| 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. |