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.
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.
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.
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.
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.
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.
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.
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.
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.
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.
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.
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.
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.
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.
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.
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.
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.
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.
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.
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.
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.
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.
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.
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.
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.
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.
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.
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.
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.
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.
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.
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.
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.
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.
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.
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.
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.
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
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.
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.
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.
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.
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.
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.
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.
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.
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.
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.
A shared name establishes neither the same slot, values, beneficiaries nor story continuity. Open the specific game’s card for full conditions and sources.
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.
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.
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.
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.
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.
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.
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.
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.
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.
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.
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.
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.
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.
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.
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.
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.
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.
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.
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.
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.
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
Rank 1 · 0 XP
Three Leadership.
Rank 2 · 100,000 XP
Friendly creatures are protected against morale-reducing effects.
Rank 3 · 1,000,000 XP
Five Destiny.
Rank 4 · 3,500,000 XP
Enemy-creature Morale minus five.
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.
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.
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
Rank 1 · 0 XP
Friendly creatures are protected against harmful mind-control effects.
Rank 2 · 100,000 XP
Three Might Power.
Rank 3 · 1,000,000 XP
After activation neither hero can retreat or surrender until combat end. One use.
Rank 4 · 3,500,000 XP
Friendly-creature Initiative plus ten points.
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.
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
Rank 1 · 0 XP
Three Might Defense.
Rank 2 · 100,000 XP
Friendly creatures are protected against dispelling beneficial effects.
Rank 3 · 1,000,000 XP
Three Might Power.
Rank 4 · 3,500,000 XP
Friendly flying creatures gain twenty-percent defense.
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.
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
Rank 1 · 0 XP
Three Might Power.
Rank 2 · 100,000 XP
Three Magic Power.
Rank 3 · 1,000,000 XP
Friendly creatures receive Celestial Armor at battle start.
Rank 4 · 3,500,000 XP
Resurrects an already defeated stack, historically listed up to 1600 HP. One use.
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.
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
Rank 1 · 0 XP
Three Magic Power.
Rank 2 · 100,000 XP
Friendly-creature maximum HP plus three percent.
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.
Rank 4 · 3,500,000 XP
Five Destiny.
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.
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
Rank 1 · 0 XP
Friendly-creature magic damage plus six percent.
Rank 2 · 100,000 XP
Three Destiny.
Rank 3 · 1,000,000 XP
Summons Juggernauts once; the old reference shows twenty-two, while patch 1.7 fixes hero-level scaling.
Rank 4 · 3,500,000 XP
Five Magic Power.
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.
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
Rank 1 · 0 XP
Friendly creatures are protected against Luck-reducing effects.
Rank 2 · 100,000 XP
Three Might Power.
Rank 3 · 1,000,000 XP
Friendly creatures take forty percent less Light damage.
Rank 4 · 3,500,000 XP
Five Destiny.
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.
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
Rank 1 · 0 XP
Three Might Power.
Rank 2 · 100,000 XP
Enemy Initiative minus eight in Acid Cave; another inventory says minus five. Conflict unresolved.
Rank 3 · 1,000,000 XP
Enemy-creature Morale minus five.
Rank 4 · 3,500,000 XP
Eligible friendly-creature attacks heal for fifteen percent of damage dealt to living targets.
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.
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
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.
Rank 2 · 100,000 XP
Three Magic Defense.
Rank 3 · 1,000,000 XP
Enemy non-flying creatures have one less combat movement.
Rank 4 · 3,500,000 XP
Five Might Power.
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.
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
Rank 1 · 0 XP
Three Might Defense.
Rank 2 · 100,000 XP
Friendly creatures are protected against effects reducing physical damage or defense.
Rank 3 · 1,000,000 XP
Five Might Power.
Rank 4 · 3,500,000 XP
A chosen stack gains an additional attack for two rounds. One use.
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.
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
Rank 1 · 0 XP
Three Might Power.
Rank 2 · 100,000 XP
Friendly creatures are protected against Initiative-reducing effects.
Rank 3 · 1,000,000 XP
Five Leadership.
Rank 4 · 3,500,000 XP
In the first round: friendly Morale plus ten, Initiative plus five and combat movement plus two.
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.
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
Rank 1 · 0 XP
Friendly-creature Initiative plus five points.
Rank 2 · 100,000 XP
Hero attacks apply Chilled.
Rank 3 · 1,000,000 XP
Five Destiny.
Rank 4 · 3,500,000 XP
Friendly-creature combat movement plus one.
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.
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
Rank 1 · 0 XP
Three Destiny.
Rank 2 · 100,000 XP
The reference lists six-percent lower enemy damage protection.
Rank 3 · 1,000,000 XP
Friendly-creature critical hits have twenty-percent higher damage under the description.
Rank 4 · 3,500,000 XP
Five Might Defense.
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.
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
Rank 1 · 0 XP
Hero attacks add healing-blocking poison for two rounds; the old example is sixteen Earth damage per round.
Rank 2 · 100,000 XP
Friendly-creature Initiative plus five points.
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.
Rank 4 · 3,500,000 XP
Five Destiny.
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.
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
Rank 1 · 0 XP
Four Might Power.
Rank 2 · 100,000 XP
Bonuses of used Blood or Tears abilities follow the higher attained reputation rank.
Rank 3 · 1,000,000 XP
During the first four rounds permits first-rank abilities of both paths.
Rank 4 · 3,500,000 XP
Four Might Defense.
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.
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
Rank 1 · 0 XP
Three Might Power.
Rank 2 · 100,000 XP
Three Destiny.
Rank 3 · 1,000,000 XP
An enemy target attacks nearby creatures until it takes damage; one-round duration, four-round cooldown.
Rank 4 · 3,500,000 XP
Each destroyed enemy stack grants the hero two Power; the short source does not specify the exact attribute.
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.
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
Rank 1 · 0 XP
Three Leadership.
Rank 2 · 100,000 XP
Enemy-creature Luck minus three.
Rank 3 · 1,000,000 XP
Five Might Power.
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.
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.
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
Rank 1 · 0 XP
Light spells: five additional Magic Power and ten-percent lower mana costs.
Rank 2 · 100,000 XP
Three Leadership.
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.
Rank 4 · 3,500,000 XP
Five Might Power.
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.
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
Rank 1 · 0 XP
Three Magic Power.
Rank 2 · 100,000 XP
Friendly-creature Initiative plus five points.
Rank 3 · 1,000,000 XP
Friendly creatures take ten percent less melee damage.
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.
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.
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.
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
Rank 1 · 0 XP
Fire spells: five additional Magic Power and ten-percent lower mana costs.
Rank 2 · 100,000 XP
Three Destiny.
Rank 3 · 1,000,000 XP
Fire damage dealt by the hero cannot be healed.
Rank 4 · 3,500,000 XP
Five Magic Power.
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.
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
Rank 1 · 0 XP
Dark spells: five additional Magic Power and ten-percent lower mana costs.
Rank 2 · 100,000 XP
Friendly-creature Initiative plus five points.
Rank 3 · 1,000,000 XP
Twenty percent of mana spent by the opposing hero transfers to the friendly reserve.
Rank 4 · 3,500,000 XP
Five Magic Power.
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.
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
Rank 1 · 0 XP
Three Magic Power.
Rank 2 · 100,000 XP
The source prints maximum-HP reduction as “3#”; its unit is ambiguous and is not inferred.
Rank 3 · 1,000,000 XP
Enemy-creature Morale minus five.
Rank 4 · 3,500,000 XP
Enemy-creature protection against magic damage reduced by ten percent under the description.
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.
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 ↗
Reduces 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
Rank 1 · 0 XP
Three Magic Power.
Rank 2 · 100,000 XP
Steals two mana from the opposing hero each round.
Rank 3 · 1,000,000 XP
Prime venom lasts three rounds; reference damage is 260 per round. Nearby friendly creatures can also be affected.
Rank 4 · 3,500,000 XP
All enemy creatures have ten fewer Initiative points.
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.
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
Rank 1 · 0 XP
Five Magic Defense.
Rank 2 · 100,000 XP
Three Magic Power.
Rank 3 · 1,000,000 XP
Once summons Spectral Dragons; the reference count is five.
Rank 4 · 3,500,000 XP
Enemy-stack Morale minus five under the description.
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.
