|Thieves Artifacts||Mage Artifacts|
|Warrior Artifacts||Miscellaneous Artifacts|
All thieves in Urak gain +2 Armor, +2 Sight Range, plus 1 area stun spell per day, affecting enemies in a large radius.
Amulet of Defense
All thieves in Urak gain +1 Armor and increased stealth.
All thieves in Urak gain +1 Armor and +1 Rate of Fire.
All thieves in Urak gain +1 Armor and +1 ranged attack.
Amulet of Persuasion - Any thief will negotiate better with +2 strength, +2 dexterity, +2 movement, improved stealth, and +250 experience.
Borchert's Torch - Any thief gets +1 sight radius, +2 movement, weak magic resistance and +2 combat speed. Fire thieves also get +3 sight radius and impart greater missle range to all friendly units.
Reed Bow - Earth, Life, and Air Thieves gain +1 ranged attack and +1 sight radius with this supple bow.
Ring of Concentration - Any thief adds +4 to maximum hit points, +2 sight radius, and +3 luck. Order thieves also get +2 movement and +500 experience.
Ring of Redemption - All thieves in Urak gain +2 attack, +1 armor, and +2 luck, and might cause Confusion when striking enemies. Life thieves also gain +2 movement.
Bow of Bakal - Air, Life, and Earth Thieves get +1 ranged attack, +2 missle range, and +1 rate of fire, and can cast Spirit Arrow. Life thieves also gain +2 range attack and high resistance to missile attacks.
Ring of Marksmanship - Any thief in Urak will gain +1 ranged attack and +1 missile range from this ring.
Chakram of Entropy - Gives Chaos thieves +3 ranged attack, +2 missile range, +1 rate of fire, and fair resistance to missile attacks. Small chance to randomly teleport enemy to another part of the combat arena when hit.
Ring of Entanglement - All thieves covet this ring, which imparts +1 armor, +2 dexterity, and +2 movement, plus the ability to cast entanglement.
Aquaring - Any thief in Urak will gain +1 armor and +1 missile range.
Ring of Stealth - Any thief in Urak who wears this ring gains +1 armor and improved stealth.
Bow of Quaal - Air and Life thieves gain +2 dexterity, +2 ranged attack, +2 missile range, and +1 rate of fire. Air thieves have a chance of slowing the target on impact.
Amulet of Revelation - Any thief gets +2 armor, +2 movement, +2 sight radius, and can cast Life Detect (Detect death). Restores full health at the end of every battle.
Greater Artifact - Spitfire - Order thieves gain +2 ranged attack, +1 missile range, and +1 missile speed. Fire thieves get +3 ranged attack, +2 missle range, +2 missile speed, and +5 rate of fire.
Ring of Mazes - Any thief will gain +2 strength, +2 movement and the ability to cast confusion. Chaos thieves also get +2 sight radius.
Ring of Shelter - Water, Order, and Life thieves gain +2 armor and good resistance to fire magic, and can cast a concealing Steam Cloud.
Greater Artifact - Life Stealing Blade - Only a death thief can use this vile blade, gaining +2 attack, +2 ranged att, +1 missle range, and +1 rate of fire. There is a small chance that the victim is paralyzed, losing 1000 experience.
Pixie Dust - Air, Chaos, and Life thieves can unleash pixies, reducing targets sight radius by 2 and dexterity by 1. In combat, reduces target's missile range by 1 for each hit by the wielder.
Greater Artifact - Crossbow of Balance - Fire thieves gain +2 ranged attack, +1 missile range, and +2 rate of fire. Order thieves get +3 ranged attack, +2 missile range, and +5 rate of fire. Bothfaiths get improved stealth and can cast righteous bolt.
Bow of Balladine - Earth, Life, and Air thives gain +2 ranged attack, +1 missile range, +1 rate of fire, and can cast rocksling. Earth thieves also get +3 ranged attack and improved stealth.
Greater Artifact - Blowgun of the - Only water thieves may use. Makes a chilling attack that sometimes seals an enemy in ice. Casts icebolt, and increases ranged attacks and rate of fire.
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Greater Artifact - Amulet of Fate - Any thief gains +2 dexterity, +3 luck, +1 gold per level of the wielder each turn, and the ability to cast polymoph self. Chaos thieves gain +2000 experience and +4 dexterity.
Amulet of Poison - Any thief may wear this bauble, for +2 armor and improved stealth. Death thieves might poison victims on attack.
+2 Mana and +1 Movement for all mages.
Restores mana points in battle or the map relative to its cost in crystals. A potion costing 12 Crystals (max) restores 12 Mana. A potion costing 1 Crystal restores 1 Mana.
Amulet of Chance - Any mage in Urak may wear this pendant and enjoy +1 armor and +2 mana.
Amulet of Control - Any mage in Urak will gain +2 armor and some magic resistance. The amulet itself has limited charges for casting Possession. Order mages also get good resistance to Chaos magic.
Crystalmight - Only Earth mages may use this artifact, which imparts +3 mana, +1000 experience and +2 crystals per level of the wielder.
Lich Cloak- Death, Fire, Chaos, and Earth mages get +2 armor and +3 mana, high resistance to Life, some resistance to Air, Water, and Order, and some resistance to Fire, Earth, and Chaos. A Death mage killed while wearing this becomes a vampire.
Ring of Arcana - Any mage may cast Dispel Magic and gains some resistance to elemental magic. Life magic gets +3 armor and +3 wisdom. All mages get fair resistance to arcane magic.
Ring of Azz'taruth - Any mage that wears this ring gains +1 armor, +3 mana, and can cast Decay. Death mages gain some magic resistance.
Ring of Embers - Fire, Death, and Chaos mages get +2 armor. Fire mage gets +3 mana, some Water resistance, and weak resistance to other magic. If worn by Fire mage, attacker might suffer Scald, losing one hit point every two seconds for ten seconds.
Staff of Animation - All mages receive +1 armor and can cast Raise Shade. Casts Cure Wounds on wielder at start of combat. Death mages further gain +3 attack and +6 mana.
Stone Ring - Any mage acquires +2 armor, minor resistance to all magic, power to cast Clay Earth. Earth mages get fair magic resistance, good resistance vs. air.
Healthbringer - Any mage who carries this staff gains +1 armor and +2 healing rate.
Waterstaff - Any mage who wields this rod receives +1 armor and +2 mana.
Ring of the Four Winds - Any mage gets +1 armor, +3 mana, and some magic resistance. Air followes also gain resistance to missiles, and +3 armor.
Cloud Staff - Any mage in Urak gains +1 armor and +2 mana while wielding this staff.
Chalice of Life - Any mage an cast dispel magic, and gains ome resistance to elemental magic. Life mage gets +3 armor and +3 wisdom. Life, Death, Order, and Chaos mages get fair resistance to arcane magic.
Crystalmight - Only Earth mages can use this artifact, which imparts +3 mana, +1000 experience, and +2 crystals per level of wielder.
Goldenrod - Any mage in Urak who wields this rod gains +2 mana and +1 movement per turn.
Greater Artifact - Gorgon's Staff - All mages gain +1 attack, +1 armor, and +3 wisdom, and can cast petrify, which turns one victim to stone regardless of level. Earth mages get +2 attack, +2 armor, and +6 wisdom, and might petrify opponents struck in melee.
Greater Artifact - Polymorph Staff - Any mage gains +3 attack and +6 wisdom, and can cast polymorph other. Chaos mages also get +2 armor, and a chance their enemy will succumb to polymorph other when hit in melee.
Greater Artifact - Resurrection Staff - Any mage gains +2 armor, +6 mana, and the ability to cast Resurrection. Sometimes unleases spirit arrow in melee. Life mages get good death resistance, regenerate1 hit point per 3 seconds, and regain full health after combat.
Ring of Anything - Any mage can wear this ring, and get +1 rsources per level, randomly selected each turn. Can randomly cast heal, commune with nature, fireball, or polymorph self each turn.
Ring of Elements - Any mage can wear this ring and recieve +2 armor, +3 mana, and some resistance to elemental magic. Water mages resist elemental magic especially well.
Shadow Staff - Any mage in Urak who carries this staff taps the shadow lands for +1 armor and +2 mana.
Greater Artifact - Staff of Asphyxiation - All mages gain +6 mana. Air mages get excellent resistance to Earth mageic and good resistance to all tohers. Cast asphyxiate once per day, and might asphxiate opponents who are physically struck.
Greater Artifact - Staff of Drowning - Any mage can fill thelungs of all enemies in a radius with water. Heals water units. Boosts a mages magic reserves and offers some protection.
