Heroes III: artifacts, equipment positions and every combination
141 concrete Complete / The Shadow of Death types: ordinary equipment, twelve combinations, book, scroll, Grail and four war machines. Each has original artwork, numerical effects, conditions and practical tactics.
The inventory uses valid reference IDs zero through 140. Three unused placeholders and Pandora’s Box are not presented as functional carried artifacts. Numerical rules and detailed interactions are tied to VCMI revision d442a5c; original releases, map restrictions and mod changes require their own scope. The 141 images comprise 137 artifact depictions and four explicitly identified war-machine illustrations.
How it works · parameters, rules and further relationships
Book purchase
500 gold
Carrier inventory
Dedicated book slot
Rules, conditions and restrictions
The book enables ordinary casting of learned spells and spells granted by applicable artifacts. A hero may start with it or buy one at a Mage Guild for five hundred gold; purchase grants neither arbitrary mastery nor unlimited mana.
Practical use
It uses its dedicated book slot and cannot be traded like jewelry. Before buying a scroll or Tome check book availability, spell cost and target conditions. The special Titan’s Thunder can supply a missing book when equipped.
Restoration of Erathia · Complete / VCMI reference d442a5c · Special placement / scroll
Grants one map-defined spell with ordinary mana cost and a separate spellbook.
When it fits: It is not a free one-use consumable attack: casting still needs mana, a valid target and the spell’s normal rules.
How it works · parameters, rules and further relationships
Scroll contents
One spell defined on the individual item
Carrier inventory
Miscellaneous · one of five positions
Rules, conditions and restrictions
An individual scroll grants one specific spell while equipped with a book. Its contents are an item parameter set by map or pickup, so this catalogue counts the scroll type once without promising identical contents for every copy.
Practical use
It is not a free one-use consumable attack: casting still needs mana, a valid target and the spell’s normal rules. A scroll grants no Expert school mastery; removing it leaves the spell only when the hero has another knowledge source.
How it works · parameters, rules and further relationships
After construction: shared income
+5000 gold / day
Building growth
+50% through the separate growth calculation
Carrier inventory
Backpack transport
Rules, conditions and restrictions
It is transported to construct the chosen town’s unique special building. Digging requires a full day without prior movement; obelisks reveal puzzle clues. Carrying the Grail itself grants no ongoing general combat attributes.
Practical use
Choose the town around its specific building and travel safety. The structure’s shared economic benefit is five thousand daily gold and its own growth rule; the further effect depends on town. Check whether the scenario requires one particular destination.
Restoration of Erathia · Complete / VCMI reference d442a5c · War machine
A siege machine for destroying fortifications, carried in every hero’s dedicated slot.
When it fits: Ballistics separately affects control, shot count and probabilities of hits or structural damage.
How it works · parameters, rules and further relationships
Machine base HP
1000
Relevant skill
Ballistics
Carrier inventory
Dedicated war-machine slot
Rules, conditions and restrictions
Every hero has a catapult in its dedicated siege position. It attacks walls and towers under Ballistics rules rather than acting as an ordinary shooter against the army. After destruction it is restored for later battles.
Practical use
Ballistics separately affects control, shot count and probabilities of hits or structural damage. Do not confuse it with Artillery for the ballista. A defender destroying the catapult can preserve fortifications for the rest of that battle.
How it works · parameters, rules and further relationships
Ordinary purchase
2500 gold
Base HP
250
Base damage before modifiers
2×(A+1) to 3×(A+1)
Carrier inventory
Dedicated war-machine slot
Rules, conditions and restrictions
This war machine normally costs 2,500 gold, has 250 base HP and uses its dedicated slot. Its base damage range scales with hero Attack as two times (A+1) to three times (A+1), before further damage modifiers.
Practical use
At A=10 the base is twenty-two to thirty-three rather than guaranteed final damage against every target. Artillery adds control, an extra shot and rank-dependent double-damage chance. Without control automatic targeting can break your Blind; a destroyed machine needs replacement.
These heroes list the item as an editorial suggestion. They are not sourced owners or starting-inventory records. Each link opens the exact profile and its use case.
How it works · parameters, rules and further relationships
Ordinary purchase
1000 gold
Base HP
100
Carrier inventory
Dedicated war-machine slot
Rules, conditions and restrictions
Normally costs one thousand gold, has one hundred base HP and its own machine slot. It maintains army ammunition while its effect is available during battle; it grants no Attack, range or shooting while blocked.
Practical use
In long fights protect the fragile cart and watch stacks with low ammunition. Distinguish it from resource Carts of Ore or Lumber, which have another role and slot. A destroyed real ammunition cart needs replacement before later expeditions.
How it works · parameters, rules and further relationships
Ordinary purchase
750 gold
Base HP
75
First Aid: Basic / Advanced / Expert
50 / 75 / 100 HP
Carrier inventory
Dedicated war-machine slot
Rules, conditions and restrictions
This support machine normally costs 750 gold, has seventy-five base HP and its own slot. It heals the wounded top creature rather than reviving dead members. Without the skill its basic healing budget is up to twenty-five HP; reference First Aid increases the value to fifty/seventy-five/one hundred by rank and grants control.
Practical use
Value depends on an expensive wounded creature surviving until healing. Dead stack members do not return; against heavy damage first secure both the army and the fragile tent.
Heroes to consider it for
Conditional suggestions for the game plan (1)
These heroes list the item as an editorial suggestion. They are not sourced owners or starting-inventory records. Each link opens the exact profile and its use case.
How it works · parameters, rules and further relationships
Attack
+2
Carrier inventory
Weapon · right hand
Rules, conditions and restrictions
Attack and Defense enter led troops’ physical damage calculations rather than a separate hero attack or general spell immunity.
Stacking copies and distinct types
Attack: Identical copies do not repeat; distinct types with this effect add.
Practical use
The +2 Attack weapon helps early fights when replacing an empty right hand. Against strong guards, compare permanent losses with two points; its name grants no centaur-specific bonus.
Heroes to consider it for
Conditional suggestions for the game plan (59)
These heroes list the item as an editorial suggestion. They are not sourced owners or starting-inventory records. Each link opens the exact profile and its use case.
Conditional uses by playstyle and town, linked to actual creatures, buildings and multiple commander candidates. Army lists include opening and developed stages; they do not imply the same bonus for every creature.
Melee pressure · 9
For actual physical army attacks against suitable targets; its Attack is not limited to Centaurs.
If the attacker cannot reach or dies before acting, consider speed and screening. The name is not a creature-specific specialty.
How it works · parameters, rules and further relationships
Attack
+3
Carrier inventory
Weapon · right hand
Rules, conditions and restrictions
Attack and Defense enter led troops’ physical damage calculations rather than a separate hero attack or general spell immunity.
Stacking copies and distinct types
Attack: Identical copies do not repeat; distinct types with this effect add.
Practical use
Besides +3 Attack it is an Armor of the Damned component. Keep it while collecting the set even after finding a stronger weapon; backpack storage grants no combat bonus.
How it works · parameters, rules and further relationships
Attack
+4
Carrier inventory
Weapon · right hand
Rules, conditions and restrictions
Attack and Defense enter led troops’ physical damage calculations rather than a separate hero attack or general spell immunity.
Stacking copies and distinct types
Attack: Identical copies do not repeat; distinct types with this effect add.
Practical use
Compare four Attack with the current weapon rather than an empty slot. Replacing Blackshard adds only one point while postponing its combination-artifact benefit.
How it works · parameters, rules and further relationships
Attack
+5
Carrier inventory
Weapon · right hand
Rules, conditions and restrictions
Attack and Defense enter led troops’ physical damage calculations rather than a separate hero attack or general spell immunity.
Stacking copies and distinct types
Attack: Identical copies do not repeat; distinct types with this effect add.
Practical use
Five Attack supports shooters and melee troops alike. Base Complete does not combine it with the ogre shield into Ironfist of the Ogre, which is outside the twelve valid SoD combinations.
How it works · parameters, rules and further relationships
Attack
+12
Drawback · Defense
-3
Carrier inventory
Weapon · right hand
Rules, conditions and restrictions
Attack and Defense enter led troops’ physical damage calculations rather than a separate hero attack or general spell immunity.
Stacking copies and distinct types
Attack: Identical copies do not repeat; distinct types with this effect add.
Defense: Identical copies do not repeat; distinct types with this effect add.
Practical use
Replacing Sword of Hellfire adds another six Attack but loses three Defense. Consider retaliation and Titan’s Thunder components; the Gladius alone unlocks no lightning spell.
How it works · parameters, rules and further relationships
Defense
+2
Carrier inventory
Shield · left hand
Rules, conditions and restrictions
Attack and Defense enter led troops’ physical damage calculations rather than a separate hero attack or general spell immunity.
Stacking copies and distinct types
Defense: Identical copies do not repeat; distinct types with this effect add.
Practical use
Two Defense helps an early hero with an empty left hand. It is not dwarven magic Resistance; direct spell damage does not automatically lose two points.
Heroes to consider it for
Conditional suggestions for the game plan (60)
These heroes list the item as an editorial suggestion. They are not sourced owners or starting-inventory records. Each link opens the exact profile and its use case.
Conditional uses by playstyle and town, linked to actual creatures, buildings and multiple commander candidates. Army lists include opening and developed stages; they do not imply the same bonus for every creature.
Early expansion · 9
For a physical screen that must survive until another shot or counterattack.
If an enemy spell or insufficient damage decides the fight, Defense alone does not solve it.
How it works · parameters, rules and further relationships
Defense
+3
Carrier inventory
Shield · left hand
Rules, conditions and restrictions
Attack and Defense enter led troops’ physical damage calculations rather than a separate hero attack or general spell immunity.
Stacking copies and distinct types
Defense: Identical copies do not repeat; distinct types with this effect add.
Practical use
Three Defense has immediate combat value and a later combination purpose. When upgrading to a stronger shield, retain this component for Armor of the Damned.
How it works · parameters, rules and further relationships
Defense
+4
Carrier inventory
Shield · left hand
Rules, conditions and restrictions
Attack and Defense enter led troops’ physical damage calculations rather than a separate hero attack or general spell immunity.
Stacking copies and distinct types
Defense: Identical copies do not repeat; distinct types with this effect add.
Practical use
Four Defense carries no Attack penalty. Compare expected physical losses of important stacks; it changes neither their base health nor spell immunities.
How it works · parameters, rules and further relationships
Defense
+5
Carrier inventory
Shield · left hand
Rules, conditions and restrictions
Attack and Defense enter led troops’ physical damage calculations rather than a separate hero attack or general spell immunity.
Stacking copies and distinct types
Defense: Identical copies do not repeat; distinct types with this effect add.
Practical use
Five Defense directly supports army defense. The ogre name does not restrict use to Stronghold and creates no additional valid combination with the club in reference SoD.
How it works · parameters, rules and further relationships
Defense
+6
Carrier inventory
Shield · left hand
Rules, conditions and restrictions
Attack and Defense enter led troops’ physical damage calculations rather than a separate hero attack or general spell immunity.
Stacking copies and distinct types
Defense: Identical copies do not repeat; distinct types with this effect add.
Practical use
Six Defense is a strong option without negative Attack. It is not an Armor of the Damned component: despite the name, that set needs Shield of the Yawning Dead.
How it works · parameters, rules and further relationships
Defense
+12
Drawback · Attack
-3
Carrier inventory
Shield · left hand
Rules, conditions and restrictions
Attack and Defense enter led troops’ physical damage calculations rather than a separate hero attack or general spell immunity.
Stacking copies and distinct types
Defense: Identical copies do not repeat; distinct types with this effect add.
Attack: Identical copies do not repeat; distinct types with this effect add.
Practical use
Moving from Shield of the Damned gains six more Defense at a cost of three Attack. For a shooting army consider weaker hits; Titan’s Thunder requires this exact shield.
How it works · parameters, rules and further relationships
Knowledge
+1
Carrier inventory
Head
Rules, conditions and restrictions
Knowledge adds ten base mana capacity per point before Intelligence. A larger limit neither instantly refills current mana nor teaches spells.
Stacking copies and distinct types
Knowledge: Identical copies do not repeat; distinct types with this effect add.
Practical use
One Knowledge adds ten base mana capacity before Intelligence. Equipping the helm does not instantly add ten current points: arrange recovery to use the larger capacity.
How it works · parameters, rules and further relationships
Knowledge
+2
Carrier inventory
Head
Rules, conditions and restrictions
Knowledge adds ten base mana capacity per point before Intelligence. A larger limit neither instantly refills current mana nor teaches spells.
Stacking copies and distinct types
Knowledge: Identical copies do not repeat; distinct types with this effect add.
Practical use
Two Knowledge helps when replenishing mana and the helmet is an Armor of the Damned component. Weigh both capacity and remaining set pieces before discarding it.
How it works · parameters, rules and further relationships
Knowledge
+3
Carrier inventory
Head
Rules, conditions and restrictions
Knowledge adds ten base mana capacity per point before Intelligence. A larger limit neither instantly refills current mana nor teaches spells.
