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Raises hero Attack by two points to support led creatures’ physical combat.
When it fits: A direct early choice for a physical army.
Quick explanation: use and caveats (Czech) →
Buildings and acquisition · relationship type
Use this link to compare against current stock. It does not establish that the shop sells this particular item.
How it works · parameters, rules and further relationships
- Hero · Attack supporting troops
- +2
- Reference price before market modifiers
- 5000 gold
- Carrier inventory
- Right hand · weapon
Rules, conditions and restrictions
Attack is not a flat two-HP addition to every hit. Resulting damage depends on the creature’s Attack, opposing Defense and other modifiers. It does not use Heroes IV’s personal hero Melee Attack.
Practical use
A direct early choice for a physical army. Against Axe of the Mountain Lords value the extra two points through the whole composition and price rather than calling it twice the final damage.
Heroes to consider it for
Conditional suggestions for the game plan (46)
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.
Playstyles and commanders for this item
Conditional uses for actual faction plans. Links establish neither item ownership nor the hero’s starting state.
Melee pressure
For physical attacks by creatures led by the hero with increased Attack.
It is not a Heroes IV fighter’s personal sword. It does not guarantee stronger arbitrary spells.
Compare equipment: Dwarven Smithy Hammer · Axe of the Mountain Lords · Ogre Club · Necklace of the Bloody Claw
Names in other references: Miecz Potęgi
Manual · page 194 ↗ · Jaskinia Behemota ↗
Changes Attack and Defense according to good or evil hero alignment, reducing one of the stats.
When it fits: First identify the wearer’s actual branch.
Buildings and acquisition · relationship type
Use this link to compare against current stock. It does not establish that the shop sells this particular item.
How it works · parameters, rules and further relationships
- Drawback · Good factions · Attack / Defense
- +3 / −1
- Drawback · Evil factions · Attack / Defense
- −1 / +3
- Reference price before market modifiers
- 5500 gold
- Carrier inventory
- Right hand · weapon
Rules, conditions and restrictions
Good factions gain three Attack and lose one Defense; evil factions gain three Defense and lose one Attack. The manual groups Academy, Haven, Sylvan and Fortress as good, and Dungeon, Inferno, Necropolis and Stronghold as evil. The branches are not a simultaneous three/three bonus.
Practical use
First identify the wearer’s actual branch. For an offensive plan the defensive branch may lose to an ordinary sword; in a critical defense consider whether more Attack justifies losing Defense.
Compare all 68 spell formulas and costs →
Compare equipment: Dragon Flame Tongue · Runic War Axe · Mask of Equity · Runic War Harness
Names in other references: Ostrze Równowagi
Manual · page 194 ↗ · Jaskinia Behemota ↗ · Manual · page 314 ↗
Adds two Spellpower; despite the name this is not a limited-charge casting wand.
When it fits: Useful early equipment for a caster with worthwhile learned formulas.
Quick explanation: use and caveats (Czech) →
Buildings and acquisition · relationship type
Use this link to compare against current stock. It does not establish that the shop sells this particular item.
How it works · parameters, rules and further relationships
- Hero · Spellpower
- +2
- Reference price before market modifiers
- 5000 gold
- Carrier inventory
- Right hand · weapon
Rules, conditions and restrictions
This is an equipped primary-stat bonus. It teaches no particular spell and grants no Advanced school mastery. Spellpower enters effects actually using it; a fixed effect does not automatically gain two units.
Practical use
Useful early equipment for a caster with worthwhile learned formulas. Compare direct-damage gains with Trident of the Titans, which offers narrow electrical specialization instead of a general two points.
Compare all 68 spell formulas and costs →
Heroes to consider it for
Conditional suggestions for the game plan (68)
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.
Playstyles and commanders for this item
Conditional uses for actual faction plans. Links establish neither item ownership nor the hero’s starting state.
Magic and control
For a known spell whose damage, recovery or other formula actually uses Spellpower.
Despite the name this is a stat item rather than the charged Wand. It teaches no spell and does not automatically change a school-mastery bonus.
Compare equipment: Trident of the Titans · Wand · Staff of Sar-Issus · Book of Power
Names in other references: Magiczna Różdżka Początkujących
Manual · page 194 ↗ · Jaskinia Behemota ↗
Raises lightning-based spell damage by fifty percent.
When it fits: For a lightning caster compare the conditional multiplier with general Spellpower.
Quick explanation: use and caveats (Czech) →
Buildings and acquisition · relationship type
Use this link to compare against current stock. It does not establish that the shop sells this particular item.
How it works · parameters, rules and further relationships
- Hero · lightning spells
- +50% damage
- Reference price before market modifiers
- 6000 gold
- Carrier inventory
- Right hand · weapon
Rules, conditions and restrictions
The condition follows the spell’s element. It does not automatically include every Destructive effect, Titan attacks or arbitrary magic. Lightning Bolt and Chain Lightning retain their own targeting and formulas.
Practical use
For a lightning caster compare the conditional multiplier with general Spellpower. With Chain Lightning check the whole chain including friendly targets; greater power does not remove recipients’ electrical protection.
Related spells and conditions
Lightning Bolt · Chain Lightning
Compare equipment: Beginner's Magic Wand · Wand · Staff of Sar-Issus · Book of Power
Names in other references: Trójząb Tytanów
Manual · page 194 ↗ · Jaskinia Behemota ↗
Adds three hero Attack and twenty-five-percent protection against Fire spells.
When it fits: Useful physical offense when preparing for a known Fire caster.
Buildings and acquisition · relationship type
Use this link to compare against current stock. It does not establish that the shop sells this particular item.
How it works · parameters, rules and further relationships
- Hero · Attack supporting troops
- +3
- Army · protection from Fire spells
- 25%
- Reference price before market modifiers
- 9500 gold
- Carrier inventory
- Right hand · weapon
Rules, conditions and restrictions
Protection concerns Fire magic rather than universal physical Defense or a chance to evade every spell. Partial Magic Protection differs from probabilistic Magic Resistance.
Practical use
Useful physical offense when preparing for a known Fire caster. Do not count this protection against lightning or Earth hits; compare the weapon through Attack alone in those matchups.
Compare equipment: Sword of Might · Axe of the Mountain Lords · Ogre Club · Necklace of the Bloody Claw
Names in other references: Krasnoludzki Młot Kowalski
Manual · page 194 ↗ · Jaskinia Behemota ↗
Raises the hero’s Attack attribute by four points.
When it fits: Compare general four Attack with the stronger Ogre Club and its Initiative drawback.
Quick explanation: use and caveats (Czech) →
Buildings and acquisition · relationship type
Use this link to compare against current stock. It does not establish that the shop sells this particular item.
How it works · parameters, rules and further relationships
- Hero · Attack supporting troops
- +4
- Reference price before market modifiers
- 10000 gold
- Carrier inventory
- Right hand · weapon
Rules, conditions and restrictions
Supports led creatures’ physical combat. The reference grants no Slayer against giant targets even though the source image filename contains giant_slaying. An internal artwork filename does not establish an effect.
Practical use
Compare general four Attack with the stronger Ogre Club and its Initiative drawback. A composition built around quick repeated attacks can prefer less Attack without that particular penalty.
Compare equipment: Sword of Might · Dwarven Smithy Hammer · Ogre Club · Necklace of the Bloody Claw
Names in other references: Topór Władców Gór
Manual · page 194 ↗ · Jaskinia Behemota ↗
Adds five hero Attack while reducing led creatures’ Initiative by five percent.
When it fits: Assess the whole exchange rather than only the large five Attack.
Quick explanation: use and caveats (Czech) →
Buildings and acquisition · relationship type
Use this link to compare against current stock. It does not establish that the shop sells this particular item.
How it works · parameters, rules and further relationships
- Hero · Attack supporting troops
- +5
- Drawback · Led creatures · Initiative
- −5%
- Reference price before market modifiers
- 8500 gold
- Carrier inventory
- Right hand · weapon
Rules, conditions and restrictions
Higher Attack supports each physical hit while Initiative affects action frequency along the ATB bar. This differs from minus one battle Speed. With Ogre Shield it forms Weapons of Might; individual pieces retain their effects.
Practical use
Assess the whole exchange rather than only the large five Attack. Slower actions can let an enemy heal or control before the next strike; the full set’s Barbarian bonus separately concerns hero attacks.
Equipped-set piece: Weapons of Might
Compare equipment: Ogre Shield · Sword of Might · Dwarven Smithy Hammer · Axe of the Mountain Lords · Necklace of the Bloody Claw
Names in other references: Kij Ogra
Manual · page 194 ↗ · Jaskinia Behemota ↗
Gives two Attack and Defense and fifty-percent protection against cold spells.
When it fits: Useful against Ice Bolt or Circle of Winter.
Quick explanation: use and caveats (Czech) →
Buildings and acquisition · relationship type
Use this link to compare against current stock. It does not establish that the shop sells this particular item.
How it works · parameters, rules and further relationships
- Hero · Attack supporting troops
- +2
- Hero · Defense
- +2
- Army · protection from cold spells
- 50%
- Reference price before market modifiers
- 14000 gold
- Carrier inventory
- Right hand · weapon
Rules, conditions and restrictions
The primary bonuses support army combat while cold protection covers applicable magic. Its Flame Tongue name does not create a Fire hit, and the piece alone does not grant all thresholds of the eight-piece dragon set.
Practical use
Useful against Ice Bolt or Circle of Winter. When changing to a purely offensive weapon include lost Defense, cold protection and any set threshold broken by the swap.
Related spells and conditions
Ice Bolt · Circle of Winter · Deep Freeze
Equipped-set piece: Power of Dragons
Compare equipment: Dragon Scale Armor · Dragon Scale Shield · Dragon Bone Greaves · Dragon Wing Mantle · Dragon Teeth Necklace · Dragon Talon Crown · Dragon Eye Ring · Edge of Balance · Runic War Axe · Mask of Equity · Runic War Harness
Names in other references: Ognisty Język Smoka
Manual · page 194 ↗ · Jaskinia Behemota ↗
Adds two Attack and Spellpower and forms one Runeforce piece.
When it fits: For a mixed physical and magical build compare both contributions with a specialized weapon.
Buildings and acquisition · relationship type
Use this link to compare against current stock. It does not establish that the shop sells this particular item.
How it works · parameters, rules and further relationships
- Hero · Attack supporting troops
- +2
- Hero · Spellpower
- +2
- Reference price before market modifiers
- 10000 gold
- Carrier inventory
- Right hand · weapon
Rules, conditions and restrictions
The primary stats have different roles: Attack for led physical combatants and Spellpower for applicable magic formulas. The axe alone grants neither the two-piece set bonus nor the Warlock’s Elemental Vision ability.
Practical use
For a mixed physical and magical build compare both contributions with a specialized weapon. Runic War Harness adds the other two stats; count the full-set bonus separately from each piece’s own twos.
Compare all 68 spell formulas and costs →
Equipped-set piece: Runeforce
Compare equipment: Runic War Harness · Edge of Balance · Dragon Flame Tongue · Mask of Equity
Names in other references: Runiczny Topór Wojenny
Manual · page 194 ↗ · Jaskinia Behemota ↗
Removes the distance shooting penalty from led ranged creatures.
When it fits: Strong for ranged compositions firing from safety instead of advancing into danger.
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.
Buildings and acquisition · relationship type
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How it works · parameters, rules and further relationships
- Led shooters · distance penalty
- Removed
- Reference price before market modifiers
- 12000 gold
- Carrier inventory
- Right hand · weapon
Rules, conditions and restrictions
Removes the stated distance-penalty branch. It does not automatically grant another shot, unlimited ammunition or removal of every other obstruction; ammunition is a separate Treeborn Quiver effect. Together they form Archer’s Dream.
Practical use
Strong for ranged compositions firing from safety instead of advancing into danger. For shooters already ignoring the same penalty through an ability, assess remaining value and set completion.
Equipped-set piece: Archer’s Dream
Playstyles and commanders for this item
Conditional uses for actual faction plans. Links establish neither item ownership nor the hero’s starting state.
Ranged army
When a distance penalty actually limits the shooting stack.
The bow alone grants neither free shooting in melee nor removal of every other obstacle. Its benefit overlaps a form already ignoring distance penalties.
Compare equipment: Treeborn Quiver
Names in other references: Łuk z Rogu Jednorożca
Manual · page 194 ↗ · Jaskinia Behemota ↗
Enables a particular spell with limited charges replenishable at a Magic Guild.
When it fits: Before travelling check the stored spell and remaining charges.
Buildings and acquisition · relationship type
Use this link to compare against current stock. It does not establish that the shop sells this particular item.
This item has marked uncertainties. See the rules below.
How it works · parameters, rules and further relationships
- Reference casting
- Advanced; Spellpower 8
- Ordinary supply / exceptions
- 6 charges; listed variants 3–10
- Reference price before market modifiers
- 6700 gold
- Carrier inventory
- Right hand · weapon
Conflicting or unverified rule: See this card’s rules for details.
Rules, conditions and restrictions
The 3.1 manual adds fixed Advanced and Spellpower eight; an earlier sentence on the same card allows higher hero mastery, so the conflict remains explicit. It normally lists six charges, except Ice Bolt and Fireball three, Haste and Endurance four, Slow and Suffering five and Vulnerability ten. Barbarians do not use it in battle.
Practical use
Before travelling check the stored spell and remaining charges. Three Fireballs are not Heroes IV’s wand mana recovering each round; plan a guild visit after depletion. Variant and effect matter more than the wand icon alone.
Compare equipment: Beginner's Magic Wand · Trident of the Titans · Staff of Sar-Issus · Book of Power
Names in other references: Różdżka
Manual · page 194 ↗ · Jaskinia Behemota ↗
Reduces enemy creatures’ Initiative by twenty percent.
When it fits: In longer fights slowing creates room for friendly healing and control.
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.
In Danse Macabre the Heroes VI version is the objective of Sandro’s first mission. This is story context for the VI weapon; its abilities depend on its own ranks. Sandro in Heroes VI → Story-context reference ↗
For a Heroes VI Dynasty weapon this table shows only rank one, not every unlocked ability. Its own card explains all five ranks, acquisition and limitations.
Buildings and acquisition · relationship type
Use this link to compare against current stock. It does not establish that the shop sells this particular item.
How it works · parameters, rules and further relationships
- Enemy creatures · Initiative
- −20%
- Reference price before market modifiers
- 17000 gold
- Carrier inventory
- Right hand · weapon
Rules, conditions and restrictions
Affects creatures’ progress along the ATB bar rather than automatically deleting every fifth turn or subtracting twenty movement tiles. It does not establish the same penalty for every enemy hero cast. Part of Death’s Embrace.
Practical use
In longer fights slowing creates room for friendly healing and control. Compare a primary-stat weapon through whether one early strike or the action-frequency balance over the whole battle matters.
Equipped-set piece: Death’s Embrace
Playstyles and commanders for this item
Conditional uses for actual faction plans. Links establish neither item ownership nor the hero’s starting state.
Magic and control
When lowering enemy Initiative gives the army more room to act.
It is neither Slow nor extra Spellpower. Do not infer an identical automatic slowdown of enemy hero actions.
Compare equipment: Cloak of Death's Shadow · Ring of the Unrepentant · Amulet of Necromancy · Dragon Scale Shield · Dragon Scale Armor · Dragon Wing Mantle · Windstrider Boots
Names in other references: Laska Piekieł
Manual · page 194 ↗ · Jaskinia Behemota ↗
Suppresses enemy probabilistic Magic Resistance while leaving Magic Protection and complete immunity.
When it fits: Choose it against armies relying on a partial chance to resist outright, and check the protection type before an expensive spell.
Buildings and acquisition · relationship type
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How it works · parameters, rules and further relationships
- Bypassed protection
- Magic Resistance
- Retained protections
- Magic Protection and complete immunities
- Reference price before market modifiers
- 20000 gold
- Carrier inventory
- Right hand · weapon
Rules, conditions and restrictions
The manual explicitly distinguishes an evasion chance from continuous magic-damage reduction and complete immunity. It therefore does not guarantee that every spell affects any immune target. Part of the four-piece Sar-Issus Regalia.
Practical use
Choose it against armies relying on a partial chance to resist outright, and check the protection type before an expensive spell. Against a target with no such resistance another damage bonus can be more valuable.
Compare all 68 spell formulas and costs →
Equipped-set piece: Sar-Issus Regalia
Compare equipment: Robe of Sar-Issus · Crown of Sar-Issus · Ring of Sar-Issus · Beginner's Magic Wand · Trident of the Titans · Wand · Book of Power
Names in other references: Laska Sar-Issusa
Manual · page 194 ↗ · Jaskinia Behemota ↗
Adds three hero Attack from the left-hand position.
When it fits: For offensive compositions that survive safely without left-hand defense.
Buildings and acquisition · relationship type
Use this link to compare against current stock. It does not establish that the shop sells this particular item.
How it works · parameters, rules and further relationships
- Hero · Attack supporting troops
- +3
- Reference price before market modifiers
- 7500 gold
- Carrier inventory
- Left hand · shield, tome or scroll
Rules, conditions and restrictions
It appears with shields because of its position rather than a Defense bonus. It can accompany a right-hand weapon but displaces a defensive shield, tome or Magic Scroll. The three supports army physical attacks.
Practical use
For offensive compositions that survive safely without left-hand defense. Against Ogre Shield compare Attack with five Defense and that shield’s Initiative penalty.
Compare equipment: Ogre Shield · Armor of Valor
Names in other references: Księżycowe Ostrze
Manual · page 194 ↗ · Jaskinia Behemota ↗
Provides two hero Defense and fifty-percent army protection from Fire spells.
When it fits: Against a known Fire caster compare protection with another shield’s higher Defense.
Buildings and acquisition · relationship type
Use this link to compare against current stock. It does not establish that the shop sells this particular item.
How it works · parameters, rules and further relationships
- Hero · Defense supporting troops
- +2
- Army · protection from Fire spells
- 50%
- Reference price before market modifiers
- 9000 gold
- Carrier inventory
- Left hand · shield, tome or scroll
Rules, conditions and restrictions
The defensive attribute and elemental protection are distinct effects. Crystal Ice does not add a cold attack. Fire protection does not automatically cover Armageddon’s central physical impact.
Practical use
Against a known Fire caster compare protection with another shield’s higher Defense. For a friendly Armageddon plan also check the central physical area and friendly positions.
Related spells and conditions
Armageddon · Fireball
Heroes to consider it for
Conditional suggestions for the game plan (45)
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.
Playstyles and commanders for this item
Conditional uses for actual faction plans. Links establish neither item ownership nor the hero’s starting state.
Early expansion
For physical defense and, separately, expected Fire-spell damage.
Fire protection is not universal immunity. Do not count that part against another element.
Defense and endurance
For physical screening and expected Fire magic.
Reassess when the opponent changes element. Do not assume simple percentage-point addition with every other source.
Compare equipment: Shield of the Dwarven Kings · Helm of the Dwarven Kings · Cuirass of the Dwarven Kings · Bearhide Wraps
Names in other references: Tarcza Kryształowego Lodu
Manual · page 195 ↗ · Jaskinia Behemota ↗
Adds three hero Defense and increases small led creatures’ Initiative by five percent.
When it fits: With small-creature compositions include both defense and action frequency.
Buildings and acquisition · relationship type
Use this link to compare against current stock. It does not establish that the shop sells this particular item.
This item has marked uncertainties. See the rules below.
How it works · parameters, rules and further relationships
- Hero · Defense supporting troops
- +3
- Small led creatures · Initiative
- +5%
- Reference price · conflict
- Manual 10500; Polish 11000 gold
- Carrier inventory
- Left hand · shield, tome or scroll
Conflicting or unverified rule: See this card’s rules for details.
Rules, conditions and restrictions
Size follows the creature’s battlefield footprint rather than its tier or artwork. Five-percent Initiative is not five Speed points. The shield belongs to Power of Dragons; the 10500 versus 11000 price conflict is recorded separately.
Practical use
With small-creature compositions include both defense and action frequency. Large creatures still benefit from hero Defense but do not receive this item’s small-creature Initiative bonus.
Equipped-set piece: Power of Dragons
Compare equipment: Dragon Scale Armor · Dragon Bone Greaves · Dragon Wing Mantle · Dragon Teeth Necklace · Dragon Talon Crown · Dragon Eye Ring · Dragon Flame Tongue · Staff of the Netherworld · Windstrider Boots
Names in other references: Tarcza ze Smoczych Łusek
Manual · page 195 ↗ · Jaskinia Behemota ↗
Adds five hero Defense while reducing led creatures’ Initiative by five percent.
When it fits: Assess survival together with the number of friendly actions.
Buildings and acquisition · relationship type
Use this link to compare against current stock. It does not establish that the shop sells this particular item.
How it works · parameters, rules and further relationships
- Hero · Defense supporting troops
- +5
- Drawback · Led creatures · Initiative
- −5%
- Reference price before market modifiers
- 8500 gold
- Carrier inventory
- Left hand · shield, tome or scroll
Rules, conditions and restrictions
Higher physical defense comes with slower ATB progress. This is neither magic immunity nor losing one Speed tile. With Ogre Club it forms Weapons of Might; completing the set does not erase the pieces’ stated effects.
Practical use
Assess survival together with the number of friendly actions. If slower action lets an enemy disable an important stack before it moves, higher Defense alone may not offset lost Initiative.
Equipped-set piece: Weapons of Might
Compare equipment: Ogre Club · Moonblade · Armor of Valor
Names in other references: Tarcza Ogra
Manual · page 195 ↗ · Jaskinia Behemota ↗
Adds Spellpower and Knowledge according to Enlightenment and extends Magic Insight to level four.
When it fits: Before swapping check actual Enlightenment mastery and Magic Insight.
Buildings and acquisition · relationship type
Use this link to compare against current stock. It does not establish that the shop sells this particular item.
This item has marked uncertainties. See the rules below.
How it works · parameters, rules and further relationships
- No / Advanced / Expert Enlightenment
- Spellpower and Knowledge: +1 / +2 / +3
- With Magic Insight
- Learning level-four spells
- Reference price before market modifiers
- 9000 gold
- Carrier inventory
- Left hand · shield, tome or scroll
Conflicting or unverified rule: See this card’s rules for details.
Rules, conditions and restrictions
The manual lists one/one without Enlightenment, two/two at Advanced and three/three at Expert, without settling the separate Basic case. With Magic Insight it allows learning level-four spells rather than automatically granting every school spell like a tome.
Practical use
Before swapping check actual Enlightenment mastery and Magic Insight. More mana capacity is not an instant refill; the ability to learn a spell matters when a source for that particular spell is available.
Compare all 68 spell formulas and costs →
Compare equipment: Beginner's Magic Wand · Trident of the Titans · Wand · Staff of Sar-Issus
Names in other references: Księga Mocy
Manual · page 195 ↗ · Jaskinia Behemota ↗
Grants one particular spell at Advanced or the hero’s higher mastery.
When it fits: Compare the exact stored spell with the displaced tome or shield.
Quick explanation: use and caveats (Czech) →
Buildings and acquisition · relationship type
Use this link to compare against current stock. It does not establish that the shop sells this particular item.
How it works · parameters, rules and further relationships
- Granted content
- One particular spell
- Casting mastery
- Advanced, or higher personal mastery
- Reference price before market modifiers
- 5000 gold
- Carrier inventory
- Left hand · shield, tome or scroll
Rules, conditions and restrictions
Contents belong to the individual scroll. The manual places it in the left hand; it is distinct from the right-hand wand with listed Spellpower eight and charge table. The scroll card states neither that fixed power nor the same recharge behavior.
Practical use
Compare the exact stored spell with the displaced tome or shield. One useful scroll can fill a missing function without the whole school; granted access does not establish permanent learning after unequipping.
Compare all 68 spell formulas and costs →
Compare equipment: Beginner's Magic Wand · Trident of the Titans · Wand · Staff of Sar-Issus
Names in other references: Magiczny zwój
Manual · page 194 ↗ · Jaskinia Behemota ↗
Adds four hero Defense and protects led creatures against Frenzy.
When it fits: Strong prevention of a known threat because ordinary Cleansing does not remove Frenzy in the reference.
Buildings and acquisition · relationship type
Use this link to compare against current stock. It does not establish that the shop sells this particular item.
How it works · parameters, rules and further relationships
- Hero · Defense supporting troops
- +4
- Led creatures · specific immunity
- Frenzy
- Reference price before market modifiers
- 17000 gold
- Carrier inventory
- Left hand · shield, tome or scroll
Rules, conditions and restrictions
Immunity concerns Frenzy rather than automatically covering Puppet Master, Blindness or every Dark spell. This is one Armor of Dwarven Kings piece; two-piece protection and four-piece opening spells are separate set thresholds.
Practical use
Strong prevention of a known threat because ordinary Cleansing does not remove Frenzy in the reference. Against other control still check the actual protection and an appropriate response.
Related spells and conditions
Frenzy · Cleansing
Equipped-set piece: Armor of Dwarven Kings
Compare equipment: Cuirass of the Dwarven Kings · Greaves of the Dwarven Kings · Helm of the Dwarven Kings · Shield of Crystal Ice · Bearhide Wraps
Names in other references: Tarcza Krasnoludzkich Królów
Manual · page 195 ↗ · Jaskinia Behemota ↗
Grants all catalogue Light Magic spells without requiring the learned school.
When it fits: Compare individual Haste or Endurance with the need for mass buffs.
Buildings and acquisition · relationship type
Use this link to compare against current stock. It does not establish that the shop sells this particular item.
How it works · parameters, rules and further relationships
- Granted school
- Light Magic
- Actual linked spell count
- 12
- Reference price before market modifiers
- 20000 gold
- Carrier inventory
- Left hand · shield, tome or scroll
Rules, conditions and restrictions
Effects use the hero’s actual mastery rather than automatic Expert. The tome occupies the left hand instead of a shield or scroll; granted access is not permanent learning after unequipping. For spells known only through the tome, Master of abilities grant neither mass versions nor their extra bonuses.
Practical use
Compare individual Haste or Endurance with the need for mass buffs. The tome alone creates no Mass Haste; healing and resurrection retain their own costs and type restrictions.
Compare equipment: Beginner's Magic Wand · Trident of the Titans · Wand · Staff of Sar-Issus
Names in other references: Wolumin Magii Światła
Manual · page 195 ↗ · Jaskinia Behemota ↗
Grants all catalogue Dark Magic spells without requiring the learned school.
When it fits: Can supply missing control to a less magically focused hero.
Buildings and acquisition · relationship type
Use this link to compare against current stock. It does not establish that the shop sells this particular item.
How it works · parameters, rules and further relationships
- Granted school
- Dark Magic
- Actual linked spell count
- 12
- Reference price before market modifiers
- 20000 gold
- Carrier inventory
- Left hand · shield, tome or scroll
Rules, conditions and restrictions
Effects use the hero’s actual mastery rather than automatic Expert. The tome occupies the left hand instead of a shield or scroll; granted access is not permanent learning after unequipping. For spells known only through the tome, Master of abilities grant neither mass/area versions nor their extra bonuses.
Practical use
Can supply missing control to a less magically focused hero. Before casting check actual effect rank, cost and target immunity; the tome alone bypasses no Frenzy or Puppet Master restriction.
Compare equipment: Beginner's Magic Wand · Trident of the Titans · Wand · Staff of Sar-Issus
Names in other references: Wolumin Magii Mroku
Manual · page 195 ↗ · Jaskinia Behemota ↗
Grants all catalogue Destructive Magic spells without requiring the learned school.
