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| {{#description2:All shiny equipment variants in Telos Realms.}} | | {{#description2:All shiny equipment variants in Telos Realms.}} |
| '''Shinies''' are rare alternate-colour versions of equipment. A shiny shares the exact stats of its normal counterpart; only the sprite differs. Shinies drop at a rare chance of 1/50 the original drop rate. | | '''Shinies''' are rare alternate-colour versions of equipment. A shiny shares the exact stats of its normal counterpart; only the sprite differs. Shiny droprates are different per tier of item. |
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| ==Main Categories== | | ==Main Categories== |
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| |img=ShinyUt-StarOfShimmeringLight | | |img=ShinyUt-StarOfShimmeringLight |
| |content= | | |content= |
| <includeonly><tabber>
| | <tabber> |
| Emblems={{#invoke:Shinies|fromTemplate|Emblems/Abilities}} | | Emblems={{#invoke:Shinies|fromTemplate|Emblems/Abilities}} |
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Latest revision as of 19:47, 16 July 2026
Shinies are rare alternate-colour versions of equipment. A shiny shares the exact stats of its normal counterpart; only the sprite differs. Shiny droprates are different per tier of item.
Main Categories
A sword that borrows its power from the depths of hell, returning it twofold on every third strike.
After hitting 2 slashes in a row, your third attack will be 2 slashes that deal 0.65x damage each.
Forged from the flames of the cursed battlemage. The power infused in the tips of this battleaxe allow it to rip through groups of minions with ease.
A mace heavy enough that no creature can lift it. Thankfully neither of you can be considered creatures...
This mace swings from left to right around you and deals damage in a 6.5 block AoE (alternating).
Countless years of bloodshed have possessed the very alloy of this blade. It yearns to spill the blood of its original masters.
After hitting 2 slashes in a row, your third attack will summon a beam instead, dealing 1.4x damage.
Force them upon the truth, as their gore glistens upon thy blade. Bring them the Revelation of their insignificance in the endless silent expanse.
On each swing, summon 5 skulls that home into the enemies with each skull dealing 0.0625x damage. Each subsequent swing spawns 2 more (max of 9 total skulls, reset after 3s of not hitting an enemy).
First lies are always the ones that bite back the hardest.
After landing 2 hits within 1s, spawn snakes that deal 0.2x damage for a total of 8 times.
Stolen after Choji's master was slain, this cursed katana echoes his dying screams with every slash.
A shadowy blade with a deadly edge, pulsing faintly red. Forged to strike down the unworthy with swift, merciless power.
After hitting 4 slashes in a row, your third attack will summon 4 Valerion swords instead which deal 0.7x damage each. Targetting an enemy with the sword wave will paralyze them for 1s.
Never shall thy hand depart from its hilt. For Exodus shall pursue and it shall overtake… forever.
After hitting 12 slashes in a row, you will summon a clock that deals 3x damage in a small Aoe. Killing an enemy will reset your slashes.
Only the strongest rangers have the strength to pull the string of this terrific bow.
Forged from the oaths of Raph's forgotten legion, this vessel chains their spirits and drags them back with every shot.
After the arrow reaches its end point, it will boomerang back to you, dealing the same damage when returning.
The arrows of this bow pulse with omnious foresight, striking with divine precision. The weapon itself glimpses the fate of those in its sight.
After marking a target, you summon 4 arrows that home into them.
Whatever ends up against this weapon will for sure have their head spinning afterwards.
Summon 5 tornadoes that pause at max range, dealing an additional 0.6x damage every second for 5s.
None shall defy its radiant call, condemned to sing an eternal Psalm. The masses pierced with the prayers of truth, shall willingly grant their lives to thee.
Sequence: 2, 2, 4, 4 shots.
After completing the sequence, your next shot will be empowered, dealing 3x damage and causing a shockwave that deals 7.5x damage in a 6 block radius. Not shooting for 4.0s will reset the sequence.
A dagger never seen in the hands of Valerion, but it was always carried with him in case of his sword being damaged during battle.
After hitting a target, you make them bleed 0.025x HP 6 times before they explode, dealing 1.4x damage to enemies in a 4 block radius.
A weapon from a failed assassination attempt that serves as a grim reminder of how far Raph has fallen.
