HEROES ATLAS
EN

HEROES V · ARTIFICER · 3.1

Heroes V: mini-artifacts and crafting planner

Nine effects, all 540 Knowledge-one-to-sixty values, twelve original images and crafting-order comparisons. Choose Artificer mastery, up to three distinct effects and your available resources.

Tribes of the East 3.1, Wizard and Arcane Forge. This calculates one stack mini-artifact, excluding final damage, action counts and forge construction. Ultimate shows a rounding interval because the manual does not establish exact integer rounding.

Plan crafting

Default example: Knowledge six, Advanced, one Speed and thirty-four-percent Magic Protection. With fifty-percent natural protection the result is sixty-seven percent. Both costs appear below.

Crafting, equipping and transfer

A Wizard needs learned Artificer and a town with Arcane Forge. Basic allows one effect, Advanced two, Expert three; Ultimate allows three and halves crafting cost. One mini-artifact cannot repeat the same effect.

The first effect costs five of each associated resource, the second ten and the third fifteen. Order changes resource distribution without changing strength. The same cosmetic shape does not ensure the same strength: effects and creator Knowledge matter.

According to the manual, entering a town with Arcane Forge updates strength when the hero has higher Knowledge. Gaining Knowledge on an expedition therefore does not imply an immediate map-wide update.

A stack carries one mini-artifact. Equipping another replaces it, and transfers occur at Arcane Forge. The manual states that the hero has no separate interface to view unequipped mini-artifacts outside the forge.

Upgrading, merging or splitting does not destroy the artifact. When two equipped stacks merge one remains and the other returns to the hero. A killed or dismissed stack loses its artifact. Dismantling at the forge returns resources; this does not create unlimited new copies.

Arcane Forge: construction and prerequisites · All creatures and their stats

Four shapes, three effect counts

Amulet, Trinket, Badge and Orb are cosmetic choices. Three tiers correspond to one, two and three effects rather than three arbitrary bonuses from the image.

Amulet

Amulet · tier 1
1 effect
Amulet · tier 2
2 effects
Amulet · tier 3
3 effects

Trinket

Trinket · tier 1
1 effect
Trinket · tier 2
2 effects
Trinket · tier 3
3 effects

Badge

Badge · tier 1
1 effect
Badge · tier 2
2 effects
Badge · tier 3
3 effects

Orb

Orb · tier 1
1 effect
Orb · tier 2
2 effects
Orb · tier 3
3 effects

Original manual bitmaps, page 275 · Game artwork: separate rights

Two effects with equal strength and different cost

Knowledge six and Advanced give one Speed and thirty-four-percent protection regardless of order. With five ore, five mercury, ten wood and ten gems, excluding other needs, the first order is affordable and the second is not.

Speed → Magic Protection

Wood
10
Ore
5
Mercury
5
Gems
10

Magic Protection → Speed

Wood
5
Ore
10
Mercury
10
Gems
5

All nine effects

Armor Crushing

Reduces opposing Defense on the applicable attack rather than raising personal Attack.

Useful against a well-armored target. This value does not establish permanent Defense removal after every hit or bypassing every defensive bonus.

Formula / table
−(1 + floor(K / 15))
Effect resources
Ore + Sulfur
All sixty values
Armor Crushing · Knowledge 1–60
KnowledgeStack bonus
1-1
2-1
3-1
4-1
5-1
6-1
7-1
8-1
9-1
10-1
11-1
12-1
13-1
14-1
15-2
16-2
17-2
18-2
19-2
20-2
21-2
22-2
23-2
24-2
25-2
26-2
27-2
28-2
29-2
30-3
31-3
32-3
33-3
34-3
35-3
36-3
37-3
38-3
39-3
40-3
41-3
42-3
43-3
44-3
45-4
46-4
47-4
48-4
49-4
50-4
51-4
52-4
53-4
54-4
55-4
56-4
57-4
58-4
59-4
60-5

Defense

Adds Defense to the wearing stack rather than every owner army.

Protects a physically attacked stack. Compare flat HP through personal health and enemy Attack; Defense alone does not solve a direct spell.

Formula / table
1 + floor(K / 4)
Effect resources
Wood + Crystal
All sixty values
Defense · Knowledge 1–60
KnowledgeStack bonus
1+1
2+1
3+1
4+2
5+2
6+2
7+2
8+3
9+3
10+3
11+3
12+4
13+4
14+4
15+4
16+5
17+5
18+5
19+5
20+6
21+6
22+6
23+6
24+7
25+7
26+7
27+7
28+8
29+8
30+8
31+8
32+9
33+9
34+9
35+9
36+10
37+10
38+10
39+10
40+11
41+11
42+11
43+11
44+12
45+12
46+12
47+12
48+13
49+13
50+13
51+13
52+14
53+14
54+14
55+14
56+15
57+15
58+15
59+15
60+16

Haste

Raises Initiative and action frequency rather than reach in one move.

Value grows with usable actions. Knowledge fifty reaches the table’s fifty-percent maximum; further Knowledge in the table does not raise Initiative.

Formula / table
min(K, 50) %
Effect resources
Mercury + Sulfur
All sixty values
Haste · Knowledge 1–60
KnowledgeStack bonus
1+1%
2+2%
3+3%
4+4%
5+5%
6+6%
7+7%
8+8%
9+9%
10+10%
11+11%
12+12%
13+13%
14+14%
15+15%
16+16%
17+17%
18+18%
19+19%
20+20%
21+21%
22+22%
23+23%
24+24%
25+25%
26+26%
27+27%
28+28%
29+29%
30+30%
31+31%
32+32%
33+33%
34+34%
35+35%
36+36%
37+37%
38+38%
39+39%
40+40%
41+41%
42+42%
43+43%
44+44%
45+45%
46+46%
47+47%
48+48%
49+49%
50+50%
51+50%
52+50%
53+50%
54+50%
55+50%
56+50%
57+50%
58+50%
59+50%
60+50%

Health

Adds HP to each creature in the wearing stack rather than once to the entire stack.

Low base health gives a larger proportional gain. Knowledge twenty adds five HP per creature, applying separately to each of a hundred cheap creatures or one strong creature.

Formula / table
1 + floor(K / 5)
Effect resources
Wood + Gems
All sixty values
Health · Knowledge 1–60
KnowledgeStack bonus
1+1
2+1
3+1
4+1
5+2
6+2
7+2
8+2
9+2
10+3
11+3
12+3
13+3
14+3
15+4
16+4
17+4
18+4
19+4
20+5
21+5
22+5
23+5
24+5
25+6
26+6
27+6
28+6
29+6
30+7
31+7
32+7
33+7
34+7
35+8
36+8
37+8
38+8
39+8
40+9
41+9
42+9
43+9
44+9
45+10
46+10
47+10
48+10
49+10
50+11
51+11
52+11
53+11
54+11
55+12
56+12
57+12
58+12
59+12
60+13

Luck

Raises Luck; probability has a separate fifty-percent cap and excess value can buffer penalties.

Luck changes probability rather than guaranteeing extra damage on every attack. Excess above five can buffer penalties in Tribes of the East although chance stops rising.

Formula / table
1 + floor(K / 10)
Effect resources
Wood + Crystal
All sixty values
Luck · Knowledge 1–60
KnowledgeStack bonus
1+1
2+1
3+1
4+1
5+1
6+1
7+1
8+1
9+1
10+2
11+2
12+2
13+2
14+2
15+2
16+2
17+2
18+2
19+2
20+3
21+3
22+3
23+3
24+3
25+3
26+3
27+3
28+3
29+3
30+4
31+4
32+4
33+4
34+4
35+4
36+4
37+4
38+4
39+4
40+5
41+5
42+5
43+5
44+5
45+5
46+5
47+5
48+5
49+5
50+6
51+6
52+6
53+6
54+6
55+6
56+6
57+6
58+6
59+6
60+7

Magic Protection

Reduces magic damage, enhancing natural protection on the previously unprotected portion.

At Knowledge six the table gives thirty-four percent. With natural fifty-percent protection this gives fifty plus fifty times 0.34, totaling sixty-seven rather than eighty-four percent.

