Quote from this post: http://www.ironfi.st/forum/viewtopic.php?f=4&t=6&start=30#p54
- Quote :
- Today, some new artifacts.
Sorry for all the Amulets, Rings and Pendants, can be changed later ;-) ...and also for the artifacts bad names wording ;-)
The artefacts levels (level 1, level 2, level 3) are not precised, to be set later.
Ultimate Artifacts:
Amulet of Abundance: +5 to all resources (wood, ore, gem, cristal, sulfur, mercury) and +5000 gold per day.
*****
Ring of Profusion:
+ 1 creature (level 6) per week for all dwellings in all towns/castles.
+ 2 creatures (level 5) per week for all dwellings in all towns/castles.
+ 3 creatures (level 4) per week for all dwellings in all towns/castles.
+ 4 creatures (level 3) per week for all dwellings in all towns/castles.
+ 5 creatures (level 2) per week for all dwellings in all towns/castles.
+ 6 creatures (level 1) per week for all dwellings in all towns/castles.
*****
Cloak of Supreme Spellcaster: +4 Knowledge, the hero can cast 2 spells per turn during combat (no obligation to cast 2 spells, he can only cast 1 spell at his wish).
Sum of level of casted spells cannot be more than 6, but can be less.
Ex: one level 5 spell and one level 1 spell (level 5 + level 1: 5 + 1 = 6).
Ex: one level 4 spell and one level 2 spell (level 4 + level 2: 4 + 2 = 6).
Ex: two level 3 spells (level 3 + level 3: 3 + 3 = 6).
Ex: two level 1 spells (level 1 + level 1: 1 + 1 = 2 <6).
*****
Artifacts:
Amulet of Speed: +1 to speed for all troops during combat.
*****
Snail Ring: -1 to speed for all enemy troops during combat (Note: the enemy troops speed cannot be less than 1).
*****
Ring of Heaviness: all enemy flying creatures can only move their base speed points (ex: a creature with speed average (4) can only move 4 hexagons) but they can fly (pass the wall during siege).
*****
Amulet of Robustness: immune all troops to speed reduction Artifacts (ex: Snail Ring, Ring of Heaviness).
*****
Pendant of Recovery: restores half creature base hit points to all first creatures in troops every beginning of turn during combat.
*****
Amulet of Pain: all enemy troops suffers (5 x level creature) damage at the beginning of each turn (level 1 stacks takes 5 damage, level 2 stacks takes 10 damage, etc.).
*****
Ring of Protection: immune all troops to damage effects Artifacts (ex: Amulet of Pain).
*****
Ring of Regeneration: all troops restores (5 x level creature) hit points at the beginning of each turn (level 1 stacks restores 5 hit points, level 2 stacks restores 10 hit points, etc.).
*****
Dwarf Ring: -1 to enemy Spell Power during combat (the enemy Hero Spell Power cannot be less than 1).
*****
Pendant of Nature Gift: +1 to all resources (wood, ore, gem, cristal, sulfur, mercury) and +1000 gold per day.
*****
Amulet of Constraint: adds half the cost to all enemy hero spells (ex: Slow cost 4 spell points (3 + 1.5 = 4.5 rounded to 4), Steelskin cost 9 spell points (6 + 3 = 9), etc.)).
*****
Amulet of Adjusting: immune the hero to increasing spells cost Artifacts (ex: Amulet of Constraint).
*****
Pendant of Summoning: +1 to base generation to all the summoning spells (becomes: sets 5x Spell Power Ghosts to guard mine for Haunt, becomes: sets 5x Spell Power Elementals to guard mine for Set Elemental Guardian spells, becomes: summons 4x Spell Power Elementals for Summon Elemental spells).
The bonus is cumulative with the Book of Elements (doubles the effectiveness of all summoning spells). So with the Pendant of Summoning and the Book of Elements, the hero with Spell Power: 5 can generate (4 + 1) x 2 = 50 Elementals with Set Elemental Guardian spells.
*****
Pendant of Serenity: during combat, each time the enemy hero casts a spell, the hero recovers half magic points needed to cast the spell (ex: the enemy hero cast Haste (cost: 3 spell points), the hero restores 1 spell points (3 : 2 = 1.5 rounded to 1), the enemy hero cast Blind (cost: 6 spell points), the hero restores 3 spell points (6 : 2 = 3)).
The Dispel Magic spell animation can be used on the hero when magic points are restored. The hero should not restore magic points above his max magic points (ex: max 20/20).
The bonus is cumulative with all the bonuses of abilities to recover magic points.
*****
Ring of Magnificence: +1 to Attack, +1 Defense, +1 Spell Power, +1 Knowledge.
*****
Amulet of Mastering: +3 to Attack, +3 Defense, +3 Spell Power, +3 Knowledge.
*****
Ring of Restriction: halves the effectiveness of all enemy summoning spells (becomes: summons 1x Spell Power Elementals for Summon Elemental spells (3 : 2 = 1.5 rounded to 1) during combat).
*****
Amulet of True Summoning: immune the hero to all effectiveness limitation of spells Artifacts (ex: Ring of Restriction).
*****
Pendant of Spellcaster: halves the cost of all hero spells.
*****
Ring of Life Force: +50% to base hit points to all creatures.
*****
Amulet of Decrepitude: -50% to base hit points to all enemy creatures (Note: the enemy troops hit points cannot be less than 1).
*****
Ring of Full Life: immune all troops to base hit points reduction Artifacts (Ex: Amulet of Decrepitude).
*****
Amulet of Bitterness: -2 Morale to all enemy creatures.
*****
Minotaur Ring: immune all troops to Morale reduction Artifacts (Ex: Amulet of Bitterness).
*****
Mirror of Misfortune: -2 Luck to all enemy creatures.
*****
Unicorn Horn: immune all troops to Luck reduction Artifacts (Ex: Mirror of Misfortune).
*****
Pendant of Beatitude: all troops make max damage and are immune to Curse.
So, no need to cast Bless (window message when trying to cast the spell: "No need to cast this spell, already max damage for all troops!") and enemy hero cannot cast Curse (window message when enemy hero trying to cast Curse: "That spell will affect no one!").
*****
Ring of Tranquility: all enemy troops make min damage and are immune to Bless.
So, no need to cast Curse (window message when trying to cast the spell: "No need to cast this spell, already min damage for all enemy troops!") and enemy hero cannot cast Bless (window message when enemy hero trying to cast Bless: "That spell will affect no one!").
*****
Amulet of Strength: immune all troops to troop damage limitation Artifacts (Ex: Ring of Tranquility).
*****
Amulet of Stroke: all enemy troops cannot retaliate.
*****
Ring of Revenge: immune all troops to retaliate limitation Artifacts (Ex: Amulet of Stroke).
*****
Cloak of Defensiveness: all troops can retaliate 2 times.
*****
Ring of Fortune: generates 1 random resource each day.
*****
Ring of Wealth: generates 2 random resources each day.
*****
Amulet of Lucky Man: generates random gold (100 to 500 gold) each day.
*****
Amulet of Liberty: +1 movement point, no penalty on rough terrains (Beach, Cracked land, Snow, Swamp, Desert).
*****
Amulet of Apprentice: regenerates 1 magic point per turn on the adventure map, and regenerates 1 magic point per turn during combat. The hero should not restore magic points above his max magic points during combat (ex: max 20/20).
*****
Amulet of Practice: +25% experience gained by hero during combat.
*****
Ring of Knowledge: +2 Knowledge to hero, allows hero to automatically exchange spells with other heroes during trading sessions. He can teach and learn spells level 2 and below (Note: the hero must have the Magic Book to learn spells).
*****
Ring of Mobility: +2 movement points, no 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.
*****
Elf Bowstring: +15% damage for shooters (ranged attack only).
*****
Book of Spirits: +1 Spell Power, doubles the effectiveness of Haunt spell.
*****
Ring of Ghosts Hunter: gives the ability to cast Ghosts Annihilation spell (the hero must have a Magic Book).
Ghosts Annihilation.
Level: 3
Cost: 12
Type: Combat
Target: 1 Ghosts stack
Duration: Instant
Destroys 1 Ghosts creatures stack no matter the number.
*****
Peace of Soul Ring: protects the troops against Ghost creature ability (creatures eliminated by Ghosts become Ghosts), Ghosts make damage only.
*****
Ring of Frailness: gives the ability to cast Weakness spell (the hero must have a Magic Book).
Weakness.
Level: 4
Cost: 20
Type: Combat
Target: 1 enemy
Duration: 1 attack (hand to hand, ranged attack, spell damage)
Halves the base hit points of an enemy troops (Note: the enemy troops hit points cannot be less than 1).
*****
Enchanted Pirate Hook: gives the ability to cast Scuttle Boat spell (the hero must have a Magic Book).
Scuttle Boat.
Level: 3
Cost: 7
Type: Adventure
Target: adjacent inoccupied ship
Duration: permanent
Destroys adjacent inoccupied ship.
*****
Cursed Artifacts.
Amulet of Desperation: -2 to Luck.
*****
Hat of Landlubber: halves the movement on water.
*****
Obstruction Chains: -1 movement point on adventure map.
*****
Too Small Boots: -2 movement points on adventure map.
*****
Amulet of Evil Leprechaun: prevents learning a secondary skill next level up, then disappears.
*****
Acknowledgment of Debt: costs you 500 gold per turn.
*****
Amulet of Disturbance: doubles cost of Spells on aventure map and during combat.
*****
All the spells given by artifacts should not appear in Mage Guilds nor Shrines (too powerfull or too specific).
Should be nice to be able to set the % of apparition for each artefact, and to be able to enable/disable them.
All cursed artifacts should be "glued" to the hero and switch to another hero only when captured in combat. Also, it should be a game option.
New Artifacts.Headgear of Quiet Death: Knowledge +1, disables all resurrection spells casting for both sides in combat (Resurrection, Resurrection True, Animate Dead).
*****
Hat of Friendship: Movement + 1 (adventure), removes all the different alignments troops morale penalties (except undead troop morale penalty).
*****
Holy Sword: Attack +1, +50% damage vs undead.
*****
Loyalty Gloves: Morale +1, Luck +1, the hero always reappears in the tavern of the player even if he is defeated.
*****
Skull of Death: Spell Power +1, allows to transform the living creatures in hero army to Skeletons (1 skeleton for 1 creature) on the adventure map.
*****
Bracelet of Artifacts Hunter: Spell Power +1, Knowledge +1, prevents the Ultimate Artifact to disappear if captured to an enemy hero during combat.
*****
Purse of Persuasion: Movement + 1 (adventure), allows to recruit creatures in the creature generators on the adventure map (City of the Dead, Troll Bridge, Ruins, Dragon City, etc.) with a 30% cost reduction.
*****
Helmet of Disturbance: Knowledge +1, allows to cast Anti-Magic spell on enemy troops.
**********
**********
Cursed Artifact.Hoodoo Helmet: reduces by half all the future experience points gained by the hero (combat and adventure (chests, etc.)).
**********
**********
New Artifacts used for Artifacts Sets.Enchanted Skull: Spell Power +1, removes the undead troop morale penalty (including the Arm of the Martyr (POL) penalty).
*****
Unicorn Horn Helmet: Attack +2.
*****
Cyclops Eye Pendant: Attack +3.
*****
Spiked Helm: Attack +1, Defense +1.
*****
Magic Broach: Spell Power +1, Knowledge +2.
*****
Enchanted Mirror: Spell Power +1, Knowledge +3.
*****
Warlock's Pendant: Spell Power +1, Knowledge +4.
*****
Magic Necklace: Spell Power +2, Knowledge +3.
*****
Magic Cape: Spell Power +2, Knowledge +4.
*****
Rod of Awareness: Spell Power +2, Knowledge +5.
*****
Book of Necromancer: Knowledge +1.
*****
Book of Sorceress: Knowledge +2.
*****
Book of Wizard: Knowledge +3.
*****
Book of Warlock: Knowledge +4.
*****
Tome of Necromancer: Spell Power +1, Knowledge +1.
*****
Tome of Sorceress: Spell Power +2, Knowledge +2.
*****
Tome of Wizard: Spell Power +3, Knowledge +3.
*****
Tome of Warlock: Spell Power +4, Knowledge +4.
*****
Blessed Ring: Knowledge +1, your Bless spells cannot be removed (Dispel Magic spells, Curse spells).
*****
Holy Helmet: halves all damage your troops take from Death spells.
*****
Shield of Undead: halves all damage your troops take from Life spells.
*****
Magic Chest Plate: halves all damage your troops take from Magic Arrow and Meteor Shower spells.
*****
Rotten Bones: Defense +1, +50% damage to your Death spells.
*****
Holy Wristbands: Attack +1, +50% damage to your Life spells.
*****
King's Crown of Death: Spell Power +2.
*****
King's Scepter of Life: Spell Power +2.
*****
Wizard's Broach of Magic: regenerates 3 magic points per turn on the adventure map, and regenerates 3 magic points per turn during combat. The hero should not restore magic points above his max magic points during combat (ex: max 20/20).
*****
Anti-Poison Pendant: halves all damage your troops take from Poison spells.
*****
Tome of Elements: Spell Power +1, gives the ability to cast all the elementals spells (combat and adventure)(the hero must have a Magic Book).
**********
**********
Artifacts Sets.I made "Mass" spells based on already in game spells.
*****
1) Thunder Mace of Dominion: Attack +1.
2) Defender Helm of Protection: Defense +1.
3) Stealth Shield of Protection: Defense +2.
1 + 2 + 3)
Armor of Bloodthirster: Attack +1, Defense +3, Knowledge +2, gives the ability to cast Mass Bloodlust spell (the hero must have a Magic Book).
Mass Bloodlust
Level: 3
Cost: 12
Type: Combat
Target: All allies
Duration: 1 turn/Power
Effect: Adds +3 to all allied creature’s Attack skill.
*****
1) Giant Flail of Dominion: Attack +1.
2) Armored Gauntlets of Protection: Defense +2.
3) Power Axe of Dominion: Attack +2.
1 + 2 + 3)
Breastplate of Defender: Attack +3, Defense +2, Knowledge +1, gives the ability to cast Mass Stoneskin spell (the hero must have a Magic Book).
Mass Stoneskin
Level: 3
Cost: 12
Type: Combat
Target: All allies
Duration: 1 turn/Power
Effect: Adds +3 to all allied creature’s Defense Skill.
*****
1) Unicorn Horn Helmet: Attack +2.
2) Warlock's Pendant: Spell Power +1, Knowledge +4.
3) Seeing-eye Pendant: makes all your troops immune to Blind spells.
1 + 2 + 3)
Shield of Blindness: Attack +2, Spell Power +1, Knowledge +4, makes all your troops immune to Blind spells, gives the ability to cast Mass Blind spell (the hero must have a Magic Book).
Mass Blind
Level: 5
Cost: 30
Type: Combat
Target: All enemies
Duration: 1 turn/Power
Effect: All enemy blinded creatures cannot take action until attacked and retaliate with half strength.
*****
1) Book of Necromancer: Knowledge +1.
2) Caster's Bracelet of Magic: Spell Power +2.
3) Black Pearl: Spell Power +2, Knowledge +2.
1 + 2 + 3)
Scepter of Disruption: Spell Power +4, Knowledge +3, gives the ability to cast Mass Disrupting Ray spell (the hero must have a Magic Book).
Mass Disrupting Ray
Level: 5
Cost: 35
Type: Combat
Target: All enemies
Duration: Combat
Effect: Reduces Defense of all enemy troops by 3. A creature can be affected multiple times by this spell.
*****
1) Dragon Sword of Dominion: Attack +3.
2) Enchanted Hourglass: Spell Power +1, extends duration of all spells by 5 turns (tweak).
3) Magic Broach: Spell Power +1, Knowledge +2.
1 + 2 + 3)
Sword of Annihilation: Attack +3, Spell Power +2, Knowledge +2, extends the duration of all spells by 5 turns, gives the ability to cast Mass Dragon Slayer spell (the hero must have a Magic Book).
Mass Dragon Slayer
Level: 5
Cost: 30
Type: Combat
Target: All allies
Duration: 1 turn/Power
Effect: All allied creatures gains +5 to Attack skill against Dragons.
*****
1) Divine Breastplate of Protection: Defense +3.
2) Book of Sorceress: Knowledge +2
3) Wizard's Hat: Spell Power +2, extends the duration of all spells by 10 turns (tweak).
1 + 2 + 3)
Shield of Bravery: Defense +3, Spell Power +2, Knowledge +2, extends duration of all spells by 10 turns, gives the ability to cast Mass Steelskin spell (the hero must have a Magic Book).
Mass Steelskin
Level: 5
Cost: 24
Type: Combat
Target: All allies
Duration: 1 turn/Power
Effect: Adds +5 to all allied creature’s Defense Skill.
*****
1) Tome of Necromancer: Spell Power +1, Knowledge +1.
2) Mage's Ring of Power: Spell Power +2.
3) Magic Necklace: Spell Power +2, Knowledge +3.
1 + 2 + 3)
Scepter of Death: Spell Power +5, Knowledge +4, gives the ability to cast Mass Animate Dead spell (the hero must have a Magic Book).
Mass Animate Dead
Level: 6
Cost: 40
Type: Combat
Target: All allied killed undeads
Duration: Permanent
Effect: All allied undead troops decimated regrows 50x Spell Power in hit points.
*****
1) Book of Warlock: Knowledge +4.
2) Witch's Broach of Magic: Spell Power +3.
3) Wand of Negation: makes all your troops immune to Dispell Magic spell.
1 + 2 + 3)
Ring of Confusion: Spell Power +3, Knowledge +4, makes all your troops immune to Dispell Magic spell, gives the ability to cast Mass Anti-Magic spell (the hero must have a Magic Book).
Mass Anti-Magic
Level: 5
Cost: 28
Type: Combat
Target: All allies
Duration: 1 turn/Power
Effect: All allied creatures gains immunity to all magic.
*****
1) Cyclops Eye Pendant: Attack +3.
2) Magic Cape: Spell Power +2, Knowledge +4.
3) Kinetic Pendant: makes all your troops immune to Paralyze spell.
1 + 2 + 3)
Cyclops Eyes Necklace: Attack +3, Spell Power +2, Knowledge +4, makes all your troops immune to Paralyze spell, gives the ability to cast Mass Paralyze spell (the hero must have a Magic Book).
Mass Paralyze
Level: 6
Cost: 45
Type: Combat
Target: All enemies
Duration: 1 turn/Power
Effect: All enemy paralyzed creatures cannot take action until attacked, and cannot retaliate.
*****
1) Foremost Scroll of Knowledge: Knowledge +5.
2) Sword Breaker (Pol): Attack +1, Defense +4.
3) Serenity Pendant: makes all your troops immune to Berserk spell.
1 + 2 + 3)
Crown of Slaughtering: Attack +1, Defense +4, Knowledge +5, makes all your troops immune to Berserk spell, gives the ability to cast Mass Berserk spell (the hero must have a Magic Book).
Mass Berserk
Level: 7
Cost: 60
Type: Combat
Target: All enemies
Duration: 1 attack
Effect: Berserk enemy creatures will randomly attack the nearest stack.
*****
1) Tome of Sorceress: Spell Power +2, Knowledge +2.
2) Arcane Necklace of Magic: Spell Power +4.
3) Minor Scroll of Knowledge: Knowledge +2.
1 + 2 + 3)
Divine Armor: Spell Power +6, Knowledge +4, gives the ability to cast Mass Resurrection spell (the hero must have a Magic Book).
Mass Resurrection
Level: 7
Cost: 48
Type: Combat
Target: All allied killed creatures
Duration: Permanent
Effect: All allied living troops decimated regrows 40x Spell Power in hit points.
*****
1) Tome of Wizard: Spell Power +3, Knowledge +3.
2) Pendant of Free Will: makes all your troops immune to Hypnotize spell.
3) Gold Watch: doubles effectiveness of Hypnotize spell.
4) Superior Scroll of Knowledge: Knowledge +4.
1 + 2 + 3 + 4)
Sword of Commander: Spell Power +3, Knowledge +7, makes all your troops immune to Hypnotize spell, doubles effectiveness of Hypnotize spell, gives the ability to cast Mass Hypnotize spell (the hero must have a Magic Book).
Mass Hypnotize
Level: 8
Cost: 75
Type: Combat
Target: All enemies
Duration: 1 attack
Effect: Takes control of all enemy troops who have less hit points than 50x Power.
*****
1) Major Scroll of Knowledge: Knowledge +3.
2) Enchanted Mirror: Spell Power +1, Knowledge +3.
3) Book of Wizard: Knowledge +3.
1 + 2 + 3)
Armor of Duplicity: Spell Power +1, Knowledge +9, gives the ability to cast Mass Mirror Image spell (the hero must have a Magic Book).
Mass Mirror Image
Level: 9
Cost: 100
Type: Combat
Target: All allies
Duration: Combat
Effect: Duplicates all your creature stacks. Each image is independently dispelled if it takes any damage.
*****
1) Tome of Warlock: Spell Power +4, Knowledge +4.
2) Ankh: doubles the effectiveness of all your resurrect and animate spells.
3) White Pearl: Spell Power +1, Knowledge +1.
1 + 2 + 3)
Cloak of Eternity: Spell Power +5, Knowledge +5, doubles the effectiveness of all your resurrect and animate spells, gives the ability to cast Mass Resurrection True spell (the hero must have a Magic Book).
Mass Resurrection True
Level: 8
Cost: 60
Type: Combat
Target: All allied killed creatures
Duration: Permanent
Effect: All allied living troops decimated regrows 50x Spell Power in hit points.
*****
1) Evil Eye: halves the cost of Curse spells.
2) Holy Pendant: makes all your troops immune to Curse spells.
3) Pendant of Beatitude: all your troops make max damage and are immune to Curse spells.
1 + 2 + 3)
Sword of Cursing: Knowledge +2, halves the cost of Curse spells, all your troops make max damage and are immune to Curse spells, adds the Curse spells to the hero Magic Book, automatically casts the Mass Curse spell for free at combat start (the hero must have a Magic Book).
*****
1) Snake Ring: halves the cost of Bless spells.
2) Blessed Ring: Knowledge +1, Bless spells cannot be removed (Dispel Magic spells, Curse spells).
3) Ring of Tranquility: all enemy troops make min damage and are immune to Bless spells.
1 + 2 + 3)
Helmet of Blessing: Knowledge +2, halves the cost of Bless spells, Bless spells cannot be removed (Dispel Magic spells, Curse spells), all enemy troops make min damage and are immune to Bless spells, adds the Bless spells to the hero Magic Book, automatically casts the Mass Bless spell for free at combat start (the hero must have a Magic Book).
*****
1) Pendant of Life: makes all your troops immune to Death spells.
2) Rotten Bones: Defense +1, +50% damage to Death spells.
3) King's Crown of Death: Spell Power +2.
1 + 2 + 3)
Bones Shield of Death: Defense +1, Spell Power +2, Knowledge +1, makes all your troops immune to Death spells, adds the Death Ripple and Death Wave spells to the hero Magic Book, your Death spells do 100% more damage (the hero must have a Magic Book).
*****
1) Pendant of Death: makes all your troops immune to Holy spells.
2) Holy Wristbands: Attack +1, +50% damage to Life spells.
3) King's Scepter of Life: Spell Power +2.
1 + 2 + 3)
Holy Scepter: Attack +1, Spell Power +2, Knowledge +1, makes all your troops immune to Holy spells, adds the Holy Word and Holy Shout spells to the hero Magic Book, your Holy spells do 100% more damage (the hero must have a Magic Book).
*****
1) Endless Cord of Wood: +1 Wood per day.
2) Endless Cart of Ore: +1 Ore per day.
3) Endless Vial of Mercury: +1 Mercury per day.
4) Endless Pouch of Crystal: +1 Crystal per day.
5) Endless Pouch of Sulfur: +1 Sulfur per day.
6) Endless Pouch of Gems: +1 Gems per day.
1 + 2 + 3 + 4 + 5 + 6)
Chest of Richness: +2 units of each resource per day.
*****
1) Endless Purse of Gold: +500 gold per day.
2) Endless Bag of Gold: +750 gold per day.
3) Endless Sack of Gold: +1000 gold per day.
1 + 2 + 3)
Golden Fleece: +5000 gold per day.
*****
1) Medal of Distinction: Morale +1
2) Medal of Honor: Morale +1
3) Medal of Courage: Morale +1
4) Medal of Valor: Morale +1
1 + 2 + 3 + 4)
Ring of Morale: Always maximum Morale (+3) for all your troops, gives the ability to cast Good Morale spell (the hero must have a Magic Book).
Good Morale
Level: 3
Cost: 8
Type: Combat
Target: 1 ally
Duration: 1 attack
Effect: Gives an extra attack to the troop (so the troop can play up to three times, normal attack, Morale attack (if activated), extra attack.
*****
1) Lucky Rabbit's Foot: Luck +1
2) Gambler's Lucky Coin: Luck +1
3) Four-Leaf Clover: Luck +1
4) Golden Horseshoe: Luck +1
1 + 2 + 3 + 4)
Broach of Luck: Always maximum Luck (+3) for all your troops, gives the ability to cast Forced Luck spell (the hero must have a Magic Book).
Forced Luck
Level: 3
Cost: 8
Type: Combat
Target: 1 ally
Duration: 1 attack
Effect: doubles the maximum damage of the troop.
*****
1) Ammo Cart: provides endless ammunition for all your shooters and does +10% damage for shooters (ranged attack only)(tweak).
2) Golden Bow: eliminates the 50% penalty for your troops shooting past obstacles and does +25% damage for shooters (ranged attack only)(tweak).
3) Elf Bowstring: +15% damage for shooters (ranged attack only).
1 + 2 + 3)
Bow of Magnificence: +100% damage for shooters (ranged attack only).
*****
1) Lightning Helm: halves all damage your troops take from Lightning spells.
2) Fire Cloak: halves all damage your troops take from Fire spells.
3) Ice Cloak: halves all damage your troops take from Cold spells.
4) Broach of Shielding (POL): provides 50% protection from Armageddon and Elemental Storm, but decreases the Spell Power by 2.
5) Heart of Fire (POL): provides 50% protection from Fire spells, but doubles the damage taken from Cold spells.
6) Heart of Ice (POL): provides 50% protection from Cold spells, but doubles the damage taken from Fire spells.
7) Holy Helmet: halves all damage your troops take from Death spells.
Shield of Undead: halves all damage your troops take from Life spells.
9) Magic Chest Plate: halves all damage your troops take from Magic Arrow and Meteor Shower spells.
1 + 2 + 3 + 4 + 5 + 6 + 7 + 8 + 9)
Shield of Immunity: Broach of Shielding penalty (Spell Power -2) is removed, Knowledge +2, your troops are immune to all instant direct damage spells.
*****
1) Amulet of Apprentice: regenerates 1 magic point per turn on the adventure map, and regenerates 1 magic point per turn during combat. The hero should not restore magic points above his max magic points during combat (ex: max 20/20).
2) Power Ring: regenerates 2 magic points per turn on the adventure map, and regenerates 2 magic points per turn during combat. The hero should not restore magic points above his max magic points during combat (ex: max 20/20)(tweak).
3) Wizard's Necklace of Magic: regenerates 3 magic points per turn on the adventure map, and regenerates 3 magic points per turn during combat. The hero should not restore magic points above his max magic points during combat (ex: max 20/20).
1 + 2 + 3)
Broach of Regeneration: Knowledge +2, regenerates 12 magic points per turn on the adventure map, and regenerates 12 magic points per turn during combat.
*****
1) Spiked Helm: Attack +1, Defense +1.
2) Spiked Shield: Attack +2, Defense +2.
3) Staff of Wizardry (POL): Spell Power +5.
1 + 2 + 3)
Armor of Invincibility: Attack +3, Defense +3, Spell Power +5, Knowledge +1.
*****
1) Lighting Rod: causes your lightning spells to do 50% more damage.
2) Everhot Lava Rock: causes your fire spells to do 50% more damage.
3) Evercold Icicle: causes your cold spells to do 50% more damage.
1 + 2 + 3)
Wand of Destruction: Spell Power +2, your lightning, fire and cold spells do 100% more damage.
*****
1) Elemental Ring: halves the cost of all your summoning spells.
2) Book of Elements: doubles the effectiveness of all your summoning spells.
3) Tome of Elements: Spell Power +1, gives the ability to cast all the elementals spells (combat and adventure)(the hero must have a Magic Book).
1 + 2 + 3)
Summoner's Hat: Spell Power +3, gives the ability to cast all the elementals spells, doubles the effectiveness of all your summoning spells, reduces the cost of all your summoning spells to 25% (3 points for "Set Guardian" spells, 7 points for "Summon Elemental" spells).
*****
1) Book of Spirits: Spell Power +1, doubles the effectiveness of Haunt spell.
2) Ring of Ghosts Hunter: gives the ability to cast Ghosts Annihilation spell (the hero must have a Magic Book).
Ghosts Annihilation.Level: 3
Cost: 12
Type: Combat
Target: 1 Ghosts stack
Duration: Instant
Effect: destroys 1 Ghosts creatures stack no matter the number.
3) Peace of Soul Ring: protects the troops against Ghost creature ability (creatures eliminated by Ghosts become Ghosts), Ghosts make damage only.
1 + 2 + 3)
Broach of Ghosts Master: Spell Power +3, doubles the effectiveness of Haunt spell, gives the ability to cast Ghosts Annihilation spell at half cost (6 points), protects the troops against Ghost creature ability, enemy ghosts can no more fly (they only move 5 hexagons at a time (speed: 5)).
*****
1) Poison Flask: doubles the damage of your Poison spells.
2) Voodoo Doll: Spell Power +1, halves the cost of your Poison spells.
3) Anti-Poison Pendant: halves all damage your troops take from Poison spells.
1 + 2 + 3)
Vial of Poisoner: Spell Power +3, doubles the damage of your Poison spells, reduces the cost of all your poison spells to 25% (1 point for "Poison" spell, 2 points for "Mass Poison" spell), halves all damage your troops take from Poison spells.
*****
1) Skullcap: halves the cost of all mind influencing spells.
2) Arm of the Martyr (POL): Spell Power +3, but adds the undead morale penalty.
3) Enchanted Skull: Spell Power +1, removes the undead troop morale penalty (including the Arm of the Martyr (POL) penalty).
1 + 2 + 3)
Helmet of Mind Control: Spell Power +6, 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 "Berserk" spell, 4 points for "Hypnotize" spell, 7 points for "Mass Blind" spell, 11 points for "Mass Paralyze" spell, 15 points for "Mass Berserk" spell, 18 points for "Mass Hypnotize" spell).
*****
1) Holy Hammer (POL): Attack +5.
2) Sphere of Negation (POL): disables all spell casting for both sides in combat.
3) Rod of Awareness: Spell Power +2, Knowledge +5.
1 + 2 + 3)
Holy Book of Mastering: Attack +5, Spell Power +2, Knowledge +5, disables all spell casting for enemy hero in combat, (can be added if too powerful: limits your spell casting to level 3 spells (need testing)).
*****
1) Traveller's Boots of Mobility: increases your mobility on land, Movement +3 (300 points).
2) Nomad Boots of Mobility: increases your mobility on land, Movement +6 (600 points).
3) True Compass of Mobility: increases your movement on land and sea, Movement +5 (500 points) on land, Movement +5 (500 points) on sea.
4) Sailor's Astrolabe of Mobility: increases your movement on sea, Movement +10 (1000 points) on sea.
1 + 2 + 3 + 4)
Cloak of Time Slowdown: increases your movement bonuses on land and sea by 25%, Movement +17.5 (1750 points) on land, Movement +18.75 (1875 points) on sea, no 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.
*****
1) Telescope: increases hero's viewing range by 1 square.
2) Statesman's Quill: reduces the cost of surrender to 10% of the total cost of your army.
3) Crystall Ball (POL): lets you get more specific information about monsters, enemy heroes and castles nearby in the whole viewable area of the hero who holds it (tweak).
1 + 2 + 3)
Orb of Comprehension: Knowledge +2, doubles the hero's viewing range, reduces the cost of surrender to a symbolic cost of 1 gold, lets you get more specific information about monsters, enemy heroes and castles nearby in the whole viewable area of the hero who holds it (tweak).
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Did you read all of this? Congratulations! ;-)