(+2 armor, +2 wisdom, +6 mana)
Staff of Enlightenment - Order, Air, and Life thieves get +2 armor and +1000 experience and can cast Guardian winds.
Greater Artifact - Staff of Incineration - Mages get +6 mana, and can cast backdraft, a multiple fireball spell. Fire mages gain +3 armor, high resistance to water magic and some resistance to other magics, plus slight chance of scalding enemies in combat.
Burning Blade - Fire and Air warriors enjoy +1 attack and + 1 armor with this sword.
Feather Chain Mail - Air and Fire warriors get +3 armor. Air warriors also get +2 dexterity and +2 overland movement. Resists Earth magic very well, and gives good resistance against other faiths.
Great Axe - Chaos and Earth warriors acquire +1 armor and +1 sight radius with this huge axe.
Ice Sword - This cold crystalline blade may be wielded by Water, Order, and Death warriors, who acquire +1 attack and +1 armor.
Soul Stealer - Greater Artifact - Water and Order warriors get +2 Attack and +2 rate of attack, and may cast curse. Death warriors get same, with +3 attack and +1 armor. They also get a small chance of Vorpal attack, killing the unit, and giving +200 experience to the wielder.
Stormbreaker - Air and Fire warriors gain +1 attack and +1 armor.
Sword of Flames - Air and Fire warriors gain +3 to attack. Fire warriors improve combat speeds and get +3 luck and +1 armor. The sword casts Firedart, and can burn enemies for extra damage.
Tidalblade - Water, Death, and Order warriors get +2 attack, +2 dexterity, and +1 rate of attack. Water warriors attack rate increases +3, and their fame rises +1. Bearer can cast ice bolt. The blades rusting effect can cause -1 to enemy armor with each hit.
Sword of Quality - For order warriors only, this sword improves damage in combat by +1 and adds +1 to sight radius.
Helm of Assymetry - Chaos warriors gain +4 armor, +2 sight radius, some magic resistance and good resistance to order magic. Earth warriors get +2 armor and the magic resistances.
Armor of Inspiration - Death and Order warriors get +2 armor from this mail, which can 'Lash out' at attackers. Order warriors enjoy improved combat speed, and moderate chaos resistance for the entire army.
Greater Artifact - Axe of Chaos - Gives Chaos and Earth warriors -2 to +6 attack, -2 to +4 rate of attack, and -2 to +4 hit recovery. Chaos warriors also get +3 luck, +1500 experience, and a small chance of unleahing petrify, polymorph other, lightning bolt, or curse in melee.
Greater Artifact - Axe of Mauling - Chaos Warriors gain +2 attack and an cast tremor. Earth warriors get +3 attack, +3 rate of attack, +2000 experience, +1 fame, and can also cast tremor.
Coral Shield - Death, Order, and Chaos warriors get +2 armor, +2 strength, good resistance to fire magic, and fair resistance to all other magics. Water warriors get same, but +3 armor.
Crystal Ring - Valuable to any warrior, who will gain +2 armor, and +2 hit recovery, some resistance to air magic, and recover all hit points at the end of battle. Earth warriors also get +1 attack and stronger air resistance.
Darkblade - This sword grants Death, Order, and Water warriors +1 attack and +1 movement.
Dragonscale Armor - Air and Fire warriors gain +3 armor, some resistance to water magic, and very good resistance to fire magic. If worn by fire unit, enemy might be struck with firedart.
Elven Chain Mail - Life and Water warriors gain +3 armor, +1 fame, weak resistance to all magic and good resistance to Death magic. If a life wielder's hit points fall below 5, the armor will teleport wearer to a random location on the battlefield.
Greater Artifact - Guardian - Death and Water warriors get +2 attack, +2 luck, +2 rate of attack, and +1 fame per turn. Order warriors further get +3 attack and +3 luck. Small chance to kill enemies instantly. Casts morale at the beginning of battle, adding +1 to attack and armor to friendly units.
Obsidian Plate - Earth, Death, and Order warriors regain all hit points after combat, plus +2 armor and +3 gold per turn. Eath warriors get +3 armor and good resistance to air magic, and regenerate 1 hit points every 7 seconds in battle.
Shield of Righteousness - Order, Chaos, Death, and Water warriors gain +1 armor, and can cast leadership. Order warriors get +500 experience.
