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		<id>https://uoforever.com/wiki/index.php?title=Meta_Talismans&amp;diff=7036</id>
		<title>Meta Talismans</title>
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		<updated>2022-06-20T19:11:15Z</updated>

		<summary type="html">&lt;p&gt;Teto: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[image:talisman_phase_shift.gif|thumb|300px|An example of Phase Shift ability (Click to see)]]&lt;br /&gt;
__TOC__&lt;br /&gt;
==Description==&lt;br /&gt;
The Meta Talisman is a wearable item obtained by completing a [[#Quest_Line|quest line]] which begins at a mysterious Ancient Statue of Power near Valor Shrine. The Meta Talisman gives warrior, archer, and mage style players special abilities as their talisman levels. Each talisman has a passive property and active abilities that are obtainable through relics. The talisman levels up as you kill creatures and the [[#Relics_and_Abilities|abilities]] of your talisman become stronger.&lt;br /&gt;
&lt;br /&gt;
The more recently added Shadow of the Rogue talisman does not require a user to run through the Quest Line but is instead available from the Gold Sink vendor in Britain.&lt;br /&gt;
&lt;br /&gt;
With these bonuses come some limitations:&lt;br /&gt;
* The talisman cannot be equipped by any character with greater than 50 in any bard skills (e.g. music, provocation, peacemaking, discordance) or greater than 50 taming.&lt;br /&gt;
* The talisman skills and bonuses are not applicable against other players or pets.&lt;br /&gt;
* Talisman experience and relic ability gains are not possible in houses.&lt;br /&gt;
* Upon equipping a talisman there is a fifteen minute cool down before the skills or bonuses become active. To avoid this cool down, you can return to the Ancient Statue of Power and speak the words &amp;quot;I wish to pay tribute&amp;quot; which will take 10,000 gold pieces from your bank.&lt;br /&gt;
&amp;lt;gallery widths=300px heights=50 perrow=2&amp;gt;&lt;br /&gt;
File:Meta_talisman_rest_awhile_message.PNG| The message &amp;quot;You must rest before channeling talisman power again.&amp;quot; comes when a Meta Talisman has been deactivated, either by becoming recently un-equipped or being involved in PVP. There is a 15 Minute Cooldown before this Talisman can become active again, or you can pay tribute to the Statue West of the Shrine of Valor for 10,000 gp by saying &amp;quot;I wish to pay tribute&amp;quot;.&lt;br /&gt;
File:Meta_talisman_icy_chill_message.PNG| The message &amp;quot;You feel an icy chill as your talisman drains of some of its power.&amp;quot; will appear if you or Monsters within homes are targeted.&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Training Meta Talismans==&lt;br /&gt;
The [[Meta_Talismans#Description|Meta Talismans]] grow in power as you use them, much like any skill in Ultima Online. They are level based with experience points required for each level in order to progress to the new bonuses for the new level. This experience is gained passively by having an activated talisman equipped on your [[Paperdoll]] and doing damage to valid animals or monsters. This damage is converted into experience and applied to the current level each time damage is done to the creature. Each talisman has a different bonus for each level, as well as, specific rules/restrictions on experience gain so be sure to refer to the specific talismans below!&lt;br /&gt;
&amp;lt;/br&amp;gt;&amp;lt;/br&amp;gt;&lt;br /&gt;
[[File:Meta_talisman_experience.PNG|right|thumb|Phylactery of Resilience Meta Talisman]]&lt;br /&gt;
{| border=&amp;quot;1&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
| align=&amp;quot;center&amp;quot; style=&amp;quot;background-color:#000; color:#FFF;&amp;quot; | &#039;&#039;&#039;Level&#039;&#039;&#039;&lt;br /&gt;
| align=&amp;quot;center&amp;quot; style=&amp;quot;background-color:#000; color:#FFF;&amp;quot; | &#039;&#039;&#039;Experience Required&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
| width=&amp;quot;50px&amp;quot; align=&amp;quot;center&amp;quot; valign=&amp;quot;top&amp;quot; | &#039;&#039;&#039;1&#039;&#039;&#039;&lt;br /&gt;
| align=&amp;quot;center&amp;quot;| &#039;&#039;&#039;0 XP&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
| width=&amp;quot;50px&amp;quot; align=&amp;quot;center&amp;quot; valign=&amp;quot;top&amp;quot; | &#039;&#039;&#039;2&#039;&#039;&#039;&lt;br /&gt;
| align=&amp;quot;center&amp;quot;| &#039;&#039;&#039;20,000 XP&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
| width=&amp;quot;50px&amp;quot; align=&amp;quot;center&amp;quot; valign=&amp;quot;top&amp;quot; | &#039;&#039;&#039;3&#039;&#039;&#039;&lt;br /&gt;
| align=&amp;quot;center&amp;quot;| &#039;&#039;&#039;32,000 XP&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
| width=&amp;quot;50px&amp;quot; align=&amp;quot;center&amp;quot; valign=&amp;quot;top&amp;quot; | &#039;&#039;&#039;4&#039;&#039;&#039;&lt;br /&gt;
| align=&amp;quot;center&amp;quot;| &#039;&#039;&#039;48,000 XP&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
| width=&amp;quot;50px&amp;quot; align=&amp;quot;center&amp;quot; valign=&amp;quot;top&amp;quot; | &#039;&#039;&#039;5&#039;&#039;&#039;&lt;br /&gt;
| align=&amp;quot;center&amp;quot;| &#039;&#039;&#039;64,000 XP&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
| width=&amp;quot;50px&amp;quot; align=&amp;quot;center&amp;quot; valign=&amp;quot;top&amp;quot; | &#039;&#039;&#039;6&#039;&#039;&#039;&lt;br /&gt;
| align=&amp;quot;center&amp;quot;| &#039;&#039;&#039;80,000 XP&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
| width=&amp;quot;50px&amp;quot; align=&amp;quot;center&amp;quot; valign=&amp;quot;top&amp;quot; | &#039;&#039;&#039;7&#039;&#039;&#039;&lt;br /&gt;
| align=&amp;quot;center&amp;quot;| &#039;&#039;&#039;96,000 XP&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
| width=&amp;quot;50px&amp;quot; align=&amp;quot;center&amp;quot; valign=&amp;quot;top&amp;quot; | &#039;&#039;&#039;8&#039;&#039;&#039;&lt;br /&gt;
| align=&amp;quot;center&amp;quot;| &#039;&#039;&#039;112,000 XP&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
| width=&amp;quot;50px&amp;quot; align=&amp;quot;center&amp;quot; valign=&amp;quot;top&amp;quot; | &#039;&#039;&#039;9&#039;&#039;&#039;&lt;br /&gt;
| align=&amp;quot;center&amp;quot;| &#039;&#039;&#039;128,000 XP&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
| width=&amp;quot;50px&amp;quot; align=&amp;quot;center&amp;quot; valign=&amp;quot;top&amp;quot; | &#039;&#039;&#039;10&#039;&#039;&#039;&lt;br /&gt;
| align=&amp;quot;center&amp;quot;| &#039;&#039;&#039;144,000 XP&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
| width=&amp;quot;50px&amp;quot; align=&amp;quot;center&amp;quot; valign=&amp;quot;top&amp;quot; | &#039;&#039;&#039;Total&#039;&#039;&#039;&lt;br /&gt;
| align=&amp;quot;center&amp;quot;| &#039;&#039;&#039;724,000 XP&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;/br&amp;gt;&amp;lt;/br&amp;gt;&lt;br /&gt;
Meta Talismans also have [[#Relics_and_Abilities|abilities]] that can be applied and also grow in power as you use them. Relics have levels which require experience, however the way experience is gained is by active use, and the levels and experience are separately tracked for each applied Relic. Each time the Relic &amp;quot;procs&amp;quot; or activates, the amount of experience will increase by 1, once the experience for that levels maximum has been reached the Relic will gain additional bonuses. Relics do not have standard experience requirements per level, each Relic will have a different number of times needed to activate before it will reach the next level. Currently the highest level for any Relic is 10.&lt;br /&gt;
&lt;br /&gt;
===Notes===&lt;br /&gt;
* There is a maximum experience amount per creature that can be awarded to a given talisman. The bigger the creature, the greater the experience!&lt;br /&gt;
* There are [[Consumable_Perks#Perks|Consumable Perks]] that can be used to increase experience gain while leveling.&lt;br /&gt;
* During Special Events where Double Experience is given, the [[Consumable_Perks#Perks|Consumable Perks]] bonus is additive, which means that using Perks during these times will set your bonus to Triple Experience for the duration of the perk.&lt;br /&gt;
* Talisman experience and relic ability gains are not possible in houses.&lt;br /&gt;
* Upon equipping a talisman there is a fifteen minute cool down before the skills or bonuses become active. To avoid this cool down, you can return to the Ancient Statue of Power and speak the words &amp;quot;I wish to pay tribute&amp;quot; which will take 10,000 gold pieces from your bank. &lt;br /&gt;
&amp;lt;gallery widths=300px heights=50 perrow=2&amp;gt;&lt;br /&gt;
File:Meta_talisman_rest_awhile_message.PNG| The message &amp;quot;You must rest before channeling talisman power again.&amp;quot; comes when a Meta Talisman has been deactivated, either by becoming recently un-equipped or being involved in PVP. There is a 15 Minute Cooldown before this Talisman can become active again, or you can pay tribute to the Statue West of the Shrine of Valor for 10,000 gp by saying &amp;quot;I wish to pay tribute&amp;quot;.&lt;br /&gt;
File:Meta_talisman_icy_chill_message.PNG| The message &amp;quot;You feel an icy chill as your talisman drains of some of its power.&amp;quot; will appear if you or Monsters within homes are targeted.&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Relics and Abilities==&lt;br /&gt;
Abilities are applied to the talisman by finding relics at events, dungeon bosses, monster of the month spawns and at the [[Dungeon_Bosses#Arch_Demon|Arch Demon]] and Lich Khan dungeon bosses. Each talisman has a maximum of four relic slots and aesthetic relic slots. The aesthetic slots are usable at any time and you get relic slots at levels: 1, 4, 7, 10.&lt;br /&gt;
&lt;br /&gt;
[[File:tread_relic.png|Example Relic]]&lt;br /&gt;
&lt;br /&gt;
There are currently four or five unique relics for each type of talisman which are detailed further below. Each relic has ten levels and leveling may lower the skill cooldown, raise the chance to activate, or provide other ability specific bonuses. These abilities typically have a random chance to activate on damage and a cooldown to only allow them to be activated at certain intervals.&lt;br /&gt;
&lt;br /&gt;
To add a relic to your talisman, double click the relic and then select your talisman. Be sure to stand in a safe place while doing this as relics can be stolen!&lt;br /&gt;
&lt;br /&gt;
With the recent change you are now able to swap your active relics, double click your Meta Talisman and then click on the [ - ] symbol next to the relic you wish to remove from the active relic list (highlighted in yellow in screenshot). Once you have an open unused slot available you will be able to hit the [ - ] symbol next to relics in the inactive list to make it an active relic (highlighted in red in screenshot). Keep in mind if you swap frequently in a short amount of time it will put it into cooldown.&lt;br /&gt;
&lt;br /&gt;
[[File:RelicSwap2.PNG|275px|Relic Swap]]&lt;br /&gt;
&lt;br /&gt;
Note that you will have to be quite lucky for all your talisman&#039;s relics drop for you. You may need to frequent the [http://www.uoforum.com/forums/buying.14/ Buying] and [http://www.uoforum.com/forums/selling.15/ Selling] forums to find your relics. Keep in mind that certain relics are more popular than others and can therefore be expensive to purchase. Being part of a larger guild can also provide a useful avenue for getting relics at a reduced rate.&lt;br /&gt;
&lt;br /&gt;
==Aesthetic Relics==&lt;br /&gt;
As mentioned there are currently four different aesthetic relics that apply to your Meta Talismans or [[Meta Pets]]. Pets require to be either a max evolution dragon (after feeding it fruit), at least a level 6 spider, or at least a level 6 steed.&lt;br /&gt;
&lt;br /&gt;
Aesthetic relic activation percentage is essentially an average of all aesthetics currently applied and online. The average percentage of having all four online is 10%. This means 10% of your kills will result in one of the four activating, they can not double activate on the same kill.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;gallery class=&amp;quot;center&amp;quot; widths=&amp;quot;250px&amp;quot; heights=&amp;quot;250px&amp;quot;&amp;gt;&lt;br /&gt;
File:AscensionGIF.gif|&#039;&#039;&#039;Ascension Relic&#039;&#039;&#039;&amp;lt;br /&amp;gt;(click to preview)&lt;br /&gt;
File:BloodyExplosionGIF.gif|&#039;&#039;&#039;Bloody Explosion Relic&#039;&#039;&#039;&amp;lt;br /&amp;gt;(click to preview)&lt;br /&gt;
File:ChickenDinnerGIF.gif|&#039;&#039;&#039;Chicken Dinner Relic&#039;&#039;&#039;&amp;lt;br /&amp;gt;(click to preview)&lt;br /&gt;
File:CombustionGIF.gif|&#039;&#039;&#039;Combustion Relic&#039;&#039;&#039;&amp;lt;br /&amp;gt;(click to preview)&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;The new Aesthetic relics are here!&#039;&#039;&#039; Below you will see how to obtain each of the four relics. Ascension is on the donation vendor Nadine. Bloody Explosion is gained as a reward from doing monster contracts for Heracles. Chicken Dinner is on the gold sink vendor Sasha. Combustion is a drop from defeating the Warden boss in [[Asylum]].&lt;br /&gt;
&lt;br /&gt;
&amp;lt;gallery class=&amp;quot;center&amp;quot; widths=&amp;quot;250px&amp;quot; heights=&amp;quot;250px&amp;quot;&amp;gt;&lt;br /&gt;
File:AscensionVendo.PNG|&#039;&#039;&#039;Ascension Vendor&#039;&#039;&#039;&amp;lt;br /&amp;gt;(Donation Coins)&lt;br /&gt;
File:BloodyExploVendo.PNG|&#039;&#039;&#039;Bloody Explosion Vendor&#039;&#039;&#039;&amp;lt;br /&amp;gt;(Contracts)&lt;br /&gt;
File:ChickenDinnerVendor.PNG|&#039;&#039;&#039;Chicken Dinner Vendor&#039;&#039;&#039;&amp;lt;br /&amp;gt;(Gold Sink)&lt;br /&gt;
File:CombustionBoss.PNG|&#039;&#039;&#039;Combustion Relic Boss&#039;&#039;&#039;&amp;lt;br /&amp;gt;(Warden Boss Drop)&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Quest Line==&lt;br /&gt;
Be forewarned, the quest to obtain a Meta Talisman is not for the impatient, frugal or faint of heart! You may complete the quest multiple times on one character but you will only be able to wield one talisman at a time. A helpful video guide can be found [https://www.youtube.com/watch?v=Oo7yjlU_O-Y | here]. &lt;br /&gt;
&lt;br /&gt;
To begin the multi-part quest you must travel just west of the Valor Shrine where there is a tall statue:&lt;br /&gt;
&lt;br /&gt;
[[File:Talisman_statue.png]]&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;1. Beginning the quest:&#039;&#039;&#039; Stepping in front of the statue and speaking out loud will offer a quest gump. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;2. A dull stone:&#039;&#039;&#039; Accepting this quest will give you with a dull stone that must be empowered with Vanquishing weapons. The absorb a Vanquishing weapon into to the stone, double click it and target the weapon. &#039;&#039;The stone can only be charged with true instruments of war. Daggers, cleavers, knives and pitchforks cannot power it.&#039;&#039; After 30 Vanquishing weapons have been absorbed by the stone, you can return to the statue.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;3. Evil creatures:&#039;&#039;&#039;  Speaking to the statue again will empower the stone, opening the second part of the quest. You must now kill 100 &amp;quot;evil&amp;quot; creatures. These creatures must have a minimum fame level to be accepted by the stone. Creatures of this stature include Dragons, Drakes, Daemons, Ogre Lords, Lich Lords, Deep Earth Elementals, Orc Mine Overseers, Paragon Lichs etc. Note that you will have to kill these creatures by yourself. The level of &amp;quot;evilness&amp;quot; is determined by the monster&#039;s health points which must be 400 or higher. Some Deep Earth Elementals, for example, will be just below the required level of &amp;quot;evil&amp;quot; because they have less than 400 health points. Once you&#039;ve killed those creatures and the stone is filled, return to the statue and speak again.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;4. Daemon archlord:&#039;&#039;&#039; Now you have to visit the Daemon Archlord&#039;s lair! Also known as the [[Dungeon_Bosses#Arch_Demon|Arch Demon]], he is located in Wrong on level 3. In the center of the room you will find a small red statue. Double click that to collect the Arch Demon&#039;s blood. Be cautious however, if the Arch Demon is around, you will have a hard time getting to the statue! If you want to take on the boss himself, it is recommended that you familiarise yourself with his attack mechanics first.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;5. Choosing your talisman:&#039;&#039;&#039; Speak once more to the statue with your purified stone and you will be able to choose one of the four talismans:&lt;br /&gt;
* [[Meta_Talismans#Idol_of_the_Magi | Idol of the Magi (Mage Tali)]]&lt;br /&gt;
* [[Meta_Talismans#Phylactery_of_Resilience | Phylactery of Resilience (Defense Tali)]]&lt;br /&gt;
* [[Meta_Talismans#Totem_of_the_Berserker | Totem of the Berserker (Zerker Tali)]]&lt;br /&gt;
* [[Meta_Talismans#Artifact_of_the_Marksman | Artifact of the Marksman (Archer Tali)]]&lt;br /&gt;
&lt;br /&gt;
== Idol of the Magi == &lt;br /&gt;
[[File:magetali.png|left]] The Idol of the Magi, informally known as Meta Mage, provides a spell damage bonuses and mana cost reduction for offensive spells against creatures. The ten levels of the talisman average a 20% bonus per level. The mana cost reduction is calculated by the talisman level, number of relics applied, and spirit speak.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Levelling ===&lt;br /&gt;
While levelling, your talisman experience gains are reduced if you are wearing armor. The penalty is 1.6% per AR. There is however no range penalty for Meta Mages. You can therefore stand at a safe distance while firing your lightning bolts at those big ugly creatures! &lt;br /&gt;
&lt;br /&gt;
=== Spirit Speak ===&lt;br /&gt;
Spirit Speak reduces the cost of spells. With the talisman at level 10 with four relics applied an energy bolt will cost as little as 10 mana with 100 Spirit Speak, 14 mana with 50 Spirit Speak and 16 mana with 0 Spirit Speak.&lt;br /&gt;
&lt;br /&gt;
=== Relics ===&lt;br /&gt;
; Dispersion&lt;br /&gt;
: Dispersion provides a chance for spell damage to be dispersed to nearby enemies. There is a 10% chance for an offensive spell to damage level-dependent number of creatures within a 3 tile radius. At level one, the damage can disperse onto one additional creature and the cool down is 60 seconds. At level ten, the damage can spread to up to ten additional creatures and the cool down is 45 seconds. &lt;br /&gt;
&lt;br /&gt;
; Focus&lt;br /&gt;
: Focus provides a chance for increased spell damage. Spell damage can do (Focus Level / 20) additional damage to the target creature. For example, at level 1, this would be 0.05% (1/20) additional damage. An offensive spell that hits for 100 will therefore generate an additional 5 damage, shown as a separate damage number. In the same scenario, at level 10, focus can generate an additional 50 spell damage. The Focus relic cooldown begins with a base of 35 seconds and falls 2 seconds per relic level for a total of 15 seconds at Level 10. The chance of activation is 95% after the cooldown expires.&lt;br /&gt;
&lt;br /&gt;
; Shadow Disciple&lt;br /&gt;
: Shadow Disciple provides a chance to return some mana and temporarily lower 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)).&lt;br /&gt;
&lt;br /&gt;
; Vivify&lt;br /&gt;
: Vivify provides a chance to enhance the skills and stats of an 8th circle creature summon. This applies to summoned daemons and elementals but not to energy vortexes or blade spirits. At level 1, vivify can be triggered every 60 seconds there is a 60% chance to summon an enhanced creature. 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.&lt;br /&gt;
&lt;br /&gt;
=== Tips, Tricks and Templates ===&lt;br /&gt;
&lt;br /&gt;
When completing the initial quest line, you may want to consider switching your character to a warrior or tank mage to complete killing the 100 evil creatures. Alternatively, make use of slayer spell books to kill the evil creatures as a pure mage but note that this can be somewhat laborious as you cannot use summons to help you.&lt;br /&gt;
&lt;br /&gt;
The Meta Mage is arguably the most laborious of all the talisman. You should therefore make best use of all things that improve levelling efficiency:&lt;br /&gt;
* Don&#039;t wear any or very minimal armor. Leather bought from NPCs with slayer properties applied will provide the best balance for damage mitigation and experience gains.&lt;br /&gt;
* Level up Spirit Speak to 100 for spell cost reduction. &lt;br /&gt;
* Use Slayer Spell books to increase spell damage and therefore experience gains &#039;&#039;but&#039;&#039; be aware that at higher levels when you start dishing out some serious damage and killing monsters quickly, you may be better off using weaker spells or dropping the slayer spellbook to eek out the maximum possible experience per monsters. Note: Unlike normal spellbooks, crafted slayer spell can be stolen.&lt;br /&gt;
* Apply the Shadow Disciple relic first as it provides both increased damage and returns mana.&lt;br /&gt;
* Kill the biggest creatures you can find. If you are struggling, ask a friendly tamer or bard if you can follow them around and cast spells on the creatures they are killing.&lt;br /&gt;
&lt;br /&gt;
Common templates are:&lt;br /&gt;
* Magery, Evaluating Intelligence, Healing, Anatomy, Spirit Speak, Meditation, Resisting Spells - This provides defensive wresting through Evaluating Intelligence and Anatomy, allows bandages to be used to heal and therefore save mana and Spirit Speak to conserve mana. Resisting Spells is useful to mitigate interruptions from poisons and paralyze spells.&lt;br /&gt;
* Magery, Evaluating Intelligence, Spirit Speak, Wrestling, Inscription, Meditation, Resisting Spells - Inscription lets you craft your own slayer spell books and number of spells that can be reflected with the Magic Reflection spell.&lt;br /&gt;
&lt;br /&gt;
== Phylactery of Resilience ==&lt;br /&gt;
[[File:defencetali.png]]The Phylactery of Resilience, informally known as the Defence Talisman, offers increased protection from melee and magical damage from creatures. There are ten levels of the talisman and on average you gain 5% protection per level. &lt;br /&gt;
&lt;br /&gt;
=== Leveling ===&lt;br /&gt;
You gain experience with this talisman by doing damage to creatures. The amount you gain is penalized by wearing too little armor. To ensure maximum experience gains, keep your armor at or above 80. The amount of experience gained is also affected by distance from the creature. The penalty is 20% for each tile beyond 1.5. Stay close, be well armored and crush those evil creatures!&lt;br /&gt;
&lt;br /&gt;
=== Arms Lore ===&lt;br /&gt;
The wielder of an active Phylactery of Resilience, Totem of the Berserker, or Artifact of the Marksman with 100 Arms Lore and 100 Weapon Skill receives an increased Minimum Hit Chance. You will only get this increase if you are wielding a weapon relevant to your chosen Weapon Skill. For example, against a creature with 100 wrestling, a normal warrior with 100 Swordsmanship wielding a katana has a 50% chance to hit the creature. With the talisman and 100 Arms Lore, this increases to ~63%. Note, however, that this does not raise your Hit Chance by a flat amount it just raises it to ~63% if you are currently below that. If you intend to kill only lowly ogres and ettins, you can probably skip Arms Lore. If however you want to take on bigger monsters such as with 100 or greater wrestling, such as dungeon bosses, then consider fitting this into your template.&lt;br /&gt;
&lt;br /&gt;
=== Relics ===&lt;br /&gt;
; Leech&lt;br /&gt;
: Leech provides the ability for the player to sap small amounts of health from nearby creature when damaged. The amount per creature is capped at the skill level and is a random value from 1 to relic level. The chance to activate and cool down are affected by gaining levels.&lt;br /&gt;
&lt;br /&gt;
; Quench&lt;br /&gt;
: Quench provides a chance to resist fire breath. Once triggered it provides protection against fire breath for a period of time determined by the relic level. The duration lasts for (Level * 5) seconds. The cooldown decreases by 90 - (Level * 2).&lt;br /&gt;
&lt;br /&gt;
; Recoil&lt;br /&gt;
: Recoil provides a chance for melee damage done to a player to reflect back on the attacking creature. When it activates, it returns 2x base damage to the creature. There is a 25% chance to turn an opponent&#039;s attack onto him. At Level 1 it starts with a 30 second cooldown. With each level the cooldown reduces by 1 second, resulting in a 20 second cooldown at Level 10.&lt;br /&gt;
&lt;br /&gt;
; Remedy&lt;br /&gt;
: Remedy provides a chance to resist poison from a melee hit, such as a scorpion&#039;s sting, for a period of time determined by the relic level. There is a 25% chance to become immune to poison for (Level * 4) seconds. The cooldown decreases by 90 - (Level * 3).&lt;br /&gt;
&lt;br /&gt;
; Shield Bash&lt;br /&gt;
: Shield Bash does a mighty stunning bash to your enemy. Factoring in your skill in parry and your relic level at level 10 it provides a 3x modifier in damage based of your weapon. Including the damage it also stuns your target for 5 seconds. The cooldown decreases by 30 - (Level * 1).&lt;br /&gt;
&lt;br /&gt;
=== Tips, Tricks and Templates ===&lt;br /&gt;
&lt;br /&gt;
The defence talisman is the most casual to level, sitting comfortably between the fast, furious zerker and the laborious, cautious meta mage. While you may need to pay slightly less attention to your health bar than the other talismans, you can&#039;t completely disengage. Keep the following things in mind:&lt;br /&gt;
* Keep your armor at or above 80 at all times. Regularly check armor damage as you will be taking some big blows from the level of creature you will be fighting. A character with blacksmith will come in handy for repairs or you will need to stock up on repair deeds.&lt;br /&gt;
* Strongly consider including [[Parrying]] in your template to protect your armor and provide extra damage mitigation. This is particularly useful at lower levels.&lt;br /&gt;
* Consider using a Swamp Dragon for even more damage mitigation.&lt;br /&gt;
* If you can afford it, consider adding some [[Slayer_Armor|slayer properties]] to your armor.&lt;br /&gt;
* Quench and Remedy are best applied early on as they provide excellent protection and can take quite some time to level up.&lt;br /&gt;
&lt;br /&gt;
A classic template is:&lt;br /&gt;
* Weapon Skill, Parrying, Healing, Anatomy, Resisting Spells, Tactics and either:&lt;br /&gt;
** Magery for overall utility. The ability to use Reactive Armor, Recall, Cure, Reflect, and Teleport are all very useful.&lt;br /&gt;
** Arms Lore to increase your hit chance (Using runebooks loaded with recalls to travel around).&lt;br /&gt;
&lt;br /&gt;
== Totem of the Berserker ==&lt;br /&gt;
[[File:zerkertali.png|Left]]The Totem of the Berserker, informally known as the Berserker or Zerk Talisman, provides offensive damage bonuses for melee skills, including archery. There are ten levels of the talisman and on average you gain 5% damage per level.&lt;br /&gt;
&lt;br /&gt;
=== Levelling ===&lt;br /&gt;
The more armor you wear, the less experience you gain for damaging creatures at a rate of 1% per AR. As with the Defence Talisman, there is a distance penalty on experience gained of 20% per tile beyond 1.5 tiles.&lt;br /&gt;
&lt;br /&gt;
=== Arms Lore ===&lt;br /&gt;
Arms Lore has the same effect Minimum Hit Chance increase for the Totem of the Berserker as it does for a Phylactery of Resilience Talisman. Further details are provided in the [[#Phylactery_of_Resilience|Phylactery of Resilience]] section.&lt;br /&gt;
&lt;br /&gt;
=== Relics ===&lt;br /&gt;
; Double Strike&lt;br /&gt;
: When invoked the berserker will double swing on the creature. It 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 ability lowers the cooldown and increases the chance of activation.&lt;br /&gt;
&lt;br /&gt;
; Infected Wounds&lt;br /&gt;
: If the user is carrying poison potions they have a chance to charge their weapon with poison and infect creatures with the consumed level of poison. As Infected Wounds levels up, the cool down is reduced and the number of infections available per potion is increased. This works with any weapon including two handed weapons such as axes and bows. The [[Poisoning]] skill gives a bonus to the number of infections per potion and also gives a chance for the poison to be upgraded one level higher, making lethal poison a possibility. The higher your poisoning, the more likely you are to get an upgrade in the poison level.&lt;br /&gt;
&lt;br /&gt;
; Phase Shift&lt;br /&gt;
: Upon attacking a creature at range the berserker teleport attacks to the targeted creature. 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. Originally, the ability received an additional phase jump for every other level gained for a maximum of 3 and each shift consumes 10 stamina but this was modified as it was teleporting players into some dangerous situations! Phase Shift now teleports to a single target. Each level lowers the cooldown. 100 [[Hiding]] and [[Stealth]] will provide 50% bonus damage when phase shifting while hidden.&lt;br /&gt;
&lt;br /&gt;
; Tread&lt;br /&gt;
: The berserker can trample an enemy either on foot or while mounted. Full stamina is required and the weight of the character is taken into account. Carrying 314 stone is considered full weight and will provide maximum damage for your level. At level 10 the ability can provide up to a maximum of 300 damage. It has 100% chance to activate if the ability is available and the bersker&#039;s stamina is full.&lt;br /&gt;
&lt;br /&gt;
; Primal Scream&lt;br /&gt;
: After attacking a target the berserker will let out a scream applying a debuff called Armor Abrogate to all targets in a substantially large area. When activated it will disable all armor to targets with the debuff for 15 seconds at level 10. The cooldown at level 10 is 50 seconds.&lt;br /&gt;
&lt;br /&gt;
=== Tips, Tricks and Templates ===&lt;br /&gt;
&lt;br /&gt;
Buy refresh potions, lots and lots of refresh potions.&lt;br /&gt;
&lt;br /&gt;
The Zerker talisman is fun and engaging to level. As long as you follow these basic rules, you should be able to quickly progress through the levels:&lt;br /&gt;
&lt;br /&gt;
* Like the Meta Mage and in keeping with your title, a berserker should wear little or no armor for maximum gains. Leather bought from NPCs with [[Slayer_Armor|slayer properties]] applied will provide the best balance for damage mitigation and experience gains.&lt;br /&gt;
* Unlike the Meta Mage, you do not have the luxury of standing at range and if you cannot afford a full set of slayer armor, you may need to resort to jousting.&lt;br /&gt;
* As you may need to joust, Arms Lore is very useful for efficient levelling to provide a greater chance for a successful hit.&lt;br /&gt;
* Definitely do not use a shield or [[parrying]], your armor will be too high reducing your experience gains.&lt;br /&gt;
* Use slayer weapons to ensure you get maximum damage.&lt;br /&gt;
* Double Strike is the best relic to start with.&lt;br /&gt;
* Use a Swamp Dragon to reduce damage taken.&lt;br /&gt;
&lt;br /&gt;
There are many different ways to play a Zerker but here are a few suggestions to get you started:&lt;br /&gt;
&lt;br /&gt;
* Weapon Skill, Tactics, Anatomy, Healing, Resist, Arms Lore and either:&lt;br /&gt;
** Magery for overall utility. The ability to use Reactive Armor, Recall, Cure, Reflect, and Teleport are all very useful&lt;br /&gt;
** Lumberjacking for even more damage if you opt for Swordsmanship.&lt;br /&gt;
** Hiding for a quick escape to avoid really nasty creatures (and players).&lt;br /&gt;
&lt;br /&gt;
== Shadow of the Rogue ==&lt;br /&gt;
[[File:zerkertali.png|Left]]The Shadow Of The Rogue talisman is a take on the classic RPG rogue class. It includes four new relics and an entirely new relic leveling concept. The talisman itself levels in the same manner of the existing talismans. &#039;&#039;&#039;This talisman and relics are available on the gold sink vendor. The talisman itself for 1m gold and each relic for 4m. You do not need to complete the talisman quest to obtain this talisman.&#039;&#039;&#039; The built in bonuses are:&lt;br /&gt;
* Knives get a Level * 20% bonus to knife weapons (i.e. 200% at Level 10)&lt;br /&gt;
* Crossbows get a Level * 13% (i.e. 130% bonus at Level 10)&lt;br /&gt;
* The wearer gains the ability to run while stealth to a distance of 5 * Level tiles (i.e. 50 tiles at Level 10)&lt;br /&gt;
&lt;br /&gt;
The relic leveling mechanic is designed to make the leveling process much less cumbersome and yet reward those that dedicate themselves to using this talisman.&lt;br /&gt;
&lt;br /&gt;
The talisman relics track kills of all creatures that have over 100 max hit points. The relic levels of the talisman are based on the number of kills recorded. 20 kills for level 2 relics, 50 kills for level 3 relics, 90 kills for level 4 relics, 150 for 5, 300 for 6, etc. You will have level 10 relics with 700 stored kills. Every 24 hours 25 kills will decay from the total kill count. You can build up to 800 kills, but the total will be capped at that number. This will allow you talisman 4 days of not being used before it reverts down to level 9 relics on 5th day.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Levelling ===&lt;br /&gt;
The more armor you wear, the less experience you gain for damaging creatures at a rate of 1% per AR. As with the Defence Talisman, there is a distance penalty on experience gained of 20% per tile beyond 1.5 tiles.&lt;br /&gt;
&lt;br /&gt;
=== Arms Lore ===&lt;br /&gt;
Arms Lore has the same effect Minimum Hit Chance increase for the Shadow of the Rogue as it does for a Phylactery of Resilience and Berserker Talisman. Further details are provided in the [[#Phylactery_of_Resilience|Phylactery of Resilience]] section.&lt;br /&gt;
&lt;br /&gt;
=== Relics ===&lt;br /&gt;
; Disembowel&lt;br /&gt;
: Bleed attack that does 10 ticks of relic level damage every 30 seconds&lt;br /&gt;
&lt;br /&gt;
; Elude&lt;br /&gt;
: Damage absorption of relic level * 2% every 30 seconds that lasts up to 20 seconds per activation&lt;br /&gt;
&lt;br /&gt;
; Ruthless&lt;br /&gt;
: This is a passive relic that gives relic level * 2% bonus damage to poisoned targets. This is always on and does not give trigger notifications.&lt;br /&gt;
&lt;br /&gt;
; Shadow Dance&lt;br /&gt;
: Area effect attack that hits up to 4 nearby creatures with bonus damage based on relic level&lt;br /&gt;
&lt;br /&gt;
=== Tips, Tricks and Templates ===&lt;br /&gt;
&lt;br /&gt;
The Rogue talisman is fun and engaging to level. As long as you follow these basic rules, you should be able to progress through the levels:&lt;br /&gt;
&lt;br /&gt;
* Like the Meta Mage and Berserker, wear little or no armor for maximum gains. Leather bought from NPCs with [[Slayer_Armor|slayer properties]] applied will provide the best balance for damage mitigation and experience gains.&lt;br /&gt;
* Unlike the Meta Mage, you do not have the luxury of standing at range and if you cannot afford a full set of slayer armor, you may need to resort to jousting.&lt;br /&gt;
* As you may need to joust, Arms Lore is very useful for efficient leveling to provide a greater chance for a successful hit.&lt;br /&gt;
* Definitely do not use a shield or [[parrying]], your armor will be too high reducing your experience gains.&lt;br /&gt;
* Use slayer weapons to ensure you get maximum damage.&lt;br /&gt;
* Use a Swamp Dragon to reduce damage taken.&lt;br /&gt;
&lt;br /&gt;
There are many different ways to play a Rogue but here are a few suggestions to get you started:&lt;br /&gt;
&lt;br /&gt;
* Weapon Skill, Tactics, Anatomy, Healing, Resist, Arms Lore and either:&lt;br /&gt;
** Magery for overall utility. The ability to use Reactive Armor, Recall, Cure, Reflect, and Teleport are all very useful&lt;br /&gt;
** Hiding for a quick escape to avoid really nasty creatures (and players).&lt;br /&gt;
* The Weapon Skill should ideally by Fencing (with Daggers), Swords (with Knives) or Archery (with regular crossbows) to benefit from the increased damage.&lt;br /&gt;
&lt;br /&gt;
==Artifact of the Marksman==&lt;br /&gt;
[[File:AOM Symbol.png|Left]] Artifact of the Marksman is an Archery focused talisman. It provides multiple options to suit your playstyle  by providing Area of Effect (AOE) and Crowd Control (CC) options. It also increases single target damage by amplifying damage output and attack speed.&lt;br /&gt;
&lt;br /&gt;
=== Levelling ===&lt;br /&gt;
While levelling, you have no penalty for having any amount of AR unlike other Talismans.&lt;br /&gt;
&lt;br /&gt;
=== Arms Lore ===&lt;br /&gt;
Arms Lore has the same effect Minimum Hit Chance increase for the Artifact of the Marksman as it does for a Phylactery of Resilience Talisman. Further details are provided in the [[#Phylactery_of_Resilience|Phylactery of Resilience]] section.&lt;br /&gt;
&lt;br /&gt;
===Amplified Damage===&lt;br /&gt;
Artifact of the Marksman increases damage as the Talisman levels&lt;br /&gt;
&lt;br /&gt;
*Level 1: 104%&lt;br /&gt;
*Level 2:&lt;br /&gt;
*Level 3: &lt;br /&gt;
*Level 4: &lt;br /&gt;
*Level 5: &lt;br /&gt;
*Level 6: &lt;br /&gt;
*Level 7: &lt;br /&gt;
*Level 8: &lt;br /&gt;
*Level 9: &lt;br /&gt;
*Level 10: 180%&lt;br /&gt;
&lt;br /&gt;
===Decrease Arrows Destroyed===&lt;br /&gt;
Artifact of the Talisman lowers the chance of arrows being destroyed while auto attacking to 5% for hits and misses. Normally, arrows would be destroyed 25% of the time when it hits a target and 40% of the time when you miss.&lt;br /&gt;
&lt;br /&gt;
===Relics===&lt;br /&gt;
Artifact of the Marksman has 7 relics available and you can enable up to 4 at a time depending on the Talisman&#039;s level. This talisman has two types of relics: active and passive. Passive relics provide advantages or abilities by simply having them enabled on your talisman. Active Relics can be used by selecting them from your Talisman Ability Gump.&lt;br /&gt;
&lt;br /&gt;
Notes: &lt;br /&gt;
*Current relic color is a placeholder and will be changed.&lt;br /&gt;
*Certain mobs will be immune to CC (crowd control) effects such as champs or higher level paragons. &lt;br /&gt;
&lt;br /&gt;
; Concussive Blast&lt;br /&gt;
: Relic Type: Active&lt;br /&gt;
: Cooldown: 65 seconds&lt;br /&gt;
: Applies Silence that lasts 5 seconds per Relic level, at max level will last 50 seconds (currently). Silence applies a debuff which prevents spell casting. Applying this debuff to a mob will interrupt their current spell channeling and prevent them from casting for the duration of the Silence&lt;br /&gt;
&lt;br /&gt;
; Knee Strike&lt;br /&gt;
: Relic Type: Passive &amp;amp; Active&lt;br /&gt;
: Passive Cooldown: 3 seconds&lt;br /&gt;
: Active Cooldown: 65 seconds&lt;br /&gt;
: Passively debuffs your target, lowering their movement speed while auto attacking every 3 seconds and applies Knee Strike charges. Knee’s strike’s active ability consumes your Knee Strike charges and applies an even more powerful slow on your next attack. The amplified slow increases depending on the number of charges you have with 10 being the max. Each charge will reduce movespeed by 1/4.&lt;br /&gt;
&lt;br /&gt;
; Pinning Lob&lt;br /&gt;
: Relic Type: Active&lt;br /&gt;
: Cooldown: 15 seconds&lt;br /&gt;
: Pushes the first mob that the arrow collides into back 3 tiles. If the mob collides with an obstacle or another mob, it will stun the mob for 1 second per level. If it is pushed into a mob, the mob it collides with will also be stunned for the same duration.&lt;br /&gt;
&lt;br /&gt;
; Volley&lt;br /&gt;
: Relic Type: Active&lt;br /&gt;
: Cooldown: 65 seconds&lt;br /&gt;
: Your player will begin shooting massive amount arrows into the air at a target location every seconds for 10 seconds. Volley will be interrupted if you move or do not have enough arrows. Damage dealt 3 * Level and will be modified by arrow type modifiers.&lt;br /&gt;
&lt;br /&gt;
; Piercing Shot&lt;br /&gt;
: Relic Type: Active&lt;br /&gt;
: Cooldown: 15 seconds&lt;br /&gt;
: Fire an arrow towards the selected target which pierces through all mobs for 14 tiles dealing Level * 3 damage. &lt;br /&gt;
&lt;br /&gt;
; Hunter’s Focus&lt;br /&gt;
: Relic Type: Passive&lt;br /&gt;
: Cooldown: 30 seconds&lt;br /&gt;
: Provides a buff which greatly increases the attack speed for 5 seconds. You will receive 40 dex/stam per level. The buff will automatically be removed during PvP.&lt;br /&gt;
&lt;br /&gt;
; Reclamation&lt;br /&gt;
: Relic Type: Active&lt;br /&gt;
: Reclamation is a passive relic which automatically picks arrows up as they are being shot or from Active Relic abilities. It picks arrows up within the Relic’s level +1 tiles of your character. So, at level 1 it will pick up arrows within 2 tiles and at level 10 it will pick up arrows within 11 tiles. This includes arrows from the Volley relic.&lt;/div&gt;</summary>
		<author><name>Teto</name></author>
	</entry>
	<entry>
		<id>https://uoforever.com/wiki/index.php?title=Meta_Talismans&amp;diff=7005</id>
		<title>Meta Talismans</title>
		<link rel="alternate" type="text/html" href="https://uoforever.com/wiki/index.php?title=Meta_Talismans&amp;diff=7005"/>
		<updated>2022-05-11T13:51:53Z</updated>

		<summary type="html">&lt;p&gt;Teto: /* Relics */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[image:talisman_phase_shift.gif|thumb|300px|An example of Phase Shift ability (Click to see)]]&lt;br /&gt;
__TOC__&lt;br /&gt;
==Description==&lt;br /&gt;
The Meta Talisman is a wearable item obtained by completing a [[#Quest_Line|quest line]] which begins at a mysterious Ancient Statue of Power near Valor Shrine. The Meta Talisman gives warrior, archer, and mage style players special abilities as their talisman levels. Each talisman has a passive property and active abilities that are obtainable through relics. The talisman levels up as you kill creatures and the [[#Relics_and_Abilities|abilities]] of your talisman become stronger.&lt;br /&gt;
&lt;br /&gt;
The more recently added Shadow of the Rogue talisman does not require a user to run through the Quest Line but is instead available from the Gold Sink vendor in Britain.&lt;br /&gt;
&lt;br /&gt;
With these bonuses come some limitations:&lt;br /&gt;
* The talisman cannot be equipped by any character with greater than 50 in any bard skills (e.g. music, provocation, peacemaking, discordance) or greater than 50 taming.&lt;br /&gt;
* Upon equipping a talisman there is a fifteen minute cool down before the skills or bonuses become active. To avoid this cool down, you can return to the Ancient Statue of Power and speak the words &amp;quot;I wish to pay tribute&amp;quot; which will take 10,000 gold pieces from your bank.&lt;br /&gt;
* There are armor and distance restrictions for each type. This are detailed further below for each type of talisman.&lt;br /&gt;
* The talisman skills and bonuses are not applicable against other players or pets.&lt;br /&gt;
* Talisman experience and relic ability gains are not possible in houses or on boats.  A message will appear saying &amp;quot;You feel and icy chill as your talisman drains of some of its power&amp;quot;. Monsters on boats will also not give gains.&lt;br /&gt;
* There is a maximum experience amount per creature that can be awarded to a given talisman. The bigger the creature, the greater the experience!&lt;br /&gt;
&lt;br /&gt;
The experience required per level is:&lt;br /&gt;
# 20,000&lt;br /&gt;
# 32,000&lt;br /&gt;
# 48,000&lt;br /&gt;
# 64,000&lt;br /&gt;
# 80,000&lt;br /&gt;
# 96,000&lt;br /&gt;
# 112,000&lt;br /&gt;
# 128,000&lt;br /&gt;
# 144,000&lt;br /&gt;
* Total: 724,000 XP​&lt;br /&gt;
&lt;br /&gt;
==Relics and Abilities==&lt;br /&gt;
Abilities are applied to the talisman by finding relics at events, dungeon bosses, monster of the month spawns and at the [[Dungeon_Bosses#Arch_Demon|Arch Demon]] and Lich Khan dungeon bosses. Each talisman has a maximum of four relic slots and aesthetic relic slots. The aesthetic slots are usable at any time and you get relic slots at levels: 1, 4, 7, 10.&lt;br /&gt;
&lt;br /&gt;
[[File:tread_relic.png|Example Relic]]&lt;br /&gt;
&lt;br /&gt;
There are currently four or five unique relics for each type of talisman which are detailed further below. Each relic has ten levels and leveling may lower the skill cooldown, raise the chance to activate, or provide other ability specific bonuses. These abilities typically have a random chance to activate on damage and a cooldown to only allow them to be activated at certain intervals.&lt;br /&gt;
&lt;br /&gt;
To add a relic to your talisman, double click the relic and then select your talisman. Be sure to stand in a safe place while doing this as relics can be stolen!&lt;br /&gt;
&lt;br /&gt;
With the recent change you are now able to swap your active relics, double click your Meta Talisman and then click on the [ - ] symbol next to the relic you wish to remove from the active relic list (highlighted in yellow in screenshot). Once you have an open unused slot available you will be able to hit the [ - ] symbol next to relics in the inactive list to make it an active relic (highlighted in red in screenshot). Keep in mind if you swap frequently in a short amount of time it will put it into cooldown.&lt;br /&gt;
&lt;br /&gt;
[[File:RelicSwap2.PNG|275px|Relic Swap]]&lt;br /&gt;
&lt;br /&gt;
Note that you will have to be quite lucky for all your talisman&#039;s relics drop for you. You may need to frequent the [http://www.uoforum.com/forums/buying.14/ Buying] and [http://www.uoforum.com/forums/selling.15/ Selling] forums to find your relics. Keep in mind that certain relics are more popular than others and can therefore be expensive to purchase. Being part of a larger guild can also provide a useful avenue for getting relics at a reduced rate.&lt;br /&gt;
&lt;br /&gt;
==Aesthetic Relics==&lt;br /&gt;
As mentioned there are currently four different aesthetic relics that apply to your Meta Talismans or [[Meta Pets]]. Pets require to be either a max evolution dragon (after feeding it fruit), at least a level 6 spider, or at least a level 6 steed.&lt;br /&gt;
&lt;br /&gt;
Aesthetic relic activation percentage is essentially an average of all aesthetics currently applied and online. The average percentage of having all four online is 10%. This means 10% of your kills will result in one of the four activating, they can not double activate on the same kill.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;gallery class=&amp;quot;center&amp;quot; widths=&amp;quot;250px&amp;quot; heights=&amp;quot;250px&amp;quot;&amp;gt;&lt;br /&gt;
File:AscensionGIF.gif|&#039;&#039;&#039;Ascension Relic&#039;&#039;&#039;&amp;lt;br /&amp;gt;(click to preview)&lt;br /&gt;
File:BloodyExplosionGIF.gif|&#039;&#039;&#039;Bloody Explosion Relic&#039;&#039;&#039;&amp;lt;br /&amp;gt;(click to preview)&lt;br /&gt;
File:ChickenDinnerGIF.gif|&#039;&#039;&#039;Chicken Dinner Relic&#039;&#039;&#039;&amp;lt;br /&amp;gt;(click to preview)&lt;br /&gt;
File:CombustionGIF.gif|&#039;&#039;&#039;Combustion Relic&#039;&#039;&#039;&amp;lt;br /&amp;gt;(click to preview)&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;The new Aesthetic relics are here!&#039;&#039;&#039; Below you will see how to obtain each of the four relics. Ascension is on the donation vendor Nadine. Bloody Explosion is gained as a reward from doing monster contracts for Heracles. Chicken Dinner is on the gold sink vendor Sasha. Combustion is a drop from defeating the Warden boss in [[Asylum]].&lt;br /&gt;
&lt;br /&gt;
&amp;lt;gallery class=&amp;quot;center&amp;quot; widths=&amp;quot;250px&amp;quot; heights=&amp;quot;250px&amp;quot;&amp;gt;&lt;br /&gt;
File:AscensionVendo.PNG|&#039;&#039;&#039;Ascension Vendor&#039;&#039;&#039;&amp;lt;br /&amp;gt;(Donation Coins)&lt;br /&gt;
File:BloodyExploVendo.PNG|&#039;&#039;&#039;Bloody Explosion Vendor&#039;&#039;&#039;&amp;lt;br /&amp;gt;(Contracts)&lt;br /&gt;
File:ChickenDinnerVendor.PNG|&#039;&#039;&#039;Chicken Dinner Vendor&#039;&#039;&#039;&amp;lt;br /&amp;gt;(Gold Sink)&lt;br /&gt;
File:CombustionBoss.PNG|&#039;&#039;&#039;Combustion Relic Boss&#039;&#039;&#039;&amp;lt;br /&amp;gt;(Warden Boss Drop)&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Idol of the Magi == &lt;br /&gt;
[[File:magetali.png|left]] The Idol of the Magi, informally known as Meta Mage, provides a spell damage bonuses and mana cost reduction for offensive spells against creatures. The ten levels of the talisman average a 20% bonus per level. The mana cost reduction is calculated by the talisman level, number of relics applied, and spirit speak.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Levelling ===&lt;br /&gt;
While levelling, your talisman experience gains are reduced if you are wearing armor. The penalty is 1.6% per AR. There is however no range penalty for Meta Mages. You can therefore stand at a safe distance while firing your lightning bolts at those big ugly creatures! &lt;br /&gt;
&lt;br /&gt;
=== Spirit Speak ===&lt;br /&gt;
Spirit Speak reduces the cost of spells. With the talisman at level 10 with four relics applied an energy bolt will cost as little as 10 mana with 100 Spirit Speak, 14 mana with 50 Spirit Speak and 16 mana with 0 Spirit Speak.&lt;br /&gt;
&lt;br /&gt;
=== Relics ===&lt;br /&gt;
; Dispersion&lt;br /&gt;
: Dispersion provides a chance for spell damage to be dispersed to nearby enemies. There is a 10% chance for an offensive spell to damage level-dependent number of creatures within a 3 tile radius. At level one, the damage can disperse onto one additional creature and the cool down is 60 seconds. At level ten, the damage can spread to up to ten additional creatures and the cool down is 45 seconds. &lt;br /&gt;
&lt;br /&gt;
; Focus&lt;br /&gt;
: Focus provides a chance for increased spell damage. Spell damage can do (Focus Level / 20) additional damage to the target creature. For example, at level 1, this would be 0.05% (1/20) additional damage. An offensive spell that hits for 100 will therefore generate an additional 5 damage, shown as a separate damage number. In the same scenario, at level 10, focus can generate an additional 50 spell damage. The Focus relic cooldown begins with a base of 35 seconds and falls 2 seconds per relic level for a total of 15 seconds at Level 10. The chance of activation is 95% after the cooldown expires.&lt;br /&gt;
&lt;br /&gt;
; Shadow Disciple&lt;br /&gt;
: Shadow Disciple provides a chance to return some mana and temporarily lower 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)).&lt;br /&gt;
&lt;br /&gt;
; Vivify&lt;br /&gt;
: Vivify provides a chance to enhance the skills and stats of an 8th circle creature summon. This applies to summoned daemons and elementals but not to energy vortexes or blade spirits. At level 1, vivify can be triggered every 60 seconds there is a 60% chance to summon an enhanced creature. 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.&lt;br /&gt;
&lt;br /&gt;
=== Tips, Tricks and Templates ===&lt;br /&gt;
&lt;br /&gt;
When completing the initial quest line, you may want to consider switching your character to a warrior or tank mage to complete killing the 100 evil creatures. Alternatively, make use of slayer spell books to kill the evil creatures as a pure mage but note that this can be somewhat laborious as you cannot use summons to help you.&lt;br /&gt;
&lt;br /&gt;
The Meta Mage is arguably the most laborious of all the talisman. You should therefore make best use of all things that improve levelling efficiency:&lt;br /&gt;
* Don&#039;t wear any or very minimal armor. Leather bought from NPCs with slayer properties applied will provide the best balance for damage mitigation and experience gains.&lt;br /&gt;
* Level up Spirit Speak to 100 for spell cost reduction. &lt;br /&gt;
* Use Slayer Spell books to increase spell damage and therefore experience gains &#039;&#039;but&#039;&#039; be aware that at higher levels when you start dishing out some serious damage and killing monsters quickly, you may be better off using weaker spells or dropping the slayer spellbook to eek out the maximum possible experience per monsters. Note: Unlike normal spellbooks, crafted slayer spell can be stolen.&lt;br /&gt;
* Apply the Shadow Disciple relic first as it provides both increased damage and returns mana.&lt;br /&gt;
* Kill the biggest creatures you can find. If you are struggling, ask a friendly tamer or bard if you can follow them around and cast spells on the creatures they are killing.&lt;br /&gt;
&lt;br /&gt;
Common templates are:&lt;br /&gt;
* Magery, Evaluating Intelligence, Healing, Anatomy, Spirit Speak, Meditation, Resisting Spells - This provides defensive wresting through Evaluating Intelligence and Anatomy, allows bandages to be used to heal and therefore save mana and Spirit Speak to conserve mana. Resisting Spells is useful to mitigate interruptions from poisons and paralyze spells.&lt;br /&gt;
* Magery, Evaluating Intelligence, Spirit Speak, Wrestling, Inscription, Meditation, Resisting Spells - Inscription lets you craft your own slayer spell books and number of spells that can be reflected with the Magic Reflection spell.&lt;br /&gt;
&lt;br /&gt;
== Phylactery of Resilience ==&lt;br /&gt;
[[File:defencetali.png]]The Phylactery of Resilience, informally known as the Defence Talisman, offers increased protection from melee and magical damage from creatures. There are ten levels of the talisman and on average you gain 5% protection per level. &lt;br /&gt;
&lt;br /&gt;
=== Leveling ===&lt;br /&gt;
You gain experience with this talisman by doing damage to creatures. The amount you gain is penalized by wearing too little armor. To ensure maximum experience gains, keep your armor at or above 80. The amount of experience gained is also affected by distance from the creature. The penalty is 20% for each tile beyond 1.5. Stay close, be well armored and crush those evil creatures!&lt;br /&gt;
&lt;br /&gt;
=== Arms Lore ===&lt;br /&gt;
The wielder of an active Phylactery of Resilience, Totem of the Berserker, or Artifact of the Marksman with 100 Arms Lore and 100 Weapon Skill receives an increased Minimum Hit Chance. You will only get this increase if you are wielding a weapon relevant to your chosen Weapon Skill. For example, against a creature with 100 wrestling, a normal warrior with 100 Swordsmanship wielding a katana has a 50% chance to hit the creature. With the talisman and 100 Arms Lore, this increases to ~63%. Note, however, that this does not raise your Hit Chance by a flat amount it just raises it to ~63% if you are currently below that. If you intend to kill only lowly ogres and ettins, you can probably skip Arms Lore. If however you want to take on bigger monsters such as with 100 or greater wrestling, such as dungeon bosses, then consider fitting this into your template.&lt;br /&gt;
&lt;br /&gt;
=== Relics ===&lt;br /&gt;
; Leech&lt;br /&gt;
: Leech provides the ability for the player to sap small amounts of health from nearby creature when damaged. The amount per creature is capped at the skill level and is a random value from 1 to relic level. The chance to activate and cool down are affected by gaining levels.&lt;br /&gt;
&lt;br /&gt;
; Quench&lt;br /&gt;
: Quench provides a chance to resist fire breath. Once triggered it provides protection against fire breath for a period of time determined by the relic level. The duration lasts for (Level * 5) seconds. The cooldown decreases by 90 - (Level * 2).&lt;br /&gt;
&lt;br /&gt;
; Recoil&lt;br /&gt;
: Recoil provides a chance for melee damage done to a player to reflect back on the attacking creature. When it activates, it returns 2x base damage to the creature. There is a 25% chance to turn an opponent&#039;s attack onto him. At Level 1 it starts with a 30 second cooldown. With each level the cooldown reduces by 1 second, resulting in a 20 second cooldown at Level 10.&lt;br /&gt;
&lt;br /&gt;
; Remedy&lt;br /&gt;
: Remedy provides a chance to resist poison from a melee hit, such as a scorpion&#039;s sting, for a period of time determined by the relic level. There is a 25% chance to become immune to poison for (Level * 4) seconds. The cooldown decreases by 90 - (Level * 3).&lt;br /&gt;
&lt;br /&gt;
; Shield Bash&lt;br /&gt;
: Shield Bash does a mighty stunning bash to your enemy. Factoring in your skill in parry and your relic level at level 10 it provides a 3x modifier in damage based of your weapon. Including the damage it also stuns your target for 5 seconds. The cooldown decreases by 30 - (Level * 1).&lt;br /&gt;
&lt;br /&gt;
=== Tips, Tricks and Templates ===&lt;br /&gt;
&lt;br /&gt;
The defence talisman is the most casual to level, sitting comfortably between the fast, furious zerker and the laborious, cautious meta mage. While you may need to pay slightly less attention to your health bar than the other talismans, you can&#039;t completely disengage. Keep the following things in mind:&lt;br /&gt;
* Keep your armor at or above 80 at all times. Regularly check armor damage as you will be taking some big blows from the level of creature you will be fighting. A character with blacksmith will come in handy for repairs or you will need to stock up on repair deeds.&lt;br /&gt;
* Strongly consider including [[Parrying]] in your template to protect your armor and provide extra damage mitigation. This is particularly useful at lower levels.&lt;br /&gt;
* Consider using a Swamp Dragon for even more damage mitigation.&lt;br /&gt;
* If you can afford it, consider adding some [[Slayer_Armor|slayer properties]] to your armor.&lt;br /&gt;
* Quench and Remedy are best applied early on as they provide excellent protection and can take quite some time to level up.&lt;br /&gt;
&lt;br /&gt;
A classic template is:&lt;br /&gt;
* Weapon Skill, Parrying, Healing, Anatomy, Resisting Spells, Tactics and either:&lt;br /&gt;
** Magery for overall utility. The ability to use Reactive Armor, Recall, Cure, Reflect, and Teleport are all very useful.&lt;br /&gt;
** Arms Lore to increase your hit chance (Using runebooks loaded with recalls to travel around).&lt;br /&gt;
&lt;br /&gt;
== Totem of the Berserker ==&lt;br /&gt;
[[File:zerkertali.png|Left]]The Totem of the Berserker, informally known as the Berserker or Zerk Talisman, provides offensive damage bonuses for melee skills, including archery. There are ten levels of the talisman and on average you gain 5% damage per level.&lt;br /&gt;
&lt;br /&gt;
=== Levelling ===&lt;br /&gt;
The more armor you wear, the less experience you gain for damaging creatures at a rate of 1% per AR. As with the Defence Talisman, there is a distance penalty on experience gained of 20% per tile beyond 1.5 tiles.&lt;br /&gt;
&lt;br /&gt;
=== Arms Lore ===&lt;br /&gt;
Arms Lore has the same effect Minimum Hit Chance increase for the Totem of the Berserker as it does for a Phylactery of Resilience Talisman. Further details are provided in the [[#Phylactery_of_Resilience|Phylactery of Resilience]] section.&lt;br /&gt;
&lt;br /&gt;
=== Relics ===&lt;br /&gt;
; Double Strike&lt;br /&gt;
: When invoked the berserker will double swing on the creature. It 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 ability lowers the cooldown and increases the chance of activation.&lt;br /&gt;
&lt;br /&gt;
; Infected Wounds&lt;br /&gt;
: If the user is carrying poison potions they have a chance to charge their weapon with poison and infect creatures with the consumed level of poison. As Infected Wounds levels up, the cool down is reduced and the number of infections available per potion is increased. This works with any weapon including two handed weapons such as axes and bows. The [[Poisoning]] skill gives a bonus to the number of infections per potion and also gives a chance for the poison to be upgraded one level higher, making lethal poison a possibility. The higher your poisoning, the more likely you are to get an upgrade in the poison level.&lt;br /&gt;
&lt;br /&gt;
; Phase Shift&lt;br /&gt;
: Upon attacking a creature at range the berserker teleport attacks to the targeted creature. 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. Originally, the ability received an additional phase jump for every other level gained for a maximum of 3 and each shift consumes 10 stamina but this was modified as it was teleporting players into some dangerous situations! Phase Shift now teleports to a single target. Each level lowers the cooldown. 100 [[Hiding]] and [[Stealth]] will provide 50% bonus damage when phase shifting while hidden.&lt;br /&gt;
&lt;br /&gt;
; Tread&lt;br /&gt;
: The berserker can trample an enemy either on foot or while mounted. Full stamina is required and the weight of the character is taken into account. Carrying 314 stone is considered full weight and will provide maximum damage for your level. At level 10 the ability can provide up to a maximum of 300 damage. It has 100% chance to activate if the ability is available and the bersker&#039;s stamina is full.&lt;br /&gt;
&lt;br /&gt;
; Primal Scream&lt;br /&gt;
: After attacking a target the berserker will let out a scream applying a debuff called Armor Abrogate to all targets in a substantially large area. When activated it will disable all armor to targets with the debuff for 15 seconds at level 10. The cooldown at level 10 is 50 seconds.&lt;br /&gt;
&lt;br /&gt;
=== Tips, Tricks and Templates ===&lt;br /&gt;
&lt;br /&gt;
Buy refresh potions, lots and lots of refresh potions.&lt;br /&gt;
&lt;br /&gt;
The Zerker talisman is fun and engaging to level. As long as you follow these basic rules, you should be able to quickly progress through the levels:&lt;br /&gt;
&lt;br /&gt;
* Like the Meta Mage and in keeping with your title, a berserker should wear little or no armor for maximum gains. Leather bought from NPCs with [[Slayer_Armor|slayer properties]] applied will provide the best balance for damage mitigation and experience gains.&lt;br /&gt;
* Unlike the Meta Mage, you do not have the luxury of standing at range and if you cannot afford a full set of slayer armor, you may need to resort to jousting.&lt;br /&gt;
* As you may need to joust, Arms Lore is very useful for efficient levelling to provide a greater chance for a successful hit.&lt;br /&gt;
* Definitely do not use a shield or [[parrying]], your armor will be too high reducing your experience gains.&lt;br /&gt;
* Use slayer weapons to ensure you get maximum damage.&lt;br /&gt;
* Double Strike is the best relic to start with.&lt;br /&gt;
* Use a Swamp Dragon to reduce damage taken.&lt;br /&gt;
&lt;br /&gt;
There are many different ways to play a Zerker but here are a few suggestions to get you started:&lt;br /&gt;
&lt;br /&gt;
* Weapon Skill, Tactics, Anatomy, Healing, Resist, Arms Lore and either:&lt;br /&gt;
** Magery for overall utility. The ability to use Reactive Armor, Recall, Cure, Reflect, and Teleport are all very useful&lt;br /&gt;
** Lumberjacking for even more damage if you opt for Swordsmanship.&lt;br /&gt;
** Hiding for a quick escape to avoid really nasty creatures (and players).&lt;br /&gt;
&lt;br /&gt;
== Shadow of the Rogue ==&lt;br /&gt;
[[File:zerkertali.png|Left]]The Shadow Of The Rogue talisman is a take on the classic RPG rogue class. It includes four new relics and an entirely new relic leveling concept. The talisman itself levels in the same manner of the existing talismans. &#039;&#039;&#039;This talisman and relics are available on the gold sink vendor. The talisman itself for 1m gold and each relic for 4m. You do not need to complete the talisman quest to obtain this talisman.&#039;&#039;&#039; The built in bonuses are:&lt;br /&gt;
* Knives get a Level * 20% bonus to knife weapons (i.e. 200% at Level 10)&lt;br /&gt;
* Crossbows get a Level * 13% (i.e. 130% bonus at Level 10)&lt;br /&gt;
* The wearer gains the ability to run while stealth to a distance of 5 * Level tiles (i.e. 50 tiles at Level 10)&lt;br /&gt;
&lt;br /&gt;
The relic leveling mechanic is designed to make the leveling process much less cumbersome and yet reward those that dedicate themselves to using this talisman.&lt;br /&gt;
&lt;br /&gt;
The talisman relics track kills of all creatures that have over 100 max hit points. The relic levels of the talisman are based on the number of kills recorded. 20 kills for level 2 relics, 50 kills for level 3 relics, 90 kills for level 4 relics, 150 for 5, 300 for 6, etc. You will have level 10 relics with 700 stored kills. Every 24 hours 25 kills will decay from the total kill count. You can build up to 800 kills, but the total will be capped at that number. This will allow you talisman 4 days of not being used before it reverts down to level 9 relics on 5th day.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Levelling ===&lt;br /&gt;
The more armor you wear, the less experience you gain for damaging creatures at a rate of 1% per AR. As with the Defence Talisman, there is a distance penalty on experience gained of 20% per tile beyond 1.5 tiles.&lt;br /&gt;
&lt;br /&gt;
=== Arms Lore ===&lt;br /&gt;
Arms Lore has the same effect Minimum Hit Chance increase for the Shadow of the Rogue as it does for a Phylactery of Resilience and Berserker Talisman. Further details are provided in the [[#Phylactery_of_Resilience|Phylactery of Resilience]] section.&lt;br /&gt;
&lt;br /&gt;
=== Relics ===&lt;br /&gt;
; Disembowel&lt;br /&gt;
: Bleed attack that does 10 ticks of relic level damage every 30 seconds&lt;br /&gt;
&lt;br /&gt;
; Elude&lt;br /&gt;
: Damage absorption of relic level * 2% every 30 seconds that lasts up to 20 seconds per activation&lt;br /&gt;
&lt;br /&gt;
; Ruthless&lt;br /&gt;
: This is a passive relic that gives relic level * 2% bonus damage to poisoned targets. This is always on and does not give trigger notifications.&lt;br /&gt;
&lt;br /&gt;
; Shadow Dance&lt;br /&gt;
: Area effect attack that hits up to 4 nearby creatures with bonus damage based on relic level&lt;br /&gt;
&lt;br /&gt;
=== Tips, Tricks and Templates ===&lt;br /&gt;
&lt;br /&gt;
The Rogue talisman is fun and engaging to level. As long as you follow these basic rules, you should be able to progress through the levels:&lt;br /&gt;
&lt;br /&gt;
* Like the Meta Mage and Berserker, wear little or no armor for maximum gains. Leather bought from NPCs with [[Slayer_Armor|slayer properties]] applied will provide the best balance for damage mitigation and experience gains.&lt;br /&gt;
* Unlike the Meta Mage, you do not have the luxury of standing at range and if you cannot afford a full set of slayer armor, you may need to resort to jousting.&lt;br /&gt;
* As you may need to joust, Arms Lore is very useful for efficient leveling to provide a greater chance for a successful hit.&lt;br /&gt;
* Definitely do not use a shield or [[parrying]], your armor will be too high reducing your experience gains.&lt;br /&gt;
* Use slayer weapons to ensure you get maximum damage.&lt;br /&gt;
* Use a Swamp Dragon to reduce damage taken.&lt;br /&gt;
&lt;br /&gt;
There are many different ways to play a Rogue but here are a few suggestions to get you started:&lt;br /&gt;
&lt;br /&gt;
* Weapon Skill, Tactics, Anatomy, Healing, Resist, Arms Lore and either:&lt;br /&gt;
** Magery for overall utility. The ability to use Reactive Armor, Recall, Cure, Reflect, and Teleport are all very useful&lt;br /&gt;
** Hiding for a quick escape to avoid really nasty creatures (and players).&lt;br /&gt;
* The Weapon Skill should ideally by Fencing (with Daggers), Swords (with Knives) or Archery (with regular crossbows) to benefit from the increased damage.&lt;br /&gt;
&lt;br /&gt;
==Artifact of the Marksman==&lt;br /&gt;
[[File:AOM Symbol.png|Left]] Artifact of the Marksman is an Archery focused talisman. It provides multiple options to suit your playstyle  by providing Area of Effect (AOE) and Crowd Control (CC) options. It also increases single target damage by amplifying damage output and attack speed.&lt;br /&gt;
&lt;br /&gt;
=== Levelling ===&lt;br /&gt;
While levelling, you have no penalty for having any amount of AR unlike other Talismans.&lt;br /&gt;
&lt;br /&gt;
=== Arms Lore ===&lt;br /&gt;
Arms Lore has the same effect Minimum Hit Chance increase for the Artifact of the Marksman as it does for a Phylactery of Resilience Talisman. Further details are provided in the [[#Phylactery_of_Resilience|Phylactery of Resilience]] section.&lt;br /&gt;
&lt;br /&gt;
===Amplified Damage===&lt;br /&gt;
Artifact of the Marksman increases damage as the Talisman levels&lt;br /&gt;
&lt;br /&gt;
*Level 1: 104%&lt;br /&gt;
*Level 2:&lt;br /&gt;
*Level 3: &lt;br /&gt;
*Level 4: &lt;br /&gt;
*Level 5: &lt;br /&gt;
*Level 6: &lt;br /&gt;
*Level 7: &lt;br /&gt;
*Level 8: &lt;br /&gt;
*Level 9: &lt;br /&gt;
*Level 10: 180%&lt;br /&gt;
&lt;br /&gt;
===Decrease Arrows Destroyed===&lt;br /&gt;
Artifact of the Talisman lowers the chance of arrows being destroyed while auto attacking to 5% for hits and misses. Normally, arrows would be destroyed 25% of the time when it hits a target and 40% of the time when you miss.&lt;br /&gt;
&lt;br /&gt;
===Relics===&lt;br /&gt;
Artifact of the Marksman has 7 relics available and you can enable up to 4 at a time depending on the Talisman&#039;s level. This talisman has two types of relics: active and passive. Passive relics provide advantages or abilities by simply having them enabled on your talisman. Active Relics can be used by selecting them from your Talisman Ability Gump.&lt;br /&gt;
&lt;br /&gt;
Notes: &lt;br /&gt;
*Current relic color is a placeholder and will be changed.&lt;br /&gt;
*Certain mobs will be immune to CC (crowd control) effects such as champs or higher level paragons. &lt;br /&gt;
&lt;br /&gt;
; Concussive Blast&lt;br /&gt;
: Relic Type: Active&lt;br /&gt;
: Cooldown: 65 seconds&lt;br /&gt;
: Applies Silence that lasts 5 seconds per Relic level, at max level will last 50 seconds (currently). Silence applies a debuff which prevents spell casting. Applying this debuff to a mob will interrupt their current spell channeling and prevent them from casting for the duration of the Silence&lt;br /&gt;
&lt;br /&gt;
; Knee Strike&lt;br /&gt;
: Relic Type: Passive &amp;amp; Active&lt;br /&gt;
: Passive Cooldown: 3 seconds&lt;br /&gt;
: Active Cooldown: 65 seconds&lt;br /&gt;
: Passively debuffs your target, lowering their movement speed while auto attacking every 3 seconds and applies Knee Strike charges. Knee’s strike’s active ability consumes your Knee Strike charges and applies an even more powerful slow on your next attack. The amplified slow increases depending on the number of charges you have with 10 being the max. Each charge will reduce movespeed by 1/4.&lt;br /&gt;
&lt;br /&gt;
; Pinning Lob&lt;br /&gt;
: Relic Type: Active&lt;br /&gt;
: Cooldown: 15 seconds&lt;br /&gt;
: Pushes the first mob that the arrow collides into back 3 tiles. If the mob collides with an obstacle or another mob, it will stun the mob for 1 second per level. If it is pushed into a mob, the mob it collides with will also be stunned for the same duration.&lt;br /&gt;
&lt;br /&gt;
; Volley&lt;br /&gt;
: Relic Type: Active&lt;br /&gt;
: Cooldown: 65 seconds&lt;br /&gt;
: Your player will begin shooting massive amount arrows into the air at a target location every seconds for 10 seconds. Volley will be interrupted if you move or do not have enough arrows. Damage dealt 3 * Level and will be modified by arrow type modifiers.&lt;br /&gt;
&lt;br /&gt;
; Piercing Shot&lt;br /&gt;
: Relic Type: Active&lt;br /&gt;
: Cooldown: 15 seconds&lt;br /&gt;
: Fire an arrow towards the selected target which pierces through all mobs for 14 tiles dealing Level * 3 damage. &lt;br /&gt;
&lt;br /&gt;
; Hunter’s Focus&lt;br /&gt;
: Relic Type: Passive&lt;br /&gt;
: Cooldown: 30 seconds&lt;br /&gt;
: Provides a buff which greatly increases the attack speed for 5 seconds. You will receive 40 dex/stam per level. The buff will automatically be removed during PvP.&lt;br /&gt;
&lt;br /&gt;
; Reclamation&lt;br /&gt;
: Relic Type: Active&lt;br /&gt;
: Reclamation is a passive relic which automatically picks arrows up as they are being shot or from Active Relic abilities. It picks arrows up within the Relic’s level +1 tiles of your character. So, at level 1 it will pick up arrows within 2 tiles and at level 10 it will pick up arrows within 11 tiles. This includes arrows from the Volley relic.&lt;br /&gt;
&lt;br /&gt;
==Quest Line==&lt;br /&gt;
Be forewarned, the quest to obtain a Meta Talisman is not for the impatient, frugal or faint of heart! You may complete the quest multiple times on one character but you will only be able to wield one talisman at a time. A helpful video guide can be found [https://www.youtube.com/watch?v=Oo7yjlU_O-Y | here]. &lt;br /&gt;
&lt;br /&gt;
To begin the multi-part quest you must travel just west of the Valor Shrine where there is a tall statue:&lt;br /&gt;
&lt;br /&gt;
[[File:Talisman_statue.png]]&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;1. Beginning the quest:&#039;&#039;&#039; Stepping in front of the statue and speaking out loud will offer a quest gump. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;2. A dull stone:&#039;&#039;&#039; Accepting this quest will give you with a dull stone that must be empowered with Vanquishing weapons. The absorb a Vanquishing weapon into to the stone, double click it and target the weapon. &#039;&#039;The stone can only be charged with true instruments of war. Daggers, cleavers, knives and pitchforks cannot power it.&#039;&#039; After 30 Vanquishing weapons have been absorbed by the stone, you can return to the statue.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;3. Evil creatures:&#039;&#039;&#039;  Speaking to the statue again will empower the stone, opening the second part of the quest. You must now kill 100 &amp;quot;evil&amp;quot; creatures. These creatures must have a minimum fame level to be accepted by the stone. Creatures of this stature include Dragons, Drakes, Daemons, Ogre Lords, Lich Lords, Deep Earth Elementals, Orc Mine Overseers, Paragon Lichs etc. Note that you will have to kill these creatures by yourself. The level of &amp;quot;evilness&amp;quot; is determined by the monster&#039;s health points which must be 400 or higher. Some Deep Earth Elementals, for example, will be just below the required level of &amp;quot;evil&amp;quot; because they have less than 400 health points. Once you&#039;ve killed those creatures and the stone is filled, return to the statue and speak again.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;4. Daemon archlord:&#039;&#039;&#039; Now you have to visit the Daemon Archlord&#039;s lair! Also known as the [[Dungeon_Bosses#Arch_Demon|Arch Demon]], he is located in Wrong on level 3. In the center of the room you will find a small red statue. Double click that to collect the Arch Demon&#039;s blood. Be cautious however, if the Arch Demon is around, you will have a hard time getting to the statue! If you want to take on the boss himself, it is recommended that you familiarise yourself with his attack mechanics first.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;5. Choosing your talisman:&#039;&#039;&#039; Speak once more to the statue with your purified stone and you will be able to choose one of the three talismans. Choose wisely!&lt;/div&gt;</summary>
		<author><name>Teto</name></author>
	</entry>
	<entry>
		<id>https://uoforever.com/wiki/index.php?title=Meta_Talismans&amp;diff=7004</id>
		<title>Meta Talismans</title>
		<link rel="alternate" type="text/html" href="https://uoforever.com/wiki/index.php?title=Meta_Talismans&amp;diff=7004"/>
		<updated>2022-05-11T13:50:54Z</updated>

		<summary type="html">&lt;p&gt;Teto: /* Levelling */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[image:talisman_phase_shift.gif|thumb|300px|An example of Phase Shift ability (Click to see)]]&lt;br /&gt;
__TOC__&lt;br /&gt;
==Description==&lt;br /&gt;
The Meta Talisman is a wearable item obtained by completing a [[#Quest_Line|quest line]] which begins at a mysterious Ancient Statue of Power near Valor Shrine. The Meta Talisman gives warrior, archer, and mage style players special abilities as their talisman levels. Each talisman has a passive property and active abilities that are obtainable through relics. The talisman levels up as you kill creatures and the [[#Relics_and_Abilities|abilities]] of your talisman become stronger.&lt;br /&gt;
&lt;br /&gt;
The more recently added Shadow of the Rogue talisman does not require a user to run through the Quest Line but is instead available from the Gold Sink vendor in Britain.&lt;br /&gt;
&lt;br /&gt;
With these bonuses come some limitations:&lt;br /&gt;
* The talisman cannot be equipped by any character with greater than 50 in any bard skills (e.g. music, provocation, peacemaking, discordance) or greater than 50 taming.&lt;br /&gt;
* Upon equipping a talisman there is a fifteen minute cool down before the skills or bonuses become active. To avoid this cool down, you can return to the Ancient Statue of Power and speak the words &amp;quot;I wish to pay tribute&amp;quot; which will take 10,000 gold pieces from your bank.&lt;br /&gt;
* There are armor and distance restrictions for each type. This are detailed further below for each type of talisman.&lt;br /&gt;
* The talisman skills and bonuses are not applicable against other players or pets.&lt;br /&gt;
* Talisman experience and relic ability gains are not possible in houses or on boats.  A message will appear saying &amp;quot;You feel and icy chill as your talisman drains of some of its power&amp;quot;. Monsters on boats will also not give gains.&lt;br /&gt;
* There is a maximum experience amount per creature that can be awarded to a given talisman. The bigger the creature, the greater the experience!&lt;br /&gt;
&lt;br /&gt;
The experience required per level is:&lt;br /&gt;
# 20,000&lt;br /&gt;
# 32,000&lt;br /&gt;
# 48,000&lt;br /&gt;
# 64,000&lt;br /&gt;
# 80,000&lt;br /&gt;
# 96,000&lt;br /&gt;
# 112,000&lt;br /&gt;
# 128,000&lt;br /&gt;
# 144,000&lt;br /&gt;
* Total: 724,000 XP​&lt;br /&gt;
&lt;br /&gt;
==Relics and Abilities==&lt;br /&gt;
Abilities are applied to the talisman by finding relics at events, dungeon bosses, monster of the month spawns and at the [[Dungeon_Bosses#Arch_Demon|Arch Demon]] and Lich Khan dungeon bosses. Each talisman has a maximum of four relic slots and aesthetic relic slots. The aesthetic slots are usable at any time and you get relic slots at levels: 1, 4, 7, 10.&lt;br /&gt;
&lt;br /&gt;
[[File:tread_relic.png|Example Relic]]&lt;br /&gt;
&lt;br /&gt;
There are currently four or five unique relics for each type of talisman which are detailed further below. Each relic has ten levels and leveling may lower the skill cooldown, raise the chance to activate, or provide other ability specific bonuses. These abilities typically have a random chance to activate on damage and a cooldown to only allow them to be activated at certain intervals.&lt;br /&gt;
&lt;br /&gt;
To add a relic to your talisman, double click the relic and then select your talisman. Be sure to stand in a safe place while doing this as relics can be stolen!&lt;br /&gt;
&lt;br /&gt;
With the recent change you are now able to swap your active relics, double click your Meta Talisman and then click on the [ - ] symbol next to the relic you wish to remove from the active relic list (highlighted in yellow in screenshot). Once you have an open unused slot available you will be able to hit the [ - ] symbol next to relics in the inactive list to make it an active relic (highlighted in red in screenshot). Keep in mind if you swap frequently in a short amount of time it will put it into cooldown.&lt;br /&gt;
&lt;br /&gt;
[[File:RelicSwap2.PNG|275px|Relic Swap]]&lt;br /&gt;
&lt;br /&gt;
Note that you will have to be quite lucky for all your talisman&#039;s relics drop for you. You may need to frequent the [http://www.uoforum.com/forums/buying.14/ Buying] and [http://www.uoforum.com/forums/selling.15/ Selling] forums to find your relics. Keep in mind that certain relics are more popular than others and can therefore be expensive to purchase. Being part of a larger guild can also provide a useful avenue for getting relics at a reduced rate.&lt;br /&gt;
&lt;br /&gt;
==Aesthetic Relics==&lt;br /&gt;
As mentioned there are currently four different aesthetic relics that apply to your Meta Talismans or [[Meta Pets]]. Pets require to be either a max evolution dragon (after feeding it fruit), at least a level 6 spider, or at least a level 6 steed.&lt;br /&gt;
&lt;br /&gt;
Aesthetic relic activation percentage is essentially an average of all aesthetics currently applied and online. The average percentage of having all four online is 10%. This means 10% of your kills will result in one of the four activating, they can not double activate on the same kill.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;gallery class=&amp;quot;center&amp;quot; widths=&amp;quot;250px&amp;quot; heights=&amp;quot;250px&amp;quot;&amp;gt;&lt;br /&gt;
File:AscensionGIF.gif|&#039;&#039;&#039;Ascension Relic&#039;&#039;&#039;&amp;lt;br /&amp;gt;(click to preview)&lt;br /&gt;
File:BloodyExplosionGIF.gif|&#039;&#039;&#039;Bloody Explosion Relic&#039;&#039;&#039;&amp;lt;br /&amp;gt;(click to preview)&lt;br /&gt;
File:ChickenDinnerGIF.gif|&#039;&#039;&#039;Chicken Dinner Relic&#039;&#039;&#039;&amp;lt;br /&amp;gt;(click to preview)&lt;br /&gt;
File:CombustionGIF.gif|&#039;&#039;&#039;Combustion Relic&#039;&#039;&#039;&amp;lt;br /&amp;gt;(click to preview)&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;The new Aesthetic relics are here!&#039;&#039;&#039; Below you will see how to obtain each of the four relics. Ascension is on the donation vendor Nadine. Bloody Explosion is gained as a reward from doing monster contracts for Heracles. Chicken Dinner is on the gold sink vendor Sasha. Combustion is a drop from defeating the Warden boss in [[Asylum]].&lt;br /&gt;
&lt;br /&gt;
&amp;lt;gallery class=&amp;quot;center&amp;quot; widths=&amp;quot;250px&amp;quot; heights=&amp;quot;250px&amp;quot;&amp;gt;&lt;br /&gt;
File:AscensionVendo.PNG|&#039;&#039;&#039;Ascension Vendor&#039;&#039;&#039;&amp;lt;br /&amp;gt;(Donation Coins)&lt;br /&gt;
File:BloodyExploVendo.PNG|&#039;&#039;&#039;Bloody Explosion Vendor&#039;&#039;&#039;&amp;lt;br /&amp;gt;(Contracts)&lt;br /&gt;
File:ChickenDinnerVendor.PNG|&#039;&#039;&#039;Chicken Dinner Vendor&#039;&#039;&#039;&amp;lt;br /&amp;gt;(Gold Sink)&lt;br /&gt;
File:CombustionBoss.PNG|&#039;&#039;&#039;Combustion Relic Boss&#039;&#039;&#039;&amp;lt;br /&amp;gt;(Warden Boss Drop)&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Idol of the Magi == &lt;br /&gt;
[[File:magetali.png|left]] The Idol of the Magi, informally known as Meta Mage, provides a spell damage bonuses and mana cost reduction for offensive spells against creatures. The ten levels of the talisman average a 20% bonus per level. The mana cost reduction is calculated by the talisman level, number of relics applied, and spirit speak.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Levelling ===&lt;br /&gt;
While levelling, your talisman experience gains are reduced if you are wearing armor. The penalty is 1.6% per AR. There is however no range penalty for Meta Mages. You can therefore stand at a safe distance while firing your lightning bolts at those big ugly creatures! &lt;br /&gt;
&lt;br /&gt;
=== Spirit Speak ===&lt;br /&gt;
Spirit Speak reduces the cost of spells. With the talisman at level 10 with four relics applied an energy bolt will cost as little as 10 mana with 100 Spirit Speak, 14 mana with 50 Spirit Speak and 16 mana with 0 Spirit Speak.&lt;br /&gt;
&lt;br /&gt;
=== Relics ===&lt;br /&gt;
; Dispersion&lt;br /&gt;
: Dispersion provides a chance for spell damage to be dispersed to nearby enemies. There is a 10% chance for an offensive spell to damage level-dependent number of creatures within a 3 tile radius. At level one, the damage can disperse onto one additional creature and the cool down is 60 seconds. At level ten, the damage can spread to up to ten additional creatures and the cool down is 45 seconds. &lt;br /&gt;
&lt;br /&gt;
; Focus&lt;br /&gt;
: Focus provides a chance for increased spell damage. Spell damage can do (Focus Level / 20) additional damage to the target creature. For example, at level 1, this would be 0.05% (1/20) additional damage. An offensive spell that hits for 100 will therefore generate an additional 5 damage, shown as a separate damage number. In the same scenario, at level 10, focus can generate an additional 50 spell damage. The Focus relic cooldown begins with a base of 35 seconds and falls 2 seconds per relic level for a total of 15 seconds at Level 10. The chance of activation is 95% after the cooldown expires.&lt;br /&gt;
&lt;br /&gt;
; Shadow Disciple&lt;br /&gt;
: Shadow Disciple provides a chance to return some mana and temporarily lower 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)).&lt;br /&gt;
&lt;br /&gt;
; Vivify&lt;br /&gt;
: Vivify provides a chance to enhance the skills and stats of an 8th circle creature summon. This applies to summoned daemons and elementals but not to energy vortexes or blade spirits. At level 1, vivify can be triggered every 60 seconds there is a 60% chance to summon an enhanced creature. 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.&lt;br /&gt;
&lt;br /&gt;
=== Tips, Tricks and Templates ===&lt;br /&gt;
&lt;br /&gt;
When completing the initial quest line, you may want to consider switching your character to a warrior or tank mage to complete killing the 100 evil creatures. Alternatively, make use of slayer spell books to kill the evil creatures as a pure mage but note that this can be somewhat laborious as you cannot use summons to help you.&lt;br /&gt;
&lt;br /&gt;
The Meta Mage is arguably the most laborious of all the talisman. You should therefore make best use of all things that improve levelling efficiency:&lt;br /&gt;
* Don&#039;t wear any or very minimal armor. Leather bought from NPCs with slayer properties applied will provide the best balance for damage mitigation and experience gains.&lt;br /&gt;
* Level up Spirit Speak to 100 for spell cost reduction. &lt;br /&gt;
* Use Slayer Spell books to increase spell damage and therefore experience gains &#039;&#039;but&#039;&#039; be aware that at higher levels when you start dishing out some serious damage and killing monsters quickly, you may be better off using weaker spells or dropping the slayer spellbook to eek out the maximum possible experience per monsters. Note: Unlike normal spellbooks, crafted slayer spell can be stolen.&lt;br /&gt;
* Apply the Shadow Disciple relic first as it provides both increased damage and returns mana.&lt;br /&gt;
* Kill the biggest creatures you can find. If you are struggling, ask a friendly tamer or bard if you can follow them around and cast spells on the creatures they are killing.&lt;br /&gt;
&lt;br /&gt;
Common templates are:&lt;br /&gt;
* Magery, Evaluating Intelligence, Healing, Anatomy, Spirit Speak, Meditation, Resisting Spells - This provides defensive wresting through Evaluating Intelligence and Anatomy, allows bandages to be used to heal and therefore save mana and Spirit Speak to conserve mana. Resisting Spells is useful to mitigate interruptions from poisons and paralyze spells.&lt;br /&gt;
* Magery, Evaluating Intelligence, Spirit Speak, Wrestling, Inscription, Meditation, Resisting Spells - Inscription lets you craft your own slayer spell books and number of spells that can be reflected with the Magic Reflection spell.&lt;br /&gt;
&lt;br /&gt;
== Phylactery of Resilience ==&lt;br /&gt;
[[File:defencetali.png]]The Phylactery of Resilience, informally known as the Defence Talisman, offers increased protection from melee and magical damage from creatures. There are ten levels of the talisman and on average you gain 5% protection per level. &lt;br /&gt;
&lt;br /&gt;
=== Leveling ===&lt;br /&gt;
You gain experience with this talisman by doing damage to creatures. The amount you gain is penalized by wearing too little armor. To ensure maximum experience gains, keep your armor at or above 80. The amount of experience gained is also affected by distance from the creature. The penalty is 20% for each tile beyond 1.5. Stay close, be well armored and crush those evil creatures!&lt;br /&gt;
&lt;br /&gt;
=== Arms Lore ===&lt;br /&gt;
The wielder of an active Phylactery of Resilience, Totem of the Berserker, or Artifact of the Marksman with 100 Arms Lore and 100 Weapon Skill receives an increased Minimum Hit Chance. You will only get this increase if you are wielding a weapon relevant to your chosen Weapon Skill. For example, against a creature with 100 wrestling, a normal warrior with 100 Swordsmanship wielding a katana has a 50% chance to hit the creature. With the talisman and 100 Arms Lore, this increases to ~63%. Note, however, that this does not raise your Hit Chance by a flat amount it just raises it to ~63% if you are currently below that. If you intend to kill only lowly ogres and ettins, you can probably skip Arms Lore. If however you want to take on bigger monsters such as with 100 or greater wrestling, such as dungeon bosses, then consider fitting this into your template.&lt;br /&gt;
&lt;br /&gt;
=== Relics ===&lt;br /&gt;
; Leech&lt;br /&gt;
: Leech provides the ability for the player to sap small amounts of health from nearby creature when damaged. The amount per creature is capped at the skill level and is a random value from 1 to relic level. The chance to activate and cool down are affected by gaining levels.&lt;br /&gt;
&lt;br /&gt;
; Quench&lt;br /&gt;
: Quench provides a chance to resist fire breath. Once triggered it provides protection against fire breath for a period of time determined by the relic level. The duration lasts for (Level * 5) seconds. The cooldown decreases by 90 - (Level * 2).&lt;br /&gt;
&lt;br /&gt;
; Recoil&lt;br /&gt;
: Recoil provides a chance for melee damage done to a player to reflect back on the attacking creature. When it activates, it returns 2x base damage to the creature. There is a 25% chance to turn an opponent&#039;s attack onto him. At Level 1 it starts with a 30 second cooldown. With each level the cooldown reduces by 1 second, resulting in a 20 second cooldown at Level 10.&lt;br /&gt;
&lt;br /&gt;
; Remedy&lt;br /&gt;
: Remedy provides a chance to resist poison from a melee hit, such as a scorpion&#039;s sting, for a period of time determined by the relic level. There is a 25% chance to become immune to poison for (Level * 4) seconds. The cooldown decreases by 90 - (Level * 3).&lt;br /&gt;
&lt;br /&gt;
; Shield Bash&lt;br /&gt;
: Shield Bash does a mighty stunning bash to your enemy. Factoring in your skill in parry and your relic level at level 10 it provides a 3x modifier in damage based of your weapon. Including the damage it also stuns your target for 5 seconds. The cooldown decreases by 30 - (Level * 1).&lt;br /&gt;
&lt;br /&gt;
=== Tips, Tricks and Templates ===&lt;br /&gt;
&lt;br /&gt;
The defence talisman is the most casual to level, sitting comfortably between the fast, furious zerker and the laborious, cautious meta mage. While you may need to pay slightly less attention to your health bar than the other talismans, you can&#039;t completely disengage. Keep the following things in mind:&lt;br /&gt;
* Keep your armor at or above 80 at all times. Regularly check armor damage as you will be taking some big blows from the level of creature you will be fighting. A character with blacksmith will come in handy for repairs or you will need to stock up on repair deeds.&lt;br /&gt;
* Strongly consider including [[Parrying]] in your template to protect your armor and provide extra damage mitigation. This is particularly useful at lower levels.&lt;br /&gt;
* Consider using a Swamp Dragon for even more damage mitigation.&lt;br /&gt;
* If you can afford it, consider adding some [[Slayer_Armor|slayer properties]] to your armor.&lt;br /&gt;
* Quench and Remedy are best applied early on as they provide excellent protection and can take quite some time to level up.&lt;br /&gt;
&lt;br /&gt;
A classic template is:&lt;br /&gt;
* Weapon Skill, Parrying, Healing, Anatomy, Resisting Spells, Tactics and either:&lt;br /&gt;
** Magery for overall utility. The ability to use Reactive Armor, Recall, Cure, Reflect, and Teleport are all very useful.&lt;br /&gt;
** Arms Lore to increase your hit chance (Using runebooks loaded with recalls to travel around).&lt;br /&gt;
&lt;br /&gt;
== Totem of the Berserker ==&lt;br /&gt;
[[File:zerkertali.png|Left]]The Totem of the Berserker, informally known as the Berserker or Zerk Talisman, provides offensive damage bonuses for melee skills, including archery. There are ten levels of the talisman and on average you gain 5% damage per level.&lt;br /&gt;
&lt;br /&gt;
=== Levelling ===&lt;br /&gt;
The more armor you wear, the less experience you gain for damaging creatures at a rate of 1% per AR. As with the Defence Talisman, there is a distance penalty on experience gained of 20% per tile beyond 1.5 tiles.&lt;br /&gt;
&lt;br /&gt;
=== Arms Lore ===&lt;br /&gt;
Arms Lore has the same effect Minimum Hit Chance increase for the Totem of the Berserker as it does for a Phylactery of Resilience Talisman. Further details are provided in the [[#Phylactery_of_Resilience|Phylactery of Resilience]] section.&lt;br /&gt;
&lt;br /&gt;
=== Relics ===&lt;br /&gt;
; Double Strike&lt;br /&gt;
: When invoked the berserker will double swing on the creature. It 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 ability lowers the cooldown and increases the chance of activation.&lt;br /&gt;
&lt;br /&gt;
; Infected Wounds&lt;br /&gt;
: If the user is carrying poison potions they have a chance to charge their weapon with poison and infect creatures with the consumed level of poison. As Infected Wounds levels up, the cool down is reduced and the number of infections available per potion is increased. This works with any weapon including two handed weapons such as axes and bows. The [[Poisoning]] skill gives a bonus to the number of infections per potion and also gives a chance for the poison to be upgraded one level higher, making lethal poison a possibility. The higher your poisoning, the more likely you are to get an upgrade in the poison level.&lt;br /&gt;
&lt;br /&gt;
; Phase Shift&lt;br /&gt;
: Upon attacking a creature at range the berserker teleport attacks to the targeted creature. 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. Originally, the ability received an additional phase jump for every other level gained for a maximum of 3 and each shift consumes 10 stamina but this was modified as it was teleporting players into some dangerous situations! Phase Shift now teleports to a single target. Each level lowers the cooldown. 100 [[Hiding]] and [[Stealth]] will provide 50% bonus damage when phase shifting while hidden.&lt;br /&gt;
&lt;br /&gt;
; Tread&lt;br /&gt;
: The berserker can trample an enemy either on foot or while mounted. Full stamina is required and the weight of the character is taken into account. Carrying 314 stone is considered full weight and will provide maximum damage for your level. At level 10 the ability can provide up to a maximum of 300 damage. It has 100% chance to activate if the ability is available and the bersker&#039;s stamina is full.&lt;br /&gt;
&lt;br /&gt;
; Primal Scream&lt;br /&gt;
: After attacking a target the berserker will let out a scream applying a debuff called Armor Abrogate to all targets in a substantially large area. When activated it will disable all armor to targets with the debuff for 15 seconds at level 10. The cooldown at level 10 is 50 seconds.&lt;br /&gt;
&lt;br /&gt;
=== Tips, Tricks and Templates ===&lt;br /&gt;
&lt;br /&gt;
Buy refresh potions, lots and lots of refresh potions.&lt;br /&gt;
&lt;br /&gt;
The Zerker talisman is fun and engaging to level. As long as you follow these basic rules, you should be able to quickly progress through the levels:&lt;br /&gt;
&lt;br /&gt;
* Like the Meta Mage and in keeping with your title, a berserker should wear little or no armor for maximum gains. Leather bought from NPCs with [[Slayer_Armor|slayer properties]] applied will provide the best balance for damage mitigation and experience gains.&lt;br /&gt;
* Unlike the Meta Mage, you do not have the luxury of standing at range and if you cannot afford a full set of slayer armor, you may need to resort to jousting.&lt;br /&gt;
* As you may need to joust, Arms Lore is very useful for efficient levelling to provide a greater chance for a successful hit.&lt;br /&gt;
* Definitely do not use a shield or [[parrying]], your armor will be too high reducing your experience gains.&lt;br /&gt;
* Use slayer weapons to ensure you get maximum damage.&lt;br /&gt;
* Double Strike is the best relic to start with.&lt;br /&gt;
* Use a Swamp Dragon to reduce damage taken.&lt;br /&gt;
&lt;br /&gt;
There are many different ways to play a Zerker but here are a few suggestions to get you started:&lt;br /&gt;
&lt;br /&gt;
* Weapon Skill, Tactics, Anatomy, Healing, Resist, Arms Lore and either:&lt;br /&gt;
** Magery for overall utility. The ability to use Reactive Armor, Recall, Cure, Reflect, and Teleport are all very useful&lt;br /&gt;
** Lumberjacking for even more damage if you opt for Swordsmanship.&lt;br /&gt;
** Hiding for a quick escape to avoid really nasty creatures (and players).&lt;br /&gt;
&lt;br /&gt;
== Shadow of the Rogue ==&lt;br /&gt;
[[File:zerkertali.png|Left]]The Shadow Of The Rogue talisman is a take on the classic RPG rogue class. It includes four new relics and an entirely new relic leveling concept. The talisman itself levels in the same manner of the existing talismans. &#039;&#039;&#039;This talisman and relics are available on the gold sink vendor. The talisman itself for 1m gold and each relic for 4m. You do not need to complete the talisman quest to obtain this talisman.&#039;&#039;&#039; The built in bonuses are:&lt;br /&gt;
* Knives get a Level * 20% bonus to knife weapons (i.e. 200% at Level 10)&lt;br /&gt;
* Crossbows get a Level * 13% (i.e. 130% bonus at Level 10)&lt;br /&gt;
* The wearer gains the ability to run while stealth to a distance of 5 * Level tiles (i.e. 50 tiles at Level 10)&lt;br /&gt;
&lt;br /&gt;
The relic leveling mechanic is designed to make the leveling process much less cumbersome and yet reward those that dedicate themselves to using this talisman.&lt;br /&gt;
&lt;br /&gt;
The talisman relics track kills of all creatures that have over 100 max hit points. The relic levels of the talisman are based on the number of kills recorded. 20 kills for level 2 relics, 50 kills for level 3 relics, 90 kills for level 4 relics, 150 for 5, 300 for 6, etc. You will have level 10 relics with 700 stored kills. Every 24 hours 25 kills will decay from the total kill count. You can build up to 800 kills, but the total will be capped at that number. This will allow you talisman 4 days of not being used before it reverts down to level 9 relics on 5th day.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Levelling ===&lt;br /&gt;
The more armor you wear, the less experience you gain for damaging creatures at a rate of 1% per AR. As with the Defence Talisman, there is a distance penalty on experience gained of 20% per tile beyond 1.5 tiles.&lt;br /&gt;
&lt;br /&gt;
=== Arms Lore ===&lt;br /&gt;
Arms Lore has the same effect Minimum Hit Chance increase for the Shadow of the Rogue as it does for a Phylactery of Resilience and Berserker Talisman. Further details are provided in the [[#Phylactery_of_Resilience|Phylactery of Resilience]] section.&lt;br /&gt;
&lt;br /&gt;
=== Relics ===&lt;br /&gt;
; Disembowel&lt;br /&gt;
: Bleed attack that does 10 ticks of relic level damage every 30 seconds&lt;br /&gt;
&lt;br /&gt;
; Elude&lt;br /&gt;
: Damage absorption of relic level * 2% every 30 seconds that lasts up to 20 seconds per activation&lt;br /&gt;
&lt;br /&gt;
; Ruthless&lt;br /&gt;
: This is a passive relic that gives relic level * 2% bonus damage to poisoned targets. This is always on and does not give trigger notifications.&lt;br /&gt;
&lt;br /&gt;
; Shadow Dance&lt;br /&gt;
: Area effect attack that hits up to 4 nearby creatures with bonus damage based on relic level&lt;br /&gt;
&lt;br /&gt;
=== Tips, Tricks and Templates ===&lt;br /&gt;
&lt;br /&gt;
The Rogue talisman is fun and engaging to level. As long as you follow these basic rules, you should be able to progress through the levels:&lt;br /&gt;
&lt;br /&gt;
* Like the Meta Mage and Berserker, wear little or no armor for maximum gains. Leather bought from NPCs with [[Slayer_Armor|slayer properties]] applied will provide the best balance for damage mitigation and experience gains.&lt;br /&gt;
* Unlike the Meta Mage, you do not have the luxury of standing at range and if you cannot afford a full set of slayer armor, you may need to resort to jousting.&lt;br /&gt;
* As you may need to joust, Arms Lore is very useful for efficient leveling to provide a greater chance for a successful hit.&lt;br /&gt;
* Definitely do not use a shield or [[parrying]], your armor will be too high reducing your experience gains.&lt;br /&gt;
* Use slayer weapons to ensure you get maximum damage.&lt;br /&gt;
* Use a Swamp Dragon to reduce damage taken.&lt;br /&gt;
&lt;br /&gt;
There are many different ways to play a Rogue but here are a few suggestions to get you started:&lt;br /&gt;
&lt;br /&gt;
* Weapon Skill, Tactics, Anatomy, Healing, Resist, Arms Lore and either:&lt;br /&gt;
** Magery for overall utility. The ability to use Reactive Armor, Recall, Cure, Reflect, and Teleport are all very useful&lt;br /&gt;
** Hiding for a quick escape to avoid really nasty creatures (and players).&lt;br /&gt;
* The Weapon Skill should ideally by Fencing (with Daggers), Swords (with Knives) or Archery (with regular crossbows) to benefit from the increased damage.&lt;br /&gt;
&lt;br /&gt;
==Artifact of the Marksman==&lt;br /&gt;
[[File:AOM Symbol.png|Left]] Artifact of the Marksman is an Archery focused talisman. It provides multiple options to suit your playstyle  by providing Area of Effect (AOE) and Crowd Control (CC) options. It also increases single target damage by amplifying damage output and attack speed.&lt;br /&gt;
&lt;br /&gt;
=== Levelling ===&lt;br /&gt;
While levelling, you have no penalty for having any amount of AR unlike other Talismans.&lt;br /&gt;
&lt;br /&gt;
=== Arms Lore ===&lt;br /&gt;
Arms Lore has the same effect Minimum Hit Chance increase for the Artifact of the Marksman as it does for a Phylactery of Resilience Talisman. Further details are provided in the [[#Phylactery_of_Resilience|Phylactery of Resilience]] section.&lt;br /&gt;
&lt;br /&gt;
===Amplified Damage===&lt;br /&gt;
Artifact of the Marksman increases damage as the Talisman levels&lt;br /&gt;
&lt;br /&gt;
*Level 1: 104%&lt;br /&gt;
*Level 2:&lt;br /&gt;
*Level 3: &lt;br /&gt;
*Level 4: &lt;br /&gt;
*Level 5: &lt;br /&gt;
*Level 6: &lt;br /&gt;
*Level 7: &lt;br /&gt;
*Level 8: &lt;br /&gt;
*Level 9: &lt;br /&gt;
*Level 10: 180%&lt;br /&gt;
&lt;br /&gt;
===Decrease Arrows Destroyed===&lt;br /&gt;
Artifact of the Talisman lowers the chance of arrows being destroyed while auto attacking to 5% for hits and misses. Normally, arrows would be destroyed 25% of the time when it hits a target and 40% of the time when you miss.&lt;br /&gt;
&lt;br /&gt;
===Relics===&lt;br /&gt;
Artifact of the Marksman has 7 relics available and you can enable 4 at a time. This talisman has two types of relics: active and passive. Passive relics provide advantages or abilities by simply having them enabled on your talisman. Active Relics can be used by selecting them from your Talisman Ability Gump.&lt;br /&gt;
&lt;br /&gt;
Notes: &lt;br /&gt;
*Current relic color is a placeholder and will be changed.&lt;br /&gt;
*Certain mobs will be immune to CC (crowd control) effects such as champs or higher level paragons. &lt;br /&gt;
&lt;br /&gt;
; Concussive Blast&lt;br /&gt;
: Relic Type: Active&lt;br /&gt;
: Cooldown: 65 seconds&lt;br /&gt;
: Applies Silence that lasts 5 seconds per Relic level, at max level will last 50 seconds (currently). Silence applies a debuff which prevents spell casting. Applying this debuff to a mob will interrupt their current spell channeling and prevent them from casting for the duration of the Silence&lt;br /&gt;
&lt;br /&gt;
; Knee Strike&lt;br /&gt;
: Relic Type: Passive &amp;amp; Active&lt;br /&gt;
: Passive Cooldown: 3 seconds&lt;br /&gt;
: Active Cooldown: 65 seconds&lt;br /&gt;
: Passively debuffs your target, lowering their movement speed while auto attacking every 3 seconds and applies Knee Strike charges. Knee’s strike’s active ability consumes your Knee Strike charges and applies an even more powerful slow on your next attack. The amplified slow increases depending on the number of charges you have with 10 being the max. Each charge will reduce movespeed by 1/4.&lt;br /&gt;
&lt;br /&gt;
; Pinning Lob&lt;br /&gt;
: Relic Type: Active&lt;br /&gt;
: Cooldown: 15 seconds&lt;br /&gt;
: Pushes the first mob that the arrow collides into back 3 tiles. If the mob collides with an obstacle or another mob, it will stun the mob for 1 second per level. If it is pushed into a mob, the mob it collides with will also be stunned for the same duration.&lt;br /&gt;
&lt;br /&gt;
; Volley&lt;br /&gt;
: Relic Type: Active&lt;br /&gt;
: Cooldown: 65 seconds&lt;br /&gt;
: Your player will begin shooting massive amount arrows into the air at a target location every seconds for 10 seconds. Volley will be interrupted if you move or do not have enough arrows. Damage dealt 3 * Level and will be modified by arrow type modifiers.&lt;br /&gt;
&lt;br /&gt;
; Piercing Shot&lt;br /&gt;
: Relic Type: Active&lt;br /&gt;
: Cooldown: 15 seconds&lt;br /&gt;
: Fire an arrow towards the selected target which pierces through all mobs for 14 tiles dealing Level * 3 damage. &lt;br /&gt;
&lt;br /&gt;
; Hunter’s Focus&lt;br /&gt;
: Relic Type: Passive&lt;br /&gt;
: Cooldown: 30 seconds&lt;br /&gt;
: Provides a buff which greatly increases the attack speed for 5 seconds. You will receive 40 dex/stam per level. The buff will automatically be removed during PvP.&lt;br /&gt;
&lt;br /&gt;
; Reclamation&lt;br /&gt;
: Relic Type: Active&lt;br /&gt;
: Reclamation is a passive relic which automatically picks arrows up as they are being shot or from Active Relic abilities. It picks arrows up within the Relic’s level +1 tiles of your character. So, at level 1 it will pick up arrows within 2 tiles and at level 10 it will pick up arrows within 11 tiles. This includes arrows from the Volley relic.&lt;br /&gt;
&lt;br /&gt;
==Quest Line==&lt;br /&gt;
Be forewarned, the quest to obtain a Meta Talisman is not for the impatient, frugal or faint of heart! You may complete the quest multiple times on one character but you will only be able to wield one talisman at a time. A helpful video guide can be found [https://www.youtube.com/watch?v=Oo7yjlU_O-Y | here]. &lt;br /&gt;
&lt;br /&gt;
To begin the multi-part quest you must travel just west of the Valor Shrine where there is a tall statue:&lt;br /&gt;
&lt;br /&gt;
[[File:Talisman_statue.png]]&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;1. Beginning the quest:&#039;&#039;&#039; Stepping in front of the statue and speaking out loud will offer a quest gump. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;2. A dull stone:&#039;&#039;&#039; Accepting this quest will give you with a dull stone that must be empowered with Vanquishing weapons. The absorb a Vanquishing weapon into to the stone, double click it and target the weapon. &#039;&#039;The stone can only be charged with true instruments of war. Daggers, cleavers, knives and pitchforks cannot power it.&#039;&#039; After 30 Vanquishing weapons have been absorbed by the stone, you can return to the statue.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;3. Evil creatures:&#039;&#039;&#039;  Speaking to the statue again will empower the stone, opening the second part of the quest. You must now kill 100 &amp;quot;evil&amp;quot; creatures. These creatures must have a minimum fame level to be accepted by the stone. Creatures of this stature include Dragons, Drakes, Daemons, Ogre Lords, Lich Lords, Deep Earth Elementals, Orc Mine Overseers, Paragon Lichs etc. Note that you will have to kill these creatures by yourself. The level of &amp;quot;evilness&amp;quot; is determined by the monster&#039;s health points which must be 400 or higher. Some Deep Earth Elementals, for example, will be just below the required level of &amp;quot;evil&amp;quot; because they have less than 400 health points. Once you&#039;ve killed those creatures and the stone is filled, return to the statue and speak again.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;4. Daemon archlord:&#039;&#039;&#039; Now you have to visit the Daemon Archlord&#039;s lair! Also known as the [[Dungeon_Bosses#Arch_Demon|Arch Demon]], he is located in Wrong on level 3. In the center of the room you will find a small red statue. Double click that to collect the Arch Demon&#039;s blood. Be cautious however, if the Arch Demon is around, you will have a hard time getting to the statue! If you want to take on the boss himself, it is recommended that you familiarise yourself with his attack mechanics first.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;5. Choosing your talisman:&#039;&#039;&#039; Speak once more to the statue with your purified stone and you will be able to choose one of the three talismans. Choose wisely!&lt;/div&gt;</summary>
		<author><name>Teto</name></author>
	</entry>
	<entry>
		<id>https://uoforever.com/wiki/index.php?title=Meta_Talismans&amp;diff=6993</id>
		<title>Meta Talismans</title>
		<link rel="alternate" type="text/html" href="https://uoforever.com/wiki/index.php?title=Meta_Talismans&amp;diff=6993"/>
		<updated>2022-04-28T20:42:56Z</updated>

		<summary type="html">&lt;p&gt;Teto: /* Decrease Arrows Destroyed */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[image:talisman_phase_shift.gif|thumb|300px|An example of Phase Shift ability (Click to see)]]&lt;br /&gt;
__TOC__&lt;br /&gt;
==Description==&lt;br /&gt;
The Meta Talisman is a wearable item obtained by completing a [[#Quest_Line|quest line]] which begins at a mysterious Ancient Statue of Power near Valor Shrine. The Meta Talisman gives warrior, archer, and mage style players special abilities as their talisman levels. Each talisman has a passive property and active abilities that are obtainable through relics. The talisman levels up as you kill creatures and the [[#Relics_and_Abilities|abilities]] of your talisman become stronger.&lt;br /&gt;
&lt;br /&gt;
The more recently added Shadow of the Rogue talisman does not require a user to run through the Quest Line but is instead available from the Gold Sink vendor in Britain.&lt;br /&gt;
&lt;br /&gt;
With these bonuses come some limitations:&lt;br /&gt;
* The talisman cannot be equipped by any character with greater than 50 in any bard skills (e.g. music, provocation, peacemaking, discordance) or greater than 50 taming.&lt;br /&gt;
* Upon equipping a talisman there is a fifteen minute cool down before the skills or bonuses become active. To avoid this cool down, you can return to the Ancient Statue of Power and speak the words &amp;quot;I wish to pay tribute&amp;quot; which will take 10,000 gold pieces from your bank.&lt;br /&gt;
* There are armor and distance restrictions for each type. This are detailed further below for each type of talisman.&lt;br /&gt;
* The talisman skills and bonuses are not applicable against other players or pets.&lt;br /&gt;
* Talisman experience and relic ability gains are not possible in houses or on boats.  A message will appear saying &amp;quot;You feel and icy chill as your talisman drains of some of its power&amp;quot;. Monsters on boats will also not give gains.&lt;br /&gt;
* There is a maximum experience amount per creature that can be awarded to a given talisman. The bigger the creature, the greater the experience!&lt;br /&gt;
&lt;br /&gt;
The experience required per level is:&lt;br /&gt;
# 20,000&lt;br /&gt;
# 32,000&lt;br /&gt;
# 48,000&lt;br /&gt;
# 64,000&lt;br /&gt;
# 80,000&lt;br /&gt;
# 96,000&lt;br /&gt;
# 112,000&lt;br /&gt;
# 128,000&lt;br /&gt;
# 144,000&lt;br /&gt;
* Total: 724,000 XP​&lt;br /&gt;
&lt;br /&gt;
==Relics and Abilities==&lt;br /&gt;
Abilities are applied to the talisman by finding relics at events, dungeon bosses, monster of the month spawns and at the [[Dungeon_Bosses#Arch_Demon|Arch Demon]] and Lich Khan dungeon bosses. Each talisman has a maximum of four relic slots and aesthetic relic slots. The aesthetic slots are usable at any time and you get relic slots at levels: 1, 4, 7, 10.&lt;br /&gt;
&lt;br /&gt;
[[File:tread_relic.png|Example Relic]]&lt;br /&gt;
&lt;br /&gt;
There are currently four or five unique relics for each type of talisman which are detailed further below. Each relic has ten levels and leveling may lower the skill cooldown, raise the chance to activate, or provide other ability specific bonuses. These abilities typically have a random chance to activate on damage and a cooldown to only allow them to be activated at certain intervals.&lt;br /&gt;
&lt;br /&gt;
To add a relic to your talisman, double click the relic and then select your talisman. Be sure to stand in a safe place while doing this as relics can be stolen!&lt;br /&gt;
&lt;br /&gt;
With the recent change you are now able to swap your active relics, double click your Meta Talisman and then click on the [ - ] symbol next to the relic you wish to remove from the active relic list (highlighted in yellow in screenshot). Once you have an open unused slot available you will be able to hit the [ - ] symbol next to relics in the inactive list to make it an active relic (highlighted in red in screenshot). Keep in mind if you swap frequently in a short amount of time it will put it into cooldown.&lt;br /&gt;
&lt;br /&gt;
[[File:RelicSwap2.PNG|275px|Relic Swap]]&lt;br /&gt;
&lt;br /&gt;
Note that you will have to be quite lucky for all your talisman&#039;s relics drop for you. You may need to frequent the [http://www.uoforum.com/forums/buying.14/ Buying] and [http://www.uoforum.com/forums/selling.15/ Selling] forums to find your relics. Keep in mind that certain relics are more popular than others and can therefore be expensive to purchase. Being part of a larger guild can also provide a useful avenue for getting relics at a reduced rate.&lt;br /&gt;
&lt;br /&gt;
==Aesthetic Relics==&lt;br /&gt;
As mentioned there are currently four different aesthetic relics that apply to your Meta Talismans or [[Meta Pets]]. Pets require to be either a max evolution dragon (after feeding it fruit), at least a level 6 spider, or at least a level 6 steed.&lt;br /&gt;
&lt;br /&gt;
Aesthetic relic activation percentage is essentially an average of all aesthetics currently applied and online. The average percentage of having all four online is 10%. This means 10% of your kills will result in one of the four activating, they can not double activate on the same kill.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;gallery class=&amp;quot;center&amp;quot; widths=&amp;quot;250px&amp;quot; heights=&amp;quot;250px&amp;quot;&amp;gt;&lt;br /&gt;
File:AscensionGIF.gif|&#039;&#039;&#039;Ascension Relic&#039;&#039;&#039;&amp;lt;br /&amp;gt;(click to preview)&lt;br /&gt;
File:BloodyExplosionGIF.gif|&#039;&#039;&#039;Bloody Explosion Relic&#039;&#039;&#039;&amp;lt;br /&amp;gt;(click to preview)&lt;br /&gt;
File:ChickenDinnerGIF.gif|&#039;&#039;&#039;Chicken Dinner Relic&#039;&#039;&#039;&amp;lt;br /&amp;gt;(click to preview)&lt;br /&gt;
File:CombustionGIF.gif|&#039;&#039;&#039;Combustion Relic&#039;&#039;&#039;&amp;lt;br /&amp;gt;(click to preview)&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;The new Aesthetic relics are here!&#039;&#039;&#039; Below you will see how to obtain each of the four relics. Ascension is on the donation vendor Nadine. Bloody Explosion is gained as a reward from doing monster contracts for Heracles. Chicken Dinner is on the gold sink vendor Sasha. Combustion is a drop from defeating the Warden boss in [[Asylum]].&lt;br /&gt;
&lt;br /&gt;
&amp;lt;gallery class=&amp;quot;center&amp;quot; widths=&amp;quot;250px&amp;quot; heights=&amp;quot;250px&amp;quot;&amp;gt;&lt;br /&gt;
File:AscensionVendo.PNG|&#039;&#039;&#039;Ascension Vendor&#039;&#039;&#039;&amp;lt;br /&amp;gt;(Donation Coins)&lt;br /&gt;
File:BloodyExploVendo.PNG|&#039;&#039;&#039;Bloody Explosion Vendor&#039;&#039;&#039;&amp;lt;br /&amp;gt;(Contracts)&lt;br /&gt;
File:ChickenDinnerVendor.PNG|&#039;&#039;&#039;Chicken Dinner Vendor&#039;&#039;&#039;&amp;lt;br /&amp;gt;(Gold Sink)&lt;br /&gt;
File:CombustionBoss.PNG|&#039;&#039;&#039;Combustion Relic Boss&#039;&#039;&#039;&amp;lt;br /&amp;gt;(Warden Boss Drop)&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Idol of the Magi == &lt;br /&gt;
[[File:magetali.png|left]] The Idol of the Magi, informally known as Meta Mage, provides a spell damage bonuses and mana cost reduction for offensive spells against creatures. The ten levels of the talisman average a 20% bonus per level. The mana cost reduction is calculated by the talisman level, number of relics applied, and spirit speak.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Levelling ===&lt;br /&gt;
While levelling, your talisman experience gains are reduced if you are wearing armor. The penalty is 1.6% per AR. There is however no range penalty for Meta Mages. You can therefore stand at a safe distance while firing your lightning bolts at those big ugly creatures! &lt;br /&gt;
&lt;br /&gt;
=== Spirit Speak ===&lt;br /&gt;
Spirit Speak reduces the cost of spells. With the talisman at level 10 with four relics applied an energy bolt will cost as little as 10 mana with 100 Spirit Speak, 14 mana with 50 Spirit Speak and 16 mana with 0 Spirit Speak.&lt;br /&gt;
&lt;br /&gt;
=== Relics ===&lt;br /&gt;
; Dispersion&lt;br /&gt;
: Dispersion provides a chance for spell damage to be dispersed to nearby enemies. There is a 10% chance for an offensive spell to damage level-dependent number of creatures within a 3 tile radius. At level one, the damage can disperse onto one additional creature and the cool down is 60 seconds. At level ten, the damage can spread to up to ten additional creatures and the cool down is 45 seconds. &lt;br /&gt;
&lt;br /&gt;
; Focus&lt;br /&gt;
: Focus provides a chance for increased spell damage. Spell damage can do (Focus Level / 20) additional damage to the target creature. For example, at level 1, this would be 0.05% (1/20) additional damage. An offensive spell that hits for 100 will therefore generate an additional 5 damage, shown as a separate damage number. In the same scenario, at level 10, focus can generate an additional 50 spell damage. The Focus relic cooldown begins with a base of 35 seconds and falls 2 seconds per relic level for a total of 15 seconds at Level 10. The chance of activation is 95% after the cooldown expires.&lt;br /&gt;
&lt;br /&gt;
; Shadow Disciple&lt;br /&gt;
: Shadow Disciple provides a chance to return some mana and temporarily lower 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)).&lt;br /&gt;
&lt;br /&gt;
; Vivify&lt;br /&gt;
: Vivify provides a chance to enhance the skills and stats of an 8th circle creature summon. This applies to summoned daemons and elementals but not to energy vortexes or blade spirits. At level 1, vivify can be triggered every 60 seconds there is a 60% chance to summon an enhanced creature. 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.&lt;br /&gt;
&lt;br /&gt;
=== Tips, Tricks and Templates ===&lt;br /&gt;
&lt;br /&gt;
When completing the initial quest line, you may want to consider switching your character to a warrior or tank mage to complete killing the 100 evil creatures. Alternatively, make use of slayer spell books to kill the evil creatures as a pure mage but note that this can be somewhat laborious as you cannot use summons to help you.&lt;br /&gt;
&lt;br /&gt;
The Meta Mage is arguably the most laborious of all the talisman. You should therefore make best use of all things that improve levelling efficiency:&lt;br /&gt;
* Don&#039;t wear any or very minimal armor. Leather bought from NPCs with slayer properties applied will provide the best balance for damage mitigation and experience gains.&lt;br /&gt;
* Level up Spirit Speak to 100 for spell cost reduction. &lt;br /&gt;
* Use Slayer Spell books to increase spell damage and therefore experience gains &#039;&#039;but&#039;&#039; be aware that at higher levels when you start dishing out some serious damage and killing monsters quickly, you may be better off using weaker spells or dropping the slayer spellbook to eek out the maximum possible experience per monsters. Note: Unlike normal spellbooks, crafted slayer spell can be stolen.&lt;br /&gt;
* Apply the Shadow Disciple relic first as it provides both increased damage and returns mana.&lt;br /&gt;
* Kill the biggest creatures you can find. If you are struggling, ask a friendly tamer or bard if you can follow them around and cast spells on the creatures they are killing.&lt;br /&gt;
&lt;br /&gt;
Common templates are:&lt;br /&gt;
* Magery, Evaluating Intelligence, Healing, Anatomy, Spirit Speak, Meditation, Resisting Spells - This provides defensive wresting through Evaluating Intelligence and Anatomy, allows bandages to be used to heal and therefore save mana and Spirit Speak to conserve mana. Resisting Spells is useful to mitigate interruptions from poisons and paralyze spells.&lt;br /&gt;
* Magery, Evaluating Intelligence, Spirit Speak, Wrestling, Inscription, Meditation, Resisting Spells - Inscription lets you craft your own slayer spell books and number of spells that can be reflected with the Magic Reflection spell.&lt;br /&gt;
&lt;br /&gt;
== Phylactery of Resilience ==&lt;br /&gt;
[[File:defencetali.png]]The Phylactery of Resilience, informally known as the Defence Talisman, offers increased protection from melee and magical damage from creatures. There are ten levels of the talisman and on average you gain 5% protection per level. &lt;br /&gt;
&lt;br /&gt;
=== Leveling ===&lt;br /&gt;
You gain experience with this talisman by doing damage to creatures. The amount you gain is penalized by wearing too little armor. To ensure maximum experience gains, keep your armor at or above 80. The amount of experience gained is also affected by distance from the creature. The penalty is 20% for each tile beyond 1.5. Stay close, be well armored and crush those evil creatures!&lt;br /&gt;
&lt;br /&gt;
=== Arms Lore ===&lt;br /&gt;
The wielder of an active Phylactery of Resilience, Totem of the Berserker, or Artifact of the Marksman with 100 Arms Lore and 100 Weapon Skill receives an increased Minimum Hit Chance. You will only get this increase if you are wielding a weapon relevant to your chosen Weapon Skill. For example, against a creature with 100 wrestling, a normal warrior with 100 Swordsmanship wielding a katana has a 50% chance to hit the creature. With the talisman and 100 Arms Lore, this increases to ~63%. Note, however, that this does not raise your Hit Chance by a flat amount it just raises it to ~63% if you are currently below that. If you intend to kill only lowly ogres and ettins, you can probably skip Arms Lore. If however you want to take on bigger monsters such as with 100 or greater wrestling, such as dungeon bosses, then consider fitting this into your template.&lt;br /&gt;
&lt;br /&gt;
=== Relics ===&lt;br /&gt;
; Leech&lt;br /&gt;
: Leech provides the ability for the player to sap small amounts of health from nearby creature when damaged. The amount per creature is capped at the skill level and is a random value from 1 to relic level. The chance to activate and cool down are affected by gaining levels.&lt;br /&gt;
&lt;br /&gt;
; Quench&lt;br /&gt;
: Quench provides a chance to resist fire breath. Once triggered it provides protection against fire breath for a period of time determined by the relic level. The duration lasts for (Level * 5) seconds. The cooldown decreases by 90 - (Level * 2).&lt;br /&gt;
&lt;br /&gt;
; Recoil&lt;br /&gt;
: Recoil provides a chance for melee damage done to a player to reflect back on the attacking creature. When it activates, it returns 2x base damage to the creature. There is a 25% chance to turn an opponent&#039;s attack onto him. At Level 1 it starts with a 30 second cooldown. With each level the cooldown reduces by 1 second, resulting in a 20 second cooldown at Level 10.&lt;br /&gt;
&lt;br /&gt;
; Remedy&lt;br /&gt;
: Remedy provides a chance to resist poison from a melee hit, such as a scorpion&#039;s sting, for a period of time determined by the relic level. There is a 25% chance to become immune to poison for (Level * 4) seconds. The cooldown decreases by 90 - (Level * 3).&lt;br /&gt;
&lt;br /&gt;
; Shield Bash&lt;br /&gt;
: Shield Bash does a mighty stunning bash to your enemy. Factoring in your skill in parry and your relic level at level 10 it provides a 3x modifier in damage based of your weapon. Including the damage it also stuns your target for 5 seconds. The cooldown decreases by 30 - (Level * 1).&lt;br /&gt;
&lt;br /&gt;
=== Tips, Tricks and Templates ===&lt;br /&gt;
&lt;br /&gt;
The defence talisman is the most casual to level, sitting comfortably between the fast, furious zerker and the laborious, cautious meta mage. While you may need to pay slightly less attention to your health bar than the other talismans, you can&#039;t completely disengage. Keep the following things in mind:&lt;br /&gt;
* Keep your armor at or above 80 at all times. Regularly check armor damage as you will be taking some big blows from the level of creature you will be fighting. A character with blacksmith will come in handy for repairs or you will need to stock up on repair deeds.&lt;br /&gt;
* Strongly consider including [[Parrying]] in your template to protect your armor and provide extra damage mitigation. This is particularly useful at lower levels.&lt;br /&gt;
* Consider using a Swamp Dragon for even more damage mitigation.&lt;br /&gt;
* If you can afford it, consider adding some [[Slayer_Armor|slayer properties]] to your armor.&lt;br /&gt;
* Quench and Remedy are best applied early on as they provide excellent protection and can take quite some time to level up.&lt;br /&gt;
&lt;br /&gt;
A classic template is:&lt;br /&gt;
* Weapon Skill, Parrying, Healing, Anatomy, Resisting Spells, Tactics and either:&lt;br /&gt;
** Magery for overall utility. The ability to use Reactive Armor, Recall, Cure, Reflect, and Teleport are all very useful.&lt;br /&gt;
** Arms Lore to increase your hit chance (Using runebooks loaded with recalls to travel around).&lt;br /&gt;
&lt;br /&gt;
== Totem of the Berserker ==&lt;br /&gt;
[[File:zerkertali.png|Left]]The Totem of the Berserker, informally known as the Berserker or Zerk Talisman, provides offensive damage bonuses for melee skills, including archery. There are ten levels of the talisman and on average you gain 5% damage per level.&lt;br /&gt;
&lt;br /&gt;
=== Levelling ===&lt;br /&gt;
The more armor you wear, the less experience you gain for damaging creatures at a rate of 1% per AR. As with the Defence Talisman, there is a distance penalty on experience gained of 20% per tile beyond 1.5 tiles.&lt;br /&gt;
&lt;br /&gt;
=== Arms Lore ===&lt;br /&gt;
Arms Lore has the same effect Minimum Hit Chance increase for the Totem of the Berserker as it does for a Phylactery of Resilience Talisman. Further details are provided in the [[#Phylactery_of_Resilience|Phylactery of Resilience]] section.&lt;br /&gt;
&lt;br /&gt;
=== Relics ===&lt;br /&gt;
; Double Strike&lt;br /&gt;
: When invoked the berserker will double swing on the creature. It 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 ability lowers the cooldown and increases the chance of activation.&lt;br /&gt;
&lt;br /&gt;
; Infected Wounds&lt;br /&gt;
: If the user is carrying poison potions they have a chance to charge their weapon with poison and infect creatures with the consumed level of poison. As Infected Wounds levels up, the cool down is reduced and the number of infections available per potion is increased. This works with any weapon including two handed weapons such as axes and bows. The [[Poisoning]] skill gives a bonus to the number of infections per potion and also gives a chance for the poison to be upgraded one level higher, making lethal poison a possibility. The higher your poisoning, the more likely you are to get an upgrade in the poison level.&lt;br /&gt;
&lt;br /&gt;
; Phase Shift&lt;br /&gt;
: Upon attacking a creature at range the berserker teleport attacks to the targeted creature. 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. Originally, the ability received an additional phase jump for every other level gained for a maximum of 3 and each shift consumes 10 stamina but this was modified as it was teleporting players into some dangerous situations! Phase Shift now teleports to a single target. Each level lowers the cooldown. 100 [[Hiding]] and [[Stealth]] will provide 50% bonus damage when phase shifting while hidden.&lt;br /&gt;
&lt;br /&gt;
; Tread&lt;br /&gt;
: The berserker can trample an enemy either on foot or while mounted. Full stamina is required and the weight of the character is taken into account. Carrying 314 stone is considered full weight and will provide maximum damage for your level. At level 10 the ability can provide up to a maximum of 300 damage. It has 100% chance to activate if the ability is available and the bersker&#039;s stamina is full.&lt;br /&gt;
&lt;br /&gt;
; Primal Scream&lt;br /&gt;
: After attacking a target the berserker will let out a scream applying a debuff called Armor Abrogate to all targets in a substantially large area. When activated it will disable all armor to targets with the debuff for 15 seconds at level 10. The cooldown at level 10 is 50 seconds.&lt;br /&gt;
&lt;br /&gt;
=== Tips, Tricks and Templates ===&lt;br /&gt;
&lt;br /&gt;
Buy refresh potions, lots and lots of refresh potions.&lt;br /&gt;
&lt;br /&gt;
The Zerker talisman is fun and engaging to level. As long as you follow these basic rules, you should be able to quickly progress through the levels:&lt;br /&gt;
&lt;br /&gt;
* Like the Meta Mage and in keeping with your title, a berserker should wear little or no armor for maximum gains. Leather bought from NPCs with [[Slayer_Armor|slayer properties]] applied will provide the best balance for damage mitigation and experience gains.&lt;br /&gt;
* Unlike the Meta Mage, you do not have the luxury of standing at range and if you cannot afford a full set of slayer armor, you may need to resort to jousting.&lt;br /&gt;
* As you may need to joust, Arms Lore is very useful for efficient levelling to provide a greater chance for a successful hit.&lt;br /&gt;
* Definitely do not use a shield or [[parrying]], your armor will be too high reducing your experience gains.&lt;br /&gt;
* Use slayer weapons to ensure you get maximum damage.&lt;br /&gt;
* Double Strike is the best relic to start with.&lt;br /&gt;
* Use a Swamp Dragon to reduce damage taken.&lt;br /&gt;
&lt;br /&gt;
There are many different ways to play a Zerker but here are a few suggestions to get you started:&lt;br /&gt;
&lt;br /&gt;
* Weapon Skill, Tactics, Anatomy, Healing, Resist, Arms Lore and either:&lt;br /&gt;
** Magery for overall utility. The ability to use Reactive Armor, Recall, Cure, Reflect, and Teleport are all very useful&lt;br /&gt;
** Lumberjacking for even more damage if you opt for Swordsmanship.&lt;br /&gt;
** Hiding for a quick escape to avoid really nasty creatures (and players).&lt;br /&gt;
&lt;br /&gt;
== Shadow of the Rogue ==&lt;br /&gt;
[[File:zerkertali.png|Left]]The Shadow Of The Rogue talisman is a take on the classic RPG rogue class. It includes four new relics and an entirely new relic leveling concept. The talisman itself levels in the same manner of the existing talismans. &#039;&#039;&#039;This talisman and relics are available on the gold sink vendor. The talisman itself for 1m gold and each relic for 4m. You do not need to complete the talisman quest to obtain this talisman.&#039;&#039;&#039; The built in bonuses are:&lt;br /&gt;
* Knives get a Level * 20% bonus to knife weapons (i.e. 200% at Level 10)&lt;br /&gt;
* Crossbows get a Level * 13% (i.e. 130% bonus at Level 10)&lt;br /&gt;
* The wearer gains the ability to run while stealth to a distance of 5 * Level tiles (i.e. 50 tiles at Level 10)&lt;br /&gt;
&lt;br /&gt;
The relic leveling mechanic is designed to make the leveling process much less cumbersome and yet reward those that dedicate themselves to using this talisman.&lt;br /&gt;
&lt;br /&gt;
The talisman relics track kills of all creatures that have over 100 max hit points. The relic levels of the talisman are based on the number of kills recorded. 20 kills for level 2 relics, 50 kills for level 3 relics, 90 kills for level 4 relics, 150 for 5, 300 for 6, etc. You will have level 10 relics with 700 stored kills. Every 24 hours 25 kills will decay from the total kill count. You can build up to 800 kills, but the total will be capped at that number. This will allow you talisman 4 days of not being used before it reverts down to level 9 relics on 5th day.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Levelling ===&lt;br /&gt;
The more armor you wear, the less experience you gain for damaging creatures at a rate of 1% per AR. As with the Defence Talisman, there is a distance penalty on experience gained of 20% per tile beyond 1.5 tiles.&lt;br /&gt;
&lt;br /&gt;
=== Arms Lore ===&lt;br /&gt;
Arms Lore has the same effect Minimum Hit Chance increase for the Shadow of the Rogue as it does for a Phylactery of Resilience and Berserker Talisman. Further details are provided in the [[#Phylactery_of_Resilience|Phylactery of Resilience]] section.&lt;br /&gt;
&lt;br /&gt;
=== Relics ===&lt;br /&gt;
; Disembowel&lt;br /&gt;
: Bleed attack that does 10 ticks of relic level damage every 30 seconds&lt;br /&gt;
&lt;br /&gt;
; Elude&lt;br /&gt;
: Damage absorption of relic level * 2% every 30 seconds that lasts up to 20 seconds per activation&lt;br /&gt;
&lt;br /&gt;
; Ruthless&lt;br /&gt;
: This is a passive relic that gives relic level * 2% bonus damage to poisoned targets. This is always on and does not give trigger notifications.&lt;br /&gt;
&lt;br /&gt;
; Shadow Dance&lt;br /&gt;
: Area effect attack that hits up to 4 nearby creatures with bonus damage based on relic level&lt;br /&gt;
&lt;br /&gt;
=== Tips, Tricks and Templates ===&lt;br /&gt;
&lt;br /&gt;
The Rogue talisman is fun and engaging to level. As long as you follow these basic rules, you should be able to progress through the levels:&lt;br /&gt;
&lt;br /&gt;
* Like the Meta Mage and Berserker, wear little or no armor for maximum gains. Leather bought from NPCs with [[Slayer_Armor|slayer properties]] applied will provide the best balance for damage mitigation and experience gains.&lt;br /&gt;
* Unlike the Meta Mage, you do not have the luxury of standing at range and if you cannot afford a full set of slayer armor, you may need to resort to jousting.&lt;br /&gt;
* As you may need to joust, Arms Lore is very useful for efficient leveling to provide a greater chance for a successful hit.&lt;br /&gt;
* Definitely do not use a shield or [[parrying]], your armor will be too high reducing your experience gains.&lt;br /&gt;
* Use slayer weapons to ensure you get maximum damage.&lt;br /&gt;
* Use a Swamp Dragon to reduce damage taken.&lt;br /&gt;
&lt;br /&gt;
There are many different ways to play a Rogue but here are a few suggestions to get you started:&lt;br /&gt;
&lt;br /&gt;
* Weapon Skill, Tactics, Anatomy, Healing, Resist, Arms Lore and either:&lt;br /&gt;
** Magery for overall utility. The ability to use Reactive Armor, Recall, Cure, Reflect, and Teleport are all very useful&lt;br /&gt;
** Hiding for a quick escape to avoid really nasty creatures (and players).&lt;br /&gt;
* The Weapon Skill should ideally by Fencing (with Daggers), Swords (with Knives) or Archery (with regular crossbows) to benefit from the increased damage.&lt;br /&gt;
&lt;br /&gt;
==Artifact of the Marksman==&lt;br /&gt;
[[File:AOM Symbol.png|Left]] Artifact of the Marksman is an Archery focused talisman. It provides multiple options to suit your playstyle  by providing Area of Effect (AOE) and Crowd Control (CC) options. It also increases single target damage by amplifying damage output and attack speed.&lt;br /&gt;
&lt;br /&gt;
=== Levelling ===&lt;br /&gt;
While levelling, your talisman experience gains are reduced if you are wearing armor. The penalty is 1.6% per AR. There is however no range penalty for Artifact of the Marksman.&lt;br /&gt;
&lt;br /&gt;
=== Arms Lore ===&lt;br /&gt;
Arms Lore has the same effect Minimum Hit Chance increase for the Artifact of the Marksman as it does for a Phylactery of Resilience Talisman. Further details are provided in the [[#Phylactery_of_Resilience|Phylactery of Resilience]] section.&lt;br /&gt;
&lt;br /&gt;
===Amplified Damage===&lt;br /&gt;
Artifact of the Marksman increases damage as the Talisman levels&lt;br /&gt;
&lt;br /&gt;
*Level 1: 104%&lt;br /&gt;
*Level 2:&lt;br /&gt;
*Level 3: &lt;br /&gt;
*Level 4: &lt;br /&gt;
*Level 5: &lt;br /&gt;
*Level 6: &lt;br /&gt;
*Level 7: &lt;br /&gt;
*Level 8: &lt;br /&gt;
*Level 9: &lt;br /&gt;
*Level 10: 180%&lt;br /&gt;
&lt;br /&gt;
===Decrease Arrows Destroyed===&lt;br /&gt;
Artifact of the Talisman lowers the chance of arrows being destroyed while auto attacking to 5% for hits and misses. Normally, arrows would be destroyed 25% of the time when it hits a target and 40% of the time when you miss.&lt;br /&gt;
&lt;br /&gt;
===Relics===&lt;br /&gt;
Artifact of the Marksman has 7 relics available and you can enable 4 at a time. This talisman has two types of relics: active and passive. Passive relics provide advantages or abilities by simply having them enabled on your talisman. Active Relics can be used by selecting them from your Talisman Ability Gump.&lt;br /&gt;
&lt;br /&gt;
Notes: &lt;br /&gt;
*Current relic color is a placeholder and will be changed.&lt;br /&gt;
*Certain mobs will be immune to CC (crowd control) effects such as champs or higher level paragons. &lt;br /&gt;
&lt;br /&gt;
; Concussive Blast&lt;br /&gt;
: Relic Type: Active&lt;br /&gt;
: Cooldown: 65 seconds&lt;br /&gt;
: Applies Silence that lasts 5 seconds per Relic level, at max level will last 50 seconds (currently). Silence applies a debuff which prevents spell casting. Applying this debuff to a mob will interrupt their current spell channeling and prevent them from casting for the duration of the Silence&lt;br /&gt;
&lt;br /&gt;
; Knee Strike&lt;br /&gt;
: Relic Type: Passive &amp;amp; Active&lt;br /&gt;
: Passive Cooldown: 3 seconds&lt;br /&gt;
: Active Cooldown: 65 seconds&lt;br /&gt;
: Passively debuffs your target, lowering their movement speed while auto attacking every 3 seconds and applies Knee Strike charges. Knee’s strike’s active ability consumes your Knee Strike charges and applies an even more powerful slow on your next attack. The amplified slow increases depending on the number of charges you have with 10 being the max. Each charge will reduce movespeed by 1/4.&lt;br /&gt;
&lt;br /&gt;
; Pinning Lob&lt;br /&gt;
: Relic Type: Active&lt;br /&gt;
: Cooldown: 15 seconds&lt;br /&gt;
: Pushes the first mob that the arrow collides into back 3 tiles. If the mob collides with an obstacle or another mob, it will stun the mob for 1 second per level. If it is pushed into a mob, the mob it collides with will also be stunned for the same duration.&lt;br /&gt;
&lt;br /&gt;
; Volley&lt;br /&gt;
: Relic Type: Active&lt;br /&gt;
: Cooldown: 65 seconds&lt;br /&gt;
: Your player will begin shooting massive amount arrows into the air at a target location every seconds for 10 seconds. Volley will be interrupted if you move or do not have enough arrows. Damage dealt 3 * Level and will be modified by arrow type modifiers.&lt;br /&gt;
&lt;br /&gt;
; Piercing Shot&lt;br /&gt;
: Relic Type: Active&lt;br /&gt;
: Cooldown: 15 seconds&lt;br /&gt;
: Fire an arrow towards the selected target which pierces through all mobs for 14 tiles dealing Level * 3 damage. &lt;br /&gt;
&lt;br /&gt;
; Hunter’s Focus&lt;br /&gt;
: Relic Type: Passive&lt;br /&gt;
: Cooldown: 30 seconds&lt;br /&gt;
: Provides a buff which greatly increases the attack speed for 5 seconds. You will receive 40 dex/stam per level. The buff will automatically be removed during PvP.&lt;br /&gt;
&lt;br /&gt;
; Reclamation&lt;br /&gt;
: Relic Type: Active&lt;br /&gt;
: Reclamation is a passive relic which automatically picks arrows up as they are being shot or from Active Relic abilities. It picks arrows up within the Relic’s level +1 tiles of your character. So, at level 1 it will pick up arrows within 2 tiles and at level 10 it will pick up arrows within 11 tiles. This includes arrows from the Volley relic.&lt;br /&gt;
&lt;br /&gt;
==Quest Line==&lt;br /&gt;
Be forewarned, the quest to obtain a Meta Talisman is not for the impatient, frugal or faint of heart! You may complete the quest multiple times on one character but you will only be able to wield one talisman at a time. A helpful video guide can be found [https://www.youtube.com/watch?v=Oo7yjlU_O-Y | here]. &lt;br /&gt;
&lt;br /&gt;
To begin the multi-part quest you must travel just west of the Valor Shrine where there is a tall statue:&lt;br /&gt;
&lt;br /&gt;
[[File:Talisman_statue.png]]&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;1. Beginning the quest:&#039;&#039;&#039; Stepping in front of the statue and speaking out loud will offer a quest gump. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;2. A dull stone:&#039;&#039;&#039; Accepting this quest will give you with a dull stone that must be empowered with Vanquishing weapons. The absorb a Vanquishing weapon into to the stone, double click it and target the weapon. &#039;&#039;The stone can only be charged with true instruments of war. Daggers, cleavers, knives and pitchforks cannot power it.&#039;&#039; After 30 Vanquishing weapons have been absorbed by the stone, you can return to the statue.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;3. Evil creatures:&#039;&#039;&#039;  Speaking to the statue again will empower the stone, opening the second part of the quest. You must now kill 100 &amp;quot;evil&amp;quot; creatures. These creatures must have a minimum fame level to be accepted by the stone. Creatures of this stature include Dragons, Drakes, Daemons, Ogre Lords, Lich Lords, Deep Earth Elementals, Orc Mine Overseers, Paragon Lichs etc. Note that you will have to kill these creatures by yourself. The level of &amp;quot;evilness&amp;quot; is determined by the monster&#039;s health points which must be 400 or higher. Some Deep Earth Elementals, for example, will be just below the required level of &amp;quot;evil&amp;quot; because they have less than 400 health points. Once you&#039;ve killed those creatures and the stone is filled, return to the statue and speak again.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;4. Daemon archlord:&#039;&#039;&#039; Now you have to visit the Daemon Archlord&#039;s lair! Also known as the [[Dungeon_Bosses#Arch_Demon|Arch Demon]], he is located in Wrong on level 3. In the center of the room you will find a small red statue. Double click that to collect the Arch Demon&#039;s blood. Be cautious however, if the Arch Demon is around, you will have a hard time getting to the statue! If you want to take on the boss himself, it is recommended that you familiarise yourself with his attack mechanics first.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;5. Choosing your talisman:&#039;&#039;&#039; Speak once more to the statue with your purified stone and you will be able to choose one of the three talismans. Choose wisely!&lt;/div&gt;</summary>
		<author><name>Teto</name></author>
	</entry>
	<entry>
		<id>https://uoforever.com/wiki/index.php?title=Meta_Talismans&amp;diff=6992</id>
		<title>Meta Talismans</title>
		<link rel="alternate" type="text/html" href="https://uoforever.com/wiki/index.php?title=Meta_Talismans&amp;diff=6992"/>
		<updated>2022-04-28T20:41:34Z</updated>

		<summary type="html">&lt;p&gt;Teto: /* Artifact of the Marksman */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[image:talisman_phase_shift.gif|thumb|300px|An example of Phase Shift ability (Click to see)]]&lt;br /&gt;
__TOC__&lt;br /&gt;
==Description==&lt;br /&gt;
The Meta Talisman is a wearable item obtained by completing a [[#Quest_Line|quest line]] which begins at a mysterious Ancient Statue of Power near Valor Shrine. The Meta Talisman gives warrior, archer, and mage style players special abilities as their talisman levels. Each talisman has a passive property and active abilities that are obtainable through relics. The talisman levels up as you kill creatures and the [[#Relics_and_Abilities|abilities]] of your talisman become stronger.&lt;br /&gt;
&lt;br /&gt;
The more recently added Shadow of the Rogue talisman does not require a user to run through the Quest Line but is instead available from the Gold Sink vendor in Britain.&lt;br /&gt;
&lt;br /&gt;
With these bonuses come some limitations:&lt;br /&gt;
* The talisman cannot be equipped by any character with greater than 50 in any bard skills (e.g. music, provocation, peacemaking, discordance) or greater than 50 taming.&lt;br /&gt;
* Upon equipping a talisman there is a fifteen minute cool down before the skills or bonuses become active. To avoid this cool down, you can return to the Ancient Statue of Power and speak the words &amp;quot;I wish to pay tribute&amp;quot; which will take 10,000 gold pieces from your bank.&lt;br /&gt;
* There are armor and distance restrictions for each type. This are detailed further below for each type of talisman.&lt;br /&gt;
* The talisman skills and bonuses are not applicable against other players or pets.&lt;br /&gt;
* Talisman experience and relic ability gains are not possible in houses or on boats.  A message will appear saying &amp;quot;You feel and icy chill as your talisman drains of some of its power&amp;quot;. Monsters on boats will also not give gains.&lt;br /&gt;
* There is a maximum experience amount per creature that can be awarded to a given talisman. The bigger the creature, the greater the experience!&lt;br /&gt;
&lt;br /&gt;
The experience required per level is:&lt;br /&gt;
# 20,000&lt;br /&gt;
# 32,000&lt;br /&gt;
# 48,000&lt;br /&gt;
# 64,000&lt;br /&gt;
# 80,000&lt;br /&gt;
# 96,000&lt;br /&gt;
# 112,000&lt;br /&gt;
# 128,000&lt;br /&gt;
# 144,000&lt;br /&gt;
* Total: 724,000 XP​&lt;br /&gt;
&lt;br /&gt;
==Relics and Abilities==&lt;br /&gt;
Abilities are applied to the talisman by finding relics at events, dungeon bosses, monster of the month spawns and at the [[Dungeon_Bosses#Arch_Demon|Arch Demon]] and Lich Khan dungeon bosses. Each talisman has a maximum of four relic slots and aesthetic relic slots. The aesthetic slots are usable at any time and you get relic slots at levels: 1, 4, 7, 10.&lt;br /&gt;
&lt;br /&gt;
[[File:tread_relic.png|Example Relic]]&lt;br /&gt;
&lt;br /&gt;
There are currently four or five unique relics for each type of talisman which are detailed further below. Each relic has ten levels and leveling may lower the skill cooldown, raise the chance to activate, or provide other ability specific bonuses. These abilities typically have a random chance to activate on damage and a cooldown to only allow them to be activated at certain intervals.&lt;br /&gt;
&lt;br /&gt;
To add a relic to your talisman, double click the relic and then select your talisman. Be sure to stand in a safe place while doing this as relics can be stolen!&lt;br /&gt;
&lt;br /&gt;
With the recent change you are now able to swap your active relics, double click your Meta Talisman and then click on the [ - ] symbol next to the relic you wish to remove from the active relic list (highlighted in yellow in screenshot). Once you have an open unused slot available you will be able to hit the [ - ] symbol next to relics in the inactive list to make it an active relic (highlighted in red in screenshot). Keep in mind if you swap frequently in a short amount of time it will put it into cooldown.&lt;br /&gt;
&lt;br /&gt;
[[File:RelicSwap2.PNG|275px|Relic Swap]]&lt;br /&gt;
&lt;br /&gt;
Note that you will have to be quite lucky for all your talisman&#039;s relics drop for you. You may need to frequent the [http://www.uoforum.com/forums/buying.14/ Buying] and [http://www.uoforum.com/forums/selling.15/ Selling] forums to find your relics. Keep in mind that certain relics are more popular than others and can therefore be expensive to purchase. Being part of a larger guild can also provide a useful avenue for getting relics at a reduced rate.&lt;br /&gt;
&lt;br /&gt;
==Aesthetic Relics==&lt;br /&gt;
As mentioned there are currently four different aesthetic relics that apply to your Meta Talismans or [[Meta Pets]]. Pets require to be either a max evolution dragon (after feeding it fruit), at least a level 6 spider, or at least a level 6 steed.&lt;br /&gt;
&lt;br /&gt;
Aesthetic relic activation percentage is essentially an average of all aesthetics currently applied and online. The average percentage of having all four online is 10%. This means 10% of your kills will result in one of the four activating, they can not double activate on the same kill.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;gallery class=&amp;quot;center&amp;quot; widths=&amp;quot;250px&amp;quot; heights=&amp;quot;250px&amp;quot;&amp;gt;&lt;br /&gt;
File:AscensionGIF.gif|&#039;&#039;&#039;Ascension Relic&#039;&#039;&#039;&amp;lt;br /&amp;gt;(click to preview)&lt;br /&gt;
File:BloodyExplosionGIF.gif|&#039;&#039;&#039;Bloody Explosion Relic&#039;&#039;&#039;&amp;lt;br /&amp;gt;(click to preview)&lt;br /&gt;
File:ChickenDinnerGIF.gif|&#039;&#039;&#039;Chicken Dinner Relic&#039;&#039;&#039;&amp;lt;br /&amp;gt;(click to preview)&lt;br /&gt;
File:CombustionGIF.gif|&#039;&#039;&#039;Combustion Relic&#039;&#039;&#039;&amp;lt;br /&amp;gt;(click to preview)&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;The new Aesthetic relics are here!&#039;&#039;&#039; Below you will see how to obtain each of the four relics. Ascension is on the donation vendor Nadine. Bloody Explosion is gained as a reward from doing monster contracts for Heracles. Chicken Dinner is on the gold sink vendor Sasha. Combustion is a drop from defeating the Warden boss in [[Asylum]].&lt;br /&gt;
&lt;br /&gt;
&amp;lt;gallery class=&amp;quot;center&amp;quot; widths=&amp;quot;250px&amp;quot; heights=&amp;quot;250px&amp;quot;&amp;gt;&lt;br /&gt;
File:AscensionVendo.PNG|&#039;&#039;&#039;Ascension Vendor&#039;&#039;&#039;&amp;lt;br /&amp;gt;(Donation Coins)&lt;br /&gt;
File:BloodyExploVendo.PNG|&#039;&#039;&#039;Bloody Explosion Vendor&#039;&#039;&#039;&amp;lt;br /&amp;gt;(Contracts)&lt;br /&gt;
File:ChickenDinnerVendor.PNG|&#039;&#039;&#039;Chicken Dinner Vendor&#039;&#039;&#039;&amp;lt;br /&amp;gt;(Gold Sink)&lt;br /&gt;
File:CombustionBoss.PNG|&#039;&#039;&#039;Combustion Relic Boss&#039;&#039;&#039;&amp;lt;br /&amp;gt;(Warden Boss Drop)&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Idol of the Magi == &lt;br /&gt;
[[File:magetali.png|left]] The Idol of the Magi, informally known as Meta Mage, provides a spell damage bonuses and mana cost reduction for offensive spells against creatures. The ten levels of the talisman average a 20% bonus per level. The mana cost reduction is calculated by the talisman level, number of relics applied, and spirit speak.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Levelling ===&lt;br /&gt;
While levelling, your talisman experience gains are reduced if you are wearing armor. The penalty is 1.6% per AR. There is however no range penalty for Meta Mages. You can therefore stand at a safe distance while firing your lightning bolts at those big ugly creatures! &lt;br /&gt;
&lt;br /&gt;
=== Spirit Speak ===&lt;br /&gt;
Spirit Speak reduces the cost of spells. With the talisman at level 10 with four relics applied an energy bolt will cost as little as 10 mana with 100 Spirit Speak, 14 mana with 50 Spirit Speak and 16 mana with 0 Spirit Speak.&lt;br /&gt;
&lt;br /&gt;
=== Relics ===&lt;br /&gt;
; Dispersion&lt;br /&gt;
: Dispersion provides a chance for spell damage to be dispersed to nearby enemies. There is a 10% chance for an offensive spell to damage level-dependent number of creatures within a 3 tile radius. At level one, the damage can disperse onto one additional creature and the cool down is 60 seconds. At level ten, the damage can spread to up to ten additional creatures and the cool down is 45 seconds. &lt;br /&gt;
&lt;br /&gt;
; Focus&lt;br /&gt;
: Focus provides a chance for increased spell damage. Spell damage can do (Focus Level / 20) additional damage to the target creature. For example, at level 1, this would be 0.05% (1/20) additional damage. An offensive spell that hits for 100 will therefore generate an additional 5 damage, shown as a separate damage number. In the same scenario, at level 10, focus can generate an additional 50 spell damage. The Focus relic cooldown begins with a base of 35 seconds and falls 2 seconds per relic level for a total of 15 seconds at Level 10. The chance of activation is 95% after the cooldown expires.&lt;br /&gt;
&lt;br /&gt;
; Shadow Disciple&lt;br /&gt;
: Shadow Disciple provides a chance to return some mana and temporarily lower 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)).&lt;br /&gt;
&lt;br /&gt;
; Vivify&lt;br /&gt;
: Vivify provides a chance to enhance the skills and stats of an 8th circle creature summon. This applies to summoned daemons and elementals but not to energy vortexes or blade spirits. At level 1, vivify can be triggered every 60 seconds there is a 60% chance to summon an enhanced creature. 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.&lt;br /&gt;
&lt;br /&gt;
=== Tips, Tricks and Templates ===&lt;br /&gt;
&lt;br /&gt;
When completing the initial quest line, you may want to consider switching your character to a warrior or tank mage to complete killing the 100 evil creatures. Alternatively, make use of slayer spell books to kill the evil creatures as a pure mage but note that this can be somewhat laborious as you cannot use summons to help you.&lt;br /&gt;
&lt;br /&gt;
The Meta Mage is arguably the most laborious of all the talisman. You should therefore make best use of all things that improve levelling efficiency:&lt;br /&gt;
* Don&#039;t wear any or very minimal armor. Leather bought from NPCs with slayer properties applied will provide the best balance for damage mitigation and experience gains.&lt;br /&gt;
* Level up Spirit Speak to 100 for spell cost reduction. &lt;br /&gt;
* Use Slayer Spell books to increase spell damage and therefore experience gains &#039;&#039;but&#039;&#039; be aware that at higher levels when you start dishing out some serious damage and killing monsters quickly, you may be better off using weaker spells or dropping the slayer spellbook to eek out the maximum possible experience per monsters. Note: Unlike normal spellbooks, crafted slayer spell can be stolen.&lt;br /&gt;
* Apply the Shadow Disciple relic first as it provides both increased damage and returns mana.&lt;br /&gt;
* Kill the biggest creatures you can find. If you are struggling, ask a friendly tamer or bard if you can follow them around and cast spells on the creatures they are killing.&lt;br /&gt;
&lt;br /&gt;
Common templates are:&lt;br /&gt;
* Magery, Evaluating Intelligence, Healing, Anatomy, Spirit Speak, Meditation, Resisting Spells - This provides defensive wresting through Evaluating Intelligence and Anatomy, allows bandages to be used to heal and therefore save mana and Spirit Speak to conserve mana. Resisting Spells is useful to mitigate interruptions from poisons and paralyze spells.&lt;br /&gt;
* Magery, Evaluating Intelligence, Spirit Speak, Wrestling, Inscription, Meditation, Resisting Spells - Inscription lets you craft your own slayer spell books and number of spells that can be reflected with the Magic Reflection spell.&lt;br /&gt;
&lt;br /&gt;
== Phylactery of Resilience ==&lt;br /&gt;
[[File:defencetali.png]]The Phylactery of Resilience, informally known as the Defence Talisman, offers increased protection from melee and magical damage from creatures. There are ten levels of the talisman and on average you gain 5% protection per level. &lt;br /&gt;
&lt;br /&gt;
=== Leveling ===&lt;br /&gt;
You gain experience with this talisman by doing damage to creatures. The amount you gain is penalized by wearing too little armor. To ensure maximum experience gains, keep your armor at or above 80. The amount of experience gained is also affected by distance from the creature. The penalty is 20% for each tile beyond 1.5. Stay close, be well armored and crush those evil creatures!&lt;br /&gt;
&lt;br /&gt;
=== Arms Lore ===&lt;br /&gt;
The wielder of an active Phylactery of Resilience, Totem of the Berserker, or Artifact of the Marksman with 100 Arms Lore and 100 Weapon Skill receives an increased Minimum Hit Chance. You will only get this increase if you are wielding a weapon relevant to your chosen Weapon Skill. For example, against a creature with 100 wrestling, a normal warrior with 100 Swordsmanship wielding a katana has a 50% chance to hit the creature. With the talisman and 100 Arms Lore, this increases to ~63%. Note, however, that this does not raise your Hit Chance by a flat amount it just raises it to ~63% if you are currently below that. If you intend to kill only lowly ogres and ettins, you can probably skip Arms Lore. If however you want to take on bigger monsters such as with 100 or greater wrestling, such as dungeon bosses, then consider fitting this into your template.&lt;br /&gt;
&lt;br /&gt;
=== Relics ===&lt;br /&gt;
; Leech&lt;br /&gt;
: Leech provides the ability for the player to sap small amounts of health from nearby creature when damaged. The amount per creature is capped at the skill level and is a random value from 1 to relic level. The chance to activate and cool down are affected by gaining levels.&lt;br /&gt;
&lt;br /&gt;
; Quench&lt;br /&gt;
: Quench provides a chance to resist fire breath. Once triggered it provides protection against fire breath for a period of time determined by the relic level. The duration lasts for (Level * 5) seconds. The cooldown decreases by 90 - (Level * 2).&lt;br /&gt;
&lt;br /&gt;
; Recoil&lt;br /&gt;
: Recoil provides a chance for melee damage done to a player to reflect back on the attacking creature. When it activates, it returns 2x base damage to the creature. There is a 25% chance to turn an opponent&#039;s attack onto him. At Level 1 it starts with a 30 second cooldown. With each level the cooldown reduces by 1 second, resulting in a 20 second cooldown at Level 10.&lt;br /&gt;
&lt;br /&gt;
; Remedy&lt;br /&gt;
: Remedy provides a chance to resist poison from a melee hit, such as a scorpion&#039;s sting, for a period of time determined by the relic level. There is a 25% chance to become immune to poison for (Level * 4) seconds. The cooldown decreases by 90 - (Level * 3).&lt;br /&gt;
&lt;br /&gt;
; Shield Bash&lt;br /&gt;
: Shield Bash does a mighty stunning bash to your enemy. Factoring in your skill in parry and your relic level at level 10 it provides a 3x modifier in damage based of your weapon. Including the damage it also stuns your target for 5 seconds. The cooldown decreases by 30 - (Level * 1).&lt;br /&gt;
&lt;br /&gt;
=== Tips, Tricks and Templates ===&lt;br /&gt;
&lt;br /&gt;
The defence talisman is the most casual to level, sitting comfortably between the fast, furious zerker and the laborious, cautious meta mage. While you may need to pay slightly less attention to your health bar than the other talismans, you can&#039;t completely disengage. Keep the following things in mind:&lt;br /&gt;
* Keep your armor at or above 80 at all times. Regularly check armor damage as you will be taking some big blows from the level of creature you will be fighting. A character with blacksmith will come in handy for repairs or you will need to stock up on repair deeds.&lt;br /&gt;
* Strongly consider including [[Parrying]] in your template to protect your armor and provide extra damage mitigation. This is particularly useful at lower levels.&lt;br /&gt;
* Consider using a Swamp Dragon for even more damage mitigation.&lt;br /&gt;
* If you can afford it, consider adding some [[Slayer_Armor|slayer properties]] to your armor.&lt;br /&gt;
* Quench and Remedy are best applied early on as they provide excellent protection and can take quite some time to level up.&lt;br /&gt;
&lt;br /&gt;
A classic template is:&lt;br /&gt;
* Weapon Skill, Parrying, Healing, Anatomy, Resisting Spells, Tactics and either:&lt;br /&gt;
** Magery for overall utility. The ability to use Reactive Armor, Recall, Cure, Reflect, and Teleport are all very useful.&lt;br /&gt;
** Arms Lore to increase your hit chance (Using runebooks loaded with recalls to travel around).&lt;br /&gt;
&lt;br /&gt;
== Totem of the Berserker ==&lt;br /&gt;
[[File:zerkertali.png|Left]]The Totem of the Berserker, informally known as the Berserker or Zerk Talisman, provides offensive damage bonuses for melee skills, including archery. There are ten levels of the talisman and on average you gain 5% damage per level.&lt;br /&gt;
&lt;br /&gt;
=== Levelling ===&lt;br /&gt;
The more armor you wear, the less experience you gain for damaging creatures at a rate of 1% per AR. As with the Defence Talisman, there is a distance penalty on experience gained of 20% per tile beyond 1.5 tiles.&lt;br /&gt;
&lt;br /&gt;
=== Arms Lore ===&lt;br /&gt;
Arms Lore has the same effect Minimum Hit Chance increase for the Totem of the Berserker as it does for a Phylactery of Resilience Talisman. Further details are provided in the [[#Phylactery_of_Resilience|Phylactery of Resilience]] section.&lt;br /&gt;
&lt;br /&gt;
=== Relics ===&lt;br /&gt;
; Double Strike&lt;br /&gt;
: When invoked the berserker will double swing on the creature. It 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 ability lowers the cooldown and increases the chance of activation.&lt;br /&gt;
&lt;br /&gt;
; Infected Wounds&lt;br /&gt;
: If the user is carrying poison potions they have a chance to charge their weapon with poison and infect creatures with the consumed level of poison. As Infected Wounds levels up, the cool down is reduced and the number of infections available per potion is increased. This works with any weapon including two handed weapons such as axes and bows. The [[Poisoning]] skill gives a bonus to the number of infections per potion and also gives a chance for the poison to be upgraded one level higher, making lethal poison a possibility. The higher your poisoning, the more likely you are to get an upgrade in the poison level.&lt;br /&gt;
&lt;br /&gt;
; Phase Shift&lt;br /&gt;
: Upon attacking a creature at range the berserker teleport attacks to the targeted creature. 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. Originally, the ability received an additional phase jump for every other level gained for a maximum of 3 and each shift consumes 10 stamina but this was modified as it was teleporting players into some dangerous situations! Phase Shift now teleports to a single target. Each level lowers the cooldown. 100 [[Hiding]] and [[Stealth]] will provide 50% bonus damage when phase shifting while hidden.&lt;br /&gt;
&lt;br /&gt;
; Tread&lt;br /&gt;
: The berserker can trample an enemy either on foot or while mounted. Full stamina is required and the weight of the character is taken into account. Carrying 314 stone is considered full weight and will provide maximum damage for your level. At level 10 the ability can provide up to a maximum of 300 damage. It has 100% chance to activate if the ability is available and the bersker&#039;s stamina is full.&lt;br /&gt;
&lt;br /&gt;
; Primal Scream&lt;br /&gt;
: After attacking a target the berserker will let out a scream applying a debuff called Armor Abrogate to all targets in a substantially large area. When activated it will disable all armor to targets with the debuff for 15 seconds at level 10. The cooldown at level 10 is 50 seconds.&lt;br /&gt;
&lt;br /&gt;
=== Tips, Tricks and Templates ===&lt;br /&gt;
&lt;br /&gt;
Buy refresh potions, lots and lots of refresh potions.&lt;br /&gt;
&lt;br /&gt;
The Zerker talisman is fun and engaging to level. As long as you follow these basic rules, you should be able to quickly progress through the levels:&lt;br /&gt;
&lt;br /&gt;
* Like the Meta Mage and in keeping with your title, a berserker should wear little or no armor for maximum gains. Leather bought from NPCs with [[Slayer_Armor|slayer properties]] applied will provide the best balance for damage mitigation and experience gains.&lt;br /&gt;
* Unlike the Meta Mage, you do not have the luxury of standing at range and if you cannot afford a full set of slayer armor, you may need to resort to jousting.&lt;br /&gt;
* As you may need to joust, Arms Lore is very useful for efficient levelling to provide a greater chance for a successful hit.&lt;br /&gt;
* Definitely do not use a shield or [[parrying]], your armor will be too high reducing your experience gains.&lt;br /&gt;
* Use slayer weapons to ensure you get maximum damage.&lt;br /&gt;
* Double Strike is the best relic to start with.&lt;br /&gt;
* Use a Swamp Dragon to reduce damage taken.&lt;br /&gt;
&lt;br /&gt;
There are many different ways to play a Zerker but here are a few suggestions to get you started:&lt;br /&gt;
&lt;br /&gt;
* Weapon Skill, Tactics, Anatomy, Healing, Resist, Arms Lore and either:&lt;br /&gt;
** Magery for overall utility. The ability to use Reactive Armor, Recall, Cure, Reflect, and Teleport are all very useful&lt;br /&gt;
** Lumberjacking for even more damage if you opt for Swordsmanship.&lt;br /&gt;
** Hiding for a quick escape to avoid really nasty creatures (and players).&lt;br /&gt;
&lt;br /&gt;
== Shadow of the Rogue ==&lt;br /&gt;
[[File:zerkertali.png|Left]]The Shadow Of The Rogue talisman is a take on the classic RPG rogue class. It includes four new relics and an entirely new relic leveling concept. The talisman itself levels in the same manner of the existing talismans. &#039;&#039;&#039;This talisman and relics are available on the gold sink vendor. The talisman itself for 1m gold and each relic for 4m. You do not need to complete the talisman quest to obtain this talisman.&#039;&#039;&#039; The built in bonuses are:&lt;br /&gt;
* Knives get a Level * 20% bonus to knife weapons (i.e. 200% at Level 10)&lt;br /&gt;
* Crossbows get a Level * 13% (i.e. 130% bonus at Level 10)&lt;br /&gt;
* The wearer gains the ability to run while stealth to a distance of 5 * Level tiles (i.e. 50 tiles at Level 10)&lt;br /&gt;
&lt;br /&gt;
The relic leveling mechanic is designed to make the leveling process much less cumbersome and yet reward those that dedicate themselves to using this talisman.&lt;br /&gt;
&lt;br /&gt;
The talisman relics track kills of all creatures that have over 100 max hit points. The relic levels of the talisman are based on the number of kills recorded. 20 kills for level 2 relics, 50 kills for level 3 relics, 90 kills for level 4 relics, 150 for 5, 300 for 6, etc. You will have level 10 relics with 700 stored kills. Every 24 hours 25 kills will decay from the total kill count. You can build up to 800 kills, but the total will be capped at that number. This will allow you talisman 4 days of not being used before it reverts down to level 9 relics on 5th day.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Levelling ===&lt;br /&gt;
The more armor you wear, the less experience you gain for damaging creatures at a rate of 1% per AR. As with the Defence Talisman, there is a distance penalty on experience gained of 20% per tile beyond 1.5 tiles.&lt;br /&gt;
&lt;br /&gt;
=== Arms Lore ===&lt;br /&gt;
Arms Lore has the same effect Minimum Hit Chance increase for the Shadow of the Rogue as it does for a Phylactery of Resilience and Berserker Talisman. Further details are provided in the [[#Phylactery_of_Resilience|Phylactery of Resilience]] section.&lt;br /&gt;
&lt;br /&gt;
=== Relics ===&lt;br /&gt;
; Disembowel&lt;br /&gt;
: Bleed attack that does 10 ticks of relic level damage every 30 seconds&lt;br /&gt;
&lt;br /&gt;
; Elude&lt;br /&gt;
: Damage absorption of relic level * 2% every 30 seconds that lasts up to 20 seconds per activation&lt;br /&gt;
&lt;br /&gt;
; Ruthless&lt;br /&gt;
: This is a passive relic that gives relic level * 2% bonus damage to poisoned targets. This is always on and does not give trigger notifications.&lt;br /&gt;
&lt;br /&gt;
; Shadow Dance&lt;br /&gt;
: Area effect attack that hits up to 4 nearby creatures with bonus damage based on relic level&lt;br /&gt;
&lt;br /&gt;
=== Tips, Tricks and Templates ===&lt;br /&gt;
&lt;br /&gt;
The Rogue talisman is fun and engaging to level. As long as you follow these basic rules, you should be able to progress through the levels:&lt;br /&gt;
&lt;br /&gt;
* Like the Meta Mage and Berserker, wear little or no armor for maximum gains. Leather bought from NPCs with [[Slayer_Armor|slayer properties]] applied will provide the best balance for damage mitigation and experience gains.&lt;br /&gt;
* Unlike the Meta Mage, you do not have the luxury of standing at range and if you cannot afford a full set of slayer armor, you may need to resort to jousting.&lt;br /&gt;
* As you may need to joust, Arms Lore is very useful for efficient leveling to provide a greater chance for a successful hit.&lt;br /&gt;
* Definitely do not use a shield or [[parrying]], your armor will be too high reducing your experience gains.&lt;br /&gt;
* Use slayer weapons to ensure you get maximum damage.&lt;br /&gt;
* Use a Swamp Dragon to reduce damage taken.&lt;br /&gt;
&lt;br /&gt;
There are many different ways to play a Rogue but here are a few suggestions to get you started:&lt;br /&gt;
&lt;br /&gt;
* Weapon Skill, Tactics, Anatomy, Healing, Resist, Arms Lore and either:&lt;br /&gt;
** Magery for overall utility. The ability to use Reactive Armor, Recall, Cure, Reflect, and Teleport are all very useful&lt;br /&gt;
** Hiding for a quick escape to avoid really nasty creatures (and players).&lt;br /&gt;
* The Weapon Skill should ideally by Fencing (with Daggers), Swords (with Knives) or Archery (with regular crossbows) to benefit from the increased damage.&lt;br /&gt;
&lt;br /&gt;
==Artifact of the Marksman==&lt;br /&gt;
[[File:AOM Symbol.png|Left]] Artifact of the Marksman is an Archery focused talisman. It provides multiple options to suit your playstyle  by providing Area of Effect (AOE) and Crowd Control (CC) options. It also increases single target damage by amplifying damage output and attack speed.&lt;br /&gt;
&lt;br /&gt;
=== Levelling ===&lt;br /&gt;
While levelling, your talisman experience gains are reduced if you are wearing armor. The penalty is 1.6% per AR. There is however no range penalty for Artifact of the Marksman.&lt;br /&gt;
&lt;br /&gt;
=== Arms Lore ===&lt;br /&gt;
Arms Lore has the same effect Minimum Hit Chance increase for the Artifact of the Marksman as it does for a Phylactery of Resilience Talisman. Further details are provided in the [[#Phylactery_of_Resilience|Phylactery of Resilience]] section.&lt;br /&gt;
&lt;br /&gt;
===Amplified Damage===&lt;br /&gt;
Artifact of the Marksman increases damage as the Talisman levels&lt;br /&gt;
&lt;br /&gt;
*Level 1: 104%&lt;br /&gt;
*Level 2:&lt;br /&gt;
*Level 3: &lt;br /&gt;
*Level 4: &lt;br /&gt;
*Level 5: &lt;br /&gt;
*Level 6: &lt;br /&gt;
*Level 7: &lt;br /&gt;
*Level 8: &lt;br /&gt;
*Level 9: &lt;br /&gt;
*Level 10: 180%&lt;br /&gt;
&lt;br /&gt;
===Decrease Arrows Destroyed===&lt;br /&gt;
Artifact of the Talisman is it lowers the chance of arrows being destroyed while auto attacking to 5% for hits and misses. Normally, arrows would be destroyed 25% of the time when it hits a target and 40% of the time when you miss.&lt;br /&gt;
&lt;br /&gt;
===Relics===&lt;br /&gt;
Artifact of the Marksman has 7 relics available and you can enable 4 at a time. This talisman has two types of relics: active and passive. Passive relics provide advantages or abilities by simply having them enabled on your talisman. Active Relics can be used by selecting them from your Talisman Ability Gump.&lt;br /&gt;
&lt;br /&gt;
Notes: &lt;br /&gt;
*Current relic color is a placeholder and will be changed.&lt;br /&gt;
*Certain mobs will be immune to CC (crowd control) effects such as champs or higher level paragons. &lt;br /&gt;
&lt;br /&gt;
; Concussive Blast&lt;br /&gt;
: Relic Type: Active&lt;br /&gt;
: Cooldown: 65 seconds&lt;br /&gt;
: Applies Silence that lasts 5 seconds per Relic level, at max level will last 50 seconds (currently). Silence applies a debuff which prevents spell casting. Applying this debuff to a mob will interrupt their current spell channeling and prevent them from casting for the duration of the Silence&lt;br /&gt;
&lt;br /&gt;
; Knee Strike&lt;br /&gt;
: Relic Type: Passive &amp;amp; Active&lt;br /&gt;
: Passive Cooldown: 3 seconds&lt;br /&gt;
: Active Cooldown: 65 seconds&lt;br /&gt;
: Passively debuffs your target, lowering their movement speed while auto attacking every 3 seconds and applies Knee Strike charges. Knee’s strike’s active ability consumes your Knee Strike charges and applies an even more powerful slow on your next attack. The amplified slow increases depending on the number of charges you have with 10 being the max. Each charge will reduce movespeed by 1/4.&lt;br /&gt;
&lt;br /&gt;
; Pinning Lob&lt;br /&gt;
: Relic Type: Active&lt;br /&gt;
: Cooldown: 15 seconds&lt;br /&gt;
: Pushes the first mob that the arrow collides into back 3 tiles. If the mob collides with an obstacle or another mob, it will stun the mob for 1 second per level. If it is pushed into a mob, the mob it collides with will also be stunned for the same duration.&lt;br /&gt;
&lt;br /&gt;
; Volley&lt;br /&gt;
: Relic Type: Active&lt;br /&gt;
: Cooldown: 65 seconds&lt;br /&gt;
: Your player will begin shooting massive amount arrows into the air at a target location every seconds for 10 seconds. Volley will be interrupted if you move or do not have enough arrows. Damage dealt 3 * Level and will be modified by arrow type modifiers.&lt;br /&gt;
&lt;br /&gt;
; Piercing Shot&lt;br /&gt;
: Relic Type: Active&lt;br /&gt;
: Cooldown: 15 seconds&lt;br /&gt;
: Fire an arrow towards the selected target which pierces through all mobs for 14 tiles dealing Level * 3 damage. &lt;br /&gt;
&lt;br /&gt;
; Hunter’s Focus&lt;br /&gt;
: Relic Type: Passive&lt;br /&gt;
: Cooldown: 30 seconds&lt;br /&gt;
: Provides a buff which greatly increases the attack speed for 5 seconds. You will receive 40 dex/stam per level. The buff will automatically be removed during PvP.&lt;br /&gt;
&lt;br /&gt;
; Reclamation&lt;br /&gt;
: Relic Type: Active&lt;br /&gt;
: Reclamation is a passive relic which automatically picks arrows up as they are being shot or from Active Relic abilities. It picks arrows up within the Relic’s level +1 tiles of your character. So, at level 1 it will pick up arrows within 2 tiles and at level 10 it will pick up arrows within 11 tiles. This includes arrows from the Volley relic.&lt;br /&gt;
&lt;br /&gt;
==Quest Line==&lt;br /&gt;
Be forewarned, the quest to obtain a Meta Talisman is not for the impatient, frugal or faint of heart! You may complete the quest multiple times on one character but you will only be able to wield one talisman at a time. A helpful video guide can be found [https://www.youtube.com/watch?v=Oo7yjlU_O-Y | here]. &lt;br /&gt;
&lt;br /&gt;
To begin the multi-part quest you must travel just west of the Valor Shrine where there is a tall statue:&lt;br /&gt;
&lt;br /&gt;
[[File:Talisman_statue.png]]&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;1. Beginning the quest:&#039;&#039;&#039; Stepping in front of the statue and speaking out loud will offer a quest gump. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;2. A dull stone:&#039;&#039;&#039; Accepting this quest will give you with a dull stone that must be empowered with Vanquishing weapons. The absorb a Vanquishing weapon into to the stone, double click it and target the weapon. &#039;&#039;The stone can only be charged with true instruments of war. Daggers, cleavers, knives and pitchforks cannot power it.&#039;&#039; After 30 Vanquishing weapons have been absorbed by the stone, you can return to the statue.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;3. Evil creatures:&#039;&#039;&#039;  Speaking to the statue again will empower the stone, opening the second part of the quest. You must now kill 100 &amp;quot;evil&amp;quot; creatures. These creatures must have a minimum fame level to be accepted by the stone. Creatures of this stature include Dragons, Drakes, Daemons, Ogre Lords, Lich Lords, Deep Earth Elementals, Orc Mine Overseers, Paragon Lichs etc. Note that you will have to kill these creatures by yourself. The level of &amp;quot;evilness&amp;quot; is determined by the monster&#039;s health points which must be 400 or higher. Some Deep Earth Elementals, for example, will be just below the required level of &amp;quot;evil&amp;quot; because they have less than 400 health points. Once you&#039;ve killed those creatures and the stone is filled, return to the statue and speak again.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;4. Daemon archlord:&#039;&#039;&#039; Now you have to visit the Daemon Archlord&#039;s lair! Also known as the [[Dungeon_Bosses#Arch_Demon|Arch Demon]], he is located in Wrong on level 3. In the center of the room you will find a small red statue. Double click that to collect the Arch Demon&#039;s blood. Be cautious however, if the Arch Demon is around, you will have a hard time getting to the statue! If you want to take on the boss himself, it is recommended that you familiarise yourself with his attack mechanics first.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;5. Choosing your talisman:&#039;&#039;&#039; Speak once more to the statue with your purified stone and you will be able to choose one of the three talismans. Choose wisely!&lt;/div&gt;</summary>
		<author><name>Teto</name></author>
	</entry>
	<entry>
		<id>https://uoforever.com/wiki/index.php?title=Meta_Talismans&amp;diff=6988</id>
		<title>Meta Talismans</title>
		<link rel="alternate" type="text/html" href="https://uoforever.com/wiki/index.php?title=Meta_Talismans&amp;diff=6988"/>
		<updated>2022-04-28T12:36:35Z</updated>

		<summary type="html">&lt;p&gt;Teto: /* Arms Lore */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[image:talisman_phase_shift.gif|thumb|300px|An example of Phase Shift ability (Click to see)]]&lt;br /&gt;
__TOC__&lt;br /&gt;
==Description==&lt;br /&gt;
The Meta Talisman is a wearable item obtained by completing a [[#Quest_Line|quest line]] which begins at a mysterious Ancient Statue of Power near Valor Shrine. The Meta Talisman gives warrior, archer, and mage style players special abilities as their talisman levels. Each talisman has a passive property and active abilities that are obtainable through relics. The talisman levels up as you kill creatures and the [[#Relics_and_Abilities|abilities]] of your talisman become stronger.&lt;br /&gt;
&lt;br /&gt;
The more recently added Shadow of the Rogue talisman does not require a user to run through the Quest Line but is instead available from the Gold Sink vendor in Britain.&lt;br /&gt;
&lt;br /&gt;
With these bonuses come some limitations:&lt;br /&gt;
* The talisman cannot be equipped by any character with greater than 50 in any bard skills (e.g. music, provocation, peacemaking, discordance) or greater than 50 taming.&lt;br /&gt;
* Upon equipping a talisman there is a fifteen minute cool down before the skills or bonuses become active. To avoid this cool down, you can return to the Ancient Statue of Power and speak the words &amp;quot;I wish to pay tribute&amp;quot; which will take 10,000 gold pieces from your bank.&lt;br /&gt;
* There are armor and distance restrictions for each type. This are detailed further below for each type of talisman.&lt;br /&gt;
* The talisman skills and bonuses are not applicable against other players or pets.&lt;br /&gt;
* Talisman experience and relic ability gains are not possible in houses or on boats.  A message will appear saying &amp;quot;You feel and icy chill as your talisman drains of some of its power&amp;quot;. Monsters on boats will also not give gains.&lt;br /&gt;
* There is a maximum experience amount per creature that can be awarded to a given talisman. The bigger the creature, the greater the experience!&lt;br /&gt;
&lt;br /&gt;
The experience required per level is:&lt;br /&gt;
# 20,000&lt;br /&gt;
# 32,000&lt;br /&gt;
# 48,000&lt;br /&gt;
# 64,000&lt;br /&gt;
# 80,000&lt;br /&gt;
# 96,000&lt;br /&gt;
# 112,000&lt;br /&gt;
# 128,000&lt;br /&gt;
# 144,000&lt;br /&gt;
* Total: 724,000 XP​&lt;br /&gt;
&lt;br /&gt;
==Relics and Abilities==&lt;br /&gt;
Abilities are applied to the talisman by finding relics at events, dungeon bosses, monster of the month spawns and at the [[Dungeon_Bosses#Arch_Demon|Arch Demon]] and Lich Khan dungeon bosses. Each talisman has a maximum of four relic slots and aesthetic relic slots. The aesthetic slots are usable at any time and you get relic slots at levels: 1, 4, 7, 10.&lt;br /&gt;
&lt;br /&gt;
[[File:tread_relic.png|Example Relic]]&lt;br /&gt;
&lt;br /&gt;
There are currently four or five unique relics for each type of talisman which are detailed further below. Each relic has ten levels and leveling may lower the skill cooldown, raise the chance to activate, or provide other ability specific bonuses. These abilities typically have a random chance to activate on damage and a cooldown to only allow them to be activated at certain intervals.&lt;br /&gt;
&lt;br /&gt;
To add a relic to your talisman, double click the relic and then select your talisman. Be sure to stand in a safe place while doing this as relics can be stolen!&lt;br /&gt;
&lt;br /&gt;
With the recent change you are now able to swap your active relics, double click your Meta Talisman and then click on the [ - ] symbol next to the relic you wish to remove from the active relic list (highlighted in yellow in screenshot). Once you have an open unused slot available you will be able to hit the [ - ] symbol next to relics in the inactive list to make it an active relic (highlighted in red in screenshot). Keep in mind if you swap frequently in a short amount of time it will put it into cooldown.&lt;br /&gt;
&lt;br /&gt;
[[File:RelicSwap2.PNG|275px|Relic Swap]]&lt;br /&gt;
&lt;br /&gt;
Note that you will have to be quite lucky for all your talisman&#039;s relics drop for you. You may need to frequent the [http://www.uoforum.com/forums/buying.14/ Buying] and [http://www.uoforum.com/forums/selling.15/ Selling] forums to find your relics. Keep in mind that certain relics are more popular than others and can therefore be expensive to purchase. Being part of a larger guild can also provide a useful avenue for getting relics at a reduced rate.&lt;br /&gt;
&lt;br /&gt;
==Aesthetic Relics==&lt;br /&gt;
As mentioned there are currently four different aesthetic relics that apply to your Meta Talismans or [[Meta Pets]]. Pets require to be either a max evolution dragon (after feeding it fruit), at least a level 6 spider, or at least a level 6 steed.&lt;br /&gt;
&lt;br /&gt;
Aesthetic relic activation percentage is essentially an average of all aesthetics currently applied and online. The average percentage of having all four online is 10%. This means 10% of your kills will result in one of the four activating, they can not double activate on the same kill.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;gallery class=&amp;quot;center&amp;quot; widths=&amp;quot;250px&amp;quot; heights=&amp;quot;250px&amp;quot;&amp;gt;&lt;br /&gt;
File:AscensionGIF.gif|&#039;&#039;&#039;Ascension Relic&#039;&#039;&#039;&amp;lt;br /&amp;gt;(click to preview)&lt;br /&gt;
File:BloodyExplosionGIF.gif|&#039;&#039;&#039;Bloody Explosion Relic&#039;&#039;&#039;&amp;lt;br /&amp;gt;(click to preview)&lt;br /&gt;
File:ChickenDinnerGIF.gif|&#039;&#039;&#039;Chicken Dinner Relic&#039;&#039;&#039;&amp;lt;br /&amp;gt;(click to preview)&lt;br /&gt;
File:CombustionGIF.gif|&#039;&#039;&#039;Combustion Relic&#039;&#039;&#039;&amp;lt;br /&amp;gt;(click to preview)&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;The new Aesthetic relics are here!&#039;&#039;&#039; Below you will see how to obtain each of the four relics. Ascension is on the donation vendor Nadine. Bloody Explosion is gained as a reward from doing monster contracts for Heracles. Chicken Dinner is on the gold sink vendor Sasha. Combustion is a drop from defeating the Warden boss in [[Asylum]].&lt;br /&gt;
&lt;br /&gt;
&amp;lt;gallery class=&amp;quot;center&amp;quot; widths=&amp;quot;250px&amp;quot; heights=&amp;quot;250px&amp;quot;&amp;gt;&lt;br /&gt;
File:AscensionVendo.PNG|&#039;&#039;&#039;Ascension Vendor&#039;&#039;&#039;&amp;lt;br /&amp;gt;(Donation Coins)&lt;br /&gt;
File:BloodyExploVendo.PNG|&#039;&#039;&#039;Bloody Explosion Vendor&#039;&#039;&#039;&amp;lt;br /&amp;gt;(Contracts)&lt;br /&gt;
File:ChickenDinnerVendor.PNG|&#039;&#039;&#039;Chicken Dinner Vendor&#039;&#039;&#039;&amp;lt;br /&amp;gt;(Gold Sink)&lt;br /&gt;
File:CombustionBoss.PNG|&#039;&#039;&#039;Combustion Relic Boss&#039;&#039;&#039;&amp;lt;br /&amp;gt;(Warden Boss Drop)&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Idol of the Magi == &lt;br /&gt;
[[File:magetali.png|left]] The Idol of the Magi, informally known as Meta Mage, provides a spell damage bonuses and mana cost reduction for offensive spells against creatures. The ten levels of the talisman average a 20% bonus per level. The mana cost reduction is calculated by the talisman level, number of relics applied, and spirit speak.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Levelling ===&lt;br /&gt;
While levelling, your talisman experience gains are reduced if you are wearing armor. The penalty is 1.6% per AR. There is however no range penalty for Meta Mages. You can therefore stand at a safe distance while firing your lightning bolts at those big ugly creatures! &lt;br /&gt;
&lt;br /&gt;
=== Spirit Speak ===&lt;br /&gt;
Spirit Speak reduces the cost of spells. With the talisman at level 10 with four relics applied an energy bolt will cost as little as 10 mana with 100 Spirit Speak, 14 mana with 50 Spirit Speak and 16 mana with 0 Spirit Speak.&lt;br /&gt;
&lt;br /&gt;
=== Relics ===&lt;br /&gt;
; Dispersion&lt;br /&gt;
: Dispersion provides a chance for spell damage to be dispersed to nearby enemies. There is a 10% chance for an offensive spell to damage level-dependent number of creatures within a 3 tile radius. At level one, the damage can disperse onto one additional creature and the cool down is 60 seconds. At level ten, the damage can spread to up to ten additional creatures and the cool down is 45 seconds. &lt;br /&gt;
&lt;br /&gt;
; Focus&lt;br /&gt;
: Focus provides a chance for increased spell damage. Spell damage can do (Focus Level / 20) additional damage to the target creature. For example, at level 1, this would be 0.05% (1/20) additional damage. An offensive spell that hits for 100 will therefore generate an additional 5 damage, shown as a separate damage number. In the same scenario, at level 10, focus can generate an additional 50 spell damage. The Focus relic cooldown begins with a base of 35 seconds and falls 2 seconds per relic level for a total of 15 seconds at Level 10. The chance of activation is 95% after the cooldown expires.&lt;br /&gt;
&lt;br /&gt;
; Shadow Disciple&lt;br /&gt;
: Shadow Disciple provides a chance to return some mana and temporarily lower 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)).&lt;br /&gt;
&lt;br /&gt;
; Vivify&lt;br /&gt;
: Vivify provides a chance to enhance the skills and stats of an 8th circle creature summon. This applies to summoned daemons and elementals but not to energy vortexes or blade spirits. At level 1, vivify can be triggered every 60 seconds there is a 60% chance to summon an enhanced creature. 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.&lt;br /&gt;
&lt;br /&gt;
=== Tips, Tricks and Templates ===&lt;br /&gt;
&lt;br /&gt;
When completing the initial quest line, you may want to consider switching your character to a warrior or tank mage to complete killing the 100 evil creatures. Alternatively, make use of slayer spell books to kill the evil creatures as a pure mage but note that this can be somewhat laborious as you cannot use summons to help you.&lt;br /&gt;
&lt;br /&gt;
The Meta Mage is arguably the most laborious of all the talisman. You should therefore make best use of all things that improve levelling efficiency:&lt;br /&gt;
* Don&#039;t wear any or very minimal armor. Leather bought from NPCs with slayer properties applied will provide the best balance for damage mitigation and experience gains.&lt;br /&gt;
* Level up Spirit Speak to 100 for spell cost reduction. &lt;br /&gt;
* Use Slayer Spell books to increase spell damage and therefore experience gains &#039;&#039;but&#039;&#039; be aware that at higher levels when you start dishing out some serious damage and killing monsters quickly, you may be better off using weaker spells or dropping the slayer spellbook to eek out the maximum possible experience per monsters. Note: Unlike normal spellbooks, crafted slayer spell can be stolen.&lt;br /&gt;
* Apply the Shadow Disciple relic first as it provides both increased damage and returns mana.&lt;br /&gt;
* Kill the biggest creatures you can find. If you are struggling, ask a friendly tamer or bard if you can follow them around and cast spells on the creatures they are killing.&lt;br /&gt;
&lt;br /&gt;
Common templates are:&lt;br /&gt;
* Magery, Evaluating Intelligence, Healing, Anatomy, Spirit Speak, Meditation, Resisting Spells - This provides defensive wresting through Evaluating Intelligence and Anatomy, allows bandages to be used to heal and therefore save mana and Spirit Speak to conserve mana. Resisting Spells is useful to mitigate interruptions from poisons and paralyze spells.&lt;br /&gt;
* Magery, Evaluating Intelligence, Spirit Speak, Wrestling, Inscription, Meditation, Resisting Spells - Inscription lets you craft your own slayer spell books and number of spells that can be reflected with the Magic Reflection spell.&lt;br /&gt;
&lt;br /&gt;
== Phylactery of Resilience ==&lt;br /&gt;
[[File:defencetali.png]]The Phylactery of Resilience, informally known as the Defence Talisman, offers increased protection from melee and magical damage from creatures. There are ten levels of the talisman and on average you gain 5% protection per level. &lt;br /&gt;
&lt;br /&gt;
=== Leveling ===&lt;br /&gt;
You gain experience with this talisman by doing damage to creatures. The amount you gain is penalized by wearing too little armor. To ensure maximum experience gains, keep your armor at or above 80. The amount of experience gained is also affected by distance from the creature. The penalty is 20% for each tile beyond 1.5. Stay close, be well armored and crush those evil creatures!&lt;br /&gt;
&lt;br /&gt;
=== Arms Lore ===&lt;br /&gt;
The wielder of an active Phylactery of Resilience, Totem of the Berserker, or Artifact of the Marksman with 100 Arms Lore and 100 Weapon Skill receives an increased Minimum Hit Chance. You will only get this increase if you are wielding a weapon relevant to your chosen Weapon Skill. For example, against a creature with 100 wrestling, a normal warrior with 100 Swordsmanship wielding a katana has a 50% chance to hit the creature. With the talisman and 100 Arms Lore, this increases to ~63%. Note, however, that this does not raise your Hit Chance by a flat amount it just raises it to ~63% if you are currently below that. If you intend to kill only lowly ogres and ettins, you can probably skip Arms Lore. If however you want to take on bigger monsters such as with 100 or greater wrestling, such as dungeon bosses, then consider fitting this into your template.&lt;br /&gt;
&lt;br /&gt;
=== Relics ===&lt;br /&gt;
; Leech&lt;br /&gt;
: Leech provides the ability for the player to sap small amounts of health from nearby creature when damaged. The amount per creature is capped at the skill level and is a random value from 1 to relic level. The chance to activate and cool down are affected by gaining levels.&lt;br /&gt;
&lt;br /&gt;
; Quench&lt;br /&gt;
: Quench provides a chance to resist fire breath. Once triggered it provides protection against fire breath for a period of time determined by the relic level. The duration lasts for (Level * 5) seconds. The cooldown decreases by 90 - (Level * 2).&lt;br /&gt;
&lt;br /&gt;
; Recoil&lt;br /&gt;
: Recoil provides a chance for melee damage done to a player to reflect back on the attacking creature. When it activates, it returns 2x base damage to the creature. There is a 25% chance to turn an opponent&#039;s attack onto him. At Level 1 it starts with a 30 second cooldown. With each level the cooldown reduces by 1 second, resulting in a 20 second cooldown at Level 10.&lt;br /&gt;
&lt;br /&gt;
; Remedy&lt;br /&gt;
: Remedy provides a chance to resist poison from a melee hit, such as a scorpion&#039;s sting, for a period of time determined by the relic level. There is a 25% chance to become immune to poison for (Level * 4) seconds. The cooldown decreases by 90 - (Level * 3).&lt;br /&gt;
&lt;br /&gt;
; Shield Bash&lt;br /&gt;
: Shield Bash does a mighty stunning bash to your enemy. Factoring in your skill in parry and your relic level at level 10 it provides a 3x modifier in damage based of your weapon. Including the damage it also stuns your target for 5 seconds. The cooldown decreases by 30 - (Level * 1).&lt;br /&gt;
&lt;br /&gt;
=== Tips, Tricks and Templates ===&lt;br /&gt;
&lt;br /&gt;
The defence talisman is the most casual to level, sitting comfortably between the fast, furious zerker and the laborious, cautious meta mage. While you may need to pay slightly less attention to your health bar than the other talismans, you can&#039;t completely disengage. Keep the following things in mind:&lt;br /&gt;
* Keep your armor at or above 80 at all times. Regularly check armor damage as you will be taking some big blows from the level of creature you will be fighting. A character with blacksmith will come in handy for repairs or you will need to stock up on repair deeds.&lt;br /&gt;
* Strongly consider including [[Parrying]] in your template to protect your armor and provide extra damage mitigation. This is particularly useful at lower levels.&lt;br /&gt;
* Consider using a Swamp Dragon for even more damage mitigation.&lt;br /&gt;
* If you can afford it, consider adding some [[Slayer_Armor|slayer properties]] to your armor.&lt;br /&gt;
* Quench and Remedy are best applied early on as they provide excellent protection and can take quite some time to level up.&lt;br /&gt;
&lt;br /&gt;
A classic template is:&lt;br /&gt;
* Weapon Skill, Parrying, Healing, Anatomy, Resisting Spells, Tactics and either:&lt;br /&gt;
** Magery for overall utility. The ability to use Reactive Armor, Recall, Cure, Reflect, and Teleport are all very useful.&lt;br /&gt;
** Arms Lore to increase your hit chance (Using runebooks loaded with recalls to travel around).&lt;br /&gt;
&lt;br /&gt;
== Totem of the Berserker ==&lt;br /&gt;
[[File:zerkertali.png|Left]]The Totem of the Berserker, informally known as the Berserker or Zerk Talisman, provides offensive damage bonuses for melee skills, including archery. There are ten levels of the talisman and on average you gain 5% damage per level.&lt;br /&gt;
&lt;br /&gt;
=== Levelling ===&lt;br /&gt;
The more armor you wear, the less experience you gain for damaging creatures at a rate of 1% per AR. As with the Defence Talisman, there is a distance penalty on experience gained of 20% per tile beyond 1.5 tiles.&lt;br /&gt;
&lt;br /&gt;
=== Arms Lore ===&lt;br /&gt;
Arms Lore has the same effect Minimum Hit Chance increase for the Totem of the Berserker as it does for a Phylactery of Resilience Talisman. Further details are provided in the [[#Phylactery_of_Resilience|Phylactery of Resilience]] section.&lt;br /&gt;
&lt;br /&gt;
=== Relics ===&lt;br /&gt;
; Double Strike&lt;br /&gt;
: When invoked the berserker will double swing on the creature. It 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 ability lowers the cooldown and increases the chance of activation.&lt;br /&gt;
&lt;br /&gt;
; Infected Wounds&lt;br /&gt;
: If the user is carrying poison potions they have a chance to charge their weapon with poison and infect creatures with the consumed level of poison. As Infected Wounds levels up, the cool down is reduced and the number of infections available per potion is increased. This works with any weapon including two handed weapons such as axes and bows. The [[Poisoning]] skill gives a bonus to the number of infections per potion and also gives a chance for the poison to be upgraded one level higher, making lethal poison a possibility. The higher your poisoning, the more likely you are to get an upgrade in the poison level.&lt;br /&gt;
&lt;br /&gt;
; Phase Shift&lt;br /&gt;
: Upon attacking a creature at range the berserker teleport attacks to the targeted creature. 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. Originally, the ability received an additional phase jump for every other level gained for a maximum of 3 and each shift consumes 10 stamina but this was modified as it was teleporting players into some dangerous situations! Phase Shift now teleports to a single target. Each level lowers the cooldown. 100 [[Hiding]] and [[Stealth]] will provide 50% bonus damage when phase shifting while hidden.&lt;br /&gt;
&lt;br /&gt;
; Tread&lt;br /&gt;
: The berserker can trample an enemy either on foot or while mounted. Full stamina is required and the weight of the character is taken into account. Carrying 314 stone is considered full weight and will provide maximum damage for your level. At level 10 the ability can provide up to a maximum of 300 damage. It has 100% chance to activate if the ability is available and the bersker&#039;s stamina is full.&lt;br /&gt;
&lt;br /&gt;
; Primal Scream&lt;br /&gt;
: After attacking a target the berserker will let out a scream applying a debuff called Armor Abrogate to all targets in a substantially large area. When activated it will disable all armor to targets with the debuff for 15 seconds at level 10. The cooldown at level 10 is 50 seconds.&lt;br /&gt;
&lt;br /&gt;
=== Tips, Tricks and Templates ===&lt;br /&gt;
&lt;br /&gt;
Buy refresh potions, lots and lots of refresh potions.&lt;br /&gt;
&lt;br /&gt;
The Zerker talisman is fun and engaging to level. As long as you follow these basic rules, you should be able to quickly progress through the levels:&lt;br /&gt;
&lt;br /&gt;
* Like the Meta Mage and in keeping with your title, a berserker should wear little or no armor for maximum gains. Leather bought from NPCs with [[Slayer_Armor|slayer properties]] applied will provide the best balance for damage mitigation and experience gains.&lt;br /&gt;
* Unlike the Meta Mage, you do not have the luxury of standing at range and if you cannot afford a full set of slayer armor, you may need to resort to jousting.&lt;br /&gt;
* As you may need to joust, Arms Lore is very useful for efficient levelling to provide a greater chance for a successful hit.&lt;br /&gt;
* Definitely do not use a shield or [[parrying]], your armor will be too high reducing your experience gains.&lt;br /&gt;
* Use slayer weapons to ensure you get maximum damage.&lt;br /&gt;
* Double Strike is the best relic to start with.&lt;br /&gt;
* Use a Swamp Dragon to reduce damage taken.&lt;br /&gt;
&lt;br /&gt;
There are many different ways to play a Zerker but here are a few suggestions to get you started:&lt;br /&gt;
&lt;br /&gt;
* Weapon Skill, Tactics, Anatomy, Healing, Resist, Arms Lore and either:&lt;br /&gt;
** Magery for overall utility. The ability to use Reactive Armor, Recall, Cure, Reflect, and Teleport are all very useful&lt;br /&gt;
** Lumberjacking for even more damage if you opt for Swordsmanship.&lt;br /&gt;
** Hiding for a quick escape to avoid really nasty creatures (and players).&lt;br /&gt;
&lt;br /&gt;
== Shadow of the Rogue ==&lt;br /&gt;
[[File:zerkertali.png|Left]]The Shadow Of The Rogue talisman is a take on the classic RPG rogue class. It includes four new relics and an entirely new relic leveling concept. The talisman itself levels in the same manner of the existing talismans. &#039;&#039;&#039;This talisman and relics are available on the gold sink vendor. The talisman itself for 1m gold and each relic for 4m. You do not need to complete the talisman quest to obtain this talisman.&#039;&#039;&#039; The built in bonuses are:&lt;br /&gt;
* Knives get a Level * 20% bonus to knife weapons (i.e. 200% at Level 10)&lt;br /&gt;
* Crossbows get a Level * 13% (i.e. 130% bonus at Level 10)&lt;br /&gt;
* The wearer gains the ability to run while stealth to a distance of 5 * Level tiles (i.e. 50 tiles at Level 10)&lt;br /&gt;
&lt;br /&gt;
The relic leveling mechanic is designed to make the leveling process much less cumbersome and yet reward those that dedicate themselves to using this talisman.&lt;br /&gt;
&lt;br /&gt;
The talisman relics track kills of all creatures that have over 100 max hit points. The relic levels of the talisman are based on the number of kills recorded. 20 kills for level 2 relics, 50 kills for level 3 relics, 90 kills for level 4 relics, 150 for 5, 300 for 6, etc. You will have level 10 relics with 700 stored kills. Every 24 hours 25 kills will decay from the total kill count. You can build up to 800 kills, but the total will be capped at that number. This will allow you talisman 4 days of not being used before it reverts down to level 9 relics on 5th day.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Levelling ===&lt;br /&gt;
The more armor you wear, the less experience you gain for damaging creatures at a rate of 1% per AR. As with the Defence Talisman, there is a distance penalty on experience gained of 20% per tile beyond 1.5 tiles.&lt;br /&gt;
&lt;br /&gt;
=== Arms Lore ===&lt;br /&gt;
Arms Lore has the same effect Minimum Hit Chance increase for the Shadow of the Rogue as it does for a Phylactery of Resilience and Berserker Talisman. Further details are provided in the [[#Phylactery_of_Resilience|Phylactery of Resilience]] section.&lt;br /&gt;
&lt;br /&gt;
=== Relics ===&lt;br /&gt;
; Disembowel&lt;br /&gt;
: Bleed attack that does 10 ticks of relic level damage every 30 seconds&lt;br /&gt;
&lt;br /&gt;
; Elude&lt;br /&gt;
: Damage absorption of relic level * 2% every 30 seconds that lasts up to 20 seconds per activation&lt;br /&gt;
&lt;br /&gt;
; Ruthless&lt;br /&gt;
: This is a passive relic that gives relic level * 2% bonus damage to poisoned targets. This is always on and does not give trigger notifications.&lt;br /&gt;
&lt;br /&gt;
; Shadow Dance&lt;br /&gt;
: Area effect attack that hits up to 4 nearby creatures with bonus damage based on relic level&lt;br /&gt;
&lt;br /&gt;
=== Tips, Tricks and Templates ===&lt;br /&gt;
&lt;br /&gt;
The Rogue talisman is fun and engaging to level. As long as you follow these basic rules, you should be able to progress through the levels:&lt;br /&gt;
&lt;br /&gt;
* Like the Meta Mage and Berserker, wear little or no armor for maximum gains. Leather bought from NPCs with [[Slayer_Armor|slayer properties]] applied will provide the best balance for damage mitigation and experience gains.&lt;br /&gt;
* Unlike the Meta Mage, you do not have the luxury of standing at range and if you cannot afford a full set of slayer armor, you may need to resort to jousting.&lt;br /&gt;
* As you may need to joust, Arms Lore is very useful for efficient leveling to provide a greater chance for a successful hit.&lt;br /&gt;
* Definitely do not use a shield or [[parrying]], your armor will be too high reducing your experience gains.&lt;br /&gt;
* Use slayer weapons to ensure you get maximum damage.&lt;br /&gt;
* Use a Swamp Dragon to reduce damage taken.&lt;br /&gt;
&lt;br /&gt;
There are many different ways to play a Rogue but here are a few suggestions to get you started:&lt;br /&gt;
&lt;br /&gt;
* Weapon Skill, Tactics, Anatomy, Healing, Resist, Arms Lore and either:&lt;br /&gt;
** Magery for overall utility. The ability to use Reactive Armor, Recall, Cure, Reflect, and Teleport are all very useful&lt;br /&gt;
** Hiding for a quick escape to avoid really nasty creatures (and players).&lt;br /&gt;
* The Weapon Skill should ideally by Fencing (with Daggers), Swords (with Knives) or Archery (with regular crossbows) to benefit from the increased damage.&lt;br /&gt;
&lt;br /&gt;
==Artifact of the Marksman==&lt;br /&gt;
[[File:AOM Symbol.png|Left]] Artifact of the Marksman is an Archery focused talisman. It provides multiple options to suit your playstyle  by providing Area of Effect (AOE) and Crowd Control (CC) options. It also increases single target damage by amplifying damage output and attack speed.&lt;br /&gt;
&lt;br /&gt;
=== Levelling ===&lt;br /&gt;
While levelling, your talisman experience gains are reduced if you are wearing armor. The penalty is 1.6% per AR. There is however no range penalty for Artifact of the Marksman.&lt;br /&gt;
&lt;br /&gt;
=== Arms Lore ===&lt;br /&gt;
Arms Lore has the same effect Minimum Hit Chance increase for the Artifact of the Marksman as it does for a Phylactery of Resilience Talisman. Further details are provided in the [[#Phylactery_of_Resilience|Phylactery of Resilience]] section.&lt;br /&gt;
&lt;br /&gt;
===Amplified Damage===&lt;br /&gt;
Artifact of the Marksman increases damage as the Talisman levels&lt;br /&gt;
&lt;br /&gt;
*Level 1: 104%&lt;br /&gt;
*Level 2:&lt;br /&gt;
*Level 3: &lt;br /&gt;
*Level 4: &lt;br /&gt;
*Level 5: &lt;br /&gt;
*Level 6: &lt;br /&gt;
*Level 7: &lt;br /&gt;
*Level 8: &lt;br /&gt;
*Level 9: &lt;br /&gt;
*Level 10: 180%&lt;br /&gt;
&lt;br /&gt;
===Relics===&lt;br /&gt;
Artifact of the Marksman has 7 relics available and you can enable 4 at a time. This talisman has two types of relics: active and passive. Passive relics provide advantages or abilities by simply having them enabled on your talisman. Active Relics can be used by selecting them from your Talisman Ability Gump.&lt;br /&gt;
&lt;br /&gt;
Notes: &lt;br /&gt;
*Current relic color is a placeholder and will be changed.&lt;br /&gt;
*Certain mobs will be immune to CC (crowd control) effects such as champs or higher level paragons. &lt;br /&gt;
&lt;br /&gt;
; Concussive Blast&lt;br /&gt;
: Relic Type: Active&lt;br /&gt;
: Cooldown: 65 seconds&lt;br /&gt;
: Applies Silence that lasts 5 seconds per Relic level, at max level will last 50 seconds (currently). Silence applies a debuff which prevents spell casting. Applying this debuff to a mob will interrupt their current spell channeling and prevent them from casting for the duration of the Silence&lt;br /&gt;
&lt;br /&gt;
; Knee Strike&lt;br /&gt;
: Relic Type: Passive &amp;amp; Active&lt;br /&gt;
: Passive Cooldown: 3 seconds&lt;br /&gt;
: Active Cooldown: 65 seconds&lt;br /&gt;
: Passively debuffs your target, lowering their movement speed while auto attacking every 3 seconds and applies Knee Strike charges. Knee’s strike’s active ability consumes your Knee Strike charges and applies an even more powerful slow on your next attack. The amplified slow increases depending on the number of charges you have with 10 being the max. Each charge will reduce movespeed by 1/4.&lt;br /&gt;
&lt;br /&gt;
; Pinning Lob&lt;br /&gt;
: Relic Type: Active&lt;br /&gt;
: Cooldown: 15 seconds&lt;br /&gt;
: Pushes the first mob that the arrow collides into back 3 tiles. If the mob collides with an obstacle or another mob, it will stun the mob for 1 second per level. If it is pushed into a mob, the mob it collides with will also be stunned for the same duration.&lt;br /&gt;
&lt;br /&gt;
; Volley&lt;br /&gt;
: Relic Type: Active&lt;br /&gt;
: Cooldown: 65 seconds&lt;br /&gt;
: Your player will begin shooting massive amount arrows into the air at a target location every seconds for 10 seconds. Volley will be interrupted if you move or do not have enough arrows. Damage dealt 3 * Level and will be modified by arrow type modifiers.&lt;br /&gt;
&lt;br /&gt;
; Piercing Shot&lt;br /&gt;
: Relic Type: Active&lt;br /&gt;
: Cooldown: 15 seconds&lt;br /&gt;
: Fire an arrow towards the selected target which pierces through all mobs for 14 tiles dealing Level * 3 damage. &lt;br /&gt;
&lt;br /&gt;
; Hunter’s Focus&lt;br /&gt;
: Relic Type: Passive&lt;br /&gt;
: Cooldown: 30 seconds&lt;br /&gt;
: Provides a buff which greatly increases the attack speed for 5 seconds. You will receive 40 dex/stam per level. The buff will automatically be removed during PvP.&lt;br /&gt;
&lt;br /&gt;
; Reclamation&lt;br /&gt;
: Relic Type: Active&lt;br /&gt;
: Reclamation is a passive relic which automatically picks arrows up as they are being shot or from Active Relic abilities. It picks arrows up within the Relic’s level +1 tiles of your character. So, at level 1 it will pick up arrows within 2 tiles and at level 10 it will pick up arrows within 11 tiles. This includes arrows from the Volley relic.&lt;br /&gt;
&lt;br /&gt;
==Quest Line==&lt;br /&gt;
Be forewarned, the quest to obtain a Meta Talisman is not for the impatient, frugal or faint of heart! You may complete the quest multiple times on one character but you will only be able to wield one talisman at a time. A helpful video guide can be found [https://www.youtube.com/watch?v=Oo7yjlU_O-Y | here]. &lt;br /&gt;
&lt;br /&gt;
To begin the multi-part quest you must travel just west of the Valor Shrine where there is a tall statue:&lt;br /&gt;
&lt;br /&gt;
[[File:Talisman_statue.png]]&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;1. Beginning the quest:&#039;&#039;&#039; Stepping in front of the statue and speaking out loud will offer a quest gump. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;2. A dull stone:&#039;&#039;&#039; Accepting this quest will give you with a dull stone that must be empowered with Vanquishing weapons. The absorb a Vanquishing weapon into to the stone, double click it and target the weapon. &#039;&#039;The stone can only be charged with true instruments of war. Daggers, cleavers, knives and pitchforks cannot power it.&#039;&#039; After 30 Vanquishing weapons have been absorbed by the stone, you can return to the statue.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;3. Evil creatures:&#039;&#039;&#039;  Speaking to the statue again will empower the stone, opening the second part of the quest. You must now kill 100 &amp;quot;evil&amp;quot; creatures. These creatures must have a minimum fame level to be accepted by the stone. Creatures of this stature include Dragons, Drakes, Daemons, Ogre Lords, Lich Lords, Deep Earth Elementals, Orc Mine Overseers, Paragon Lichs etc. Note that you will have to kill these creatures by yourself. The level of &amp;quot;evilness&amp;quot; is determined by the monster&#039;s health points which must be 400 or higher. Some Deep Earth Elementals, for example, will be just below the required level of &amp;quot;evil&amp;quot; because they have less than 400 health points. Once you&#039;ve killed those creatures and the stone is filled, return to the statue and speak again.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;4. Daemon archlord:&#039;&#039;&#039; Now you have to visit the Daemon Archlord&#039;s lair! Also known as the [[Dungeon_Bosses#Arch_Demon|Arch Demon]], he is located in Wrong on level 3. In the center of the room you will find a small red statue. Double click that to collect the Arch Demon&#039;s blood. Be cautious however, if the Arch Demon is around, you will have a hard time getting to the statue! If you want to take on the boss himself, it is recommended that you familiarise yourself with his attack mechanics first.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;5. Choosing your talisman:&#039;&#039;&#039; Speak once more to the statue with your purified stone and you will be able to choose one of the three talismans. Choose wisely!&lt;/div&gt;</summary>
		<author><name>Teto</name></author>
	</entry>
	<entry>
		<id>https://uoforever.com/wiki/index.php?title=Meta_Talismans&amp;diff=6987</id>
		<title>Meta Talismans</title>
		<link rel="alternate" type="text/html" href="https://uoforever.com/wiki/index.php?title=Meta_Talismans&amp;diff=6987"/>
		<updated>2022-04-28T12:36:04Z</updated>

		<summary type="html">&lt;p&gt;Teto: /* Artifact of the Marksman */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[image:talisman_phase_shift.gif|thumb|300px|An example of Phase Shift ability (Click to see)]]&lt;br /&gt;
__TOC__&lt;br /&gt;
==Description==&lt;br /&gt;
The Meta Talisman is a wearable item obtained by completing a [[#Quest_Line|quest line]] which begins at a mysterious Ancient Statue of Power near Valor Shrine. The Meta Talisman gives warrior, archer, and mage style players special abilities as their talisman levels. Each talisman has a passive property and active abilities that are obtainable through relics. The talisman levels up as you kill creatures and the [[#Relics_and_Abilities|abilities]] of your talisman become stronger.&lt;br /&gt;
&lt;br /&gt;
The more recently added Shadow of the Rogue talisman does not require a user to run through the Quest Line but is instead available from the Gold Sink vendor in Britain.&lt;br /&gt;
&lt;br /&gt;
With these bonuses come some limitations:&lt;br /&gt;
* The talisman cannot be equipped by any character with greater than 50 in any bard skills (e.g. music, provocation, peacemaking, discordance) or greater than 50 taming.&lt;br /&gt;
* Upon equipping a talisman there is a fifteen minute cool down before the skills or bonuses become active. To avoid this cool down, you can return to the Ancient Statue of Power and speak the words &amp;quot;I wish to pay tribute&amp;quot; which will take 10,000 gold pieces from your bank.&lt;br /&gt;
* There are armor and distance restrictions for each type. This are detailed further below for each type of talisman.&lt;br /&gt;
* The talisman skills and bonuses are not applicable against other players or pets.&lt;br /&gt;
* Talisman experience and relic ability gains are not possible in houses or on boats.  A message will appear saying &amp;quot;You feel and icy chill as your talisman drains of some of its power&amp;quot;. Monsters on boats will also not give gains.&lt;br /&gt;
* There is a maximum experience amount per creature that can be awarded to a given talisman. The bigger the creature, the greater the experience!&lt;br /&gt;
&lt;br /&gt;
The experience required per level is:&lt;br /&gt;
# 20,000&lt;br /&gt;
# 32,000&lt;br /&gt;
# 48,000&lt;br /&gt;
# 64,000&lt;br /&gt;
# 80,000&lt;br /&gt;
# 96,000&lt;br /&gt;
# 112,000&lt;br /&gt;
# 128,000&lt;br /&gt;
# 144,000&lt;br /&gt;
* Total: 724,000 XP​&lt;br /&gt;
&lt;br /&gt;
==Relics and Abilities==&lt;br /&gt;
Abilities are applied to the talisman by finding relics at events, dungeon bosses, monster of the month spawns and at the [[Dungeon_Bosses#Arch_Demon|Arch Demon]] and Lich Khan dungeon bosses. Each talisman has a maximum of four relic slots and aesthetic relic slots. The aesthetic slots are usable at any time and you get relic slots at levels: 1, 4, 7, 10.&lt;br /&gt;
&lt;br /&gt;
[[File:tread_relic.png|Example Relic]]&lt;br /&gt;
&lt;br /&gt;
There are currently four or five unique relics for each type of talisman which are detailed further below. Each relic has ten levels and leveling may lower the skill cooldown, raise the chance to activate, or provide other ability specific bonuses. These abilities typically have a random chance to activate on damage and a cooldown to only allow them to be activated at certain intervals.&lt;br /&gt;
&lt;br /&gt;
To add a relic to your talisman, double click the relic and then select your talisman. Be sure to stand in a safe place while doing this as relics can be stolen!&lt;br /&gt;
&lt;br /&gt;
With the recent change you are now able to swap your active relics, double click your Meta Talisman and then click on the [ - ] symbol next to the relic you wish to remove from the active relic list (highlighted in yellow in screenshot). Once you have an open unused slot available you will be able to hit the [ - ] symbol next to relics in the inactive list to make it an active relic (highlighted in red in screenshot). Keep in mind if you swap frequently in a short amount of time it will put it into cooldown.&lt;br /&gt;
&lt;br /&gt;
[[File:RelicSwap2.PNG|275px|Relic Swap]]&lt;br /&gt;
&lt;br /&gt;
Note that you will have to be quite lucky for all your talisman&#039;s relics drop for you. You may need to frequent the [http://www.uoforum.com/forums/buying.14/ Buying] and [http://www.uoforum.com/forums/selling.15/ Selling] forums to find your relics. Keep in mind that certain relics are more popular than others and can therefore be expensive to purchase. Being part of a larger guild can also provide a useful avenue for getting relics at a reduced rate.&lt;br /&gt;
&lt;br /&gt;
==Aesthetic Relics==&lt;br /&gt;
As mentioned there are currently four different aesthetic relics that apply to your Meta Talismans or [[Meta Pets]]. Pets require to be either a max evolution dragon (after feeding it fruit), at least a level 6 spider, or at least a level 6 steed.&lt;br /&gt;
&lt;br /&gt;
Aesthetic relic activation percentage is essentially an average of all aesthetics currently applied and online. The average percentage of having all four online is 10%. This means 10% of your kills will result in one of the four activating, they can not double activate on the same kill.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;gallery class=&amp;quot;center&amp;quot; widths=&amp;quot;250px&amp;quot; heights=&amp;quot;250px&amp;quot;&amp;gt;&lt;br /&gt;
File:AscensionGIF.gif|&#039;&#039;&#039;Ascension Relic&#039;&#039;&#039;&amp;lt;br /&amp;gt;(click to preview)&lt;br /&gt;
File:BloodyExplosionGIF.gif|&#039;&#039;&#039;Bloody Explosion Relic&#039;&#039;&#039;&amp;lt;br /&amp;gt;(click to preview)&lt;br /&gt;
File:ChickenDinnerGIF.gif|&#039;&#039;&#039;Chicken Dinner Relic&#039;&#039;&#039;&amp;lt;br /&amp;gt;(click to preview)&lt;br /&gt;
File:CombustionGIF.gif|&#039;&#039;&#039;Combustion Relic&#039;&#039;&#039;&amp;lt;br /&amp;gt;(click to preview)&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;The new Aesthetic relics are here!&#039;&#039;&#039; Below you will see how to obtain each of the four relics. Ascension is on the donation vendor Nadine. Bloody Explosion is gained as a reward from doing monster contracts for Heracles. Chicken Dinner is on the gold sink vendor Sasha. Combustion is a drop from defeating the Warden boss in [[Asylum]].&lt;br /&gt;
&lt;br /&gt;
&amp;lt;gallery class=&amp;quot;center&amp;quot; widths=&amp;quot;250px&amp;quot; heights=&amp;quot;250px&amp;quot;&amp;gt;&lt;br /&gt;
File:AscensionVendo.PNG|&#039;&#039;&#039;Ascension Vendor&#039;&#039;&#039;&amp;lt;br /&amp;gt;(Donation Coins)&lt;br /&gt;
File:BloodyExploVendo.PNG|&#039;&#039;&#039;Bloody Explosion Vendor&#039;&#039;&#039;&amp;lt;br /&amp;gt;(Contracts)&lt;br /&gt;
File:ChickenDinnerVendor.PNG|&#039;&#039;&#039;Chicken Dinner Vendor&#039;&#039;&#039;&amp;lt;br /&amp;gt;(Gold Sink)&lt;br /&gt;
File:CombustionBoss.PNG|&#039;&#039;&#039;Combustion Relic Boss&#039;&#039;&#039;&amp;lt;br /&amp;gt;(Warden Boss Drop)&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Idol of the Magi == &lt;br /&gt;
[[File:magetali.png|left]] The Idol of the Magi, informally known as Meta Mage, provides a spell damage bonuses and mana cost reduction for offensive spells against creatures. The ten levels of the talisman average a 20% bonus per level. The mana cost reduction is calculated by the talisman level, number of relics applied, and spirit speak.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Levelling ===&lt;br /&gt;
While levelling, your talisman experience gains are reduced if you are wearing armor. The penalty is 1.6% per AR. There is however no range penalty for Meta Mages. You can therefore stand at a safe distance while firing your lightning bolts at those big ugly creatures! &lt;br /&gt;
&lt;br /&gt;
=== Spirit Speak ===&lt;br /&gt;
Spirit Speak reduces the cost of spells. With the talisman at level 10 with four relics applied an energy bolt will cost as little as 10 mana with 100 Spirit Speak, 14 mana with 50 Spirit Speak and 16 mana with 0 Spirit Speak.&lt;br /&gt;
&lt;br /&gt;
=== Relics ===&lt;br /&gt;
; Dispersion&lt;br /&gt;
: Dispersion provides a chance for spell damage to be dispersed to nearby enemies. There is a 10% chance for an offensive spell to damage level-dependent number of creatures within a 3 tile radius. At level one, the damage can disperse onto one additional creature and the cool down is 60 seconds. At level ten, the damage can spread to up to ten additional creatures and the cool down is 45 seconds. &lt;br /&gt;
&lt;br /&gt;
; Focus&lt;br /&gt;
: Focus provides a chance for increased spell damage. Spell damage can do (Focus Level / 20) additional damage to the target creature. For example, at level 1, this would be 0.05% (1/20) additional damage. An offensive spell that hits for 100 will therefore generate an additional 5 damage, shown as a separate damage number. In the same scenario, at level 10, focus can generate an additional 50 spell damage. The Focus relic cooldown begins with a base of 35 seconds and falls 2 seconds per relic level for a total of 15 seconds at Level 10. The chance of activation is 95% after the cooldown expires.&lt;br /&gt;
&lt;br /&gt;
; Shadow Disciple&lt;br /&gt;
: Shadow Disciple provides a chance to return some mana and temporarily lower 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)).&lt;br /&gt;
&lt;br /&gt;
; Vivify&lt;br /&gt;
: Vivify provides a chance to enhance the skills and stats of an 8th circle creature summon. This applies to summoned daemons and elementals but not to energy vortexes or blade spirits. At level 1, vivify can be triggered every 60 seconds there is a 60% chance to summon an enhanced creature. 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.&lt;br /&gt;
&lt;br /&gt;
=== Tips, Tricks and Templates ===&lt;br /&gt;
&lt;br /&gt;
When completing the initial quest line, you may want to consider switching your character to a warrior or tank mage to complete killing the 100 evil creatures. Alternatively, make use of slayer spell books to kill the evil creatures as a pure mage but note that this can be somewhat laborious as you cannot use summons to help you.&lt;br /&gt;
&lt;br /&gt;
The Meta Mage is arguably the most laborious of all the talisman. You should therefore make best use of all things that improve levelling efficiency:&lt;br /&gt;
* Don&#039;t wear any or very minimal armor. Leather bought from NPCs with slayer properties applied will provide the best balance for damage mitigation and experience gains.&lt;br /&gt;
* Level up Spirit Speak to 100 for spell cost reduction. &lt;br /&gt;
* Use Slayer Spell books to increase spell damage and therefore experience gains &#039;&#039;but&#039;&#039; be aware that at higher levels when you start dishing out some serious damage and killing monsters quickly, you may be better off using weaker spells or dropping the slayer spellbook to eek out the maximum possible experience per monsters. Note: Unlike normal spellbooks, crafted slayer spell can be stolen.&lt;br /&gt;
* Apply the Shadow Disciple relic first as it provides both increased damage and returns mana.&lt;br /&gt;
* Kill the biggest creatures you can find. If you are struggling, ask a friendly tamer or bard if you can follow them around and cast spells on the creatures they are killing.&lt;br /&gt;
&lt;br /&gt;
Common templates are:&lt;br /&gt;
* Magery, Evaluating Intelligence, Healing, Anatomy, Spirit Speak, Meditation, Resisting Spells - This provides defensive wresting through Evaluating Intelligence and Anatomy, allows bandages to be used to heal and therefore save mana and Spirit Speak to conserve mana. Resisting Spells is useful to mitigate interruptions from poisons and paralyze spells.&lt;br /&gt;
* Magery, Evaluating Intelligence, Spirit Speak, Wrestling, Inscription, Meditation, Resisting Spells - Inscription lets you craft your own slayer spell books and number of spells that can be reflected with the Magic Reflection spell.&lt;br /&gt;
&lt;br /&gt;
== Phylactery of Resilience ==&lt;br /&gt;
[[File:defencetali.png]]The Phylactery of Resilience, informally known as the Defence Talisman, offers increased protection from melee and magical damage from creatures. There are ten levels of the talisman and on average you gain 5% protection per level. &lt;br /&gt;
&lt;br /&gt;
=== Leveling ===&lt;br /&gt;
You gain experience with this talisman by doing damage to creatures. The amount you gain is penalized by wearing too little armor. To ensure maximum experience gains, keep your armor at or above 80. The amount of experience gained is also affected by distance from the creature. The penalty is 20% for each tile beyond 1.5. Stay close, be well armored and crush those evil creatures!&lt;br /&gt;
&lt;br /&gt;
=== Arms Lore ===&lt;br /&gt;
The wielder of an active Phylactery of Resilience or Totem of the Berserker with 100 Arms Lore and 100 Weapon Skill receives an increased Minimum Hit Chance. You will only get this increase if you are wielding a weapon relevant to your chosen Weapon Skill. For example, against a creature with 100 wrestling, a normal warrior with 100 Swordsmanship wielding a katana has a 50% chance to hit the creature. With the talisman and 100 Arms Lore, this increases to ~63%. Note, however, that this does not raise your Hit Chance by a flat amount it just raises it to ~63% if you are currently below that. If you intend to kill only lowly ogres and ettins, you can probably skip Arms Lore. If however you want to take on bigger monsters such as with 100 or greater wrestling, such as dungeon bosses, then consider fitting this into your template.&lt;br /&gt;
&lt;br /&gt;
=== Relics ===&lt;br /&gt;
; Leech&lt;br /&gt;
: Leech provides the ability for the player to sap small amounts of health from nearby creature when damaged. The amount per creature is capped at the skill level and is a random value from 1 to relic level. The chance to activate and cool down are affected by gaining levels.&lt;br /&gt;
&lt;br /&gt;
; Quench&lt;br /&gt;
: Quench provides a chance to resist fire breath. Once triggered it provides protection against fire breath for a period of time determined by the relic level. The duration lasts for (Level * 5) seconds. The cooldown decreases by 90 - (Level * 2).&lt;br /&gt;
&lt;br /&gt;
; Recoil&lt;br /&gt;
: Recoil provides a chance for melee damage done to a player to reflect back on the attacking creature. When it activates, it returns 2x base damage to the creature. There is a 25% chance to turn an opponent&#039;s attack onto him. At Level 1 it starts with a 30 second cooldown. With each level the cooldown reduces by 1 second, resulting in a 20 second cooldown at Level 10.&lt;br /&gt;
&lt;br /&gt;
; Remedy&lt;br /&gt;
: Remedy provides a chance to resist poison from a melee hit, such as a scorpion&#039;s sting, for a period of time determined by the relic level. There is a 25% chance to become immune to poison for (Level * 4) seconds. The cooldown decreases by 90 - (Level * 3).&lt;br /&gt;
&lt;br /&gt;
; Shield Bash&lt;br /&gt;
: Shield Bash does a mighty stunning bash to your enemy. Factoring in your skill in parry and your relic level at level 10 it provides a 3x modifier in damage based of your weapon. Including the damage it also stuns your target for 5 seconds. The cooldown decreases by 30 - (Level * 1).&lt;br /&gt;
&lt;br /&gt;
=== Tips, Tricks and Templates ===&lt;br /&gt;
&lt;br /&gt;
The defence talisman is the most casual to level, sitting comfortably between the fast, furious zerker and the laborious, cautious meta mage. While you may need to pay slightly less attention to your health bar than the other talismans, you can&#039;t completely disengage. Keep the following things in mind:&lt;br /&gt;
* Keep your armor at or above 80 at all times. Regularly check armor damage as you will be taking some big blows from the level of creature you will be fighting. A character with blacksmith will come in handy for repairs or you will need to stock up on repair deeds.&lt;br /&gt;
* Strongly consider including [[Parrying]] in your template to protect your armor and provide extra damage mitigation. This is particularly useful at lower levels.&lt;br /&gt;
* Consider using a Swamp Dragon for even more damage mitigation.&lt;br /&gt;
* If you can afford it, consider adding some [[Slayer_Armor|slayer properties]] to your armor.&lt;br /&gt;
* Quench and Remedy are best applied early on as they provide excellent protection and can take quite some time to level up.&lt;br /&gt;
&lt;br /&gt;
A classic template is:&lt;br /&gt;
* Weapon Skill, Parrying, Healing, Anatomy, Resisting Spells, Tactics and either:&lt;br /&gt;
** Magery for overall utility. The ability to use Reactive Armor, Recall, Cure, Reflect, and Teleport are all very useful.&lt;br /&gt;
** Arms Lore to increase your hit chance (Using runebooks loaded with recalls to travel around).&lt;br /&gt;
&lt;br /&gt;
== Totem of the Berserker ==&lt;br /&gt;
[[File:zerkertali.png|Left]]The Totem of the Berserker, informally known as the Berserker or Zerk Talisman, provides offensive damage bonuses for melee skills, including archery. There are ten levels of the talisman and on average you gain 5% damage per level.&lt;br /&gt;
&lt;br /&gt;
=== Levelling ===&lt;br /&gt;
The more armor you wear, the less experience you gain for damaging creatures at a rate of 1% per AR. As with the Defence Talisman, there is a distance penalty on experience gained of 20% per tile beyond 1.5 tiles.&lt;br /&gt;
&lt;br /&gt;
=== Arms Lore ===&lt;br /&gt;
Arms Lore has the same effect Minimum Hit Chance increase for the Totem of the Berserker as it does for a Phylactery of Resilience Talisman. Further details are provided in the [[#Phylactery_of_Resilience|Phylactery of Resilience]] section.&lt;br /&gt;
&lt;br /&gt;
=== Relics ===&lt;br /&gt;
; Double Strike&lt;br /&gt;
: When invoked the berserker will double swing on the creature. It 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 ability lowers the cooldown and increases the chance of activation.&lt;br /&gt;
&lt;br /&gt;
; Infected Wounds&lt;br /&gt;
: If the user is carrying poison potions they have a chance to charge their weapon with poison and infect creatures with the consumed level of poison. As Infected Wounds levels up, the cool down is reduced and the number of infections available per potion is increased. This works with any weapon including two handed weapons such as axes and bows. The [[Poisoning]] skill gives a bonus to the number of infections per potion and also gives a chance for the poison to be upgraded one level higher, making lethal poison a possibility. The higher your poisoning, the more likely you are to get an upgrade in the poison level.&lt;br /&gt;
&lt;br /&gt;
; Phase Shift&lt;br /&gt;
: Upon attacking a creature at range the berserker teleport attacks to the targeted creature. 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. Originally, the ability received an additional phase jump for every other level gained for a maximum of 3 and each shift consumes 10 stamina but this was modified as it was teleporting players into some dangerous situations! Phase Shift now teleports to a single target. Each level lowers the cooldown. 100 [[Hiding]] and [[Stealth]] will provide 50% bonus damage when phase shifting while hidden.&lt;br /&gt;
&lt;br /&gt;
; Tread&lt;br /&gt;
: The berserker can trample an enemy either on foot or while mounted. Full stamina is required and the weight of the character is taken into account. Carrying 314 stone is considered full weight and will provide maximum damage for your level. At level 10 the ability can provide up to a maximum of 300 damage. It has 100% chance to activate if the ability is available and the bersker&#039;s stamina is full.&lt;br /&gt;
&lt;br /&gt;
; Primal Scream&lt;br /&gt;
: After attacking a target the berserker will let out a scream applying a debuff called Armor Abrogate to all targets in a substantially large area. When activated it will disable all armor to targets with the debuff for 15 seconds at level 10. The cooldown at level 10 is 50 seconds.&lt;br /&gt;
&lt;br /&gt;
=== Tips, Tricks and Templates ===&lt;br /&gt;
&lt;br /&gt;
Buy refresh potions, lots and lots of refresh potions.&lt;br /&gt;
&lt;br /&gt;
The Zerker talisman is fun and engaging to level. As long as you follow these basic rules, you should be able to quickly progress through the levels:&lt;br /&gt;
&lt;br /&gt;
* Like the Meta Mage and in keeping with your title, a berserker should wear little or no armor for maximum gains. Leather bought from NPCs with [[Slayer_Armor|slayer properties]] applied will provide the best balance for damage mitigation and experience gains.&lt;br /&gt;
* Unlike the Meta Mage, you do not have the luxury of standing at range and if you cannot afford a full set of slayer armor, you may need to resort to jousting.&lt;br /&gt;
* As you may need to joust, Arms Lore is very useful for efficient levelling to provide a greater chance for a successful hit.&lt;br /&gt;
* Definitely do not use a shield or [[parrying]], your armor will be too high reducing your experience gains.&lt;br /&gt;
* Use slayer weapons to ensure you get maximum damage.&lt;br /&gt;
* Double Strike is the best relic to start with.&lt;br /&gt;
* Use a Swamp Dragon to reduce damage taken.&lt;br /&gt;
&lt;br /&gt;
There are many different ways to play a Zerker but here are a few suggestions to get you started:&lt;br /&gt;
&lt;br /&gt;
* Weapon Skill, Tactics, Anatomy, Healing, Resist, Arms Lore and either:&lt;br /&gt;
** Magery for overall utility. The ability to use Reactive Armor, Recall, Cure, Reflect, and Teleport are all very useful&lt;br /&gt;
** Lumberjacking for even more damage if you opt for Swordsmanship.&lt;br /&gt;
** Hiding for a quick escape to avoid really nasty creatures (and players).&lt;br /&gt;
&lt;br /&gt;
== Shadow of the Rogue ==&lt;br /&gt;
[[File:zerkertali.png|Left]]The Shadow Of The Rogue talisman is a take on the classic RPG rogue class. It includes four new relics and an entirely new relic leveling concept. The talisman itself levels in the same manner of the existing talismans. &#039;&#039;&#039;This talisman and relics are available on the gold sink vendor. The talisman itself for 1m gold and each relic for 4m. You do not need to complete the talisman quest to obtain this talisman.&#039;&#039;&#039; The built in bonuses are:&lt;br /&gt;
* Knives get a Level * 20% bonus to knife weapons (i.e. 200% at Level 10)&lt;br /&gt;
* Crossbows get a Level * 13% (i.e. 130% bonus at Level 10)&lt;br /&gt;
* The wearer gains the ability to run while stealth to a distance of 5 * Level tiles (i.e. 50 tiles at Level 10)&lt;br /&gt;
&lt;br /&gt;
The relic leveling mechanic is designed to make the leveling process much less cumbersome and yet reward those that dedicate themselves to using this talisman.&lt;br /&gt;
&lt;br /&gt;
The talisman relics track kills of all creatures that have over 100 max hit points. The relic levels of the talisman are based on the number of kills recorded. 20 kills for level 2 relics, 50 kills for level 3 relics, 90 kills for level 4 relics, 150 for 5, 300 for 6, etc. You will have level 10 relics with 700 stored kills. Every 24 hours 25 kills will decay from the total kill count. You can build up to 800 kills, but the total will be capped at that number. This will allow you talisman 4 days of not being used before it reverts down to level 9 relics on 5th day.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Levelling ===&lt;br /&gt;
The more armor you wear, the less experience you gain for damaging creatures at a rate of 1% per AR. As with the Defence Talisman, there is a distance penalty on experience gained of 20% per tile beyond 1.5 tiles.&lt;br /&gt;
&lt;br /&gt;
=== Arms Lore ===&lt;br /&gt;
Arms Lore has the same effect Minimum Hit Chance increase for the Shadow of the Rogue as it does for a Phylactery of Resilience and Berserker Talisman. Further details are provided in the [[#Phylactery_of_Resilience|Phylactery of Resilience]] section.&lt;br /&gt;
&lt;br /&gt;
=== Relics ===&lt;br /&gt;
; Disembowel&lt;br /&gt;
: Bleed attack that does 10 ticks of relic level damage every 30 seconds&lt;br /&gt;
&lt;br /&gt;
; Elude&lt;br /&gt;
: Damage absorption of relic level * 2% every 30 seconds that lasts up to 20 seconds per activation&lt;br /&gt;
&lt;br /&gt;
; Ruthless&lt;br /&gt;
: This is a passive relic that gives relic level * 2% bonus damage to poisoned targets. This is always on and does not give trigger notifications.&lt;br /&gt;
&lt;br /&gt;
; Shadow Dance&lt;br /&gt;
: Area effect attack that hits up to 4 nearby creatures with bonus damage based on relic level&lt;br /&gt;
&lt;br /&gt;
=== Tips, Tricks and Templates ===&lt;br /&gt;
&lt;br /&gt;
The Rogue talisman is fun and engaging to level. As long as you follow these basic rules, you should be able to progress through the levels:&lt;br /&gt;
&lt;br /&gt;
* Like the Meta Mage and Berserker, wear little or no armor for maximum gains. Leather bought from NPCs with [[Slayer_Armor|slayer properties]] applied will provide the best balance for damage mitigation and experience gains.&lt;br /&gt;
* Unlike the Meta Mage, you do not have the luxury of standing at range and if you cannot afford a full set of slayer armor, you may need to resort to jousting.&lt;br /&gt;
* As you may need to joust, Arms Lore is very useful for efficient leveling to provide a greater chance for a successful hit.&lt;br /&gt;
* Definitely do not use a shield or [[parrying]], your armor will be too high reducing your experience gains.&lt;br /&gt;
* Use slayer weapons to ensure you get maximum damage.&lt;br /&gt;
* Use a Swamp Dragon to reduce damage taken.&lt;br /&gt;
&lt;br /&gt;
There are many different ways to play a Rogue but here are a few suggestions to get you started:&lt;br /&gt;
&lt;br /&gt;
* Weapon Skill, Tactics, Anatomy, Healing, Resist, Arms Lore and either:&lt;br /&gt;
** Magery for overall utility. The ability to use Reactive Armor, Recall, Cure, Reflect, and Teleport are all very useful&lt;br /&gt;
** Hiding for a quick escape to avoid really nasty creatures (and players).&lt;br /&gt;
* The Weapon Skill should ideally by Fencing (with Daggers), Swords (with Knives) or Archery (with regular crossbows) to benefit from the increased damage.&lt;br /&gt;
&lt;br /&gt;
==Artifact of the Marksman==&lt;br /&gt;
[[File:AOM Symbol.png|Left]] Artifact of the Marksman is an Archery focused talisman. It provides multiple options to suit your playstyle  by providing Area of Effect (AOE) and Crowd Control (CC) options. It also increases single target damage by amplifying damage output and attack speed.&lt;br /&gt;
&lt;br /&gt;
=== Levelling ===&lt;br /&gt;
While levelling, your talisman experience gains are reduced if you are wearing armor. The penalty is 1.6% per AR. There is however no range penalty for Artifact of the Marksman.&lt;br /&gt;
&lt;br /&gt;
=== Arms Lore ===&lt;br /&gt;
Arms Lore has the same effect Minimum Hit Chance increase for the Artifact of the Marksman as it does for a Phylactery of Resilience Talisman. Further details are provided in the [[#Phylactery_of_Resilience|Phylactery of Resilience]] section.&lt;br /&gt;
&lt;br /&gt;
===Amplified Damage===&lt;br /&gt;
Artifact of the Marksman increases damage as the Talisman levels&lt;br /&gt;
&lt;br /&gt;
*Level 1: 104%&lt;br /&gt;
*Level 2:&lt;br /&gt;
*Level 3: &lt;br /&gt;
*Level 4: &lt;br /&gt;
*Level 5: &lt;br /&gt;
*Level 6: &lt;br /&gt;
*Level 7: &lt;br /&gt;
*Level 8: &lt;br /&gt;
*Level 9: &lt;br /&gt;
*Level 10: 180%&lt;br /&gt;
&lt;br /&gt;
===Relics===&lt;br /&gt;
Artifact of the Marksman has 7 relics available and you can enable 4 at a time. This talisman has two types of relics: active and passive. Passive relics provide advantages or abilities by simply having them enabled on your talisman. Active Relics can be used by selecting them from your Talisman Ability Gump.&lt;br /&gt;
&lt;br /&gt;
Notes: &lt;br /&gt;
*Current relic color is a placeholder and will be changed.&lt;br /&gt;
*Certain mobs will be immune to CC (crowd control) effects such as champs or higher level paragons. &lt;br /&gt;
&lt;br /&gt;
; Concussive Blast&lt;br /&gt;
: Relic Type: Active&lt;br /&gt;
: Cooldown: 65 seconds&lt;br /&gt;
: Applies Silence that lasts 5 seconds per Relic level, at max level will last 50 seconds (currently). Silence applies a debuff which prevents spell casting. Applying this debuff to a mob will interrupt their current spell channeling and prevent them from casting for the duration of the Silence&lt;br /&gt;
&lt;br /&gt;
; Knee Strike&lt;br /&gt;
: Relic Type: Passive &amp;amp; Active&lt;br /&gt;
: Passive Cooldown: 3 seconds&lt;br /&gt;
: Active Cooldown: 65 seconds&lt;br /&gt;
: Passively debuffs your target, lowering their movement speed while auto attacking every 3 seconds and applies Knee Strike charges. Knee’s strike’s active ability consumes your Knee Strike charges and applies an even more powerful slow on your next attack. The amplified slow increases depending on the number of charges you have with 10 being the max. Each charge will reduce movespeed by 1/4.&lt;br /&gt;
&lt;br /&gt;
; Pinning Lob&lt;br /&gt;
: Relic Type: Active&lt;br /&gt;
: Cooldown: 15 seconds&lt;br /&gt;
: Pushes the first mob that the arrow collides into back 3 tiles. If the mob collides with an obstacle or another mob, it will stun the mob for 1 second per level. If it is pushed into a mob, the mob it collides with will also be stunned for the same duration.&lt;br /&gt;
&lt;br /&gt;
; Volley&lt;br /&gt;
: Relic Type: Active&lt;br /&gt;
: Cooldown: 65 seconds&lt;br /&gt;
: Your player will begin shooting massive amount arrows into the air at a target location every seconds for 10 seconds. Volley will be interrupted if you move or do not have enough arrows. Damage dealt 3 * Level and will be modified by arrow type modifiers.&lt;br /&gt;
&lt;br /&gt;
; Piercing Shot&lt;br /&gt;
: Relic Type: Active&lt;br /&gt;
: Cooldown: 15 seconds&lt;br /&gt;
: Fire an arrow towards the selected target which pierces through all mobs for 14 tiles dealing Level * 3 damage. &lt;br /&gt;
&lt;br /&gt;
; Hunter’s Focus&lt;br /&gt;
: Relic Type: Passive&lt;br /&gt;
: Cooldown: 30 seconds&lt;br /&gt;
: Provides a buff which greatly increases the attack speed for 5 seconds. You will receive 40 dex/stam per level. The buff will automatically be removed during PvP.&lt;br /&gt;
&lt;br /&gt;
; Reclamation&lt;br /&gt;
: Relic Type: Active&lt;br /&gt;
: Reclamation is a passive relic which automatically picks arrows up as they are being shot or from Active Relic abilities. It picks arrows up within the Relic’s level +1 tiles of your character. So, at level 1 it will pick up arrows within 2 tiles and at level 10 it will pick up arrows within 11 tiles. This includes arrows from the Volley relic.&lt;br /&gt;
&lt;br /&gt;
==Quest Line==&lt;br /&gt;
Be forewarned, the quest to obtain a Meta Talisman is not for the impatient, frugal or faint of heart! You may complete the quest multiple times on one character but you will only be able to wield one talisman at a time. A helpful video guide can be found [https://www.youtube.com/watch?v=Oo7yjlU_O-Y | here]. &lt;br /&gt;
&lt;br /&gt;
To begin the multi-part quest you must travel just west of the Valor Shrine where there is a tall statue:&lt;br /&gt;
&lt;br /&gt;
[[File:Talisman_statue.png]]&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;1. Beginning the quest:&#039;&#039;&#039; Stepping in front of the statue and speaking out loud will offer a quest gump. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;2. A dull stone:&#039;&#039;&#039; Accepting this quest will give you with a dull stone that must be empowered with Vanquishing weapons. The absorb a Vanquishing weapon into to the stone, double click it and target the weapon. &#039;&#039;The stone can only be charged with true instruments of war. Daggers, cleavers, knives and pitchforks cannot power it.&#039;&#039; After 30 Vanquishing weapons have been absorbed by the stone, you can return to the statue.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;3. Evil creatures:&#039;&#039;&#039;  Speaking to the statue again will empower the stone, opening the second part of the quest. You must now kill 100 &amp;quot;evil&amp;quot; creatures. These creatures must have a minimum fame level to be accepted by the stone. Creatures of this stature include Dragons, Drakes, Daemons, Ogre Lords, Lich Lords, Deep Earth Elementals, Orc Mine Overseers, Paragon Lichs etc. Note that you will have to kill these creatures by yourself. The level of &amp;quot;evilness&amp;quot; is determined by the monster&#039;s health points which must be 400 or higher. Some Deep Earth Elementals, for example, will be just below the required level of &amp;quot;evil&amp;quot; because they have less than 400 health points. Once you&#039;ve killed those creatures and the stone is filled, return to the statue and speak again.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;4. Daemon archlord:&#039;&#039;&#039; Now you have to visit the Daemon Archlord&#039;s lair! Also known as the [[Dungeon_Bosses#Arch_Demon|Arch Demon]], he is located in Wrong on level 3. In the center of the room you will find a small red statue. Double click that to collect the Arch Demon&#039;s blood. Be cautious however, if the Arch Demon is around, you will have a hard time getting to the statue! If you want to take on the boss himself, it is recommended that you familiarise yourself with his attack mechanics first.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;5. Choosing your talisman:&#039;&#039;&#039; Speak once more to the statue with your purified stone and you will be able to choose one of the three talismans. Choose wisely!&lt;/div&gt;</summary>
		<author><name>Teto</name></author>
	</entry>
	<entry>
		<id>https://uoforever.com/wiki/index.php?title=Meta_Talismans&amp;diff=6986</id>
		<title>Meta Talismans</title>
		<link rel="alternate" type="text/html" href="https://uoforever.com/wiki/index.php?title=Meta_Talismans&amp;diff=6986"/>
		<updated>2022-04-28T12:35:15Z</updated>

		<summary type="html">&lt;p&gt;Teto: /* Artifact of the Marksman */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[image:talisman_phase_shift.gif|thumb|300px|An example of Phase Shift ability (Click to see)]]&lt;br /&gt;
__TOC__&lt;br /&gt;
==Description==&lt;br /&gt;
The Meta Talisman is a wearable item obtained by completing a [[#Quest_Line|quest line]] which begins at a mysterious Ancient Statue of Power near Valor Shrine. The Meta Talisman gives warrior, archer, and mage style players special abilities as their talisman levels. Each talisman has a passive property and active abilities that are obtainable through relics. The talisman levels up as you kill creatures and the [[#Relics_and_Abilities|abilities]] of your talisman become stronger.&lt;br /&gt;
&lt;br /&gt;
The more recently added Shadow of the Rogue talisman does not require a user to run through the Quest Line but is instead available from the Gold Sink vendor in Britain.&lt;br /&gt;
&lt;br /&gt;
With these bonuses come some limitations:&lt;br /&gt;
* The talisman cannot be equipped by any character with greater than 50 in any bard skills (e.g. music, provocation, peacemaking, discordance) or greater than 50 taming.&lt;br /&gt;
* Upon equipping a talisman there is a fifteen minute cool down before the skills or bonuses become active. To avoid this cool down, you can return to the Ancient Statue of Power and speak the words &amp;quot;I wish to pay tribute&amp;quot; which will take 10,000 gold pieces from your bank.&lt;br /&gt;
* There are armor and distance restrictions for each type. This are detailed further below for each type of talisman.&lt;br /&gt;
* The talisman skills and bonuses are not applicable against other players or pets.&lt;br /&gt;
* Talisman experience and relic ability gains are not possible in houses or on boats.  A message will appear saying &amp;quot;You feel and icy chill as your talisman drains of some of its power&amp;quot;. Monsters on boats will also not give gains.&lt;br /&gt;
* There is a maximum experience amount per creature that can be awarded to a given talisman. The bigger the creature, the greater the experience!&lt;br /&gt;
&lt;br /&gt;
The experience required per level is:&lt;br /&gt;
# 20,000&lt;br /&gt;
# 32,000&lt;br /&gt;
# 48,000&lt;br /&gt;
# 64,000&lt;br /&gt;
# 80,000&lt;br /&gt;
# 96,000&lt;br /&gt;
# 112,000&lt;br /&gt;
# 128,000&lt;br /&gt;
# 144,000&lt;br /&gt;
* Total: 724,000 XP​&lt;br /&gt;
&lt;br /&gt;
==Relics and Abilities==&lt;br /&gt;
Abilities are applied to the talisman by finding relics at events, dungeon bosses, monster of the month spawns and at the [[Dungeon_Bosses#Arch_Demon|Arch Demon]] and Lich Khan dungeon bosses. Each talisman has a maximum of four relic slots and aesthetic relic slots. The aesthetic slots are usable at any time and you get relic slots at levels: 1, 4, 7, 10.&lt;br /&gt;
&lt;br /&gt;
[[File:tread_relic.png|Example Relic]]&lt;br /&gt;
&lt;br /&gt;
There are currently four or five unique relics for each type of talisman which are detailed further below. Each relic has ten levels and leveling may lower the skill cooldown, raise the chance to activate, or provide other ability specific bonuses. These abilities typically have a random chance to activate on damage and a cooldown to only allow them to be activated at certain intervals.&lt;br /&gt;
&lt;br /&gt;
To add a relic to your talisman, double click the relic and then select your talisman. Be sure to stand in a safe place while doing this as relics can be stolen!&lt;br /&gt;
&lt;br /&gt;
With the recent change you are now able to swap your active relics, double click your Meta Talisman and then click on the [ - ] symbol next to the relic you wish to remove from the active relic list (highlighted in yellow in screenshot). Once you have an open unused slot available you will be able to hit the [ - ] symbol next to relics in the inactive list to make it an active relic (highlighted in red in screenshot). Keep in mind if you swap frequently in a short amount of time it will put it into cooldown.&lt;br /&gt;
&lt;br /&gt;
[[File:RelicSwap2.PNG|275px|Relic Swap]]&lt;br /&gt;
&lt;br /&gt;
Note that you will have to be quite lucky for all your talisman&#039;s relics drop for you. You may need to frequent the [http://www.uoforum.com/forums/buying.14/ Buying] and [http://www.uoforum.com/forums/selling.15/ Selling] forums to find your relics. Keep in mind that certain relics are more popular than others and can therefore be expensive to purchase. Being part of a larger guild can also provide a useful avenue for getting relics at a reduced rate.&lt;br /&gt;
&lt;br /&gt;
==Aesthetic Relics==&lt;br /&gt;
As mentioned there are currently four different aesthetic relics that apply to your Meta Talismans or [[Meta Pets]]. Pets require to be either a max evolution dragon (after feeding it fruit), at least a level 6 spider, or at least a level 6 steed.&lt;br /&gt;
&lt;br /&gt;
Aesthetic relic activation percentage is essentially an average of all aesthetics currently applied and online. The average percentage of having all four online is 10%. This means 10% of your kills will result in one of the four activating, they can not double activate on the same kill.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;gallery class=&amp;quot;center&amp;quot; widths=&amp;quot;250px&amp;quot; heights=&amp;quot;250px&amp;quot;&amp;gt;&lt;br /&gt;
File:AscensionGIF.gif|&#039;&#039;&#039;Ascension Relic&#039;&#039;&#039;&amp;lt;br /&amp;gt;(click to preview)&lt;br /&gt;
File:BloodyExplosionGIF.gif|&#039;&#039;&#039;Bloody Explosion Relic&#039;&#039;&#039;&amp;lt;br /&amp;gt;(click to preview)&lt;br /&gt;
File:ChickenDinnerGIF.gif|&#039;&#039;&#039;Chicken Dinner Relic&#039;&#039;&#039;&amp;lt;br /&amp;gt;(click to preview)&lt;br /&gt;
File:CombustionGIF.gif|&#039;&#039;&#039;Combustion Relic&#039;&#039;&#039;&amp;lt;br /&amp;gt;(click to preview)&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;The new Aesthetic relics are here!&#039;&#039;&#039; Below you will see how to obtain each of the four relics. Ascension is on the donation vendor Nadine. Bloody Explosion is gained as a reward from doing monster contracts for Heracles. Chicken Dinner is on the gold sink vendor Sasha. Combustion is a drop from defeating the Warden boss in [[Asylum]].&lt;br /&gt;
&lt;br /&gt;
&amp;lt;gallery class=&amp;quot;center&amp;quot; widths=&amp;quot;250px&amp;quot; heights=&amp;quot;250px&amp;quot;&amp;gt;&lt;br /&gt;
File:AscensionVendo.PNG|&#039;&#039;&#039;Ascension Vendor&#039;&#039;&#039;&amp;lt;br /&amp;gt;(Donation Coins)&lt;br /&gt;
File:BloodyExploVendo.PNG|&#039;&#039;&#039;Bloody Explosion Vendor&#039;&#039;&#039;&amp;lt;br /&amp;gt;(Contracts)&lt;br /&gt;
File:ChickenDinnerVendor.PNG|&#039;&#039;&#039;Chicken Dinner Vendor&#039;&#039;&#039;&amp;lt;br /&amp;gt;(Gold Sink)&lt;br /&gt;
File:CombustionBoss.PNG|&#039;&#039;&#039;Combustion Relic Boss&#039;&#039;&#039;&amp;lt;br /&amp;gt;(Warden Boss Drop)&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Idol of the Magi == &lt;br /&gt;
[[File:magetali.png|left]] The Idol of the Magi, informally known as Meta Mage, provides a spell damage bonuses and mana cost reduction for offensive spells against creatures. The ten levels of the talisman average a 20% bonus per level. The mana cost reduction is calculated by the talisman level, number of relics applied, and spirit speak.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Levelling ===&lt;br /&gt;
While levelling, your talisman experience gains are reduced if you are wearing armor. The penalty is 1.6% per AR. There is however no range penalty for Meta Mages. You can therefore stand at a safe distance while firing your lightning bolts at those big ugly creatures! &lt;br /&gt;
&lt;br /&gt;
=== Spirit Speak ===&lt;br /&gt;
Spirit Speak reduces the cost of spells. With the talisman at level 10 with four relics applied an energy bolt will cost as little as 10 mana with 100 Spirit Speak, 14 mana with 50 Spirit Speak and 16 mana with 0 Spirit Speak.&lt;br /&gt;
&lt;br /&gt;
=== Relics ===&lt;br /&gt;
; Dispersion&lt;br /&gt;
: Dispersion provides a chance for spell damage to be dispersed to nearby enemies. There is a 10% chance for an offensive spell to damage level-dependent number of creatures within a 3 tile radius. At level one, the damage can disperse onto one additional creature and the cool down is 60 seconds. At level ten, the damage can spread to up to ten additional creatures and the cool down is 45 seconds. &lt;br /&gt;
&lt;br /&gt;
; Focus&lt;br /&gt;
: Focus provides a chance for increased spell damage. Spell damage can do (Focus Level / 20) additional damage to the target creature. For example, at level 1, this would be 0.05% (1/20) additional damage. An offensive spell that hits for 100 will therefore generate an additional 5 damage, shown as a separate damage number. In the same scenario, at level 10, focus can generate an additional 50 spell damage. The Focus relic cooldown begins with a base of 35 seconds and falls 2 seconds per relic level for a total of 15 seconds at Level 10. The chance of activation is 95% after the cooldown expires.&lt;br /&gt;
&lt;br /&gt;
; Shadow Disciple&lt;br /&gt;
: Shadow Disciple provides a chance to return some mana and temporarily lower 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)).&lt;br /&gt;
&lt;br /&gt;
; Vivify&lt;br /&gt;
: Vivify provides a chance to enhance the skills and stats of an 8th circle creature summon. This applies to summoned daemons and elementals but not to energy vortexes or blade spirits. At level 1, vivify can be triggered every 60 seconds there is a 60% chance to summon an enhanced creature. 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.&lt;br /&gt;
&lt;br /&gt;
=== Tips, Tricks and Templates ===&lt;br /&gt;
&lt;br /&gt;
When completing the initial quest line, you may want to consider switching your character to a warrior or tank mage to complete killing the 100 evil creatures. Alternatively, make use of slayer spell books to kill the evil creatures as a pure mage but note that this can be somewhat laborious as you cannot use summons to help you.&lt;br /&gt;
&lt;br /&gt;
The Meta Mage is arguably the most laborious of all the talisman. You should therefore make best use of all things that improve levelling efficiency:&lt;br /&gt;
* Don&#039;t wear any or very minimal armor. Leather bought from NPCs with slayer properties applied will provide the best balance for damage mitigation and experience gains.&lt;br /&gt;
* Level up Spirit Speak to 100 for spell cost reduction. &lt;br /&gt;
* Use Slayer Spell books to increase spell damage and therefore experience gains &#039;&#039;but&#039;&#039; be aware that at higher levels when you start dishing out some serious damage and killing monsters quickly, you may be better off using weaker spells or dropping the slayer spellbook to eek out the maximum possible experience per monsters. Note: Unlike normal spellbooks, crafted slayer spell can be stolen.&lt;br /&gt;
* Apply the Shadow Disciple relic first as it provides both increased damage and returns mana.&lt;br /&gt;
* Kill the biggest creatures you can find. If you are struggling, ask a friendly tamer or bard if you can follow them around and cast spells on the creatures they are killing.&lt;br /&gt;
&lt;br /&gt;
Common templates are:&lt;br /&gt;
* Magery, Evaluating Intelligence, Healing, Anatomy, Spirit Speak, Meditation, Resisting Spells - This provides defensive wresting through Evaluating Intelligence and Anatomy, allows bandages to be used to heal and therefore save mana and Spirit Speak to conserve mana. Resisting Spells is useful to mitigate interruptions from poisons and paralyze spells.&lt;br /&gt;
* Magery, Evaluating Intelligence, Spirit Speak, Wrestling, Inscription, Meditation, Resisting Spells - Inscription lets you craft your own slayer spell books and number of spells that can be reflected with the Magic Reflection spell.&lt;br /&gt;
&lt;br /&gt;
== Phylactery of Resilience ==&lt;br /&gt;
[[File:defencetali.png]]The Phylactery of Resilience, informally known as the Defence Talisman, offers increased protection from melee and magical damage from creatures. There are ten levels of the talisman and on average you gain 5% protection per level. &lt;br /&gt;
&lt;br /&gt;
=== Leveling ===&lt;br /&gt;
You gain experience with this talisman by doing damage to creatures. The amount you gain is penalized by wearing too little armor. To ensure maximum experience gains, keep your armor at or above 80. The amount of experience gained is also affected by distance from the creature. The penalty is 20% for each tile beyond 1.5. Stay close, be well armored and crush those evil creatures!&lt;br /&gt;
&lt;br /&gt;
=== Arms Lore ===&lt;br /&gt;
The wielder of an active Phylactery of Resilience or Totem of the Berserker with 100 Arms Lore and 100 Weapon Skill receives an increased Minimum Hit Chance. You will only get this increase if you are wielding a weapon relevant to your chosen Weapon Skill. For example, against a creature with 100 wrestling, a normal warrior with 100 Swordsmanship wielding a katana has a 50% chance to hit the creature. With the talisman and 100 Arms Lore, this increases to ~63%. Note, however, that this does not raise your Hit Chance by a flat amount it just raises it to ~63% if you are currently below that. If you intend to kill only lowly ogres and ettins, you can probably skip Arms Lore. If however you want to take on bigger monsters such as with 100 or greater wrestling, such as dungeon bosses, then consider fitting this into your template.&lt;br /&gt;
&lt;br /&gt;
=== Relics ===&lt;br /&gt;
; Leech&lt;br /&gt;
: Leech provides the ability for the player to sap small amounts of health from nearby creature when damaged. The amount per creature is capped at the skill level and is a random value from 1 to relic level. The chance to activate and cool down are affected by gaining levels.&lt;br /&gt;
&lt;br /&gt;
; Quench&lt;br /&gt;
: Quench provides a chance to resist fire breath. Once triggered it provides protection against fire breath for a period of time determined by the relic level. The duration lasts for (Level * 5) seconds. The cooldown decreases by 90 - (Level * 2).&lt;br /&gt;
&lt;br /&gt;
; Recoil&lt;br /&gt;
: Recoil provides a chance for melee damage done to a player to reflect back on the attacking creature. When it activates, it returns 2x base damage to the creature. There is a 25% chance to turn an opponent&#039;s attack onto him. At Level 1 it starts with a 30 second cooldown. With each level the cooldown reduces by 1 second, resulting in a 20 second cooldown at Level 10.&lt;br /&gt;
&lt;br /&gt;
; Remedy&lt;br /&gt;
: Remedy provides a chance to resist poison from a melee hit, such as a scorpion&#039;s sting, for a period of time determined by the relic level. There is a 25% chance to become immune to poison for (Level * 4) seconds. The cooldown decreases by 90 - (Level * 3).&lt;br /&gt;
&lt;br /&gt;
; Shield Bash&lt;br /&gt;
: Shield Bash does a mighty stunning bash to your enemy. Factoring in your skill in parry and your relic level at level 10 it provides a 3x modifier in damage based of your weapon. Including the damage it also stuns your target for 5 seconds. The cooldown decreases by 30 - (Level * 1).&lt;br /&gt;
&lt;br /&gt;
=== Tips, Tricks and Templates ===&lt;br /&gt;
&lt;br /&gt;
The defence talisman is the most casual to level, sitting comfortably between the fast, furious zerker and the laborious, cautious meta mage. While you may need to pay slightly less attention to your health bar than the other talismans, you can&#039;t completely disengage. Keep the following things in mind:&lt;br /&gt;
* Keep your armor at or above 80 at all times. Regularly check armor damage as you will be taking some big blows from the level of creature you will be fighting. A character with blacksmith will come in handy for repairs or you will need to stock up on repair deeds.&lt;br /&gt;
* Strongly consider including [[Parrying]] in your template to protect your armor and provide extra damage mitigation. This is particularly useful at lower levels.&lt;br /&gt;
* Consider using a Swamp Dragon for even more damage mitigation.&lt;br /&gt;
* If you can afford it, consider adding some [[Slayer_Armor|slayer properties]] to your armor.&lt;br /&gt;
* Quench and Remedy are best applied early on as they provide excellent protection and can take quite some time to level up.&lt;br /&gt;
&lt;br /&gt;
A classic template is:&lt;br /&gt;
* Weapon Skill, Parrying, Healing, Anatomy, Resisting Spells, Tactics and either:&lt;br /&gt;
** Magery for overall utility. The ability to use Reactive Armor, Recall, Cure, Reflect, and Teleport are all very useful.&lt;br /&gt;
** Arms Lore to increase your hit chance (Using runebooks loaded with recalls to travel around).&lt;br /&gt;
&lt;br /&gt;
== Totem of the Berserker ==&lt;br /&gt;
[[File:zerkertali.png|Left]]The Totem of the Berserker, informally known as the Berserker or Zerk Talisman, provides offensive damage bonuses for melee skills, including archery. There are ten levels of the talisman and on average you gain 5% damage per level.&lt;br /&gt;
&lt;br /&gt;
=== Levelling ===&lt;br /&gt;
The more armor you wear, the less experience you gain for damaging creatures at a rate of 1% per AR. As with the Defence Talisman, there is a distance penalty on experience gained of 20% per tile beyond 1.5 tiles.&lt;br /&gt;
&lt;br /&gt;
=== Arms Lore ===&lt;br /&gt;
Arms Lore has the same effect Minimum Hit Chance increase for the Totem of the Berserker as it does for a Phylactery of Resilience Talisman. Further details are provided in the [[#Phylactery_of_Resilience|Phylactery of Resilience]] section.&lt;br /&gt;
&lt;br /&gt;
=== Relics ===&lt;br /&gt;
; Double Strike&lt;br /&gt;
: When invoked the berserker will double swing on the creature. It 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 ability lowers the cooldown and increases the chance of activation.&lt;br /&gt;
&lt;br /&gt;
; Infected Wounds&lt;br /&gt;
: If the user is carrying poison potions they have a chance to charge their weapon with poison and infect creatures with the consumed level of poison. As Infected Wounds levels up, the cool down is reduced and the number of infections available per potion is increased. This works with any weapon including two handed weapons such as axes and bows. The [[Poisoning]] skill gives a bonus to the number of infections per potion and also gives a chance for the poison to be upgraded one level higher, making lethal poison a possibility. The higher your poisoning, the more likely you are to get an upgrade in the poison level.&lt;br /&gt;
&lt;br /&gt;
; Phase Shift&lt;br /&gt;
: Upon attacking a creature at range the berserker teleport attacks to the targeted creature. 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. Originally, the ability received an additional phase jump for every other level gained for a maximum of 3 and each shift consumes 10 stamina but this was modified as it was teleporting players into some dangerous situations! Phase Shift now teleports to a single target. Each level lowers the cooldown. 100 [[Hiding]] and [[Stealth]] will provide 50% bonus damage when phase shifting while hidden.&lt;br /&gt;
&lt;br /&gt;
; Tread&lt;br /&gt;
: The berserker can trample an enemy either on foot or while mounted. Full stamina is required and the weight of the character is taken into account. Carrying 314 stone is considered full weight and will provide maximum damage for your level. At level 10 the ability can provide up to a maximum of 300 damage. It has 100% chance to activate if the ability is available and the bersker&#039;s stamina is full.&lt;br /&gt;
&lt;br /&gt;
; Primal Scream&lt;br /&gt;
: After attacking a target the berserker will let out a scream applying a debuff called Armor Abrogate to all targets in a substantially large area. When activated it will disable all armor to targets with the debuff for 15 seconds at level 10. The cooldown at level 10 is 50 seconds.&lt;br /&gt;
&lt;br /&gt;
=== Tips, Tricks and Templates ===&lt;br /&gt;
&lt;br /&gt;
Buy refresh potions, lots and lots of refresh potions.&lt;br /&gt;
&lt;br /&gt;
The Zerker talisman is fun and engaging to level. As long as you follow these basic rules, you should be able to quickly progress through the levels:&lt;br /&gt;
&lt;br /&gt;
* Like the Meta Mage and in keeping with your title, a berserker should wear little or no armor for maximum gains. Leather bought from NPCs with [[Slayer_Armor|slayer properties]] applied will provide the best balance for damage mitigation and experience gains.&lt;br /&gt;
* Unlike the Meta Mage, you do not have the luxury of standing at range and if you cannot afford a full set of slayer armor, you may need to resort to jousting.&lt;br /&gt;
* As you may need to joust, Arms Lore is very useful for efficient levelling to provide a greater chance for a successful hit.&lt;br /&gt;
* Definitely do not use a shield or [[parrying]], your armor will be too high reducing your experience gains.&lt;br /&gt;
* Use slayer weapons to ensure you get maximum damage.&lt;br /&gt;
* Double Strike is the best relic to start with.&lt;br /&gt;
* Use a Swamp Dragon to reduce damage taken.&lt;br /&gt;
&lt;br /&gt;
There are many different ways to play a Zerker but here are a few suggestions to get you started:&lt;br /&gt;
&lt;br /&gt;
* Weapon Skill, Tactics, Anatomy, Healing, Resist, Arms Lore and either:&lt;br /&gt;
** Magery for overall utility. The ability to use Reactive Armor, Recall, Cure, Reflect, and Teleport are all very useful&lt;br /&gt;
** Lumberjacking for even more damage if you opt for Swordsmanship.&lt;br /&gt;
** Hiding for a quick escape to avoid really nasty creatures (and players).&lt;br /&gt;
&lt;br /&gt;
== Shadow of the Rogue ==&lt;br /&gt;
[[File:zerkertali.png|Left]]The Shadow Of The Rogue talisman is a take on the classic RPG rogue class. It includes four new relics and an entirely new relic leveling concept. The talisman itself levels in the same manner of the existing talismans. &#039;&#039;&#039;This talisman and relics are available on the gold sink vendor. The talisman itself for 1m gold and each relic for 4m. You do not need to complete the talisman quest to obtain this talisman.&#039;&#039;&#039; The built in bonuses are:&lt;br /&gt;
* Knives get a Level * 20% bonus to knife weapons (i.e. 200% at Level 10)&lt;br /&gt;
* Crossbows get a Level * 13% (i.e. 130% bonus at Level 10)&lt;br /&gt;
* The wearer gains the ability to run while stealth to a distance of 5 * Level tiles (i.e. 50 tiles at Level 10)&lt;br /&gt;
&lt;br /&gt;
The relic leveling mechanic is designed to make the leveling process much less cumbersome and yet reward those that dedicate themselves to using this talisman.&lt;br /&gt;
&lt;br /&gt;
The talisman relics track kills of all creatures that have over 100 max hit points. The relic levels of the talisman are based on the number of kills recorded. 20 kills for level 2 relics, 50 kills for level 3 relics, 90 kills for level 4 relics, 150 for 5, 300 for 6, etc. You will have level 10 relics with 700 stored kills. Every 24 hours 25 kills will decay from the total kill count. You can build up to 800 kills, but the total will be capped at that number. This will allow you talisman 4 days of not being used before it reverts down to level 9 relics on 5th day.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Levelling ===&lt;br /&gt;
The more armor you wear, the less experience you gain for damaging creatures at a rate of 1% per AR. As with the Defence Talisman, there is a distance penalty on experience gained of 20% per tile beyond 1.5 tiles.&lt;br /&gt;
&lt;br /&gt;
=== Arms Lore ===&lt;br /&gt;
Arms Lore has the same effect Minimum Hit Chance increase for the Shadow of the Rogue as it does for a Phylactery of Resilience and Berserker Talisman. Further details are provided in the [[#Phylactery_of_Resilience|Phylactery of Resilience]] section.&lt;br /&gt;
&lt;br /&gt;
=== Relics ===&lt;br /&gt;
; Disembowel&lt;br /&gt;
: Bleed attack that does 10 ticks of relic level damage every 30 seconds&lt;br /&gt;
&lt;br /&gt;
; Elude&lt;br /&gt;
: Damage absorption of relic level * 2% every 30 seconds that lasts up to 20 seconds per activation&lt;br /&gt;
&lt;br /&gt;
; Ruthless&lt;br /&gt;
: This is a passive relic that gives relic level * 2% bonus damage to poisoned targets. This is always on and does not give trigger notifications.&lt;br /&gt;
&lt;br /&gt;
; Shadow Dance&lt;br /&gt;
: Area effect attack that hits up to 4 nearby creatures with bonus damage based on relic level&lt;br /&gt;
&lt;br /&gt;
=== Tips, Tricks and Templates ===&lt;br /&gt;
&lt;br /&gt;
The Rogue talisman is fun and engaging to level. As long as you follow these basic rules, you should be able to progress through the levels:&lt;br /&gt;
&lt;br /&gt;
* Like the Meta Mage and Berserker, wear little or no armor for maximum gains. Leather bought from NPCs with [[Slayer_Armor|slayer properties]] applied will provide the best balance for damage mitigation and experience gains.&lt;br /&gt;
* Unlike the Meta Mage, you do not have the luxury of standing at range and if you cannot afford a full set of slayer armor, you may need to resort to jousting.&lt;br /&gt;
* As you may need to joust, Arms Lore is very useful for efficient leveling to provide a greater chance for a successful hit.&lt;br /&gt;
* Definitely do not use a shield or [[parrying]], your armor will be too high reducing your experience gains.&lt;br /&gt;
* Use slayer weapons to ensure you get maximum damage.&lt;br /&gt;
* Use a Swamp Dragon to reduce damage taken.&lt;br /&gt;
&lt;br /&gt;
There are many different ways to play a Rogue but here are a few suggestions to get you started:&lt;br /&gt;
&lt;br /&gt;
* Weapon Skill, Tactics, Anatomy, Healing, Resist, Arms Lore and either:&lt;br /&gt;
** Magery for overall utility. The ability to use Reactive Armor, Recall, Cure, Reflect, and Teleport are all very useful&lt;br /&gt;
** Hiding for a quick escape to avoid really nasty creatures (and players).&lt;br /&gt;
* The Weapon Skill should ideally by Fencing (with Daggers), Swords (with Knives) or Archery (with regular crossbows) to benefit from the increased damage.&lt;br /&gt;
&lt;br /&gt;
==Artifact of the Marksman==&lt;br /&gt;
[[File:AOM Symbol.png|Left]] Artifact of the Marksman is an Archery focused talisman. It provides multiple options to suit your playstyle  by providing Area of Effect (AOE) and Crowd Control (CC) options. It also increases single target damage by amplifying damage output and attack speed.&lt;br /&gt;
&lt;br /&gt;
=== Levelling ===&lt;br /&gt;
While levelling, your talisman experience gains are reduced if you are wearing armor. The penalty is 1.6% per AR. There is however no range penalty for Artifact of the Marksman.&lt;br /&gt;
&lt;br /&gt;
===Amplified Damage===&lt;br /&gt;
Artifact of the Marksman increases damage as the Talisman levels&lt;br /&gt;
&lt;br /&gt;
*Level 1: 104%&lt;br /&gt;
*Level 2:&lt;br /&gt;
*Level 3: &lt;br /&gt;
*Level 4: &lt;br /&gt;
*Level 5: &lt;br /&gt;
*Level 6: &lt;br /&gt;
*Level 7: &lt;br /&gt;
*Level 8: &lt;br /&gt;
*Level 9: &lt;br /&gt;
*Level 10: 180%&lt;br /&gt;
&lt;br /&gt;
===Relics===&lt;br /&gt;
Artifact of the Marksman has 7 relics available and you can enable 4 at a time. This talisman has two types of relics: active and passive. Passive relics provide advantages or abilities by simply having them enabled on your talisman. Active Relics can be used by selecting them from your Talisman Ability Gump.&lt;br /&gt;
&lt;br /&gt;
Notes: &lt;br /&gt;
*Current relic color is a placeholder and will be changed.&lt;br /&gt;
*Certain mobs will be immune to CC (crowd control) effects such as champs or higher level paragons. &lt;br /&gt;
&lt;br /&gt;
; Concussive Blast&lt;br /&gt;
: Relic Type: Active&lt;br /&gt;
: Cooldown: 65 seconds&lt;br /&gt;
: Applies Silence that lasts 5 seconds per Relic level, at max level will last 50 seconds (currently). Silence applies a debuff which prevents spell casting. Applying this debuff to a mob will interrupt their current spell channeling and prevent them from casting for the duration of the Silence&lt;br /&gt;
&lt;br /&gt;
; Knee Strike&lt;br /&gt;
: Relic Type: Passive &amp;amp; Active&lt;br /&gt;
: Passive Cooldown: 3 seconds&lt;br /&gt;
: Active Cooldown: 65 seconds&lt;br /&gt;
: Passively debuffs your target, lowering their movement speed while auto attacking every 3 seconds and applies Knee Strike charges. Knee’s strike’s active ability consumes your Knee Strike charges and applies an even more powerful slow on your next attack. The amplified slow increases depending on the number of charges you have with 10 being the max. Each charge will reduce movespeed by 1/4.&lt;br /&gt;
&lt;br /&gt;
; Pinning Lob&lt;br /&gt;
: Relic Type: Active&lt;br /&gt;
: Cooldown: 15 seconds&lt;br /&gt;
: Pushes the first mob that the arrow collides into back 3 tiles. If the mob collides with an obstacle or another mob, it will stun the mob for 1 second per level. If it is pushed into a mob, the mob it collides with will also be stunned for the same duration.&lt;br /&gt;
&lt;br /&gt;
; Volley&lt;br /&gt;
: Relic Type: Active&lt;br /&gt;
: Cooldown: 65 seconds&lt;br /&gt;
: Your player will begin shooting massive amount arrows into the air at a target location every seconds for 10 seconds. Volley will be interrupted if you move or do not have enough arrows. Damage dealt 3 * Level and will be modified by arrow type modifiers.&lt;br /&gt;
&lt;br /&gt;
; Piercing Shot&lt;br /&gt;
: Relic Type: Active&lt;br /&gt;
: Cooldown: 15 seconds&lt;br /&gt;
: Fire an arrow towards the selected target which pierces through all mobs for 14 tiles dealing Level * 3 damage. &lt;br /&gt;
&lt;br /&gt;
; Hunter’s Focus&lt;br /&gt;
: Relic Type: Passive&lt;br /&gt;
: Cooldown: 30 seconds&lt;br /&gt;
: Provides a buff which greatly increases the attack speed for 5 seconds. You will receive 40 dex/stam per level. The buff will automatically be removed during PvP.&lt;br /&gt;
&lt;br /&gt;
; Reclamation&lt;br /&gt;
: Relic Type: Active&lt;br /&gt;
: Reclamation is a passive relic which automatically picks arrows up as they are being shot or from Active Relic abilities. It picks arrows up within the Relic’s level +1 tiles of your character. So, at level 1 it will pick up arrows within 2 tiles and at level 10 it will pick up arrows within 11 tiles. This includes arrows from the Volley relic.&lt;br /&gt;
&lt;br /&gt;
==Quest Line==&lt;br /&gt;
Be forewarned, the quest to obtain a Meta Talisman is not for the impatient, frugal or faint of heart! You may complete the quest multiple times on one character but you will only be able to wield one talisman at a time. A helpful video guide can be found [https://www.youtube.com/watch?v=Oo7yjlU_O-Y | here]. &lt;br /&gt;
&lt;br /&gt;
To begin the multi-part quest you must travel just west of the Valor Shrine where there is a tall statue:&lt;br /&gt;
&lt;br /&gt;
[[File:Talisman_statue.png]]&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;1. Beginning the quest:&#039;&#039;&#039; Stepping in front of the statue and speaking out loud will offer a quest gump. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;2. A dull stone:&#039;&#039;&#039; Accepting this quest will give you with a dull stone that must be empowered with Vanquishing weapons. The absorb a Vanquishing weapon into to the stone, double click it and target the weapon. &#039;&#039;The stone can only be charged with true instruments of war. Daggers, cleavers, knives and pitchforks cannot power it.&#039;&#039; After 30 Vanquishing weapons have been absorbed by the stone, you can return to the statue.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;3. Evil creatures:&#039;&#039;&#039;  Speaking to the statue again will empower the stone, opening the second part of the quest. You must now kill 100 &amp;quot;evil&amp;quot; creatures. These creatures must have a minimum fame level to be accepted by the stone. Creatures of this stature include Dragons, Drakes, Daemons, Ogre Lords, Lich Lords, Deep Earth Elementals, Orc Mine Overseers, Paragon Lichs etc. Note that you will have to kill these creatures by yourself. The level of &amp;quot;evilness&amp;quot; is determined by the monster&#039;s health points which must be 400 or higher. Some Deep Earth Elementals, for example, will be just below the required level of &amp;quot;evil&amp;quot; because they have less than 400 health points. Once you&#039;ve killed those creatures and the stone is filled, return to the statue and speak again.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;4. Daemon archlord:&#039;&#039;&#039; Now you have to visit the Daemon Archlord&#039;s lair! Also known as the [[Dungeon_Bosses#Arch_Demon|Arch Demon]], he is located in Wrong on level 3. In the center of the room you will find a small red statue. Double click that to collect the Arch Demon&#039;s blood. Be cautious however, if the Arch Demon is around, you will have a hard time getting to the statue! If you want to take on the boss himself, it is recommended that you familiarise yourself with his attack mechanics first.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;5. Choosing your talisman:&#039;&#039;&#039; Speak once more to the statue with your purified stone and you will be able to choose one of the three talismans. Choose wisely!&lt;/div&gt;</summary>
		<author><name>Teto</name></author>
	</entry>
	<entry>
		<id>https://uoforever.com/wiki/index.php?title=Meta_Talismans&amp;diff=6985</id>
		<title>Meta Talismans</title>
		<link rel="alternate" type="text/html" href="https://uoforever.com/wiki/index.php?title=Meta_Talismans&amp;diff=6985"/>
		<updated>2022-04-28T12:34:08Z</updated>

		<summary type="html">&lt;p&gt;Teto: /* Totem of the Berserker */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[image:talisman_phase_shift.gif|thumb|300px|An example of Phase Shift ability (Click to see)]]&lt;br /&gt;
__TOC__&lt;br /&gt;
==Description==&lt;br /&gt;
The Meta Talisman is a wearable item obtained by completing a [[#Quest_Line|quest line]] which begins at a mysterious Ancient Statue of Power near Valor Shrine. The Meta Talisman gives warrior, archer, and mage style players special abilities as their talisman levels. Each talisman has a passive property and active abilities that are obtainable through relics. The talisman levels up as you kill creatures and the [[#Relics_and_Abilities|abilities]] of your talisman become stronger.&lt;br /&gt;
&lt;br /&gt;
The more recently added Shadow of the Rogue talisman does not require a user to run through the Quest Line but is instead available from the Gold Sink vendor in Britain.&lt;br /&gt;
&lt;br /&gt;
With these bonuses come some limitations:&lt;br /&gt;
* The talisman cannot be equipped by any character with greater than 50 in any bard skills (e.g. music, provocation, peacemaking, discordance) or greater than 50 taming.&lt;br /&gt;
* Upon equipping a talisman there is a fifteen minute cool down before the skills or bonuses become active. To avoid this cool down, you can return to the Ancient Statue of Power and speak the words &amp;quot;I wish to pay tribute&amp;quot; which will take 10,000 gold pieces from your bank.&lt;br /&gt;
* There are armor and distance restrictions for each type. This are detailed further below for each type of talisman.&lt;br /&gt;
* The talisman skills and bonuses are not applicable against other players or pets.&lt;br /&gt;
* Talisman experience and relic ability gains are not possible in houses or on boats.  A message will appear saying &amp;quot;You feel and icy chill as your talisman drains of some of its power&amp;quot;. Monsters on boats will also not give gains.&lt;br /&gt;
* There is a maximum experience amount per creature that can be awarded to a given talisman. The bigger the creature, the greater the experience!&lt;br /&gt;
&lt;br /&gt;
The experience required per level is:&lt;br /&gt;
# 20,000&lt;br /&gt;
# 32,000&lt;br /&gt;
# 48,000&lt;br /&gt;
# 64,000&lt;br /&gt;
# 80,000&lt;br /&gt;
# 96,000&lt;br /&gt;
# 112,000&lt;br /&gt;
# 128,000&lt;br /&gt;
# 144,000&lt;br /&gt;
* Total: 724,000 XP​&lt;br /&gt;
&lt;br /&gt;
==Relics and Abilities==&lt;br /&gt;
Abilities are applied to the talisman by finding relics at events, dungeon bosses, monster of the month spawns and at the [[Dungeon_Bosses#Arch_Demon|Arch Demon]] and Lich Khan dungeon bosses. Each talisman has a maximum of four relic slots and aesthetic relic slots. The aesthetic slots are usable at any time and you get relic slots at levels: 1, 4, 7, 10.&lt;br /&gt;
&lt;br /&gt;
[[File:tread_relic.png|Example Relic]]&lt;br /&gt;
&lt;br /&gt;
There are currently four or five unique relics for each type of talisman which are detailed further below. Each relic has ten levels and leveling may lower the skill cooldown, raise the chance to activate, or provide other ability specific bonuses. These abilities typically have a random chance to activate on damage and a cooldown to only allow them to be activated at certain intervals.&lt;br /&gt;
&lt;br /&gt;
To add a relic to your talisman, double click the relic and then select your talisman. Be sure to stand in a safe place while doing this as relics can be stolen!&lt;br /&gt;
&lt;br /&gt;
With the recent change you are now able to swap your active relics, double click your Meta Talisman and then click on the [ - ] symbol next to the relic you wish to remove from the active relic list (highlighted in yellow in screenshot). Once you have an open unused slot available you will be able to hit the [ - ] symbol next to relics in the inactive list to make it an active relic (highlighted in red in screenshot). Keep in mind if you swap frequently in a short amount of time it will put it into cooldown.&lt;br /&gt;
&lt;br /&gt;
[[File:RelicSwap2.PNG|275px|Relic Swap]]&lt;br /&gt;
&lt;br /&gt;
Note that you will have to be quite lucky for all your talisman&#039;s relics drop for you. You may need to frequent the [http://www.uoforum.com/forums/buying.14/ Buying] and [http://www.uoforum.com/forums/selling.15/ Selling] forums to find your relics. Keep in mind that certain relics are more popular than others and can therefore be expensive to purchase. Being part of a larger guild can also provide a useful avenue for getting relics at a reduced rate.&lt;br /&gt;
&lt;br /&gt;
==Aesthetic Relics==&lt;br /&gt;
As mentioned there are currently four different aesthetic relics that apply to your Meta Talismans or [[Meta Pets]]. Pets require to be either a max evolution dragon (after feeding it fruit), at least a level 6 spider, or at least a level 6 steed.&lt;br /&gt;
&lt;br /&gt;
Aesthetic relic activation percentage is essentially an average of all aesthetics currently applied and online. The average percentage of having all four online is 10%. This means 10% of your kills will result in one of the four activating, they can not double activate on the same kill.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;gallery class=&amp;quot;center&amp;quot; widths=&amp;quot;250px&amp;quot; heights=&amp;quot;250px&amp;quot;&amp;gt;&lt;br /&gt;
File:AscensionGIF.gif|&#039;&#039;&#039;Ascension Relic&#039;&#039;&#039;&amp;lt;br /&amp;gt;(click to preview)&lt;br /&gt;
File:BloodyExplosionGIF.gif|&#039;&#039;&#039;Bloody Explosion Relic&#039;&#039;&#039;&amp;lt;br /&amp;gt;(click to preview)&lt;br /&gt;
File:ChickenDinnerGIF.gif|&#039;&#039;&#039;Chicken Dinner Relic&#039;&#039;&#039;&amp;lt;br /&amp;gt;(click to preview)&lt;br /&gt;
File:CombustionGIF.gif|&#039;&#039;&#039;Combustion Relic&#039;&#039;&#039;&amp;lt;br /&amp;gt;(click to preview)&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;The new Aesthetic relics are here!&#039;&#039;&#039; Below you will see how to obtain each of the four relics. Ascension is on the donation vendor Nadine. Bloody Explosion is gained as a reward from doing monster contracts for Heracles. Chicken Dinner is on the gold sink vendor Sasha. Combustion is a drop from defeating the Warden boss in [[Asylum]].&lt;br /&gt;
&lt;br /&gt;
&amp;lt;gallery class=&amp;quot;center&amp;quot; widths=&amp;quot;250px&amp;quot; heights=&amp;quot;250px&amp;quot;&amp;gt;&lt;br /&gt;
File:AscensionVendo.PNG|&#039;&#039;&#039;Ascension Vendor&#039;&#039;&#039;&amp;lt;br /&amp;gt;(Donation Coins)&lt;br /&gt;
File:BloodyExploVendo.PNG|&#039;&#039;&#039;Bloody Explosion Vendor&#039;&#039;&#039;&amp;lt;br /&amp;gt;(Contracts)&lt;br /&gt;
File:ChickenDinnerVendor.PNG|&#039;&#039;&#039;Chicken Dinner Vendor&#039;&#039;&#039;&amp;lt;br /&amp;gt;(Gold Sink)&lt;br /&gt;
File:CombustionBoss.PNG|&#039;&#039;&#039;Combustion Relic Boss&#039;&#039;&#039;&amp;lt;br /&amp;gt;(Warden Boss Drop)&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Idol of the Magi == &lt;br /&gt;
[[File:magetali.png|left]] The Idol of the Magi, informally known as Meta Mage, provides a spell damage bonuses and mana cost reduction for offensive spells against creatures. The ten levels of the talisman average a 20% bonus per level. The mana cost reduction is calculated by the talisman level, number of relics applied, and spirit speak.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Levelling ===&lt;br /&gt;
While levelling, your talisman experience gains are reduced if you are wearing armor. The penalty is 1.6% per AR. There is however no range penalty for Meta Mages. You can therefore stand at a safe distance while firing your lightning bolts at those big ugly creatures! &lt;br /&gt;
&lt;br /&gt;
=== Spirit Speak ===&lt;br /&gt;
Spirit Speak reduces the cost of spells. With the talisman at level 10 with four relics applied an energy bolt will cost as little as 10 mana with 100 Spirit Speak, 14 mana with 50 Spirit Speak and 16 mana with 0 Spirit Speak.&lt;br /&gt;
&lt;br /&gt;
=== Relics ===&lt;br /&gt;
; Dispersion&lt;br /&gt;
: Dispersion provides a chance for spell damage to be dispersed to nearby enemies. There is a 10% chance for an offensive spell to damage level-dependent number of creatures within a 3 tile radius. At level one, the damage can disperse onto one additional creature and the cool down is 60 seconds. At level ten, the damage can spread to up to ten additional creatures and the cool down is 45 seconds. &lt;br /&gt;
&lt;br /&gt;
; Focus&lt;br /&gt;
: Focus provides a chance for increased spell damage. Spell damage can do (Focus Level / 20) additional damage to the target creature. For example, at level 1, this would be 0.05% (1/20) additional damage. An offensive spell that hits for 100 will therefore generate an additional 5 damage, shown as a separate damage number. In the same scenario, at level 10, focus can generate an additional 50 spell damage. The Focus relic cooldown begins with a base of 35 seconds and falls 2 seconds per relic level for a total of 15 seconds at Level 10. The chance of activation is 95% after the cooldown expires.&lt;br /&gt;
&lt;br /&gt;
; Shadow Disciple&lt;br /&gt;
: Shadow Disciple provides a chance to return some mana and temporarily lower 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)).&lt;br /&gt;
&lt;br /&gt;
; Vivify&lt;br /&gt;