Stacking copies and distinct types
Knowledge: Identical copies do not repeat; distinct types with this effect add.
Practical use
Three Knowledge gives thirty base capacity rather than three Spell Power. Reserves can beat a stronger individual spell across consecutive fights; capacity stays unused without recovery.
How it works · parameters, rules and further relationships
Knowledge
+4
Carrier inventory
Head
Rules, conditions and restrictions
Knowledge adds ten base mana capacity per point before Intelligence. A larger limit neither instantly refills current mana nor teaches spells.
Stacking copies and distinct types
Knowledge: Identical copies do not repeat; distinct types with this effect add.
Practical use
Four Knowledge raises the limit before Intelligence multiplication. The crown grants no schools, spells or Wisdom and does not expand the available spell list.
How it works · parameters, rules and further relationships
Knowledge
+5
Carrier inventory
Head
Rules, conditions and restrictions
Knowledge adds ten base mana capacity per point before Intelligence. A larger limit neither instantly refills current mana nor teaches spells.
Stacking copies and distinct types
Knowledge: Identical copies do not repeat; distinct types with this effect add.
Practical use
Five Knowledge allows fifty more base mana after recovery. For repeated Dimension Door also check its daily cast limit and movement; larger reserves remove neither restriction.
How it works · parameters, rules and further relationships
Knowledge
+10
Drawback · Spell Power
-2
Carrier inventory
Head
Rules, conditions and restrictions
Spell Power improves spells actually using it in damage or duration formulas; a fixed effect does not automatically increase by the same number. Knowledge adds ten base mana capacity per point before Intelligence. A larger limit neither instantly refills current mana nor teaches spells.
Stacking copies and distinct types
Knowledge: Identical copies do not repeat; distinct types with this effect add.
Spell Power: Identical copies do not repeat; distinct types with this effect add.
Practical use
Ten Knowledge costs two Spell Power. Compare additional casts with lost damage per hit; assembling Titan’s Thunder also retains the other components’ attribute contributions.
These heroes list the item as an editorial suggestion. They are not sourced owners or starting-inventory records. Each link opens the exact profile and its use case.
Conditional uses by playstyle and town, linked to actual creatures, buildings and multiple commander candidates. Army lists include opening and developed stages; they do not imply the same bonus for every creature.
Magic and control · 8
When additional Spell Power improves known damage, recovery or needed duration.
Do not assume a stronger percentage bonus for an effect determined by school mastery. Check the particular spell.
How it works · parameters, rules and further relationships
Spell Power
+2
Carrier inventory
Torso
Rules, conditions and restrictions
Spell Power improves spells actually using it in damage or duration formulas; a fixed effect does not automatically increase by the same number.
Stacking copies and distinct types
Spell Power: Identical copies do not repeat; distinct types with this effect add.
Practical use
Two Spell Power directly affects appropriate spell damage and duration. Rib Cage also belongs to Armor of the Damned, so retain it for assembly when upgrading.
How it works · parameters, rules and further relationships
Spell Power
+3
Carrier inventory
Torso
Rules, conditions and restrictions
Spell Power improves spells actually using it in damage or duration formulas; a fixed effect does not automatically increase by the same number.
Stacking copies and distinct types
Spell Power: Identical copies do not repeat; distinct types with this effect add.
Practical use
Three Spell Power does not grant basilisk petrification. Check whether extra Lightning Bolt damage removes a whole stack before its action; the name adds no special attack.
How it works · parameters, rules and further relationships
Spell Power
+4
Carrier inventory
Torso
Rules, conditions and restrictions
Spell Power improves spells actually using it in damage or duration formulas; a fixed effect does not automatically increase by the same number.
Stacking copies and distinct types
Spell Power: Identical copies do not repeat; distinct types with this effect add.
Practical use
Four Spell Power supports a caster regardless of faction. The tunic grants neither Ballistics nor the cyclops wall attack; value depends on actual spellbook formulas.
How it works · parameters, rules and further relationships
Spell Power
+5
Carrier inventory
Torso
Rules, conditions and restrictions
Spell Power improves spells actually using it in damage or duration formulas; a fixed effect does not automatically increase by the same number.
Stacking copies and distinct types
Spell Power: Identical copies do not repeat; distinct types with this effect add.
Practical use
Five Spell Power avoids Titan’s Cuirass’s Knowledge penalty. On a long expedition, compare a stronger hit with remaining mana and the number of upcoming fights.
How it works · parameters, rules and further relationships
Spell Power
+10
Drawback · Knowledge
-2
Carrier inventory
Torso
Rules, conditions and restrictions
Spell Power improves spells actually using it in damage or duration formulas; a fixed effect does not automatically increase by the same number. Knowledge adds ten base mana capacity per point before Intelligence. A larger limit neither instantly refills current mana nor teaches spells.
Stacking copies and distinct types
Spell Power: Identical copies do not repeat; distinct types with this effect add.
Knowledge: Identical copies do not repeat; distinct types with this effect add.
Practical use
Ten Spell Power at a cost of two Knowledge can reduce recovered mana capacity. This is a Titan’s Thunder component rather than lightning protection; Lightning Bolt needs a separate immunity.
How it works · parameters, rules and further relationships
Attack
+1
Defense
+1
Spell Power
+1
Knowledge
+1
Carrier inventory
Torso
Rules, conditions and restrictions
Attack and Defense enter led troops’ physical damage calculations rather than a separate hero attack or general spell immunity. Spell Power improves spells actually using it in damage or duration formulas; a fixed effect does not automatically increase by the same number. Knowledge adds ten base mana capacity per point before Intelligence. A larger limit neither instantly refills current mana nor teaches spells.
Stacking copies and distinct types
Attack: Identical copies do not repeat; distinct types with this effect add.
Defense: Identical copies do not repeat; distinct types with this effect add.
Spell Power: Identical copies do not repeat; distinct types with this effect add.
Knowledge: Identical copies do not repeat; distinct types with this effect add.
Practical use
One point in each attribute spreads value across combat and magic. Angelic Alliance needs this exact armor; another armor with greater pure Spell Power cannot replace it in assembly.
How it works · parameters, rules and further relationships
Attack
+2
Defense
+2
Spell Power
+2
Knowledge
+2
Carrier inventory
Feet
Rules, conditions and restrictions
Attack and Defense enter led troops’ physical damage calculations rather than a separate hero attack or general spell immunity. Spell Power improves spells actually using it in damage or duration formulas; a fixed effect does not automatically increase by the same number. Knowledge adds ten base mana capacity per point before Intelligence. A larger limit neither instantly refills current mana nor teaches spells.
Stacking copies and distinct types
Attack: Identical copies do not repeat; distinct types with this effect add.
Defense: Identical copies do not repeat; distinct types with this effect add.
Spell Power: Identical copies do not repeat; distinct types with this effect add.
Knowledge: Identical copies do not repeat; distinct types with this effect add.
Practical use
Two points in every attribute compete with Boots of Speed’s six hundred movement for the feet slot. Decide around the next fight and morning travel; the sandals also form Angelic Alliance.
How it works · parameters, rules and further relationships
Attack
+3
Defense
+3
Spell Power
+3
Knowledge
+3
Carrier inventory
Neck
Rules, conditions and restrictions
Attack and Defense enter led troops’ physical damage calculations rather than a separate hero attack or general spell immunity. Spell Power improves spells actually using it in damage or duration formulas; a fixed effect does not automatically increase by the same number. Knowledge adds ten base mana capacity per point before Intelligence. A larger limit neither instantly refills current mana nor teaches spells.
Stacking copies and distinct types
Attack: Identical copies do not repeat; distinct types with this effect add.
Defense: Identical copies do not repeat; distinct types with this effect add.
Spell Power: Identical copies do not repeat; distinct types with this effect add.
Knowledge: Identical copies do not repeat; distinct types with this effect add.
Practical use
Three in each attribute occupies the neck slot. Compare it with a pendant’s targeted immunity before a specific battle; its Angelic Alliance role is a reason to retain it.
How it works · parameters, rules and further relationships
Attack
+4
Defense
+4
Spell Power
+4
Knowledge
+4
Carrier inventory
Shield · left hand
Rules, conditions and restrictions
Attack and Defense enter led troops’ physical damage calculations rather than a separate hero attack or general spell immunity. Spell Power improves spells actually using it in damage or duration formulas; a fixed effect does not automatically increase by the same number. Knowledge adds ten base mana capacity per point before Intelligence. A larger limit neither instantly refills current mana nor teaches spells.
Stacking copies and distinct types
Attack: Identical copies do not repeat; distinct types with this effect add.
Defense: Identical copies do not repeat; distinct types with this effect add.
Spell Power: Identical copies do not repeat; distinct types with this effect add.
Knowledge: Identical copies do not repeat; distinct types with this effect add.
Practical use
Four in each attribute differs from Sentinel’s Shield’s twelve Defense and negative three Attack. Despite Courage in its name it grants no separate Morale; it belongs to Angelic Alliance.
How it works · parameters, rules and further relationships
Attack
+5
Defense
+5
Spell Power
+5
Knowledge
+5
Carrier inventory
Weapon · right hand
Rules, conditions and restrictions
Attack and Defense enter led troops’ physical damage calculations rather than a separate hero attack or general spell immunity. Spell Power improves spells actually using it in damage or duration formulas; a fixed effect does not automatically increase by the same number. Knowledge adds ten base mana capacity per point before Intelligence. A larger limit neither instantly refills current mana nor teaches spells.
Stacking copies and distinct types
Attack: Identical copies do not repeat; distinct types with this effect add.
Defense: Identical copies do not repeat; distinct types with this effect add.
Spell Power: Identical copies do not repeat; distinct types with this effect add.
Knowledge: Identical copies do not repeat; distinct types with this effect add.
Practical use
Five in every attribute balances physical and magical strength. For pure offense compare the Gladius while counting its negative Defense; the sword is needed for Angelic Alliance.
How it works · parameters, rules and further relationships
Attack
+6
Defense
+6
Spell Power
+6
Knowledge
+6
Carrier inventory
Head
Rules, conditions and restrictions
Attack and Defense enter led troops’ physical damage calculations rather than a separate hero attack or general spell immunity. Spell Power improves spells actually using it in damage or duration formulas; a fixed effect does not automatically increase by the same number. Knowledge adds ten base mana capacity per point before Intelligence. A larger limit neither instantly refills current mana nor teaches spells.
Stacking copies and distinct types
Attack: Identical copies do not repeat; distinct types with this effect add.
Defense: Identical copies do not repeat; distinct types with this effect add.
Spell Power: Identical copies do not repeat; distinct types with this effect add.
Knowledge: Identical copies do not repeat; distinct types with this effect add.
Practical use
Six in every attribute also adds sixty base mana capacity. That capacity still needs filling; the helm combines with five exact components into Angelic Alliance.
How it works · parameters, rules and further relationships
Attack
+1
Defense
+1
Carrier inventory
Ring · one of two positions
Rules, conditions and restrictions
Morale and Luck follow ordinary caps and creatures’ own immunities. An identical copy repeats no type bonus in the cited reference.
Stacking copies and distinct types
Attack: Identical copies do not repeat; distinct types with this effect add.
Defense: Identical copies do not repeat; distinct types with this effect add.
Practical use
The +1 Attack and +1 Defense ring occupies one of two ring slots. Power of the Dragon Father also needs the distinct Still Eye; two Quiet Eyes cannot substitute for it.
How it works · parameters, rules and further relationships
Attack
+2
Defense
+2
Carrier inventory
Weapon · right hand
Rules, conditions and restrictions
Attack and Defense enter led troops’ physical damage calculations rather than a separate hero attack or general spell immunity.
Stacking copies and distinct types
Attack: Identical copies do not repeat; distinct types with this effect add.
Defense: Identical copies do not repeat; distinct types with this effect add.
Practical use
Two Attack and Defense are ordinary attributes rather than fire breath. When collecting the nine-piece dragon combination, plan the weapon and eight other occupied positions.
How it works · parameters, rules and further relationships
Attack
+3
Defense
+3
Carrier inventory
Shield · left hand
Rules, conditions and restrictions
Attack and Defense enter led troops’ physical damage calculations rather than a separate hero attack or general spell immunity.
Stacking copies and distinct types
Attack: Identical copies do not repeat; distinct types with this effect add.
Defense: Identical copies do not repeat; distinct types with this effect add.
Practical use
Three Attack and Defense merits comparison with other shields’ focused defense. This item alone grants no dragon spell immunity; that is a separate completed-combination effect.
How it works · parameters, rules and further relationships
Attack
+4
Defense
+4
Carrier inventory
Torso
Rules, conditions and restrictions
Attack and Defense enter led troops’ physical damage calculations rather than a separate hero attack or general spell immunity.
Stacking copies and distinct types
Attack: Identical copies do not repeat; distinct types with this effect add.
Defense: Identical copies do not repeat; distinct types with this effect add.
Practical use
Four Attack and Defense from the torso supports a physical army. A caster replacing another armor may lose Spell Power; compare the whole equipment change rather than rarity alone.
