++++++++++++++++++++++++++++++++++++++++++++++++++ + Warlords Battlecry III + + Item Guide + + Author: Elcidanddarth + ++++++++++++++++++++++++++++++++++++++++++++++++++ -------------------------------------------------- Revision History: (1.0 - 7/11/04 First draft written on item creation data in v1.2 of WBC3.) (1.1 - 7/20/04 Added new item Dagger of Piercing, updated item Ring of Skulls, thanks to Mr. Arrogant for the stats on the Ring of Skulls. Fixed author as my real username. Fixed contact email to prevent bots from adding it to a list.) (1.2 - 7/27/04 Added new list, "Campaign Items", thanks to CrazyJonez for the stats and locations for this list. Added new items Dragon Stones, Dragon Banner, Shield of Chaos, and unique item Ring of Resurrection.) -------------------------------------------------- Table of Contents: I. -> Introduction to WBC3 items I.a -> Item types I.b -> Item effects I.c -> Basic item creation I.d -> Advanced item creation II. -> Regular Items II.a -> Weapons II.b -> Armor II.c -> Boots II.d -> Shields II.e -> Helmets II.f -> Accessories III.-> Unique Items IV. -> Set Items V. -> Campaign Items VI. -> Legal crappola ____________________________________ | I. -> Introduction to WBC3 items | ------------------------------------ I'm guessing you're here because you want to know what the bestest item in the WBC3 world is. Or maybe you want to know how your items stack up against everyone else's (item envy). Or you're probably here to make fun of the crappy faq genre known as Item FAQs. Whichever reason, prepare to get DUFFED with the results of many laborious hours (minutes) I spent creating the latest media craze... "Alchemy Gone WILD!!!" ***** I.a -> Item types ***** Don't know what an item is? Uhhhh.... let's review. While playing the fantastic game known as WBC3, your hero will undoubtedly come across items, either from chests dropped by killing enemy heroes, completing quests given to you during a battle (from a shrine or mausoleum), buying them from shops on the map, or killing boss monsters from the random monster havens on the battlefield. During campaign mode you can also get items by finishing a battle or finding chests placed in specific battlefields. All you have to do for chests is walk onto them, and cha-ching!... you've got item! Of course, these are all chump ways of getting items. Check out I.c for more info. Items can be equipped in one of six ways: on your head (helmet), on your torso (armor), on your feet (boots), on your strong arm (weapons), on your weak arm (shields), and two other random places (accessories). Maybe that makes seven, maybe that makes six... contemplate on this, grasshopper. What good does equipping an item do? See those strange collections of letters and numbers when you mouse over an item? Those are the item's effects, and they are only in effect when you have an item equipped. Don't like a particular effect... TRASH IT! Or you can keep it and sell it later. Speaking of effects....... ***** I.b -> Item effects ***** Although the actual effects are wide ranging, you can group them into 2 basic groups: positive and negative effects. Almost all are self-explanatory. +x blah means you get +x to blah... like +5 combat. This can be modified by a qualifier, such as: +5 morale leading dwarves... means +5 to morale when you lead a dwarf army +15 combat at night... means you only get the +15 at night Then you have % effects, which is the same idea, except these affect those character stats dependent on %, like % to cast a spell. You'll run into a lot of -% to cast spells, especially with weapons and armor, meaning your archmage probably doesn't want to wear those things when trying to cast spells. A couple of points about this... 5% chance Spellname means you have a 5% chance to cast the spell either while being hit, or when hitting someone else, depending on the item. As for +10% IAS, I borrowed the nomenclature of Diablo 2, and IAS means increased attack speed. ***** I.c -> Basic item creation ***** When you want some items for your hero and you don't feel like going through the motions and beating the campaign mode or fighting countless heroes, you've got one solution... make your own. Yes, the Create Item spell is back, and now your hero, regardless of race, profession, creed, or language, can start making his/her own right NOW. "How?" do you ask? Simple... start up a battle, and choose to be the undead or the empire. Play the battle normally, except don't kill off your opponent. Turning off AI resignation helps. When you've got your opponent sealed away safely, you can turn towards your objective: the Black Library (or the Library for you geeky Empireans). The libraries provide the key ingredient... the ability to cast any spell in the whole realm of magic. Just research either a +1 or +2 skill boost to a random magic sphere, and hope you hit Alchemy. Once you get either boost, you can now cast the Create Item spell to your hearts content. I usually prefer the Undead for this, since they also have triple mana regeneration from the altar of shadows. If you want to cast higher level Create Items, then you better get a liter of soda and a new mouse, because it takes FOREVER to randomly get to higher levels. It took me a full 2 hours just to get to level 2. If this is your goal, I suggest 2 libraries, so one can research the +1 boost, the other the +2 boost at the same time. When creating mass amounts of items, you'll want to watch out for the accursed "Vortex of Items". You see, whenever you create an item, a new chest gets placed at your feet. You can cast it as many times as you like where you are standing, a chest can hold 4 items, and when you overflow, a new chest appears half a space away. It makes life difficult to walk a half step and open the new chest (try it and see), so I usually create 4 items, walk a FULL step away, then make another 4 items. The "Vortex of Items" starts to happen when you put down 50-100 chests on the ground. At some point, you'll notice that when you cast Create Item, nothing happens. Well, your mana is taken, and your hero says the spell was cast... but nothing was really made. Or, it was made, but could not appear on the map due to some bug... thus... Vortex of Items. I tried to be smart and thought, "Hey... why don't I empty one of the 100 chests lying around, then fill it back up with Create Item?". Program crashed as I tried casting the spell. It does it to me every time. So maybe I should get rid of the chests first then start casting again. I built over the chests, which got rid of the graphic and the items. But the Vortex was still in effect. It was then I happened upon a lone chest, leftover from a fight with a boss monster. I tried casting create item on this chest, and it worked, for some reason. Go figure. It was here I spent hours creating items... 3 at a time, then dropping them in the vortex, all the while recording their effects. ***** I.d -> Advanced item creation ***** Life got you down? Are you using 2 libraries to crawl your way up the alchemy ladder? Did your crystal mines run dry and now you can only research spells once every few minutes? Not to worry. Start a Skirmish game, and under Options, select "Use temporary hero". This lets you start with a temporary hero between level 1 and 50. Of course, we want level 50. Make your hero an Empirean Alchemist, and put 46 skill points into Alchemy. Why 46? You start with a +5 bonus, and to get the level 6 Create Item spell, you need 51 points in alchemy. You should put most stat points into Intelligence, though you are playing against a computer hero of level 50, so don't forget the other stats. Choose either undead or empire to lead (you can again use the libraries to get up to 7+ create item), and start your mass creations. You're going to need a buttload of +% to cast higher level spells, so make sure you equip the Coautl set once you create all three parts. The trick is to equip as much +% cast as you can (which is still barely enough to sometimes cast level 6), and cast spellforge before creating items. This enables you to cast level 7 all of the time (by doubling the effects of your equipped items). *Disclaimer: You cannot transfer these items to a regular hero this way. As far as I know, Skirmishes are the only place to use temporary heroes, and you are probably wanting to make items for your kick-ass hero, not some nerdy alchemist. The better (and slower) way is to actually make a real alchemist hero. This way you can get at least to level 10 create items, and possibly make some really kick ass gear. To get it to your hero, just play multiplayer and create items for friends, and have them give it to your regular hero in another game. I haven't tested this, but theoretically, it works. ____________________________________ | II. -> Regular Items | ------------------------------------ Here I will describe every regular item I have come across so far. This means none of these items have that nice, shiny sparkle to them. Along with each item I will include the effects, as well as a grade and probable uses (if any) for the item. All items for each type are in alphabetical order. ***** II.a -> Weapons ***** Assassin's Blade: +5 damage (piercing), +5% assassinate, -20% cast Grade: C, only good for assassins, it will save you 5 points in assassinate to get the maximum. But a weapon with IAS will probably serve you better. Axe of Dwarven Bane: +20 damage (slashing), +60 damage to dwarves, -10% cast Grade: C+, good increase in damage, and gets rid of those pesky dwarves. Axe of Slaying: +10 damage (slashing), -10% cast Grade: D, almost worthless. Banesword: +10 damage (slashing), +30 damage to humans, -15% cast Grade: D+, very low damage increase Chaos Blade: +20 damage (slashing), 5% chance Morph Combat, -15% cast Grade: C, good increase in damage, spell is randomly helpful/hurtful Claw of the Dragon: +15 damage (piercing), +20% IAS, -15% cast Grade: B-, average damage increase, piercing is effective against a few things. The IAS is especially nice. Dagger of Piercing: +15 damage (piercing) Grade: D+, okay starting weapon. Dagger of Striking: +2 Combat, +5 damage (piercing), +50% IAS Grade: B, don't let the grade fool you. This is the best weapon for an assassin. And IAS is good for any warrior hero. Darksword: +10 damage (cold), +1 combat, -10% cast Grade: D+, cold damage isn't all that it's cracked up to be, especially only 10 cold damage. Dragon's Bane: +60 damage to dragons, +20 damage (fire), -25% cast Grade: C-, many things are resistant to fire, only useful if you have a dragon problem. Dwarven Shortsword: +2 combat, +5 damage (piercing) Grade: F+, just like the dagger of striking, but no IAS. Elven Rapier: +1 Move speed, +1 combat, +5 damage (piercing) Grade: D-, the only weapon to make you walk faster, but nothing else to save it. Flametongue: +4 Combat, +15 damage (fire), -10% cast Grade: C-, nice increase in combat, but only does fire damage. Frozen Needle: +5 damage (crushing), +5 cold resist, 5% chance Hands of Ice Grade: D, crushing damage is useful, but not enough of it. Spell is useless. Golem Hammer: +25 damage (crushing), +80 damage to buildings, -25% cast Grade: B, huge amount of crushing, and the only weapon you'll want when using your hero to take down entire cities (or just towers) Hammer of King Khorin: +2 combat, +20 damage (crushing), -15% cast Grade: C+, nice amount of crushing, and a little combat to boot. Hammer of Thunder: +15 damage (crushing), 5% chance Call lightning, -15% casting Grade: C, some crushing, and spell isn't half bad (when it happens) Hammer of Yorr: +20 damage (crushing), -20% casting, +50 damage to orcs Grade: C, nice crushing, very useful against the orcs (duh). Harvest Scythe: +5 damage (slashing), +1 Nature Grade: D-, you like nature spells? I don't. Hillgorn's Hammer: +20 damage (crushing), -30% IAS, -15% cast Grade: D, Worst. Hammer. Ever. Iceblade: +25 damage (cold), -10% casting Grade: C-, good if your enemy is weak against cold. Jewelled Dagger: +5 damage (piercing), +20% IAS Grade: D+, IAS is always nice. Go for the dagger of striking. Lifestealer: +5 damage (piercing), +1 lifesteal, -10% cast Grade: C+, 1 point of life stolen per hit is not much, combine with other lifesteal items to heighten the effect. Mageblade: +10 damage (slashing), +50% mana regeneration Grade: B, a very good item for mages. Ogre's Blade: +20 damage (slashing), +40 damage to humans Grade: C, good damage, a step above the banesword, and can still cast spells. Orc King's Blade: +4 combat, +15 damage (slashing) Grade: C+, good damage, good combat, and not flaming Plaguesword: +20 damage (slashing), +10% casting, 5% chance Spray Poison Grade: B-, a good item for warrior-mages having trouble casting spells. Serpentslayer Axe: +15 damage (slashing), +40 damage to snakemen/dinosaurs, -10% cast Grade: D+, good damage, only useful at the beginning of campaign mode when fighting the snakemen on the southern continent. Slayer's Blade: +5 damage (slashing), +15 damage to large creatures, -10% cast Grade: D, Ho-hum. When your hero can take on large creatures, you'll have a better weapon by then. Spear of Ankh: +2 Combat, +10 damage (piercing), -10% cast Grade: D+, little damage, little combat. Spiked Club of Death: +40 damage (crushing), -40% IAS, -20% cast Grade: C-, only good if you can take plenty of pain while swinging so slowly. Spiked Mace: +10 damage (crushing), +4% critical, -10% cast Grade: D+, having more criticals is nice. Staff of Pyreakon: +5 damage (fire), 10% chance Ring of Fire Grade: C-, damage is weak, but the 10% spell chance is a definite plus. Sun Staff: +10 damage (fire), 5% chance Pillar of Fire Grade: C+, damage a little bit better... don't underestimate the pillar of fire. Swiftblade: +10 damage (slashing), +40% IAS, -15% cast Grade: B-, the second best weapon for an assassin, very good for other warriors as well. Sword of Light: +3 Combat, +5 damage (slashing), -5% cast Grade: D+, I would have expected more... Theiran Axe: +50 damage to orcs, +20 damage (slashing), -20% casting Grade: C-, nice damage, not as nice as Hammer of Yorr's crushing. ***** II.b -> Armor ***** Armor of the North: +10 armor, +50 cold resist, -25% cast Grade: C+, protects well against cold, decent armor. Blood Armor: +5 armor, +1 lifesteal, -10% cast Grade: C+, low lifesteal, combine with other blood items to make a difference. Captain's Tunic: +1 combat, +2 morale Grade: D-, it adds 2 to your army limit, not very good armor. Cloak of Shadows: +1 Illusions, +5 resist Grade: D+, the resist is okay, but armor is only good if you like illusion magic. Eleandra's Armor: +15 armor, +10 cold resist, -15% cast Grade: C, better armor rating than armor of the north, but weak on the resist. Fey Cloak: +10 magic resist, +10 fire resist, +10 cold resist Grade: B, excellent resistances, no armor rating though. Frost Giant's Belt: +6 combat, +5 cold resist Grade: C-, good combat, low resist, no armor. Greater Cloak of Protection: +10 resistance, +10 magic resist Grade: B-, okay resistances. Khazrimi Breastplate: +10 armor, -10% cast Grade: D-, armor is too low. Lesser Cloak of Protection: +10 resist Grade: C, low resist. Merchant's Belt: +10 Merchant skill Grade: B, equip when you need things to be cheap, always keep in your backpack. Orc Lord's Belt: +4 combat, +4 morale leading orcs Grade: D+, okay combat. Red Tower Armor: +10 armor, +5 fire resist, -10% cast Grade: C-, low armor, little fire resist. Robe of the Archmage: +10 magic resist, +40% mana regeneration, +20% cast