When it fits: For a damage caster track personal Spellpower and actual mastery rather than merely access to level five.
Buildings and acquisition · relationship type
Use this link to compare against current stock. It does not establish that the shop sells this particular item.
How it works · parameters, rules and further relationships
- Granted school
- Destructive Magic
- Actual linked spell count
- 12
- Reference price before market modifiers
- 20000 gold
- Carrier inventory
- Left hand · shield, tome or scroll
Rules, conditions and restrictions
Effects use the hero’s actual mastery rather than automatic Expert. The tome occupies the left hand instead of a shield or scroll; granted access is not permanent learning after unequipping. Warlocks receive no Empowered versions for spells known only through the tome. Applicable Master of freezing, stunning and burning effects nevertheless work according to the manual.
Practical use
For a damage caster track personal Spellpower and actual mastery rather than merely access to level five. With Armageddon check friendly troops and separate magical Fire from the physical center.
Compare equipment: Beginner's Magic Wand · Trident of the Titans · Wand · Staff of Sar-Issus
Names in other references: Wolumin Magii Zniszczenia
Manual · page 195 ↗ · Jaskinia Behemota ↗
Grants all catalogue Summoning Magic spells without requiring the learned school.
When it fits: Plan summons through actual Spellpower, terrain and the new stack’s initial ATB.
Buildings and acquisition · relationship type
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How it works · parameters, rules and further relationships
- Granted school
- Summoning Magic
- Actual linked spell count
- 12
- Reference price before market modifiers
- 20000 gold
- Carrier inventory
- Left hand · shield, tome or scroll
Rules, conditions and restrictions
Effects use the hero’s actual mastery rather than automatic Expert. The tome occupies the left hand instead of a shield or scroll; granted access is not permanent learning after unequipping. According to the manual, Master of bonuses do not apply to spells known only through the tome.
Practical use
Plan summons through actual Spellpower, terrain and the new stack’s initial ATB. Access to Conjure Phoenix does not imply Expert strength; Phantom Forces retains its own copying rules.
Compare equipment: Beginner's Magic Wand · Trident of the Titans · Wand · Staff of Sar-Issus
Names in other references: Wolumin Magii Przywołania
Manual · page 195 ↗ · Jaskinia Behemota ↗
Adds two hero Knowledge for greater base mana capacity.
When it fits: Useful when a caster lacks mana endurance for the full route.
Buildings and acquisition · relationship type
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How it works · parameters, rules and further relationships
- Hero · Knowledge
- +2
- Reference price before market modifiers
- 5000 gold
- Carrier inventory
- Head
Rules, conditions and restrictions
A larger capacity is not an instant refill or learning Death spells. The helmet’s name does not grant Necromancy, and the manual does not restrict the two Knowledge to Necromancer heroes.
Practical use
Useful when a caster lacks mana endurance for the full route. Arrange an actual refill before a demanding expedition; a higher empty maximum does not fund another spell by itself.
Compare all 68 spell formulas and costs →
Knowledge and Artificer: exact effects and crafting planner
Heroes to consider it for
Conditional suggestions for the game plan (68)
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.
Playstyles and commanders for this item
Conditional uses for actual faction plans. Links establish neither item ownership nor the hero’s starting state.
Magic and control
For more normal hero mana capacity through Knowledge; it can help classes beyond Necromancers.
The higher capacity must actually be filled. The name grants neither Necromancy nor more mana to every creature.
Compare equipment: Helm of Chaos · Crown of Sar-Issus
Names in other references: Hełm Nekromanty
Manual · page 196 ↗ · Jaskinia Behemota ↗
Raises Knowledge by three while reducing Defense by one.
When it fits: For a long sequence of fights compare mana endurance with casualties from lower Defense.
Buildings and acquisition · relationship type
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How it works · parameters, rules and further relationships
- Hero · Knowledge
- +3
- Drawback · Hero · Defense
- −1
- Reference price before market modifiers
- 5500 gold
- Carrier inventory
- Head
Rules, conditions and restrictions
Mana capacity comes with weaker physical defensive support for the army. This is not Heroes IV personal hero Defense. With Ring of the Broken Will it forms Will of Urgash, with separate full-set effects.
Practical use
For a long sequence of fights compare mana endurance with casualties from lower Defense. If the next battle uses none of the extra mana, another ordinary helmet can be more practical.
Compare all 68 spell formulas and costs →
Equipped-set piece: Will of Urgash
Knowledge and Artificer: exact effects and crafting planner
Compare equipment: Ring of the Broken Will · Necromancer's Helm · Crown of Sar-Issus
Names in other references: Hełm Chaosu
Manual · page 196 ↗ · Jaskinia Behemota ↗
Extends hero sight on the adventure map by four.
When it fits: Good for a scout choosing the next expedition direction.
Buildings and acquisition · relationship type
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How it works · parameters, rules and further relationships
- Hero · sight radius
- +4
- Reference price before market modifiers
- 4000 gold
- Carrier inventory
- Head
Rules, conditions and restrictions
This is sight radius rather than four movement points or revealing every enemy detail. The crown occupies the head instead of Knowledge, Spellpower or other combat equipment.
Practical use
Good for a scout choosing the next expedition direction. Before a decisive battle compare information value with a combat helmet while tracking any planned later equipment change.
Names in other references: Korona Wizji
Manual · page 196 ↗ · Jaskinia Behemota ↗
Adds three Knowledge and raises friendly war machines’ Initiative by ten percent.
When it fits: Interesting for plans using an active Ballista alongside magic.
Buildings and acquisition · relationship type
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This item has marked uncertainties. See the rules below.
How it works · parameters, rules and further relationships
- Hero · Knowledge
- +3
- Friendly war machines · Initiative
- +10%
- Reference price · conflict
- Manual 10500; Polish 11000 gold
- Carrier inventory
- Head
Conflicting or unverified rule: See this card’s rules for details.
Rules, conditions and restrictions
The Initiative component belongs to machines rather than every creature or the hero. It is not an automatic extra shot, a separate Ring of Machine Affinity effect. The crown is one of eight dragon pieces.
Practical use
Interesting for plans using an active Ballista alongside magic. If machines contribute little in most fights, assess mainly Knowledge and the dragon-set threshold reached.
Equipped-set piece: Power of Dragons
Compare equipment: Dragon Scale Armor · Dragon Scale Shield · Dragon Bone Greaves · Dragon Wing Mantle · Dragon Teeth Necklace · Dragon Eye Ring · Dragon Flame Tongue · Ring of Machine Affinity
Names in other references: Korona ze Szponów Smoka
Manual · page 196 ↗ · Jaskinia Behemota ↗
Adds one Morale and doubles Estates, Diplomacy and Recruitment effects when the hero has them.
When it fits: Assess the crown as recruitment and economic equipment rather than only one Morale.
Buildings and acquisition · relationship type
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How it works · parameters, rules and further relationships
- Army · Morale
- +1
- Learned abilities
- Estates, Diplomacy, Recruitment: ×2 effect
- With Diplomacy · offered paid joining
- 100% ordinary recruitment price
- Reference price before market modifiers
- 7000 gold
- Carrier inventory
- Head
Rules, conditions and restrictions
With Diplomacy, its Mood_Coef contribution changes from minus 0.2 to minus 0.4 and joining-chance contribution from ten to twenty percentage points. Offered paid joining then costs ordinary recruitment price instead of twice the price with Diplomacy alone. This does not override a scenario’s always-fight setting.
Practical use
Assess the crown as recruitment and economic equipment rather than only one Morale. Diplomacy guarantees no universal joining; power ratio, neutral mood, other contributions and the offered branch still matter.
Names in other references: Korona Dowódcy
Manual · page 196 ↗ · Jaskinia Behemota ↗ · Manual · page 323 ↗ · Manual · page 324 ↗
Increases experience gained by the hero by ten percent.
When it fits: Use while receiving significant experience and plan next-level thresholds.
Buildings and acquisition · relationship type
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How it works · parameters, rules and further relationships
- Hero · newly gained experience
- +10%
- Reference price before market modifiers
- 6000 gold
- Carrier inventory
- Head
Rules, conditions and restrictions
The bonus concerns newly gained experience rather than instantly adding ten percent of lifetime experience. For the two-piece Vestment of Enlightenment, the manual adds its ten, the armor’s twenty and the set’s fifteen percent to forty-five percent.
Practical use
Use while receiving significant experience and plan next-level thresholds. When a decisive fight mainly requires survival or more spells, compare its value with another helmet.
Equipped-set piece: Vestment of Enlightenment
Compare equipment: Scale Mail of Enlightenment
Names in other references: Turban Oświecenia
Manual · page 196 ↗ · Jaskinia Behemota ↗
Adds four Knowledge and protects led creatures against Blindness.
When it fits: Useful when blinding one essential stack would ruin the battle plan.
Buildings and acquisition · relationship type
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How it works · parameters, rules and further relationships
- Hero · Knowledge
- +4
- Led creatures · specific immunity
- Blindness
- Reference price before market modifiers
- 17000 gold
- Carrier inventory
- Head
Rules, conditions and restrictions
Immunity concerns a particular spell rather than every mind-affecting effect. Frenzy protection, for example, belongs separately to the set’s shield. The helmet forms one Armor of Dwarven Kings piece.
Practical use
Useful when blinding one essential stack would ruin the battle plan. Protection against Blindness still leaves other control and physically disabling that stack relevant.
Related spells and conditions
Blindness
Equipped-set piece: Armor of Dwarven Kings
Compare equipment: Cuirass of the Dwarven Kings · Greaves of the Dwarven Kings · Shield of the Dwarven Kings · Shield of Crystal Ice · Bearhide Wraps
Names in other references: Hełm Krasnoludzkich Królów
Manual · page 196 ↗ · Jaskinia Behemota ↗
Adds six Knowledge and forms a Sar-Issus Regalia piece.
When it fits: Value route-long mana endurance and reaching two or four pieces.
Buildings and acquisition · relationship type
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How it works · parameters, rules and further relationships
- Hero · Knowledge
- +6
- Reference price before market modifiers
- 15000 gold
- Carrier inventory
- Head
Rules, conditions and restrictions
Knowledge raises the ordinary mana limit. It is neither six Spellpower nor six extra mana each battle round. The full set has separate creature and casting-speed bonuses not provided by the crown alone.
Practical use
Value route-long mana endurance and reaching two or four pieces. For one expensive spell check the actually filled supply; a high maximum alone does not pay the cost.
Compare all 68 spell formulas and costs →
Equipped-set piece: Sar-Issus Regalia
Knowledge and Artificer: exact effects and crafting planner
Compare equipment: Robe of Sar-Issus · Staff of Sar-Issus · Ring of Sar-Issus · Necromancer's Helm · Helm of Chaos
Names in other references: Korona Sar-Issusa
Manual · page 196 ↗ · Jaskinia Behemota ↗
Adds two army Morale and Luck each.
When it fits: Stacks below the probability cap gain most directly.
Buildings and acquisition · relationship type
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How it works · parameters, rules and further relationships
- Army · Morale / Luck
- +2 / +2
- Reference price before market modifiers
- 12000 gold
- Carrier inventory
- Head
Rules, conditions and restrictions
Each point gives ten-percent applicable probability, capped at fifty percent. In Tribes of the East the value itself can exceed positive five as a buffer against penalties even though probability stops rising. Heroes themselves do not undergo ordinary morale.
Practical use
Stacks below the probability cap gain most directly. An unopposed increase from five to seven raises no chance, but an enemy minus two can leave it maximal. Also track the three-piece Lion’s Spirit.
Equipped-set piece: Lion’s Spirit
Compare equipment: Cape of the Lion's Mane · Necklace of the Lion · Cloak of Death's Shadow · Ring of the Broken Will
Names in other references: Lwia Korona
Manual · page 196 ↗ · Jaskinia Behemota ↗ · Manual · page 313 ↗ · Manual · page 314 ↗
Against a higher-level enemy hero temporarily equalizes level through primary attributes.
When it fits: A specialized tool for an under-levelled commander.
Buildings and acquisition · relationship type
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This item has marked uncertainties. See the rules below.
How it works · parameters, rules and further relationships
- Activation condition
- Enemy hero has a higher level
- Reference price before market modifiers
- 20000 gold
- Carrier inventory
- Head
Conflicting or unverified rule: See this card’s rules for details.
Rules, conditions and restrictions
Requires combat against a higher-level hero rather than any large neutral army. The manual describes increased primary stats; it is not presented as ordinary experience gain and a complete choice of new skills.
Practical use
A specialized tool for an under-levelled commander. When personal level is equal or higher compare the inactive conditional effect with an always-effective crown. Do not infer exact stat gains solely from the level gap without verification.
Compare all 68 spell formulas and costs →
Compare equipment: Edge of Balance · Dragon Flame Tongue · Runic War Axe · Runic War Harness
Names in other references: Maska Zmiennokształtnego
Manual · page 197 ↗ · Jaskinia Behemota ↗
Adds one hero Defense and one army Morale.
When it fits: Less expensive mixed equipment when the army actually uses morale.
Buildings and acquisition · relationship type
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How it works · parameters, rules and further relationships
- Hero · Defense
- +1
- Army · Morale
- +1
- Reference price before market modifiers
- 5500 gold
- Carrier inventory
- Torso
Rules, conditions and restrictions
Defense supports led troops’ physical defenses and Morale their battle resolution. Undead and mechanical creatures have their own exceptions; this is not a personal hero Defense point as in Heroes IV.
Practical use
Less expensive mixed equipment when the army actually uses morale. For armies without ordinary morale compare Defense alone with available armor; at high morale account for the probability cap.
Compare equipment: Moonblade · Ogre Shield
Names in other references: Zbroja Odwagi
Manual · page 197 ↗ · Jaskinia Behemota ↗
Raises the hero’s Spellpower by two points.
When it fits: Compare its general two with Robe of Sar-Issus and an army-defense alternative.
Buildings and acquisition · relationship type
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How it works · parameters, rules and further relationships
- Hero · Spellpower
- +2
- Reference price before market modifiers
- 5000 gold
- Carrier inventory
- Torso
Rules, conditions and restrictions
The primary stat improves formulas actually using it. It does not add two duration units to every spell or grant an unlearned level-five spell. This armor itself adds no Defense.
Practical use
Compare its general two with Robe of Sar-Issus and an army-defense alternative. A build using only fixed-effect spells can benefit less from Spellpower than expected.
Compare all 68 spell formulas and costs →
Compare equipment: Beginner's Magic Wand · Trident of the Titans · Wand · Staff of Sar-Issus
Names in other references: Napierśnik Starożytnej Mocy
Manual · page 197 ↗ · Jaskinia Behemota ↗
Adds three Spellpower while reducing army Morale by one.
When it fits: For a largely Undead army the penalty can matter less than for a living mixed composition.
Buildings and acquisition · relationship type
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How it works · parameters, rules and further relationships
- Hero · Spellpower
- +3
- Drawback · Army · Morale
- −1
- Reference price before market modifiers
- 4700 gold
- Carrier inventory
- Torso
Rules, conditions and restrictions
The magic boost comes with lower morale for creatures subject to it. This is not a cheaper breastplate with the same effect and no drawback. Creatures not ordinarily checking morale have different penalty eligibility.
Practical use
For a largely Undead army the penalty can matter less than for a living mixed composition. Still check actual stack types and do not mistake Spellpower for protection against physical pressure.
Compare all 68 spell formulas and costs →
Compare equipment: Beginner's Magic Wand · Trident of the Titans · Wand · Staff of Sar-Issus
Names in other references: Tunika Rzeźbionego Ciała
Manual · page 197 ↗ · Jaskinia Behemota ↗
Adds three Attack and raises large led creatures’ Initiative by five percent.
When it fits: For large attackers include both offense and action frequency.
Buildings and acquisition · relationship type
Use this link to compare against current stock. It does not establish that the shop sells this particular item.
This item has marked uncertainties. See the rules below.
How it works · parameters, rules and further relationships
- Hero · Attack
- +3
- Large led creatures · Initiative
- +5%
- Reference price · conflict
- Manual 10500; Polish 11000 gold
- Carrier inventory
- Torso
Conflicting or unverified rule: See this card’s rules for details.
Rules, conditions and restrictions
Large means battlefield footprint rather than only tier seven. Small creatures benefit from hero Attack but not the large-creature Initiative branch. Part of Power of Dragons; source prices differ.
Practical use
For large attackers include both offense and action frequency. When completing the dragon set distinguish each piece’s effects from reached thresholds; the armor alone recruits no daily tier-seven creature.
Equipped-set piece: Power of Dragons
Compare equipment: Dragon Scale Shield · Dragon Bone Greaves · Dragon Wing Mantle · Dragon Teeth Necklace · Dragon Talon Crown · Dragon Eye Ring · Dragon Flame Tongue · Staff of the Netherworld · Windstrider Boots
Names in other references: Zbroja ze Smoczych Łusek
Manual · page 197 ↗ · Jaskinia Behemota ↗
Adds two hero Defense and Knowledge each.
When it fits: With both pieces the total before other equipment is three to each primary stat.
Buildings and acquisition · relationship type
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How it works · parameters, rules and further relationships
- Hero · Defense
- +2
- Hero · Knowledge
- +2
- Reference price before market modifiers
- 10000 gold
- Carrier inventory
- Torso
Rules, conditions and restrictions
Defense supports army physical defense and Knowledge hero mana capacity. Runic War Axe supplies the other two stats for Runeforce; the complete set additionally grants one to all four primary attributes.
Practical use
With both pieces the total before other equipment is three to each primary stat. Compare a balanced setup with specialized damage and separately assess the Warlock’s Elemental Vision bonus.
Compare all 68 spell formulas and costs →
Equipped-set piece: Runeforce
Compare equipment: Runic War Axe · Edge of Balance · Dragon Flame Tongue · Mask of Equity
Names in other references: Runiczna Uprząż Wojenna
Manual · page 197 ↗ · Jaskinia Behemota ↗
Raises newly gained hero experience by twenty percent.
When it fits: For a reference 1000 XP award without other modifiers the armor alone gives 1200 and both pieces including the set 1450. Before an expedition consider lost combat armor and when the actual award is received.
Buildings and acquisition · relationship type
Use this link to compare against current stock. It does not establish that the shop sells this particular item.
How it works · parameters, rules and further relationships
- Hero · newly gained experience
- +20%
- Reference price before market modifiers
- 10000 gold
- Carrier inventory
- Torso
Rules, conditions and restrictions
Does not retroactively increase stored experience. With Turban of Enlightenment it forms the two-piece Vestment: armor twenty, turban ten and set fifteen percent add to forty-five rather than multiplying three factors.
Practical use
For a reference 1000 XP award without other modifiers the armor alone gives 1200 and both pieces including the set 1450. Before an expedition consider lost combat armor and when the actual award is received.
Equipped-set piece: Vestment of Enlightenment
Compare equipment: Turban of Enlightenment
Names in other references: Kolczuga Oświecenia
Manual · page 197 ↗ · Jaskinia Behemota ↗
Adds four Defense and protects led creatures against Implosion.
When it fits: Useful against an opponent relying on a powerful single Implosion against the key stack.
Buildings and acquisition · relationship type
Use this link to compare against current stock. It does not establish that the shop sells this particular item.
How it works · parameters, rules and further relationships
- Hero · Defense
- +4
- Led creatures · specific immunity
- Implosion
- Reference price before market modifiers
- 17500 gold
- Carrier inventory
- Torso
Rules, conditions and restrictions
This specific immunity does not cover all Destructive Magic. Meteor Shower and Armageddon retain separate effects and conditions. The cuirass is one of four Armor of Dwarven Kings pieces.
Practical use
Useful against an opponent relying on a powerful single Implosion against the key stack. If the enemy switches to area magic, this immunity does not replace positioning and further defense.
Related spells and conditions
Implosion
Equipped-set piece: Armor of Dwarven Kings
Compare equipment: Greaves of the Dwarven Kings · Helm of the Dwarven Kings · Shield of the Dwarven Kings · Shield of Crystal Ice · Bearhide Wraps
Names in other references: Pancerz Krasnoludzkich Królów
Manual · page 197 ↗ · Jaskinia Behemota ↗
Adds six Spellpower and forms a Sar-Issus Regalia piece.
When it fits: Strong for a caster whose main effect scales with Spellpower.
Buildings and acquisition · relationship type
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How it works · parameters, rules and further relationships
- Hero · Spellpower
- +6
- Reference price before market modifiers
- 15000 gold
- Carrier inventory
- Torso
Rules, conditions and restrictions
Spellpower changes applicable spell formulas. This is not six Knowledge, the set threshold’s doubled creature mana or a Defense bonus. The four-piece set and special Wizard bonus are evaluated separately.
Practical use
Strong for a caster whose main effect scales with Spellpower. Compare greater damage per cast with casting more often; the robe alone does not change hero ATB speed.
Compare all 68 spell formulas and costs →
Equipped-set piece: Sar-Issus Regalia
Compare equipment: Staff of Sar-Issus · Crown of Sar-Issus · Ring of Sar-Issus · Beginner's Magic Wand · Trident of the Titans · Wand
Names in other references: Szata Sar-Issusa
Manual · page 197 ↗ · Jaskinia Behemota ↗
Adds two to all four primary attributes and twenty-percent army Magic Resistance.
When it fits: A versatile choice for combined army and magic play.
Buildings and acquisition · relationship type
Use this link to compare against current stock. It does not establish that the shop sells this particular item.
How it works · parameters, rules and further relationships
- Hero · Attack
- +2
- Hero · Defense
- +2
- Hero · Spellpower
- +2
- Hero · Knowledge
- +2
- Army · Magic Resistance
- 20% chance
- Reference price before market modifiers
- 28000 gold
- Carrier inventory
- Torso
Rules, conditions and restrictions
Resistance means a chance to resist an applicable spell rather than guaranteed one-fifth reduction of every incoming magic hit. The four stats are Attack, Defense, Spellpower and Knowledge; Morale and Luck are not included.
Practical use
A versatile choice for combined army and magic play. Survival must not depend solely on resisting one critical spell; a reliable specific immunity can solve a different problem better.
Compare all 68 spell formulas and costs →
Compare equipment: Edge of Balance · Dragon Flame Tongue · Runic War Axe · Mask of Equity
Names in other references: Zbroja Zapomnianego Bohatera
Manual · page 197 ↗ · Jaskinia Behemota ↗
Add one Defense and twenty-five-percent protection from cold spells.
When it fits: Less expensive targeted defense against cold casting.
Buildings and acquisition · relationship type
Use this link to compare against current stock. It does not establish that the shop sells this particular item.
How it works · parameters, rules and further relationships
- Hero · Defense
- +1
- Army · cold protection
- 25%
- Reference price before market modifiers
- 4500 gold
- Carrier inventory
- Cloak and back
Rules, conditions and restrictions
Primary Defense supports led creatures’ physical defense, while cold protection has an elemental restriction. This is neither complete immunity nor a general chance to resist every spell.
Practical use
Less expensive targeted defense against cold casting. Compare its small general Defense bonus with damage prevented from Ice Bolt; count no such protection against another element.
Related spells and conditions
Ice Bolt · Circle of Winter · Deep Freeze
Compare equipment: Shield of Crystal Ice · Shield of the Dwarven Kings · Helm of the Dwarven Kings · Cuirass of the Dwarven Kings
Names in other references: Skóra Niedźwiedzia
Manual · page 197 ↗ · Jaskinia Behemota ↗
Reduces incoming enemy Earth spell damage by fifty percent.
When it fits: Preparation against powerful Implosion or Meteor Shower.
Buildings and acquisition · relationship type
Use this link to compare against current stock. It does not establish that the shop sells this particular item.
How it works · parameters, rules and further relationships
- Incoming enemy Earth magic
- −50% damage
- Reference price before market modifiers
- 4000 gold
- Carrier inventory
- Cloak and back
Rules, conditions and restrictions
This reduces damage of a particular element rather than giving a fifty-percent chance to resist the entire spell. It does not strengthen friendly Earth damage like Emerald Slippers.
Practical use
Preparation against powerful Implosion or Meteor Shower. Reassess protection when the enemy changes element; the item itself adds no general Defense against physical attacks.
Related spells and conditions
Stone Spikes · Meteor Shower · Implosion
Compare equipment: Shield of Crystal Ice · Shield of the Dwarven Kings · Helm of the Dwarven Kings · Cuirass of the Dwarven Kings
Names in other references: Peleryna Sylanny
Manual · page 197 ↗ · Jaskinia Behemota ↗
Increases friendly Fire spell damage by fifty percent.
When it fits: Useful for Fireball and other Fire effects.
Buildings and acquisition · relationship type
Use this link to compare against current stock. It does not establish that the shop sells this particular item.
How it works · parameters, rules and further relationships
- Hero · Fire spells
- +50% damage
- Reference price before market modifiers
- 6000 gold
- Carrier inventory
- Cloak and back
Rules, conditions and restrictions
The offensive bonus is not Fire immunity. Armageddon affects both armies and has a physical center in addition to Fire; its different components cannot safely be treated as one identical multiplier.
Practical use
Useful for Fireball and other Fire effects. Before an area hit check friendly targets and both sides’ protection; stronger friendly damage can worsen the result.
Related spells and conditions
Fireball · Firewall · Armageddon
Compare equipment: Beginner's Magic Wand · Trident of the Titans · Wand · Staff of Sar-Issus
Names in other references: Pierzasta Peleryna Feniksa
Manual · page 197 ↗ · Jaskinia Behemota ↗
Adds 250 kingdom gold daily while equipped.
When it fits: Seven payouts yield 1750 gold.
Buildings and acquisition · relationship type
Use this link to compare against current stock. It does not establish that the shop sells this particular item.
How it works · parameters, rules and further relationships
- Kingdom · daily income
- +250 gold
- Reference price before market modifiers
- 3000 gold
- Carrier inventory
- Cloak and back
Rules, conditions and restrictions
This is daily income rather than a payout per step or handoff. Sack identifies the weaker 250-gold item in this reference; Bag of Endless Gold has its separate thousand-gold income.
Practical use
Seven payouts yield 1750 gold. Against the reference price of 3000 income alone takes twelve payouts, excluding travel, losses and market price changes; also consider the occupied cloak slot.
Playstyles and commanders for this item
Conditional uses for actual faction plans. Links establish neither item ownership nor the hero’s starting state.
Economy and reinforcements
For smaller recurring daily income over a sufficiently long game.
Sack provides 250 gold daily here. Do not import another game’s similarly named amount or count backpack income.
- HavenNo selected specialist; compare the general army.
- AcademyNo selected specialist; compare the general army.
- DungeonKythra
- InfernoNo selected specialist; compare the general army.
- NecropolisNo selected specialist; compare the general army.
- SylvanNo selected specialist; compare the general army.
- FortressNo selected specialist; compare the general army.
- StrongholdNo selected specialist; compare the general army.
Compare equipment: Bag of Endless Gold · Horn of Plenty
Names in other references: Sakwa Złota bez Dna
Manual · page 197 ↗ · Jaskinia Behemota ↗
Adds four Attack and unlimited ammunition to led shooters.
When it fits: Value rises in long fights with limited normal shots and strong ranged stacks.
Buildings and acquisition · relationship type
Use this link to compare against current stock. It does not establish that the shop sells this particular item.
How it works · parameters, rules and further relationships
- Led shooters · Attack
- +4
- Led shooters · ammunition
- Unlimited
- Reference price before market modifiers
- 7000 gold
- Carrier inventory
- Cloak and back
Rules, conditions and restrictions
Attack belongs to ranged creatures rather than all physical troops. Ammunition adds neither a shot within one action nor distance-penalty removal by itself; Unicorn Horn Bow supplies the latter in Archer’s Dream.
