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Artifacts in WOG: discussion, questions, and answers.

#29
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Landalos;132588
Oh yes.. Assembling it takes two seconds, a piece of cake..

Well, if you look at it in terms of usefulness/number of artifacts/availability of artifacts, then the Cloak of the Undead King is definitely the easiest to assemble :)

and as for... regarding the new artifacts:

1. Magic Wand

Description: Transforms artifacts which hero has.
Location of Wand:
These artifacts are changed:

Misc 1 Head and Neck

Misc 2 Left hand and Right hand

Misc 3 Left and Right ring

Misc 4 Torso and Legs

Misc 5 Shoulders and Misc 4

1. Combination Artifacts and their parts are not transformed.

2. If a slot is empty, a new artifact will not appear there.

3. Artifacts that are forbidden from appearing on a map will not appear as a replacement artifact when a transformation occurs.



2. Gold Tower Arrow

Description: Gives control of Arrow Towers to hero.

In attack:
Towers won’t shoot

In defense:
No Ballistics – Shoot twice
Basic Ballistics – Shoot 3 times
Advanced Ballistics – Shoot 4 times
Expert Ballistics – Shoot 5 times



3. Monster’s power

Description: Casts Prayer on all monsters of one kind. Every week, a new random monster is selected from the hero’s army and Prayer will be cast on ALL monsters of this type that every hero has during that week.



4. Crimson Shield of Retribution

Description: Held in the left hand, this artifact increases Defense skill by +2 and gives all creatures in a hero's ranks the ability to retaliate against creatures that cannot normally be retaliated against.



5. Dragonheart

Description: This ancient relic summons up to [100 HP x Hero Level] dragons for the duration of a battle (minimum one dragon). Dragon type is random but may be influenced by terrain. In addition, dragons in a hero's army always have positive morale.

There's 10% chance that the dragon type will be completely random and 90% chance that the dragon type will be determined based on terrain from the tables listed below:
Grass, Holy Ground: 70% Green, 20% Gold, 10% Diamond

Dirt, Evil Fog and Cursed Ground: 45% Bone, 25% Ghost, 20% Blood, 10% Dracolich

Subterranean, Lava and Fiery Fields: 60% Red, 20% Black, 10% Darkness, 10% Rust

Swamp: 50% Gorynych, 35% Green, 15% Rust

Snow: 25% Bone, 20% Ghost, 20% Azure, 15% Crystal, %10 Diamond, 10% Blood

Water, Rough, Sand and Lucid Pools: 10% Green, 10% Red, 10% Black, 10% Gold, 10% Bone, 10% Ghost, 5% Darkness, 5% Diamond, 5% Blood, 5% Dracolich, 5% Crystal, 5% Faerie, 5% Rust, 5% Azure

Magic Cloud and Magic Plains: 100% Faerie

Rocklands: 100% Rust

Clover Fields: 30% Faerie, 25% Rust, 25% Crystal, 20% Azure

6. Gate Key

Description: Upon entering a town you own, the Gate Key gives you the option to lock it for 5 days. Heroes can leave locked towns but no hero can enter except by Town Portal or Castle Gate, and the town cannot be attacked.
The Gate Key will vanish when used and returns to the hero 10 days later. A town cannot be relocked by any Gate Key for 5 days after it becomes unlocked. If a player is vanquished, their locked towns will be unlocked for all players the following day.

taken from the Heroes of Might and Magic WoG manual

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