Magical Items

## General Info

Magical Items are items that can give buffs or goods, target other players or prevent certain events. You can only have one of each magic item. When you use it up, you can get a new one.

Please note that some magical items will get passively used during battle or events and some need to be actively used.

You can also sell most items in magic shops. Some magic items can only be destroyed though, which will use 3 movement points.

## **How to get magical items?**

You can get items by:

* questing (Raid > Quest > Dungeons)
* purchasing them in cities with magic shops
* killing players that have magical items in their vault (you only get magical items you don#t already have in your vault)
* using the 'Enchanting' spell of the mage

## **List of magical items**

### Amulet of Animal Summoning

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The Amulets are crafted by Rangers and inscribed with what some believe to be the universal language of Nature.But Nature can be fickle and does not always respond when asked.

It grant a small(50%) animal reinforcements(can be either boars,wolves or bears).This anount can be increased when used alonside Ranger's Summon skill,and it still takes only one of the 2 reinforcements slots but keep in mind that the maximum level of Summon already summons a huge(125%) reinforcement and it can't be increased further. The base chance of success is 75% and it is affected by Class Bonus.

### Axe of Despair

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These blood-red axes must be restrained as they hunger for victims to strike.One of extraordinary size which can devastate an entire continent is alleged to exist.

When used it inflicts the Sickness disease.It can also be used automatically on season changes and the chance of that happening is 50%.It makes the one holding it immune to poison(wether it is by The Dagger of venom ,espionage or vial of poison).

### Banner of the Warlord

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Many banners are created for use in battle but only those created by warlords can inspire cavalry to greatness. It is said each banner contains a single strand of dragon hair.

It grants a 10% bonus to attack and defense of all of the not-immutable cavalry units in the army.

### Sun Blade

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These magical blades are thought to be ignited by the sun itself and can not be doused until the final charge is spent.Those wielding fiery blades rally those around them.

It grants a 10% bonus to attack and defense of all of the not-immutable infantry units in the army.

### Toy Boat

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The simplistic design belays the incredible power requires to shrink and later expand a full-sized ship.Many tinkerers have been lost forever experimenting with such magic.

It grants one picard on use.

### Book of Prayer

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prayer books are hand-copied from a master volume,kept hidden to protect it.Legend states that whoever reads the original golden pages will be forced into the armies of the Immortals.

It grants a large amount of honour which is based on level.

### Boots of Dancing

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The Boots are created by imps and left for unwary travelers in need of footwear.Sometimes the imps will steal shoes just to find more victims for their pranks.

It doubles the mp cost of land travels.It also allows drinks in the tavern to be free.

### Boulder of the Giant

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These enchanted stones must get kept still for once they are set in motion they can not be stopped until they smash into something solid.Giants will often use this for sport.

If used on an open gate it has 20% chance of locking it.If used on a locked gate it has 75% chance of opening it.On both cases if it fails there is a 10% chance of losing a structure.

### Bracers of Defense

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These ornate devices look like their non-magical brethren,but instead of protecting just one user the magic extends to an entire army.

It grants a 10% bonus to defense of all of the not-immutable troops in the defense army.

### Builder's Tools

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In the hands of a skilled blacksmith,these simple tools allow the creation of siege in mere hours instead of days.Despite the name only siege can ever be created.

It grants between 10-20 siege units.

### Siren's call

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These shells are indistinguishable from normal ones until brought near the sea.Then rational men will fight to the death just for a chance to hear its captivating song.

The chance of losing a ship is 20% but it completely prevents weather from damaging the ships.

### Magic Carpet

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Tales of flying men are as old as the realm.These carpets originate in the east,where it is reported they are spun with the hair of Pegasi.

It allows you to safely travel by land without having to fear about being robbed or blocked my locked gates.It always costs the same mp.It can't be used to enter Limmerick.

### Chaos Device

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These bizarre devices are rumored to be from the ruins of a vast civilization,forever lost,that mysteriously exploded hundreds of years ago.

When having this item you can't be hit by physical means or physical spells(those that can't pass protection) but you also can't use physical attacks as well.(non-physical attacks like most of the spells ans espionage still works)It can't be sold and each season it loses one charge.

### Golden Cow

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This golden figurine will slowly tarnish and crumble as the food it creates is consumed.It is thought burying a spent cow will increase the next harvest.

It grants between 200-2000 food.

### Vampire's Cowl

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Cowls must be taken from a vampire,a dangerous preposition for those unaccustomed to dealing with the undead.

It will steal 10% of target's mp on success.The chance of success is 60% and it is increased by 10% when the Age of Darkness is active.

It does Not cost an attack.

### Royal Crest

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These are given as a reward for surviving an age.Once a new name is chosen,the Crest is destroyed with a ceremonial hammer and returned to the Emperors.

It can be used to change your name.It can't be bought or found or sold or stolen by espionage or dispelled,they are given to any players that survive an age,when someone attacks and kills said player he can recieve it if they don't have one already.

### Cube of Force

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This is a gift from the Emperors to the winner of an Age.It hums with the raw power to alter the fortunes of all in the realm.

It is used to choose an age modifier for the current age.It is given to the top 3 players in the game provided they are in the top 25 ranks(the list shown under the Rankings tab in the tavern).It should be used at the first 24 hours of an age and can't be sold,bought,stolen,dispelled.

For more information check Age Modes .

### Potion of Cure Disease

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These potions are said to be bottled from a single waterfall,the exact location a mystery to anyone seeking it directly.Many a traveler has been lost trying to find it again.

It is used to treat diseases.

##### Diseases

###### Sickness

It destroys 1-5% of peasants and 1-3 of troops.

It can be cured by potion of Cure Disease,some Cleric skills and also by its own.The chance of it being removed by itself is 60% at base which is increased by Class Bonus and decreased by level.

###### Rot

It is exactly like Sickness with only difference being it can't be healed on its own.

###### Corruption

See Vampire for more info.It can be removed by potion of Cure Disease and some Cleric skills.

### Rogue's Dice

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Thieves are always willing to gamble with those who agree to use dice without inspecting them first.It is considered a sign of great wealth to keep these dice as souvenir.

It guarantees winning when gambling in the tavern.It reduces honour to use it.

It can't be used by Clerics .

### Drums of Panic

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These gruesome instruments are said to be made of flesh and a single drummer can project its defeaning boom across an entire battlefield.

It removes 1-5% of Defense army during battle.

### Dust of Blinking

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The dust is actually the essence of air elementals,who can teleport great distances with ease,and is left behind when one vanishes from view.

Its effects are exactly like the Move spell.

### Emblem of the gods

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These medallions are gifted as a reward from the gods for completing a grand quest.Many end up stolen due to their immense value in battle.

It grants a small(50%) immortal army for the next battle.

### Potion of Endurance

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This fiery liquid must be consumed all at once,or else the unfortunate user's face will be forever scarred.It is purported to taste like a thousand suns.

It refreshes up to 2 attacks used.

### Eye of an Oracle

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While not actually an eye,many foolish adventurers have nonetheless,tried to pluck one from an Oracle,much to their dismay.

It is used to spy without failure which can be used even on these affected by Hide or invisible.

### White Flag of Cowardice

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Once activated,these flags extend to the height of one rod and emit a loud screech to thoroughly shame the user.

It uses up one attack to gain one defense lost.

It lowers honour to use this item.

### Gauntlets of Fumbling

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Created by tricksters,these gauntlets require assistance to remove as even basic tasks are impossible while wearing them.

All not-immutable troops in the army recieve a 10% penalty to both attack and defense.

It allows you to have unlimited drinks in the tavern(except of 10 at max).

### Bag of Holding

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Tales tell of curious,foolish men being lost for years inside these strange bags.It is the subject of great debate where the contents are actually stored.

It prevents you from being robbed by Bandits when traveling by land.

### Horn of Fog

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The smoke from these horns can last for days and is so dense and thick some claim it can be used to traverse canyons.

It gives you the fog of war which masks the outcome of your attacks in the events log.

### Potion of Invisibility

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When given the choice,many will publicly state they prefer the gift of flight.But the wise man knows that privately most actually select invisibility.

It grant you invisibility which makes you hidden in surveys and taverns but not in the Rankings list.

### Lens of Detection

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These devices emit sounds the closer they get to magic.Depending on the creator,this cam be a pleasant hum or a ring of insults.

It increases the chances of finding magic items from Dungeons quest by 10%.(It stacks with the 10% bonus given by the city Jasmon and by 5% bonus or penalty that some classes have)

### Letter of Marque

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These letters grant a parley with the pirate captain.It is considered quire an insult not to share a fantastic tale and pint of rum during these talks.

It prevents you from being attacked by pirates when sailing.Each time it does,it loses a charge.

### Lure of the Vulture

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The experienced conqueror knows that vultures aren't always avian.These devices attract all manner of scavenger to a kingdom.

If used this item will reveal your kingdom's base stats(but not troops) along with your resources and your location to everyone in the events log.

### Manual of Skills

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These sacred manuscripts are gifted for surviving an Age and have a chapter dedicated to each class.Trying to read more than one chapter is said to cause insanity.

This item grants you the ability to change your class.Note thay changing class when level is higher than 4 will result in losing stats and changes you to level 4.It can't be bought,found,sold or robbed by Raid,It is granted by surviving an age.It can be recieved if you kill someone who has it when you don't have one yourself.

### Mask of the Undead

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Funeral masks are traditionally placed during burial.But if the host is stirred back to life as undead the masks left behind become infused with dark magic.

It works just like the Polymorph spell.

It can not be used by Clerics.

### Orb of Safety

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These orbs mark a kingdom with the Emperor's Decree,a magical symbol that alerts other not to attack least they be destroyed by the gods.

It grants protection when used.

Protection is removed by doing any action that costs an attack and also on season chance when level is 4 or higher.Note that protection only defends from "physical" attacks and most items,spells and espionage still works.

### Pouch of Magical Components

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These devices were created out of necessity,as many a mage has cursed the day they were caught without spell components.

It grant of each of Magical components .It can only be used by those who use spells(Mages,Bandits and those who have the Dragon).

### Magic Quiver

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Magic quivers can only be created after beating a centaur in a race.Cheating in this race is punishable by death.

It grant you some ranged troops when used.The amount is between 10-50% of what your class's structure can hold.The unit is the last ranged troops in first four tier of troops.

### Ring of Limited Wishes

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These powerful rings are emblazoned with runes and words of power.They are often sought by those in terrible danger as it is believed they can cheat death.

You can wish for food,gold,land,mp,structures and peasants.

The amounts are between 400-4000 food,the amount of your land your structures need(900 or 1000),between 10k-100k gold,between 20-40 mp,between 100-1000 peasants and between 1-3 structures based on the land you have.

### Robe of Vermin

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These filthy robes are magically infested with bugs and can never be fully cleansed,despite many valiant attempts.Several rites of passage include wearing such a robe.

Each season change it has 100% chance of giving the "lose food" event.It also has a 10% chance of inflicting sickness.It can make you immune to all bad events related to weather.

### Scepter of Death

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These ritualistic staves were given as "gifts" to conquering armies,who eagerly accepted,unaware of the lurking danger.

When used it kills the player completely which results in the loss of an experience point if one has any.It can't be bought or sold and can only be found.

### Scroll of Dispel Magic

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The language of these scrolls varies and one is never sure of the outcome until the last syllable is uttered.Stopping the incantation causes the scroll to violently explode.

It can be used to destroy all of the magic items of the target.It has a 50% chance of success and if it fails it removes the user's magic items instead.It does not cost an attack and can be used while protected and also on someone who is protected.

### Shield of the Wind

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Legend tells that the maker of these shield must bottle the wind and keep it prisoner for seven days until it agrees to help.

It grant all of the not immutable troops in the army the Shield attribute.

### Potion of Speed

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This potion stretches the fabric of reality,allowing the user to cheat time itself.It is unknown what the effects of continued consumptions are.

It grant the user between 20-40 mp.

### Stone of the gods

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During severe thunderstorms,the gods hurl thunderbolts to one another.When they strike their targets,the chips of armor that break off become prized treasures for mortals.

It grants you with enough land to get a structure,1 structure if you have the land for it,some gold,some food,some peasants,some troops and 5 mp.

### Thieves Tools

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Thieves keep these tools in the folds of their pockets,ever watchful for opportunities to increase their wealth.Each guild marks their tools differently to trace the origin.

It can be used to steal between 5k-50k gold from the city you currently are in.It lowers honour by doing so.

It can't be used by Clerics .

### Tome of Unholy Wrath

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These books can only be created when an act of evil is performed in its presence.Dark wizards will often exchange them as gifts for their nefarious purposes.

When used(or activated) there is a 50% chance of gaining a monster horde reinforcement.If it fails a monster horde attacks the kingdom instead.The amounts are based upon the percentage of the campaign and defense armies respectively.It makes you immune to Summon spells and skills(Giant,Dragon,Behemoth,Crusade).It has 25% chance of being activated by itself each season.

### Bag of Tricks

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These bags require the user to reach their full arm inside and pull out the device within.Any attempt to let go will cause the bag to smother the user.

It might activated one of the following by random: Axe of Despair,Builder's Tools,Golden Cow,Potion of Endurance,Lure of the Vulture,Magic Quiver,Potion of Speed,Stone of the gods,Tome of Unholy Wrath and Thieves Tools.

### Trumpet of the Emperor

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These ceremonial horns are given by the Emperors as rewards for various deeds.Despite their size,the bellow can be heard for miles.

It gives 50 signature troops per level.

It can only be used by Fighters and Clerics .

### Vial of Poison

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There are many toxins and poisons in the realm amd many alchemists have unwittingly succumbed to their own creations.

It removes between 20-30% of peasants.It also has a 100% chance of inflicting sickness.Using it reduces honour.The base chance of success is 60% and it is increased by 10% during the age of Spycraft.

Using this item uses an attack and removes protection.

It can't be used by Clerics .

### Wand of Fire

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These wands are said to contain a minor elemental,who spits out fire on command.It is unknown what happens to the creature when the wand is spent.

It works exactly like a Fireball spell.

### Wart of the Vile

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The Vile is a creature used to scare children and adults alike.No one is quite sure what the Vile looks like,but it is terrible all the same.

It grants Immutable attribute to all of your troops.

### Stone of Weight

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These magical stones are used to anchor the God's ships as they drift across the skies.They were never meant for mortal use.

It prevents all forms of movement wether by the user himself or by another one's spells or items.

Howere you can move around with the magic carpet and the Mage spells teleport and portal also work.