: Vivify provides a chance to enhance the skills and stats of an 8th circle creature summon. This applies to summoned daemons and elementals but not to energy vortexes or blade spirits. At level 1, vivify can be triggered every 60 seconds there is a 60% chance to summon an enhanced creature. 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.&lt;br /&gt;
&lt;br /&gt;
=== Tips, Tricks and Templates ===&lt;br /&gt;
&lt;br /&gt;
When completing the initial quest line, you may want to consider switching your character to a warrior or tank mage to complete killing the 100 evil creatures. Alternatively, make use of slayer spell books to kill the evil creatures as a pure mage but note that this can be somewhat laborious as you cannot use summons to help you.&lt;br /&gt;
&lt;br /&gt;
The Meta Mage is arguably the most laborious of all the talisman. You should therefore make best use of all things that improve levelling efficiency:&lt;br /&gt;
* Don&#039;t wear any or very minimal armor. Leather bought from NPCs with slayer properties applied will provide the best balance for damage mitigation and experience gains.&lt;br /&gt;
* Level up Spirit Speak to 100 for spell cost reduction. &lt;br /&gt;
* Use Slayer Spell books to increase spell damage and therefore experience gains &#039;&#039;but&#039;&#039; be aware that at higher levels when you start dishing out some serious damage and killing monsters quickly, you may be better off using weaker spells or dropping the slayer spellbook to eek out the maximum possible experience per monsters. Note: Unlike normal spellbooks, crafted slayer spell can be stolen.&lt;br /&gt;
* Apply the Shadow Disciple relic first as it provides both increased damage and returns mana.&lt;br /&gt;
* Kill the biggest creatures you can find. If you are struggling, ask a friendly tamer or bard if you can follow them around and cast spells on the creatures they are killing.&lt;br /&gt;
&lt;br /&gt;
Common templates are:&lt;br /&gt;
* Magery, Evaluating Intelligence, Healing, Anatomy, Spirit Speak, Meditation, Resisting Spells - This provides defensive wresting through Evaluating Intelligence and Anatomy, allows bandages to be used to heal and therefore save mana and Spirit Speak to conserve mana. Resisting Spells is useful to mitigate interruptions from poisons and paralyze spells.&lt;br /&gt;
* Magery, Evaluating Intelligence, Spirit Speak, Wrestling, Inscription, Meditation, Resisting Spells - Inscription lets you craft your own slayer spell books and number of spells that can be reflected with the Magic Reflection spell.&lt;br /&gt;
&lt;br /&gt;
== Phylactery of Resilience ==&lt;br /&gt;
[[File:defencetali.png]]The Phylactery of Resilience, informally known as the Defence Talisman, offers increased protection from melee and magical damage from creatures. There are ten levels of the talisman and on average you gain 5% protection per level. &lt;br /&gt;
&lt;br /&gt;
=== Leveling ===&lt;br /&gt;
You gain experience with this talisman by doing damage to creatures. The amount you gain is penalized by wearing too little armor. To ensure maximum experience gains, keep your armor at or above 80. The amount of experience gained is also affected by distance from the creature. The penalty is 20% for each tile beyond 1.5. Stay close, be well armored and crush those evil creatures!&lt;br /&gt;
&lt;br /&gt;
=== Arms Lore ===&lt;br /&gt;
The wielder of an active Phylactery of Resilience or Totem of the Berserker with 100 Arms Lore and 100 Weapon Skill receives an increased Minimum Hit Chance. You will only get this increase if you are wielding a weapon relevant to your chosen Weapon Skill. For example, against a creature with 100 wrestling, a normal warrior with 100 Swordsmanship wielding a katana has a 50% chance to hit the creature. With the talisman and 100 Arms Lore, this increases to ~63%. Note, however, that this does not raise your Hit Chance by a flat amount it just raises it to ~63% if you are currently below that. If you intend to kill only lowly ogres and ettins, you can probably skip Arms Lore. If however you want to take on bigger monsters such as with 100 or greater wrestling, such as dungeon bosses, then consider fitting this into your template.&lt;br /&gt;
&lt;br /&gt;
=== Relics ===&lt;br /&gt;
; Leech&lt;br /&gt;
: Leech provides the ability for the player to sap small amounts of health from nearby creature when damaged. The amount per creature is capped at the skill level and is a random value from 1 to relic level. The chance to activate and cool down are affected by gaining levels.&lt;br /&gt;
&lt;br /&gt;
; Quench&lt;br /&gt;
: Quench provides a chance to resist fire breath. Once triggered it provides protection against fire breath for a period of time determined by the relic level. The duration lasts for (Level * 5) seconds. The cooldown decreases by 90 - (Level * 2).&lt;br /&gt;
&lt;br /&gt;
; Recoil&lt;br /&gt;
: Recoil provides a chance for melee damage done to a player to reflect back on the attacking creature. When it activates, it returns 2x base damage to the creature. There is a 25% chance to turn an opponent&#039;s attack onto him. At Level 1 it starts with a 30 second cooldown. With each level the cooldown reduces by 1 second, resulting in a 20 second cooldown at Level 10.&lt;br /&gt;
&lt;br /&gt;
; Remedy&lt;br /&gt;
: Remedy provides a chance to resist poison from a melee hit, such as a scorpion&#039;s sting, for a period of time determined by the relic level. There is a 25% chance to become immune to poison for (Level * 4) seconds. The cooldown decreases by 90 - (Level * 3).&lt;br /&gt;
&lt;br /&gt;
; Shield Bash&lt;br /&gt;
: Shield Bash does a mighty stunning bash to your enemy. Factoring in your skill in parry and your relic level at level 10 it provides a 3x modifier in damage based of your weapon. Including the damage it also stuns your target for 5 seconds. The cooldown decreases by 30 - (Level * 1).&lt;br /&gt;
&lt;br /&gt;
=== Tips, Tricks and Templates ===&lt;br /&gt;
&lt;br /&gt;
The defence talisman is the most casual to level, sitting comfortably between the fast, furious zerker and the laborious, cautious meta mage. While you may need to pay slightly less attention to your health bar than the other talismans, you can&#039;t completely disengage. Keep the following things in mind:&lt;br /&gt;
* Keep your armor at or above 80 at all times. Regularly check armor damage as you will be taking some big blows from the level of creature you will be fighting. A character with blacksmith will come in handy for repairs or you will need to stock up on repair deeds.&lt;br /&gt;
* Strongly consider including [[Parrying]] in your template to protect your armor and provide extra damage mitigation. This is particularly useful at lower levels.&lt;br /&gt;
* Consider using a Swamp Dragon for even more damage mitigation.&lt;br /&gt;
* If you can afford it, consider adding some [[Slayer_Armor|slayer properties]] to your armor.&lt;br /&gt;
* Quench and Remedy are best applied early on as they provide excellent protection and can take quite some time to level up.&lt;br /&gt;
&lt;br /&gt;
A classic template is:&lt;br /&gt;
* Weapon Skill, Parrying, Healing, Anatomy, Resisting Spells, Tactics and either:&lt;br /&gt;
** Magery for overall utility. The ability to use Reactive Armor, Recall, Cure, Reflect, and Teleport are all very useful.&lt;br /&gt;
** Arms Lore to increase your hit chance (Using runebooks loaded with recalls to travel around).&lt;br /&gt;
&lt;br /&gt;
== Totem of the Berserker ==&lt;br /&gt;
[[File:zerkertali.png|Left]]The Totem of the Berserker, informally known as the Berserker or Zerk Talisman, provides offensive damage bonuses for melee skills, including archery. There are ten levels of the talisman and on average you gain 5% damage per level.&lt;br /&gt;
&lt;br /&gt;
=== Levelling ===&lt;br /&gt;
The more armor you wear, the less experience you gain for damaging creatures at a rate of 1% per AR. As with the Defence Talisman, there is a distance penalty on experience gained of 20% per tile beyond 1.5 tiles.&lt;br /&gt;
&lt;br /&gt;
=== Arms Lore ===&lt;br /&gt;
Arms Lore has the same effect Minimum Hit Chance increase for the Totem of the Berserker as it does for a Phylactery of Resilience Talisman. Further details are provided in the [[#Phylactery_of_Resilience|Phylactery of Resilience]] section.&lt;br /&gt;
&lt;br /&gt;
=== Relics ===&lt;br /&gt;
; Double Strike&lt;br /&gt;
: When invoked the berserker will double swing on the creature. It 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 ability lowers the cooldown and increases the chance of activation.&lt;br /&gt;
&lt;br /&gt;
; Infected Wounds&lt;br /&gt;
: If the user is carrying poison potions they have a chance to charge their weapon with poison and infect creatures with the consumed level of poison. As Infected Wounds levels up, the cool down is reduced and the number of infections available per potion is increased. This works with any weapon including two handed weapons such as axes and bows. The [[Poisoning]] skill gives a bonus to the number of infections per potion and also gives a chance for the poison to be upgraded one level higher, making lethal poison a possibility. The higher your poisoning, the more likely you are to get an upgrade in the poison level.&lt;br /&gt;
&lt;br /&gt;
; Phase Shift&lt;br /&gt;
: Upon attacking a creature at range the berserker teleport attacks to the targeted creature. 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. Originally, the ability received an additional phase jump for every other level gained for a maximum of 3 and each shift consumes 10 stamina but this was modified as it was teleporting players into some dangerous situations! Phase Shift now teleports to a single target. Each level lowers the cooldown. 100 [[Hiding]] and [[Stealth]] will provide 50% bonus damage when phase shifting while hidden.&lt;br /&gt;
&lt;br /&gt;
; Tread&lt;br /&gt;
: The berserker can trample an enemy either on foot or while mounted. Full stamina is required and the weight of the character is taken into account. Carrying 314 stone is considered full weight and will provide maximum damage for your level. At level 10 the ability can provide up to a maximum of 300 damage. It has 100% chance to activate if the ability is available and the bersker&#039;s stamina is full.&lt;br /&gt;
&lt;br /&gt;
; Primal Scream&lt;br /&gt;
: After attacking a target the berserker will let out a scream applying a debuff called Armor Abrogate to all targets in a substantially large area. When activated it will disable all armor to targets with the debuff for 15 seconds at level 10. The cooldown at level 10 is 50 seconds.&lt;br /&gt;
&lt;br /&gt;
=== Tips, Tricks and Templates ===&lt;br /&gt;
&lt;br /&gt;
Buy refresh potions, lots and lots of refresh potions.&lt;br /&gt;
&lt;br /&gt;
The Zerker talisman is fun and engaging to level. As long as you follow these basic rules, you should be able to quickly progress through the levels:&lt;br /&gt;
&lt;br /&gt;
* Like the Meta Mage and in keeping with your title, a berserker should wear little or no armor for maximum gains. Leather bought from NPCs with [[Slayer_Armor|slayer properties]] applied will provide the best balance for damage mitigation and experience gains.&lt;br /&gt;
* Unlike the Meta Mage, you do not have the luxury of standing at range and if you cannot afford a full set of slayer armor, you may need to resort to jousting.&lt;br /&gt;
* As you may need to joust, Arms Lore is very useful for efficient levelling to provide a greater chance for a successful hit.&lt;br /&gt;
* Definitely do not use a shield or [[parrying]], your armor will be too high reducing your experience gains.&lt;br /&gt;
* Use slayer weapons to ensure you get maximum damage.&lt;br /&gt;
* Double Strike is the best relic to start with.&lt;br /&gt;
* Use a Swamp Dragon to reduce damage taken.&lt;br /&gt;
&lt;br /&gt;
There are many different ways to play a Zerker but here are a few suggestions to get you started:&lt;br /&gt;
&lt;br /&gt;
* Weapon Skill, Tactics, Anatomy, Healing, Resist, Arms Lore and either:&lt;br /&gt;
** Magery for overall utility. The ability to use Reactive Armor, Recall, Cure, Reflect, and Teleport are all very useful&lt;br /&gt;
** Lumberjacking for even more damage if you opt for Swordsmanship.&lt;br /&gt;
** Hiding for a quick escape to avoid really nasty creatures (and players).&lt;br /&gt;
&lt;br /&gt;
== Shadow of the Rogue ==&lt;br /&gt;
[[File:zerkertali.png|Left]]The Shadow Of The Rogue talisman is a take on the classic RPG rogue class. It includes four new relics and an entirely new relic leveling concept. The talisman itself levels in the same manner of the existing talismans. &#039;&#039;&#039;This talisman and relics are available on the gold sink vendor. The talisman itself for 1m gold and each relic for 4m. You do not need to complete the talisman quest to obtain this talisman.&#039;&#039;&#039; The built in bonuses are:&lt;br /&gt;
* Knives get a Level * 20% bonus to knife weapons (i.e. 200% at Level 10)&lt;br /&gt;
* Crossbows get a Level * 13% (i.e. 130% bonus at Level 10)&lt;br /&gt;
* The wearer gains the ability to run while stealth to a distance of 5 * Level tiles (i.e. 50 tiles at Level 10)&lt;br /&gt;
&lt;br /&gt;
The relic leveling mechanic is designed to make the leveling process much less cumbersome and yet reward those that dedicate themselves to using this talisman.&lt;br /&gt;
&lt;br /&gt;
The talisman relics track kills of all creatures that have over 100 max hit points. The relic levels of the talisman are based on the number of kills recorded. 20 kills for level 2 relics, 50 kills for level 3 relics, 90 kills for level 4 relics, 150 for 5, 300 for 6, etc. You will have level 10 relics with 700 stored kills. Every 24 hours 25 kills will decay from the total kill count. You can build up to 800 kills, but the total will be capped at that number. This will allow you talisman 4 days of not being used before it reverts down to level 9 relics on 5th day.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Levelling ===&lt;br /&gt;
The more armor you wear, the less experience you gain for damaging creatures at a rate of 1% per AR. As with the Defence Talisman, there is a distance penalty on experience gained of 20% per tile beyond 1.5 tiles.&lt;br /&gt;
&lt;br /&gt;
=== Arms Lore ===&lt;br /&gt;
Arms Lore has the same effect Minimum Hit Chance increase for the Shadow of the Rogue as it does for a Phylactery of Resilience and Berserker Talisman. Further details are provided in the [[#Phylactery_of_Resilience|Phylactery of Resilience]] section.&lt;br /&gt;
&lt;br /&gt;
=== Relics ===&lt;br /&gt;
; Disembowel&lt;br /&gt;
: Bleed attack that does 10 ticks of relic level damage every 30 seconds&lt;br /&gt;
&lt;br /&gt;
; Elude&lt;br /&gt;
: Damage absorption of relic level * 2% every 30 seconds that lasts up to 20 seconds per activation&lt;br /&gt;
&lt;br /&gt;
; Ruthless&lt;br /&gt;
: This is a passive relic that gives relic level * 2% bonus damage to poisoned targets. This is always on and does not give trigger notifications.&lt;br /&gt;
&lt;br /&gt;
; Shadow Dance&lt;br /&gt;
: Area effect attack that hits up to 4 nearby creatures with bonus damage based on relic level&lt;br /&gt;
&lt;br /&gt;
=== Tips, Tricks and Templates ===&lt;br /&gt;
&lt;br /&gt;
The Rogue talisman is fun and engaging to level. As long as you follow these basic rules, you should be able to progress through the levels:&lt;br /&gt;
&lt;br /&gt;
* Like the Meta Mage and Berserker, wear little or no armor for maximum gains. Leather bought from NPCs with [[Slayer_Armor|slayer properties]] applied will provide the best balance for damage mitigation and experience gains.&lt;br /&gt;
* Unlike the Meta Mage, you do not have the luxury of standing at range and if you cannot afford a full set of slayer armor, you may need to resort to jousting.&lt;br /&gt;
* As you may need to joust, Arms Lore is very useful for efficient leveling to provide a greater chance for a successful hit.&lt;br /&gt;
* Definitely do not use a shield or [[parrying]], your armor will be too high reducing your experience gains.&lt;br /&gt;
* Use slayer weapons to ensure you get maximum damage.&lt;br /&gt;
* Use a Swamp Dragon to reduce damage taken.&lt;br /&gt;
&lt;br /&gt;
There are many different ways to play a Rogue but here are a few suggestions to get you started:&lt;br /&gt;
&lt;br /&gt;
* Weapon Skill, Tactics, Anatomy, Healing, Resist, Arms Lore and either:&lt;br /&gt;
** Magery for overall utility. The ability to use Reactive Armor, Recall, Cure, Reflect, and Teleport are all very useful&lt;br /&gt;
** Hiding for a quick escape to avoid really nasty creatures (and players).&lt;br /&gt;
* The Weapon Skill should ideally by Fencing (with Daggers), Swords (with Knives) or Archery (with regular crossbows) to benefit from the increased damage.&lt;br /&gt;
&lt;br /&gt;
==Artifact of the Marksman==&lt;br /&gt;
[[File:AOM Symbol.png|Left]] Artifact of the Marksman is an Archery focused talisman. It provides multiple options to suit your playstyle  by providing Area of Effect (AOE) and Crowd Control (CC) options. It also increases single target damage by amplifying damage output and attack speed.&lt;br /&gt;
&lt;br /&gt;
===Amplified Damage===&lt;br /&gt;
Artifact of the Marksman increases damage as the Talisman levels&lt;br /&gt;
&lt;br /&gt;
*Level 1: 104%&lt;br /&gt;
*Level 2:&lt;br /&gt;
*Level 3: &lt;br /&gt;
*Level 4: &lt;br /&gt;
*Level 5: &lt;br /&gt;
*Level 6: &lt;br /&gt;
*Level 7: &lt;br /&gt;
*Level 8: &lt;br /&gt;
*Level 9: &lt;br /&gt;
*Level 10: 180%&lt;br /&gt;
&lt;br /&gt;
===Relics===&lt;br /&gt;
Artifact of the Marksman has 7 relics available and you can enable 4 at a time. This talisman has two types of relics: active and passive. Passive relics provide advantages or abilities by simply having them enabled on your talisman. Active Relics can be used by selecting them from your Talisman Ability Gump.&lt;br /&gt;
&lt;br /&gt;
Notes: &lt;br /&gt;
*Current relic color is a placeholder and will be changed.&lt;br /&gt;
*Certain mobs will be immune to CC (crowd control) effects such as champs or higher level paragons. &lt;br /&gt;
&lt;br /&gt;
; Concussive Blast&lt;br /&gt;
: Relic Type: Active&lt;br /&gt;
: Cooldown: 65 seconds&lt;br /&gt;
: Applies Silence that lasts 5 seconds per Relic level, at max level will last 50 seconds (currently). Silence applies a debuff which prevents spell casting. Applying this debuff to a mob will interrupt their current spell channeling and prevent them from casting for the duration of the Silence&lt;br /&gt;
&lt;br /&gt;
; Knee Strike&lt;br /&gt;
: Relic Type: Passive &amp;amp; Active&lt;br /&gt;
: Passive Cooldown: 3 seconds&lt;br /&gt;
: Active Cooldown: 65 seconds&lt;br /&gt;
: Passively debuffs your target, lowering their movement speed while auto attacking every 3 seconds and applies Knee Strike charges. Knee’s strike’s active ability consumes your Knee Strike charges and applies an even more powerful slow on your next attack. The amplified slow increases depending on the number of charges you have with 10 being the max. Each charge will reduce movespeed by 1/4.&lt;br /&gt;
&lt;br /&gt;
; Pinning Lob&lt;br /&gt;
: Relic Type: Active&lt;br /&gt;
: Cooldown: 15 seconds&lt;br /&gt;
: Pushes the first mob that the arrow collides into back 3 tiles. If the mob collides with an obstacle or another mob, it will stun the mob for 1 second per level. If it is pushed into a mob, the mob it collides with will also be stunned for the same duration.&lt;br /&gt;
&lt;br /&gt;
; Volley&lt;br /&gt;
: Relic Type: Active&lt;br /&gt;
: Cooldown: 65 seconds&lt;br /&gt;
: Your player will begin shooting massive amount arrows into the air at a target location every seconds for 10 seconds. Volley will be interrupted if you move or do not have enough arrows. Damage dealt 3 * Level and will be modified by arrow type modifiers.&lt;br /&gt;
&lt;br /&gt;
; Piercing Shot&lt;br /&gt;
: Relic Type: Active&lt;br /&gt;
: Cooldown: 15 seconds&lt;br /&gt;
: Fire an arrow towards the selected target which pierces through all mobs for 14 tiles dealing Level * 3 damage. &lt;br /&gt;
&lt;br /&gt;
; Hunter’s Focus&lt;br /&gt;
: Relic Type: Passive&lt;br /&gt;
: Cooldown: 30 seconds&lt;br /&gt;
: Provides a buff which greatly increases the attack speed for 5 seconds. You will receive 40 dex/stam per level. The buff will automatically be removed during PvP.&lt;br /&gt;
&lt;br /&gt;
; Reclamation&lt;br /&gt;
: Relic Type: Active&lt;br /&gt;
: Reclamation is a passive relic which automatically picks arrows up as they are being shot or from Active Relic abilities. It picks arrows up within the Relic’s level +1 tiles of your character. So, at level 1 it will pick up arrows within 2 tiles and at level 10 it will pick up arrows within 11 tiles. This includes arrows from the Volley relic.&lt;br /&gt;
&lt;br /&gt;
==Quest Line==&lt;br /&gt;
Be forewarned, the quest to obtain a Meta Talisman is not for the impatient, frugal or faint of heart! You may complete the quest multiple times on one character but you will only be able to wield one talisman at a time. A helpful video guide can be found [https://www.youtube.com/watch?v=Oo7yjlU_O-Y | here]. &lt;br /&gt;
&lt;br /&gt;
To begin the multi-part quest you must travel just west of the Valor Shrine where there is a tall statue:&lt;br /&gt;
&lt;br /&gt;
[[File:Talisman_statue.png]]&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;1. Beginning the quest:&#039;&#039;&#039; Stepping in front of the statue and speaking out loud will offer a quest gump. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;2. A dull stone:&#039;&#039;&#039; Accepting this quest will give you with a dull stone that must be empowered with Vanquishing weapons. The absorb a Vanquishing weapon into to the stone, double click it and target the weapon. &#039;&#039;The stone can only be charged with true instruments of war. Daggers, cleavers, knives and pitchforks cannot power it.&#039;&#039; After 30 Vanquishing weapons have been absorbed by the stone, you can return to the statue.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;3. Evil creatures:&#039;&#039;&#039;  Speaking to the statue again will empower the stone, opening the second part of the quest. You must now kill 100 &amp;quot;evil&amp;quot; creatures. These creatures must have a minimum fame level to be accepted by the stone. Creatures of this stature include Dragons, Drakes, Daemons, Ogre Lords, Lich Lords, Deep Earth Elementals, Orc Mine Overseers, Paragon Lichs etc. Note that you will have to kill these creatures by yourself. The level of &amp;quot;evilness&amp;quot; is determined by the monster&#039;s health points which must be 400 or higher. Some Deep Earth Elementals, for example, will be just below the required level of &amp;quot;evil&amp;quot; because they have less than 400 health points. Once you&#039;ve killed those creatures and the stone is filled, return to the statue and speak again.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;4. Daemon archlord:&#039;&#039;&#039; Now you have to visit the Daemon Archlord&#039;s lair! Also known as the [[Dungeon_Bosses#Arch_Demon|Arch Demon]], he is located in Wrong on level 3. In the center of the room you will find a small red statue. Double click that to collect the Arch Demon&#039;s blood. Be cautious however, if the Arch Demon is around, you will have a hard time getting to the statue! If you want to take on the boss himself, it is recommended that you familiarise yourself with his attack mechanics first.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;5. Choosing your talisman:&#039;&#039;&#039; Speak once more to the statue with your purified stone and you will be able to choose one of the three talismans. Choose wisely!&lt;/div&gt;</summary>
		<author><name>Teto</name></author>
	</entry>
	<entry>
		<id>https://uoforever.com/wiki/index.php?title=Meta_Talismans&amp;diff=6983</id>
		<title>Meta Talismans</title>
		<link rel="alternate" type="text/html" href="https://uoforever.com/wiki/index.php?title=Meta_Talismans&amp;diff=6983"/>
		<updated>2022-04-27T02:32:28Z</updated>

		<summary type="html">&lt;p&gt;Teto: /* Relics */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[image:talisman_phase_shift.gif|thumb|300px|An example of Phase Shift ability (Click to see)]]&lt;br /&gt;
__TOC__&lt;br /&gt;
==Description==&lt;br /&gt;
The Meta Talisman is a wearable item obtained by completing a [[#Quest_Line|quest line]] which begins at a mysterious Ancient Statue of Power near Valor Shrine. The Meta Talisman gives warrior, archer, and mage style players special abilities as their talisman levels. Each talisman has a passive property and active abilities that are obtainable through relics. The talisman levels up as you kill creatures and the [[#Relics_and_Abilities|abilities]] of your talisman become stronger.&lt;br /&gt;
&lt;br /&gt;
The more recently added Shadow of the Rogue talisman does not require a user to run through the Quest Line but is instead available from the Gold Sink vendor in Britain.&lt;br /&gt;
&lt;br /&gt;
With these bonuses come some limitations:&lt;br /&gt;
* The talisman cannot be equipped by any character with greater than 50 in any bard skills (e.g. music, provocation, peacemaking, discordance) or greater than 50 taming.&lt;br /&gt;
* Upon equipping a talisman there is a fifteen minute cool down before the skills or bonuses become active. To avoid this cool down, you can return to the Ancient Statue of Power and speak the words &amp;quot;I wish to pay tribute&amp;quot; which will take 10,000 gold pieces from your bank.&lt;br /&gt;
* There are armor and distance restrictions for each type. This are detailed further below for each type of talisman.&lt;br /&gt;
* The talisman skills and bonuses are not applicable against other players or pets.&lt;br /&gt;
* Talisman experience and relic ability gains are not possible in houses or on boats.  A message will appear saying &amp;quot;You feel and icy chill as your talisman drains of some of its power&amp;quot;. Monsters on boats will also not give gains.&lt;br /&gt;
* There is a maximum experience amount per creature that can be awarded to a given talisman. The bigger the creature, the greater the experience!&lt;br /&gt;
&lt;br /&gt;
The experience required per level is:&lt;br /&gt;
# 20,000&lt;br /&gt;
# 32,000&lt;br /&gt;
# 48,000&lt;br /&gt;
# 64,000&lt;br /&gt;
# 80,000&lt;br /&gt;
# 96,000&lt;br /&gt;
# 112,000&lt;br /&gt;
# 128,000&lt;br /&gt;
# 144,000&lt;br /&gt;
* Total: 724,000 XP​&lt;br /&gt;
&lt;br /&gt;
==Relics and Abilities==&lt;br /&gt;
Abilities are applied to the talisman by finding relics at events, dungeon bosses, monster of the month spawns and at the [[Dungeon_Bosses#Arch_Demon|Arch Demon]] and Lich Khan dungeon bosses. Each talisman has a maximum of four relic slots and aesthetic relic slots. The aesthetic slots are usable at any time and you get relic slots at levels: 1, 4, 7, 10.&lt;br /&gt;
&lt;br /&gt;
[[File:tread_relic.png|Example Relic]]&lt;br /&gt;
&lt;br /&gt;
There are currently four or five unique relics for each type of talisman which are detailed further below. Each relic has ten levels and leveling may lower the skill cooldown, raise the chance to activate, or provide other ability specific bonuses. These abilities typically have a random chance to activate on damage and a cooldown to only allow them to be activated at certain intervals.&lt;br /&gt;
&lt;br /&gt;
To add a relic to your talisman, double click the relic and then select your talisman. Be sure to stand in a safe place while doing this as relics can be stolen!&lt;br /&gt;
&lt;br /&gt;
With the recent change you are now able to swap your active relics, double click your Meta Talisman and then click on the [ - ] symbol next to the relic you wish to remove from the active relic list (highlighted in yellow in screenshot). Once you have an open unused slot available you will be able to hit the [ - ] symbol next to relics in the inactive list to make it an active relic (highlighted in red in screenshot). Keep in mind if you swap frequently in a short amount of time it will put it into cooldown.&lt;br /&gt;
&lt;br /&gt;
[[File:RelicSwap2.PNG|275px|Relic Swap]]&lt;br /&gt;
&lt;br /&gt;
Note that you will have to be quite lucky for all your talisman&#039;s relics drop for you. You may need to frequent the [http://www.uoforum.com/forums/buying.14/ Buying] and [http://www.uoforum.com/forums/selling.15/ Selling] forums to find your relics. Keep in mind that certain relics are more popular than others and can therefore be expensive to purchase. Being part of a larger guild can also provide a useful avenue for getting relics at a reduced rate.&lt;br /&gt;
&lt;br /&gt;
==Aesthetic Relics==&lt;br /&gt;
As mentioned there are currently four different aesthetic relics that apply to your Meta Talismans or [[Meta Pets]]. Pets require to be either a max evolution dragon (after feeding it fruit), at least a level 6 spider, or at least a level 6 steed.&lt;br /&gt;
&lt;br /&gt;
Aesthetic relic activation percentage is essentially an average of all aesthetics currently applied and online. The average percentage of having all four online is 10%. This means 10% of your kills will result in one of the four activating, they can not double activate on the same kill.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;gallery class=&amp;quot;center&amp;quot; widths=&amp;quot;250px&amp;quot; heights=&amp;quot;250px&amp;quot;&amp;gt;&lt;br /&gt;
File:AscensionGIF.gif|&#039;&#039;&#039;Ascension Relic&#039;&#039;&#039;&amp;lt;br /&amp;gt;(click to preview)&lt;br /&gt;
File:BloodyExplosionGIF.gif|&#039;&#039;&#039;Bloody Explosion Relic&#039;&#039;&#039;&amp;lt;br /&amp;gt;(click to preview)&lt;br /&gt;
File:ChickenDinnerGIF.gif|&#039;&#039;&#039;Chicken Dinner Relic&#039;&#039;&#039;&amp;lt;br /&amp;gt;(click to preview)&lt;br /&gt;
File:CombustionGIF.gif|&#039;&#039;&#039;Combustion Relic&#039;&#039;&#039;&amp;lt;br /&amp;gt;(click to preview)&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;The new Aesthetic relics are here!&#039;&#039;&#039; Below you will see how to obtain each of the four relics. Ascension is on the donation vendor Nadine. Bloody Explosion is gained as a reward from doing monster contracts for Heracles. Chicken Dinner is on the gold sink vendor Sasha. Combustion is a drop from defeating the Warden boss in [[Asylum]].&lt;br /&gt;
&lt;br /&gt;
&amp;lt;gallery class=&amp;quot;center&amp;quot; widths=&amp;quot;250px&amp;quot; heights=&amp;quot;250px&amp;quot;&amp;gt;&lt;br /&gt;
File:AscensionVendo.PNG|&#039;&#039;&#039;Ascension Vendor&#039;&#039;&#039;&amp;lt;br /&amp;gt;(Donation Coins)&lt;br /&gt;
File:BloodyExploVendo.PNG|&#039;&#039;&#039;Bloody Explosion Vendor&#039;&#039;&#039;&amp;lt;br /&amp;gt;(Contracts)&lt;br /&gt;
File:ChickenDinnerVendor.PNG|&#039;&#039;&#039;Chicken Dinner Vendor&#039;&#039;&#039;&amp;lt;br /&amp;gt;(Gold Sink)&lt;br /&gt;
File:CombustionBoss.PNG|&#039;&#039;&#039;Combustion Relic Boss&#039;&#039;&#039;&amp;lt;br /&amp;gt;(Warden Boss Drop)&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Idol of the Magi == &lt;br /&gt;
[[File:magetali.png|left]] The Idol of the Magi, informally known as Meta Mage, provides a spell damage bonuses and mana cost reduction for offensive spells against creatures. The ten levels of the talisman average a 20% bonus per level. The mana cost reduction is calculated by the talisman level, number of relics applied, and spirit speak.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Levelling ===&lt;br /&gt;
While levelling, your talisman experience gains are reduced if you are wearing armor. The penalty is 1.6% per AR. There is however no range penalty for Meta Mages. You can therefore stand at a safe distance while firing your lightning bolts at those big ugly creatures! &lt;br /&gt;
&lt;br /&gt;
=== Spirit Speak ===&lt;br /&gt;
Spirit Speak reduces the cost of spells. With the talisman at level 10 with four relics applied an energy bolt will cost as little as 10 mana with 100 Spirit Speak, 14 mana with 50 Spirit Speak and 16 mana with 0 Spirit Speak.&lt;br /&gt;
&lt;br /&gt;
=== Relics ===&lt;br /&gt;
; Dispersion&lt;br /&gt;
: Dispersion provides a chance for spell damage to be dispersed to nearby enemies. There is a 10% chance for an offensive spell to damage level-dependent number of creatures within a 3 tile radius. At level one, the damage can disperse onto one additional creature and the cool down is 60 seconds. At level ten, the damage can spread to up to ten additional creatures and the cool down is 45 seconds. &lt;br /&gt;
&lt;br /&gt;
; Focus&lt;br /&gt;
: Focus provides a chance for increased spell damage. Spell damage can do (Focus Level / 20) additional damage to the target creature. For example, at level 1, this would be 0.05% (1/20) additional damage. An offensive spell that hits for 100 will therefore generate an additional 5 damage, shown as a separate damage number. In the same scenario, at level 10, focus can generate an additional 50 spell damage. The Focus relic cooldown begins with a base of 35 seconds and falls 2 seconds per relic level for a total of 15 seconds at Level 10. The chance of activation is 95% after the cooldown expires.&lt;br /&gt;
&lt;br /&gt;
; Shadow Disciple&lt;br /&gt;
: Shadow Disciple provides a chance to return some mana and temporarily lower 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)).&lt;br /&gt;
&lt;br /&gt;
; Vivify&lt;br /&gt;
: Vivify provides a chance to enhance the skills and stats of an 8th circle creature summon. This applies to summoned daemons and elementals but not to energy vortexes or blade spirits. At level 1, vivify can be triggered every 60 seconds there is a 60% chance to summon an enhanced creature. 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.&lt;br /&gt;
&lt;br /&gt;
=== Tips, Tricks and Templates ===&lt;br /&gt;
&lt;br /&gt;
When completing the initial quest line, you may want to consider switching your character to a warrior or tank mage to complete killing the 100 evil creatures. Alternatively, make use of slayer spell books to kill the evil creatures as a pure mage but note that this can be somewhat laborious as you cannot use summons to help you.&lt;br /&gt;
&lt;br /&gt;
The Meta Mage is arguably the most laborious of all the talisman. You should therefore make best use of all things that improve levelling efficiency:&lt;br /&gt;
* Don&#039;t wear any or very minimal armor. Leather bought from NPCs with slayer properties applied will provide the best balance for damage mitigation and experience gains.&lt;br /&gt;
* Level up Spirit Speak to 100 for spell cost reduction. &lt;br /&gt;
* Use Slayer Spell books to increase spell damage and therefore experience gains &#039;&#039;but&#039;&#039; be aware that at higher levels when you start dishing out some serious damage and killing monsters quickly, you may be better off using weaker spells or dropping the slayer spellbook to eek out the maximum possible experience per monsters. Note: Unlike normal spellbooks, crafted slayer spell can be stolen.&lt;br /&gt;
* Apply the Shadow Disciple relic first as it provides both increased damage and returns mana.&lt;br /&gt;
* Kill the biggest creatures you can find. If you are struggling, ask a friendly tamer or bard if you can follow them around and cast spells on the creatures they are killing.&lt;br /&gt;
&lt;br /&gt;
Common templates are:&lt;br /&gt;
* Magery, Evaluating Intelligence, Healing, Anatomy, Spirit Speak, Meditation, Resisting Spells - This provides defensive wresting through Evaluating Intelligence and Anatomy, allows bandages to be used to heal and therefore save mana and Spirit Speak to conserve mana. Resisting Spells is useful to mitigate interruptions from poisons and paralyze spells.&lt;br /&gt;
* Magery, Evaluating Intelligence, Spirit Speak, Wrestling, Inscription, Meditation, Resisting Spells - Inscription lets you craft your own slayer spell books and number of spells that can be reflected with the Magic Reflection spell.&lt;br /&gt;
&lt;br /&gt;
== Phylactery of Resilience ==&lt;br /&gt;
[[File:defencetali.png]]The Phylactery of Resilience, informally known as the Defence Talisman, offers increased protection from melee and magical damage from creatures. There are ten levels of the talisman and on average you gain 5% protection per level. &lt;br /&gt;
&lt;br /&gt;
=== Leveling ===&lt;br /&gt;
You gain experience with this talisman by doing damage to creatures. The amount you gain is penalized by wearing too little armor. To ensure maximum experience gains, keep your armor at or above 80. The amount of experience gained is also affected by distance from the creature. The penalty is 20% for each tile beyond 1.5. Stay close, be well armored and crush those evil creatures!&lt;br /&gt;
&lt;br /&gt;
=== Arms Lore ===&lt;br /&gt;
The wielder of an active Phylactery of Resilience or Totem of the Berserker with 100 Arms Lore and 100 Weapon Skill receives an increased Minimum Hit Chance. You will only get this increase if you are wielding a weapon relevant to your chosen Weapon Skill. For example, against a creature with 100 wrestling, a normal warrior with 100 Swordsmanship wielding a katana has a 50% chance to hit the creature. With the talisman and 100 Arms Lore, this increases to ~63%. Note, however, that this does not raise your Hit Chance by a flat amount it just raises it to ~63% if you are currently below that. If you intend to kill only lowly ogres and ettins, you can probably skip Arms Lore. If however you want to take on bigger monsters such as with 100 or greater wrestling, such as dungeon bosses, then consider fitting this into your template.&lt;br /&gt;
&lt;br /&gt;
=== Relics ===&lt;br /&gt;
; Leech&lt;br /&gt;
: Leech provides the ability for the player to sap small amounts of health from nearby creature when damaged. The amount per creature is capped at the skill level and is a random value from 1 to relic level. The chance to activate and cool down are affected by gaining levels.&lt;br /&gt;
&lt;br /&gt;
; Quench&lt;br /&gt;
: Quench provides a chance to resist fire breath. Once triggered it provides protection against fire breath for a period of time determined by the relic level. The duration lasts for (Level * 5) seconds. The cooldown decreases by 90 - (Level * 2).&lt;br /&gt;
&lt;br /&gt;
; Recoil&lt;br /&gt;
: Recoil provides a chance for melee damage done to a player to reflect back on the attacking creature. When it activates, it returns 2x base damage to the creature. There is a 25% chance to turn an opponent&#039;s attack onto him. At Level 1 it starts with a 30 second cooldown. With each level the cooldown reduces by 1 second, resulting in a 20 second cooldown at Level 10.&lt;br /&gt;
&lt;br /&gt;
; Remedy&lt;br /&gt;
: Remedy provides a chance to resist poison from a melee hit, such as a scorpion&#039;s sting, for a period of time determined by the relic level. There is a 25% chance to become immune to poison for (Level * 4) seconds. The cooldown decreases by 90 - (Level * 3).&lt;br /&gt;
&lt;br /&gt;
; Shield Bash&lt;br /&gt;
: Shield Bash does a mighty stunning bash to your enemy. Factoring in your skill in parry and your relic level at level 10 it provides a 3x modifier in damage based of your weapon. Including the damage it also stuns your target for 5 seconds. The cooldown decreases by 30 - (Level * 1).&lt;br /&gt;
&lt;br /&gt;
=== Tips, Tricks and Templates ===&lt;br /&gt;
&lt;br /&gt;
The defence talisman is the most casual to level, sitting comfortably between the fast, furious zerker and the laborious, cautious meta mage. While you may need to pay slightly less attention to your health bar than the other talismans, you can&#039;t completely disengage. Keep the following things in mind:&lt;br /&gt;
* Keep your armor at or above 80 at all times. Regularly check armor damage as you will be taking some big blows from the level of creature you will be fighting. A character with blacksmith will come in handy for repairs or you will need to stock up on repair deeds.&lt;br /&gt;
* Strongly consider including [[Parrying]] in your template to protect your armor and provide extra damage mitigation. This is particularly useful at lower levels.&lt;br /&gt;
* Consider using a Swamp Dragon for even more damage mitigation.&lt;br /&gt;
* If you can afford it, consider adding some [[Slayer_Armor|slayer properties]] to your armor.&lt;br /&gt;
* Quench and Remedy are best applied early on as they provide excellent protection and can take quite some time to level up.&lt;br /&gt;
&lt;br /&gt;
A classic template is:&lt;br /&gt;
* Weapon Skill, Parrying, Healing, Anatomy, Resisting Spells, Tactics and either:&lt;br /&gt;
** Magery for overall utility. The ability to use Reactive Armor, Recall, Cure, Reflect, and Teleport are all very useful.&lt;br /&gt;
** Arms Lore to increase your hit chance (Using runebooks loaded with recalls to travel around).&lt;br /&gt;
&lt;br /&gt;
== Totem of the Berserker ==&lt;br /&gt;
[[File:zerkertali.png|Left]]The Totem of the Berserker, informally known as the Berserker or Zerk Talisman, provides offensive damage bonuses for melee skills, including archery. There are ten levels of the talisman and on average you gain 5% damage per level.&lt;br /&gt;
&lt;br /&gt;
=== Levelling ===&lt;br /&gt;
The more armor you wear, the less experience you gain for damaging creatures at a rate of 1% per AR. As with the Defence Talisman, there is a distance penalty on experience gained of 20% per tile beyond 1.5 tiles.&lt;br /&gt;
&lt;br /&gt;
=== Arms Lore ===&lt;br /&gt;
Arms Lore has the same effect Minimum Hit Chance increease for the Totem of the Berserker as it does for a Phylactery of Resilience Talisman. Further details are provided in the [[#Phylactery_of_Resilience|Phylactery of Resilience]] section.&lt;br /&gt;
&lt;br /&gt;
=== Relics ===&lt;br /&gt;
; Double Strike&lt;br /&gt;
: When invoked the berserker will double swing on the creature. It 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 ability lowers the cooldown and increases the chance of activation.&lt;br /&gt;
&lt;br /&gt;
; Infected Wounds&lt;br /&gt;
: If the user is carrying poison potions they have a chance to charge their weapon with poison and infect creatures with the consumed level of poison. As Infected Wounds levels up, the cool down is reduced and the number of infections available per potion is increased. This works with any weapon including two handed weapons such as axes and bows. The [[Poisoning]] skill gives a bonus to the number of infections per potion and also gives a chance for the poison to be upgraded one level higher, making lethal poison a possibility. The higher your poisoning, the more likely you are to get an upgrade in the poison level.&lt;br /&gt;
&lt;br /&gt;
; Phase Shift&lt;br /&gt;
: Upon attacking a creature at range the berserker teleport attacks to the targeted creature. 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. Originally, the ability received an additional phase jump for every other level gained for a maximum of 3 and each shift consumes 10 stamina but this was modified as it was teleporting players into some dangerous situations! Phase Shift now teleports to a single target. Each level lowers the cooldown. 100 [[Hiding]] and [[Stealth]] will provide 50% bonus damage when phase shifting while hidden.&lt;br /&gt;
&lt;br /&gt;
; Tread&lt;br /&gt;
: The berserker can trample an enemy either on foot or while mounted. Full stamina is required and the weight of the character is taken into account. Carrying 314 stone is considered full weight and will provide maximum damage for your level. At level 10 the ability can provide up to a maximum of 300 damage. It has 100% chance to activate if the ability is available and the bersker&#039;s stamina is full.&lt;br /&gt;
&lt;br /&gt;
; Primal Scream&lt;br /&gt;
: After attacking a target the berserker will let out a scream applying a debuff called Armor Abrogate to all targets in a substantially large area. When activated it will disable all armor to targets with the debuff for 15 seconds at level 10. The cooldown at level 10 is 50 seconds.&lt;br /&gt;
&lt;br /&gt;
=== Tips, Tricks and Templates ===&lt;br /&gt;
&lt;br /&gt;
Buy refresh potions, lots and lots of refresh potions.&lt;br /&gt;
&lt;br /&gt;
The Zerker talisman is fun and engaging to level. As long as you follow these basic rules, you should be able to quickly progress through the levels:&lt;br /&gt;
&lt;br /&gt;
* Like the Meta Mage and in keeping with your title, a berserker should wear little or no armor for maximum gains. Leather bought from NPCs with [[Slayer_Armor|slayer properties]] applied will provide the best balance for damage mitigation and experience gains.&lt;br /&gt;
* Unlike the Meta Mage, you do not have the luxury of standing at range and if you cannot afford a full set of slayer armor, you may need to resort to jousting.&lt;br /&gt;
* As you may need to joust, Arms Lore is very useful for efficient levelling to provide a greater chance for a successful hit.&lt;br /&gt;
* Definitely do not use a shield or [[parrying]], your armor will be too high reducing your experience gains.&lt;br /&gt;
* Use slayer weapons to ensure you get maximum damage.&lt;br /&gt;
* Double Strike is the best relic to start with.&lt;br /&gt;
* Use a Swamp Dragon to reduce damage taken.&lt;br /&gt;
&lt;br /&gt;
There are many different ways to play a Zerker but here are a few suggestions to get you started:&lt;br /&gt;
&lt;br /&gt;
* Weapon Skill, Tactics, Anatomy, Healing, Resist, Arms Lore and either:&lt;br /&gt;
** Magery for overall utility. The ability to use Reactive Armor, Recall, Cure, Reflect, and Teleport are all very useful&lt;br /&gt;
** Lumberjacking for even more damage if you opt for Swordsmanship.&lt;br /&gt;
** Hiding for a quick escape to avoid really nasty creatures (and players).&lt;br /&gt;
&lt;br /&gt;
== Shadow of the Rogue ==&lt;br /&gt;
[[File:zerkertali.png|Left]]The Shadow Of The Rogue talisman is a take on the classic RPG rogue class. It includes four new relics and an entirely new relic leveling concept. The talisman itself levels in the same manner of the existing talismans. &#039;&#039;&#039;This talisman and relics are available on the gold sink vendor. The talisman itself for 1m gold and each relic for 4m. You do not need to complete the talisman quest to obtain this talisman.&#039;&#039;&#039; The built in bonuses are:&lt;br /&gt;
* Knives get a Level * 20% bonus to knife weapons (i.e. 200% at Level 10)&lt;br /&gt;
* Crossbows get a Level * 13% (i.e. 130% bonus at Level 10)&lt;br /&gt;
* The wearer gains the ability to run while stealth to a distance of 5 * Level tiles (i.e. 50 tiles at Level 10)&lt;br /&gt;
&lt;br /&gt;
The relic leveling mechanic is designed to make the leveling process much less cumbersome and yet reward those that dedicate themselves to using this talisman.&lt;br /&gt;
&lt;br /&gt;
The talisman relics track kills of all creatures that have over 100 max hit points. The relic levels of the talisman are based on the number of kills recorded. 20 kills for level 2 relics, 50 kills for level 3 relics, 90 kills for level 4 relics, 150 for 5, 300 for 6, etc. You will have level 10 relics with 700 stored kills. Every 24 hours 25 kills will decay from the total kill count. You can build up to 800 kills, but the total will be capped at that number. This will allow you talisman 4 days of not being used before it reverts down to level 9 relics on 5th day.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Levelling ===&lt;br /&gt;
The more armor you wear, the less experience you gain for damaging creatures at a rate of 1% per AR. As with the Defence Talisman, there is a distance penalty on experience gained of 20% per tile beyond 1.5 tiles.&lt;br /&gt;
&lt;br /&gt;
=== Arms Lore ===&lt;br /&gt;
Arms Lore has the same effect Minimum Hit Chance increase for the Shadow of the Rogue as it does for a Phylactery of Resilience and Berserker Talisman. Further details are provided in the [[#Phylactery_of_Resilience|Phylactery of Resilience]] section.&lt;br /&gt;
&lt;br /&gt;
=== Relics ===&lt;br /&gt;
; Disembowel&lt;br /&gt;
: Bleed attack that does 10 ticks of relic level damage every 30 seconds&lt;br /&gt;
&lt;br /&gt;
; Elude&lt;br /&gt;
: Damage absorption of relic level * 2% every 30 seconds that lasts up to 20 seconds per activation&lt;br /&gt;
&lt;br /&gt;
; Ruthless&lt;br /&gt;
