HEROES ATLAS
EN

Heroes V · 93 ITEMS

Heroes V: 93 documented items and all ten sets

Original artwork, exact values, independently written Czech and English rules and tactics for the 3.1 manual’s 93 types. Every item has an actual equipment position, spell links, expansion introduction and conditions. Ten sets have exact parts and separate class-specific bonuses.

Nine category pages contain 92 items; the 3.1 manual lists the same 92 plus Tear of Asha, totaling 93. The source index claims 96 without identifying three additional types. That discrepancy remains open rather than filled by guessing. Seven conflicting prices and nine other specific uncertainties are identified. Rules cover Tribes of the East 3.1, excluding H5.5.

Catalogue items

93

Sword of Might · Heroes V · game artifact
Image source · Game artwork

Attack

Sword of Might

Base game · 3.1 rules · Minor

Raises hero Attack by two points to support led creatures’ physical combat.

When it fits: A direct early choice for a physical army.

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 ↗

Edge of Balance · Heroes V · game artifact
Image source · Game artwork

Multiple primary attributes

Edge of Balance

Tribes of the East · 3.1 rules · Minor

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 ↗

Beginner's Magic Wand · Heroes V · game artifact
Image source · Game artwork

Magic and spellcasting

Beginner's Magic Wand

Hammers of Fate · 3.1 rules · Minor

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.

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 ↗

Trident of the Titans · Heroes V · game artifact
Image source · Game artwork

Magic and spellcasting

Trident of the Titans

Base game · 3.1 rules · Minor

Raises lightning-based spell damage by fifty percent.

When it fits: For a lightning caster compare the conditional multiplier with general 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 · 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.

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 ↗

Dwarven Smithy Hammer · Heroes V · game artifact
Image source · Game artwork

Attack

Dwarven Smithy Hammer

Hammers of Fate · 3.1 rules · Major

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 ↗

Axe of the Mountain Lords · Heroes V · game artifact
Image source · Game artwork

Attack

Axe of the Mountain Lords

Base game · 3.1 rules · Major

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.

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 ↗

Ogre Club · Heroes V · game artifact
Image source · Game artwork

Attack

Ogre Club

Hammers of Fate · 3.1 rules · Major

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.

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 ↗

Dragon Flame Tongue · Heroes V · game artifact
Image source · Game artwork

Multiple primary attributes

Dragon Flame Tongue

Base game · 3.1 rules · Major

Gives two Attack and Defense and fifty-percent protection against cold spells.

When it fits: Useful against Ice Bolt or Circle of Winter.

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.

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 ↗

Runic War Axe · Heroes V · game artifact
Image source · Game artwork

Multiple primary attributes

Runic War Axe

Hammers of Fate · 3.1 rules · Major

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 ↗

Unicorn Horn Bow · Heroes V · game artifact
Image source · Game artwork

Ranged support

Unicorn Horn Bow

Base game · 3.1 rules · Major

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.

Unicorn Horn Bow
GameSlotEffect in this game
Heroes VIIMain handAdds one shooter base damage and removes their shooting range penalty.
Heroes VIOff hand · shield, bow or libramAdds two shooter Might Damage and removes their range penalty.
Heroes VThis cardRight hand · weaponRemoves the distance shooting penalty from led ranged creatures.
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 · 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 ↗

Wand · Heroes V · game artifact
Image source · Game artwork

Magic and spellcasting

Wand

Base game · 3.1 rules · Major

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 ↗

Staff of the Netherworld · Heroes V · game artifact
Image source · Game artwork

Battle Speed

Staff of the Netherworld

Base game · 3.1 rules · Relic

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 ↗

Staff of the Netherworld
GameSlotEffect in this game
Heroes VIMain hand · Dynasty weaponDynasty weapon · rank 1 only: Three Magic Power.Requires: Magic affinity
Heroes VThis cardRight hand · weaponReduces enemy creatures’ Initiative by twenty percent.

