Rare Items
Unlike typical random item drops you might encounter, Total War: Warhammer III features a distinct mechanism for earning unique rare items for Lords and Heroes. Once a character has won at least five battles, every subsequent victory provides a 3% chance for one of these rare, unique items to drop. This only applies to human-controlled factions.
However, certain conditions will prevent these unique rare item drops:
- Quest battles do not award rare items.
- The Green Knight and Shadow Walker heroes are not eligible to receive any item drops through this method.
- If a character is equipped with a Book of Khorne volume, any rare item drops they receive will only be additional volumes of the Book of Khorne. They will not get other unique rare items.
Items available to all factions
The following items are available to all factions.


Armour
A dissonant cry for battle emanates from this war gear, betokening an eerie anomaly in the sorcery that empowered it.
This Character will be wounded instead of killed in battle
Attribute: Revealed
Armour: +200
Speed: -50%
Melee attack: -20
Melee defence: +20
Physical resistance: +10%


Enchanted Item
The ability to trap the Winds of Magic provides immense opportunity, be it for good or bad.
The Winds of Magic in this province will be set to the lowest level upon turn start
Control: -2 (local province)
Character experience gain: +5%
Miscast base chance: +20% for all enemy spellcasters (enemy armies in local province)


Armour
The writhing thorns and brambles of this armour work their way into the bearer's surroundings, rendering them invisible to all but the most observant foe.
Physical resistance: +10%
Attribute: Snipe
Attribute: Stalk
Attribute: Woodsman
Attribute: Unspottable


Arcane Item
A skull-shaped chalice that promises salvation, or death...
This Character will be wounded instead of killed in battle
Character experience gain: +30%
Miscast base chance: +100% for all enemy spellcasters (enemy armies in local region)
Battle healing cap: +500%
Miscast base chance: +100%


Weapon
One of two powerful Elven Runeswords, forged long ago with its sister sword Doomsinger.
Sister Swords: +5% chance to gain a unique trait when both Doomsinger and Deathsinger are present in the same region
Passive ability: "Regeneration"
Passive ability: "Frenzy"
Passive ability: "Deathblow"


Weapon
One of two powerful Elven Runeswords, forged long ago with its sister sword Deathsinger.
Sister Swords: +5% chance to gain a unique trait when both Doomsinger and Deathsinger are present in the same region
Passive ability: "Regeneration"
Passive ability: "Frenzy"
Passive ability: "Deathblow"


Armour
To those who don the Helm of Draesca comes untold power, yet a sorry fate also awaits…
Power of Draesca: +2% chance for this character to gain a powerful unique trait upon ending turn
Curse of Draesca: +1% chance for this character to die upon ending turn
Armour: +20
Wound recovery time: +10 turns
Attribute: Immune to Contact Effects
Attribute: Unbreakable
Attribute: Expert Charge Defence
This item cannot be removed the same turn it is equipped


Enchanted Item
A map detailing many lesser known pathways, that may or may not get you lost…
Uncharted Passes: +20% chance to appear in a random nearby region upon ending turn
Campaign movement range: +50%
This item cannot be removed the same turn it is equipped


Armour
A shield polished to such a degree that it reflects almost anything, be it a weapon’s blow or the metaphysical force of an enemy spell.
Miscast base chance: +20% for all enemy spellcasters (enemy armies in local province)
Barrier hit points: +1000
Attribute: Charge Reflection


Weapon
This eminent sword has a long history of slaying monsters and beasts several times bigger than its wielder.
Melee defence: -20
Armour-piercing weapon damage: +50
Removes all Bonus vs Infantry
Bonus vs Large: +60
Attribute: Charge Defence vs Large
Items exclusive to Greenskins
The following items are only available to Greenskins factions.


Enchanted Item
If not for its potent magics, only the most superstitious would bother dragging such a monumentally large stone idol around with them.
Campaign movement range: -20%
Enables magical attacks
Winds of Magic power reserve capacity: +20 (own army)
Ability: "Wake Da Idol"
Items exclusive to Skaven
The following items are only available to Skaven factions.


Weapon
The sword of swords, created by the Skaven to destroy the greatest Necromancer to ever walk the world. It is a doomed thing.
When given to a character, this item cannot be removed for +10 turns
Those wielding The Fellblade cannot recover health in campaign or battle
Attacks cause "Unravelling Existence" effect (draining hit points and instantly killing units below 20%% hit points)
Enables magical attacks
Weapon strength: +10%
Weapon strength: +25% when fighting against Vampire Counts
Armour-piercing weapon damage: +100
Burning Books of Khorne
Generic variant:


Enchanted Item
The first and second volumes of the eight Burning Books of Khorne. Bound in brass and etched with blood, these grimoires contain all manner of knowledge and power.
While this item is equipped there is a chance to find more volumes of the Burning Book of Khorne after battle
Diplomatic relations: -20 with all factions
Control: -5 (all provinces)
Attribute: Revealed
Wound recovery time: +5 turns
Khorne corruption: +20 (all provinces)
This item cannot be removed the same turn it is equipped
Khorne aligned factions:


Enchanted Item
The first and second volumes of the eight Burning Books of Khorne. Bound in brass and etched with blood, these grimoires contain all manner of knowledge and power.
While this item is equipped there is a chance to find more volumes of the Burning Book of Khorne after battle
Diplomatic relations: -50 with all factions
Attribute: Revealed
Khorne corruption: +20 (local province)
Attribute: Rampage
This item cannot be removed the same turn it is equipped
References: