Meta Talismans: Difference between revisions

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==Skills and Relics==
==Skills and Relics==
Skills are applied by finding relics at events and at the Arch Demon boss. There are 4 unique skills for each type of talisman and will be described below. Each skill has ten levels and leveling may lower the skill cooldown, raise the chance to activate, or provide other skill specific bonuses. Skills typically have a random chance to activate on damage and a cooldown to only allow them to be activated at certain intervals.
Skills are applied by finding relics at events and at the Arch Demon boss. There are 4 unique skills for each type of talisman and will be described below. Each skill has ten levels and leveling may lower the skill cooldown, raise the chance to activate, or provide other skill specific bonuses. Skills typically have a random chance to activate on damage and a cooldown to only allow them to be activated at certain intervals.
Relics can be removed from a Meta Talisman, however upon doing so, the relic is gone forever.  This option is to allow one relic to be removed so another can take its place.


==Talismans==
==Talismans==

Revision as of 13:26, 29 January 2016

An example of Phase Shift ability (Click to see)

Description

The Meta Talisman is an item obtained by completing a quest line. It's a wearable object that transforms from a stone during it's quest line. The Meta Talisman gives warrior, archer, and mage style players special abilities as their talisman levels. Talismans level up as you kill creatures and the abilities of your talisman become stronger. They offer various bonuses and unique skills to the wielder. With these bonuses come some limitations: the talisman cannot be equipped by any character with greater than 50 musicianship or greater than 50 taming. Upon equipping a talisman there is a fifteen minute cooldown before experience can be gained or any skills or bonuses become active. There are also armor and distance restrictions for each type. The talisman skills and bonuses are not applicable to players or pets in most cases. Experience gain and skill gain is not possible in houses. To gain experience the creatures cannot be under bard influence and must be actively attacking the wearer of the talisman or no other target. Lastly there is a maximum experience amount per creature that can be awarded to a given talisman. Once the cap is reached no more experience can be gained from fighting that creature. There are a maximum of 4 relic skill slots and an aesthetic relic slot. The aesthetic slot is usable at any time and you get relic slots at levels: 1, 4, 7, 10.

Skills and Relics

Skills are applied by finding relics at events and at the Arch Demon boss. There are 4 unique skills for each type of talisman and will be described below. Each skill has ten levels and leveling may lower the skill cooldown, raise the chance to activate, or provide other skill specific bonuses. Skills typically have a random chance to activate on damage and a cooldown to only allow them to be activated at certain intervals.

Relics can be removed from a Meta Talisman, however upon doing so, the relic is gone forever. This option is to allow one relic to be removed so another can take its place.

Talismans

There are three total talismans. Each one has a special abilities and all bonuses apply to creatures only (Player Vs Monster). None of these can be equipped by bards or tamers and you may only equip one at a time.

Idol of the Magi

Idol of the Magi provides spell damage bonuses in exchange for an armor penalty. The penalty is 1.6% per AR. The distance penalty is 5% per tile beyond 1.5 tiles. The ten levels of the talisman average 20% bonus per level.

  • Dispersion - every 60 seconds there is a 10% chance for an offensive spell to damage level # of creatures in a 3 tile radius.
  • Focus - Every 60 seconds there is a chance to do (Level / 20) additional damage to the creature.
  • Shadow Disciple - this ability when triggered gives mana recovery and lowers the resist of creatures that are casted upon. Mana recovery is calculated by: (damage * (10.0 + (Level * 2.0)) / 100.0). The resist of the target is modified by: resist * (1.0 - (((Level * 2) + 10.0) / 100.0)).
  • Vivify - Every 60 seconds there is a 60% chance to vivify and 8th circle creature summon. Energy vortexes are not included. Stats for the creature are scaled by 1.0 + (Level / 35.0) and skills are scaled by 1.0 + (Level / 20.0). Any creature that receives the bonus is given a new metallic hue.

Phylactery of Resilience

Offers increased protection from melee and magical damage from creatures. You gain experience with this relic by doing damage however. The points are penalized by wearing too little armor, every AR below 100 costs 1%. The distance penalty is 20% for each tile beyond 1.5. There are ten levels of the talisman and on average you gain 5% protection per level.

  • Leech - every 30 seconds there is a chance to steal health from all the creatures nearby when struck and heal the wielder. The amount per creature is capped at the skill level and is a random value from 1 to skill level. Chance to activate and cooldown are affected by gaining levels.
  • Quench - every 90 seconds this has a 20% chance to give firebreath immunity when struck by firebreath. The duration lasts for (level * 5) seconds. The cooldown decreases by 90 - (Level * 2)
  • Recoil - every 30 seconds there is a 25% chance to turn an opponent's attack onto him.
  • Remedy - every 80 seconds there is a 25% chance to become immune to poison for (level * 4) seconds. The cooldown deacrease by 90 - (Level * 3).

Totem of the Berserker

Provides offensive bonuses in exchange for an armor penalty. The more armor you wear, the less experience you gain for damaging creatures at a rate of 1% per AR. There is also a distance penalty of 20% per tile beyond 1.5 tiles. There are ten levels of the talisman and on average you gain 5% damage per level.

  • Double Strike - does an instant swing following a normal swing provided you are within 5 tiles and starts with a 25% chance to activate with a 30 second cooldown. The damage is recalculated for the second strike so the damage number will almost certainly differ. Leveling this skill lowers the cooldown and increases the chance of activation.
  • Infected Wounds - if the user is carrying poison potions they have a chance to use that level of poison to infect creatures that they are attacking. This works with any weapon including two handed weapons. The poisoning skill gives a bonus to the number of infections per poison potion consumed. It also gives a chance that the poison is upgraded one level making lethal poison a possibility.
  • Phase Shift - allows the activator to teleport to a creature or multiple creatures from a distance and hit them. The cooldown starts at 60 seconds but has a guaranteed activation on attack. The target must reside on a tile that can be walked on and more than 7 tiles away. The skills receives an additional phase jump for every other level gained for a maximum of 3 and each shift consumes 10 stamina. The damage per creature is lowered by dividing by the number of phase jumps being performed. Each level lowers the cooldown. 100 hiding and stealth will provide 50% bonus damage when phase shifting while hidden.
  • Tread - damages creatures when pushing them out of the way. The more weight a character is holding, the more damage is done. 300 stone is considered full weight. The standard pushing mechanic remains which means this skill requires full stamina. The damage can be quite good at top level with a maximum of 300. The cooldown starts at 30 seconds and lowers while the chance to activate starts at 20% and increases.

Quest Line

  • This is a multi part quest that requires you to travel just north of the Valor Shrine.
  • There is a tall statue, stepping in front of the statue and speaking out loud will offer a quest gump.
  • Accepting this quest will offer you with a stone.
  • This stone can be double clicked and you will need to target a Vanquishing weapon.
  • After 30 Vanquishing weapons have been absorbed by this stone, you can return to the statue.
  • Speaking to the statue again will empower the stone, opening the second part of the objectives.
  • You must now kill 100 "Evil" creatures, these can be Dragons, Drakes, Daemons, etc.
  • Once you've killed those creatures, return to the statue and speak again.
  • Now you have to kill a Daemon Archlord, he's located in Wrong on level 3.
  • Once the Daemon has been killed, you will be rewarded a vial of his blood. Use the stone on it.
  • You now can choose one of the three talismans.