Practical use
Value rises in long fights with limited normal shots and strong ranged stacks. With the set’s bow assess full long-range damage separately from reduced ATB recovery after shooting.
Equipped-set piece: Archer’s Dream
Playstyles and commanders for this item
Conditional uses for actual faction plans. Links establish neither item ownership nor the hero’s starting state.
Ranged army
For stronger shooters and a longer fight that would otherwise exhaust ammunition.
Unlimited ammunition is not an additional shot in the same action. The quiver alone removes no distance penalty and occupies the cloak slot.
Compare equipment: Unicorn Horn Bow
Names in other references: Drzewny Kołczan
Manual · page 197 ↗ · Jaskinia Behemota ↗
Adds three hero Knowledge and ten-percent Initiative to led flying creatures.
When it fits: For flying attackers it combines action frequency with mana endurance.
Buildings and acquisition · relationship type
Use this link to compare against current stock. It does not establish that the shop sells this particular item.
This item has marked uncertainties. See the rules below.
How it works · parameters, rules and further relationships
- Hero · Knowledge
- +3
- Led flying creatures · Initiative
- +10%
- Reference price · conflict
- Manual 10500; Polish 11000 gold
- Carrier inventory
- Cloak and back
Conflicting or unverified rule: See this card’s rules for details.
Rules, conditions and restrictions
The flying condition selects Initiative recipients; the mantle turns neither ground troops into flyers nor the hero into an adventure-map flyer. Part of Power of Dragons, with conflicting reference prices.
Practical use
For flying attackers it combines action frequency with mana endurance. With a purely ground army assess Knowledge and set thresholds rather than expecting ten percent for everybody.
Equipped-set piece: Power of Dragons
Compare equipment: Dragon Scale Armor · Dragon Scale Shield · Dragon Bone Greaves · Dragon Teeth Necklace · Dragon Talon Crown · Dragon Eye Ring · Dragon Flame Tongue · Staff of the Netherworld · Windstrider Boots
Names in other references: Płaszcz ze Skrzydeł Smoka
Manual · page 197 ↗ · Jaskinia Behemota ↗
Adds two led-creature Morale and forms a Lion’s Spirit piece.
When it fits: Going from one to three Morale directly raises chance from ten to thirty percent.
Buildings and acquisition · relationship type
Use this link to compare against current stock. It does not establish that the shop sells this particular item.
How it works · parameters, rules and further relationships
- Army · Morale
- +2
- Reference price before market modifiers
- 6000 gold
- Carrier inventory
- Cloak and back
Rules, conditions and restrictions
Morale does not affect all creature types without exceptions, and heroes do not ordinarily check it. Probability caps at fifty percent, while higher values in Tribes of the East can buffer penalties.
Practical use
Going from one to three Morale directly raises chance from ten to thirty percent. At already high values assess mainly the buffer and completing three set pieces for hero ATB movement.
Equipped-set piece: Lion’s Spirit
Compare equipment: Lion Crown · Necklace of the Lion · Cloak of Death's Shadow · Ring of the Broken Will
Names in other references: Peleryna Lwiej Grzywy
Manual · page 197 ↗ · Jaskinia Behemota ↗
Adds 1000 kingdom gold per day as equipped income.
When it fits: Seven actual payouts yield 7000 gold.
Buildings and acquisition · relationship type
Use this link to compare against current stock. It does not establish that the shop sells this particular item.
How it works · parameters, rules and further relationships
- Kingdom · daily income
- +1000 gold
- Reference price before market modifiers
- 10000 gold
- Carrier inventory
- Cloak and back
Rules, conditions and restrictions
Income belongs to the daily budget. Handoffs between carriers create no new payout. In this edition Bag yields four times Sack of Endless Gold; their names and artwork remain distinct.
Practical use
Seven actual payouts yield 7000 gold. Compare remaining map duration with investment and other sources; an immediate army need can matter more than future income.
Playstyles and commanders for this item
Conditional uses for actual faction plans. Links establish neither item ownership nor the hero’s starting state.
Economy and reinforcements
For a larger daily gold contribution when actual cost and map length justify it.
It conflicts with Sack and combat cloaks. Daily income is not immediate pickup cash.
- HavenNo selected specialist; compare the general army.
- AcademyNo selected specialist; compare the general army.
- DungeonKythra
- InfernoNo selected specialist; compare the general army.
- NecropolisNo selected specialist; compare the general army.
- SylvanNo selected specialist; compare the general army.
- FortressNo selected specialist; compare the general army.
- StrongholdNo selected specialist; compare the general army.
Compare equipment: Sack of Endless Gold · Horn of Plenty
Names in other references: Torba Złota bez Dna
Manual · page 197 ↗ · Jaskinia Behemota ↗
Reduces enemy creatures’ Morale and Luck by two each.
When it fits: Against three Luck, minus two alone reduces good-luck chance from thirty to ten percent.
Buildings and acquisition · relationship type
Use this link to compare against current stock. It does not establish that the shop sells this particular item.
How it works · parameters, rules and further relationships
- Enemy creatures · Morale / Luck
- −2 / −2
- Reference price before market modifiers
- 13000 gold
- Carrier inventory
- Cloak and back
Rules, conditions and restrictions
These penalize the enemy rather than curse the wearer. Creature-type morale exceptions remain; in Tribes of the East a buffer above five can absorb some penalty without changing final probability.
Practical use
Against three Luck, minus two alone reduces good-luck chance from thirty to ten percent. Against seven it only reaches five and retains the cap. Value it through actual enemy stats and Death’s Embrace pieces.
Equipped-set piece: Death’s Embrace
Compare equipment: Staff of the Netherworld · Ring of the Unrepentant · Amulet of Necromancy · Lion Crown · Cape of the Lion's Mane · Necklace of the Lion · Ring of the Broken Will
Names in other references: Płaszcz Cienia Śmierci
Manual · page 197 ↗ · Jaskinia Behemota ↗
Negates enemy immunity to mind-affecting effects.
When it fits: Before a control plan check the target’s actual protection type and available spell.
Buildings and acquisition · relationship type
Use this link to compare against current stock. It does not establish that the shop sells this particular item.
How it works · parameters, rules and further relationships
- Specific immunity bypassed
- Mind Affect
- Reference price before market modifiers
- 20000 gold
- Carrier inventory
- Cloak and back
Rules, conditions and restrictions
Mind Affect immunity differs from complete magic immunity and probabilistic Resistance. The cloak grants neither every corresponding spell nor general bypass of every protection type.
Practical use
Before a control plan check the target’s actual protection type and available spell. Removing one immunity does not guarantee every other targeting and effect condition is satisfied.
Related spells and conditions
Confusion · Frenzy · Blindness · Puppet Master
Compare equipment: Shield of Crystal Ice · Shield of the Dwarven Kings · Helm of the Dwarven Kings · Cuirass of the Dwarven Kings
Names in other references: Peleryna Sandro
Manual · page 197 ↗ · Jaskinia Behemota ↗
Give the hero the ability to fly over adventure-map terrain.
When it fits: Compare a shortcut over an obstacle with losing another useful cloak.
Buildings and acquisition · relationship type
Use this link to compare against current stock. It does not establish that the shop sells this particular item.
This item has marked uncertainties. See the rules below.
How it works · parameters, rules and further relationships
- Hero · adventure ability
- Flight over terrain
- Reference price before market modifiers
- 40000 gold
- Carrier inventory
- Cloak and back
Conflicting or unverified rule: See this card’s rules for details.
Rules, conditions and restrictions
This is a hero adventure ability rather than granting flight to every combat creature. The short inventories do not specify each crossing cost or all route-ending edge conditions.
Practical use
Compare a shortcut over an obstacle with losing another useful cloak. When planning down to the last movement points verify the installed version’s valid destination; this does not guarantee passing every map script.
Compare equipment: Boots of the Swift Journey · Boots of the Open Road · Boots of Levitation · Sextant of the Sea Elves
Names in other references: Skrzydła Anioła
Manual · page 197 ↗ · Jaskinia Behemota ↗
Raise all led units’ battle Speed by one.
When it fits: Value is greatest when one more tile enables contact or a safe withdrawal.
Buildings and acquisition · relationship type
Use this link to compare against current stock. It does not establish that the shop sells this particular item.
How it works · parameters, rules and further relationships
- Led creatures · battle Speed
- +1
- Reference price before market modifiers
- 7000 gold
- Carrier inventory
- Feet
Rules, conditions and restrictions
Speed means movement reach during a battle action rather than Initiative’s action frequency. The manual additionally explicitly excludes creature speed and initiative from the hero’s daily adventure movement.
Practical use
Value is greatest when one more tile enables contact or a safe withdrawal. For reaching a mine faster compare Boots of the Swift Journey or Boots of the Open Road instead.
Playstyles and commanders for this item
Conditional uses for actual faction plans. Links establish neither item ownership nor the hero’s starting state.
Melee pressure
When one point of Speed makes the intended melee target reachable.
They add neither Initiative nor daily hero travel. Check the path and retaliation after moving.
Warcries and combat tempo
When one point of Speed makes the intended melee target reachable.
They add neither Initiative nor daily hero travel. Check the path and retaliation after moving.
- StrongholdNo selected specialist; compare the general army.
Compare equipment: Staff of the Netherworld · Dragon Scale Shield · Dragon Scale Armor · Dragon Wing Mantle
Names in other references: Buty Obieżyświata
Manual · page 196 ↗ · Jaskinia Behemota ↗ · Manual · page 300 ↗
Provide ten-percent Magic Resistance as probabilistic protection against applicable magic.
When it fits: Against a caster weigh protection against lost combat reach or travel bonuses from other boots.
Buildings and acquisition · relationship type
Use this link to compare against current stock. It does not establish that the shop sells this particular item.
How it works · parameters, rules and further relationships
- Magic Resistance
- 10% chance
- Reference price before market modifiers
- 4000 gold
- Carrier inventory
- Feet
Rules, conditions and restrictions
Magic Resistance is a chance to resist a spell, unlike Magic Protection’s consistent damage reduction. Ten percent does not mean each hit is ten percent weaker or that the tenth cast must fail after nine hits.
Practical use
Against a caster weigh protection against lost combat reach or travel bonuses from other boots. Before one decisive spell do not treat a ten-percent successful resistance as certain.
Playstyles and commanders for this item
Conditional uses for actual faction plans. Links establish neither item ownership nor the hero’s starting state.
Defense and endurance
For a chance to resist an applicable enemy spell.
Magic Resistance is neither guaranteed reduction of every hit nor full immunity. Account for another pair’s lost benefit.
Compare equipment: Shield of Crystal Ice · Shield of the Dwarven Kings · Helm of the Dwarven Kings · Cuirass of the Dwarven Kings
Names in other references: Buty Magicznej Obrony
Manual · page 196 ↗ · Jaskinia Behemota ↗
Increase Earth spell damage by fifty percent.
When it fits: For focused Implosion compare the multiplier with overall Spellpower.
Buildings and acquisition · relationship type
Use this link to compare against current stock. It does not establish that the shop sells this particular item.
How it works · parameters, rules and further relationships
- Hero · Earth spells
- +50% damage
- Reference price before market modifiers
- 6000 gold
- Carrier inventory
- Feet
Rules, conditions and restrictions
Applies to Earth-element spells such as Stone Spikes, Meteor Shower and Implosion. It grants no general attack bonus to every Earth-aligned creature or every kind of Destructive magic.
Practical use
For focused Implosion compare the multiplier with overall Spellpower. Before investing check the target’s specific immunity; Dwarven Kings shield and cuirass grant different precise protections not removed by this damage bonus.
Related spells and conditions
Stone Spikes · Meteor Shower · Implosion
Compare equipment: Beginner's Magic Wand · Trident of the Titans · Wand · Staff of Sar-Issus
Names in other references: Szmaragdowe Trzewiki
Manual · page 196 ↗ · Jaskinia Behemota ↗
Add three Spellpower and ten-percent Initiative to eligible non-flying melee creatures.
When it fits: For flying attackers assess mainly Spellpower and any set threshold.
Buildings and acquisition · relationship type
Use this link to compare against current stock. It does not establish that the shop sells this particular item.
This item has marked uncertainties. See the rules below.
How it works · parameters, rules and further relationships
- Hero · Spellpower
- +3
- Non-flying melee creatures · Initiative
- +10%
- Reference price · conflict
- Manual 10500; Polish 11000 gold
- Carrier inventory
- Feet
Conflicting or unverified rule: See this card’s rules for details.
Rules, conditions and restrictions
The Initiative branch explicitly requires non-flying melee creatures rather than every friendly unit. Hero Spellpower is separate. The greaves belong to Power of Dragons and have a source-price conflict.
Practical use
For flying attackers assess mainly Spellpower and any set threshold. Ground melee troops can also act more frequently, while greater reach in one move requires comparing the separate Speed attribute.
Equipped-set piece: Power of Dragons
Compare equipment: Dragon Scale Armor · Dragon Scale Shield · Dragon Wing Mantle · Dragon Teeth Necklace · Dragon Talon Crown · Dragon Eye Ring · Dragon Flame Tongue · Staff of the Netherworld
Names in other references: Nagolenniki ze Smoczych Kości
Manual · page 196 ↗ · Jaskinia Behemota ↗
Increase daily land movement points by twenty-five percent after Logistics.
When it fits: On roads and native terrain more movement is directly useful.
Buildings and acquisition · relationship type
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How it works · parameters, rules and further relationships
- Land · bonus after Logistics
- +25%
- With boots · no / Basic / Advanced / Expert Logistics
- 3125 / 3436 / 3748 / 4061 points
- Reference price before market modifiers
- 15000 gold
- Carrier inventory
- Feet
Rules, conditions and restrictions
The manual gives a 2500 base and 3125 with boots without Logistics. After its integer handling it lists Basic 3436, Advanced 3748 and Expert 4061 with boots. Nominal Expert thirty percent plus boots twenty-five percent multiplies to 1.625 rather than adding to fifty-five percent. These boots do not apply at sea.
