HEROES ATLAS
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Heroes VI · 211 ITEMS

Heroes VI: artifacts, 32 Dynasty weapons and 11 sets

211 documented entries with original illustrations, numerical effects, requirements, Czech and English rules and tactics. Each of 32 Dynasty weapons has five detailed ranks. Eleven sets identify 66 exact pieces and two-, four- and six-piece thresholds.

Base game, Pirates of the Savage Sea, Danse Macabre and Shades of Darkness through the historical inventory. Four fragments have separate illustrations with editorial indices; three mana-potion sizes share a card, and scrolls currently have a generic entry. These are 211 reference entries rather than a claim covering every item variant in every map.

Catalogue items

211

Spider Helm · Heroes VI · game artifact
Image source · Game artwork

Morale

Spider Helm

Heroes VI · according to scenario content · Minor

Reduces enemy creatures’ Morale and Luck by one each.

When it fits: Inexpensive preparation against eligible living stacks when both penalties help.

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
−1 / −1
Carrier inventory
Head
Rules, conditions and restrictions

The penalties affect the opponent rather than curse friendly troops or subtract two Might Power. Heroes VI morale and luck retain their own resolution and creature-type conditions; another game’s percentages are not imported.

Practical use

Inexpensive preparation against eligible living stacks when both penalties help. Against creatures without ordinary morale assess the Luck effect separately and compare another helmet rather than expecting universal control.

Compare equipment: Assassin Mask · Mask of the Madman · Helmet of the Naga Lord

Names in other references: Pajęczy Hełm

Acid Cave · Heroes VI ↗

Assassin Mask · Heroes VI · game artifact
Image source · Game artwork

Morale

Assassin Mask

Shades of Darkness · Minor

Reduces enemy creature morale by three and forms an Assassin’s Set piece.

When it fits: Useful in a control plan against morale-dependent troops.

Buildings and acquisition · relationship type

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How it works · parameters, rules and further relationships
Enemy creatures · Morale
−3
Carrier inventory
Head
Rules, conditions and restrictions

The penalty is neither automatic sleep nor guaranteed loss of every action. The mask alone grants no full-set poison or Initiative bonuses. Creature morale eligibility and the enemy army’s actual state matter.

Practical use

Useful in a control plan against morale-dependent troops. Against Mask of the Madman compare the individual penalty with reaching a particular Assassin’s Set threshold.

Equipped-set piece: Assassin’s Set

Compare equipment: Moonblade · Cloak of Darkness · Assassin Gloves · Spider Helm · Mask of the Madman · Helmet of the Naga Lord

Names in other references: Maska Zabójcy

Acid Cave · Heroes VI ↗ · Acid Cave · Heroes VI ↗

Mask of the Madman · Heroes VI · game artifact
Image source · Game artwork

Morale

Mask of the Madman

Heroes VI · according to scenario content · Major

Reduces enemy Morale by six points and belongs to Trickster’s Set.

When it fits: A stronger narrow specialization than Spider Helm’s smaller two-stat effect.

Buildings and acquisition · relationship type

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How it works · parameters, rules and further relationships
Enemy creatures · Morale
−6
Carrier inventory
Head
Rules, conditions and restrictions

This concerns enemy morale rather than simultaneously reducing Luck, Might Defense or dealing damage. Further set thresholds are not granted merely by wearing the mask alone.

Practical use

A stronger narrow specialization than Spider Helm’s smaller two-stat effect. Choose through the actual opponent, and do not let a morale plan replace protection against guaranteed attacks.

Equipped-set piece: Trickster’s Set

Compare equipment: Ring of Misfortune · Motley Cloak of the Fool · Mesmering Spaulders · Spider Helm · Assassin Mask · Helmet of the Naga Lord

Names in other references: Maska Szaleńca

Acid Cave · Heroes VI ↗ · Acid Cave · Heroes VI ↗

Thunderblade Helmet · Heroes VI · game artifact
Image source · Game artwork

Magic and spellcasting

Thunderblade Helmet

Heroes VI · according to scenario content · Major

Adds two Leadership and grants Lightning Bolt.

When it fits: Compare new single-target damage with the bearer’s abilities and actual mana.

Buildings and acquisition · relationship type

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How it works · parameters, rules and further relationships
Hero · Leadership
+2
Granted spell
Lightning Bolt
Carrier inventory
Head
Rules, conditions and restrictions

Leadership and spell access are distinct effects. Lightning Bolt hits one target rather than becoming Chain Lightning. The entry establishes neither free casting nor automatic top-reputation spell strength.

Practical use

Compare new single-target damage with the bearer’s abilities and actual mana. Treat historical spell-card values as reference examples; hero attributes and target protection still determine actual damage.

Compare equipment: Humble Coif of the Prophet · Supreme Crown of the Magister · Shadow Comb

Names in other references: Hełm Thunderblade'a (Hełm Bystroostrzego)

Acid Cave · Heroes VI ↗

Helmet of the Naga Lord · Heroes VI · game artifact
Image source · Game artwork

Morale

Helmet of the Naga Lord

Heroes VI · according to scenario content · Major

Adds seven Leadership in naval combat and two sight-radius points.

When it fits: On an island map compare naval combat value with spotting coastal destinations early.

Buildings and acquisition · relationship type

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How it works · parameters, rules and further relationships
Naval combat · Leadership
+7
Hero · sight radius
+2
Carrier inventory
Head
Rules, conditions and restrictions

The naval condition belongs to combat Leadership. Sight is listed separately and differs from faster sailing. The item itself removes no boarding cost and grants no creature Water Walking.

Practical use

On an island map compare naval combat value with spotting coastal destinations early. Before a decisive land fight do not count the conditional seven as a general contribution.

Compare equipment: Spider Helm · Assassin Mask · Mask of the Madman

Names in other references: Hełm Władcy Nag

Acid Cave · Heroes VI ↗

Myranda's Helmet · Heroes VI · game artifact
Image source · Game artwork

Multiple primary attributes

Myranda's Helmet

Shades of Darkness · Relic

Adds four Might Defense, two Leadership and the Enlightenment ability.

When it fits: Assess the documented defense and Leadership alongside the installed ability’s actual state.

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 · Might Defense
+4
Hero · Leadership
+2
Granted ability
Enlightenment
Carrier inventory
Head

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

Rules, conditions and restrictions

Might Defense is not general Magic Defense. The artifact reference names Enlightenment without specifying the exact additional amount or stacking with a learned version. Unverified contributions are not added as another settled XP multiplier.

Practical use

Assess the documented defense and Leadership alongside the installed ability’s actual state. While assembling Windswords Set track individual pieces separately from shared thresholds.

Compare all 104 spell formulas and costs →

Equipped-set piece: Windswords’ Set

Compare equipment: Sayuri's Journal · Vein's Spaulders · Ga'arend's Boots · Crag Hack's Helmet

Names in other references: Hełm Myrandy

Acid Cave · Heroes VI ↗ · Acid Cave · Heroes VI ↗

Guardian Helmet · Heroes VI · game artifact
Image source · Game artwork

Morale

Guardian Helmet

Heroes VI · according to scenario content · Relic

Adds ten hero Leadership and forms a Guardian’s Set piece.

When it fits: Compare value for an eligible army with alternative magical or physical 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 · Leadership
+10
Carrier inventory
Head
Rules, conditions and restrictions

Leadership supports led creatures’ morale rather than adding ten Might Power, direct HP or protection from the first three attacks. That protection belongs to Guardian Breastplate, not this helmet alone.

Practical use

Compare value for an eligible army with alternative magical or physical defense. In the Guardian set track two, four and six pieces; one high-Leadership piece does not provide the full six-piece bonus.

Equipped-set piece: Guardian’s Set

Compare equipment: Lion Shield · Lion Mane Cape · Guardian Spaulders · Spider Helm · Assassin Mask · Mask of the Madman

Names in other references: Hełm Strażnika

Acid Cave · Heroes VI ↗ · Acid Cave · Heroes VI ↗

Crag Hack's Helmet · Heroes VI · game artifact
Image source · Game artwork

Multiple primary attributes

Crag Hack's Helmet

Heroes VI · according to scenario content · Relic

Adds seven Might Power and five friendly-creature Initiative points.

When it fits: For a physical army compare both hit strength and key-stack order.

Buildings and acquisition · relationship type

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How it works · parameters, rules and further relationships
Hero · Might Power
+7
Led creatures · Initiative
+5 points
Carrier inventory
Head
Rules, conditions and restrictions

Initiative is five flat points rather than five percent or movement reach. Might Power supports applicable physical attacks. The helmet belongs to Warlord’s Set; its name alone does not restrict the bonus to Crag Hack.

Practical use

For a physical army compare both hit strength and key-stack order. If five changes who strikes first, its value differs from merely counting damage in a longer fight; Heroes V ATB arithmetic does not apply.

Compare all 104 spell formulas and costs →

Equipped-set piece: Warlord’s Set

Compare equipment: Centaur Bow · Bone Spaulders · Gauntlets of the Khan · Myranda's Helmet

Names in other references: Hełm Craga Hacka

Acid Cave · Heroes VI ↗ · Acid Cave · Heroes VI ↗

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

Experience gain

All-Seeing Crown

Heroes VI · according to scenario content · Minor

Raises hero sight by one and newly gained experience by two percent.

When it fits: For a 1000 XP award the two-percent branch alone adds twenty XP before other modifiers.

Buildings and acquisition · relationship type

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How it works · parameters, rules and further relationships
Hero · sight
+1
Hero · newly gained experience
+2%
Carrier inventory
Head
Rules, conditions and restrictions

This differs from the four sight points of the Heroes V namesake. The 1.7 change list reports fixing the crown’s nonfunctional effect; an older result cannot be generalized to every later installation. One Vagrant’s Set piece.

Practical use

For a 1000 XP award the two-percent branch alone adds twenty XP before other modifiers. Assess scouting and rewards over the route; a decisive fight can prefer a specialized combat helmet.

Equipped-set piece: Vagrant’s Set

Compare equipment: Owlfeather Cloak · Snatching Gloves · Saddle of Pathfinding

Names in other references: Wszystkowidząca Korona

Acid Cave · Heroes VI ↗ · Gamepressure · patch notes ↗ · Acid Cave · Heroes VI ↗

Winterwind Peace Circlet · Heroes VI · game artifact
Image source · Game artwork

Neutral joining

Winterwind Peace Circlet

Heroes VI · according to scenario content · Minor

Raises described diplomacy effectiveness by ten percent and forms a Regent’s Set piece.

When it fits: Value depends on actual neutral negotiations and personal diplomacy abilities.

Buildings and acquisition · relationship type

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This item has marked uncertainties. See the rules below.

How it works · parameters, rules and further relationships
Diplomacy · described effectiveness
+10%; exact branch unverified
Carrier inventory
Head

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

Rules, conditions and restrictions

The short artifact description does not settle whether every branch uses a relative multiplier or percentage points of final chance. The 1.5.2 list reports fixing the nonfunctional artifact; it does not promise every neutral stack will join.

Practical use

Value depends on actual neutral negotiations and personal diplomacy abilities. Compare it with combat equipment and whether it reaches a desired Regent-set threshold.

Equipped-set piece: Regent’s Set

Compare equipment: Stonefist Libram · Heartguard Regal Mantle · War Drums of the Legion

Names in other references: Obręcz Przymierza Winterwindów (Diadem Pokoju Zimowego Wichru)

Acid Cave · Heroes VI ↗ · Gamepressure · patch notes ↗ · Acid Cave · Heroes VI ↗

Captain's Hat · Heroes VI · game artifact
Image source · Game artwork

Luck

Captain's Hat

Pirates of the Savage Sea · Minor

Adds two Destiny and forms a Pirate Set piece.

When it fits: A less expensive Pirate piece supporting applicable combat chances.

Buildings and acquisition · relationship type

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How it works · parameters, rules and further relationships
Hero · Destiny
+2
Carrier inventory
Head
Rules, conditions and restrictions

This specific numeric description grants neither sailing movement nor another game’s ship summoning. Destiny supports creature Luck; Pirate-set thresholds require their own assessment.

Practical use

A less expensive Pirate piece supporting applicable combat chances. Before equipping for water travel compare an actual sailing item rather than relying on the pirate-themed name.

Equipped-set piece: Pirate’s Set

Compare equipment: Hook · Skull Ring · Pirate Flag

Names in other references: Czapka Kapitana

Acid Cave · Heroes VI ↗ · Acid Cave · Heroes VI ↗

Humble Coif of the Prophet · Heroes VI · game artifact
Image source · Game artwork

Magic and spellcasting

Humble Coif of the Prophet

Heroes VI · according to scenario content · Major

Adds three Magic Defense, thirty mana capacity and three Mana Regeneration.

When it fits: For an extended-route caster compare actual spending, recovery and enemy damage type.

Buildings and acquisition · relationship type

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How it works · parameters, rules and further relationships
Hero · Magic Defense
+3
Hero · mana capacity
+30
Hero · Mana Regeneration
+3
Carrier inventory
Head
Rules, conditions and restrictions

Magic defense, mana limit and recovery are three distinct effects. A larger limit is not itself an empty-reserve refill or learning a new spell. The coif belongs to Prophet’s Set.

Practical use

For an extended-route caster compare actual spending, recovery and enemy damage type. Against purely physical pressure Magic Defense does not replace another helmet’s Might Defense.

Compare all 104 spell formulas and costs →

Equipped-set piece: Prophet’s Set

Heroes to consider it for

Conditional suggestions for the game plan (17)

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.

Where to compare it in practice

Conditional uses and multiple profiles to compare. Links establish neither item owners nor guaranteed starting inventory.

Magic and control

For personal mana capacity, daily recovery and a magic-heavy expedition.

Daily recovery does not replace mana missing mid-day or give every casting creature a new reserve.

Compare equipment: Libram of the Prophet · Iridescent Pearl · Spaulders of the Prophet · Thunderblade Helmet · Supreme Crown of the Magister · Shadow Comb

Names in other references: Zgrzebny Kaptur Proroka

Acid Cave · Heroes VI ↗ · Acid Cave · Heroes VI ↗

Supreme Crown of the Magister · Heroes VI · game artifact
Image source · Game artwork

Magic and spellcasting

Supreme Crown of the Magister

Heroes VI · according to scenario content · Relic

Adds five Magic Power, fifty mana capacity and five Mana Regeneration.

When it fits: A useful combination for a hero using magic formulas and long-term mana endurance.

Buildings and acquisition · relationship type

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How it works · parameters, rules and further relationships
Hero · Magic Power
+5
Hero · mana capacity
+50
Hero · Mana Regeneration
+5
Carrier inventory
Head
Rules, conditions and restrictions

The sixth game’s contributions are separate: general Magic Power, capacity and recovery. This is not Heroes V Knowledge or automatically Heroes IV’s namesake recovery amount. One Magister’s Set piece.

Practical use

A useful combination for a hero using magic formulas and long-term mana endurance. Compare Shadow Comb’s greater pure Magic Power through endurance needs and Magister-set thresholds.

Compare all 104 spell formulas and costs →

Equipped-set piece: Magister’s Set

Compare equipment: Magister Codex · Magister Cloak · Magister Spaulders · Thunderblade Helmet · Humble Coif of the Prophet · Shadow Comb

Names in other references: Korona Arcybakałarza (Najwspanialsza Korona Magistra)

Acid Cave · Heroes VI ↗ · Acid Cave · Heroes VI ↗

Shadow Comb · Heroes VI · game artifact
Image source · Game artwork

Magic and spellcasting

Shadow Comb

Heroes VI · according to scenario content · Relic

Adds eight Magic Power and grants Puppet Master.

When it fits: Eight Magic Power strengthens applicable magical effects.

Buildings and acquisition · relationship type

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How it works · parameters, rules and further relationships
Hero · Magic Power
+8
Granted spell
Puppet Master
Carrier inventory
Head
Rules, conditions and restrictions

The Polish Zawładnięcie corresponds to Puppet Master in the Dark Magic reference. Temporary control ends when the affected stack takes damage; creatures are not permanently recruited. Consult the linked spell card for cost, duration and target eligibility.

Practical use

Eight Magic Power strengthens applicable magical effects. Before controlling a target plan other stacks’ attacks so friendly area damage does not prematurely break control.

Compare equipment: Thunderblade Helmet · Humble Coif of the Prophet · Supreme Crown of the Magister

Names in other references: Grzebień Cienia

Acid Cave · Heroes VI ↗ · Acid Cave · Heroes VI ↗

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

Defense

Dwarven Shield

Heroes VI · according to scenario content · Minor

Adds 2 Might Defense and requires a Might-affinity hero.

When it fits: Basic physical defense for the main fighter.

Buildings and acquisition · relationship type

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How it works · parameters, rules and further relationships
Might Defense
+2
Equipment requirement
Might affinity
Carrier inventory
Off hand · shield, bow or libram
Rules, conditions and restrictions

Works through the hero’s physical defensive attribute. Occupies the off hand, competing with a bow or libram; it neither adds equal Magic Defense nor supplies a fixed percentage reduction to every hit.

Practical use

Basic physical defense for the main fighter. Steadfast Shield adds four more points; Flamegold Shield retains the same two while adding Fire specialization.

Compare equipment: Steadfast Shield · Sentinel Shield

Names in other references: Krasnoludzka Tarcza

Acid Cave · Heroes VI ↗

Flamegold Shield · Heroes VI · game artifact
Image source · Game artwork

Magic protection

Flamegold Shield

Heroes VI · according to scenario content · Major

Adds two Might Defense and ten Magic Defense against Fire magic.

When it fits: Equip against a known Fire threat; against physical troops compare other shields’ higher Might Defense.

Buildings and acquisition · relationship type

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How it works · parameters, rules and further relationships
Might Defense
+2
Magic Defense against Fire only
+10
Carrier inventory
Off hand · shield, bow or libram
Rules, conditions and restrictions

The Fire ten is a school-specific defensive attribute rather than ten-percent resistance or full immunity. The 1.5.2 fix list explicitly repairs the shield’s nonfunctional Fire defense.

Practical use

Equip against a known Fire threat; against physical troops compare other shields’ higher Might Defense. Relate older malfunction reports to the installed patch.

Heroes to consider it for

Conditional suggestions for the game plan (79)

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.

Where to compare it in practice

Conditional uses and multiple profiles to compare. Links establish neither item owners nor guaranteed starting inventory.

Early expansion

For physical screening and, separately, expected Fire magic.

Fire-specific Magic Defense is not a universal immunity percentage. Reassess that protection when the element changes.

Compare equipment: Libram of Last Rites · Libram of the Prophet

Names in other references: Ogniozłota Tarcza (Tarcza Płomiennego Złota)

Acid Cave · Heroes VI ↗ · Gamepressure · patch notes ↗

Lion Shield · Heroes VI · game artifact
Image source · Game artwork

Multiple primary attributes

Lion Shield

Heroes VI · according to scenario content · Major

Adds three Leadership and three Might Defense; requires Might affinity.

When it fits: Compare three defense with Steadfast Shield’s higher individual 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
Might Defense
+3
Leadership
+3
Equipment requirement
Might affinity
Carrier inventory
Off hand · shield, bow or libram
Rules, conditions and restrictions

One Guardian’s Set piece supports morale and physical defense. Set health thresholds depend on equipped-piece count rather than the lion name or carrying pieces in the backpack.

Practical use

Compare three defense with Steadfast Shield’s higher individual defense. Lion Shield gains additional value when reaching a Guardian threshold and when led troops benefit from Leadership.

Compare all 104 spell formulas and costs →

Equipped-set piece: Guardian’s Set

Compare equipment: Guardian Helmet · Lion Mane Cape · Guardian Spaulders

Names in other references: Lwia Tarcza

Acid Cave · Heroes VI ↗ · Acid Cave · Heroes VI ↗

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

Defense

Steadfast Shield

Heroes VI · according to scenario content · Major

Adds 6 Might Defense and requires a Might-affinity hero.

When it fits: The middle defensive option between Dwarven Shield (+2) and Sentinel Shield (+10).

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
Might Defense
+6
Equipment requirement
Might affinity
Carrier inventory
Off hand · shield, bow or libram
Rules, conditions and restrictions

Works through the hero’s physical defensive attribute. Occupies the off hand, competing with a bow or libram; it neither adds equal Magic Defense nor supplies a fixed percentage reduction to every hit.

Practical use

The middle defensive option between Dwarven Shield (+2) and Sentinel Shield (+10). Against predominantly magical damage also compare other protection types rather than the larger physical-defense number alone.

Compare equipment: Dwarven Shield · Sentinel Shield

Names in other references: Wzmocniona Tarcza

Acid Cave · Heroes VI ↗

Sentinel Shield · Heroes VI · game artifact
Image source · Game artwork

Defense

Sentinel Shield

Heroes VI · according to scenario content · Relic

Adds 10 Might Defense and requires a Might-affinity hero.

When it fits: Useful for surviving concentrated physical attacks.

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
Might Defense
+10
Equipment requirement
Might affinity
Carrier inventory
Off hand · shield, bow or libram
Rules, conditions and restrictions

Works through the hero’s physical defensive attribute. Occupies the off hand, competing with a bow or libram; it neither adds equal Magic Defense nor supplies a fixed percentage reduction to every hit.

Practical use

Useful for surviving concentrated physical attacks. For shooters account for losing a bow: removing distance penalties can eliminate a dangerous stack before defense becomes necessary.

Compare equipment: Dwarven Shield · Steadfast Shield

Names in other references: Tarcza Gwardzisty

Acid Cave · Heroes VI ↗

Celestial Shield · Heroes VI · game artifact
Image source · Game artwork

Magic and spellcasting

Celestial Shield

Heroes VI · according to scenario content · Major

For a Haven hero increases Guardian Angel point gain by ten percent.

When it fits: Assess whether earlier charge thresholds protect a key stack in time.

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
Guardian Angel · point gain
+10%
Equipment requirement
Haven
Carrier inventory
Off hand · shield, bow or libram
Rules, conditions and restrictions

Changes racial-ability charging rather than directly raising its rank, protection duration or Might Defense. Requires Haven. Ten percent does not promise another angel after every attack.

Practical use

Assess whether earlier charge thresholds protect a key stack in time. In a short fight that never reaches another threshold, direct shield defense may contribute more.

Compare all 104 spell formulas and costs →

Compare equipment: Handbook of the Apprentice · Grimoire of the Master · Codex of the Archmage

Names in other references: Tarcza Niebios

Acid Cave · Heroes VI ↗

Marksman Crossbow · Heroes VI · game artifact
Image source · Game artwork

Ranged support

Marksman Crossbow

Heroes VI · according to scenario content · Minor

Adds one damage to led shooting creatures.

When it fits: A flat point has the greatest proportional effect on numerous low-base-damage shooters.

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
Shooters · damage
+1
Carrier inventory
Off hand · shield, bow or libram
Rules, conditions and restrictions

This is a flat shooter-damage contribution rather than one hero Might Power. The crossbow itself specifies no removal of distance, obstacle or melee penalties.

Practical use

A flat point has the greatest proportional effect on numerous low-base-damage shooters. Before a distant shot compare a bow that also removes the distance penalty.

Where to compare it in practice

Conditional uses and multiple profiles to compare. Links establish neither item owners nor guaranteed starting inventory.

Ranged army

When numerous shooters use a flat damage contribution across several shots.

It is not hero Might Power, and the crossbow alone removes no distance, obstacle or melee restriction.

Compare equipment: Centaur Bow · Unicorn Horn Bow · Emerald Yumi Bow

Names in other references: Kusza Strzelca Wyborowego

Acid Cave · Heroes VI ↗

Centaur Bow · Heroes VI · game artifact
Image source · Game artwork

Ranged support

Centaur Bow

Heroes VI · according to scenario content · Minor

Shooters retaliate in melee without their melee penalty; requires Might affinity.

When it fits: Consider it when opponents regularly pin shooters with fast contact units.

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
Shooter melee retaliation
No melee penalty
Equipment requirement
Might affinity
Carrier inventory
Off hand · shield, bow or libram
Rules, conditions and restrictions

The description concerns a shooter’s contact retaliation. It grants neither penalty-free shooting across the battlefield nor automatically unlimited retaliations. One Warlord’s Set piece.

Practical use

Consider it when opponents regularly pin shooters with fast contact units. For a purely ranged exchange compare Unicorn Horn Bow and Emerald Yumi Bow.

Equipped-set piece: Warlord’s Set

Compare equipment: Crag Hack's Helmet · Bone Spaulders · Gauntlets of the Khan · Marksman Crossbow · Unicorn Horn Bow · Emerald Yumi Bow

Names in other references: Łuk Centaura

Acid Cave · Heroes VI ↗ · Acid Cave · Heroes VI ↗

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

Ranged support

Unicorn Horn Bow

Heroes VI · according to scenario content · Major

Adds two shooter Might Damage and removes their range penalty.

When it fits: Useful for opening fire across a long distance.

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 VIThis cardOff hand · shield, bow or libramAdds two shooter Might Damage and removes their range penalty.
Heroes VRight 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
Shooters · Might Damage
+2
Range penalty
Removed
Carrier inventory
Off hand · shield, bow or libram
Rules, conditions and restrictions

Flat physical damage differs from hero Might Power. Removing the range penalty alone does not remove every obstacle or enemy contact; these conditions must be considered separately.

Practical use

Useful for opening fire across a long distance. If obstacles cover the firing lane, Emerald Yumi Bow explicitly removes that penalty too and adds another damage point.

Where to compare it in practice

Conditional uses and multiple profiles to compare. Links establish neither item owners nor guaranteed starting inventory.

Ranged army

For an actual distance penalty and the physical component of ranged damage.

Might Damage is not Magic Power. Removing the range penalty alone solves neither obstacles nor enemy contact.

Compare equipment: Marksman Crossbow · Centaur Bow · Emerald Yumi Bow

Names in other references: Łuk z Rogu Jednorożca

Acid Cave · Heroes VI ↗

Emerald Yumi Bow · Heroes VI · game artifact
Image source · Game artwork

Ranged support

Emerald Yumi Bow

Heroes VI · according to scenario content · Relic

Adds three shooter Might Damage and removes range and obstacle penalties.

When it fits: For numerous physical shooters and distant covered targets.

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
Shooters · Might Damage
+3
Shooting penalties
Range and obstacle penalties removed
Carrier inventory
Off hand · shield, bow or libram
Rules, conditions and restrictions

Three points are flat physical damage rather than three Might Power or three percent. Removing those two shooting penalties does not itself grant unlimited retaliation or remove every defensive ability on the target.

Practical use

For numerous physical shooters and distant covered targets. Before trading it for a shield compare the penalties actually removed and how many friendly creatures will shoot.

Compare equipment: Marksman Crossbow · Centaur Bow · Unicorn Horn Bow

Names in other references: Szmaragdowy Łuk Yumi

Acid Cave · Heroes VI ↗

Handbook of the Apprentice · Heroes VI · game artifact
Image source · Game artwork

Magic and spellcasting

Handbook of the Apprentice

Heroes VI · according to scenario content · Minor

Adds 20 mana capacity and 2 daily mana recovery. Requires Magic affinity.

When it fits: A modest reserve for early caster exploration.

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
Mana capacity
+20
Mana per day
+2
Equipment requirement
Magic affinity
Carrier inventory
Off hand · shield, bow or libram
Rules, conditions and restrictions

The book occupies the off hand. Capacity and daily recovery are separate: this grants neither every spell in a school nor that recovery after each combat round. A higher maximum is not an immediate full refill.

Practical use

A modest reserve for early caster exploration. If spending ten mana daily, two recovery alone is insufficient; reserves, a town or another verified recovery source must cover the remainder.

Compare all 104 spell formulas and costs →

Compare equipment: Celestial Shield · Grimoire of the Master · Codex of the Archmage

Names in other references: Podręcznik Ucznia

Acid Cave · Heroes VI ↗

Grimoire of the Master · Heroes VI · game artifact
Image source · Game artwork

Magic and spellcasting

Grimoire of the Master

Heroes VI · according to scenario content · Major

Adds 60 mana capacity and 6 daily mana recovery. Requires Magic affinity.

When it fits: Against the Handbook gain forty additional capacity and four more mana daily.

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
Mana capacity
+60
Mana per day
+6
Equipment requirement
Magic affinity
Carrier inventory
Off hand · shield, bow or libram
Rules, conditions and restrictions

The book occupies the off hand. Capacity and daily recovery are separate: this grants neither every spell in a school nor that recovery after each combat round. A higher maximum is not an immediate full refill.

Practical use

Against the Handbook gain forty additional capacity and four more mana daily. Evaluate both through route length between refills rather than only the strongest individual spell.

Compare all 104 spell formulas and costs →

Compare equipment: Celestial Shield · Handbook of the Apprentice · Codex of the Archmage

Names in other references: Grymuar Mistrza

Acid Cave · Heroes VI ↗

Codex of the Archmage · Heroes VI · game artifact
Image source · Game artwork

Magic and spellcasting

Codex of the Archmage

Heroes VI · according to scenario content · Relic

Adds 100 mana capacity and 10 daily mana recovery. Requires Magic affinity.

When it fits: Largest of these three reserve books: forty more capacity and four more daily recovery than the Grimoire.

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
Mana capacity
+100
Mana per day
+10
Equipment requirement
Magic affinity
Carrier inventory
Off hand · shield, bow or libram
Rules, conditions and restrictions

The book occupies the off hand. Capacity and daily recovery are separate: this grants neither every spell in a school nor that recovery after each combat round. A higher maximum is not an immediate full refill.

Practical use

Largest of these three reserve books: forty more capacity and four more daily recovery than the Grimoire. The off hand can still serve another libram with direct Magic Power or racial charging.

Compare all 104 spell formulas and costs →

Compare equipment: Celestial Shield · Handbook of the Apprentice · Grimoire of the Master

Names in other references: Kompendium Arcymaga

Acid Cave · Heroes VI ↗

Magister Codex · Heroes VI · game artifact
Image source · Game artwork

Magic and spellcasting

Magister Codex

Heroes VI · according to scenario content · Major

Adds three Magic Power and three Destiny; requires Magic affinity.

When it fits: Compare casting strength and Luck support with Codex of the Archmage’s reserve.

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 Power / Destiny
+3 / +3
Equipment requirement
Magic affinity
Carrier inventory
Off hand · shield, bow or libram
Rules, conditions and restrictions

This book does not automatically add mana capacity or every spell. It is one of six Magister’s Set pieces. Destiny and spell strength support different parts of the combat plan.

