HEROES ATLAS
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Heroes IV · 208 ITEMS

Heroes IV: all 208 items, potions and five sets

Every item has original artwork, numerical values, independently written Czech and English rules and practical tactics. Personal hero combat, troop support, wand mana, consumable potions and exact pieces of five sets are distinguished.

208 reconciled types for Heroes IV and official expansions, excluding Equilibris changes. Category pages supply 207 records; Staff of Power is added from English and Czech references. Thirty-five specific uncertainties between historical descriptions are preserved. Five sets provide equipped-piece bonuses rather than five extra items.

How much Magic Resistance do you actually gain?

An item protects the remaining unprotected portion. Example: 50% skill + 50% Cowl of Resistance = 75% total. This covers one skill and one listed item.

R = S + (1 − S) × I

Resulting resistance: 75%

S and I are fractions from zero to one. This establishes neither ordering for more items nor Ward conditions. Formula reference

Catalogue items

208

Crossbow · Heroes IV · game artifact
Image source · Game artwork

Ranged support

Crossbow

Heroes IV · original rules, excluding Equilibris · Mundane equipment

Adds three hero Ranged Attack and removes the wearer’s distance penalty.

When it fits: For a personal shooter compare removed penalty with another bow’s higher Attack.

Buildings and acquisition · relationship type

The item belongs to the sourced service. Construction and the actual purchase are paid separately.

How it works · parameters, rules and further relationships
Wearer · Ranged Attack
+3
Wearer · distance penalty
Removed
Listed purchase price
250 gold
Carrier inventory
Dedicated ranged position
Rules, conditions and restrictions

Normally costs 250 gold and uses the dedicated ranged-weapon position. It grants no matching penalty removal to all army shooters; Sniper’s Crossbow serves that wider role.

Practical use

For a personal shooter compare removed penalty with another bow’s higher Attack. Still check target validity and line of sight before firing.

Who should carry it

Distinguish the actual beneficiary. These heroes are examples of standard classes sharing a sourced class start, rather than owners of the item.

The hero’s own shooting

The wearer’s own shots. For the hero’s own shot at a valid distant target when removing the distance penalty helps.

Ordinary Crossbow does not provide the same benefit to every army shooter. Sniper’s Crossbow has a different scope.

Budgets and armies by the local class offer: Life · Haven · Chaos · Asylum · Nature · Preserve · Might · Stronghold

Compare equipment: Longbow · War Sling · David's Sling · Barbarian Throwing Club

Names in other references: Kusza

Jaskinia Behemota ↗ · Ring of Saturn · Heroes IV ↗

Longbow · Heroes IV · game artifact
Image source · Game artwork

Ranged support

Longbow

Heroes IV · original rules, excluding Equilibris · Mundane equipment

Raises the hero’s personal Ranged Attack by five.

When it fits: Compare actual short- and long-distance hits.

Buildings and acquisition · relationship type

The item belongs to the sourced service. Construction and the actual purchase are paid separately.

How it works · parameters, rules and further relationships
Wearer · Ranged Attack
+5
Listed purchase price
500 gold
Carrier inventory
Dedicated ranged position
Rules, conditions and restrictions

The ordinary price is five hundred gold. This is Attack rather than five extra damage HP per shot. Its description lacks basic Crossbow’s distance-penalty removal.

Practical use

Compare actual short- and long-distance hits. A higher base statistic need not outweigh a penalty the crossbow would remove.

Who should carry it

Distinguish the actual beneficiary. These heroes are examples of standard classes sharing a sourced class start, rather than owners of the item.

The hero’s own shooting

The wearer’s own shots. For higher personal Ranged Attack when the actual shot benefits more than from Crossbow’s penalty removal.

Higher Attack is not the same number of additional damage HP, and this bow does not itself remove the distance penalty.

Budgets and armies by the local class offer: Life · Haven · Chaos · Asylum · Nature · Preserve · Might · Stronghold

Compare equipment: Crossbow · War Sling · David's Sling · Barbarian Throwing Club

Names in other references: Długi łuk

Jaskinia Behemota ↗ · Ring of Saturn · Heroes IV ↗

War Sling · Heroes IV · game artifact
Image source · Game artwork

Ranged support

War Sling

Heroes IV · original rules, excluding Equilibris · Treasure

Adds ten Ranged Attack to the hero personally.

When it fits: Give it to a hero actually firing.

How it works · parameters, rules and further relationships
Wearer · Ranged Attack
+10
Carrier inventory
Dedicated ranged position
Rules, conditions and restrictions

It does not share David’s Sling’s army effect. An ordinary Attack statistic neither removes valid-target requirements and penalties nor guarantees doubled damage.

Practical use

Give it to a hero actually firing. If the hero casts instead while many troops shoot, compare an item benefiting those creatures.

Compare equipment: Crossbow · Longbow · David's Sling · Barbarian Throwing Club

Names in other references: Proca Bojowa

Jaskinia Behemota ↗ · Ring of Saturn · Heroes IV ↗

David's Sling · Heroes IV · game artifact
Image source · Game artwork

Ranged support

David's Sling

Heroes IV · original rules, excluding Equilibris · Treasure

Supports led shooters with a Slayer bonus against fourth-level creatures.

When it fits: Assess actual fourth-tier enemy counts and sizes.

How it works · parameters, rules and further relationships
Led shooters · against tier four
+50% damage in the English detail
Carrier inventory
Dedicated ranged position
Rules, conditions and restrictions

The English detail gives fifty percent extra ranged damage against fourth-tier enemies; the Polish one names Slayer. It is neither War Sling’s ten personal Ranged Attack nor extra damage against every low-tier target.

Practical use

Assess actual fourth-tier enemy counts and sizes. Value comes from troop shots into matching targets rather than the sling’s name.

Compare equipment: Crossbow · Longbow · War Sling · Barbarian Throwing Club

Names in other references: Proca Dawida

Jaskinia Behemota ↗ · Ring of Saturn · Heroes IV ↗

Barbarian Throwing Club · Heroes IV · game artifact
Image source · Game artwork

Ranged support

Barbarian Throwing Club

Heroes IV · original rules, excluding Equilibris · Minor

Adds personal Attack and a chance to stun a target hit by the hero.

When it fits: Use it on a hero hitting important surviving targets.

How it works · parameters, rules and further relationships
Wearer · Melee / Ranged Attack
+5 / +5
Wearer hit · special effect
Stun chance
Carrier inventory
Dedicated ranged position
Rules, conditions and restrictions

English and Czech descriptions list five Melee and Ranged Attack; the Polish detail names only ranged. Stun is a chance rather than a guaranteed result on every hit. The item belongs to ranged equipment despite imprecise hand labels in some descriptions.

Practical use

Use it on a hero hitting important surviving targets. Do not count guaranteed removal of the next enemy action in a reliable defensive plan.

Compare equipment: Crossbow · Longbow · War Sling · David's Sling

Names in other references: Barbarzyńska maczuga do rzucania

Jaskinia Behemota ↗ · Ring of Saturn · Heroes IV ↗

Valder's Crossbow of Sloth · Heroes IV · game artifact
Image source · Game artwork

Ranged support

Valder's Crossbow of Sloth

Heroes IV · original rules, excluding Equilibris · Minor

Gives the wearer five Ranged Attack and applies a slowing effect on a struck target.

When it fits: Consider slowing a particular approaching target, but calculate decisive reach after checking the effect actually applied.

This item has marked uncertainties. See the rules below.

How it works · parameters, rules and further relationships
Wearer · Ranged Attack
+5
Hit · slowing branch
Conflict: Fatigue / Slow
Carrier inventory
Dedicated ranged position

Conflicting or unverified rule: See this card’s rules for details.

Rules, conditions and restrictions

References name the effect differently: Fatigue in the Polish detail and Slow in the older English inventory. These Heroes IV branches are not merged into one exact calculator without verification. Five Ranged Attack is common to both.

Practical use

Consider slowing a particular approaching target, but calculate decisive reach after checking the effect actually applied. Do not automatically use another Heroes game’s formula.

Compare equipment: Crossbow · Longbow · War Sling · David's Sling

Names in other references: Kusza opieszałości Valdera

Jaskinia Behemota ↗ · Ring of Saturn · Heroes IV ↗

Sniper's Crossbow · Heroes IV · game artifact
Image source · Game artwork

Ranged support

Sniper's Crossbow

Heroes IV · original rules, excluding Equilibris · Minor

Adds three wearer Ranged Attack and removes distance penalties for led shooters too.

When it fits: It can help even when the hero does not shoot but the troops do.

How it works · parameters, rules and further relationships
Wearer · Ranged Attack
+3
Wearer and led shooters
Distance-penalty removal
Carrier inventory
Dedicated ranged position
Rules, conditions and restrictions

The personal numerical benefit is separate from wider shooting support. It does not give three points to every hero or solve every other invalid-shot condition and ammunition shortage.

Practical use

It can help even when the hero does not shoot but the troops do. Against enemies already at short range compare the actual removed penalty with another weapon’s offensive support.

Who should carry it

Distinguish the actual beneficiary. These heroes are examples of standard classes sharing a sourced class start, rather than owners of the item.

Support for led creatures

The wearer and led shooters. When distance penalties limit the army and supporting its shooters matters beyond the hero’s own shot.

Do not confuse it with the ordinary personal Crossbow. It does not automatically solve all obstacles, line of sight or ranged-retaliation risks.

Budgets and armies by the local class offer: Life · Haven · Order · Academy · Chaos · Asylum · Death · Necropolis · Nature · Preserve · Might · Stronghold

Compare equipment: Crossbow · Longbow · War Sling · David's Sling

Names in other references: Kusza snajperska

Jaskinia Behemota ↗ · Ring of Saturn · Heroes IV ↗

Throwing Spear · Heroes IV · game artifact
Image source · Game artwork

Ranged support

Throwing Spear

Heroes IV · original rules, excluding Equilibris · Minor

Adds eight Melee Attack and eight Ranged Attack to the wearer.

When it fits: Choose it for a hero personally switching between both attack modes.

How it works · parameters, rules and further relationships
Wearer · Melee / Ranged Attack
+8 / +8
Carrier inventory
Dedicated ranged position
Rules, conditions and restrictions

Despite spear in its name it uses the ranged-weapon position. It lacks Spear of the Centaur’s army shooter melee-penalty removal, which belongs to another specific spear.

Practical use

Choose it for a hero personally switching between both attack modes. Do not assign it an additional whole-army support benefit.

Compare equipment: Crossbow · Longbow · War Sling · David's Sling

Names in other references: Włócznia do rzucania

Jaskinia Behemota ↗ · Ring of Saturn · Heroes IV ↗

Nomad Blackbow · Heroes IV · game artifact
Image source · Game artwork

Ranged support

Nomad Blackbow

Heroes IV · original rules, excluding Equilibris · Special placement / scroll

Raises the hero’s personal Ranged Attack by twenty.

When it fits: On a map placing it explicitly compare the hero’s actual shooting role.

How it works · parameters, rules and further relationships
Wearer · Ranged Attack
+20
Reference availability
Default random selection disabled
Carrier inventory
Dedicated ranged position
Rules, conditions and restrictions

The detailed inventory states default exclusion from ordinary random selection. Its existence does not promise availability on every map. Higher Attack alone removes no distance penalty.

Practical use

On a map placing it explicitly compare the hero’s actual shooting role. A large shooting army may value shared support more than twenty personal points.

Compare equipment: Crossbow · Longbow · War Sling · David's Sling

Names in other references: Czarny łuk nomada

Jaskinia Behemota ↗ · Ring of Saturn · Heroes IV ↗

Spear of the Centaur · Heroes IV · game artifact
Image source · Game artwork

Ranged support

Spear of the Centaur

Heroes IV · original rules, excluding Equilibris · Major

Gives the hero eight Melee and Ranged Attack and led shooters normal melee damage.

When it fits: It helps when enemies can engage your shooters.

How it works · parameters, rules and further relationships
Wearer · Melee / Ranged Attack
+8 / +8
Led shooters · melee penalty
Ordinary half-damage penalty removed
Carrier inventory
Dedicated ranged position
Rules, conditions and restrictions

The support ability removes their ordinary half-damage melee penalty. It is neither permission to fire at an adjacent blocker nor an automatic extra ranged attack. Retaliation on a chosen melee attack still follows its own rules.

Practical use

It helps when enemies can engage your shooters. Compare a full melee hit with protecting the shooters and continuing to use their ranged strength.

Compare equipment: Crossbow · Longbow · War Sling · David's Sling

Names in other references: Włócznia Centaurów

Jaskinia Behemota ↗ · Ring of Saturn · Heroes IV ↗

Emerald Longbow · Heroes IV · game artifact
Image source · Game artwork

Ranged support

Emerald Longbow

Heroes IV · original rules, excluding Equilibris · Special placement / scroll

Adds thirty wearer Ranged Attack for personal shooting.

When it fits: If a scenario provides it, compare personal hit improvement with another crossbow’s removal of actual penalties.

How it works · parameters, rules and further relationships
Wearer · Ranged Attack
+30
Reference availability
Default random selection disabled
Carrier inventory
Dedicated ranged position
Rules, conditions and restrictions

The detailed reference states default exclusion from random selection. The bonus does not apply to every army shooter and is not thirty direct damage points.

Practical use

If a scenario provides it, compare personal hit improvement with another crossbow’s removal of actual penalties. Availability on one map is no universal acquisition plan.

Compare equipment: Crossbow · Longbow · War Sling · David's Sling

Names in other references: Szmaragdowy długi łuk

Jaskinia Behemota ↗ · Ring of Saturn · Heroes IV ↗

Bow of the Elf King · Heroes IV · game artifact
Image source · Game artwork

Ranged support

Bow of the Elf King

Heroes IV · original rules, excluding Equilibris · Relic

Adds five hero Ranged Attack and an additional shot to led shooters’ ranged actions.

When it fits: Consider the number of troops actually shooting and keeping them unengaged.

How it works · parameters, rules and further relationships
Wearer · Ranged Attack
+5
Led shooters · shots per ranged action
+1
Carrier inventory
Dedicated ranged position
Rules, conditions and restrictions

An additional shot differs from another daily action or one ammunition reserve point. A stack already firing twice gains a third shot rather than automatically doubling to four.

Practical use

Consider the number of troops actually shooting and keeping them unengaged. Whole-army shooting value can outweigh a bow with more personal wearer Attack.

Compare equipment: Crossbow · Longbow · War Sling · David's Sling

Names in other references: Łuk elfickiego króla

Jaskinia Behemota ↗ · Ring of Saturn · Heroes IV ↗

Horned Bow · Heroes IV · game artifact
Image source · Game artwork

Ranged support

Horned Bow

Heroes IV · original rules, excluding Equilibris · Relic

Raises the hero’s personal Ranged Attack by fifty.

When it fits: It suits a strong personal shooter.

How it works · parameters, rules and further relationships
Wearer · Ranged Attack
+50
Carrier inventory
Dedicated ranged position
Rules, conditions and restrictions

The large statistic belongs to the wearer. It does not automatically include Bow of the Elf King’s extra army shots or removal of every penalty and shooting restriction.

Practical use

It suits a strong personal shooter. Calculate the actual hit against target Defense and compare with the army’s total gain from support equipment.

Compare equipment: Crossbow · Longbow · War Sling · David's Sling

Names in other references: Rogaty łuk

Jaskinia Behemota ↗ · Ring of Saturn · Heroes IV ↗

Cap of Knowledge · Heroes IV · game artifact
Image source · Game artwork

Magic and spellcasting

Cap of Knowledge

Heroes IV · original rules, excluding Equilibris · Treasure

The wearer gains five mana capacity and one extra daily recovery point.

When it fits: Before a long journey count reserve size separately from recovery.

How it works · parameters, rules and further relationships
Wearer · mana capacity
+5
Wearer · daily recovery
+1 mana / day
Carrier inventory
Head
Rules, conditions and restrictions

Both contributions affect the hero rather than a Genie’s or another creature’s mana. Extra capacity does not itself refill missing current mana, and the recovery point is daily rather than per battle round.

Practical use

Before a long journey count reserve size separately from recovery. If the hero already returns for full replenishment daily, the main difference is capacity for an individual battle.

Compare all 147 spell formulas and costs →

Heroes to consider it for

Conditional suggestions for the game plan (134)

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.

Who should carry it

Distinguish the actual beneficiary. These heroes are examples of standard classes sharing a sourced class start, rather than owners of the item.

The hero’s own spellcasting

The wearer’s own mana. For a larger filled personal reserve before combat and daily recovery during a longer journey.

A higher capacity is not an immediate refill of current mana. The cap teaches no new spell.

Budgets and armies by the local class offer: Life · Haven · Order · Academy · Chaos · Asylum · Death · Necropolis · Nature · Preserve

Compare equipment: Crown of Enchantment · Circlet of Wisdom · Magic Amplifier · Helm of Command

Names in other references: Kaptur wiedzy

Jaskinia Behemota ↗ · Ring of Saturn · Heroes IV ↗

Helm of Seeing · Heroes IV · game artifact
Image source · Game artwork

Scouting and information

Helm of Seeing

Heroes IV · original rules, excluding Equilibris · Treasure

Protects the wearer and friendly targets from Blind.

When it fits: Compare protection of a key hero or shooter with other enemy control options.

How it works · parameters, rules and further relationships
Wearer and allies · immunity
Blind
Carrier inventory
Head
Rules, conditions and restrictions

This is a specific Blind immunity. It raises no scouting and does not make every target shootable; Seeing is distinct from Telescope’s sight bonus.

Practical use

Compare protection of a key hero or shooter with other enemy control options. Known Blind access can justify replacing even a helmet offering more mana capacity.

Compare equipment: Breeze the Falcon · Telescope · Viewing Crystal

Names in other references: Hełm widzenia

Jaskinia Behemota ↗ · Ring of Saturn · Heroes IV ↗

Mind Shield · Heroes IV · game artifact
Image source · Game artwork

Magic protection

Mind Shield

Heroes IV · original rules, excluding Equilibris · Minor

Protects led troops against mind spells and related effects.

When it fits: Choose it for troops whose actions are threatened by mind control.

How it works · parameters, rules and further relationships
Led troops · protection
Mind spells, Charm and Fear
Carrier inventory
Head
Rules, conditions and restrictions

The reference includes Charm and Fear alongside mind spells. This is not universal Magic Resistance against direct damage. The reference explicitly says Crown of Enchantment does not override this protection.

Practical use

Choose it for troops whose actions are threatened by mind control. A cloak with actual magic resistance serves a different role against direct-damage spells.

Compare equipment: Hideous Mask · Ring of Permanency · Ring of Lesser Negation · Ring of Greater Negation

Names in other references: Tarcza Umysłu

Jaskinia Behemota ↗

Crown of Enchantment · Heroes IV · game artifact
Image source · Game artwork

Magic and spellcasting

Crown of Enchantment

Heroes IV · original rules, excluding Equilibris · Minor

Lets the wearer use mind spells against some normally immune creature types.

When it fits: Before planning control of an unusual target check its type and the enemy’s equipment.

How it works · parameters, rules and further relationships
Wearer · natural-protection negation
Mind spells · listed types
Carrier inventory
Head
Rules, conditions and restrictions

The reference specifically names constructs, undead and elementals. The crown grants neither spells nor mana; casting still requires the appropriate ability. Mind Shield is explicitly listed as protection that defeats this negation.

Practical use

Before planning control of an unusual target check its type and the enemy’s equipment. Do not treat this effect as removal of every immunity or all Resistance.

Compare all 147 spell formulas and costs →

Compare equipment: Cap of Knowledge · Circlet of Wisdom · Magic Amplifier · Helm of Command

Names in other references: Korona Uroków

Jaskinia Behemota ↗

Circlet of Wisdom · Heroes IV · game artifact
Image source · Game artwork

Magic and spellcasting

Circlet of Wisdom

Heroes IV · original rules, excluding Equilibris · Minor

Adds ten wearer mana capacity and two daily recovery.

When it fits: Compared with Cap of Knowledge this adds another five capacity and one recovery.

How it works · parameters, rules and further relationships
Wearer · mana capacity
+10
Wearer · daily recovery
+2 mana / day
Carrier inventory
Head
Rules, conditions and restrictions

These are hero mana-capacity and recovery bonuses. Do not convert Wisdom in the name into the Heroes III skill; access to spell levels requires the relevant Heroes IV magic skill.

Practical use

Compared with Cap of Knowledge this adds another five capacity and one recovery. Check whether the extra mana actually enables another needed cast.

Compare all 147 spell formulas and costs →

Compare equipment: Cap of Knowledge · Crown of Enchantment · Magic Amplifier · Helm of Command

Names in other references: Diadem mądrości

Jaskinia Behemota ↗

Mullich's Helm of Leadership · Heroes IV · game artifact
Image source · Game artwork

Morale

Mullich's Helm of Leadership

Heroes IV · original rules, excluding Equilibris · Minor

Adds one battle Speed to led creatures and two Morale to heroes and creatures.

When it fits: Compare altered action order with another helmet and the commander’s skills.

How it works · parameters, rules and further relationships
Led creatures · Speed
+1
Heroes and creatures · Morale
+2
Carrier inventory
Head
Rules, conditions and restrictions

The contributions have different targets: the reference distinguishes creature speed from morale including heroes. Speed is distinct from battle Movement reach and daily adventure travel.

Practical use

Compare altered action order with another helmet and the commander’s skills. With several heroes, leadership-related support is not assessed by simply summing every carried item.

Compare equipment: Crest of Valor · Maranthea's Mug · Statesman's Medal · Medal of Honor

Names in other references: Hełm dowodzenia Mullicha

Jaskinia Behemota ↗

Magic Amplifier · Heroes IV · game artifact
Image source · Game artwork

Magic and spellcasting

Magic Amplifier

Heroes IV · original rules, excluding Equilibris · Minor

Reduces led creatures’ spell costs by roughly one third, stated as thirty-three percent.

When it fits: Evaluate it for armies with repeated creature casting.

This item has marked uncertainties. See the rules below.

How it works · parameters, rules and further relationships
Led spellcasting creatures · cost
−33% · exact rounding unverified
Carrier inventory
Head

Conflicting or unverified rule: See this card’s rules for details.

Rules, conditions and restrictions

The effect applies to creature mana pools rather than automatically discounting the hero’s casting. The reference mentions rounding down without fully specifying integer-operation order; no unverified small-cost conversion table is asserted here.

Practical use

Evaluate it for armies with repeated creature casting. A hero without such troops gains a different benefit from a personal cost-reduction staff or recovery helmet.

Compare all 147 spell formulas and costs →

Compare equipment: Cap of Knowledge · Crown of Enchantment · Circlet of Wisdom · Helm of Command

Names in other references: Wzmacniacz magii

Jaskinia Behemota ↗

Hideous Mask · Heroes IV · game artifact
Image source · Game artwork

Magic protection

Hideous Mask

Heroes IV · original rules, excluding Equilibris · Minor

The wearer has Aura of Fear while the mask is equipped.

When it fits: Equip a hero who actually attacks and needs to limit retaliation.

How it works · parameters, rules and further relationships
Wearer · continuous effect
Aura of Fear
Carrier inventory
Head
Rules, conditions and restrictions

This is an ability of the hero fighting personally. It differs from another game’s neutral-joining restriction. Retaliation and the struck target’s movement follow Fear and the target’s applicable immunity.

Practical use

Equip a hero who actually attacks and needs to limit retaliation. Do not rely on an automatically safe attack against a Fear-immune target.

Compare equipment: Mind Shield · Ring of Permanency · Ring of Lesser Negation · Ring of Greater Negation

Names in other references: Ohydna maska

Jaskinia Behemota ↗

Helm of Command · Heroes IV · game artifact
Image source · Game artwork

Magic and spellcasting

Helm of Command

Heroes IV · original rules, excluding Equilibris · Major

Supports led creatures with twenty percent Attack and one Speed; references disagree about Defense.

When it fits: Give it to the commander with the strongest related skill and compare actual troop statistics.

This item has marked uncertainties. See the rules below.

How it works · parameters, rules and further relationships
Led creatures · Attack
+20%
Led creatures · Speed
+1
Defense contribution
Conflicting: omitted / +20%
Carrier inventory
Head

Conflicting or unverified rule: See this card’s rules for details.

Rules, conditions and restrictions

The Polish detail lists Attack and Speed, while the older English and Czech inventories also list twenty percent Defense. This difference is explicit; Defense is not supplied as a confirmed calculator input. Several heroes’ support must respect effective-commander selection.

Practical use

Give it to the commander with the strongest related skill and compare actual troop statistics. Do not base a decisive survival calculation on the disputed twenty percent Defense.

Compare all 147 spell formulas and costs →

Compare equipment: Cap of Knowledge · Crown of Enchantment · Circlet of Wisdom · Magic Amplifier

Names in other references: Hełm dowodzenia

Jaskinia Behemota ↗ · Ring of Saturn · Heroes IV ↗

Helm of Power · Heroes IV · game artifact
Image source · Game artwork

Magic and spellcasting

Helm of Power

Heroes IV · original rules, excluding Equilibris · Major

The wearer gains twenty mana capacity and four daily recovery.

When it fits: Across repeated fights away from a guild compare spending with four extra daily recovery.

How it works · parameters, rules and further relationships
Wearer · mana capacity
+20
Wearer · daily recovery
+4 mana / day
Carrier inventory
Head
Rules, conditions and restrictions

These contributions do not directly raise spell power. Hero damage and other magical formulas follow their skills and level; equipping the helmet does not promise an instant refill of all new capacity.

Practical use

Across repeated fights away from a guild compare spending with four extra daily recovery. In one long battle, the larger initial reserve is the main benefit.

Compare all 147 spell formulas and costs →

Compare equipment: Cap of Knowledge · Crown of Enchantment · Circlet of Wisdom · Magic Amplifier

Names in other references: Hełm mocy

Jaskinia Behemota ↗ · Ring of Saturn · Heroes IV ↗

Seaman's Hat · Heroes IV · game artifact
Image source · Game artwork

Adventure movement

Seaman's Hat

Heroes IV · original rules, excluding Equilibris · Major

Removes the ordinary boarding and disembarking penalty with remaining-movement conversion.

When it fits: Plan transfers from actual remaining movement and reachable coastal tiles.

How it works · parameters, rules and further relationships
Army · boat / land transition
No ordinary penalty; proportional conversion
Carrier inventory
Head
Rules, conditions and restrictions

The transition converts remaining points proportionally between the relevant limits. The hat therefore creates no full fresh reserve on every boarding and grants no Sextant sea multiplier itself.

Practical use

Plan transfers from actual remaining movement and reachable coastal tiles. With several heroes check the effective related sailing commander.

Compare equipment: Logbook of the Master Sailor · Snowshoes · Boots of the Crocodile · Fireproof Boots

Names in other references: Czapka marynarza

Jaskinia Behemota ↗ · Ring of Saturn · Heroes IV ↗

Supreme Crown of the Magi · Heroes IV · game artifact
Image source · Game artwork

Magic and spellcasting

Supreme Crown of the Magi

Heroes IV · original rules, excluding Equilibris · Relic

Raises wearer mana capacity by fifty and daily recovery by ten.

When it fits: For a long expedition calculate whether ten daily points cover normal spending.

How it works · parameters, rules and further relationships
Wearer · mana capacity
+50
Wearer · daily recovery
+10 mana / day
Carrier inventory
Head
Rules, conditions and restrictions

These are two separate numerical hero benefits. The crown grants neither all spell levels nor five magic schools and does not itself fill newly gained capacity.

Practical use

For a long expedition calculate whether ten daily points cover normal spending. Before a decisive fight arrange actual replenishment: a large empty reserve casts nothing.

Compare all 147 spell formulas and costs →

Compare equipment: Cap of Knowledge · Crown of Enchantment · Circlet of Wisdom · Magic Amplifier

Names in other references: Najwyższa korona magii

Jaskinia Behemota ↗ · Ring of Saturn · Heroes IV ↗

Archmage's Hat · Heroes IV · game artifact
Image source · Game artwork

Magic and spellcasting

Archmage's Hat

The Gathering Storm · separate set piece · Separate set piece

Gives the wearer ten mana capacity, two daily recovery and continuous Blur.

When it fits: Used alone, weigh the wearer’s shooting protection alongside mana.

How it works · parameters, rules and further relationships
Wearer · mana capacity
+10
Wearer · daily recovery
+2 mana / day
Wearer · continuous effect
Blur
Carrier inventory
Head
Rules, conditions and restrictions

It is one of five exact The Gathering Storm set pieces. The hat alone grants no complete-set resistance negation. Its Blur is a continuous equipped-item effect; compare the spell for exact defenses.

Practical use

Used alone, weigh the wearer’s shooting protection alongside mana. When collecting the set check all five exact pieces rather than five arbitrary magical items.

Equipped-set piece: Five archmage pieces

Compare equipment: Wayfaring Boots · Angelfeather Cloak · Staff of Disruption · Ring of Flares · Cap of Knowledge · Crown of Enchantment · Circlet of Wisdom · Magic Amplifier

Names in other references: Kapelusz Arcymaga

Jaskinia Behemota ↗ · Ring of Saturn · Heroes IV ↗

Tiger Helm · Heroes IV · game artifact
Image source · Game artwork

Multiple primary attributes

Tiger Helm

The Gathering Storm · separate set piece · Separate set piece

The wearer gains five damage, five Defense and Negate First Strike.

When it fits: Use it on a hero fighting personally against First Strike.

How it works · parameters, rules and further relationships
Wearer · damage
+5
Wearer · Defense
+5
Wearer · ability
Negate First Strike
Carrier inventory
Head
Rules, conditions and restrictions

Five flat damage differs from Attack. Negate First Strike removes the opponent’s first-strike advantage rather than automatically preventing all retaliation. The helmet is one part of The Gathering Storm’s three-piece tiger set.

Practical use

Use it on a hero fighting personally against First Strike. Set regeneration and Dragon Strength also require Tiger Armor and Frost Hammer on the same wearer.

Compare all 147 spell formulas and costs →

Equipped-set piece: Three tiger pieces

Compare equipment: Tiger Armor · Frost Hammer · Ring of Strength · Longsword · Angel's Blade · Giant Slayer

Names in other references: Hełm tygrysa

Jaskinia Behemota ↗ · Ring of Saturn · Heroes IV ↗

Shield · Heroes IV · game artifact
Image source · Game artwork

Defense

Shield

Heroes IV · original rules, excluding Equilibris · Mundane equipment

The ordinary shield adds three to both of the hero’s physical defenses.

When it fits: Compare cheap personal protection with a tome, scroll or other left-hand item.

Buildings and acquisition · relationship type

The item belongs to the sourced service. Construction and the actual purchase are paid separately.

How it works · parameters, rules and further relationships
Wearer · Melee / Ranged Defense
+3 / +3
Listed purchase price
100 gold
Carrier inventory
Left hand
Rules, conditions and restrictions

Normally costs one hundred gold and uses the left hand. It lacks magical shields’ percentage troop support. A two-handed weapon also occupies that hand, preventing simultaneous use.

Practical use

Compare cheap personal protection with a tome, scroll or other left-hand item. Three points matter according to how often the hero actually takes physical hits.

Compare equipment: Dwarven Shield · Steadfast Shield · Lion's Shield of Courage · Life Shield

Names in other references: Tarcza

Jaskinia Behemota ↗ · Ring of Saturn · Heroes IV ↗

Parchment · Heroes IV · game artifact
Image source · Game artwork

Magic and spellcasting

Parchment

Heroes IV · original rules, excluding Equilibris · Special placement / scroll

Lets the wearer learn one particular spell with sufficient magic skill.

When it fits: Before purchasing check the exact required skill.

How it works · parameters, rules and further relationships
Wearer · result
Learns one written spell
Requirement
Corresponding school and rank
Carrier inventory
Left hand
Rules, conditions and restrictions

The English description equips it in the left hand for learning. Contents belong to the individual parchment rather than one universal offer of every spell. The hero must have the required school and rank to actually learn the written spell.

Practical use

Before purchasing check the exact required skill. For occasional use without learning the school, Scroll follows different conditions.

Compare all 147 spell formulas and costs →

Compare equipment: Cap of Knowledge · Crown of Enchantment · Circlet of Wisdom · Magic Amplifier

Names in other references: Pergamin

Jaskinia Behemota ↗ · Ring of Saturn · Heroes IV ↗ · Jaskinia Behemota ↗

Scroll · Heroes IV · game artifact
Image source · Game artwork

Magic and spellcasting

Scroll

Heroes IV · original rules, excluding Equilibris · Special placement / scroll

Enables the written spell even without its magic skill for half the ordinary mana.

When it fits: For a non-magical hero a particular rare scroll can enable an otherwise unavailable function.

How it works · parameters, rules and further relationships
Wearer · written spell cost
floor(M / 2)
Learned-school requirement
Bypassed by the scroll
Carrier inventory
Left hand
Rules, conditions and restrictions

The Polish detail rounds cost down: actual ordinary cost M gives the scroll branch floor(M/2), before unverified interaction with further modifiers. A normal five mana becomes two. The hero still uses personal mana and weak magic skills can limit effect strength.

Practical use

For a non-magical hero a particular rare scroll can enable an otherwise unavailable function. Check its contents and distinguish borrowed access from permanent Parchment learning.

Compare all 147 spell formulas and costs →

Compare equipment: Cap of Knowledge · Crown of Enchantment · Circlet of Wisdom · Magic Amplifier

Names in other references: Zwój

Jaskinia Behemota ↗ · Ring of Saturn · Heroes IV ↗ · Jaskinia Behemota ↗

Dwarven Shield · Heroes IV · game artifact
Image source · Game artwork

Defense

Dwarven Shield

Heroes IV · original rules, excluding Equilibris · Treasure

The wearer gains three to both defenses and led creatures gain 20 percent to both defenses.

When it fits: Compared with ordinary Shield the hero keeps the same personal three and gains army support.

How it works · parameters, rules and further relationships
Wearer · Melee / Ranged Defense
+3 / +3
Led creatures · both defenses
+20%
Carrier inventory
Left hand
Rules, conditions and restrictions

Personal flat Defense and 20-percent army support are separate layers. Applicable percentage bonuses reference base statistics; the effective commander depends on the related Defense skill.

Practical use

Compared with ordinary Shield the hero keeps the same personal three and gains army support. A creature with base Defense ten reaches twelve from this contribution alone.

Compare equipment: Shield · Steadfast Shield · Lion's Shield of Courage · Life Shield

Names in other references: Krasnoludzka tarcza

Jaskinia Behemota ↗ · Ring of Saturn · Heroes IV ↗ · Jaskinia Behemota ↗

Apprentice's Handbook · Heroes IV · game artifact
Image source · Game artwork

Magic and spellcasting

Apprentice's Handbook

Heroes IV · original rules, excluding Equilibris · Treasure

Grants ordinary level-1 spells when the wearer has their school at the required rank.

When it fits: It expands an early caster’s usable first-level options.

How it works · parameters, rules and further relationships
Wearer · granted level
1
Required school
Basic in the corresponding school
Carrier inventory
Left hand
Rules, conditions and restrictions

An ordinary spell of this tier requires Basic in its corresponding magic school. The book occupies the left hand and does not grant all those skills. Its spell access differs from permanent Parchment learning and a scroll bypassing skill requirements.

Practical use

It expands an early caster’s usable first-level options. The English page contains a copied shield description for this record; Polish and Czech inventories corroborate the book function.

Heroes to consider it for

Conditional suggestions for the game plan (3)

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.

Compare equipment: Cap of Knowledge · Crown of Enchantment · Circlet of Wisdom · Magic Amplifier

Names in other references: Podręcznik ucznia

Jaskinia Behemota ↗ · Ring of Saturn · Heroes IV ↗ · Jaskinia Behemota ↗

Steadfast Shield · Heroes IV · game artifact
Image source · Game artwork

Defense

Steadfast Shield

Heroes IV · original rules, excluding Equilibris · Minor

The wearer gains three to both defenses and led creatures gain 30 percent to both defenses.

When it fits: Compared with Dwarven Shield the gain is ten percentage points of army support rather than ten personal Defense.

How it works · parameters, rules and further relationships
Wearer · Melee / Ranged Defense
+3 / +3
Led creatures · both defenses
+30%
Carrier inventory
Left hand
Rules, conditions and restrictions

Personal flat Defense and 30-percent army support are separate layers. Applicable percentage bonuses reference base statistics; the effective commander depends on the related Defense skill.

Practical use

Compared with Dwarven Shield the gain is ten percentage points of army support rather than ten personal Defense. Base troop Defense ten reaches thirteen instead of twelve from this contribution alone.

Compare equipment: Shield · Dwarven Shield · Lion's Shield of Courage · Life Shield

Names in other references: Tarcza Stabilności

Jaskinia Behemota ↗ · Ring of Saturn · Heroes IV ↗ · Jaskinia Behemota ↗

Logbook of the Master Sailor · Heroes IV · game artifact
Image source · Game artwork

Adventure movement

Logbook of the Master Sailor

Heroes IV · original rules, excluding Equilibris · Minor

Raises army sea movement by twenty-five percent and conditionally supports naval combat.

When it fits: Assess voyage and combat separately.

This item has marked uncertainties. See the rules below.

How it works · parameters, rules and further relationships
Army · sea movement
+25%
Naval combat · offensive and defensive support
+20%; English reference requires Seamanship
Carrier inventory
Left hand

Conflicting or unverified rule: See this card’s rules for details.

Rules, conditions and restrictions

Both main inventories list twenty percent offensive and defensive support at sea, while the English one explicitly requires learned Seamanship. The Polish detail omits that condition. The travel multiplier is distinct from Seaman’s Hat removing boarding cost.

Practical use

Assess voyage and combat separately. Before counting the combat twenty percent check the wearer and sailing skill; the left-hand book simultaneously replaces a shield.

Compare equipment: Seaman's Hat · Snowshoes · Boots of the Crocodile · Fireproof Boots

Names in other references: Dziennik Mistrza Żeglarstwa

Jaskinia Behemota ↗ · Ring of Saturn · Heroes IV ↗

Demonary · Heroes IV · game artifact
Image source · Game artwork

Magic and spellcasting

Demonary

Heroes IV · original rules, excluding Equilibris · Minor

Raises the wearer’s five demon-summoning spells’ effectiveness by one hundred percent.

When it fits: Compare the budget and experience cost of the chosen demon.

How it works · parameters, rules and further relationships
Wearer · demon summoning
+100% effectiveness
Carrier inventory
Left hand
Rules, conditions and restrictions

It concerns Summon Imps, Cerberi, Ice Demon, Venom Spawn and Devils. Combined Death and Nature requirements remain. It neither increases the daily Summoning skill rank nor teaches all five without prerequisites.

Practical use

Compare the budget and experience cost of the chosen demon. The occupied left hand cannot simultaneously count as a shield or part of another two-handed staff.

Compare equipment: Cap of Knowledge · Crown of Enchantment · Circlet of Wisdom · Magic Amplifier

Names in other references: Demonariusz

Jaskinia Behemota ↗ · Ring of Saturn · Heroes IV ↗

Journeyman's Notebook · Heroes IV · game artifact
Image source · Game artwork

Magic and spellcasting

Journeyman's Notebook

Heroes IV · original rules, excluding Equilibris · Minor

Grants ordinary level-2 spells when the wearer has their school at the required rank.

When it fits: Before replacing a shield check at least Advanced in the schools you intend to use.

How it works · parameters, rules and further relationships
Wearer · granted level
2
Required school
Advanced in the corresponding school
Carrier inventory
Left hand
Rules, conditions and restrictions

An ordinary spell of this tier requires Advanced in its corresponding magic school. The book occupies the left hand and does not grant all those skills. Its spell access differs from permanent Parchment learning and a scroll bypassing skill requirements.

Practical use

Before replacing a shield check at least Advanced in the schools you intend to use. Equipping the book does not replace the missing skill.

Compare equipment: Cap of Knowledge · Crown of Enchantment · Circlet of Wisdom · Magic Amplifier

Names in other references: Dziennik wędrowca

Jaskinia Behemota ↗ · Ring of Saturn · Heroes IV ↗ · Jaskinia Behemota ↗

Breeze the Falcon · Heroes IV · game artifact
Image source · Game artwork

Scouting and information

Breeze the Falcon

Heroes IV · original rules, excluding Equilibris · Special placement / scroll

Adds two hero sight-radius points from the left-hand position.

When it fits: On a scenario providing it compare two sight with Viewing Crystal in a miscellaneous slot.

How it works · parameters, rules and further relationships
Wearer · sight radius
+2
Availability
Special placement; ordinary random selection disabled
Carrier inventory
Left hand
Rules, conditions and restrictions

Breeze is a special campaign item; the detail states default exclusion from random selection. It is not a separately recruited bird stack. The wearer gains sight while equipping it in the left hand.

Practical use

On a scenario providing it compare two sight with Viewing Crystal in a miscellaneous slot. Different positions change the opportunity cost against shields, tomes and other left-hand tools.

Compare equipment: Helm of Seeing · Telescope · Viewing Crystal

Names in other references: Jastrząb o imieniu Bryza

Jaskinia Behemota ↗

Lion's Shield of Courage · Heroes IV · game artifact
Image source · Game artwork

Defense

Lion's Shield of Courage

Heroes IV · original rules, excluding Equilibris · Major

The wearer gains three to both defenses and led creatures gain 40 percent to both defenses.

When it fits: Equip the commander with the strongest related Defense contribution.

How it works · parameters, rules and further relationships
Wearer · Melee / Ranged Defense
+3 / +3
Led creatures · both defenses
+40%
Carrier inventory
Left hand
Rules, conditions and restrictions

Personal flat Defense and 40-percent army support are separate layers. Applicable percentage bonuses reference base statistics; the effective commander depends on the related Defense skill.

Practical use

Equip the commander with the strongest related Defense contribution. The item supports both physical defenses; forty percent does not directly prevent enemy magical control of a hero.

Compare equipment: Shield · Dwarven Shield · Steadfast Shield · Life Shield

Names in other references: Lwia Tarcza Odwagi

Jaskinia Behemota ↗ · Ring of Saturn · Heroes IV ↗ · Jaskinia Behemota ↗

Life Shield · Heroes IV · game artifact
Image source · Game artwork

Defense

Life Shield

Heroes IV · original rules, excluding Equilibris · Major

The wearer gains three to both defenses and led creatures gain 30 percent to both defenses plus Death Ward.

When it fits: Against Death compare the ward with Lion’s Shield’s stronger raw percentage.

How it works · parameters, rules and further relationships
Wearer · Melee / Ranged Defense
+3 / +3
Led creatures · both defenses
+30%
Led creatures · protection
Death Ward
Carrier inventory
Left hand
Rules, conditions and restrictions

Personal flat Defense and 30-percent army support are separate layers. Applicable percentage bonuses reference base statistics; the effective commander depends on the related Defense skill. Continuous item protection Death Ward retains its own target conditions.

Practical use

Against Death compare the ward with Lion’s Shield’s stronger raw percentage. Against another enemy type the general physical support remains but that Ward may add less.

Compare equipment: Shield · Dwarven Shield · Steadfast Shield · Lion's Shield of Courage

Names in other references: Tarcza Życia

Jaskinia Behemota ↗ · Ring of Saturn · Heroes IV ↗ · Jaskinia Behemota ↗

Unnatural Shield · Heroes IV · game artifact
Image source · Game artwork

Defense

Unnatural Shield

Heroes IV · original rules, excluding Equilibris · Major

The wearer gains three to both defenses and led creatures gain 30 percent to both defenses plus Nature Ward.

When it fits: It supports led troops against applicable Nature threats.

How it works · parameters, rules and further relationships
Wearer · Melee / Ranged Defense
+3 / +3
Led creatures · both defenses
+30%
Led creatures · protection
Nature Ward
Carrier inventory
Left hand
Rules, conditions and restrictions

Personal flat Defense and 30-percent army support are separate layers. Applicable percentage bonuses reference base statistics; the effective commander depends on the related Defense skill. Continuous item protection Nature Ward retains its own target conditions.

Practical use

It supports led troops against applicable Nature threats. Distinguish troop protection from the wearer’s personal armor; shield and torso armor have different bonus scopes.

Compare equipment: Shield · Dwarven Shield · Steadfast Shield · Lion's Shield of Courage

Names in other references: Nienaturalna tarcza

Jaskinia Behemota ↗ · Ring of Saturn · Heroes IV ↗ · Jaskinia Behemota ↗

Shield of Chaos · Heroes IV · game artifact
Image source · Game artwork

Defense

Shield of Chaos

Heroes IV · original rules, excluding Equilibris · Major

The wearer gains three to both defenses and led creatures gain 30 percent to both defenses plus Order Ward.

When it fits: Before fighting Order consider the targeted Ward.

How it works · parameters, rules and further relationships
Wearer · Melee / Ranged Defense
+3 / +3
Led creatures · both defenses
+30%
Led creatures · protection
Order Ward
Carrier inventory
Left hand
Rules, conditions and restrictions

Personal flat Defense and 30-percent army support are separate layers. Applicable percentage bonuses reference base statistics; the effective commander depends on the related Defense skill. Continuous item protection Order Ward retains its own target conditions.

Practical use

Before fighting Order consider the targeted Ward. The left hand also competes with a Tome, potentially removing spells available only through the replaced book.

Compare equipment: Shield · Dwarven Shield · Steadfast Shield · Lion's Shield of Courage

Names in other references: Tarcza Chaosu

Jaskinia Behemota ↗ · Ring of Saturn · Heroes IV ↗ · Jaskinia Behemota ↗

Death Shield · Heroes IV · game artifact
Image source · Game artwork

Defense

Death Shield

Heroes IV · original rules, excluding Equilibris · Major

The wearer gains three to both defenses and led creatures gain 30 percent to both defenses plus Life Ward.

When it fits: Life Ward helps against applicable Life attacks and magic.

How it works · parameters, rules and further relationships
Wearer · Melee / Ranged Defense
+3 / +3
Led creatures · both defenses
+30%
Led creatures · protection
Life Ward
Carrier inventory
Left hand
Rules, conditions and restrictions

Personal flat Defense and 30-percent army support are separate layers. Applicable percentage bonuses reference base statistics; the effective commander depends on the related Defense skill. Continuous item protection Life Ward retains its own target conditions.

Practical use

Life Ward helps against applicable Life attacks and magic. Death Shield in the name grants neither a new Death spell nor a necromancy reward after combat.

Compare equipment: Shield · Dwarven Shield · Steadfast Shield · Lion's Shield of Courage

Names in other references: Tarcza Śmierci

Jaskinia Behemota ↗ · Ring of Saturn · Heroes IV ↗ · Jaskinia Behemota ↗

Shield of Order · Heroes IV · game artifact
Image source · Game artwork

Defense

Shield of Order

Heroes IV · original rules, excluding Equilibris · Major

The wearer gains three to both defenses and led creatures gain 30 percent to both defenses plus Chaos Ward.

When it fits: Evaluate actual Chaos creatures and spells.

How it works · parameters, rules and further relationships
Wearer · Melee / Ranged Defense
+3 / +3
Led creatures · both defenses
+30%
Led creatures · protection
Chaos Ward
Carrier inventory
Left hand
Rules, conditions and restrictions

Personal flat Defense and 30-percent army support are separate layers. Applicable percentage bonuses reference base statistics; the effective commander depends on the related Defense skill. Continuous item protection Chaos Ward retains its own target conditions.

Practical use

Evaluate actual Chaos creatures and spells. Against another sphere compare stronger raw Defense or a needed left-hand book.

Compare equipment: Shield · Dwarven Shield · Steadfast Shield · Lion's Shield of Courage

Names in other references: Tarcza Ładu

Jaskinia Behemota ↗ · Ring of Saturn · Heroes IV ↗ · Jaskinia Behemota ↗

Dragon Scale Shield · Heroes IV · game artifact
Image source · Game artwork

Defense

Dragon Scale Shield

Heroes IV · original rules, excluding Equilibris · Major

Gives the hero three Defense, and led creatures thirty-percent defenses plus Fire Resistance.

When it fits: Against a fire army it has a wider support role than personal Dragon Scale Armor.

This item has marked uncertainties. See the rules below.

How it works · parameters, rules and further relationships
Wearer · Melee / Ranged Defense
+3 / +3
Led creatures · both defenses
+30%
Led creatures · ability
Fire Resistance
Carrier inventory
Left hand

Conflicting or unverified rule: See this card’s rules for details.

Rules, conditions and restrictions

Personal and army contributions remain separate. The reference describes troop protection against fire spells, breath and fire attacks; Fire Resistance percentage wording differs across item descriptions, so it is not converted into one unverified universal calculator.

Practical use

Against a fire army it has a wider support role than personal Dragon Scale Armor. Assess both troop protection and the equipment of the hero fighting personally.

Compare equipment: Shield · Dwarven Shield · Steadfast Shield · Lion's Shield of Courage

Names in other references: Tarcza ze smoczej łuski

Jaskinia Behemota ↗ · Ring of Saturn · Heroes IV ↗

Master's Spellbook · Heroes IV · game artifact
Image source · Game artwork

Magic and spellcasting

Master's Spellbook

Heroes IV · original rules, excluding Equilibris · Major

Grants ordinary level-3 spells when the wearer has their school at the required rank.

When it fits: Master in the name does not grant Master skills: ordinary third-level spells require Expert.

How it works · parameters, rules and further relationships
Wearer · granted level
3
Required school
Expert in the corresponding school
Carrier inventory
Left hand
Rules, conditions and restrictions

An ordinary spell of this tier requires Expert in its corresponding magic school. The book occupies the left hand and does not grant all those skills. Its spell access differs from permanent Parchment learning and a scroll bypassing skill requirements.

Practical use

Master in the name does not grant Master skills: ordinary third-level spells require Expert. Choose a concrete useful cast before sacrificing another left-hand item.

Compare equipment: Cap of Knowledge · Crown of Enchantment · Circlet of Wisdom · Magic Amplifier

Names in other references: Księga zaklęć mistrza

Jaskinia Behemota ↗ · Ring of Saturn · Heroes IV ↗ · Jaskinia Behemota ↗

Guildmaster's Compendium · Heroes IV · game artifact
Image source · Game artwork

Magic and spellcasting

Guildmaster's Compendium

Heroes IV · original rules, excluding Equilibris · Major

Grants ordinary level-4 spells when the wearer has their school at the required rank.

When it fits: For fourth levels check Master in the matching school and enough mana.

How it works · parameters, rules and further relationships
Wearer · granted level
4
Required school
Master in the corresponding school
Carrier inventory
Left hand
Rules, conditions and restrictions

An ordinary spell of this tier requires Master in its corresponding magic school. The book occupies the left hand and does not grant all those skills. Its spell access differs from permanent Parchment learning and a scroll bypassing skill requirements.

Practical use

For fourth levels check Master in the matching school and enough mana. Value depends on which spells the hero previously lacked.

Compare equipment: Cap of Knowledge · Crown of Enchantment · Circlet of Wisdom · Magic Amplifier

Names in other references: Kompendium mistrza gildii

Jaskinia Behemota ↗ · Ring of Saturn · Heroes IV ↗ · Jaskinia Behemota ↗

Tome of Life · Heroes IV · game artifact
Image source · Game artwork

Magic and spellcasting

Tome of Life

Heroes IV · original rules, excluding Equilibris · Major

Grants the wearer ordinary Life Magic spells at the corresponding learned mastery.

When it fits: Compare new healing and buffs with left-hand personal defense.

How it works · parameters, rules and further relationships
Wearer · granted school
Life Magic
Carrier inventory
Left hand
Rules, conditions and restrictions

Each spell level still needs the corresponding primary magic skill rank. The tome does not turn a Basic hero into a Grandmaster or grant unlimited mana. It actively occupies the left hand, competing with a shield or two-handed weapon.

Practical use

Compare new healing and buffs with left-hand personal defense. Healing targets retain type restrictions and spell access creates no unlimited revival.

Compare equipment: Cap of Knowledge · Crown of Enchantment · Circlet of Wisdom · Magic Amplifier

Names in other references: Księga Życia

Jaskinia Behemota ↗ · Ring of Saturn · Heroes IV ↗ · Jaskinia Behemota ↗

Tome of Nature · Heroes IV · game artifact
Image source · Game artwork

Magic and spellcasting

Tome of Nature

Heroes IV · original rules, excluding Equilibris · Major

Grants the wearer ordinary Nature Magic spells at the corresponding learned mastery.

When it fits: For summoning compare creature experience budgets and abilities.

How it works · parameters, rules and further relationships
Wearer · granted school
Nature Magic
Carrier inventory
Left hand
Rules, conditions and restrictions

Each spell level still needs the corresponding primary magic skill rank. The tome does not turn a Basic hero into a Grandmaster or grant unlimited mana. It actively occupies the left hand, competing with a shield or two-handed weapon.

Practical use

For summoning compare creature experience budgets and abilities. The tome’s school replaces no special combined requirements of demon summoning.

Compare equipment: Cap of Knowledge · Crown of Enchantment · Circlet of Wisdom · Magic Amplifier

Names in other references: Księga Natury

Jaskinia Behemota ↗ · Ring of Saturn · Heroes IV ↗ · Jaskinia Behemota ↗

Tome of Chaos · Heroes IV · game artifact
Image source · Game artwork

Magic and spellcasting

Tome of Chaos

Heroes IV · original rules, excluding Equilibris · Major

Grants the wearer ordinary Chaos Magic spells at the corresponding learned mastery.

When it fits: Choose a spell by target and area rather than a newly visible name alone.

How it works · parameters, rules and further relationships
Wearer · granted school
Chaos Magic
Carrier inventory
Left hand
Rules, conditions and restrictions

Each spell level still needs the corresponding primary magic skill rank. The tome does not turn a Basic hero into a Grandmaster or grant unlimited mana. It actively occupies the left hand, competing with a shield or two-handed weapon.

Practical use

Choose a spell by target and area rather than a newly visible name alone. Protect friendly heroes and troops from area attacks and check matching immunities.

Compare equipment: Cap of Knowledge · Crown of Enchantment · Circlet of Wisdom · Magic Amplifier

Names in other references: Księga Chaosu

Jaskinia Behemota ↗ · Ring of Saturn · Heroes IV ↗ · Jaskinia Behemota ↗

Tome of Death · Heroes IV · game artifact
Image source · Game artwork

Magic and spellcasting

Tome of Death

Heroes IV · original rules, excluding Equilibris · Major

Grants the wearer ordinary Death Magic spells at the corresponding learned mastery.

When it fits: Separate ordinary Death magic from the five demon spells requiring combined skills.

How it works · parameters, rules and further relationships
Wearer · granted school
Death Magic
Carrier inventory
Left hand
Rules, conditions and restrictions

Each spell level still needs the corresponding primary magic skill rank. The tome does not turn a Basic hero into a Grandmaster or grant unlimited mana. It actively occupies the left hand, competing with a shield or two-handed weapon.

Practical use

Separate ordinary Death magic from the five demon spells requiring combined skills. Demonary serves the different role of increasing demon-summoning effectiveness.

Compare equipment: Cap of Knowledge · Crown of Enchantment · Circlet of Wisdom · Magic Amplifier

Names in other references: Księga Śmierci

Jaskinia Behemota ↗ · Ring of Saturn · Heroes IV ↗ · Jaskinia Behemota ↗

Tome of Order · Heroes IV · game artifact
Image source · Game artwork

Magic and spellcasting

Tome of Order

Heroes IV · original rules, excluding Equilibris · Major

Grants the wearer ordinary Order Magic spells at the corresponding learned mastery.

When it fits: For Town Gate check actual school rank, mana and the nearest eligible town.

How it works · parameters, rules and further relationships
Wearer · granted school
Order Magic
Carrier inventory
Left hand
Rules, conditions and restrictions

Each spell level still needs the corresponding primary magic skill rank. The tome does not turn a Basic hero into a Grandmaster or grant unlimited mana. It actively occupies the left hand, competing with a shield or two-handed weapon.

Practical use

For Town Gate check actual school rank, mana and the nearest eligible town. The tome grants neither unrestricted destinations nor Equilibris rules.

Compare equipment: Cap of Knowledge · Crown of Enchantment · Circlet of Wisdom · Magic Amplifier

Names in other references: Księga Ładu

Jaskinia Behemota ↗ · Ring of Saturn · Heroes IV ↗ · Jaskinia Behemota ↗

Adamantine Shield · Heroes IV · game artifact
Image source · Game artwork

Defense

Adamantine Shield

Heroes IV · original rules, excluding Equilibris · Relic

The wearer gains three to both defenses and led creatures gain 50 percent to both defenses.

When it fits: For a creature with base Defense ten this contribution alone gives fifteen.

How it works · parameters, rules and further relationships
Wearer · Melee / Ranged Defense
+3 / +3
Led creatures · both defenses
+50%
Carrier inventory
Left hand
Rules, conditions and restrictions

Personal flat Defense and 50-percent army support are separate layers. Applicable percentage bonuses reference base statistics; the effective commander depends on the related Defense skill.

Practical use

For a creature with base Defense ten this contribution alone gives fifteen. The hero’s personal flat contribution remains three; Adamantine Armor has a different personal flat value that must not be copied here.

Compare equipment: Shield · Dwarven Shield · Steadfast Shield · Lion's Shield of Courage

Names in other references: Tarcza z adamantu

Jaskinia Behemota ↗ · Ring of Saturn · Heroes IV ↗ · Jaskinia Behemota ↗

Archmage's Codex · Heroes IV · game artifact
Image source · Game artwork

Magic and spellcasting

Archmage's Codex

Heroes IV · original rules, excluding Equilibris · Relic

Grants ordinary level-5 spells when the wearer has their school at the required rank.

When it fits: The relic book needs Grandmaster in the corresponding school for ordinary fifth levels.

How it works · parameters, rules and further relationships
Wearer · granted level
5
Required school
Grandmaster in the corresponding school
Carrier inventory
Left hand
Rules, conditions and restrictions

An ordinary spell of this tier requires Grandmaster in its corresponding magic school. The book occupies the left hand and does not grant all those skills. Its spell access differs from permanent Parchment learning and a scroll bypassing skill requirements.

Practical use

The relic book needs Grandmaster in the corresponding school for ordinary fifth levels. Finding it grants neither all Grandmaster skills nor arbitrary casting on every target.

Compare equipment: Cap of Knowledge · Crown of Enchantment · Circlet of Wisdom · Magic Amplifier

Names in other references: Księga arcymaga

Jaskinia Behemota ↗ · Ring of Saturn · Heroes IV ↗ · Jaskinia Behemota ↗

Aiffe's Mandolin · Heroes IV · game artifact
Image source · Game artwork

Magic and spellcasting

Aiffe's Mandolin

The Gathering Storm · separate set piece · Separate set piece

Grants the wearer Song of Peace, Unholy Song and Mass Fervor.

When it fits: Choose peaceful control, an alignment debuff or morale support for the actual fight.

How it works · parameters, rules and further relationships
Wearer · granted spells
Song of Peace; Unholy Song; Mass Fervor
Carrier inventory
Left hand
Rules, conditions and restrictions

The mandolin grants three specific spells rather than the whole Life and Death schools. Casting still involves personal mana and valid targets. Harmonic Chainmail and Necklace of Muses on the same hero complete the bard set.

Practical use

Choose peaceful control, an alignment debuff or morale support for the actual fight. The mandolin alone does not apply the set’s on-hit Song of Peace automatically.

Equipped-set piece: Three bard pieces

Compare equipment: Necklace of Muses · Harmonic Chainmail · Cap of Knowledge · Crown of Enchantment · Circlet of Wisdom · Magic Amplifier

Names in other references: Mandolina Aiffy

Jaskinia Behemota ↗ · Ring of Saturn · Heroes IV ↗

Ice Scales · Heroes IV · game artifact
Image source · Game artwork

Magic and spellcasting

Ice Scales

The Gathering Storm · separate set piece · Separate set piece

Gives the wearer Chaos Ward and two mana off Order spells; references disagree on fire versus cold protection.

When it fits: For an Order caster compare mana savings with the displaced tome or shield.

This item has marked uncertainties. See the rules below.

How it works · parameters, rules and further relationships
Wearer · Order spell cost
−2 mana
Wearer · continuous protection
Chaos Ward
Additional protection · conflict
EN/CZ Fire Resistance; PL Cold Resistance
Carrier inventory
Left hand

Conflicting or unverified rule: See this card’s rules for details.

Rules, conditions and restrictions

English and Czech inventories list Fire Resistance, while the Polish detail describes cold protection. The two properties are not conflated on this card. Ice Scales remains a separate left-hand item and joins the set with Flame of Chaos and Necklace of Balance.

Practical use

For an Order caster compare mana savings with the displaced tome or shield. Before a critical fire or cold hit verify the running version’s actual protection.

Equipped-set piece: Three balance pieces

Compare equipment: Necklace of Balance · Flame of Chaos · Cap of Knowledge · Crown of Enchantment · Circlet of Wisdom · Magic Amplifier

Names in other references: Szala lodu

Jaskinia Behemota ↗ · Ring of Saturn · Heroes IV ↗

Snowshoes · Heroes IV · game artifact
Image source · Game artwork

Adventure movement

Snowshoes

Heroes IV · original rules, excluding Equilibris · Minor

The wearer’s army ignores the additional movement penalty of Snow / icy terrain terrain.

When it fits: For a winter route compare snow travel with an alternative road.

How it works · parameters, rules and further relationships
Army · removed terrain penalty
Snow / icy terrain
Carrier inventory
Feet
Rules, conditions and restrictions

The matching terrain surcharge is removed rather than the base cost of every step. The boots grant neither flight, entry to occupied tiles nor automatic protection from every other terrain. Assess army equipment together with the effective commander.

Practical use

For a winter route compare snow travel with an alternative road. These do not permit walking over arbitrary water; white or icy appearance alone does not determine a legal tile.

Compare equipment: Seaman's Hat · Logbook of the Master Sailor · Boots of the Crocodile · Fireproof Boots

Names in other references: Rakiety śnieżne

Jaskinia Behemota ↗ · Ring of Saturn · Heroes IV ↗

Boots of the Crocodile · Heroes IV · game artifact
Image source · Game artwork

Adventure movement

Boots of the Crocodile

Heroes IV · original rules, excluding Equilibris · Minor

The wearer’s army ignores the additional movement penalty of Swamp terrain.

When it fits: They help on a long swamp route to objects or reinforcements.

How it works · parameters, rules and further relationships
Army · removed terrain penalty
Swamp
Carrier inventory
Feet
Rules, conditions and restrictions

The matching terrain surcharge is removed rather than the base cost of every step. The boots grant neither flight, entry to occupied tiles nor automatic protection from every other terrain. Assess army equipment together with the effective commander.

Practical use

They help on a long swamp route to objects or reinforcements. After returning to ordinary ground do not treat the terrain benefit as a permanent fifty percent movement everywhere.

Compare equipment: Seaman's Hat · Logbook of the Master Sailor · Snowshoes · Fireproof Boots

Names in other references: Krokodyle buty

Jaskinia Behemota ↗ · Ring of Saturn · Heroes IV ↗

Fireproof Boots · Heroes IV · game artifact
Image source · Game artwork

Adventure movement

Fireproof Boots

Heroes IV · original rules, excluding Equilibris · Minor

The wearer’s army ignores the additional movement penalty of Volcanic terrain.

When it fits: Fireproof here concerns adventure terrain.

How it works · parameters, rules and further relationships
Army · removed terrain penalty
Volcanic
Carrier inventory
Feet
Rules, conditions and restrictions

The matching terrain surcharge is removed rather than the base cost of every step. The boots grant neither flight, entry to occupied tiles nor automatic protection from every other terrain. Assess army equipment together with the effective commander.

Practical use

Fireproof here concerns adventure terrain. Do not assign battle Fire Resistance, Fireball protection or breath immunity merely from wearing these boots.

Compare equipment: Seaman's Hat · Logbook of the Master Sailor · Snowshoes · Boots of the Crocodile

Names in other references: Buty ochrony przed ogniem

Jaskinia Behemota ↗ · Ring of Saturn · Heroes IV ↗

Sandwalker Sandals · Heroes IV · game artifact
Image source · Game artwork

Adventure movement

Sandwalker Sandals

Heroes IV · original rules, excluding Equilibris · Minor

The wearer’s army ignores the additional movement penalty of Sand / Desert terrain.

When it fits: Count how much of the planned route actually crosses sand.

How it works · parameters, rules and further relationships
Army · removed terrain penalty
Sand / Desert
Carrier inventory
Feet
Rules, conditions and restrictions

The matching terrain surcharge is removed rather than the base cost of every step. The boots grant neither flight, entry to occupied tiles nor automatic protection from every other terrain. Assess army equipment together with the effective commander.

Practical use

Count how much of the planned route actually crosses sand. Winged Sandals follows separate combat-distance rules; this pair is adventure equipment.

Compare equipment: Seaman's Hat · Logbook of the Master Sailor · Snowshoes · Boots of the Crocodile

Names in other references: Pustynne sandały

Jaskinia Behemota ↗ · Ring of Saturn · Heroes IV ↗

Surefooted Boots · Heroes IV · game artifact
Image source · Game artwork

Adventure movement

Surefooted Boots

Heroes IV · original rules, excluding Equilibris · Minor

The wearer’s army ignores the additional movement penalty of Rough terrain.

When it fits: Rough names a specific terrain branch rather than every difficult map situation.

How it works · parameters, rules and further relationships
Army · removed terrain penalty
Rough
Carrier inventory
Feet
Rules, conditions and restrictions

The matching terrain surcharge is removed rather than the base cost of every step. The boots grant neither flight, entry to occupied tiles nor automatic protection from every other terrain. Assess army equipment together with the effective commander.

Practical use

Rough names a specific terrain branch rather than every difficult map situation. Across snow, sand and swamp consider Explorer or the necessary equipment changes instead.

Compare equipment: Seaman's Hat · Logbook of the Master Sailor · Snowshoes · Boots of the Crocodile

Names in other references: Dobrze dopasowane buty

Jaskinia Behemota ↗ · Ring of Saturn · Heroes IV ↗

Boots of Travel · Heroes IV · game artifact
Image source · Game artwork

Adventure movement

Boots of Travel

Heroes IV · original rules, excluding Equilibris · Major

Adds fifty percent land adventure movement to the army.

When it fits: For the next daily route compare added range with losing terrain-surcharge boots.

How it works · parameters, rules and further relationships
Army · daily land movement
+50%
Carrier inventory
Feet
Rules, conditions and restrictions

This is greater daily travel rather than fifty percent battle reach or earlier action order. The English detail specifies land; Sextant serves the separate sea-multiplier role. A multi-hero army must respect selection of its effective related commander.

Practical use

For the next daily route compare added range with losing terrain-surcharge boots. The highest multiplier without accounting for expensive ground need not produce the longest actual route.

Who should carry it

Distinguish the actual beneficiary. These heroes are examples of standard classes sharing a sourced class start, rather than owners of the item.

Scouting and travel

The wearer’s army land movement. For an actual land route to a reward, handover or town.

Do not import Heroes III’s flat Boots of Speed contribution. This is not battle Speed, and a percentage alone does not remove every terrain penalty.

Budgets and armies by the local class offer: Chaos · Asylum · Death · Necropolis · Nature · Preserve · Might · Stronghold

Compare equipment: Seaman's Hat · Logbook of the Master Sailor · Snowshoes · Boots of the Crocodile

Names in other references: Buty podróżnika

Jaskinia Behemota ↗ · Ring of Saturn · Heroes IV ↗

Boots of the Explorer · Heroes IV · game artifact
Image source · Game artwork

Adventure movement

Boots of the Explorer

Heroes IV · original rules, excluding Equilibris · Major

The wearer’s army ignores movement surcharges from all terrain types.

When it fits: Compare with specialized boots across the entire route, especially through several terrain types.

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.

Boots of the Explorer
GameSlotEffect in this game
Heroes VIIFeetAdds 4 to the hero’s maximum Movement.
Heroes VIFeetWhile equipped grants: Hero daily land movement +4.
Heroes IVThis cardFeetThe wearer’s army ignores movement surcharges from all terrain types.
How it works · parameters, rules and further relationships
Army · terrain surcharges
All ignored
Carrier inventory
Feet
Rules, conditions and restrictions

Base cost of a legal step and ordinary entry restrictions remain. The item grants neither flight nor a boat; removing terrain surcharges does not make every arbitrary tile reachable.

Practical use

Compare with specialized boots across the entire route, especially through several terrain types. On a short ordinary-road route another numerical travel benefit can matter more.

Compare equipment: Seaman's Hat · Logbook of the Master Sailor · Snowshoes · Boots of the Crocodile

Names in other references: Buty odkrywcy

Jaskinia Behemota ↗ · Ring of Saturn · Heroes IV ↗

Winged Sandals · Heroes IV · game artifact
Image source · Game artwork

Battle Speed

Winged Sandals

Heroes IV · original rules, excluding Equilibris · Major

Adds two combat movement to led creatures.

When it fits: Check whether an attacker can reach a specific shooter or a friendly stack can retreat safely.

How it works · parameters, rules and further relationships
Led creatures · combat movement
+2
Carrier inventory
Feet
Rules, conditions and restrictions

The reference explicitly concerns movement in battle. It is neither two daily adventure movement, two Speed for action order nor flight for the entire army. Evaluate the effective commander together with related skills.

Practical use

Check whether an attacker can reach a specific shooter or a friendly stack can retreat safely. Greater distance alone does not guarantee an earlier action.

Compare equipment: Ring of Speed · Potion of Speed · Potion of Quickness

Names in other references: Skrzydlate sandały

Jaskinia Behemota ↗ · Ring of Saturn · Heroes IV ↗

Wayfaring Boots · Heroes IV · game artifact
Image source · Game artwork

Adventure movement

Wayfaring Boots

The Gathering Storm · separate set piece · Separate set piece

The wearer gains ten mana capacity and the army gains twenty-five percent adventure movement plus terrain-surcharge removal.

When it fits: For mixed-terrain travel compare both multiplier and removed surcharges.

How it works · parameters, rules and further relationships
Wearer · mana capacity
+10
Army · adventure movement
+25%
Army · terrain surcharges
Ignored
Carrier inventory
Feet
Rules, conditions and restrictions

It is part of The Gathering Storm’s five-piece set. Mana belongs to the wearer and travel benefits to the army rather than twenty-five percent battle movement. The boots alone grant no completed-set Magic Resistance negation.

Practical use

For mixed-terrain travel compare both multiplier and removed surcharges. Completing the set also requires its exact hat, staff, ring and cloak on the same hero rather than mere shared army ownership.

Equipped-set piece: Five archmage pieces

Compare equipment: Archmage's Hat · Angelfeather Cloak · Staff of Disruption · Ring of Flares · Seaman's Hat · Logbook of the Master Sailor · Snowshoes · Boots of the Crocodile

Names in other references: Buty podróżnika

Jaskinia Behemota ↗ · Ring of Saturn · Heroes IV ↗

Ring of Health · Heroes IV · game artifact
Image source · Game artwork

Health and healing

Ring of Health

Heroes IV · original rules, excluding Equilibris · Treasure

Raises the wearer’s own health by fifty percent.

When it fits: Use it for a hero who must survive direct pressure.

How it works · parameters, rules and further relationships
Wearer · HP
+50%
Carrier inventory
Ring · one of two positions
Rules, conditions and restrictions

This is the hero’s personal health reserve rather than fifty percent health for every troop. More HP is neither a healing spell nor a way to revive a dead hero.

Practical use

Use it for a hero who must survive direct pressure. Against mind control compare health with specific protection, since extra HP may not prevent losing an entire action.

Who should carry it

Distinguish the actual beneficiary. These heroes are examples of standard classes sharing a sourced class start, rather than owners of the item.

Personal melee combat

The wearer’s own health. When more personal health allows surviving another exchange and taking an action.

It is neither healing nor extra health for every creature. Compare the higher maximum with actual current health.

  • BarbarianBasic Combat · Basic Melee · Basic Magic ResistanceAbegga · Bofmog · Bron

Budgets and armies by the local class offer: Might · Stronghold

The hero’s own shooting

The wearer’s own health. For a personal shooter who must survive enemy fire or ranged retaliation.

More health does not solve blocked line of sight or poor positioning; hero shots remain separate from creature shots.

Budgets and armies by the local class offer: Life · Haven · Chaos · Asylum · Nature · Preserve · Might · Stronghold

Compare equipment: Ring of Regeneration · Saint Ranan's Staff · Ankh of Life · Breastplate of Regeneration

Names in other references: Pierścień zdrowia

Jaskinia Behemota ↗ · Ring of Saturn · Heroes IV ↗

Ring of Protection · Heroes IV · game artifact
Image source · Game artwork

Defense

Ring of Protection

Heroes IV · original rules, excluding Equilibris · Treasure

Supports led creatures with twenty percent melee and ranged Defense.

When it fits: Give it to the hero with the strongest related defensive skill.

How it works · parameters, rules and further relationships
Led creatures · both defenses
+20%
Carrier inventory
Ring · one of two positions
Rules, conditions and restrictions

This is percentage command support rather than twenty flat personal Defense. With several heroes, related skill support uses the effective strongest commander; two carriers do not automatically double it.

Practical use

Give it to the hero with the strongest related defensive skill. An item on a weaker commander need not improve the army’s final defense.

Heroes to consider it for

Conditional suggestions for the game plan (3)

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.

Who should carry it

Distinguish the actual beneficiary. These heroes are examples of standard classes sharing a sourced class start, rather than owners of the item.

Support for led creatures

Physical defense of led creatures. For screens and shooters that must survive another applicable physical hit.

A creature bonus is not personal hero armor or universal magic immunity.

Budgets and armies by the local class offer: Life · Haven · Order · Academy · Chaos · Asylum · Death · Necropolis · Nature · Preserve · Might · Stronghold

Compare equipment: Shield · Dwarven Shield · Steadfast Shield · Lion's Shield of Courage

Names in other references: Pierścień ochrony

Jaskinia Behemota ↗ · Ring of Saturn · Heroes IV ↗

Warlord's Ring · Heroes IV · game artifact
Image source · Game artwork

Attack

Warlord's Ring

Heroes IV · original rules, excluding Equilibris · Treasure

Raises led creatures’ offensive support for melee and shooting by twenty percent.

When it fits: Value it by troops actually attacking and equip the related commander.

How it works · parameters, rules and further relationships
Led creatures · offensive contribution
+20%
Carrier inventory
Ring · one of two positions
Rules, conditions and restrictions

The English inventory describes twenty percent damage and the Polish one a general offensive bonus. It is not converted into twenty flat hero Attack. Effective support depends on the commander supplying the related offensive skill.

Practical use

Value it by troops actually attacking and equip the related commander. For creature-magic armies, physical support does not replace a creature mana discount.

Who should carry it

Distinguish the actual beneficiary. These heroes are examples of standard classes sharing a sourced class start, rather than owners of the item.

Support for led creatures

Offensive support for led creatures. For an army actually performing melee or ranged physical attacks.

It does not apply the same rule to arbitrary creature spells or the wearer’s personal attacks. The catalogue preserves the Attack/damage terminology distinction.

Budgets and armies by the local class offer: Life · Haven · Order · Academy · Chaos · Asylum · Death · Necropolis · Nature · Preserve · Might · Stronghold

Compare equipment: Axe · Greatsword · Dwarven Hammer · Halberd of the Swiftwatch

Names in other references: Pierścień wojownika

Jaskinia Behemota ↗ · Ring of Saturn · Heroes IV ↗

Wizard's Ring · Heroes IV · game artifact
Image source · Game artwork

Magic and spellcasting

Wizard's Ring

Heroes IV · original rules, excluding Equilibris · Treasure

Adds five wearer mana capacity and one daily recovery.

When it fits: It can suit a supporting caster better than a hero needing both ring slots for survival.

How it works · parameters, rules and further relationships
Wearer · mana capacity
+5
Wearer · daily recovery
+1 mana / day
Carrier inventory
Ring · one of two positions
Rules, conditions and restrictions

The ring grants no new spells or magical skill from its name. Mana and recovery belong to the wearer rather than automatically benefiting other heroes or spellcasting creatures in the army.

Practical use

It can suit a supporting caster better than a hero needing both ring slots for survival. Arrange actual filling of the extra capacity.

Compare all 147 spell formulas and costs →

Who should carry it

Distinguish the actual beneficiary. These heroes are examples of standard classes sharing a sourced class start, rather than owners of the item.

The hero’s own spellcasting

The wearer’s own mana. For a supporting caster with a real repeated use for personal mana.

It uses one of two ring slots. It does not refill another hero, a creature or a wand’s internal mana.

Budgets and armies by the local class offer: Life · Haven · Order · Academy · Chaos · Asylum · Death · Necropolis · Nature · Preserve

Compare equipment: Cap of Knowledge · Crown of Enchantment · Circlet of Wisdom · Magic Amplifier

Names in other references: Pierścień czarnoksiężnika

Jaskinia Behemota ↗ · Ring of Saturn · Heroes IV ↗

Ring of Strength · Heroes IV · game artifact
Image source · Game artwork

Multiple primary attributes

Ring of Strength

Heroes IV · original rules, excluding Equilibris · Treasure

Raises the hero’s Melee Attack and Ranged Attack by five.

When it fits: Compare it on a personal attacker against target Defense.

How it works · parameters, rules and further relationships
Wearer · Melee / Ranged Attack
+5 / +5
Carrier inventory
Ring · one of two positions
Rules, conditions and restrictions

Flat Attack differs from five damage. This supports the hero’s own combat rather than Warlord’s Ring’s twenty-percent command contribution to led creatures.

Practical use

Compare it on a personal attacker against target Defense. For a hero only commanding and casting, personal Attack may not be the most valuable ring function.

Compare all 147 spell formulas and costs →

Compare equipment: Tiger Helm · Longsword · Angel's Blade · Giant Slayer

Names in other references: Pierścień siły

Jaskinia Behemota ↗ · Ring of Saturn · Heroes IV ↗

Ring of Permanency · Heroes IV · game artifact
Image source · Game artwork

Magic protection

Ring of Permanency

Heroes IV · original rules, excluding Equilibris · Minor

Protects the wearer and army from Dispel, Cancellation and Steal Enchantment.

When it fits: It suits an army relying on maintained strong buffs.

How it works · parameters, rules and further relationships
Wearer and army · protection
Dispel, Cancellation, Steal Enchantment
Carrier inventory
Ring · one of two positions
Rules, conditions and restrictions

The reference includes applicable mass counterparts. It blocks methods of removing or stealing enchantments rather than granting immunity to every new damaging or controlling spell.

Practical use

It suits an army relying on maintained strong buffs. Before planning your own cleansing check whether it uses the very dispelling method being blocked.

Compare equipment: Mind Shield · Hideous Mask · Ring of Lesser Negation · Ring of Greater Negation

Names in other references: Pierścień trwałości

Jaskinia Behemota ↗ · Ring of Saturn · Heroes IV ↗

Ring of Speed · Heroes IV · game artifact
Image source · Game artwork

Battle Speed

Ring of Speed

Heroes IV · original rules, excluding Equilibris · Minor

Adds two battle Speed to the wearer and army.

When it fits: Recalculate key hero and shooter order against actual enemies.

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.

Ring of Speed
GameSlotEffect in this game
Heroes VRing · one of two positionsRaises all led creatures’ Initiative by twenty percent rather than their Speed.
Heroes IVThis cardRing · one of two positionsAdds two battle Speed to the wearer and army.
How it works · parameters, rules and further relationships
Wearer and army · Speed
+2
Carrier inventory
Ring · one of two positions
Rules, conditions and restrictions

Speed concerns action order rather than automatically adding two daily movement points. References explicitly include the wearer and allies; distinguish it from Winged Sandals’ combat-reach role.

Practical use

Recalculate key hero and shooter order against actual enemies. Speed matters most when it changes who can act first.

Compare equipment: Winged Sandals · Potion of Speed · Potion of Quickness

Names in other references: Pierścień szybkości

Jaskinia Behemota ↗ · Ring of Saturn · Heroes IV ↗

Ring of the Elementals · Heroes IV · game artifact
Image source · Game artwork

Magic and spellcasting

Ring of the Elementals

Heroes IV · original rules, excluding Equilibris · Minor

Gives double effectiveness to elemental summoning spells.

When it fits: Compare the needed elemental type and mana cost with another caster action.

How it works · parameters, rules and further relationships
Wearer · elemental summoning
×2 reference effectiveness
Carrier inventory
Ring · one of two positions
Rules, conditions and restrictions

It concerns the four Summon Elemental spells rather than arbitrary Summon Sprite, demon summoning or the daily Summoning skill. Final integer counts depend on the spell budget and creature experience value.

Practical use

Compare the needed elemental type and mana cost with another caster action. Doubling bypasses neither the required skill nor placement restrictions.

Compare equipment: Cap of Knowledge · Crown of Enchantment · Circlet of Wisdom · Magic Amplifier

Names in other references: Pierścień żywiołów

Jaskinia Behemota ↗ · Ring of Saturn · Heroes IV ↗

Ring of Lesser Negation · Heroes IV · game artifact
Image source · Game artwork

Magic protection

Ring of Lesser Negation

Heroes IV · original rules, excluding Equilibris · Minor

Negates applicable Ward protections when the wearer casts spells.

When it fits: Choose it when a key spell is limited specifically by Ward.

How it works · parameters, rules and further relationships
Wearer · negated branch
Ward protections
Carrier inventory
Ring · one of two positions
Rules, conditions and restrictions

It concerns a narrower protection group rather than Ring of Greater Negation’s battle-wide removal of immunities. It teaches no spells, restores no mana and makes no arbitrary target legal.

Practical use

Choose it when a key spell is limited specifically by Ward. Against another innate immunity check the actual protection type rather than assuming both negation rings work alike.

Compare equipment: Mind Shield · Hideous Mask · Ring of Permanency · Ring of Greater Negation

Names in other references: Pomniejszy pierścień negacji

Jaskinia Behemota ↗ · Ring of Saturn · Heroes IV ↗

Ring of the Cobra's Eye · Heroes IV · game artifact
Image source · Game artwork

Magic and spellcasting

Ring of the Cobra's Eye

Heroes IV · original rules, excluding Equilibris · Minor

Makes the hero’s hits apply Poison to eligible targets.

When it fits: For a long battle hit an important surviving target.

How it works · parameters, rules and further relationships
Wearer · applied effect
Poison
Carrier inventory
Ring · one of two positions
Rules, conditions and restrictions

The wearer must actually hit and the target must accept Poison. The ring does not instantly deal every future poison tick and grants no matching poisoned attack to every friendly unit.

Practical use

For a long battle hit an important surviving target. Do not plan unlimited multiplication of the same curse against an already poisoned or ineligible target.

Compare equipment: Cap of Knowledge · Crown of Enchantment · Circlet of Wisdom · Magic Amplifier

Names in other references: Pierścień oka kobry

Jaskinia Behemota ↗ · Ring of Saturn · Heroes IV ↗

Leprechaun's Ring · Heroes IV · game artifact
Image source · Game artwork

Luck

Leprechaun's Ring

Heroes IV · original rules, excluding Equilibris · Minor

Gives the wearer’s army two Luck.

When it fits: Compare two points with existing actual Luck and the occupied ring slot.

How it works · parameters, rules and further relationships
Army · Luck
+2
Carrier inventory
Ring · one of two positions
Rules, conditions and restrictions

Heroes IV Luck affects incoming damage. Each point supplies ten percent applicable activation chance, up to one hundred at positive ten; good luck reduces an eligible hit by one third. Leprechaun in the name summons no new stack.

Practical use

Compare two points with existing actual Luck and the occupied ring slot. Decisive plans should also consider an outcome without the favorable random event.

Compare equipment: Gambler's Deck · Horseshoe · Four Leaf Clover · Fizbin of Misfortune

Names in other references: Pierścień Leprekauna

Jaskinia Behemota ↗ · Ring of Saturn · Heroes IV ↗

Equestrian's Gloves · Heroes IV · game artifact
Image source · Game artwork

Adventure movement

Equestrian's Gloves

Heroes IV · original rules, excluding Equilibris · Minor

Raises army land movement by twenty-five percent and uses a ring position.

When it fits: Equip the hero supplying the strongest related travel benefit.

How it works · parameters, rules and further relationships
Army · land movement
+25%
Carrier inventory
Ring · one of two positions
Rules, conditions and restrictions

Despite the name there is no separate glove position. The Heroes IV bonus is percentage-based; Heroes III’s flat three hundred and movement scale are not transferred here. Sea travel has separate items.

Practical use

Equip the hero supplying the strongest related travel benefit. Account for terrain costs and ring slots a personal attacker may need.

Who should carry it

Distinguish the actual beneficiary. These heroes are examples of standard classes sharing a sourced class start, rather than owners of the item.

Scouting and travel

The wearer’s army land movement. When more land movement reaches a usable objective and warrants the ring slot.

Do not treat several commanders and movement sources as an unconditional sum. Route and escort safety still matter.

Budgets and armies by the local class offer: Chaos · Asylum · Death · Necropolis · Nature · Preserve · Might · Stronghold

Compare equipment: Seaman's Hat · Logbook of the Master Sailor · Snowshoes · Boots of the Crocodile

Names in other references: Rękawice jeździeckie

Jaskinia Behemota ↗ · Ring of Saturn · Heroes IV ↗

Ring of Regeneration · Heroes IV · game artifact
Image source · Game artwork

Health and healing

Ring of Regeneration

Heroes IV · original rules, excluding Equilibris · Major

Repeatedly restores the hero’s wounds through Regeneration.

When it fits: For long personal combat compare recovery with direct protection.

How it works · parameters, rules and further relationships
Wearer · base recovery
20 + 2 × L HP / activation
Carrier inventory
Ring · one of two positions
Rules, conditions and restrictions

The base healing budget is twenty plus twice wearer level per applicable activation before further modifiers. It revives no dead troop members and grants no matching payment to every hero in the army.

Practical use

For long personal combat compare recovery with direct protection. A lethal hit before the next activation beats regeneration; a larger expected long-term total does not guarantee survival.

Compare equipment: Ring of Health · Saint Ranan's Staff · Ankh of Life · Breastplate of Regeneration

Names in other references: Pierścień regeneracji

Jaskinia Behemota ↗ · Ring of Saturn · Heroes IV ↗

Ring of Greater Negation · Heroes IV · game artifact
Image source · Game artwork

Magic protection

Ring of Greater Negation

Heroes IV · original rules, excluding Equilibris · Relic

Negates battlefield magic immunities and protections for both sides.

When it fits: Before casting on an immune enemy count exposing your own army to hostile magic.

How it works · parameters, rules and further relationships
Battlefield · both sides
Negates magical immunities and protections
Carrier inventory
Ring · one of two positions
Rules, conditions and restrictions

The wider effect covers friend and foe, including heroes. It does not erase every physical Defense statistic or every targeting rule; protection type and the spell’s own conditions still matter.

Practical use

Before casting on an immune enemy count exposing your own army to hostile magic. Ordinary innate immunity no longer automatically guarantees safety from Fireball or mind magic.

Compare equipment: Mind Shield · Hideous Mask · Ring of Permanency · Ring of Lesser Negation

Names in other references: Większy pierścień negacji

Jaskinia Behemota ↗ · Ring of Saturn · Heroes IV ↗

Ring of Flares · Heroes IV · game artifact
Image source · Game artwork

Magic and spellcasting

Ring of Flares

The Gathering Storm · separate set piece · Separate set piece

The wearer gains ten mana capacity and a two-point spell-cost discount.

When it fits: For repeated cheap casting evaluate savings after the actual cost floor.

How it works · parameters, rules and further relationships
Wearer · mana capacity
+10
Wearer · spell cost
−2 mana
Carrier inventory
Ring · one of two positions
Rules, conditions and restrictions

It is one of the five The Gathering Storm archmage-set pieces. The ring alone grants no completed-set ability; a discount promises no negative cost and other casting requirements remain.

Practical use

For repeated cheap casting evaluate savings after the actual cost floor. Completing the set needs its exact hat, staff, boots and cloak on the same hero.

Compare all 147 spell formulas and costs →

Equipped-set piece: Five archmage pieces

Heroes to consider it for

Conditional suggestions for the game plan (134)

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.

Compare equipment: Archmage's Hat · Wayfaring Boots · Angelfeather Cloak · Staff of Disruption · Cap of Knowledge · Crown of Enchantment · Circlet of Wisdom · Magic Amplifier

Names in other references: Pierścień rac

Jaskinia Behemota ↗ · Ring of Saturn · Heroes IV ↗

Ring of Light · Heroes IV · game artifact
Image source · Game artwork

Magic and spellcasting

Ring of Light

The Gathering Storm · separate set piece · Separate set piece

Adds ten personal hero damage, improves Life magic and grants Death Ward.

When it fits: For a personal fighter count ten damage separately from Attack.

This item has marked uncertainties. See the rules below.

How it works · parameters, rules and further relationships
Wearer · Melee / Ranged damage
+10 / +10
Wearer · Life effectiveness
15% in the Polish detail
Wearer · continuous protection
Death Ward
Carrier inventory
Ring · one of two positions

Conflicting or unverified rule: See this card’s rules for details.

Rules, conditions and restrictions

English and Czech inventories name damage while the Polish one uses Attack; those quantities are not conflated. The Polish detail additionally states fifteen percent Life power, while the other readable references give no number. It forms a two-piece set with Cloak of Darkness.

Practical use

For a personal fighter count ten damage separately from Attack. The set Guardian Angel does not activate from the ring alone; the correct cloak must be on the same wearer.

Equipped-set piece: Ring of Light and Cloak of Darkness

Compare equipment: Cloak of Darkness · Cap of Knowledge · Crown of Enchantment · Circlet of Wisdom · Magic Amplifier

Names in other references: Pierścień światła

Jaskinia Behemota ↗ · Ring of Saturn · Heroes IV ↗

Axe · Heroes IV · game artifact
Image source · Game artwork

Attack

Axe

Heroes IV · original rules, excluding Equilibris · Mundane equipment

Raises the hero’s personal Melee Attack by eight while reducing Speed by one.

When it fits: Cheap equipment for a combat hero who can safely survive until acting.

Buildings and acquisition · relationship type

The item belongs to the sourced service. Construction and the actual purchase are paid separately.

How it works · parameters, rules and further relationships
Wearer · Melee Attack
+8
Drawback · Wearer · Speed
−1
Listed purchase price
250 gold
Carrier inventory
Right hand
Rules, conditions and restrictions

Occupies the right hand. The Speed penalty affects action order rather than subtracting one point of the army’s daily travel. Listed purchase price is 250 gold.

Practical use

Cheap equipment for a combat hero who can safely survive until acting. When striking before a dangerous enemy matters, include the lost Speed; eight Attack alone does not solve that matchup.

Compare equipment: Warlord's Ring · Greatsword · Dwarven Hammer · Halberd of the Swiftwatch

Names in other references: Topór

Jaskinia Behemota ↗ · Ring of Saturn · Heroes IV ↗

Greatsword · Heroes IV · game artifact
Image source · Game artwork

Attack

Greatsword

Heroes IV · original rules, excluding Equilibris · Mundane equipment

Provides a large personal Melee Attack bonus and occupies both hands; references give twelve or thirteen.

When it fits: Before buying compare its offense with the defense from Longsword plus shield.

Buildings and acquisition · relationship type

The item belongs to the sourced service. Construction and the actual purchase are paid separately.

This item has marked uncertainties. See the rules below.

How it works · parameters, rules and further relationships
Wearer · Melee Attack · conflict
Polish +12; English +13; Czech 13%
Occupied positions
Right and left hand
Listed purchase price
1000 gold
Carrier inventory
Right and left hand

Conflicting or unverified rule: See this card’s rules for details.

Rules, conditions and restrictions

The English inventory lists thirteen and the Polish detail twelve. The Czech list gives thirteen with a percent sign, so it does not independently settle the disputed unit. Both-hand equipment displaces a shield or tome. Purchase price is 1000 gold.

Practical use

Before buying compare its offense with the defense from Longsword plus shield. For a precise calculation check the displayed gain in the installed game; this table preserves the conflict rather than presenting thirteen as settled.

Compare equipment: Warlord's Ring · Axe · Dwarven Hammer · Halberd of the Swiftwatch

Names in other references: Miecz dwuręczny

Jaskinia Behemota ↗ · Ring of Saturn · Heroes IV ↗

Longsword · Heroes IV · game artifact
Image source · Game artwork

Multiple primary attributes

Longsword

Heroes IV · original rules, excluding Equilibris · Mundane equipment

Adds three points each to the wearer’s Melee Attack and Melee Defense.

When it fits: A budget front-line hero can pair it with a shield, but its three Melee Defense does not help against shooters.

Buildings and acquisition · relationship type

The item belongs to the sourced service. Construction and the actual purchase are paid separately.

How it works · parameters, rules and further relationships
Wearer · Melee Attack
+3
Wearer · Melee Defense
+3
Listed purchase price
500 gold
Carrier inventory
Right hand
Rules, conditions and restrictions

These are the hero’s personal combat attributes. It does not raise Ranged Defense or grant the army a thirty-percent bonus. Uses the right hand; listed purchase price is 500 gold.

Practical use

A budget front-line hero can pair it with a shield, but its three Melee Defense does not help against shooters. Compare Axe’s higher Attack together with its initiative-related drawback.

Compare all 147 spell formulas and costs →

Heroes to consider it for

Conditional suggestions for the game plan (174)

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.

Who should carry it

Distinguish the actual beneficiary. These heroes are examples of standard classes sharing a sourced class start, rather than owners of the item.

Personal melee combat

The wearer personally. For a fighter needing personal melee offense and defense while keeping the left hand available.

It raises neither Ranged Defense nor every led creature’s Attack. Compare the actual threat rather than the weapon number alone.

  • BarbarianBasic Combat · Basic Melee · Basic Magic ResistanceAbegga · Bofmog · Bron

Budgets and armies by the local class offer: Might · Stronghold

Compare equipment: Tiger Helm · Ring of Strength · Angel's Blade · Giant Slayer

Names in other references: Długi miecz

Jaskinia Behemota ↗ · Ring of Saturn · Heroes IV ↗

Mage's Staff · Heroes IV · game artifact
Image source · Game artwork

Magic and spellcasting

Mage's Staff

Heroes IV · original rules, excluding Equilibris · Mundane equipment

Reduces spell-casting cost by one mana and occupies both hands.

When it fits: A base cost of three becomes two with this discount alone: ten such casts save ten mana.

Buildings and acquisition · relationship type

The item belongs to the sourced service. Construction and the actual purchase are paid separately.

How it works · parameters, rules and further relationships
Wearer · spell cost
−1 mana
Listed purchase price
1000 gold
Carrier inventory
Right and left hand
Rules, conditions and restrictions

Listed purchase price is 1000 gold. This discounts casting rather than raising daily recovery or granting all spells. Both hands cannot simultaneously hold a shield or tome; combined rounding with scrolls is not verified here.

Practical use

A base cost of three becomes two with this discount alone: ten such casts save ten mana. For a short fight compare actual cast count with protection lost by occupying the left hand.

Compare all 147 spell formulas and costs →

Who should carry it

Distinguish the actual beneficiary. These heroes are examples of standard classes sharing a sourced class start, rather than owners of the item.

The hero’s own spellcasting

The wearer’s spell costs · both hands. When repeated known spells benefit from one mana saved and the hero can survive without other left-hand equipment.

It uses both hands and conflicts with a shield or left-hand tome. Lower cost replaces no required school and does not change a wand’s internal mana.

Budgets and armies by the local class offer: Life · Haven · Order · Academy · Chaos · Asylum · Death · Necropolis · Nature · Preserve

Compare equipment: Cap of Knowledge · Crown of Enchantment · Circlet of Wisdom · Magic Amplifier

Names in other references: Laska maga

Jaskinia Behemota ↗ · Ring of Saturn · Heroes IV ↗

Dwarven Hammer · Heroes IV · game artifact
Image source · Game artwork

Attack

Dwarven Hammer

Heroes IV · original rules, excluding Equilibris · Treasure

Raises the wearer’s personal Melee Attack by ten points.

When it fits: A direct choice for a hero actually entering contact.

How it works · parameters, rules and further relationships
Wearer · Melee Attack
+10
Carrier inventory
Right hand
Rules, conditions and restrictions

Uses the right hand; the cited descriptions add no stun, lightning or second attack. The ten belongs to neither Ranged Attack nor a troop-command bonus.

Practical use

A direct choice for a hero actually entering contact. For a caster lacking safe defenses, leaving the other hand available for a shield may matter more than the difference from a weaker one-handed weapon.

Compare equipment: Warlord's Ring · Axe · Greatsword · Halberd of the Swiftwatch

Names in other references: Krasnoludzki młot

Jaskinia Behemota ↗ · Ring of Saturn · Heroes IV ↗

Halberd of the Swiftwatch · Heroes IV · game artifact
Image source · Game artwork

Attack

Halberd of the Swiftwatch

Heroes IV · original rules, excluding Equilibris · Minor

Adds twenty-five Melee Attack, two Speed, long-weapon reach and Negate First Strike.

When it fits: Use reach and action order to strike without entering ordinary contact.

How it works · parameters, rules and further relationships
Wearer · Melee Attack
+25
Wearer · Speed
+2
Reach / ability
2 yards; Negate First Strike
Carrier inventory
Right and left hand
Rules, conditions and restrictions

Occupies both hands. The English inventory gives two battlefield yards of reach. An attack from reach can avoid an ordinary short weapon’s retaliation; this does not establish unconditional immunity to every possible counterattack.

Practical use

Use reach and action order to strike without entering ordinary contact. Check the opponent’s own reach before attacking; against heavy shooting the occupied left hand still costs a shield.

Compare equipment: Warlord's Ring · Axe · Greatsword · Dwarven Hammer

Names in other references: Halabarda Cichej Straży

Jaskinia Behemota ↗ · Ring of Saturn · Heroes IV ↗

Crusader's Mace · Heroes IV · game artifact
Image source · Game artwork

Attack

Crusader's Mace

Heroes IV · original rules, excluding Equilibris · Minor

Provides friendly troops thirty-percent offensive support for melee and ranged combat.

When it fits: Compare army-wide value with a weapon improving only the hero.

How it works · parameters, rules and further relationships
Friendly creatures · offensive support
+30% melee and ranged
Carrier inventory
Right hand
Rules, conditions and restrictions

The English inventory describes thirty percent more damage and the Polish detail increased army offense. It is not thirty personal hero attribute points. Overlapping command effects must follow the actual commanders’ rules.

Practical use

Compare army-wide value with a weapon improving only the hero. Large shooting and melee stacks can benefit; do not infer a flat personal Attack bonus for a solo hero.

Compare equipment: Warlord's Ring · Axe · Greatsword · Dwarven Hammer

Names in other references: Buława Krzyżowca

Jaskinia Behemota ↗ · Ring of Saturn · Heroes IV ↗

Angel's Blade · Heroes IV · game artifact
Image source · Game artwork

Multiple primary attributes

Angel's Blade

Heroes IV · original rules, excluding Equilibris · Minor

Gives the hero three Melee Attack and Defense plus offensive support against Death creatures.

When it fits: A specialized counter for known Death armies.

How it works · parameters, rules and further relationships
Wearer · Melee Attack
+3
Wearer · Melee Defense
+3
Against Death · friendly support
+50% damage in the English inventory
Carrier inventory
Right hand
Rules, conditions and restrictions

The English detail gives friendly targets fifty percent more damage against Death creatures. The target’s Death alignment matters rather than any enemy or merely a creature name containing undead.

Practical use

A specialized counter for known Death armies. Against another alignment assess mainly the personal three/three and compare Dwarven Hammer or Crusader’s Mace’s general support.

Compare all 147 spell formulas and costs →

Compare equipment: Tiger Helm · Ring of Strength · Longsword · Giant Slayer

Names in other references: Anielskie ostrze

Jaskinia Behemota ↗ · Ring of Saturn · Heroes IV ↗

Giant Slayer · Heroes IV · game artifact
Image source · Game artwork

Multiple primary attributes

Giant Slayer

Heroes IV · original rules, excluding Equilibris · Minor

Adds three personal Melee Attack and Defense; the scope of its level-four bonus is disputed.

When it fits: Use it as a top-tier specialization, but verify the wearer and recipients in the installed version before a decisive duel.

This item has marked uncertainties. See the rules below.

How it works · parameters, rules and further relationships
Wearer · Melee Attack
+3
Wearer · Melee Defense
+3
Conditional effect · conflict
English: hero ×2 versus level 4; Polish: troop Slayer
Carrier inventory
Right hand

Conflicting or unverified rule: See this card’s rules for details.

Rules, conditions and restrictions

The English inventory gives the hero double melee damage against level-four creatures. The Polish detail instead assigns Slayer to troops. Ordinary Slayer has its own fifty-percent bonus, so these statements cannot be merged into one settled multiplier.

Practical use

Use it as a top-tier specialization, but verify the wearer and recipients in the installed version before a decisive duel. Do not count the conditional bonus against lower tiers.

Compare equipment: Tiger Helm · Ring of Strength · Longsword · Angel's Blade

Names in other references: Zabójca olbrzymów

Jaskinia Behemota ↗ · Ring of Saturn · Heroes IV ↗

Tynan's Dagger of Despair · Heroes IV · game artifact
Image source · Game artwork

Attack

Tynan's Dagger of Despair

Heroes IV · original rules, excluding Equilibris · Major

The hero’s melee hit attempts to apply Sorrow with minimum morale to its target.

When it fits: Hit an important morale-using stack and exploit its delayed next action.

How it works · parameters, rules and further relationships
Melee hit · target debuff
Sorrow · minimum morale
Carrier inventory
Right hand
Rules, conditions and restrictions

The effect belongs to the struck target. The inventories list no numeric personal Attack bonus. Heroes IV morale affects action order and offensive outcome rather than another action from other games; target eligibility and protection still matter.

Practical use

Hit an important morale-using stack and exploit its delayed next action. A weapon without a documented flat Attack bonus has a real opportunity cost for a hero who must first survive contact.

Compare equipment: Warlord's Ring · Axe · Greatsword · Dwarven Hammer

Names in other references: Sztylet rozpaczy Tynana

Jaskinia Behemota ↗ · Ring of Saturn · Heroes IV ↗

Axe of Legends · Heroes IV · game artifact
Image source · Game artwork

Multiple primary attributes

Axe of Legends

Heroes IV · original rules, excluding Equilibris · Major

Adds eight hero Melee Attack and forty-percent offensive support to friendly troops.

When it fits: A strong combination for a commander who also fights.

How it works · parameters, rules and further relationships
Wearer · Melee Attack
+8
Friendly creatures · offensive support
+40% melee and ranged
Carrier inventory
Right hand
Rules, conditions and restrictions

The personal eight and percentage support are different scopes. The English inventory specifies melee and ranged damage. These descriptions list no ordinary Axe Speed penalty; the similar name alone does not transfer one.

Practical use

A strong combination for a commander who also fights. Compare Crusader’s Mace through army size and the personal Bull Rune Battleaxe through the hero’s actual share of attacks.

Compare all 147 spell formulas and costs →

Compare equipment: Tiger Helm · Ring of Strength · Longsword · Angel's Blade

Names in other references: Legendarny topór

Jaskinia Behemota ↗ · Ring of Saturn · Heroes IV ↗

Flaming Sword · Heroes IV · game artifact
Image source · Game artwork

Multiple primary attributes

Flaming Sword

Heroes IV · original rules, excluding Equilibris · Major

Gives personal three/three melee attributes and on-hit Fire with base thirty plus three times hero level.

When it fits: A level-ten hero has sixty base additional Fire before protection.

How it works · parameters, rules and further relationships
Wearer · Melee Attack
+3
Wearer · Melee Defense
+3
Additional Fire · base
30 + 3 × L; L = hero level
Carrier inventory
Right hand
Rules, conditions and restrictions

Both artifact inventories agree on thirty plus three times L. Ordinary Fire Aura instead has ten plus L. Do not substitute the spell card’s base or automatically treat the Fire component as physical damage.

Practical use

A level-ten hero has sixty base additional Fire before protection. Against a Fire-resistant enemy separate that component from the ordinary hit; the weapon also requires safely entering combat.

Compare equipment: Tiger Helm · Ring of Strength · Longsword · Angel's Blade

Names in other references: Ognisty miecz

Jaskinia Behemota ↗ · Ring of Saturn · Heroes IV ↗

Sword of Swiftness · Heroes IV · game artifact
Image source · Game artwork

Multiple primary attributes

Sword of Swiftness

Heroes IV · original rules, excluding Equilibris · Major

Adds six personal Melee Attack and Defense and one additional melee attack.

When it fits: Best on a hero with high personal damage who survives the whole exchange.

How it works · parameters, rules and further relationships
Wearer · Melee Attack
+6
Wearer · Melee Defense
+6
Wearer · additional melee attack
+1
Carrier inventory
Right hand
Rules, conditions and restrictions

The extra strike is neither increased Speed nor a free action for a spell or movement. Target reach and particular retaliation rules apply; the descriptions do not grant general retaliation removal.

Practical use

Best on a hero with high personal damage who survives the whole exchange. Against a nearly dead target the second strike may go unused; do not always value it as twice the useful damage.

Compare all 147 spell formulas and costs →

Compare equipment: Tiger Helm · Ring of Strength · Longsword · Angel's Blade

Names in other references: Miecz szybkości

Jaskinia Behemota ↗ · Ring of Saturn · Heroes IV ↗

Soul Stealer · Heroes IV · game artifact
Image source · Game artwork

Multiple primary attributes

Soul Stealer

Heroes IV · original rules, excluding Equilibris · Major

Provides four personal Melee Attack and Defense and restores health through Vampiric Touch.

When it fits: Use against eligible living targets when the hero is actually injured.

How it works · parameters, rules and further relationships
Wearer · Melee Attack
+4
Wearer · Melee Defense
+4
Recovery from eligible damage
floor(damage / 2) HP; limited by missing health
Carrier inventory
Right hand
Rules, conditions and restrictions

The English artifact description gives one restored HP per two damage dealt. Vampiric Touch excludes recovery from Undead, Elementals and constructs. Missing wearer health limits recovery; it does not permanently increase maximum health.

Practical use

Use against eligible living targets when the hero is actually injured. Against Death or construct compositions assess mainly the four/four and do not rely on automatic health sustain.

Compare equipment: Tiger Helm · Ring of Strength · Longsword · Angel's Blade

Names in other references: Złodziej dusz

Jaskinia Behemota ↗ · Ring of Saturn · Heroes IV ↗

Saint Ranan's Staff · Heroes IV · game artifact
Image source · Game artwork

Health and healing

Saint Ranan's Staff

Heroes IV · original rules, excluding Equilibris · Major

Strengthens healing spells and lists twenty-percent post-battle recovery; description scope differs.

When it fits: Separate in-combat healing from recovery after victory.

This item has marked uncertainties. See the rules below.

How it works · parameters, rules and further relationships
Healing · listed strength
+100%; recipient wording differs
Post-battle recovery · listed value
20%; English rounds down
Carrier inventory
Right and left hand

Conflicting or unverified rule: See this card’s rules for details.

Rules, conditions and restrictions

The English list doubles all healing spells and gives twenty percent of fallen creatures after combat, rounded down. The Polish text refers to spells healing the hero and a Resurrection bonus. Exact stacking with learned Resurrection and recipient scope are not consistently established. Occupies both hands.

Practical use

Separate in-combat healing from recovery after victory. A stronger Heal does not return dead stack members; for a low-loss plan verify the post-battle outcome and wearer in the installed version.

Compare equipment: Ring of Health · Ring of Regeneration · Ankh of Life · Breastplate of Regeneration

Names in other references: Laska Świętego Ranana

Jaskinia Behemota ↗ · Ring of Saturn · Heroes IV ↗

Staff of Summoning · Heroes IV · game artifact
Image source · Game artwork

Magic and spellcasting

Staff of Summoning

Heroes IV · original rules, excluding Equilibris · Major

Cuts creature-summoning spell mana cost by fifty percent, with a minimum of one mana.

When it fits: Used alone a cost of eight becomes four and twelve becomes six.

This item has marked uncertainties. See the rules below.

How it works · parameters, rules and further relationships
Wearer · creature-summoning cost
−50%; minimum 1 mana
Carrier inventory
Right and left hand

Conflicting or unverified rule: See this card’s rules for details.

Rules, conditions and restrictions

Uses both hands. Savings do not enlarge the summoned stack: Scarab of Summoning increases effect while this staff reduces cost. Summon Ship is not included by this description. The exact order of further discounts and integer rounding is not established.

Practical use

Used alone a cost of eight becomes four and twelve becomes six. For repeated summons compare mana endurance with the lost left-hand tome; the staff does not teach summoning spells itself.

Compare equipment: Cap of Knowledge · Crown of Enchantment · Circlet of Wisdom · Magic Amplifier

Names in other references: Laska Przywołań

Jaskinia Behemota ↗ · Ring of Saturn · Heroes IV ↗

Mayhem Staff · Heroes IV · game artifact
Image source · Game artwork

Magic and spellcasting

Mayhem Staff

Heroes IV · original rules, excluding Equilibris · Major

Boosts offensive magic, but inventories disagree between twenty-five percent generally and fifty percent for direct Chaos damage.

When it fits: Worth checking for a Chaos damage caster.

This item has marked uncertainties. See the rules below.

How it works · parameters, rules and further relationships
Offensive magic · conflict
English/Czech +50% direct Chaos; Polish +25% offensive spells
Carrier inventory
Right and left hand

Conflicting or unverified rule: See this card’s rules for details.

Rules, conditions and restrictions

English and Czech inventories give fifty percent more direct Chaos spell damage; the Polish list gives twenty-five percent for offensive spells without the same school limit. The alternatives remain separate. Occupies right and left hand.

Practical use

Worth checking for a Chaos damage caster. Do not put the stronger alternative into an exact Fireball or Lightning calculation until the installed version’s bonus is verified.

Compare equipment: Cap of Knowledge · Crown of Enchantment · Circlet of Wisdom · Magic Amplifier

Names in other references: Laska Chaosu

Jaskinia Behemota ↗ · Ring of Saturn · Heroes IV ↗

Staff of Death · Heroes IV · game artifact
Image source · Game artwork

Magic and spellcasting

Staff of Death

Heroes IV · original rules, excluding Equilibris · Major

Modifies Death magic; sources fundamentally disagree between stronger effects and reduced mana cost.

When it fits: For a Death build compare a spell’s actual strength and mana use after equipping.

This item has marked uncertainties. See the rules below.

How it works · parameters, rules and further relationships
Death magic · effect conflict
English +50% power/damage; Polish −50% cost
Carrier inventory
Right and left hand

Conflicting or unverified rule: See this card’s rules for details.

Rules, conditions and restrictions

The English inventory gives fifty percent more Death spell damage and power, with Czech supporting stronger effects. The Polish detail instead gives half Death spell mana cost. These effects are not added together on this card. Uses both hands.

Practical use

For a Death build compare a spell’s actual strength and mana use after equipping. Higher damage and casting more spells are different strategies; neither establishes that both occur together.

Compare equipment: Cap of Knowledge · Crown of Enchantment · Circlet of Wisdom · Magic Amplifier

Names in other references: Laska Śmierci

Jaskinia Behemota ↗ · Ring of Saturn · Heroes IV ↗

Staff of Wizardry · Heroes IV · game artifact
Image source · Game artwork

Magic and spellcasting

Staff of Wizardry

Heroes IV · original rules, excluding Equilibris · Major

Reduces Order spell cost by fifty percent, down to a minimum of one mana.

When it fits: Repeated expensive casting can make mana savings worth the lost shield.

This item has marked uncertainties. See the rules below.

How it works · parameters, rules and further relationships
Wearer · Order spell cost
−50%; minimum 1 mana
Carrier inventory
Right and left hand

Conflicting or unverified rule: See this card’s rules for details.

Rules, conditions and restrictions

The both-hand staff does not automatically grant Order knowledge or mastery. The English inventory explicitly states a one-mana minimum. Further discounts and their rounding order cannot safely be inferred from these descriptions.

Practical use

Repeated expensive casting can make mana savings worth the lost shield. If access depends on a left-hand Tome of Order, first solve spell access; both tools cannot be equipped simultaneously.

Compare equipment: Cap of Knowledge · Crown of Enchantment · Circlet of Wisdom · Magic Amplifier

Names in other references: Laska Czarnoksięstwa

Jaskinia Behemota ↗ · Ring of Saturn · Heroes IV ↗

Deadwood Staff · Heroes IV · game artifact
Image source · Game artwork

Magic and spellcasting

Deadwood Staff

Heroes IV · original rules, excluding Equilibris · Special placement / scroll

Enables Hand of Death from its own twelve-mana supply, recovering four per battle round.

When it fits: At Hand of Death’s base cost of twelve a full supply covers one cast; another twelve requires three recovery increments of four.

How it works · parameters, rules and further relationships
Internal mana · battle start
12
Internal recovery · per battle round
4 mana
Carrier inventory
Right and left hand
Rules, conditions and restrictions

Works on the wand principle and occupies both hands. The Polish detail lists default exclusion from random selection. Its internal supply is separate from hero mana rather than twelve permanently added capacity points.

Practical use

At Hand of Death’s base cost of twelve a full supply covers one cast; another twelve requires three recovery increments of four. Hand of Death’s effect has a separate scaling conflict preserved on its spell card.

Compare equipment: Cap of Knowledge · Crown of Enchantment · Circlet of Wisdom · Magic Amplifier

Names in other references: Laska z martwego drzewa

Jaskinia Behemota ↗

Sword of the Gods · Heroes IV · game artifact
Image source · Game artwork

Multiple primary attributes

Sword of the Gods

Heroes IV · original rules, excluding Equilibris · Relic

Combines personal three/three melee attributes with fifty-percent friendly troop offensive support.

When it fits: With a large army compare the support increase from Axe of Legends’ forty to fifty percent against personal Attack dropping from eight to three.

How it works · parameters, rules and further relationships
Wearer · Melee Attack
+3
Wearer · Melee Defense
+3
Friendly creatures · offensive support
+50% damage
Carrier inventory
Right hand
Rules, conditions and restrictions

English and Czech inventories list three personal Melee Attack and Defense; the Polish detail omits Defense. Fifty percent concerns friendly combatants’ damage rather than fifty flat personal Attack points.

Practical use

With a large army compare the support increase from Axe of Legends’ forty to fifty percent against personal Attack dropping from eight to three. The highest troop bonus need not be the best weapon for a strong solo hero.

Compare all 147 spell formulas and costs →

Compare equipment: Tiger Helm · Ring of Strength · Longsword · Angel's Blade

Names in other references: Miecz bogów

Jaskinia Behemota ↗ · Ring of Saturn · Heroes IV ↗

Thunder Hammer · Heroes IV · game artifact
Image source · Game artwork

Attack

Thunder Hammer

Heroes IV · original rules, excluding Equilibris · Relic

Gives eight personal Melee Attack and on-hit lightning with base seventy plus seven times hero level.

When it fits: At level ten the lightning component has a base of 140 before protection.

How it works · parameters, rules and further relationships
Wearer · Melee Attack
+8
Additional lightning · base
70 + 7 × L; L = hero level
Carrier inventory
Right and left hand
Rules, conditions and restrictions

Uses both hands. Additional electrical damage is separate from the physical hit and ordinary Lightning casting. The description adds neither chaining to more targets nor general protection bypass.

Practical use

At level ten the lightning component has a base of 140 before protection. Compare it with access to contact and the lost shield; a high base does not solve hitting an applicable immunity.

Compare equipment: Warlord's Ring · Axe · Greatsword · Dwarven Hammer

Names in other references: Młot gromu

Jaskinia Behemota ↗ · Ring of Saturn · Heroes IV ↗

Bull Rune Battleaxe · Heroes IV · game artifact
Image source · Game artwork

Attack

Bull Rune Battleaxe

Heroes IV · original rules, excluding Equilibris · Relic

Raises the hero’s personal Melee Attack by fifty points.

When it fits: Powerful for an attacking hero who can keep a shield in the other hand.

How it works · parameters, rules and further relationships
Wearer · Melee Attack
+50
Carrier inventory
Right hand
Rules, conditions and restrictions

Both main inventories specify the right hand and personal Melee Attack. It is neither fifty percent army damage nor fifty Ranged Attack. No both-hand restriction is listed.

Practical use

Powerful for an attacking hero who can keep a shield in the other hand. Target Defense, base damage and access to contact determine value; fifty Attack is not a flat fifty-HP damage addition.

Compare equipment: Warlord's Ring · Axe · Greatsword · Dwarven Hammer

Names in other references: Topór runy byka

Jaskinia Behemota ↗ · Ring of Saturn · Heroes IV ↗

False Gryphonheart Blade · Heroes IV · game artifact
Image source · Game artwork

Multiple primary attributes

False Gryphonheart Blade

Heroes IV · original rules, excluding Equilibris · Special placement / scroll

Adds eight points each to the wearer’s personal Melee Attack and Defense.

When it fits: Compare personal eight/eight with available weapons.

How it works · parameters, rules and further relationships
Wearer · Melee Attack
+8
Wearer · Melee Defense
+8
Carrier inventory
Right hand
Rules, conditions and restrictions

This is a special story blade. Its description does not grant True Gryphonheart Blade’s forty-percent army support; similar names do not establish identical effects.

Practical use

Compare personal eight/eight with available weapons. On a story map also track the objective and retaining the item; combat statistics alone do not explain its scenario role.

Compare all 147 spell formulas and costs →

Compare equipment: Tiger Helm · Ring of Strength · Longsword · Angel's Blade

Names in other references: Fałszywe ostrze Gryphonhearta

Jaskinia Behemota ↗

True Gryphonheart Blade · Heroes IV · game artifact
Image source · Game artwork

Multiple primary attributes

True Gryphonheart Blade

Heroes IV · original rules, excluding Equilibris · Special placement / scroll

Adds personal eight/eight melee attributes and forty-percent army support; story use has restrictions.

When it fits: In the campaign first check the intended bearer and objective requirements, then combat bonuses.

This item has marked uncertainties. See the rules below.

How it works · parameters, rules and further relationships
Wearer · Melee Attack
+8
Wearer · Melee Defense
+8
Army · offensive support
+40%
Carrier inventory
Right hand

Conflicting or unverified rule: See this card’s rules for details.

Rules, conditions and restrictions

The Polish inventory lists the bonuses without explaining story-use conditions. This does not establish that any hero can effectively use the blade in every scenario. It is not presented as generally available random loot.

Practical use

In the campaign first check the intended bearer and objective requirements, then combat bonuses. Distinguish personal eight/eight from army support not listed for False Gryphonheart Blade.

Compare all 147 spell formulas and costs →

Compare equipment: Tiger Helm · Ring of Strength · Longsword · Angel's Blade

Names in other references: Prawdziwe ostrze Gryphonhearta

Jaskinia Behemota ↗

Staff of Disruption · Heroes IV · game artifact
Image source · Game artwork

Magic and spellcasting

Staff of Disruption

The Gathering Storm · separate set piece · Separate set piece

Adds ten hero mana capacity and allows bypassing Ward restrictions.

When it fits: Use against a particular school Ward and distinguish the individual effect from the full-set bonus.

How it works · parameters, rules and further relationships
Wearer · mana capacity
+10
Bypassed restrictions
Ward from abilities and spells
Carrier inventory
Right hand
Rules, conditions and restrictions

The English description includes Ward from creature abilities and spells. It does not state general removal of all immunity or every kind of Magic Resistance. Unlike many staves this uses the right hand; it belongs to the five-part archmage set.

Practical use

Use against a particular school Ward and distinguish the individual effect from the full-set bonus. More mana capacity alone does not refill spent mana, and the left hand remains available.

Compare all 147 spell formulas and costs →

Equipped-set piece: Five archmage pieces

Compare equipment: Archmage's Hat · Wayfaring Boots · Angelfeather Cloak · Ring of Flares · Cap of Knowledge · Crown of Enchantment · Circlet of Wisdom · Magic Amplifier

Names in other references: Kostur rozproszenia

Jaskinia Behemota ↗ · Ring of Saturn · Heroes IV ↗

Frost Hammer · Heroes IV · game artifact
Image source · Game artwork

Attack

Frost Hammer

The Gathering Storm · separate set piece · Separate set piece

Raises hero Melee Attack by twenty-five and offers a chance to freeze a struck enemy for two turns.

When it fits: Exploit a successful freeze for safer follow-up actions by other stacks.

This item has marked uncertainties. See the rules below.

How it works · parameters, rules and further relationships
Wearer · Melee Attack
+25
Hit · possible freezing
2 turns; exact chance unverified
Carrier inventory
Right hand

Conflicting or unverified rule: See this card’s rules for details.

Rules, conditions and restrictions

A frozen target cannot ordinarily act or retaliate; an exact percentage chance is not established here. It is not guaranteed freezing of every enemy. The hammer remains a separate right-hand item and tiger-set component.

Practical use

Exploit a successful freeze for safer follow-up actions by other stacks. The plan must also work when it fails to trigger; possible two-turn control must not be a vulnerable hero’s only defense.

Equipped-set piece: Three tiger pieces

Compare equipment: Tiger Helm · Tiger Armor · Warlord's Ring · Axe · Greatsword · Dwarven Hammer

Names in other references: Młot mrozu

Jaskinia Behemota ↗ · Ring of Saturn · Heroes IV ↗

Flame of Chaos · Heroes IV · game artifact
Image source · Game artwork

Magic and spellcasting

Flame of Chaos

The Gathering Storm · separate set piece · Separate set piece

Grants Order Ward, Cold Resistance and two mana off Chaos spells.

When it fits: A useful mix of savings and protection against a known Order opponent.

How it works · parameters, rules and further relationships
Wearer · Chaos spell cost
−2 mana
Wearer · protections
Order Ward; Cold Resistance
Carrier inventory
Right hand
Rules, conditions and restrictions

Occupies the right hand and belongs to the balance set. Its cold protection differs from the Fire protection some sources describe for Ice Scales. The discount grants neither Chaos spell knowledge nor removal of ordinary target limits.

Practical use

A useful mix of savings and protection against a known Order opponent. When adding Ice Scales and Necklace of Balance track the full-set bonus separately; the flame alone does not grant Magic Mirror.

Equipped-set piece: Three balance pieces

Compare equipment: Necklace of Balance · Ice Scales · Cap of Knowledge · Crown of Enchantment · Circlet of Wisdom · Magic Amplifier

Names in other references: Płomień Chaosu

Jaskinia Behemota ↗ · Ring of Saturn · Heroes IV ↗

Wand of Blesses · Heroes IV · game artifact
Image source · Game artwork

Magic and spellcasting

Wand of Blesses

Heroes IV · original rules, excluding Equilibris · Minor

Enables Bless from an internal mana pool without learned Life Magic.

When it fits: The initial supply covers Bless’s cost of two.

How it works · parameters, rules and further relationships
Internal mana · battle start
2
Internal recovery · per battle round
2 mana
Carrier inventory
Right hand
Rules, conditions and restrictions

Starts battle with 2 internal mana and recovers two per round. It enables the spell without its learned-school requirement, uses its own mana and occupies the right hand. Bless uses the eligible stack’s upper ordinary damage range rather than adding an attack. It ordinarily excludes Undead and opposes Curse.

Practical use

The initial supply covers Bless’s cost of two. Choose a stack with a large minimum-to-maximum damage gap; fixed-damage creatures benefit much less than ones with a broad range.

Compare equipment: Cap of Knowledge · Crown of Enchantment · Circlet of Wisdom · Magic Amplifier

Names in other references: Różdżka błogosławieństw

Jaskinia Behemota ↗ · Ring of Saturn · Heroes IV ↗ · Jaskinia Behemota ↗

Wand of Healing · Heroes IV · game artifact
Image source · Game artwork

Magic and spellcasting

Wand of Healing

Heroes IV · original rules, excluding Equilibris · Minor

Provides Heal from the wand’s internal mana to heal an eligible living target.

When it fits: Watch current internal mana and recovery timing, especially before the first needed heal.

How it works · parameters, rules and further relationships
Internal mana · battle start
2
Internal recovery · per battle round
2 mana
Carrier inventory
Right hand
Rules, conditions and restrictions

Starts battle with 2 internal mana and recovers two per round. It enables the spell without its learned-school requirement, uses its own mana and occupies the right hand. Ordinary Heal costs three and has base fifty plus five times hero level before modifiers. Initial two mana is therefore not the same as a covered cost of three. Healing does not return dead stack members.

Practical use

Watch current internal mana and recovery timing, especially before the first needed heal. Ordinary Heal is not a universal rescue for Undead, constructs or Elementals.

Compare equipment: Cap of Knowledge · Crown of Enchantment · Circlet of Wisdom · Magic Amplifier

Names in other references: Różdżka uzdrowienia

Jaskinia Behemota ↗ · Ring of Saturn · Heroes IV ↗ · Jaskinia Behemota ↗

Wand of Haste · Heroes IV · game artifact
Image source · Game artwork

Magic and spellcasting

Wand of Haste

Heroes IV · original rules, excluding Equilibris · Minor

Enables Haste without learned Chaos Magic using an internal mana pool.

When it fits: Support a stack whose greater reach or earlier action lets it hit an important target.

How it works · parameters, rules and further relationships
Internal mana · battle start
2
Internal recovery · per battle round
2 mana
Carrier inventory
Right hand
Rules, conditions and restrictions

Starts battle with 2 internal mana and recovers two per round. It enables the spell without its learned-school requirement, uses its own mana and occupies the right hand. Haste modifies battle speed and movement rather than daily adventure travel. It does not create a separate extra action. Ordinary Haste’s cost of two matches the starting pool.

Practical use

Support a stack whose greater reach or earlier action lets it hit an important target. When that difference changes nothing, consider another available hero action instead of another cast.

Compare equipment: Cap of Knowledge · Crown of Enchantment · Circlet of Wisdom · Magic Amplifier

Names in other references: Różdżka przyspieszenia

Jaskinia Behemota ↗ · Ring of Saturn · Heroes IV ↗ · Jaskinia Behemota ↗

Wand of Fire · Heroes IV · game artifact
Image source · Game artwork

Magic and spellcasting

Wand of Fire

Heroes IV · original rules, excluding Equilibris · Minor

Provides direct Fire Bolt damage from its own internal mana supply.

When it fits: After a first base cast from four, one remains and the next two-mana increment covers three again.

How it works · parameters, rules and further relationships
Internal mana · battle start
4
Internal recovery · per battle round
2 mana
Carrier inventory
Right hand
Rules, conditions and restrictions

Starts battle with 4 internal mana and recovers two per round. It enables the spell without its learned-school requirement, uses its own mana and occupies the right hand. Ordinary cost is three and base damage fifty plus five times hero level before bonuses and protection. The target must meet sight requirements; internal wand mana does not bypass Fire resistance.

Practical use

After a first base cast from four, one remains and the next two-mana increment covers three again. Track actual supply and target access; a less developed caster does not gain all a specialist’s school bonuses.

Compare equipment: Cap of Knowledge · Crown of Enchantment · Circlet of Wisdom · Magic Amplifier

Names in other references: Różdżka ognia

Jaskinia Behemota ↗ · Ring of Saturn · Heroes IV ↗ · Jaskinia Behemota ↗

Wand of Fireballs · Heroes IV · game artifact
Image source · Game artwork

Magic and spellcasting

Wand of Fireballs

Heroes IV · original rules, excluding Equilibris · Minor

Enables area Fireball from eight starting internal mana points.

When it fits: From a base eight, casting for five leaves three; an increment of two funds another such cast.

How it works · parameters, rules and further relationships
Internal mana · battle start
8
Internal recovery · per battle round
2 mana
Carrier inventory
Right hand
Rules, conditions and restrictions

Starts battle with 8 internal mana and recovers two per round. It enables the spell without its learned-school requirement, uses its own mana and occupies the right hand. Ordinary Fireball costs five and has base forty plus four times hero level per affected target. Check friendly stacks and each target’s Fire protection; the supply does not mean eight free casts.

Practical use

From a base eight, casting for five leaves three; an increment of two funds another such cast. Value depends on eligible targets in the area rather than just the large starting pool.

Compare equipment: Cap of Knowledge · Crown of Enchantment · Circlet of Wisdom · Magic Amplifier

Names in other references: Różdżka kul ognia

Jaskinia Behemota ↗ · Ring of Saturn · Heroes IV ↗ · Jaskinia Behemota ↗

Wand of Curses · Heroes IV · game artifact
Image source · Game artwork

Magic and spellcasting

Wand of Curses

Heroes IV · original rules, excluding Equilibris · Minor

Provides Curse from internal mana without requiring learned Death Magic.

When it fits: Target a strong wide-damage-range stack before its dangerous attack.

How it works · parameters, rules and further relationships
Internal mana · battle start
2
Internal recovery · per battle round
2 mana
Carrier inventory
Right hand
Rules, conditions and restrictions

Starts battle with 2 internal mana and recovers two per round. It enables the spell without its learned-school requirement, uses its own mana and occupies the right hand. Curse uses the target’s lower ordinary damage range and opposes Bless. It does not subtract fixed personal Attack points. The base cost of two matches starting mana.

Practical use

Target a strong wide-damage-range stack before its dangerous attack. If the opponent already has fixed damage or resists the spell, the wand alone supplies no universal defense.

Compare equipment: Cap of Knowledge · Crown of Enchantment · Circlet of Wisdom · Magic Amplifier

Names in other references: Różdżka przekleństw

Jaskinia Behemota ↗ · Ring of Saturn · Heroes IV ↗ · Jaskinia Behemota ↗

Wand of Weakness · Heroes IV · game artifact
Image source · Game artwork

Magic and spellcasting

Wand of Weakness

Heroes IV · original rules, excluding Equilibris · Minor

Allows Weakness to be applied using the wand’s internal mana.

When it fits: Four mana covers the first ordinary cast.

How it works · parameters, rules and further relationships
Internal mana · battle start
4
Internal recovery · per battle round
2 mana
Carrier inventory
Right hand
Rules, conditions and restrictions

Starts battle with 4 internal mana and recovers two per round. It enables the spell without its learned-school requirement, uses its own mana and occupies the right hand. Ordinary cost is three. The manual describes one-quarter less damage and the Polish list one-quarter less Attack. The discrepancy does not establish a settled penalty to all enemy spells and abilities.

Practical use

Four mana covers the first ordinary cast. Against the strongest physical stack compare expected prevented damage with Curse; against a caster assess the particular attack type.

Compare equipment: Cap of Knowledge · Crown of Enchantment · Circlet of Wisdom · Magic Amplifier

Names in other references: Różdżka osłabienia

Jaskinia Behemota ↗ · Ring of Saturn · Heroes IV ↗ · Jaskinia Behemota ↗

Wand of Animating Dead · Heroes IV · game artifact
Image source · Game artwork

Magic and spellcasting

Wand of Animating Dead

Heroes IV · original rules, excluding Equilibris · Minor

Enables temporary Animate Dead from an internal mana pool.

When it fits: Use available casualties for temporary battle reinforcement.

How it works · parameters, rules and further relationships
Internal mana · battle start
4
Internal recovery · per battle round
2 mana
Carrier inventory
Right hand
Rules, conditions and restrictions

Starts battle with 4 internal mana and recovers two per round. It enables the spell without its learned-school requirement, uses its own mana and occupies the right hand. The actual Heroes IV spell is Animate Dead rather than Raise Skeletons or permanent recruitment. Base budget is fifty plus five times hero level HP before modifiers and cost three. Raised creatures disappear after combat; corpses and eligibility limit recovery.

Practical use

Use available casualties for temporary battle reinforcement. Do not plan it as a permanent recruitment solution; creature HP determines stack size rather than corpse count alone.

Compare equipment: Cap of Knowledge · Crown of Enchantment · Circlet of Wisdom · Magic Amplifier

Names in other references: Różdżka ożywiania martwych

Jaskinia Behemota ↗ · Ring of Saturn · Heroes IV ↗ · Jaskinia Behemota ↗

Wand of Illusion · Heroes IV · game artifact
Image source · Game artwork

Magic and spellcasting

Wand of Illusion

Heroes IV · original rules, excluding Equilibris · Minor

Enables Create Illusion from internal mana without learned Order Magic.

When it fits: Choose a creature whose combat abilities help within the HP budget.

How it works · parameters, rules and further relationships
Internal mana · battle start
4
Internal recovery · per battle round
2 mana
Carrier inventory
Right hand
Rules, conditions and restrictions

Starts battle with 4 internal mana and recovers two per round. It enables the spell without its learned-school requirement, uses its own mana and occupies the right hand. Base cost is three and budget forty plus four times hero level HP before bonuses. Heroes cannot be copied and illusions have no mana. Repeated creation of the same type can reinforce an existing illusion.

Practical use

Choose a creature whose combat abilities help within the HP budget. Do not value a copied caster as another full spell supply; merging illusions also changes the expected number of independent stacks.

Compare equipment: Cap of Knowledge · Crown of Enchantment · Circlet of Wisdom · Magic Amplifier

Names in other references: Różdżka iluzji

Jaskinia Behemota ↗ · Ring of Saturn · Heroes IV ↗ · Jaskinia Behemota ↗

Wand of Ice · Heroes IV · game artifact
Image source · Game artwork

Magic and spellcasting

Wand of Ice

Heroes IV · original rules, excluding Equilibris · Minor

Provides direct cold Ice Bolt damage from an internal mana supply.

When it fits: Against Fire protection it may beat Wand of Fire, but check cold protection and Order Ward.

How it works · parameters, rules and further relationships
Internal mana · battle start
4
Internal recovery · per battle round
2 mana
Carrier inventory
Right hand
Rules, conditions and restrictions

Starts battle with 4 internal mana and recovers two per round. It enables the spell without its learned-school requirement, uses its own mana and occupies the right hand. Ordinary base is forty plus four times hero level before modifiers and cost three. Ice Bolt is not Freeze: direct damage does not automatically freeze a target for two turns like Frost Hammer’s possible effect.

Practical use

Against Fire protection it may beat Wand of Fire, but check cold protection and Order Ward. Compare the spells’ respective bases rather than their identical starting pool of four.

Compare equipment: Cap of Knowledge · Crown of Enchantment · Circlet of Wisdom · Magic Amplifier

Names in other references: Różdżka lodu

Jaskinia Behemota ↗ · Ring of Saturn · Heroes IV ↗ · Jaskinia Behemota ↗

Cloak of Warding · Heroes IV · game artifact
Image source · Game artwork

Magic protection

Cloak of Warding

Heroes IV · original rules, excluding Equilibris · Treasure

Gives the hero themselves 30 percent item Magic Resistance.

When it fits: Use it as early personal caster protection.

How it works · parameters, rules and further relationships
Wearer · item Magic Resistance
30%
Example with fifty-percent skill
65% total
Carrier inventory
Shoulders
Rules, conditions and restrictions

It does not automatically cover every led creature. Skill and item resistance combine through the remainder: R = S + (1 − S) × I, with S and I expressed as fractions from zero to one. A fifty-percent skill and this 30-percent item produce 65 percent without other sources.

Practical use

Use it as early personal caster protection. It restores no mana and adds no matching physical Defense, so evaluate it against the actual enemy spell plan.

Compare equipment: Mind Shield · Hideous Mask · Ring of Permanency · Ring of Lesser Negation

Names in other references: Płaszcz strażniczy

Jaskinia Behemota ↗ · Ring of Saturn · Heroes IV ↗ · Jaskinia Behemota ↗

Cloak of Distraction · Heroes IV · game artifact
Image source · Game artwork

Magic protection

Cloak of Distraction

Heroes IV · original rules, excluding Equilibris · Minor

Is described as letting the hero ignore enemy threat areas; practical operation is unverified.

When it fits: Before a decisive escape test the running version and battlefield position.

This item has marked uncertainties. See the rules below.

How it works · parameters, rules and further relationships
Wearer · described function
Threat-area bypass · unverified
Carrier inventory
Shoulders

Conflicting or unverified rule: See this card’s rules for details.

Rules, conditions and restrictions

The older English inventory states threat-area bypass, while the Polish detail explicitly says practical use was not established. The description is therefore not treated as a confirmed universal route around every enemy.

Practical use

Before a decisive escape test the running version and battlefield position. Do not make an untested item the hero’s only survival route.

Compare equipment: Mind Shield · Hideous Mask · Ring of Permanency · Ring of Lesser Negation

Names in other references: Płaszcz odwrócenia uwagi

Jaskinia Behemota ↗ · Ring of Saturn · Heroes IV ↗

Mage's Robe · Heroes IV · game artifact
Image source · Game artwork

Magic protection

Mage's Robe

Heroes IV · original rules, excluding Equilibris · Minor

Reduces every spell cast by the wearer by one mana point.

When it fits: Across ten eligible casts nominal savings can reach ten mana before cost floors.

How it works · parameters, rules and further relationships
Wearer · spell cost
−1 mana
Carrier inventory
Shoulders
Rules, conditions and restrictions

The discount applies to the hero’s casting rather than creature pools as Magic Amplifier does. It adds no current mana and promises no negative cost; include any heavy-armor surcharge too.

Practical use

Across ten eligible casts nominal savings can reach ten mana before cost floors. Compare that with cloak protection when the enemy directly threatens the hero.

Compare equipment: Mind Shield · Hideous Mask · Ring of Permanency · Ring of Lesser Negation

Names in other references: Toga maga

Jaskinia Behemota ↗ · Ring of Saturn · Heroes IV ↗

Cowl of Resistance · Heroes IV · game artifact
Image source · Game artwork

Magic protection

Cowl of Resistance

Heroes IV · original rules, excluding Equilibris · Minor

Gives the hero themselves 50 percent item Magic Resistance.

When it fits: Against repeated magic targeting the hero compare stronger protection with thirty-percent Cloak of Warding.

How it works · parameters, rules and further relationships
Wearer · item Magic Resistance
50%
Example with fifty-percent skill
75% total
Carrier inventory
Shoulders
Rules, conditions and restrictions

It does not automatically cover every led creature. Skill and item resistance combine through the remainder: R = S + (1 − S) × I, with S and I expressed as fractions from zero to one. A fifty-percent skill and this 50-percent item produce 75 percent without other sources.

Practical use

Against repeated magic targeting the hero compare stronger protection with thirty-percent Cloak of Warding. For one decisive control effect still consider specific immunity.

Compare equipment: Mind Shield · Hideous Mask · Ring of Permanency · Ring of Lesser Negation

Names in other references: Płaszcz odporności

Jaskinia Behemota ↗ · Ring of Saturn · Heroes IV ↗ · Jaskinia Behemota ↗

Cape of Protection · Heroes IV · game artifact
Image source · Game artwork

Magic protection

Cape of Protection

Heroes IV · original rules, excluding Equilibris · Minor

Provides a thirty-percent Magic Resistance contribution to led creatures.

When it fits: Choose it according to the troops actually threatened by hostile magic.

How it works · parameters, rules and further relationships
Led creatures · item resistance
30%
Example with fifty-percent innate resistance
65% total
Carrier inventory
Shoulders
Rules, conditions and restrictions

Its scope differs from a personal Cowl or Mantle. The detail explicitly combines through the unprotected remainder: a creature with fifty percent innate resistance and thirty-percent support reaches sixty-five rather than eighty percent without other sources.

Practical use

Choose it according to the troops actually threatened by hostile magic. A stronger personal hero percentage does not replace wider army support.

Compare equipment: Mind Shield · Hideous Mask · Ring of Permanency · Ring of Lesser Negation

Names in other references: Płaszcz ochrony

Jaskinia Behemota ↗ · Ring of Saturn · Heroes IV ↗ · Jaskinia Behemota ↗

Robe of the Guardian · Heroes IV · game artifact
Image source · Game artwork

Magic protection

Robe of the Guardian

Heroes IV · original rules, excluding Equilibris · Major

The first three attacks against the wearer in each battle cause the hero no damage.

When it fits: Consider enemies spending the protection with cheap hits before a main strike.

How it works · parameters, rules and further relationships
Wearer · protected attacks
First three per battle, including magical
Carrier inventory
Shoulders
Rules, conditions and restrictions

The detailed inventory explicitly includes magical attacks. This is a limited protection supply per battle rather than inexhaustible armor. Secondary states and periodic damage do not automatically use the same conditions as a fresh attack.

Practical use

Consider enemies spending the protection with cheap hits before a main strike. After the third use secure the hero another way rather than relying on the same safety.

Compare equipment: Mind Shield · Hideous Mask · Ring of Permanency · Ring of Lesser Negation

Names in other references: Toga strażnicza

Jaskinia Behemota ↗ · Ring of Saturn · Heroes IV ↗

Mantle of Spell Turning · Heroes IV · game artifact
Image source · Game artwork

Magic protection

Mantle of Spell Turning

Heroes IV · original rules, excluding Equilibris · Major

Gives the hero themselves 70 percent item Magic Resistance.

When it fits: Turning in the name grants no separate Magic Mirror.

How it works · parameters, rules and further relationships
Wearer · item Magic Resistance
70%
Example with fifty-percent skill
85% total
Carrier inventory
Shoulders
Rules, conditions and restrictions

It does not automatically cover every led creature. Skill and item resistance combine through the remainder: R = S + (1 − S) × I, with S and I expressed as fractions from zero to one. A fifty-percent skill and this 70-percent item produce 85 percent without other sources.

Practical use

Turning in the name grants no separate Magic Mirror. Against strong magic compare higher resistance with another reliable protection or a personal mana discount.

Compare equipment: Mind Shield · Hideous Mask · Ring of Permanency · Ring of Lesser Negation

Names in other references: Opończa odbijania zaklęć

Jaskinia Behemota ↗ · Ring of Saturn · Heroes IV ↗ · Jaskinia Behemota ↗

Neener's Invulnerable Cloak · Heroes IV · game artifact
Image source · Game artwork

Magic protection

Neener's Invulnerable Cloak

Heroes IV · original rules, excluding Equilibris · Relic

Gives the hero themselves 100 percent item Magic Resistance.

When it fits: One hundred percent magic protection is not physical invulnerability.

How it works · parameters, rules and further relationships
Wearer · item Magic Resistance
100%
Example with fifty-percent skill
100% total
Carrier inventory
Shoulders
Rules, conditions and restrictions

It does not automatically cover every led creature. Skill and item resistance combine through the remainder: R = S + (1 − S) × I, with S and I expressed as fractions from zero to one. A fifty-percent skill and this 100-percent item produce 100 percent without other sources.

Practical use

One hundred percent magic protection is not physical invulnerability. Account for enemy equipment or a completed set negating resistance; Invulnerable in the name does not address every threat.

Compare equipment: Mind Shield · Hideous Mask · Ring of Permanency · Ring of Lesser Negation

Names in other references: Niezniszczalny płaszcz Neenera

Jaskinia Behemota ↗ · Ring of Saturn · Heroes IV ↗ · Jaskinia Behemota ↗

Angelfeather Cloak · Heroes IV · game artifact
Image source · Game artwork

Magic protection

Angelfeather Cloak

The Gathering Storm · separate set piece · Separate set piece

Gives the wearer ten mana capacity, Flight and Heavenly Shield as an archmage-set piece.

When it fits: Plan a safe hero flight and actually remaining shield.

This item has marked uncertainties. See the rules below.

How it works · parameters, rules and further relationships
Wearer · mana capacity
+10
Wearer · continuous effects
Flight; Heavenly Shield
Absorption in the Polish detail
300 HP · refresh behavior unverified
Carrier inventory
Shoulders

Conflicting or unverified rule: See this card’s rules for details.

Rules, conditions and restrictions

The Polish detail gives the item’s Heavenly Shield three hundred HP absorption; English and Czech descriptions name the effect without an amount. This is not asserted to renew unlimited full absorption after every hit. Flight is personal battlefield flight rather than automatic army flight across adventure mountains.

Practical use

Plan a safe hero flight and actually remaining shield. Full-set resistance negation also requires four exact pieces on the same hero.

Equipped-set piece: Five archmage pieces

Compare equipment: Archmage's Hat · Wayfaring Boots · Staff of Disruption · Ring of Flares · Mind Shield · Hideous Mask · Ring of Permanency · Ring of Lesser Negation

Names in other references: Płaszcz z Anielskich Piór

Jaskinia Behemota ↗ · Ring of Saturn · Heroes IV ↗

Cloak of Darkness · Heroes IV · game artifact
Image source · Game artwork

Magic protection

Cloak of Darkness

The Gathering Storm · separate set piece · Separate set piece

Adds ten wearer defenses, improves Death magic and grants Life Ward.

When it fits: For hero defense check the enemy’s actual type.

This item has marked uncertainties. See the rules below.

How it works · parameters, rules and further relationships
Wearer · Melee / Ranged Defense
+10 / +10
Wearer · Death effectiveness
+15% in the Polish detail
Wearer · continuous protection
Life Ward
Carrier inventory
Shoulders

Conflicting or unverified rule: See this card’s rules for details.

Rules, conditions and restrictions

Defense is personal rather than ten points for every creature. The Polish detail specifies fifteen percent Death power, while readable English and Czech inventories give no numerical amount. It is one part of the two-piece set with Ring of Light.

Practical use

For hero defense check the enemy’s actual type. Owning both pieces on two different heroes does not complete the set; they must be equipped together.

Equipped-set piece: Ring of Light and Cloak of Darkness

Compare equipment: Ring of Light · Mind Shield · Hideous Mask · Ring of Permanency · Ring of Lesser Negation

Names in other references: Płaszcz ciemności

Jaskinia Behemota ↗ · Ring of Saturn · Heroes IV ↗

Telescope · Heroes IV · game artifact
Image source · Game artwork

Scouting and information

Telescope

Heroes IV · original rules, excluding Equilibris · Mundane equipment

Raises the wearer’s scouting radius by one point.

When it fits: Assign it to a scout entering unknown ground.

Buildings and acquisition · relationship type

The item belongs to the sourced service. Construction and the actual purchase are paid separately.

How it works · parameters, rules and further relationships
Wearer · sight radius
+1
Listed purchase price
500 gold
Carrier inventory
Miscellaneous · one of four positions
Rules, conditions and restrictions

Normally costs five hundred gold and uses a miscellaneous slot. Greater reveal radius alone raises no whole Scouting rank and supplies no complete information about hidden enemies.

Practical use

Assign it to a scout entering unknown ground. Across several armies assess newly revealed routes and objects.

Who should carry it

Distinguish the actual beneficiary. These heroes are examples of standard classes sharing a sourced class start, rather than owners of the item.

Scouting and travel

Scouting radius. For revealing unknown routes and objects before further movement.

More vision is neither more daily movement nor guaranteed full information about a guard.

Budgets and armies by the local class offer: Chaos · Asylum · Death · Necropolis · Nature · Preserve · Might · Stronghold

Compare equipment: Helm of Seeing · Breeze the Falcon · Viewing Crystal

Names in other references: Teleskop

Jaskinia Behemota ↗ · Ring of Saturn · Heroes IV ↗

Purse of Gold · Heroes IV · game artifact
Image source · Game artwork

Income

Purse of Gold

Heroes IV · original rules, excluding Equilibris · Treasure

Adds two hundred fifty gold daily as equipped income.

When it fits: Four actual daily payments give one thousand gold before spending.

How it works · parameters, rules and further relationships
Kingdom · gold per day
+250
Carrier inventory
Miscellaneous · one of four positions
Rules, conditions and restrictions

Heroes IV’s Purse differs from the five-hundred-gold similarly named Heroes III item. Transfers between heroes create no fresh 250 payment; the daily equipped contribution applies.

Practical use

Four actual daily payments give one thousand gold before spending. Check an active miscellaneous slot on the economic carrier rather than merely transporting it in a backpack.

Who should carry it

Distinguish the actual beneficiary. These heroes are examples of standard classes sharing a sourced class start, rather than owners of the item.

Income and supply

Kingdom daily income. For a safe equipped carrier with enough days remaining.

Heroes IV provides 250 gold daily, not a similarly themed Heroes III amount. Transferring it between heroes creates no additional payment.

Budgets and armies by the local class offer: Life · Haven · Order · Academy · Death · Necropolis · Might · Stronghold

Compare equipment: Bag of Gold · Cart of Ore · Cart of Lumber · Sack of Gold

Names in other references: Sakiewka ze złotem

Jaskinia Behemota ↗ · Ring of Saturn · Heroes IV ↗

Bag of Gold · Heroes IV · game artifact
Image source · Game artwork

Income

Bag of Gold

Heroes IV · original rules, excluding Equilibris · Treasure

Adds five hundred kingdom gold daily while equipped.