Grade: A-, excellent for mages. Runelord's Cloak: +5 armor Grade: F+, you gotta be kidding. Shadow Belt: +15 combat at night Grade: C, great combat at night, useful for a warrior with the darkstorm spell. Storm Giant's Belt: +8 combat, +5 electrical resist Grade: C+, better combat than the frost giant's belt. Summoner's Robe: +2 Summon magic, +10 resist, +10 magic resist Grade: B, good resistances. Ultimate Cloak of Protection: +15 resist, +10 magic resist, +5 armor Grade: B+, best resistances overall, and some armor to boot. Woodland Cloak: +1 Nature, +5 resist Grade: D+, same as cloak of illusions. ***** II.c -> Boots ***** Basilisk Boots: +20 cold resist, +10 magic resist, -3 move speed Grade: C, excellent resistances, but slow speed is bad. Boots of Khamar: +50 life, +5 armor, -5% cast Grade: C+, no increase is speed, but added life is very nice. Boots of Slime: +2 Poison magic, +4 Move speed Grade: C+, fastest boots. Boots of Speed: +3 Move speed Grade: C-, fast boots. Boots of Striding: +1 Move speed Grade: D-, slow boots. Boots of the Tundra: +2 Move speed, +20 cold resist, +10% casting Grade: B, only boots to help you cast spells, not too shabby with other effects. Elven Boots: +3 Move speed, +5 resistance Grade: B-, nice speed plus general resistances. Griffonskin Boots: +1 Move speed, +40XP all Griffons Grade: C, slow speed, only good if you want an army of griffons (which is quite fearsome). ***** II.d -> Shields ***** Banner of Rage: +3 combat, +1 morale Grade: D, okay beginning item. Banner of Seeing: +2 Morale, +1 Divination Grade: D-, not a good beginning item. Blood Banner: +2 combat, +2 morale Grade: D, why doesn't this lifesteal? Doomshield: +10 armor, 5% chance Call the Dead, -10% cast Grade: C, decent, but the spell is only effective after the bodies decompose to bones. Dragon Banner: +6 morale leading high elves, +30 damage to dragons Grade: C+, okay shield, dragons are always difficult Dwarf-on-a-Stick: +4 morale leading orcs, +50 damage to dwarves Grade: C, a must have when fighting dwarves, only shield to add damage. Fire Shield: +50 fire resist, -20% cast Grade: C, if you need fire resist, this is the way to go. Griffon Shield: +10 armor, +20XP all Griffons, -10% cast Grade: B-, excellent when combined with other Griffon-wear. Irontower Shield: +5 armor, -5% cast Grade: F-, why would you wear this? Moon Shield: +15 armor, +25 cold resist, -10% casting Grade: B-, great armor, great resist. Orcish Banner: +8 morale leading orcs Grade: D, are you leading Orcs? No? Next item, please. Shield of Chaos: +10 armor, +2 chaos magic, -10% cast Grade: D, chaos magic is too random to be useful. Shield of Obsidian: 5% chance Stoneskin, +10 armor, -10% cast Grade: C+, don't underestimate the stoneskin spell. Thunder Shield: +10 armor, 5% chance Call Lightning, -15% cast Grade: C+, decent spell, decent shield. Wizard's Banner: +25% spell range, +10% casting Grade: B-, the only shield you'll want your spellcaster wielding. Wooden Buckler: +5 armor Grade: F+, just a step above the irontower shield. Woodland Banner: +3 morale, +30XP all Treants Grade: C, hope you like Treants. ***** II.e -> Helmets ***** Bane's Crown: +4 morale leading undead, 5% chance Scare Grade: D, I would hope for an item named after a Titan, it would be better. Beasthead Helmet: +8 damage to melee attacks, +5 armor, -10% casting Grade: C, good addition of damage. Blood Helm: +3 lifesteal, +5 armor, -10% cast Grade: B, great lifestealing. Circlet of Thull: +4 Summon magic, +20% casting Grade: B, good casting, best for summoners. Crown of Command: 5% chance Soul Flame, +2 Command radius Grade: B, the spell can help turn the tide of battle by raising the level of your troops in the middle of battle. Or bring your army to your hero near a mine, then have your hero whack the mine until the spell is cast, giving your army a 20xp base. Instant upgrades. Crown