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 |
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 |
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 |
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 |
The classic design, the Long Sword is the starting melee weapon of the Paladin. | 40 damage 2 attacks per second |
Paladin |
Scimitar |
Simple, yet elegant, the Scimitar is the melee weapon of choice for the Druid. | 35 damage 2 attacks per second |
Druid |
Spear |
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 |
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 |
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 |
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 |
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 |
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 |
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 |
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 |
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 |
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 |
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 |
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 |
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 |
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 |
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 |
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 |
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 |
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 |
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 |
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 |
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 |
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 |
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 |
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 |
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 |
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 |
500 gold | 125% (head) 100% (torso) 80% (arms) 85% (legs) 100% (area of effect) |
11.5 | 95% | All |
Chain Armor |
1000 gold | 115% (head) 90% (torso) 70% (arms) 75% (legs) 90% (area of effect) |
10.5 | 88% | Druid Heretic Paladin Warrior |
Plate Armor |
1500 gold | 95% (head) 70% (torso) 50% (arms) 55% (legs) 70% (area of effect) |
9 | 77% | Paladin Warrior |
Magic Armor |
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 |
For a short duration you may fall any distance without taking damage. | 500 gold | Removes fall damage | 60 seconds |
Haste |
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 |
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 |
For a short duration, this scroll dramatically increases your jumping height and distance. | 500 gold | Doubes jumping speed | 60 seconds |
Lava Protection |
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 |
When used, teleports you back to your starting location. | 500 gold | Teleports the player to starting location | Instantaneous |
Wizard's Eye |
When this scroll is used, the locations of your enemies will be briefly revealed to you. | 500 gold | Reveals enemy locations | 20 seconds |
HHGA |
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 |