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:
Increases cranny capacity
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