[Unknown Mod][Artifacts] New Artifacts [Work In Progress] #7820
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Here's a list of the new artifacts that will be available (hopefully) in the Unknown Mod.
At present, there are no graphics, description texts or discovery texts for any of the artifacts described.
It's still a work in progress.
All these artifacts may eventually be revised, modified or removed, and new artifacts may be added.
It will eventually be possible to activate/deactivate each artifact individually.
All new spells given by artifacts does not appear in Mage Guilds nor Shrines (too powerfull or too specific).
"Legendary Artifacts" and "Assembled Artifacts" are never randomly placed on the adventure map, the scenario creator must specifically place them on the adventure map when creating the scenario, or give them as reward in event, or put them in hero's inventory.
New Cursed Artifacts. (click to expand)
Amulet of Desperation: -2 Luck.
Landlubber's Hat: -7 Movement on ocean (-700 points).
Obstruction Chains: -1 Movement on land (-100 points).
Too Small Boots: -2 Movement on land (-200 points).
Acknowledgment of Debt: -500 gold per day.
Shield of Weakness: -2 Defense.
Hammer of Disgrace: -2 Attack.
Shield of Bribery: -1 Defense, reduces by half the xp gained after a victorious combat.
Sword of Vulnerability: -1 Attack, halves the strength of the hero's army when encountering wandering creatures.
Harp of Morosity: -1 Morale, -1 Luck.
Pendant of Cowardice: -2 Morale, -2 Luck.
The negative effect of each cursed artifact can be inverted at a cost, at the Alchemist's Tower, and with a specific artifact.
Amulet of Desperation: -2 Luck, becomes:
Amulet of Happiness: +2 Luck.
Landlubber's Hat: -7 Movement on ocean (-700 points), becomes:
Sailor's Hat: +7 Movement on ocean (700 points).
Obstruction Chains: -1 Movement on land (-100 points), becomes:
Boots of Freedom: +1 Movement on land (100 points).
Too Small Boots: -2 Movement on land (-200 points), becomes:
Tireless Walker's Boots: +2 Movement on land (200 points).
Acknowledgment of Debt: -500 gold per day, becomes;
Loan Annuity: +500 gold per day.
Shield of Weakness: -2 Defense, becomes:
Shield of Longevity: +2 Defense.
Hammer of Disgrace: -2 Attack, becomes:
Hammer of Glory: +2 Attack.
Shield of Bribery: -1 Defense, reduces by half the xp gained after a victorious combat, becomes:
Shield of Expertise: +1 Defense, doubles the xp gained after a victorious combat.
Sword of Vulnerability: -1 Attack, halves the strength of the hero's army when encountering wandering creatures, becomes:
Sword of Potency: +1 Attack, doubles the strength of the hero's army when encountering wandering creatures.
Harp of Morosity: -1 Morale, -1 Luck, becomes:
Flute of Gladness: +1 Morale, +1 Luck.
Pendant of Cowardice: -2 Morale, -2 Luck, becomes:
Necklace of Audacity: +2 Morale, +2 Luck.
PoL Cursed Artifacts.
Arm of the Martyr: +3 Spell Power, gives undead morale penalty, becomes:
True Arm of the Martyr: +3 Spell Power, +1 Morale.
Broach of Shielding: -2 Spell Power, +1 Knowledge (tweak), 50% protection from Armageddon and Elemental Storm, becomes:
True Broach of Shielding: +2 Spell Power, +1 Knowledge, all allied troops are immune to Armageddon and Elemental Storm.
Heart of Fire: +2 Knowledge (tweak), -50% damage from Fire spells, double damage from Cold spells.
True Heart of Fire: +2 Knowledge, -50% damage from Fire spells, all allied troops are immune to Cold spells.
Heart of Ice: +2 Knowledge (tweak), -50% damage from Cold spells, double damage from Fire spells.
True Heart of Ice:, +2 Knowledge, -50% damage from Cold spells, all allied troops are immune to Fire spells.
Not a cursed artifact, but can be modified at a cost, at the Alchemist's Tower, and with a specific artifact.
Sphere of Negation: +2 Knowledge (tweak), no spells can be cast in combat, by either side, becomes:
True Sphere of Negation: +2 Knowledge, no spells can be cast in combat by opposing hero.
New Artifacts used for "Assembled Artifacts". (click to expand)
Sword of Dizziness: +3 Attack, +1 Spell Power.
Sword of Fascination: +3 Attack, +2 Spell Power.
Gauntlets of Fragility: +1 Attack, +1 Knowledge.
Gauntlets of Meditation: +1 Attack, +2 Knowledge.
Sword of Enlightenment: +2 Attack, +2 Knowledge.
Sword of Deviousness: +2 Attack, +3 Knowledge.
Sword of Brittleness: +3 Attack, +1 Knowledge.
Bone Helmet: +2 Defense, +1 Spell Power.
Shield of Certainty: +3 Defense, +1 Spell Power.
Shield of Revenge: +3 Defense, +2 Spell Power.
Gauntlets of Recovery: +1 Defense, +2 Knowledge.
Breastplate of Sageness: +3 Defense, +1 Knowledge.
Shield of Recklessness: +4 Defense, +2 Knowledge.
Shield of Regulation: +5 Defense, +1 Knowledge.
Gauntlets of Clairvoyance: +1 Spell Power, +2 Knowledge.
Magic Broach: +2 Spell Power, +1 Knowledge.
Magic Necklace: +2 Spell Power, +3 Knowledge.
Magic Cape: +2 Spell Power, +4 Knowledge.