of Khalel: +6 morale leading dwarves, +2 command radius Grade: C-, command radius is nice. Frost Giant's Helmet: +5 combat, +10 damage to melee attacks, -10% casting Grade: B-, lots of damage, nice combat. Giant's Helm: +5 combat Grade: D+, just combat? bleh. Helm of the Ram: +5% critical Grade: D+, don't rely on this to win a battle. Paladin's Helm: 5% chance Lifeward, +10 armor, -10% casting Grade: B+, lifeward is a great spell. Need to confirm this will work repeatedly. Platinum Helm: +5 armor Grade: D, just armor? bleh. Selentine Crown: +4 command radius Grade: C+, the premium in command radii bonuses. Skullhelm: +5 armor, +1 Necromancy Grade: D+, there's better sources of necromancy. ***** II.f -> Accessories ***** Anti-magic Ring: +5 magic resist Grade: F, magic resist will not save you. Atholar's Ring: +30% mana regeneration Grade: D+, mana regen is nice, but not by itself. Dark Path Amulet: +20 combat at night, +4 move speed, +10 resist Grade: B+, huge combat, hope you have darkstorm spell. Speed and resist is nice also. Dragon Stones: +50 XP to dragons, +1 morale, +5 magic resistance. Grade: B, as if dragons weren't bad enough, having high level dragons is sure to strike fear in your enemies. Fey Harp: +50% spell range, +20% mana discount Grade: B, almost a must for any heavy-duty magic users. Fire Giant's Horn: 5% fire resist, +3 combat, +4 damage to melee attacks Grade: C, nice for combat and damage. Frozen Key: 5% chance Freeze, +10 magic resist Grade: C, good spell, resist is okay. Frozen Orb: 5% chance Icestorm, -4 combat Grade: D, combat penalty makes casting ice storm more difficult. Greater Orb of Life: +50 life, +5% casting Grade: C, helps you survive, for sure. Greater Orb of Protection: +15 armor, +5% casting Grade: C, also helps you survive. Greater Troll Ring: 3x life regeneration Grade: C, there's better things for life regeneration. Griffon Cloak: +40% IAS, +10 cold resist, +25 XP all monsters Grade: A, if you are a warrior or like armies, you need this. Horn of Stone: 5% chance Doomstones, +40 life Grade: C, nice life, spell is okay. Horn of the K'varr: +4 combat, +4 move speed, +50% life regeneration Grade: A-, okay combat, speed and regeneration are the key. Ice Queen's Harp: +15 cold resist, +3 morale Grade: D+, okay resist, that's it. Key of Closing: 5% chance Banish Grade: D, can save your life if the spell works AND you are fighting hordes of summoned monsters. Key of Opening: +4XP all Daemons Grade: F+, skip. Leprechaun's Lyre: +90 gold/minute, +5 magic resist Grade: C, maybe keep in your backpack and equip during early stages when you need gold. Orb of Healing: +50 life, +20% life regeneration, 5% chance Heal Self Grade: B+, helps you stay alive much longer. Orb of Ice: 5% chance Hand of Ice, +5% cast Grade: D, lousy. Orb of Wildfire: 5% chance Wildfire, +5% casting Grade: D, equally lousy. Ring of Aranea: 10% chance Poison Cloud Grade: D+, poison is an acquired taste... but usually doesn't work very well. Ring of Fire and Ice: 5% chance Ring of Fire, 5% chance Ring of Ice Grade: C, what happens if both are cast? Ring of Frost: +10 cold resist, 5% chance Freeze Grade: D+, just okay. Ring of Health: +30 life Grade: C-, better things to help you survive than this. Ring of Heaven: +50% life regeneration, 5% chance Purify, +20% spell range Grade: B-, complements many combinations well. Ring of Shielding: +5 armor Grade: F-, don't rely on accessories to provide armor. Ring of Slime: +20XP all slimes Grade: D+, an army of slimes may be formidable. Ring of Starlight: +10 resist Grade: D-, lousy ring. Ring of the Liche: 3x life regeneration, +60 life, +15% mana regeneration Grade: A-, definitely use this if you get it. Shaman Stones: +25% casting, +10% electric resist Grade: B, best accessory for helping to cast spells. Tome of Pure Light: +3 Healing, 5% chance Purify Grade: B, nice item for casting heal