How it works · parameters, rules and further relationships
Spell Power
+1
Knowledge
+1
Carrier inventory
Feet
Rules, conditions and restrictions
Spell Power improves spells actually using it in damage or duration formulas; a fixed effect does not automatically increase by the same number. Knowledge adds ten base mana capacity per point before Intelligence. A larger limit neither instantly refills current mana nor teaches spells.
Stacking copies and distinct types
Spell Power: Identical copies do not repeat; distinct types with this effect add.
Knowledge: Identical copies do not repeat; distinct types with this effect add.
Practical use
One Spell Power and Knowledge competes with movement boots. Despite Greaves in the name it grants no Defense; its other major value is the dragon combination.
How it works · parameters, rules and further relationships
Spell Power
+2
Knowledge
+2
Carrier inventory
Shoulders
Rules, conditions and restrictions
Spell Power improves spells actually using it in damage or duration formulas; a fixed effect does not automatically increase by the same number. Knowledge adds ten base mana capacity per point before Intelligence. A larger limit neither instantly refills current mana nor teaches spells.
Stacking copies and distinct types
Spell Power: Identical copies do not repeat; distinct types with this effect add.
Knowledge: Identical copies do not repeat; distinct types with this effect add.
Practical use
Two Spell Power and Knowledge is not flight. The shoulders slot competes with Angel Wings and Cape of Velocity, so plan around travel or the main battle.
How it works · parameters, rules and further relationships
Spell Power
+3
Knowledge
+3
Carrier inventory
Neck
Rules, conditions and restrictions
Spell Power improves spells actually using it in damage or duration formulas; a fixed effect does not automatically increase by the same number. Knowledge adds ten base mana capacity per point before Intelligence. A larger limit neither instantly refills current mana nor teaches spells.
Stacking copies and distinct types
Spell Power: Identical copies do not repeat; distinct types with this effect add.
Knowledge: Identical copies do not repeat; distinct types with this effect add.
Practical use
Three Spell Power and Knowledge grants no dragon-breath protection. A protective pendant may be stronger in a decisive fight; keep the necklace for the dragon combination.
How it works · parameters, rules and further relationships
Spell Power
+4
Knowledge
+4
Carrier inventory
Head
Rules, conditions and restrictions
Spell Power improves spells actually using it in damage or duration formulas; a fixed effect does not automatically increase by the same number. Knowledge adds ten base mana capacity per point before Intelligence. A larger limit neither instantly refills current mana nor teaches spells.
Stacking copies and distinct types
Spell Power: Identical copies do not repeat; distinct types with this effect add.
Knowledge: Identical copies do not repeat; distinct types with this effect add.
Practical use
Four Spell Power and Knowledge balances a long magical expedition. When switching to Thunder Helmet count negative two Power as well as extra Knowledge; the crown belongs to the dragon combination.
How it works · parameters, rules and further relationships
Morale
+1
Luck
+1
Carrier inventory
Ring · one of two positions
Rules, conditions and restrictions
Morale and Luck follow ordinary caps and creatures’ own immunities. An identical copy repeats no type bonus in the cited reference.
Stacking copies and distinct types
Morale: Identical copies do not repeat; distinct types with this effect add.
Luck: Identical copies do not repeat; distinct types with this effect add.
Practical use
This ring adds one Morale and Luck, whereas Quiet Eye changes Attack and Defense. Assembly needs both distinct rings and both ring slots; ordinary morale and luck caps remain.
How it works · parameters, rules and further relationships
Luck
+1
Carrier inventory
Miscellaneous · one of five positions
Rules, conditions and restrictions
The cards add one Luck and predict neither turn order nor the next random result. A distinct luck item can add to it, but identical cards do not repeat the type bonus in this reference.
Stacking copies and distinct types
Luck: Identical copies do not repeat; distinct types with this effect add.
Practical use
Split duplicate finds between fighting heroes. For the main commander check actual Luck after penalties and available miscellaneous slots.
How it works · parameters, rules and further relationships
Luck
+1
Carrier inventory
Miscellaneous · one of five positions
Rules, conditions and restrictions
The figurine grants the same one Luck as the clover and cards. It grants no Morale, income or Nature-creature bonus; distinct luck items can combine up to the ordinary cap.
Stacking copies and distinct types
Luck: Identical copies do not repeat; distinct types with this effect add.
Practical use
Three distinct small items occupy three miscellaneous slots. Pendant of Courage reaches +3 Luck in the neck slot, which may instead be needed for immunity.
How it works · parameters, rules and further relationships
Morale
+1
Hidden mind immunity
Present in the cited revision
Carrier inventory
Miscellaneous · one of five positions
Rules, conditions and restrictions
Alongside one Morale, the cited data gives hidden mind-spell immunity. This is a separate effect: the morale cap does not remove it and Crest of Valor does not share it.
Stacking copies and distinct types
Morale: Identical copies do not repeat; distinct types with this effect add.
Hidden mind immunity: Effect presence matters; additional copies do not intensify the same protection or restriction.
Practical use
Against Blind, Berserk or Hypnotize assess protection separately from one Morale. Spell target conditions and immunity-negation effects still govern applicability.
How it works · parameters, rules and further relationships
Morale
+1
Carrier inventory
Miscellaneous · one of five positions
Rules, conditions and restrictions
Adds one Morale but lacks Badge of Courage’s mind-immunity bonus. Undead or other morale-immune stacks do not start receiving extra actions because of it.
Stacking copies and distinct types
Morale: Identical copies do not repeat; distinct types with this effect add.
Practical use
Use it to offset mixed-army penalties. When choosing badges against a caster, also compare Badge of Courage’s hidden protection.
How it works · parameters, rules and further relationships
Morale
+1
Carrier inventory
Miscellaneous · one of five positions
Rules, conditions and restrictions
One Morale can add to distinct morale artifacts. The ordinary +3 cap and creatures’ innate exceptions remain; an identical copy adds no second type contribution.
Stacking copies and distinct types
Morale: Identical copies do not repeat; distinct types with this effect add.
Practical use
Positive Morale will not operate under Spirit of Oppression. If planning to suppress both armies’ positive morale, use the miscellaneous slot for another effect.
How it works · parameters, rules and further relationships
Sight radius
+1
Carrier inventory
Miscellaneous · one of five positions
Rules, conditions and restrictions
Adds one to the hero’s adventure-map sight radius. It grants neither exact statistics for every enemy nor shooting range; Spyglass supplies a distinct contribution.
Stacking copies and distinct types
Sight radius: Identical copies do not repeat; distinct types with this effect add.
Practical use
Give it to a scout before revealing routes and junctions. The main commander can free a miscellaneous slot before battle by storing it in the backpack.
How it works · parameters, rules and further relationships
Sight radius
+1
Carrier inventory
Miscellaneous · one of five positions
Rules, conditions and restrictions
The spyglass adds one to sight radius rather than doubling revealed area. Another copy of the same type does not repeat the bonus, whereas Speculum is distinct.
Stacking copies and distinct types
Sight radius: Identical copies do not repeat; distinct types with this effect add.
Practical use
Equip the hero actually entering unexplored ground. With shared exploration, revealing a new route matters more than additional sight into known territory.
How it works · parameters, rules and further relationships
Necromancy contribution
+5 percentage points
Carrier inventory
Neck
Rules, conditions and restrictions
Raises Necromancy yield by five percentage points. The amulet alone does not replace the learned skill enabling post-battle raising; the components total thirty points for the Cloak.
Stacking copies and distinct types
Necromancy contribution: Identical copies do not repeat; distinct types with this effect add.
Practical use
Wear it for wins with useful casualties and room for raised troops. Low-health enemies do not automatically provide five extra skeletons per hundred arbitrary targets.
How it works · parameters, rules and further relationships
Necromancy contribution
+10 percentage points
Carrier inventory
Shoulders
Rules, conditions and restrictions
Adds ten percentage points of Necromancy rather than vampire life drain. Usable casualties, the raised type’s health and army capacity still constrain the post-battle calculation.
Stacking copies and distinct types
Necromancy contribution: Identical copies do not repeat; distinct types with this effect add.
Practical use
Before the main fight check that the cowl is equipped rather than stored. Cloak of the Undead King also changes the raised creature type according to skill rank.
These heroes list the item as an editorial suggestion. They are not sourced owners or starting-inventory records. Each link opens the exact profile and its use case.
Conditional uses by playstyle and town, linked to actual creatures, buildings and multiple commander candidates. Army lists include opening and developed stages; they do not imply the same bonus for every creature.
Ranged army · 1
For a commander with actual Necromancy and eligible planned fights; it improves post-battle raising rather than Vampire Lord Life Drain.
It restores neither current battlefield casualties nor mana. Reconsider the plan if the skill or eligible casualties are missing.
How it works · parameters, rules and further relationships
Necromancy contribution
+15 percentage points
Carrier inventory
Feet
Rules, conditions and restrictions
Adds fifteen percentage points of Necromancy and uses the feet slot. It grants no daily movement like Boots of Speed and has the largest contribution of the undead cloak’s three parts.
Stacking copies and distinct types
Necromancy contribution: Identical copies do not repeat; distinct types with this effect add.
Practical use
Travel and battle can call for different boots. Plan morning movement equipment separately and equip the necromancy component before fighting when raising troops is the objective.
These heroes list the item as an editorial suggestion. They are not sourced owners or starting-inventory records. Each link opens the exact profile and its use case.
How it works · parameters, rules and further relationships
Magic Resistance
+5 percentage points
Carrier inventory
Neck
Rules, conditions and restrictions
Adds five percentage points of Magic Resistance. The reference bonus works without learned Resistance; it is neither five percent off every hit nor guaranteed immunity.
Stacking copies and distinct types
Magic Resistance: Identical copies do not repeat; distinct types with this effect add.
Practical use
Against one decisive spell compare random resistance with its immunity pendant. Both choices compete for the neck slot.
How it works · parameters, rules and further relationships
Magic Resistance
+10 percentage points
Carrier inventory
Shoulders
Rules, conditions and restrictions
Adds ten percentage points of Magic Resistance rather than Defense. It joins other applicable resistance contributions; it does not schedule a guaranteed block every tenth spell.
Stacking copies and distinct types
Magic Resistance: Identical copies do not repeat; distinct types with this effect add.
Practical use
Count total chance with the other two resistance items: together they add thirty points. Against physical armies the shoulders slot may serve Cape of Velocity better.
How it works · parameters, rules and further relationships
Magic Resistance
+15 percentage points
Carrier inventory
Feet
Rules, conditions and restrictions
Adds fifteen percentage points of Magic Resistance. It changes neither speed nor adventure movement, and learned Resistance is not required for the artifact contribution itself.
Stacking copies and distinct types
Magic Resistance: Identical copies do not repeat; distinct types with this effect add.
Practical use
Choose them for expected dangerous spellcasting rather than rarity alone. Account for losing six hundred movement or another pair’s attributes.
While equipped the item provides: With learned Archery: +5 percentage points.
When it fits: With Basic Archery’s ten percent the reference result is fifteen, rather than ten multiplied by 1.05. Collect it with the bowstring and arrows for Bow of the Sharpshooter.
Buildings and acquisition · relationship type
Use this link to compare against current stock. It does not establish that the shop sells this particular item.
How it works · parameters, rules and further relationships
With learned Archery
+5 percentage points
Carrier inventory
Miscellaneous · one of five positions
Rules, conditions and restrictions
Adds five percentage points to Archery’s damage bonus only if the hero has that skill. It removes no range penalty and does not turn a non-shooter into a shooter.
Stacking copies and distinct types
With learned Archery: Identical copies do not repeat; distinct types with this effect add.
Practical use
With Basic Archery’s ten percent the reference result is fifteen, rather than ten multiplied by 1.05. Collect it with the bowstring and arrows for Bow of the Sharpshooter.
These heroes list the item as an editorial suggestion. They are not sourced owners or starting-inventory records. Each link opens the exact profile and its use case.
Conditional uses by playstyle and town, linked to actual creatures, buildings and multiple commander candidates. Army lists include opening and developed stages; they do not imply the same bonus for every creature.
Ranged army · 9
For a commander who actually knows Archery and leads a substantial shooting stack.
Without Archery this contribution does not apply. It replaces neither Golden Bow nor freeing an engaged shooter.
How it works · parameters, rules and further relationships
With learned Archery
+10 percentage points
Carrier inventory
Miscellaneous · one of five positions
Rules, conditions and restrictions
Adds ten percentage points to learned Archery’s bonus. Without the skill the artifact limiter disables the bonus; this is distinct from Golden Bow’s penalty removal.
Stacking copies and distinct types
With learned Archery: Identical copies do not repeat; distinct types with this effect add.
Practical use
Two components benefit the main shooting hero with Archery most. The third exact piece unlocks a combination permitting shots even next to an enemy.
How it works · parameters, rules and further relationships
With learned Archery
+15 percentage points
Carrier inventory
Miscellaneous · one of five positions
Rules, conditions and restrictions
Adds fifteen percentage points to learned Archery. Together with bow and string the components add thirty points; it does not replenish ammunition like Ammo Cart.
Stacking copies and distinct types
With learned Archery: Identical copies do not repeat; distinct types with this effect add.
Practical use
With Expert Archery compare fifty percent with eighty when all three components are active. Keep damage bonus, shot supply, range penalty and adjacent-enemy shooting separate.
How it works · parameters, rules and further relationships
With learned Eagle Eye
+5 percentage points
Carrier inventory
Miscellaneous · one of five positions
Rules, conditions and restrictions
Adds five percentage points to Eagle Eye chance. The figurine alone grants no learnable-spell level limit; the actual skill provides that limit and Wisdom can constrain it further.
Stacking copies and distinct types
With learned Eagle Eye: Identical copies do not repeat; distinct types with this effect add.
Practical use
Evaluate it for a hero with Eagle Eye facing usable enemy spells. Do not expect to learn arbitrary fifth-level magic after one battle.
How it works · parameters, rules and further relationships
With learned Eagle Eye
+10 percentage points
Carrier inventory
Miscellaneous · one of five positions
Rules, conditions and restrictions
Adds ten percentage points of Eagle Eye chance. The reference post-battle check requires a used enemy spell, sufficient Eagle Eye level limit, corresponding Wisdom and a win with survivors.
Stacking copies and distinct types
With learned Eagle Eye: Identical copies do not repeat; distinct types with this effect add.
Practical use
Compare uncertain spell capture with reliable guild learning before travelling. This item does not reveal the enemy spellbook or hidden army statistics.
How it works · parameters, rules and further relationships
With learned Eagle Eye
+15 percentage points
Carrier inventory
Miscellaneous · one of five positions
Rules, conditions and restrictions
Adds fifteen percentage points of Eagle Eye; the figurine and watchman bring the total to thirty. It raises no learnable level limit and replaces no spellbook for later casting.
Stacking copies and distinct types
With learned Eagle Eye: Identical copies do not repeat; distinct types with this effect add.
Practical use
A fight without enemy spellcasting offers no planned post-battle learning benefit. After learning the needed spells, free miscellaneous slots for direct support.
Restoration of Erathia · Complete / VCMI reference d442a5c · Major
While equipped the item provides: Surrender-price discount: +10 percentage points.
When it fits: Without Diplomacy, a surviving army with a ten-thousand-gold base normally costs five thousand to surrender; one item reduces the reference price to 4,500. Shackles of War forbids surrender itself.
Buildings and acquisition · relationship type
Use this link to compare against current stock. It does not establish that the shop sells this particular item.
How it works · parameters, rules and further relationships
Surrender-price discount
+10 percentage points
Carrier inventory
Neck
Rules, conditions and restrictions
Adds ten percentage points of surrender discount. This reference sums the three distinct items and Diplomacy discounts; this is not Heroes II’s Statesman’s Quill formula.
Stacking copies and distinct types
Surrender-price discount: Identical copies do not repeat; distinct types with this effect add.
Practical use
Without Diplomacy, a surviving army with a ten-thousand-gold base normally costs five thousand to surrender; one item reduces the reference price to 4,500. Shackles of War forbids surrender itself.
How it works · parameters, rules and further relationships
Surrender-price discount
+10 percentage points
Carrier inventory
Ring · one of two positions
Rules, conditions and restrictions
Adds ten percentage points of surrender discount rather than free neutral joining. This edition does not use it in a functional Diplomat’s Cloak; that combination belongs to another scope.
Stacking copies and distinct types
Surrender-price discount: Identical copies do not repeat; distinct types with this effect add.
Practical use
Expert Diplomacy’s sixty percent plus one item gives seventy percent total reference discount. Thirty percent of the base half recruitment cost is fifteen percent of full cost.
Restoration of Erathia · Complete / VCMI reference d442a5c · Major
While equipped the item provides: Surrender-price discount: +10 percentage points.
When it fits: With Expert Diplomacy and all three distinct items, ten percent of the ordinary half-cost remains: five percent of surviving troops’ full cost.
Buildings and acquisition · relationship type
Use this link to compare against current stock. It does not establish that the shop sells this particular item.
How it works · parameters, rules and further relationships
Surrender-price discount
+10 percentage points
Carrier inventory
Shoulders
Rules, conditions and restrictions
Adds ten percentage points of surrender discount. Medal, ring and sash together add thirty points; the bonus cannot enable retreat in a battle that forbids it.
Stacking copies and distinct types
Surrender-price discount: Identical copies do not repeat; distinct types with this effect add.
Practical use
With Expert Diplomacy and all three distinct items, ten percent of the ordinary half-cost remains: five percent of surviving troops’ full cost. Check available gold before taking the risk.
How it works · parameters, rules and further relationships
Battle Speed
+1
Carrier inventory
Ring · one of two positions
Rules, conditions and restrictions
Adds one battle Speed to led stacks. The reference morning-movement calculation explicitly excludes artifact Speed: it grants no extra daily movement points.
Stacking copies and distinct types
Battle Speed: Identical copies do not repeat; distinct types with this effect add.
Practical use
Calculate first-attack reach and order against a specific enemy. Together with Necklace of Swiftness and Cape of Velocity the distinct bonuses can provide four battle Speed.
How it works · parameters, rules and further relationships
Daily movement · land
+300
Carrier inventory
Ring · one of two positions
Rules, conditions and restrictions
Adds three hundred land movement as a flat contribution after percentage changes to the base. Uses a ring slot rather than the weapon slot; grants neither battle Speed nor sea movement.
Stacking copies and distinct types
Daily movement · land: Identical copies do not repeat; distinct types with this effect add.
Practical use
Together with Boots of Speed the distinct items provide nine hundred extra daily land movement. Arrange next-day equipment before the day starts; extra capacity does not instantly refill spent movement.
Army plans to consider it for
Conditional uses by playstyle and town, linked to actual creatures, buildings and multiple commander candidates. Army lists include opening and developed stages; they do not imply the same bonus for every creature.
Travel and scouting · 9
For additional land movement alongside distinct Boots of Speed; judge value by another handover or town reached.
They use a ring slot and add no sea movement. They do not remove terrain costs.
How it works · parameters, rules and further relationships
Daily movement · sea
+1000
Carrier inventory
Neck
Rules, conditions and restrictions
Adds one thousand sea movement as a flat contribution to the modified base. It does not apply on land; together with Sea Captain’s Hat the components provide fifteen hundred sea movement.
Stacking copies and distinct types
Daily movement · sea: Identical copies do not repeat; distinct types with this effect add.
Practical use
Equip it for the new day before a long voyage. The necklace alone removes neither boarding cost nor Whirlpool losses; those belong to the hat’s and combination’s separate effects.
Conditional uses by playstyle and town, linked to actual creatures, buildings and multiple commander candidates. Army lists include opening and developed stages; they do not imply the same bonus for every creature.
Travel and scouting · 9
For useful sailing only: compare sea movement with Navigation and the water route.
Its movement benefit is unused on an entirely land map. The necklace alone does not remove boarding costs.
How it works · parameters, rules and further relationships
Adventure flight
Enabled · no surcharge from this source
Carrier inventory
Shoulders
Rules, conditions and restrictions
Enables adventure flight with Flying Movement zero, meaning no additional percentage surcharge from this source. It adds no free daily points and does not turn led ground troops into battle flyers.
Stacking copies and distinct types
Adventure flight: Effect presence matters; additional copies do not intensify the same protection or restriction.
Practical use
Plan a landing tile and remaining movement before crossing an obstacle. Swapping to a combat cloak can remove the return flight; flying does not allow entry to arbitrary occupied tiles.
How it works · parameters, rules and further relationships
Daily mana recovery
+1 mana / day
Carrier inventory
Miscellaneous · one of five positions
Rules, conditions and restrictions
Adds one daily mana regeneration rather than mana capacity or Spell Power. Morning recovery ordinarily stays within normal capacity; the contribution requires equipped status.
Stacking copies and distinct types
Daily mana recovery: Identical copies do not repeat; distinct types with this effect add.
Practical use
Over seven days away from a guild it can add seven points when mana is missing. Wizard’s Well also requires the distinct Talisman and Mystic Orb.
These heroes list the item as an editorial suggestion. They are not sourced owners or starting-inventory records. Each link opens the exact profile and its use case.
Conditional uses by playstyle and town, linked to actual creatures, buildings and multiple commander candidates. Army lists include opening and developed stages; they do not imply the same bonus for every creature.
Magic and control · 9
For repeated inexpensive support on a multi-day expedition when mana is actually missing in the morning.
It does not instantly refill mana before today’s battle. Daily full guild recovery may leave no extra cast to gain.
How it works · parameters, rules and further relationships
Daily mana recovery
+2 mana / day
Carrier inventory
Miscellaneous · one of five positions
Rules, conditions and restrictions
Adds two daily recovery points. It provides no instant mid-round mana activation; with Charm and Mystic Orb the distinct components total six extra per day.
Stacking copies and distinct types
Daily mana recovery: Identical copies do not repeat; distinct types with this effect add.
Practical use
Calculate how many days of normal spending it saves before a guild visit. If mana is full every morning, use the slot for an item helping the next battle.
How it works · parameters, rules and further relationships
Daily mana recovery
+3 mana / day
Carrier inventory
Miscellaneous · one of five positions
Rules, conditions and restrictions
Adds three daily mana recovery. It combines with the other two distinct recovery components; an identical copy does not repeat the type bonus.
Stacking copies and distinct types
Daily mana recovery: Identical copies do not repeat; distinct types with this effect add.
Practical use
For repeated cheap spells compare daily spending with three recovery. For expensive recurring casts, a completed Wizard’s Well differs fundamentally from small flat contributions.
Conditional uses by playstyle and town, linked to actual creatures, buildings and multiple commander candidates. Army lists include opening and developed stages; they do not imply the same bonus for every creature.
Magic and control · 9
For higher repeated spending away from town; compare daily recovery with planned battles.
It is neither a complete Wizard’s Well nor more capacity. It does not solve a next battle already requiring more mana than remains.
How it works · parameters, rules and further relationships
Enchantment duration power
+1 rounds
Carrier inventory
Neck
Rules, conditions and restrictions
Adds one to enchantment-duration power. It does not automatically increase damage, target count or instant healing; spells with fixed-duration rules can behave differently.
Stacking copies and distinct types
Enchantment duration power: Identical copies do not repeat; distinct types with this effect add.
Practical use
One more round of a short support spell can cover a decisive retaliation. Compare it with Spell Power, which can change other formulas too, and retain the component for Ring of the Magi.
While equipped the item provides: Enchantment duration power: +2 rounds.
When it fits: Account for competition over the two ring slots.
Compare this name’s rules across games · 3
A shared name establishes neither the same slot, values, beneficiaries nor story continuity. Open the specific game’s card for full conditions and sources.
How it works · parameters, rules and further relationships
Enchantment duration power
+2 rounds
Carrier inventory
Ring · one of two positions
Rules, conditions and restrictions
Adds two to appropriate enchantment duration. It raises no school mastery; distinct components can combine, while an identical ring repeats no type bonus.
Stacking copies and distinct types
Enchantment duration power: Identical copies do not repeat; distinct types with this effect add.
Practical use
Account for competition over the two ring slots. Longer enchantments matter only while the target survives and avoids early dispelling; the third component unlocks Ring of the Magi.
How it works · parameters, rules and further relationships
Enchantment duration power
+3 rounds
Carrier inventory
Shoulders
Rules, conditions and restrictions
Adds three to enchantment duration, or six together with collar and ring. Direct Lightning Bolt damage and adventure travel gain no extra effect rounds from this.
Stacking copies and distinct types
Enchantment duration power: Identical copies do not repeat; distinct types with this effect add.
Practical use
Compare three extra duration with earlier activation from Cape of Velocity. The duration combination uses a different trio from the similarly themed mana-recovery items.
How it works · parameters, rules and further relationships
Air spell damage
+50%
Carrier inventory
Miscellaneous · one of five positions
Rules, conditions and restrictions
Raises applicable Air-school spell damage by fifty percent. It does not multiply Haste’s Speed or discount mana; the contribution belongs in appropriate damage calculations.
Stacking copies and distinct types
Air spell damage: Identical copies do not repeat; distinct types with this effect add.
Practical use
Compare actual Lightning Bolt or Chain Lightning damage after target defenses. Chain falloff and the risk of hitting your own troops still apply.
How it works · parameters, rules and further relationships
Earth spell damage
+50%
Carrier inventory
Miscellaneous · one of five positions
Rules, conditions and restrictions
Adds fifty percent to applicable Earth spell damage. It adds no fifty percent to Stone Skin’s Defense, discounts no Town Portal and grants no school mastery.
Stacking copies and distinct types
Earth spell damage: Identical copies do not repeat; distinct types with this effect add.
Practical use
For Implosion compare the actual kill threshold and target immunity. Meteor Shower also requires safe placement of your troops around its area.
How it works · parameters, rules and further relationships
Fire spell damage
+50%
Carrier inventory
Miscellaneous · one of five positions
Rules, conditions and restrictions
Adds fifty percent to applicable Fire damage. It grants no general fire immunity to the army; Fireball, Inferno and Armageddon retain their own areas, targets and protections.
Stacking copies and distinct types
Fire spell damage: Identical copies do not repeat; distinct types with this effect add.
Practical use
Before Armageddon also calculate damage to your army. More damage without reliable friendly immunity can worsen the outcome even while removing more enemy HP.
How it works · parameters, rules and further relationships
Water spell damage
+50%
Carrier inventory
Miscellaneous · one of five positions
Rules, conditions and restrictions
Raises applicable Water spell damage by fifty percent. It does not double Cure healing, add Bless targets or enable water travel; those are not this damage bonus.
Stacking copies and distinct types
Water spell damage: Identical copies do not repeat; distinct types with this effect add.
Practical use
Calculate Cold Ring using the adjacent tiles it actually hits. It does not damage the center target, so placement remains essential despite the multiplier.
How it works · parameters, rules and further relationships
Highest battle spell level
2 · both sides
Carrier inventory
Shoulders
Rules, conditions and restrictions
Sets the highest ordinary spell level in battle to two for both sides. Thus levels three through five are blocked rather than all casting. Special passive effects use their own application mode.
Stacking copies and distinct types
Highest battle spell level: Effect presence matters; additional copies do not intensify the same protection or restriction.
Practical use
Prepare a plan using Haste, Slow or Blind and compare the loss from each spellbook. Orb of Inhibition uses different rules for blocking active casting entirely.
How it works · parameters, rules and further relationships
Morale
At most zero · both sides
Carrier inventory
Miscellaneous · one of five positions
Rules, conditions and restrictions
Caps both sides’ battle Morale at zero. The cited implementation applies an upper bound of zero: it neither turns negative morale positive nor cures it automatically.
Stacking copies and distinct types
Morale: Effect presence matters; additional copies do not intensify the same protection or restriction.
Practical use
Use it against armies relying on extra actions from high morale. Count the loss of your own positive bonus and any remaining negative morale in a mixed army.
Army plans to consider it for
Conditional uses by playstyle and town, linked to actual creatures, buildings and multiple commander candidates. Army lists include opening and developed stages; they do not imply the same bonus for every creature.
Defense and endurance · 1
For an entirely undead army facing an opponent relying on positive Morale for extra actions.
The cap affects both sides. Added living troops lose positive morale, while an existing negative penalty is not cured.
How it works · parameters, rules and further relationships
Luck
At most zero · both sides
Carrier inventory
Miscellaneous · one of five positions
Rules, conditions and restrictions
Caps both sides’ Luck at zero. It does not guarantee an unlucky enemy hit; negative-Luck behavior differs between the original game and engine settings.
Stacking copies and distinct types
Luck: Effect presence matters; additional copies do not intensify the same protection or restriction.
Practical use
It helps against high enemy Luck when your own shooting does not rely on luck equally. Cards and the clover cannot restore a positive result through this cap.
How it works · parameters, rules and further relationships
Granted spell school
Fire
Carrier inventory
Miscellaneous · one of five positions
Rules, conditions and restrictions
Grants ordinary Fire spells while equipped with a separate Spell Book. It does not permanently teach Expert Fire or add mana; removing the tome leaves spells known through other sources.
Stacking copies and distinct types
Granted spell school: Effect presence matters; additional copies do not intensify the same protection or restriction.
Practical use
Check school mastery, cost and Armageddon safety. Access to map-banned spells follows map-format settings, so do not rely on them in a universal plan.
How it works · parameters, rules and further relationships
Granted spell school
Air
Carrier inventory
Miscellaneous · one of five positions
Rules, conditions and restrictions
Grants ordinary Air spells without learning them through Wisdom, while a separate Spell Book and mana remain necessary. It does not grant the special Titan’s Lightning Bolt.
Stacking copies and distinct types
Granted spell school: Effect presence matters; additional copies do not intensify the same protection or restriction.
Practical use
Fly and Dimension Door still consume mana and movement and retain their restrictions. Equipping the tome grants no Expert Air and removes no daily travel limit.
How it works · parameters, rules and further relationships
Granted spell school
Water
Carrier inventory
Miscellaneous · one of five positions
Rules, conditions and restrictions
Grants ordinary Water spells while equipped with a separate Spell Book. It raises no school mastery: mass effects and expert variants still need the actual Water Magic rank.
Stacking copies and distinct types
Granted spell school: Effect presence matters; additional copies do not intensify the same protection or restriction.
Practical use
Evaluate Clone or Prayer access together with mana cost and target restrictions. Banned spells use a separate setting whose value differs across map formats.
How it works · parameters, rules and further relationships
Granted spell school
Earth
Carrier inventory
Miscellaneous · one of five positions
Rules, conditions and restrictions
Grants ordinary Earth spells through equipped status with a separate Spell Book. It grants no Expert Earth and therefore guarantees no expert Town Portal destination choice.
Stacking copies and distinct types
Granted spell school: Effect presence matters; additional copies do not intensify the same protection or restriction.
Practical use
Before returning to a town check mastery, destination occupancy, mana and movement. Resurrection still follows its own mastery-dependent permanence rules.
How it works · parameters, rules and further relationships
Water Walking
Enabled · destination conditions remain
Carrier inventory
Feet
Rules, conditions and restrictions
Enables Water Walking with no additional percentage surcharge from this source. It is not a boat, grants no sea movement and permits no arbitrary invalid stopping tile.
Stacking copies and distinct types
Water Walking: Effect presence matters; additional copies do not intensify the same protection or restriction.
Practical use
Before entering water calculate a path to a reachable shore. Count losing Boots of Speed’s six hundred points and verify a free destination and enough movement for the whole crossing.
How it works · parameters, rules and further relationships
Shooting distance penalty
Removed
Shooting wall penalty
Removed
Carrier inventory
Miscellaneous · one of five positions
Rules, conditions and restrictions
Removes shooters’ distance and wall penalties. It lacks Free Shooting, so it alone permits no ordinary shot while blocked by an adjacent enemy and removes no melee penalty.
Stacking copies and distinct types
Shooting distance penalty: Effect presence matters; additional copies do not intensify the same protection or restriction.
Shooting wall penalty: Effect presence matters; additional copies do not intensify the same protection or restriction.
Practical use
For long-range shooting compare removal of half damage with improving Archery. Shooting while engaged needs a separate ability or Bow of the Sharpshooter.
These heroes list the item as an editorial suggestion. They are not sourced owners or starting-inventory records. Each link opens the exact profile and its use case.
Conditional uses by playstyle and town, linked to actual creatures, buildings and multiple commander candidates. Army lists include opening and developed stages; they do not imply the same bonus for every creature.
Ranged army · 9
For shooters limited by distance or walls; first identify the penalty that will actually occur next fight.
It does not allow ordinary shooting next to an enemy. If the creature already ignores a penalty, do not count that benefit twice.
How it works · parameters, rules and further relationships
Spell immunity
Dispel
Spell immunity
Dispel · helpful effects
Carrier inventory
Miscellaneous · one of five positions
Rules, conditions and restrictions
Protects troops from Dispel and the helpful-effect dispelling branch; the reference marks these immunities absolute. It is not general immunity to Curse, damage or killing the target.
Stacking copies and distinct types
Spell immunity: Effect presence matters; additional copies do not intensify the same protection or restriction.
Spell immunity: Effect presence matters; additional copies do not intensify the same protection or restriction.
Practical use
Use it for a plan relying on maintained buffs. Before relying on your own cleansing, consider that the blocked dispelling method need not distinguish your intended purpose.
While equipped the item provides: Natural-immunity negation: Battle-wide branch with caster/target conditions · Natural-immunity negation: Separate holder-army branch · Magic Resistance: At most 0% · both sides · Magic-resistance aura: At most 0% · both sides.
When it fits: It enables spell plans against normally immune troops but can expose your own army too.
Buildings and acquisition · relationship type
Use this link to compare against current stock. It does not establish that the shop sells this particular item.
How it works · parameters, rules and further relationships
Natural-immunity negation
Battle-wide branch with caster/target conditions
Natural-immunity negation
Separate holder-army branch
Magic Resistance
At most 0% · both sides
Magic-resistance aura
At most 0% · both sides
Carrier inventory
Miscellaneous · one of five positions
Rules, conditions and restrictions
Changes applicability of natural spell immunities and caps battle Magic Resistance and its aura at zero. Reference targeting distinguishes the holder’s army, hostile casters and absolute immunities.
Stacking copies and distinct types
Natural-immunity negation: Effect presence matters; additional copies do not intensify the same protection or restriction.
Natural-immunity negation: Effect presence matters; additional copies do not intensify the same protection or restriction.
Magic Resistance: Effect presence matters; additional copies do not intensify the same protection or restriction.
Magic-resistance aura: Effect presence matters; additional copies do not intensify the same protection or restriction.
Practical use
It enables spell plans against normally immune troops but can expose your own army too. It does not erase every restriction: non-magical abilities and absolute conditions retain separate handling.
While equipped the item provides: Health per creature: +1 HP.
When it fits: For a four-HP creature one ring changes the base to five, a quarter more.
Compare this name’s rules across games · 2
A shared name establishes neither the same slot, values, beneficiaries nor story continuity. Open the specific game’s card for full conditions and sources.
How it works · parameters, rules and further relationships
Health per creature
+1 HP
Carrier inventory
Ring · one of two positions
Rules, conditions and restrictions
Adds one maximum HP per creature rather than per stack. It is a flat contribution and creates a larger relative change for numerous small creatures than for dragons.
Stacking copies and distinct types
Health per creature: Identical copies do not repeat; distinct types with this effect add.
Practical use
For a four-HP creature one ring changes the base to five, a quarter more. Keep it for Elixir of Life and distinguish it from Ring of Life.
Conditional uses by playstyle and town, linked to actual creatures, buildings and multiple commander candidates. Army lists include opening and developed stages; they do not imply the same bonus for every creature.
Early expansion · 9
For a numerous low-health stack: compare health per creature and expected casualties.
If more recruits unlock a safer fight than a small health bonus, prioritize recruitment.
How it works · parameters, rules and further relationships
Health per creature
+1 HP
Carrier inventory
Ring · one of two positions
Rules, conditions and restrictions
Adds one HP per creature like Ring of Vitality but is a distinct type. Both can contribute together and both exact rings are Elixir of Life components.
Stacking copies and distinct types
Health per creature: Identical copies do not repeat; distinct types with this effect add.
Practical use
Two distinct rings add two total HP; an identical duplicate does not repeat its type bonus. Assembly retains both occupied ring positions.
How it works · parameters, rules and further relationships
Health per creature
+2 HP
Carrier inventory
Miscellaneous · one of five positions
Rules, conditions and restrictions
Raises each creature’s maximum health by two HP. The vial itself performs neither resurrection nor regeneration; those effects do not follow from its name.
Stacking copies and distinct types
Health per creature: Identical copies do not repeat; distinct types with this effect add.
Practical use
With both distinct health rings the total is four HP per creature. For Elixir also distinguish living and non-living targets because its extra percentage and regeneration are restricted.
How it works · parameters, rules and further relationships
Battle Speed
+1
Carrier inventory
Neck
Rules, conditions and restrictions
Adds one battle Speed rather than one hundred or one thousand hero movement. It is distinct from Necklace of Ocean Guidance and contributes nothing to morning movement.
Stacking copies and distinct types
Battle Speed: Identical copies do not repeat; distinct types with this effect add.
Practical use
Compare gaining the first action with losing a neck immunity. Earlier activation is especially valuable when it safely enables a decisive spell before the opponent.
Heroes to consider it for
Conditional suggestions for the game plan (7)
These heroes list the item as an editorial suggestion. They are not sourced owners or starting-inventory records. Each link opens the exact profile and its use case.
Conditional uses by playstyle and town, linked to actual creatures, buildings and multiple commander candidates. Army lists include opening and developed stages; they do not imply the same bonus for every creature.
Early expansion · 9
When one point of battle Speed enables a safe hit or the needed action order.
If the stack still cannot reach, consider another target or support. The necklace adds no daily adventure movement.
How it works · parameters, rules and further relationships
Daily movement · land
+600
Carrier inventory
Feet
Rules, conditions and restrictions
Provides six hundred daily land movement. These differ from Boots of Levitation and from battle Speed; together with Equestrian’s Gloves the bonus is nine hundred.
Stacking copies and distinct types
Daily movement · land: Identical copies do not repeat; distinct types with this effect add.
Practical use
Compare reaching another object or town with the value of combat boots. Morning movement also depends on the slowest stack and Logistics; the artifact removes no terrain costs.
Heroes to consider it for
Conditional suggestions for the game plan (5)
These heroes list the item as an editorial suggestion. They are not sourced owners or starting-inventory records. Each link opens the exact profile and its use case.
Conditional uses by playstyle and town, linked to actual creatures, buildings and multiple commander candidates. Army lists include opening and developed stages; they do not imply the same bonus for every creature.
Travel and scouting · 9
For a longer land route when extra daily movement reaches an additional objective.
