The Enchanted Items category includes all manner of artefacts too unique or specific to be included in another category.
After deployment zones have been agreed, but before the armies have been deployed, place a watchtower building no more than 10x10 cm in base size and a maximum of 3 floors in your deployment zone to represent the Folding Fortress. This is treated as a standard building. If you do not have a suitable building to place, you cannot use Fozzrik's Folding Fortress.
The wearer is treated as being a Level 2 Wizard who can use a randomly chosen spell lore from any of the Eight Lores of Magic at the start of the game. However, they also have the Stupidity special rule. Note that they may not choose any Arcane Items.
The Crown of Command gives the bearer and any unit they join the Stubborn special rule for as long as the bearer remains with the unit.
Bound Spell, Power level 4. The Ruby Ring of Ruin contains the Fireball spell from the Lore of Fire.
One use only. The Lifestone of Ashraaz can be used at the start of any close combat phase. The bearer can swap his current number Wounds with the current number of Wounds of any one enemy model in base contact. The effect lasts the remainder of the game.
Bound Spell, Power Level 4. Remains in play. The Orb of Thunder contains a hex spell that effects all models with the Fly special rule. When cast, no models may use their Fly special rule and must move on the ground at their normal Movement rate.
Infantry models on foot only. The owner of this magical carpet has the Fly (10) special rule. However, they cannot join units.
The bearer, and all units in base contact with them (friend and foe) must re-roll successful ward saves.
The wearer of this mask causes Terror. However, other models can never use their Leadership.
Model on foot only. The Boots of Flight gives the wearer Movement 10 as well as the Strider and Swiftstride special rules.
One use only. The Healing Potion can be drunk at the start of the controlling player's turn. The model immediately recovers D3 Wounds (ignoring any additional Wounds from mounts) up to their starting value.
The character (and any unit they are with) gain a Ward Save (6+) against artillery weapons.
One use only. The Potion of Speed can be drunk at the start of any phase. The character gains +D3 Attacks until the end of the turn.
One use only. The Potion of Strength can be drunk at the start of any phase. The character gains +D3 Strength until the end of the turn.
One use only. The Potion of Toughness can be drunk at the start of any phase. The character gains +D3 Toughness until the end of the turn.
One use only. The Potion of Foolhardiness can be drunk at the start of any phase. The character gains the Frenzy special rule until the end of the turn.
The model gains an additional Strength 3 Attack. This does not benefit from any weapon, item or special rule used by the character. You may still take another Enchanted Item in addition to the Warrior Familiar, and it also does not count against the maximum points limit of magic items normally allowed for the character.