When it fits: Seven daily payments add 3,500 gold before expenses.

How it works · parameters, rules and further relationships
Kingdom · gold per day
+500
Carrier inventory
Miscellaneous · one of four positions
Rules, conditions and restrictions

This is ongoing income rather than an immediate recruitment discount or personal Nobility skill. Another game’s Bag amount is not substituted from a similar illustration.

Practical use

Seven daily payments add 3,500 gold before expenses. Compare that budget with the actual day of construction or reinforcement payment.

Compare equipment: Purse of Gold · Cart of Ore · Cart of Lumber · Sack of Gold

Names in other references: Torba ze złotem

Jaskinia Behemota ↗ · Ring of Saturn · Heroes IV ↗

Cart of Ore · Heroes IV · game artifact
Image source · Game artwork

Income

Cart of Ore

Heroes IV · original rules, excluding Equilibris · Treasure

Adds two ore daily to the kingdom budget.

When it fits: Seven payments supply fourteen ore.

How it works · parameters, rules and further relationships
Kingdom · ore per day
+2
Carrier inventory
Miscellaneous · one of four positions
Rules, conditions and restrictions

This cart is an artifact in a miscellaneous position. It is neither a battlefield Catapult nor another game’s Ammo Cart. Daily ore does not replace a building’s or recruitment’s gold cost.

Practical use

Seven payments supply fourteen ore. Check whether ore is the actual constraint or whether gold or another resource still delays completion.

Who should carry it

Distinguish the actual beneficiary. These heroes are examples of standard classes sharing a sourced class start, rather than owners of the item.

Income and supply

Kingdom daily ore. For construction limited by ore; compare the benefit with time needed to obtain it elsewhere.

Do not confuse it with ammunition or personal mana. An active slot and money for unlocked creatures are still needed.

Budgets and armies by the local class offer: Life · Haven · Order · Academy · Death · Necropolis · Might · Stronghold

Compare equipment: Purse of Gold · Bag of Gold · Cart of Lumber · Sack of Gold

Names in other references: Wóz rudy

Jaskinia Behemota ↗ · Ring of Saturn · Heroes IV ↗

Cart of Lumber · Heroes IV · game artifact
Image source · Game artwork

Income

Cart of Lumber

Heroes IV · original rules, excluding Equilibris · Treasure

Adds two wood daily while equipped.

When it fits: Seven payments yield fourteen wood before spending.

How it works · parameters, rules and further relationships
Kingdom · wood per day
+2
Carrier inventory
Miscellaneous · one of four positions
Rules, conditions and restrictions

This is kingdom income rather than hero movement or ammunition. Distinguish it from the analogous Heroes III item’s one daily wood.

Practical use

Seven payments yield fourteen wood before spending. With surplus wood, the main hero’s miscellaneous position may better serve the next battle.

Who should carry it

Distinguish the actual beneficiary. These heroes are examples of standard classes sharing a sourced class start, rather than owners of the item.

Income and supply

Kingdom daily wood. When wood is actually missing for the next useful building and daily receipts advance completion.

More wood pays neither recruitment nor another missing resource. It is not an immediate refill of an entire dwelling cost.

Budgets and armies by the local class offer: Life · Haven · Order · Academy · Death · Necropolis · Might · Stronghold

Compare equipment: Purse of Gold · Bag of Gold · Cart of Ore · Sack of Gold

Names in other references: Wóz tarcicy

Jaskinia Behemota ↗ · Ring of Saturn · Heroes IV ↗

Viewing Crystal · Heroes IV · game artifact
Image source · Game artwork

Scouting and information

Viewing Crystal

Heroes IV · original rules, excluding Equilibris · Treasure

Adds two wearer sight-radius points.

When it fits: Compared with Telescope it gives one more radius point in the same miscellaneous slot.

How it works · parameters, rules and further relationships
Wearer · sight radius
+2
Carrier inventory
Miscellaneous · one of four positions
Rules, conditions and restrictions

It extends sight rather than automatically copying the highest Scouting skill. Precise information and Stealth detection have separate requirements. It is distinct from another game’s mana Mystic Orb.

Practical use

Compared with Telescope it gives one more radius point in the same miscellaneous slot. Value comes from seeing a new junction, coast or threat before entering.

Compare equipment: Helm of Seeing · Breeze the Falcon · Telescope

Names in other references: Kryształ podglądania

Jaskinia Behemota ↗ · Ring of Saturn · Heroes IV ↗

Sextant · Heroes IV · game artifact
Image source · Game artwork

Adventure movement

Sextant

Heroes IV · original rules, excluding Equilibris · Treasure

Raises the wearer’s army sea movement by fifty percent.

When it fits: For a long voyage plan reach to the port and intended landing.

How it works · parameters, rules and further relationships
Army · sea movement
+50%
Carrier inventory
Miscellaneous · one of four positions
Rules, conditions and restrictions

The sea multiplier differs from Seaman’s Hat removing boarding penalties. It does not automatically raise land movement. With several heroes evaluate equipment together with the effective commander’s related sailing skills.

Practical use

For a long voyage plan reach to the port and intended landing. Extra daily sea movement may not solve a route constrained by the landing transition itself.

Compare equipment: Seaman's Hat · Logbook of the Master Sailor · Snowshoes · Boots of the Crocodile

Names in other references: Sekstans

Jaskinia Behemota ↗ · Ring of Saturn · Heroes IV ↗

Badge of Courage · Heroes IV · game artifact
Image source · Game artwork

Magic protection

Badge of Courage

Heroes IV · original rules, excluding Equilibris · Treasure

Protects the friendly army from applicable Fear and Terror effects.

When it fits: Consider it against Nightmare or a hero using Fear.

How it works · parameters, rules and further relationships
Friendly army · protection
Fear and Terror
Carrier inventory
Miscellaneous · one of four positions
Rules, conditions and restrictions

The detailed reference includes action-denying terror and Fear affecting retaliation and forced retreat. The Heroes IV badge is described through its own protections without importing Heroes III’s Morale and hidden general mind immunity.

Practical use

Consider it against Nightmare or a hero using Fear. It does not automatically cover those enemies’ physical damage or every other curse.

Compare equipment: Mind Shield · Hideous Mask · Ring of Permanency · Ring of Lesser Negation

Names in other references: Odznaka odwagi

Jaskinia Behemota ↗ · Ring of Saturn · Heroes IV ↗

Crystal of Memory · Heroes IV · game artifact
Image source · Game artwork

Magic protection

Crystal of Memory

Heroes IV · original rules, excluding Equilibris · Treasure

Gives the friendly army immunity to Forgetfulness.

When it fits: For a shooter-heavy army compare preserving volleys with other support.

How it works · parameters, rules and further relationships
Friendly army · immunity
Forgetfulness
Carrier inventory
Miscellaneous · one of four positions
Rules, conditions and restrictions

Protection concerns a specific limitation of shooting. The crystal increases no ammunition supply, grants no other game’s Eagle Eye and records no arbitrary enemy spell in a book.

Practical use

For a shooter-heavy army compare preserving volleys with other support. If the enemy lacks Forgetfulness, consider the occupied miscellaneous slot’s value.

Compare equipment: Mind Shield · Hideous Mask · Ring of Permanency · Ring of Lesser Negation

Names in other references: Kryształ pamięci

Jaskinia Behemota ↗ · Ring of Saturn · Heroes IV ↗

Crest of Valor · Heroes IV · game artifact
Image source · Game artwork

Morale

Crest of Valor

Heroes IV · original rules, excluding Equilibris · Treasure

Adds one Morale to the friendly army.

When it fits: Moving Morale from one to two raises the chance from ten to twenty percent with other conditions unchanged.

How it works · parameters, rules and further relationships
Friendly army · Morale
+1
Carrier inventory
Miscellaneous · one of four positions
Rules, conditions and restrictions

Each eligible point gives ten percent morale-state chance. Good morale gives priority action grouping and twenty-five percent Attack until round end rather than a separate additional action. This game’s positive maximum is ten.

Practical use

Moving Morale from one to two raises the chance from ten to twenty percent with other conditions unchanged. Assess value differently at maximum Morale or for morale-immune troops.

Compare equipment: Mullich's Helm of Leadership · Maranthea's Mug · Statesman's Medal · Medal of Honor

Names in other references: Herb męstwa

Jaskinia Behemota ↗ · Ring of Saturn · Heroes IV ↗ · Jaskinia Behemota ↗

Gambler's Deck · Heroes IV · game artifact
Image source · Game artwork

Luck

Gambler's Deck

Heroes IV · original rules, excluding Equilibris · Treasure

Adds one army Luck for defensive hit resolution.

When it fits: The cards help defensive stability over repeated eligible hits.

How it works · parameters, rules and further relationships
Army · Luck
+1
Carrier inventory
Miscellaneous · one of four positions
Rules, conditions and restrictions

In Heroes IV each Luck point gives ten percent applicable activation chance, capped at one hundred at positive ten. Good luck reduces eligible incoming damage by one third rather than giving Heroes III’s offensive double damage. Not every spell checks Luck.

Practical use

The cards help defensive stability over repeated eligible hits. Budget a changed probability rather than a fixed ten-percent reduction of every hit.

Compare equipment: Leprechaun's Ring · Horseshoe · Four Leaf Clover · Fizbin of Misfortune

Names in other references: Talia hazardzisty

Jaskinia Behemota ↗ · Ring of Saturn · Heroes IV ↗ · Jaskinia Behemota ↗

Horseshoe · Heroes IV · game artifact
Image source · Game artwork

Luck

Horseshoe

Heroes IV · original rules, excluding Equilibris · Treasure

Adds one army Luck for defensive hit resolution.

When it fits: Compare Luck with direct protection against a known threat.

How it works · parameters, rules and further relationships
Army · Luck
+1
Carrier inventory
Miscellaneous · one of four positions
Rules, conditions and restrictions

In Heroes IV each Luck point gives ten percent applicable activation chance, capped at one hundred at positive ten. Good luck reduces eligible incoming damage by one third rather than giving Heroes III’s offensive double damage. Not every spell checks Luck.

Practical use

Compare Luck with direct protection against a known threat. A higher chance gives no benefit against a spell that does not use this resolution.

Compare equipment: Leprechaun's Ring · Gambler's Deck · Four Leaf Clover · Fizbin of Misfortune

Names in other references: Podkowa

Jaskinia Behemota ↗ · Ring of Saturn · Heroes IV ↗ · Jaskinia Behemota ↗

Four Leaf Clover · Heroes IV · game artifact
Image source · Game artwork

Luck

Four Leaf Clover

Heroes IV · original rules, excluding Equilibris · Treasure

Adds one army Luck for defensive hit resolution.

When it fits: Value depends on actual Luck after other effects.

How it works · parameters, rules and further relationships
Army · Luck
+1
Carrier inventory
Miscellaneous · one of four positions
Rules, conditions and restrictions

In Heroes IV each Luck point gives ten percent applicable activation chance, capped at one hundred at positive ten. Good luck reduces eligible incoming damage by one third rather than giving Heroes III’s offensive double damage. Not every spell checks Luck.

Practical use

Value depends on actual Luck after other effects. Beyond positive ten another point raises no chance above one hundred percent; from a negative state it can first mitigate bad luck.

Compare equipment: Leprechaun's Ring · Gambler's Deck · Horseshoe · Fizbin of Misfortune

Names in other references: Czterolistna koniczyna

Jaskinia Behemota ↗ · Ring of Saturn · Heroes IV ↗ · Jaskinia Behemota ↗

Spider's Silk Arrows · Heroes IV · game artifact
Image source · Game artwork

Ranged support

Spider's Silk Arrows

Heroes IV · original rules, excluding Equilibris · Treasure

Adds movement control to the hero’s ranged hits; descriptions of the exact effect differ.

When it fits: For controlling an approaching enemy check the state after hitting.

This item has marked uncertainties. See the rules below.

How it works · parameters, rules and further relationships
Wearer hit · effect conflict
Bind / flight removal and slowing
Carrier inventory
Miscellaneous · one of four positions

Conflicting or unverified rule: See this card’s rules for details.

Rules, conditions and restrictions

English and Czech inventories name Bind, while the Polish detail describes flight removal and halved speed and initiative. These effects are not assumed identical without verification. The item uses a miscellaneous position alongside the actual ranged weapon.

Practical use

For controlling an approaching enemy check the state after hitting. A critical escape plan must not rely on total immobilization if the running variant only slows.

Compare equipment: Crossbow · Longbow · War Sling · David's Sling

Names in other references: Pajęcze jedwabne strzały

Jaskinia Behemota ↗ · Ring of Saturn · Heroes IV ↗

Arrow of Stunning · Heroes IV · game artifact
Image source · Game artwork

Ranged support

Arrow of Stunning

Heroes IV · original rules, excluding Equilibris · Treasure

The hero’s shot can stun the target and deny its next action.

When it fits: Use it on a personal shooter against an important surviving enemy.

This item has marked uncertainties. See the rules below.

How it works · parameters, rules and further relationships
Wearer · ranged hit
Stun chance; exact rate not established
Carrier inventory
Miscellaneous · one of four positions

Conflicting or unverified rule: See this card’s rules for details.

Rules, conditions and restrictions

The English detail relates chance to dealt damage and target toughness. Readable sources give no universal fixed probability, so none is invented for a calculator. This is a miscellaneous-slot supplement.

Practical use

Use it on a personal shooter against an important surviving enemy. Until stun actually applies, remain prepared for the target’s normal action.

Compare equipment: Crossbow · Longbow · War Sling · David's Sling

Names in other references: Ogłuszająca strzała

Jaskinia Behemota ↗ · Ring of Saturn · Heroes IV ↗

Sack of Gold · Heroes IV · game artifact
Image source · Game artwork

Income

Sack of Gold

Heroes IV · original rules, excluding Equilibris · Minor

Provides daily gold; English and Czech inventories state 750, while the Polish detail states one thousand.

When it fits: Seven payments total 5,250 at the 750 rate or seven thousand at the one-thousand alternative.

This item has marked uncertainties. See the rules below.

How it works · parameters, rules and further relationships
Daily gold · source conflict
EN/CZ 750; PL 1000
Carrier inventory
Miscellaneous · one of four positions

Conflicting or unverified rule: See this card’s rules for details.

Rules, conditions and restrictions

The conflict remains on the card rather than hidden behind an unqualified calculator input. This is equipped kingdom income; ownership or repeated transfers do not create a new daily payment.

Practical use

Seven payments total 5,250 at the 750 rate or seven thousand at the one-thousand alternative. Plan a decisive construction date using the running version’s checked value.

Compare equipment: Purse of Gold · Bag of Gold · Cart of Ore · Cart of Lumber

Names in other references: Sakwa ze złotem

Jaskinia Behemota ↗ · Ring of Saturn · Heroes IV ↗

Crystal Figurine · Heroes IV · game artifact
Image source · Game artwork

Income

Crystal Figurine

Heroes IV · original rules, excluding Equilibris · Minor

Adds one crystal to kingdom income daily while equipped.

When it fits: Seven payments mean seven crystals.

How it works · parameters, rules and further relationships
Kingdom · daily income
+1 crystal / day
Carrier inventory
Miscellaneous · one of four positions
Rules, conditions and restrictions

Income goes to the shared kingdom budget rather than personal mana or an instant payment per step. Plan actual daily payments; multiple copies are not assigned another game’s universal multiplier without checking.

Practical use

Seven payments mean seven crystals. Assess the required construction date and its other resources rather than reserve size alone.

Compare equipment: Purse of Gold · Bag of Gold · Cart of Ore · Cart of Lumber

Names in other references: Kryształowa figurka

Jaskinia Behemota ↗ · Ring of Saturn · Heroes IV ↗

Gem Casket · Heroes IV · game artifact
Image source · Game artwork

Income

Gem Casket

Heroes IV · original rules, excluding Equilibris · Minor

Adds one gem to kingdom income daily while equipped.

When it fits: Give it to an economic carrier with a spare miscellaneous position.

How it works · parameters, rules and further relationships
Kingdom · daily income
+1 gem / day
Carrier inventory
Miscellaneous · one of four positions
Rules, conditions and restrictions

Income goes to the shared kingdom budget rather than personal mana or an instant payment per step. Plan actual daily payments; multiple copies are not assigned another game’s universal multiplier without checking.

Practical use

Give it to an economic carrier with a spare miscellaneous position. Gem income applies at the daily payment rather than retroactively to a purchase completed earlier.

Compare equipment: Purse of Gold · Bag of Gold · Cart of Ore · Cart of Lumber

Names in other references: Szkatułka klejnotów

Jaskinia Behemota ↗ · Ring of Saturn · Heroes IV ↗

Flask of Mercury · Heroes IV · game artifact
Image source · Game artwork

Income

Flask of Mercury

Heroes IV · original rules, excluding Equilibris · Minor

Adds one mercury to kingdom income daily while equipped.

When it fits: Plan seven mercury over seven payments and when it will actually be spent.

How it works · parameters, rules and further relationships
Kingdom · daily income
+1 mercury / day
Carrier inventory
Miscellaneous · one of four positions
Rules, conditions and restrictions

Income goes to the shared kingdom budget rather than personal mana or an instant payment per step. Plan actual daily payments; multiple copies are not assigned another game’s universal multiplier without checking.

Practical use

Plan seven mercury over seven payments and when it will actually be spent. The flask does not form Heroes III’s Cornucopia combination automatically.

Compare equipment: Purse of Gold · Bag of Gold · Cart of Ore · Cart of Lumber

Names in other references: Butla rtęci

Jaskinia Behemota ↗ · Ring of Saturn · Heroes IV ↗

Brazier of Sulfur · Heroes IV · game artifact
Image source · Game artwork

Income

Brazier of Sulfur

Heroes IV · original rules, excluding Equilibris · Minor

Adds one sulfur to kingdom income daily while equipped.

When it fits: Sulfur is a budget resource rather than fire damage or wearer protection.

How it works · parameters, rules and further relationships
Kingdom · daily income
+1 sulfur / day
Carrier inventory
Miscellaneous · one of four positions
Rules, conditions and restrictions

Income goes to the shared kingdom budget rather than personal mana or an instant payment per step. Plan actual daily payments; multiple copies are not assigned another game’s universal multiplier without checking.

Practical use

Sulfur is a budget resource rather than fire damage or wearer protection. For combat compare freeing the miscellaneous slot by moving it to an economic hero.

Compare equipment: Purse of Gold · Bag of Gold · Cart of Ore · Cart of Lumber

Names in other references: Koksownik z siarką

Jaskinia Behemota ↗ · Ring of Saturn · Heroes IV ↗

Purse of Penny Pinching · Heroes IV · game artifact
Image source · Game artwork

Surrender

Purse of Penny Pinching

Heroes IV · original rules, excluding Equilibris · Minor

Reduces creature recruitment cost by ten percent when used by the relevant wearer.

When it fits: Before a large purchase bring the actual wearer and check the final dialog price.

How it works · parameters, rules and further relationships
Wearer performing actual hiring
−10% cost
Hiring through Caravan
The stated discount does not apply
Carrier inventory
Miscellaneous · one of four positions
Rules, conditions and restrictions

The bonus concerns actual hiring through the equipped hero rather than ownership elsewhere on the map. The English explanation explicitly distinguishes personal hiring from the Caravan screen, where the discount does not apply.

Practical use

Before a large purchase bring the actual wearer and check the final dialog price. Do not automatically discount every Caravan order across all towns.

Compare equipment: Shackles of War

Names in other references: Sakiewka bez dna

Jaskinia Behemota ↗ · Might and Magic Wiki ↗

Poison Arrow · Heroes IV · game artifact
Image source · Game artwork

Ranged support

Poison Arrow

Heroes IV · original rules, excluding Equilibris · Minor

Applies Poison through the hero’s ranged hits.

When it fits: In a long fight consider hitting several eligible surviving targets.

How it works · parameters, rules and further relationships
Wearer · applied ranged effect
Poison
Carrier inventory
Miscellaneous · one of four positions
Rules, conditions and restrictions

It requires the hero’s own ranged hit on an eligible target. The artifact grants no entire-army poisoned attacks and does not instantly deal every future poison tick.

Practical use

In a long fight consider hitting several eligible surviving targets. Rapid cleansing or poison immunity changes its value.

Compare equipment: Crossbow · Longbow · War Sling · David's Sling

Names in other references: Zatruta strzała

Jaskinia Behemota ↗ · Ring of Saturn · Heroes IV ↗

Arrow of Slaying · Heroes IV · game artifact
Image source · Game artwork

Ranged support

Arrow of Slaying

Heroes IV · original rules, excluding Equilibris · Minor

Provides the applicable Slayer effect against fourth-tier targets during the hero’s shooting.

When it fits: Evaluate it against actual fourth-tier creatures the hero will shoot.

How it works · parameters, rules and further relationships
Wearer · conditional shooting support
Slayer against tier four
Carrier inventory
Miscellaneous · one of four positions
Rules, conditions and restrictions

Its scope is the wearer’s personal shooting. David’s Sling supports led shooters instead, so the two items do not have identical recipients. The arrow accessory grants no new ranged statistic to every troop.

Practical use

Evaluate it against actual fourth-tier creatures the hero will shoot. Against lower tiers another accessory in the same miscellaneous slot can matter more.

Compare equipment: Crossbow · Longbow · War Sling · David's Sling

Names in other references: Zabójcza strzała

Jaskinia Behemota ↗ · Ring of Saturn · Heroes IV ↗

Shackles of War · Heroes IV · game artifact
Image source · Game artwork

Surrender

Shackles of War

Heroes IV · original rules, excluding Equilibris · Major

Forbids ordinary army retreat and surrender from battle.

When it fits: Before attacking check your own safety and the enemy’s Town Gate, mana and eligible town.

How it works · parameters, rules and further relationships
Both armies · retreat and surrender
Ordinary actions forbidden
Stated exception
Town Gate under its own conditions
Carrier inventory
Miscellaneous · one of four positions
Rules, conditions and restrictions

The restriction also affects the wearer’s side. The detailed Heroes IV reference explicitly names a Town Gate exception; casting it differs from pressing Retreat. Its own requirements and Equilibris differences remain separate in the spell catalogue.

Practical use

Before attacking check your own safety and the enemy’s Town Gate, mana and eligible town. Shackles alone do not establish that every caster lacks another exit.

Compare equipment: Purse of Penny Pinching

Names in other references: Wojenne okowy

Jaskinia Behemota ↗ · Ring of Saturn · Heroes IV ↗

Maranthea's Mug · Heroes IV · game artifact
Image source · Game artwork

Morale

Maranthea's Mug

Heroes IV · original rules, excluding Equilibris · Major

Adds three Morale to the wearer’s army.

When it fits: Moving from one to four raises chance from ten to forty percent.

How it works · parameters, rules and further relationships
Army · Morale
+3
Carrier inventory
Miscellaneous · one of four positions
Rules, conditions and restrictions

Heroes IV caps positive Morale at ten rather than three. Each applicable point changes morale-state chance by ten percentage points; the good state changes order priority and raises Attack by twenty-five percent rather than adding a separate turn.

Practical use

Moving from one to four raises chance from ten to forty percent. From eight with a three-point bonus, the cap of ten allows only twenty additional percentage points.

Compare equipment: Mullich's Helm of Leadership · Crest of Valor · Statesman's Medal · Medal of Honor

Names in other references: Kubek radości Maranthei

Jaskinia Behemota ↗ · Ring of Saturn · Heroes IV ↗ · Jaskinia Behemota ↗

Flaming Arrow · Heroes IV · game artifact
Image source · Game artwork

Ranged support

Flaming Arrow

Heroes IV · original rules, excluding Equilibris · Relic

Gives the hero’s shooting a fire-area branch covering three by three.

When it fits: Before firing check the whole impact area and friendly troops.

This item has marked uncertainties. See the rules below.

How it works · parameters, rules and further relationships
Wearer · area shooting
Fire area 3 × 3
Ranged retaliation in the Polish detail
Suppressed
Carrier inventory
Miscellaneous · one of four positions

Conflicting or unverified rule: See this card’s rules for details.

Rules, conditions and restrictions

The English description names area fire damage. The Polish detail additionally describes ranged-retaliation suppression and a distinction between the main target and fire-immune neighbors. Exact handling across releases is not merged into one universal multiplier for the whole shot.

Practical use

Before firing check the whole impact area and friendly troops. Assess the main target’s and neighbors’ fire protection against the branch actually applied.

Compare equipment: Crossbow · Longbow · War Sling · David's Sling

Names in other references: Płomienna strzała

Jaskinia Behemota ↗ · Ring of Saturn · Heroes IV ↗

Amulet of Fear · Heroes IV · game artifact
Image source · Game artwork

Magic protection

Amulet of Fear

Heroes IV · original rules, excluding Equilibris · Minor

The wearer limits a struck target’s retaliation through Fear.

When it fits: Before a contact attack check target type and Fear eligibility.

How it works · parameters, rules and further relationships
Wearer · hit
Fear / conditional retaliation prevention
Carrier inventory
Neck
Rules, conditions and restrictions

It is not universal retaliation prevention regardless of target. The detail excludes constructs, undead and elementals; other immune targets require checking their protection. The effect belongs to the hero’s personal attack.

Practical use

Before a contact attack check target type and Fear eligibility. Do not infer safety for attacks by unrelated friendly creatures.

Compare equipment: Mind Shield · Hideous Mask · Ring of Permanency · Ring of Lesser Negation

Names in other references: Amulet strachu

Jaskinia Behemota ↗ · Ring of Saturn · Heroes IV ↗

Amulet of the Undertaker · Heroes IV · game artifact
Image source · Game artwork

Necromancy

Amulet of the Undertaker

Heroes IV · original rules, excluding Equilibris · Minor

Adds ten percentage points to learned Necromancy, or provides Basic when absent.

When it fits: Equip the hero whose necromancy contribution actually applies.

How it works · parameters, rules and further relationships
Wearer with Necromancy
+10 percentage points
Wearer without the skill
Basic Necromancy
Carrier inventory
Neck
Rules, conditions and restrictions

These are separate branches rather than automatically Basic plus another ten simultaneously. Results still follow Heroes IV casualty, limit and raised-creature rules; Heroes III’s Cloak of the Undead King is not transferred here.

Practical use

Equip the hero whose necromancy contribution actually applies. Before expecting a yield check eligible casualties and space for the result.

Names in other references: Amulet grabarza

Jaskinia Behemota ↗ · Ring of Saturn · Heroes IV ↗

Ankh of Life · Heroes IV · game artifact
Image source · Game artwork

Health and healing

Ankh of Life

Heroes IV · original rules, excluding Equilibris · Minor

Supports post-battle Resurrection and provides Basic when absent; the bonus amount is disputed.

When it fits: Equip the hero supplying applicable post-battle recovery.

This item has marked uncertainties. See the rules below.

How it works · parameters, rules and further relationships
Already learned Resurrection
EN/CZ +5%; PL +10%
Without the skill
Basic Resurrection
Carrier inventory
Neck

Conflicting or unverified rule: See this card’s rules for details.

Rules, conditions and restrictions

English and Czech inventories state five percent, while the Polish detail states ten. This is not the similarly named Heroes III spell or instant personal healing. No unqualified alternative is chosen for an exact recovery calculator.

Practical use

Equip the hero supplying applicable post-battle recovery. For a decisive recovered count check the running version, actual losses and effective skill.

Compare equipment: Ring of Health · Ring of Regeneration · Saint Ranan's Staff · Breastplate of Regeneration

Names in other references: Ankh życia

Jaskinia Behemota ↗ · Ring of Saturn · Heroes IV ↗

Statesman's Medal · Heroes IV · game artifact
Image source · Game artwork

Morale

Statesman's Medal

Heroes IV · original rules, excluding Equilibris · Minor

Adds ten percentage points to learned Diplomacy, or provides Basic.

When it fits: Assess army strength, neutral type and gold for the deal.

How it works · parameters, rules and further relationships
With learned Diplomacy
+10 percentage points
Without the skill
Basic Diplomacy
Carrier inventory
Neck
Rules, conditions and restrictions

This is Heroes IV Diplomacy for acquiring neutral troops. It differs from the similarly named Heroes III item’s surrender discount. When the skill is absent, Basic is provided rather than both alternatives being added simultaneously.

Practical use

Assess army strength, neutral type and gold for the deal. The item does not guarantee every enemy stack joins for free.

Compare equipment: Mullich's Helm of Leadership · Crest of Valor · Maranthea's Mug · Medal of Honor

Names in other references: Order męża stanu

Jaskinia Behemota ↗ · Ring of Saturn · Heroes IV ↗

Necklace of Charm · Heroes IV · game artifact
Image source · Game artwork

Neutral joining

Necklace of Charm

Heroes IV · original rules, excluding Equilibris · Minor

Supports Charm and supplies Basic when absent; references give different percentage bonuses.

When it fits: Give it to the hero whose relevant skill actually applies.

This item has marked uncertainties. See the rules below.

How it works · parameters, rules and further relationships
With learned Charm
EN/CZ +5%; PL +10%
Without the skill
Basic Charm
Carrier inventory
Neck

Conflicting or unverified rule: See this card’s rules for details.

Rules, conditions and restrictions

Older English and Czech inventories state five percent while the Polish detail states ten. Charm concerns acquiring eligible troops rather than automatically casting battlefield Hypnotize or changing general combat initiative.

Practical use

Give it to the hero whose relevant skill actually applies. Do not base an exact joining threshold on one disputed rate without checking it.

Names in other references: Naszyjnik zauroczenia

Jaskinia Behemota ↗ · Ring of Saturn · Heroes IV ↗

Druid's Chain · Heroes IV · game artifact
Image source · Game artwork

Magic and spellcasting

Druid's Chain

Heroes IV · original rules, excluding Equilibris · Minor

Supports daily Summoning or provides Basic; references disagree on the exact increase.

When it fits: Separate daily creature arrival from combat casting.