They do not increase battle Speed. Extra capacity is not an instant refill of already spent points.
How it works · parameters, rules and further relationships
Battle Speed
+2
Carrier inventory
Shoulders
Rules, conditions and restrictions
Adds two battle Speed. It is neither adventure flight nor Logistics; the reference filters the artifact Speed bonus out of daily-movement calculation.
Stacking copies and distinct types
Battle Speed: Identical copies do not repeat; distinct types with this effect add.
Practical use
Before attacking, recalculate whether fast attackers can actually reach shooters. Replacing Angel Wings uses the same shoulders slot and can remove a needed return route.
Army plans to consider it for
Conditional uses by playstyle and town, linked to actual creatures, buildings and multiple commander candidates. Army lists include opening and developed stages; they do not imply the same bonus for every creature.
Melee pressure · 9
When more speed lets several stacks follow up or enables a decisive opening exchange.
Compare other useful shoulder equipment. If the target is already safely reachable, extra speed may add less value.
How it works · parameters, rules and further relationships
Spell immunity
Berserk
Carrier inventory
Neck
Rules, conditions and restrictions
Gives troops immunity to Berserk. It does not automatically cover Blind or Hypnotize; a broad reference to the mind does not replace the specific protected-spell list.
Stacking copies and distinct types
Spell immunity: Effect presence matters; additional copies do not intensify the same protection or restriction.
Practical use
Against Fire magic consider protecting a compact strong army from attacking itself. The same neck slot cannot hold every individual immunity pendant.
How it works · parameters, rules and further relationships
Spell immunity
Blind
Carrier inventory
Neck
Rules, conditions and restrictions
Protects from Blind rather than every damaging or controlling spell. Another copy cannot improve an existing immunity; other spells retain their own conditions.
Stacking copies and distinct types
Spell immunity: Effect presence matters; additional copies do not intensify the same protection or restriction.
Practical use
Assess keeping a key shooter from being disabled. If the army already gets matching protection elsewhere, the slot may better serve speed or attributes.
Conditional uses by playstyle and town, linked to actual creatures, buildings and multiple commander candidates. Army lists include opening and developed stages; they do not imply the same bonus for every creature.
Defense and endurance · 8
Against Blind on an important eligible stack when losing its action would break the defense.
For naturally immune troops the protection overlaps; another neck item may help more against physical guards.
How it works · parameters, rules and further relationships
Spell immunity
Curse
Carrier inventory
Neck
Rules, conditions and restrictions
Adds immunity to Curse, including applicable mass variants of the same spell. It grants no Bless and does not itself set stacks’ minimum damage to maximum.
Stacking copies and distinct types
Spell immunity: Effect presence matters; additional copies do not intensify the same protection or restriction.
Practical use
It matters more for units with a wide damage range. Compare the enemy spellbook and the opportunity cost of another necklace before choosing it.
How it works · parameters, rules and further relationships
Spell immunity
Death Ripple
Carrier inventory
Neck
Rules, conditions and restrictions
Gives immunity to Death Ripple. It grants neither resurrection nor general protection from physical death; the link is to one spell affecting eligible living targets.
Stacking copies and distinct types
Spell immunity: Effect presence matters; additional copies do not intensify the same protection or restriction.
Practical use
Consider it against repeated area damage to small living stacks. It solves no new Death Ripple problem for undead that the spell ordinarily excludes.
How it works · parameters, rules and further relationships
Spell immunity
Destroy Undead
Carrier inventory
Neck
Rules, conditions and restrictions
Protects undead stacks against Destroy Undead; the reference limits its bonus to undead. It is not living-army protection from Death Ripple and grants no free destructive cast.
Stacking copies and distinct types
Spell immunity: Effect presence matters; additional copies do not intensify the same protection or restriction.
Practical use
Bring it with a Necropolis army against mass holy damage. For another composition, check whether any of your troops benefit from this protection.
How it works · parameters, rules and further relationships
Spell immunity
Hypnotize
Carrier inventory
Neck
Rules, conditions and restrictions
Gives immunity to Hypnotize. It raises no maximum health and is not merely an extra resisted HP budget; it excludes this particular control spell under its applicable conditions.
Stacking copies and distinct types
Spell immunity: Effect presence matters; additional copies do not intensify the same protection or restriction.
Practical use
It also protects weakened stacks that fall within Hypnotize’s HP budget after losses. Berserk needs a different protection or wider immunity.
How it works · parameters, rules and further relationships
Spell immunity
Lightning Bolt
Spell immunity
Chain Lightning
Carrier inventory
Neck
Rules, conditions and restrictions
Protects against Lightning Bolt and Chain Lightning. These are two specific spell immunities rather than all Air magic; the special Titan’s Lightning Bolt is a different spell.
Stacking copies and distinct types
Spell immunity: Effect presence matters; additional copies do not intensify the same protection or restriction.
Spell immunity: Effect presence matters; additional copies do not intensify the same protection or restriction.
Practical use
It can improve Chain Lightning safety among your stacks. Still check the full chain and all other friendly and enemy targets rather than assuming a favorable ending.
How it works · parameters, rules and further relationships
Spell immunity
Forgetfulness
Carrier inventory
Neck
Rules, conditions and restrictions
Gives immunity to Forgetfulness. It is neither Eagle Eye nor permanent learning of enemy spells; it restores no mana and increases no ammunition supply.
Stacking copies and distinct types
Spell immunity: Effect presence matters; additional copies do not intensify the same protection or restriction.
Practical use
Evaluate it for a shooter-heavy army. Ammo Cart solves ammunition supply but does not itself protect from a spell limiting its use.
Conditional uses by playstyle and town, linked to actual creatures, buildings and multiple commander candidates. Army lists include opening and developed stages; they do not imply the same bonus for every creature.
Ranged army · 8
When Forgetfulness threatens eligible shooters and losing their shots decides the battle.
Against physical guards or for an already immune stack, prioritize reach, screening or damage. Battle speed may need the neck slot.
How it works · parameters, rules and further relationships
Morale
+3
Luck
+3
Carrier inventory
Neck
Rules, conditions and restrictions
Gives three Morale and three Luck in one neck slot. Ordinary caps and undead exceptions remain; Spirit of Oppression and Hourglass of the Evil Hour can cap positive values.
Stacking copies and distinct types
Morale: Identical copies do not repeat; distinct types with this effect add.
Luck: Identical copies do not repeat; distinct types with this effect add.
Practical use
It frees miscellaneous slots compared with several small badges. Against specific Blind or Berserk threats, an immunity pendant in the same slot may be preferable.
How it works · parameters, rules and further relationships
Daily income
+1 crystal / day
Carrier inventory
Shoulders
Rules, conditions and restrictions
Adds one crystal each new day while equipped. The reference stores income on individual instances, allowing duplicate copies on different heroes to contribute.
Stacking copies and distinct types
Daily income: Every copy’s contribution adds.
Practical use
Seven full daily payments produce seven crystals before spending. It is a Cornucopia component but competes with battle speed and flight for the main hero’s shoulders.
How it works · parameters, rules and further relationships
Daily income
+1 gems / day
Carrier inventory
Ring · one of two positions
Rules, conditions and restrictions
Generates one gem daily while equipped in a ring slot. Backpack storage contributes no active income; payment is neither per battle nor per movement step.
Stacking copies and distinct types
Daily income: Every copy’s contribution adds.
Practical use
Assign it to an economic hero with a spare ring and plan the actual recruitment budget. Cornucopia requires three other distinct rare-resource components.
How it works · parameters, rules and further relationships
Daily income
+1 mercury / day
Carrier inventory
Miscellaneous · one of five positions
Rules, conditions and restrictions
Provides one mercury each new day. Individual copies’ reference income adds when each is actively equipped; transferring the item alone creates no extra daily payment.
Stacking copies and distinct types
Daily income: Every copy’s contribution adds.
Practical use
Before planned construction count the actual remaining morning payments. Retain it for Cornucopia with the crystal cloak and both rare-resource rings.
How it works · parameters, rules and further relationships
Daily income
+1 ore / day
Carrier inventory
Miscellaneous · one of five positions
Rules, conditions and restrictions
Provides one ore daily while equipped in a miscellaneous slot. It is neither a war machine nor Ammo Cart; this resource item does not appear as a support unit.
Stacking copies and distinct types
Daily income: Every copy’s contribution adds.
Practical use
Seven payments add seven ore and may advance a building’s completion day. It is not a Cornucopia component, which uses four rare resources rather than wood and ore.
Army plans to consider it for
Conditional uses by playstyle and town, linked to actual creatures, buildings and multiple commander candidates. Army lists include opening and developed stages; they do not imply the same bonus for every creature.
Economy and reinforcements · 9
When the actual building requirements lack ore; compare future receipts with another source.
If a rare resource or gold is missing, more ore alone unlocks nothing. It occupies an active miscellaneous slot.
How it works · parameters, rules and further relationships
Daily income
+1 sulfur / day
Carrier inventory
Ring · one of two positions
Rules, conditions and restrictions
Adds one sulfur daily in an active ring slot. It grants neither fire damage nor fire protection; income belongs to the instance and can add with other equipped copies.
Stacking copies and distinct types
Daily income: Every copy’s contribution adds.
Practical use
Compare the occupied ring slot with construction or recruitment timing. Do not leave this economic item in a backpack if its next payment is part of the plan.
How it works · parameters, rules and further relationships
Daily income
+1 wood / day
Carrier inventory
Miscellaneous · one of five positions
Rules, conditions and restrictions
Generates one wood daily from an active miscellaneous slot. The cart name grants no ammunition; the actual Ammo Cart uses a separate record and position.
Stacking copies and distinct types
Daily income: Every copy’s contribution adds.
Practical use
Judge income against the missing construction budget. It is not a Cornucopia component and wood alone does not solve a building’s or recruitment’s gold cost.
Army plans to consider it for
Conditional uses by playstyle and town, linked to actual creatures, buildings and multiple commander candidates. Army lists include opening and developed stages; they do not imply the same bonus for every creature.
Economy and reinforcements · 9
When wood blocks a following building and enough days remain for income to advance completion.
It solves neither recruitment gold nor the entire construction budget instantly. The name does not mean Ammo Cart.
How it works · parameters, rules and further relationships
Daily income
+1000 gold / day
Carrier inventory
Miscellaneous · one of five positions
Rules, conditions and restrictions
Provides one thousand gold daily while equipped. Individual copies’ reference incomes add; it is not a one-time thousand on pickup or transfer.
Stacking copies and distinct types
Daily income: Every copy’s contribution adds.
Practical use
Seven morning payments give seven thousand gold before expenses. Divide the actual purchase cost by one thousand and round up for payback days; account separately for time until recruitment.
How it works · parameters, rules and further relationships
Daily income
+750 gold / day
Carrier inventory
Miscellaneous · one of five positions
Rules, conditions and restrictions
Provides seven hundred fifty gold daily while equipped. The reference does not limit income to the strongest item: Bag, Sack and Purse can contribute together.
Stacking copies and distinct types
Daily income: Every copy’s contribution adds.
Practical use
Seven payments give 5,250 gold. With the distinct Sack and Purse the total is 2,250 daily, requiring three active miscellaneous slots or several carriers.
How it works · parameters, rules and further relationships
Daily income
+500 gold / day
Carrier inventory
Miscellaneous · one of five positions
Rules, conditions and restrictions
Adds five hundred gold each new day as active income. A backpacked purse provides none; similar imagery does not mean the same amount as Bag or Sack.
Stacking copies and distinct types
Daily income: Every copy’s contribution adds.
Practical use
Seven payments produce 3,500 gold. Give it to a secondary hero when the main commander needs combat slots, checking that the new carrier actually equips it.
Army plans to consider it for
Conditional uses by playstyle and town, linked to actual creatures, buildings and multiple commander candidates. Army lists include opening and developed stages; they do not imply the same bonus for every creature.
Economy and reinforcements · 9
For recurring daily income while equipped. It suits an income hero or a safe courier.
Gold is not paid all at pickup; compare actual purchase cost and remaining days. Do not count a backpacked item toward income.
While equipped the item provides: Local growth · level 2: +5 / week.
When it fits: Place the carrier in the intended town for weekly growth.
Buildings and acquisition · relationship type
The item affects growth. Read its card for tier, carrier location and stacking. Base and upgraded dwellings do not create two simultaneous contributions.
How it works · parameters, rules and further relationships
Local growth · level 2
+5 / week
Carrier inventory
Miscellaneous · one of five positions
Rules, conditions and restrictions
Adds five to weekly growth of second-level creatures in a town with the equipped carrier. It adds no immediate troops to the army and is not a global bonus to every town.
Stacking copies and distinct types
Local growth · level 2: Every copy’s contribution adds.
Practical use
Place the carrier in the intended town for weekly growth. The lower tier can mean less combat value per creature, although this is the largest count among individual Legion pieces.
Restoration of Erathia · Complete / VCMI reference d442a5c · Minor
While equipped the item provides: Local growth · level 3: +4 / week.
When it fits: Budget not only new creatures but their recruitment costs.