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 ↗

Staff of Sar-Issus · Heroes V · game artifact
Image source · Game artwork

Magic and spellcasting

Staff of Sar-Issus

Base game · 3.1 rules · Relic

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

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
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 ↗

Moonblade · Heroes V · game artifact
Image source · Game artwork

Defense

Moonblade

Base game · 3.1 rules · Major

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 ↗

Shield of Crystal Ice · Heroes V · game artifact
Image source · Game artwork

Magic protection

Shield of Crystal Ice

Base game · 3.1 rules · Major

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.

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 ↗

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

Battle Speed

Dragon Scale Shield

Base game · 3.1 rules · Major

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 ↗

Ogre Shield · Heroes V · game artifact
Image source · Game artwork

Defense

Ogre Shield

Hammers of Fate · 3.1 rules · Major

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 ↗

Book of Power · Heroes V · game artifact
Image source · Game artwork

Magic and spellcasting

Book of Power

Tribes of the East · 3.1 rules · Major

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 ↗

Magic Scroll · Heroes V · game artifact
Image source · Game artwork

Magic and spellcasting

Magic Scroll

Base game · 3.1 rules · Major

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.

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 ↗

Shield of the Dwarven Kings · Heroes V · game artifact
Image source · Game artwork

Magic protection

Shield of the Dwarven Kings

Base game · 3.1 rules · Relic

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.

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 ↗

Tome of Light Magic · Heroes V · game artifact
Image source · Game artwork

Magic and spellcasting

Tome of Light Magic

Hammers of Fate · 3.1 rules · Relic

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 ↗

Tome of Dark Magic · Heroes V · game artifact
Image source · Game artwork

Magic and spellcasting

Tome of Dark Magic

Hammers of Fate · 3.1 rules · Relic

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 ↗

Tome of Destruction Magic · Heroes V · game artifact
Image source · Game artwork

Magic and spellcasting

Tome of Destruction Magic

Hammers of Fate · 3.1 rules · Relic

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 ↗

Tome of Summoning Magic · Heroes V · game artifact
Image source · Game artwork

Magic and spellcasting

Tome of Summoning Magic

Hammers of Fate · 3.1 rules · Relic

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

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
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 ↗

Necromancer's Helm · Heroes V · game artifact
Image source · Game artwork

Knowledge

Necromancer's Helm

Base game · 3.1 rules · Minor

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

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 · 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 ↗

Helm of Chaos · Heroes V · game artifact
Image source · Game artwork

Knowledge

Helm of Chaos

Base game · 3.1 rules · Minor

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

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 · 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 ↗

All-Seeing Crown · Heroes V · game artifact
Image source · Game artwork

Scouting and information

All-Seeing Crown

Base game · 3.1 rules · Minor

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

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 · 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 ↗

Dragon Talon Crown · Heroes V · game artifact
Image source · Game artwork

Siege

Dragon Talon Crown

Base game · 3.1 rules · Major

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

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
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 ↗

Crown of Leadership · Heroes V · game artifact
Image source · Game artwork

Neutral joining

Crown of Leadership

Tribes of the East · 3.1 rules · Major

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

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
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 ↗

Turban of Enlightenment · Heroes V · game artifact
Image source · Game artwork

Experience gain

Turban of Enlightenment

Base game · 3.1 rules · Major

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

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
+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 ↗

Helm of the Dwarven Kings · Heroes V · game artifact
Image source · Game artwork

Magic protection

Helm of the Dwarven Kings

Base game · 3.1 rules · Relic

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

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 · 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.

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 ↗

Crown of Sar-Issus · Heroes V · game artifact
Image source · Game artwork

Knowledge

Crown of Sar-Issus

Base game · 3.1 rules · Relic

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

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 · 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 ↗

Lion Crown · Heroes V · game artifact
Image source · Game artwork

Morale

Lion Crown

Base game · 3.1 rules · Relic

Adds two army Morale and Luck each.

When it fits: Stacks below the probability cap gain most directly.

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 / 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 ↗

Mask of Equity · Heroes V · game artifact
Image source · Game artwork

Multiple primary attributes

Mask of Equity

Tribes of the East · 3.1 rules · Relic

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

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
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 ↗

Armor of Valor · Heroes V · game artifact
Image source · Game artwork

Defense

Armor of Valor

Base game · 3.1 rules · Minor

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

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 · 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 ↗

Breastplate of Eldritch Might · Heroes V · game artifact
Image source · Game artwork

Magic and spellcasting

Breastplate of Eldritch Might

Base game · 3.1 rules · Minor

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

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
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 ↗

Tunic of the Carved Flesh · Heroes V · game artifact
Image source · Game artwork

Magic and spellcasting

Tunic of the Carved Flesh

Base game · 3.1 rules · Minor

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

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
+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 ↗

Dragon Scale Armor · Heroes V · game artifact
Image source · Game artwork

Battle Speed

Dragon Scale Armor

Base game · 3.1 rules · Major

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 ↗

Runic War Harness · Heroes V · game artifact
Image source · Game artwork

Multiple primary attributes

Runic War Harness

Hammers of Fate · 3.1 rules · Major

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

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
+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 ↗

Scale Mail of Enlightenment · Heroes V · game artifact
Image source · Game artwork

Experience gain

Scale Mail of Enlightenment

Base game · 3.1 rules · Major

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 ↗

Cuirass of the Dwarven Kings · Heroes V · game artifact
Image source · Game artwork

Magic protection

Cuirass of the Dwarven Kings

Base game · 3.1 rules · Relic

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.

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 ↗

Robe of Sar-Issus · Heroes V · game artifact
Image source · Game artwork

Magic and spellcasting

Robe of Sar-Issus

Base game · 3.1 rules · Relic

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

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
+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 ↗

Armor of the Forgotten Hero · Heroes V · game artifact
Image source · Game artwork

Multiple primary attributes

Armor of the Forgotten Hero

Base game · 3.1 rules · Relic

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 ↗

Bearhide Wraps · Heroes V · game artifact
Image source · Game artwork

Magic protection

Bearhide Wraps

Hammers of Fate · 3.1 rules · Minor

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.

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 ↗

Cloak of Sylanna · Heroes V · game artifact
Image source · Game artwork

Magic protection

Cloak of Sylanna

Base game · 3.1 rules · Minor

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.

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 ↗

Phoenix Feather Cape · Heroes V · game artifact
Image source · Game artwork

Magic and spellcasting

Phoenix Feather Cape

Base game · 3.1 rules · Minor

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.

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 ↗

Sack of Endless Gold · Heroes V · game artifact
Image source · Game artwork

Income

Sack of Endless Gold

Base game · 3.1 rules · Minor

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 ↗

Treeborn Quiver · Heroes V · game artifact
Image source · Game artwork

Ranged support

Treeborn Quiver

Tribes of the East · 3.1 rules · Major

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 ↗

Dragon Wing Mantle · Heroes V · game artifact
Image source · Game artwork

Battle Speed

Dragon Wing Mantle

Base game · 3.1 rules · Major

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 ↗

Cape of the Lion's Mane · Heroes V · game artifact
Image source · Game artwork

Morale

Cape of the Lion's Mane

Base game · 3.1 rules · Major

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 ↗

Bag of Endless Gold · Heroes V · game artifact
Image source · Game artwork

Income

Bag of Endless Gold

Base game · 3.1 rules · Major

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 ↗

Cloak of Death's Shadow · Heroes V · game artifact
Image source · Game artwork

Morale

Cloak of Death's Shadow

Base game · 3.1 rules · Relic

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 ↗

Sandro's Cloak · Heroes V · game artifact
Image source · Game artwork

Magic protection

Sandro's Cloak

Base game · 3.1 rules · Relic

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.

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 ↗

Wings of the Angel · Heroes V · game artifact
Image source · Game artwork

Adventure movement

Wings of the Angel

Base game · 3.1 rules · Relic

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 ↗

Windstrider Boots · Heroes V · game artifact
Image source · Game artwork

Battle Speed

Windstrider Boots

Base game · 3.1 rules · Minor

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 ↗

Boots of Magical Defense · Heroes V · game artifact
Image source · Game artwork

Magic protection

Boots of Magical Defense

Base game · 3.1 rules · Minor

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 ↗

Emerald Slippers · Heroes V · game artifact
Image source · Game artwork

Magic and spellcasting

Emerald Slippers

Base game · 3.1 rules · Minor

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.

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 ↗

Dragon Bone Greaves · Heroes V · game artifact
Image source · Game artwork

Battle Speed

Dragon Bone Greaves

Base game · 3.1 rules · Major

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 ↗

Boots of the Swift Journey · Heroes V · game artifact
Image source · Game artwork

Adventure movement

Boots of the Swift Journey

Base game · 3.1 rules · Major

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

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 · 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 ↗

Boots of the Open Road · Heroes V · game artifact
Image source · Game artwork

Adventure movement

Boots of the Open Road

Base game · 3.1 rules · Major

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 ↗

Greaves of the Dwarven Kings · Heroes V · game artifact
Image source · Game artwork

Magic protection

Greaves of the Dwarven Kings

Base game · 3.1 rules · Relic

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

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
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.

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 ↗

Sandals of the Blessed · Heroes V · game artifact
Image source · Game artwork

Multiple primary attributes

Sandals of the Blessed

Base game · 3.1 rules · Relic

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

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
+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 ↗

Boots of Levitation · Heroes V · game artifact
Image source · Game artwork

Adventure movement

Boots of Levitation

Base game · 3.1 rules · Relic

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 ↗

Necklace of the Lion · Heroes V · game artifact
Image source · Game artwork

Morale

Necklace of the Lion

Base game · 3.1 rules · Minor

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 ↗

Evercold Icicle · Heroes V · game artifact
Image source · Game artwork

Magic and spellcasting

Evercold Icicle

Base game · 3.1 rules · Minor

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.

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 ↗

Necklace of Victory · Heroes V · game artifact
Image source · Game artwork

Multiple primary attributes

Necklace of Victory

Base game · 3.1 rules · Major

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 ↗

Dragon Teeth Necklace · Heroes V · game artifact
Image source · Game artwork

Battle Speed

Dragon Teeth Necklace

Base game · 3.1 rules · Major

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 ↗

Necklace of the Bloody Claw · Heroes V · game artifact
Image source · Game artwork

Attack

Necklace of the Bloody Claw

Base game · 3.1 rules · Major

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 ↗

Pendant of Mastery · Heroes V · game artifact
Image source · Game artwork

Magic and spellcasting

Pendant of Mastery

Base game · 3.1 rules · Relic

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 ↗

Amulet of Necromancy · Heroes V · game artifact
Image source · Game artwork

Necromancy

Amulet of Necromancy

Base game · 3.1 rules · Relic

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 ↗

Pendant of Conflux · Heroes V · game artifact
Image source · Game artwork

Magic and spellcasting

Pendant of Conflux

Base game · 3.1 rules · Relic

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 ↗

Ring of Caution · Heroes V · game artifact
Image source · Game artwork

Multiple primary attributes

Ring of Caution

Base game · 3.1 rules · Minor

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 ↗

Elemental Waistband · Heroes V · game artifact
Image source · Game artwork

Magic and spellcasting

Elemental Waistband

Base game · 3.1 rules · Minor

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.

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 ↗

Ring of Lightning Protection · Heroes V · game artifact
Image source · Game artwork

Magic protection

Ring of Lightning Protection

Base game · 3.1 rules · Minor

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

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 · 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.

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 ↗

Ring of the Unrepentant · Heroes V · game artifact
Image source · Game artwork

Magic protection

Ring of the Unrepentant

Base game · 3.1 rules · Minor

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

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 · 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.

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 ↗

Ring of Banishment · Heroes V · game artifact
Image source · Game artwork

Magic and spellcasting

Ring of Banishment

Tribes of the East · 3.1 rules · Minor

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

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 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 ↗

Dragon Eye Ring · Heroes V · game artifact
Image source · Game artwork

Multiple primary attributes

Dragon Eye Ring

Base game · 3.1 rules · Major

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

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
+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 ↗

Ring of Celerity · Heroes V · game artifact
Image source · Game artwork

Battle Speed

Ring of Celerity

Base game · 3.1 rules · Major

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.

Ring of Celerity
GameSlotEffect in this game
Heroes VIIHands · gloves, bracelet or ringAdds 10 Initiative to all friendly creatures.
Heroes VIRingAdds 5 friendly-creature Initiative points.
Heroes VThis cardRing · one of two positionsRaises all led creatures’ Initiative by 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
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 ↗

Ring of Vitality · Heroes V · game artifact
Image source · Game artwork

Health and healing

Ring of Vitality

Base game · 3.1 rules · Major

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.

Ring of Vitality
GameSlotEffect in this game
Heroes VThis cardRing · one of two positionsAdds two maximum HP to every led creature.
Heroes IIIRing · one of two positionsWhile equipped the item provides: Health per creature: +1 HP.
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 · 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 ↗

Ring of the Broken Will · Heroes V · game artifact
Image source · Game artwork

Morale

Ring of the Broken Will

Base game · 3.1 rules · Major

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

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
−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 ↗

Cursed Ring · Heroes V · game artifact
Image source · Game artwork

Luck

Cursed Ring

Base game · 3.1 rules · Major

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

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 · 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 ↗

Ring of Machine Affinity · Heroes V · game artifact
Image source · Game artwork

Siege

Ring of Machine Affinity

Tribes of the East · 3.1 rules · Relic

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

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
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 ↗

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

Battle Speed

Ring of Speed

Base game · 3.1 rules · Relic

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.

Ring of Speed
GameSlotEffect in this game
Heroes VThis cardRing · one of two positionsRaises all led creatures’ Initiative by twenty percent rather than their Speed.
Heroes IVRing · one of two positionsAdds two battle Speed to the wearer and army.
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 · 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 ↗

Ring of Sar-Issus · Heroes V · game artifact
Image source · Game artwork

Magic and spellcasting

Ring of Sar-Issus

Base game · 3.1 rules · Relic

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

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 · 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 ↗

Tarot Deck · Heroes V · game artifact
Image source · Game artwork

Luck

Tarot Deck

Hammers of Fate · 3.1 rules · Minor

Adds one Luck and Knowledge each.

When it fits: A mixed army-and-casting choice.

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 · 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 ↗

Four Leaf Clover · Heroes V · game artifact
Image source · Game artwork

Luck

Four Leaf Clover

Base game · 3.1 rules · Minor

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

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 · 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 ↗

Sextant of the Sea Elves · Heroes V · game artifact
Image source · Game artwork

Adventure movement

Sextant of the Sea Elves

Base game · 3.1 rules · Minor

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

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
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 ↗

Rune of Flame · Heroes V · game artifact
Image source · Game artwork

Magic and spellcasting

Rune of Flame

Hammers of Fate · 3.1 rules · Major

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

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
+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 ↗

Golden Horseshoe · Heroes V · game artifact
Image source · Game artwork

Luck

Golden Horseshoe

Base game · 3.1 rules · Major

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

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 · 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 ↗

Horn of Plenty · Heroes V · game artifact
Image source · Game artwork

Income

Horn of Plenty

Tribes of the East · 3.1 rules · Major

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.

Horn of Plenty
GameSlotEffect in this game
Heroes VIIOff handProduces one random rare-resource unit daily; part of Shantiri Treasure.
Heroes VIEquipped pocket itemDaily produces a random resource type and amount within the listed ranges.
Heroes VThis cardPocket item · one positionProvides a resource daily according to weekday, within the listed quantity range.
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 ↗

Skull of Markal · Heroes V · game artifact
Image source · Game artwork

Magic and spellcasting

Skull of Markal

Hammers of Fate · 3.1 rules · special placement · Relic

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

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 / 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 ↗

Shackles of the Last Man · Heroes V · game artifact
Image source · Game artwork

Surrender

Shackles of the Last Man

Base game · 3.1 rules · Relic

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 ↗

Tear of Asha · Heroes V · game artifact
Image source · Game artwork

Town growth

Tear of Asha

Base game · 3.1 rules · Special placement / scroll

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.

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 ↗

All ten sets: thresholds, pieces and class bonuses

Pieces retain their effects and positions. General set bonuses are separate from class-specific bonuses; the thirty-three pieces are part of the ninety-three items above.

Archer’s Dream

2 equipped pieces
Shooters move back thirty percent less on the ATB bar after shooting.

Class-specific bonus: Ranger · two pieces: the same thirty-percent smaller recovery for personal shooting, including Deadeye Shot and Rain of Arrows.

The bow removes distance penalties and the quiver gives shooters four Attack and unlimited ammunition. Their shared bonus changes recovery after shooting rather than adding a free shot inside the current action.

Armor of Dwarven Kings

2 equipped pieces
Led creatures gain an additional forty-percent Magic Proof protection.
4 equipped pieces
At battle start friendly creatures receive Expert Endurance and Deflect Missile for ten turns.

Class-specific bonus: Runemage · two pieces: ten-percent Spellpower, at least one; the manual applies this bonus last.

Pieces additionally total four Attack, eight Defense and four Knowledge with four distinct immunities: Implosion, Slow, Blindness and Frenzy. Magic Proof is damage reduction rather than a forty-percent chance to evade any spell.

Endurance · Deflect Missile · Implosion · Slow · Blindness · Frenzy

Death’s Embrace

2 equipped pieces
All enemy creatures’ battle Speed minus one.
4 equipped pieces
An enemy failing morale receives twenty percent lower Attack and Defense until its next turn begins.

Class-specific bonus: Necromancer · two pieces: Banshee Howl applies minus two Morale, minus two Luck and twenty percent lower Initiative, leaving hero ATB at 0.5 after use; it combines with the applicable specialization. Four pieces add a twenty-five-percent raising discount alongside the amulet’s savings.

Separate piece penalties from set thresholds. The Speed reduction differs from the staff’s twenty-percent Initiative penalty, and four-piece stat reduction requires actual failed morale rather than permanently affecting every creature.

Lion’s Spirit

3 equipped pieces
A friendly creature’s good morale moves the hero ten percent forward on ATB; bad morale moves the hero backward.

Class-specific bonus: Knight · two pieces: personal attacks including Retaliation Strike reduce target morale by two.

Pieces total five Morale and two Luck. Account for creature types and morale chance rather than automatic movement on every attack; hero progress triggers on the applicable creature outcome.

Power of Dragons

2 equipped pieces
One to all four primary attributes.
4 equipped pieces
Friendly tier-seven creatures gain five Attack, five Defense and twenty HP.
6 equipped pieces
Another three to all primary attributes, totaling four with the two-piece threshold before item bonuses.
8 equipped pieces
Adds one native-town tier-seven creature daily, preferring classic upgrade, alternate upgrade, then base form.

No additional class-specific bonus in the reference table.

All eight pieces and thresholds total ten hero Attack, ten Defense, eleven Spellpower and eleven Knowledge. Piece Initiative effects have distinct recipients; tier-seven Attack/Defense is a separate bonus rather than another hero primary stat.

Runeforce

2 equipped pieces
One to all four primary attributes.

Class-specific bonus: Warlock · two pieces: doubles Elemental Vision’s effect when learned.

Including both pieces the total is three Attack, Defense, Spellpower and Knowledge each. The Runeforce name does not make it exclusive to Runemages; the shared stat threshold differs from the Warlock-specific condition.

Sar-Issus Regalia

2 equipped pieces
Doubles friendly spellcasting creatures’ mana and Spellpower.
4 equipped pieces
The hero moves back ten percent less on ATB after casting a spell.

Class-specific bonus: Wizard · two pieces: a separate ten-percent smaller ATB recovery after casting.

Pieces themselves grant six Spellpower, six Knowledge, half mana costs and enemy Magic Resistance bypass. Creatures and hero are distinct recipients; exact combination order with other ATB modifiers cannot be inferred solely from “ten percent less.”

Vestment of Enlightenment

2 equipped pieces
Another fifteen percent newly gained experience; with the pieces’ ten and twenty, forty-five percent total.

No additional class-specific bonus in the reference table.

The manual explicitly adds all three contributions. A 1000 XP award without other modifiers gives 1450 rather than 1518 from multiplying 1.1, 1.2 and 1.15; previously stored experience is not retroactively multiplied.

Weapons of Might

2 equipped pieces
Led creatures gain three Attack and two HP.

Class-specific bonus: Barbarian · two pieces: thirty-percent smaller ATB recovery after personal attacks, also applying to Powerful Blow.

The pieces’ five hero Attack and Defense differ from three Attack directly to creatures. Each piece also states its own five-percent army Initiative penalty; completing the set does not remove those drawbacks.

Will of Urgash

2 equipped pieces
The hero gains five Attack.

Class-specific bonus: Demon Lord · two pieces: Gating brings twenty-five percent more creatures under the set description.

The set retains the helmet’s three Knowledge and minus one Defense and the ring’s minus two enemy Morale. The Demon Lord bonus does not grant free Gating to every other hero; count still follows actual summoning conditions.

3.1 manual: sets, pages 199–201 · Illustration provenance appears on the linked cards.

How artifacts work in this game

Heroes have ten equipped positions: seven unique body positions, two rings and one pocket item. The left hand can hold a shield, tome, scroll or Moonblade. The backpack stores inactive equipment, and Tear of Asha is a construction item. These are not the first games’ fourteen shared slots.

Hero Attack and Defense support creatures’ physical combat, Spellpower applicable spell formulas and Knowledge mana capacity. The hero does not fight as an ordinary separate Heroes IV creature. Direct creature Attack or HP bonuses additionally differ from commander primary stats.

Initiative sets ATB action frequency. Speed sets reach within one battle move. Daily hero travel is a third quantity, unaffected by creature Speed or Initiative in the manual. Reduced ATB recovery distinguishes creature shooting, hero attacking, casting and special abilities.

Each Luck and Morale point gives ten-percent applicable probability, capped at fifty percent. In Tribes of the East values themselves can exceed positive or negative five: seven after minus two remains five at the same maximum. Good Luck doubles an eligible attack and bad Luck halves it. Ordinary spells do not check Luck without a specific exception.

Magic Resistance is a chance to resist. Magic Protection or Magic Proof reduces applicable damage. Complete immunity is another distinct branch. Staff of Sar-Issus does not remove all three. For a mini-artifact example, natural fifty-percent protection plus thirty-four percent protects the remainder and totals sixty-seven percent.

Tomes grant spells at actual hero mastery rather than automatic Expert. Master of bonuses are restricted for tome-only spells, with a separate exception for Destructive freezing, stunning and burning. Wands have charges, with fixed Advanced/Spellpower eight listed alongside conflicting earlier wording. Scroll is a distinct left-hand item.

Ten sets use thirty-three separate pieces. Their individual effects remain while thresholds add bonuses. The manual separates general thresholds from eight class-specific bonuses. Two pieces are not automatically the complete eight-piece dragon set; its thresholds are two, four, six and eight.

Movement is determined at turn start. Swift Journey adds twenty-five percent on land after Logistics and does not apply at sea. Open Road instead removes terrain penalties. Sextant and Navigation have a separate sea table; sailing does not add the land boots. Item prices are references and actual market offers can differ.

Academy mini-artifacts are a separate system: Wizards craft them at Arcane Forge for stacks. Basic allows one effect, Advanced two, Expert three; Ultimate halves creation cost. One piece cannot repeat an effect, and first/second/third effects cost five/ten/fifteen of each associated resource. Strength depends on creator Knowledge. They are not invented extra types added to ninety-three.

3.1 manual: complete inventory ↗

3.1 manual: ten sets and class bonuses ↗

3.1 manual: mini-artifacts ↗

3.1 manual: movement and bonus combination ↗

Jaskinia Behemota: types, original artwork and expansions ↗