Unique Items
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 (5,000 mp on Over-Summoning Servers) 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 |
Multiplies spell casting cost by 30%. Increases Primary AP, Extra AP and Counter AP, and HP by 5%. Increases summoning rate by 5%. No upkeep. On Arch Server, the AP increase does not apply to Extra AP |
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 |
Archmage Strategic Guide |
Increase chance of casting success by 200% Multiplies dispel cost by 80% |
Atomic Bomb |
Destroys exactly 25% of target's mana, buildings (including forts), land (permanently), units, geld, and population. The bomb will scorch all land without buildings built on it (Wilderness). 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 1 turn to use, and 20 turns to charge. |
Black Ankh |
Increases Ascendant Resistance by +50 |
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-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 in either their Primary or Extra attacks, 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 |
Multiplies spell casting cost by 80% Multiplies dispel costs by 90% Increases the chance of casting success by 100% |
Chaos Ward |
Increases Eradication Resistance by +50 |
Cloak of Concealment |
Conceals information from enemy mages about the mage's kingdom (from spells such as Scrying Mirror and items like a Crystal Ball). The Basin of Far Seeing is still capable of revealing information despite the Cloak's concealment |
Crimson Banner |
Increases all friendly units' Primary, Extra, and Counter AP by 20% |
Crystal of Tear |
Increases Mana production by 2,500 on non-oversummoning servers, and 5,000 on oversummoning servers |
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% |
Deck of Many Things |
A reusable Unique Item, the owner 'draws a card' by using the Deck, causing either a positive or negative effect to occur. These effects vary wildly. The Deck is capable of producing 3 separate effects before being returned to the Unique Pool (on 4 draws), but it can be returned to the Unique Pool on the first, second, or third draw as well, in which case it is possible that the Deck will produce no effects (drawing 'Escape' on the first draw). The following are the 'cards' available to draw:
|
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 51-151 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% |
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 in either their Primary or Extra attack by 30%.
|
Helm of ESP |
Increases AP of Primary, Extra and Counter by 50% for all friendly units with a Psychic Attack Type in either their Primary or Extra attack. |
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 hero. This item is only useable once and must penetrate barriers first. |
Love Potion #9 |
Grants the user a random male hero between the levels of 16 and 19. |
Lucky Charm |
Grants the owner permanent Luck status along with other positive effects. The cumulative results are as follows:
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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, Extra and Counter AP by 10%. No upkeep |
Pandora's Box |
Causes random effects to take place during battle. There is an equal chance (25%) of each effect occurring. These effects are:
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Phoenix Pendant |
Resurrects killed mage. This item does not work during Armageddon. When resurrected, the mage comes back with 10 forts and Council Protection. Land, buildings, geld, and mana stay the same as they were before the mage's death, unless the mage had less than the minimum, in which case they are resurrected with: |
Pouch of Infinite Wealth |
Increases raw geld generation by 500,000 |
Protector |
Increases the resistance to Breath attacks of all friendly units by +50 |
Ring of Amethyst |
Multiplies spell casting cost by 80% Increases the chance of casting success by 100% |
Ring of Djinni Summoning |
Casts the Phantasm spell Wish 3 times based on the user's own Spell Level |
Rod of Testing |
Chooses a hero at random that the user owns and tests them. There are five possible outcomes, all with their own chances of occurring: |
Sceptre of Rulership |
Increases all friendly units' HP and Primary, Extra and Counter AP by 10%. Increases geld income by 10% |
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% on Non Oversummoning Servers and 20% on Oversummoning Servers. Reduces non-undead units' HP by 25%. Hidden upkeep of 1% population sacrifice per turn. |
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%. Both effects apply to both friendly and enemy units. Mana Income is reduced by 5% (10% on non-oversummoning servers). |
Spectacles of True Seeing |
Increases Phantasm Resistance by +75 |
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 1,500,000 - 2,000,000 of Lightning, Cold, or Fire 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 |
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 25% of target enemy mage's nodes, with a minimum of 200 nodes destroyed. |
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 10% (5% on non-oversummoning servers). |
Thunder Blade |
There is no upkeep. |
Wand of Cursing |
Inflicts negative enchantment(s) on the target, as long as the Wand passes barriers, for the cost of 125% mana of the sum of the chosen enchantments' cost(s) with a minimum of 50,000 mana. If, by chance, the user does not have sufficient mana to cast the chosen enchantment(s), then all mana will be drained and there will be no effect. The enchantment(s) will last 49 turns and will have a spell level equal to the spell level of the user +50. The number of enchantments inflicted is random, and it is capable of casting any or all of the following enchantments, as long as the target was not previously inflicted by them before being targeted: |
Wand of the Moon |
Inflicts 3,000,000 - 4,000,000 of Psychic, Paralyze, or Magic damage in battle. There is an equal chance for each 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. |
Wizard's Hat and Robe |
Increases the mage's spell level by +25. No upkeep. |
World Peace |
Increases geld production by 25%. Decreases the Primary, Extra and Counter AP of all enemy units by 5%; this bonus is only active during defensive battles. There is no decrease to Extra AP on the Arch Server. No upkeep. |