Artefact Effects

Artefacts are special items created by the ancient Natars that grant unique bonuses to their owners.
Most artefacts come in three sizes, each affecting different scopes and strengths:

  • Small Artefacts: Affect only the village where they are stored.

  • Large Artefacts: Affect the entire account.

  • Unique Artefacts: Affect the entire account with stronger effects.

Learn how to obtain artefacts here: Artefacts


1. Stronger Buildings

Buildings become more resistant against catapult and ram attacks.
This effect does not apply to the Wonder of the World itself, but large and unique artefacts do affect all other buildings in that village.

TypeScopeEffect
SmallVillage-wide4× more durable
LargeAccount-wide3× more durable
UniqueAccount-wide5× more durable

2. Faster Troops

Troops travel faster when this artefact is active.

TypeScopeEffect
SmallVillage-wide2× faster
LargeAccount-wide1.5× faster
UniqueAccount-wide2× faster

3. Better Spies

All scout-type units (Scouts, Equites Legati, Pathfinders, Sopdu Explorers, and Spotters) gain improved spying and defense abilities.
This applies to all scouts stationed in, or sent from, affected villages.
You will also see the type of attacking troops in your Rally Point (but not their number).

TypeScopeEffect
SmallVillage-wide5× more effective
LargeAccount-wide3× more effective
UniqueAccount-wide10× more effective

Note:
If an Artefact of the Fool has this effect, it always allows you to see attacking troop types — even if the artefact provides a negative value.


4. Less Hungry Troops

Troops consume less crop upkeep.

TypeScopeEffect
SmallVillage-wideConsume ½ crop
LargeAccount-wideConsume ¾ crop
UniqueAccount-wideConsume ½ crop

5. Faster Troop Training

Units are trained faster in affected villages.

TypeScopeEffect
SmallVillage-wide50% faster (trained in half the time)
LargeAccount-wide25% faster (trained in ¾ of the time)
UniqueAccount-wide50% faster (trained in half the time)

6. Great Warehouse / Great Granary Plan

This artefact allows the player to construct Great Warehouses and Great Granaries, enabling higher storage capacities.


7. Cranny and Random Aim Protection

This artefact increases cranny capacity and causes enemy catapults to hit random targets within the selected category (resources or buildings).
World Wonders can always be hit directly.

TypeScopeEffect
SmallVillage-wideCranny ×200; Treasury can be targeted
LargeAccount-wideCranny ×100; Treasury can be targeted
UniqueAccount-wideCranny ×500; Treasury can be hit randomly only

Notes:

  • The artefact must be active during the attack to provide protection.

  • For an Artefact of the Fool with this effect, catapult confusion depends only on whether it’s small or unique, not on the value or scope.

    • Small Fool artefacts protect everything except Treasury and Wonder of the World.

    • Unique Fool artefacts protect everything except the Wonder of the World.


8. Artefact of the Fool

This unique artefact changes its effect, value, and scope randomly:

  • Once when first captured

  • Then every 24 hours (on the full hour)

TypeScopeEffect
SmallVillage or AccountCan have negative effects
UniqueAccount-wideAlways positive effects

Effect:
Can take the form of any other artefact type, except for the ability to build Great Warehouses or Great Granaries.


Value:
Usually matches the normal artefact value (e.g., 50% faster training). However, negative effects invert the value — for example, troops might become slower or consume more food.
Some exceptions exist (e.g., Stronger Buildings can have values of 2, 3, or 5).


Scope:
Determined randomly (village-wide or account-wide). Keep in mind that only one account-wide artefact can be active at a time.


Effect Duration:
The effect changes every 24 hours, regardless of server speed, but activation time still depends on speed.
On faster worlds, if you capture the artefact from yourself, it reactivates immediately and changes effect before the next cycle.