Formula / table
T[K]; ≤85 %
Effect resources
Wood + Gems
All sixty values
Magic Protection · Knowledge 1–60
KnowledgeStack bonus
1+6%
2+13%
3+19%
4+25%
5+29%
6+34%
7+37%
8+41%
9+44%
10+47%
11+49%
12+52%
13+54%
14+56%
15+58%
16+60%
17+61%
18+63%
19+64%
20+66%
21+67%
22+68%
23+69%
24+70%
25+71%
26+72%
27+73%
28+74%
29+75%
30+76%
31+76%
32+77%
33+78%
34+78%
35+79%
36+79%
37+80%
38+80%
39+81%
40+81%
41+82%
42+82%
43+82%
44+82%
45+83%
46+83%
47+83%
48+83%
49+84%
50+84%
51+84%
52+84%
53+84%
54+84%
55+84%
56+84%
57+84%
58+84%
59+84%
60+85%

Morale

Raises eligible creatures’ Morale; mechanical and Undead creatures have exceptions.

Before spending check whether the creature uses morale. A positive value alone does not guarantee value for a mechanical stack without the applicable exception.

Formula / table
1 + floor(K / 10)
Effect resources
Ore + Sulfur
All sixty values
Morale · Knowledge 1–60
KnowledgeStack bonus
1+1
2+1
3+1
4+1
5+1
6+1
7+1
8+1
9+1
10+2
11+2
12+2
13+2
14+2
15+2
16+2
17+2
18+2
19+2
20+3
21+3
22+3
23+3
24+3
25+3
26+3
27+3
28+3
29+3
30+4
31+4
32+4
33+4
34+4
35+4
36+4
37+4
38+4
39+4
40+5
41+5
42+5
43+5
44+5
45+5
46+5
47+5
48+5
49+5
50+6
51+6
52+6
53+6
54+6
55+6
56+6
57+6
58+6
59+6
60+7

Piercing

Adds Attack to creatures in the wearing stack; the name does not mean completely ignoring Defense.

Direct creature Attack improves physical combat through opposing Defense. Compare with Initiative through whether hit strength or action count decides the battle.

Formula / table
1 + floor(K / 4)
Effect resources
Ore + Crystal
All sixty values
Piercing · Knowledge 1–60
KnowledgeStack bonus
1+1
2+1
3+1
4+2
5+2
6+2
7+2
8+3
9+3
10+3
11+3
12+4
13+4
14+4
15+4
16+5
17+5
18+5
19+5
20+6
21+6
22+6
23+6
24+7
25+7
26+7
27+7
28+8
29+8
30+8
31+8
32+9
33+9
34+9
35+9
36+10
37+10
38+10
39+10
40+11
41+11
42+11
43+11
44+12
45+12
46+12
47+12
48+13
49+13
50+13
51+13
52+14
53+14
54+14
55+14
56+15
57+15
58+15
59+15
60+16

Speed

Raises Speed for battle movement rather than Initiative or daily hero travel.

Knowledge fourteen gives one Speed while fifteen gives two. That threshold can change first-action reach; it does not increase daily hero travel.

Formula / table
1 + floor(K / 15)
Effect resources
Ore + Mercury
All sixty values
Speed · Knowledge 1–60
KnowledgeStack bonus
1+1
2+1
3+1
4+1
5+1
6+1
7+1
8+1
9+1
10+1
11+1
12+1
13+1
14+1
15+2
16+2
17+2
18+2
19+2
20+2
21+2
22+2
23+2
24+2
25+2
26+2
27+2
28+2
29+2
30+3
31+3
32+3
33+3
34+3
35+3
36+3
37+3
38+3
39+3
40+3
41+3
42+3
43+3
44+3
45+4
46+4
47+4
48+4
49+4
50+4
51+4
52+4
53+4
54+4
55+4
56+4
57+4
58+4
59+4
60+5

References and specific uncertainties

3.1 manual: rules, formulas and resources · All 540 reference values · Shapes, equipment and transfer

Ultimate’s half price is documented, but exact per-contribution rounding is not. The planner therefore shows nominal halves and the interval between downward and upward contribution rounding; boundary affordability is marked uncertain.

The manual itself lists Arcane Forge construction as 2000 gold in the town table on page 213 but 3000 in the Artificer chapter on page 273. One-time construction is excluded from this one-item crafting cost.