Difference between revisions of "Unique Items"

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(Unique Items)
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'''[[Unique Items#Unique Items|Unique Item Shortlist]] down below'''
 
'''[[Unique Items#Unique Items|Unique Item Shortlist]] down below'''
 
=Introduction=
 
=Introduction=
A Unique Item means it is a rare item of which there is max one in the game at any time.  
+
A Unique Item is an extremely rare item of which there is only a single one in the game at any time.  
  
They are released through [[Treasure Map]] and [[Treasure Chest]] (shortly into a game round, none of them are present) and once in the game, can be sold, stolen, lost, used - but they cannot be pillaged. When no-one owns the item, it has a chance to get back in the game through [[Treasure Map]], [[Treasure Chest]] and [[Black Market]] again. Unique items go through [[barriers]] just like non-unique items. E.g.: an [[Atomic Bomb]] can be blocked.  
+
They are released through [[Treasure Map]] and [[Treasure Chest]] (at the beginning of a reset, none of them are present) and once in the game, each one can be sold, stolen, lost, or used (they cannot be pillaged). When no one owns the item, it has a chance to get back into the game through [[Treasure Map]], [[Treasure Chest]] or the [[Black Market]]. Useable Unique items (such as a [[Holy Hand Grenade]]) go through [[barriers]] just like non-unique items, and can be blocked.
  
Possessing some [[Unique Items]] is very comparable to having an [[enchantments|enchantment]] running.  
+
Possessing some [[Unique Items]] is very comparable to having an [[enchantments|enchantment]] running. Other [[Unique Items]] need to be used in battle. Others are operated using ''Use item''. Others charge and can only be used once every hundred or so [[turns]].
Other [[Unique Items]] need to be used in battle. Others are operated using ''Use item''. Others charge and can only be used once every hundred or so [[turns]].
 
  
 
 
Notes:  
 
Notes:  
* [[Holy Grail]] - There are five unique holy grails, meaning there can be FIVE items with this title in existence at a time (one of each).
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* [[Holy Grail]] - There are five unique holy grails, one for each color. This means that there can be FIVE items with this title in existence at any one time (one of each color).
* A Unique that is on the [[Black Market]] is not in the game, if you get a unique while that one is also for sale... you'll lose it soon as the selling one gets into the game. This makes [[Efreeti Bottle]] and [[Holy Grail]]s stay in your possesion for a brief time only.
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* A Unique that is being sold on the [[Black Market]] is technically not in the game. If you happen to get that unique (via a [[Treasure Chest]]) while the same one is being sold, you will lose it as soon as the sale ends and the item officially enters the game. This makes the [[Efreeti Bottle]] and the [[Holy Grail]]s stay in your possession for a brief time only, sometimes less than an instant.
  
=How to get?=
+
=Acquiring Unique Items=
 
There are various ways to get Unique Items:  
 
There are various ways to get Unique Items:  
* buy on [[Black Market]]  
+
* Buy the unique on the [[Black Market]]  
* get them from [[Treasure Map]] or [[Treasure Chest]] (1-2% chance each time - best if you are in the NP range of someone owning the unique)
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* Get the unique from a [[Treasure Map]] or [[Treasure Chest]] (around 1% chance each time)
** at very beginning of a game round noone has any unique: treasure maps/chests hand them out (randomly), when you win one, it is nobodies loss.
+
** At the beginning of a reset, no one has any uniques. [[Treasure Map]]s and/or [[Treasure Chest|Chests]] hand them out randomly. When you are awarded one, nobody loses it.
** a ~month into the game all uniques are in posession of mages: when treasure maps give some mage a unique (randomly), another mage loses it (consequently).
+
** After a bit of time passes into a reset, all or most of the uniques are in the possession of mages. When a [[Treasure Map]] gives a mage a unique, another mage loses it.
  
* steal them with [[Letters of the Thieves Guild]]
+
* Steal them with [[Letters of the Thieves Guild]]
* miscellaneous
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* Miscellaneous:
** [[Holy Grail]]s you get from [[Blood Stained Map]]s, but can also be obtained just like any other unique.
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** [[Holy Grail]]s are retrieved from [[Blood Stained Map]]s, but can also be obtained just like any other unique. It is generally considered a disappointment is a mage is awarded a [[Holy Grail]] via a [[Treasure Chest]] or any method other than a [[Blood Stained Map]], since the [[Holy Grail]]s are fairly common and cheap when compared to other uniques.
** [[Efreeti Bottle]]s, Phantasm mages can get from [[Wish]].
+
** [[Efreeti Bottle]]s can be retrieved by Phantasm mages by using the spell [[Wish]].
* No, [[guilds|guilds]] built on your land do not produce them, they only make [[Items|Lesser items]].
+
* [[guilds|Guilds]] built on your land produce only [[Items|Lesser items]], not uniques.
  
 
There are unfortunately also some ways to lose a Unique:
 
There are unfortunately also some ways to lose a Unique:
* Whenever someone successfully uses [[Treasure Map]] or [[Treasure Chest]], and no Unique is in the empty pool, someone on Terra will lose his unique to the user, IF the previous user is in a certain NP range of the item user. If not, you get a rather shitty message saying no uniques are currently available..
+
* Whenever a mage successfully uses [[Treasure Map]] or [[Treasure Chest]], and all uniques are held by players, another mage in Terra will lose his unique to the user, if the first mage is within a certain [[Net Power]] range of the mage holding the unique. If not, you get a rather crushing message detailing that there are no uniques currently available to you.
* Whenever someone uses a [[Letters of the Thieves Guild]] on you, you got a 1% risk to lose the Unique.
+
* Whenever a mage uses [[Letters of the Thieves Guild]] on another mage, there is a chance of stealing a unique.
** If you got ''N'' uniques, you got approximately ''N''% risk to lose it. Just don't be gready that means ;-)
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** If a mage has ''N'' number of uniques, then the approximate chance of stealing a unique from that mage is ''N''%. For example, if a mage has 5 unique items, then there is a 5% chance to steal a unique from that mage by using [[Letters of the Thieves Guild]].
 +
** On the Arch Server, the chance to steal a unique from a target is the number of uniques held squared. For example, if a mage has 6 uniques, then the chance of stealing a unique from that target is 36% (6*6=36). This chance is capped at 99% (10 or more uniques held by the target).
  
 
=Unique Items=
 
=Unique Items=
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<tr valign="top"><td width=25%>[[Altar of Blood]]
 
<tr valign="top"><td width=25%>[[Altar of Blood]]
 
</td><td>
 
</td><td>
Increases [[mana]] production by 2,500 mp Upkeep: 5,000 [[population|pop]]. Both upkeeps do not show on status report.
+
Increases [[mana]] production by 2,500 mp with an upkeep of 5,000 [[population]]. Both upkeeps do not show on status report, and the [[mana]] bonus is independent of the population upkeep (if at 0 population, mana is still given).
 
</td></tr>
 
</td></tr>
  
 
<tr><td>[[Ancient Staff of Pure Quartz]]
 
<tr><td>[[Ancient Staff of Pure Quartz]]
 
</td><td>
 
</td><td>
Reduces casting cost by 30%.
+
Reduces casting cost by 30%. Increases Primary AP, Counter AP, and [[Hit Points|HP]] by 5%. Increases summoning rate by 5%. No upkeep.
 
</td></tr>
 
</td></tr>
  
 
<tr><td>[[Ancient Tome]]
 
<tr><td>[[Ancient Tome]]
 
</td><td>
 
</td><td>
Instantly finishes researching current [[spells|spell]] (even [[Armageddon]]!) Note: On beta I got this after research and got 2 skill points
+
Instantly finishes researching current [[spells|spell]] (even [[Armageddon]]!), or reduces the number of turns needed to get to the next skill level.
Note: As of Oct 2007 - got 4 skill points in beta
 
 
</td></tr>
 
</td></tr>
  
 
<tr><td>[[Apparatus]]
 
<tr><td>[[Apparatus]]
 
</td><td>
 
</td><td>
Summons 100 [[Hell Hound]]s, 100 [[Salamander]]s, 50 [[Hydra]] or 50 [[Chimera]] per turn.
+
Summons 100 [[Hell Hound]]s, 100 [[Salamander]]s, 50 [[Hydra]] or 50 [[Chimera]] per turn. Number of units given is not affected by external influences such as [[Spell Level]]. No upkeep.
 
</td></tr>
 
</td></tr>
  
 
<tr><td>[[Archmage Strategic Guide]]
 
<tr><td>[[Archmage Strategic Guide]]
 
</td><td>
 
</td><td>
No spell casting failure even with Confuse on.
+
Reduces the chance of spell casting failure and reduces the cost of dispelling. Failure is very rare with this item. No upkeep.
 
</td></tr>
 
</td></tr>
  
 
<tr><td>[[Atomic Bomb]]
 
<tr><td>[[Atomic Bomb]]
 
</td><td>
 
</td><td>
Destroys 25% of target's [[mana]], buildings [[forts]], [[land]] (permanently), [[units]], [[geld]] and [[population]]. Can completely annihilate someone below ~2.8k land and 20 forts.
+
Destroys approximately 25-33% of target's [[mana]], buildings [[forts]], [[land]] (permanently), [[units]], [[geld]] and [[population]]. Capable of completely annihilating a mage of lesser strength (under 3k land).  
((think buildings is 25% but units is 33%))
 
 
</td></tr>
 
</td></tr>
  
 
<tr><td>[[Basin of Far Seeing]]
 
<tr><td>[[Basin of Far Seeing]]
 
</td><td>
 
</td><td>
Gives information about a country like [[Scrying Mirror]] spell, is a reuseable unique (requires charging).
+
Gives information about an enemy mage, similar to Phantasm spell [[Scrying Mirror]], but reveals all information about a target. Costs one turn to use, and twenty turns to charge.
 
</td></tr>
 
</td></tr>
  

Revision as of 00:07, 17 August 2015

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Unique Item Shortlist down below

Introduction

A Unique Item is an extremely rare item of which there is only a single one in the game at any time.

They are released through Treasure Map and Treasure Chest (at the beginning of a reset, none of them are present) and once in the game, each one can be sold, stolen, lost, or used (they cannot be pillaged). When no one owns the item, it has a chance to get back into the game through Treasure Map, Treasure Chest or the Black Market. Useable Unique items (such as a Holy Hand Grenade) go through barriers just like non-unique items, and can be blocked.

Possessing some Unique Items is very comparable to having an enchantment running. Other Unique Items need to be used in battle. Others are operated using Use item. Others charge and can only be used once every hundred or so turns.

Notes:

  • Holy Grail - There are five unique holy grails, one for each color. This means that there can be FIVE items with this title in existence at any one time (one of each color).
  • A Unique that is being sold on the Black Market is technically not in the game. If you happen to get that unique (via a Treasure Chest) while the same one is being sold, you will lose it as soon as the sale ends and the item officially enters the game. This makes the Efreeti Bottle and the Holy Grails stay in your possession for a brief time only, sometimes less than an instant.

Acquiring Unique Items

There are various ways to get Unique Items:

  • Buy the unique on the Black Market
  • Get the unique from a Treasure Map or Treasure Chest (around 1% chance each time)
    • At the beginning of a reset, no one has any uniques. Treasure Maps and/or Chests hand them out randomly. When you are awarded one, nobody loses it.
    • After a bit of time passes into a reset, all or most of the uniques are in the possession of mages. When a Treasure Map gives a mage a unique, another mage loses it.

There are unfortunately also some ways to lose a Unique:

  • Whenever a mage successfully uses Treasure Map or Treasure Chest, and all uniques are held by players, another mage in Terra will lose his unique to the user, if the first mage is within a certain Net Power range of the mage holding the unique. If not, you get a rather crushing message detailing that there are no uniques currently available to you.
  • Whenever a mage uses Letters of the Thieves Guild on another mage, there is a chance of stealing a unique.
    • If a mage has N number of uniques, then the approximate chance of stealing a unique from that mage is N%. For example, if a mage has 5 unique items, then there is a 5% chance to steal a unique from that mage by using Letters of the Thieves Guild.
    • On the Arch Server, the chance to steal a unique from a target is the number of uniques held squared. For example, if a mage has 6 uniques, then the chance of stealing a unique from that target is 36% (6*6=36). This chance is capped at 99% (10 or more uniques held by the target).

Unique Items

Altar of Blood

Increases mana production by 2,500 mp with an upkeep of 5,000 population. Both upkeeps do not show on status report, and the mana bonus is independent of the population upkeep (if at 0 population, mana is still given).

Ancient Staff of Pure Quartz

Reduces casting cost by 30%. Increases Primary AP, Counter AP, and HP by 5%. Increases summoning rate by 5%. No upkeep.

Ancient Tome

Instantly finishes researching current spell (even Armageddon!), or reduces the number of turns needed to get to the next skill level.

Apparatus

Summons 100 Hell Hounds, 100 Salamanders, 50 Hydra or 50 Chimera per turn. Number of units given is not affected by external influences such as Spell Level. No upkeep.

Archmage Strategic Guide

Reduces the chance of spell casting failure and reduces the cost of dispelling. Failure is very rare with this item. No upkeep.

Atomic Bomb

Destroys approximately 25-33% of target's mana, buildings forts, land (permanently), units, geld and population. Capable of completely annihilating a mage of lesser strength (under 3k land).

Basin of Far Seeing

Gives information about an enemy mage, similar to Phantasm spell Scrying Mirror, but reveals all information about a target. Costs one turn to use, and twenty turns to charge.

Black Ankh

Raises HOLY attack resistance by 50%. Raises ascendant magic resistance by 50%. Raise undead HP by 10%

Blood Knife Prevents ALL healing/resurrecting abilities
Blue Ice

Non-AW/arch: Reduces all units Attack Power by 15%, yours and your opponents, except for all units (both yours and your opponents) having COLD attack, which is increased by 30%.
AW/arch: Reduces all units Attack Power by 25%, yours and your opponents, except for all units (both yours and your opponents) having COLD attack, which is increased by 50%.

Book of Geology

Either grants the user the spell Earthquake or drains all their MP.

Burning Incense

No spell casting failure. Reduces spell casting cost by 20%

Chaos Ward

Grants 50% eradication resistance to your country.

Crimson Banner

For each of your units, add 20% (30% in AW/Arch) to primary, secondary and counter AP. Secondary AP bonus does not apply in AW and Arch servers.

Crystal of Tear

Increases Mana production by 2,500.

Dead Sea Scroll

Either grants the user the spell Heavenly Protection or drains all their MP.

Dragon Slayer

Reduces HP for all enemy dragon type units by 30% (50% in AW/Arch).

Efreeti Bottle

Gives either 2 million mana, 200 million geld or 30 items#Lesser Items. Use this (or sell it) fast because there can only be one in the game at the same time, and everytime some mage casts Wish it may shift ownership.

Egg of Time

Egg of Time gives 1-100 turns (or is it: 25 to 50 turns??). Don't use when you already have max turns or you won't get them.

Excalibur

Adds 15% of primary, secondary and counter AP to all your units.
AW/Arch: 25% primary and counter AP only to all your units.

Hell Fire

For all your units without Fire in primary or secondary attack type, adds 10% (25% in AW/Arch) primary, secondary (not in AW/Arch) and counter AP.
For all your units with Fire in primary/secondary attack type, add 30% to all attack types (75% to primary and counter AP in AW/Arch).

Reduces MP income by 5% (2.5% for non-OS servers).

Helm of ESP

Believed to increase primary/secondary/counter attack of units with PSYCHIC attack type by 50% ; bonuses will be calculated from base attack and accumulated: for example Helm ESP + Monkey Brains + Excalibur your Mind Ripper primary attack = 4000 + 4000 + 4000 +1000).

Holy Grail

There are five different ones in the game - 5 unique holy grails. One serves for each mage colour. So you only have use for one of the grails.

  • The dull looking copper chalice: Ascendant
  • Shimmering golden chalice : Verdant
  • The blood stained golden chalice : Eradication
  • The human skull : Nether
  • Gem-studded silver chalice : Phantasm

It will resurrect 15% of dead units. Hidden Upkeep: it reduces your mana production by -1000 m.p.. Notes:

  • Will disappear whenever someone successfully uses Blood Stained Map and wins your grail (1/5 chance, happens mostly within 12-24 hours).
Holy Hand Grenade

Destroys one random enemy stack, via extreme amounts of HOLY damage.

Lipstick of Enslavement

Allows you to steal an opponents male hero edit: I stole an Amazon on beta

Love Potion #9

Grants a random male hero.

Lucky Charm

You will gain 10% resistance to each color and increased chance of casting success, item generation, and accuracy. Permanent Luck and displays this in battle: Good fortune shines upon XXX (#XX)'s armies.