Buildings and acquisition · relationship type
The item affects growth. Read its card for tier, carrier location and stacking. Base and upgraded dwellings do not create two simultaneous contributions.
How it works · parameters, rules and further relationships
Local growth · level 3
+4 / week
Carrier inventory
Miscellaneous · one of five positions
Rules, conditions and restrictions
Raises local weekly third-level growth by four. It requires an equipped carrier in town and the relevant dwelling; it replaces neither construction nor recruitment cost.
Stacking copies and distinct types
Local growth · level 3: Every copy’s contribution adds.
Practical use
Budget not only new creatures but their recruitment costs. This is one of five distinct Statue of Legion components rather than a substitute for the set’s Torso.
Restoration of Erathia · Complete / VCMI reference d442a5c · Minor
While equipped the item provides: Local growth · level 4: +3 / week.
When it fits: Track the weekly boundary and the town with the most useful available fourth tier.
Buildings and acquisition · relationship type
The item affects growth. Read its card for tier, carrier location and stacking. Base and upgraded dwellings do not create two simultaneous contributions.
How it works · parameters, rules and further relationships
Local growth · level 4
+3 / week
Carrier inventory
Miscellaneous · one of five positions
Rules, conditions and restrictions
Adds three fourth-level creatures to the relevant town’s weekly growth. The reference adds this flat contribution separately from Statue’s percentage and the basic fortification multipliers.
Stacking copies and distinct types
Local growth · level 4: Every copy’s contribution adds.
Practical use
Track the weekly boundary and the town with the most useful available fourth tier. Transport across that boundary can miss the growth payment in your plan.
Restoration of Erathia · Complete / VCMI reference d442a5c · Major
While equipped the item provides: Local growth · level 5: +2 / week.
When it fits: Two expensive creatures can beat more low-tier bodies.
Buildings and acquisition · relationship type
The item affects growth. Read its card for tier, carrier location and stacking. Base and upgraded dwellings do not create two simultaneous contributions.
How it works · parameters, rules and further relationships
Local growth · level 5
+2 / week
Carrier inventory
Miscellaneous · one of five positions
Rules, conditions and restrictions
Adds two to local fifth-level weekly growth. Mere ownership elsewhere on the map contributes nothing; the item must be equipped on a carrier in the relevant town.
Stacking copies and distinct types
Local growth · level 5: Every copy’s contribution adds.
Practical use
Two expensive creatures can beat more low-tier bodies. Decide around available dwellings, gold and the route carrying reinforcements to the main army.
Restoration of Erathia · Complete / VCMI reference d442a5c · Major
While equipped the item provides: Local growth · level 6: +1 / week.
When it fits: Assess that single extra creature against its actual value and recruitment resources.
Buildings and acquisition · relationship type
The item affects growth. Read its card for tier, carrier location and stacking. Base and upgraded dwellings do not create two simultaneous contributions.
How it works · parameters, rules and further relationships
Local growth · level 6
+1 / week
Carrier inventory
Miscellaneous · one of five positions
Rules, conditions and restrictions
Adds one sixth-level creature to local weekly growth. It does not affect the seventh tier; despite Head in the name it uses a miscellaneous slot rather than a helmet slot.
Stacking copies and distinct types
Local growth · level 6: Every copy’s contribution adds.
Practical use
Assess that single extra creature against its actual value and recruitment resources. Collecting all five parts allows Statue’s additional separate kingdom-wide effect.
How it works · parameters, rules and further relationships
Whirlpool-loss protection
Yes
Daily movement · sea
+500
Granted spell
Summon Boat · Expert
Granted spell
Scuttle Boat · Expert
Carrier inventory
Head
Rules, conditions and restrictions
Adds five hundred sea movement, Whirlpool-loss protection and Expert access to Summon Boat and Scuttle Boat. Those spells still require a book, mana and valid targets.
Stacking copies and distinct types
Whirlpool-loss protection: Effect presence matters; additional copies do not intensify the same protection or restriction.
Daily movement · sea: Identical copies do not repeat; distinct types with this effect add.
Granted spell: Effect presence matters; additional copies do not intensify the same protection or restriction.
Granted spell: Effect presence matters; additional copies do not intensify the same protection or restriction.
Practical use
Before routing through a whirlpool distinguish troop safety from travel cost. Free boarding belongs to Admiral’s Hat, which also needs Necklace of Ocean Guidance.
How it works · parameters, rules and further relationships
Ordinary spells of this level
5
Carrier inventory
Head
Rules, conditions and restrictions
Grants ordinary fifth-level spells while equipped with a separate Spell Book. This is not Expert mastery of every school; the special Titan’s Lightning Bolt has its own artifact source.
Stacking copies and distinct types
Ordinary spells of this level: Effect presence matters; additional copies do not intensify the same protection or restriction.
Practical use
Before planning Dimension Door or Implosion check cost, mastery and map rules. Armageddon is fourth-level and this hat alone does not grant it. Banned spells follow the map-format setting rather than merely belonging to level five.
How it works · parameters, rules and further relationships
Retreat · both sides
Forbidden
Surrender · both sides
Forbidden
Carrier inventory
Miscellaneous · one of five positions
Rules, conditions and restrictions
Forbids both retreat and surrender for both sides in battle. This does not only prevent the enemy’s escape: the holder loses the same options if the fight goes badly.
Stacking copies and distinct types
Retreat · both sides: Effect presence matters; additional copies do not intensify the same protection or restriction.
Surrender · both sides: Effect presence matters; additional copies do not intensify the same protection or restriction.
Practical use
Before attacking check both armies, mana and your need for escape. Surrender-discount items have no value when surrender itself is forbidden.
How it works · parameters, rules and further relationships
Active battle casting
Blocked for both sides · see exceptions
Carrier inventory
Miscellaneous · one of five positions
Rules, conditions and restrictions
Blocks heroes’ active battle casting and applicable active creature spells for both sides. The cited implementation separates passive triggered effects and level-zero abilities such as Death Stare.
Stacking copies and distinct types
Active battle casting: Effect presence matters; additional copies do not intensify the same protection or restriction.
Practical use
Prepare a physical plan without your own healing or buffs. Do not treat every creature feature as disabled: automatic combination effects or innate attacks can use another mode.
While equipped the item provides: Attack · dragons only: +5 · Defense · dragons only: +5.
When it fits: Distinguish dragons from other flying troops.
How it works · parameters, rules and further relationships
Attack · dragons only
+5
Defense · dragons only
+5
Carrier inventory
Miscellaneous · one of five positions
Rules, conditions and restrictions
Adds five Attack and Defense only to creatures marked as dragons in the reference. It is a special Armageddon’s Blade artifact outside ordinary random generation rather than five global hero attributes.
Stacking copies and distinct types
Attack · dragons only: Identical copies do not repeat; distinct types with this effect add.
Defense · dragons only: Identical copies do not repeat; distinct types with this effect add.
Practical use
Distinguish dragons from other flying troops. The card links actual dragon profiles; the vial grants neither a new immunity nor a breath attack.
When it fits: Plan casting with actual mana cost, spellbook and any casting prohibitions.
How it works · parameters, rules and further relationships
Granted spell
Armageddon · Expert
Spell immunity
Armageddon
Attack
+3
Defense
+3
Spell Power
+3
Knowledge
+6
Carrier inventory
Weapon · right hand
Rules, conditions and restrictions
Adds three Attack, Defense and Spell Power, six Knowledge, Expert Armageddon access and army immunity to that spell. It is a special AB artifact outside ordinary random generation.
Stacking copies and distinct types
Granted spell: Effect presence matters; additional copies do not intensify the same protection or restriction.
Spell immunity: Effect presence matters; additional copies do not intensify the same protection or restriction.
Attack: Identical copies do not repeat; distinct types with this effect add.
Defense: Identical copies do not repeat; distinct types with this effect add.
Spell Power: Identical copies do not repeat; distinct types with this effect add.
Knowledge: Identical copies do not repeat; distinct types with this effect add.
Practical use
Plan casting with actual mana cost, spellbook and any casting prohibitions. Armageddon immunity is not universal Fire immunity; other fire attacks retain their own rules.
The Shadow of Death · Complete / VCMI reference d442a5c · Assembled equipment
Twenty-one in all four attributes, permitted mixing and an automatic Expert Prayer attempt.
When it fits: Count six occupied positions and target immunities.
How it works · parameters, rules and further relationships
Faction mixing · reference owner scope
Good factions · matching penalty removed
Faction mixing · reference owner scope
Neutral factions · matching penalty removed
Automatic opening attempt
Prayer · Expert · 10 rounds
Attack
+21
Defense
+21
Spell Power
+21
Knowledge
+21
Carrier inventory
6 equipped positions total
Rules, conditions and restrictions
The six components retain twenty-one in each primary attribute. At battle start the combination attempts mass Expert Prayer for ten rounds without ordinary mana spending or the hero’s cast. It allows mixing good and neutral factions without that mixing penalty; other negative-morale sources remain.
Stacking copies and distinct types
Faction mixing · reference owner scope: Effect presence matters; additional copies do not intensify the same protection or restriction.
Faction mixing · reference owner scope: Effect presence matters; additional copies do not intensify the same protection or restriction.
Automatic opening attempt: Effect presence matters; additional copies do not intensify the same protection or restriction.
Attack: Identical copies do not repeat; distinct types with this effect add.
Defense: Identical copies do not repeat; distinct types with this effect add.
Spell Power: Identical copies do not repeat; distinct types with this effect add.
Knowledge: Identical copies do not repeat; distinct types with this effect add.
Practical use
Count six occupied positions and target immunities. The cited Recanter’s Cloak also blocks passive spells above level two, so fourth-level Prayer is not guaranteed. The reference mixing permission additionally propagates to the owner, which must be distinguished from descriptions of original releases.
How it works · parameters, rules and further relationships
Raised type · by Necromancy
No skill: Skeleton
Raised type · by Necromancy
Basic: Walking Dead
Raised type · by Necromancy
Advanced: Wight
Raised type · by Necromancy
Expert: Lich
Necromancy contribution
+30 percentage points
Carrier inventory
3 equipped positions total
Rules, conditions and restrictions
Components retain thirty percentage points of Necromancy yield. Without the skill the combination enables Skeleton, with Basic Walking Dead, with Advanced Wight and with Expert Lich. It changes the resulting creature type rather than returning all dead unconditionally.
Stacking copies and distinct types
Raised type · by Necromancy: Effect presence matters; additional copies do not intensify the same protection or restriction.
Raised type · by Necromancy: Effect presence matters; additional copies do not intensify the same protection or restriction.
Raised type · by Necromancy: Effect presence matters; additional copies do not intensify the same protection or restriction.
Raised type · by Necromancy: Effect presence matters; additional copies do not intensify the same protection or restriction.
Necromancy contribution: Identical copies do not repeat; distinct types with this effect add.
Practical use
The reference weights each casualty by min(its base HP / raised-type HP, 1), multiplied by the final percentage. Army space is required; an upgrade-only fit uses a two-thirds-yield branch. One hundred targets with at least Lich health at sixty percent gives a sixty-Lich budget before further restrictions.
The Shadow of Death · Complete / VCMI reference d442a5c · Assembled equipment
Retains four HP; living troops additionally gain twenty-five percent base HP and up to fifty regeneration per round.
When it fits: The reference first takes integer base HP times 1.25, then adds the components’ four: one hundred base HP becomes 129 without other modifiers.
How it works · parameters, rules and further relationships
Base health · Living only
+25% before flat addition
Top-creature regeneration · Living
50 HP / round maximum
Health per creature
+4 HP
Carrier inventory
3 equipped positions total
Rules, conditions and restrictions
Components retain four flat HP per creature. The extra twenty-five percent of base health and up-to-fifty-HP regeneration are limited to Living in the cited configuration, so that additional benefit does not automatically cover undead, golems or elementals.
Stacking copies and distinct types
Base health · Living only: Identical copies do not repeat; distinct types with this effect add.
Top-creature regeneration · Living: Identical copies do not repeat; distinct types with this effect add.
Health per creature: Identical copies do not repeat; distinct types with this effect add.
Practical use
The reference first takes integer base HP times 1.25, then adds the components’ four: one hundred base HP becomes 129 without other modifiers. New-round regeneration heals the wounded top creature rather than reviving dead members. The combination occupies two ring positions and one miscellaneous slot.
Exact components and occupied positions
The totals include retained component bonuses. The combination also occupies their additional equipment positions.
How it works · parameters, rules and further relationships
Automatic opening attempt
Slow · Expert · 50 rounds
Automatic opening attempt
Curse · Expert · 50 rounds
Automatic opening attempt
Weakness · Expert · 50 rounds
Automatic opening attempt
Misfortune · Expert · 50 rounds
Attack
+3
Defense
+3
Knowledge
+2
Spell Power
+2
Carrier inventory
4 equipped positions total
Rules, conditions and restrictions
Components give three Attack, three Defense, two Spell Power and two Knowledge. At battle start it attempts Expert Slow, Curse, Weakness and Misfortune on enemy troops for fifty rounds, through four separate applications.
