caddying a different item, you can always give this to a Skink Priest. The loss of a Skink Priest is usually well worth avoiding a poor magic phase. If you give your Skink Power Dice Battery the Opal Amulet, they might even survive.
Trickster’s Shard – You have to announce this at the beginning of the magic phase so you can’t pull this as an effective surprise. With only a 1 in three chance of wounding an enemy wizard per spell you lose, this is NOT worth taking up a precious Arcane Item slot.
Earthing Rod – A Slann can get more reliable miscast protection from Soul of Stone and not eat up their Arcane Item slot. A Skink Priest is not important enough to eat up their Arcane Item Slot with this; they should be caddying something more proactive.
Dispel Scroll – Knocks out an enemy spell, no questions asked. This item is pretty much standard issue for all armies, not just Lizardmen.
Power Stone – Not useless, but Lizardmen generally have better options to generate extra power dice.
Sceptre of Stability – It doesn’t SEEM bad for a poor man’s dispel scroll since you can wait to see if your dispel attempt succeeds or fails BEFORE committing to using this. The problem is this item is pretty much a Skink Priest item and a Slann gets +2 or +3 more to dispel than a Skink Priest which is almost the average roll of the Sceptre’s bonus die.
Channeling Staff – Channeling Staff plus Harmonic Convergence is a golden combo that will on average net you a bonus power or dispel die every single phase. Without Harmonic Convergence, the Channeling Staff is
Green. In a Storm of Magic game, the Channeling Staff becomes
Purple Squared! since the Channeling Staff/Harmonic Convergence combo stacks with Fantastic Foresight (the Heavens Presence spell).
Scroll of Shielding – This is a good poor man’s dispel scroll because you can still mitigate a nuke spell even if cast with Irresistible Force. It’s cheap enough that even a Skink Priest wearing the Cloak of Feathers can still squeeze it in their magic item allotment.
Enchanted items
Wizarding Hat – I don’t like the idea of not being sure which Lore you are getting. This item is also Oldblood only. In a Storm of Magic game, an Oldblood on a Cold One (or Carnosaur) would be very good at defending an arcane fulcrum. In a normal game, stick with your normal wizards.
Fozzrik’s Folding Fortress - We are an offensive army without much long ranged shooting so this won’t do much unless you want to try
this, but I don’t think it’s very sportsmanlike.
Arabyan Carpet - We can make our skinks fly for cheaper with the Cloak of Feathers or a Terradon and Slann can’t use this at all. An
Unorthodox Saurus Oldblood can get some mileage out of this.
Crown of Command - Handy for
Saurus Cowboys since you can’t always count on winning Combat Resolution and it really stings to have your strongest characters flee. Also good for Deathstars that aren’t made up of Temple Guard.
Healing Potion – Too expensive for what it does. A Life Slann, WD Slann, or High Magic Slann will be able to get you all the character healing you need and then some. A Slann-less army won't have any characters with enough wounds for this to matter.
Featherfoe Torc – Even if you are facing a lot of flyers, it just seems too expensive to be worth it.
Ruby Ring of Ruin – A nice item to give a Skink Priest since he should be able to get some good shots in a Skirmisher bunker. Also, a single priest can take this AND a Dispel Scroll. In small points games I give the Ruby Ring a
Purple rating since a level two Skink priest with the Ruby Ring can make sure none of your 2d6 power dice go to waste.
Terrifying Mask of EEE! – We have a lot of dinosaurs that cause Fear or Terror, but this item isn’t useless.
No one expects a LM character on foot to be forcing a Terror test on them.
Potion of Strength - Handy if you need your Saurus to open a can of whup-ass against a steam tank or something similar, but you are generally better off giving a Saurus a Strength boosting weapon. This is good for Skink Chiefs though. They don’t last long in close combat, so the Potion can make their first round count.
Potion of Toughness – For this points cost you can get a more reliable defensive talisman that is always active.
Other Trickster’s Shard – This is situational because you have to be facing enemies with Ward Saves you want to be ignoring and not be in base to base contact with a friendly character with a Ward save.
Iron Curse Icon – TG Slann bunkers are assuredly going to be major artillery magnets. The Icon is also good for Saurus characters leading Cold One Riders. You really only need to save a single wound every other game to pay for itself. Some people think 5 points is a worthy price to give Carnosaurs and character ridden Stegadons a 1 in 6 chance of surviving a cannon ball unscathed. Sure it’s not likely to work but you will be VERY happy when it does work, and it costs you very little to try.
EDIT: This doesn't stack with the Ward Save bestowed by an Engine of the Gods. If a unit is likely to stay close to a EOTG Steggy, you probably want to give Icon to another unit.
Potion of Foolhardiness – For hardly any points your Saurus character can get an extra attack on the charge. A very good deal if you haven’t used your Enchanted Item slot for something else.
Potion of Speed – It covers a weakness of Saurus characters and is inexpensive to take. It probably won’t come into play most games but in other games it just may be the edge your Saurus needs to win a critical challenge.