Helmet of Sensitivity: +3 Spell Power, +2 Knowledge.
Sorceress' Book: +1 Spell Power, +4 Knowledge.
Necromancer's Book: +2 Spell Power, +3 Knowledge.
Wizard's Book: +3 Spell Power, +2 Knowledge.
Warlock's Book: +4 Spell Power, +1 Knowledge.
Sorceress' Tome: +4 Spell Power, +2 Knowledge.
Necromancer's Tome: +3 Spell Power, +3 Knowledge.
Wizard's Tome: +2 Spell Power, +4 Knowledge.
Warlock's Tome: +1 Spell Power, +5 Knowledge.
Enchanted Skull: +1 Spell Power, +1 Knowledge, removes the undead troop morale penalty (including the Arm of the Martyr (POL) penalty) for mixed troops in the hero's army.
Blessed Ring: +1 Knowledge, Bless spells cannot be removed by Dispel Magic and Mass Dispel spells.
Pendant of Beatitude: +1 Knowledge, gives Curse and Mass Curse spells (the hero must have a Magic Book).
Ring of Tranquility: +1 Knowledge, gives Bless and Mass Bless spells (the hero must have a Magic Book).
Magic Breastplate: +1 Knowledge, halves all damage your troops take from Magic Arrow and Meteor Shower spells.
Rotten Bone Shield: +1 Defense, +1 Spell Power, +50% damage to Death spells (Death Ripple and Death Wave).
Holy Wristbands: +1 Attack, +1 Spell Power, +50% damage to Holy spells (Holy Word and Holy Shout).
King's Crown of Death: +2 Spell Power, +1 Knowledge, gives Death Ripple and Death Wave spells (the hero must have a Magic Book).
King's Scepter of Life: +2 Spell Power, +1 Knowledge, gives Holy Word and Holy Shout spells (the hero must have a Magic Book).
Apprentice's Ring: +2 Spell Power, +1 Knowledge, regenerates 2 spell points per turn on the adventure map, and regenerates up to 10 spell points at start of combat.
The hero does not restore spell points above his max spell points (ex: max 20/20).
Wizard's Broach of Magic: +2 Spell Power, +2 Knowledge, regenerates 3 spell points per turn on the adventure map, and regenerates up to 15 spell points at start of combat.
The hero does not restore spell points above his max spell points (ex: max 20/20).
Tome of Elements: +2 Spell Power, +2 Knowledge, gives all elementals spells (Set Gardian and Summon Elemental)(the hero must have a Magic Book).
Ring of Learning: +1 Knowledge, doubles the xp gained with all the objects that give experience points (Treasure Chest, Gazebo, etc.).
New Artifacts made of multiple artifacts joined together, called "Assembled Artifacts". (click to expand)
This works in the same way as the "Battle Garb" in PoL which is made of multiple artifacts assembled together.
For some of these, I made "Mass" spells based on already in game spells.
"Assembled Artifacts" are never randomly placed on the adventure map, the scenario creator must specifically place them on the adventure map when creating the scenario, or give them as reward in event, or put them in hero's inventory.
1 + 2 + 3) Bloodthirster's Armor: +2 Attack, +3 Defense, +1 Knowledge, gives Bloodlust and Mass Bloodlust spells (the hero must have a Magic Book).
Mass Bloodlust
Level: 3
Cost: 12
Type: Combat
Target: All friendly troops
Duration: 1 turn per Spell Power (effectively 3 turns)
Effect: +3 to the creature’s Attack skill.
1 + 2 + 3) Defender Breastplate: +2 Attack, +2 Defense, +1 Knowledge, gives Stoneskin and Mass Stoneskin spells (the hero must have a Magic Book).
Mass Stoneskin
Level: 3
Cost: 12
Type: Combat
Target: All friendly troops
Duration: 1 turn per Spell Power
Effect: +3 to the creature’s Defense Skill.
1 + 2 + 3) Sword of Blindness: +4 Attack, +4 Spell Power, +2 Knowledge, makes all your troops immune to Blind spells, gives Blind and Mass Blind spells (the hero must have a Magic Book).
Mass Blind
Level: 4
Cost: 30
Type: Combat
Target: All enemy troops
Duration: 1 turn per Spell Power
Effect: Blind creatures cannot take action until attacked and retaliate with half strength.
1 + 2 + 3) Scepter of Disruption: +4 Attack, +3 Spell Power, +3 Knowledge, gives Disrupting Ray and Mass Disrupting Ray spells (the hero must have a Magic Book).
Mass Disrupting Ray
Level: 4
Cost: 35
Type: Combat
Target: All enemy troops
Duration: Combat
Effect: Reduces Defense of all enemy troops by 3. A creature can be affected multiple times by this spell.
1 + 2 + 3) Sword of Annihilation: +4 Attack, +3 Defense, +2 Spell Power, +1 Knowledge, extends the duration of all spells by 5 turns, gives Dragon Slayer and Mass Dragon Slayer spells (the hero must have a Magic Book).
Mass Dragon Slayer
Level: 4
Cost: 20
Type: Combat
Target: All friendly troops
Duration: 1 turn per Spell Power
Effect: Creature gains +5 to Attack skill against Dragons.
1 + 2 + 3) Shield of Bravery: +2 Attack, +4 Defense, +2 Spell Power, +2 Knowledge, extends duration of all spells by 10 turns, gives Steelskin and Mass Steelskin spells (the hero must have a Magic Book).
Mass Steelskin
Level: 4
Cost: 24
Type: Combat
Target: All friendly troops
Duration: 1 turn per Spell Power
Effect: +5 to the creature’s Defense Skill.
1 + 2 + 3) Scepter of Death: +3 Defense, +6 Spell Power, +3 Knowledge, gives Animate Dead and Mass Animate Dead spells (the hero must have a Magic Book).
Mass Animate Dead
Level: 5
Cost: 40
Type: Combat
Target: All friendly killed undeads
Duration: Permanent
Effect: Regrows 50x Spell Power in hit points of killed undead.
1 + 2 + 3) Shield of Confusion: +6 Defense, +4 Spell Power, +2 Knowledge, makes all your troops immune to Dispell Magic spells casted by the opposing hero, gives Anti-Magic and Mass Anti-Magic spells (the hero must have a Magic Book).
Mass Anti-Magic
Level: 5
Cost: 28
Type: Combat
Target: All friendly troops
Duration: 1 turn per Spell Power
Effect: Creature gains immunity to all magic.
1 + 2 + 3) Sword of Passivity: +4 Attack, +4 Spell Power, +4 Knowledge, makes all your troops immune to Paralyze spell, gives Paralyze and Mass Paralyze spells (the hero must have a Magic Book).
Mass Paralyze
Level: 5
Cost: 45
Type: Combat
Target: All enemy troops
Duration: 1 turn per Spell Power
Effect: Paralyzed creatures cannot take action until attacked, and cannot retaliate.
1 + 2 + 3) Crown of Slaughtering: +2 Attack, +5 Defense, +5 Knowledge, makes all your troops immune to Berserker spell, gives Berserker and Mass Berserker spells (the hero must have a Magic Book).
Mass Berserker
Level: 6
Cost: 60
Type: Combat
Target: All enemy troops
Duration: 1 attack
Effect: Berserk creatures will randomly attack the nearest stack.
1 + 2 + 3) Divine Armor: +5 Defense, +5 Spell Power, +4 Knowledge, gives Resurrection and Mass Resurrection spells (the hero must have a Magic Book).
Mass Resurrection
Level: 6
Cost: 48
Type: Combat
Target: All friendly killed creatures
Duration: Combat
Effect: Regrows 50x Power in hit points of killed units.
1 + 2 + 3 + 4) Commander's Sword: +5 Attack, +4 Spell Power, +7 Knowledge, makes all your troops immune to Hypnotize spell, allows the troop controlled by the Hypnotize spell to attack once more without removing the Hypnotize spell (tweak), gives Hypnotize and Mass Hypnotize spells (the hero must have a Magic Book).
Mass Hypnotize
Level: 7
Cost: 75
Type: Combat
Target: All enemy troops
Duration: 1 turn per Spell Power
Effect: Takes control of all enemy troops (tweak).
1 + 2 + 3 + 4) Sword of Duplicity: +4 Attack, +3 Spell Power, +9 Knowledge, gives Mirror Image and Mass Mirror Image spells (the hero must have a Magic Book).
Mass Mirror Image
Level: 7
Cost: 100
Type: Combat
Target: All friendly troops
Duration: Combat
Effect: Duplicates all of your creature stacks. The image is dispelled if it takes any damage.
1 + 2 + 3 + 4) Cloak of Eternity: +5 Defense, +6 Spell Power, +5 Knowledge, doubles the effectiveness of all your resurrect and animate spells, gives Resurrection True and Mass Resurrection True spell (the hero must have a Magic Book).
Mass Resurrection True
Level: 7
Cost: 60
Type: Combat
Target: All friendly killed creatures
Duration: Permanent
Effect: Regrows 50x Power in hit points of killed units.
1 + 2 + 3) Sword of Cursing: +1 Attack, +1 Spell Power, +2 Knowledge, halves the cost of Curse and Mass Curse spells spells, makes all your troops immune to Curse and Mass Curse spells, gives Curse and Mass Curse spells (the hero must have a Magic Book).
1 + 2 + 3) Helmet of Blessing: +1 Defense, +1 Spell Power, +2 Knowledge, halves the cost of Bless and Mass Bless spells, Bless and Mass Bless spells cannot be removed by Dispel Magic and Mass Dispel spells nor Curse and Mass Curse spells, gives Bless and Mass Bless spells (the hero must have a Magic Book).
1 + 2 + 3) Shield of Death: +2 Defense, +4 Spell Power, +2 Knowledge, makes all your troops immune to Death spells, gives Death Ripple and Death Wave spells (the hero must have a Magic Book), +100% damage to Death spells.
1 + 2 + 3) Holy Scepter: +2 Attack, +4 Spell Power, +2 Knowledge, makes all your troops immune to Holy spells, gives Holy Word and Holy Shout spells (the hero must have a Magic Book), +100% damage to Holy spells.
1 + 2 + 3 + 4 + 5 + 6) Chest of Richness: +2 units of each resource per day.
1 + 2 + 3 + 4) Golden Fleece: +5000 gold per day.
1 + 2 + 3 + 4) Ring of Morale: +1 Attack, always maximum Morale (+3) for all your troops.
1 + 2 + 3 + 4) Broach of Luck: +1 Attack, always maximum Luck (+3) for all your troops.
1 + 2 + 3) Ballista of Magnificence: provides endless ammunition for all your shooters, eliminates the 50% penalty for your troops shooting past obstacles, +2 extra shots per combat turn for catapult, +8 Attack for all ranged troops in the hero/captain's army, +8 Attack for the ballista and turrets during siege (defender hero), +2 extra shots for the ballista and turrets (for each turret) per combat turn (defender hero).
1 + 2 + 3 + 4 + 5 + 6 + 7) Shield of Immunity: Broach of Shielding penalty (-2 Spell Power) is removed, +12 Knowledge, your troops are immune to all instant direct damage spells (except Holy and Death spells).
1 + 2 + 3) Broach of Regeneration: +9 Spell Power, +5 Knowledge, regenerates 12 spell points per turn on the adventure map, and regenerates up to 60 spell points at start of combat.
1 + 2 + 3) Armor of Invincibility: +3 Attack, +4 Defense, +6 Spell Power, +1 Knowledge.
1 + 2 + 3) Wand of Destruction: +4 Spell Power, +100% damage to all your lightning, fire and cold spells.
1 + 2 + 3) Summoner's Hat: +6 Spell Power, +4 Knowledge, gives all elementals spells (Set Gardian and Summon Elemental)(the hero must have a Magic Book), doubles the effectiveness of all your summoning elemental spells, reduces the cost of all your summoning elemental spells to 25% (3 points for "Set Guardian" spells, 7 points for "Summon Elemental" spells).
1 + 2 + 3) Mind Control Helm: +6 Spell Power, +2 Knowledge remove the undead morale penalty, reduces the cost of all your mind influencing spells to 25% (1 point for "Blind" spell, 2 points for "Paralyze" spell, 3 points for "Berserker" spell, 4 points for "Hypnotize" spell, 7 points for "Mass Blind" spell, 11 points for "Mass Paralyze" spell, 15 points for "Mass Berserker" spell, 18 points for "Mass Hypnotize" spell).
1 + 2 + 3) Holy Helmet of Mastering: +6 Attack, +4 Defense, +2 Spell Power, +2 Knowledge, disables all spell casting for enemy hero in combat,
1 + 2 + 3 + 4) Cloak of Slowing Time: increases your movement on land and ocean, +20 Movement on land (2000 points), +20 Movement on ocean (2000 points), no movement penalties for embarking and disembarking on boat, the hero can move on sea when he embarks, and he can move on land when he disembarks, if he has movement points left, +500 gold per day, protects troops from whirlpools.
1 + 2 + 3) Orb of Comprehension: +3 Knowledge, increases hero's viewing range by 2 squares, reduces the cost of surrender to a symbolic cost of 1 gold (+ see other tweaks), lets you get more specific information about monsters, enemy heroes and castles nearby the hero who holds it, +2 Movement on land (200 points), +2 Movement on ocean (200 points).
1 + 2) Sailor's Ancient Broach: +2 Luck in ocean combat, +2 Morale in ocean combat, +500 gold per day, protects troops from whirlpools, +10 Movement on ocean (1000 points).
1 + 2) Necromancer's Wand: +4 Attack, +2 Defense, +4 Spell Power, +2 Knowledge, +10% Necromancy, +750 gold per day, decimated creatures of the hero's army who owns the artifact are also taken into account for raising skeletons from the Necromancy secondary skill at end of combat.
1 + 2) Sorceress' Scepter: +6 Spell Power, +6 Knowledge, gives Resurrection True Spell (the hero must have a Magic Book).
1 + 2) Necromancer's Staff: +6 Spell Power, +6 Knowledge, gives Hypnotize Spell (the hero must have a Magic Book).
1 + 2) Wizard's Scepter: +6 Spell Power, +6 Knowledge, gives Mirror Image Spell (the hero must have a Magic Book).
1 + 2) Warlock's Staff: +6 Spell Power, +6 Knowledge, gives Armageddon Spell (the hero must have a Magic Book).
1 + 2) Supreme Crown of Enlightenment: +16 Spell Power, +12 Knowledge, gives Resurrection True and Mass Resurrection True Spells, gives Mirror Image and Mass Mirror Image Spells (the hero must have a Magic Book).
1 + 2) Supreme Cloack of Darkness: +16 Spell Power, +12 Knowledge, gives Hypnotize and Mass Hypnotize Spells, gives Armageddon Spell (the hero must have a Magic Book), +100% damage for Armageddon Spell.
1 + 2) Breastplate of Excellence: +2 Defense, +2 Knowledge, doubles the xp gained after a victorious combat and with all the objects that give experience points (Treasure Chest, Gazebo, etc.).
New Artifacts (standard). (click to expand)
Pendant of Quietness: +2 Knowledge, restores 1 spell point multiplied by the level of the spell the opponent hero casts, each time the opponent hero casts a spell during combat.
The hero can restore spell points above his max spell points (ex: 22/20).
Ring of Magnificence: +1 Attack, +1 Defense, +1 Spell Power, +1 Knowledge.
Pendant of Mobility: +1 Movement on land (100 points), no penalty on rough terrains (Beach, Cracked land, Snow, Swamp, Desert).
Ring of Knowledge: +2 Knowledge, allows hero to automatically exchange spells with other heroes during meeting sessions (permanent spells in the Magic Book).
Hero learns spells that he doesn't know and teaches spells other hero doesn't know (the hero must have a Magic Book).
The hero must have the appropriate level of Wisdom to learn spells.
Ring of Mobility: +2 Movement on land (200 points), removes the movement penalties for embarking and disembarking on boat (the hero can move on the water when he embarks, and he can move on ground when he disembarks, if he has movement points left).
Movement bonuses related to the ocean are not converted into movement bonuses on land and vice versa (so at most 1500 movement points can be converted).
Friendship Hat: +1 Movement on land (100 points), +1 Movement on ocean (100 points), removes all the different alignments troops morale penalties, except undead troop morale penalty.
Holy Sword: +1 Attack, +5 Attack vs undead creatures.
Loyalty Gloves: +1 Defense, +1 Morale, +1 Luck, the hero always reappears in the tavern of the player even if he is defeated.
Death Skull: +1 Spell Power, +1 Knowledge, allows to transform the living creatures in hero army to Skeletons (1 skeleton for 1 creature) on the adventure map.
Artifacts Hunter's Bracelet: +1 Spell Power, +1 Knowledge, prevents the Ultimate Artifacts to disappear if captured to an enemy hero during combat or if losing the combat.
Helmet of Disturbance: +1 Knowledge, allows to cast Anti-Magic spell on enemy troops, however Mass Anti-Magic spell still only affects friendly troops.
Golden Scarab: +2 Knowledge, allows to learn the spell contained in a pyramid even if the pyramid has already been visited (the hero must have a Magic Book).
The spell is always added in the hero's magic book, even if he does not possess the secondary skill wisdom or the level of wisdom needed to learn a level five spell.
Sword of Authority: +2 Attack, +1 Defense, allows to enter into the creature generators on the adventure map (City of the Dead, Troll Bridge, Dragon City) without the need to fight the guardians (when the hero, with the artefact, moves to the active square of the location, a window is displayed so he can have the choice to fight or not to fight the guardians (to avoid the player frustration)).
Once entered the guardians are considered defeated and it is therefore no longer necessary to fight them afterwards.
Sword of Strengthening: +1 Attack, allows to upgrade creatures in the hero army on the adventure map at the same cost as in a castle.
Note: If the hero is located in a town/castle, the creatures in the garrison can also be upgraded without having to move them into the hero's army in order to avoid micromanagement by the player.
Cursed Shield: +1 Defense, +5 Attack vs living creatures.
Golden Ring: +1 Defense, gives 1 gold per experience points gained at end of combat (1000 XP gives 1000 gold).
Ring of Shifting: +1 Knowledge, gives Teleport spell (the hero must have a Magic Book), allows to cast the Teleport spell also on an enemy troop.
Golden Shield: +2 Defense, allows to sell creatures in the hero army on the adventure map at base cost (gold and resource).
Golden Helmet: +1 Defense, allows to sell artifacts in the hero inventory (except cursed artifacts) on the adventure map at base cost (gold and resource).
Mace of Convenience: +1 Attack, allows to transform creatures to xp (1 xp for 1 hp) in the hero army on the adventure map.
Cape of Transportation: +1 Knowledge, allows distant meeting beetween heroes.
The hero can meet another player's hero without moving, then the heroes can exchange troops and artifacts as usual.
How it work: When the hero activactes the artifact, he can choose the hero to meet in a list (in a similar way the hero chooses a castle in a list when he casts the Town Portal spell).
Holy Helmet: +1 Defense, +5 Defense vs undead creatures.
Undead Shield: +1 Attack, +5 Defense vs living creatures.
Mask of Irritability: +1 Knowledge, allows an additional attack from the enemy troop affected by the Berserker spell before the Berserker spell is removed, cumulative.
Similar operation as the Gold Watch artifact to work with the tweaks to the Hypnotize spell: #2785.
Broach of Apathy: +1 Knowledge, allows one or several attacks during the current turn (hand to hand, ranged or magic) on the enemy troop affected by the Paralyze spell before the Paralyze spell is removed, cumulative.
Similar operation as the Gold Watch artifact to work with the tweaks to the Hypnotize spell: #2785.
Necklace of Weakening: +1 Knowledge, allows one or several attacks during the current turn (hand to hand, ranged or magic) on the enemy troop affected by the Blind spell before the Blind spell is removed, cumulative.
Similar operation as the Gold Watch artifact to work with the tweaks to the Hypnotize spell: #2785.
Mercenary Helmet: +1 Attack, +1 Defense, when a hero possesses this artifact, all the player's heroes receive an additional free creature for each creature that joins the hero's army (free or recruited) in the adventure map's creature generators.
Example, 10 archers join the hero's army free of charge at an archer's house, 10 additional archers join the hero's army free of charge.
Example, 4 trolls are recruited into the hero's army at a troll bridge, 4 additional trolls join the hero's army free of charge.
The bonus is cumulative if the player's heroes possess several copies of the same artifact.
This artifact operation is designed to limit micromanagement.
Boots of Endurance: +1 Defense, the slowest troop in the hero's army is no longer taken into account for the hero's movement.
The hero always has 1500 base movement points.
Amulet of Felicity: +2 Knowledge, immunizes from the negative effects of locations already visited, graveyard, pyramid, etc.
Helmet of Bliss: +2 Knowledge, allows to obtain spell points at the artesian spring, even if it has already been visited during the current week.
Treasure Hunter's Cape: increases movement on land and ocean, +2 Movement on land (200 points), +2 Movement on ocean (200 points), doubles the reward in gold, xp and artifact when visiting certain locations on the adventure map (graveyard, daemon cave, shipwreck, derelict ship).
Additional artifacts are generated at the start of the scenario (in the same way as the primary artifact).
Ghost Shield: +1 Defense, +1 Knowledge, gives the haunt spell to all the player's heroes (temporarily, as long as the artifact is owned by one of the player's heroes)(the hero must have a Magic Book), allows all the player's heroes to cast the spell to protect the player's resource generators.
Resource generators on which the haunt spell has been cast continue to produce resources and are still under the player's control (resource generators retain the player's flag).
The artifact's effect can be activated or deactivated, leaving the player free to choose whether or not to retain control of the resource generators.
By default (when the hero takes possession of the artifact), the haunt spell works as usual.
The player must set the artifact so that the haunt spell acts as a protection spell for the resource generators (same operation as set gardian spells for elementals).
The player can modify the artifact setting at any time to make the haunt spell work as desired.
The haunt sprite is updated in the magic books of the player's heroes to indicate the spell's operational status (an arrow or a shield in the same way as for set gardian spells).
Snow Globe: +1 Attack, +2 Spell Power, allows to benefit from Xanadu's primary skill bonuses without the constraint of the hero's level.
The "Rosebud Shield" artifact is given as a reward to the hero who visits Xanadu for the first time with the "Snow Globe" artifact (once per scenario for any Xanadu present on the adventure map).
Rosebud Shield: +2 Defense, +1 Knowledge, no movement penalty on snow type terrain as the hero can use it like a sled.
Necromancer's Purse: +250 gold per day, +100 gold per day for each level of secondary skill necromancy (including artifacts and evil shrines) for all the player's heroes.
The artifact can also be activated so that skeletons generated by the hero's necromancy secondary skill are automatically transformed into gold at a value of 75 gold per skeleton.
Legendary Artifacts. (click to expand)
"Legendary Artifacts" are never randomly placed on the adventure map, the scenario creator must specifically place them on the adventure map when creating the scenario, or give them as reward in event, or put them in hero's inventory.
Crown of Mastering: +3 Attack, +3 Defense, +3 Spell Power, +3 Knowledge.
Spellcaster's Necklace: +3 Spell Power, +3 Knowledge, the hero can cast up to 2 spells per turn during combat.
Commander's Ghost Crown: +2 Attack, +1 Defense, +2 Knowledge, allows to recruit at base cost wandering troops of Ghosts if the hero's army is strong enough (more than 2 times as powerful).
If the hero has diplomacy, the discount rate is applied.
Commander's Elementals Helmet: +1 Attack, +2 Defense, +2 Knowledge, allows to recruit at base cost wandering troops of Elementals if the hero's army is strong enough (more than 2 times as powerful).
If the hero has diplomacy, the discount rate is applied.
Alchemist's Magic Sledgehammer: +3 Spell Power, +3 Knowledge, allows to magically craft artifacts at the player choice, at a cost in resources and gold, or possibly in Skeletons for a Necromancer hero.
Alchemist's Magic Mirror: +2 Spell Power, +2 Knowledge, allows to magically reproduce an artifact already owned (present in the hero's inventory or in the extended inventory if the option is activated), at a cost in resources and gold, or possibly in Skeletons for a Necromancer hero.
Eye of Goros: + 2 Attack, +2 Defense, +2 Spell Power, +2 Knowledge, allows to recruit at base cost wandering creatures, they always want to join no matter how strong the hero's army is.
If the hero has diplomacy, the discount rate is applied.
Commander's Undead Scepter: +1 Attack, +2 Spell Power, +2 Knowledge, allows to recruit at base cost wandering troops of undeads (except Ghosts) if the hero's army is strong enough (more than 2 times as powerful).
If the hero has diplomacy, the discount rate is applied.
Book of Death: +2 Spell Power, +2 Knowledge, gives Death Ripple, Death Wave, Haunt and Animate Dead spells (the hero must have a Magic Book).
Book of Life: +2 Spell Power, +2 Knowledge, gives Holy Word, Holy Shout, Resurrection and Resurrection True (the hero must have a Magic Book).
Death Broach: +2 Spell Power, +2 Knowledge, allows to transform skeletons in hero army to bone dragons (1 bone dragon for 40 skeletons) on the adventure map.
Necromancer's Ring: +1 Defense, +1 Spell Power, +1 Knowledge, gives Summon Skeletons spell (the hero must have a Magic Book).
Summon Skeletons.
Level: 3
Cost: 12
Type: Combat
Target: na
Duration: Combat
Effect: Summons 10x Spell Power Skeletons.
The Skeletons vanish at the end of combat.
If the summoned troop of Skeletons is decimated entirely, there are no corpses generated on the battlefield.
Necromancer's Bracelet: +2 Defense, +1 Spell Power, +1 Knowledge, gives Summon Mutant Zombies spell (the hero must have a Magic Book).
Summon Mutant Zombies.
Level: 4
Cost: 15
Type: Combat
Target: na
Duration: Combat
Effect: Summons 8x Spell Power Mutant Zombies.
The Mutant Zombies vanish at the end of combat.
If the summoned troop of Mutant Zombies is decimated entirely, there are no corpses generated on the battlefield.
Necromancer's Belt: +2 Defense, +1 Spell Power, +2 Knowledge, gives Summon Ghosts spell (the hero must have a Magic Book).
Summon Ghosts.
Level: 5
Cost: 20
Type: Combat
Target: na
Duration: Combat
Effect: Summons 5x Spell Power Ghosts.
The Ghosts vanish at the end of combat.
If the summoned troop of Ghosts is decimated entirely, there are no corpses generated on the battlefield.
Necromancer's Necklace: +1 Attack, +2 Spell Power, +1 Knowledge, gives Raise Skeletons spell (the hero must have a Magic Book).
Raise Skeletons.
Level: 4
Cost: 15
Type: Combat
Target: na
Duration: Combat
Effect: Raises 8x Spell Power Skeletons.
Skeletons are conserved at the end of the combat if the hero already has skeletons in his army, if there is a free slot in the hero's army, or if the extended inventory for creatures option is activated.
If the raised troop of Skeletons is decimated entirely, there are corpses generated on the battlefield.
Necromancer's Broach: +2 Attack, +2 Spell Power, +1 Knowledge, gives Raise Mutant Zombies spell (the hero must have a Magic Book).
Raise Mutant Zombies.
Level: 5
Cost: 20
Type: Combat
Target: na
Duration: Combat
Effect: Raises 6x Spell Power Mutant Zombies.
Mutant zombies are conserved at the end of the combat if the hero already has mutant zombies in his army, if there is a free slot in the hero's army, or if the extended inventory for creatures option is activated.
If the raised troop of Mutant Zombies is decimated entirely, there are corpses generated on the battlefield.
Necromancer's Helmet: +2 Attack, +1 Defense, +3 Knowledge, gives Raise Ghosts spell (the hero must have a Magic Book).
Raise Ghosts.
Level: 6
Cost: 25
Type: Combat
Target: na
Duration: Combat
Effect: Raises 4x Spell Power Ghosts.
Ghosts are conserved at the end of the combat if the hero already has ghosts in his army, if there is a free slot in the hero's army, or if the extended inventory for creatures option is activated.
If the raised troop of Ghosts is decimated entirely, there are corpses generated on the battlefield.
Ghost Book: +1 Spell Power, +1 Knowledge, doubles the effectiveness of Ghost spells (Haunt, Summon Ghosts, Raise Ghosts).
Undead Book: +1 Spell Power, +1 Knowledge, doubles the effectiveness of Undead spells (Summon Skeletons, Summon Mutant Zombies, Raise Skeletons, Raise Mutant Zombies).
Ghost Ring: +1 Spell Power, +1 Knowledge, halves the cost of all Ghost spells (Haunt, Summon Ghosts, Raise Ghosts).
Undead Ring: +1 Spell Power, +1 Knowledge, halves the cost of all Undead spells (Summon Skeletons, Summon Mutant Zombies, Raise Skeletons, Raise Mutant Zombies).
Dragon Ring: +2 Attack, +2 Defense, allows to recruit dragons from a distance in dragon cities whose guardians have already been defeated.
Dragons are first recruited in the dragon city closest to the hero, and so on until no more dragons are available.
Dragon Egg: +2 Spell Power, +2 Knowledge, generates 1 dragon on day one of each week, from the moment the artifact is captured by any hero.
Dragons are "accumulated in the artifact".
When the artifact is activated, the hero can recruit any number of dragons and type of dragon (green, red, black) "accumulated in the artifact" at standard cost (gold and resources).
If the artifact changes hero, regardless of the player, the dragons accumulated in the artifact and not recruited are available to the new owner.
The artifact also allows to upgrade, at standard cost (gold and resources), the dragons owned by the player wherever they may be (in a hero's army, in a garrison, etc.).
This artifact operation is designed to limit micromanagement.
Ghost Rod: +1 Spell Power, +1 Knowledge, gives Ghost Annihilation spell (the hero must have a Magic Book).
Ghost Annihilation.
Level: 3
Cost: 12
Type: Combat
Target: 1 friendly or enemy troop of Ghosts
Duration: Instant
Destroys 1 friendly or enemy troop of Ghosts, no matter the number.
Ring of Restfulness: +2 Defense, +1 Spell Power, +1 Knowledge, protects friendly troops against Ghost creature ability (creatures decimated by Ghost become Ghost), Ghost makes damage only.
Orb of Knowledge: +3 Spell Power, +3 Knowledge, all the player's heroes learn all the spells contained in the mage guilds already built in all the castles and towns controlled by the player, in line with their wisdom level.
Spells contained in magic books are updated as soon as a mage guild level is built, or a new town is captured, or a hero learns wisdom or increases his level of wisdom.
Sphere of Fluency: +2 Spell Power, +2 Knowledge, all the player's heroes learn all the spells known by the player's other heroes, in line with their wisdom level.
Spells contained in magic books are updated as soon as one of the heroes learns a spell, or learns wisdom, or increases his level of wisdom.
Spells known temporarily from a spell scroll or artifact containing a spell are not included.
Skull of Proliferation: +1 Attack, +2 Knowledge, generates 8 skeletons on day one of each week, from the moment the artifact is captured by any hero.
Skeletons are "accumulated in the artifact".
When the artifact is activated, the hero can recruit any number of skeletons "accumulated in the artifact" at standard cost.
If the artifact changes hero, regardless of the player, the skeletons accumulated in the artifact and not recruited are available to the new owner.
Helmet of Hopefulness: +1 Defense, +1 Knowledge, prevents the Ghosts to vanish from the combat area, instead they are reincarnated into Peasants (ratio 1 for 1).
Only available when the "Adjustments for Ghosts" option is enabled.
Staff of Abundance: +1 Spell Power, +2 Knowledge, doubles the production of all daily and weekly resource generators owned or visited by the player.
Necromancer's Crown: allows to recruit undead creatures in the following adventure map locations: graveyard (mutant zombie), pyramid (royal mummy), xanadu (vampire lord), dragon city (bone dragon).
If there are any, guardians must have been defeated before creatures can be recruited.
Creatures are generated in these locations from the start of the scenario.
Necromancer's Cloack: +2 Knowledge, allows to travel between the graveyards on the adventure map like a network of stone liths.
Necromancer's Key: +2 Knowledge, allows to travel between the cities of the dead on the adventure map like a network of stone liths.
Mercenary Breastplate: +2 Defense, allows to recruit (for free or at a cost) creatures (except dragons) from a distance from the creature generators on the adventure map.
If there are any, guardians must have been defeated before creatures can be recruited.
Creatures are first recruited in the location closest to the hero, and so on until no more creatures are available.
Genie's Broach: +1 Spell Power, +3 Knowledge, gives Summon Genies spell (the hero must have a Magic Book).