Practical use

Compare casting strength and Luck support with Codex of the Archmage’s reserve. On a long route a smaller reserve can limit the number of fights even if individual hits grow stronger.

Compare all 104 spell formulas and costs →

Equipped-set piece: Magister’s Set

Compare equipment: Supreme Crown of the Magister · Magister Cloak · Magister Spaulders · Celestial Shield · Handbook of the Apprentice · Grimoire of the Master

Names in other references: Kompendium Bakałarza (Kompendium Magistra)

Acid Cave · Heroes VI ↗ · Acid Cave · Heroes VI ↗

Libram of Last Rites · Heroes VI · game artifact
Image source · Game artwork

Magic protection

Libram of Last Rites

Danse Macabre · Relic

Adds five Magic Defense and reduces enemy-creature healing by five percent.

When it fits: Value rises against troops that actually heal and when reaching Lich-set thresholds.

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.

Libram of Last Rites
GameSlotEffect in this game
Heroes VIIOff handReduces friendly incoming magic damage by five percent and halves all healing.
Heroes VIThis cardOff hand · shield, bow or libramAdds five Magic Defense and reduces enemy-creature healing by five 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
Magic Defense
+5
Enemy healing
−5%
Carrier inventory
Off hand · shield, bow or libram
Rules, conditions and restrictions

Five-percent healing reduction is neither a complete healing ban nor immediate damage. The separate five Magic Defense is a defensive attribute. A Greater Lich’s Set piece.

Practical use

Value rises against troops that actually heal and when reaching Lich-set thresholds. If the opponent never heals, compare the five Magic Defense alone with other off-hand options.

Equipped-set piece: Greater Lich’s Set

Compare equipment: Ring of the Unrepentant · Cloak of the Lich · Boots of the Walking Dead · Flamegold Shield · Libram of the Prophet

Names in other references: Księga Ostatniej Posługi

Acid Cave · Heroes VI ↗ · Acid Cave · Heroes VI ↗

Libram of the Prophet · Heroes VI · game artifact
Image source · Game artwork

Magic protection

Libram of the Prophet

Heroes VI · according to scenario content · Relic

Adds five Magic Defense, fifty mana capacity and five mana per day.

When it fits: Within Prophet’s Set compare reserves with surviving magical hits.

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
Magic Defense
+5
Mana capacity
+50
Mana per day
+5
Carrier inventory
Off hand · shield, bow or libram

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

Rules, conditions and restrictions

Combines magic defense with reserves and daily recovery rather than granting every spell. The English inventory lists a Magic requirement absent from the short Polish entry; verify equipment eligibility in the installed version.

Practical use

Within Prophet’s Set compare reserves with surviving magical hits. Grimoire has ten more capacity and one more daily recovery; this libram adds defense and a set piece.

Equipped-set piece: Prophet’s Set

Compare equipment: Humble Coif of the Prophet · Iridescent Pearl · Spaulders of the Prophet · Flamegold Shield · Libram of Last Rites

Names in other references: Księga Proroka

Acid Cave · Heroes VI ↗ · Acid Cave · Heroes VI ↗

Sayuri's Journal · Heroes VI · game artifact
Image source · Game artwork

Magic and spellcasting

Sayuri's Journal

Shades of Darkness · Relic

Adds twelve mana per day and grants Meditation.

When it fits: Daily recovery matters for a sequence of fights; current mana for Meditation matters in the decisive encounter.

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
Mana per day
+12
Ability
Meditation
Carrier inventory
Off hand · shield, bow or libram
Rules, conditions and restrictions

Daily recovery belongs to the adventure map. Meditation is a separate active ability with its own cost and use limit; twelve does not mean recovery every round. One Windswords’ Set piece.

Practical use

Daily recovery matters for a sequence of fights; current mana for Meditation matters in the decisive encounter. Open the linked ability and compare its cost with its subsequent benefit.

Equipped-set piece: Windswords’ Set

Compare equipment: Myranda's Helmet · Vein's Spaulders · Ga'arend's Boots · Celestial Shield · Handbook of the Apprentice · Grimoire of the Master

Names in other references: Dziennik Sayuri

Acid Cave · Heroes VI ↗ · Acid Cave · Heroes VI ↗

Gorada Rael · Heroes VI · game artifact
Image source · Game artwork

Magic and spellcasting

Gorada Rael

Heroes VI · according to scenario content · Major

For an Inferno hero increases Gating point gain by ten percent.

When it fits: Check whether faster charging opens Gating in time for an important moment.

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
Gating · point gain
+10%
Equipment requirement
Inferno
Carrier inventory
Off hand · shield, bow or libram
Rules, conditions and restrictions

Affects racial-gauge charging rather than automatically adding ten percent more gated creatures or free use every turn. Occupies the off hand and requires Inferno.

Practical use

Check whether faster charging opens Gating in time for an important moment. Direct shooter damage or defense may be preferable if the threshold is reached in the same round anyway.

Compare all 104 spell formulas and costs →

Compare equipment: Celestial Shield · Handbook of the Apprentice · Grimoire of the Master

Names in other references: Gorada Rael

Acid Cave · Heroes VI ↗

Stonefist Libram · Heroes VI · game artifact
Image source · Game artwork

Income

Stonefist Libram

Heroes VI · according to scenario content · Major

Provides 250 gold daily and reference-described access to Architect.

When it fits: The monetary branch alone yields 1750 gold in seven days.

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
Gold per day
250
Granted ability
Architect · rank unspecified
Carrier inventory
Off hand · shield, bow or libram

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

Rules, conditions and restrictions

The item source does not specify Architect’s rank. Rank I affects nearby dwelling growth, II discounts conversion with the hero present, and III enables another construction under its conditions. The book cannot automatically be assigned all three.

Practical use

The monetary branch alone yields 1750 gold in seven days. For a builder first verify the granted rank, then plan growth or construction savings and Regent’s Set.

Equipped-set piece: Regent’s Set

Compare equipment: Winterwind Peace Circlet · Heartguard Regal Mantle · War Drums of the Legion

Names in other references: Pamiętnik Klanu Stonefist (Libram Kamiennej Pięści)

Acid Cave · Heroes VI ↗ · Acid Cave · Heroes VI ↗ · Acid Cave · Heroes VI ↗

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

Adventure movement

Logbook of the Master Sailor

Heroes VI · according to scenario content · Relic

Adds eight hero sea-movement points and removes movement loss from whirlpools.

When it fits: On a water route compare eight with Sextant of the Sea Elves’ six and the cost of using the off hand.

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 · sea movement
+8
Whirlpools · movement cost
No movement loss
Carrier inventory
Off hand · shield, bow or libram
Rules, conditions and restrictions

Sea travel is not creature reach in a naval fight. The entry explicitly concerns movement points spent passing whirlpools; it does not establish general immunity to creature losses or free boarding.

Practical use

On a water route compare eight with Sextant of the Sea Elves’ six and the cost of using the off hand. This naval eight does not extend a purely land-based day.

Names in other references: Dziennik Wilka Morskiego

Acid Cave · Heroes VI ↗

Tome of Sieges · Heroes VI · game artifact
Image source · Game artwork

Siege

Tome of Sieges

Heroes VI · according to scenario content · Relic

Adds one point of catapult fortification damage.

When it fits: Use when the extra point shortens the time to breach a needed wall section.

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
Catapult · structural damage
+1
Carrier inventory
Off hand · shield, bow or libram
Rules, conditions and restrictions

This is structural damage rather than every creature’s Might Damage or automatically destroying an entire wall. The tome occupies the off hand and matters during an actual siege.

Practical use

Use when the extra point shortens the time to breach a needed wall section. In a field fight compare a shield, bow or mana book because there is no fortification for the catapult to breach.

Names in other references: Księga Oblężeń

Acid Cave · Heroes VI ↗

Hook · Heroes VI · game artifact
Image source · Game artwork

Morale

Hook

Pirates of the Savage Sea · Major

On a hero attack adds four friendly-creature Morale until combat end, capped at twelve.

When it fits: Value grows with usable hero attacks and a morale-eligible 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
Morale per hero attack
+4
Contribution cap
+12
Duration
Until combat end
Carrier inventory
Off hand · shield, bow or libram
Rules, conditions and restrictions

Three eligible attacks reach the stated cap. The trigger is a hero attack rather than every spell or every creature hit. One Pirate’s Set piece occupying the off hand.

Practical use

Value grows with usable hero attacks and a morale-eligible army. Do not postpone a crucial spell for a fourth attack that adds nothing beyond the twelve cap.

Equipped-set piece: Pirate’s Set

Compare equipment: Captain's Hat · Skull Ring · Pirate Flag

Names in other references: Hak

Acid Cave · Heroes VI ↗ · Acid Cave · Heroes VI ↗

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

Attack

Moonblade

Shades of Darkness · Minor

Adds three Might Power from the off hand and belongs to Assassin’s Set.

When it fits: Use in an offensive composition or to reach an Assassin 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.

How it works · parameters, rules and further relationships
Might Power
+3
Carrier inventory
Off hand · shield, bow or libram
Rules, conditions and restrictions

Provides physical strength through an off-hand weapon. Does not occupy the main Dynasty-weapon position, but competes with a shield, bow or libram. The piece alone does not grant complete-set poison effects.

Practical use

Use in an offensive composition or to reach an Assassin threshold. Against dangerous physical pressure compare three offensive points with the replaced shield’s defense.

Equipped-set piece: Assassin’s Set

Compare equipment: Assassin Mask · Cloak of Darkness · Assassin Gloves

Names in other references: Księżycowy Miecz

Acid Cave · Heroes VI ↗ · Acid Cave · Heroes VI ↗

Ring of Conjuring · Heroes VI · game artifact
Image source · Game artwork

Magic and spellcasting

Ring of Conjuring

Heroes VI · according to scenario content · Minor

Adds one Magic Power and twenty mana capacity.

When it fits: Early on compare stronger spells with room for another cast.

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 Conjuring
GameSlotEffect in this game
Heroes VIIHands · gloves, bracelet or ringAdds one Magic and twenty maximum mana; a Bloodforged component.
Heroes VIThis cardRingAdds one Magic Power and twenty mana capacity.
Heroes IIIRing · one of two positionsWhile equipped the item provides: Enchantment duration power: +2 rounds.
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 Power
+1
Mana capacity
+20
Carrier inventory
Ring
Rules, conditions and restrictions

Magic Power affects applicable magic formulas; capacity sets the maximum reserve. Despite the Conjuring name, the ring specifies neither daily recovery nor access to every summoning spell.

Practical use

Early on compare stronger spells with room for another cast. Elemental Ring serves a different purpose, specializing actual elemental summoning rather than this broader combination.

Compare all 104 spell formulas and costs →

Heroes to consider it for

Conditional suggestions for the game plan (17)

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.

Where to compare it in practice

Conditional uses and multiple profiles to compare. Links establish neither item owners nor guaranteed starting inventory.

Magic and control

For a known effect using Magic Power and a larger actually filled mana reserve.

More capacity is neither an instant refill nor an automatic change to a spell’s reputation rank.

Compare equipment: Elemental Ring · Skull Ring · Ring of the Unrepentant

Names in other references: Pierścień Przywoływania

Acid Cave · Heroes VI ↗

Elemental Ring · Heroes VI · game artifact
Image source · Game artwork

Magic and spellcasting

Elemental Ring

Heroes VI · according to scenario content · Major

Increases reference-described summoning effectiveness by twenty percent.

When it fits: Choose through a summoning spell actually available and its displayed count.

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
Summoning · reference effectiveness
+20%
Carrier inventory
Ring

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

Rules, conditions and restrictions

The English inventory specifies more creatures for Summon Elemental; the Polish wording is broader. The same bonus is not assumed for every artifact summon, Phoenix or Gating. Small-count rounding is undocumented.

Practical use

Choose through a summoning spell actually available and its displayed count. Twenty percent nominally means twelve instead of ten, but does not establish rounding of a count such as 3.6.

Compare equipment: Ring of Conjuring · Skull Ring · Ring of the Unrepentant

Names in other references: Pierścień Żywiołów

Acid Cave · Heroes VI ↗

Ring of Misfortune · Heroes VI · game artifact
Image source · Game artwork

Luck

Ring of Misfortune

Heroes VI · according to scenario content · Major

Reduces enemy-creature Luck by four points and belongs to Trickster’s Set.

When it fits: Compare suppressing enemy Luck with another ring’s Initiative contribution.

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
−4
Carrier inventory
Ring
Rules, conditions and restrictions

The penalty affects the enemy rather than the bearer’s Destiny. It changes no action order directly and does not guarantee every attack is cursed; Heroes VI Luck rules still apply.

Practical use

Compare suppressing enemy Luck with another ring’s Initiative contribution. When assembling Trickster’s Set check whether the ring also reaches another set threshold.

Equipped-set piece: Trickster’s Set

Compare equipment: Mask of the Madman · Motley Cloak of the Fool · Mesmering Spaulders

Names in other references: Pierścień Nieszczęścia

Acid Cave · Heroes VI ↗ · Acid Cave · Heroes VI ↗

Ring of Swiftness · Heroes VI · game artifact
Image source · Game artwork

Battle Speed

Ring of Swiftness

Heroes VI · according to scenario content · Minor

Adds 2 friendly-creature Initiative points.

When it fits: Two points can suffice when they overcome a particular gap against an enemy shooter or control stack.

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 Swiftness
GameSlotEffect in this game
Heroes VIIHands · gloves, bracelet or ringAdds 5 Initiative to all friendly creatures.
Heroes VIThis cardRingAdds 2 friendly-creature Initiative points.
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
+2 points
Carrier inventory
Ring
Rules, conditions and restrictions

These are flat points affecting Heroes VI action order, not Heroes V ATB percentages, daily travel or attack reach. The ring must be equipped in its corresponding active position.

Practical use

Two points can suffice when they overcome a particular gap against an enemy shooter or control stack. Compare actual stack order rather than rarity alone.

Compare equipment: Ring of Celerity · Ring of Haste

Names in other references: Pierścień Prędkości

Acid Cave · Heroes VI ↗

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

Battle Speed

Ring of Celerity

Heroes VI · according to scenario content · Major

Adds 5 friendly-creature Initiative points.

When it fits: Adds three more points than Ring of Swiftness.

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 VIThis cardRingAdds 5 friendly-creature Initiative points.
Heroes VRing · 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
+5 points
Carrier inventory
Ring
Rules, conditions and restrictions

These are flat points affecting Heroes VI action order, not Heroes V ATB percentages, daily travel or attack reach. The ring must be equipped in its corresponding active position.

Practical use

Adds three more points than Ring of Swiftness. Its value chiefly concerns acting before the opponent; it does not automatically issue another full action to every creature.

Compare equipment: Ring of Swiftness · Ring of Haste

Names in other references: Pierścień Szybkości

Acid Cave · Heroes VI ↗

Ring of Haste · Heroes VI · game artifact
Image source · Game artwork

Battle Speed

Ring of Haste

Heroes VI · according to scenario content · Relic

Adds 10 friendly-creature Initiative points.

When it fits: Largest individual Initiative contribution of these three rings.

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 points
Carrier inventory
Ring
Rules, conditions and restrictions

These are flat points affecting Heroes VI action order, not Heroes V ATB percentages, daily travel or attack reach. The ring must be equipped in its corresponding active position.

Practical use

Largest individual Initiative contribution of these three rings. For a decisive opening compare action order with other equipment bonuses; for a long fight also assess damage and survival.

Compare equipment: Ring of Swiftness · Ring of Celerity

Names in other references: Pierścień Przyspieszenia

Acid Cave · Heroes VI ↗

Skull Ring · Heroes VI · game artifact
Image source · Game artwork

Magic and spellcasting

Skull Ring

Pirates of the Savage Sea · Relic

Grants Terror and forms a Pirate’s Set piece.

When it fits: Use to temporarily disable an eligible dangerous stack and prepare for immunity.

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
Terror
Carrier inventory
Ring
Rules, conditions and restrictions

Terror is a targeted control effect with conditions and immunities described on its spell card. Owning the ring does not mean permanent fear across the enemy army or unlimited mana-free casting.

Practical use

Use to temporarily disable an eligible dangerous stack and prepare for immunity. Within the Pirate set compare the new control option with the other pieces’ contributions.

Equipped-set piece: Pirate’s Set

Compare equipment: Captain's Hat · Hook · Pirate Flag · Ring of Conjuring · Elemental Ring · Ring of the Unrepentant

Names in other references: Pierścień Czaszki

Acid Cave · Heroes VI ↗ · Acid Cave · Heroes VI ↗

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

Magic and spellcasting

Ring of the Unrepentant

Danse Macabre · Relic

Adds five Magic Power and grants Teleport.

When it fits: Five Magic Power supports other magic actions; Teleport can reach a target behind an obstacle or extract a threatened 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
Magic Power
+5
Granted spell
Teleport
Carrier inventory
Ring
Rules, conditions and restrictions

Teleport relocates an eligible friendly stack on the battlefield; it is neither adventure-map hero movement nor Town Portal. A Greater Lich’s Set piece with effects distinct from the Heroes V namesake.

Practical use

Five Magic Power supports other magic actions; Teleport can reach a target behind an obstacle or extract a threatened stack. Account for spell cost and do not treat relocation as an attack itself.

Equipped-set piece: Greater Lich’s Set

Compare equipment: Libram of Last Rites · Cloak of the Lich · Boots of the Walking Dead · Ring of Conjuring · Elemental Ring · Skull Ring

Names in other references: Pierścień Nieskruszonego

Acid Cave · Heroes VI ↗ · Acid Cave · Heroes VI ↗

Motley Cloak of the Fool · Heroes VI · game artifact
Image source · Game artwork

Luck

Motley Cloak of the Fool

Heroes VI · according to scenario content · Minor

Adds one Destiny and lowers enemy Luck by one.

When it fits: In a close contest assess friendly Luck support and enemy suppression.

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
Destiny / enemy Luck
+1 / −1
Carrier inventory
Cloak and back
Rules, conditions and restrictions

The friendly attribute and enemy penalty are separate contributions rather than two points of one friendly stat. A Trickster’s Set piece; the cloak itself does not change Initiative.

Practical use

In a close contest assess friendly Luck support and enemy suppression. For a set plan compare threshold value with a directly protective cloak.

Equipped-set piece: Trickster’s Set

Compare equipment: Mask of the Madman · Ring of Misfortune · Mesmering Spaulders

Names in other references: Wielobarwny Płaszcz Błazna

Acid Cave · Heroes VI ↗ · Acid Cave · Heroes VI ↗

Magister Cloak · Heroes VI · game artifact
Image source · Game artwork

Magic and spellcasting

Magister Cloak

Heroes VI · according to scenario content · Minor

While equipped grants: Magic Power +2.

When it fits: Use for a stronger individual spell or a 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.

How it works · parameters, rules and further relationships
Magic Power
+2
Carrier inventory
Cloak and back
Rules, conditions and restrictions

An individual Magister’s Set piece strengthens applicable magic formulas without itself increasing mana reserves or daily recovery.

Practical use

Use for a stronger individual spell or a set threshold. Against a dangerous magic attacker compare whether a defensive cloak preserves more important troops.

Compare all 104 spell formulas and costs →

Equipped-set piece: Magister’s Set

Compare equipment: Supreme Crown of the Magister · Magister Codex · Magister Spaulders

Names in other references: Płaszcz Bakałarza (Płaszcz Magistra)

Acid Cave · Heroes VI ↗ · Acid Cave · Heroes VI ↗

Iridescent Pearl · Heroes VI · game artifact
Image source · Game artwork

Health and healing

Iridescent Pearl

Heroes VI · according to scenario content · Major

Adds two HP to led creatures; inventories disagree on the accompanying two defense.

When it fits: Value flat HP through creature count, especially with low base health.

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
Each led creature · HP
+2
Defensive-attribute conflict
Polish: Might Defense +2; English: Magic Defense +2
Carrier inventory
Cloak and back

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

Rules, conditions and restrictions

The Polish card says +2 Obrona, corresponding to Might Defense; the English inventory lists +2 Magic Defense. Both agree on two HP. The disputed defense is not counted in both attributes. One Prophet’s Set piece.

Practical use

Value flat HP through creature count, especially with low base health. Before calculating survival of a physical or magical hit verify the defensive attribute in the installed version.

Equipped-set piece: Prophet’s Set

Compare equipment: Humble Coif of the Prophet · Libram of the Prophet · Spaulders of the Prophet

Names in other references: Połyskująca Perła

Acid Cave · Heroes VI ↗ · Acid Cave · Heroes VI ↗

Cloak of the Lich · Heroes VI · game artifact
Image source · Game artwork

Morale

Cloak of the Lich

Danse Macabre · Major

Adds three Destiny and reduces enemy-creature morale by three.

When it fits: A control combination against morale-eligible enemies with friendly attacks benefiting from 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
Destiny / enemy Morale
+3 / −3
Carrier inventory
Cloak and back
Rules, conditions and restrictions

Does not automatically also reduce enemy Luck as a similarly named item does in another game. Friendly Destiny and enemy Morale affect different recipients. A Greater Lich’s Set piece.

Practical use

A control combination against morale-eligible enemies with friendly attacks benefiting from Luck. Against creatures without morale reassess the enemy-facing half of the bonus.

Equipped-set piece: Greater Lich’s Set

Compare equipment: Libram of Last Rites · Ring of the Unrepentant · Boots of the Walking Dead · Lion Mane Cape

Names in other references: Płaszcz Lisza

Acid Cave · Heroes VI ↗ · Acid Cave · Heroes VI ↗

Lion Mane Cape · Heroes VI · game artifact
Image source · Game artwork

Morale

Lion Mane Cape

Heroes VI · according to scenario content · Major

While equipped grants: Leadership +6.

When it fits: Useful for troops actually benefiting from 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
Leadership
+6
Carrier inventory
Cloak and back
Rules, conditions and restrictions

Leadership supports eligible creatures’ morale. An individual Guardian’s Set piece; the cloak alone supplies no HP from shared thresholds.

Practical use

Useful for troops actually benefiting from morale. Include reaching a set threshold and the cost of replacing direct magical protection.

Equipped-set piece: Guardian’s Set

Compare equipment: Guardian Helmet · Lion Shield · Guardian Spaulders · Cloak of the Lich

Names in other references: Płaszcz z Lwiej Grzywy

Acid Cave · Heroes VI ↗ · Acid Cave · Heroes VI ↗

Cloak of Darkness · Heroes VI · game artifact
Image source · Game artwork

Magic protection

Cloak of Darkness

Shades of Darkness · Major

Reduces ranged attacks against friendly stacks by twenty percent.

When it fits: Equip against an opponent likely to have time to shoot.

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 ranged attacks
−20%
Carrier inventory
Cloak and back
Rules, conditions and restrictions

Protection concerns ranged attacks rather than equally reducing every contact attack or hero spell. Belongs to Assassin’s Set, not a similarly named Heroes IV set.

Practical use

Equip against an opponent likely to have time to shoot. If shooters will be pinned quickly, compare the remaining ranged threat with alternative equipment.

Equipped-set piece: Assassin’s Set

Where to compare it in practice

Conditional uses and multiple profiles to compare. Links establish neither item owners nor guaranteed starting inventory.

Defense and endurance

Against shooting that would remove another important action from vulnerable stacks.

It is not general defense against every spell or melee attack. Consider another cloak for another threat.

Compare equipment: Assassin Mask · Moonblade · Assassin Gloves · Cape of Protection · Mantle of Resistance · Cloak of Warding

Names in other references: Płaszcz Ciemności

Acid Cave · Heroes VI ↗ · Acid Cave · Heroes VI ↗

Heartguard Regal Mantle · Heroes VI · game artifact
Image source · Game artwork

Income

Heartguard Regal Mantle

Heroes VI · according to scenario content · Relic

Adds six Leadership and increases all owned towns’ gold income by ten percent.

When it fits: With 5000 daily eligible town income, the ten-percent branch is 500. Compare long-term revenue with Leadership’s combat value and available defensive cloaks.

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
Leadership
+6
Owned towns’ gold income
+10%
Carrier inventory
Cloak and back
Rules, conditions and restrictions

The income branch concerns towns rather than automatically covering gold pickups or every other producer. One Regent’s Set piece. Stacking multiple copies is undocumented.

Practical use

With 5000 daily eligible town income, the ten-percent branch is 500. Compare long-term revenue with Leadership’s combat value and available defensive cloaks.

Equipped-set piece: Regent’s Set

Compare equipment: Winterwind Peace Circlet · Stonefist Libram · War Drums of the Legion

Names in other references: Królewski Płaszcz Klanu Heartguard (Królewski Płaszcz Otuchy)

Acid Cave · Heroes VI ↗ · Acid Cave · Heroes VI ↗

Owlfeather Cloak · Heroes VI · game artifact
Image source · Game artwork

Battle Speed

Owlfeather Cloak

Heroes VI · according to scenario content · Relic

Adds five combat-movement points to led flying creatures; requires Might affinity.

When it fits: Before combat check newly reachable targets and opportunities to pin shooters.

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 flyers · combat movement
+5
Equipment requirement
Might affinity
Carrier inventory
Cloak and back
Rules, conditions and restrictions

The bonus applies to flying creatures in combat, not hero daily travel, Initiative or every walker. One Vagrant’s Set piece. It does not grant flight to creatures lacking it.

Practical use

Before combat check newly reachable targets and opportunities to pin shooters. With no flyers chiefly assess the value of completing a set threshold.

Equipped-set piece: Vagrant’s Set

Compare equipment: All-Seeing Crown · Snatching Gloves · Saddle of Pathfinding

Names in other references: Płaszcz z Sowich Piór

Acid Cave · Heroes VI ↗ · Acid Cave · Heroes VI ↗

Cape of Protection · Heroes VI · game artifact
Image source · Game artwork

Magic protection

Cape of Protection

Heroes VI · according to scenario content · Minor

While equipped grants: Magic Defense +2.

When it fits: Basic general magic 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
Magic Defense
+2
Carrier inventory
Cloak and back
Rules, conditions and restrictions

Raises the led army’s general magical defensive attribute. The number is not a fixed resistance percentage and does not automatically grant immunity to every control spell. Occupies the cloak position.

Practical use

Basic general magic defense. Mantle of Resistance offers six and Cloak of Warding ten; against purely physical pressure seek physical defense elsewhere.

Compare equipment: Cloak of Darkness · Mantle of Resistance · Cloak of Warding

Names in other references: Płaszcz Obrony

Acid Cave · Heroes VI ↗

Mantle of Resistance · Heroes VI · game artifact
Image source · Game artwork

Magic protection

Mantle of Resistance

Heroes VI · according to scenario content · Major

While equipped grants: Magic Defense +6.

When it fits: Middle general protection for opponents using several schools.

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 Defense
+6
Carrier inventory
Cloak and back
Rules, conditions and restrictions

Raises the led army’s general magical defensive attribute. The number is not a fixed resistance percentage and does not automatically grant immunity to every control spell. Occupies the cloak position.

Practical use

Middle general protection for opponents using several schools. Against one known school compare a specialized cloak’s ten with this general six.

Compare equipment: Cloak of Darkness · Cape of Protection · Cloak of Warding

Names in other references: Opończa Odporności

Acid Cave · Heroes VI ↗

Cloak of Warding · Heroes VI · game artifact
Image source · Game artwork

Magic protection

Cloak of Warding

Heroes VI · according to scenario content · Relic

While equipped grants: Magic Defense +10.

When it fits: A general ten covers more schools than an individual dragon-god 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.

How it works · parameters, rules and further relationships
Magic Defense
+10
Carrier inventory
Cloak and back
Rules, conditions and restrictions

Raises the led army’s general magical defensive attribute. The number is not a fixed resistance percentage and does not automatically grant immunity to every control spell. Occupies the cloak position.

Practical use

A general ten covers more schools than an individual dragon-god cloak. For caster endurance compare defense, mana and removing a dangerous target through offense.

Compare equipment: Cloak of Darkness · Cape of Protection · Mantle of Resistance

Names in other references: Peleryna Ochrony

Acid Cave · Heroes VI ↗

Cloak of Ylath · Heroes VI · game artifact
Image source · Game artwork

Magic protection

Cloak of Ylath

Heroes VI · according to scenario content · Major

Raises Magic Defense against Air by ten points.

When it fits: Prepare against lightning damage.

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
School-specific Magic Defense
Air: +10
Carrier inventory
Cloak and back
Rules, conditions and restrictions

Applies to the corresponding defense against Air, not every school simultaneously. Patch 1.5.2 repairs these school-specific cloaks. Ten points means neither ten-percent resistance nor automatic full-school immunity.

Practical use

Prepare against lightning damage. Better defense against damage does not automatically remove every accompanying Initiative or movement effect.

Compare equipment: Cloak of Darkness · Cape of Protection · Mantle of Resistance

Names in other references: Płaszcz Ylatha

Acid Cave · Heroes VI ↗ · Gamepressure · patch notes ↗

Cloak of Arkath · Heroes VI · game artifact
Image source · Game artwork

Magic protection

Cloak of Arkath

Heroes VI · according to scenario content · Major

Raises Magic Defense against Fire by ten points.

When it fits: Against area Fire damage combine defense with stack spacing.

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
School-specific Magic Defense
Fire: +10
Carrier inventory
Cloak and back
Rules, conditions and restrictions

Applies to the corresponding defense against Fire, not every school simultaneously. Patch 1.5.2 repairs these school-specific cloaks. Ten points means neither ten-percent resistance nor automatic full-school immunity.

Practical use

Against area Fire damage combine defense with stack spacing. The cloak does not itself fix an army clustered inside the impact area.

Compare equipment: Cloak of Darkness · Cape of Protection · Mantle of Resistance

Names in other references: Płaszcz Arkatha

Acid Cave · Heroes VI ↗ · Gamepressure · patch notes ↗

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

Magic protection

Cloak of Sylanna

Heroes VI · according to scenario content · Major

Raises Magic Defense against Earth by ten points.

When it fits: Choose against confirmed Earth damage.

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
School-specific Magic Defense
Earth: +10
Carrier inventory
Cloak and back
Rules, conditions and restrictions

Applies to the corresponding defense against Earth, not every school simultaneously. Patch 1.5.2 repairs these school-specific cloaks. Ten points means neither ten-percent resistance nor automatic full-school immunity.

Practical use

Choose against confirmed Earth damage. The defensive attribute alone promises neither passage through every obstacle nor immunity to every Earth control effect.

Compare equipment: Cloak of Darkness · Cape of Protection · Mantle of Resistance

Names in other references: Płaszcz Sylanny

Acid Cave · Heroes VI ↗ · Gamepressure · patch notes ↗

Cloak of Shalassa · Heroes VI · game artifact
Image source · Game artwork

Magic protection

Cloak of Shalassa

Heroes VI · according to scenario content · Major

Raises Magic Defense against Water by ten points.

When it fits: Useful against ice damage.

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
School-specific Magic Defense
Water: +10
Carrier inventory
Cloak and back
Rules, conditions and restrictions

Applies to the corresponding defense against Water, not every school simultaneously. Patch 1.5.2 repairs these school-specific cloaks. Ten points means neither ten-percent resistance nor automatic full-school immunity.

Practical use

Useful against ice damage. For targeted freezing or an area zone also consider positioning and each status effect’s conditions.

Compare equipment: Cloak of Darkness · Cape of Protection · Mantle of Resistance

Names in other references: Płaszcz Shalassa

Acid Cave · Heroes VI ↗ · Gamepressure · patch notes ↗

Cloak of Elrath · Heroes VI · game artifact
Image source · Game artwork

Magic protection

Cloak of Elrath

Heroes VI · according to scenario content · Major

Raises Magic Defense against Light by ten points.

When it fits: Compare against an actual Light damage dealer.

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
School-specific Magic Defense
Light: +10
Carrier inventory
Cloak and back
Rules, conditions and restrictions

Applies to the corresponding defense against Light, not every school simultaneously. Patch 1.5.2 repairs these school-specific cloaks. Ten points means neither ten-percent resistance nor automatic full-school immunity.

Practical use

Compare against an actual Light damage dealer. If the opponent uses the school only for friendly healing, this specialization does not reduce that recovery.

Compare equipment: Cloak of Darkness · Cape of Protection · Mantle of Resistance

Names in other references: Płaszcz Elratha

Acid Cave · Heroes VI ↗ · Gamepressure · patch notes ↗

Cloak of Malassa · Heroes VI · game artifact
Image source · Game artwork

Magic protection

Cloak of Malassa

Heroes VI · according to scenario content · Major

Raises Magic Defense against Dark by ten points.

When it fits: Track Dark damage over time and current stack conditions.

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
School-specific Magic Defense
Dark: +10
Carrier inventory
Cloak and back
Rules, conditions and restrictions

Applies to the corresponding defense against Dark, not every school simultaneously. Patch 1.5.2 repairs these school-specific cloaks. Ten points means neither ten-percent resistance nor automatic full-school immunity.

Practical use

Track Dark damage over time and current stack conditions. Do not interpret the defensive ten as blanket protection from Puppet Master or Terror.

Compare equipment: Cloak of Darkness · Cape of Protection · Mantle of Resistance

Names in other references: Płaszcz Malassy

Acid Cave · Heroes VI ↗ · Gamepressure · patch notes ↗

Sword of the Griffin · Heroes VI · game artifact
Image source · Game artwork

Attack

Sword of the Griffin

Heroes VI · Might · Dynasty weapon · five ranks

A Might Dynasty weapon: morale protection and unlimited retaliation for a chosen stack.

When it fits: Give retaliation to a stack that survives repeated contact and can actually respond.

Historical context: Prologue mission one: defeat Toghrul.

How it works · parameters, rules and further relationships
Required affinity
Might
Dynasty ranks
1–5
Carrier inventory
Main hand · Dynasty weapon
All five Dynasty ranks and their effects
  1. Rank 1 · 0 XP

    Three Leadership.

  2. Rank 2 · 100,000 XP

    Friendly creatures are protected against morale-reducing effects.

  3. Rank 3 · 1,000,000 XP

    Five Destiny.

  4. Rank 4 · 3,500,000 XP

    Enemy-creature Morale minus five.

  5. Rank 5 · 7,000,000 XP

    A chosen friendly stack gains unlimited retaliations until combat end. One use.

Rules, conditions and restrictions

Occupies the main hand and uses five Dynasty ranks rather than hero levels. The table separates progressively unlocked effects; an explicitly upgraded ability changes its earlier version. Historical damage, healing and summon values do not guarantee identical results for every hero. Access after Conflux shutdown depends on installation and profile; see the rules guide.

Practical use

Give retaliation to a stack that survives repeated contact and can actually respond. Morale protection and Destiny work differently; unlimited retaliation alone does not guarantee the first friendly attack.

Historical acquisition route

Prologue mission one: defeat Toghrul.

After the 2024 online shutdown verify availability in your installation. Dynasty equipment and online changes

Where to compare it in practice

A Dynasty weapon requires matching Might/Magic affinity and an actually unlocked rank. These styles establish neither weapon availability nor usability by every faction hero.

Equip requirement: Might affinity

Melee pressure
Defense and endurance

Compare equipment: Sword of the Wolf · Iron Feather · Angelic Alliance

Names in other references: Miecz Gryfów

Acid Cave · Heroes VI ↗

Sword of the Wolf · Heroes VI · game artifact
Image source · Game artwork

Attack

Sword of the Wolf

Heroes VI · Might · Dynasty weapon · five ranks

A Might Dynasty weapon: mind protection, battle lockdown and power growing through combat.

When it fits: Supports a long fight, but lockdown affects both sides.

Historical context: Stronghold mission one: defeat Markus.

How it works · parameters, rules and further relationships
Required affinity
Might
Dynasty ranks
1–5
Carrier inventory
Main hand · Dynasty weapon
All five Dynasty ranks and their effects
  1. Rank 1 · 0 XP

    Friendly creatures are protected against harmful mind-control effects.

  2. Rank 2 · 100,000 XP

    Three Might Power.

  3. Rank 3 · 1,000,000 XP

    After activation neither hero can retreat or surrender until combat end. One use.

  4. Rank 4 · 3,500,000 XP

    Friendly-creature Initiative plus ten points.

  5. Rank 5 · 7,000,000 XP

    At each round’s start Might Power increases by one; the source specifies no upper limit.

Rules, conditions and restrictions

Occupies the main hand and uses five Dynasty ranks rather than hero levels. The table separates progressively unlocked effects; an explicitly upgraded ability changes its earlier version. Historical damage, healing and summon values do not guarantee identical results for every hero. Access after Conflux shutdown depends on installation and profile; see the rules guide.

Practical use

Supports a long fight, but lockdown affects both sides. Before activating assess losses and enemy recovery; round-by-round growth does not remove the risk of losing before it develops.

Historical acquisition route

Stronghold mission one: defeat Markus.

After the 2024 online shutdown verify availability in your installation. Dynasty equipment and online changes

Compare equipment: Sword of the Griffin · Iron Feather · Angelic Alliance

Names in other references: Miecz Wilków

Acid Cave · Heroes VI ↗

Iron Feather · Heroes VI · game artifact
Image source · Game artwork

Attack

Iron Feather

Heroes VI · Might · Dynasty weapon · five ranks

A Might Dynasty weapon: flyer defense, protection of positive effects and partial damage reflection.

When it fits: Value defense through actual flyers and effect protection through the friendly support plan.

Historical context: Haven mission one: the stolen-eggs quest.

How it works · parameters, rules and further relationships
Required affinity
Might
Dynasty ranks
1–5
Carrier inventory
Main hand · Dynasty weapon
All five Dynasty ranks and their effects
  1. Rank 1 · 0 XP

    Three Might Defense.

  2. Rank 2 · 100,000 XP

    Friendly creatures are protected against dispelling beneficial effects.

  3. Rank 3 · 1,000,000 XP

    Three Might Power.

  4. Rank 4 · 3,500,000 XP

    Friendly flying creatures gain twenty-percent defense.

  5. Rank 5 · 7,000,000 XP

    A selected enemy receives thirty percent of the damage it deals for three rounds. One use.

Rules, conditions and restrictions

Occupies the main hand and uses five Dynasty ranks rather than hero levels. The table separates progressively unlocked effects; an explicitly upgraded ability changes its earlier version. Historical damage, healing and summon values do not guarantee identical results for every hero. Access after Conflux shutdown depends on installation and profile; see the rules guide.

Practical use

Value defense through actual flyers and effect protection through the friendly support plan. Target reflection at a dangerous active damage dealer rather than a stack unable to attack during its duration.

Historical acquisition route

Haven mission one: the stolen-eggs quest.

After the 2024 online shutdown verify availability in your installation. Dynasty equipment and online changes

Compare equipment: Sword of the Griffin · Sword of the Wolf · Angelic Alliance

Names in other references: Żelaznopióry (Żelazne Pióro)

Acid Cave · Heroes VI ↗

Angelic Alliance · Heroes VI · game artifact
Image source · Game artwork

Attack

Angelic Alliance

Heroes VI · Might · Dynasty weapon · five ranks

A Might Dynasty weapon: opening Celestial Armor and one resurrection of a defeated stack.

When it fits: Do not treat resurrection as freely topping up a surviving stack.

Historical context: Haven mission four: defeat Jezebeth.

How it works · parameters, rules and further relationships
Required affinity
Might
Dynasty ranks
1–5
Carrier inventory
Main hand · Dynasty weapon
All five Dynasty ranks and their effects
  1. Rank 1 · 0 XP

    Three Might Power.

  2. Rank 2 · 100,000 XP

    Three Magic Power.

  3. Rank 3 · 1,000,000 XP

    Friendly creatures receive Celestial Armor at battle start.

  4. Rank 4 · 3,500,000 XP

    Resurrects an already defeated stack, historically listed up to 1600 HP. One use.

  5. Rank 5 · 7,000,000 XP

    The resurrected stack gains twenty-percent damage for two rounds.

Rules, conditions and restrictions

Occupies the main hand and uses five Dynasty ranks rather than hero levels. The table separates progressively unlocked effects; an explicitly upgraded ability changes its earlier version. Historical damage, healing and summon values do not guarantee identical results for every hero. Access after Conflux shutdown depends on installation and profile; see the rules guide.

Practical use

Do not treat resurrection as freely topping up a surviving stack. Choose through available recovery, subsequent order and the opportunity to use two rounds of stronger damage.

Historical acquisition route

Haven mission four: defeat Jezebeth.

After the 2024 online shutdown verify availability in your installation. Dynasty equipment and online changes

Compare equipment: Sword of the Griffin · Sword of the Wolf · Iron Feather

Names in other references: Anielskie Przymierze (Anielski Sojusz)

Acid Cave · Heroes VI ↗

Souldrinker · Heroes VI · game artifact
Image source · Game artwork

Attack

Souldrinker

Heroes VI · Might · Dynasty weapon · five ranks

A Might Dynasty weapon: one Dark strike, shared healing and later mana recovery.

When it fits: Assess wounded friendly stacks, a suitable enemy and room in the mana reserve together.

Historical context: Inferno mission one: first victory over Tor-Berith.

How it works · parameters, rules and further relationships
Required affinity
Might
Dynasty ranks
1–5
Carrier inventory
Main hand · Dynasty weapon
All five Dynasty ranks and their effects
  1. Rank 1 · 0 XP

    Three Magic Power.

  2. Rank 2 · 100,000 XP

    Friendly-creature maximum HP plus three percent.

  3. Rank 3 · 1,000,000 XP

    Hits a chosen enemy and restores friendly stacks. Historical example: four hundred Dark damage with corresponding healing. One use.

  4. Rank 4 · 3,500,000 XP

    Five Destiny.

  5. Rank 5 · 7,000,000 XP

    Upgraded activation also restores forty hero mana and replaces the earlier active version. One use.

Rules, conditions and restrictions

Occupies the main hand and uses five Dynasty ranks rather than hero levels. The table separates progressively unlocked effects; an explicitly upgraded ability changes its earlier version. Historical damage, healing and summon values do not guarantee identical results for every hero. Access after Conflux shutdown depends on installation and profile; see the rules guide.

Practical use

Assess wounded friendly stacks, a suitable enemy and room in the mana reserve together. Healing or mana wasted above a maximum reduces the value of the single activation.

Historical acquisition route

Inferno mission one: first victory over Tor-Berith.

After the 2024 online shutdown verify availability in your installation. Dynasty equipment and online changes

Compare equipment: Sword of the Griffin · Sword of the Wolf · Iron Feather

Names in other references: Wysysacz Dusz

Acid Cave · Heroes VI ↗

Blade of Binding · Heroes VI · game artifact
Image source · Game artwork

Attack

Blade of Binding

Heroes VI · Might · Dynasty weapon · five ranks

A Might Dynasty weapon: support for creature magical attacks and a Juggernaut summon.

When it fits: The first rank supports applicable magical creature attacks rather than automatically every physical stack.

Historical context: Inferno mission four: defeat Sarah.

How it works · parameters, rules and further relationships
Required affinity
Might
Dynasty ranks
1–5
Carrier inventory
Main hand · Dynasty weapon
All five Dynasty ranks and their effects
  1. Rank 1 · 0 XP

    Friendly-creature magic damage plus six percent.

  2. Rank 2 · 100,000 XP

    Three Destiny.

  3. Rank 3 · 1,000,000 XP

    Summons Juggernauts once; the old reference shows twenty-two, while patch 1.7 fixes hero-level scaling.

  4. Rank 4 · 3,500,000 XP

    Five Magic Power.

  5. Rank 5 · 7,000,000 XP

    Twenty-percent summoning effectiveness under the weapon description.

Rules, conditions and restrictions

Occupies the main hand and uses five Dynasty ranks rather than hero levels. The table separates progressively unlocked effects; an explicitly upgraded ability changes its earlier version. Historical damage, healing and summon values do not guarantee identical results for every hero. Access after Conflux shutdown depends on installation and profile; see the rules guide.

Practical use

The first rank supports applicable magical creature attacks rather than automatically every physical stack. Value the summon through the actual installed-version count instead of multiplying the old example.

Historical acquisition route

Inferno mission four: defeat Sarah.

After the 2024 online shutdown verify availability in your installation. Dynasty equipment and online changes

Compare equipment: Sword of the Griffin · Sword of the Wolf · Iron Feather

Names in other references: Ostrze Spętania (Ostrze Zniewolenia)

Acid Cave · Heroes VI ↗ · Gamepressure · patch notes ↗

Edge of Chaos · Heroes VI · game artifact
Image source · Game artwork

Attack

Edge of Chaos

Heroes VI · Might · Dynasty weapon · five ranks

A Might Dynasty weapon: Luck protection, Light damage protection and a temporary Luck swing.

When it fits: Time activation for rounds containing important eligible attacks.

Historical context: Historical digital-edition or Complete-edition bonus.

How it works · parameters, rules and further relationships
Required affinity
Might
Dynasty ranks
1–5
Carrier inventory
Main hand · Dynasty weapon
All five Dynasty ranks and their effects
  1. Rank 1 · 0 XP

    Friendly creatures are protected against Luck-reducing effects.

  2. Rank 2 · 100,000 XP

    Three Might Power.

  3. Rank 3 · 1,000,000 XP

    Friendly creatures take forty percent less Light damage.

  4. Rank 4 · 3,500,000 XP

    Five Destiny.

  5. Rank 5 · 7,000,000 XP

    Friendly Luck plus ten and enemy Luck minus ten for three rounds. One use.

Rules, conditions and restrictions

Occupies the main hand and uses five Dynasty ranks rather than hero levels. The table separates progressively unlocked effects; an explicitly upgraded ability changes its earlier version. Historical damage, healing and summon values do not guarantee identical results for every hero. Access after Conflux shutdown depends on installation and profile; see the rules guide.

Practical use

Time activation for rounds containing important eligible attacks. Value school protection through the enemy’s Light damage rather than assuming equal resistance to every school.

Historical acquisition route

Historical digital-edition or Complete-edition bonus.

After the 2024 online shutdown verify availability in your installation. Dynasty equipment and online changes

Compare equipment: Sword of the Griffin · Sword of the Wolf · Iron Feather

Names in other references: Ostrze Chaosu

Acid Cave · Heroes VI ↗

Arachne · Heroes VI · game artifact
Image source · Game artwork

Attack

Arachne

Heroes VI · Might · Dynasty weapon · five ranks

A Might Dynasty weapon: life draining with enemy Initiative and movement control.

When it fits: Drain requires an eligible living target; do not plan equal recovery against every undead or construct.

Historical context: Necropolis mission one: Arachne quest involving Pit Lords in the final underground area.

This item has marked uncertainties. See the rules below.

How it works · parameters, rules and further relationships
Required affinity
Might
Dynasty ranks
1–5
Carrier inventory
Main hand · Dynasty weapon
All five Dynasty ranks and their effects
  1. Rank 1 · 0 XP

    Three Might Power.

  2. Rank 2 · 100,000 XP

    Enemy Initiative minus eight in Acid Cave; another inventory says minus five. Conflict unresolved.

  3. Rank 3 · 1,000,000 XP

    Enemy-creature Morale minus five.

  4. Rank 4 · 3,500,000 XP

    Eligible friendly-creature attacks heal for fifteen percent of damage dealt to living targets.

  5. Rank 5 · 7,000,000 XP

    A three-by-three area reduces enemy combat movement by two for three rounds. One use.

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

Rules, conditions and restrictions

Occupies the main hand and uses five Dynasty ranks rather than hero levels. The table separates progressively unlocked effects; an explicitly upgraded ability changes its earlier version. Historical damage, healing and summon values do not guarantee identical results for every hero. Access after Conflux shutdown depends on installation and profile; see the rules guide.

Practical use

Drain requires an eligible living target; do not plan equal recovery against every undead or construct. Place the web through enemy routes and distinguish its movement penalty from rank two’s disputed Initiative.

Historical acquisition route

Necropolis mission one: Arachne quest involving Pit Lords in the final underground area.

After the 2024 online shutdown verify availability in your installation. Dynasty equipment and online changes

Compare equipment: Sword of the Griffin · Sword of the Wolf · Iron Feather

Names in other references: Arachne

Acid Cave · Heroes VI ↗ · Gamepressure · patch notes ↗

Sword of Whistlebone · Heroes VI · game artifact
Image source · Game artwork

Attack

Sword of Whistlebone

Heroes VI · Might · Dynasty weapon · five ranks

A Might Dynasty weapon: an Air area strike and enemy-stack slowing.

When it fits: For the activation assess adjacent targets and magic defense.

Historical context: Stronghold mission two, Tears route: defeat Ira.

How it works · parameters, rules and further relationships
Required affinity
Might
Dynasty ranks
1–5
Carrier inventory
Main hand · Dynasty weapon
All five Dynasty ranks and their effects
  1. Rank 1 · 0 XP

    Once performs the hero’s ordinary attack with additional Air damage to the target and adjacent creatures; the historical example is six hundred.

  2. Rank 2 · 100,000 XP

    Three Magic Defense.

  3. Rank 3 · 1,000,000 XP

    Enemy non-flying creatures have one less combat movement.

  4. Rank 4 · 3,500,000 XP

    Five Might Power.

  5. Rank 5 · 7,000,000 XP

    All enemy creatures have ten fewer Initiative points.

Rules, conditions and restrictions

Occupies the main hand and uses five Dynasty ranks rather than hero levels. The table separates progressively unlocked effects; an explicitly upgraded ability changes its earlier version. Historical damage, healing and summon values do not guarantee identical results for every hero. Access after Conflux shutdown depends on installation and profile; see the rules guide.

Practical use

For the activation assess adjacent targets and magic defense. For subsequent kiting distinguish the non-flyer movement limit from the whole enemy army’s Initiative penalty.

Historical acquisition route

Stronghold mission two, Tears route: defeat Ira.

After the 2024 online shutdown verify availability in your installation. Dynasty equipment and online changes

Compare equipment: Sword of the Griffin · Sword of the Wolf · Iron Feather

Names in other references: Wielki Żmij (Miecz Whistlebone'a)

Acid Cave · Heroes VI ↗

Malathua’s Cleaver · Heroes VI · game artifact
Image source · Game artwork

Attack

Malathua’s Cleaver

Heroes VI · Might · Dynasty weapon · five ranks

A Might Dynasty weapon: physical strength and a temporary extra attack with upgraded retaliation.

When it fits: Give the extra attack to a stack with valuable damage and a reachable target.

Historical context: Stronghold mission two: the corresponding side quest and target-army victory.

How it works · parameters, rules and further relationships
Required affinity
Might
Dynasty ranks
1–5
Carrier inventory
Main hand · Dynasty weapon
All five Dynasty ranks and their effects
  1. Rank 1 · 0 XP

    Three Might Defense.

  2. Rank 2 · 100,000 XP

    Friendly creatures are protected against effects reducing physical damage or defense.

  3. Rank 3 · 1,000,000 XP

    Five Might Power.

  4. Rank 4 · 3,500,000 XP

    A chosen stack gains an additional attack for two rounds. One use.

  5. Rank 5 · 7,000,000 XP

    The stack affected by that ability also gains unlimited retaliations.

Rules, conditions and restrictions

Occupies the main hand and uses five Dynasty ranks rather than hero levels. The table separates progressively unlocked effects; an explicitly upgraded ability changes its earlier version. Historical damage, healing and summon values do not guarantee identical results for every hero. Access after Conflux shutdown depends on installation and profile; see the rules guide.

Practical use

Give the extra attack to a stack with valuable damage and a reachable target. Value unlimited retaliation through expected contact and survival; it does not automatically add whole-army movement.

Historical acquisition route

Stronghold mission two: the corresponding side quest and target-army victory.

After the 2024 online shutdown verify availability in your installation. Dynasty equipment and online changes

Compare equipment: Sword of the Griffin · Sword of the Wolf · Iron Feather

Names in other references: Tasak Malathui

Acid Cave · Heroes VI ↗

Sword of the Pirate King · Heroes VI · game artifact
Image source · Game artwork

Attack

Sword of the Pirate King

Heroes VI · Might · Dynasty weapon · five ranks

A Might Dynasty weapon: a strong opening and temporary morale support.

When it fits: Prepare deployment so the brief movement boost opens a needed target.

Historical context: Pirates of the Savage Sea mission two: Pirate King quest.

How it works · parameters, rules and further relationships
Required affinity
Might
Dynasty ranks
1–5
Carrier inventory
Main hand · Dynasty weapon
All five Dynasty ranks and their effects
  1. Rank 1 · 0 XP

    Three Might Power.

  2. Rank 2 · 100,000 XP

    Friendly creatures are protected against Initiative-reducing effects.

  3. Rank 3 · 1,000,000 XP

    Five Leadership.

  4. Rank 4 · 3,500,000 XP

    In the first round: friendly Morale plus ten, Initiative plus five and combat movement plus two.

  5. Rank 5 · 7,000,000 XP

    Friendly creatures gain fifteen Morale for three rounds.

Rules, conditions and restrictions

Occupies the main hand and uses five Dynasty ranks rather than hero levels. The table separates progressively unlocked effects; an explicitly upgraded ability changes its earlier version. Historical damage, healing and summon values do not guarantee identical results for every hero. Access after Conflux shutdown depends on installation and profile; see the rules guide.

Practical use

Prepare deployment so the brief movement boost opens a needed target. After round one do not keep calculating reach with the expired two points.

Historical acquisition route

Pirates of the Savage Sea mission two: Pirate King quest.

After the 2024 online shutdown verify availability in your installation. Dynasty equipment and online changes

Compare equipment: Sword of the Griffin · Sword of the Wolf · Iron Feather

Names in other references: Miecz Króla Piratów

Acid Cave · Heroes VI ↗

Silksword of the Kirin · Heroes VI · game artifact
Image source · Game artwork

Attack

Silksword of the Kirin

Heroes VI · Might · Dynasty weapon · five ranks

A Might Dynasty weapon: chill after hero attacks, combat movement and one relocation.

When it fits: Use reach and relocation to access an important target; chill is tied to hero attacks.

Historical context: Sanctuary mission two: complete the Kirin quest.

How it works · parameters, rules and further relationships
Required affinity
Might
Dynasty ranks
1–5
Carrier inventory
Main hand · Dynasty weapon
All five Dynasty ranks and their effects
  1. Rank 1 · 0 XP

    Friendly-creature Initiative plus five points.

  2. Rank 2 · 100,000 XP

    Hero attacks apply Chilled.

  3. Rank 3 · 1,000,000 XP

    Five Destiny.

  4. Rank 4 · 3,500,000 XP

    Friendly-creature combat movement plus one.

  5. Rank 5 · 7,000,000 XP

    Once relocates a friendly stack to a chosen battlefield location.

Rules, conditions and restrictions

Occupies the main hand and uses five Dynasty ranks rather than hero levels. The table separates progressively unlocked effects; an explicitly upgraded ability changes its earlier version. Historical damage, healing and summon values do not guarantee identical results for every hero. Access after Conflux shutdown depends on installation and profile; see the rules guide.

Practical use

Use reach and relocation to access an important target; chill is tied to hero attacks. This is neither daily adventure-map teleportation nor a guaranteed additional attack after every relocation.

Historical acquisition route

Sanctuary mission two: complete the Kirin quest.

After the 2024 online shutdown verify availability in your installation. Dynasty equipment and online changes

Compare equipment: Sword of the Griffin · Sword of the Wolf · Iron Feather

Names in other references: Katana Kirina (Jedwabny Miecz Kirina)

Acid Cave · Heroes VI ↗

Perfect Silksword · Heroes VI · game artifact
Image source · Game artwork

Attack

Perfect Silksword

Heroes VI · Might · Dynasty weapon · five ranks

A Might Dynasty weapon: critical-hit support and an active buff changed in patch 1.7.

When it fits: Use values corresponding to the installed patch.

Historical context: Historical Shades of Darkness or Complete bonus; the old Heroes Kingdoms reward is no longer a general current route.

This item has marked uncertainties. See the rules below.

How it works · parameters, rules and further relationships
Required affinity
Might
Dynasty ranks
1–5
Carrier inventory
Main hand · Dynasty weapon
All five Dynasty ranks and their effects
  1. Rank 1 · 0 XP

    Three Destiny.

  2. Rank 2 · 100,000 XP

    The reference lists six-percent lower enemy damage protection.

  3. Rank 3 · 1,000,000 XP

    Friendly-creature critical hits have twenty-percent higher damage under the description.

  4. Rank 4 · 3,500,000 XP

    Five Might Defense.

  5. Rank 5 · 7,000,000 XP

    Patch 1.7: a chosen friendly stack gains thirty-percent damage and forty Luck for three rounds, one use. The older card says fifteen percent and five.

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

Rules, conditions and restrictions

Occupies the main hand and uses five Dynasty ranks rather than hero levels. The table separates progressively unlocked effects; an explicitly upgraded ability changes its earlier version. Historical damage, healing and summon values do not guarantee identical results for every hero. Access after Conflux shutdown depends on installation and profile; see the rules guide.

Practical use

Use values corresponding to the installed patch. Critical-damage support does not guarantee a critical hit; the short text does not establish stacking order for several critical multipliers.

Historical acquisition route

Historical Shades of Darkness or Complete bonus; the old Heroes Kingdoms reward is no longer a general current route.

After the 2024 online shutdown verify availability in your installation. Dynasty equipment and online changes

Compare equipment: Sword of the Griffin · Sword of the Wolf · Iron Feather

Names in other references: Mistrzowska Katana (Doskonały Jedwabny Miecz)

Acid Cave · Heroes VI ↗ · Gamepressure · patch notes ↗

Assassin’s Blade · Heroes VI · game artifact
Image source · Game artwork

Attack

Assassin’s Blade

Heroes VI · Might · Dynasty weapon · five ranks

A Might Dynasty weapon: poisoned hits and a spectral form protecting against physical damage.

When it fits: Plan a reachable target for the first spectral attack and respect creature exceptions.

Historical context: Historically the Altar of Wishes, Gold tier.

How it works · parameters, rules and further relationships
Required affinity
Might
Dynasty ranks
1–5
Carrier inventory
Main hand · Dynasty weapon
All five Dynasty ranks and their effects
  1. Rank 1 · 0 XP

    Hero attacks add healing-blocking poison for two rounds; the old example is sixteen Earth damage per round.

  2. Rank 2 · 100,000 XP

    Friendly-creature Initiative plus five points.

  3. Rank 3 · 1,000,000 XP

    A non-flying target gains spectral passage through stacks and obstacles and thirty percent less incoming physical damage for two rounds. Ghosts and Spectres are excluded. One use.

  4. Rank 4 · 3,500,000 XP

    Five Destiny.

  5. Rank 5 · 7,000,000 XP

    The spectral stack’s first attack adds poison for two rounds; the historical example is sixteen Earth damage.

Rules, conditions and restrictions

Occupies the main hand and uses five Dynasty ranks rather than hero levels. The table separates progressively unlocked effects; an explicitly upgraded ability changes its earlier version. Historical damage, healing and summon values do not guarantee identical results for every hero. Access after Conflux shutdown depends on installation and profile; see the rules guide.

Practical use

Plan a reachable target for the first spectral attack and respect creature exceptions. Do not treat physical protection as general invulnerability to spells.

Historical acquisition route

Historically the Altar of Wishes, Gold tier.

After the 2024 online shutdown verify availability in your installation. Dynasty equipment and online changes

Compare equipment: Sword of the Griffin · Sword of the Wolf · Iron Feather

Names in other references: Miecz Zabójcy

Acid Cave · Heroes VI ↗

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

Attack

Edge of Balance

Heroes VI · Might · Dynasty weapon · five ranks

A Might Dynasty weapon: access across both reputation paths during the opening.

When it fits: The access window is crucial: schedule needed abilities within the first four rounds and plan afterward.

Historical context: Shades of Darkness, Raelag mission one: the lost-legion quest.

How it works · parameters, rules and further relationships
Required affinity
Might
Dynasty ranks
1–5
Carrier inventory
Main hand · Dynasty weapon
All five Dynasty ranks and their effects
  1. Rank 1 · 0 XP

    Four Might Power.

  2. Rank 2 · 100,000 XP

    Bonuses of used Blood or Tears abilities follow the higher attained reputation rank.

  3. Rank 3 · 1,000,000 XP

    During the first four rounds permits first-rank abilities of both paths.

  4. Rank 4 · 3,500,000 XP

    Four Might Defense.

  5. Rank 5 · 7,000,000 XP

    During the first four rounds expands access to all Blood and Tears abilities under the weapon description.

Rules, conditions and restrictions

Occupies the main hand and uses five Dynasty ranks rather than hero levels. The table separates progressively unlocked effects; an explicitly upgraded ability changes its earlier version. Historical damage, healing and summon values do not guarantee identical results for every hero. Access after Conflux shutdown depends on installation and profile; see the rules guide.

Practical use

The access window is crucial: schedule needed abilities within the first four rounds and plan afterward. A higher reputation rank is not permanent learning of the other path.

Historical acquisition route

Shades of Darkness, Raelag mission one: the lost-legion quest.

After the 2024 online shutdown verify availability in your installation. Dynasty equipment and online changes

Compare equipment: Sword of the Griffin · Sword of the Wolf · Iron Feather

Names in other references: Ostrze Równowagi

Acid Cave · Heroes VI ↗

Sword of Nemesis · Heroes VI · game artifact
Image source · Game artwork

Attack

Sword of Nemesis

Heroes VI · Might · Dynasty weapon · five ranks

A Might Dynasty weapon: enemy frenzy and power growing after destroyed stacks.

When it fits: Choose a target with dangerous neighbors and time friendly attacks to avoid ending control early.

Historical context: Shades of Darkness, Vein mission three: the pirate-gold quest.

This item has marked uncertainties. See the rules below.

How it works · parameters, rules and further relationships
Required affinity
Might
Dynasty ranks
1–5
Carrier inventory
Main hand · Dynasty weapon
All five Dynasty ranks and their effects
  1. Rank 1 · 0 XP

    Three Might Power.

  2. Rank 2 · 100,000 XP

    Three Destiny.

  3. Rank 3 · 1,000,000 XP

    An enemy target attacks nearby creatures until it takes damage; one-round duration, four-round cooldown.

  4. Rank 4 · 3,500,000 XP

    Each destroyed enemy stack grants the hero two Power; the short source does not specify the exact attribute.

  5. Rank 5 · 7,000,000 XP

    Upgraded frenzy lasts two rounds, cannot be dispelled and protects against Blindness, mind control and action-point loss; damage still releases the target. Four-round cooldown.

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

Rules, conditions and restrictions

Occupies the main hand and uses five Dynasty ranks rather than hero levels. The table separates progressively unlocked effects; an explicitly upgraded ability changes its earlier version. Historical damage, healing and summon values do not guarantee identical results for every hero. Access after Conflux shutdown depends on installation and profile; see the rules guide.

Practical use

Choose a target with dangerous neighbors and time friendly attacks to avoid ending control early. Do not assign kill-triggered Power to a particular attribute without verifying the game tooltip.

Historical acquisition route

Shades of Darkness, Vein mission three: the pirate-gold quest.

After the 2024 online shutdown verify availability in your installation. Dynasty equipment and online changes

Compare equipment: Sword of the Griffin · Sword of the Wolf · Iron Feather

Names in other references: Miecz Przeznaczenia

Acid Cave · Heroes VI ↗

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

Attack

Dragon Flame Tongue

Heroes VI · Might · Dynasty weapon · five ranks

A Might Dynasty weapon: group recovery and Fire damage based on initial HP.

When it fits: Requires Might affinity.

Historical context: Historical Shades of Darkness or Complete-edition bonus.

How it works · parameters, rules and further relationships
Required affinity
Might
Dynasty ranks
1–5
Carrier inventory
Main hand · Dynasty weapon
All five Dynasty ranks and their effects
  1. Rank 1 · 0 XP

    Three Leadership.

  2. Rank 2 · 100,000 XP

    Enemy-creature Luck minus three.

  3. Rank 3 · 1,000,000 XP

    Five Might Power.

  4. Rank 4 · 3,500,000 XP

    Once restores five percent of friendly initial HP and deals Fire damage based on five percent of enemy initial HP.

  5. Rank 5 · 7,000,000 XP

    Upgraded activation retains the five-percent branches and forces enemies to wait during the current round.

Rules, conditions and restrictions

Occupies the main hand and uses five Dynasty ranks rather than hero levels. The table separates progressively unlocked effects; an explicitly upgraded ability changes its earlier version. Historical damage, healing and summon values do not guarantee identical results for every hero. Access after Conflux shutdown depends on installation and profile; see the rules guide.

Practical use

Requires Might affinity. For percentage effects track initial health and Fire protection; do not automatically count the upgrade as two separate activations.

Historical acquisition route

Historical Shades of Darkness or Complete-edition bonus.

After the 2024 online shutdown verify availability in your installation. Dynasty equipment and online changes

Compare equipment: Sword of the Griffin · Sword of the Wolf · Iron Feather

Names in other references: Ognisty Język Smoka

Acid Cave · Heroes VI ↗

Heartrending Song · Heroes VI · game artifact
Image source · Game artwork

Magic and spellcasting

Heartrending Song

Heroes VI · Magic · Dynasty weapon · five ranks

A Magic Dynasty weapon: Light specialization and area healing with an upgraded control effect.

When it fits: Plan healing and subsequent charm through their actual recipients; the control branch is not automatically a pure benefit to every friendly stack.

Historical context: Haven mission two: the celestial-song quest involving Celestials.

How it works · parameters, rules and further relationships
Required affinity
Magic
Dynasty ranks
1–5
Carrier inventory
Main hand · Dynasty weapon
All five Dynasty ranks and their effects
  1. Rank 1 · 0 XP

    Light spells: five additional Magic Power and ten-percent lower mana costs.

  2. Rank 2 · 100,000 XP

    Three Leadership.

  3. Rank 3 · 1,000,000 XP

    Once heals friendly creatures in a three-by-three area; the old example lists ten HP. Patch 1.7 confirms the area size.

  4. Rank 4 · 3,500,000 XP

    Five Might Power.

  5. Rank 5 · 7,000,000 XP

    Upgrade also charms creatures in the area, preventing next-round action while allowing retaliation. Damage breaks the effect. Replaces the earlier activation.

Rules, conditions and restrictions

Occupies the main hand and uses five Dynasty ranks rather than hero levels. The table separates progressively unlocked effects; an explicitly upgraded ability changes its earlier version. Historical damage, healing and summon values do not guarantee identical results for every hero. Access after Conflux shutdown depends on installation and profile; see the rules guide.

Practical use

Plan healing and subsequent charm through their actual recipients; the control branch is not automatically a pure benefit to every friendly stack. Patch 1.7 reduced the old five-by-five area to three-by-three and fixed healing.

Compare all 104 spell formulas and costs →

Historical acquisition route

Haven mission two: the celestial-song quest involving Celestials.

After the 2024 online shutdown verify availability in your installation. Dynasty equipment and online changes

Compare equipment: Staff of Crystal Roses · Will of Urgash · Soulreaver Staff

Names in other references: Niebiańska Pieśń

Acid Cave · Heroes VI ↗ · Gamepressure · patch notes ↗

Staff of Crystal Roses · Heroes VI · game artifact
Image source · Game artwork

Magic and spellcasting

Staff of Crystal Roses

Heroes VI · Magic · Dynasty weapon · five ranks

A Magic Dynasty weapon: contact protection and punishment based on damage already dealt.

When it fits: Target a major damage dealer while it still warrants focused attacks.

Historical context: Shades of Darkness, Vein mission one: the gold-related quest.

How it works · parameters, rules and further relationships
Required affinity
Magic
Dynasty ranks
1–5
Carrier inventory
Main hand · Dynasty weapon
All five Dynasty ranks and their effects
  1. Rank 1 · 0 XP

    Three Magic Power.

  2. Rank 2 · 100,000 XP

    Friendly-creature Initiative plus five points.

  3. Rank 3 · 1,000,000 XP

    Friendly creatures take ten percent less melee damage.

  4. Rank 4 · 3,500,000 XP

    When fewer than twenty percent of a friendly stack’s original creatures remain it gains Pain Resistance, listed as two Defense.

  5. Rank 5 · 7,000,000 XP

    Target takes twenty-five percent of damage it has already dealt, reference-capped at one thousand. Friendly creatures then deal twenty-five percent more damage to it through combat end. Four-round cooldown.

Rules, conditions and restrictions

Occupies the main hand and uses five Dynasty ranks rather than hero levels. The table separates progressively unlocked effects; an explicitly upgraded ability changes its earlier version. Historical damage, healing and summon values do not guarantee identical results for every hero. Access after Conflux shutdown depends on installation and profile; see the rules guide.

Practical use

Target a major damage dealer while it still warrants focused attacks. Conditional defense on an almost-destroyed friendly stack does not replace a plan for surviving earlier rounds.

Compare all 104 spell formulas and costs →

Historical acquisition route

Shades of Darkness, Vein mission one: the gold-related quest.

After the 2024 online shutdown verify availability in your installation. Dynasty equipment and online changes

Where to compare it in practice

A Dynasty weapon requires matching Might/Magic affinity and an actually unlocked rank. These styles establish neither weapon availability nor usability by every faction hero.

Equip requirement: Magic affinity

Magic and control
Defense and endurance

Compare equipment: Heartrending Song · Will of Urgash · Soulreaver Staff

Names in other references: Kostur Kryształowych Róż

Acid Cave · Heroes VI ↗

Will of Urgash · Heroes VI · game artifact
Image source · Game artwork

Magic and spellcasting

Will of Urgash

Heroes VI · Magic · Dynasty weapon · five ranks

A Magic Dynasty weapon: Fire specialization, unhealable Fire damage and an area activation.

When it fits: Before activation consider friendly stacks in the area and enemy Fire and stun eligibility.

Historical context: Historically the Altar of Wishes, Silver tier.

How it works · parameters, rules and further relationships
Required affinity
Magic
Dynasty ranks
1–5
Carrier inventory
Main hand · Dynasty weapon
All five Dynasty ranks and their effects
  1. Rank 1 · 0 XP

    Fire spells: five additional Magic Power and ten-percent lower mana costs.

  2. Rank 2 · 100,000 XP

    Three Destiny.

  3. Rank 3 · 1,000,000 XP

    Fire damage dealt by the hero cannot be healed.

  4. Rank 4 · 3,500,000 XP

    Five Magic Power.

  5. Rank 5 · 7,000,000 XP

    Once strikes a five-by-five area with Fire damage and stun; the historical example is 290 rather than universal fixed damage.

Rules, conditions and restrictions

Occupies the main hand and uses five Dynasty ranks rather than hero levels. The table separates progressively unlocked effects; an explicitly upgraded ability changes its earlier version. Historical damage, healing and summon values do not guarantee identical results for every hero. Access after Conflux shutdown depends on installation and profile; see the rules guide.

Practical use

Before activation consider friendly stacks in the area and enemy Fire and stun eligibility. Patch 1.7 repairs unhealable damage and Firestorm scaling through hero level and Magic Power.

Historical acquisition route

Historically the Altar of Wishes, Silver tier.

After the 2024 online shutdown verify availability in your installation. Dynasty equipment and online changes

Compare equipment: Heartrending Song · Staff of Crystal Roses · Soulreaver Staff

Names in other references: Wola Urgasha

Acid Cave · Heroes VI ↗ · Gamepressure · patch notes ↗

Soulreaver Staff · Heroes VI · game artifact
Image source · Game artwork

Magic and spellcasting

Soulreaver Staff

Heroes VI · Magic · Dynasty weapon · five ranks

A Magic Dynasty weapon: Dark specialization, mana transfer and a trap not broken by damage.

When it fits: Place the trap on an expected route with limited safe alternatives.

Historical context: Necropolis mission one: Cyclopes near the first underground entrance.

How it works · parameters, rules and further relationships
Required affinity
Magic
Dynasty ranks
1–5
Carrier inventory
Main hand · Dynasty weapon
All five Dynasty ranks and their effects
  1. Rank 1 · 0 XP

    Dark spells: five additional Magic Power and ten-percent lower mana costs.

  2. Rank 2 · 100,000 XP

    Friendly-creature Initiative plus five points.

  3. Rank 3 · 1,000,000 XP

    Twenty percent of mana spent by the opposing hero transfers to the friendly reserve.

  4. Rank 4 · 3,500,000 XP

    Five Magic Power.

  5. Rank 5 · 7,000,000 XP

    Once creates a trap disabling the first enemy stack entering it for two rounds. Damage does not break this confinement.

Rules, conditions and restrictions

Occupies the main hand and uses five Dynasty ranks rather than hero levels. The table separates progressively unlocked effects; an explicitly upgraded ability changes its earlier version. Historical damage, healing and summon values do not guarantee identical results for every hero. Access after Conflux shutdown depends on installation and profile; see the rules guide.

Practical use

Place the trap on an expected route with limited safe alternatives. Do not transfer its special damage-persistence rule to Puppet Master or ordinary control effects.

Compare all 104 spell formulas and costs →

Historical acquisition route

Necropolis mission one: Cyclopes near the first underground entrance.

After the 2024 online shutdown verify availability in your installation. Dynasty equipment and online changes

Compare equipment: Heartrending Song · Staff of Crystal Roses · Will of Urgash

Names in other references: Pożeracz Dusz

Acid Cave · Heroes VI ↗

Staff of Sandro · Heroes VI · game artifact
Image source · Game artwork

Magic and spellcasting

Staff of Sandro

Heroes VI · Magic · Dynasty weapon · five ranks

A Magic Dynasty weapon: enemy morale suppression and health transfer through hero hits.

When it fits: Choose a friendly stack able to use recovery and plan repeated hero hits against eligible living targets.

Historical context: Necropolis mission three: Pit Lords in the northern underground branch.

This item has marked uncertainties. See the rules below.

How it works · parameters, rules and further relationships
Required affinity
Magic
Dynasty ranks
1–5
Carrier inventory
Main hand · Dynasty weapon
All five Dynasty ranks and their effects
  1. Rank 1 · 0 XP

    Three Magic Power.

  2. Rank 2 · 100,000 XP

    The source prints maximum-HP reduction as “3#”; its unit is ambiguous and is not inferred.

  3. Rank 3 · 1,000,000 XP

    Enemy-creature Morale minus five.

  4. Rank 4 · 3,500,000 XP

    Enemy-creature protection against magic damage reduced by ten percent under the description.

  5. Rank 5 · 7,000,000 XP

    Once activated, Life Transfusion lasts through combat end and transfers a chosen friendly stack HP based on fifty percent of hero damage to eligible living enemies.

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

Rules, conditions and restrictions

Occupies the main hand and uses five Dynasty ranks rather than hero levels. The table separates progressively unlocked effects; an explicitly upgraded ability changes its earlier version. Historical damage, healing and summon values do not guarantee identical results for every hero. Access after Conflux shutdown depends on installation and profile; see the rules guide.

Practical use

Choose a friendly stack able to use recovery and plan repeated hero hits against eligible living targets. Exclude the ambiguous second rank from exact kill calculations.

Compare all 104 spell formulas and costs →

Historical acquisition route

Necropolis mission three: Pit Lords in the northern underground branch.

After the 2024 online shutdown verify availability in your installation. Dynasty equipment and online changes

Compare equipment: Heartrending Song · Staff of Crystal Roses · Will of Urgash

Names in other references: Kostur Sandra

Acid Cave · Heroes VI ↗

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

Magic and spellcasting

Staff of the Netherworld

Heroes VI · Magic · Dynasty weapon · five ranks

A Magic Dynasty weapon: mana theft, Initiative suppression and spreading Prime venom.

When it fits: Plan friendly spacing around the infected target.

Historical context: Danse Macabre mission one: Staff of the Netherworld quest.

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 VIThis cardMain hand · Dynasty weaponDynasty weapon · rank 1 only: Three Magic Power.Requires: Magic affinity
Heroes VRight 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.

How it works · parameters, rules and further relationships
Required affinity
Magic
Dynasty ranks
1–5
Carrier inventory
Main hand · Dynasty weapon
All five Dynasty ranks and their effects
  1. Rank 1 · 0 XP

    Three Magic Power.

  2. Rank 2 · 100,000 XP

    Steals two mana from the opposing hero each round.

  3. Rank 3 · 1,000,000 XP

    Prime venom lasts three rounds; reference damage is 260 per round. Nearby friendly creatures can also be affected.

  4. Rank 4 · 3,500,000 XP

    All enemy creatures have ten fewer Initiative points.

  5. Rank 5 · 7,000,000 XP

    Upgraded venom can spread from an infected stack to adjacent stacks at the start of each of its three rounds.

Rules, conditions and restrictions

Occupies the main hand and uses five Dynasty ranks rather than hero levels. The table separates progressively unlocked effects; an explicitly upgraded ability changes its earlier version. Historical damage, healing and summon values do not guarantee identical results for every hero. Access after Conflux shutdown depends on installation and profile; see the rules guide.

Practical use

Plan friendly spacing around the infected target. This Danse Macabre weapon’s five-rank effects differ from the Heroes V staff of the same name.

Compare all 104 spell formulas and costs →

Historical acquisition route

Danse Macabre mission one: Staff of the Netherworld quest.

After the 2024 online shutdown verify availability in your installation. Dynasty equipment and online changes

Compare equipment: Heartrending Song · Staff of Crystal Roses · Will of Urgash

Names in other references: Kostur Zaświatów

Acid Cave · Heroes VI ↗

Dragonbone Staff · Heroes VI · game artifact
Image source · Game artwork

Magic and spellcasting

Dragonbone Staff

Heroes VI · Magic · Dynasty weapon · five ranks

A Magic Dynasty weapon: magic defense and two stages of Spectral Dragon summoning.

When it fits: Check the actual summon before activation and possible dragon targets.

Historical context: Historical Shades of Darkness or Complete-edition bonus.

How it works · parameters, rules and further relationships
Required affinity
Magic
Dynasty ranks
1–5
Carrier inventory
Main hand · Dynasty weapon
All five Dynasty ranks and their effects
  1. Rank 1 · 0 XP

    Five Magic Defense.

  2. Rank 2 · 100,000 XP

    Three Magic Power.

  3. Rank 3 · 1,000,000 XP

    Once summons Spectral Dragons; the reference count is five.

  4. Rank 4 · 3,500,000 XP

    Enemy-stack Morale minus five under the description.

  5. Rank 5 · 7,000,000 XP

    Upgraded summon lists a reference count of eight Spectral Dragons. One use.

Rules, conditions and restrictions

Occupies the main hand and uses five Dynasty ranks rather than hero levels. The table separates progressively unlocked effects; an explicitly upgraded ability changes its earlier version. Historical damage, healing and summon values do not guarantee identical results for every hero. Access after Conflux shutdown depends on installation and profile; see the rules guide.

Practical use

Check the actual summon before activation and possible dragon targets. The two reference counts do not automatically imply two simultaneous activations totaling thirteen creatures.

Compare all 104 spell formulas and costs →

Historical acquisition route

Historical Shades of Darkness or Complete-edition bonus.

After the 2024 online shutdown verify availability in your installation. Dynasty equipment and online changes

Compare equipment: Heartrending Song · Staff of Crystal Roses · Will of Urgash

Names in other references: Kostur ze Smoczej Kości

Acid Cave · Heroes VI ↗

Thunder Staff · Heroes VI · game artifact
Image source · Game artwork

Magic and spellcasting

Thunder Staff

Heroes VI · Magic · Dynasty weapon · five ranks

A Magic Dynasty weapon: Air specialization, opening grounding and repeated lightning damage.

When it fits: Use loss of flight to arrange a defensive line while checking its actual duration.

Historical context: Stronghold mission two, Blood route: defeat Airini.

How it works · parameters, rules and further relationships
Required affinity
Magic
Dynasty ranks
1–5
Carrier inventory
Main hand · Dynasty weapon
All five Dynasty ranks and their effects
  1. Rank 1 · 0 XP

    Air spells: five additional Magic Power and ten-percent lower mana costs.

  2. Rank 2 · 100,000 XP

    Three Might Power.

  3. Rank 3 · 1,000,000 XP

    Grounds enemy flyers at battle start.

  4. Rank 4 · 3,500,000 XP

    Five Magic Power.

  5. Rank 5 · 7,000,000 XP

    One activation strikes and stuns the strongest enemy stack across three rounds; the historical example is 945 Air damage per round.

Rules, conditions and restrictions

Occupies the main hand and uses five Dynasty ranks rather than hero levels. The table separates progressively unlocked effects; an explicitly upgraded ability changes its earlier version. Historical damage, healing and summon values do not guarantee identical results for every hero. Access after Conflux shutdown depends on installation and profile; see the rules guide.

Practical use

Use loss of flight to arrange a defensive line while checking its actual duration. Calculate active damage through the current hero tooltip and enemy defenses.

Compare all 104 spell formulas and costs →

Historical acquisition route

Stronghold mission two, Blood route: defeat Airini.

After the 2024 online shutdown verify availability in your installation. Dynasty equipment and online changes

Compare equipment: Heartrending Song · Staff of Crystal Roses · Will of Urgash

Names in other references: Kostur Piorunów

Acid Cave · Heroes VI ↗

Batu’s Totem · Heroes VI · game artifact
Image source · Game artwork

Magic and spellcasting

Batu’s Totem

Heroes VI · Magic · Dynasty weapon · five ranks

A Magic Dynasty weapon: Earth specialization, walker movement and punishment for enemy casting.

When it fits: Earth-school support and the Air reaction are separate branches.

Historical context: Historically the Altar of Wishes, Platinum tier.

How it works · parameters, rules and further relationships
Required affinity
Magic
Dynasty ranks
1–5
Carrier inventory
Main hand · Dynasty weapon
All five Dynasty ranks and their effects
  1. Rank 1 · 0 XP

    Earth spells: five additional Magic Power and ten-percent lower mana costs.

  2. Rank 2 · 100,000 XP

    Thirty mana capacity.

  3. Rank 3 · 1,000,000 XP

    Friendly non-flying creatures gain one combat movement.

  4. Rank 4 · 3,500,000 XP

    Five Magic Power.

  5. Rank 5 · 7,000,000 XP

    For three rounds enemy casting causes Air damage to a random enemy stack based on ten times mana spent. One use.

Rules, conditions and restrictions

Occupies the main hand and uses five Dynasty ranks rather than hero levels. The table separates progressively unlocked effects; an explicitly upgraded ability changes its earlier version. Historical damage, healing and summon values do not guarantee identical results for every hero. Access after Conflux shutdown depends on installation and profile; see the rules guide.

Practical use

Earth-school support and the Air reaction are separate branches. Activate before expected expensive spells; against a non-casting hero the conditional damage never occurs.

Compare all 104 spell formulas and costs →

Historical acquisition route

Historically the Altar of Wishes, Platinum tier.

After the 2024 online shutdown verify availability in your installation. Dynasty equipment and online changes

Compare equipment: Heartrending Song · Staff of Crystal Roses · Will of Urgash

Names in other references: Totem Batu

Acid Cave · Heroes VI ↗

Staff of the Tides · Heroes VI · game artifact
Image source · Game artwork

Magic and spellcasting

Staff of the Tides

Heroes VI · Magic · Dynasty weapon · five ranks

A Magic Dynasty weapon: Water specialization, a knockback wave and an opening ice barrier.

When it fits: Use small-stack knockback to postpone contact.

Historical context: Sanctuary mission one: the Water-and-Fire balance quest.

How it works · parameters, rules and further relationships
Required affinity
Magic
Dynasty ranks
1–5
Carrier inventory
Main hand · Dynasty weapon
All five Dynasty ranks and their effects
  1. Rank 1 · 0 XP

    Water spells: five additional Magic Power and ten-percent lower mana costs.

  2. Rank 2 · 100,000 XP

    Thirty mana capacity.

  3. Rank 3 · 1,000,000 XP

    Once deals Water damage to enemies and pushes small stacks back two tiles; the historical damage example is 230.

  4. Rank 4 · 3,500,000 XP

    Five Magic Defense.

  5. Rank 5 · 7,000,000 XP

    Friendly creatures begin with a damage-absorbing barrier lasting at most four rounds. Verify its capacity in the installed version.

Rules, conditions and restrictions

Occupies the main hand and uses five Dynasty ranks rather than hero levels. The table separates progressively unlocked effects; an explicitly upgraded ability changes its earlier version. Historical damage, healing and summon values do not guarantee identical results for every hero. Access after Conflux shutdown depends on installation and profile; see the rules guide.

Practical use

Use small-stack knockback to postpone contact. Patch 1.7 fixed retaliation through the barrier and its break after exceeding the historical 393 damage; do not apply that value to every hero without checking.

Compare all 104 spell formulas and costs →

Historical acquisition route

Sanctuary mission one: the Water-and-Fire balance quest.

After the 2024 online shutdown verify availability in your installation. Dynasty equipment and online changes

Compare equipment: Heartrending Song · Staff of Crystal Roses · Will of Urgash

Names in other references: Kostur Przypływów

Acid Cave · Heroes VI ↗ · Gamepressure · patch notes ↗

Nameless Staff · Heroes VI · game artifact
Image source · Game artwork

Magic and spellcasting

Nameless Staff

Heroes VI · Magic · Dynasty weapon · five ranks

A Magic Dynasty weapon: Dark support, beneficial-effect removal and two Dark spells in a turn.

When it fits: Prepare the spell pair with sufficient mana and the battle’s actual needs.

Historical context: Shades of Darkness, Raelag mission three: the Shadowsteel mystery quest.

This item has marked uncertainties. See the rules below.

How it works · parameters, rules and further relationships
Required affinity
Magic
Dynasty ranks
1–5
Carrier inventory
Main hand · Dynasty weapon
All five Dynasty ranks and their effects
  1. Rank 1 · 0 XP

    Three Magic Power.

  2. Rank 2 · 100,000 XP

    All enemy creatures lose one combat movement.

  3. Rank 3 · 1,000,000 XP

    Dark Magic ability effectiveness plus ten percent.

  4. Rank 4 · 3,500,000 XP

    Friendly attacks can dispel one random beneficial effect on the target.

  5. Rank 5 · 7,000,000 XP

    After activation the hero can cast two Dark spells in one turn; the short card does not specify further duration or cooldown.

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

Rules, conditions and restrictions

Occupies the main hand and uses five Dynasty ranks rather than hero levels. The table separates progressively unlocked effects; an explicitly upgraded ability changes its earlier version. Historical damage, healing and summon values do not guarantee identical results for every hero. Access after Conflux shutdown depends on installation and profile; see the rules guide.

Practical use

Prepare the spell pair with sufficient mana and the battle’s actual needs. A random dispel does not guarantee removing the most dangerous protection when the target has several effects.

Compare all 104 spell formulas and costs →

Historical acquisition route

Shades of Darkness, Raelag mission three: the Shadowsteel mystery quest.

After the 2024 online shutdown verify availability in your installation. Dynasty equipment and online changes

Compare equipment: Heartrending Song · Staff of Crystal Roses · Will of Urgash

Names in other references: Bezimienny Kostur

Acid Cave · Heroes VI ↗

The Oblivion · Heroes VI · game artifact
Image source · Game artwork

Magic and spellcasting

The Oblivion

Heroes VI · Magic · Dynasty weapon · five ranks

A Magic Dynasty weapon: target active-ability lockdown and shorter enemy effects.

When it fits: Aim lockdown at a stack with an important active ability; it does not forbid every ordinary attack.

Historical context: Historical thirty-point Uplay reward; the original online route cannot be promised today.

How it works · parameters, rules and further relationships
Required affinity
Magic
Dynasty ranks
1–5
Carrier inventory
Main hand · Dynasty weapon
All five Dynasty ranks and their effects
  1. Rank 1 · 0 XP

    Friendly-creature Initiative plus five points.

  2. Rank 2 · 100,000 XP

    A chosen enemy stack cannot use active abilities for three rounds. One use.

  3. Rank 3 · 1,000,000 XP

    Five Magic Power.

  4. Rank 4 · 3,500,000 XP

    Damaging hero spells also stun; the short description does not specify duration.

  5. Rank 5 · 7,000,000 XP

    Reduces opposing hero abilities’ duration by one round, with a minimum of one.

Rules, conditions and restrictions

Occupies the main hand and uses five Dynasty ranks rather than hero levels. The table separates progressively unlocked effects; an explicitly upgraded ability changes its earlier version. Historical damage, healing and summon values do not guarantee identical results for every hero. Access after Conflux shutdown depends on installation and profile; see the rules guide.

Practical use

Aim lockdown at a stack with an important active ability; it does not forbid every ordinary attack. Duration reduction has a one-round minimum and therefore does not erase short effects entirely.

Compare all 104 spell formulas and costs →

Historical acquisition route

Historical thirty-point Uplay reward; the original online route cannot be promised today.

After the 2024 online shutdown verify availability in your installation. Dynasty equipment and online changes

Compare equipment: Heartrending Song · Staff of Crystal Roses · Will of Urgash

Names in other references: Zapominajka

Acid Cave · Heroes VI ↗

Staff of Sar-Aggerth · Heroes VI · game artifact
Image source · Game artwork

Magic and spellcasting

Staff of Sar-Aggerth

Heroes VI · Magic · Dynasty weapon · five ranks

A Magic Dynasty weapon: Prime specialization and temporary amplification of magic and attacks.

When it fits: Time amplification before important hero and creature actions.

Historical context: Historical Shades of Darkness or Complete-edition bonus.

How it works · parameters, rules and further relationships
Required affinity
Magic
Dynasty ranks
1–5
Carrier inventory
Main hand · Dynasty weapon
All five Dynasty ranks and their effects
  1. Rank 1 · 0 XP

    Prime spells: five additional Magic Power and ten-percent lower mana costs.

  2. Rank 2 · 100,000 XP

    Five daily mana recovery.

  3. Rank 3 · 1,000,000 XP

    Hero spell effectiveness plus thirty percent for three rounds. One use.

  4. Rank 4 · 3,500,000 XP

    Five Magic Power.

  5. Rank 5 · 7,000,000 XP

    For three rounds the upgrade extends the thirty percent to friendly creatures’ abilities and attacks.

Rules, conditions and restrictions

Occupies the main hand and uses five Dynasty ranks rather than hero levels. The table separates progressively unlocked effects; an explicitly upgraded ability changes its earlier version. Historical damage, healing and summon values do not guarantee identical results for every hero. Access after Conflux shutdown depends on installation and profile; see the rules guide.

Practical use

Time amplification before important hero and creature actions. Daily recovery does not grant five every round; do not add the upgraded activation to its earlier version for an automatic sixty percent.

Compare all 104 spell formulas and costs →

Historical acquisition route

Historical Shades of Darkness or Complete-edition bonus.

After the 2024 online shutdown verify availability in your installation. Dynasty equipment and online changes

Compare equipment: Heartrending Song · Staff of Crystal Roses · Will of Urgash

Names in other references: Kostur Sar-Aggretha

Acid Cave · Heroes VI ↗

Staff of Asha’s Eightfold · Heroes VI · game artifact
Image source · Game artwork

Magic and spellcasting

Staff of Asha’s Eightfold

Heroes VI · Magic · Dynasty weapon · five ranks

A Magic Dynasty weapon: mana reserves, daily recovery and a stronger first spell.

When it fits: Choose the opening spell through the value of its usable effect.

Historical context: Historical Collector’s or Complete bonus; Steam also lists it in Deluxe content.

How it works · parameters, rules and further relationships
Required affinity
Magic
Dynasty ranks
1–5
Carrier inventory
Main hand · Dynasty weapon
All five Dynasty ranks and their effects
  1. Rank 1 · 0 XP

    Three Magic Power.

  2. Rank 2 · 100,000 XP

    Thirty mana capacity.

  3. Rank 3 · 1,000,000 XP

    Five Magic Defense.

  4. Rank 4 · 3,500,000 XP

    Ten daily mana recovery. Patch 1.7 fixes the erroneous full daily refill.

  5. Rank 5 · 7,000,000 XP

    The first hero spell each combat has one hundred percent additional effectiveness under the description; once per combat.

Rules, conditions and restrictions

Occupies the main hand and uses five Dynasty ranks rather than hero levels. The table separates progressively unlocked effects; an explicitly upgraded ability changes its earlier version. Historical damage, healing and summon values do not guarantee identical results for every hero. Access after Conflux shutdown depends on installation and profile; see the rules guide.

Practical use

Choose the opening spell through the value of its usable effect. Avoid spending the once-per-combat benefit on a minor action when a decisive eligible ability can be used immediately.

Compare all 104 spell formulas and costs →

Historical acquisition route

Historical Collector’s or Complete bonus; Steam also lists it in Deluxe content.

After the 2024 online shutdown verify availability in your installation. Dynasty equipment and online changes

Compare equipment: Heartrending Song · Staff of Crystal Roses · Will of Urgash

Names in other references: Kostur Ośmiu Głów Ashy

Acid Cave · Heroes VI ↗ · Gamepressure · patch notes ↗

Staff of Cleansing · Heroes VI · game artifact
Image source · Game artwork

Magic and spellcasting

Staff of Cleansing

Heroes VI · Magic · Dynasty weapon · five ranks

A Magic Dynasty weapon: one cleansing, magic defense and reduced ranged damage.

When it fits: Save the single activation for important control or strong enemy protection.

Historical context: Historical Collector’s or Complete bonus; Steam also lists it in Deluxe content.

How it works · parameters, rules and further relationships
Required affinity
Magic
Dynasty ranks
1–5
Carrier inventory
Main hand · Dynasty weapon
All five Dynasty ranks and their effects
  1. Rank 1 · 0 XP

    Once removes harmful effects from a friendly stack or beneficial effects from an enemy target.

  2. Rank 2 · 100,000 XP

    Four Magic Defense.

  3. Rank 3 · 1,000,000 XP

    Enemy-creature ranged damage minus ten percent.

  4. Rank 4 · 3,500,000 XP

    Another four Magic Defense.

  5. Rank 5 · 7,000,000 XP

    Using Cleansing also restores twenty hero mana.

Rules, conditions and restrictions

Occupies the main hand and uses five Dynasty ranks rather than hero levels. The table separates progressively unlocked effects; an explicitly upgraded ability changes its earlier version. Historical damage, healing and summon values do not guarantee identical results for every hero. Access after Conflux shutdown depends on installation and profile; see the rules guide.

Practical use

Save the single activation for important control or strong enemy protection. Consider whether mana recovery will also be useful; reserve capacity can change activation value.

Compare all 104 spell formulas and costs →

Historical acquisition route

Historical Collector’s or Complete bonus; Steam also lists it in Deluxe content.

After the 2024 online shutdown verify availability in your installation. Dynasty equipment and online changes

Compare equipment: Heartrending Song · Staff of Crystal Roses · Will of Urgash

Names in other references: Kostur Oczyszczenia

Acid Cave · Heroes VI ↗ · Gamepressure · patch notes ↗

Pauldrons of the Protector · Heroes VI · game artifact
Image source · Game artwork

Blood and Tears reputation

Pauldrons of the Protector

Heroes VI · according to scenario content · Major

Requires 250 Tears reputation and increases further gains on that path by ten percent.

When it fits: Equip before a decision rewarding Tears if developing that path.

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
Required reputation
Tears: 250
Further reputation gain
+10%
Equipment requirement
250 Tears reputation
Carrier inventory
Shoulders
Rules, conditions and restrictions

Eligibility is checked before equipping. The bonus increases reputation gains rather than automatically strengthening every ability, raising hero level or supplying the missing 250 points. Occupies the shoulders.

Practical use

Equip before a decision rewarding Tears if developing that path. Before a fight compare reputation progress with shoulders offering direct combat stats.

Compare equipment: Spaulders of the Avenger

Names in other references: Naramienniki Obrońcy

Acid Cave · Heroes VI ↗

Spaulders of the Avenger · Heroes VI · game artifact
Image source · Game artwork

Blood and Tears reputation

Spaulders of the Avenger

Heroes VI · according to scenario content · Major

Requires 250 Blood reputation and increases further gains on that path by ten percent.

When it fits: Equip before a decision rewarding Blood if developing that path.

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
Required reputation
Blood: 250
Further reputation gain
+10%
Equipment requirement
250 Blood reputation
Carrier inventory
Shoulders
Rules, conditions and restrictions

Eligibility is checked before equipping. The bonus increases reputation gains rather than automatically strengthening every ability, raising hero level or supplying the missing 250 points. Occupies the shoulders.

Practical use

Equip before a decision rewarding Blood if developing that path. Before a fight compare reputation progress with shoulders offering direct combat stats.

Compare equipment: Pauldrons of the Protector

Names in other references: Naramienniki Mściciela

Acid Cave · Heroes VI ↗

Bone Spaulders · Heroes VI · game artifact
Image source · Game artwork

Defense

Bone Spaulders

Heroes VI · according to scenario content · Minor

Add two Might Defense and form a Warlord’s Set piece.

When it fits: Supports a physical composition without occupying the off hand reserved for a bow.

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
Might Defense
+2
Carrier inventory
Shoulders
Rules, conditions and restrictions

Physical defense comes from the shoulder position, distinct from Magic Defense or two HP per creature. A set piece retains its own effect when a shared threshold is reached.

Practical use

Supports a physical composition without occupying the off hand reserved for a bow. Check whether its two defense also complete a Warlord-set threshold.

Equipped-set piece: Warlord’s Set

Where to compare it in practice

Conditional uses and multiple profiles to compare. Links establish neither item owners nor guaranteed starting inventory.

Defense and endurance

For actual physical losses the screening stack must survive.

Might Defense is neither magic immunity nor recovery of casualties. Check deployment as well as stats.

Compare equipment: Crag Hack's Helmet · Centaur Bow · Gauntlets of the Khan

Names in other references: Kościste Naramienniki

Acid Cave · Heroes VI ↗ · Acid Cave · Heroes VI ↗

Guardian Spaulders · Heroes VI · game artifact
Image source · Game artwork

Morale

Guardian Spaulders

Heroes VI · according to scenario content · Minor

Add two Leadership and form a Guardian’s Set piece.

When it fits: Useful for another Guardian piece without replacing the shield or armor.

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
Leadership
+2
Carrier inventory
Shoulders
Rules, conditions and restrictions

Leadership supports morale for eligible led creatures. The Guardian name itself does not grant the first-three-hit protection belonging to another piece, Guardian Breastplate.

Practical use

Useful for another Guardian piece without replacing the shield or armor. For an army that does not use morale, chiefly assess the value of reaching a set threshold.

Equipped-set piece: Guardian’s Set

Compare equipment: Guardian Helmet · Lion Shield · Lion Mane Cape

Names in other references: Naramienniki Strażnika

Acid Cave · Heroes VI ↗ · Acid Cave · Heroes VI ↗

Mesmering Spaulders · Heroes VI · game artifact
Image source · Game artwork

Battle Speed

Mesmering Spaulders

Heroes VI · according to scenario content · Relic

Reduce enemy-creature Initiative by ten points.

When it fits: Compare key-stack order before and after equipping.

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
−10 points
Carrier inventory
Shoulders
Rules, conditions and restrictions

Ten points affect action order rather than reach or daily travel. A Trickster’s Set piece. This does not automatically remove every second enemy action through an incorrect ATB conversion.

Practical use

Compare key-stack order before and after equipping. Plan alongside friendly Initiative through actual gaps rather than inferring an endless chain of turns from the numbers.

Equipped-set piece: Trickster’s Set

Compare equipment: Mask of the Madman · Ring of Misfortune · Motley Cloak of the Fool

Names in other references: Naramienniki Uroku

Acid Cave · Heroes VI ↗ · Acid Cave · Heroes VI ↗

Spaulders of the Prophet · Heroes VI · game artifact
Image source · Game artwork

Magic and spellcasting

Spaulders of the Prophet

Heroes VI · according to scenario content · Minor

Add twenty mana capacity and two mana per day.

When it fits: Help sustain a traveling caster and can complete a Prophet 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.

How it works · parameters, rules and further relationships
Mana capacity / mana per day
+20 / +2
Carrier inventory
Shoulders
Rules, conditions and restrictions

Recovery occurs per adventure-map day rather than every combat round. This Prophet’s Set piece itself does not add the Magic Defense supplied by some other pieces.

Practical use

Help sustain a traveling caster and can complete a Prophet threshold. Before one difficult encounter compare daily endurance with alternative shoulders’ immediate Magic Power.

Compare all 104 spell formulas and costs →

Equipped-set piece: Prophet’s Set

Compare equipment: Humble Coif of the Prophet · Libram of the Prophet · Iridescent Pearl

Names in other references: Naramienniki Proroka

Acid Cave · Heroes VI ↗ · Acid Cave · Heroes VI ↗

Vein's Spaulders · Heroes VI · game artifact
Image source · Game artwork

Multiple primary attributes

Vein's Spaulders

Shades of Darkness · Major

Add three Magic Power and three Might Defense.

When it fits: An option for a caster under physical pressure.

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 Power / Might Defense
+3 / +3
Carrier inventory
Shoulders
Rules, conditions and restrictions

Combine magical-formula strength with physical defense for the led army. The defensive three is not Magic Defense. Belong to Windswords’ Set without automatically granting its other abilities.

Practical use

An option for a caster under physical pressure. Against Magister Spaulders trade two Magic Power and three Destiny for physical defense and a different set.

Compare all 104 spell formulas and costs →

Equipped-set piece: Windswords’ Set

Compare equipment: Myranda's Helmet · Sayuri's Journal · Ga'arend's Boots · Magister Spaulders

Names in other references: Naramienniki Veina

Acid Cave · Heroes VI ↗ · Acid Cave · Heroes VI ↗

Magister Spaulders · Heroes VI · game artifact
Image source · Game artwork

Multiple primary attributes

Magister Spaulders

Heroes VI · according to scenario content · Relic

Add five Magic Power and three Destiny.

When it fits: Compare stronger individual spells with Prophet Spaulders’ 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.

How it works · parameters, rules and further relationships
Magic Power / Destiny
+5 / +3
Carrier inventory
Shoulders
Rules, conditions and restrictions

Magic Power and Destiny are separate attributes rather than eight Magic Power. These shoulders belong to Magister’s Set and directly specify neither daily recovery nor higher mana capacity.

Practical use

Compare stronger individual spells with Prophet Spaulders’ endurance. If mana for a decisive cast is missing, additional Magic Power does not supply it.

Compare all 104 spell formulas and costs →

Equipped-set piece: Magister’s Set

Compare equipment: Supreme Crown of the Magister · Magister Codex · Magister Cloak · Vein's Spaulders

Names in other references: Naramienniki Bakałarza (Naramienniki Magistra)

Acid Cave · Heroes VI ↗ · Acid Cave · Heroes VI ↗

Snatching Gloves · Heroes VI · game artifact
Image source · Game artwork

Adventure movement

Snatching Gloves

Heroes VI · according to scenario content · Minor

The artifact inventory grants an ability called Zbieranie; one Vagrant’s Set piece.

When it fits: For an exploration set track the verified piece count.

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
Granted ability · source name
Zbieranie · exact mapping unverified
Carrier inventory
Gauntlets and bracers

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

Rules, conditions and restrictions

The reference does not unambiguously map the name to an English ability. Logistics, full Pathfinding or every Snatch benefit therefore cannot be automatically assigned. Verify the equipped item’s actual ability tooltip.

Practical use

For an exploration set track the verified piece count. Do not calculate route savings from an unidentified bonus; compare movement spent before and after equipping.

Equipped-set piece: Vagrant’s Set

Compare equipment: All-Seeing Crown · Owlfeather Cloak · Saddle of Pathfinding

Names in other references: Chwytające Rękawice

Acid Cave · Heroes VI ↗ · Acid Cave · Heroes VI ↗

Gauntlets of the Brawler · Heroes VI · game artifact
Image source · Game artwork

Attack

Gauntlets of the Brawler

Heroes VI · according to scenario content · Minor

Add 2 Might Power to the equipped hero.

When it fits: A starting choice for 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.

How it works · parameters, rules and further relationships
Might Power
+2
Carrier inventory
Gauntlets and bracers
Rules, conditions and restrictions

Might Power supports applicable physical attacks rather than adding that many flat damage to every creature. The creature in the name grants no additional ability by itself, and not every magical hit benefits.

Practical use

A starting choice for physical troops. Gauntlets of the Minotaur add another two of the same stat rather than automatically unlocking a new attack type.

Where to compare it in practice

Conditional uses and multiple profiles to compare. Links establish neither item owners nor guaranteed starting inventory.

Melee pressure

For physical army attacks supported by higher Might Power.

This is neither the same flat damage for every creature nor automatic support for magical attacks.

Compare equipment: Assassin Gloves · Gauntlets of the Minotaur · Gauntlets of the Giant Slayer

Names in other references: Rękawice Hałaburdy (Rękawice Awanturnika) · Guantlets of the Brawler

Acid Cave · Heroes VI ↗

Assassin Gloves · Heroes VI · game artifact
Image source · Game artwork

Attack

Assassin Gloves

Shades of Darkness · Major

Add three Might Power and three Destiny; belong to Assassin’s Set.

When it fits: Compare the two-stat combination with Minotaur’s pure four.

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
Might Power
+3
Destiny
+3
Carrier inventory
Gauntlets and bracers
Rules, conditions and restrictions

Support physical strength and Luck rather than permanently poisoning every hit. Further set effects require the actual equipped-piece threshold of Assassin’s Set.

Practical use

Compare the two-stat combination with Minotaur’s pure four. For an Assassin set plan include whether the gloves reach another threshold.

Equipped-set piece: Assassin’s Set

Compare equipment: Assassin Mask · Moonblade · Cloak of Darkness · Gauntlets of the Brawler · Gauntlets of the Minotaur · Gauntlets of the Giant Slayer

Names in other references: Rękawice Zabójcy

Acid Cave · Heroes VI ↗ · Acid Cave · Heroes VI ↗

Gauntlets of the Minotaur · Heroes VI · game artifact
Image source · Game artwork

Attack

Gauntlets of the Minotaur

Heroes VI · according to scenario content · Major

Add 4 Might Power to the equipped hero.

When it fits: The middle option between Brawler (+2) and Cyclops (+8).

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
Might Power
+4
Carrier inventory
Gauntlets and bracers
Rules, conditions and restrictions

Might Power supports applicable physical attacks rather than adding that many flat damage to every creature. The creature in the name grants no additional ability by itself, and not every magical hit benefits.

Practical use

The middle option between Brawler (+2) and Cyclops (+8). For a set plan compare the pure four with Assassin Gloves’ lower Might Power and added Destiny.

Compare equipment: Gauntlets of the Brawler · Assassin Gloves · Gauntlets of the Giant Slayer

Names in other references: Rękawice Minotaura · Guantlets of the Minotaur

Acid Cave · Heroes VI ↗

Gauntlets of the Giant Slayer · Heroes VI · game artifact
Image source · Game artwork

Attack

Gauntlets of the Giant Slayer

Heroes VI · according to scenario content · Relic

Add six Might Power and the Giant Slayer ability.

When it fits: Choose through the actual size of dangerous targets.

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
Might Power
+6
Granted ability
Giant Slayer
Carrier inventory
Gauntlets and bracers
Rules, conditions and restrictions

Giant Slayer increases applicable damage against large and huge creatures; that does not mean every Elite or Champion. Its ability has reputation-dependent values, so no single universal artifact percentage is assumed.

Practical use

Choose through the actual size of dangerous targets. Against small creatures chiefly assess six Might Power and compare Cyclops’ pure eight.

Compare equipment: Gauntlets of the Brawler · Assassin Gloves · Gauntlets of the Minotaur

Names in other references: Rękawice Pogromcy Olbrzymów · Guantlets of the Giant Slayer

Acid Cave · Heroes VI ↗ · Acid Cave · Heroes VI ↗

Gauntlets of the Khan · Heroes VI · game artifact
Image source · Game artwork

Attack

Gauntlets of the Khan

Heroes VI · according to scenario content · Relic

Add six Might Power and one led-creature damage.

When it fits: Value the flat contribution through creature count and base physical damage.

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
Might Power
+6
Led creatures · Might Damage
+1
Carrier inventory
Gauntlets and bracers
Rules, conditions and restrictions

Six attribute points and one flat damage do not total seven Might Power. The 1.5.2 fix list repairs the one Might Damage bonus. One Warlord’s Set piece.

Practical use

Value the flat contribution through creature count and base physical damage. Compare Cyclops’ pure eight Might Power and any set threshold reached.

Equipped-set piece: Warlord’s Set

Compare equipment: Crag Hack's Helmet · Centaur Bow · Bone Spaulders · Gauntlets of the Brawler · Assassin Gloves · Gauntlets of the Minotaur

Names in other references: Rękawice Kagana (Rękawice Chana) · Guantlets of the Khan

Acid Cave · Heroes VI ↗ · Gamepressure · patch notes ↗ · Acid Cave · Heroes VI ↗

Gauntlets of the Cyclops · Heroes VI · game artifact
Image source · Game artwork

Attack

Gauntlets of the Cyclops

Heroes VI · according to scenario content · Relic

Add 8 Might Power to the equipped hero.

When it fits: Highest pure Might Power in this group.

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
Might Power
+8
Carrier inventory
Gauntlets and bracers
Rules, conditions and restrictions

Might Power supports applicable physical attacks rather than adding that many flat damage to every creature. The creature in the name grants no additional ability by itself, and not every magical hit benefits.

Practical use

Highest pure Might Power in this group. Against large targets also compare Giant Slayer; for numerous stacks consider Khan’s flat damage because different quantities can change the result.

Compare equipment: Gauntlets of the Brawler · Assassin Gloves · Gauntlets of the Minotaur

Names in other references: Rękawice Cyklopa · Guantlets of the Cyclops

Acid Cave · Heroes VI ↗

Bracers of the Druid · Heroes VI · game artifact
Image source · Game artwork

Magic and spellcasting

Bracers of the Druid

Heroes VI · according to scenario content · Minor

Add 1 Magic Power and grant Regeneration.

When it fits: Plan healing over time through rounds and eligible targets rather than expecting an immediate full-army refill.

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 Power
+1
Granted spell
Regeneration
Carrier inventory
Gauntlets and bracers
Rules, conditions and restrictions

The attribute bonus supports applicable magic formulas; granted spell access retains its cost, cooldown and target conditions. An equipment grant alone establishes neither free casting nor automatic top-reputation strength.

Practical use

Plan healing over time through rounds and eligible targets rather than expecting an immediate full-army refill. Patch 1.5.2 corrected these bracers’ tooltip; open the spell card for reference values.

Compare equipment: Bracers of the Freemage · Bracers of the Archmage

Names in other references: Karwasze Druida · Braces of the Druid

Acid Cave · Heroes VI ↗

Bracers of the Freemage · Heroes VI · game artifact
Image source · Game artwork

Magic and spellcasting

Bracers of the Freemage

Heroes VI · according to scenario content · Major

Add 2 Magic Power and grant Chain Lightning.

When it fits: Choose a chain target through bounce rules and surrounding 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
Magic Power
+2
Granted spell
Chain Lightning
Carrier inventory
Gauntlets and bracers
Rules, conditions and restrictions

The attribute bonus supports applicable magic formulas; granted spell access retains its cost, cooldown and target conditions. An equipment grant alone establishes neither free casting nor automatic top-reputation strength.

Practical use

Choose a chain target through bounce rules and surrounding stacks. Two Magic Power does not guarantee equal damage to each subsequent target.

Compare equipment: Bracers of the Druid · Bracers of the Archmage

Names in other references: Karwasze Wędrownego Czarodzieja

Acid Cave · Heroes VI ↗

Bracers of the Archmage · Heroes VI · game artifact
Image source · Game artwork

Magic and spellcasting

Bracers of the Archmage

Heroes VI · according to scenario content · Relic

Add 6 Magic Power and grant Implosion.

When it fits: A strong single-target option for eliminating a valuable 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
Magic Power
+6
Granted spell
Implosion
Carrier inventory
Gauntlets and bracers
Rules, conditions and restrictions

The attribute bonus supports applicable magic formulas; granted spell access retains its cost, cooldown and target conditions. An equipment grant alone establishes neither free casting nor automatic top-reputation strength.

Practical use

A strong single-target option for eliminating a valuable stack. First compare available mana, target Magic Defense and the opportunity cost of spending it on a lesser threat.

Compare equipment: Bracers of the Druid · Bracers of the Freemage

Names in other references: Karwasze Arcymaga · Braces of the Archmage

Acid Cave · Heroes VI ↗

Crest of Valor · Heroes VI · game artifact
Image source · Game artwork

Morale

Crest of Valor

Heroes VI · according to scenario content · Minor

While equipped grants: Leadership +2.

When it fits: Modest direct morale support.

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
Leadership
+2
Carrier inventory
Equipped pocket item
Rules, conditions and restrictions

Leadership supports eligible led creatures’ morale. An equipped pocket item rather than automatic physical defense, daily movement or a universal benefit to undead.

Practical use

Modest direct morale support. Against a strong morale penalty compare adding two points with other ways of protecting eligible stacks.

Compare equipment: Crest of Courage · Crest of Honor

Names in other references: Herb Męstwa

Acid Cave · Heroes VI ↗

Crest of Courage · Heroes VI · game artifact
Image source · Game artwork

Morale

Crest of Courage

Heroes VI · according to scenario content · Major

While equipped grants: Leadership +4.

When it fits: Middle option between Valor (+2) and Honor (+8).

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
Leadership
+4
Carrier inventory
Equipped pocket item
Rules, conditions and restrictions

Leadership supports eligible led creatures’ morale. An equipped pocket item rather than automatic physical defense, daily movement or a universal benefit to undead.

Practical use

Middle option between Valor (+2) and Honor (+8). If the army does not use morale, devote the equipped position to another documented benefit.

Compare equipment: Crest of Valor · Crest of Honor

Names in other references: Herb Odwagi

Acid Cave · Heroes VI ↗

Crest of Honor · Heroes VI · game artifact
Image source · Game artwork

Morale

Crest of Honor

Heroes VI · according to scenario content · Relic

While equipped grants: Leadership +8.

When it fits: Highest individual Leadership in this group.

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
Leadership
+8
Carrier inventory
Equipped pocket item
Rules, conditions and restrictions

Leadership supports eligible led creatures’ morale. An equipped pocket item rather than automatic physical defense, daily movement or a universal benefit to undead.

Practical use

Highest individual Leadership in this group. Before combat assess eligible recipients and the item displaced from an Initiative, movement or income role.

Compare equipment: Crest of Valor · Crest of Courage

Names in other references: Herb Honoru

Acid Cave · Heroes VI ↗

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

Luck

Tarot Deck

Heroes VI · according to scenario content · Minor

While equipped grants: Destiny +2.

When it fits: Basic Luck support for attacks that can actually 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
Destiny
+2
Carrier inventory
Equipped pocket item
Rules, conditions and restrictions

Destiny supports led creatures’ Luck under Heroes VI rules. The number is an attribute rather than a fixed chance imported from another game.

Practical use

Basic Luck support for attacks that can actually use it. More favorable outcomes do not guarantee the first important attack will be critical.

Compare equipment: Four Leaf Clover · Golden Horseshoe · Pirate Flag

Names in other references: Kary Tarota

Acid Cave · Heroes VI ↗

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

Luck

Four Leaf Clover

Heroes VI · according to scenario content · Major

While equipped grants: Destiny +4.

When it fits: The working inventory lists four Destiny.

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
Destiny
+4
Carrier inventory
Equipped pocket item
Rules, conditions and restrictions

Destiny supports led creatures’ Luck under Heroes VI rules. The number is an attribute rather than a fixed chance imported from another game.

Practical use

The working inventory lists four Destiny. The older 0.921 fan manual lists two; the older value is not added to the current entry.

Compare equipment: Tarot Deck · Golden Horseshoe · Pirate Flag

Names in other references: Czterolistna Koniczynka

Acid Cave · Heroes VI ↗

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

Luck

Golden Horseshoe

Heroes VI · according to scenario content · Relic

While equipped grants: Destiny +8.

When it fits: Highest pure Destiny in this group.

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
Destiny
+8
Carrier inventory
Equipped pocket item
Rules, conditions and restrictions

Destiny supports led creatures’ Luck under Heroes VI rules. The number is an attribute rather than a fixed chance imported from another game.

Practical use

Highest pure Destiny in this group. Compare expected benefit with a more predictable action-order or health change; keep a fallback for a plan relying on one random hit.

Compare equipment: Tarot Deck · Four Leaf Clover · Pirate Flag

Names in other references: Złota Podkowa

Acid Cave · Heroes VI ↗

Purse of Endless Gold · Heroes VI · game artifact
Image source · Game artwork

Income

Purse of Endless Gold

Heroes VI · according to scenario content · Minor

While equipped provides 250 gold per day.

When it fits: Seven full active days give 1750 gold.

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.

Purse of Endless Gold
GameSlotEffect in this game
Heroes VIIOff handProduces 250 gold daily.
Heroes VIThis cardEquipped pocket itemWhile equipped provides 250 gold per day.
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
Gold per day
250
Across seven full active days
1750
Carrier inventory
Equipped pocket item
Rules, conditions and restrictions

This is recurring daily income rather than a one-time pickup. Does not provide the amount per battle; the inventory alone does not establish stacking of multiple copies.

Practical use

Seven full active days give 1750 gold. For a scouting assistant compare recurring income with the value of the equipped position when transferring gear.

Where to compare it in practice

Conditional uses and multiple profiles to compare. Links establish neither item owners nor guaranteed starting inventory.

Economy and reinforcements

For a safe equipped carrier and recurring daily gold receipts.

It is not a new payment on each transfer, and gold alone may not solve a missing construction resource.

Compare equipment: Bag of Endless Gold · Chest of Endless Gold · Golden Goose

Names in other references: Złotodajna Sakiewka

Acid Cave · Heroes VI ↗

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

Income

Bag of Endless Gold

Heroes VI · according to scenario content · Major

While equipped provides 500 gold per day.

When it fits: Seven full active days give 3500 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
Gold per day
500
Across seven full active days
3500
Carrier inventory
Equipped pocket item
Rules, conditions and restrictions

This is recurring daily income rather than a one-time pickup. Does not provide the amount per battle; the inventory alone does not establish stacking of multiple copies.

Practical use

Seven full active days give 3500 gold. For a resource-heavy construction cash does not itself supply missing wood, ore or crystals without trading.

Compare equipment: Purse of Endless Gold · Chest of Endless Gold · Golden Goose

Names in other references: Złotodajna Sakwa

Acid Cave · Heroes VI ↗

Chest of Endless Gold · Heroes VI · game artifact
Image source · Game artwork

Income

Chest of Endless Gold

Heroes VI · according to scenario content · Relic

While equipped provides 1000 gold per day.

When it fits: Seven full active days give 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
Gold per day
1000
Across seven full active days
7000
Carrier inventory
Equipped pocket item
Rules, conditions and restrictions

This is recurring daily income rather than a one-time pickup. Does not provide the amount per battle; the inventory alone does not establish stacking of multiple copies.

Practical use

Seven full active days give 7000 gold. Compare income over the scenario’s remaining days with the immediate need for a combat pocket item.

Compare equipment: Purse of Endless Gold · Bag of Endless Gold · Golden Goose

Names in other references: Złotodajna Skrzynia

Acid Cave · Heroes VI ↗

Golden Goose · Heroes VI · game artifact
Image source · Game artwork

Income

Golden Goose

Heroes VI · according to scenario content · Relic

While equipped provides 2000 gold per day.

When it fits: Seven full active days give 14000 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
Gold per day
2000
Across seven full active days
14000
Carrier inventory
Equipped pocket item
Rules, conditions and restrictions

This is recurring daily income rather than a one-time pickup. Does not provide the amount per battle; the inventory alone does not establish stacking of multiple copies.

Practical use

Seven full active days give 14000 gold. When obtained from Golden Egg separate its waiting period from days when the goose actually generates income.

Compare equipment: Purse of Endless Gold · Bag of Endless Gold · Chest of Endless Gold

Names in other references: Złota Gęś

Acid Cave · Heroes VI ↗

Sacred Seed · Heroes VI · game artifact
Image source · Game artwork

Income

Sacred Seed

Heroes VI · according to scenario content · Minor

Provides one Wood per day while equipped.

When it fits: Steady production helps a wood-limited town.

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
Daily production
1 Wood
Across seven full active days
7 Wood
Carrier inventory
Equipped pocket item
Rules, conditions and restrictions

Production is daily and fixed to this resource type. It is neither a free resource choice nor repeated production within a day, and does not introduce every rare resource from earlier games.

Practical use

Steady production helps a wood-limited town. Before an expensive build count complete days to the required stock and existing mine production.

Compare equipment: Purse of Endless Gold · Bag of Endless Gold · Chest of Endless Gold

Names in other references: Święte Ziarno

Acid Cave · Heroes VI ↗

Dwarven Pickaxe · Heroes VI · game artifact
Image source · Game artwork

Income

Dwarven Pickaxe

Heroes VI · according to scenario content · Minor

Provides one Ore per day while equipped.

When it fits: Use for regular Ore supply.

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
Daily production
1 Ore
Across seven full active days
7 Ore
Carrier inventory
Equipped pocket item
Rules, conditions and restrictions

Production is daily and fixed to this resource type. It is neither a free resource choice nor repeated production within a day, and does not introduce every rare resource from earlier games.

Practical use

Use for regular Ore supply. If construction is needed today, tomorrow’s daily production does not immediately cover a missing resource.

Compare equipment: Purse of Endless Gold · Bag of Endless Gold · Chest of Endless Gold

Names in other references: Krasnoludzki Oskard

Acid Cave · Heroes VI ↗

Crystal Eyeglass · Heroes VI · game artifact
Image source · Game artwork

Income

Crystal Eyeglass

Heroes VI · according to scenario content · Major

Provides one Crystal per day while equipped.

When it fits: Crystals are one of Heroes VI’s four resources.

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
Daily production
1 Crystal
Across seven full active days
7 Crystal
Carrier inventory
Equipped pocket item
Rules, conditions and restrictions

Production is daily and fixed to this resource type. It is neither a free resource choice nor repeated production within a day, and does not introduce every rare resource from earlier games.

Practical use

Crystals are one of Heroes VI’s four resources. Do not mistake the item for a scouting telescope: its documented effect produces Crystal rather than extending sight.

Compare equipment: Purse of Endless Gold · Bag of Endless Gold · Chest of Endless Gold

Names in other references: Kryształowy Monokl Crystal Eyeglass

Acid Cave · Heroes VI ↗

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

Income

Horn of Plenty

Heroes VI · according to scenario content · Major

Daily produces a random resource type and amount within the listed ranges.

When it fits: Plan with a range and reserve rather than a specific resource tomorrow.

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 VIThis cardEquipped pocket itemDaily produces a random resource type and amount within the listed ranges.
Heroes VPocket 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
Gold outcome
400–600
Wood / Ore / Crystal outcome
1–2 of the selected resource
Carrier inventory
Equipped pocket item
Rules, conditions and restrictions

Gold ranges from 400 to 600; Wood, Ore or Crystal from one to two. These are not four guaranteed simultaneous daily outputs. The inventory gives no probability for each possibility.

Practical use

Plan with a range and reserve rather than a specific resource tomorrow. For construction missing one fixed resource compare that type’s regular producer.

Where to compare it in practice

Conditional uses and multiple profiles to compare. Links establish neither item owners nor guaranteed starting inventory.

Economy and reinforcements

When the plan can use a varying resource and the remaining daily payments.

It guarantees neither an immediate supply of every resource nor the maximum of a range.

Compare equipment: Purse of Endless Gold · Bag of Endless Gold · Chest of Endless Gold

Names in other references: Róg Obfitości

Acid Cave · Heroes VI ↗

War Drums of the Legion · Heroes VI · game artifact
Image source · Game artwork

Town growth

War Drums of the Legion

Heroes VI · according to scenario content · Minor

Raises reference weekly Core production by 2.

When it fits: Before weekly growth check actual Core production with the item equipped and removed.

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
Weekly production · reference value
Core: +2
Carrier inventory
Equipped pocket item

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

Rules, conditions and restrictions

A Regent’s Set piece. The short card does not establish exact town, dwelling or area scope, or when bearer presence is checked. It is therefore not presented as a guaranteed increase in every town on the map.

Practical use

Before weekly growth check actual Core production with the item equipped and removed. Recruiting the added creatures still requires resources and the appropriate dwelling.

Equipped-set piece: Regent’s Set

Compare equipment: Winterwind Peace Circlet · Stonefist Libram · Heartguard Regal Mantle · War Horn of the Legion · War Banner of the Legion · Tear of Asha

Names in other references: Werble Legionów

Acid Cave · Heroes VI ↗ · Acid Cave · Heroes VI ↗

War Horn of the Legion · Heroes VI · game artifact
Image source · Game artwork

Town growth

War Horn of the Legion

Heroes VI · according to scenario content · Major

Raises reference weekly Elite production by 1 and adds one Leadership.

When it fits: Before weekly growth check actual Elite production with the item equipped and removed.

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
Weekly production · reference value
Elite: +1
Leadership
+1
Carrier inventory
Equipped pocket item

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

Rules, conditions and restrictions

A Regent’s Set piece. The short card does not establish exact town, dwelling or area scope, or when bearer presence is checked. It is therefore not presented as a guaranteed increase in every town on the map.

Practical use

Before weekly growth check actual Elite production with the item equipped and removed. Recruiting the added creatures still requires resources and the appropriate dwelling.

Equipped-set piece: Regent’s Set

Compare equipment: Winterwind Peace Circlet · Stonefist Libram · Heartguard Regal Mantle · War Drums of the Legion · War Banner of the Legion · Tear of Asha

Names in other references: Wojenny Róg Legionów

Acid Cave · Heroes VI ↗ · Acid Cave · Heroes VI ↗

War Banner of the Legion · Heroes VI · game artifact
Image source · Game artwork

Town growth

War Banner of the Legion

Heroes VI · according to scenario content · Relic

Raises reference weekly Champion production by 2.

When it fits: Before weekly growth check actual Champion production with the item equipped and removed.

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
Weekly production · reference value
Champion: +2
Carrier inventory
Equipped pocket item

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

Rules, conditions and restrictions

A Regent’s Set piece. The short card does not establish exact town, dwelling or area scope, or when bearer presence is checked. It is therefore not presented as a guaranteed increase in every town on the map.

Practical use

Before weekly growth check actual Champion production with the item equipped and removed. Recruiting the added creatures still requires resources and the appropriate dwelling.

Equipped-set piece: Regent’s Set

Compare equipment: Winterwind Peace Circlet · Stonefist Libram · Heartguard Regal Mantle · War Drums of the Legion · War Horn of the Legion · Tear of Asha

Names in other references: Sztandar Legionów

Acid Cave · Heroes VI ↗ · Acid Cave · Heroes VI ↗

Pirate Flag · Heroes VI · game artifact
Image source · Game artwork

Luck

Pirate Flag

Pirates of the Savage Sea · Minor

Reduces enemy-creature Luck by two and belongs to Pirate’s Set.

When it fits: Compare suppressing Luck with another pocket item and reaching a Pirate 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.

How it works · parameters, rules and further relationships
Enemy creatures · Luck
−2
Carrier inventory
Equipped pocket item
Rules, conditions and restrictions

The penalty affects enemy Luck rather than friendly Destiny or automatically enemy Morale too. The flag occupies an equipped pocket position and shared bonuses require more pieces.

Practical use

Compare suppressing Luck with another pocket item and reaching a Pirate threshold. Against threats whose dangerous actions do not use Luck, direct protection may be better.

Equipped-set piece: Pirate’s Set

Compare equipment: Captain's Hat · Hook · Skull Ring · Tarot Deck · Four Leaf Clover · Golden Horseshoe

Names in other references: Piracka Flaga

Acid Cave · Heroes VI ↗ · Acid Cave · Heroes VI ↗

Saddle of Pathfinding · Heroes VI · game artifact
Image source · Game artwork

Adventure movement

Saddle of Pathfinding

Heroes VI · according to scenario content · Major

Removes hero daily movement penalties from rough terrain.

When it fits: Compare the actual terrain along the 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
Rough terrain · movement penalty
Removed
Carrier inventory
Equipped pocket item
Rules, conditions and restrictions

Does not automatically add combat movement or pass every impassable obstacle. One Vagrant’s Set piece. Removing terrain penalties differs from travel boots adding flat movement points.

Practical use

Compare the actual terrain along the route. On a smooth road without penalized sections the removal alone contributes less than along a long rough-terrain route.

Equipped-set piece: Vagrant’s Set

Where to compare it in practice

Conditional uses and multiple profiles to compare. Links establish neither item owners nor guaranteed starting inventory.

Travel and scouting

When applicable difficult terrain limits progress.

Removing a terrain penalty makes neither every step free nor battle order higher.

Compare equipment: All-Seeing Crown · Owlfeather Cloak · Snatching Gloves · Sextant of the Sea Elves

Names in other references: Siodło Bezpiecznej Podróży

Acid Cave · Heroes VI ↗ · Acid Cave · Heroes VI ↗

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

Adventure movement

Sextant of the Sea Elves

Heroes VI · according to scenario content · Major

While equipped grants: Hero daily sea movement +6.

When it fits: Compare six with the logbook’s eight, which occupies the off hand.

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 daily sea movement
+6
Carrier inventory
Equipped pocket item
Rules, conditions and restrictions

Affects hero daily sea travel rather than creature reach in a naval fight. One Vagrant’s Set piece; free boarding is not specified.

Practical use

Compare six with the logbook’s eight, which occupies the off hand. The sextant can leave that hand available for a shield or libram when a pocket position is free.

Equipped-set piece: Vagrant’s Set

Where to compare it in practice

Conditional uses and multiple profiles to compare. Links establish neither item owners nor guaranteed starting inventory.

Travel and scouting

For useful sailing along an actually available sea route.

It is not a land bonus and does not grant every other travel ability each day.

Compare equipment: All-Seeing Crown · Owlfeather Cloak · Snatching Gloves · Saddle of Pathfinding

Names in other references: Sekstans Morskich Elfów

Acid Cave · Heroes VI ↗ · Acid Cave · Heroes VI ↗

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

Surrender

Shackles of the Last Man

Heroes VI · according to scenario content · Relic

Prevents both heroes from retreating or surrendering during combat.

When it fits: Equip for a decisive pursuit when confident of finishing the whole fight.

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
Retreat and surrender
Blocked for both sides
Carrier inventory
Equipped pocket item
Rules, conditions and restrictions

The restriction is mutual. The item does not make a fight winnable or save the bearer if the army loses; it is not merely a higher surrender price.

Practical use

Equip for a decisive pursuit when confident of finishing the whole fight. Before starting check composition, mana reserves and the possibility of an unfavorable turn.

Names in other references: Kajdany wojny

Acid Cave · Heroes VI ↗

Shantiri Moon Disc · Heroes VI · game artifact
Image source · Game artwork

Magic and spellcasting

Shantiri Moon Disc

Heroes VI · according to scenario content · Relic

Grants a Phoenix summon; the source lists a reference count of three.

When it fits: Plan the summon as temporary combat support and verify actual count and availability.

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 summon
Phoenix ×3
Carrier inventory
Equipped pocket item

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

Rules, conditions and restrictions

Three is the historical entry’s value rather than an independently verified count for every hero and version. The source describes campaign transfer while retained in inventory; a scenario can impose its own rules.

Practical use

Plan the summon as temporary combat support and verify actual count and availability. At mission transition check the transferred hero and preserved inventory.

Compare all 104 spell formulas and costs →

Compare equipment: Minor Mana Potion, Mana Potion, Major Mana Potion · Scroll

Names in other references: Księżycowy Dysk Shantiri

Acid Cave · Heroes VI ↗

Golden Egg · Heroes VI · game artifact
Image source · Game artwork

Income

Golden Egg

Heroes VI · according to scenario content · Relic

After two weeks in pocket equipment the source says it becomes Golden Goose.

When it fits: On a short map compare remaining time with the wait.

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
Reference wait
Two weeks
Result
Golden Goose
Carrier inventory
Equipped pocket item
Rules, conditions and restrictions

The egg and resulting goose are different states. The two-week wait does not generate 2000 gold from day one. Exact transformation timing and interrupted equipping are not detailed.

Practical use

On a short map compare remaining time with the wait. In a long campaign reserve the position and after transformation verify Golden Goose’s actual daily income.

Compare equipment: Purse of Endless Gold · Bag of Endless Gold · Chest of Endless Gold

Names in other references: Złote Jajko

Acid Cave · Heroes VI ↗

Minor Mana Potion, Mana Potion, Major Mana Potion · Heroes VI · game artifact
Image source · Game artwork

Magic and spellcasting

Minor Mana Potion, Mana Potion, Major Mana Potion

Heroes VI · according to scenario content · Consumable potion

Three variants restore twenty, fifty or one hundred mana once.

When it fits: Before use compare missing mana with potion size.

How it works · parameters, rules and further relationships
Minor Mana Potion
20 mana
Mana Potion
50 mana
Major Mana Potion
100 mana
Carrier inventory
Backpack transport · outside active combat positions
Rules, conditions and restrictions

One source row and shared illustration represent three potion sizes. The used potion is consumed rather than increasing permanent capacity or daily income. Excess above the current maximum cannot be counted as another stored reserve.

Practical use

Before use compare missing mana with potion size. A smaller potion preserves the large reserve for a later fight when it already enables the required cast.

Compare all 104 spell formulas and costs →

Compare equipment: Shantiri Moon Disc · Scroll

Names in other references: Słaba Mikstura Many , Mikstura Many , Mocna Mikstura Many

Acid Cave · Heroes VI ↗

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

Magic and spellcasting

Scroll

Heroes VI · according to scenario content · Special placement / scroll

Contains one use of a particular spell.

When it fits: Save one-use control, healing or relocation for a problem outside the ordinary skill set.

This item has marked uncertainties. See the rules below.

How it works · parameters, rules and further relationships
Consumption
One use
Carrier inventory
Backpack transport · outside active combat positions

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

Rules, conditions and restrictions

This is a generic scroll-type entry rather than a claim of only one spell variant. The effect must match the actual spell shown. A scroll is consumed rather than guaranteeing permanent learning.

Practical use

Save one-use control, healing or relocation for a problem outside the ordinary skill set. Before use check target eligibility and the scroll’s actual spell name.

Compare all 104 spell formulas and costs →

Compare equipment: Shantiri Moon Disc · Minor Mana Potion, Mana Potion, Major Mana Potion

Names in other references: Zwój z czarem

Acid Cave · Heroes VI ↗

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

Town growth

Tear of Asha

Heroes VI · according to scenario content · Special placement / scroll

Enables a town’s Tear of Asha building for another 20000 gold and twenty of each nongold resource.

When it fits: Before delivery prepare the target town and resources.

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
Town level
4
Additional gold
20000
Additional Wood / Ore / Crystal
20 / 20 / 20
Carrier inventory
Backpack transport · outside active combat positions
Rules, conditions and restrictions

The reference requires a level-four town. Costs are twenty Wood, twenty Ore and twenty Crystal in addition to the Tear. Faction buildings have their own effects; Heroes V names and bonuses cannot be carried over.

Practical use

Before delivery prepare the target town and resources. After finding the Tear separate construction costs from the specific faction building’s subsequent income or other effects.

Compare equipment: War Drums of the Legion · War Horn of the Legion · War Banner of the Legion

Names in other references: Łza Ashy

Acid Cave · Heroes VI ↗

Akasha's Scroll · Heroes VI · game artifact
Image source · Game artwork

Quest items

Akasha's Scroll

Heroes VI · according to scenario content · Special placement / scroll

Quest item associated with Danse Macabre mission two.

When it fits: Keep it associated with Sandro’s corresponding objective.

How it works · parameters, rules and further relationships
Campaign or mission
Danse Macabre mission two
Carrier inventory
Backpack transport · outside active combat positions
Rules, conditions and restrictions

Used by a specific mission script. The reference assigns no independent combat stat; acquisition, delivery and any transfer follow the journal and map settings. Do not treat it as an ordinarily equipped relic.

Practical use

Keep it associated with Sandro’s corresponding objective. Akasha’s Scroll is not a generic consumable Scroll and its name establishes no arbitrary combat cast.

Compare equipment: Yume's Waterlily · Box of Griffin Eggs · Inquisition List

Names in other references: Zwój Akashy

Acid Cave · Heroes VI ↗

Yume's Waterlily · Heroes VI · game artifact
Image source · Game artwork

Quest items

Yume's Waterlily

Heroes VI · according to scenario content · Special placement / scroll

Quest item associated with Pirates of the Savage Sea, source-listed mission two.

When it fits: The source also gives a scenario name used for another DLC; exact placement is not independently confirmed.

How it works · parameters, rules and further relationships
Campaign or mission
Pirates of the Savage Sea, source-listed mission two
Carrier inventory
Backpack transport · outside active combat positions
Rules, conditions and restrictions

Used by a specific mission script. The reference assigns no independent combat stat; acquisition, delivery and any transfer follow the journal and map settings. Do not treat it as an ordinarily equipped relic.

Practical use

The source also gives a scenario name used for another DLC; exact placement is not independently confirmed. Follow the actual journal and do not confuse the flower with Yume’s Key.

Compare equipment: Akasha's Scroll · Box of Griffin Eggs · Inquisition List

Names in other references: Nenufar Yume

Acid Cave · Heroes VI ↗

Box of Griffin Eggs · Heroes VI · game artifact
Image source · Game artwork

Quest items

Box of Griffin Eggs

Heroes VI · according to scenario content · Special placement / scroll

Quest item associated with base Haven campaign, mission one.

When it fits: Arrange delivery through the mission objective.

How it works · parameters, rules and further relationships
Campaign or mission
base Haven campaign, mission one
Carrier inventory
Backpack transport · outside active combat positions
Rules, conditions and restrictions

Used by a specific mission script. The reference assigns no independent combat stat; acquisition, delivery and any transfer follow the journal and map settings. Do not treat it as an ordinarily equipped relic.

Practical use

Arrange delivery through the mission objective. The box is not an automatic daily Griffin producer and adds no army stack without the script being fulfilled.

Compare equipment: Akasha's Scroll · Yume's Waterlily · Inquisition List

Names in other references: Skrzynia Jaj Gryfów

Acid Cave · Heroes VI ↗

Inquisition List · Heroes VI · game artifact
Image source · Game artwork

Quest items

Inquisition List

Heroes VI · according to scenario content · Special placement / scroll

Quest item associated with base Necropolis campaign, mission one.

When it fits: Track the corresponding objective and completion state.

How it works · parameters, rules and further relationships
Campaign or mission
base Necropolis campaign, mission one
Carrier inventory
Backpack transport · outside active combat positions
Rules, conditions and restrictions

Used by a specific mission script. The reference assigns no independent combat stat; acquisition, delivery and any transfer follow the journal and map settings. Do not treat it as an ordinarily equipped relic.

Practical use

Track the corresponding objective and completion state. Do not treat the document as a libram granting Magic Power or spell access.

Compare equipment: Akasha's Scroll · Yume's Waterlily · Box of Griffin Eggs

Names in other references: Lista Inkwizycji

Acid Cave · Heroes VI ↗

Pretty Comb · Heroes VI · game artifact
Image source · Game artwork

Quest items

Pretty Comb

Heroes VI · according to scenario content · Special placement / scroll

Quest item associated with base Necropolis campaign, source-listed missions one to four.

When it fits: Pretty Comb and Shadow Comb are different items.

How it works · parameters, rules and further relationships
Campaign or mission
base Necropolis campaign, source-listed missions one to four
Carrier inventory
Backpack transport · outside active combat positions
Rules, conditions and restrictions

Used by a specific mission script. The reference assigns no independent combat stat; acquisition, delivery and any transfer follow the journal and map settings. Do not treat it as an ordinarily equipped relic.

Practical use

Pretty Comb and Shadow Comb are different items. Do not assign this quest comb the combat relic’s eight Magic Power and Puppet Master.

Compare equipment: Akasha's Scroll · Yume's Waterlily · Box of Griffin Eggs

Names in other references: Piękny Grzebień

Acid Cave · Heroes VI ↗

Piece of Moonsilk Crystal · Heroes VI · game artifact
Image source · Game artwork

Quest items

Piece of Moonsilk Crystal

Heroes VI · according to scenario content · Special placement / scroll

Quest item associated with base Inferno campaign, mission two.

When it fits: Distinguish this quest crystal from the ordinary Crystal resource and the finished Moonsilk Crystal Key.

How it works · parameters, rules and further relationships
Campaign or mission
base Inferno campaign, mission two
Carrier inventory
Backpack transport · outside active combat positions
Rules, conditions and restrictions

Used by a specific mission script. The reference assigns no independent combat stat; acquisition, delivery and any transfer follow the journal and map settings. Do not treat it as an ordinarily equipped relic.

Practical use

Distinguish this quest crystal from the ordinary Crystal resource and the finished Moonsilk Crystal Key. Follow the specific objective rather than total resource stock.

Compare equipment: Akasha's Scroll · Yume's Waterlily · Box of Griffin Eggs

Names in other references: Kawałek Kryształu Księżycowej Przędzy

Acid Cave · Heroes VI ↗

Moonsilk Crystal Key · Heroes VI · game artifact
Image source · Game artwork

Quest items

Moonsilk Crystal Key

Heroes VI · according to scenario content · Special placement / scroll

Quest item associated with base Inferno campaign, mission two.

When it fits: Use the key for its corresponding lock or script.

How it works · parameters, rules and further relationships
Campaign or mission
base Inferno campaign, mission two
Carrier inventory
Backpack transport · outside active combat positions
Rules, conditions and restrictions

Used by a specific mission script. The reference assigns no independent combat stat; acquisition, delivery and any transfer follow the journal and map settings. Do not treat it as an ordinarily equipped relic.

Practical use

Use the key for its corresponding lock or script. Owning it does not open every gate on the map or grant a combat attribute.

Compare equipment: Akasha's Scroll · Yume's Waterlily · Box of Griffin Eggs

Names in other references: Klucz z Kryształu Księżycowej Przędzy

Acid Cave · Heroes VI ↗

Cup of Thunder · Heroes VI · game artifact
Image source · Game artwork

Quest items

Cup of Thunder

Heroes VI · according to scenario content · Special placement / scroll

Quest item associated with base Stronghold campaign, mission three.

When it fits: The cup has a mission-specific quest role.

How it works · parameters, rules and further relationships
Campaign or mission
base Stronghold campaign, mission three
Carrier inventory
Backpack transport · outside active combat positions
Rules, conditions and restrictions

Used by a specific mission script. The reference assigns no independent combat stat; acquisition, delivery and any transfer follow the journal and map settings. Do not treat it as an ordinarily equipped relic.

Practical use

The cup has a mission-specific quest role. Do not confuse it with Amulet of Thunder and its documented Air spell-damage bonus.

Compare equipment: Akasha's Scroll · Yume's Waterlily · Box of Griffin Eggs

Names in other references: Kielich Gromu

Acid Cave · Heroes VI ↗

Mask of the False Face · Heroes VI · game artifact
Image source · Game artwork

Quest items

Mask of the False Face

Heroes VI · according to scenario content · Special placement / scroll

Quest item associated with Danse Macabre mission two.

When it fits: Track it as an objective or instrument of its mission script.

How it works · parameters, rules and further relationships
Campaign or mission
Danse Macabre mission two
Carrier inventory
Backpack transport · outside active combat positions
Rules, conditions and restrictions

Used by a specific mission script. The reference assigns no independent combat stat; acquisition, delivery and any transfer follow the journal and map settings. Do not treat it as an ordinarily equipped relic.

Practical use

Track it as an objective or instrument of its mission script. It differs from Assassin Mask and Mask of the Madman and does not inherit their morale penalties.

Compare equipment: Akasha's Scroll · Yume's Waterlily · Box of Griffin Eggs

Names in other references: Maska Fałszywego Oblicza

Acid Cave · Heroes VI ↗

Tuidhana's Ashes · Heroes VI · game artifact
Image source · Game artwork

Quest items

Tuidhana's Ashes

Heroes VI · according to scenario content · Special placement / scroll

Quest item associated with Shades of Darkness Dungeon campaign, mission one.

When it fits: Plan the route to the corresponding delivery location.

How it works · parameters, rules and further relationships
Campaign or mission
Shades of Darkness Dungeon campaign, mission one
Carrier inventory
Backpack transport · outside active combat positions
Rules, conditions and restrictions

Used by a specific mission script. The reference assigns no independent combat stat; acquisition, delivery and any transfer follow the journal and map settings. Do not treat it as an ordinarily equipped relic.

Practical use

Plan the route to the corresponding delivery location. The ashes are not an ordinary construction resource and do not establish automatic stack resurrection.

Compare equipment: Akasha's Scroll · Yume's Waterlily · Box of Griffin Eggs

Names in other references: Prochy Tuidhany

Acid Cave · Heroes VI ↗

Dark Whisper · Heroes VI · game artifact
Image source · Game artwork

Quest items

Dark Whisper

Heroes VI · according to scenario content · Special placement / scroll

Quest item associated with Shades of Darkness Dungeon campaign, mission two.

When it fits: Check its objective in the Dungeon campaign journal.

How it works · parameters, rules and further relationships
Campaign or mission
Shades of Darkness Dungeon campaign, mission two
Carrier inventory
Backpack transport · outside active combat positions
Rules, conditions and restrictions

Used by a specific mission script. The reference assigns no independent combat stat; acquisition, delivery and any transfer follow the journal and map settings. Do not treat it as an ordinarily equipped relic.

Practical use

Check its objective in the Dungeon campaign journal. The Dark name alone adds neither a school bonus nor a reputation rank.

Compare equipment: Akasha's Scroll · Yume's Waterlily · Box of Griffin Eggs

Names in other references: Mroczny Szept

Acid Cave · Heroes VI ↗

Shadowsteel Ore · Heroes VI · game artifact
Image source · Game artwork

Quest items

Shadowsteel Ore

Heroes VI · according to scenario content · Special placement / scroll

Quest item associated with Shades of Darkness Dungeon campaign, mission three.

When it fits: Distinguish this objective ore from ordinary construction Ore.

How it works · parameters, rules and further relationships
Campaign or mission
Shades of Darkness Dungeon campaign, mission three
Carrier inventory
Backpack transport · outside active combat positions
Rules, conditions and restrictions

Used by a specific mission script. The reference assigns no independent combat stat; acquisition, delivery and any transfer follow the journal and map settings. Do not treat it as an ordinarily equipped relic.

Practical use

Distinguish this objective ore from ordinary construction Ore. The quest can track its own collected items rather than the general resource balance.

Compare equipment: Akasha's Scroll · Yume's Waterlily · Box of Griffin Eggs

Names in other references: Ruda Stali Cienia

Acid Cave · Heroes VI ↗

Dragon Skulls · Heroes VI · game artifact
Image source · Game artwork

Quest items

Dragon Skulls

Heroes VI · according to scenario content · Special placement / scroll

Quest item associated with Shades of Darkness Necropolis campaign, mission three.

When it fits: Track the required count and quest state.

How it works · parameters, rules and further relationships
Campaign or mission
Shades of Darkness Necropolis campaign, mission three
Carrier inventory
Backpack transport · outside active combat positions
Rules, conditions and restrictions

Used by a specific mission script. The reference assigns no independent combat stat; acquisition, delivery and any transfer follow the journal and map settings. Do not treat it as an ordinarily equipped relic.

Practical use

Track the required count and quest state. The skulls are neither Dragonbone Staff nor free recruitment of Spectral Dragons in every battle.

Compare equipment: Akasha's Scroll · Yume's Waterlily · Box of Griffin Eggs

Names in other references: Smocze Czerepy · Drangon Skulls

Acid Cave · Heroes VI ↗

Akasha's Heart · Heroes VI · game artifact
Image source · Game artwork

Quest items

Akasha's Heart

Heroes VI · according to scenario content · Special placement / scroll

Quest item associated with Shades of Darkness Necropolis campaign, mission three.

When it fits: Akasha’s Heart differs from Akasha’s Scroll in Danse Macabre.

How it works · parameters, rules and further relationships
Campaign or mission
Shades of Darkness Necropolis campaign, mission three
Carrier inventory
Backpack transport · outside active combat positions
Rules, conditions and restrictions

Used by a specific mission script. The reference assigns no independent combat stat; acquisition, delivery and any transfer follow the journal and map settings. Do not treat it as an ordinarily equipped relic.

Practical use

Akasha’s Heart differs from Akasha’s Scroll in Danse Macabre. When following a walkthrough distinguish the expansion and actual mission.

Compare equipment: Akasha's Scroll · Yume's Waterlily · Box of Griffin Eggs

Names in other references: Serce Akashy

Acid Cave · Heroes VI ↗

Yume's Key · Heroes VI · game artifact
Image source · Game artwork

Quest items

Yume's Key

Heroes VI · according to scenario content · Special placement / scroll

Quest item associated with Shades of Darkness Necropolis campaign, mission three.

When it fits: Distinguish Yume’s Key from Yume’s Waterlily.

How it works · parameters, rules and further relationships
Campaign or mission
Shades of Darkness Necropolis campaign, mission three
Carrier inventory
Backpack transport · outside active combat positions
Rules, conditions and restrictions

Used by a specific mission script. The reference assigns no independent combat stat; acquisition, delivery and any transfer follow the journal and map settings. Do not treat it as an ordinarily equipped relic.

Practical use

Distinguish Yume’s Key from Yume’s Waterlily. The key belongs to a different quest context and grants no general sailing bonuses.

Compare equipment: Akasha's Scroll · Yume's Waterlily · Box of Griffin Eggs

Names in other references: Klucz Yume

Acid Cave · Heroes VI ↗

Air Elemental Essence · Heroes VI · game artifact
Image source · Game artwork

Quest items

Air Elemental Essence

Heroes VI · according to scenario content · Special placement / scroll

Quest item associated with Shades of Darkness Necropolis mission four, Air.

When it fits: Track the Air component separately from Earth, Fire and Water.

How it works · parameters, rules and further relationships
Campaign or mission
Shades of Darkness Necropolis mission four, Air
Carrier inventory
Backpack transport · outside active combat positions
Rules, conditions and restrictions

Used by a specific mission script. The reference assigns no independent combat stat; acquisition, delivery and any transfer follow the journal and map settings. Do not treat it as an ordinarily equipped relic.

Practical use

Track the Air component separately from Earth, Fire and Water. Collecting the essence does not permanently teach Summon Air Elemental.

Compare equipment: Akasha's Scroll · Yume's Waterlily · Box of Griffin Eggs

Names in other references: Esencje Żywiołaka Powietrza · Air Elemental Essense

Acid Cave · Heroes VI ↗

Earth Elemental Essence · Heroes VI · game artifact
Image source · Game artwork

Quest items

Earth Elemental Essence

Heroes VI · according to scenario content · Special placement / scroll

Quest item associated with Shades of Darkness Necropolis mission four, Earth.

When it fits: Follow the journal for the Earth component.

How it works · parameters, rules and further relationships
Campaign or mission
Shades of Darkness Necropolis mission four, Earth
Carrier inventory
Backpack transport · outside active combat positions
Rules, conditions and restrictions

Used by a specific mission script. The reference assigns no independent combat stat; acquisition, delivery and any transfer follow the journal and map settings. Do not treat it as an ordinarily equipped relic.

Practical use

Follow the journal for the Earth component. The illustration establishes neither an ordinary resource nor a free Earth Elemental summon.

Compare equipment: Akasha's Scroll · Yume's Waterlily · Box of Griffin Eggs

Names in other references: Esencje Żywiołaka Ziemi · Earth Elemental Essense

Acid Cave · Heroes VI ↗

Fire Elemental Essence · Heroes VI · game artifact
Image source · Game artwork

Quest items

Fire Elemental Essence

Heroes VI · according to scenario content · Special placement / scroll

Quest item associated with Shades of Darkness Necropolis mission four, Fire.

When it fits: Retain the Fire component for its actual objective.

How it works · parameters, rules and further relationships
Campaign or mission
Shades of Darkness Necropolis mission four, Fire
Carrier inventory
Backpack transport · outside active combat positions
Rules, conditions and restrictions

Used by a specific mission script. The reference assigns no independent combat stat; acquisition, delivery and any transfer follow the journal and map settings. Do not treat it as an ordinarily equipped relic.

Practical use

Retain the Fire component for its actual objective. It is not Rune of Flame and does not inherit that item’s twenty-percent spell bonus.

Compare equipment: Akasha's Scroll · Yume's Waterlily · Box of Griffin Eggs

Names in other references: Esencje Żywiołaka Ognia · Fire Elemental Essense

Acid Cave · Heroes VI ↗

Water Elemental Essence · Heroes VI · game artifact
Image source · Game artwork

Quest items

Water Elemental Essence

Heroes VI · according to scenario content · Special placement / scroll

Quest item associated with Shades of Darkness Necropolis mission four, Water.

When it fits: Track the Water component as part of mission four’s objective.

How it works · parameters, rules and further relationships
Campaign or mission
Shades of Darkness Necropolis mission four, Water
Carrier inventory
Backpack transport · outside active combat positions
Rules, conditions and restrictions

Used by a specific mission script. The reference assigns no independent combat stat; acquisition, delivery and any transfer follow the journal and map settings. Do not treat it as an ordinarily equipped relic.

Practical use

Track the Water component as part of mission four’s objective. The essence alone increases neither daily sailing nor access to arbitrary Water spells.

Compare equipment: Akasha's Scroll · Yume's Waterlily · Box of Griffin Eggs

Names in other references: Esencje Żywiołaka Wody · Water Elemental Essense

Acid Cave · Heroes VI ↗

Fragment of the Moon Disc 1 · Heroes VI · game artifact
Image source · Game artwork

Scouting and information

Fragment of the Moon Disc 1

Heroes VI · according to scenario content · Special placement / scroll

One of four illustrated Moon Disc fragments, editorially numbered 1.

When it fits: Track all four and the scenario objective.

How it works · parameters, rules and further relationships
Pieces in shared objective
4
Editorial illustration index
1
Carrier inventory
Backpack transport · outside active combat positions
Rules, conditions and restrictions

Four fragments form Shantiri Moon Disc or produce/reveal Tear of Asha according to map settings. Numbers identify source illustrations rather than claiming official names or a required collection order.

Practical use

Track all four and the scenario objective. On collecting the last fragment verify the map’s actual result; the same artifact or town building is not guaranteed in every scenario.

Compare equipment: Fragment of the Moon Disc 2 · Fragment of the Moon Disc 3 · Fragment of the Moon Disc 4

Names in other references: Odłamek Księżycowego Dysku

Acid Cave · Heroes VI ↗

Fragment of the Moon Disc 2 · Heroes VI · game artifact
Image source · Game artwork

Scouting and information

Fragment of the Moon Disc 2

Heroes VI · according to scenario content · Special placement / scroll

One of four illustrated Moon Disc fragments, editorially numbered 2.

When it fits: Track all four and the scenario objective.

How it works · parameters, rules and further relationships
Pieces in shared objective
4
Editorial illustration index
2
Carrier inventory
Backpack transport · outside active combat positions
Rules, conditions and restrictions

Four fragments form Shantiri Moon Disc or produce/reveal Tear of Asha according to map settings. Numbers identify source illustrations rather than claiming official names or a required collection order.

Practical use

Track all four and the scenario objective. On collecting the last fragment verify the map’s actual result; the same artifact or town building is not guaranteed in every scenario.

Compare equipment: Fragment of the Moon Disc 1 · Fragment of the Moon Disc 3 · Fragment of the Moon Disc 4

Names in other references: Odłamek Księżycowego Dysku

Acid Cave · Heroes VI ↗

Fragment of the Moon Disc 3 · Heroes VI · game artifact
Image source · Game artwork

Scouting and information

Fragment of the Moon Disc 3

Heroes VI · according to scenario content · Special placement / scroll

One of four illustrated Moon Disc fragments, editorially numbered 3.

When it fits: Track all four and the scenario objective.

How it works · parameters, rules and further relationships
Pieces in shared objective
4
Editorial illustration index
3
Carrier inventory
Backpack transport · outside active combat positions
Rules, conditions and restrictions

Four fragments form Shantiri Moon Disc or produce/reveal Tear of Asha according to map settings. Numbers identify source illustrations rather than claiming official names or a required collection order.

Practical use

Track all four and the scenario objective. On collecting the last fragment verify the map’s actual result; the same artifact or town building is not guaranteed in every scenario.

Compare equipment: Fragment of the Moon Disc 1 · Fragment of the Moon Disc 2 · Fragment of the Moon Disc 4

Names in other references: Odłamek Księżycowego Dysku

Acid Cave · Heroes VI ↗

Fragment of the Moon Disc 4 · Heroes VI · game artifact
Image source · Game artwork

Scouting and information

Fragment of the Moon Disc 4

Heroes VI · according to scenario content · Special placement / scroll

One of four illustrated Moon Disc fragments, editorially numbered 4.

When it fits: Track all four and the scenario objective.

How it works · parameters, rules and further relationships
Pieces in shared objective
4
Editorial illustration index
4
Carrier inventory
Backpack transport · outside active combat positions
Rules, conditions and restrictions

Four fragments form Shantiri Moon Disc or produce/reveal Tear of Asha according to map settings. Numbers identify source illustrations rather than claiming official names or a required collection order.

Practical use

Track all four and the scenario objective. On collecting the last fragment verify the map’s actual result; the same artifact or town building is not guaranteed in every scenario.

Compare equipment: Fragment of the Moon Disc 1 · Fragment of the Moon Disc 2 · Fragment of the Moon Disc 3

Names in other references: Odłamek Księżycowego Dysku

Acid Cave · Heroes VI ↗

Guardian Boots · Heroes VI · game artifact
Image source · Game artwork

Multiple primary attributes

Guardian Boots

Heroes VI · according to scenario content · Minor

While equipped grants: Hero daily land movement +1; Might Defense +1.

When it fits: Less travel than dedicated exploration boots, but may complete an important Guardian 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.

How it works · parameters, rules and further relationships
Hero daily land movement
+1
Might Defense
+1
Carrier inventory
Feet
Rules, conditions and restrictions

Separately improve hero adventure travel and army physical defense. One Guardian’s Set piece; creatures gain no extra combat-reach tile.

Practical use

Less travel than dedicated exploration boots, but may complete an important Guardian threshold. Assess the journey separately from the next fight.

Compare all 104 spell formulas and costs →

Equipped-set piece: Guardian’s Set

Compare equipment: Guardian Helmet · Lion Shield · Lion Mane Cape · Jester Slippers · Magister Sandals · Boots of the Walking Dead

Names in other references: Buty Strażnika

Acid Cave · Heroes VI ↗ · Acid Cave · Heroes VI ↗

Jester Slippers · Heroes VI · game artifact
Image source · Game artwork

Multiple primary attributes

Jester Slippers

Heroes VI · according to scenario content · Minor

While equipped grants: Hero daily land movement +1; Destiny +1.

When it fits: For a Trickster composition track the set threshold and friendly 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 daily land movement
+1
Destiny
+1
Carrier inventory
Feet
Rules, conditions and restrictions

Movement and Destiny are separate attributes. One Trickster’s Set piece; these slippers alone do not slow the enemy by ten Initiative.

Practical use

For a Trickster composition track the set threshold and friendly Luck. For a long travel-only day compare other boots’ larger land-movement bonuses.

Compare all 104 spell formulas and costs →

Equipped-set piece: Trickster’s Set

Compare equipment: Mask of the Madman · Ring of Misfortune · Motley Cloak of the Fool · Guardian Boots · Magister Sandals · Boots of the Walking Dead

Names in other references: Pantofle Trefnisia

Acid Cave · Heroes VI ↗ · Acid Cave · Heroes VI ↗

Magister Sandals · Heroes VI · game artifact
Image source · Game artwork

Multiple primary attributes

Magister Sandals

Heroes VI · according to scenario content · Minor

While equipped grants: Hero daily land movement +1; Magic Power +1.

When it fits: A modest travel bonus supports spell strength and the set.

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 daily land movement
+1
Magic Power
+1
Carrier inventory
Feet
Rules, conditions and restrictions

The source strikes out the original Destiny and replaces it with Magic Power. The final value is therefore one Magic Power, not both attributes. One Magister’s Set piece.

Practical use

A modest travel bonus supports spell strength and the set. Against dedicated travel boots include whether these sandals reach another Magister threshold.

Compare all 104 spell formulas and costs →

Equipped-set piece: Magister’s Set

Compare equipment: Supreme Crown of the Magister · Magister Codex · Magister Cloak · Guardian Boots · Jester Slippers · Boots of the Walking Dead

Names in other references: Sandały Bakałarza (Sandały Magistra)

Acid Cave · Heroes VI ↗ · Acid Cave · Heroes VI ↗

Sandals of the Prophet · Heroes VI · game artifact
Image source · Game artwork

Health and healing

Sandals of the Prophet

Heroes VI · according to scenario content · Minor

While equipped grants: Hero daily land movement +1; Each led creature’s HP +1.

When it fits: Flat HP matters especially for numerous weaker 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
Hero daily land movement
+1
Each led creature’s HP
+1
Carrier inventory
Feet
Rules, conditions and restrictions

One daily movement point belongs to the hero; one HP belongs to each led creature. This does not increase every stack’s combat reach. One Prophet’s Set piece.

Practical use

Flat HP matters especially for numerous weaker creatures. Besides travel convenience include a Prophet threshold rather than comparing the one movement point alone.

Equipped-set piece: Prophet’s Set

Compare equipment: Humble Coif of the Prophet · Libram of the Prophet · Iridescent Pearl

Names in other references: Sandały Proroka

Acid Cave · Heroes VI ↗ · Acid Cave · Heroes VI ↗

Boots of the Walking Dead · Heroes VI · game artifact
Image source · Game artwork

Multiple primary attributes

Boots of the Walking Dead

Danse Macabre · Minor

While equipped grants: Hero daily land movement +1; Led-creature Initiative +1.

When it fits: Check whether one Initiative overcomes a particular stack-order gap.

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 daily land movement
+1
Led-creature Initiative
+1
Carrier inventory
Feet
Rules, conditions and restrictions

Add two distinct movement-related benefits: hero daily travel and led-creature combat order. Initiative does not add combat-movement tiles. One Greater Lich’s Set piece.

Practical use

Check whether one Initiative overcomes a particular stack-order gap. If order barely changes, reaching another Lich threshold may supply the main value.

Compare all 104 spell formulas and costs →

Equipped-set piece: Greater Lich’s Set

Compare equipment: Libram of Last Rites · Ring of the Unrepentant · Cloak of the Lich · Guardian Boots · Jester Slippers · Magister Sandals

Names in other references: Buty Żywego Trupa

Acid Cave · Heroes VI ↗ · Acid Cave · Heroes VI ↗

Ga'arend's Boots · Heroes VI · game artifact
Image source · Game artwork

Battle Speed

Ga'arend's Boots

Shades of Darkness · Minor

While equipped grants: Led-creature Initiative +3.

When it fits: Use to change important action order and complete the set.

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-creature Initiative
+3
Carrier inventory
Feet
Rules, conditions and restrictions

The three points affect creature Initiative rather than hero daily movement. A Windswords’ Set piece with no separately specified travel extension.

Practical use

Use to change important action order and complete the set. Before an extended land route compare switching to actual travel boots.

Equipped-set piece: Windswords’ Set

Compare equipment: Myranda's Helmet · Sayuri's Journal · Vein's Spaulders · Windstrider Sandals · Boots of the Waverider

Names in other references: Buty Ga'arenda

Acid Cave · Heroes VI ↗ · Acid Cave · Heroes VI ↗

Sandals of the Swift Journey · Heroes VI · game artifact
Image source · Game artwork

Adventure movement

Sandals of the Swift Journey

Heroes VI · according to scenario content · Minor

While equipped grants: Hero daily land movement +2.

When it fits: A small route extension can decide whether a town is reached before day end.

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.

Sandals of the Swift Journey
GameSlotEffect in this game
Heroes VIIFeetAdds 1 to the hero’s maximum Movement.
Heroes VIThis cardFeetWhile equipped grants: Hero daily land movement +2.
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 daily land movement
+2
Carrier inventory
Feet
Rules, conditions and restrictions

These are flat points of hero daily land movement, not creature Initiative, combat reach or a percentage of Heroes V movement reserves.

Practical use

A small route extension can decide whether a town is reached before day end. Compare the next objective and terrain cost; two points are not automatically two tiles in every situation.

Compare equipment: Boots of the Explorer · Boots of the Wayfarer

Names in other references: Sandały Szybkiej Podróży

Acid Cave · Heroes VI ↗

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

Adventure movement

Boots of the Explorer

Heroes VI · according to scenario content · Major

While equipped grants: Hero daily land movement +4.

When it fits: Adds two more daily travel points than Swift Journey.

Compare this name’s rules across games · 3

A shared name establishes neither the same slot, values, beneficiaries nor story continuity. Open the specific game’s card for full conditions and sources.

Boots of the Explorer
GameSlotEffect in this game
Heroes VIIFeetAdds 4 to the hero’s maximum Movement.
Heroes VIThis cardFeetWhile equipped grants: Hero daily land movement +4.
Heroes IVFeetThe wearer’s army ignores movement surcharges from all terrain types.
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 daily land movement
+4
Carrier inventory
Feet
Rules, conditions and restrictions

These are flat points of hero daily land movement, not creature Initiative, combat reach or a percentage of Heroes V movement reserves.

Practical use

Adds two more daily travel points than Swift Journey. If rough terrain limits the route, also compare removing its penalty with Saddle of Pathfinding.

Where to compare it in practice

Conditional uses and multiple profiles to compare. Links establish neither item owners nor guaranteed starting inventory.

Travel and scouting

For a longer reachable land route and a useful handover or additional object.

This is not creature combat movement. Do not import another game’s similarly named amount or percentage.

Compare equipment: Sandals of the Swift Journey · Boots of the Wayfarer

Names in other references: Buty Podróżnika

Acid Cave · Heroes VI ↗

Boots of the Wayfarer · Heroes VI · game artifact
Image source · Game artwork

Adventure movement

Boots of the Wayfarer

Heroes VI · according to scenario content · Relic

While equipped grants: Hero daily land movement +8.

When it fits: Largest pure land contribution of these three 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
Hero daily land movement
+8
Carrier inventory
Feet
Rules, conditions and restrictions

These are flat points of hero daily land movement, not creature Initiative, combat reach or a percentage of Heroes V movement reserves.

Practical use

Largest pure land contribution of these three boots. Plan reinforcement, town visits and the next fight; faster travel does not solve losses from attacking an excessive threat.

Compare equipment: Sandals of the Swift Journey · Boots of the Explorer

Names in other references: Buty Wędrowca

Acid Cave · Heroes VI ↗

Windstrider Sandals · Heroes VI · game artifact
Image source · Game artwork

Battle Speed

Windstrider Sandals

Heroes VI · according to scenario content · Relic

While equipped grants: Led-creature combat movement +1.

When it fits: Check whether one tile reaches a shooter, rounds an obstacle or leaves an area 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
Led-creature combat movement
+1
Carrier inventory
Feet
Rules, conditions and restrictions

The point extends led creatures’ battlefield reach rather than hero daily land travel or Initiative. One Vagrant’s Set piece.

Practical use

Check whether one tile reaches a shooter, rounds an obstacle or leaves an area effect. Before a scouting-only day compare boots with actual hero travel.

Equipped-set piece: Vagrant’s Set

Where to compare it in practice

Conditional uses and multiple profiles to compare. Links establish neither item owners nor guaranteed starting inventory.

Melee pressure

When another combat-movement square enables useful contact or a safer position.

They add neither daily hero movement nor Initiative by the same rule. Evaluate retaliation before advancing.

Compare equipment: All-Seeing Crown · Owlfeather Cloak · Snatching Gloves · Ga'arend's Boots · Boots of the Waverider

Names in other references: Sandały Tancerza Wiatru

Acid Cave · Heroes VI ↗ · Acid Cave · Heroes VI ↗

Boots of the Waverider · Heroes VI · game artifact
Image source · Game artwork

Battle Speed

Boots of the Waverider

Heroes VI · according to scenario content · Relic

Add one creature movement in naval combat and five Initiative points.

When it fits: Prepare before a sea fight and assess whether extra reach changes target contact.

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
Naval combat · creature movement
+1
Creature Initiative
+5 points
Carrier inventory
Feet
Rules, conditions and restrictions

The naval condition is explicitly attached to creature movement rather than daily ship travel. Patch 1.5.2 repairs the naval movement point; the short Initiative contribution is listed separately.

Practical use

Prepare before a sea fight and assess whether extra reach changes target contact. For a longer sailing route seek a sextant or logbook affecting hero daily travel.

Compare equipment: Ga'arend's Boots · Windstrider Sandals

Names in other references: Buty Faloskoczka

Acid Cave · Heroes VI ↗ · Gamepressure · patch notes ↗

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

Multiple primary attributes

Sandals of the Blessed

Heroes VI · according to scenario content · Major

While equipped grants: Might Power +1; Might Defense +1; Magic Power +1; Magic Defense +1; Leadership +1; Destiny +1.

When it fits: Balanced for an army using physical and magical attacks.

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
Might Power
+1
Might Defense
+1
Magic Power
+1
Magic Defense
+1
Leadership
+1
Destiny
+1
Carrier inventory
Feet
Rules, conditions and restrictions

Heroes VI has six primary attributes, so this supplies six separate contributions. They do not include Heroes V Knowledge, and the wording does not automatically add movement or mana capacity.

Practical use

Balanced for an army using physical and magical attacks. When a town must be reached today compare broad combat value with dedicated travel boots.

Compare all 104 spell formulas and costs →

Compare equipment: Guardian Boots · Jester Slippers · Magister Sandals

Names in other references: Sandały Świętego (Sandały Błogosławionego)

Acid Cave · Heroes VI ↗

Assassin Boots · Heroes VI · game artifact
Image source · Game artwork

Attack

Assassin Boots

Shades of Darkness · Relic

Add two led-creature damage and grant Ambush.

When it fits: Plan a strong opening with flat damage and early action order.

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-creature damage
+2
Ambush · Initiative
+5, first three rounds
Carrier inventory
Feet
Rules, conditions and restrictions

The ability reference gives Ambush five Initiative for the first three rounds. This temporary benefit is not permanent Initiative and does not establish another copy when the hero already knows it. One Assassin’s Set piece.

Practical use

Plan a strong opening with flat damage and early action order. Before a long fight consider how the plan changes once round three ends.

Equipped-set piece: Assassin’s Set

Compare equipment: Assassin Mask · Moonblade · Cloak of Darkness

Names in other references: Buty Zabójcy

Acid Cave · Heroes VI ↗ · Acid Cave · Heroes VI ↗ · Acid Cave · Heroes VI ↗

Amulet of the Health · Heroes VI · game artifact
Image source · Game artwork

Health and healing

Amulet of the Health

Heroes VI · according to scenario content · Minor

While equipped grants: Each led creature’s HP +1.

When it fits: For a numerous Core stack flat HP can change survivors after an opening hit.

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’s HP
+1
Carrier inventory
Neck
Rules, conditions and restrictions

Adds flat HP per led creature rather than an equal health percentage or instantly healing arbitrary wounds. Assess the contribution through actual stack size.

Practical use

For a numerous Core stack flat HP can change survivors after an opening hit. Necklace of Vitality and Lifeblood Pendant offer larger amounts of the same quantity.

Where to compare it in practice

Conditional uses and multiple profiles to compare. Links establish neither item owners nor guaranteed starting inventory.

Early expansion

For a numerous low-health stack where one health per creature preserves survivors.

A higher maximum is neither healing nor additional recruits. Check the actual expected hit.

Compare equipment: Necklace of Vitality · Lifeblood Pendant · Vial of Poison

Names in other references: Amulet Zdrowia

Acid Cave · Heroes VI ↗

Necklace of Vitality · Heroes VI · game artifact
Image source · Game artwork

Health and healing

Necklace of Vitality

Heroes VI · according to scenario content · Major

While equipped grants: Each led creature’s HP +2.

When it fits: Two HP proportionally help a ten-base-HP creature more than a hundred-base-HP 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’s HP
+2
Carrier inventory
Neck
Rules, conditions and restrictions

Adds flat HP per led creature rather than an equal health percentage or instantly healing arbitrary wounds. Assess the contribution through actual stack size.

Practical use

Two HP proportionally help a ten-base-HP creature more than a hundred-base-HP one. For survival calculations also include the appropriate physical or magical defense.

Compare equipment: Amulet of the Health · Lifeblood Pendant · Vial of Poison

Names in other references: Naszyjnik Żywotności

Acid Cave · Heroes VI ↗

Lifeblood Pendant · Heroes VI · game artifact
Image source · Game artwork

Health and healing

Lifeblood Pendant

Heroes VI · according to scenario content · Relic

While equipped grants: Each led creature’s HP +3.

When it fits: Highest pure HP contribution of these three.

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’s HP
+3
Carrier inventory
Neck
Rules, conditions and restrictions

Adds flat HP per led creature rather than an equal health percentage or instantly healing arbitrary wounds. Assess the contribution through actual stack size.

Practical use

Highest pure HP contribution of these three. For an offensive plan compare creatures saved with changed action order or another item’s increased damage.

Compare equipment: Amulet of the Health · Necklace of Vitality · Vial of Poison

Names in other references: Życiodajny Naszyjnik · Lifeblood Pedant

Acid Cave · Heroes VI ↗

Vial of Poison · Heroes VI · game artifact
Image source · Game artwork

Health and healing

Vial of Poison

Shades of Darkness · Relic

Reduces enemy-creature maximum HP by three; belongs to Assassin’s Set.

When it fits: Has greatest proportional significance against numerous low-base-HP 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
Enemy creatures · maximum HP
−3
Carrier inventory
Neck
Rules, conditions and restrictions

Affects enemy maximum health rather than adding three friendly damage, applying damage over time or establishing instant kills on low-HP creatures. The short source does not specify minimum health or recalculating an injured stack.

Practical use

Has greatest proportional significance against numerous low-base-HP creatures. For exact kills after a maximum-health change use actual stack state rather than subtracting three alone.

Equipped-set piece: Assassin’s Set

Compare equipment: Assassin Mask · Moonblade · Cloak of Darkness · Amulet of the Health · Necklace of Vitality · Lifeblood Pendant

Names in other references: Fiolka Trucizny · Vail Of Poison

Acid Cave · Heroes VI ↗ · Acid Cave · Heroes VI ↗

Dragon Claw Amulet · Heroes VI · game artifact
Image source · Game artwork

Magic and spellcasting

Dragon Claw Amulet

Heroes VI · according to scenario content · Minor

While equipped grants: Magic Power +2.

When it fits: Basic magic strength without a granted 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
Magic Power
+2
Carrier inventory
Neck
Rules, conditions and restrictions

Strengthens applicable hero magic formulas without specifying additional mana capacity, daily recovery or automatic access to new spells.

Practical use

Basic magic strength without a granted spell. On a long route also track mana reserves; stronger damage does not enable another cast when empty.

Compare all 104 spell formulas and costs →

Compare equipment: Dragon Fang Necklace · Dragon Eye Pendant · Pendant of Primal Rage

Names in other references: Naszyjnik ze Smoczego Szponu

Acid Cave · Heroes VI ↗

Dragon Fang Necklace · Heroes VI · game artifact
Image source · Game artwork

Magic and spellcasting

Dragon Fang Necklace

Heroes VI · according to scenario content · Major

While equipped grants: Magic Power +4.

When it fits: Two more Magic Power than Dragon Claw.

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 Power
+4
Carrier inventory
Neck
Rules, conditions and restrictions

Strengthens applicable hero magic formulas without specifying additional mana capacity, daily recovery or automatic access to new spells.

Practical use

Two more Magic Power than Dragon Claw. When mainly dealing damage with one school compare its twenty-percent necklace modifier with four attribute points.

Compare all 104 spell formulas and costs →

Compare equipment: Dragon Claw Amulet · Dragon Eye Pendant · Pendant of Primal Rage

Names in other references: Naszyjnik ze Smoczych Zębów

Acid Cave · Heroes VI ↗

Dragon Eye Pendant · Heroes VI · game artifact
Image source · Game artwork

Magic and spellcasting

Dragon Eye Pendant

Heroes VI · according to scenario content · Relic

While equipped grants: Magic Power +8.

When it fits: Largest pure Magic Power of these three.

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 Power
+8
Carrier inventory
Neck
Rules, conditions and restrictions

Strengthens applicable hero magic formulas without specifying additional mana capacity, daily recovery or automatic access to new spells.

Practical use

Largest pure Magic Power of these three. The general attribute can support more applicable formulas than an item limited to one school’s damage.

Compare all 104 spell formulas and costs →

Compare equipment: Dragon Claw Amulet · Dragon Fang Necklace · Pendant of Primal Rage

Names in other references: Wisiorek ze Smoczym Okiem · Dragon Eye Pedant

Acid Cave · Heroes VI ↗

Blood Scarf · Heroes VI · game artifact
Image source · Game artwork

Blood and Tears reputation

Blood Scarf

Heroes VI · according to scenario content · Major

Requires 250 Blood reputation and raises that path’s ability effectiveness by ten percent.

When it fits: Before a decisive fight compare the abilities actually used and their resulting values.

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
Required reputation
Blood: 250
Corresponding ability effectiveness
+10%
Equipment requirement
250 Blood reputation
Carrier inventory
Neck
Rules, conditions and restrictions

Ability effectiveness differs from shoulders increasing reputation gain. Does not automatically apply to every spell of every path; check the particular ability’s classification.

Practical use

Before a decisive fight compare the abilities actually used and their resulting values. For an exploration-only day without those actions another necklace may be more valuable.

Compare equipment: Necklace of Tears

Names in other references: Krwawa Szarfa

Acid Cave · Heroes VI ↗

Necklace of Tears · Heroes VI · game artifact
Image source · Game artwork

Blood and Tears reputation

Necklace of Tears

Heroes VI · according to scenario content · Major

Requires 250 Tears reputation and raises that path’s ability effectiveness by ten percent.

When it fits: Before a decisive fight compare the abilities actually used and their resulting values.

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
Required reputation
Tears: 250
Corresponding ability effectiveness
+10%
Equipment requirement
250 Tears reputation
Carrier inventory
Neck
Rules, conditions and restrictions

Ability effectiveness differs from shoulders increasing reputation gain. Does not automatically apply to every spell of every path; check the particular ability’s classification.

Practical use

Before a decisive fight compare the abilities actually used and their resulting values. For an exploration-only day without those actions another necklace may be more valuable.

Compare equipment: Blood Scarf

Names in other references: Naszyjnik Łez

Acid Cave · Heroes VI ↗

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

Necromancy

Amulet of Necromancy

Heroes VI · according to scenario content · Major

For Necropolis increases Necromancy point gain by ten percent.

When it fits: Value depends on reaching the next racial threshold earlier.

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
Racial-ability point gain
Necromancy: +10%
Equipment requirement
Necropolis
Carrier inventory
Neck
Rules, conditions and restrictions

Requires the corresponding faction. Changes Necromancy charging rather than automatically increasing creature count, ability rank or allowing unlimited use.

Practical use

Value depends on reaching the next racial threshold earlier. If it activates in the same round without the amulet, compare another item’s direct combat contribution.

Names in other references: Amulet Nekromancji

Acid Cave · Heroes VI ↗

Pendant of Primal Rage · Heroes VI · game artifact
Image source · Game artwork

Magic and spellcasting

Pendant of Primal Rage

Heroes VI · according to scenario content · Major

For Stronghold increases Blood Rage point gain by ten percent.

When it fits: Value depends on reaching the next racial threshold earlier.

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
Racial-ability point gain
Blood Rage: +10%
Equipment requirement
Stronghold
Carrier inventory
Neck
Rules, conditions and restrictions

Requires the corresponding faction. Changes Blood Rage charging rather than automatically increasing creature count, ability rank or allowing unlimited use.

Practical use

Value depends on reaching the next racial threshold earlier. If it activates in the same round without the amulet, compare another item’s direct combat contribution.

Compare all 104 spell formulas and costs →

Compare equipment: Dragon Claw Amulet · Dragon Fang Necklace · Dragon Eye Pendant

Names in other references: Naszyjnik Dzikiej Furii · Pedant of Primal Rage

Acid Cave · Heroes VI ↗

Frozen Chrysanthemum · Heroes VI · game artifact
Image source · Game artwork

Magic and spellcasting

Frozen Chrysanthemum

Heroes VI · according to scenario content · Major

For Sanctuary increases Honor point gain by ten percent.

When it fits: Value depends on reaching the next racial threshold earlier.

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
Racial-ability point gain
Honor: +10%
Equipment requirement
Sanctuary
Carrier inventory
Neck
Rules, conditions and restrictions

Requires the corresponding faction. Changes Honor charging rather than automatically increasing creature count, ability rank or allowing unlimited use.

Practical use

Value depends on reaching the next racial threshold earlier. If it activates in the same round without the amulet, compare another item’s direct combat contribution.

Compare all 104 spell formulas and costs →

Compare equipment: Dragon Claw Amulet · Dragon Fang Necklace · Dragon Eye Pendant

Names in other references: Lodowa Chryzantema

Acid Cave · Heroes VI ↗ · Gamepressure · patch notes ↗

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

Magic and spellcasting

Pendant of Mastery

Heroes VI · according to scenario content · Relic

The reference inventory lists one extra faction-ability rank and combat starting with the gauge filled to its first threshold.

When it fits: For the opening value the initial charge; for later actions separately compare the faction ability’s actual equipped rank.

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
Faction ability · reference bonus
+1 rank
Initial racial gauge
First threshold
Carrier inventory
Neck

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

Rules, conditions and restrictions

Ability rank and gauge charge are separate: one extra rank does not mean two initial charges or another hero level. The official 26 July 2012 update addresses the gauge bonus not working; it does not say it removes the ability-rank bonus. That note does not establish the precise cap at the highest rank.

Practical use

For the opening value the initial charge; for later actions separately compare the faction ability’s actual equipped rank. Check the version on older installations because the gauge bonus has a documented fix.

Compare all 104 spell formulas and costs →

Compare equipment: Dragon Claw Amulet · Dragon Fang Necklace · Dragon Eye Pendant

Names in other references: Naszyjnik Mistrzostwa · Pedant of Mastery

Acid Cave · Heroes VI ↗ · Jaskinia Behemota ↗ · Gamepressure · patch notes ↗

Amulet of Thunder · Heroes VI · game artifact
Image source · Game artwork

Magic and spellcasting

Amulet of Thunder

Heroes VI · according to scenario content · Major

Increases the hero’s Air spell damage by twenty percent.

When it fits: Useful for a lightning offense.

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
Corresponding school spell damage
Air: +20%
Carrier inventory
Neck
Rules, conditions and restrictions

This modifies corresponding spell damage rather than adding twenty Magic Power. The wording alone boosts neither all healing and summons nor every creature’s ordinary attacks; target defenses still follow the game’s rules.

Practical use

Useful for a lightning offense. Before area or chained damage consider target layout and compare general Magic Power.

Compare equipment: Dragon Claw Amulet · Dragon Fang Necklace · Dragon Eye Pendant

Names in other references: Amulet Piorunów

Acid Cave · Heroes VI ↗

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

Magic and spellcasting

Rune of Flame

Heroes VI · according to scenario content · Major

Increases the hero’s Fire spell damage by twenty percent.

When it fits: For frequent Fire attacks compare damage over several casts.

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
Corresponding school spell damage
Fire: +20%
Carrier inventory
Neck
Rules, conditions and restrictions

This modifies corresponding spell damage rather than adding twenty Magic Power. The wording alone boosts neither all healing and summons nor every creature’s ordinary attacks; target defenses still follow the game’s rules.

Practical use

For frequent Fire attacks compare damage over several casts. If the enemy resists Fire, another school multiplier does not remove immunity.

Compare equipment: Dragon Claw Amulet · Dragon Fang Necklace · Dragon Eye Pendant

Names in other references: Symbol Ognia (Runa Płomienia)

Acid Cave · Heroes VI ↗

Brythigga Amber · Heroes VI · game artifact
Image source · Game artwork

Magic and spellcasting

Brythigga Amber

Heroes VI · according to scenario content · Major

Increases the hero’s Earth spell damage by twenty percent.

When it fits: Choose for actual Earth damage.

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
Corresponding school spell damage
Earth: +20%
Carrier inventory
Neck
Rules, conditions and restrictions

This modifies corresponding spell damage rather than adding twenty Magic Power. The wording alone boosts neither all healing and summons nor every creature’s ordinary attacks; target defenses still follow the game’s rules.

Practical use

Choose for actual Earth damage. Damage amplification does not mean the same twenty percent for supporting Regeneration or Stone Skin.

Compare equipment: Dragon Claw Amulet · Dragon Fang Necklace · Dragon Eye Pendant

Names in other references: Jantar Brythiggi

Acid Cave · Heroes VI ↗

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

Magic and spellcasting

Evercold Icicle

Heroes VI · according to scenario content · Major

Increases the hero’s Water spell damage by twenty percent.

When it fits: When combining damage and chill separate damage from the control status.

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
Corresponding school spell damage
Water: +20%
Carrier inventory
Neck
Rules, conditions and restrictions

This modifies corresponding spell damage rather than adding twenty Magic Power. The wording alone boosts neither all healing and summons nor every creature’s ordinary attacks; target defenses still follow the game’s rules.

Practical use

When combining damage and chill separate damage from the control status. Higher damage does not automatically freeze every target longer.

Compare equipment: Dragon Claw Amulet · Dragon Fang Necklace · Dragon Eye Pendant

Names in other references: Wieczny Sopel Lodu

Acid Cave · Heroes VI ↗

Sun Cross · Heroes VI · game artifact
Image source · Game artwork

Magic and spellcasting

Sun Cross

Heroes VI · according to scenario content · Major

Increases the hero’s Light spell damage by twenty percent.

When it fits: For Light offense track target eligibility and 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
Corresponding school spell damage
Light: +20%
Carrier inventory
Neck
Rules, conditions and restrictions

This modifies corresponding spell damage rather than adding twenty Magic Power. The wording alone boosts neither all healing and summons nor every creature’s ordinary attacks; target defenses still follow the game’s rules.

Practical use

For Light offense track target eligibility and defense. If using the school solely for healing, this wording promises no larger Heal.

Compare equipment: Dragon Claw Amulet · Dragon Fang Necklace · Dragon Eye Pendant

Names in other references: Krzyż Słoneczny

Acid Cave · Heroes VI ↗

Heart of Darkness · Heroes VI · game artifact
Image source · Game artwork

Magic and spellcasting

Heart of Darkness

Heroes VI · according to scenario content · Major

Increases the hero’s Dark spell damage by twenty percent.

When it fits: For Agony consider how many rounds the target will actually retain 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
Corresponding school spell damage
Dark: +20%
Carrier inventory
Neck
Rules, conditions and restrictions

This modifies corresponding spell damage rather than adding twenty Magic Power. The wording alone boosts neither all healing and summons nor every creature’s ordinary attacks; target defenses still follow the game’s rules.

Practical use

For Agony consider how many rounds the target will actually retain it. An immediate dispel prevents the planned total damage.

Compare equipment: Dragon Claw Amulet · Dragon Fang Necklace · Dragon Eye Pendant

Names in other references: Serce Ciemności

Acid Cave · Heroes VI ↗

Bastian's Brooch · Heroes VI · game artifact
Image source · Game artwork

Income

Bastian's Brooch

Shades of Darkness · Minor

Adds one Leadership and the Economist I ability.

When it fits: Equip before a pickup-rich exploration 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
Leadership
+1
Economist I · pickups
+20%
Carrier inventory
Neck
Rules, conditions and restrictions

The Kingdom reference gives Economist I twenty percent more gold and resources from pickups. This concerns collecting on the map, not automatically twenty percent more income from every town. One Windswords’ Set piece.

Practical use

Equip before a pickup-rich exploration route. An already learned copy does not establish another identical increase; for exact savings track resources actually credited.

Equipped-set piece: Windswords’ Set

Compare equipment: Myranda's Helmet · Sayuri's Journal · Vein's Spaulders

Names in other references: Brosza Żelaznych Wichrów

Acid Cave · Heroes VI ↗ · Acid Cave · Heroes VI ↗ · Acid Cave · Heroes VI ↗

Amulet of the Jaguar · Heroes VI · game artifact
Image source · Game artwork

Attack

Amulet of the Jaguar

Heroes VI · according to scenario content · Major

While equipped grants: Might Power +4.

When it fits: Use for a physical composition and track the next Warlord 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.

How it works · parameters, rules and further relationships
Might Power
+4
Carrier inventory
Neck
Rules, conditions and restrictions

Provides physical strength as a Warlord’s Set piece, without granting Magic Power, mana capacity or a separate racial ability through the animal name.

Practical use

Use for a physical composition and track the next Warlord threshold. Against a specialized threat compare offense with another item’s HP or protection.

Equipped-set piece: Warlord’s Set

Compare equipment: Crag Hack's Helmet · Centaur Bow · Bone Spaulders

Names in other references: Amulet Jaguara

Acid Cave · Heroes VI ↗ · Acid Cave · Heroes VI ↗

Hourglass of Order · Heroes VI · game artifact
Image source · Game artwork

Morale

Hourglass of Order

Danse Macabre · Major

The current inventory lists minus three Morale to all creatures each round.

When it fits: Before a morale plan verify actual recipients and the value after another round.

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 Morale per round
−3 to all creatures
Carrier inventory
Neck

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

Rules, conditions and restrictions

The wording includes both sides rather than only the enemy. The short entry does not settle repeated accumulation or a minimum; other historical guides differ on sign or recipients. One Greater Lich’s Set piece.

Practical use

Before a morale plan verify actual recipients and the value after another round. An army without ordinary morale faces a different friendly downside than a living composition.

Equipped-set piece: Greater Lich’s Set

Compare equipment: Libram of Last Rites · Ring of the Unrepentant · Cloak of the Lich

Names in other references: Klepsydra Ładu

Acid Cave · Heroes VI ↗ · Acid Cave · Heroes VI ↗

Sea Elf's Charm · Heroes VI · game artifact
Image source · Game artwork

Multiple primary attributes

Sea Elf's Charm

Pirates of the Savage Sea · Major

While equipped grants: Leadership +3; Magic Defense +3.

When it fits: For a mixed combat composition compare both attributes and the Pirate 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.

How it works · parameters, rules and further relationships
Leadership
+3
Magic Defense
+3
Carrier inventory
Neck
Rules, conditions and restrictions

Supports morale and magic defense as a Pirate’s Set piece. Despite the naval name it specifies no daily sailing or combat-movement bonus.

Practical use

For a mixed combat composition compare both attributes and the Pirate threshold. For sailing travel alone choose through other items’ actual daily movement.

Compare all 104 spell formulas and costs →

Equipped-set piece: Pirate’s Set

Compare equipment: Captain's Hat · Hook · Skull Ring

Names in other references: Amulet Morskiego Elfa

Acid Cave · Heroes VI ↗ · Acid Cave · Heroes VI ↗

Warping Pendant · Heroes VI · game artifact
Image source · Game artwork

Battle Speed

Warping Pendant

Heroes VI · according to scenario content · Relic

Reduces enemy-creature combat movement by one point.

When it fits: Useful for keeping distance from slower contact stacks.

Buildings and acquisition · relationship type

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How it works · parameters, rules and further relationships
Enemy creatures · combat movement
−1
Requirement after patch 1.7
Ten Might Power no longer required
Carrier inventory
Neck
Rules, conditions and restrictions

Belongs to Trickster’s Set. The older card lists ten Might Power, but the 1.7 changes explicitly remove that requirement. The point reduces reach rather than directly changing Initiative or enemy hero daily travel.

Practical use

Useful for keeping distance from slower contact stacks. Check whether one point actually prevents a hit; flight, teleportation and special abilities can change the plan.

Equipped-set piece: Trickster’s Set

Compare equipment: Mask of the Madman · Ring of Misfortune · Motley Cloak of the Fool

Names in other references: Fazujący Naszyjnik · Warping Pedant

Acid Cave · Heroes VI ↗ · Gamepressure · patch notes ↗ · Acid Cave · Heroes VI ↗

Pendant of the Conflux · Heroes VI · game artifact
Image source · Game artwork

Magic and spellcasting

Pendant of the Conflux

Heroes VI · according to scenario content · Relic

Restores one hero mana per two mana spent by the opposing hero.

When it fits: When the opponent spends forty mana the ratio nominally restores twenty before capacity limits.

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
Recovery ratio
1 friendly : 2 enemy mana
Carrier inventory
Neck

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

Rules, conditions and restrictions

This is conditional combat recovery rather than a higher maximum reserve. Carrying odd costs is not established in the short description. Patch 1.5.2 addresses the mismatch between tooltip and behavior.

Practical use

When the opponent spends forty mana the ratio nominally restores twenty before capacity limits. Against a hero casting no spells this branch produces no mana.

Compare all 104 spell formulas and costs →

Compare equipment: Dragon Claw Amulet · Dragon Fang Necklace · Dragon Eye Pendant

Names in other references: Naszyjnik Strumienia Magii · Pedant of the Conflux

Acid Cave · Heroes VI ↗ · Gamepressure · patch notes ↗

Kieran's Armor · Heroes VI · game artifact
Image source · Game artwork

Battle Speed

Kieran's Armor

Shades of Darkness · Major

While equipped grants: Led-creature combat movement +1; Might Defense +2.

When it fits: One tile can enable initial contact or a safer withdrawal.

Buildings and acquisition · relationship type

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How it works · parameters, rules and further relationships
Led-creature combat movement
+1
Might Defense
+2
Carrier inventory
Chest
Rules, conditions and restrictions

Combat movement belongs to creatures; physical defense comes from the hero’s supporting attribute. Does not extend daily adventure travel. One Windswords’ Set piece.

Practical use

One tile can enable initial contact or a safer withdrawal. Before sacrificing another armor’s higher defense check which stacks will actually use the reach.

Equipped-set piece: Windswords’ Set

Compare equipment: Myranda's Helmet · Sayuri's Journal · Vein's Spaulders

Names in other references: Pancerz Kierana

Acid Cave · Heroes VI ↗ · Acid Cave · Heroes VI ↗

Shadowsteel Armor · Heroes VI · game artifact
Image source · Game artwork

Multiple primary attributes

Shadowsteel Armor

Heroes VI · according to scenario content · Major

While equipped grants: Might Defense +3; Might Power +3.

When it fits: For a physical plan value both offense and survival.

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
Might Defense
+3
Might Power
+3
Equipment requirement
Might affinity
Carrier inventory
Chest
Rules, conditions and restrictions

Requires Might affinity and combines physical defense with physical strength. One Warlord’s Set piece rather than general magic immunity.

Practical use

For a physical plan value both offense and survival. When completing Warlord compare the shared threshold with armor providing greater individual protection.

Compare all 104 spell formulas and costs →

Equipped-set piece: Warlord’s Set

Compare equipment: Crag Hack's Helmet · Centaur Bow · Bone Spaulders · Dragon Scale Armor · Armor of the Legendary Hero

Names in other references: Zbroja z Cieniostali (Zbroja ze Stali Cienia)

Acid Cave · Heroes VI ↗ · Acid Cave · Heroes VI ↗

Shantiri Armor · Heroes VI · game artifact
Image source · Game artwork

Magic protection

Shantiri Armor

Heroes VI · according to scenario content · Major

Adds four Might Defense and six Magic Defense against Prime; requires Might affinity.

When it fits: Prepare against known Implosion or other Prime damage.

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
Might Defense
+4
Magic Defense against Prime
+6
Equipment requirement
Might affinity
Carrier inventory
Chest
Rules, conditions and restrictions

The magical six applies to Prime rather than all seven schools. Patch 1.5.2 explicitly fixes this armor’s Prime defense. The physical four is a separate contribution.

Practical use

Prepare against known Implosion or other Prime damage. Against other schools compare Dragon Scale Armor’s general Magic Defense.

Compare equipment: Necromancer's Chasuble · Alchemist Robe

Names in other references: Zbroja Shantiri

Acid Cave · Heroes VI ↗ · Gamepressure · patch notes ↗

Guardian Breastplate · Heroes VI · game artifact
Image source · Game artwork

Defense

Guardian Breastplate

Heroes VI · according to scenario content · Relic

Adds four Might Defense and damage protection against the first three attacks of each combat.

When it fits: Before planning the opening verify the counter in the installed version.

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
Might Defense
+4
Protected opening-attack count
3 · counter scope unverified
Equipment requirement
Might affinity
Carrier inventory
Chest

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

Rules, conditions and restrictions

Requires Might and belongs to Guardian’s Set. The short entry does not settle whether the three attacks are counted per stack or by an army-wide counter. This promises neither unlimited immunity nor protection from every spell.

Practical use

Before planning the opening verify the counter in the installed version. Once protection is spent, physical defense and any set threshold remain; plan subsequent hits through ordinary survival.

Equipped-set piece: Guardian’s Set

Compare equipment: Guardian Helmet · Lion Shield · Lion Mane Cape · Pirate Armour

Names in other references: Napierśnik Strażnika

Acid Cave · Heroes VI ↗ · Acid Cave · Heroes VI ↗

Pirate Armour · Heroes VI · game artifact
Image source · Game artwork

Defense

Pirate Armour

Pirates of the Savage Sea · Relic

Adds six Might Defense and grants Resilience.

When it fits: For a defensive stack check whether it survives the hits needed to benefit.

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
Might Defense
+6
Ability
Resilience
Carrier inventory
Chest
Rules, conditions and restrictions

The ability reference ties Resilience to repeated physical attacks and subsequent defense and health through combat end. This is not every reputation value permanently added before the first hit. One Pirate’s Set piece.

Practical use

For a defensive stack check whether it survives the hits needed to benefit. Verify the equipment-granted version rather than selecting the highest value from the general table.

Equipped-set piece: Pirate’s Set

Compare equipment: Captain's Hat · Hook · Skull Ring · Guardian Breastplate

Names in other references: Zbroja Pirata

Acid Cave · Heroes VI ↗ · Acid Cave · Heroes VI ↗ · Acid Cave · Heroes VI ↗

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

Multiple primary attributes

Dragon Scale Armor

Heroes VI · according to scenario content · Relic

While equipped grants: Might Defense +5; Magic Defense +5.

When it fits: Balanced defense against mixed physical and magical pressure.

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
Might Defense
+5
Magic Defense
+5
Equipment requirement
Might affinity
Carrier inventory
Chest
Rules, conditions and restrictions

Requires Might affinity. Raises two defensive attributes rather than giving five-percent protection or dragon immunity. Its name grants no dragon-creature abilities.

Practical use

Balanced defense against mixed physical and magical pressure. Against one school compare specialized protection; against a purely physical threat compare another armor’s greater Might Defense.

Compare all 104 spell formulas and costs →

Compare equipment: Shadowsteel Armor · Armor of the Legendary Hero

Names in other references: Zbroja ze Smoczych Łusek

Acid Cave · Heroes VI ↗

Armor of the Legendary Hero · Heroes VI · game artifact
Image source · Game artwork

Multiple primary attributes

Armor of the Legendary Hero

Heroes VI · according to scenario content · Relic

While equipped grants: Might Power +2; Might Defense +2; Magic Power +2; Magic Defense +2; Leadership +2; Destiny +2.

When it fits: Compare broad value for a mixed army with specialized protection against a known opponent.

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
Might Power
+2
Might Defense
+2
Magic Power
+2
Magic Defense
+2
Leadership
+2
Destiny
+2
Equipment requirement
Might affinity
Carrier inventory
Chest
Rules, conditions and restrictions

Requires Might. Adds two to each of Heroes VI’s six primary attributes, not Knowledge, movement or automatic access to a particular spell.

Practical use

Compare broad value for a mixed army with specialized protection against a known opponent. Do not total six attributes into one damage number; each has its own application.

Compare all 104 spell formulas and costs →

Compare equipment: Shadowsteel Armor · Dragon Scale Armor

Names in other references: Zbroja Legendarnego Bohatera

Acid Cave · Heroes VI ↗

Necromancer's Chasuble · Heroes VI · game artifact
Image source · Game artwork

Magic protection

Necromancer's Chasuble

Danse Macabre · Minor

While equipped grants: Magic Defense +1; Mana capacity +20.

When it fits: Early on extra reserves may enable a needed cast.

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 Defense
+1
Mana capacity
+20
Carrier inventory
Chest
Rules, conditions and restrictions

One general magic-defense point and larger reserves are separate contributions. A Greater Lich’s Set piece; does not grant faction Necromancy to an unrelated hero.

Practical use

Early on extra reserves may enable a needed cast. In a developed composition compare the Lich threshold with armor giving stronger direct defense.

Equipped-set piece: Greater Lich’s Set

Compare equipment: Libram of Last Rites · Ring of the Unrepentant · Cloak of the Lich · Shantiri Armor · Alchemist Robe

Names in other references: Ornat Nekromanty

Acid Cave · Heroes VI ↗ · Acid Cave · Heroes VI ↗

Alchemist Robe · Heroes VI · game artifact
Image source · Game artwork

Magic protection

Alchemist Robe

Heroes VI · according to scenario content · Major

Adds four Magic Defense and one unit of a randomly chosen resource daily.

When it fits: Value caster defense and long-term production.

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 Defense
+4
Daily random resource
1 unit
Equipment requirement
Magic affinity
Carrier inventory
Chest
Rules, conditions and restrictions

Requires Magic. Daily production is not a free choice of resource, and the reference gives no probability distribution. It does not produce another resource each combat round.

Practical use

Value caster defense and long-term production. For a construction missing one particular resource do not rely on a specific random result tomorrow.

Compare equipment: Shantiri Armor · Necromancer's Chasuble

Names in other references: Szata Alchemika

Acid Cave · Heroes VI ↗

Magister Robe · Heroes VI · game artifact
Image source · Game artwork

Magic and spellcasting

Magister Robe

Heroes VI · according to scenario content · Major

While equipped grants: Magic Power +4; Mana capacity +20; Mana per day +2.

When it fits: On a longer caster route compare spell strength with sustainable reserves.

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 Power
+4
Mana capacity
+20
Mana per day
+2
Equipment requirement
Magic affinity
Carrier inventory
Chest
Rules, conditions and restrictions

Requires Magic and belongs to Magister’s Set. Spell strength, mana capacity and daily recovery are separate contributions; recovery is not granted every round.

Practical use

On a longer caster route compare spell strength with sustainable reserves. In a major fight Robe of Sar-Issus may save more mana depending on spells actually cast.

Compare all 104 spell formulas and costs →

Equipped-set piece: Magister’s Set

Compare equipment: Supreme Crown of the Magister · Magister Codex · Magister Cloak · Robe of Sar-Issus

Names in other references: Szata Bakałarza (Szata Magistra)

Acid Cave · Heroes VI ↗ · Acid Cave · Heroes VI ↗

Robe of the Prophet · Heroes VI · game artifact
Image source · Game artwork

Health and healing

Robe of the Prophet

Heroes VI · according to scenario content · Relic

While equipped grants: Magic Defense +4; Each led creature’s HP +3.

When it fits: Flat health can give numerous weaker creatures greater proportional value than a few powerful units.

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 Defense
+4
Each led creature’s HP
+3
Equipment requirement
Magic affinity
Carrier inventory
Chest
Rules, conditions and restrictions

Requires Magic and belongs to Prophet’s Set. Magic defense and flat HP per creature protect in different ways; the health bonus is not three percent.

Practical use

Flat health can give numerous weaker creatures greater proportional value than a few powerful units. Compare physical defense through the main enemy threat.

Equipped-set piece: Prophet’s Set

Compare equipment: Humble Coif of the Prophet · Libram of the Prophet · Iridescent Pearl

Names in other references: Szaty Proroka

Acid Cave · Heroes VI ↗ · Acid Cave · Heroes VI ↗

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

Magic and spellcasting

Robe of Sar-Issus

Heroes VI · according to scenario content · Relic

Reduces the bearer’s spell mana costs by fifty percent; requires Magic affinity.

When it fits: A base-cost forty spell nominally costs twenty with the half-cost modifier alone.

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
Spell mana cost
−50%
Equipment requirement
Magic affinity
Carrier inventory
Chest

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

Rules, conditions and restrictions

This saves mana on casting rather than doubling maximum reserves or daily recovery. Exact rounding of odd costs and combination with other discounts are not documented in the short artifact entry.

Practical use

A base-cost forty spell nominally costs twenty with the half-cost modifier alone. Before several expensive casts compare total savings with another robe; for odd costs use the game’s displayed value.

Compare all 104 spell formulas and costs →

Compare equipment: Magister Robe

Names in other references: Płaszcz Sar-Issusa

Acid Cave · Heroes VI ↗

Eleven sets: 66 pieces and every threshold

Equipped pieces remain separate items with individual effects and positions. Each threshold is listed separately; unverified accumulation of repeated values is not presented as a settled complete total.

Guardian’s Set

Complete-set affinity: Might

2 equipped pieces
One HP per friendly creature.
4 equipped pieces
Two Might Power and two Leadership.
6 equipped pieces
Four Might Defense and two HP per friendly creature.

For a defensive composition compare individual Leadership and physical-defense sources with health in the threshold table. First-three-attack protection belongs to the Breastplate, whose counter has its own marked uncertainty.

Set and threshold reference

Magister’s Set

Complete-set affinity: Magic

2 equipped pieces
Forty mana capacity.
4 equipped pieces
Four Might Defense.
6 equipped pieces
Five Magic Power and five creature Initiative points.

Consider spell strength, sufficient reserves and creature order together. Pieces’ daily recovery is not recovery each round. The complete set needs both the off-hand Codex and Magic robe.

Set and threshold reference

Prophet’s Set

Complete-set affinity: Magic

2 equipped pieces
Four mana per day.
4 equipped pieces
Four Magic Defense and four mana per day.
6 equipped pieces
Four Magic Defense and four mana per day.

Focuses on mana recovery, magic defense and flat creature HP. Iridescent Pearl has a disputed defensive attribute; repeated threshold values are not combined into a complete total without verification.

Set and threshold reference

Vagrant’s Set

Complete-set affinity: Might

2 equipped pieces
Four percent more newly gained experience.
4 equipped pieces
Two land-travel points and two creature Initiative.
6 equipped pieces
Five land-travel points and five creature Initiative.

Separate experience, land routing, sailing and combat reach. Sextant affects sea travel, Owlfeather flyers and Windstrider creatures in combat. Snatching Gloves’ exact granted-ability mapping remains marked.

Set and threshold reference

Pirate’s Set

2 equipped pieces
Two friendly-creature Initiative points.
4 equipped pieces
Four Leadership.
6 equipped pieces
Conflict: Acid Cave lists six Might Defense; the English inventory lists eight.

Hook builds morale through hero attacks up to twelve, Skull Ring adds Terror, and armor grants Resilience. The last threshold conflicts, so no single verified full-defense total is asserted.

Set and threshold reference

Greater Lich’s Set

2 equipped pieces
Enemy Initiative minus two points.
4 equipped pieces
Enemy Morale minus four.
6 equipped pieces
Conflict: Acid Cave lists six Magic Power; the English inventory lists eight.

Ring Teleport and reduced enemy healing can support control. Hourglass has its own recipient and recurrence ambiguity. Staff of the Netherworld is a separate main-hand Dynasty weapon rather than a seventh piece.

Set and threshold reference

Assassin’s Set

2 equipped pieces
Two Destiny; friendly melee attacks apply poison during the first three rounds.
4 equipped pieces
Four Might Power; destroying a poisoned stack spreads poison to adjacent stacks.
6 equipped pieces
Five creature Initiative; the first three friendly melee attacks avoid retaliation.

Plan opening contact, poison and possible spread after a kill. Three retaliation-free attacks are not permanent immunity to all retaliation; the short wording does not establish counter scope.

Set and threshold reference

Windswords’ Set

2 equipped pieces
One land-travel point and 250 daily gold.
4 equipped pieces
Three Magic Power; Air Magic stun lasts one additional round.
6 equipped pieces
Five creature Initiative; opening Storm Arrows for friendly creatures and Storm Winds for enemies under the inventory.

Combines economy, mana and action order. Separate opening Air effects from the persistent Initiative bonus; before recasting check the actual state already on the target.

Storm Arrows · Storm Winds I

Set and threshold reference

Dynasty experience: all five ranks

Rank 1
0 XP
Rank 2
100,000 XP
Rank 3
1,000,000 XP
Rank 4
3,500,000 XP
Rank 5
7,000,000 XP

This is the historical weapon progression table. Every weapon card above includes five specific effects and its own acquisition route; availability after Conflux shutdown is covered separately in the rules.

How artifacts work in this game

Equipment uses dedicated head, shoulder, gauntlet, back, chest, feet, neck, ring, hand and pocket positions. The off hand also accepts bows and librams. Potions, fragments and quest items are distinguished as backpack contents. Repeated-position counts are not imported from Heroes V.

Six primary attributes: Might Power supports physical strength, Might Defense physical defense, Magic Power applicable magic formulas and Magic Defense magical defense; Leadership supports morale and Destiny Luck. Directly adding one damage or HP per creature is a different quantity from a hero primary attribute.

Initiative determines action order in this game. A flat five means five points rather than five-percent Heroes V ATB. Combat movement sets creature reach; daily movement sets hero adventure travel, with separate naval and land conditions.

Magic Defense is neither a fixed resistance percentage nor automatic control immunity. Fire shields and school cloaks require the corresponding school. An equipment-granted ability has its own targets, cost and cooldown; free casting and maximum reputation strength are not assumed without evidence.

Each of 32 Dynasty weapons has ranks one through five. Historical experience thresholds are zero, 100000, 1000000, 3500000 and 7000000 XP. This is weapon progress rather than five hero levels. An explicitly upgraded active ability is not counted as another independent copy of its previous activation.

Ubisoft lists online and multiplayer shutdown from 25 January 2024. Old Conflux, Altar of Wishes, Uplay-point and Heroes Kingdoms instructions therefore describe historical routes. This guide promises neither every weapon to every profile nor automatic rank five; check the installed version’s actual inventory.

Historical tooltip examples may depend on hero level, Magic Power and reputation. Patch 1.7 explicitly changed Blade of Binding summon scaling and Will of Urgash Firestorm scaling. The old twenty-two Juggernauts or a single damage value is not a universal constant for every build.

Each of eleven sets comprises six specific equipped pieces. Thresholds are listed separately. Accumulation of repeated values across thresholds is not fully established here, so no single settled full total is derived. Pirate and Greater Lich have conflicting final numerical thresholds.

Daily income depends on actual active days; weekly examples use seven full days. Horn of Plenty chooses a random result rather than guaranteeing every resource daily. Golden Egg first waits and only afterward becomes Golden Goose income.

Descriptions and tactics are independently authored. Original game illustrations retain separate game-art rights and an individual source link on each card; the license on our text does not turn those images into Creative Commons artwork.

Acid Cave: item categories ↗

Acid Cave: Dynasty weapons and experience ↗

Acid Cave: eleven sets ↗

Patch 1.5.2 changes ↗

Patch 1.7 changes ↗

Ubisoft on Steam: online shutdown and edition content ↗