This item has marked uncertainties. See the rules below.

How it works · parameters, rules and further relationships
With learned Summoning
EN/CZ +1 rank; PL +10%
Without the skill
Basic Summoning
Carrier inventory
Neck

Conflicting or unverified rule: See this card’s rules for details.

Rules, conditions and restrictions

English and Czech descriptions give one skill rank, while the Polish detail gives ten percent. This concerns the Summoning skill rather than automatic doubling of every combat Summon spell. Upper-rank handling and other sources cannot be inferred from the name.

Practical use

Separate daily creature arrival from combat casting. Before planning an exact free yield check the effective skill rank in the running version.

Compare all 147 spell formulas and costs →

Compare equipment: Cap of Knowledge · Crown of Enchantment · Circlet of Wisdom · Magic Amplifier

Names in other references: Amulet druida

Jaskinia Behemota ↗ · Ring of Saturn · Heroes IV ↗

Medal of Honor · Heroes IV · game artifact
Image source · Game artwork

Morale

Medal of Honor

Heroes IV · original rules, excluding Equilibris · Minor

Gives heroes and creatures in the wearer’s army two Morale.

When it fits: Compare the neck slot with personal immunity, mana equipment or a specialist skill.

How it works · parameters, rules and further relationships
Heroes and creatures · Morale
+2
Carrier inventory
Neck
Rules, conditions and restrictions

The reference explicitly includes heroes rather than only non-hero troops. Assess Morale together with other contributions and exceptions rather than guaranteed immediate extra actions for every unit.

Practical use

Compare the neck slot with personal immunity, mana equipment or a specialist skill. Shared support can matter more when many allies actually act.

Compare equipment: Mullich's Helm of Leadership · Crest of Valor · Maranthea's Mug · Statesman's Medal

Names in other references: Medal honoru

Jaskinia Behemota ↗ · Ring of Saturn · Heroes IV ↗

Fizbin of Misfortune · Heroes IV · game artifact
Image source · Game artwork

Luck

Fizbin of Misfortune

Heroes IV · original rules, excluding Equilibris · Major

Keeps the enemy army under Misfortune while equipped by the wearer.

When it fits: Assess actual enemy Luck rather than giving up neck protection without a benefit.

How it works · parameters, rules and further relationships
Enemy army
Continuous Misfortune
Carrier inventory
Neck
Rules, conditions and restrictions

The Heroes IV Fizbin affects the enemy. It is not automatically the wearer’s cursed negative-two Morale item from Heroes I or II. The effect follows Misfortune and its interactions with opposing buffs and immunities.

Practical use

Assess actual enemy Luck rather than giving up neck protection without a benefit. Another item can be stronger against troops not meaningfully weakened by that luck effect.

Compare equipment: Leprechaun's Ring · Gambler's Deck · Horseshoe · Four Leaf Clover

Names in other references: Fizbin nieszczęścia

Jaskinia Behemota ↗ · Ring of Saturn · Heroes IV ↗

Mirror of Revenge · Heroes IV · game artifact
Image source · Game artwork

Magic protection

Mirror of Revenge

Heroes IV · original rules, excluding Equilibris · Major

Gives the wearer themselves continuous Magic Mirror.

When it fits: Do not rely on the mirror alone against a lethal spell.

How it works · parameters, rules and further relationships
Wearer · continuous effect
Magic Mirror
Carrier inventory
Neck
Rules, conditions and restrictions

Reflection does not automatically cancel the original hit: under Heroes IV rules the original target is still affected. Curses and direct damage use different branches, including half-strength reflected damage and single-target reflection of a mass curse.

Practical use

Do not rely on the mirror alone against a lethal spell. The struck hero must survive and the caster may themselves be protected from the reflected effect.

Compare equipment: Mind Shield · Hideous Mask · Ring of Permanency · Ring of Lesser Negation

Names in other references: Zwierciadło zemsty

Jaskinia Behemota ↗ · Ring of Saturn · Heroes IV ↗

Scarab of Summoning · Heroes IV · game artifact
Image source · Game artwork

Magic and spellcasting

Scarab of Summoning

Heroes IV · original rules, excluding Equilibris · Relic

Raises the wearer’s summoning, raising and illusion effectiveness by one hundred percent.

When it fits: Choose a spell by its target and budget type.

This item has marked uncertainties. See the rules below.

How it works · parameters, rules and further relationships
Wearer · applicable spell effectiveness
+100%
Carrier inventory
Neck

Conflicting or unverified rule: See this card’s rules for details.

Rules, conditions and restrictions

The group is wider than the four elementals. Summoning uses budgets and creature experience costs, while raising and illusions have HP branches; no universal free-creature count applies. Multiple bonuses and rounding do not automatically establish a fourfold result.

Practical use

Choose a spell by its target and budget type. Scarab replaces no required school and doubles no adventure boat; links below lead to actual related battle spells.

Compare equipment: Cap of Knowledge · Crown of Enchantment · Circlet of Wisdom · Magic Amplifier

Names in other references: Skarabeusz przywołania

Jaskinia Behemota ↗ · Ring of Saturn · Heroes IV ↗

Necklace of Balance · Heroes IV · game artifact
Image source · Game artwork

Magic protection

Necklace of Balance

The Gathering Storm · separate set piece · Separate set piece

Improves applicable wearer Order and Chaos spell effects by twenty-five percent.

When it fits: Compare relevant spells the hero actually knows.

How it works · parameters, rules and further relationships
Wearer · Order and Chaos effectiveness
+25%
Carrier inventory
Neck
Rules, conditions and restrictions

It concerns effect strength under each formula rather than an automatic quarter mana discount or learning both schools. It is one piece of the three-part set with Flame of Chaos and Ice Scales.

Practical use

Compare relevant spells the hero actually knows. The necklace alone grants no set Magic Mirror and strong spells still require their applicable skill.

Equipped-set piece: Three balance pieces

Compare equipment: Ice Scales · Flame of Chaos · Mind Shield · Hideous Mask · Ring of Permanency · Ring of Lesser Negation

Names in other references: Naszyjnik równowagi

Jaskinia Behemota ↗ · Ring of Saturn · Heroes IV ↗

Necklace of Muses · Heroes IV · game artifact
Image source · Game artwork

Magic and spellcasting

Necklace of Muses

The Gathering Storm · separate set piece · Separate set piece

Adds fifteen wearer mana capacity and five daily recovery as a bard-set component.

When it fits: On a solo expedition compare recovery with long-term mana spending.

How it works · parameters, rules and further relationships
Wearer · mana capacity
+15
Wearer · daily recovery
+5 mana / day
Carrier inventory
Neck
Rules, conditions and restrictions

A larger reserve limit differs from actually filling it and daily recovery is not a payment every battle round. The completed set also needs Harmonic Chainmail and Aiffe’s Mandolin on the same wearer.

Practical use

On a solo expedition compare recovery with long-term mana spending. The necklace alone grants no set on-hit effect and splitting three parts among three heroes completes no set.

Compare all 147 spell formulas and costs →

Equipped-set piece: Three bard pieces

Compare equipment: Harmonic Chainmail · Aiffe's Mandolin · Cap of Knowledge · Crown of Enchantment · Circlet of Wisdom · Magic Amplifier

Names in other references: Naszyjnik muz

Jaskinia Behemota ↗ · Ring of Saturn · Heroes IV ↗

Leather · Heroes IV · game artifact
Image source · Game artwork

Defense

Leather

Heroes IV · original rules, excluding Equilibris · Mundane equipment

This ordinary light armor adds five to both of the hero’s physical defenses.

When it fits: For an early caster weigh lower defense against cheaper casting and mobility.

Buildings and acquisition · relationship type

The item belongs to the sourced service. Construction and the actual purchase are paid separately.

How it works · parameters, rules and further relationships
Wearer · Melee / Ranged Defense
+5 / +5
Listed purchase price
250 gold
Carrier inventory
Torso
Rules, conditions and restrictions

Normally costs 250 gold and carries none of the listed movement or mana penalties of heavier basic armor. The wearer benefits rather than every army creature gaining five.

Practical use

For an early caster weigh lower defense against cheaper casting and mobility. The cheap purchase matters when the hero actually needs to survive personal hits.

Heroes to consider it for

Conditional suggestions for the game plan (174)

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.

Who should carry it

Distinguish the actual beneficiary. These heroes are examples of standard classes sharing a sourced class start, rather than owners of the item.

Personal melee combat

The wearer personally. For basic personal protection from melee and ranged physical attacks.

This does not provide the same protection to the army, and physical defense does not answer every dangerous spell.

  • BarbarianBasic Combat · Basic Melee · Basic Magic ResistanceAbegga · Bofmog · Bron

Budgets and armies by the local class offer: Might · Stronghold

Compare equipment: Shield · Dwarven Shield · Steadfast Shield · Lion's Shield of Courage

Names in other references: Pancerz skórzany

Jaskinia Behemota ↗ · Ring of Saturn · Heroes IV ↗

Chain Mail · Heroes IV · game artifact
Image source · Game artwork

Defense

Chain Mail

Heroes IV · original rules, excluding Equilibris · Mundane equipment

Gives the wearer eight to both defenses at a cost of one movement and one extra mana per spell.

When it fits: Calculate extra mana for the planned sequence of cheap spells.

Buildings and acquisition · relationship type

The item belongs to the sourced service. Construction and the actual purchase are paid separately.

How it works · parameters, rules and further relationships
Wearer · Melee / Ranged Defense
+8 / +8
Drawback · Wearer · movement penalty
−1
Drawback · Wearer · mana surcharge
+1 / spell
Listed purchase price
500 gold
Carrier inventory
Torso
Rules, conditions and restrictions

The ordinary price is five hundred gold. Both penalties belong to the equipment: extra defense must not be presented without dearer casting and lower movement. It is not universal percentage army protection.

Practical use

Calculate extra mana for the planned sequence of cheap spells. Five casts incur five extra listed mana before any other modifiers.

Compare equipment: Shield · Dwarven Shield · Steadfast Shield · Lion's Shield of Courage

Names in other references: Kolczuga

Jaskinia Behemota ↗ · Ring of Saturn · Heroes IV ↗

Plate Mail · Heroes IV · game artifact
Image source · Game artwork

Defense

Plate Mail

Heroes IV · original rules, excluding Equilibris · Mundane equipment

Adds ten to both wearer defenses at a cost of two movement and two mana per spell.

When it fits: Compared with Chain Mail you gain only two more Defense while doubling the listed penalties.

Buildings and acquisition · relationship type

The item belongs to the sourced service. Construction and the actual purchase are paid separately.

How it works · parameters, rules and further relationships
Wearer · Melee / Ranged Defense
+10 / +10
Drawback · Wearer · movement penalty
−2
Drawback · Wearer · mana surcharge
+2 / spell
Listed purchase price
1000 gold
Carrier inventory
Torso
Rules, conditions and restrictions

Normally costs one thousand gold. This is basic heavy plate with penalties rather than Elven Chain Mail’s clean ten Defense. Each needed cast must therefore be budgeted with the equipped armor.

Practical use

Compared with Chain Mail you gain only two more Defense while doubling the listed penalties. A physical hero can value that exchange differently from one casting every action.

Compare equipment: Shield · Dwarven Shield · Steadfast Shield · Lion's Shield of Courage

Names in other references: Zbroja płytowa

Jaskinia Behemota ↗ · Ring of Saturn · Heroes IV ↗

Elven Chain Mail · Heroes IV · game artifact
Image source · Game artwork

Defense

Elven Chain Mail

Heroes IV · original rules, excluding Equilibris · Treasure

Raises the hero’s personal melee and ranged Defense by ten.

When it fits: It directly competes with basic heavy plate at the same listed Defense.

How it works · parameters, rules and further relationships
Wearer · Melee / Ranged Defense
+10 / +10
Carrier inventory
Torso
Rules, conditions and restrictions

Unlike basic Plate Mail its readable descriptions list none of that armor’s mana and movement penalties. The elven name restricts no use to Nature heroes and grants troops no new attack mode.

Practical use

It directly competes with basic heavy plate at the same listed Defense. Count released mana and movement rather than only changes to Defense.

Compare equipment: Shield · Dwarven Shield · Steadfast Shield · Lion's Shield of Courage

Names in other references: Elficka kolczuga

Jaskinia Behemota ↗ · Ring of Saturn · Heroes IV ↗

Golden Plate Mail · Heroes IV · game artifact
Image source · Game artwork

Defense

Golden Plate Mail

Heroes IV · original rules, excluding Equilibris · Minor

Adds twenty-five wearer melee and ranged Defense but raises every spell’s cost by one mana.

When it fits: For a contact attacker extra defense can outweigh a few preparatory spells’ surcharge.

How it works · parameters, rules and further relationships
Wearer · Melee / Ranged Defense
+25 / +25
Drawback · Wearer · mana surcharge
+1 / spell
Carrier inventory
Torso
Rules, conditions and restrictions

The mana surcharge remains despite this being magical armor. The contribution affects the wearer rather than granting twenty-five Defense to led troops.

Practical use

For a contact attacker extra defense can outweigh a few preparatory spells’ surcharge. Repeated cheap casting requires counting every extra mana point.

Compare equipment: Shield · Dwarven Shield · Steadfast Shield · Lion's Shield of Courage

Names in other references: Złota zbroja płytowa

Jaskinia Behemota ↗ · Ring of Saturn · Heroes IV ↗

Armor of Life · Heroes IV · game artifact
Image source · Game artwork

Defense

Armor of Life

Heroes IV · original rules, excluding Equilibris · Major

The wearer gains twenty melee and ranged Defense and continuous Death Ward.

When it fits: Choose it against Death-related threats when hero survival matters.

How it works · parameters, rules and further relationships
Wearer · Melee / Ranged Defense
+20 / +20
Wearer · continuous protection
Death Ward
Carrier inventory
Torso
Rules, conditions and restrictions

The armor protects the hero fighting personally. Death Ward has its own conditions for applicable attacks and magic rather than universal protection against every faction. Personal flat Defense is distinct from a command shield’s percentage support for led troops.

Practical use

Choose it against Death-related threats when hero survival matters. Distinguish it from Armor of Death: the armor’s name and opposing protected sphere differ.

Compare equipment: Shield · Dwarven Shield · Steadfast Shield · Lion's Shield of Courage

Names in other references: Zbroja Życia

Jaskinia Behemota ↗ · Ring of Saturn · Heroes IV ↗

Unnatural Armor · Heroes IV · game artifact
Image source · Game artwork

Defense

Unnatural Armor

Heroes IV · original rules, excluding Equilibris · Major

The wearer gains twenty melee and ranged Defense and continuous Nature Ward.

When it fits: Against Nature assess the ward separately from ordinary Defense.

How it works · parameters, rules and further relationships
Wearer · Melee / Ranged Defense
+20 / +20
Wearer · continuous protection
Nature Ward
Carrier inventory
Torso
Rules, conditions and restrictions

The armor protects the hero fighting personally. Nature Ward has its own conditions for applicable attacks and magic rather than universal protection against every faction. Personal flat Defense is distinct from a command shield’s percentage support for led troops.

Practical use

Against Nature assess the ward separately from ordinary Defense. Against another sphere, armor with stronger raw defense may outperform the narrowly targeted benefit.

Compare equipment: Shield · Dwarven Shield · Steadfast Shield · Lion's Shield of Courage

Names in other references: Nienaturalna zbroja

Jaskinia Behemota ↗ · Ring of Saturn · Heroes IV ↗

Armor of Chaos · Heroes IV · game artifact
Image source · Game artwork

Defense

Armor of Chaos

Heroes IV · original rules, excluding Equilibris · Major

The wearer gains twenty melee and ranged Defense and continuous Order Ward.

When it fits: Its benefit concerns applicable Order attacks and magic.

How it works · parameters, rules and further relationships
Wearer · Melee / Ranged Defense
+20 / +20
Wearer · continuous protection
Order Ward
Carrier inventory
Torso
Rules, conditions and restrictions

The armor protects the hero fighting personally. Order Ward has its own conditions for applicable attacks and magic rather than universal protection against every faction. Personal flat Defense is distinct from a command shield’s percentage support for led troops.

Practical use

Its benefit concerns applicable Order attacks and magic. Chaos in the name grants neither stronger Chaos casting nor a general hero damage change.

Compare equipment: Shield · Dwarven Shield · Steadfast Shield · Lion's Shield of Courage

Names in other references: Zbroja Chaosu

Jaskinia Behemota ↗ · Ring of Saturn · Heroes IV ↗

Armor of Death · Heroes IV · game artifact
Image source · Game artwork

Defense

Armor of Death

Heroes IV · original rules, excluding Equilibris · Major

The wearer gains twenty melee and ranged Defense and continuous Life Ward.

When it fits: Assess it against Life troops and matching magic.

How it works · parameters, rules and further relationships
Wearer · Melee / Ranged Defense
+20 / +20
Wearer · continuous protection
Life Ward
Carrier inventory
Torso
Rules, conditions and restrictions

The armor protects the hero fighting personally. Life Ward has its own conditions for applicable attacks and magic rather than universal protection against every faction. Personal flat Defense is distinct from a command shield’s percentage support for led troops.

Practical use

Assess it against Life troops and matching magic. An item’s Life Ward is no reason to invent a separately learnable spell or assign it a fabricated mana cost.

Compare equipment: Shield · Dwarven Shield · Steadfast Shield · Lion's Shield of Courage

Names in other references: Zbroja Śmierci

Jaskinia Behemota ↗ · Ring of Saturn · Heroes IV ↗

Armor of Order · Heroes IV · game artifact
Image source · Game artwork

Defense

Armor of Order

Heroes IV · original rules, excluding Equilibris · Major

The wearer gains twenty melee and ranged Defense and continuous Chaos Ward.

When it fits: Against Chaos distinguish the ward from twenty Defense.

How it works · parameters, rules and further relationships
Wearer · Melee / Ranged Defense
+20 / +20
Wearer · continuous protection
Chaos Ward
Carrier inventory
Torso
Rules, conditions and restrictions

The armor protects the hero fighting personally. Chaos Ward has its own conditions for applicable attacks and magic rather than universal protection against every faction. Personal flat Defense is distinct from a command shield’s percentage support for led troops.

Practical use

Against Chaos distinguish the ward from twenty Defense. Protection grants neither your own Order spells nor the corresponding skill automatically.

Compare equipment: Shield · Dwarven Shield · Steadfast Shield · Lion's Shield of Courage

Names in other references: Zbroja Ładu

Jaskinia Behemota ↗ · Ring of Saturn · Heroes IV ↗

Breastplate of Regeneration · Heroes IV · game artifact
Image source · Game artwork

Health and healing

Breastplate of Regeneration

Heroes IV · original rules, excluding Equilibris · Major

Gives the hero twenty in both defenses and ongoing personal regeneration.

When it fits: At level ten the base healing budget is forty HP.

How it works · parameters, rules and further relationships
Wearer · Melee / Ranged Defense
+20 / +20
Wearer · regeneration
20 + 2 × L HP / activation
Carrier inventory
Torso
Rules, conditions and restrictions

Regeneration has a base of twenty plus twice wearer level per applicable activation. It heals a surviving wounded hero rather than performing post-battle Resurrection or giving every army stack the same healing.

Practical use

At level ten the base healing budget is forty HP. It cannot prevent a lethal hit before the next regeneration; plan contact and hero protection accordingly.

Compare equipment: Ring of Health · Ring of Regeneration · Saint Ranan's Staff · Ankh of Life

Names in other references: Napierśnik regeneracji

Jaskinia Behemota ↗ · Ring of Saturn · Heroes IV ↗

Brimstone Breastplate · Heroes IV · game artifact
Image source · Game artwork

Defense

Brimstone Breastplate

Heroes IV · original rules, excluding Equilibris · Major

The wearer gains twenty in both defenses and Fire Shield returning damage after a melee hit.

When it fits: Against numerous melee attackers weigh shield pressure against your own wounds.

How it works · parameters, rules and further relationships
Wearer · Melee / Ranged Defense
+20 / +20
After an applicable melee hit
Fire Shield · 25%
Carrier inventory
Torso
Rules, conditions and restrictions

The reference states return of twenty-five percent of applicable received melee damage. A ranged hit is a different trigger, and returned damage does not mean the original strike failed to hurt the hero.

Practical use

Against numerous melee attackers weigh shield pressure against your own wounds. Do not accept a lethal hit merely for planned reflected damage.

Compare equipment: Shield · Dwarven Shield · Steadfast Shield · Lion's Shield of Courage

Names in other references: Siarczany napierśnik

Jaskinia Behemota ↗ · Ring of Saturn · Heroes IV ↗

Dragon Scale Armor · Heroes IV · game artifact
Image source · Game artwork

Defense

Dragon Scale Armor

Heroes IV · original rules, excluding Equilibris · Major

Gives the hero Fire Resistance; references differ between twenty and twenty-five base Defense.

When it fits: It has a specific role against fire threats.

This item has marked uncertainties. See the rules below.

How it works · parameters, rules and further relationships
Wearer · both defenses
Conflict: +20 / +25
Wearer · ability
Fire Resistance · details qualified
Carrier inventory
Torso

Conflicting or unverified rule: See this card’s rules for details.

Rules, conditions and restrictions

The Polish detail lists twenty Defense, while the older English and Czech inventories list twenty-five. Detailed Fire Resistance descriptions also differ in damage and protection wording. The disputed calculation is therefore not used as an unqualified confirmed statistic.

Practical use

It has a specific role against fire threats. For a decisive exact survival plan check the running version’s actual statistic; do not add both alternative Defense values.

Compare equipment: Shield · Dwarven Shield · Steadfast Shield · Lion's Shield of Courage

Names in other references: Pancerz ze smoczych łusek

Jaskinia Behemota ↗ · Ring of Saturn · Heroes IV ↗

Gryphonheart's Plate Mail · Heroes IV · game artifact
Image source · Game artwork

Defense

Gryphonheart's Plate Mail

Heroes IV · original rules, excluding Equilibris · Major

Raises both of the hero’s physical defenses by thirty.

When it fits: Compare a clean thirty with twenty plus another armor’s specific protection.

How it works · parameters, rules and further relationships
Wearer · Melee / Ranged Defense
+30 / +30
Carrier inventory
Torso
Rules, conditions and restrictions

This is personal flat Defense rather than a percentage army shield. Gryphonheart in the name is no established restriction to the corresponding blade’s wielder; that campaign condition is not transferred here.

Practical use

Compare a clean thirty with twenty plus another armor’s specific protection. Higher base defense can help against physical hits while doing nothing about direct magical control.

Compare equipment: Shield · Dwarven Shield · Steadfast Shield · Lion's Shield of Courage

Names in other references: Zbroja płytowa dynastii Gryphonheart

Jaskinia Behemota ↗ · Ring of Saturn · Heroes IV ↗

Scale Mail of Strength · Heroes IV · game artifact
Image source · Game artwork

Multiple primary attributes

Scale Mail of Strength

Heroes IV · original rules, excluding Equilibris · Major

Gives the wearer ten Attack and Defense in both melee and ranged combat.

When it fits: For a personal shooter, added offense can outweigh another armor’s higher defense.

How it works · parameters, rules and further relationships
Wearer · Melee / Ranged Defense
+10 / +10
Wearer · Melee / Ranged Attack
+10 / +10
Carrier inventory
Torso
Rules, conditions and restrictions

Attack is a damage-calculation statistic rather than automatically ten extra HP per hit. Both benefits belong to the hero; led troops do not receive all four personal values globally.

Practical use

For a personal shooter, added offense can outweigh another armor’s higher defense. Calculate actual hits against the chosen target rather than merely summing attributes.

Compare all 147 spell formulas and costs →

Compare equipment: Tiger Helm · Ring of Strength · Longsword · Angel's Blade

Names in other references: Łuskowa zbroja siły

Jaskinia Behemota ↗ · Ring of Saturn · Heroes IV ↗

Adamantine Armor · Heroes IV · game artifact
Image source · Game artwork

Defense

Adamantine Armor

Heroes IV · original rules, excluding Equilibris · Relic

Adds fifty to the hero’s personal melee and ranged Defense.

When it fits: It matters for a hero personally facing physical pressure.

How it works · parameters, rules and further relationships
Wearer · Melee / Ranged Defense
+50 / +50
Carrier inventory
Torso
Rules, conditions and restrictions

The relic-sized contribution does not change its type: it is neither spell immunity nor fifty-percent reduction of every hit. Final damage still depends on enemy Attack and other rules.

Practical use

It matters for a hero personally facing physical pressure. Against mind control or immediate heavy magic, another protection can address the more important weakness.

Compare equipment: Shield · Dwarven Shield · Steadfast Shield · Lion's Shield of Courage

Names in other references: Adamantowa zbroja

Jaskinia Behemota ↗ · Ring of Saturn · Heroes IV ↗

Harmonic Chainmail · Heroes IV · game artifact
Image source · Game artwork

Defense

Harmonic Chainmail

The Gathering Storm · separate set piece · Separate set piece

Gives the wearer fifteen in both defenses and continuous Mirth as a bard-set component.

When it fits: While collecting the set compare its fifteen Defense with another armor’s safety.

How it works · parameters, rules and further relationships
Wearer · Melee / Ranged Defense
+15 / +15
Wearer · continuous effect
Mirth
Carrier inventory
Torso
Rules, conditions and restrictions

The armor alone provides personal Defense and a morale enchantment. The additional on-hit Song of Peace belongs to the full three-piece set with Necklace of Muses and Aiffe’s Mandolin on the same hero.

Practical use

While collecting the set compare its fifteen Defense with another armor’s safety. Do not expect an invented replacement icon: the pieces remain individually worn items.

Equipped-set piece: Three bard pieces

Compare equipment: Necklace of Muses · Aiffe's Mandolin · Shield · Dwarven Shield · Steadfast Shield · Lion's Shield of Courage

Names in other references: Harmoniczna kolczuga

Jaskinia Behemota ↗ · Ring of Saturn · Heroes IV ↗

Tiger Armor · Heroes IV · game artifact
Image source · Game artwork

Defense

Tiger Armor

The Gathering Storm · separate set piece · Separate set piece

Adds twenty-five wearer defenses, two Speed and two combat movement.

When it fits: Check whether the armor lets the hero attack or escape an action earlier.

How it works · parameters, rules and further relationships
Wearer · Melee / Ranged Defense
+25 / +25
Wearer · Speed
+2
Wearer · combat movement
+2
Carrier inventory
Torso
Rules, conditions and restrictions

Speed affects action order while combat movement affects reach; both are personal rather than two extra daily army travel. It is a The Gathering Storm set piece with Tiger Helm and Frost Hammer.

Practical use

Check whether the armor lets the hero attack or escape an action earlier. Set Regeneration and Dragon Strength require the other two exact components.

Equipped-set piece: Three tiger pieces

Compare equipment: Tiger Helm · Frost Hammer · Shield · Dwarven Shield · Steadfast Shield · Lion's Shield of Courage

Names in other references: Zbroja tygrysa

Jaskinia Behemota ↗ · Ring of Saturn · Heroes IV ↗

Cloud of Despair · Heroes IV · game artifact
Image source · Game artwork

Magic and spellcasting

Cloud of Despair

Heroes IV · original rules, excluding Equilibris · Consumable potion

The thrown cloud lowers affected creatures’ Morale by ten in a three-by-three area.

When it fits: Aim at grouped stacks that will act soon.

Buildings and acquisition · relationship type

The item belongs to the sourced service. Construction and the actual purchase are paid separately.

How it works · parameters, rules and further relationships
Area · Morale
−10
Reference area
3 × 3
Listed purchase price
500 gold
Carrier inventory
Consumable · use
Rules, conditions and restrictions

This is an area debuff rather than instant direct damage. The reference describes area in Heroes IV battlefield units; it is not converted into nine Heroes III hexes. Target mind and morale immunities require separate assessment.

Practical use

Aim at grouped stacks that will act soon. Judge the result by actual morale after all contributions rather than guaranteed loss of every enemy action.

Compare all 147 spell formulas and costs →

Compare equipment: Cap of Knowledge · Crown of Enchantment · Circlet of Wisdom · Magic Amplifier

Names in other references: Chmura rozpaczy

Jaskinia Behemota ↗ · Ring of Saturn · Heroes IV ↗

Demon Fire · Heroes IV · game artifact
Image source · Game artwork

Magic and spellcasting

Demon Fire

Heroes IV · original rules, excluding Equilibris · Consumable potion

The thrown fire charge causes area fire damage similar to Fireball.

When it fits: Check adjacent friendly stacks and target Fire Resistance.

Buildings and acquisition · relationship type

The item belongs to the sourced service. Construction and the actual purchase are paid separately.

This item has marked uncertainties. See the rules below.

How it works · parameters, rules and further relationships
Damage
Fire · exact value unverified
Reference area
3 × 3
Listed purchase price
500 gold
Carrier inventory
Consumable · use

Conflicting or unverified rule: See this card’s rules for details.

Rules, conditions and restrictions

Hits follow the thrown location and three-by-three area within range and line of sight. Readable references do not establish a universal fixed damage value here, so no automatic hero Fireball formula is invented.

Practical use

Check adjacent friendly stacks and target Fire Resistance. Against one resistant enemy compare the throw with another action by the hero fighting personally.

Compare equipment: Cap of Knowledge · Crown of Enchantment · Circlet of Wisdom · Magic Amplifier

Names in other references: Demoniczny ogień

Jaskinia Behemota ↗ · Ring of Saturn · Heroes IV ↗

Vial of Choking Gas · Heroes IV · game artifact
Image source · Game artwork

Magic and spellcasting

Vial of Choking Gas

Heroes IV · original rules, excluding Equilibris · Consumable potion

The thrown gas weakens eligible living targets by fifteen percent in offensive and defensive branches.

When it fits: Use it on living stacks before their attacks.

Buildings and acquisition · relationship type

The item belongs to the sourced service. Construction and the actual purchase are paid separately.

This item has marked uncertainties. See the rules below.