Summon Genies.
Level: 8
Cost: 35
Type: Combat
Target: na
Duration: Combat
Effect: Summons 2x Spell Power Genies.
The Genies vanish at the end of combat.
If the summoned troop of Genies is decimated entirely, there are no corpses generated on the battlefield.
Genie's Bracelet: +1 Attack, +1 Defense, +1 Spell Power, generates 1 genie on day one of each week, from the moment the artifact is captured by any hero.
Genies are "accumulated in the artifact".
When the artifact is activated, the hero can recruit any number of genies "accumulated in the artifact" at standard cost (gold and resources).
If the artifact changes hero, regardless of the player, the genies accumulated in the artifact and not recruited are available to the new owner.
"Assembled Artifacts".
"Assembled Artifacts" are never randomly placed on the adventure map, the scenario creator must specifically place them on the adventure map when creating the scenario, or give them as reward in event, or put them in hero's inventory.
1 + 2) Ghost Broach: +4 Spell Power, +4 Knowledge, doubles the effectiveness of Ghost spells (Haunt, Summon Ghosts, Raise Ghosts), halves the cost of all Ghost spells (Haunt, Summon Ghosts, Raise Ghosts).
1 + 2 + 3) Summoner's Scepter: +6 Spell Power, +6 Knowledge, allows to conserve summoned elementals, undeads and ghosts at the end of the combat if the hero already has creatures of the same type in his army, if there is a free slot in the hero's army, or if the extended inventory for creatures option is activated.
1 + 2) Alchemist's Magic Cauldron: +4 Spell Power, +4 Knowledge, allows to remove cursed artifact or to invert the negative effect of cursed artifact at a cost in gold.
King's Bounty Tribute, Artifacts. (click to expand)
Here some artifacts related to the King's Bounty game that can be considered somehow as HoMM 0.
King's Bounty artifacts adapted for Heroes 2.
I added the "Sceptre of Order", stolen by Arech Dragonbreath, the "Talisman of Order" specially designed for King Maximus, the "Broach of Order", the "Prophetic Crystal", the "Medal of Achievement", and the "Armor of Order" an assembled artifact made of several artifacts.
As the Anchor of Admiralty doesn't really fit with Heroes 2 gameplay, I changed the bonus to a more appropriate one.
The Anchor of Admiralty is a broach made of gold and gems.
Amulet of Augmentation: +5 Spell Power.
Amplify the spell power of any class with this amulet. A boon to spell casters, especially barbarians, it is often fiercly guarded.
Anchor of Admiralty: +5 Movements on ocean (500 points), +500 gold per day.
In addition to getting a more experienced and motivated crew with the Anchor of Admiralty, you also earn revenue from maritime trade.
(Original text: When acquiring a boat, the rental price drops from 500 gold to 100 gold for the bearer of this artifact.)
Articles of Nobility: +2000 Gold per day.
The articles increase the commission per week a character receives. Handed out by King Maximus himself, the articles of nobility are a reward signifying extraordinary service to the kingdom through heroic action.
Book of Necros: +6 Knowledge.
A tome of legend, this book increases your spell memory. The exact whereabouts of the book are unknown, but a report of a minor wizard’s rapid rise to power has fingers pointing...
Crown of Command: +3 Morale, cancels the 10% chance for Ghosts to attack allied troops, etc. The Ghosts act just like a normal troop.
Originally crafted for a vanquished line of kings, the crown was lost long ago by the royal family’s last son. When worn, it increases the leadership ability of any character class.
(Original text: Originally crafted for a vanquished line of kings, the crown was lost long ago by the royal family’s last son. When worn, it doubles the leadership ability of any character class.)
Ring of Heroism: +1 Morale, +1 Luck.
A potent bauble, the Ring of Heroism increases leadership. It improves your luck by helping you beat impossible odds.
Shield of Protection: +3 Defense.
The shield protects your entire army. Only the surest of blows can harm while the shield is in your possession.
Sword of Prowess: +5 Attack.
The bearer of the Sword of Prowess can inflict more damage per blow during battle.
Broach of Order: +2 Morale, +2 Luck.
Prophetic Crystal: +2 Knowledge, removes the fog of war within 5 squares around all neutral and opponent towns/castles as soon as the hero possesses the artifact.
Legendary Artifacts.
"Legendary Artifacts" are never randomly placed on the adventure map, the scenario creator must specifically place them on the adventure map when creating the scenario, or give them as reward in event, or put them in hero's inventory.
Sceptre of Order: +3 Attack, +3 Defense, increases creature growth, by the base growth value of each castle type, in all dwellings of the player's towns and castles.
Talisman of Order: +1 Attack, +1 Defense, +1 Spell Power, +1 Knowledge, +1 Morale, +1 Luck, allows to recruit at distance creatures in any town or castle belonging to the player.
Medal of Achievement: +5000 gold per day, +2 Attack, +2 Defense, +2 Spell Power, +2 Knowledge.
Reward from King Maximus for defeating the villain Arech Dragonbreath.
"Assembled Artifacts".
"Assembled Artifacts" are never randomly placed on the adventure map, the scenario creator must specifically place them on the adventure map when creating the scenario, or give them as reward in event, or put them in hero's inventory.
1 + 2 + 3) Armor of Order: +6 Attack, +6 Defense, +3 Spell Power, +3 Knowledge, gives maximum morale and luck, increases creature growth, by the base growth value of each castle type, in all dwellings of the player's towns and castles, allows to recruit at distance creatures in any town or castle belonging to the player.
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