Practical use
On roads and native terrain more movement is directly useful. On foreign sand costing 150 per straight step without other bonuses, 3125 funds twenty steps; Open Road’s removed penalty instead funds twenty-five steps at 100 from the base 2500.
Playstyles and commanders for this item
Conditional uses for actual faction plans. Links establish neither item ownership nor the hero’s starting state.
Travel and scouting
For a longer daily land route after Logistics.
They are not combat Windstrider Boots and their land bonus does not apply at sea. They do not instantly refill spent movement.
Compare equipment: Wings of the Angel · Boots of the Open Road · Boots of Levitation · Sextant of the Sea Elves
Names in other references: Buty Szybkiej Podróży
Manual · page 196 ↗ · Jaskinia Behemota ↗ · Manual · page 300 ↗
Remove terrain penalties from hero land movement.
When it fits: On foreign snow or sand a base straight step falls from 150 to 100; ordinary unpenalized grass gives no such saving.
Buildings and acquisition · relationship type
Use this link to compare against current stock. It does not establish that the shop sells this particular item.
How it works · parameters, rules and further relationships
- Land · terrain penalty
- Removed
- Reference price before market modifiers
- 11000 gold
- Carrier inventory
- Feet
Rules, conditions and restrictions
Reduce the cost of a penalized step rather than directly raising the daily pool. Pathfinding removes half the penalty and these boots all of it. The manual determines native terrain through hero faction; fast or terrain-native creatures do not change it themselves.
Practical use
On foreign snow or sand a base straight step falls from 150 to 100; ordinary unpenalized grass gives no such saving. Compare the actual planned route with Swift Journey’s more general movement supply.
Playstyles and commanders for this item
Conditional uses for actual faction plans. Links establish neither item ownership nor the hero’s starting state.
Travel and scouting
When an actual terrain penalty limits the route.
They do not grant Swift Journey’s percentage bonus. Both occupy the same boots slot; compare the actual route.
Compare equipment: Wings of the Angel · Boots of the Swift Journey · Boots of Levitation · Sextant of the Sea Elves
Names in other references: Buty Szerokiej Drogi
Manual · page 196 ↗ · Jaskinia Behemota ↗ · Manual · page 300 ↗ · Manual · page 299 ↗
Add four hero Attack and protect led creatures against Slow.
When it fits: For fast attackers they can combine greater damage with preventing an important Slow.
Buildings and acquisition · relationship type
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How it works · parameters, rules and further relationships
- Hero · Attack supporting troops
- +4
- Led creatures · specific immunity
- Slow
- Reference price before market modifiers
- 17000 gold
- Carrier inventory
- Feet
Rules, conditions and restrictions
Immunity concerns Slow rather than every possible Initiative reduction. A passive Staff of the Netherworld, for example, has a different stated source. The greaves form one Armor of Dwarven Kings piece.
Practical use
For fast attackers they can combine greater damage with preventing an important Slow. Consider whether equipping them currently sacrifices another pair’s necessary daily travel bonus.
Related spells and conditions
Slow
Equipped-set piece: Armor of Dwarven Kings
Compare equipment: Cuirass of the Dwarven Kings · Helm of the Dwarven Kings · Shield of the Dwarven Kings · Shield of Crystal Ice
Names in other references: Nagolenniki Krasnoludzkich Królów
Manual · page 196 ↗ · Jaskinia Behemota ↗
Add one to all four primary attributes and to Morale and Luck.
When it fits: Balanced when the composition uses physical combat, magic, morale and luck.
Buildings and acquisition · relationship type
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How it works · parameters, rules and further relationships
- Hero · Attack
- +1
- Hero · Defense
- +1
- Hero · Spellpower
- +1
- Hero · Knowledge
- +1
- Army · Morale
- +1
- Army · Luck
- +1
- Reference price before market modifiers
- 16000 gold
- Carrier inventory
- Feet
Rules, conditions and restrictions
There are six distinct contributions rather than increased battle Speed or daily travel. Morale and Luck retain their eligibility and probability caps; added Knowledge alone does not refill current mana.
Practical use
Balanced when the composition uses physical combat, magic, morale and luck. A specific task may prefer specialized immunity, reach or travel; every one-point contribution is not automatically equally valuable.
Compare all 68 spell formulas and costs →
Compare equipment: Edge of Balance · Dragon Flame Tongue · Runic War Axe · Mask of Equity
Names in other references: Sandały Błogosławionych
Manual · page 196 ↗ · Jaskinia Behemota ↗
Allow the hero to move across the sea.
When it fits: Assess the route enabled rather than treating the name as a universally faster boat.
Buildings and acquisition · relationship type
Use this link to compare against current stock. It does not establish that the shop sells this particular item.
This item has marked uncertainties. See the rules below.
How it works · parameters, rules and further relationships
- Hero · adventure ability
- Movement across sea
- Reference price before market modifiers
- 20000 gold
- Carrier inventory
- Feet
Conflicting or unverified rule: See this card’s rules for details.
Rules, conditions and restrictions
The cited card grants crossing water rather than Sextant of the Sea Elves’ percentage sea bonus. These short descriptions do not settle exact end-of-day conditions or transitions between a boat and levitation.
Practical use
Assess the route enabled rather than treating the name as a universally faster boat. Before committing to a long crossing check a valid destination and installed-version behavior at the remaining-movement boundary.
Compare equipment: Wings of the Angel · Boots of the Swift Journey · Boots of the Open Road · Sextant of the Sea Elves
Names in other references: Buty Lewitacji
Manual · page 196 ↗ · Jaskinia Behemota ↗
Raises led creatures’ Morale by one and forms a Lion’s Spirit piece.
When it fits: An inexpensive addition when the point actually increases the applicable chance.
Buildings and acquisition · relationship type
Use this link to compare against current stock. It does not establish that the shop sells this particular item.
How it works · parameters, rules and further relationships
- Army · Morale
- +1
- Reference price before market modifiers
- 3000 gold
- Carrier inventory
- Neck
Rules, conditions and restrictions
Morale has creature-type exceptions and a fifty-percent probability cap. Adding a point guarantees no new full action after every turn. In Tribes of the East values above five can buffer enemy penalties.
Practical use
An inexpensive addition when the point actually increases the applicable chance. On reaching three pieces distinguish creature morale from the set’s separate hero ATB movement.
Equipped-set piece: Lion’s Spirit
Compare equipment: Lion Crown · Cape of the Lion's Mane · Cloak of Death's Shadow · Ring of the Broken Will
Names in other references: Naszyjnik Lwa
Manual · page 198 ↗ · Jaskinia Behemota ↗
Raises friendly cold spell damage by fifty percent.
When it fits: Compare the main spell’s multiplier with general Spellpower value.
Buildings and acquisition · relationship type
Use this link to compare against current stock. It does not establish that the shop sells this particular item.
How it works · parameters, rules and further relationships
- Hero · cold spells
- +50% damage
- Reference price before market modifiers
- 6000 gold
- Carrier inventory
- Neck
Rules, conditions and restrictions
Affects the corresponding element, including Ice Bolt, Circle of Winter and Deep Freeze. This grants neither personal cold immunity nor an automatic fifty-percent duration increase to every freeze.
Practical use
Compare the main spell’s multiplier with general Spellpower value. If the opponent protects against cold, switching element may matter more than further increasing the same damage base.
Related spells and conditions
Ice Bolt · Circle of Winter · Deep Freeze
Compare equipment: Beginner's Magic Wand · Trident of the Titans · Wand · Staff of Sar-Issus
Names in other references: Lodowaty Sopel
Manual · page 198 ↗ · Jaskinia Behemota ↗
Adds two hero Attack and Spellpower each.
When it fits: For a commander combining spells and physical troops.
Buildings and acquisition · relationship type
Use this link to compare against current stock. It does not establish that the shop sells this particular item.
This item has marked uncertainties. See the rules below.
How it works · parameters, rules and further relationships
- Hero · Attack / Spellpower
- +2 / +2
- Reference price · conflict
- Manual 10000; Polish 16000 gold
- Carrier inventory
- Neck
Conflicting or unverified rule: See this card’s rules for details.
Rules, conditions and restrictions
Attack supports army physical attacks while Spellpower supports applicable spell formulas. Price conflicts: the 3.1 manual lists 10000 and the Polish inventory 16000. Neither reference fixes every map offer.
Practical use
For a commander combining spells and physical troops. With narrow magic specialization compare the general two with Evercold Icicle; when buying use the actual displayed price.
Compare all 68 spell formulas and costs →
Compare equipment: Edge of Balance · Dragon Flame Tongue · Runic War Axe · Mask of Equity
Names in other references: Naszyjnik Zwycięstwa
Manual · page 198 ↗ · Jaskinia Behemota ↗
Adds three Spellpower and raises friendly spellcasting creatures’ Initiative by ten percent.
When it fits: With active creature casters it can improve support frequency and hero spell strength.
Buildings and acquisition · relationship type
Use this link to compare against current stock. It does not establish that the shop sells this particular item.
This item has marked uncertainties. See the rules below.
How it works · parameters, rules and further relationships
- Hero · Spellpower
- +3
- Friendly spellcasting creatures · Initiative
- +10%
- Reference price · conflict
- Manual 10500; Polish 11000 gold
- Carrier inventory
- Neck
Conflicting or unverified rule: See this card’s rules for details.
Rules, conditions and restrictions
The Initiative component belongs to spellcasting creatures rather than every magically themed unit or the hero directly. This differs from shortening recovery between hero casts. Part of Power of Dragons.
Practical use
With active creature casters it can improve support frequency and hero spell strength. After their mana runs out, assess their remaining actions and the set threshold.
Equipped-set piece: Power of Dragons
Compare equipment: Dragon Scale Armor · Dragon Scale Shield · Dragon Bone Greaves · Dragon Wing Mantle · Dragon Talon Crown · Dragon Eye Ring · Dragon Flame Tongue · Staff of the Netherworld
Names in other references: Naszyjnik z Zębów Smoka
Manual · page 198 ↗ · Jaskinia Behemota ↗
Adds one base damage to each led creature.
When it fits: Numerous cheap creatures gain strongly in relative terms: base one becomes two while twenty becomes twenty-one.
Buildings and acquisition · relationship type
Use this link to compare against current stock. It does not establish that the shop sells this particular item.
How it works · parameters, rules and further relationships
- Each led creature · base damage
- +1
- Reference price before market modifiers
- 8000 gold
- Carrier inventory
- Neck
Rules, conditions and restrictions
This is a flat creature-damage contribution rather than one hero Attack or one HP for the entire stack. Attack/Defense and other applicable modifiers still change the final result.
Practical use
Numerous cheap creatures gain strongly in relative terms: base one becomes two while twenty becomes twenty-one. Compare contributions through actual stack sizes and their normal damage ranges.
Playstyles and commanders for this item
Conditional uses for actual faction plans. Links establish neither item ownership nor the hero’s starting state.
Early expansion
For numerous low-base-damage stacks that will actually attack.
It adds creature base damage, not damage to every hero spell. Count actual usable hits.
Compare equipment: Sword of Might · Dwarven Smithy Hammer · Axe of the Mountain Lords · Ogre Club
Names in other references: Naszyjnik Krwawego Szpona
Manual · page 198 ↗ · Jaskinia Behemota ↗
Raises the hero’s primary racial skill by one rank, including beyond Expert.
When it fits: Value the missing racial-skill threshold and check its actual effect.
Buildings and acquisition · relationship type
Use this link to compare against current stock. It does not establish that the shop sells this particular item.
How it works · parameters, rules and further relationships
- Hero · primary racial skill
- +1 rank; including from Expert
- Reference price before market modifiers
- 20000 gold
- Carrier inventory
- Neck
Rules, conditions and restrictions
This is neither a hero level nor one rank in every skill. The result depends on the racial skill; advancing Artificer to Ultimate, for example, halves mini-artifact creation cost in the manual.
Practical use
Value the missing racial-skill threshold and check its actual effect. For mini-artifact creation assess saved resources; another faction does not automatically receive that crafting discount.
Compare all 68 spell formulas and costs →
Knowledge and Artificer: exact effects and crafting planner
Compare equipment: Beginner's Magic Wand · Trident of the Titans · Wand · Staff of Sar-Issus
Names in other references: Wisior Mistrzostwa
Manual · page 198 ↗ · Jaskinia Behemota ↗ · Manual · page 273 ↗
Reduces raising costs in Dark Energy by ten percent.
When it fits: Assess savings against actual available Dark Energy and eligible casualties.
Buildings and acquisition · relationship type
Use this link to compare against current stock. It does not establish that the shop sells this particular item.
This item has marked uncertainties. See the rules below.
How it works · parameters, rules and further relationships
- Necromancy · Dark Energy cost
- −10%
- Reference price before market modifiers
- 7000 gold
- Carrier inventory
- Neck
Conflicting or unverified rule: See this card’s rules for details.
Rules, conditions and restrictions
In the 3.1 reference this concerns Dark Energy cost rather than simply ten percentage points more Skeletons from another game’s rules. Four-piece Death’s Embrace has another twenty-five-percent discount; the card alone does not settle combined arithmetic and rounding.
Practical use
Assess savings against actual available Dark Energy and eligible casualties. The amulet alone guarantees neither unlimited reinforcement nor transforming every casualty into any desired creature.
Equipped-set piece: Death’s Embrace
Compare equipment: Cloak of Death's Shadow · Staff of the Netherworld · Ring of the Unrepentant
Names in other references: Amulet Nekromancji
Manual · page 198 ↗ · Jaskinia Behemota ↗
Restores one wearer mana for every two mana spent by the enemy hero.