Swift Axe - Earth and Chaos warriors gain +1 attack and +1 sight radius when wilding this surprisingly lightweight axe.
Greater Artifact - Thunderblade - Air and Fire warriors gain +4 attack and +2 armor. Air warriors get improved melee speed and +1 fame daily, and may cast one thunderclap daily, stunnig enemies in a large radius.
Restores HP in battle or the map relative to its cost in crystals. A potion costing 12 Crystals (max) restores 12 HP. A potion costing 1 Crystal restores 1 HP. These can only be made in water mage towers.
Amulet of Order - Any Order, Life, or Water worshipper gains +2 armor, +2 strength, and some magic resistance. Order followers regenerate one hit point every seven seconds in battle, and regain all hit points after every battle.
Ashes of Infestation - Champions of Death will gain +1 attack, +1 armor, +2 luck, and ability to cast Spawn.
Balkoth's Scythe - Only Balkoth may wield. Casts Locust once daily. Conveys ranged attack, improves hand-to-hand combat. Can claim victim's soul in combat. +1 Hitpoints vampiric life stealing, +3 mana and magic crystals per level.
Enemy Plate of the Void - Death, Order, and Earth warriors gain +2 armor, and some resistance to magic. Death warriors derive +3 armor and fair resistance to Life magic, plus a chance that opponents will Decay when hit.
Eyes of the Hawk - Life, Order, and Air mages and warriors get +3 mana and +3 sight radius, and can cast Seer spell.
Ring of Productivity - Order followers gain +2 armor, +6 mana, and good magic resistance. Each turn, one aspect of production gains +2 per level of the wielder. Can cast Bureaucracy, reducing enemy cities' production by one per level of the wielder for one turn.
Ring of Productivity - Greater Artifact - Order followers get +2 armor, +6 mana, and good magic resistance. Eah turn one aspect of production gains +2 per level of the wielder. Can cast Bureaucracy, reducing enemies' cities production by - 1 per level of the wielder for 1 turn.
Sharktooth - The faithful of Water gain +2 strength and +1000 experience, and will heal 1 hit point every 3 seconds during combat, recovering fully at the end of battle. They can also cast Quicksilver.
Greater Artifact - Staff of Light - Life warriors and mages gain +4 attack and +2 armor, and can cast ray of hope. Casts Holy Visit at beginning of battle. Wearer regenerates 1 hit point every 3 seconds in combat, and gets full health at the end of combat.
Peacemaker - Life warriors and mages gain +1 attack and +1 armor.
Ring of Leeches - Champions of Death get +1 armor and +1 strength, and can cast Leeches, transferrign 4 hit points from the target to the wearer.
Kapelke's Ring - Air, Life, and Order champions can wear this ring, getting +1 armor and +2 overland movement. The ring casts heal once per day.
Lchargeart - None.
Amulet of Ilusion - Any chaos champion gains +3 armor, +3 mana, and +2 movement, plus the ability to cast confusion.
Amulet of Indecision - Any champion gain s+2 armor, +10 maximum hit points, and +1 luck. Chaos wielders might freeze sticken enemy in an icy coffin. In a capital or dungeon, victim freezes for 1 minute. Outside, victim is expelled from combat or caught in an icy coffin.
Eternal Flame - This holy relic enhances the skill and power of fire followers. Increases life force, extending it beyond its limits, and offers minor protection against harm.
(+1 armor, +1000 experience)
Luckstone - All residents of Urak value this stone from the sky, which bestows +3 luck, and a small boost to many other skills, and agood resistance to Air magic.
(+1 to Strength, Agility, Sight radius, and rate of fire)
Ring of Brimstone - All fire followers can wear and cast fireheal, restoring 5 hit points in 10 seconds. Wielder gets +2 movement, and recovers all hit points at the end of battle.
Ring of Dancing Flame - This ring may be wilded by any Fire follower who will ain +2 armor, +2 dexterity, and +2 movement, and +3 gold per turn.
Ring of Healing - All but Death worhippers may use this ring, shich adds +1 armor and +10 hit points, and restores full health after a battle. Wearer can cast Heal.
Rocca's Chalice - All people of Urak desire the chalice, which imparts +2 wisdom and +1 ale per level of bearer per turn, and will create a random potion ech turn. If owner worships Water, chalice is worth +500 experience.
© 1998 Donnie Thompson.
Thanks to Randy Gaw for help here.
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