Shoot a storm of daggers to the nearest enemy that is in range.
There is no storm to rival the amount of destruction this weapon can leave behind.
Silent is Judgement until the appointed hour. Then shall it scream through the air, and havoc shall follow in its wake.
Shoot a giant javelin that summons several homing javelins along its path, dealing 0.015x damage each. On impact, summons a javelin from the sky dealing 0.1x damage in a 5 block radius.
An unusual staff that calls space artifacts to strike down enemies.
Imbued with Raph's final tears, this staff commands cursed spirits from the depths to ascend.
Angels were never known to carry scythes looking at how they were portrayed. Maybe we're encountering something else or maybe what we are told is not as veracious as one may believe.
The flames burn ever so brighter on a very specific day.
Upon hitting all 5 shots, create a fire blast that deals 1.4x damage in a 8 block AoE.
Thou shall heed a varying tune, a haunting melody from a victims life. Yet all fall silent on its final note, Requiem brings their end alike.
Shoot an unholy mass which remains stationary after traveling 8 blocks and releases up to 40 shots at up to 2 enemies within a 0.75x of its range.
An ocean of dark thoughts and negative emotions are imprisoned inside of this sceptre.
After aiming at a target, you will summon 8 projectiles that converge into the target. You are only put on cooldown after successfully targeting an enemy.
Scouts of twilight armor were caught trespassing in Raph's kingdom, their essence woven into this very sceptre.
After landing the first 2 beams onto an enemy the third beam will transform into a supercharged beam that deals 1.5x damage and has 1.25x range.
A silken, midnight-hued staff wrapped in threads of starlight, faintly glowing. Crafted to channel shadows, it grants its bearer potent control over illusions and darkness.
Summons a static beam that damages all enemies in a line every 0.2s for 3s.
Meteorite of the beginning and the end. Always deemed to end or start universes.
Spawn a meteor with 100 HP. The HP of the meteor drains by 20/s, hitting any mob will heal the meteor 50 HP. Once its HP is 200, it will launch towards the nearest enemy, doing 2.5x damage in a 6 block radius and leaving fire on the ground doing another 4 ticks of damage each doing 0.25x damage.
Stare into the eye of the storm. The world shall spin and your mind will slip away. For the darkness reigns as your one true ruler.
After aiming at a target, you will summon a tornado that follows the marked enemy for 8s. You are only put on cooldown after successfully targeting an enemy.
Mother, O heavenly Mother! Gaze to the heavens and call the stars to war. Let your voice ring through the void; “Magnificat, magnificat… anima mea, dominum.”
Hitting an enemy will summon an unholy domain around them. Standing in its 9 block radius will shoot a beam dealing 0.245x per tick. Not standing in the area for 2s will cause it to despawn.
The walking armour suits of the shadow realm had no sense of self. Built to destroy but simply not able to understand anything else.
Passive: Buffs your attack speed by +25%.
Active: On use, buffs your attack speed by 33% for 8s and creates a 4 block aura that buffs allies' attack speed by 25%. Also grants +10 critical chance to you and everyone in the aura.
[PRIVATE LOG] - THE RATE OF ASSIMILATION HAS ACCELERATED. ONLY ONE WORLD LEFT. ONE MORE TO FALL, FOR HER TO ARISE.
Ability: Buffs your attack speed by 33% and your allies' by 25% for 6.0s (does not stack). Marks the nearest enemy within 1.5x range. After 3.0s, fire a beam at the enemy that deals 10.0% of the damage dealt while marked (Max 180 damage, ignores crits). After 0.5s of this beam landing, cause the enemy to implode, granting allies within range Defense equal to 15% of the damage done for 7.0s. Gain Critical Damage for every ally buffed for 7.0s (Max 5 allies).
Shield of Glacial Reflection
This shield reflects attempts of attackers wrong doing amongst themselves. You will be feared when wielding it.
Passive: Deals damage to the nearest enemy when damaged by an enemy. Ability: On use, increase damage by 1.75x and gain 12 defense for 5s.
Rare feathers dropped from the Seraph. They are incredibly sharp and will project back to whoever owns them.
Shoots kunai projectiles that return to you at max range. Enemies hit are marked, causing your katana to deal +20% damage to them for 3.5s.
An unexplainably cold star that has an unexpected outcome on impact.
Shoots a star projectile that applies slowness for 5s.
This star-shaped relic hums with the fading power of Aurehog, its glow said to echo the skies it once ruled.
Shoots a star projectile that bounces to the nearest enemy within a 9 block range from the initial hit up to 3 times. Each bounce reduces its damage by 10.
One becomes two, two becomes three. No time to rue. And so comes Plan B.
Passive: Have a chance to gain and store a star every 1.0s at the same rate as your Critical Chance whenever hitting an enemy with your main attack (Max 5).
Ability: Shoot all star projectiles that have been stored. If at max stacks, grants Attack and negative -0.15 Health per second for 10.0s. Duration refreshes and stats stack if used again at max stacks.
Gifted by Baphomet to Asmodeus, this bomb embodies chaos and destruction. Only those chosen by dark fate can wield its infernal power.
Ability: Creates a tiny explosion that propels you backward. After 0.75s, dashes you in your targeted direction (invulnerable), creating a 3.2x damage explosion upon landing. Cooldown begins upon landing.
Ability: Become unstable for 3.0s and gain Speed for the duration, increasing the bomb's damage by 0.12x every 0.5s (Max 5 stacks). Using your ability again while unstable will create a large explosion, granting you 2.0s of invulnerability and propelling you backwards. Cooldown begins upon leaving the explosive state.
Warning: Trying to explode when no enemy is in radius or reaching the full duration will cause you to implode, reducing your health by 66%.
A trap imbued with lethal venom extracted from the horns of the great corvid.
Throws a trap that inflicts slowness to enemies in a 3 block radius for 3s. Also gives +25 speed for 3s when thrown.
No shinies yet.
A very potent sludge that heals the soul.
Inflicts a poison effect to enemies in an 8 block radius for 2s (2 ticks). Also heals 5 health over 2s.
A toxic tooth that contains a seemingly endless amount of energised crystal. These crystals break into sharp shards that penetrate the target.
Deals 3 ticks of damage in a 3 block radius in 0.1s intervals.
Instantly deals damage to the target and inflicts a poison effect dealing 1.2x damage over 4s (16 ticks).
This skull has all of the spells and secrets that Chungus has acquired from demolishing any adventurer that crossed his path imbued within it.
Summons a bunny that hops on the nearest enemy and explodes dealing a small AoE on impact (10s despawn)
Spawns a herd of seraphim in which you are the shepherd of. You will walk them through the valley of the shadow of death.
Summons 3 seraphim that disappear after 15s.
Ranger:
2.0x DMG/2.5s (2x)
Striker:
2.25x DMG (4x)
Buffer:
15.0 critical change and 10.0 evasion to players in a 0.4x range radius.
When a mob is expiring it will shoot a beam to the nearest enemy dealing 2.0x damage over 1s to enemies in a 1.0x block range.
This heart contains unspeakable properties that only master necromancers can take full advantage of.
Heals you for 7.0 health and players in a 3 block radius for 50% of it. Players receiving healing from others get a 3s cooldown (self-heals unaffected).
Cruel I am called. Heartless and cold. But I do this for all. All for one goal.
Ability: Immediately heal yourself and nearby allies at a 50% rate, on top of marking them[cite: 4]. If these players shift three times in quick succession whilst looking straight up, they will be teleported to you and gain Invulnerability as well as Defense, Evasion and Vitality for 10.0s[cite: 4]. You will also be granted Critical Damage for each player that was marked and 0.5x Defense for each player that used the rift for 7.0s (Max 8 allies, allies have a 10.0s CD for marking)[cite: 4].
The strength I promised was but an accident arising from the weakness of others. The bleeding was staunched. The shadows receded. And I observed myself as they dreamed me — alone and heartless.
Immediately heal 7.0 Health and nearby allies 50% of that. You will start firing 1 voided sword every 0.25s which deal damage and heal you 0.075 HP. The healed players will also fire swords but half as many. Max 2 other players can fire these swords.
An orb that has an untold story, the battle of the realm, where Raph was in complete control until temporarily defeated by a battlemage.
Does AoE damage and grants +33 speed for 2s.
The Seraphim’s most prized possession, a shard of pure curiosity and instinct that immortalises the legacy of Azrael the Golden Conqueror.
Summons projectiles 3 blocks in front of you that meet in the middle.
Gaze into the expanding darkness and weep at the futility of it all. The world will reduce to null, when the day comes to face the void once more, you will realise you've only scratched the surface.
Passive: Passively casts an orb every 0.5s that grows in range from 4 to 8 blocks when an enemy is nearby.
Active: On use, summons a whirlpool granting Vitality, Speed, and Critical Chance equal to 2x the range to allies inside.
Gazing into this orb reveals the horrors of blending the Holy and the Void.
Passive: Summon an orb with a 3 block radius that travels forwards and deals damage twice to enemies before returning to you upon reaching 7 range[cite: 5].
Ability: Stick the circle to the closest opponent for 4s, doing damage normally but also spawning a miniature black hole when reaching maximum distance, homing in on the opponent and doing 1.8x damage each time (4 times)[cite: 5].
How many spare spears will it take a spirit to spear it or spare it?
Summons jewels that rotate around you and seek the nearest enemy (lasts 6s). If all jewels hit an enemy, projects an echo orb that impales the next target stepping on it with 7 spears dealing 0.2x damage each.
Crown of Ethereal Radiance
Forged in celestial crucibles, this divine crown channels Ophanim's essence. Its wearers fate is entwined with the cosmic struggles between light and shadow.
Have I not commanded you? Be strong and courageous. Do not be afraid, do not be discouraged, for the Lord your God will be with you wherever you go.
Welded with fragments of Valerion's armour. The guardians that donned this plating shined bright through the darkest ages.
Ability: When hit below 60% health, you heal yourself 4 HP and increase attack of all players by 15 in a 5 block radius for 8s.
During the peak of battle, Raph took Loa's third arm ensuring he; had strength to hide but never enough to create again. It is said two guardians perished that day.
No shinies yet.
Allows the user to run incredibly fast.
Passive: Gain +0.5 speed for every 0.2s you are moving (Max 24). Lose the additional speed after not sprinting for 1.5s.
A prized possession that Chronos kept as as a memory of Raph before turning into a power hungry monster.
Boots drenched in the void's silence, holding fragments of its eternal gaze.
Passive: Taking damage spawns a special flask orb randomly around you. The orb can be picked up by anyone and it will heal them for 1.5HP and give them +10 defense for 10s
This hat provides an unusual way of protecting the user.
This helmet was passed down by the Voided King to his greatest mortal knight as a token of appreciation for service of protecting the Rustborn Kingdom and its secrets.
Fate has played a cruel joke, forcing you to wear the visage of the late Master. He was an ambitious man, one who masked his true intentions at all costs. Perhaps you're not so different after all.
Passive: On taking damage, void your enemy forever which Deals damage every second and +1 evasion for 5s on each damage tick.
Have I not commanded you? Be strong and courageous. Do not be afraid, do not be discouraged, for the Lord your God will be with you wherever you go.
Unnoticeably lightweight. This ghastly cloth has evil integrated within.
Despite presenting the spoils, the Celestials were not easily fooled. And so, they decided Raph would serve best as a puppet.
The darkness has reignited the flame within these leggings with wicked intensity.
Ability: After sneaking for 1.5s, summon a magma pool that damages you for 10 HP over 3s. It will then heal HP, granting Critical Chance and Critical Damage for 6s. During this, summon a void mouth that chomps on the closest enemy, giving them slowness for 1.0s and dealing damage every 3.0s for 18.0s.
Tight-fitting sandals designed to keep the wearer's movements unrestricted, allowing them to dodge lethal strikes.
Ability: Lunge forward when you crouch whilst in the air.
Crafted from rare voided matter, this helmet conceals the wearer's identity, allowing manipulation of shadows and mastery over arcane arts.
Have I not commanded you? Be strong and courageous. Do not be afraid, do not be discouraged, for the Lord your God will be with you wherever you go.
The scales of Ashenclaw were sewn together to form this garment.
No shinies yet.
A light pair of boots that act as a spring when you walk. It may feel uncomfortable at first.
Asmodeus chained Raph's mind, reducing the former hero to a beast of absolute carnage. But within his mental prison, Raph never gave up fighting.