Difference between revisions of "Unique Items"
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{{Navigation}} | {{Navigation}} | ||
+ | =Introduction= | ||
+ | A Unique Item is an extremely rare item of which there is only a single one in the game at any time. | ||
− | + | Unique Items are released into the game via two methods, with an equal (50%) chance for either method: the [[Black Market]], or the [[Unique Pool]]. At the beginning of a reset, none of the items are present. When they are activated (which happens at random times dictated by the server), they are either sent to the [[Unique Pool]] (where they wait to be claimed via [[Treasure Chest]]s or other methods mentioned below), or they go straight to the [[Black Market]] to be sold to the highest bidder. | |
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− | + | Unique Items are accompanied by bonuses, abilities, uses, and in some cases, upkeeps. Some Uniques grant the mage an Enchantment-like blessing (which show up when viewing the current Enchantments affecting ones Kingdom). Some grant a one-time blessing, such as a [[Heroes|Hero]] or [[Geld]]. Some grant the mage an ability for use during battles, such as randomly-dealt damage or [[Accuracy]]/AP bonuses. Some must be charged before using once more. Some demand upkeep which can grow increasingly difficult to satisfy. Unique Items vary greatly, and the advantage they provide cannot be understated. | |
− | + | Each Unique Item can be used, sold, stolen, or lost; they cannot be pillaged. When no one owns the item, it has a chance to get back into the game through [[Treasure Chest]]s or the [[Black Market]], as mentioned above. Usable Unique Items which target enemy mages (such as a [[Holy Hand Grenade]]) must go through [[barriers]] just like non-Unique Items, and can be blocked. | |
− | Notes: | + | <br> |
− | * [[Holy Grail]] - There are five unique holy grails, one for each color. This means that there can be FIVE items with this | + | '''Notes: ''' |
− | * 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 | + | * [[Holy Grail]] - There are five unique holy grails, one for each color. This means that there can be FIVE items with this item name 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 Grail]]s stay in your possession for a brief time only, sometimes less than an instant | ||
=Acquiring Unique Items= | =Acquiring Unique Items= | ||
− | There are various ways to | + | '''There are various ways to acquire a Unique Item: ''' |
− | * Buy the unique on the [[Black Market]] | + | * Buy the unique on the [[Black Market]] once it is activated by the server |
− | * | + | * Find the unique in a [[Treasure Chest]], which has a 2% chance to award a Unique upon use |
− | ** | + | ** As mentioned above, the Unique Item granted by a [[Treasure Chest]] is taken from the [[Unique Pool]]. If there are no Unique Items currently in the [[Unique Pool]] (due to all Uniques being possessed OR being VERY early in the reset), no Unique will be awarded on a successful roll |
− | ** | + | *** The only exception to this is on the Beta and Lightning Servers, where a [[Treasure Chest]], on a successful roll, will take a Unique at random whether it is currently possessed or not (it CAN steal Uniques from other mages) |
− | + | * Steal them with [[Letters of the Thieves Guild]]. The Letters must pass through [[Barriers]] before having a chance to steal a Unique | |
− | * | + | ** The chance to steal a Unique from target mage is n%, where n=the number of Uniques owned by target mage |
− | + | *** The only exception to this is on the Arch Server, where the chance to steal a Unique is n-squared, where n=the number of Uniques owned by target mage (i.e. mage has 6 uniques. there is a 36% chance to steal one) | |
− | + | * Become a [[Science Favor|Most-Favoured Follower of Science]]. This will only grant items from the [[Unique Pool]]. It can award a [[Holy Grail]], so it is generally advised to collect all five before attempting to become [[Science Favor|Most-Favoured]] to prevent being given a [[Holy Grail|Grail]] in place of another Unique | |
− | + | <br> | |
− | * [[guilds|Guilds]] built on your land produce only [[Items|Lesser items]], not | + | '''Miscellaneous Information:''' |
− | + | * [[Holy Grail]]s are by far the most common Unique Item in Terra. Although the primary method of obtaining a [[Holy Grail|Grail]] is a [[Blood Stained Map]], [[Holy Grail|Grails]] can also be obtained by any other method outlined above (like any other unique). It is generally considered a great disappointment if 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 common, cheap and short-lasting when compared to other Uniques | |
− | There are unfortunately | + | * [[Efreeti Bottle]]s can be retrieved by [[Phantasm]] mages by using the spell [[Wish]]. As there can only be one Bottle in existence, they are often lost if kept for too long without using it |
− | * | + | * [[guilds|Guilds]] built on your land produce only [[Items|Lesser items]], not Uniques |
− | * Whenever a mage uses [[Letters of the Thieves Guild]] on | + | <br> |
− | ** | + | '''There are also unfortunately some ways to lose a Unique:''' |
− | + | * On the Beta and Lightning Servers, whenever a mage successfully uses a [[Treasure Chest]], and all uniques are held by players, one will be taken at random from an enemy mage | |
+ | * Whenever a mage uses [[Letters of the Thieves Guild]] on an enemy mage and it passes [[barriers]], there is a chance of stealing a unique | ||
+ | ** The chance to steal a Unique via a [[Letters of the Thieves Guild|Letter]] is found above | ||
=Unique Items= | =Unique Items= |
Revision as of 19:11, 24 August 2015
Introduction
A Unique Item is an extremely rare item of which there is only a single one in the game at any time.
Unique Items are released into the game via two methods, with an equal (50%) chance for either method: the Black Market, or the Unique Pool. At the beginning of a reset, none of the items are present. When they are activated (which happens at random times dictated by the server), they are either sent to the Unique Pool (where they wait to be claimed via Treasure Chests or other methods mentioned below), or they go straight to the Black Market to be sold to the highest bidder.
Unique Items are accompanied by bonuses, abilities, uses, and in some cases, upkeeps. Some Uniques grant the mage an Enchantment-like blessing (which show up when viewing the current Enchantments affecting ones Kingdom). Some grant a one-time blessing, such as a Hero or Geld. Some grant the mage an ability for use during battles, such as randomly-dealt damage or Accuracy/AP bonuses. Some must be charged before using once more. Some demand upkeep which can grow increasingly difficult to satisfy. Unique Items vary greatly, and the advantage they provide cannot be understated.
Each Unique Item can be used, sold, stolen, or lost; they cannot be pillaged. When no one owns the item, it has a chance to get back into the game through Treasure Chests or the Black Market, as mentioned above. Usable Unique Items which target enemy mages (such as a Holy Hand Grenade) must go through barriers just like non-Unique Items, and can be blocked.
Notes:
- Holy Grail - There are five unique holy grails, one for each color. This means that there can be FIVE items with this item name 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 acquire a Unique Item:
- Buy the unique on the Black Market once it is activated by the server
- Find the unique in a Treasure Chest, which has a 2% chance to award a Unique upon use
- As mentioned above, the Unique Item granted by a Treasure Chest is taken from the Unique Pool. If there are no Unique Items currently in the Unique Pool (due to all Uniques being possessed OR being VERY early in the reset), no Unique will be awarded on a successful roll
- The only exception to this is on the Beta and Lightning Servers, where a Treasure Chest, on a successful roll, will take a Unique at random whether it is currently possessed or not (it CAN steal Uniques from other mages)
- As mentioned above, the Unique Item granted by a Treasure Chest is taken from the Unique Pool. If there are no Unique Items currently in the Unique Pool (due to all Uniques being possessed OR being VERY early in the reset), no Unique will be awarded on a successful roll
- Steal them with Letters of the Thieves Guild. The Letters must pass through Barriers before having a chance to steal a Unique
- The chance to steal a Unique from target mage is n%, where n=the number of Uniques owned by target mage
- The only exception to this is on the Arch Server, where the chance to steal a Unique is n-squared, where n=the number of Uniques owned by target mage (i.e. mage has 6 uniques. there is a 36% chance to steal one)
- The chance to steal a Unique from target mage is n%, where n=the number of Uniques owned by target mage
- Become a Most-Favoured Follower of Science. This will only grant items from the Unique Pool. It can award a Holy Grail, so it is generally advised to collect all five before attempting to become Most-Favoured to prevent being given a Grail in place of another Unique
Miscellaneous Information:
- Holy Grails are by far the most common Unique Item in Terra. Although the primary method of obtaining a Grail is a Blood Stained Map, Grails can also be obtained by any other method outlined above (like any other unique). It is generally considered a great disappointment if a mage is awarded a Holy Grail via a Treasure Chest or any method other than a Blood Stained Map, since the Holy Grails are common, cheap and short-lasting when compared to other Uniques
- Efreeti Bottles can be retrieved by Phantasm mages by using the spell Wish. As there can only be one Bottle in existence, they are often lost if kept for too long without using it
- Guilds built on your land produce only Lesser items, not Uniques
There are also unfortunately some ways to lose a Unique:
- On the Beta and Lightning Servers, whenever a mage successfully uses a Treasure Chest, and all uniques are held by players, one will be taken at random from an enemy mage
- Whenever a mage uses Letters of the Thieves Guild on an enemy mage and it passes barriers, there is a chance of stealing a unique
- The chance to steal a Unique via a Letter is found above
Unique Items
Note by Zero: This list has been updated as of August 2015. This list can now be considered completely accurate, barring any changes to server rules after new resets, which in case the list will be updated accordingly.
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 |
Reduces the number of turns needed to get to the next skill level. It is capable of instantly leveling up current skill. |
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 |
Essentially removes the chance of spell failure, increasing casting success by an extreme degree. Reduces dispel cost by 20%. |
Atomic Bomb |
Destroys approximately 25-33% of target's mana, buildings (including 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 if it passes through barriers, it will display all information about the target, including active enchantments, stack order, number of units in stack, building numbers, along with other information. Costs one turn to use, and twenty turns to charge. |
Black Ankh |
Increases Ascendant Resistance by +50. No upkeep. |
Blood Knife | Prevents all healing and resurrecting abilities, such as Strange Metallic Can or Ascendant Spell Resurrection. This effect cannot be resisted. No upkeep. |
Blue Ice |
Non-AW/arch: Reduces all units Attack Power by 15%, yours and your opponents, except for units (both yours and your opponents) that possess a Cold attack type, which is increased by 30%. Reduces MP income by 10% (5% for non-oversummoning servers).
|
Book of Geology |
For Eradication Mages, it will grant the Ancient spell Earthquake. For mages of all other colors, there is a 50% chance of being granted Earthquake, and a 50% chance of failing, in which case all mana is drained. |
Burning Incense |
Reduces spell casting cost by 20% and dispel costs by 10%. Increases the chance of casting success, making it extremely rare to fail casting a spell. No upkeep. |
Chaos Ward |
Increases Eradication Resistance by +50. No upkeep. |
Crimson Banner |
Increases all friendly units' Primary, Extra, and Counter AP by 20%. This value is 30% on Arch Server with no increase to Extra AP. No upkeep. |
Crystal of Tear |
Increases Mana production by 2,500 on non-oversummoning servers, and 5,000 on oversummoning servers. No upkeep. |
Dead Sea Scroll |
For Ascendant Mages, it will grant the Ancient spell Heavenly Protection. For mages of all other colors, there is a 50% chance of being granted Heavenly Protection, and a 50% chance of failing, in which case all mana is drained. |
Dragon Slayer |
Reduces HP of all enemy dragon-type units by 30%. This value is 50% on Arch Server. No upkeep. |
Efreeti Bottle |
Grants either 2,000,000 mana, 200,000,000 geld, or 30 of one Lesser Item. This is often a result of the Phantasm spell Wish. There can only be one Efreeti Bottle in Terra at any one time, so the spell Wish will often take the Bottle from another mage's possession if it is not used or sold. |
Egg of Time |
Grants the user 50-150 turns. It will not allow turns to surpass the maximum turn limit for the particular server (you have 100 turns, and the maximum amount of turns is 200. Using the Egg of Time grants you 127 turns. You will only be granted 100). |
Excalibur |
Increases all friendly units' Primary, Extra and Counter AP by 15%. This value is 25% on Arch Server with no increase to Extra AP. No upkeep. |
Hell Fire |
Increases all friendly units' Primary, Extra and Counter without a Fire Attack Type by 10%. Increases all friendly units' Primary, Extra and Counter with a Fire Attack Type by 30%. These values are 25% and 75% on Arch Server, respectively, with no increase to Extra AP. Reduces MP income by 5% (2.5% on non-oversummoning servers). |
Helm of ESP |
Increases AP by 50% for any friendly units with a Psychic Attack Type. This value is 100% on Arch Server. No upkeep. |
Holy Grail |
There are five different Holy Grails in Terra; each is unique in its own right, and serves a purpose for mages of each color.
If a mage possesses the correct Holy Grail for his color, it will resurrect 15% of battle losses. It has an upkeep of 1,000 Mana (500 on non-oversummoning servers). The Holy Grails that do not correspond to a mage's color will offer no bonus, but the upkeep will still be taken. Since Holy Grails are the most common Unique Items and are easily obtainable through the usage of Blood Stained Maps, mages tend to only hold on to a Holy Grail for a short time before they are taken away and granted to another mage. |
Holy Hand Grenade |
Destroys one random enemy stack. It does not deal damage, it simply destroys the entire stack; this also means that any hero leading that stack will not perish in the process. |
Lipstick of Enslavement |
Allows a mage to steal a target enemy mage's male hero. This item is only useable once and must penetrate barriers first. edit: I stole an Amazon on beta |
Love Potion #9 |
Grants the user a random male hero between the levels of 16 and 19. |
Lucky Charm |
Grants permanent Luck status, along with increasing the resistance to each color by +10. In addition, it increases summoning yields by 5%, it grants a concentration bonus by 5%, it reduces dispel cost by 10%, it increases accuracy in battle by 3%, and it prevents God disfavor effects. There is no upkeep. |
Nether Parchment |
For Nether Mages, it will grant the Ancient spell Corruption. For mages of all other colors, there is a 50% chance of being granted Corruption, and a 50% chance of failing, in which case all mana is drained. |
Orb of Protection |
Grants the user Council Protection for a period of 48 hours. This item has no effect during Armageddon. |
Pan's Flute |
Reduces all enemy units' Primary and Counter AP by 10%. No upkeep. |
Pandora's Box |
Causes random effects to take place during battle. There is an equal chance of each effect occurring. These effects are:
|
Phoenix Pendant |
Resurrects killed mage. This item does not work during Armageddon. |
Pouch of Infinite Wealth |
Increases raw geld generation by 500,000. No upkeep. |
Protector |
Increases the resistance to Breath attacks of all friendly units by +50. No upkeep. |
Ring of Amethyst |
Reduces spell casting cost by 20%. Increases the chance of casting success, making it extremely rare to fail casting a spell. No upkeep. |
Ring of Djinni Summoning | |
Sceptre of Rulership |
Increases all friendly units' HP and Primary, Extra and Counter AP by 10%. Increases geld income by 10%. The AP value on the Arch Server is 20% with no bonus to Extra AP. No upkeep. |
Scroll of Cancellation |
For Verdant Mages, it will grant the Ancient spell Cancellation. For mages of all other colors, there is a 50% chance of being granted Cancellation, and a 50% chance of failing, in which case all mana is drained. |
Scroll of Insight |
For Phantasm Mages, it will grant the Ancient spell The Wall of Silence. For mages of all other colors, there is a 50% chance of being granted The Wall of Silence, and a 50% chance of failing, in which case all mana is drained. |
Skull Ring |
Increases mana income by 10%. Reduces non-undead units' HP by 25%. Hidden upkeep of 1% population sacrifice per turn. The mana income value on the Arch Server is 20%. |
Soul Eater |
Increases the HP and Primary, Extra and Counter AP of all Demon units by 10%, while reducing the HP, Primary, Extra and Counter of all non-Demon units by 10%. These values are 25% on the Arch Server, with no bonus to Extra AP. Both effects apply to both friendly and enemy units. Mana Income is reduced by 10% (5% on non-oversummoning servers). |
Spectacles of True Seeing |
Increases Phantasm Resistance by +75. No upkeep. |
St. Nara's Lock of Hair |
Increases Resistance to all colors by +10. In addition, it kills undead in battle, similar to the item Flask of Holy Water. This effect is not stopped by barriers. No upkeep. |
Staff of the Archmage |
Inflicts either Lightning, Cold, Fire or Psychic damage to one random enemy stack in battle with an equal chance for each damage type. It is rechargeable and takes 8 turns to charge. |
The Amulet of Kael |
Doubles the experience earned by heroes in battle. No upkeep. |
The Assassin's Cloak |
Grants one random friendly stack +5% Accuracy and +15% Efficiency. To one random enemy stack, it decreases Efficiency by -15%. The positive effect will never effect the top stack in a friendly army; if there is only one stack in the friendly army, no bonus is granted. No upkeep. |
The Golden Crown |
Increases skill point generation by 15%. No upkeep. |
The Hand of Negation |
Cancels all of the target enemy mage's enchantments. It can be blocked by barriers. It is rechargeable and takes 200 turns to charge. |
The Iron Golem |
User gains 1-5 acres of farmland per turn. It has a mana upkeep that increases as total land increases:
Not to be confused with Iron Golem, the plain unit. |
The Last Defense |
Reduces building damage from offensive enchantments by 75%. No upkeep. |
The Magic Mirror |
Grants the user a female heroine between the levels of 16 and 19. |
The Mirror of the Grey Witch |
Grants the user a 50% chance to reflect all spells, including battle spells, back to the original caster. This reflection chance is rolled after barrier resistance, color resistance, and Heavenly Protection, if the user has it active. There is an upkeep of 5k mana (2.5k on non-oversummoning servers) per turn. |
The Searing Stone |
Destroys 200 or 25% of target enemy mage's nodes, whichever is higher. |
The Sinner |
Increases Resistance to all colors by +20. Increases dispel cost by 20%. It also increases the chance of spell failure (the penalty is -20% to concentration). There is no upkeep. |
Thor's Hammer |
Reduces the HP and Primary, Extra and Counter AP of all enemy non-flying units by 10%. These values are -25% on Arch Server with no penalty to Extra AP. There is a hidden mana upkeep of 5% (10% on non-oversummoning servers). |
Thunder Blade |
There is no upkeep. |
Wand of the Moon |
Randomly inflicts large amounts (3 to 4 million) of Psychic, Paralyze, or Magic damage in battle. There is a near equal chance for damage type. The item is reusable. No upkeep. It is rechargeable and takes 30 turns to charge. |
Wings of Glory |
Increases the HP and the Primary, Extra and Counter AP of all friendly Angel units by 25%. There is no increase to Extra AP on the Arch Server. No upkeep. |
World Peace |
Increases geld production by 25%. Increases the HP and the Primary, Extra and Counter AP of all friendly units by 10% and 5%, respectively. This bonus is only active during defensive battles. There is no increase to Extra AP on the Arch Server. No upkeep. |