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This is a list of artifacts in Legends of Might and Magic.

Weapons[]

Players can wield three weapons: their melee weapon, their initial ranged weapon, and a purchased ranged weapon.

Melee[]

Name Description Attack Available to
Berserker Axe
BerserkerAxe LoMM
The Warrior is all about raw power, and the Berserker Axe fits the bill. You do not want to be on the receiving end of this monster. 40 damage
2 attacks per second
Warrior
Dagger
Dagger LoMM
The Sorceress can't always fight from long range. When things go badly, the Dagger makes an excellent weapon of last resort. 30 damage
2 attacks per second
Sorceress
Hammer
Hammer LoMM
The Hammer is the Heretic's melee weapon of choice. What better way to smite your enemies? 35 damage
2 attacks per second
Heretic
Long Sword
LongSword LoMM
The classic design, the Long Sword is the starting melee weapon of the Paladin. 40 damage
2 attacks per second
Paladin
Scimitar
Scimitar LoMM
Simple, yet elegant, the Scimitar is the melee weapon of choice for the Druid. 35 damage
2 attacks per second
Druid
Spear
Spear LoMM
When the Archer finds himself too close to his enemies for arrows, he switches to the next best thing: a nice, hefty Spear. 30 damage
2 attacks per second
Archer
Excalibur
Excalibur LoMM
The coveted objective of the Sword in the Stone scenarios, no melee weapon is capable of inflicting more damage. Excalibur also serves as the Warlord's melee weapon. 100 damage
2 attacks per second
Warlord

Intial ranged[]

Name Description Left-click Right-click Max Load Reload Time (seconds) Available to
Bow
Bow LoMM
Every Archer begins with this Bow. Enchanted with the power of Far Sight, the Archer's view is greatly magnified, allowing him to make some very precise shots. 13 damage
1000 range
200 feet per second
3 attacks per second
Zoom in 16 3 Archer
Claw Rod
ClawRod LoMM
The Claw Rod fires a single bolt of deadly energy, but in close quarters can also let loose a powerful short-range, spread-fire attack. 11 damage
400 range
200 feet per second
3.5 attacks per second
Costs 1 charge
5 energy bolts, each 6 damage
80 range
100 feet per second
2 attacks per second
Costs 2 charges
14 3 Heretic
Crossbow
Crossbow LoMM
The starting weapon of the Paladin, this Crossbow's triple-bolt design allows for both single-shot and spread-shot operation. 9 damage
1000 range
200 feet per second
3 attacks per second
Costs 1 bolt
3 bolts, each 5 damage
1000 range
200 feet per second
2 attacks per second
Costs 1 bolt
16 3 Paladin
Spider Staff
SpiderStaff LoMM
The Spider Staff is the Druid's starting ranged weapon. It fires a projectile of weak poison which can be used to directly damage a single target, or explode into a poisonous cloud which damages any creature or object it touches. 11 damage
400 range
200 feet per second
3.5 attacks per second
Costs 1 charge
13 damage, radius 5 feet
400 range
200 feet per second
2 attacks per second
Costs 2 charges
14 3 Druid
Throwing Axe
ThrowingAxe LoMM
The Warrior's basic Throwing Axes bear an enchantment which allows them to bounce off the first solid object they hit. With proper aim, the Warrior can inflict damage on opponents behind cover or around a bend. 9 damage
500 range
100 feet per second
3 attacks per second
Costs 1 axe
Arcing shot that drops with gravity, and ricochets once
13 damage
500 range
100 feet per second
2 attacks per second
Costs 1 axe
12 3 Warrior
Wand
Wand LoMM
The Sorceress begins with this Wand. It can be used to deliver a powerful ray-attack, or can be "left on" to inflict constant damage over time against a target. 13 damage
200 range
Instantaneous
2 attacks per second
Costs 1 charge
25 damage per second
200 range
Instantaneous
Continuous attack
Costs 2 charges per second
16 3 Sorceress

Might[]

The might weapons are available to all classes.

Name Description Left-click Right-click Cost Max Load Reload Time (seconds)
Bow of Carnage
BowOfCarnage LoMM
The Bow of Carnage launches a flaming arrow which can either be used to inflict direct damage to a single target or explode on impact to damage an area. 16 damage
1000 range
200 feet per second
3 attacks per second
Costs 1 arrow
20 damage, radius 10 feet
500 range
100 feet per second
1.5 attacks per second
Costs 3 arrows
1500 gold 30 3
Death Blossom Bow
DeathBlossomBow LoMM
The Mighty Death Blossom is a projectile which, after a few seconds, will burst into multiple projectiles that rain down and cause extensive damage to anything caught in the area. 19 damage
1000 range
200 feet per second
3.5 attacks per second
Costs 1 arrow
10 blossoms, 25 damage each
400 range
200 feet per second
1 attack per second
Costs 5 arrows
5000 gold 30 3
Gravity Axe
GravityAxe LoMM
The Gravity Axe uses a lodestone-weighted head that, when thrown, pulls any free creature or object toward it for a short duration. Excellent for slowing down a fleeing opponent. 15 damage
500 range
100 feet per second
3 attacks per second
Costs 1 axe
Pulls players, monsters, and objects in
No damage
30 feet radius
750 range
50 feet per second
1 attack per 12 seconds
Costs 3 axes
1000 gold 21 3
Ice Blast Crossbow
IceBlastCrossbow LoMM
The Ice Blast Crossbow fires an icy projectile which the wielder can command to shatter in flight. The resulting spray of ice shards can rip through an enemy formation. 14 damage
1000 range
200 feet per second
3 attacks per second
Costs 1 bolt
10 shards, 5 damage each
300 range
150 feet per second
1 attack per second
Costs 3 bolts
1000 gold 30 3
Throwing Knife
ThrowingKnife LoMM
The Throwing Knife is typically used in the classic fashion, but the enchantment on these knives also allows them to be left behind as a proximity-based explosive trap. 11 damage
500 range
100 feet per second
4 attacks per second
Costs 1 knife
Creates a bundle that explodes when approached
Disappears after 10 seconds
10 damage, radius 10 feet
750 range
75 feet per second
1/2 attacks per second
Costs 3 knives
400 15 3
Tracking Crossbow
TrackingCrossbow LoMM
Often prized by hunters, the shots fired from the Tracking Crossbow will seek out the nearest enemy. Not many escape the bite of this weapon. 19 damage
1000 range
200 feet per second
3.5 attacks per second
Costs 1 bolt
Tracks nearest enemy
24 damage
300 range
300 feet per second
1 attack per second
Costs 3 bolts
4500 gold 30 3

Magic[]

The magic weapons are available to all classes.

Name Description Left-click Right-click Cost Max Load Reload Time (seconds)
Charge Rod
ChargeRod LoMM
This Rod can rapid-fire magical bolts of energy, but can also "store up" energy which can then be released as a single, massive projectile capable of killing nearly any creature. 17 damage
400 range
200 feet per second
3 attacks per second
Costs 1 charge
Press and hold to charge
11 damage per charge
400 range
200 feet per second
1 charge per second
Costs 2 charges per second
1500 gold 20 3
Fire Ring Staff
FireRingStaff LoMM
This Staff has both offensive and defensive capability. For offense, the staff launches Fire Bolts. For defense, it creates a Ring of Fire around the wielder which damages anyone foolish enough to get too close. 25 damage, radius 10 feet
400 range
200 feet per second
2 attacks per second
Costs 1 charge
Creates ring of fire around wielder
Lasts 10 seconds
20 damage per second, radius 10 feet
1 attack per 12 seconds
Costs 1 charge
3000 gold 21 3
Flare Rod
FlareRod LoMM
The Flare Rod has two functions. The first is a magical projectile which will directly damage an opponent. The second launches a bright flare which will stick to any creature it touches, lighting up their position and making it difficult to hide. 15 damage
400 range
200 feet per second
3 attacks per second
Costs 1 charge
Lights up area, sticks to enemies
Lasts 10 seconds
No damage
1000 range
100 feet per second
1 attack per 3 seconds
Costs 1 charge
500 15 3
Lightning Wand
LightningWand LoMM
The electrical discharge from this weapon is second only to the powerful Sunray Wand, and shares its Far Sight ability that grants the wielder the ability to see distant targets up close. Though expensive, it is worth every gold piece. 49 damage
400 range
Instantaneous
0.8 attacks per second
Costs 1 charge
Zooms in 6000 gold 9 3
Staff of Sparking
StaffOfSparking LoMM
The Staff of Sparking is capable of firing multiple electrical bolts which bounce off any solid object, causing damage to any player, creature, or object they touch along the way. Ricochets off walls, up to 3 times
19 damage
1000 range
200 feet per second
2 attacks per second
Costs 1 charge
Ricochets off walls, up to 3 times
5 sparks, 7 damage each
100 range
50 feet per second
2 attacks per second
Costs 3 charges
2500 gold 21 3
Wand of Force
WandOfForce LoMM
As with other wands, the Wand of Force fires a ray of energy toward its target. What makes this one unique, however, is its ability to "push" any target which it hits. Makes for an excellent defensive weapon. Knocks back targets, up to 25 feet
28 damage
400 range
Instantaneous
1 attack per second
Costs 1 charge
Zooms in 2500 gold 15 3

Superweapons[]

Name Description Left-click Right-click Cost Max Load Reload Time (seconds) Available to
Dragon Staff
DragonStaff LoMM
The Druid's prized weapon, the Dragon Staff not only shoots Fire Ball projectiles, but can also unleash Dragon's Breath - a stream of fire which can literally lay waste to the area in front of the wielder. Fire, anyone? 30 damage, radius 15 feet
500 range
100 feet per second
3 attacks per second
Costs 1 charge
Spray of fire
33 damage, radius 5 feet
20 range
20 feet per second
2 attacks per second
Costs 1 charge
10,000 gold 30 3 Druid
Earthquake Hammer
EarthquakeHammer LoMM
Accessible only to the Warrior, this throwing hammer can shake apart the very earth, causing devastating damage to anyone or anything near the point of impact. 29 damage
500 range
100 feet per second
4 attacks per second
Costs 1 hammer
60 damage, radius 40 feet
500 range
100 feet per second
1 attack per 4 seconds
Costs 5 hammers
10,000 gold 30 3 Warrior
Eye Bow
EyeBow LoMM
Only available to the Archer, this bow can be used to fire a magical Eye, which can then be controlled as it flies toward its target. Upon impact, the eye explodes, causing damage to anyone in the area. Also makes an excellent scouting weapon. 24 damage
1000 range
200 feet per second
5 attacks per second
Costs 1 arrow
Creates controllable, explosing eye
Lasts 15 seconds
49 damage, radius 20 feet
750 range
50 feet per second
1 attack per second
Costs 5 arrows
10,000 gold 30 3 Archer
Gatling Crossbow
GatlingCrossbow LoMM
The Gatling Crossbow is the most devastating weapon available to the Paladin. Capable of firing either a stream of bolts or unleashing a single concentrated blast, the best thing to do when faced with this weapon is to turn and run the other way. 18 damage
1000 range
200 feet per second
5 attacks per second
Costs 1 bolt
Press and hold to charge
15 damage per second
500 range
100 feet per second
Costs 10 bolts per second
10,000 gold 100 7 Paladin
Rod of Souls
RodOfSouls LoMM
The Heretic's deadliest weapon is the Rod of Souls. Harnessing the power of the trapped souls of its numerous victims, the Rod unleashes a horrific apparition which hunts the nearest enemy of the wielder. 25 damage
400 range
200 feet per second
4 attacks per second
Costs 1 charge
Tracks nearest enemy
49 damage, radius 10 feet
250 range
100 feet per second
2 attacks per 5 seconds
Costs 5 charges
10,000 gold 30 3 Heretic
Sunray Wand
SunrayWand LoMM
The Sunray Wand fires a devastating beam of magical energy capable of striking down an opponent in a single blow. Additionally, the wand is imbued with Far Sight, which grants sight to the wielder at a greatly increased magnification. 100 damage
400 range
Instantaneous
1 attack per second
Costs 1 charge
Zooms in 10,000 gold 6 3 Sorceress

Armor[]

Name Cost Damage Speed Jump speed Available to
Unarmored N/A 145% (head)
120% (torso)
100% (arms)
105% (legs)
120% (area of effect)
12 100% N/A
Leather Armor
LeatherArmor LoMM
500 gold 125% (head)
100% (torso)
80% (arms)
85% (legs)
100% (area of effect)
11.5 95% All
Chain Armor
ChainArmor LoMM
1000 gold 115% (head)
90% (torso)
70% (arms)
75% (legs)
90% (area of effect)
10.5 88% Druid
Heretic
Paladin
Warrior
Plate Armor
PlateArmor LoMM
1500 gold 95% (head)
70% (torso)
50% (arms)
55% (legs)
70% (area of effect)
9 77% Paladin
Warrior
Magic Armor
MagicArmor LoMM
3000 gold 105% (head)
80% (torso)
60% (arms)
65% (legs)
80% (area of effect)
11.5 95% All
Warlord Armor N/A 95% (head)
70% (torso)
50% (arms)
55% (legs)
70% (area of effect)
8.5 70% Warlord

Single-use[]

The single-use items are available to all classes.

Name Description Cost Effect Duration
Feather Fall
FeatherFall LoMM
For a short duration you may fall any distance without taking damage. 500 gold Removes fall damage 60 seconds
Haste
Haste LoMM
Using this scroll will dramatically increase your running speed for a short time. This scroll can only be found in secret locations. Cannot be bought Doubles running speed 20 seconds
Invisibility
Invisibility LoMM
When used, you will vanish for a short time, leaving only your weapon visible. This scroll can only be found in secret locations. Cannot be bought Turns the player (but not their weapon) invisible 20 seconds
Jump
Jump LoMM
For a short duration, this scroll dramatically increases your jumping height and distance. 500 gold Doubes jumping speed 60 seconds
Lava Protection
LavaProtection LoMM
For the duration of the spell, this scroll allows you to swim in pools of lava without taking any damage. 500 gold Swim in lava without damage 60 seconds
Teleport
Teleport LoMM
When used, teleports you back to your starting location. 500 gold Teleports the player to starting location Instantaneous
Wizard's Eye
WizardsEye LoMM
When this scroll is used, the locations of your enemies will be briefly revealed to you. 500 gold Reveals enemy locations 20 seconds
HHGA
HHGA LoMM
The H.H.G.A. is a holy artifact of tremendous power. Throw it in the direction of your enemies and run away, because the wrath of this weapon does not discriminate friend or foe. 1000 gold 120 damage, radius 40 feet
100 range
50 feet per second
N/A
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