Nether ParchmentEither grants the user the spell Corruption or drains all their MP.
Orb of ProtectionGrants you Council Protection for a period of 48 hours, has no effect during Armageddon.
Pan's FluteAll enemy stacks have their main attack and counter lowered by 10%.
Pandora's BoxRandom effects in battle, positive and negative, charges in 15 turns.
Phoenix Pendant

Resurrects killed mage

Pouch of Infinite WealthGives 500,000 extra geld per turn.
ProtectorGives +50% resistance to breath attacks to all of your units.
Ring of AmethystReduces research turns in half (only applies to your color spells). Reduces casting cost by 20% (All Colors). Removes spell casting failure.
Ring of Djinni SummoningCast Wish 6 times on the user.
Sceptre of RulershipIncreases your units' AP, EAP, and HP by 10% and increases your gold income by 10%.
Scroll of CancellationEither grants the user the spell Cancellation or drains all their MP.
Scroll of InsightEither grants the user the spell The Wall of Silence or drains all their MP.
Skull RingDecreases non-undead units' HP by 25%, decreases undead units' HP by 5%, 1% pop upkeep and increases MP income by 20%.
Soul EaterFor all demon type units, increase primary, secondary (not in AW/Arch) and counter AP as well as HP by 10% (25% for AW/Arch).
For all non-demon type units, reduce primary, secondary, counter AP and HP by same percentage (only HP is reduced in AW/Arch). Area of effect: all units.
Reduces MP income by 10% (5% for non-OS servers).
Spectacles of True SeeingAllows the owner to gain 75% resistance to Phantasm magic.
St. Nara's Lock of HairBestows Holy Word and Protection from Undead on wielder (10% resistance to all colors).
Staff of the ArchmageInflicts (randomly) LIGHTNING, COLD, FIRE or PSYCHIC damage in battle.
The Amulet of Kael

Increases EXP gained by heroes per turn.

The Assassin's Cloak

To one weighted random stack in your army, gives +5% Accuracy, +15% Efficiency. Note: if you only have one stack, then you don't get the bonus. This is the ONLY item/spell/unique which uses this mechanic.
To one random enemy stack, give -15% Efficiency.

The Golden Crown

Reduces the number of turns required for skills.

The Hand of Negation

Cancels target's enchantments, can be blocked by barriers as normal items. Charges in 200 turns.

The Iron Golem

User gains 1-5 acres of farmland per turn. Has a mana upkeep that increases as land increases. Don't confuse with Iron Golem, the plain unit

The Last Defense

Reduces building damage from offensive enchants by 75%.

The Magic MirrorSummons one female heroine, this mirror has no upkeep.
The Mirror of the Grey WitchReflects 33% of spells cast on you back to the caster. Hidden upkeep: decreases mana income by 5k MP per turn.
The Searing StoneDestroys 200 or 25% of target's nodes whichever is higher.
The SinnerIncreases resistance to magic while lessening your ability to use it. It acts like Confuse over your country (believe to also increase the chance of your enemies spells failing).
Thor's HammerReduces target ground armies'AP and counter AP by 25% as well as HP by 25%. Has no effect on flying units. I believe that mana upkeep is 10%.
Thunder BladeAdds AP to units that have a lightning attack already & increases lightning resistance to everyone.
  • Arch: 50% res & 50% primary/counter
  • Archwar: 25% res & 25% primary/counter
  • Beta: 15% res & 15% primary/secondary/counter
  • Elsewhere: 30% res and 30% primary/secondary/counter
Wand of the Moon

Inflicts (randomly) large amount of LIGHTNING, COLD, FIRE or PSYCHIC damage in battle.

Wings of Glory

For each of your Angels units, add 25% to primary, secondary and counter AP as well as HP. Secondary AP bonus does not apply to AW and Arch servers.

World Peace

Gain 25% more geld per turn and on defense ONLY grants you an AP and HP bonus.


orphans: "The spell resistances are all 10% except phantasm, which was 5%. "

"Also, cursed items such as Blood Altar or Skull ring (which i had) takes 1/3 of non-nether units HP. "


Note by Alzorath:
Many of these unique item descriptions are incorrect, misrepresented, or "mixxed up". I don't know the exact numbers on all of the functions though (because I'm not a uniques guru), but I would seriously take ALL information on this page with a grain of salt when considering a unique. I only came here to fix some links, but felt I should add that. I edited a few of them...but only skipped around kind of near the places I fixed links.