1 Ammunition points:
Any serious adventure always starts in a small way, and getting yourself some good armor so as not to disappear in the first trouble is a pretty good first step. After all, if it is so stupid to stumble at the very beginning of own inglorious path, then hardly anyone in their right mind will dare to follow such an example, and itís not possible to go far without the cover of their right-hand men.
Decreases melee damage taken by 12%
Decreases ranged damage taken by 9%
Additionally grants 10% magic shield.
Grants +1 initiative to fourth level creatures.
One of the artifacts of the "Adventurer" set. Repairing cost: