Heroes VII: 157 artifacts, eight categories and 13 sets
157 documented items with original icons and independently written Czech and English effects, rules and tactics. Compare attributes, movement, shooter damage, daily production, item spells and thirteen sets with explicit thresholds.
A fully annotated historical reference inventory of 157 base-game items across eight categories. Disagreements between Polish, English and Chinese tables remain identified on the relevant item. This scope does not yet include a complete Trial by Fire, Rune-equipment or campaign-special inventory.
How it works · parameters, rules and further relationships
Might
+2
Carrier inventory
Hands · gloves, bracelet or ring
Rules, conditions and restrictions
Hero Might increases led creatures’ Attack and the hero’s damage. An attribute increase is not the same as flat damage for every creature: final damage still depends on the target and other rules.
Practical use
The same own Might as Black Guard’s Gloves, with Ranger’s Set membership. If another piece completes a useful threshold, value it separately from the two attribute points.
How it works · parameters, rules and further relationships
Might
+2
Carrier inventory
Hands · gloves, bracelet or ring
Rules, conditions and restrictions
Hero Might increases led creatures’ Attack and the hero’s damage. An attribute increase is not the same as flat damage for every creature: final damage still depends on the target and other rules.
Practical use
A straightforward early offensive choice. Compare Ranger’s Gloves when collecting a set and Gauntlets of the Minotaur for four Might in the same equipment category.
This item has marked uncertainties. See the rules below.
How it works · parameters, rules and further relationships
Magic
+1
Regeneration
Once per combat
Chinese item figure · unreconciled
250 HP per recovery trigger
Carrier inventory
Hands · gloves, bracelet or ring
Conflicting or unverified rule: See this card’s rules for details.
Rules, conditions and restrictions
An item’s single use is distinct from permanently learning the spell. Polish and English tables do not specify its mana cost, fixed strength or school-perk interaction. Chinese item wording gives: 250 HP per recovery trigger. This has not been fully reconciled with the other references.
Practical use
Use recovery on a wounded survivor with enough maximum HP to benefit. The ordinary spell heals on stack activation; do not plan on this bracelet returning all casualties. An Elven Craft piece.
When it fits: For a mixed melee-and-ranged army inspect both groups’ ordering.
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
Friendly creatures · Initiative
+5
Carrier inventory
Hands · gloves, bracelet or ring
Rules, conditions and restrictions
Flat Initiative points affect combat order. They are neither Heroes V ATB percentages nor the same number of Movement squares. Evaluate both armies’ actual values and applicable ordering changes.
Practical use
For a mixed melee-and-ranged army inspect both groups’ ordering. Ring of Celerity has twice the own bonus; this ring may still be preferable for a reached Elven Craft threshold.
Adds one Magic and twenty maximum mana; a Bloodforged component.
When it fits: Before a longer route compare capacity with available replenishment.
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 / maximum mana
+1 / +20
Carrier inventory
Hands · gloves, bracelet or ring
Rules, conditions and restrictions
Twenty directly increases mana capacity rather than adding twenty Spirit or twenty daily regeneration. A maximum increase alone does not establish an instant refill. Magic applies through relevant spell formulas.
Practical use
Before a longer route compare capacity with available replenishment. For the next battle inspect actual stored mana rather than the larger maximum alone.
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
+4
Carrier inventory
Hands · gloves, bracelet or ring
Rules, conditions and restrictions
Hero Might increases led creatures’ Attack and the hero’s damage. An attribute increase is not the same as flat damage for every creature: final damage still depends on the target and other rules.
Practical use
Twice the own Might of the basic two-point gloves. In a larger army compare actual Attack changes with Gauntlet of the Khan’s flat base-damage addition.
How it works · parameters, rules and further relationships
Might / Destiny
+2 / +5
Carrier inventory
Hands · gloves, bracelet or ring
Rules, conditions and restrictions
Might supports army Attack and the hero’s strike; Destiny contributes to creature Luck. Five Destiny is neither extra flat damage nor a guaranteed lucky hit every attack.
Practical use
Compare the steadier four Might of Minotaur gauntlets with offense, Luck and a reached Assassin threshold. Creature numbers and base damage affect the value of each choice.
This item has marked uncertainties. See the rules below.
How it works · parameters, rules and further relationships
Magic
+2
Lightning Bolt
Once per combat
Chinese item figure · unreconciled
780–1,040 damage
Carrier inventory
Hands · gloves, bracelet or ring
Conflicting or unverified rule: See this card’s rules for details.
Rules, conditions and restrictions
An item’s single use is distinct from permanently learning the spell. Polish and English tables do not specify its mana cost, fixed strength or school-perk interaction. Chinese item wording gives: 780–1,040 damage. This has not been fully reconciled with the other references.
Practical use
Choose an important target and check Air protection. Do not assume Master of Air II’s Initiative restriction or neighboring hits apply to the item cast without confirmation.
This item has marked uncertainties. See the rules below.
How it works · parameters, rules and further relationships
Summon Elemental
Once per combat
Chinese item figure · unreconciled
3 elementals
Carrier inventory
Hands · gloves, bracelet or ring
Conflicting or unverified rule: See this card’s rules for details.
Rules, conditions and restrictions
An item’s single use is distinct from permanently learning the spell. Polish and English tables do not specify its mana cost, fixed strength or school-perk interaction. Chinese item wording gives: 3 elementals. This has not been fully reconciled with the other references.
Practical use
Place reinforcements where even a less favorable random type can help. Access to the spell does not establish permanent daily recruitment or free choice of elemental type. A Bloodforged piece.
When it fits: Check whether ten actually moves a key stack ahead of the opponent.
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
Friendly creatures · Initiative
+10
Carrier inventory
Hands · gloves, bracelet or ring
Rules, conditions and restrictions
Flat Initiative points affect combat order. They are neither Heroes V ATB percentages nor the same number of Movement squares. Evaluate both armies’ actual values and applicable ordering changes.
Practical use
Check whether ten actually moves a key stack ahead of the opponent. Its own bonus exceeds Swiftness, but it belongs to a different set: Dwarven Work.
How it works · parameters, rules and further relationships
Hero strike · damage
+3 × level
Friendly creature · maximum HP
+2
Carrier inventory
Hands · gloves, bracelet or ring
Rules, conditions and restrictions
Damage scaling belongs to the hero’s strike rather than every creature. At level L the reference addition is 3 × L. Health is a separate flat two per individual creature, not multiplied by hero level.
Practical use
At level ten the attack addition is thirty before further rules. Numerous Core troops may gain more value from aggregate added HP; compare both components and the Guardian threshold.
This item has marked uncertainties. See the rules below.
How it works · parameters, rules and further relationships
Magic
+4
Implosion
Once per combat
Chinese item figure · unreconciled
50% of target total HP; exact health basis unverified
Carrier inventory
Hands · gloves, bracelet or ring
Conflicting or unverified rule: See this card’s rules for details.
Rules, conditions and restrictions
An item’s single use is distinct from permanently learning the spell. Polish and English tables do not specify its mana cost, fixed strength or school-perk interaction. Chinese item wording gives: 50% of target total HP; exact health basis unverified. This has not been fully reconciled with the other references.
Practical use
Consider neighboring stacks being pulled as well as the main hit. Ordinary Implosion’s health basis H is not fully established; without verifying item strength do not forecast exact kills or automatically add Master of Prime III’s repeat.
This item has marked uncertainties. See the rules below.
How it works · parameters, rules and further relationships
Magic
+6
Teleport
Once per combat
Chinese item figure · unreconciled
Master range across the battlefield
Carrier inventory
Hands · gloves, bracelet or ring
Conflicting or unverified rule: See this card’s rules for details.
Rules, conditions and restrictions
An item’s single use is distinct from permanently learning the spell. Polish and English tables do not specify its mana cost, fixed strength or school-perk interaction. Chinese item wording gives: Master range across the battlefield. This has not been fully reconciled with the other references.
Practical use
Plan relocation to a valid empty destination that fits the creature. A position change grants no free extra attack, and the relevant Prime perk is not automatically part of the ring. A Greater Lich’s Set piece.
This item has marked uncertainties. See the rules below.
How it works · parameters, rules and further relationships
Trigger
Hero attack
Probability
20%
Effect conflict
Immobilization until next turn / lost action this round
Carrier inventory
Hands · gloves, bracelet or ring
Conflicting or unverified rule: See this card’s rules for details.
Rules, conditions and restrictions
The trigger is the hero’s strike rather than every creature attack. Polish and English say immobilization until the next turn; Chinese says losing the action opportunity in this round. Movement restriction and a complete lost action are therefore not conflated.
Practical use
Treat it as conditional control rather than a guaranteed shooter rescue. A single eligible attempt has an eighty-percent non-proc probability; keep a safe plan for that outcome.
This item has marked uncertainties. See the rules below.
How it works · parameters, rules and further relationships
Friendly creatures · Movement / working Initiative
+1 / +5
Chinese Initiative
+10
Carrier inventory
Hands · gloves, bracelet or ring
Conflicting or unverified rule: See this card’s rules for details.
Rules, conditions and restrictions
Both values apply to creatures in combat. Polish and English list five Initiative while Chinese lists ten. Movement agrees at one; this is neither hero travel maximum nor an automatic spell cast.
Practical use
Check whether the extra square puts a target in reach and whether the stack acts in time. With sufficient existing reach, Celerity’s greater Initiative or another reached set threshold may be preferable.
How it works · parameters, rules and further relationships
Might
+4
Friendly creature · base damage
+1
Carrier inventory
Hands · gloves, bracelet or ring
Rules, conditions and restrictions
Might supports Attack and the hero strike; the flat base-damage increase belongs to individual creatures. One is not one percent and is not shooter-restricted like Assassin’s Boots’ own damage bonus.
Practical use
A flat point can have greater relative value for low-base-damage creatures. With numerous Core troops compare it with Cyclops’ eight Might, adding only the actually reached Warlord threshold.
How it works · parameters, rules and further relationships
Might
+8
Carrier inventory
Hands · gloves, bracelet or ring
Rules, conditions and restrictions
Hero Might increases led creatures’ Attack and the hero’s damage. An attribute increase is not the same as flat damage for every creature: final damage still depends on the target and other rules.
Practical use
Highest standalone Might among these gloves and rings. Against Khan compare four more Attack points with one flat base damage per creature and any reached Warlord threshold.
How it works · parameters, rules and further relationships
Sight radius
+2 squares
Carrier inventory
Head
Rules, conditions and restrictions
Sight reveals nearby terrain rather than extending daily travel or visiting revealed locations. This cap itself does not grant Clairvoyance, which Scout’s Hat explicitly provides.
Practical use
Useful on a scouting assistant before committing to a route. Compare nearby visibility with Scout’s Hat and All-Seeing Crown’s smaller sight bonus combined with experience.
How it works · parameters, rules and further relationships
Hero · Spirit
+2
Carrier inventory
Head
Rules, conditions and restrictions
Spirit is Heroes VII’s mana attribute, distinct from Magic and Arcane Knowledge. Two Spirit is neither two extra spell strength nor automatic higher-tier learning. A shared set bonus needs another equipped piece.
Practical use
On a longer route value mana endurance. Arcane Circlet has the same Spirit plus flat casting savings, so also compare availability and the occupied position.
How it works · parameters, rules and further relationships
Enemy creatures · Morale
−5
Carrier inventory
Head
Rules, conditions and restrictions
The penalty targets the opponent without guaranteeing the loss of every turn. The mask alone grants neither every set threshold nor a simultaneous Luck penalty, and differs from unrelated campaign quest masks.
Practical use
Use against troops that actually use morale. Assess the five points alongside whether a second, fourth or sixth Assassin piece supplies another needed effect.
This item has marked uncertainties. See the rules below.
How it works · parameters, rules and further relationships
Working tables
Enemy Morale −5
Conflicting English inventory
Might +2
Carrier inventory
Head
Conflicting or unverified rule: See this card’s rules for details.
Rules, conditions and restrictions
Jaskinia and Gamepressure list the morale penalty; the returned English wiki inventory instead lists two Might. These are different bonus types rather than two verified simultaneous effects, so the discrepancy is retained.
Practical use
Before planning morale suppression or offense check the installed tooltip. A matching row in one reference does not make it Assassin’s Mask, whose set membership is separately documented.
How it works · parameters, rules and further relationships
Sight / newly gained experience
+1 / +5%
Carrier inventory
Head
Rules, conditions and restrictions
Sight and experience are evaluated separately. Set membership is documented on the set inventory although the individual card omits its link. Previously stored XP is not multiplied retroactively.
Practical use
The five-percent branch nominally adds fifty to a thousand-XP reward before other modifiers. Equip before earning the reward and compare that benefit with a combat helmet for a harder encounter.
This item has marked uncertainties. See the rules below.
How it works · parameters, rules and further relationships
Spirit
+2
Spell mana cost
−1 point
Carrier inventory
Head
Conflicting or unverified rule: See this card’s rules for details.
Rules, conditions and restrictions
Savings are one flat point per cast rather than the ten-percent change used by some mods. The short item reference does not establish minimum cost or combination with further discounts. One Bloodforged piece.
Practical use
Frequent inexpensive spells gain a different proportional benefit from one costly activation. Five eligible casts nominally save five mana if each cost allows the whole point to be removed.
How it works · parameters, rules and further relationships
Defense / sight
+2 / +1
Carrier inventory
Head
Rules, conditions and restrictions
Defense supports led creatures while sight supports map exploration. It adds no travel movement; this piece alone does not grant the two-piece threshold’s four combat-movement points.
Practical use
For an early army compare survival and scouting. With another Ranger piece value the shared threshold separately from this item’s own two Defense.
How it works · parameters, rules and further relationships
Enemy creatures · Luck
−10
Carrier inventory
Head
Rules, conditions and restrictions
Affects opposing Luck rather than morale or Initiative. Ten is not interpreted as ten percent imported from another game; attack eligibility and results follow Heroes VII Luck rules.
Practical use
Consider it against important enemy attacks using Luck. Against control or direct-spell strategies compare direct defense or friendly action order.
How it works · parameters, rules and further relationships
Morale
+5
Gust of Wind
Once per combat
Carrier inventory
Head
Rules, conditions and restrictions
The morale contribution and once-per-combat relocation effect are separate. The mask supplies neither unlimited use every round nor automatically every optional school perk.
Practical use
Save activation for relocation opening a safe attack or fixing a positioning problem. Before use check the eligible target and the actual granted Gust of Wind version.
This item has marked uncertainties. See the rules below.
How it works · parameters, rules and further relationships
Sight radius
+4
Clairvoyance · source difference
Polish: once daily; English: once per combat
Carrier inventory
Head
Conflicting or unverified rule: See this card’s rules for details.
Rules, conditions and restrictions
The Polish row says once daily; the English guide says once per combat. The spell itself scouts the adventure map rather than acting in battle. Route planning follows the daily description while retaining the discrepancy.
Practical use
First use wider nearby sight to choose the route, then assess distant scouting of a junction or objective. Do not automatically count another independent traveling activation above the hero’s ordinary limit.
How it works · parameters, rules and further relationships
Sight
+2
Ice Strike
Once per combat
Carrier inventory
Head
Rules, conditions and restrictions
Ice Strike is a supporting enchantment rather than automatically Ice Bolt’s direct single-target damage. This Heroes VII helmet does not inherit the Heroes VI namesake’s naval Leadership.
Practical use
Give the one-use enchantment to a stack that will make useful attacks during its duration. Evaluate additional sight on the route separately from the combat activation.
How it works · parameters, rules and further relationships
Metamagic at round start
+1 point
Faction
Academy
Carrier inventory
Head
Rules, conditions and restrictions
Requires Academy without specifying Magic class alone. A Metamagic point is a racial-skill state rather than permanent Magic, hero level or automatic top mastery in every school. Caps and further effects follow the actual Metamagic development.
Practical use
Plan faster racial progress through the timing of a decisive cast. Compare another helmet’s direct Magic, especially if combat ends before a higher state becomes useful.
How it works · parameters, rules and further relationships
Might
+6
Led-creature Initiative
+5 points
Carrier inventory
Head
Rules, conditions and restrictions
Might supports creature Attack and applicable hero damage. Five flat Initiative affects action order rather than combat reach or Heroes V ATB percentages. One Warlord’s Set piece.
Practical use
For an opening attack assess key-stack strength and order together. Six Might and five Initiative do not total eleven damage; the contributions serve different purposes.
How it works · parameters, rules and further relationships
Defense / Leadership
+4 / +10
Newly gained experience
+10%
Carrier inventory
Head
Rules, conditions and restrictions
Its three branches support defense, morale and hero development. The name does not automatically make it a piece of the sixth game’s Windswords’ Set. Experience adds neither mana reserves nor spell strength.
Practical use
The experience branch nominally adds one hundred to a thousand-XP reward before other modifiers. For a decisive fight compare defense and morale with another helmet’s greater Might or Magic.
How it works · parameters, rules and further relationships
Magic / Spirit
+4 / +4
Carrier inventory
Head
Rules, conditions and restrictions
Magic strengthens applicable magical effects; Spirit supports mana capacity and daily recovery. Neither is Arcane Knowledge or automatically unlocks fourth-tier spells.
Practical use
For a caster needing strength and endurance together. If Magic already suffices compare protection against the actual threat and reaching another Magister threshold.
How it works · parameters, rules and further relationships
Defense / Leadership / sight
+2 / +10 / +2
Carrier inventory
Head
Rules, conditions and restrictions
These are separate defense, morale and scouting contributions. Belongs to Shantiri Treasure. Matching Windsword Helmet’s Leadership does not also supply its four Defense and ten-percent experience.
Practical use
Compare other Shantiri pieces and actual scouting needs. On a day with many combat rewards Windsword Helmet’s experience branch may matter more.
How it works · parameters, rules and further relationships
Magic
+4
Shadow Image
Once per combat
Carrier inventory
Head
Rules, conditions and restrictions
Copying a friendly unit differs from taking an enemy with the sixth game’s Puppet Master. Check copy count and protection on the actual Heroes VII ability; optional Master of Darkness is not granted automatically. One Shantiri Treasure piece.
Practical use
Choose the original through the copy’s usable role and subsequent order. Save the single activation for a stage where the image actually gets an opportunity to act.
How it works · parameters, rules and further relationships
Friendly-creature Morale / Initiative
+10 / +10
Carrier inventory
Head
Rules, conditions and restrictions
The Morale and Initiative tens are separate. This is one Guardian’s Set piece rather than the complete set. Initiative adds no movement tiles, and morale does not apply equally to every creature type.
Practical use
Evaluate the strong action-order contribution against the actual opponent. With troops lacking ordinary morale, Initiative and any set threshold retain separate value.
How it works · parameters, rules and further relationships
Positive-spell duration
+2 rounds
Daily mana
+8
Carrier inventory
Head
Rules, conditions and restrictions
Positive-spell duration is neither longer hostile debuffs nor repeated instant healing. Daily eight means neither eight Spirit nor recovery each round. One Bloodforged piece; further extensions depend on the actual effect.
Practical use
Useful for sustained support and a long caster route. Before recasting check remaining duration to avoid paying early for an effect still active.
How it works · parameters, rules and further relationships
Daily production
1 wood
Carrier inventory
Off hand
Rules, conditions and restrictions
This is recurring production at an eligible daily resolution rather than an instant reward every time it is equipped. Budget actual payouts; the first credit and any stacking depend on the applicable game rules.
Practical use
Five actual production events add five wood. Compare the next building and access to a sawmill; for a decisive battle value the occupied off-hand slot. Part of Elven Craft.
When it fits: Four actual payouts yield one thousand 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
Daily production
250 gold
Carrier inventory
Off hand
Rules, conditions and restrictions
This is recurring production at an eligible daily resolution rather than an instant reward every time it is equipped. Budget actual payouts; the first credit and any stacking depend on the applicable game rules.
Practical use
Four actual payouts yield one thousand gold. Against Bag and Chest also value the Elven Craft threshold this smaller purse may maintain.
How it works · parameters, rules and further relationships
Daily production
1 ore
Carrier inventory
Off hand
Rules, conditions and restrictions
This is recurring production at an eligible daily resolution rather than an instant reward every time it is equipped. Budget actual payouts; the first credit and any stacking depend on the applicable game rules.
Practical use
For an ore-gated building count complete production events before its deadline. A pickaxe name does not itself double every mine. Part of Dwarven Work.
How it works · parameters, rules and further relationships
Defense
+2
Carrier inventory
Off hand
Rules, conditions and restrictions
Hero Defense adds to led creatures’ defense rather than removing the same flat HP amount from every hit.
Practical use
Basic early protection. White Wolf Shield offers four Defense and Dragon Shield eight, but in different sets; include the actually reached Dwarven threshold.
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
Morale support
+12
Carrier inventory
Off hand
Rules, conditions and restrictions
Both descriptions support army morale rather than Attack or recurring thunder damage. A historical Uplay reward label does not establish current acquisition.
Practical use
For living troops compare twelve points with Crest of Honour’s twenty. Troops ignoring ordinary Morale may prefer another direct benefit.
This item has marked uncertainties. See the rules below.
How it works · parameters, rules and further relationships
Working Magic
+5
Conflicting Chinese attribute
Might +5
Carrier inventory
Off hand
Conflicting or unverified rule: See this card’s rules for details.
Rules, conditions and restrictions
These are different attributes rather than two verified simultaneous bonuses. Magic supports spells while Might supports army Attack and the hero strike. The historical Chinese table mentions a Uplay reward.
Practical use
Before equipping a caster inspect the actual tooltip and attribute change. Do not combine working Magic with alternative Might in an exact plan.
This item has marked uncertainties. See the rules below.
How it works · parameters, rules and further relationships
Trigger
Friendly good-morale trigger
Enemy Morale / duration
−10 / until round end
Carrier inventory
Off hand
Conflicting or unverified rule: See this card’s rules for details.
Rules, conditions and restrictions
The condition is an actual good-morale trigger rather than merely a positive card value. The response is temporary. Stacking repeated triggers is unspecified; the Chinese source lists Haven availability.
Practical use
Useful with troops that can use Morale and against enemies affected by its penalty. This is not a permanent minus ten already active at every combat start. Part of Hallowed.
How it works · parameters, rules and further relationships
Leadership
+10
Carrier inventory
Off hand
Rules, conditions and restrictions
Hero Leadership contributes to led creatures’ Morale. It guarantees no extra action and has different value for troops ignoring ordinary morale.
Practical use
Compare ten Leadership with Lion’s Shield’s five Leadership and two Defense. A Hallowed threshold can add economic value but guarantees no extra morale activation.
How it works · parameters, rules and further relationships
Enemy creatures · Luck
−10
Carrier inventory
Off hand
Rules, conditions and restrictions
Tables also use enemy Destiny wording, but the recipients are enemy creatures. This concerns Luck rather than Morale or flat minus-ten damage. The penalty does not guarantee every strike is unlucky.
Practical use
Compare limiting opposing Luck with increasing your own through Four Leaf Clover or Golden Horseshoe. Both armies’ starting Luck and the actual Shantiri threshold matter.
How it works · parameters, rules and further relationships
Destiny
+10
Carrier inventory
Off hand
Rules, conditions and restrictions
Hero Destiny contributes to led creatures’ Luck. An increase alone guarantees neither lucky attacks nor automatic Luck on every spell.
Practical use
Compare Golden Horseshoe’s twenty points and alternative direct protection. When survival of a particular hit matters, do not assume the lucky outcome is guaranteed.
How it works · parameters, rules and further relationships
Leadership / Defense
+5 / +2
Carrier inventory
Off hand
Rules, conditions and restrictions
Leadership supports army Morale while Defense supports defense. The attributes do not merge into seven points of one statistic, and morale support does not replace reliable protection from every hit.
Practical use
Balanced for living troops. For pure defense compare White Wolf Shield’s four Defense and the reached Guardian threshold.
How it works · parameters, rules and further relationships
Magic / Destiny
+2 / +5
Carrier inventory
Off hand
Rules, conditions and restrictions
Magic supports applicable spell formulas while Destiny supports creature Luck. The book alone teaches neither the entire spell list nor five Arcane Knowledge, and does not establish automatic casting Luck.
Practical use
For mixed casting and army attacks compare Archmage’s Codex’s focused Magic, whose attribute is itself disputed between sources. Count the Magister threshold separately.
How it works · parameters, rules and further relationships
Spirit
+4
Carrier inventory
Off hand
Rules, conditions and restrictions
Spirit supports mana capacity and daily recovery. Under the statistics reference four points nominally adds forty maximum mana and eight daily regeneration.
Practical use
For a prolonged expedition value capacity and mana recovery. It does not automatically teach advanced magic; for one decisive spell compare the actual effect of another book’s greater Magic.
How it works · parameters, rules and further relationships
Defense
+4
Carrier inventory
Off hand
Rules, conditions and restrictions
Hero Defense adds to led creatures’ defense rather than removing the same flat HP amount from every hit.
Practical use
Twice Dwarven Shield’s own Defense, with different membership. Its defense is below Dragon Shield; advantages may come from an actual Hallowed threshold and availability.
How it works · parameters, rules and further relationships
Daily production
500 gold
Carrier inventory
Off hand
Rules, conditions and restrictions
This is recurring production at an eligible daily resolution rather than an instant reward every time it is equipped. Budget actual payouts; the first credit and any stacking depend on the applicable game rules.
Practical use
Two actual payouts yield one thousand gold. This is twice Purse’s income, but lacks its listed Elven Craft membership; greater income may not compensate for losing a combat threshold.
Produces one random rare-resource unit daily; part of Shantiri Treasure.
When it fits: For a guaranteed specific resource compare its dedicated daily item.
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
Daily production
1 random rare resource
Carrier inventory
Off hand
Rules, conditions and restrictions
Options are Dragonblood Crystal, Dragonsteel, Shadowsteel and Starsilver. This is one total unit rather than four per day; Chinese explicitly confirms random selection. It is not Heroes III’s differently valued Cornucopia.
Practical use
For a guaranteed specific resource compare its dedicated daily item. Five production events mean five total units, not a guaranteed type for tomorrow’s building.
How it works · parameters, rules and further relationships
Daily production
1 Dragonblood Crystal
Carrier inventory
Off hand
Rules, conditions and restrictions
This is recurring production at an eligible daily resolution rather than an instant reward every time it is equipped. Budget actual payouts; the first credit and any stacking depend on the applicable game rules.
Practical use
Targeted production for buildings or recruitment requiring this crystal. Unlike random Horn of Plenty it supplies a known type; value the Dwarven Work threshold separately.
How it works · parameters, rules and further relationships
Daily production
1 Starsilver
Carrier inventory
Off hand
Rules, conditions and restrictions
This is recurring production at an eligible daily resolution rather than an instant reward every time it is equipped. Budget actual payouts; the first credit and any stacking depend on the applicable game rules.
Practical use
Choose for an actual Starsilver requirement rather than the item’s general rarity. Another shortage favors the matching source. Part of Bloodforged.
How it works · parameters, rules and further relationships
Daily production
1 Dragonsteel
Carrier inventory
Off hand
Rules, conditions and restrictions
This is recurring production at an eligible daily resolution rather than an instant reward every time it is equipped. Budget actual payouts; the first credit and any stacking depend on the applicable game rules.
Practical use
Count production events before the planned building. Unlike Alchemist’s Robe this effect specifies Dragonsteel rather than a random rare resource.
How it works · parameters, rules and further relationships
Daily production
1 Shadowsteel
Carrier inventory
Off hand
Rules, conditions and restrictions
This is recurring production at an eligible daily resolution rather than an instant reward every time it is equipped. Budget actual payouts; the first credit and any stacking depend on the applicable game rules.
Practical use
Helps a specific Shadowsteel reserve. For immediate combat compare a protective or casting item in the same hand and the value of a postponed payout.
How it works · parameters, rules and further relationships
Destiny
+20
Carrier inventory
Off hand
Rules, conditions and restrictions
Hero Destiny contributes to led creatures’ Luck. An increase alone guarantees neither lucky attacks nor automatic Luck on every spell.
Practical use
Twice Four Leaf Clover’s own increase. With already high Luck inspect the actual game value and applicable limits rather than assuming unlimited linear growth.
How it works · parameters, rules and further relationships
Leadership
+20
Carrier inventory
Off hand
Rules, conditions and restrictions
Hero Leadership contributes to led creatures’ Morale. It guarantees no extra action and has different value for troops ignoring ordinary morale.
Practical use
Greater own Leadership than Crest of Courage, without its listed Hallowed membership. For troops ignoring ordinary Morale compare a directly useful attribute instead.
This item has marked uncertainties. See the rules below.
How it works · parameters, rules and further relationships
Working Magic
+8
Conflicting Chinese attribute
Spirit +8
Carrier inventory
Off hand
Conflicting or unverified rule: See this card’s rules for details.
Rules, conditions and restrictions
The discrepancy separates spell strength from mana endurance. Eight Magic and eight Spirit are not combined into one book. The item itself does not grant a complete learned spellbook.
Practical use
Inspect the attribute change before battle. For a decisive damage calculation use the installed Magic value rather than adding contradictory references.
This item has marked uncertainties. See the rules below.
How it works · parameters, rules and further relationships
Summon Gold Dragon
Once per combat
Count · Chinese item wording
5 · unspecified in other tables
Carrier inventory
Off hand
Conflicting or unverified rule: See this card’s rules for details.
Rules, conditions and restrictions
This is an item source of the spell rather than automatic permanent dragon recruitment. Chinese lists five dragons while Polish and English artifact tables do not specify a count. Check the installed count and parameters.
Practical use
Prepare a valid summoning location and use Gold Dragon’s actual abilities. Do not count the units as permanent weekly production or grant the same item another use in one battle.
Reduces friendly incoming magic damage by five percent and halves all healing.
When it fits: Value depends on who actually needs healing.
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
Friendly incoming magic damage
−5%
Battlefield healing
×0.5
Carrier inventory
Off hand
Rules, conditions and restrictions
The healing penalty is not safely one-sided: Chinese explicitly names creatures across the battlefield. The five-percent damage reduction instead protects friendly troops. One Greater Lich’s Set piece.
Practical use
Value depends on who actually needs healing. For a friendly healing plan budget half recovery; against a powerful opposing healer the same limitation can work in your favor.
How it works · parameters, rules and further relationships
Offensive and support Warfare units · Attack
+10
Carrier inventory
Off hand
Rules, conditions and restrictions
Recipients are the stated Warfare units rather than all army creatures or automatically every support unit healing value. Attack and a special ability’s direct budget are different quantities.
Practical use
Compare the actual attack profile of your faction’s Warfare unit. Without an eligible recipient the main remaining value may be reaching a Dwarven Work threshold.
The explicit item effect is +10 Attack for the stated Warfare types. Related profiles have different attacks, healing and protection actions; Attack alone does not establish +10 healing or a change to every support ability. The seven separate siege profiles are not assigned as the same group here.
How it works · parameters, rules and further relationships
Defense
+8
Carrier inventory
Off hand
Rules, conditions and restrictions
Hero Defense adds to led creatures’ defense rather than removing the same flat HP amount from every hit.
Practical use
Highest own Defense among these shields. Against spell offense assess separate protection in other slots: a dragon name alone grants no universal elemental immunities. Part of Dragon Blessed.
How it works · parameters, rules and further relationships
Flee / surrender
Disabled for both heroes
Carrier inventory
Off hand
Rules, conditions and restrictions
The restriction applies to both sides rather than only trapping the opponent. It guarantees no victory, blocks no arbitrary creature relocation and does not govern adventure travel outside combat.
Practical use
Equip with a plan to finish the battle. If opposing equipment or reinforcements surprise you, do not assume your own escape remains available; also value the occupied hand.
Names in other references: Okowy Ostatniego Człowieka
This item has marked uncertainties. See the rules below.
How it works · parameters, rules and further relationships
Sight
+4
Working sailing speed
+15%
Chinese sailing cost
87% of normal
Carrier inventory
Off hand
Conflicting or unverified rule: See this card’s rules for details.
Rules, conditions and restrictions
Polish and English use fifteen-percent faster travel; Chinese instead gives movement cost at eighty-seven percent of normal. These are not exactly equivalent formulas and are not combined. Sight does not remove interaction costs or obstacles.
Practical use
For a naval scout compare coastal visibility and actual reach. Plan exact travel from the displayed route cost rather than both percentage formulations together.
Names in other references: Sekstant Morskich Elfów
How it works · parameters, rules and further relationships
Daily production
1000 gold
Carrier inventory
Off hand
Rules, conditions and restrictions
This is recurring production at an eligible daily resolution rather than an instant reward every time it is equipped. Budget actual payouts; the first credit and any stacking depend on the applicable game rules.
Practical use
Five actual payouts yield five thousand gold. Compare the largest standalone daily income listed here with the cost of postponing protection or casting support in an important battle.
This item has marked uncertainties. See the rules below.
How it works · parameters, rules and further relationships
Working Might
+1
Chinese inventory
Offensive attribute +2
Carrier inventory
Main hand
Conflicting or unverified rule: See this card’s rules for details.
Rules, conditions and restrictions
Two references agree on one and a third gives two offensive-attribute points. They are not combined into three. Might contributes to army Attack and the hero strike. One Assassin piece.
Practical use
Before an exact weapon comparison verify the installed value. Even a smaller own increase may help reach an actual Assassin threshold.
How it works · parameters, rules and further relationships
Friendly shooter · base damage
+1
Carrier inventory
Main hand
Rules, conditions and restrictions
A flat point adds to an eligible shooter’s base damage rather than once to the entire stack. It is neither one percent nor a bonus to every melee creature.
Practical use
Compare Ideal Crossbow’s additional shooter Initiative and any reached Warlord threshold. Numerous weaker shooters can gain the largest relative base-damage increase.
How it works · parameters, rules and further relationships
Might
+5
Carrier inventory
Main hand
Rules, conditions and restrictions
Might supports led creatures’ Attack and the hero strike. This is neither five base damage per creature nor daily Movement. A historical Chinese table labels it a Uplay reward, which does not establish current service availability.
Practical use
For direct-combat troops compare the attribute gain with items scaling only the hero strike. A historical reward label does not guarantee a find on every map.
Heroes to consider it for
Conditional suggestions for the game plan (48)
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
Destiny
+12
Carrier inventory
Main hand
Rules, conditions and restrictions
Destiny contributes to all led creatures’ Luck. This means neither twelve base damage nor guaranteed lucky attacks or automatic Luck on every hero spell.
Practical use
Compare probabilistic offensive support with another weapon’s direct Might. The Chinese inventory historically lists a Uplay reward; current availability is not inferred from that label.
How it works · parameters, rules and further relationships
Hero-strike damage
+6 × level
Carrier inventory
Main hand
Rules, conditions and restrictions
Per-level damage belongs to the hero’s direct strike rather than every army creature. At level L the addition is coefficient × L before further hit rules.
Practical use
At level ten the addition alone is sixty before further calculation. For a large army compare Might or creature base damage; a scaling weapon can offer less at low level.
How it works · parameters, rules and further relationships
Friendly shooters · base damage / Initiative
+1 / +5
Carrier inventory
Main hand
Rules, conditions and restrictions
A flat point adds to an eligible shooter’s base damage rather than once to the entire stack. It is neither one percent nor a bonus to every melee creature. Additional Initiative belongs to the same shooter group rather than the entire army.
Practical use
Assess the first shot together with the ordering of its protectors. If range penalty is the main problem compare Unicorn Horn Bow: Initiative itself does not remove that 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 shooters need both base damage and higher Initiative.
Initiative points are neither ATB percentages nor extra Movement squares. The crossbow does not have Unicorn Horn Bow’s penalty removal.
How it works · parameters, rules and further relationships
Hero strike · damage
+3 × level
Friendly creature · base damage
+1
Carrier inventory
Main hand
Rules, conditions and restrictions
Per-level damage belongs to the hero’s direct strike rather than every army creature. At level L the addition is coefficient × L before further hit rules. The separate one belongs to all friendly creatures, including melee troops, and does not scale with level.
Practical use
At level ten compare thirty added hero damage plus army-wide base damage with Minotaur’s Axe. Add a reached second-piece Dwarven Work bonus separately.
This item has marked uncertainties. See the rules below.
How it works · parameters, rules and further relationships
Magic
+2
Prime mana cost
−4
Carrier inventory
Main hand
Conflicting or unverified rule: See this card’s rules for details.
Rules, conditions and restrictions
Magic is a general attribute, while the discount is Prime-restricted. It is flat rather than four percent; the item table does not establish minimum costs or stacking. Different Prime spells have their own mastery-cost rows.
Practical use
For repeated Dispel Magic compare the actual mastery-based cost before applying a discount. Access to Teleport or Implosion still needs the relevant learning.
This item has marked uncertainties. See the rules below.
How it works · parameters, rules and further relationships
Spirit
+2
Celestial Armor
Once per combat
Carrier inventory
Main hand
Conflicting or unverified rule: See this card’s rules for details.
Rules, conditions and restrictions
The Polish link names Niebiańska Zbroja while the English table says Celestial Shield. The spell is catalogued here as Celestial Armor. Chinese item wording gives a 660-HP absorption budget; other tables do not specify fixed strength or cost.
Practical use
Apply protection before a threatening hit. An absorption budget does not automatically resurrect casualties; verify item parameters and the Hallowed threshold separately.
How it works · parameters, rules and further relationships
Hero strike · damage
+3 × level
Friendly creature · maximum HP
+2
Carrier inventory
Main hand
Rules, conditions and restrictions
Per-level damage belongs to the hero’s direct strike rather than every army creature. At level L the addition is coefficient × L before further hit rules. The HP bonus belongs to each creature rather than being two percent or two HP for the entire stack.
Practical use
For numerous Core troops compare aggregate added maximum HP with Dwarven Hatchet’s base-damage support. Asha’s Will is one Dragon Blessed piece rather than the full set.
Adds one shooter base damage and removes their shooting range penalty.
When it fits: Useful for long exchanges across the battlefield.
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
Friendly shooter · base damage
+1
Shooting range penalty
Removed
Carrier inventory
Main hand
Rules, conditions and restrictions
A flat point adds to an eligible shooter’s base damage rather than once to the entire stack. It is neither one percent nor a bonus to every melee creature. Full range does not automatically remove adjacent blocking, obstacles or every other shooting restriction.
Practical use
Useful for long exchanges across the battlefield. Against nearby targets without a range penalty compare another crossbow’s Initiative and the reached Elven Craft threshold.
This item has marked uncertainties. See the rules below.
How it works · parameters, rules and further relationships
Friendly shooter base damage
+1
Working starting Nature’s Mark
+1 per enemy stack
Carrier inventory
Main hand
Conflicting or unverified rule: See this card’s rules for details.
Rules, conditions and restrictions
Polish and English describe one additional mark per enemy stack at combat start. Chinese instead says the start of each round. Listed availability is Sylvan; an exact equipment ban is not inferred from that alone.
Practical use
For a Nature’s Mark plan inspect the state after a round transition. Do not promise refreshing marks from one table, and evaluate shooter damage and the reached Elven Craft threshold separately.
This item has marked uncertainties. See the rules below.
How it works · parameters, rules and further relationships
Hero strike · damage
+6 × level
Enemy creatures · Movement
−1
Carrier inventory
Main hand
Conflicting or unverified rule: See this card’s rules for details.
Rules, conditions and restrictions
Per-level damage belongs to the hero’s direct strike rather than every army creature. At level L the addition is coefficient × L before further hit rules. The Movement penalty concerns combat rather than the opposing hero’s daily travel. Chinese additionally lists enemy shooter Initiative minus five, omitted by the other two tables.
Practical use
Check whether the opponent can still reach a shooter after losing a square. Without verification do not rely on the extra Chinese row for guaranteed ordering. One Elven Craft piece.
How it works · parameters, rules and further relationships
Magic
+8
Carrier inventory
Main hand
Rules, conditions and restrictions
General Magic supports applicable formulas across schools. Eight points is neither eight percent on every fixed effect nor eight Spirit or Arcane Knowledge.
Practical use
For a multi-school caster compare weapons offering less Magic but cheaper casts in one school. With sufficient mana, the decisive spell’s strength may matter more than another discount.
How it works · parameters, rules and further relationships
Magic
+4
Harmful spell duration
+2 rounds
Carrier inventory
Main hand
Rules, conditions and restrictions
Extension is neither an automatic recast nor a repeat of instantaneous damage. It concerns ongoing harmful spells; the table does not fully establish special timers or recalculation when an effect is removed.
Practical use
In a long fight assess whether the target survives and whether Dispel Magic removes the effect. For a single immediate damage spell compare Staff of the Lyre’s higher general Magic.
How it works · parameters, rules and further relationships
Hero strike · damage
+9 × level
Might
+2
Carrier inventory
Main hand
Rules, conditions and restrictions
Per-level damage belongs to the hero’s direct strike rather than every army creature. At level L the addition is coefficient × L before further hit rules. Additional Might supports army Attack; the fiery name does not itself give every creature Fire damage or dragon breath.
Practical use
At level ten the own scaling addition is ninety. Compare Ranger’s Bow’s shooter support and the actual Dragon Blessed threshold.
How it works · parameters, rules and further relationships
Might / Spirit / Leadership
+3 / +3 / +5
Carrier inventory
Main hand
Rules, conditions and restrictions
Army offense, mana support and morale are distinct components. This is neither level-scaling damage nor three to every attribute. Part of Battle Garb of the Griffin.
Practical use
For a mixed living-army commander compare balance with Staff of the Lyre’s focused casting. Three Spirit nominally gives thirty capacity and six daily recovery under the statistics reference.
This item has marked uncertainties. See the rules below.
How it works · parameters, rules and further relationships
Hero strike · damage
+9 × level
Shooter base damage
+1
Shooter Initiative · working / Chinese
+10 / +5
Carrier inventory
Main hand
Conflicting or unverified rule: See this card’s rules for details.
Rules, conditions and restrictions
Per-level damage belongs to the hero’s direct strike rather than every army creature. At level L the addition is coefficient × L before further hit rules. Polish and English give shooters ten Initiative while Chinese gives five. The other two effects agree; the differing Initiative values are not added together.
Practical use
At level ten separate ninety added hero damage from shooter support. Before planning a first shot verify actual Initiative: this bow itself does not list range-penalty removal.
This item has marked uncertainties. See the rules below.
How it works · parameters, rules and further relationships
Shooter base damage
+1
Range penalty
Removed
Shooter Initiative · working / Chinese
+10 / +5
Carrier inventory
Main hand
Conflicting or unverified rule: See this card’s rules for details.
Rules, conditions and restrictions
Polish and English give ten Initiative while Chinese gives five. Full range removes range penalty rather than automatically removing adjacent blocking or every other obstruction. Part of Dwarven Work.
Practical use
For a long shooting exchange compare Unicorn Horn Bow and actual ordering. Before a decisive attack verify the disputed five-versus-ten Initiative in the installation.
How it works · parameters, rules and further relationships
Defense
+2
Carrier inventory
Shoulders and cloak
Rules, conditions and restrictions
Hero Defense contributes to led creatures’ defense. Two points does not mean two HP removed from every hit: the actual benefit depends on offense and damage rules.
Practical use
Own Defense matches Cape of Protection. Warlord membership is the distinction: before swapping check whether an important offensive set threshold stays active.
How it works · parameters, rules and further relationships
Defense
+2
Carrier inventory
Shoulders and cloak
Rules, conditions and restrictions
Hero Defense contributes to led creatures’ defense. Two points does not mean two HP removed from every hit: the actual benefit depends on offense and damage rules.
Practical use
Straightforward protection in a direct engagement. Against heavy magic damage compare Cloak of Warding, with the same Defense and separate fifteen-percent magic protection.
How it works · parameters, rules and further relationships
Leadership
+5
Carrier inventory
Shoulders and cloak
Rules, conditions and restrictions
Hero Leadership contributes to led creatures’ Morale. It guarantees no extra action, and troops ignoring ordinary morale may not benefit in the same way.
Practical use
For morale-using troops compare Guardian’s Spaulders’ matching five points. Dwarven Work has a different shared effect, making the reached threshold and remaining equipment relevant.
How it works · parameters, rules and further relationships
Leadership
+5
Carrier inventory
Shoulders and cloak
Rules, conditions and restrictions
Hero Leadership contributes to led creatures’ Morale. It guarantees no extra action, and troops ignoring ordinary morale may not benefit in the same way.
Practical use
For numerous living troops assess Leadership alongside Guardian protection from additional pieces. For units not using ordinary Morale compare direct Defense or protection from the expected school.
How it works · parameters, rules and further relationships
Magic
+2
Carrier inventory
Shoulders and cloak
Rules, conditions and restrictions
Magic enters applicable spell formulas rather than supplying the same percentage increase to every fixed effect. It replaces neither Spirit nor school knowledge.
Practical use
General Magic supports several schools, while Ranger’s Cape and Griffin’s Mantle offer larger school-restricted increases. Choose for the spells actually used and the reached Magister threshold.
This item has marked uncertainties. See the rules below.
How it works · parameters, rules and further relationships
Listed joining-chance increase
+5% · interpretation unverified
Carrier inventory
Shoulders and cloak
Conflicting or unverified rule: See this card’s rules for details.
Rules, conditions and restrictions
This guarantees neither joining nor free recruitment of every neutral group. The short tables do not distinguish probability percentage points from a relative multiplier; without the baseline and encounter rules an exact final chance cannot be calculated.
Practical use
Before approaching neutrals compare any joining offer and price with town recruitment. For an unavoidable hard battle a protective cloak may provide more immediate value.
How it works · parameters, rules and further relationships
Incoming magic damage
−10%
Carrier inventory
Shoulders and cloak
Rules, conditions and restrictions
This reduces damage rather than supplying a ten-percent chance to resist an entire spell. In isolation it retains ninety from a relevant hundred-HP hit before any further calculation or rounding; it does not automatically stop non-damaging control.
Practical use
Choose against mixed schools. With one dominant known damage type compare its thirty-percent dragon cloak; Cloak of Warding offers stronger general protection and Defense.
Where to compare it in practice
Conditional uses and multiple profiles to compare. Links establish neither item owners nor guaranteed starting inventory.
Defense and endurance
For a fight where magic damage threatens the army.
It is neither full immunity nor an automatic answer to every hostile support spell.
This item has marked uncertainties. See the rules below.
How it works · parameters, rules and further relationships
Enemy shooter · base damage
−1
Carrier inventory
Shoulders and cloak
Conflicting or unverified rule: See this card’s rules for details.
Rules, conditions and restrictions
The penalty is a flat adjustment to an eligible creature’s base damage. It is neither one percent nor one HP removed from the whole stack. The table does not establish the resulting base-damage floor.
Practical use
Proportionally significant against numerous weaker shooters. Against an army without ranged troops compare protection and the Assassin threshold a swap would remove.
How it works · parameters, rules and further relationships
Friendly Destiny / enemy Morale
+5 / −5
Carrier inventory
Shoulders and cloak
Rules, conditions and restrictions
Friendly Destiny supports army Luck while the Morale penalty targets the opponent. This is neither friendly morale loss nor an enemy Luck penalty or automatic suppression of every action. One Greater Lich’s Set piece.
Practical use
Assess both recipients. Against opponents ignoring Morale the main remaining gains are friendly Luck and any reached set threshold; against spell pressure compare damage protection.
How it works · parameters, rules and further relationships
Incoming damage · Earth
−30%
Carrier inventory
Shoulders and cloak
Rules, conditions and restrictions
Protection is restricted to the named damage type rather than blocking every harmful status in that school. An isolated thirty-percent reduction retains seventy percent of the applicable damage; stacking order and rounding remain separate questions.
Practical use
Against Stone Spikes or other Earth damage compare casualty reduction with general fifteen-percent protection. Ranger’s Cape offers the same Earth reduction plus school Magic, but belongs to another set.
How it works · parameters, rules and further relationships
Incoming damage · Air
−30%
Carrier inventory
Shoulders and cloak
Rules, conditions and restrictions
Protection is restricted to the named damage type rather than blocking every harmful status in that school. An isolated thirty-percent reduction retains seventy percent of the applicable damage; stacking order and rounding remain separate questions.
Practical use
Useful against expected Lightning Bolt or Chain Lightning. Still inspect ordering and extra statuses: reducing Air damage does not itself negate every perk-based Initiative restriction.
How it works · parameters, rules and further relationships
Incoming damage · Water
−30%
Carrier inventory
Shoulders and cloak
Rules, conditions and restrictions
Protection is restricted to the named damage type rather than blocking every harmful status in that school. An isolated thirty-percent reduction retains seventy percent of the applicable damage; stacking order and rounding remain separate questions.
Practical use
Against Frost Bolt and Water area damage assess how many actual hits the army expects. The cloak does not by itself allow a shooter to act through every Water restriction.
How it works · parameters, rules and further relationships
Incoming damage · Fire
−30%
Carrier inventory
Shoulders and cloak
Rules, conditions and restrictions
Protection is restricted to the named damage type rather than blocking every harmful status in that school. An isolated thirty-percent reduction retains seventy percent of the applicable damage; stacking order and rounding remain separate questions.
Practical use
Choose against expected Fireball or Fire Wall while still spacing troops against area damage. School reduction is not automatic immunity to every fire-themed ability.
How it works · parameters, rules and further relationships
Incoming damage · Light
−30%
Carrier inventory
Shoulders and cloak
Rules, conditions and restrictions
Protection is restricted to the named damage type rather than blocking every harmful status in that school. An isolated thirty-percent reduction retains seventy percent of the applicable damage; stacking order and rounding remain separate questions.
Practical use
Value it against incoming Light damage, rather than merely because the enemy heals its own troops. Its protection is not an increase to your own healing.
How it works · parameters, rules and further relationships
Incoming damage · Dark
−30%
Carrier inventory
Shoulders and cloak
Rules, conditions and restrictions
Protection is restricted to the named damage type rather than blocking every harmful status in that school. An isolated thirty-percent reduction retains seventy percent of the applicable damage; stacking order and rounding remain separate questions.
Practical use
Consider against expected Dark damage, including ongoing pressure. Distinguish damage from control and other statuses: a school name does not establish full immunity.
How it works · parameters, rules and further relationships
Magic · Light
+12
Maximum mana
+80
Carrier inventory
Shoulders and cloak
Rules, conditions and restrictions
Magic is Light-restricted while mana capacity is separate. Eighty maximum mana is neither daily regeneration nor a guaranteed instant refill. Part of Battle Garb of the Griffin.
Practical use
For a protective or healing hero compare the actual Light formula and opportunities to refill the reserve. Across several schools general Magic can provide broader use at a smaller bonus.
This item has marked uncertainties. See the rules below.
How it works · parameters, rules and further relationships
Enemy Morale
−10
Healing effect
×0.5 · disputed recipients
Carrier inventory
Shoulders and cloak
Conflicting or unverified rule: See this card’s rules for details.
Rules, conditions and restrictions
The Polish inventory says all healing effects; the Chinese description explicitly concerns healing received by enemy creatures. These scopes are not merged, and a safely one-sided penalty is not asserted for every version.
Practical use
Potentially important against healing-heavy armies. Before pairing it with your own healer inspect healing changes on both sides; do not assume a full friendly heal from incomplete wording.
How it works · parameters, rules and further relationships
Defense
+2
Incoming magic damage
−15%
Carrier inventory
Shoulders and cloak
Rules, conditions and restrictions
Attribute Defense and magic reduction are separate effects. Fifteen percent reduces applicable damage rather than giving a chance to reflect the entire spell; stacking and rounding are not inferred through simple addition.
Practical use
Broader against mixed schools than a single dragon cloak. Against one dominant damage type compare fifteen percent plus Defense with its targeted thirty percent.
This item has marked uncertainties. See the rules below.
How it works · parameters, rules and further relationships
Listed joining-chance increase
+10% · interpretation unverified
Leadership
+10
Carrier inventory
Shoulders and cloak
Conflicting or unverified rule: See this card’s rules for details.
Rules, conditions and restrictions
This guarantees neither joining nor free recruitment of every neutral group. The short tables do not distinguish probability percentage points from a relative multiplier; without the baseline and encounter rules an exact final chance cannot be calculated.
Practical use
A larger listed diplomatic bonus than Diplomats Coat combines with Leadership for subsequent combat. The set inventory also includes it in Bloodforged although the individual card omits membership.
How it works · parameters, rules and further relationships
Magic · Earth
+12
Incoming Earth damage
−30%
Carrier inventory
Shoulders and cloak
Rules, conditions and restrictions
The casting bonus and army protection share a school but serve different purposes. Magic does not automatically strengthen every fixed effect, and damage reduction does not itself remove non-damaging control. One Ranger piece.
Practical use
Combines friendly Regeneration or Earth offense with protection from that school. Against another school only the casting benefit and reached Ranger threshold remain relevant.
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 · maximum map Movement
+1
Carrier inventory
Feet
Rules, conditions and restrictions
Maximum Movement is the hero’s daily adventure-map travel budget. Terrain and interaction costs determine the actual destination; a higher maximum alone does not establish an immediate refill after changing equipment.
Practical use
Useful on a scout or courier. Check the last segment’s cost to a mine or town: one budget point may not pay for another interaction.
How it works · parameters, rules and further relationships
Destiny
+5
Carrier inventory
Feet
Rules, conditions and restrictions
Hero Destiny contributes to led creatures’ Luck. Five points means neither fivefold damage nor a guaranteed lucky strike; set effects depend on the equipped-piece threshold.
Practical use
For an offensive army compare Luck with Initiative footwear. For a courier without relevant battles actual travel reach usually matters more.
How it works · parameters, rules and further relationships
Maximum hero Movement / Magic
+1 / +1
Carrier inventory
Feet
Rules, conditions and restrictions
Maximum Movement is the hero’s daily adventure-map travel budget. Terrain and interaction costs determine the actual destination; a higher maximum alone does not establish an immediate refill after changing equipment. Magic is a separate spell attribute rather than a universal damage percentage.
Practical use
Combines travel and casting for a Magister build. Compare the applicable spell formula and reached set threshold with dedicated travel footwear.
How it works · parameters, rules and further relationships
Maximum hero Movement / Defense
+1 / +1
Carrier inventory
Feet
Rules, conditions and restrictions
Maximum Movement is the hero’s daily adventure-map travel budget. Terrain and interaction costs determine the actual destination; a higher maximum alone does not establish an immediate refill after changing equipment. Defense supports led creatures’ defense rather than the hero’s own battlefield HP under Heroes IV rules.
Practical use
Balances travel with a small army-defense gain. With another Guardian piece value the actual threshold separately: footwear alone does not grant every set effect.
This item has marked uncertainties. See the rules below.
How it works · parameters, rules and further relationships
Hero · maximum Movement
+1
Friendly melee creatures · working Initiative
+5
Carrier inventory
Feet
Conflicting or unverified rule: See this card’s rules for details.
Rules, conditions and restrictions
Travel applies to the hero. Polish and English restrict five Initiative to melee creatures, while Chinese names all friendly troops. The broader Chinese scope is not treated as jointly verified. One Greater Lich’s Set component.
Practical use
Check a key melee stack’s order against its opponent. For an army relying mainly on shooting compare Elven Boots or Ranger’s Boots.
How it works · parameters, rules and further relationships
Hero · maximum Movement
+1
Friendly shooters · Initiative
+10
Carrier inventory
Feet
Rules, conditions and restrictions
Ten Initiative affects eligible shooters’ ordering rather than directly increasing movement or projectile damage. Other creatures do not receive this item’s Initiative bonus. One Elven Craft piece.
Practical use
Choose when the first shot is decisive. Ranger’s Boots provide one more travel point but five less shooter Initiative; compare the actual opposing order.
How it works · parameters, rules and further relationships
Hero · maximum Movement
+2
Friendly shooters · Initiative
+5
Carrier inventory
Feet
Rules, conditions and restrictions
Separates the hero’s map budget from shooter combat ordering. Five Initiative does not guarantee acting before every enemy. One Ranger’s Set piece, with any threshold Movement evaluated separately.
Practical use
A travel-and-shooting compromise for longer routes. For critical ordering compare Elven Boots’ ten Initiative; for exploration alone compare Boots of the Explorer’s four travel points.
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 · maximum map Movement
+4
Carrier inventory
Feet
Rules, conditions and restrictions
Maximum Movement is the hero’s daily adventure-map travel budget. Terrain and interaction costs determine the actual destination; a higher maximum alone does not establish an immediate refill after changing equipment.
Practical use
Largest standalone travel increase among these fourteen footwear entries. Plan using terrain and interaction costs along the visible route; extra budget does not teleport past a guard.
Where to compare it in practice
Conditional uses and multiple profiles to compare. Links establish neither item owners nor guaranteed starting inventory.
Travel and scouting
For reaching another actual map objective with more maximum Movement.
They do not thereby raise every creature’s battle Movement; a higher maximum does not establish a refill on swapping.
This item has marked uncertainties. See the rules below.
How it works · parameters, rules and further relationships
Creature using Hiding · Movement
+1
Listed availability
Dungeon
Carrier inventory
Feet
Conflicting or unverified rule: See this card’s rules for details.
Rules, conditions and restrictions
The recipient is an eligible creature rather than the traveling hero. Chinese specifies an active Malassa’s Shroud effect and explicitly limits use to Dungeon heroes. Polish and English use broader Hiding and Dungeon availability wording; the precise trigger is not fully reconciled.
Practical use
Before planning an approach check the displayed range of the particular hidden stack. Without the required state do not automatically add one to every Dungeon unit.
How it works · parameters, rules and further relationships
Might / Defense / Magic / Spirit
+1 / +1 / +1 / +1
Carrier inventory
Feet
Rules, conditions and restrictions
Four distinct attributes support army offense, defense, applicable spell formulas and mana. This is neither four points to every attribute nor an Arcane Knowledge increase.
Practical use
Fits a mixed hero role. On a timed route also value the travel bonus available on alternative footwear: the Blessed name itself grants no movement.
How it works · parameters, rules and further relationships
Friendly shooters · base damage
+1
All friendly creatures · Initiative
+10
Carrier inventory
Feet
Rules, conditions and restrictions
The two effects have different recipients. Damage is a flat addition to a shooter’s base value rather than one percent or a bonus to every melee creature. Initiative is not restricted to shooters.
Practical use
Combines shooting offense with earlier frontline protection. Compare a numerous stack’s base-damage gain and its protector’s order; value an Assassin threshold only with enough actual pieces.
This item has marked uncertainties. See the rules below.
How it works · parameters, rules and further relationships
Water spell mana cost
−4
Friendly creatures · Initiative
+10
Carrier inventory
Feet
Conflicting or unverified rule: See this card’s rules for details.
Rules, conditions and restrictions
The discount is flat and school-restricted rather than four percent or a discount on every school. Minimum costs and stacking with further discounts are not established by the item table. The item does not itself teach Water spells.
Practical use
Three eligible casts receiving the full discount nominally save twelve mana. Compare this with mana attributes and value Initiative even in a battle without planned Water casting.
How it works · parameters, rules and further relationships
Hero · maximum Movement
+2
Daily income
500 gold
Carrier inventory
Feet
Rules, conditions and restrictions
Travel maximum and recurring income are separate. Daily production is not a fresh lump sum every time the boots are equipped; count income at actual production events. One Elven Craft piece.
Practical use
Five actual payouts yield 2,500 gold before other modifiers. Compare funds for the next recruitment with Explorer’s higher travel budget and other footwear’s combat bonuses.
How it works · parameters, rules and further relationships
Hero · maximum Movement
+3
Friendly creatures · combat Movement
+1
Carrier inventory
Feet
Rules, conditions and restrictions
Three supports adventure travel and one supports creatures’ battlefield reach. The two values do not become four for every recipient; Movement does not override obstacles or targeting restrictions. Part of Battle Garb of the Griffin.
Practical use
Recheck both a key melee stack’s reach and the daily route. When collecting the set assess actual two-, three- or four-piece thresholds rather than an assumed six-piece requirement.
How it works · parameters, rules and further relationships
Friendly creature maximum HP
+1
Carrier inventory
Neck
Rules, conditions and restrictions
The flat value belongs to each creature rather than the whole stack. A hundred uninjured creatures gain a hundred times this amount in aggregate maximum HP; changing equipment does not establish an automatic healing effect.
Practical use
One HP can change casualties among numerous early Core troops. This is an Elven Craft piece; value the second-piece threshold separately from its own health.
How it works · parameters, rules and further relationships
Hero · Magic
+2
Carrier inventory
Neck
Rules, conditions and restrictions
Magic enters the applicable spell formulas. It is neither the same percentage on every damage value, mana-supporting Spirit nor the Arcane Knowledge required to learn a spell.
Practical use
A basic general choice across schools. Compare with a school-restricted twelve-Magic pendant and the stronger Dragon Fangs Necklace or Dragon Heart.
This item has marked uncertainties. See the rules below.
How it works · parameters, rules and further relationships
Defense
+1
Fog Shroud
Once per combat
Carrier inventory
Neck
Conflicting or unverified rule: See this card’s rules for details.
Rules, conditions and restrictions
The one-use spell is separate from Defense. Fog Shroud prevents ranged targeting but also restricts the target’s own shooting and activated abilities. The amulet supplies neither unlimited casts nor automatically every school perk.
Practical use
Time protection for dangerous shooting and choose a target that does not need its restricted action. This is a Guardian piece, so a second set component may affect the choice despite its small Defense.
How it works · parameters, rules and further relationships
Hero · Defense
+5
Carrier inventory
Neck
Rules, conditions and restrictions
Defense adds defense to led creatures. Five Defense does not subtract five HP from every attack; the outcome depends on the attacker and combat formula.
Practical use
Five Defense can help in a hard direct engagement despite the nautical name. The listed effect itself supplies neither faster sailing nor removal of shooting penalties.
How it works · parameters, rules and further relationships
Hero · Spirit
+5
Carrier inventory
Neck
Rules, conditions and restrictions
Spirit supports mana: the statistics reference gives ten maximum mana and two daily regeneration per point. It adds neither the same Magic nor school mastery.
Practical use
The statistics reference makes five Spirit nominally worth fifty maximum mana and ten daily regeneration. Across a many-battle route compare endurance with strengthening the decisive spell.
This item has marked uncertainties. See the rules below.
How it works · parameters, rules and further relationships
Hero · Magic
+4
Carrier inventory
Neck
Conflicting or unverified rule: See this card’s rules for details.
Rules, conditions and restrictions
Magic enters the applicable spell formulas. It is neither the same percentage on every damage value, mana-supporting Spirit nor the Arcane Knowledge required to learn a spell.
Practical use
Supports multiple schools while school necklaces offer a larger restricted boost. It belongs to Dragon Blessed; one necklace alone does not activate the two-piece threshold.
How it works · parameters, rules and further relationships
Might
+4
Carrier inventory
Neck
Rules, conditions and restrictions
Heroes VII Might increases led creatures’ Attack and the hero’s attack damage. Do not substitute Heroes VI’s physical Might Power; four Might grants neither another action nor four movement tiles.