spells. Tome of Utter Darkness: +3 Necromancy, 5% chance Strip Flesh Grade: B+, gives wearer ability to summon hordes of skeletons or zombines, even if you are a warrior. Troll Ring: 2x Life regeneration Grade: D, crappiest troll ring. Ultimate Troll Ring: 4x life regeneration Grade: C+, decent. Vault Key: 30 gold/minutes Grade: D, good, at the beginning of the game. ____________________________________ | III. -> Unique Items | ------------------------------------ I again borrow this term from Diablo II, but I certainly do not use it in the same sense. All items in this game can be considered unique since there are no items with random effects. What I call a "unique" item is an item with blue sparkles flashing on it when you put it in your backpack. Seeing as how this is obviously different from the green sparkles on Set items, I decided to call them "unique" just to signify this difference. What it actually means, I do not know. Maybe they are parts of secret sets that are not labeled by the gamemakers. Maybe they are inactive sets that will be activated by a later patch. Maybe maybe maybe... all I know is, they have blue sparkles, and that makes 'em cool. *Banner of Frost: +20 fire resist, +25% mana regeneration, 8% chance Hands of Ice Grade: B+, nice shield, good regeneration. *Blackfire Axe: 5% chance Wildfire, +25 damage (slashing), -25% cast Grade: B+, lots of damage, spell is nice. *Elven Ring: 8% chance Heal Self Grade: B-, I guess you'll want it. *Lost Banner of Lysea: +4 command radius, +20 morale leading empire Grade: A-, excellent radius, even better when playing empire. *Orb of Etheria: +10 morale, +5 combat, 10% chance Soul Flame Grade: A+, lets you have larger armies, better chance to hit, AND when you do hit, your army gets stronger if the spell is cast? Yes, this is good. *Orb of Godly Power: +200 life, +5% cast Grade: A+, the 200 life is precious... so precious, combine with spellforge to get 400 life. *Plagueshield: +2 chaos, 5% chance Chaos Plague, -15% cast Grade: B-, not a great shield, but it sparkles. *Ring of Resurrection: 5% chance Resurrection Grade: B+, excellent for a warrior hero, continually resurrect your army in the middle of battle. *Stone Crown: +10 morale to dwarves, 5% chance Stoneskin, 5% chance Doomstones Grade: B, spells are nice, only equip when leading dwarves. *Sword of Sir Aranok: +25 damage (slashing), +20% critical, -20% cast Grade: A, lots of damage, huge critical addition. *Tome of Change: +5 Chaos Grade: B, more spells. *Tome of Knowledge: +5 Divination Grade: B, more spells. *Tome of Lies: +5 Illusions Grade: B, more spells. *Vorpal Sword: +20 damage (slashing), +30% critical, -25% cast Grade: A+, trade in 5 damage for 10% critical increase? Yes, thank you very much. ____________________________________ | IV. -> Set Items | ------------------------------------ Can we please stop mimicking Diablo II? Well, okay... it was a great game, might as well immitate the good parts. Here I'll give you a grade for the set as a whole, and for each item in the set. GIFTS OF COUATL: +100% casting Grade: A, but only if you like to cast spells Stones of Couatl: +2 morale, 2x life regeneration Grade: C-, there are much better items. Medallion of Couatl: +2 morale, 5% chance Pillar of Fire Grade: C, the spell is very nice, item is crappy nonetheless. Aklys of Couatl: +2 morale, +15 damage (slashing) Grade: C, decent damage. GARB OF THYATIS: +100% Magic resist Grade: B, if magic attacks are kicking your butt, maybe you should consider playing better. Staff of Thyatis: +15 damage (cold), 10% chance Ring of Ice Grade: C+, cold damage is overrated, spell is good for aiding your army. Orb of Thyatis: +6 Ice, +10 fire resist Grade: C, if you like ice spells. Crown of Thyatis: +75% mana regeneration, +20% cast Grade: B+, excellent helmet. Cloak of Thyatis: +15 armor, +15 cold resist Grade: C, decent armor. LYSAEN CROWN JEWELS: 5x life regeneration Grade: B+, can't argue with that much life regeneration. Lysean Staff: +15 damage (crushing), 5% chance Acquire Grade: B, very useful damage, very useful spell. Lysean Crown: +5 morale Grade: D, get a new helmet. Lysean Orb: +4 Move speed, +5 armor Grade: C, nice to have more speed. DAEMONIC TOMES: +6 Summon Grade: B, I only give this a B because you can equip this with another set (Armor of the Gods), and give you a monster-summoning tank of a hero. Book of Damnation: +2 Summon, +5% cast Grade: D, not a great item. Book of Hellfire: +2 Summon, +5% cast Grade: D, not a great item. ARMOR OF THE GODS: +25 morale Grade: A, if you complete this set, you will be a tank. You will have a huge army. Mail of the Gods: +20 armor, -10% cast Grade: B-, lots of armor. Helm of the Gods: +20 armor, -10% cast Grade: B+, lots and lots of armor. Shield of the Gods: +15 armor, -10% cast Grade: B, lots of armor. Boots of the Gods: +3 Move speed, -5% cast, +5 armor Grade: B+, armor and speed, on a pair of boots. THE PROTECTOR'S: +100 magic resist Grade: A, I'll have to test this out, if the effect is really different from the Thyatis set. Ring of Shielding Ice: +25 cold resist, +25% life regeneration Grade: B, great resist and life regen. Ring of Shielding Fire: +25 fire resist, typo Grade: B, great resist, no life regen? I contacted Enlight Software to check. The second effect on the item is listed as "Type in description here" Brooch of Shielding Storms: +25 electrical resist, +25% life regeneration Grade: B, great resist, and life regen. Crown of Shielding Harm: +25 armor, +25% life regeneration Grade: A, superb helmet. Triad of Skulls: +20 Necromancy Grade: A+, gives any hero the ability to summon huge armies of undead. Need to fill in info on last item though. Circlet of Skulls: +20% cast, +10% critical Grade: A-, excellent helmet to help cast, don't know why you'd be using the critical. Staff of Skulls: +20% cast, +10 damage (crushing) Grade: B, crushing damage is nice. Just cast strip flesh to turn your enemies into skeletons and then crush them into powder. Ring of Skulls: +20% cast, +10 cold resist Grade: B-, just a tier below the shaman stones. ____________________________________ | V. -> Campaign Items | ------------------------------------ These are not regular items, per se, since you do not have to equip them to have an effect. These are rewards you get after completing specific objectives at certain maps. The stats and locations are provided. The Serpent's Eye: +2 vision radius for all troops. Found in Tongu. Winds of the Desert: +50% IAS for hero. Found in Northern Diraq. Dreamcrystal Shard: +25% mana regeneration. Found in Twilight Woods? Cureall Stone: Immunity to disease. Found in Colis Tarn. Champion of Bartonia: +50% IAS. Win 5 one on one battles in Bartonia. Trargish Horse: +3 move speed. Found in The Trarg. Griffon Eggs: +30XP griffons. Found in the White Mountains. Mithril Vein: +10 armor for hero. Found in Khaz-barak. Frostwyrm Pelt: +15 cold resist. Update later. Hand of Sartek: +8 combat. Find 5 fingers... 2 are at the Gap of Ar, 2 are in the Realms of War, 1 is in the Plains of Ar. Order of Selentia: +6 morale. Found in Enmouth. Iron Fortress Key #1: locks Gorgon's fortress. Found in Realms of Famine. Iron Fortress Key #2: locks Gorgon's fortress. Found in Realms of Death. Iron Fortress Key #3: locks Gorgon's fortress. Found in Realms of Plague. ____________________________________ | VI. -> Legal Crappola | ------------------------------------ Can't we all just get along? Please don't copy, redistribute, or take credit for information found in this faq without the expressed written consent of myself, GameFaqs, ABCsports, and the National Football League. If you find fault with anything in this guide, don't hesitate to email me. castro4pez-at-yahoo-dot-com (replace -at- with @ and -dot- with .)