When it fits: An enemy ten-mana expenditure has reference recovery five.
Buildings and acquisition · relationship type
Use this link to compare against current stock. It does not establish that the shop sells this particular item.
This item has marked uncertainties. See the rules below.
How it works · parameters, rules and further relationships
- Wearer · recovery from opposing mana
- 1 per 2 spent
- Reference price before market modifiers
- 15000 gold
- Carrier inventory
- Neck
Conflicting or unverified rule: See this card’s rules for details.
Rules, conditions and restrictions
Triggers on actual opposing hero expenditure. This is neither automatically doubled personal mana, daily income nor every enemy creature attack. The short description does not settle odd expenditure and remainder handling.
Practical use
An enemy ten-mana expenditure has reference recovery five. In a long caster duel track actual spending pace and personal reserve; an opponent using no mana casting does not fund this source.
Compare all 68 spell formulas and costs →
Compare equipment: Beginner's Magic Wand · Trident of the Titans · Wand · Staff of Sar-Issus
Names in other references: Wisior Skupiska
Manual · page 198 ↗ · Jaskinia Behemota ↗
Adds two Attack and Defense but lowers led creatures’ battle Speed by one.
When it fits: Lower reach can hurt defensive shooters less than a contact assault.
Buildings and acquisition · relationship type
Use this link to compare against current stock. It does not establish that the shop sells this particular item.
How it works · parameters, rules and further relationships
- Hero · Attack / Defense
- +2 / +2
- Drawback · Led creatures · battle Speed
- −1
- Reference price before market modifiers
- 4500 gold
- Carrier inventory
- Ring · one of two positions
Rules, conditions and restrictions
Lost Speed restricts reach during a battle move rather than applying a percentage Initiative penalty. The primary stats support the army rather than Heroes IV-style personal hero attacks.
Practical use
Lower reach can hurt defensive shooters less than a contact assault. Before swapping check whether the key stack still reaches its target; missing a strike can outweigh both positive attributes.
Compare all 68 spell formulas and costs →
Playstyles and commanders for this item
Conditional uses for actual faction plans. Links establish neither item ownership nor the hero’s starting state.
Defense and endurance
When the Attack and Defense contribution outweighs losing battle reach.
It reduces creature Speed by one. If an attacker cannot reach or a screen cannot close the route, apparently stronger equipment can be worse.
Compare equipment: Edge of Balance · Dragon Flame Tongue · Runic War Axe · Mask of Equity
Names in other references: Pierścień Przezorności
Manual · page 198 ↗ · Jaskinia Behemota ↗
Grants Summon Elementals and adds four effective Spellpower for that spell.
When it fits: For a lower-power hero compare four effective points with the seventeen-mana cost and the summoned stack’s first action.
Buildings and acquisition · relationship type
Use this link to compare against current stock. It does not establish that the shop sells this particular item.
How it works · parameters, rules and further relationships
- Granted spell
- Summon Elementals
- Only for Summon Elementals · Spellpower
- +4 effective points
- Reference price before market modifiers
- 6400 gold
- Carrier inventory
- Ring · one of two positions
Rules, conditions and restrictions
The four is not a permanent general stat for every spell. Count follows the formula, actual mastery and applicable conditions; element follows terrain rules. This does not grant Heroes IV’s whole Nature summoning list.
Practical use
For a lower-power hero compare four effective points with the seventeen-mana cost and the summoned stack’s first action. Do not assume an exact combined total with more similar boosters without checking.
Related spells and conditions
Summon Elementals
Compare equipment: Beginner's Magic Wand · Trident of the Titans · Wand · Staff of Sar-Issus
Names in other references: Pas Żywiołów
Manual · page 198 ↗ · Jaskinia Behemota ↗
Gives the army fifty-percent protection from lightning spells.
When it fits: Choose against known Lightning Bolt or Chain Lightning.
Buildings and acquisition · relationship type
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How it works · parameters, rules and further relationships
- Army · lightning spells
- 50% protection
- Reference price before market modifiers
- 4000 gold
- Carrier inventory
- Ring · one of two positions
Rules, conditions and restrictions
This is elemental damage reduction rather than a chance to resist every spell outright. Other elements and ordinary physical attacks are not covered by this description.
Practical use
Choose against known Lightning Bolt or Chain Lightning. Target order and positions still matter for a chain; protection from one element is no reason to expose the whole army.
Related spells and conditions
Lightning Bolt · Chain Lightning
Compare equipment: Shield of Crystal Ice · Shield of the Dwarven Kings · Helm of the Dwarven Kings · Cuirass of the Dwarven Kings
Names in other references: Pierścień Ochrony przed Błyskawicami
Manual · page 198 ↗ · Jaskinia Behemota ↗
Protects led creatures against Word of Light and forms a Death’s Embrace piece.
When it fits: Targeted prevention for an eligible army against a known Light caster.
Buildings and acquisition · relationship type
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How it works · parameters, rules and further relationships
- Led creatures · specific immunity
- Word of Light
- Reference price before market modifiers
- 7000 gold
- Carrier inventory
- Ring · one of two positions
Rules, conditions and restrictions
This is one specific spell immunity rather than immunity to all Light Magic. Value depends on whether Word of Light could otherwise affect those creatures; it grants no automatic protection against other damage spells.
Practical use
Targeted prevention for an eligible army against a known Light caster. If the enemy does not use the spell, assess mainly set completion rather than expecting general incoming-damage reduction.
Related spells and conditions
Word of Light
Equipped-set piece: Death’s Embrace
Compare equipment: Cloak of Death's Shadow · Staff of the Netherworld · Amulet of Necromancy · Shield of Crystal Ice · Shield of the Dwarven Kings · Helm of the Dwarven Kings · Cuirass of the Dwarven Kings
Names in other references: Pierścień Nieskruszonych
Manual · page 198 ↗ · Jaskinia Behemota ↗
Weakens selected enemy summons and gives the hero the Banish ability.
When it fits: Specialized against builds relying on these summons.
Buildings and acquisition · relationship type
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How it works · parameters, rules and further relationships
- Enemy Summon Elementals
- ½ count
- Enemy Phoenix / Barrier / Hive
- ½ HP
- Hero · granted ability
- Banish
- Reference price before market modifiers
- 4800 gold
- Carrier inventory
- Ring · one of two positions
Rules, conditions and restrictions
The manual halves Summon Elementals count and Conjure Phoenix, Blade Barrier and Summon Hive HP. These are different quantities. Banish is a hero ability; no nonexistent ordinary Heroes V spell card is invented for it.
Practical use
Specialized against builds relying on these summons. Lower Phoenix HP does not automatically halve all offensive attributes; do not apply the summon penalties to an ordinarily recruited army.
Compare equipment: Beginner's Magic Wand · Trident of the Titans · Wand · Staff of Sar-Issus
Names in other references: Pierścień Odwołania
Manual · page 198 ↗ · Jaskinia Behemota ↗
Adds one to the four primary stats and ten-percent shooter Initiative.
When it fits: Good for a mixed commander with strong ranged stacks.
Buildings and acquisition · relationship type
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How it works · parameters, rules and further relationships
- Hero · Attack
- +1
- Hero · Defense
- +1
- Hero · Spellpower
- +1
- Hero · Knowledge
- +1
- Led shooters · Initiative
- +10%
- Reference price before market modifiers
- 13000 gold
- Carrier inventory
- Ring · one of two positions
Rules, conditions and restrictions
Primary stats are Attack, Defense, Spellpower and Knowledge, excluding Morale and Luck. The Initiative branch belongs to shooters while other troops can benefit from general stat support. One Power of Dragons piece.
Practical use
Good for a mixed commander with strong ranged stacks. In a pure contact army compare four ones and the set threshold with another ring’s larger general Initiative bonus.
Compare all 68 spell formulas and costs →
Equipped-set piece: Power of Dragons
Compare equipment: Dragon Scale Armor · Dragon Scale Shield · Dragon Bone Greaves · Dragon Wing Mantle · Dragon Teeth Necklace · Dragon Talon Crown · Dragon Flame Tongue · Edge of Balance · Runic War Axe · Mask of Equity
Names in other references: Pierścień Smoczego Oka
Manual · page 198 ↗ · Jaskinia Behemota ↗
Raises all led creatures’ Initiative by ten percent.
When it fits: For long battles compare more frequent army actions with another ring’s primary stats.
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.
Buildings and acquisition · relationship type
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How it works · parameters, rules and further relationships
- Led creatures · Initiative
- +10%
- Reference price before market modifiers
- 8700 gold
- Carrier inventory
- Ring · one of two positions
Rules, conditions and restrictions
Initiative affects battle-action frequency along the ATB bar rather than tiles per move or daily hero travel. It is not a fixed extra turn after every ten attacks.
Practical use
For long battles compare more frequent army actions with another ring’s primary stats. For an opening strike also track current ATB; ten percent alone guarantees no first action for every stack.
Playstyles and commanders for this item
Conditional uses for actual faction plans. Links establish neither item ownership nor the hero’s starting state.
Ranged army
When higher Initiative provides another usable shot or better action sequencing.
It changes neither Speed nor current ATB into an unconditional immediate action. Compare final Initiative.
Compare equipment: Staff of the Netherworld · Dragon Scale Shield · Dragon Scale Armor · Dragon Wing Mantle
Names in other references: Pierścień Prędkości
Manual · page 198 ↗ · Jaskinia Behemota ↗
Adds two maximum HP to every led creature.
When it fits: Base four HP becomes six, a fifty-percent increase; base one hundred becomes 102, two percent.
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.
Buildings and acquisition · relationship type
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How it works · parameters, rules and further relationships
- Each led creature · maximum HP
- +2
- Reference price before market modifiers
- 8000 gold
- Carrier inventory
- Ring · one of two positions
Rules, conditions and restrictions
The contribution applies per creature rather than two HP for the whole stack. Low-health inexpensive units gain more proportionally; the ring does not grant resurrection of casualties.
Practical use
Base four HP becomes six, a fifty-percent increase; base one hundred becomes 102, two percent. For numerous cheap infantry compare that difference with general Defense.
Playstyles and commanders for this item
Conditional uses for actual faction plans. Links establish neither item ownership nor the hero’s starting state.
Early expansion
For extra health per creature; compare survivors after the expected hit.
A higher maximum is neither a healing cast nor additional recruits. For a few powerful creatures another item may solve a larger problem.
Names in other references: Pierścień Witalności
Manual · page 198 ↗ · Jaskinia Behemota ↗
Reduces enemy Morale by two and forms a Will of Urgash piece.
When it fits: Against living low-morale troops it can reduce favorable outcomes or cross into negative morale.
Buildings and acquisition · relationship type
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How it works · parameters, rules and further relationships
- Enemy creatures · Morale
- −2
- Reference price before market modifiers
- 7000 gold
- Carrier inventory
- Ring · one of two positions
Rules, conditions and restrictions
The penalty targets the opponent. Undead and mechanical creatures have ordinary morale exceptions, so this is not universal slowing of every composition. Values above five can absorb some penalty in Tribes of the East.
Practical use
Against living low-morale troops it can reduce favorable outcomes or cross into negative morale. Against armies without ordinary morale assess the full-set bonus instead of expecting skipped actions.
Equipped-set piece: Will of Urgash
Compare equipment: Helm of Chaos · Lion Crown · Cape of the Lion's Mane · Cloak of Death's Shadow · Necklace of the Lion
Names in other references: Pierścień Złamanej Woli
Manual · page 198 ↗ · Jaskinia Behemota ↗
Reduces enemy Luck by two rather than cursing the wearer’s own army.
When it fits: Enemy one Luck becomes minus one: ten-percent good luck changes to ten-percent bad luck.
Buildings and acquisition · relationship type
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How it works · parameters, rules and further relationships
- Enemy creatures · Luck
- −2
- Reference price before market modifiers
- 7000 gold
- Carrier inventory
- Ring · one of two positions
Rules, conditions and restrictions
The Cursed name does not mean a wearer-side drawback. In this game Luck affects the target’s applicable offensive strikes rather than Heroes IV-style defensive damage reduction.
Practical use
Enemy one Luck becomes minus one: ten-percent good luck changes to ten-percent bad luck. Against a high above-cap buffer, however, two points may merely consume that buffer.
Compare equipment: Tarot Deck · Four Leaf Clover · Golden Horseshoe
Names in other references: Przeklęty Pierścień
Manual · page 198 ↗ · Jaskinia Behemota ↗
Adds one Defense and separately strengthens Ballista, Catapult, First Aid Tent and Ammo Cart.
When it fits: Value depends on machines actually used and corresponding skills.
Buildings and acquisition · relationship type
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How it works · parameters, rules and further relationships
- Hero · Defense
- +1
- Ballista / Catapult
- +1 shot
- First Aid Tent
- ×2 healing
- Ammo Cart · shooter Attack
- +4
- Reference price before market modifiers
- 20000 gold
- Carrier inventory
- Ring · one of two positions
Rules, conditions and restrictions
Ballista and Catapult gain another shot, the tent double healing and the cart four shooter Attack. The ring does not create missing machines. An extra shot is not a new whole action for every friendly stack.
Practical use
Value depends on machines actually used and corresponding skills. In a siege assess Catapult, in ordinary fights the other machines; missing purchased support leaves part of the value unused.
Compare equipment: Dragon Talon Crown
Names in other references: Pierścień Pokrewieństwa Maszyn
Manual · page 198 ↗ · Jaskinia Behemota ↗
Raises all led creatures’ Initiative by twenty percent rather than their Speed.
When it fits: A strong general bonus in a longer fight.
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.
Buildings and acquisition · relationship type
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How it works · parameters, rules and further relationships
- Led creatures · Initiative
- +20%
- Reference price before market modifiers
- 17000 gold
- Carrier inventory
- Ring · one of two positions
Rules, conditions and restrictions
The Speed name here does not mean battle reach. At base Initiative ten without other modifiers, Ring of Celerity gives eleven and this ring twelve; action frequency ratio is twelve over eleven, about nine-point-one percent more rather than twenty percent more than Celerity.