Practical use
For a direct-offense army compare the actual Attack gain with alternatives’ Initiative and health. In a Warlord build assess the threshold actually reached rather than every set bonus at once.
How it works · parameters, rules and further relationships
Magic for the corresponding school
Dark: +12
Carrier inventory
Neck
Rules, conditions and restrictions
The bonus is restricted to the named school. It supplies an attribute for applicable formulas rather than twelve percent extra damage. It teaches neither the school nor a spell; a fixed effect with no scaling may gain nothing from Magic.
Practical use
Before sustained control or damage check which duration or damage formula uses Magic. Higher Magic alone does not bypass target immunity.
How it works · parameters, rules and further relationships
Magic for the corresponding school
Light: +12
Carrier inventory
Neck
Rules, conditions and restrictions
The bonus is restricted to the named school. It supplies an attribute for applicable formulas rather than twelve percent extra damage. It teaches neither the school nor a spell; a fixed effect with no scaling may gain nothing from Magic.
Practical use
For healing and protection compare the actual HP or shield of the chosen spell. A fixed duration or effect is not guaranteed to change merely because it belongs to Light.
How it works · parameters, rules and further relationships
Magic for the corresponding school
Water: +12
Carrier inventory
Neck
Rules, conditions and restrictions
The bonus is restricted to the named school. It supplies an attribute for applicable formulas rather than twelve percent extra damage. It teaches neither the school nor a spell; a fixed effect with no scaling may gain nothing from Magic.
Practical use
For Frost Bolt or area damage inspect the actual formula and target defenses. For a plan based only on a fixed shooting restriction consider mana endurance instead.
How it works · parameters, rules and further relationships
Magic for the corresponding school
Earth: +12
Carrier inventory
Neck
Rules, conditions and restrictions
The bonus is restricted to the named school. It supplies an attribute for applicable formulas rather than twelve percent extra damage. It teaches neither the school nor a spell; a fixed effect with no scaling may gain nothing from Magic.
Practical use
Evaluate the change in specific healing or damage before paying to cast. For troops mainly holding a choke point direct Defense or maximum HP may be preferable.
How it works · parameters, rules and further relationships
Magic for the corresponding school
Fire: +12
Carrier inventory
Neck
Rules, conditions and restrictions
The bonus is restricted to the named school. It supplies an attribute for applicable formulas rather than twelve percent extra damage. It teaches neither the school nor a spell; a fixed effect with no scaling may gain nothing from Magic.
Practical use
Before area damage account for friendly targets and fire protection. Twelve Magic does not solve positioning or target eligibility.
How it works · parameters, rules and further relationships
Magic for the corresponding school
Air: +12
Carrier inventory
Neck
Rules, conditions and restrictions
The bonus is restricted to the named school. It supplies an attribute for applicable formulas rather than twelve percent extra damage. It teaches neither the school nor a spell; a fixed effect with no scaling may gain nothing from Magic.
Practical use
Compare Lightning Bolt’s actual damage change; for relocation the reachable position also matters. More Magic does not supply an extra hero casting opportunity.
This item has marked uncertainties. See the rules below.
How it works · parameters, rules and further relationships
Faction
Necropolis
Referenced Necromancy bonus
Additional 5% HP · incomplete interpretation
Carrier inventory
Neck
Conflicting or unverified rule: See this card’s rules for details.
Rules, conditions and restrictions
The restriction is factional rather than a universal healing or Resurrection bonus. The short references do not resolve five percentage points of conversion versus a multiplier on its result; these different calculations are not conflated.
Practical use
Assess it across eligible battles and actual Necromancy returns. Before forecasting exact new creatures check the installed tooltip, eligible casualties and rounding.
How it works · parameters, rules and further relationships
Friendly creature maximum HP
+2
Carrier inventory
Neck
Rules, conditions and restrictions
The flat value belongs to each creature rather than the whole stack. A hundred uninjured creatures gain a hundred times this amount in aggregate maximum HP; changing equipment does not establish an automatic healing effect.
Practical use
For a ten-base-HP creature two points nominally equal twenty percent of original maximum; for a hundred-HP creature only two percent. Compare protection of numerous Core troops with a defensive amulet.
How it works · parameters, rules and further relationships
Enemy Morale
−10
Carrier inventory
Neck
Rules, conditions and restrictions
Ten is a combat morale penalty rather than verified accumulation of another ten each round. The Heroes VI namesake has different wording that is not imported here. Morale and Luck remain distinct.
Practical use
Use against creatures affected by ordinary morale. Against troops ignoring Morale compare Initiative or direct offensive gear and separately assess the reached Lich threshold.
This item has marked uncertainties. See the rules below.
How it works · parameters, rules and further relationships
Faction
Stronghold
Conditional Defense
+5 · disputed trigger
Carrier inventory
Neck
Conflicting or unverified rule: See this card’s rules for details.
Rules, conditions and restrictions
The Polish table names allies with Blood Rage. The Chinese description explicitly names allies who lost that state. These are opposite triggers, so neither permanent defense nor one conclusively established condition is asserted.
Practical use
Before building around it inspect a stack’s Defense when entering and leaving Blood Rage. Until the installation’s behavior is checked do not assume five extra Defense for surviving a decisive hit.
How it works · parameters, rules and further relationships
Hero · Magic
+8
Carrier inventory
Neck
Rules, conditions and restrictions
Magic enters the applicable spell formulas. It is neither the same percentage on every damage value, mana-supporting Spirit nor the Arcane Knowledge required to learn a spell.
Practical use
Highest general Magic of this necklace trio. For a caster using several schools compare eight universal points with twelve restricted to a single school.
This item has marked uncertainties. See the rules below.
How it works · parameters, rules and further relationships
Enemy creature maximum HP
−4
Carrier inventory
Neck
Conflicting or unverified rule: See this card’s rules for details.
Rules, conditions and restrictions
This changes maximum health rather than dealing four poison damage over time or adding four friendly damage. The short references do not establish minimum resulting HP or recalculation of an injured stack.
Practical use
Proportionally strongest against numerous low-base-HP troops. Derive survivors and any minimum from actual in-game values rather than assuming instant kills of low-health creatures.
This item has marked uncertainties. See the rules below.
How it works · parameters, rules and further relationships
Friendly creature maximum HP
+4
Carrier inventory
Neck
Conflicting or unverified rule: See this card’s rules for details.
Rules, conditions and restrictions
The flat value belongs to each creature rather than the whole stack. A hundred uninjured creatures gain a hundred times this amount in aggregate maximum HP; changing equipment does not establish an automatic healing effect.
Practical use
The base references give four HP. Content Restoration Mod changes this to six, so compare builds within the same installation and rules. This item belongs to Bloodforged.
How it works · parameters, rules and further relationships
Magic / Destiny
+4 / +10
Carrier inventory
Neck
Rules, conditions and restrictions
Magic supports applicable spell formulas while Destiny contributes to led creatures’ Luck. Ten Destiny does not by itself establish automatic luck on every hero spell.
Practical use
Useful for an army combining strong attacks with an active caster. For a purely magical plan compare Dragon Heart’s eight Magic or twelve restricted to a single school.
This item has marked uncertainties. See the rules below.
How it works · parameters, rules and further relationships
Gained / opposing spent mana
1 : 2
Carrier inventory
Neck
Conflicting or unverified rule: See this card’s rules for details.
Rules, conditions and restrictions
The trigger is actual opposing mana expenditure rather than nominal cast count or your own cost. Odd remainders, capacity overflow and combination with similar effects are not specified. One Bloodforged piece.
Practical use
Eligible expenditure of twenty mana corresponds to ten under the listed ratio. An opponent without relevant casting provides no return; compare regular regeneration and the set threshold actually reached.
How it works · parameters, rules and further relationships
Maximum mana
+40
Carrier inventory
Torso
Rules, conditions and restrictions
This directly increases capacity rather than adding forty Spirit or recurring mana income. A maximum increase alone does not establish an instant refill when changing equipment.
Practical use
Useful before a multi-battle route when mana can be replenished. For the next encounter inspect actual reserves and compare Ranger’s Armour’s mana attribute.
How it works · parameters, rules and further relationships
Spirit
+2
Carrier inventory
Torso
Rules, conditions and restrictions
The statistics reference gives each Spirit ten maximum mana and two daily regeneration. Two therefore nominally adds twenty capacity and four regeneration rather than two Magic or higher-tier spell learning.
Practical use
For a longer expedition compare mana recovery with Chasuble’s larger pure capacity. Value any reached Ranger threshold separately.
This item has marked uncertainties. See the rules below.
How it works · parameters, rules and further relationships
Working Defense / flyer Movement
+2 / +1
Conflicting Chinese inventory
Defense +5; Leadership +2
Carrier inventory
Torso
Conflicting or unverified rule: See this card’s rules for details.
Rules, conditions and restrictions
Jaskinia and Gamepressure agree on Defense and flyer Movement. The Chinese inventory under the corresponding name gives five Defense and two Leadership. These are not verified simultaneous effects. The set inventory includes it in Hallowed.
Practical use
Before planning a flyer’s reach check the installed tooltip. Even the working one Movement means neither hero travel nor a guaranteed valid landing.
This item has marked uncertainties. See the rules below.
How it works · parameters, rules and further relationships
Working Defense / Leadership
+2 / +5
Conflicting Chinese effect
Defense +2; Prime damage −30%
Carrier inventory
Torso
Conflicting or unverified rule: See this card’s rules for details.
Rules, conditions and restrictions
The Chinese inventory replaces Leadership with thirty-percent Prime protection. The Polish individual card links Hallowed while its set inventory and the English guide list Shantiri Treasure. Membership follows the set inventory, with the discrepancy retained.
Practical use
Do not combine the morale bonus and Prime protection into one supposedly verified armor. Check the tooltip and active set before swapping, especially when the Shantiri experience threshold matters.
This item has marked uncertainties. See the rules below.
How it works · parameters, rules and further relationships
Beneficial spell duration
+1 round
Inner Fire
Once per combat
Carrier inventory
Torso
Conflicting or unverified rule: See this card’s rules for details.
Rules, conditions and restrictions
Extension concerns beneficial ongoing spells on friendly creatures rather than instantaneous hits or all hostile statuses. It does not itself repeat a spent activation; the short tables do not establish every special timer interaction. The Chinese item-cast description gives Inner Fire sixty Attack and ten Morale; other working tables do not specify that fixed strength.
Practical use
Time the single buff before the target’s important action. Do not automatically add every Fire perk or unlimited casts; verify the item activation’s price and strength in the installation.
This item has marked uncertainties. See the rules below.
How it works · parameters, rules and further relationships
Working Defense / incoming Prime damage
+2 / −30%
Conflicting Chinese row
Defense +2; flyer Movement +1
Carrier inventory
Torso
Conflicting or unverified rule: See this card’s rules for details.
Rules, conditions and restrictions
Polish and English descriptions give Prime protection; Chinese instead gives flyer Movement plus one. These alternatives are not combined. Individual references include it in Shantiri Treasure while the working set inventory omits it.
Practical use
Before fighting Implosion verify the actual description and active set. Damage reduction alone does not establish immunity to pulling or other non-damaging effects.
How it works · parameters, rules and further relationships
Might / Defense
+2 / +2
Carrier inventory
Torso
Rules, conditions and restrictions
Both attributes contribute to the led army’s corresponding Attack and Defense. They grant neither extra actions nor flat two-HP damage increases and reductions on every hit.
Practical use
Balanced for direct combat. Its own attributes are below Dragon Scale Armour, but a reached Warlord threshold can change the overall comparison.
How it works · parameters, rules and further relationships
Magic / Spirit
+2 / +2
Carrier inventory
Torso
Rules, conditions and restrictions
Magic supports applicable spell formulas while Spirit supports mana capacity and recovery. Two Spirit nominally means twenty maximum mana and four daily regeneration under the statistics reference.
Practical use
Across several battles compare balanced casting with the mana-focused Sar-Issus robe. An actual Magister threshold may add another component, but the robe alone does not activate the full set.
How it works · parameters, rules and further relationships
Beneficial spell duration
+1 round
Daily rare resource
1 random unit total
Carrier inventory
Torso
Rules, conditions and restrictions
Extension concerns beneficial ongoing spells on friendly creatures rather than instantaneous hits or all hostile statuses. It does not itself repeat a spent activation; the short tables do not establish every special timer interaction. Production is one of Dragonblood Crystal, Dragonsteel, Shadowsteel or Starsilver rather than one of each. The Chinese description explicitly confirms random selection.
Practical use
Five actual production events yield five total units rather than five guaranteed units of the resource you need. Do not base a critical next-day building on one particular random result.
Names in other references: Szata Alchemika · Alchemists Robe
How it works · parameters, rules and further relationships
Defense / Destiny
+2 / +5
Beneficial spell duration
+2 rounds
Carrier inventory
Torso
Rules, conditions and restrictions
Extension concerns beneficial ongoing spells on friendly creatures rather than instantaneous hits or all hostile statuses. It does not itself repeat a spent activation; the short tables do not establish every special timer interaction. Defense and Destiny separately support army defense and Luck. This is the torso piece of Battle Garb of the Griffin despite its necklace-like name.
Practical use
Value two extra rounds only where support can still affect another action. In a short fight another armor’s direct attributes may matter more; for Griffin collecting track thresholds two, three and four.
How it works · parameters, rules and further relationships
Might / Defense / Magic / Spirit
+2 / +2 / +2 / +2
Carrier inventory
Torso
Rules, conditions and restrictions
The four attributes have different recipients and formulas. Spirit is not Arcane Knowledge, and Magic is not a flat spell-cost discount. The armor grants no own travel bonus.
Practical use
Broad equipment for a mixed hero. For a direct-combat army compare Dragon Scale’s four Might and Defense; for a prolonged casting route compare mana-focused Sar-Issus.
How it works · parameters, rules and further relationships
Might / Defense
+4 / +4
Carrier inventory
Torso
Rules, conditions and restrictions
Both attributes support the army’s corresponding values rather than granting immunity to every dragon element. The Dragon Blessed shared bonus requires another valid equipped component.
Practical use
For creature-led combat compare Armour of the Forgotten Hero. The trade is two further Might and Defense against two Magic and Spirit.
How it works · parameters, rules and further relationships
Incoming magic damage
−5%
Friendly creature · maximum HP
+3
Carrier inventory
Torso
Rules, conditions and restrictions
Flat HP belongs to each individual creature; reduction applies to relevant magic damage. This is not a five-percent chance to resist an entire spell. A maximum change alone does not guarantee instant healing.
Practical use
For numerous small creatures compare aggregate maximum HP with Pirate Armour’s direct Defense. Under heavy magic pressure stronger protection in another slot may matter more.
This item has marked uncertainties. See the rules below.
How it works · parameters, rules and further relationships
Spirit
+4
Spell mana cost
−2
Carrier inventory
Torso
Conflicting or unverified rule: See this card’s rules for details.
Rules, conditions and restrictions
Spirit nominally adds forty capacity and eight daily regeneration under the statistics reference. The discount is a separate flat two per eligible cast; the table does not establish minimum costs or stacking.
Practical use
Five casts receiving the full discount nominally save ten mana. For frequent inexpensive casting compare savings with Magister’s Robe’s Magic and any school-specific footwear.
How it works · parameters, rules and further relationships
Defense
+4
Friendly creature · maximum HP
+2
Carrier inventory
Torso
Rules, conditions and restrictions
Defense supports the army’s defense attribute while HP is a separate flat per-creature amount. This is neither two percent health nor the same relative benefit for Core and Champion units.
Practical use
For ten uninjured creatures the health component alone adds twenty aggregate maximum HP. Against magic compare Prophet or Guardian protection and the troops’ actual base health.
This item has marked uncertainties. See the rules below.
How it works · parameters, rules and further relationships
Defense / incoming Light damage
+4 / −30%
HP per creature · two sources
+3 · omitted by third source
Carrier inventory
Torso
Conflicting or unverified rule: See this card’s rules for details.
Rules, conditions and restrictions
Polish and English inventories list all three effects. Chinese confirms Defense and Light protection but omits HP, making tooltip verification of the health addition relevant. One Guardian piece.
Practical use
Against Light offense compare targeted protection and numerous stacks’ health. Damage protection is neither reduced friendly healing nor automatic immunity to every Light status.
A list can contain alternatives for the same position rather than a simultaneously wearable loadout. Thresholds are listed separately; linked item cards explain each piece’s own effect. Three disputed supplemental memberships are explicitly marked.
The two-piece effect is creature combat reach rather than four hero travel points. Check the actual contact it opens; six pieces also needs the main-hand bow.
Distinguish mana capacity from actually replenished reserves. The six pieces occupy head, neck, shoulders, torso, feet and off hand; read their own effects separately.
Defense +4 and maximum HP per friendly creature +2.
Value flat HP using creature count and base health. Amulet of Disguise has membership only on its individual card; six-piece inventories omit it, so do not assume it can substitute without verification.
This is a pool of alternatives rather than a six-piece simultaneous loadout: three candidates use the same off hand. Only a two-piece threshold is documented. Regal Armour has a disputed effect, and one individual card incorrectly links Shantiri Armour here.
The two-piece penalty does not affect every enemy melee creature. Account for Libram of Last Rites weakening friendly healing; the ring’s Teleport has separate conditions.
The first threshold supports shooters while Khan’s own bonus supports all friendly creatures. Keep recipient groups distinct. The last threshold also supports frontline ordering.
The four-piece base-damage penalty has broader recipients than Cloak of Darkness’s shooter-only effect. Resulting HP and damage floors are unspecified, so automatic kills or zero-damage hits are not inferred.
The six school cloaks are shoulder alternatives rather than six simultaneous protections. Shalassa’s repeated Elrath thumbnail is corrected by name and the English inventory. Dragon Fangs Necklace has supplemental uncertain membership from its individual card.
Eight candidates include daily resources, weapons and Warfare support. The Notebook uses the off hand according to its individual card rather than the main hand stated in an erroneous English set row.
Eleven candidates have only a documented two-piece threshold. Choose compatible positions: two main-hand weapons are not a simultaneously equipped pair. Wayfarer combines travel and income; Avenger has disputed mark recurrence.
Ten candidates are equipment alternatives: three circlets cannot be counted as three simultaneously worn pieces. Daily mana is neither recovery each combat round nor four Magic.
The bonus does not recalculate stored XP retroactively. Alternative armors or helmets do not themselves fill two compatible positions. Windsword Plate has individual-card membership omitted by set inventories.
Referenced healing ability: up to 1,320 HP including target resurrection; neighboring friendly stacks receive 120-HP healing and resurrection over three turns. Strength and activation parameters are not fully verified.
The four actual pieces use four different positions. The English final threshold is four; Polish “six” contradicts the whole set. The healing figures are not presented as a universal formula for every version or an automatic action-free activation.
Unverified parameters: Polish gives an erroneous final threshold of six; English gives four. Healing budget, cost, frequency and attribute scaling require installation verification.
The eight categories distinguish head, neck, shoulders with cloak, torso, hands, feet, main hand and off hand. Hands include gloves, bracelets and rings according to the reference inventory. This does not establish an unverified number of simultaneously equipped rings.
Hero Might increases led creatures’ Attack and direct hero damage; Defense adds to army defense. Magic supports applicable spell formulas. The statistics reference gives each Spirit ten maximum mana and two daily regeneration. Arcane Knowledge is a separate learning requirement.
Leadership supports army Morale and Destiny its Luck. Flat base damage or maximum HP per individual creature uses a different scale from a hero attribute. Morale, Luck, Initiative and Movement are four distinct quantities.
Hero maximum Movement concerns daily map travel while creature Movement concerns combat reach. Initiative affects ordering without importing Heroes V’s percentage ATB system. Every card names its recipients: shooters, melee units, flyers and all creatures are distinct groups.
Per-level weapon damage belongs to the hero strike. For example, six times level means a sixty-point addition at level ten before further rules, rather than sixty for every creature. An item can separately have another army effect.
One spell per combat is not permanent learning. Exact mana cost, fixed strength, school-perk interaction and target eligibility of item activation are not automatically inferred from ordinary spell rows; unresolved parameters are identified on the card.
Count daily income through actual production events. Horn of Plenty and Alchemist’s Robe give one random rare resource in total rather than all four. A higher mana or Movement maximum alone does not establish an immediate refill on swapping equipment.
Set lists can be pools of alternative pieces. A threshold needs a valid equipped combination rather than everything in a backpack or several weapons for one hand. Thresholds are listed separately; without verification no full total or universal modifier order is asserted.
Specific inventory errors are reconciled across thirteen sets: Shalassa retains its own name and icon instead of a repeated Elrath thumbnail, and Griffin’s final threshold needs four pieces. Supplemental memberships for Amulet of Disguise, Dragon Fangs Necklace and Windsword Plate remain explicitly uncertain.
Our original explanations and translations use the editorial CC BY-SA 4.0 license identified in Credits. All 157 icons remain original game artwork with separate rights and specific source links; their pixels are unchanged.