Artifacts
From Heroes of Might and Magic: Olden Era Official Wiki
| Name | Description | ||||
|---|---|---|---|---|---|
| Holy Sigil of Roph | Effect While worn, grants all unlearned subskills of the following skills: Ascension, Necromancy, Murmuring, Triumvirate's Strength, Abyssal Communion, Summon Swarm. |
Tier Holy Relic | |||
| No one remembers who Roph once served, but he did so with unwavering loyalty. In time, he became a local saint, embodying the ideals of steadfast devotion to one’s sovereign, faction, and self. | |||||
| Holy Sigil of Mearea | Effect While worn, grants all unlearned subskills of the following skills: Luck, Economy, Daylight Magic. |
Tier Holy Relic | |||
| The gold dragon of myth is said to bring wealth so great that it eventually became a symbol of worship. | |||||
| Holy Sigil of Insara | Effect While worn, grants all unlearned subskills of the following skills: Leadership, Insight, Diplomacy, Tactics. |
Tier Holy Relic | |||
| Legend speaks of an Oracle who could foresee the outcomes of wars and battles. Over time, generals began to revere her name. | |||||
| Holy Sigil of The Second Man | Effect While worn, grants all unlearned subskills of the following skills: Offence, Summon Avatar, Siegecraft. |
Tier Holy Relic | |||
| The First Man in existence is said to have found death, conquered by the power of the Second. At least, that is what the legends tell. | |||||
| Holy Sigil of The Seven Magi | Effect While worn, grants all unlearned subskills of the following skills: Sorcery, Nightshade Magic, Resistance. |
Tier Holy Relic | |||
| Seven powerful mages formed a secret coven. They are no longer in existence, but their Sigil endures. | |||||
| Holy Sigil of Quix | Effect While worn, grants all unlearned subskills of the following skills: Arcane Magic, Scouting, Battlecraft, Thaumaturgy. |
Tier Holy Relic | |||
| A conqueror said to have never died, but instead ventured to conquer new worlds beyond this one. Quix exists now only in legend. | |||||
| Holy Sigil of Uurdt | Effect While worn, grants all unlearned subskills of the following skills: Defence, Primal Magic, Recruitment. |
Tier Holy Relic | |||
| “Where blood spills, plants grow.” This was the motto of an ancient druidic cult, and only their sigil remains to tell their tale. | |||||
| Holy Sigil of Eridore | Effect While worn, grants all unlearned subskills of the following skills: Logistics, Battle Magic, Intelligence. |
Tier Holy Relic | |||
| A deity invented by pixies as a prank, it would later be worshipped by many seeking to bless their messages. | |||||
- Tranquil Glass
- 3 items: Fully restores mana at the start of each day.
Items:
- Shamaniac Soul
- 2 items: +25% maximum mana.
- 4 items: All spells in the Spellbook have maximum level. (If all spells must have minimum level due to another effect, neither is active.)
Items:
- Knight’s Honor
- 3 items: +2 Morale and Luck.
- 5 items: +5% chance of Morale and Luck triggering for each point of them the wearer has.
Items:
- Ukhtabar Signet
- 2 items: +100% XP gain.
Items:
- Milos’s Curse
- 3 items: +10 000 Gold per day.
Items:
- Pauper’s Glory
- 2 items: +1 Attack, Defence, Spell Power, Knowledge, Morale and Luck.
- 4 items: +1 more Attack, Defence, Spell Power, Knowledge, Morale and Luck.
- 6 items: +1 more Attack, Defence, Spell Power, Knowledge, Morale and Luck.
Items:
- Angelic Alliance
- 3 items: Creatures from different factions do not lower each other’s Morale.
- 6 items: +2 Initiative and Speed to all friendly creatures.
Items:
Sword of Judgement
Lion’s Shield of Courage
Helm of Heavenly Enlightenment
Armour of Wonder
Celestial Sash of Bliss
Sandals of the Saint
- Dwarven Fortitude
- 4 items: Makes the wearer immune to negative effects in battle and on the global map.
Items:
Protective Belt
Emerald Resonance Controller
Crimson Resonance Controller
Automated Antimagic Shield
- Anaesthesia
- 2 items: Friendly creatures heal 5% of their starting HP at the start of each round. Revives fallen units.
- 3 items: +25% maximum HP to all friendly creatures.
Items:
- Shadow of Death
- 2 items: –1 Morale and Luck to all enemy creatures.
- 3 items: –1 Initiative and Speed to all enemy creatures.
- 4 items: All enemy creatures deal minimal Damage. (If enemy creatures must deal maximum Damage due to another effect, neither is active.)
Items:
- Wanderer’s Way
- 2 items: Eliminates terrain penalty.
Items:
- Living Arrows
- 2 items: +{0} Initiative to all friendly creatures.
- 3 items: Creautres with ranged attacks gain “Double Shot”.
Items:
- Duelist’s Pride
- 2 items: +3 Attack and Defence.
- 3 items: All friendly creatures have unlimited counterattacks.
Items:
- Ethereal Knowledge
- 2 items: +3 Spell Power and Knowledge.
- 4 items: All allied lasting effects from spells and creature abilities have unlimited duration.
Items:
- Inner Song
- 3 items: When friendly creatures use abilities, they don’t end turn.
Items:
- Power of the Dragon Father
- 3 items: +2 to all attributes.
- 5 items: Allied creatures are immune to negative effects.
- 8 items: And also to any Magic Damage.
Items:
Red Dragon Flame Tongue
Dragon Scale Shield
Crown of Dragontooth
Dragon Scale Armour
Slithering Sash
Dragonbone Greaves
Quiet Eye of a Dragon
Dragon Wing Tabard
- Beelzebub’s Chosen
- 2 items: +1 Speed to friendly creatures.
- 4 items: Friendly creatures deal maximum Damage. (If the creature must deal minimum Damage due to another effect, neither is active.)
Items:
- Dominion of Puppeteers
- 3 items: +3 to all attributes.
- 4 items: All spells in the enemy’s Spellbook have minimum level. (If all spells must have maximum level due to another effect, neither is active.)
Items:
- Ambassador’s Word
- 2 items: Neutral creatures join the wearer’s army for free.
Items:
- Warrior’s Strength
- 2 items: +4 Attack.
Items:
- Keeper’s Fortitude
- 2 items: +4 Defence.
Items:
- Wizard’s Might
- 2 items: +4 Spell Power.
Items:
- Scholar’s Wisdom
- 2 items: +4 Knowledge.
Items:


