---
title: "Artefact Effects"
description: "Artefact Effects"
url: https://support.travian.com/en/articles/102-artefact-effects
collection: "Late Game"
updated: 2026-10-28
language: en
alternates: [it, es, ar, cs, de, fr, pl, tr, pt, ru]
---

# Artefact Effects

Artefact Effects

Artefacts provide powerful bonuses that affect villages or entire accounts, depending on their size and type. This article explains all available artefact effects, how their strength and scope work, and which special rules apply. It is intended as a reference for late-game gameplay decisions and to clarify common misunderstandings.

* * *

## Artefact Sizes and Scope

Most artefact effects exist in **three sizes**, which determine how widely the effect is applied:

-   **Small artefacts** – affect only the village where the artefact is active
    
-   **Large artefacts** – affect the entire account
    
-   **Unique artefacts** – affect the entire account with a stronger effect
    

Unless stated otherwise, artefact effects apply only while the artefact is **active** and subject to artefact limitations.

* * *

## Stronger Buildings

This effect increases the durability of buildings against attacks from **catapults and rams**.

-   Does **not** apply to the Wonder of the World itself
    
-   Account-wide and unique artefacts **do apply** to other buildings located in the World Wonder village
    

**Effect values:**

-   Small (village-wide): Buildings are **4×** as durable
    
-   Large (account-wide): Buildings are **3×** as durable
    
-   Unique (account-wide): Buildings are **5×** as durable
    

* * *

## Faster Troops

This effect increases the movement speed of all troops.

**Effect values:**

-   Small (village-wide): Troops move **2× faster**
    
-   Large (account-wide): Troops move **1.5× faster**
    
-   Unique (account-wide): Troops move **2× faster**
    

* * *

## Better Spies

This effect improves scouting efficiency and anti-scout defense.

Affected units include:

-   Scouts
    
-   Equites Legati
    
-   Pathfinders
    
-   Sopdu Explorers
    
-   Spotters
    

All scouts stationed in affected villages, as well as scouts sent from those villages, benefit from the effect.

Additional effect:

-   You can see the **type** of incoming attacking troops in the rally point (numbers are not shown)
    

**Effect values:**

-   Small (village-wide): **5×** scouting effectiveness
    
-   Large (account-wide): **3×** scouting effectiveness
    
-   Unique (account-wide): **10×** scouting effectiveness
    

### Artefact of the Fool – Spy Effect Note

If the **Artefact of the Fool** provides this effect, the ability to see incoming troop types is always active, even if the effect value is negative.

* * *

## Less Hungry Troops

This effect reduces crop consumption of troops.

**Effect values:**

-   Small (village-wide): Troops consume **½ crop**
    
-   Large (account-wide): Troops consume **¾ crop**
    
-   Unique (account-wide): Troops consume **½ crop**
    

* * *

## Faster Troop Training

This effect reduces the time required to train troops.

**Effect values:**

-   Small (village-wide): Training time is **halved**
    
-   Large (account-wide): Training time is reduced to **¾**
    
-   Unique (account-wide): Training time is **halved**
    

* * *

## Great Warehouse or Great Granary Plan

This artefact grants the ability to construct:

-   A **Great Warehouse**, or
    
-   A **Great Granary**
    

The effect is binary and does not scale by size.

* * *

## Cranny and Random Catapult Targeting

This artefact provides two effects:

1.  **Increases cranny capacity**
    
2.  **Causes enemy catapults to target randomly**
    

Random targeting rules:

-   When targeting resource fields, **any resource field** may be hit
    
-   When targeting buildings, **any building** may be hit
    
-   The **Wonder of the World can always be targeted**
    
-   The artefact must be **active during the battle**
    

**Effect values:**

-   Small (village-wide): Cranny capacity **×200**; treasury can be targeted
    
-   Large (account-wide): Cranny capacity **×100**; treasury can be targeted
    
-   Unique (account-wide): Cranny capacity **×500**; treasury can be hit **randomly only**
    

### Artefact of the Fool – Catapult Effect Note

For this effect, protection depends **only on whether the artefact is small or unique**. The exact bonus value (even if negative) and scope do not matter.

-   Small Fool artefact: Protects all except **Treasury** and **Wonder of the World**
    
-   Unique Fool artefact: Protects all except **Wonder of the World**
    

* * *

## Artefact of the Fool

The Artefact of the Fool is a special artefact with **randomized behavior**.

-   Its **effect type, value, and scope** change when conquered and then **every 24 hours** (at the full hour)
    

### Effect Rules

-   Small versions may receive **negative effects**
    
-   Unique versions receive **only positive effects**
    
-   Any standard artefact effect is possible **except** the Great Warehouse / Great Granary plan
    

### Value Rules

-   Values are normally taken from existing artefact values
    
-   Stronger Buildings may also receive values of **2×, 3×, or 5×**
    
-   If an effect is negative, its value is inverted (e.g. training becomes slower instead of faster)
    

### Scope Rules

-   Scope (village-wide or account-wide) is random
    
-   This can affect other artefacts due to account-wide activation limits
    

**Important:**

-   The effect changes every 24 hours regardless of server speed
    
-   Activation time depends on server speed
    
-   On high-speed servers, conquering the artefact from yourself may cause it to change effect immediately and activate before the next change cycle
