While you can own multiple artefacts, only a limited number can be active at the same time.
Understanding these limits will help you plan which artefacts to use and how to manage them strategically.
How Many Artefacts Can Be Active
At any given time, a player can have up to three active artefacts:
Only one may be account-scope (affects the entire account).
Up to two can be village-scope (affect specific villages).
If you have no account-wide artefact, up to three village-scope artefacts may be active instead.
How Artefact Effects Interact
Village-scope artefacts override account-scope artefacts if they have the same effect (for example, both affecting troop speed).
This means the stronger or more specific effect applies in that village.
The effects do not stack — only one effect of a given type applies.
When You Own More Than Three Artefacts
You can hold more than three artefacts, but only the three oldest (based on the time you captured them) will be active.
The oldest account-scope artefact remains active.
The two oldest village-scope artefacts remain active alongside it.
If you do not have an account-scope artefact, the three oldest village-scope artefacts will stay active.
If the situation changes (for example, one artefact’s type changes or a new one is captured), the system automatically enables or disables artefacts as needed to follow these rules.
This is especially relevant for the Artefact of the Fool, which can change its scope between village-wide and account-wide.
How to Influence Which Artefacts Stay Active
You can manipulate artefact priority by changing the order in which you gained them.
Capturing (or reconquering) an artefact or the village it is in resets its acquisition date, making it the youngest artefact you own.
This can be used to deactivate older artefacts and reactivate newer or preferred ones.
Example Scenario
Let’s look at an example of how artefact priority works:
| Artefact | Type & Scope | Effect | Captured On |
|---|---|---|---|
| A | Small, Fool’s (village-scope) | Faster training | Day 1 |
| B | Large (account-scope) | Better spies | Day 2 |
| C | Small (village-scope) | Better spies | Day 3 |
| D | Small (village-scope) | Stronger buildings | Day 4 |
| E | Small (village-scope) | Faster troops | Day 5 |
Initial Situation
The three oldest artefacts are active: B (account-scope), A, and C.
Since B and C both improve spies, C’s village uses its own effect, while all other villages use B’s effect.
Day 11 – Fool’s Artefact Changes
The Fool’s artefact A changes to an account-scope artefact with a new effect.
Now there are two account-scope artefacts among the three oldest — but only one can be active.
So, the active artefacts are:
A (account-scope)
C and D (village-scope)
In the village affected by D, the “stronger buildings” effect applies.
Everywhere else, A provides the account-wide bonus.
Player Adjusts the Setup
The player no longer wants C’s effect and reconquers that artefact, making it the youngest one.
Now, the active artefacts are:
A (account-scope)
D and E (village-scope)
Artefact C becomes inactive because two older village-scope artefacts (D and E) take priority.
Summary of Artefact Rules
| Rule | Description |
|---|---|
| Active Limit | Max. 3 artefacts at once |
| Account-Scope Limit | Only 1 account-wide artefact can be active |
| Village Override | Village-scope effects override account-scope effects of the same type |
| Activation Order | Determined by capture date (oldest are active) |
| Artefact of the Fool | May change between village and account scope |
| Reacquisition Trick | Re-conquer your artefact to make it the “youngest” and active again |