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
Rank 1 · 0 XP
Air spells: five additional Magic Power and ten-percent lower mana costs.
Rank 2 · 100,000 XP
Three Might Power.
Rank 3 · 1,000,000 XP
Grounds enemy flyers at battle start.
Rank 4 · 3,500,000 XP
Five Magic Power.
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.
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
Rank 1 · 0 XP
Earth spells: five additional Magic Power and ten-percent lower mana costs.
Rank 2 · 100,000 XP
Thirty mana capacity.
Rank 3 · 1,000,000 XP
Friendly non-flying creatures gain one combat movement.
Rank 4 · 3,500,000 XP
Five Magic Power.
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.
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
Rank 1 · 0 XP
Water spells: five additional Magic Power and ten-percent lower mana costs.
Rank 2 · 100,000 XP
Thirty mana capacity.
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.
Rank 4 · 3,500,000 XP
Five Magic Defense.
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.
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
Rank 1 · 0 XP
Three Magic Power.
Rank 2 · 100,000 XP
All enemy creatures lose one combat movement.
Rank 3 · 1,000,000 XP
Dark Magic ability effectiveness plus ten percent.
Rank 4 · 3,500,000 XP
Friendly attacks can dispel one random beneficial effect on the target.
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.
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
Rank 1 · 0 XP
Friendly-creature Initiative plus five points.
Rank 2 · 100,000 XP
A chosen enemy stack cannot use active abilities for three rounds. One use.
Rank 3 · 1,000,000 XP
Five Magic Power.
Rank 4 · 3,500,000 XP
Damaging hero spells also stun; the short description does not specify duration.
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.
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
Rank 1 · 0 XP
Prime spells: five additional Magic Power and ten-percent lower mana costs.
Rank 2 · 100,000 XP
Five daily mana recovery.
Rank 3 · 1,000,000 XP
Hero spell effectiveness plus thirty percent for three rounds. One use.
Rank 4 · 3,500,000 XP
Five Magic Power.
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.
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
Rank 1 · 0 XP
Three Magic Power.
Rank 2 · 100,000 XP
Thirty mana capacity.
Rank 3 · 1,000,000 XP
Five Magic Defense.
Rank 4 · 3,500,000 XP
Ten daily mana recovery. Patch 1.7 fixes the erroneous full daily refill.
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.
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
Rank 1 · 0 XP
Once removes harmful effects from a friendly stack or beneficial effects from an enemy target.
Rank 2 · 100,000 XP
Four Magic Defense.
Rank 3 · 1,000,000 XP
Enemy-creature ranged damage minus ten percent.
Rank 4 · 3,500,000 XP
Another four Magic Defense.
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.
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.
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.
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.
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.
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.
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.
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.
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.
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.
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.
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.
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.
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.
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.
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.
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.
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.
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.
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.
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.
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.
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.
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.
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.
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.
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.
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.
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.
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.
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.
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.
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.
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.
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.
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.
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.
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.
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.
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.
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.
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.
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.
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.
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.
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.
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.
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.
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.
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.
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.
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.
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.
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.
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.
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.
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.
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.
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.
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.
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.
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.
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.
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.
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.
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.
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.
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.
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.
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.
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.
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.
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.
A shared name establishes neither the same slot, values, beneficiaries nor story continuity. Open the specific game’s card for full conditions and sources.
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.
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.
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.
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.
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.
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.
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.
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.
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.
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.
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.
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.
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.
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.
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.
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.
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.
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.
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.
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.
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.
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.
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.
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.
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.
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.
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.
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.
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.
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.
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.
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.
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.
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.
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.
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.
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.
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.
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.
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.
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.
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.
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.
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.
Three Legion items, mantle, libram and circlet support development. The short inventory leaves growth scope and bearer-check timing unresolved; verify actual town production.
Individual pieces reduce enemy morale, Luck, Initiative and reach. They affect different quantities and cannot become one universal slowing total. After 1.7 Warping Pendant no longer requires the old ten Might Power.
Khan supplies its own flat damage alongside Might Power; Crag Hack’s Helmet supplies its own Initiative. Centaur Bow handles shooter contact rather than automatically removing every range penalty.
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.
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.
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.
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.
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.