Practical use
A strong general bonus in a longer fight. When swapping compare final Initiative, current ATB and ability to use extra actions rather than only the two printed percentages.
Playstyles and commanders for this item
Conditional uses for actual faction plans. Links establish neither item ownership nor the hero’s starting state.
Melee pressure
For further usable ATB actions by the attacking army.
Despite its name it raises Initiative rather than battle reach. An attacker without a reachable target may not use the extra time.
Warcries and combat tempo
For further usable ATB actions by the attacking army.
Despite its name it raises Initiative rather than battle reach. An attacker without a reachable target may not use the extra time.
- StrongholdNo selected specialist; compare the general army.
Compare equipment: Staff of the Netherworld · Dragon Scale Shield · Dragon Scale Armor · Dragon Wing Mantle
Names in other references: Pierścień Szybkości
Manual · page 198 ↗ · Jaskinia Behemota ↗
Halves the mana cost of the hero’s spells.
When it fits: Half of an unmodified twenty-mana cost is ten, and four becomes two.
Buildings and acquisition · relationship type
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This item has marked uncertainties. See the rules below.
How it works · parameters, rules and further relationships
- Hero · spell mana cost
- −50%
- Reference price before market modifiers
- 20000 gold
- Carrier inventory
- Ring · one of two positions
Conflicting or unverified rule: See this card’s rules for details.
Rules, conditions and restrictions
This saves mana when casting rather than doubling ordinary mana capacity or every creature’s supply. The latter belongs to a Sar-Issus Regalia threshold. The inventory does not settle odd-cost rounding or other discount ordering.
Practical use
Half of an unmodified twenty-mana cost is ten, and four becomes two. Compare greater mana endurance with more damage per cast and track reaching two or four set pieces.
Compare all 68 spell formulas and costs →
Equipped-set piece: Sar-Issus Regalia
Compare equipment: Robe of Sar-Issus · Staff of Sar-Issus · Crown of Sar-Issus · Beginner's Magic Wand · Trident of the Titans · Wand
Names in other references: Pierścień Sar-Issusa
Manual · page 198 ↗ · Jaskinia Behemota ↗
Adds one Luck and Knowledge each.
When it fits: A mixed army-and-casting choice.
Buildings and acquisition · relationship type
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How it works · parameters, rules and further relationships
- Army · Luck
- +1
- Hero · Knowledge
- +1
- Reference price before market modifiers
- 5500 gold
- Carrier inventory
- Pocket item · one position
Rules, conditions and restrictions
Luck supports eligible creature attack resolution while Knowledge raises hero mana capacity. Added Knowledge alone does not refill current mana. Luck probability stops at fifty percent although its value can rise further in Tribes of the East.
Practical use
A mixed army-and-casting choice. For a purely physical commander compare Luck with Golden Horseshoe; for a caster already carrying a Luck buffer, Knowledge may provide the main value.
Compare equipment: Cursed Ring · Four Leaf Clover · Golden Horseshoe
Names in other references: Talia Kart Tarota
Manual · page 195 ↗ · Jaskinia Behemota ↗
Raises army Luck by one point.
When it fits: Going from zero to one gives an eligible normal attack an expected multiplier of 1.1 without other changes.
Buildings and acquisition · relationship type
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How it works · parameters, rules and further relationships
- Army · Luck
- +1
- Reference price before market modifiers
- 3000 gold
- Carrier inventory
- Pocket item · one position
Rules, conditions and restrictions
Each point gives ten-percent good- or bad-luck probability according to sign, capped at fifty percent. An eligible good-luck attack in Heroes V deals double damage and bad luck half, unlike the fourth game’s defensive model.
Practical use
Going from zero to one gives an eligible normal attack an expected multiplier of 1.1 without other changes. An individual attack is not certainly ten percent stronger: it can remain ordinary or double.
Compare equipment: Cursed Ring · Tarot Deck · Golden Horseshoe
Names in other references: Czterolistna Koniczyna
Manual · page 195 ↗ · Jaskinia Behemota ↗ · Manual · page 313 ↗
Raises daily sea movement points by twenty-five percent.
When it fits: On naval maps compare the entire route and number of shore transitions.
Buildings and acquisition · relationship type
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How it works · parameters, rules and further relationships
- Sea · daily movement increase
- +25%
- With sextant · without / with Navigation
- 3125 / 4687 points
- Reference price before market modifiers
- 5000 gold
- Carrier inventory
- Pocket item · one position
Rules, conditions and restrictions
Without Navigation the manual raises base 2500 to 3125. With Navigation’s fifty percent it lists 4687 with the sextant after rounding, nominally multiplying by 1.875. This removes no ordinary rest-of-day boarding cost; Snatch is separate.
Practical use
On naval maps compare the entire route and number of shore transitions. Lighthouses have their own five-hundred-point contribution; land Boots of the Swift Journey and Logistics do not transfer to the sea pool.
Playstyles and commanders for this item
Conditional uses for actual faction plans. Links establish neither item ownership nor the hero’s starting state.
Travel and scouting
For useful sailing with Navigation accounted for correctly.
It adds no land movement and does not alone remove boarding cost. It occupies the single pocket slot.
Compare equipment: Wings of the Angel · Boots of the Swift Journey · Boots of the Open Road · Boots of Levitation
Names in other references: Sekstans Morskich Elfów
Manual · page 195 ↗ · Jaskinia Behemota ↗ · Manual · page 301 ↗
Adds one Spellpower and grants a particular runic spell.
When it fits: Before buying check the stored rune and whether the bearer can use it.
Buildings and acquisition · relationship type
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How it works · parameters, rules and further relationships
- Hero · Spellpower
- +1
- Runic contents
- One particular rune
- Reference price before market modifiers
- 6500 gold
- Carrier inventory
- Pocket item · one position
Rules, conditions and restrictions
The manual specifies no single universal rune here; particular contents are an item parameter. Runic magic has different requirements and resource prices from ordinary mana spells. The item does not automatically grant all ten runes to every class.
Practical use
Before buying check the stored rune and whether the bearer can use it. One Spellpower separately helps ordinary formulas but does not turn every rune into a damage spell.
Compare all 68 spell formulas and costs →
Compare equipment: Beginner's Magic Wand · Trident of the Titans · Wand · Staff of Sar-Issus
Names in other references: Runy Ognia
Manual · page 195 ↗ · Jaskinia Behemota ↗
Adds two army Luck points.
When it fits: One to three Luck raises chance from ten to thirty percent, changing expected ordinary eligible attack multiplier from 1.1 to 1.3 without other changes.
Buildings and acquisition · relationship type
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How it works · parameters, rules and further relationships
- Army · Luck
- +2
- Reference price before market modifiers
- 6000 gold
- Carrier inventory
- Pocket item · one position
Rules, conditions and restrictions
Two points shift applicable probability up to the fifty-percent cap. Tribes of the East retains higher values as a buffer. Luck does not ordinarily affect every spell; Warlock’s Luck is a separate exception.
Practical use
One to three Luck raises chance from ten to thirty percent, changing expected ordinary eligible attack multiplier from 1.1 to 1.3 without other changes. Against a penalty assess the final state rather than two positive points in isolation.
Compare equipment: Cursed Ring · Tarot Deck · Four Leaf Clover
Names in other references: Złota Podkowa
Manual · page 195 ↗ · Jaskinia Behemota ↗
Provides a resource daily according to weekday, within the listed quantity range.
When it fits: Plan construction through the actual remaining weekday rather than expecting every rare resource immediately each day.
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.
Buildings and acquisition · relationship type
Use this link to compare against current stock. It does not establish that the shop sells this particular item.
How it works · parameters, rules and further relationships
- Monday / Tuesday
- 2–4 wood / 2–4 ore
- Wednesday / Thursday
- 1–2 sulfur / 1–2 gems
- Friday / Saturday
- 1–2 mercury / 1–2 crystal
- Sunday
- 500–750 gold
- Reference price before market modifiers
- 10000 gold
- Carrier inventory
- Pocket item · one position
Rules, conditions and restrictions
The manual refines the generic random-resource description: Monday two–four wood, Tuesday two–four ore, Wednesday one–two sulfur, Thursday one–two gems, Friday one–two mercury, Saturday one–two crystal and Sunday 500–750 gold. It does not grant every kind every day.
Practical use
Plan construction through the actual remaining weekday rather than expecting every rare resource immediately each day. A range does not guarantee the maximum; steps and handoffs do not accelerate payouts.
Playstyles and commanders for this item
Conditional uses for actual faction plans. Links establish neither item ownership nor the hero’s starting state.
Economy and reinforcements
For a construction budget that benefits from the resource assigned to the weekday.
It pays neither every resource each day nor a guaranteed maximum from a range. Open the actual weekday table.
- HavenNo selected specialist; compare the general army.
- AcademyNo selected specialist; compare the general army.
- DungeonKythra
- InfernoNo selected specialist; compare the general army.
- NecropolisNo selected specialist; compare the general army.
- SylvanNo selected specialist; compare the general army.
- FortressNo selected specialist; compare the general army.
- StrongholdNo selected specialist; compare the general army.
Compare equipment: Sack of Endless Gold · Bag of Endless Gold
Names in other references: Róg Obfitości
Manual · page 195 ↗ · Jaskinia Behemota ↗
Adds five Spellpower and Knowledge while reducing Morale by two.
When it fits: For a suitable Undead composition the penalty can hurt less than in a living army.
Buildings and acquisition · relationship type
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How it works · parameters, rules and further relationships
- Hero · Spellpower / Knowledge
- +5 / +5
- Drawback · Army · Morale
- −2
- Reference price before market modifiers
- 22000 gold
- Carrier inventory
- Pocket item · one position
Rules, conditions and restrictions
The magic stats serve different functions: applicable formula strength and mana capacity. The Morale penalty concerns eligible stacks; the story-related name does not imply availability in every ordinary scenario.
Practical use
For a suitable Undead composition the penalty can hurt less than in a living army. Check actual stack types, learned formulas and filled mana; two fives do not replace protection from the opponent.
Compare all 68 spell formulas and costs →
Compare equipment: Beginner's Magic Wand · Trident of the Titans · Wand · Staff of Sar-Issus
Names in other references: Czaszka Markala
Manual · page 195 ↗ · Jaskinia Behemota ↗
Prevent retreat from combat for the wearer and opponents.
When it fits: Equip when sufficiently confident of winning and needing the opponent destroyed.
Buildings and acquisition · relationship type
Use this link to compare against current stock. It does not establish that the shop sells this particular item.
This item has marked uncertainties. See the rules below.
How it works · parameters, rules and further relationships
- Restricted sides
- Wearer and opponents
- Base effect
- Retreat blocked
- Reference price before market modifiers
- 20000 gold
- Carrier inventory
- Pocket item · one position
Conflicting or unverified rule: See this card’s rules for details.
Rules, conditions and restrictions
This commits both sides rather than only blocking the opponent. The short reference does not settle every scripted escape or surrender variant; Heroes IV’s Town Gate exception is not imported.
Practical use
Equip when sufficiently confident of winning and needing the opponent destroyed. If the enemy is unexpectedly stronger the same restriction blocks personal retreat; pre-battle strength assessment matters.
Names in other references: Kajdany Ostatniego Żywego
Manual · page 195 ↗ · Jaskinia Behemota ↗
Enables a town Grail structure with 5000 daily gold, fifty-percent local growth and a specific extra effect.
When it fits: Choose a secure town with valuable long-term recruitment and a suitable extra effect.
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 · kingdom per day
- +5000 gold
- After construction · local growth
- +50%
- Town-dependent variants
- 8 structures
- Reference price before market modifiers
- 20000 gold
- Carrier inventory
- Construction-item transport
Rules, conditions and restrictions
The bonus comes from construction rather than merely carrying the item. Eight towns have different structures. Academy Skyship gives ten defending Knowledge; fifteen and map revelation belong to the third game. The 3.1 Necropolis Tomb of the Lost additionally lists fifty-percent Necromancy and 150 Dark Energy.
Practical use
Choose a secure town with valuable long-term recruitment and a suitable extra effect. General income can fund war quickly, while local growth differs from strengthening every town; compare all eight actual structures.
Compare town buildings, fortifications and growth · Map objects, services and obelisks
All eight Tear of Asha structures
Skyship: Adds 5,000 gold per day and 50% local growth. Adds 10 Knowledge while defending this town.
Blazing Anvil: Adds 5,000 gold per day and 50% local growth. Adds 6 Spellpower and Defense when defending; defensive rune use consumes no resources.
Lord of Torments: Adds 5,000 gold per day and 50% local growth. Adds 10 Spellpower when defending this town.
Mother of Darkness: Adds 5,000 gold per day and 50% local growth. Adds 10 Spellpower when defending this town.
Tomb of the Lost: Adds 5,000 gold per day and 50% local growth. The 3.1 manual lists +50% Necromancy for your heroes and 150 additional Dark Energy points.
Elrath's Sentinel: Adds 5,000 gold per day and 50% local growth. Adds 2 Luck to all your heroes.
Daughter of Sylanna: Adds 5,000 gold per day and 50% local growth. Adds 2 Luck to all your heroes.
Tower of the Khan: Adds 5,000 gold per day and 50% local growth. Adds 4 Attack to all your heroes.
Names in other references: Łza Ashy
Manual · page 196 ↗ · Jaskinia Behemota ↗ · Jaskinia Behemota ↗ · Jaskinia Behemota ↗ · Jaskinia Behemota ↗ · Jaskinia Behemota ↗ · Jaskinia Behemota ↗ · Jaskinia Behemota ↗ · Jaskinia Behemota ↗ · Jaskinia Behemota ↗ · Manual · page 213 ↗ · Manual · page 233 ↗