You stare at the battle screen, one flank exposed and a lucky artifact tucked into someone else’s inventory. I lost an entire stack because I underestimated a Shroomwood Bow; you don’t have to repeat my mistake. Treat artifacts like a pocketknife: small, easy to dismiss, but the right blade solves the problem fast.
I’ve played my share of Heroes battles and read the threads on Steam, GOG, and Reddit until my eyes watered. Here I’m giving you a clear map of every artifact in the current build so you can decide fast—no fluff, just what matters in combat and on the campaign map.
On forums and Discord servers, arguments over a single artifact flare up daily. Complete list of artifacts in Heroes of Might and Magic: Olden Era
Artifacts are grouped by where you equip them and by rarity. Some are simple stat boosts; some rewrite how a hero fights. Tables below list each item exactly as they appear in the current build, including upgrade effects if applicable. Use them like a chess clock—an artifact controls tempo and forces your opponent to answer.
What are the best artifacts for combat?
I once turned a losing engagement into a stomp by swapping a Demon Claw for a Dragon Scale Shield between rounds; small changes can flip outcomes. For pure offense, check the Main Hand and Items tables—Ogre’s Club of Havoc and Rapier are reliable damage engines. For tanking and control, Off-Hand shields and Chest pieces like Ribcage Armor or Dragon Scale Armor keep stacks alive.
How do artifact upgrades work?
An upgraded artifact usually improves the same stat or adds durability; some upgrades are unlimited. When a table marks an upgrade as “Unlimited,” that item stacks repeatedly (great for long campaigns). Treat upgrades as long-term investment—if a hero is your cornerstone, prioritize artifacts that scale rather than one-off bonuses.
Where can I find rare artifacts?
Treasure chests, guarded locations, taverns, and map events are the main sources. Community tools—Steam discussions, Hooded Horse posts, and Reddit guides—track spawn tables and hot spots; for modders, NexusMods and Steam Workshop threads sometimes reveal new spawn patterns. If you want a relic, expect to contest it or plan several visits to the area.

Main Hand
| Name | Effect | Upgrade |
|---|---|---|
| Fish-to-the-Face | +1 Attack | +1 Attack |
| Lance | +3 Attack | +2 Attack |
| Red Dragon Flame Tongue | +2 Attack+2 Defense | +1 Attack+1 Defense |
| Ogre’s Club of Havoc | +4 Attack | +2 Attack (Unlimited) |
| Rapier | +10% Melee Damage | +5% Melee |
| Dark Hatchet | +4 Attack then +15% Attack | +2 Attack |
| Garotte | –1 Speed to enemy units | N/A |
| Shaman Staff | +6 Spell Power | +3 Spell Power |
| Shroomwood Bow | Friendly units no longer have ranged penalty | +5% ranged damage |
| Truthmaker | –10% Attack to enemy units | –5% more Attack |
| Demon Claw | +12 Attack–4 Defense | +4 Attack |
| Legendary | Heroic Strike kills 1 tier 1-7 unit | Kills +1 more unit |
| Sword of Judgement | +2 Attributes | +1 Attributes |
Off-Hand
There are 13 different artifacts here—mostly defensive or utility pieces that shift fights.
| Name | Effect | Upgrade |
|---|---|---|
| Shoddy Shield | +2 Defense | N/A |
| Misericorde | +2 Attack | +1 Attack |
| Buckler | Friendly units can counterattack against enemies with “Swift Strike” | +5% Melee Damage |
| Singing Pan-Pipe | All friendly units’ effects last +1 round | +1 Duration |
| Pelagic Hourglass | The cooldowns of all spells are reduced by 1 round | N/A |
| Shield of the Rampaging Ogre | +4 Defense | +2 Defense (Unlimited) |
| Crescent Dagger | Spells and unit abilities ignore 40% magic resistance | Ignore +20% magic resistance |
| Fine Wand | +1 Level to all spells | N/A |
| Caduceus | Heroic Strike Restores 6 Mana | +6 more Mana |
| Dragon Scale Shield | +3 Attack and Defense | +1 Attack and Defense |
| Thruthseeker | –10% to enemy’s Defense | –5% more enemy’s Defense |
| Chitinous Shield | +12 Defense–4 Attack | +4 Defense |
| Lion’s Shield of Courage | +2 Attributes | +1 Attributes |
Head
Fifteen headpieces cover vision, spellcasting, and attribute tweaks—good heads turn spellcasters into reliable tools.
| Name | Effect | Upgrade |
|---|---|---|
| Armet | +2 Defense | +1 Defense |
| Fancy Mask | Generates +2 Focus Points at the start of each battle | +1 Focus Point |
| Straw Hat | +1 Knowledge | +1 Knowledge |
| Head Torch | +1 sight radius | N/A |
| Scholar’s Tiara | +2 Knowledge | +1 Knowledge |
| Crown of the Supreme Magi | +4 Knowledge | +2 Knowledge (Unlimited Upgrades) |
| Mirror Tiara | Restores 8 Mana each morning | Restores +8 Mana each morning |
| Helm of Heavenly Enlightenment | +2 to Attributes | +1 to Attributes |
| Crown of Dragontooth | +4 Spell Power+4 Knowledge | +1 Spell Power+1 Knowledge |
| Beelzebub’s Boon | +12 Knowledge–4 Spell Power | +4 Knowledge |
| Seven Eyes | +1 level to spells | +1 level to spells |
| Sirin Mask | The cooldowns of all spells are reduced by 1 round. | –1 fewer round |
| Two-Faced Mask | The hero can use the Spellbook 1 additional time per battle round | N/A |
| Spellbinder’s Hat | Adds all tier-5 spells to hero’s spellbook | N/A |
| Amelchia’s Law | –1 Initiative to enemy units | –1 more Initiative |
Chest
Chest armor often trades between defenses and spell power—pick according to your hero’s role.
| Name | Effect | Upgrade |
|---|---|---|
| Rags | +1 Spell Power | +1 Spell Power |
| Chain Mail | +3 Defense | N/A |
| Plate Armor | +3 Defense | +2 Defense |
| Vortex Robe | Whenever an enemy hero casts a spell, 40% of the Mana cost is returned to the wearer | 60% of the Mana cost is returned to the wearer |
| Tunic of the Cyclops King | +4 Spell Power | +2 Spell Power (Unlimited upgrades) |
| Eagle Armor | +2 Morale+2 Luck | N/A |
| Ribcage Armor | +4 Defense, then +15% Defense | +2 Defense |
| Iridescent Cloak | +6 Knowledge | +3 Knowledge |
| Heartbeat | +12 Spell Power–4 Knowledge | +4 Spell Power |
| Armor of Wonder | +2 to Attributes | +1 to Attributes |
| Dragon Scale Armor | +4 Attack+4 Defense | +1 Attack, +1 Defense |
| Robe of Enlightenment | Adds all tier-3 spells to the hero’s spellbook | N/A |
Waist
Belts and sashes are small multipliers—some generate resources, others change battle rules.
| Name | Effect | Upgrade |
|---|---|---|
| Rope Belt | +1 Defense | +1 Defense |
| Soulless Sash | –1 morale to enemy units | N/A |
| Endless Bag | Produces 1 gem, mercury, or crystal, depending on the hero’s faction | N/A |
| Flask of Oblivion | All negative effects on friendly units last –1 round. | –1 fewer additional round |
| Warrior’s Belt | +2 Attack | +1 Attack |
| Protective Belt | –10% Magic Damage taken | –5% less Magic Damage taken |
| Slithering Sash | +3 Spell Power+3 Knowledge | +1 Spell Power+1 Knowledge |
| Skull of Milos | +1000 Gold a day | +1000 Gold a day |
| Celestial Sash of Bliss | +2 to Attributes | +1 to Attributes |
| Magic Key Ring | Negates all effects that restrict creature rearrangement, surrendering, fleeing, and using the Spellbook and hero abilities in battle | N/A |
| Spells in Bottles | Adds all Tier-4 spells to hero’s spellbook | N/A |
Feet
Boots control mobility and map presence—often underrated but decisive for map contests.
| Name | Effect | Upgrade |
|---|---|---|
| Dragonbone Greaves | +1 Spell Power, +1 Knowledge | +1 Spell Power, +1 Knowledge |
| Magic Slippers | –2 Mana cost to spells | –1 additional Mana cost to spells |
| Boots of Travel | +10 Movement points | +5 Movement points |
| Swamp Boots | Removes all terrain penalty | N/A |
| Bone Boots | +4 Spell Power, then +15% Spell Power | +2 Spell Power |
| Legion’s Leg | +50% unit growth in all cities. Stacks cumulatively with bonuses from other heroes. | N/A |
| Sandals of the Saint | +2 to Attributes | +1 to Attributes |
| Seven-League Boots | +40 Movement points | N/A |
| Warlord Boots | +2 Initiative to friendly units | N/A |
Rings
Rings are compact power—some change battle pacing, others strip enemy schools or bolster cast times.
| Name | Effect | Upgrade |
|---|---|---|
| Clenching Ring | Over-time spell effects cast by the hero last +1 round longer | +1 round |
| Quiet Eye of a Dragon | +1 Attack, +1 Defense | +1 Attack, +1 Defense |
| Wooden Ring | +1 Morale | +1 Morale |
| Emerald Resonance Controller | –10% to enemy hero Spell Power | –5% more to enemy hero Spell Power |
| Keeper’s Ring | +2 Defense | +1 Defense |
| Shard of Serenity | Restores 6 Mana every morning | +6 Mana each morning |
| Tabar Signet-Ring | +1 Luck | +1 Luck |
| Sixth Finger | –2 Morale, –2 Luck to enemy units | N/A |
| Ring of Life | All positive effects on friendly creatures last for +1 round | +1 more round |
| Chain of Link | Forbids casting of Tier-1 and Tier-2 spells | N/A |
| Lord’s Ring | +1 Initiative to friendly units | N/A |
| Crimson Resonance Controller | –20% to enemy hero Spell Power | –10% more to enemy hero Spell Power |
| Ring of Neutrality | All units in battle have neutral Morale and Luck | N/A |
| Brass Knuckles | Counterattacks from enemy units do –30% damage | –15% additional damage |
| Seal of Silence | +1 round to the cooldown of all enemy spells | N/A |
| Soulcaller Ring | Enemy loses 1 level on all Magic School spells | N/A |
Back
Capes and tabards often grant mobility and broad bonuses—great for support heroes.
| Name | Effect | Upgrade |
|---|---|---|
| Omencaller | –1 enemy Luck | N/A |
| Monster Head | –1 enemy Morale and Luck | N/A |
| Wizard’s Cloak | +2 Spell Power | +1 Spell Power |
| Automated Antimagic Shield | –10% Magic damage taken | –5% less Magic Damage taken |
| Dragon Wing Tabard | +2 Spell Power, +2 Knowledge | +1 Spell Power, +1 Knowledge |
| Light-and-Shade Cloak | Friendly units can still use ranged attacks with an adjacent enemy | +5% Ranged damage |
| Backpack | +10 Movement points | +5 Movement points |
| Second Shade | +4 Knowledge then +15% Knowledge | +2 Knowledge |
| Banner of Six Winds | +1 Speed to friendly units | N/A |
| Ambassador’s Sash | +10% persuasion power with Diplomacy | +5% persuasion |
| Fallen Angel Wings | Grants the wearer Flight | N/A |
Items
The largest category—mix of economy, utility, and battlefield changers. Items often let you tailor a hero to a very specific task.
| Name | Effect | Upgrade |
|---|---|---|
| Magic Mirror | Restores 4 Mana each morning | Restores +4 Mana each morning |
| Last Coin | +1 Luck | +1 Luck |
| Boreoloth’s Hand | +1 Attack | +1 Attack (Unlimited Upgrades) |
| Boreoloth’s Tail | +1 Defense | +1 Defense (Unlimited Upgrades) |
| Boreoloth’s Heart | +1 Spell Power | +1 Spell Power (Unlimited Upgrades) |
| Boreoloth’s Head | +1 Knowledge | +1 Knowledge (Unlimited Upgrades) |
| Music Sheet | Abilities of friendly unit deal 40% more damage | +20% damage |
| Golden Moth | +250 Gold daily | +250 more Gold |
| Liquid Silence | +1 round to the cooldown of all enemy creature abilities | +1 more round |
| Magic Scroll | Adds a specific spell to the hero’s spellbook | N/A |
| Keeper’s Amulet | +2 Defense | +1 Defense |
| Warrior’s Amulet | +2 Attack | +1 Attack |
| Scholar’s Amulet | +2 Knowledge | +1 Knowledge |
| Wizard’s Amulet | +2 Spell Power | +1 Spell Power |
| Ukh Signet | +1 Morale | +1 Morale |
| Spyglass | +2 sight radius | N/A |
| Golden Pig | +500 Gold a day | +500 Gold a day |
| Deck of Spells | Adds all Tier-1 spells to the hero’s spellbook. | N/A |
| Orb of Destruction | Heroic Strike deals +10 basic damage | N/A |
| Ancient Idol | The hero ignores the restriction on using the same Magic School twice | N/A |
| Quivering Quiver | +10% Ranged damage | +5% more Ranged damage |
| Voodoo Doll | When the wearer is defeated, they can still be hired back in the Tavern. | N/A |
| Enchanted Magic Scroll | Allows the hero to use a specific spell at its maximum level. | N/A |
| Flag of Truce | Wearer keeps their army whenever they flee from battle | N/A |
| Drum of War | Friendly creatures deal +1 Damage | +1 damage |
| Orb of Twilight | +1 level to hero’s Nightshade spells, –1 level to enemy hero’s Nightshade Spells | N/A |
| Orb of Dawn | +1 level to hero’s Daylight spells, –1 level to enemy hero’s Daylight Spells | N/A |
| Orb of Eternity | +1 level to hero’s Arcane spells, –1 level to enemy hero’s Arcane Spells | N/A |
| Primordial Orb | +1 level to hero’s Primal spells, –1 level to enemy hero’s Primal Spells | N/A |
| Shackles of War | Prevents any surrendering or fleeing in battle. | N/A |
| Tactical Guide | Opponent cannot rearrange units before the start of battle | N/A |
| Orb of Inhibition | Prevents heroes from ability use and spell casting in the first round of combat | N/A |
| Runestone Shards | Adds all Tier-2 spells to the hero’s spellbook. | N/A |
| Golden Goose Egg | Gamble 50 Alchemical dust for a chance of a reward | Unlimited upgrades |
| Mythic Magic Scroll | Allows the hero a special global spell | N/A |
| Diplomatic Gifts | 10% persuasion power with Diplomacy | +5% persuasion power |
| Pole Star | Global Map spells of the hero cost 0 mana | N/A |
| Lifeblood Fae | +2 HP to units | +1 HP more |
| Daylight Tome | All Daylight spells are added to the hero’s spellbook | N/A |
| Nightshade Tome | All Nightshade spells are added to the hero’s spellbook | N/A |
| Primal Tome | All Primal spells are added to the hero’s spellbook | N/A |
| Arcane Tome | All Arcane spells are added to the hero’s spellbook | N/A |
| Demonic Heart | Replaces all possible spells in the hero’s spellbook with their masterful versions | N/A |
Relics
Relics grant sets of subskills while worn—these are fundamentally strategic objects for scheme-building on the campaign map.
| Name | Effect |
|---|---|
| Holy Sigil of Roph | While worn, grants all unlearned Subskills of the following Skills: Righteousness, Necromancy, Murmuring, Summon Swarm, Abyssal Communion, Triumvirate’s Strength. |
| Holy Sigil of Mearea | While worn, grants all unlearned Subskills of the following Skills: Luck, Economy, Daylight Magic. |
| Holy Sigil of Insara | While worn, grants all unlearned Subskills of the following Skills: Leadership, Insight, Diplomacy, Tactics. |
| Holy Sigil of the Second Man | While worn, grants all unlearned Subskills of the following Skills: Offense, Summon Avatar, Siegecraft, Combat. |
| Holy Sigil of the Seven Magi | While worn, grants all unlearned Subskills of the following Skills: Sorcery, Nightshade Magic, Resistance. |
| Holy Sigil of Quix | While worn, grants all unlearned Subskills of the following Skills: Arcane Magic, Scouting, Battlecraft, Thaumaturgy. |
| Holy Sigil of Uurdt | While worn, grants all unlearned Subskills of the following Skills: Defense, Primal Magic, Recruitment. |
| Holy Sigil of Eridore | While worn, grants all unlearned Subskills of the following Skills: Logistics, Battle Magic, Wisdom. |
If you want a quick rule: equip offensive artifacts on heroes who lead attacks, defensive and utility pieces on garrison or support heroes, and put growth/resource items on long-term map captains. For more spawn locations and rare drops, consult Steam guides and the Hooded Horse discussions—what have you found that changed your campaign lately?