How it works · parameters, rules and further relationships
Weakening · reference value
15% · offensive quantity disputed
Listed purchase price
500 gold
Carrier inventory
Consumable · use

Conflicting or unverified rule: See this card’s rules for details.

Rules, conditions and restrictions

References exclude constructs, undead and elementals. The Polish description names area Attack and Defense, while the English one names reduced damage and both defenses; the precise offensive quantity is therefore not a confirmed calculator input.

Practical use

Use it on living stacks before their attacks. Do not spend a consumable throw on excluded types or count two separate fifteen-percent damage reductions simultaneously.

Compare all 147 spell formulas and costs →

Compare equipment: Cap of Knowledge · Crown of Enchantment · Circlet of Wisdom · Magic Amplifier

Names in other references: Flakonik duszącego gazu

Jaskinia Behemota ↗ · Ring of Saturn · Heroes IV ↗

Vial of Acid · Heroes IV · game artifact
Image source · Game artwork

Magic and spellcasting

Vial of Acid

Heroes IV · original rules, excluding Equilibris · Consumable potion

Acid lowers an eligible living target’s two defenses by twenty percent, or removes a dead stack’s availability for revival.

When it fits: Against an enemy using revival, destroying corpses can outweigh weakening a living target.

Buildings and acquisition · relationship type

The item belongs to the sourced service. Construction and the actual purchase are paid separately.

How it works · parameters, rules and further relationships
Living target · Melee/Ranged Defense
−20%
Dead stack
Removes revival availability
Listed purchase price
500 gold
Carrier inventory
Consumable · use
Rules, conditions and restrictions

A living target and a corpse pile are distinct uses. The Polish detail distinguishes ordinary Magic Resistance, which does not resist the effect, from full magic immunity. This is not a damage budget automatically destroying a fixed HP count.

Practical use

Against an enemy using revival, destroying corpses can outweigh weakening a living target. Decide which of the two outcomes matters before throwing.

Compare all 147 spell formulas and costs →

Compare equipment: Cap of Knowledge · Crown of Enchantment · Circlet of Wisdom · Magic Amplifier

Names in other references: Flakonik kwasu

Jaskinia Behemota ↗ · Ring of Saturn · Heroes IV ↗

Vial of Binding Liquid · Heroes IV · game artifact
Image source · Game artwork

Magic and spellcasting

Vial of Binding Liquid

Heroes IV · original rules, excluding Equilibris · Consumable potion

Restricts the target’s movement and action order like Slow, and removes flight.

When it fits: It matters against a flyer that would otherwise bypass blockers.

Buildings and acquisition · relationship type

The item belongs to the sourced service. Construction and the actual purchase are paid separately.

How it works · parameters, rules and further relationships
Target · flight
Removed
Slowing
Half movement / initiative in the reference
Listed purchase price
500 gold
Carrier inventory
Consumable · use
Rules, conditions and restrictions

The reference describes halved movement and initiative branches plus separate flight removal. Opposing acceleration can change the slowing effect; that does not automatically restore every other removed feature.

Practical use

It matters against a flyer that would otherwise bypass blockers. Still check remaining ground reach and immunity to the applicable control effect.

Compare equipment: Cap of Knowledge · Crown of Enchantment · Circlet of Wisdom · Magic Amplifier

Names in other references: Flakonik lepkiej cieczy

Jaskinia Behemota ↗ · Ring of Saturn · Heroes IV ↗

Vial of Blinding Smoke · Heroes IV · game artifact
Image source · Game artwork

Magic and spellcasting

Vial of Blinding Smoke

Heroes IV · original rules, excluding Equilibris · Consumable potion

Creates a smoke obstacle reducing shooting effectiveness through the affected area.

When it fits: Aim between enemy shooters and a vulnerable friendly unit.

How it works · parameters, rules and further relationships
Shooting through obstacle
100% → 50%; 50% → 25%
Listed purchase price
500 gold
Carrier inventory
Consumable · use
Rules, conditions and restrictions

The detailed source describes a terrain obstacle: full effectiveness falls to fifty percent and an existing fifty percent to twenty-five. It is not Blind disabling a target stack; the shooting path matters.

Practical use

Aim between enemy shooters and a vulnerable friendly unit. Also check whether smoke obstructs your own sustained shooting plan.

Compare all 147 spell formulas and costs →

Compare equipment: Cap of Knowledge · Crown of Enchantment · Circlet of Wisdom · Magic Amplifier

Names in other references: Flakonik oślepiającego dymu

Jaskinia Behemota ↗ · Ring of Saturn · Heroes IV ↗

Vial of Poison · Heroes IV · game artifact
Image source · Game artwork

Magic and spellcasting

Vial of Poison

Heroes IV · original rules, excluding Equilibris · Consumable potion

Prepares the wearer’s attacks to apply Poison to struck targets.

When it fits: Sustained value requires a hit and a target surviving until later effects.

Buildings and acquisition · relationship type

The item belongs to the sourced service. Construction and the actual purchase are paid separately.

How it works · parameters, rules and further relationships
Wearer attacks · applied effect
Poison
Listed purchase price
500 gold
Carrier inventory
Consumable · use
Rules, conditions and restrictions

The preparatory potion effect on the hero differs from Poison applied to a victim. The description includes the hero’s melee and ranged attacks; each target must be eligible and its defenses are checked separately.

Practical use

Sustained value requires a hit and a target surviving until later effects. Ineligible targets or enemies killed by the same hit gain you no planned future poison benefit.

Compare equipment: Cap of Knowledge · Crown of Enchantment · Circlet of Wisdom · Magic Amplifier

Names in other references: Flakonik trucizny

Jaskinia Behemota ↗ · Ring of Saturn · Heroes IV ↗

Potion of Mana · Heroes IV · game artifact
Image source · Game artwork

Magic and spellcasting

Potion of Mana

Heroes IV · original rules, excluding Equilibris · Consumable potion

Adds twenty-five current hero mana and can exceed the ordinary limit.

When it fits: Prepare reserves before combat when possible.

Buildings and acquisition · relationship type

The item belongs to the sourced service. Construction and the actual purchase are paid separately.

How it works · parameters, rules and further relationships
Wearer · immediate mana
+25 · overflow allowed
Listed purchase price
500 gold
Carrier inventory
Consumable · use
Rules, conditions and restrictions

This is an immediate reserve payment rather than permanent capacity or daily recovery. References allow adventure and battle use. It does not fill creatures’ mana pools.

Practical use

Prepare reserves before combat when possible. During battle compare drinking with the value of the hero action that could cast a decisive spell immediately.

Compare all 147 spell formulas and costs →

Compare equipment: Cap of Knowledge · Crown of Enchantment · Circlet of Wisdom · Magic Amplifier

Names in other references: Mikstura many

Jaskinia Behemota ↗ · Ring of Saturn · Heroes IV ↗

Potion of Immortality · Heroes IV · game artifact
Image source · Game artwork

Health and healing

Potion of Immortality

Heroes IV · original rules, excluding Equilibris · Consumable potion

Prepares one additional life restoration when the hero loses their life.

When it fits: Prepare it before a personal attacker takes a risky fight.

Buildings and acquisition · relationship type

The item belongs to the sourced service. Construction and the actual purchase are paid separately.

How it works · parameters, rules and further relationships
Wearer · prepared return
One additional life restoration
Listed purchase price
1000 gold
Carrier inventory
Consumable · use
Rules, conditions and restrictions

It normally costs one thousand gold and is an exception to claiming every potion expires after the next battle. The detailed reference keeps it until the extra life is actually used. It grants no unlimited repeated return without further supply.

Practical use

Prepare it before a personal attacker takes a risky fight. After activation reassess safety: the enemy can continue attacking and another protection is not automatically prepared.

Compare equipment: Ring of Health · Ring of Regeneration · Saint Ranan's Staff · Ankh of Life

Names in other references: Mikstura nieśmiertelności

Jaskinia Behemota ↗

Potion of Toughness · Heroes IV · game artifact
Image source · Game artwork

Health and healing

Potion of Toughness

Heroes IV · original rules, excluding Equilibris · Consumable potion

Raises the hero’s health by twenty-five percent as a temporary potion effect.

When it fits: Prepare a larger health reserve for a hero facing physical pressure.

Buildings and acquisition · relationship type

The item belongs to the sourced service. Construction and the actual purchase are paid separately.

How it works · parameters, rules and further relationships
Wearer · HP
+25% · identical effect does not accumulate
Listed purchase price
500 gold
Carrier inventory
Consumable · use
Rules, conditions and restrictions

It affects the wearer rather than every army creature. The English inventory says the same potion does not accumulate; it is not revival of dead members in another stack.

Practical use

Prepare a larger health reserve for a hero facing physical pressure. Extra HP does not replace protection from one decisive control spell.

Compare equipment: Ring of Health · Ring of Regeneration · Saint Ranan's Staff · Ankh of Life

Names in other references: Mikstura odporności na ciosy

Jaskinia Behemota ↗ · Ring of Saturn · Heroes IV ↗

Potion of Fire Resistance · Heroes IV · game artifact
Image source · Game artwork

Magic protection

Potion of Fire Resistance

Heroes IV · original rules, excluding Equilibris · Consumable potion

Gives the hero Fire Resistance against fire-related threats.

When it fits: Identify the enemy’s actual attack type before drinking.

Buildings and acquisition · relationship type

The item belongs to the sourced service. Construction and the actual purchase are paid separately.

This item has marked uncertainties. See the rules below.

How it works · parameters, rules and further relationships
Wearer · ability
Fire Resistance
Physical fire branch
Handling differs between references
Listed purchase price
500 gold
Carrier inventory
Consumable · use

Conflicting or unverified rule: See this card’s rules for details.

Rules, conditions and restrictions

The potion detail describes immunity to fire spells and breath plus fifty percent Defense against fire attacks; other descriptions of the same ability state half damage. Exact physical handling remains qualified rather than presented as one confirmed universal formula.

Practical use

Identify the enemy’s actual attack type before drinking. The potion protects no whole army and grants no matching Cold or Lightning defense.

Compare equipment: Mind Shield · Hideous Mask · Ring of Permanency · Ring of Lesser Negation

Names in other references: Mikstura odporności na ogień

Jaskinia Behemota ↗ · Ring of Saturn · Heroes IV ↗

Potion of Resistance · Heroes IV · game artifact
Image source · Game artwork

Magic protection

Potion of Resistance

Heroes IV · original rules, excluding Equilibris · Consumable potion

Gives the hero a fifty-percent Magic Resistance potion effect.

When it fits: Use it against enemies targeting the hero with control or damaging magic.

Buildings and acquisition · relationship type

The item belongs to the sourced service. Construction and the actual purchase are paid separately.

How it works · parameters, rules and further relationships
Wearer · Magic Resistance
50% · potion effect
Listed purchase price
500 gold
Carrier inventory
Consumable · use
Rules, conditions and restrictions

The value concerns the hero’s own magic resistance. It is not fifty physical Defense and does not schedule a guaranteed block of every second spell.

Practical use

Use it against enemies targeting the hero with control or damaging magic. For a critical plan still consider failed protection and any available reliable immunity.

Compare equipment: Mind Shield · Hideous Mask · Ring of Permanency · Ring of Lesser Negation

Names in other references: Mikstura odporności

Jaskinia Behemota ↗ · Ring of Saturn · Heroes IV ↗

Potion of Speed · Heroes IV · game artifact
Image source · Game artwork

Battle Speed

Potion of Speed

Heroes IV · original rules, excluding Equilibris · Consumable potion

Adds three Speed and three combat movement to the hero.

When it fits: Check whether three points change order against a particular enemy and also let the hero reach the target.

How it works · parameters, rules and further relationships
Wearer · battle Speed
+3
Wearer · combat movement
+3
Listed purchase price
500 gold
Carrier inventory
Consumable · use
Rules, conditions and restrictions

This is distinct from Potion of Quickness’s extra attack and Potion of Endurance’s three adventure movement. The English inventory says additional copies of the same potion effect do not accumulate.

Practical use

Check whether three points change order against a particular enemy and also let the hero reach the target. A higher value without changing decisive order may be worth less than preparing protection.

Compare equipment: Winged Sandals · Ring of Speed · Potion of Quickness

Names in other references: Mikstura prędkości

Jaskinia Behemota ↗ · Ring of Saturn · Heroes IV ↗

Potion of Restoration · Heroes IV · game artifact
Image source · Game artwork

Health and healing

Potion of Restoration

Heroes IV · original rules, excluding Equilibris · Consumable potion

Removes negative magical effects from the hero themselves.

When it fits: Compare removing the current dangerous debuff with drinking a healing potion.

Buildings and acquisition · relationship type

The item belongs to the sourced service. Construction and the actual purchase are paid separately.

How it works · parameters, rules and further relationships
Wearer · cleanse
Negative magical effects
Listed purchase price
500 gold
Carrier inventory
Consumable · use
Rules, conditions and restrictions

Restoration here means cleansing debuffs rather than automatically refilling health or mana. It is not a mass cleanse of the whole army and changes no permanent equipment traits.

Practical use

Compare removing the current dangerous debuff with drinking a healing potion. With no negative effect present, expect no substitute benefit.

Compare equipment: Ring of Health · Ring of Regeneration · Saint Ranan's Staff · Ankh of Life

Names in other references: Mikstura przywrócenia

Jaskinia Behemota ↗ · Ring of Saturn · Heroes IV ↗

Potion of Mirth · Heroes IV · game artifact
Image source · Game artwork

Morale

Potion of Mirth

Heroes IV · original rules, excluding Equilibris · Consumable potion

Sets the hero’s potion Morale to the maximum positive value of ten.

When it fits: Evaluate better morale for a hero fighting personally.

How it works · parameters, rules and further relationships
Wearer · Morale
10 · maximum positive value
Listed purchase price
500 gold
Carrier inventory
Consumable · use
Rules, conditions and restrictions

At eligible Morale ten the good-morale state has a hundred-percent chance: priority action group and twenty-five percent Attack until round end. It adds no separate extra action. The effect is personal and immunity exceptions and opposing effects remain.

Practical use

Evaluate better morale for a hero fighting personally. Do not count repeated identical potions as an endlessly increasing value beyond the maximum.

Compare equipment: Mullich's Helm of Leadership · Crest of Valor · Maranthea's Mug · Statesman's Medal

Names in other references: Mikstura radości

Jaskinia Behemota ↗ · Ring of Saturn · Heroes IV ↗

Potion of Strength · Heroes IV · game artifact
Image source · Game artwork

Attack

Potion of Strength

Heroes IV · original rules, excluding Equilibris · Consumable potion

Raises the hero’s melee damage by twenty-five percent.

When it fits: Prepare it for an attacker who will actually hit in melee.

Buildings and acquisition · relationship type

The item belongs to the sourced service. Construction and the actual purchase are paid separately.

This item has marked uncertainties. See the rules below.

How it works · parameters, rules and further relationships
Wearer · melee damage
+25%
Listed purchase price
500 gold
Carrier inventory
Consumable · use

Conflicting or unverified rule: See this card’s rules for details.

Rules, conditions and restrictions

Damage percentage is distinct from twenty-five Attack. The English inventory explicitly limits it to melee and says identical effects do not accumulate; broader Polish wording alone confirms no matching shooting benefit.

Practical use

Prepare it for an attacker who will actually hit in melee. For a ranged hero do not include an unverified bonus in a kill-threshold plan.

Compare equipment: Warlord's Ring · Axe · Greatsword · Dwarven Hammer

Names in other references: Mikstura siły

Jaskinia Behemota ↗ · Ring of Saturn · Heroes IV ↗

Potion of Luck · Heroes IV · game artifact
Image source · Game artwork

Luck

Potion of Luck

Heroes IV · original rules, excluding Equilibris · Consumable potion

Gives the hero themselves the maximum positive Luck of ten.

When it fits: Check incoming damage type: Luck applies for example to Lightning and Implosion rather than universally to Fireball or Poison.

How it works · parameters, rules and further relationships
Wearer · Luck
10 · maximum positive value
Listed purchase price
500 gold
Carrier inventory
Consumable · use
Rules, conditions and restrictions

Heroes IV Luck is defensive. At an eligible value of positive ten, good luck activates with a hundred-percent chance on an applicable incoming hit and reduces it by one third. It covers not every spell and does not double the hero’s outgoing damage.

Practical use

Check incoming damage type: Luck applies for example to Lightning and Implosion rather than universally to Fireball or Poison. Maximum Luck guarantees no protection against a damage type that does not check it.

Compare equipment: Leprechaun's Ring · Gambler's Deck · Horseshoe · Four Leaf Clover

Names in other references: Mikstura szczęścia

Jaskinia Behemota ↗ · Ring of Saturn · Heroes IV ↗

Potion of Quickness · Heroes IV · game artifact
Image source · Game artwork

Battle Speed

Potion of Quickness

Heroes IV · original rules, excluding Equilibris · Consumable potion

Enables an additional hero attack for a limited duration.

When it fits: Plan use before actual contact with the target to avoid wasting the short window on movement.

Buildings and acquisition · relationship type

The item belongs to the sourced service. Construction and the actual purchase are paid separately.

This item has marked uncertainties. See the rules below.

How it works · parameters, rules and further relationships
Wearer · attacks
Additional attack · duration qualified
Listed purchase price
500 gold
Carrier inventory
Consumable · use

Conflicting or unverified rule: See this card’s rules for details.

Rules, conditions and restrictions

An extra attack differs from three Speed. The older English inventory states one full turn, while the Polish detail gives no exact duration; activation timing and duration are not asserted verified across every release.

Practical use

Plan use before actual contact with the target to avoid wasting the short window on movement. Do not promise an unverified number of extra attack rounds in a decisive calculation.

Compare equipment: Winged Sandals · Ring of Speed · Potion of Speed

Names in other references: Mikstura szybkości

Jaskinia Behemota ↗ · Ring of Saturn · Heroes IV ↗

Potion of Healing · Heroes IV · game artifact
Image source · Game artwork

Health and healing

Potion of Healing

Heroes IV · original rules, excluding Equilibris · Consumable potion

Heals the hero’s wounds and removes their Poison and Plague.

When it fits: Against poison consider early cleansing because the next periodic damage can decide survival.

Buildings and acquisition · relationship type

The item belongs to the sourced service. Construction and the actual purchase are paid separately.

How it works · parameters, rules and further relationships
Wearer · health and cleanse
Heals wounds; removes Poison and Plague
Listed purchase price
500 gold
Carrier inventory
Consumable · use
Rules, conditions and restrictions

Use is personal: the potion does not heal an arbitrary allied stack instead of the wearer. Healing an existing hero is distinct from reviving one who is already dead.

Practical use

Against poison consider early cleansing because the next periodic damage can decide survival. Full mana requires a different potion; Healing does not restore it.

Compare equipment: Ring of Health · Ring of Regeneration · Saint Ranan's Staff · Ankh of Life

Names in other references: Mikstura uzdrowienia

Jaskinia Behemota ↗ · Ring of Saturn · Heroes IV ↗

Potion of Endurance · Heroes IV · game artifact
Image source · Game artwork

Adventure movement

Potion of Endurance

Heroes IV · original rules, excluding Equilibris · Consumable potion

Adds three adventure movement to the hero’s army, at most once per army per day.

When it fits: Use it when extra travel actually reaches a town, an army meeting or safety.

Buildings and acquisition · relationship type

The item belongs to the sourced service. Construction and the actual purchase are paid separately.

How it works · parameters, rules and further relationships
Army · adventure movement
+3
Use limit
Once per army per day
Listed purchase price
500 gold
Carrier inventory
Consumable · use
Rules, conditions and restrictions

The daily limit applies to the army rather than a separate daily allowance for each hero in it. Do not convert three points into another game’s hundreds of movement units; this is not battle Speed either.

Practical use

Use it when extra travel actually reaches a town, an army meeting or safety. More bottles in the same army on the same day grant no promised unlimited movement.

Compare equipment: Seaman's Hat · Logbook of the Master Sailor · Snowshoes · Boots of the Crocodile

Names in other references: Mikstura wytrzymałości

Jaskinia Behemota ↗ · Ring of Saturn · Heroes IV ↗

Potion of Cold · Heroes IV · game artifact
Image source · Game artwork

Magic protection

Potion of Cold

Heroes IV · original rules, excluding Equilibris · Consumable potion

Gives the hero’s melee hits a chance to freeze the struck target.

When it fits: Plan a personal melee hit against a freezable target.

Buildings and acquisition · relationship type

The item belongs to the sourced service. Construction and the actual purchase are paid separately.

How it works · parameters, rules and further relationships
Wearer · applied ability
Freeze on melee hit
Affected target · stated duration
2 turns
Listed purchase price
500 gold
Carrier inventory
Consumable · use
Rules, conditions and restrictions

The reference describes a two-turn freeze on an affected target and no retaliation when it is attacked. That does not establish guaranteed success on every hit or the same effect for the whole army.

Practical use

Plan a personal melee hit against a freezable target. Until the effect actually applies, do not count safety of following attacks as guaranteed.

Compare equipment: Mind Shield · Hideous Mask · Ring of Permanency · Ring of Lesser Negation

Names in other references: Mikstura zimna

Jaskinia Behemota ↗ · Ring of Saturn · Heroes IV ↗

Holy Water · Heroes IV · game artifact
Image source · Game artwork

Magic and spellcasting

Holy Water

Heroes IV · original rules, excluding Equilibris · Consumable potion

Can be drunk for Bless and Death Ward, or thrown as a holy attack against an eligible target.

When it fits: Against Death compare immediate damage with longer-lasting protection and maximum damage range.

This item has marked uncertainties. See the rules below.

How it works · parameters, rules and further relationships
Drinking · wearer
Bless and Death Ward
Throwing
Holy Word effect · damage unverified
Listed purchase price
500 gold
Carrier inventory
Consumable · use

Conflicting or unverified rule: See this card’s rules for details.

Rules, conditions and restrictions

These are distinct uses of one consumable bottle. Drinking prepares the hero’s own support; throwing follows the Holy Word branch rather than damaging every type equally. References establish no universal fixed damage value.

Practical use

Against Death compare immediate damage with longer-lasting protection and maximum damage range. Check target type before throwing and the wearer’s need for buffs before drinking.

Compare equipment: Cap of Knowledge · Crown of Enchantment · Circlet of Wisdom · Magic Amplifier

Names in other references: Woda święcona

Jaskinia Behemota ↗ · Ring of Saturn · Heroes IV ↗

The Grail · Heroes IV · game artifact
Image source · Game artwork

Town growth

The Grail

Heroes IV · original rules, excluding Equilibris · Special placement / scroll

Enables a special building in one of the six town types; the building provides the bonus.

When it fits: Choose the town through long-term plans and security.

Buildings and acquisition · relationship type

The item is a construction requirement. The result and any additional costs belong to the specific town.

How it works · parameters, rules and further relationships
After construction · owner income
+3000 gold per day
Building variants
6; determined by town type
Carrier inventory
Transport · construction item
Rules, conditions and restrictions

Merely carrying it does not automatically add 3000 daily gold. Town tables use the Grail as a construction requirement. Each building has its own effect: school strength, summoning, Necromancy or growth. Heroes III’s universal 5000 and fifty-percent growth do not transfer.

Practical use

Choose the town through long-term plans and security. Festival of Life supports growth while a magic strategy uses another building; losing a strategic town may outweigh faster delivery. Detailed effects of all six buildings are listed below.

All six Grail buildings

Great Library: Adds 3,000 gold per day and 50% Order spell effectiveness; unlocks the town’s higher-tier spell selection.

Eye of Chaos: Adds 3,000 gold per day and 50% Chaos spell effectiveness.

Infernal Effigy: Adds 3,000 gold daily; Death spell effects and the Necromancy creature limit gain 50%, and Necromancy effectiveness gains 10%.

Holy Avatar: Adds 3,000 gold per day and 50% Life spell effectiveness.

Summoning Stones: Adds 3,000 gold per day and 25% summoning effectiveness.

Festival of Life: Adds 3,000 gold per day; creature growth increases by 100% here and 25% in your other towns.

Names in other references: Graal

Jaskinia Behemota ↗ · Jaskinia Behemota ↗ · Jaskinia Behemota ↗ · Jaskinia Behemota ↗ · Jaskinia Behemota ↗ · Jaskinia Behemota ↗ · Jaskinia Behemota ↗

Staff of Power · Heroes IV · game artifact
Image source · Game artwork

Magic and spellcasting

Staff of Power

Heroes IV · original rules, excluding Equilibris · Major

Reduces all spell costs by one third, with a lower limit of one mana.

When it fits: With costs divisible by three the example is clear: three becomes two and twelve becomes eight without other modifiers.

This item has marked uncertainties. See the rules below.

How it works · parameters, rules and further relationships
Wearer · all spell costs
−⅓; minimum 1 mana
Carrier inventory
Right and left hand

Conflicting or unverified rule: See this card’s rules for details.

Rules, conditions and restrictions

Czech and English inventories agree on one-third savings and both occupied hands. The Polish category inventory omits this type. Exact integer rounding and order with other discounts are not established by these references.

Practical use

With costs divisible by three the example is clear: three becomes two and twelve becomes eight without other modifiers. Compared with Mage’s Staff expensive spells save more, while the left-hand opportunity cost remains.

Compare all 147 spell formulas and costs →

Compare equipment: Cap of Knowledge · Crown of Enchantment · Circlet of Wisdom · Magic Amplifier

Names in other references: Hůl moci

Dead Karlos · Heroes IV ↗ · Ring of Saturn · Heroes IV ↗

Five The Gathering Storm sets: pieces and bonuses

Equip all pieces on the same hero. Sixteen individual items retain their bonuses and positions. Labels below are descriptive navigation aids.

Five archmage pieces

The complete set enables bypassing opponents’ magic-resistance and immunity restrictions described by the set reference.

The same hero must equip all five pieces. The full-set bonus is broader than Staff of Disruption’s individual Ward bypass; it does not establish removal of scenario rules or physical Defense.

Reserves head, feet, shoulders, right hand and one ring. The left hand remains available for a tome or shield; still check the chosen spell’s own target conditions.

Three balance pieces

Provides the wearer with Magic Mirror.

Reflection does not mean the original target avoids the spell. Curses and half-strength direct damage return under Magic Mirror’s own rules; an immune caster or lethal original hit can prevent useful reflection.

Uses the neck and both individual hands. Consider the displaced tome and shield; it supports a counter-caster plan while leaving enemy physical pressure relevant.

magic mirror

Three bard pieces

The wearer’s hit applies Song of Peace to an eligible target.

Song of Peace restricts initiating attacks and hostile magic for the next round. Ordinary retaliation remains possible: this restriction is neither Freeze nor permanent enemy removal.

Requires neck, torso and left hand. Choose an important target that still has an action; before striking account for retaliation and eligibility for the mind-affecting effect.

song of peace

Three tiger pieces

Provides the hero with Regeneration and Dragon Strength.

Dragon Strength increases HP and damage by one hundred percent. Regeneration repeatedly heals an injured survivor rather than providing unlimited revival after lethal hits. Further boosts require their own combined calculation.

Occupies head, torso and right hand. For a contact-fighting hero pair greater health with defenses; Frost Hammer’s possible freeze does not replace surviving until the next regeneration activation.

regeneration · dragon strength

Ring of Light and Cloak of Darkness

Provides the wearer with Guardian Angel and one replacement life.

Pieces retain their own effects. The replacement life is neither endless immortality nor multiple revivals inferred from ordinary spell-level scaling; the hero description specifies one replacement life.

Occupies one ring and shoulders. Treat the reserve as insurance for a dangerous exchange and track the protection after use; do not plan repeated lethal hits as free.

guardian angel

Piece and bonus reference · Illustration provenance appears on the linked cards.

How artifacts work in this game

Heroes personally fight. Melee Attack/Defense differ from Ranged Attack/Defense, and flat personal bonuses differ from percentage troop support. Values identify recipients and effect types. Army support from multiple commanders is not automatically the sum of all their skills.

Positions include head, neck, torso, shoulders, feet, right and left hand, a dedicated ranged position, two rings and four miscellaneous slots. Eleven weapons and staves here occupy both hands. Left-hand books compete with shields and both-hand staves. Backpack storage alone grants no ordinary active bonus.

Skill S and item I Magic Resistance follow R = S + (1 − S) × I with fractions zero to one. The item protects the unprotected remainder: fifty percent and fifty percent give seventy-five. The tool below covers one skill and one item. Ward and type immunities have separate conditions.

Morale and Luck range from minus ten to plus ten with ten-percent applicable activation chance per point. Good morale moves earlier and raises Attack by twenty-five percent; bad morale moves later and reduces it by twenty percent. Good Luck cuts eligible incoming damage by one third; bad Luck increases it by half. Not every spell checks Luck.

Books retain school requirements: Basic for level one, Advanced for two, Expert for three, Master for four and Grandmaster for five. Parchment teaches a particular spell with sufficient skill. Scroll allows use without the school at half cost rounded down; it does not automatically grant Grandmaster strength.

Ten wands have internal starting mana and recovery two per battle round; Deadwood Staff has twelve and recovery four. This differs from personal hero mana and daily income. Twenty-two potions are consumables: distinguish drinking, throwing, battle effects and travel. A purchase price does not establish availability in every scenario.

Sets come from The Gathering Storm. The same hero must equip every piece; parts retain their effects and positions. No replacement icon frees inventory space. Our descriptive set labels aid navigation rather than claiming official in-game names.

The Grail enables a town building. Six variants give 3000 gold daily and different bonuses; Heroes III’s universal rule does not transfer. Campaign items and types excluded from random selection are not guaranteed loot on every map.

Jaskinia Behemota: items and original artwork ↗

Exact pieces of five sets ↗

Ring of Saturn: English comparison ↗

Dead Karlos: Czech comparison including Staff of Power ↗

Magic Resistance and combat skills ↗

Creature, morale and Luck rules ↗

Books, scrolls and wands ↗