Stacking copies and distinct types
Automatic opening attempt: Effect presence matters; additional copies do not intensify the same protection or restriction.
Automatic opening attempt: Effect presence matters; additional copies do not intensify the same protection or restriction.
Automatic opening attempt: Effect presence matters; additional copies do not intensify the same protection or restriction.
Automatic opening attempt: Effect presence matters; additional copies do not intensify the same protection or restriction.
Attack: Identical copies do not repeat; distinct types with this effect add.
Defense: Identical copies do not repeat; distinct types with this effect add.
Knowledge: Identical copies do not repeat; distinct types with this effect add.
Spell Power: Identical copies do not repeat; distinct types with this effect add.
Practical use
Count individual immunities and later Dispel or Cure. Automatic application uses no ordinary mana, but duration does not guarantee every target is affected. It occupies weapon, shield, head and torso; the similarly named Shield of the Damned is not the required component.
The Shadow of Death · Complete / VCMI reference d442a5c · Assembled equipment
Kingdom-wide fifty percent of the growth base plus all five components’ local flat bonuses.
When it fits: It occupies all five miscellaneous positions.
Buildings and acquisition · relationship type
The item affects growth. Read its card for tier, carrier location and stacking. Base and upgraded dwellings do not create two simultaneous contributions.
How it works · parameters, rules and further relationships
Owned-town growth · base + fortifications
+50%
Local growth · level 2
+5 / week
Local growth · level 3
+4 / week
Local growth · level 4
+3 / week
Local growth · level 5
+2 / week
Local growth · level 6
+1 / week
Carrier inventory
5 equipped positions total
Rules, conditions and restrictions
Adds fifty percent to growth base including Citadel/Castle contribution across owned towns. The reference does not multiply the entire final growth including every other source. The five components’ local flat contributions also remain.
Stacking copies and distinct types
Owned-town growth · base + fortifications: Identical copies do not repeat; distinct types with this effect add.
Local growth · level 2: Every copy’s contribution adds.
Local growth · level 3: Every copy’s contribution adds.
Local growth · level 4: Every copy’s contribution adds.
Local growth · level 5: Every copy’s contribution adds.
Local growth · level 6: Every copy’s contribution adds.
Practical use
It occupies all five miscellaneous positions. The global percentage does not need a carrier in every town; local component additions of five/four/three/two/one belong to the carrier’s town. With base ten and Castle ten, Statue adds ten rather than half of every further dwelling and bonus.
Exact components and occupied positions
The totals include retained component bonuses. The combination also occupies their additional equipment positions.
The Shadow of Death · Complete / VCMI reference d442a5c · Assembled equipment
Sixteen in all four attributes, one Morale and Luck, and first-through-fourth-level spell immunity.
When it fits: It requires nine positions including both rings.
How it works · parameters, rules and further relationships
Spell-level immunity
Levels 1–4
Attack
+16
Defense
+16
Spell Power
+16
Knowledge
+16
Morale
+1
Luck
+1
Carrier inventory
9 equipped positions total
Rules, conditions and restrictions
Nine components give ten in each primary attribute and one Morale and Luck; the combination adds six more in each attribute, totaling sixteen. The army gains level immunity to first-through-fourth-level spells, including applicable beneficial spells.
Stacking copies and distinct types
Spell-level immunity: Effect presence matters; additional copies do not intensify the same protection or restriction.
Attack: Identical copies do not repeat; distinct types with this effect add.
Defense: Identical copies do not repeat; distinct types with this effect add.
Spell Power: Identical copies do not repeat; distinct types with this effect add.
Knowledge: Identical copies do not repeat; distinct types with this effect add.
Morale: Identical copies do not repeat; distinct types with this effect add.
Luck: Identical copies do not repeat; distinct types with this effect add.
Practical use
It requires nine positions including both rings. Consider losing your own applicable Haste or Resurrection on protected targets rather than only preventing damage. Fifth-level magic is not automatically blocked and immunity negation follows separate rules.
The Shadow of Death · Complete / VCMI reference d442a5c · Assembled equipment
Nine Attack/Defense, eight Spell Power/Knowledge and the special Titan’s Lightning Bolt.
When it fits: Zero mana removes neither the ordinary hero cast-per-round limit, casting prohibitions nor valid-target rules.
How it works · parameters, rules and further relationships
Granted spell
Titan’s Lightning Bolt · Expert
On equipping without a book
Supplies a Spell Book
Attack
+9
Defense
+9
Knowledge
+8
Spell Power
+8
Carrier inventory
4 equipped positions total
Rules, conditions and restrictions
After their offsetting penalties, the four components retain nine Attack, nine Defense, eight Spell Power and eight Knowledge. The combination grants Titan’s Lightning Bolt with base damage six hundred and zero mana cost; equipping it can supply a missing Spell Book.
Stacking copies and distinct types
Granted spell: Effect presence matters; additional copies do not intensify the same protection or restriction.
On equipping without a book: Effect presence matters; additional copies do not intensify the same protection or restriction.
Attack: Identical copies do not repeat; distinct types with this effect add.
Defense: Identical copies do not repeat; distinct types with this effect add.
Knowledge: Identical copies do not repeat; distinct types with this effect add.
Spell Power: Identical copies do not repeat; distinct types with this effect add.
Practical use
Zero mana removes neither the ordinary hero cast-per-round limit, casting prohibitions nor valid-target rules. Six hundred is this special spell’s base rather than Spell Power multiplication; applicable further damage modifiers are assessed separately. It occupies weapon, shield, head and torso.
The Shadow of Death · Complete / VCMI reference d442a5c · Assembled equipment
Retains fifteen hundred sea movement and Whirlpool protection, adding free boat transitions.
When it fits: This does not create unlimited fresh movement on every boarding.
How it works · parameters, rules and further relationships
Land / boat transition
No ordinary cost · converts remaining movement
Daily movement · sea
+1500
Whirlpool-loss protection
Yes
Granted spell
Summon Boat · Expert
Granted spell
Scuttle Boat · Expert
Carrier inventory
2 equipped positions total
Rules, conditions and restrictions
Retains fifteen hundred sea movement from necklace and hat, Whirlpool protection and Expert Summon Boat and Scuttle Boat. It additionally enables free boarding transitions with remaining movement converted between the appropriate land and sea limits.
Stacking copies and distinct types
Land / boat transition: Effect presence matters; additional copies do not intensify the same protection or restriction.
Daily movement · sea: Identical copies do not repeat; distinct types with this effect add.
Whirlpool-loss protection: Effect presence matters; additional copies do not intensify the same protection or restriction.
Granted spell: Effect presence matters; additional copies do not intensify the same protection or restriction.
Granted spell: Effect presence matters; additional copies do not intensify the same protection or restriction.
Practical use
This does not create unlimited fresh movement on every boarding. Plan actual remaining points, both daily limits and a valid boarding tile; detailed conversion follows the cited engine. The combination still occupies head and neck rather than one freely interchangeable slot.
How it works · parameters, rules and further relationships
Shooting distance penalty
Removed
Shooting wall penalty
Removed
Shooting next to an enemy
Enabled for shooters
With learned Archery
+30 percentage points
Carrier inventory
3 equipped positions total
Rules, conditions and restrictions
Alongside the inherited thirty percentage points of Archery for a skilled hero, it removes distance and wall penalties and permits shooting next to an enemy. These three new properties are separate from the conditional Archery contribution.
Stacking copies and distinct types
Shooting distance penalty: Effect presence matters; additional copies do not intensify the same protection or restriction.
Shooting wall penalty: Effect presence matters; additional copies do not intensify the same protection or restriction.
Shooting next to an enemy: Effect presence matters; additional copies do not intensify the same protection or restriction.
With learned Archery: Identical copies do not repeat; distinct types with this effect add.
Practical use
It makes no ground troop into a shooter and replenishes no ammunition. Three components occupy three miscellaneous positions; arrange ammunition separately for long battles. Free Shooting is distinct from removing a penalty on a chosen melee attack.
Exact components and occupied positions
The totals include retained component bonuses. The combination also occupies their additional equipment positions.
The Shadow of Death · Complete / VCMI reference d442a5c · Assembled equipment
Recovers up to the full ordinary mana limit each day rather than each battle round.
When it fits: It enables a full spellbook’s mana budget again each day on long expeditions, but not recovery between battle rounds.
How it works · parameters, rules and further relationships
Daily capacity-based recovery
100% of ordinary mana limit
Daily mana recovery
+6 mana / day
Carrier inventory
3 equipped positions total
Rules, conditions and restrictions
Adds recovery equal to one hundred percent of the ordinary mana limit alongside six inherited daily recovery points. The reference takes the larger flat or percentage recovery, then caps replenishment at normal capacity rather than creating new overflow daily.
Stacking copies and distinct types
Daily capacity-based recovery: Identical copies do not repeat; distinct types with this effect add.
Daily mana recovery: Identical copies do not repeat; distinct types with this effect add.
Practical use
It enables a full spellbook’s mana budget again each day on long expeditions, but not recovery between battle rounds. It occupies three miscellaneous slots; the daily difference is zero when mana is already full.
The Shadow of Death · Complete / VCMI reference d442a5c · Assembled equipment
With components adds fifty-six total duration power to applicable enchantments.
When it fits: It occupies neck, one ring and shoulders.
How it works · parameters, rules and further relationships
Enchantment duration power
+56 rounds
Carrier inventory
3 equipped positions total
Rules, conditions and restrictions
Its extra fifty duration power adds to the components’ one/two/three, ordinarily totaling fifty-six. This is enchantment duration rather than fifty-six Spell Power, damage or mana.
Stacking copies and distinct types
Enchantment duration power: Identical copies do not repeat; distinct types with this effect add.
Practical use
It occupies neck, one ring and shoulders. Plan maintained effects around Dispel, target death and each spell’s fixed rules; more duration does not improve instant damage.
The Shadow of Death · Complete / VCMI reference d442a5c · Assembled equipment
With components produces five of each of the four rare resources daily.
When it fits: It produces no wood, ore or gold.
How it works · parameters, rules and further relationships
Daily income
+5 crystal / day
Daily income
+5 gems / day
Daily income
+5 mercury / day
Daily income
+5 sulfur / day
Carrier inventory
4 equipped positions total
Rules, conditions and restrictions
Adds four of each rare resource daily beyond the four components’ one apiece. In the cited bonus graph the equipped combination therefore produces five crystal, five gems, five mercury and five sulfur per day.
Stacking copies and distinct types
Daily income: Every copy’s contribution adds.
Daily income: Every copy’s contribution adds.
Daily income: Every copy’s contribution adds.
Daily income: Every copy’s contribution adds.
Practical use
It produces no wood, ore or gold. It occupies both ring slots, shoulders and one miscellaneous slot; assign it to an economic carrier and plan morning income. Seven payments yield thirty-five of each of the four rare resources.
Exact components and occupied positions
The totals include retained component bonuses. The combination also occupies their additional equipment positions.
Complete has head, neck, torso, shoulders, weapon, shield, feet, two rings and five miscellaneous active positions. The book and four war-machine types have separate positions. Backpack storage grants no ordinary equipped bonus. These are not the fourteen interchangeable shared slots of Heroes I or II.
The original RoE manual states four miscellaneous positions and sixty-four backpacked items. Complete’s interface has five miscellaneous positions; the cited default VCMI configuration additionally uses an unlimited backpack (backpackSize minus one). Engine capacity is therefore not asserted for the original game. Machines cannot use ordinary backpack space and the book is not ordinarily tradable.
Ordinary type-level bonuses from identical items do not repeat in the reference; distinct types can add. Income and local-growth pieces have instance bonuses, giving their copies individual contributions. Morale and Luck retain the ordinary positive cap of three and creatures’ own exceptions. Four negative attribute contributions are shown separately in red.
The twelve SoD combinations retain component contributions and add their own effects. Each uses a main position and locks further positions with components; assembly therefore does not free every other position like Heroes II’s Anduran equipment. Cards total attributes and income and link every exact component. Cornucopia totals five of each rare resource daily with its parts, and Ring of the Magi totals fifty-six duration power.
Attack and Defense affect physical combat, Spell Power affects applicable spell formulas, and Knowledge adds ten base mana capacity before Intelligence. A larger capacity does not fill the reserve. Daily recovery, battle Speed and adventure movement are distinct effects; artifact battle Speed is excluded from morning movement in the reference.
Tomes and Spellbinder’s Hat grant spell access rather than automatic Expert school mastery. Individual SPELL contributions from the sea captain’s hat and Armageddon’s Blade explicitly carry Expert rank. Banned spells follow map-format settings. Active-casting blocks, spell-level limits and automatic passive battle openings use separate branches: the cited Recanter’s Cloak also stops an above-limit passive spell.
Treasure / Minor / Major / Relic rarity fixes neither one purchase price nor the guard. Availability, scroll contents and special artifacts depend on the scenario. Ordinary book and machine prices appear on their cards; the source’s market table is not treated as one universal price at every market. The Grail is transported for construction, while Pandora’s Box belongs to map objects.