Strategy ImageUnique Items

    Courtesy of Unseen Empire and some other contributers:

    How to get one:
    1) buy for much geld on black market, especially shortly after reset
    2) by using treasure maps/chests, especially shortly after reset
    3) by using Efreeti Bottle
    4) phantasm spell Wish (can give Efreeti bottles & treasure maps/chests)

    How to loose one:
    1) sell it
    2) get yourself killed
    3) disappears randomly (Usually Efreeti bottles and Grails)

    NOTE: Unique items can not be stolen, destroyed (STEAL ITEM, DESTROY ARTIFACT) or pillaged anymore.
    Special items like magical compasses and Minor indulgences can be destroyed but not pillaged.
    While you have a unique you may NOT meditate.

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    List of goodies: (use ctrl-f or command-f to find a particular item)
    Note that all uniques also have a fancy description in the AM Encyclopedia)
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    Excalibur: Increases attack power by 15%.

    St. Nara's Lock of Hair: It gives 10 points of resistance to each color, also kills a small number of undead units in battle.

    Spectacles of True Seeing: You gain 75 resistance to blue. And contrary to popular belief, it does not negate shadow monster, hallucination or any such spells.

    World Peace: You gain 40% more gold every turn. It also drops both you and your enemies attack power by 5%. And no you don't gain more hp like you would from Love&Peace white spell.

    The Apparatus: One of my favorites, you gain 100 hellhounds, 100 Salamanders, 50 Hydras or 50 Chimeras every turn.

    The Crystal of Tear: 5k mana increase per turn, no side effects.

    Pouch of Infinite Wealth: Much better then its counterpart World Peace, doubles gold income with no side effects.

    Iron Golem: It used to give 5 acres of farmland per turn, but it now gives 2-5 farmland per turn. Still the strongest unique in the game... problem is it's m.p. upkeep is proportional to your land... and grows fast, too fast.... It adds Farmland, 3-5 acres/turn.
    A way to use Iron Golem:
    - make daily 'fake' attacks sending little amounts of stacks, to make it less clear you have it. That way it will look like you won land, where you actually just 'lored' land.
    - destroy Iron Golems farmland and transform it into nodes, to be able to upkeep the golem.
    - after you hit about 10-11K land it is no longer worth the effort - sell the Iron Golem to a friend (at one time there was no delay for Uniques in Black Market, and max. geld, so coordinating selling was easy.... Now there IS a delay, and no max geld, so you BANKERS: watch the market!)

    Pan's Flute: Decreases enemies' initiative by 10%. Try this with fog cloud and Horn of Fog with a blue mage. Your opponents units will fail every time, unless they have marksmanship of course.

    Love Potion #9: You gain 1 or 2 random female heroes.

    The Hand of Negation: Wipe out all targets enchantments. Can be used every 200 turns. It is also impervious to barriers.

    The Magic Mirror: Same as Love Potion #9. The reason they made both eludes me.

    The Ring of Amethyst: Reduces research time by 50%. It also helps with off color spell casting.

    Ancient Staff of Pure Quartz: Reduces spell cost by 20%. Increases your attack power and your summon spells by 5%.

    Efreeti Bottle: You gain 1 to 2 random heroes, 200 million gold, 2Million mana or 30 items of the same type.

    The Altar of Blood: You lose 5k population per turn not 6,666. And in return you gain 5k additional mana per turn.

    Lucky Charm: Gives 10 points of resistance to each color. Your accuracy, spell casting and item generation from guilds are all increased slightly as well.

    The Crimson Banner: Works like a powerful blood lust in battle.

    Burning Incense: Decreases spells cost by 10%, and helps your spell casting. When I had this item I never failed one spell.

    Black Ankh: The item all black mages desire� It will boost the mages resistance to white by 50 points. It will also increase black units' resistance to holy by about 50%, and will also weaken white units.

    The Mirror of the Grey Witch: Another amazing unique. It will reflect 1/3 of all spells except battle spells, in battle it will force your opponents top stack to attack one of his own stacks, this effect only occurs 1/3 of the time as well.

    Orb of Protection: Again, contrary to popular belief this unique does not grant protection for 1000 turns. It will only grant protection for 24 hours. And as far as I know it does not work during Armageddon.

    Egg of Time: This unique used to give 100 turns, but it was changed recently. It will now give 1 to 100 turns. I found out the hard way when I was recovering from CoS early.

    Atomic Bomb: Destroys 25% of your targets gold, mana, units, population and land. And is also impervious to barriers.

    Scepter of Rulership: I have never had this unique, and I do not know of anyone who has had it. So, no comment for this one...

    Ring of Djinni Summoning: Casts wish 6 times, and you gain the Efreeti bottle.

    Soul Eater: Reduces all your units hp by 25%, It will give resistance (melee, magic, missile, ranged, fire and cold) randomly 0-100% in battle to your units and sometimes your opponents units. Costs 2k mana per turn

    Thor Hammer: Kills a small amount of your enemy's non-flying units in battle, and in return drains your mana.

    Skull Ring: This is a cursed item, it sucks horribly. It will increase your mana by 10%. But� it will also kill 1% of your population every turn. So if you have 500k population you will lose 5k pop per turn. As if this was not enough it also drains your units hit points by 25%.

    Hell Fire: This unique is either cursed or the developers have screwed up. All it does from what I could tell is increase your enemy's units' hp by 1-50% every battle. Yes that's right, his units not yours. I have yet to see any benefit for the owner of the unique.

    Thunder Blade: Adds Lightning attack to all your units. And increases lightning attack by 50% for units that already posses lightning attack (only air elementals)

    Blue Ice: Reduces all units attack power by 30%, yours and your opponents. In return all units, again both yours and your opponents ice attack is increased by 50% instead of decreased by 30%. Another side effect is it will drain 5k mana per turn.

    Dragon Slayer: Awesome, absolutely awesome.. Let's just say bye bye red dragons. I'll give you an example, 1.5k Lich were able to kill 45 Red dragons. It's slightly random in its intensity though. But other then that it has no side effects.

    The 5 Holy Grails: 4 are fake, the dull copper one is the real one. It will resurrect 15% of your dead units. I have never bothered with this item so the following are rumors. It increases Knights attack power, increases your recruit rate and also doubles the knights gained from horn of Valhalla. Side effect of draining your mana by 10% and disappearing.

    The Sinner: Blocks incoming spells, acts somewhat like maximum barriers but only to spells and not items. It also acts like a confuse on your country.

    Helm of ESP: increases Psychic attacks by 50% side effects unknown. Still trying to get my hands on this one.

    Archmage Strategic Guide: Similar to burning incense.

    Nether Parchment: Possibility of gaining Corruption, as far as I know you need all spells researched. Armageddon is not required. If you're not Nether it drains all of your mp.

    The Protector: All your units gain 100% resistance to breath attacks.

    Basin of Far Seeing: Works like a reusable Scrying mirror.

    The Wings of Glory: Increases all angels attack power by 15% for white mages, and 10% for other mages.

    Lipstick of Enslavement: Gives you a random hero.

    Chaos Ward: Protects against red spells, like inferno and volcano eruption. It seems to reduce the damage done by these spells but not block them. For instance, I was hit by a VE before and I only lost 2% of my units instead of 10% as usual. But I was hit again and lost about 8% that time. So it is pretty random in its protection.

    The Dead Sea Scroll: Possibility of gaining heavenly protection. Rumored that you need favor from certain gods and again having all spells researched. If you're not Ascendent you lose all mp.

    Scroll of Insight: Possibility of gaining Wall of Silence. For this one I believe you need all spells including Armageddon. If you're not Phantasm lose all mp.

    Ring of Amethyst: Decreaces casting cost by 20%. Also make s it so you NEVER lose your concentration.

    Wand of Moon: no info

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