| AIR Warrior |
Thunderblade |
Air and Fire warriors gain +4 Attack and +2 Armor. Air warriors
get improved melee speed, +1 Fame, and may cast one Thunderclap
per day, stunning enemies in a large radius.
|
| AIR Warrior |
Kapelke's Ring |
Air, Life, and Order Champions get +1 Armor and +2 Overland
movement. The ring casts Heal once per day.
|
| AIR Warrior |
Feather Chain Mail |
Air and Fire warriors gain +3 Armor. Air warriors also get
+2 Dexterity and +2 Overland movement. Resists Earth magic
very well and gives good resistance versus other faiths.
|
| AIR Mage |
Staff of Asphyxiation |
All mages gain +6 Mana. Air mages get excellent resistance
to Earth magic and good resistance to all other magic. Cast
Asphyxiate once per day, and might asphyxiate opponents who
are physically struck.
|
| AIR Mage |
Ring of the Four Winds |
All mages get +1 Armor, +3 Mana and some magic resistance.
Air followers also gain resistance to missiles & +3 armor.
|
| AIR Mage |
Eyes of the Hawk |
Life, Order and Air mages and warriors get +3 Mana and +3
sight radius, and can cast Seer spell.
|
| AIR Thief |
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 targets on impact.
|
| AIR Thief |
Aramoug's Amulet |
All thieves get +2 Armor from this pendant. Air thieves get
+2 sight range plus one Area Stun spell per day, affecting
enemies in a large radius.
|
| AIR Thief |
Pixie Dust |
Air, Chaos & 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 scored by
wielder.
|
| FIRE Warrior |
Sword of Flames |
Air and Fire warriors gain +3 to attacks. Fire warriors improve
combat speeds and get +3 Luck and +1 Armor. The sword casts
Firedart, and can burn enemies for extra damage.
|
| FIRE Warrior |
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 end of battle.
|
| FIRE Warrior |
Dragon Scale Armor |
Air and Fire warriors gain +3 Armor, some resistance to Water
magic, and very good Fire resistance. If armor is worn by
Fire unit, enemy might be struck with Firedart.
|
| FIRE Mage |
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 magic, plus slight chance
of Scalding enemies in melee.
|
| FIRE Mage |
Ring of Embers |
Fire, Death and Chaos mages get +2 Armor. Fire mage gains
+3 Mana, some Water resistance and weak resistance to other
magic. If worn by Fire mage, attacker might suffer Scald,
losing 1 hit point every 2 seconds for 10 seconds.
|
| FIRE Mage |
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.
|
| FIRE Thief |
The Spitfire |
Order thieves get +2 ranged attack, +1 missile range &
+1 missile speed. Fire thieves get +3 ranged attack, +2 missile
range, +2 missile speed & +5 rate of fire. Both can cast
Fireball.
|
| FIRE Thief |
Ring of the Dancing
Flame |
This ring may be wielded by any Fire follower, who will gain
+2 Armor, +2 Dexterity, +2 movement, and +3 gold per turn.
|
| FIRE Thief |
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 greater missile range.
|
| EARTH Warrior |
Dwarven Axe of Mauling |
Chaos warriors gain +2 Attack and can cast Tremor. Earth
warriors get +3 Attack, +3 rate of attack, +2000 Experience,
+1 Fame, and can also cast Tremor.
|
| EARTH Warrior |
Crystal Ring |
All warriors gain +2 Armor, +2 hit recovery and some resistance
to Air magic, and recover all hit points at the end of combat.
Earth warriors also get +1 Attack and stronger Air resistance.
|
| EARTH Warrior |
Obsidian Plate |
Earth, Death and Order warriors regain all hit points after
combat, plus +2 Armor and +3 gold per turn. Earth warriors
get +3 Armor and good resistance to Air magic, and regenerate
1 hit point every 7 seconds in battle.
|
| EARTH Mage |
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.
|
| EARTH Mage |
Stone Ring |
Any mage acquires +2 Armor, minor resistance to all magic
and the power to cast Clay Earth. Earth mages enjoy fair magic
resistance, and good resistance versus Air.
|
| EARTH Mage |
Crystalmight |
Only Earth mages can use this artifact, which imparts +3
Mana, +1000 experience and +2 crystals per level of the wielder.
|
| EARTH Thief |
Bow of Balladrine |
Earth, Life and Air thieves gain +2 ranged attack, +1 missile
range and +1 rate of fire, and can cast Rocksling. Earth thieves
also get +3 ranged attack and improved stealth.
|
| EARTH Thief |
Ring of Entanglement |
All thieves covet this ring, which imparts +1 Armor, +2 Dexterity
and +2 Movement, plus the ability to cast Entanglement.
|
| EARTH Thief |
Luckstone |
All get +3 Luck, a small boost to many other skills, and
good resistance to Air magic.
|
| WATER Warrior |
Tidalblade |
Water, Death or 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
blade's rusting effect can cause -1 to enemy Armor with each
hit.
|
| WATER Warrior |
Coral Shield |
Death, Order and Chaos warriors get +2 Armor, +2 Strength,
good resistance to Fire and fair resistance to all other mages.
Water warriors get the same, but with +3 Armor.
|
| WATER Warrior |
Sharktooth |
Water gains +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.
|
| WATER Mage |
Staff of Drowning |
Any mage can fill the lungs of all enemies in a radius with
water. Heals Water units. Boosts a mage's magic reserves and
offers some protection.
|
| WATER Mage |
Rocca's Chalice |
All get +2 Wisdom and +1 ale per level of the bearer per
turn & will create a random potion each turn. Water, gets
+500 experience.
|
| WATER Mage |
Ring of the Elements |
Any mage can wear this ring and receive +2 Armor, +3 Mana,
and some resistance to elemental magic. Water mages resist
elemental magic especially well.
|
| WATER Thief |
Blowgun of the Amazons |
Water thieves. Makes a chilling attack that can seal an enemy
in ice. Casts Icebolt & increases ranged attacks &
rate of fire.
|
| WATER Thief |
Ring of Shelter |
Water, Order and Life thieves gain +2 Armor and good resistance
to Fire, and can cast a concealing Steam Cloud.
|
| WATER Thief |
Amulet of Persuasion |
Any thief will negotiate better with +2 Strength, +2 Dexterity,
+2 Movement, improved Stealth and +250 experience.
|
| ORDER Warrior |
Guardian |
Death & Water warriors get +2 Attack, +2 Luck, +2 rate
of attack and +1 Fame per turn. Order warriors further get
+3 Attack & +3 Luck. Small chance to kill enemies instantly.
Casts Morale at beginning of battle, adding +1 Attack and
Armor to friendly units.
|
| ORDER Warrior |
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 magic resistance for the entire
army.
|
| ORDER Warrior |
Shield of Righteousness |
Order, Chaos, Death and Water warriors gain +1 Armor, and
can cast Leadership. Order warriors get +500 experience.
|
| ORDER Mage |
Ring of Productivity |
Order followers get +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 1 per level of the wielder for 1 turn.
|
| ORDER Mage |
Staff of Enlightenment |
Order, Air and Life mages get +2 Armor and +1000 experience,
and can cast Guardian Winds.
|
| ORDER Mage |
Amulet of Control |
Any mage will gain +2 Armor & some magic resistance.
The Amulet itself has limited charges for casting Possession.
Order mages also get good resistance to Chaos magic.
|
| ORDER Thief |
Crossbow of Balance |
Fire thieves gain +2 ranged attack, +1 missile range &
+2 rate of fire. Order thieves get +3 ranged attack, +2 missile
range & +5 rate of fire. Both - improved Stealth &
can cast Righteous Bolt.
|
| ORDER Thief |
Ring of Concentration |
Any thief adds +4 to maximum hit points, +2 sight radius
and +3 Luck. Order thieves also get +2 Movement & +500
experience.
|
| ORDER Thief |
Amulet of Order |
All Order, Life or Water gains +2 Armor, +2 Strength and
some magic resistance. Order followers regenerate 1 hit point
every 7 seconds in battle and regain all hit points after
every battle.
|
| LIFE Warrior |
Staff of Light |
Life warriors and mages gain +4 Attack and +2 Armor, and
can cast Ray of Hope. Casts Holy Visit at the beginning of
battle. Wearer regenerates 1 hit point every 3 seconds in
combat and regains full health at battle's end.
|
| LIFE Warrior |
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, armor will teleport wearer
to a random location on the battle map.
|
| LIFE Warrior |
Ring of Healing |
All but Death get +1 Armor and +10 hit points, and restores
full health after a battle. Wearer can cast Heal.
|
| LIFE Mage |
Staff of Resurrection |
Any mage gains +2 Armor, +6 Mana, and ability to cast Resurrection.
Sometimes unleashes Spirit Arrow in melee. Life mages get
good Death resistance, regenerate 1hit point every 3 seconds
in battle & regain full health after combat.
|
| LIFE Mage |
Chalice of Life |
Any mage may cast Dispel Magic & gain some resistance
to elemental magic. Life mage gets +3 Armor and +3 Wisdom.
Life, Death, Order and Chaos mages get fair resistance to
arcane magic.
|
| LIFE Mage |
Ring of Arcana |
Any mage may cast Dispel Magic, and gains some resistance
to elemental magic. Life mage gets +3 Armor and +3 Wisdom.
All mages get fair resistance to arcane magic.
|
| LIFE Thief |
Bow of Bakal |
Air, Life & Earth thieves get +1 ranged attack, +2 missile
range and +1 rate of fire, and can cast Spirit Arrow. Life
thieves also gain +2 ranged attack and high resistance to
missile attacks.
|
| LIFE Thief |
Ring of Redemption |
All thieves get +2 Attack, +1 Armor & +2 Luck & might
cause Confusion when striking enemies. Life thieves also gain
+2 Movement.
|
| LIFE Thief |
Amulet of Revelation |
Any thief gets +2 Armor, +2 Movement, +2 sight radius, and
can cast Life Detect. Restores full health at the end of every
battle.
|
| CHAOS Warrior |
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 small chance of unleashing
Petrify, Polymorph Other, Lightning Bolt or Curse in melee.
|
| CHAOS Warrior |
Amulet of Indecision |
Any Champion gains +2 Armor, +10 maximum hit points and +1
Luck. Chaos wielders might freeze stricken enemy in Icy Coffin.
In Capital or dungeon, victim freezes for 1 minute. Outside,
victim is expelled from combat or caught in Icy Coffin.
|
| CHAOS Warrior |
Helm of Asymmetry |
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.
|
| CHAOS Mage |
Staff of Polymorphing |
Any mage gains +3 Attack & +6 Wisdom & can cast Polymorph
Other. Chaos mages also get +2 Armor, and a chance their enemy
will succumb to Polymorph Other when hit in melee.
|
| CHAOS Mage |
Amulet of Illusion |
Any Chaos Champion gains +3 Armor, +3 Mana and +2 Movement,
plus the ability to cast Confusion.
|
| CHAOS Mage |
Ring of Anything |
Any mage can wear this ring, and get +1 resources per level,
randomly selected each turn. Can randomly cast Heal, Commune
with Nature, Fireball or Polymorph Self each turn.
|
| CHAOS Thief |
Amulet of Fate |
Any thief gains +2 Dexterity, +3 Luck, +1 gold per level
of the wielder each turn, and ability to cast Polymorph Self.
Chaos thieves gain +2000 experience and +4 Dexterity.
|
| CHAOS Thief |
Ring of Mazes |
Any thief will gain +2 Strength, +2 Movement and the ability
to cast Confusion. Chaos thieves also get +2 sight radius.
|
| CHAOS Thief |
Chakram of Entropy |
Chaos thief gets +3 ranged attack, +2 missile range, +1 rate
of fire & fair resistance to missile attacks. Might randomly
teleport enemy to another part of the combat arena when hit.
|
| DEATH Warrior |
Soul Stealer |
Water & Order warriors get +2 Attack, +2 rate of attack.
Death warriors get +3 Attack and +1 Armor, plus small chance
of vorpal attack, killing unit and giving wielder +200 experience.
Both can cast Curse.
|
| DEATH Warrior |
Ebony Plate of the
Void |
Death, Order & Earth warriors gain +2 Armor & some
resistance to magic. Death warriors derive +3 Armor and fair
resistance to Life magic, plus a chance that opponents will
Decay when hit.
|
| DEATH Warrior |
Ring of Leeches |
Champions of Death get +1 Armor and +1 Strength and can cast
Leeches, transferring 4 hit points from the target to the
wearer.
|
| DEATH Mage |
Staff of Animation |
All mages get +1 Armor & can cast Raise Shade. Casts
Cure Wounds on wielder at start of combat. Death mages also
get +3 Attack and +6 Mana.
|
| DEATH Mage |
Ring of Azz'taruth |
Any mage who wears this ring gains +1 Armor, +3 Mana, and
can cast Decay. Death mages gain some magic resistance.
|
| DEATH Mage |
Lich Cloak |
Death, Fire, Chaos & Earth mages get +2 Armor & +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 becomes a vampire.
|
| DEATH Thief |
Knife of Life Stealing |
Death thief gets +2 Attack, +2 ranged attack, +1 missile
range & +1 rate of fire. Victim may be paralyzed, losing
1000 experience.
|
| DEATH Thief |
Amulet of Poison |
Any thief may wear this bauble, for +2 Armor and improved
Stealth. Death thieves might poison victims on attack.
|
| DEATH Thief |
Ashes of Infestation |
Champions of Death will gain +1 Attack, +1 Armor, +2 Luck,
and ability to cast Spawn.
|