: This is a passive relic that gives relic level * 2% bonus damage to poisoned targets. This is always on and does not give trigger notifications.&lt;br /&gt;
&lt;br /&gt;
; Shadow Dance&lt;br /&gt;
: Area effect attack that hits up to 4 nearby creatures with bonus damage based on relic level&lt;br /&gt;
&lt;br /&gt;
=== Tips, Tricks and Templates ===&lt;br /&gt;
&lt;br /&gt;
The Rogue talisman is fun and engaging to level. As long as you follow these basic rules, you should be able to progress through the levels:&lt;br /&gt;
&lt;br /&gt;
* Like the Meta Mage and Berserker, wear little or no armor for maximum gains. Leather bought from NPCs with [[Slayer_Armor|slayer properties]] applied will provide the best balance for damage mitigation and experience gains.&lt;br /&gt;
* Unlike the Meta Mage, you do not have the luxury of standing at range and if you cannot afford a full set of slayer armor, you may need to resort to jousting.&lt;br /&gt;
* As you may need to joust, Arms Lore is very useful for efficient leveling to provide a greater chance for a successful hit.&lt;br /&gt;
* Definitely do not use a shield or [[parrying]], your armor will be too high reducing your experience gains.&lt;br /&gt;
* Use slayer weapons to ensure you get maximum damage.&lt;br /&gt;
* Use a Swamp Dragon to reduce damage taken.&lt;br /&gt;
&lt;br /&gt;
There are many different ways to play a Rogue but here are a few suggestions to get you started:&lt;br /&gt;
&lt;br /&gt;
* Weapon Skill, Tactics, Anatomy, Healing, Resist, Arms Lore and either:&lt;br /&gt;
** Magery for overall utility. The ability to use Reactive Armor, Recall, Cure, Reflect, and Teleport are all very useful&lt;br /&gt;
** Hiding for a quick escape to avoid really nasty creatures (and players).&lt;br /&gt;
* The Weapon Skill should ideally by Fencing (with Daggers), Swords (with Knives) or Archery (with regular crossbows) to benefit from the increased damage.&lt;br /&gt;
&lt;br /&gt;
==Artifact of the Marksman==&lt;br /&gt;
[[File:AOM Symbol.png|Left]] Artifact of the Marksman is an Archery focused talisman. It provides multiple options to suit your playstyle  by providing Area of Effect (AOE) and Crowd Control (CC) options. It also increases single target damage by amplifying damage output and attack speed.&lt;br /&gt;
&lt;br /&gt;
===Amplified Damage===&lt;br /&gt;
Artifact of the Marksman increases damage as the Talisman levels&lt;br /&gt;
&lt;br /&gt;
*Level 1: 104%&lt;br /&gt;
*Level 2:&lt;br /&gt;
*Level 3: &lt;br /&gt;
*Level 4: &lt;br /&gt;
*Level 5: &lt;br /&gt;
*Level 6: &lt;br /&gt;
*Level 7: &lt;br /&gt;
*Level 8: &lt;br /&gt;
*Level 9: &lt;br /&gt;
*Level 10: 180%&lt;br /&gt;
&lt;br /&gt;
===Relics===&lt;br /&gt;
Artifact of the Marksman has 7 relics available and you can enable 4 at a time. This talisman has two types of relics: active and passive. Passive relics provide advantages or abilities by simply having them enabled on your talisman. Active Relics can be used by selecting them from your Talisman Ability Gump.&lt;br /&gt;
&lt;br /&gt;
Notes: &lt;br /&gt;
*Current relic color is a placeholder and will be changed.&lt;br /&gt;
*Certain mobs will be immune to CC (crowd control) effects such as champs or higher level paragons. &lt;br /&gt;
&lt;br /&gt;
; Concussive Blast&lt;br /&gt;
: Relic Type: Active&lt;br /&gt;
: Cooldown: 65 seconds&lt;br /&gt;
: Applies Silence that lasts 5 seconds per Relic level, at max level will last 50 seconds (currently). Silence applies a debuff which prevents spell casting. Applying this debuff to a mob will interrupt their current spell channeling and prevent them from casting for the duration of the Silence&lt;br /&gt;
&lt;br /&gt;
; Knee Strike&lt;br /&gt;
: Relic Type: Passive &amp;amp; Active&lt;br /&gt;
: Passive Cooldown: 3 seconds&lt;br /&gt;
: Active Cooldown: 65 seconds&lt;br /&gt;
: Passively debuffs your target, lowering their movement speed while auto attacking every 3 seconds and applies Knee Strike charges. Knee’s strike’s active ability consumes your Knee Strike charges and applies an even more powerful slow on your next attack. The amplified slow increases depending on the number of charges you have with 10 being the max. Each charge will reduce movespeed by 1/4.&lt;br /&gt;
&lt;br /&gt;
; Pinning Lob&lt;br /&gt;
: Relic Type: Active&lt;br /&gt;
: Cooldown: 15 seconds&lt;br /&gt;
: Pushes the first mob that the arrow collides into back 3 tiles. If the mob collides with an obstacle or another mob, it will stun the mob for 1 second per level. If it is pushed into a mob, the mob it collides with will also be stunned for the same duration.&lt;br /&gt;
&lt;br /&gt;
; Volley&lt;br /&gt;
: Relic Type: Active&lt;br /&gt;
: Cooldown: 65 seconds&lt;br /&gt;
: Your player will begin shooting massive amount arrows into the air at a target location every seconds for 10 seconds. Volley will be interrupted if you move or do not have enough arrows. Damage dealt 3 * Level and will be modified by arrow type modifiers.&lt;br /&gt;
&lt;br /&gt;
; Piercing Shot&lt;br /&gt;
: Relic Type: Active&lt;br /&gt;
: Cooldown: 15 seconds&lt;br /&gt;
: Fire an arrow towards the selected target which pierces through all mobs for 14 tiles dealing Level * 3 damage. &lt;br /&gt;
&lt;br /&gt;
; Hunter’s Focus&lt;br /&gt;
: Relic Type: Passive&lt;br /&gt;
: Cooldown: 30 seconds&lt;br /&gt;
: Provides a buff which greatly increases the attack speed for 5 seconds. You will receive 40 dex/stam per level. The buff will automatically be removed during PvP.&lt;br /&gt;
&lt;br /&gt;
; Reclamation&lt;br /&gt;
: Relic Type: Active&lt;br /&gt;
: Reclamation is a passive relic which automatically picks arrows up as they are being shot or from Active Relic abilities. It picks arrows up within the Relic’s level +1 tiles of your character. So, at level 1 it will pick up arrows within 2 tiles and at level 10 it will pick up arrows within 11 tiles. This includes arrows from the Volley relic.&lt;br /&gt;
&lt;br /&gt;
==Quest Line==&lt;br /&gt;
Be forewarned, the quest to obtain a Meta Talisman is not for the impatient, frugal or faint of heart! You may complete the quest multiple times on one character but you will only be able to wield one talisman at a time. A helpful video guide can be found [https://www.youtube.com/watch?v=Oo7yjlU_O-Y | here]. &lt;br /&gt;
&lt;br /&gt;
To begin the multi-part quest you must travel just west of the Valor Shrine where there is a tall statue:&lt;br /&gt;
&lt;br /&gt;
[[File:Talisman_statue.png]]&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;1. Beginning the quest:&#039;&#039;&#039; Stepping in front of the statue and speaking out loud will offer a quest gump. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;2. A dull stone:&#039;&#039;&#039; Accepting this quest will give you with a dull stone that must be empowered with Vanquishing weapons. The absorb a Vanquishing weapon into to the stone, double click it and target the weapon. &#039;&#039;The stone can only be charged with true instruments of war. Daggers, cleavers, knives and pitchforks cannot power it.&#039;&#039; After 30 Vanquishing weapons have been absorbed by the stone, you can return to the statue.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;3. Evil creatures:&#039;&#039;&#039;  Speaking to the statue again will empower the stone, opening the second part of the quest. You must now kill 100 &amp;quot;evil&amp;quot; creatures. These creatures must have a minimum fame level to be accepted by the stone. Creatures of this stature include Dragons, Drakes, Daemons, Ogre Lords, Lich Lords, Deep Earth Elementals, Orc Mine Overseers, Paragon Lichs etc. Note that you will have to kill these creatures by yourself. The level of &amp;quot;evilness&amp;quot; is determined by the monster&#039;s health points which must be 400 or higher. Some Deep Earth Elementals, for example, will be just below the required level of &amp;quot;evil&amp;quot; because they have less than 400 health points. Once you&#039;ve killed those creatures and the stone is filled, return to the statue and speak again.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;4. Daemon archlord:&#039;&#039;&#039; Now you have to visit the Daemon Archlord&#039;s lair! Also known as the [[Dungeon_Bosses#Arch_Demon|Arch Demon]], he is located in Wrong on level 3. In the center of the room you will find a small red statue. Double click that to collect the Arch Demon&#039;s blood. Be cautious however, if the Arch Demon is around, you will have a hard time getting to the statue! If you want to take on the boss himself, it is recommended that you familiarise yourself with his attack mechanics first.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;5. Choosing your talisman:&#039;&#039;&#039; Speak once more to the statue with your purified stone and you will be able to choose one of the three talismans. Choose wisely!&lt;/div&gt;</summary>
		<author><name>Teto</name></author>
	</entry>
	<entry>
		<id>https://uoforever.com/wiki/index.php?title=Meta_Talismans&amp;diff=6982</id>
		<title>Meta Talismans</title>
		<link rel="alternate" type="text/html" href="https://uoforever.com/wiki/index.php?title=Meta_Talismans&amp;diff=6982"/>
		<updated>2022-04-27T02:29:50Z</updated>

		<summary type="html">&lt;p&gt;Teto: /* Relics */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[image:talisman_phase_shift.gif|thumb|300px|An example of Phase Shift ability (Click to see)]]&lt;br /&gt;
__TOC__&lt;br /&gt;
==Description==&lt;br /&gt;
The Meta Talisman is a wearable item obtained by completing a [[#Quest_Line|quest line]] which begins at a mysterious Ancient Statue of Power near Valor Shrine. The Meta Talisman gives warrior, archer, and mage style players special abilities as their talisman levels. Each talisman has a passive property and active abilities that are obtainable through relics. The talisman levels up as you kill creatures and the [[#Relics_and_Abilities|abilities]] of your talisman become stronger.&lt;br /&gt;
&lt;br /&gt;
The more recently added Shadow of the Rogue talisman does not require a user to run through the Quest Line but is instead available from the Gold Sink vendor in Britain.&lt;br /&gt;
&lt;br /&gt;
With these bonuses come some limitations:&lt;br /&gt;
* The talisman cannot be equipped by any character with greater than 50 in any bard skills (e.g. music, provocation, peacemaking, discordance) or greater than 50 taming.&lt;br /&gt;
* Upon equipping a talisman there is a fifteen minute cool down before the skills or bonuses become active. To avoid this cool down, you can return to the Ancient Statue of Power and speak the words &amp;quot;I wish to pay tribute&amp;quot; which will take 10,000 gold pieces from your bank.&lt;br /&gt;
* There are armor and distance restrictions for each type. This are detailed further below for each type of talisman.&lt;br /&gt;
* The talisman skills and bonuses are not applicable against other players or pets.&lt;br /&gt;
* Talisman experience and relic ability gains are not possible in houses or on boats.  A message will appear saying &amp;quot;You feel and icy chill as your talisman drains of some of its power&amp;quot;. Monsters on boats will also not give gains.&lt;br /&gt;
* There is a maximum experience amount per creature that can be awarded to a given talisman. The bigger the creature, the greater the experience!&lt;br /&gt;
&lt;br /&gt;
The experience required per level is:&lt;br /&gt;
# 20,000&lt;br /&gt;
# 32,000&lt;br /&gt;
# 48,000&lt;br /&gt;
# 64,000&lt;br /&gt;
# 80,000&lt;br /&gt;
# 96,000&lt;br /&gt;
# 112,000&lt;br /&gt;
# 128,000&lt;br /&gt;
# 144,000&lt;br /&gt;
* Total: 724,000 XP​&lt;br /&gt;
&lt;br /&gt;
==Relics and Abilities==&lt;br /&gt;
Abilities are applied to the talisman by finding relics at events, dungeon bosses, monster of the month spawns and at the [[Dungeon_Bosses#Arch_Demon|Arch Demon]] and Lich Khan dungeon bosses. Each talisman has a maximum of four relic slots and aesthetic relic slots. The aesthetic slots are usable at any time and you get relic slots at levels: 1, 4, 7, 10.&lt;br /&gt;
&lt;br /&gt;
[[File:tread_relic.png|Example Relic]]&lt;br /&gt;
&lt;br /&gt;
There are currently four or five unique relics for each type of talisman which are detailed further below. Each relic has ten levels and leveling may lower the skill cooldown, raise the chance to activate, or provide other ability specific bonuses. These abilities typically have a random chance to activate on damage and a cooldown to only allow them to be activated at certain intervals.&lt;br /&gt;
&lt;br /&gt;
To add a relic to your talisman, double click the relic and then select your talisman. Be sure to stand in a safe place while doing this as relics can be stolen!&lt;br /&gt;
&lt;br /&gt;
With the recent change you are now able to swap your active relics, double click your Meta Talisman and then click on the [ - ] symbol next to the relic you wish to remove from the active relic list (highlighted in yellow in screenshot). Once you have an open unused slot available you will be able to hit the [ - ] symbol next to relics in the inactive list to make it an active relic (highlighted in red in screenshot). Keep in mind if you swap frequently in a short amount of time it will put it into cooldown.&lt;br /&gt;
&lt;br /&gt;
[[File:RelicSwap2.PNG|275px|Relic Swap]]&lt;br /&gt;
&lt;br /&gt;
Note that you will have to be quite lucky for all your talisman&#039;s relics drop for you. You may need to frequent the [http://www.uoforum.com/forums/buying.14/ Buying] and [http://www.uoforum.com/forums/selling.15/ Selling] forums to find your relics. Keep in mind that certain relics are more popular than others and can therefore be expensive to purchase. Being part of a larger guild can also provide a useful avenue for getting relics at a reduced rate.&lt;br /&gt;
&lt;br /&gt;
==Aesthetic Relics==&lt;br /&gt;
As mentioned there are currently four different aesthetic relics that apply to your Meta Talismans or [[Meta Pets]]. Pets require to be either a max evolution dragon (after feeding it fruit), at least a level 6 spider, or at least a level 6 steed.&lt;br /&gt;
&lt;br /&gt;
Aesthetic relic activation percentage is essentially an average of all aesthetics currently applied and online. The average percentage of having all four online is 10%. This means 10% of your kills will result in one of the four activating, they can not double activate on the same kill.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;gallery class=&amp;quot;center&amp;quot; widths=&amp;quot;250px&amp;quot; heights=&amp;quot;250px&amp;quot;&amp;gt;&lt;br /&gt;
File:AscensionGIF.gif|&#039;&#039;&#039;Ascension Relic&#039;&#039;&#039;&amp;lt;br /&amp;gt;(click to preview)&lt;br /&gt;
File:BloodyExplosionGIF.gif|&#039;&#039;&#039;Bloody Explosion Relic&#039;&#039;&#039;&amp;lt;br /&amp;gt;(click to preview)&lt;br /&gt;
File:ChickenDinnerGIF.gif|&#039;&#039;&#039;Chicken Dinner Relic&#039;&#039;&#039;&amp;lt;br /&amp;gt;(click to preview)&lt;br /&gt;
File:CombustionGIF.gif|&#039;&#039;&#039;Combustion Relic&#039;&#039;&#039;&amp;lt;br /&amp;gt;(click to preview)&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;The new Aesthetic relics are here!&#039;&#039;&#039; Below you will see how to obtain each of the four relics. Ascension is on the donation vendor Nadine. Bloody Explosion is gained as a reward from doing monster contracts for Heracles. Chicken Dinner is on the gold sink vendor Sasha. Combustion is a drop from defeating the Warden boss in [[Asylum]].&lt;br /&gt;
&lt;br /&gt;
&amp;lt;gallery class=&amp;quot;center&amp;quot; widths=&amp;quot;250px&amp;quot; heights=&amp;quot;250px&amp;quot;&amp;gt;&lt;br /&gt;
File:AscensionVendo.PNG|&#039;&#039;&#039;Ascension Vendor&#039;&#039;&#039;&amp;lt;br /&amp;gt;(Donation Coins)&lt;br /&gt;
File:BloodyExploVendo.PNG|&#039;&#039;&#039;Bloody Explosion Vendor&#039;&#039;&#039;&amp;lt;br /&amp;gt;(Contracts)&lt;br /&gt;
File:ChickenDinnerVendor.PNG|&#039;&#039;&#039;Chicken Dinner Vendor&#039;&#039;&#039;&amp;lt;br /&amp;gt;(Gold Sink)&lt;br /&gt;
File:CombustionBoss.PNG|&#039;&#039;&#039;Combustion Relic Boss&#039;&#039;&#039;&amp;lt;br /&amp;gt;(Warden Boss Drop)&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Idol of the Magi == &lt;br /&gt;
[[File:magetali.png|left]] The Idol of the Magi, informally known as Meta Mage, provides a spell damage bonuses and mana cost reduction for offensive spells against creatures. The ten levels of the talisman average a 20% bonus per level. The mana cost reduction is calculated by the talisman level, number of relics applied, and spirit speak.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Levelling ===&lt;br /&gt;
While levelling, your talisman experience gains are reduced if you are wearing armor. The penalty is 1.6% per AR. There is however no range penalty for Meta Mages. You can therefore stand at a safe distance while firing your lightning bolts at those big ugly creatures! &lt;br /&gt;
&lt;br /&gt;
=== Spirit Speak ===&lt;br /&gt;
Spirit Speak reduces the cost of spells. With the talisman at level 10 with four relics applied an energy bolt will cost as little as 10 mana with 100 Spirit Speak, 14 mana with 50 Spirit Speak and 16 mana with 0 Spirit Speak.&lt;br /&gt;
&lt;br /&gt;
=== Relics ===&lt;br /&gt;
; Dispersion&lt;br /&gt;
: Dispersion provides a chance for spell damage to be dispersed to nearby enemies. There is a 10% chance for an offensive spell to damage level-dependent number of creatures within a 3 tile radius. At level one, the damage can disperse onto one additional creature and the cool down is 60 seconds. At level ten, the damage can spread to up to ten additional creatures and the cool down is 45 seconds. &lt;br /&gt;
&lt;br /&gt;
; Focus&lt;br /&gt;
: Focus provides a chance for increased spell damage. Spell damage can do (Focus Level / 20) additional damage to the target creature. For example, at level 1, this would be 0.05% (1/20) additional damage. An offensive spell that hits for 100 will therefore generate an additional 5 damage, shown as a separate damage number. In the same scenario, at level 10, focus can generate an additional 50 spell damage. The Focus relic cooldown begins with a base of 35 seconds and falls 2 seconds per relic level for a total of 15 seconds at Level 10. The chance of activation is 95% after the cooldown expires.&lt;br /&gt;
&lt;br /&gt;
; Shadow Disciple&lt;br /&gt;
: Shadow Disciple provides a chance to return some mana and temporarily lower 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)).&lt;br /&gt;
&lt;br /&gt;
; Vivify&lt;br /&gt;
: Vivify provides a chance to enhance the skills and stats of an 8th circle creature summon. This applies to summoned daemons and elementals but not to energy vortexes or blade spirits. At level 1, vivify can be triggered every 60 seconds there is a 60% chance to summon an enhanced creature. 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.&lt;br /&gt;
&lt;br /&gt;
=== Tips, Tricks and Templates ===&lt;br /&gt;
&lt;br /&gt;
When completing the initial quest line, you may want to consider switching your character to a warrior or tank mage to complete killing the 100 evil creatures. Alternatively, make use of slayer spell books to kill the evil creatures as a pure mage but note that this can be somewhat laborious as you cannot use summons to help you.&lt;br /&gt;
&lt;br /&gt;
The Meta Mage is arguably the most laborious of all the talisman. You should therefore make best use of all things that improve levelling efficiency:&lt;br /&gt;
* Don&#039;t wear any or very minimal armor. Leather bought from NPCs with slayer properties applied will provide the best balance for damage mitigation and experience gains.&lt;br /&gt;
* Level up Spirit Speak to 100 for spell cost reduction. &lt;br /&gt;
* Use Slayer Spell books to increase spell damage and therefore experience gains &#039;&#039;but&#039;&#039; be aware that at higher levels when you start dishing out some serious damage and killing monsters quickly, you may be better off using weaker spells or dropping the slayer spellbook to eek out the maximum possible experience per monsters. Note: Unlike normal spellbooks, crafted slayer spell can be stolen.&lt;br /&gt;
* Apply the Shadow Disciple relic first as it provides both increased damage and returns mana.&lt;br /&gt;
* Kill the biggest creatures you can find. If you are struggling, ask a friendly tamer or bard if you can follow them around and cast spells on the creatures they are killing.&lt;br /&gt;
&lt;br /&gt;
Common templates are:&lt;br /&gt;
* Magery, Evaluating Intelligence, Healing, Anatomy, Spirit Speak, Meditation, Resisting Spells - This provides defensive wresting through Evaluating Intelligence and Anatomy, allows bandages to be used to heal and therefore save mana and Spirit Speak to conserve mana. Resisting Spells is useful to mitigate interruptions from poisons and paralyze spells.&lt;br /&gt;
* Magery, Evaluating Intelligence, Spirit Speak, Wrestling, Inscription, Meditation, Resisting Spells - Inscription lets you craft your own slayer spell books and number of spells that can be reflected with the Magic Reflection spell.&lt;br /&gt;
&lt;br /&gt;
== Phylactery of Resilience ==&lt;br /&gt;
[[File:defencetali.png]]The Phylactery of Resilience, informally known as the Defence Talisman, offers increased protection from melee and magical damage from creatures. There are ten levels of the talisman and on average you gain 5% protection per level. &lt;br /&gt;
&lt;br /&gt;
=== Leveling ===&lt;br /&gt;
You gain experience with this talisman by doing damage to creatures. The amount you gain is penalized by wearing too little armor. To ensure maximum experience gains, keep your armor at or above 80. The amount of experience gained is also affected by distance from the creature. The penalty is 20% for each tile beyond 1.5. Stay close, be well armored and crush those evil creatures!&lt;br /&gt;
&lt;br /&gt;
=== Arms Lore ===&lt;br /&gt;
The wielder of an active Phylactery of Resilience or Totem of the Berserker with 100 Arms Lore and 100 Weapon Skill receives an increased Minimum Hit Chance. You will only get this increase if you are wielding a weapon relevant to your chosen Weapon Skill. For example, against a creature with 100 wrestling, a normal warrior with 100 Swordsmanship wielding a katana has a 50% chance to hit the creature. With the talisman and 100 Arms Lore, this increases to ~63%. Note, however, that this does not raise your Hit Chance by a flat amount it just raises it to ~63% if you are currently below that. If you intend to kill only lowly ogres and ettins, you can probably skip Arms Lore. If however you want to take on bigger monsters such as with 100 or greater wrestling, such as dungeon bosses, then consider fitting this into your template.&lt;br /&gt;
&lt;br /&gt;
=== Relics ===&lt;br /&gt;
; Leech&lt;br /&gt;
: Leech provides the ability for the player to sap small amounts of health from nearby creature when damaged. The amount per creature is capped at the skill level and is a random value from 1 to relic level. The chance to activate and cool down are affected by gaining levels.&lt;br /&gt;
&lt;br /&gt;
; Quench&lt;br /&gt;
: Quench provides a chance to resist fire breath. Once triggered it provides protection against fire breath for a period of time determined by the relic level. The duration lasts for (Level * 5) seconds. The cooldown decreases by 90 - (Level * 2).&lt;br /&gt;
&lt;br /&gt;
; Recoil&lt;br /&gt;
: Recoil provides a chance for melee damage done to a player to reflect back on the attacking creature. When it activates, it returns 2x base damage to the creature. There is a 25% chance to turn an opponent&#039;s attack onto him. At Level 1 it starts with a 30 second cooldown. With each level the cooldown reduces by 1 second, resulting in a 20 second cooldown at Level 10.&lt;br /&gt;
&lt;br /&gt;
; Remedy&lt;br /&gt;
: Remedy provides a chance to resist poison from a melee hit, such as a scorpion&#039;s sting, for a period of time determined by the relic level. There is a 25% chance to become immune to poison for (Level * 4) seconds. The cooldown decreases by 90 - (Level * 3).&lt;br /&gt;
&lt;br /&gt;
; Shield Bash&lt;br /&gt;
: Shield Bash does a mighty stunning bash to your enemy. Factoring in your skill in parry and your relic level at level 10 it provides a 3x modifier in damage based of your weapon. Including the damage it also stuns your target for 5 seconds. The cooldown decreases by 30 - (Level * 1).&lt;br /&gt;
&lt;br /&gt;
=== Tips, Tricks and Templates ===&lt;br /&gt;
&lt;br /&gt;
The defence talisman is the most casual to level, sitting comfortably between the fast, furious zerker and the laborious, cautious meta mage. While you may need to pay slightly less attention to your health bar than the other talismans, you can&#039;t completely disengage. Keep the following things in mind:&lt;br /&gt;
* Keep your armor at or above 80 at all times. Regularly check armor damage as you will be taking some big blows from the level of creature you will be fighting. A character with blacksmith will come in handy for repairs or you will need to stock up on repair deeds.&lt;br /&gt;
* Strongly consider including [[Parrying]] in your template to protect your armor and provide extra damage mitigation. This is particularly useful at lower levels.&lt;br /&gt;
* Consider using a Swamp Dragon for even more damage mitigation.&lt;br /&gt;
* If you can afford it, consider adding some [[Slayer_Armor|slayer properties]] to your armor.&lt;br /&gt;
* Quench and Remedy are best applied early on as they provide excellent protection and can take quite some time to level up.&lt;br /&gt;
&lt;br /&gt;
A classic template is:&lt;br /&gt;
* Weapon Skill, Parrying, Healing, Anatomy, Resisting Spells, Tactics and either:&lt;br /&gt;
** Magery for overall utility. The ability to use Reactive Armor, Recall, Cure, Reflect, and Teleport are all very useful.&lt;br /&gt;
** Arms Lore to increase your hit chance (Using runebooks loaded with recalls to travel around).&lt;br /&gt;
&lt;br /&gt;
== Totem of the Berserker ==&lt;br /&gt;
[[File:zerkertali.png|Left]]The Totem of the Berserker, informally known as the Berserker or Zerk Talisman, provides offensive damage bonuses for melee skills, including archery. There are ten levels of the talisman and on average you gain 5% damage per level.&lt;br /&gt;
&lt;br /&gt;
=== Levelling ===&lt;br /&gt;
The more armor you wear, the less experience you gain for damaging creatures at a rate of 1% per AR. As with the Defence Talisman, there is a distance penalty on experience gained of 20% per tile beyond 1.5 tiles.&lt;br /&gt;
&lt;br /&gt;
=== Arms Lore ===&lt;br /&gt;
Arms Lore has the same effect Minimum Hit Chance increease for the Totem of the Berserker as it does for a Phylactery of Resilience Talisman. Further details are provided in the [[#Phylactery_of_Resilience|Phylactery of Resilience]] section.&lt;br /&gt;
&lt;br /&gt;
=== Relics ===&lt;br /&gt;
; Double Strike&lt;br /&gt;
: When invoked the berserker will double swing on the creature. It 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 ability lowers the cooldown and increases the chance of activation.&lt;br /&gt;
&lt;br /&gt;
; Infected Wounds&lt;br /&gt;
: If the user is carrying poison potions they have a chance to charge their weapon with poison and infect creatures with the consumed level of poison. As Infected Wounds levels up, the cool down is reduced and the number of infections available per potion is increased. This works with any weapon including two handed weapons such as axes and bows. The [[Poisoning]] skill gives a bonus to the number of infections per potion and also gives a chance for the poison to be upgraded one level higher, making lethal poison a possibility. The higher your poisoning, the more likely you are to get an upgrade in the poison level.&lt;br /&gt;
&lt;br /&gt;
; Phase Shift&lt;br /&gt;
: Upon attacking a creature at range the berserker teleport attacks to the targeted creature. 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. Originally, the ability received an additional phase jump for every other level gained for a maximum of 3 and each shift consumes 10 stamina but this was modified as it was teleporting players into some dangerous situations! Phase Shift now teleports to a single target. Each level lowers the cooldown. 100 [[Hiding]] and [[Stealth]] will provide 50% bonus damage when phase shifting while hidden.&lt;br /&gt;
&lt;br /&gt;
; Tread&lt;br /&gt;
: The berserker can trample an enemy either on foot or while mounted. Full stamina is required and the weight of the character is taken into account. Carrying 314 stone is considered full weight and will provide maximum damage for your level. At level 10 the ability can provide up to a maximum of 300 damage. It has 100% chance to activate if the ability is available and the bersker&#039;s stamina is full.&lt;br /&gt;
&lt;br /&gt;
; Primal Scream&lt;br /&gt;
: After attacking a target the berserker will let out a scream applying a debuff called Armor Abrogate to all targets in a substantially large area. When activated it will disable all armor to targets with the debuff for 15 seconds at level 10. The cooldown at level 10 is 50 seconds.&lt;br /&gt;
&lt;br /&gt;
=== Tips, Tricks and Templates ===&lt;br /&gt;
&lt;br /&gt;
Buy refresh potions, lots and lots of refresh potions.&lt;br /&gt;
&lt;br /&gt;
The Zerker talisman is fun and engaging to level. As long as you follow these basic rules, you should be able to quickly progress through the levels:&lt;br /&gt;
&lt;br /&gt;
* Like the Meta Mage and in keeping with your title, a berserker should wear little or no armor for maximum gains. Leather bought from NPCs with [[Slayer_Armor|slayer properties]] applied will provide the best balance for damage mitigation and experience gains.&lt;br /&gt;
* Unlike the Meta Mage, you do not have the luxury of standing at range and if you cannot afford a full set of slayer armor, you may need to resort to jousting.&lt;br /&gt;
* As you may need to joust, Arms Lore is very useful for efficient levelling to provide a greater chance for a successful hit.&lt;br /&gt;
* Definitely do not use a shield or [[parrying]], your armor will be too high reducing your experience gains.&lt;br /&gt;
* Use slayer weapons to ensure you get maximum damage.&lt;br /&gt;
* Double Strike is the best relic to start with.&lt;br /&gt;
* Use a Swamp Dragon to reduce damage taken.&lt;br /&gt;
&lt;br /&gt;
There are many different ways to play a Zerker but here are a few suggestions to get you started:&lt;br /&gt;
&lt;br /&gt;
* Weapon Skill, Tactics, Anatomy, Healing, Resist, Arms Lore and either:&lt;br /&gt;
** Magery for overall utility. The ability to use Reactive Armor, Recall, Cure, Reflect, and Teleport are all very useful&lt;br /&gt;
** Lumberjacking for even more damage if you opt for Swordsmanship.&lt;br /&gt;
** Hiding for a quick escape to avoid really nasty creatures (and players).&lt;br /&gt;
&lt;br /&gt;
== Shadow of the Rogue ==&lt;br /&gt;
[[File:zerkertali.png|Left]]The Shadow Of The Rogue talisman is a take on the classic RPG rogue class. It includes four new relics and an entirely new relic leveling concept. The talisman itself levels in the same manner of the existing talismans. &#039;&#039;&#039;This talisman and relics are available on the gold sink vendor. The talisman itself for 1m gold and each relic for 4m. You do not need to complete the talisman quest to obtain this talisman.&#039;&#039;&#039; The built in bonuses are:&lt;br /&gt;
* Knives get a Level * 20% bonus to knife weapons (i.e. 200% at Level 10)&lt;br /&gt;
* Crossbows get a Level * 13% (i.e. 130% bonus at Level 10)&lt;br /&gt;
* The wearer gains the ability to run while stealth to a distance of 5 * Level tiles (i.e. 50 tiles at Level 10)&lt;br /&gt;
&lt;br /&gt;
The relic leveling mechanic is designed to make the leveling process much less cumbersome and yet reward those that dedicate themselves to using this talisman.&lt;br /&gt;
&lt;br /&gt;
The talisman relics track kills of all creatures that have over 100 max hit points. The relic levels of the talisman are based on the number of kills recorded. 20 kills for level 2 relics, 50 kills for level 3 relics, 90 kills for level 4 relics, 150 for 5, 300 for 6, etc. You will have level 10 relics with 700 stored kills. Every 24 hours 25 kills will decay from the total kill count. You can build up to 800 kills, but the total will be capped at that number. This will allow you talisman 4 days of not being used before it reverts down to level 9 relics on 5th day.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Levelling ===&lt;br /&gt;
The more armor you wear, the less experience you gain for damaging creatures at a rate of 1% per AR. As with the Defence Talisman, there is a distance penalty on experience gained of 20% per tile beyond 1.5 tiles.&lt;br /&gt;
&lt;br /&gt;
=== Arms Lore ===&lt;br /&gt;
Arms Lore has the same effect Minimum Hit Chance increase for the Shadow of the Rogue as it does for a Phylactery of Resilience and Berserker Talisman. Further details are provided in the [[#Phylactery_of_Resilience|Phylactery of Resilience]] section.&lt;br /&gt;
&lt;br /&gt;
=== Relics ===&lt;br /&gt;
; Disembowel&lt;br /&gt;
: Bleed attack that does 10 ticks of relic level damage every 30 seconds&lt;br /&gt;
&lt;br /&gt;
; Elude&lt;br /&gt;
: Damage absorption of relic level * 2% every 30 seconds that lasts up to 20 seconds per activation&lt;br /&gt;
&lt;br /&gt;
; Ruthless&lt;br /&gt;
: This is a passive relic that gives relic level * 2% bonus damage to poisoned targets. This is always on and does not give trigger notifications.&lt;br /&gt;
&lt;br /&gt;
; Shadow Dance&lt;br /&gt;
: Area effect attack that hits up to 4 nearby creatures with bonus damage based on relic level&lt;br /&gt;
&lt;br /&gt;
=== Tips, Tricks and Templates ===&lt;br /&gt;
&lt;br /&gt;
The Rogue talisman is fun and engaging to level. As long as you follow these basic rules, you should be able to progress through the levels:&lt;br /&gt;
&lt;br /&gt;
* Like the Meta Mage and Berserker, wear little or no armor for maximum gains. Leather bought from NPCs with [[Slayer_Armor|slayer properties]] applied will provide the best balance for damage mitigation and experience gains.&lt;br /&gt;
* Unlike the Meta Mage, you do not have the luxury of standing at range and if you cannot afford a full set of slayer armor, you may need to resort to jousting.&lt;br /&gt;
* As you may need to joust, Arms Lore is very useful for efficient leveling to provide a greater chance for a successful hit.&lt;br /&gt;
* Definitely do not use a shield or [[parrying]], your armor will be too high reducing your experience gains.&lt;br /&gt;
* Use slayer weapons to ensure you get maximum damage.&lt;br /&gt;
* Use a Swamp Dragon to reduce damage taken.&lt;br /&gt;
&lt;br /&gt;
There are many different ways to play a Rogue but here are a few suggestions to get you started:&lt;br /&gt;
&lt;br /&gt;
* Weapon Skill, Tactics, Anatomy, Healing, Resist, Arms Lore and either:&lt;br /&gt;
** Magery for overall utility. The ability to use Reactive Armor, Recall, Cure, Reflect, and Teleport are all very useful&lt;br /&gt;
** Hiding for a quick escape to avoid really nasty creatures (and players).&lt;br /&gt;
* The Weapon Skill should ideally by Fencing (with Daggers), Swords (with Knives) or Archery (with regular crossbows) to benefit from the increased damage.&lt;br /&gt;
&lt;br /&gt;
==Artifact of the Marksman==&lt;br /&gt;
[[File:AOM Symbol.png|Left]] Artifact of the Marksman is an Archery focused talisman. It provides multiple options to suit your playstyle  by providing Area of Effect (AOE) and Crowd Control (CC) options. It also increases single target damage by amplifying damage output and attack speed.&lt;br /&gt;
&lt;br /&gt;
===Amplified Damage===&lt;br /&gt;
Artifact of the Marksman increases damage as the Talisman levels&lt;br /&gt;
&lt;br /&gt;
*Level 1: 104%&lt;br /&gt;
*Level 2:&lt;br /&gt;
*Level 3: &lt;br /&gt;
*Level 4: &lt;br /&gt;
*Level 5: &lt;br /&gt;
*Level 6: &lt;br /&gt;
*Level 7: &lt;br /&gt;
*Level 8: &lt;br /&gt;
*Level 9: &lt;br /&gt;
*Level 10: 180%&lt;br /&gt;
&lt;br /&gt;
===Relics===&lt;br /&gt;
Artifact of the Marksman has 7 relics available and you can enable 4 at a time. This talisman has two types of relics: active and passive. Passive relics provide advantages or abilities by simply having them enabled on your talisman. Active Relics can be used by selecting them from your Talisman Ability Gump.&lt;br /&gt;
&lt;br /&gt;
Notes: &lt;br /&gt;
*Current relic color is a placeholder and will be changed.&lt;br /&gt;
*Certain mobs will be immune to CC (crowd control) effects such as champs or higher level paragons. &lt;br /&gt;
&lt;br /&gt;
; Concussive Blast&lt;br /&gt;
: Relic Type: Active&lt;br /&gt;
: Cooldown: 65 seconds&lt;br /&gt;
: Applies Silence that lasts 5 seconds per Relic level, at max level will last 50 seconds (currently). Silence applies a debuff which prevents spell casting. Applying this debuff to a mob will interrupt their current spell channeling and prevent them from casting for the duration of the Silence&lt;br /&gt;
&lt;br /&gt;
; Knee Strike&lt;br /&gt;
: Relic Type: Passive &amp;amp; Active&lt;br /&gt;
: Passively debuffs your target, lowering their movement speed while auto attacking every 3 seconds and applies Knee Strike charges. Knee’s strike’s active ability consumes your Knee Strike charges and applies an even more powerful slow on your next attack. The amplified slow increases depending on the number of charges you have with 10 being the max. Each charge will reduce movespeed by 1/4.&lt;br /&gt;
&lt;br /&gt;
; Pinning Lob&lt;br /&gt;
: Relic Type: Active&lt;br /&gt;
: Cooldown: 15 seconds&lt;br /&gt;
: Pushes the first mob that the arrow collides into back 3 tiles. If the mob collides with an obstacle or another mob, it will stun the mob for 1 second per level. If it is pushed into a mob, the mob it collides with will also be stunned for the same duration.&lt;br /&gt;
&lt;br /&gt;
; Volley&lt;br /&gt;
: Relic Type: Active&lt;br /&gt;
: Cooldown: 65 seconds&lt;br /&gt;
: Your player will begin shooting massive amount arrows into the air at a target location every seconds for 10 seconds. Volley will be interrupted if you move or do not have enough arrows. Damage dealt 3 * Level and will be modified by arrow type modifiers.&lt;br /&gt;
&lt;br /&gt;
; Piercing Shot&lt;br /&gt;
: Relic Type: Active&lt;br /&gt;
: Cooldown: 15 seconds&lt;br /&gt;
: Fire an arrow towards the selected target which pierces through all mobs for 14 tiles dealing Level * 3 damage. &lt;br /&gt;
&lt;br /&gt;
; Hunter’s Focus&lt;br /&gt;
: Relic Type: Passive&lt;br /&gt;
: Cooldown: 35 seconds&lt;br /&gt;
: Provides a buff which greatly increases the attack speed for 5 seconds. You will receive 40 dex/stam per level. The buff will automatically be removed during PvP.&lt;br /&gt;
&lt;br /&gt;
; Reclamation&lt;br /&gt;
: Relic Type: Active&lt;br /&gt;
: Reclamation is a passive relic which automatically picks arrows up as they are being shot or from Active Relic abilities. It picks arrows up within the Relic’s level +1 tiles of your character. So, at level 1 it will pick up arrows within 2 tiles and at level 10 it will pick up arrows within 11 tiles. This includes arrows from the Volley relic.&lt;br /&gt;
&lt;br /&gt;
==Quest Line==&lt;br /&gt;
Be forewarned, the quest to obtain a Meta Talisman is not for the impatient, frugal or faint of heart! You may complete the quest multiple times on one character but you will only be able to wield one talisman at a time. A helpful video guide can be found [https://www.youtube.com/watch?v=Oo7yjlU_O-Y | here]. &lt;br /&gt;
&lt;br /&gt;
To begin the multi-part quest you must travel just west of the Valor Shrine where there is a tall statue:&lt;br /&gt;
&lt;br /&gt;
[[File:Talisman_statue.png]]&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;1. Beginning the quest:&#039;&#039;&#039; Stepping in front of the statue and speaking out loud will offer a quest gump. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;2. A dull stone:&#039;&#039;&#039; Accepting this quest will give you with a dull stone that must be empowered with Vanquishing weapons. The absorb a Vanquishing weapon into to the stone, double click it and target the weapon. &#039;&#039;The stone can only be charged with true instruments of war. Daggers, cleavers, knives and pitchforks cannot power it.&#039;&#039; After 30 Vanquishing weapons have been absorbed by the stone, you can return to the statue.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;3. Evil creatures:&#039;&#039;&#039;  Speaking to the statue again will empower the stone, opening the second part of the quest. You must now kill 100 &amp;quot;evil&amp;quot; creatures. These creatures must have a minimum fame level to be accepted by the stone. Creatures of this stature include Dragons, Drakes, Daemons, Ogre Lords, Lich Lords, Deep Earth Elementals, Orc Mine Overseers, Paragon Lichs etc. Note that you will have to kill these creatures by yourself. The level of &amp;quot;evilness&amp;quot; is determined by the monster&#039;s health points which must be 400 or higher. Some Deep Earth Elementals, for example, will be just below the required level of &amp;quot;evil&amp;quot; because they have less than 400 health points. Once you&#039;ve killed those creatures and the stone is filled, return to the statue and speak again.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;4. Daemon archlord:&#039;&#039;&#039; Now you have to visit the Daemon Archlord&#039;s lair! Also known as the [[Dungeon_Bosses#Arch_Demon|Arch Demon]], he is located in Wrong on level 3. In the center of the room you will find a small red statue. Double click that to collect the Arch Demon&#039;s blood. Be cautious however, if the Arch Demon is around, you will have a hard time getting to the statue! If you want to take on the boss himself, it is recommended that you familiarise yourself with his attack mechanics first.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;5. Choosing your talisman:&#039;&#039;&#039; Speak once more to the statue with your purified stone and you will be able to choose one of the three talismans. Choose wisely!&lt;/div&gt;</summary>
		<author><name>Teto</name></author>
	</entry>
	<entry>
		<id>https://uoforever.com/wiki/index.php?title=Meta_Talismans&amp;diff=6981</id>
		<title>Meta Talismans</title>
		<link rel="alternate" type="text/html" href="https://uoforever.com/wiki/index.php?title=Meta_Talismans&amp;diff=6981"/>
		<updated>2022-04-27T02:29:11Z</updated>

		<summary type="html">&lt;p&gt;Teto: /* Relics */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[image:talisman_phase_shift.gif|thumb|300px|An example of Phase Shift ability (Click to see)]]&lt;br /&gt;
__TOC__&lt;br /&gt;
==Description==&lt;br /&gt;
The Meta Talisman is a wearable item obtained by completing a [[#Quest_Line|quest line]] which begins at a mysterious Ancient Statue of Power near Valor Shrine. The Meta Talisman gives warrior, archer, and mage style players special abilities as their talisman levels. Each talisman has a passive property and active abilities that are obtainable through relics. The talisman levels up as you kill creatures and the [[#Relics_and_Abilities|abilities]] of your talisman become stronger.&lt;br /&gt;
&lt;br /&gt;
The more recently added Shadow of the Rogue talisman does not require a user to run through the Quest Line but is instead available from the Gold Sink vendor in Britain.&lt;br /&gt;
&lt;br /&gt;
With these bonuses come some limitations:&lt;br /&gt;
* The talisman cannot be equipped by any character with greater than 50 in any bard skills (e.g. music, provocation, peacemaking, discordance) or greater than 50 taming.&lt;br /&gt;
* Upon equipping a talisman there is a fifteen minute cool down before the skills or bonuses become active. To avoid this cool down, you can return to the Ancient Statue of Power and speak the words &amp;quot;I wish to pay tribute&amp;quot; which will take 10,000 gold pieces from your bank.&lt;br /&gt;
* There are armor and distance restrictions for each type. This are detailed further below for each type of talisman.&lt;br /&gt;
* The talisman skills and bonuses are not applicable against other players or pets.&lt;br /&gt;
* Talisman experience and relic ability gains are not possible in houses or on boats.  A message will appear saying &amp;quot;You feel and icy chill as your talisman drains of some of its power&amp;quot;. Monsters on boats will also not give gains.&lt;br /&gt;
* There is a maximum experience amount per creature that can be awarded to a given talisman. The bigger the creature, the greater the experience!&lt;br /&gt;
&lt;br /&gt;
The experience required per level is:&lt;br /&gt;
# 20,000&lt;br /&gt;
# 32,000&lt;br /&gt;
# 48,000&lt;br /&gt;
# 64,000&lt;br /&gt;
# 80,000&lt;br /&gt;
# 96,000&lt;br /&gt;
# 112,000&lt;br /&gt;
# 128,000&lt;br /&gt;
# 144,000&lt;br /&gt;
* Total: 724,000 XP​&lt;br /&gt;
&lt;br /&gt;
==Relics and Abilities==&lt;br /&gt;
Abilities are applied to the talisman by finding relics at events, dungeon bosses, monster of the month spawns and at the [[Dungeon_Bosses#Arch_Demon|Arch Demon]] and Lich Khan dungeon bosses. Each talisman has a maximum of four relic slots and aesthetic relic slots. The aesthetic slots are usable at any time and you get relic slots at levels: 1, 4, 7, 10.&lt;br /&gt;
&lt;br /&gt;
[[File:tread_relic.png|Example Relic]]&lt;br /&gt;
&lt;br /&gt;
There are currently four or five unique relics for each type of talisman which are detailed further below. Each relic has ten levels and leveling may lower the skill cooldown, raise the chance to activate, or provide other ability specific bonuses. These abilities typically have a random chance to activate on damage and a cooldown to only allow them to be activated at certain intervals.&lt;br /&gt;
&lt;br /&gt;
To add a relic to your talisman, double click the relic and then select your talisman. Be sure to stand in a safe place while doing this as relics can be stolen!&lt;br /&gt;
&lt;br /&gt;
With the recent change you are now able to swap your active relics, double click your Meta Talisman and then click on the [ - ] symbol next to the relic you wish to remove from the active relic list (highlighted in yellow in screenshot). Once you have an open unused slot available you will be able to hit the [ - ] symbol next to relics in the inactive list to make it an active relic (highlighted in red in screenshot). Keep in mind if you swap frequently in a short amount of time it will put it into cooldown.&lt;br /&gt;
&lt;br /&gt;
[[File:RelicSwap2.PNG|275px|Relic Swap]]&lt;br /&gt;
&lt;br /&gt;
Note that you will have to be quite lucky for all your talisman&#039;s relics drop for you. You may need to frequent the [http://www.uoforum.com/forums/buying.14/ Buying] and [http://www.uoforum.com/forums/selling.15/ Selling] forums to find your relics. Keep in mind that certain relics are more popular than others and can therefore be expensive to purchase. Being part of a larger guild can also provide a useful avenue for getting relics at a reduced rate.&lt;br /&gt;
&lt;br /&gt;
==Aesthetic Relics==&lt;br /&gt;
As mentioned there are currently four different aesthetic relics that apply to your Meta Talismans or [[Meta Pets]]. Pets require to be either a max evolution dragon (after feeding it fruit), at least a level 6 spider, or at least a level 6 steed.&lt;br /&gt;
&lt;br /&gt;
Aesthetic relic activation percentage is essentially an average of all aesthetics currently applied and online. The average percentage of having all four online is 10%. This means 10% of your kills will result in one of the four activating, they can not double activate on the same kill.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;gallery class=&amp;quot;center&amp;quot; widths=&amp;quot;250px&amp;quot; heights=&amp;quot;250px&amp;quot;&amp;gt;&lt;br /&gt;
File:AscensionGIF.gif|&#039;&#039;&#039;Ascension Relic&#039;&#039;&#039;&amp;lt;br /&amp;gt;(click to preview)&lt;br /&gt;
File:BloodyExplosionGIF.gif|&#039;&#039;&#039;Bloody Explosion Relic&#039;&#039;&#039;&amp;lt;br /&amp;gt;(click to preview)&lt;br /&gt;
File:ChickenDinnerGIF.gif|&#039;&#039;&#039;Chicken Dinner Relic&#039;&#039;&#039;&amp;lt;br /&amp;gt;(click to preview)&lt;br /&gt;
File:CombustionGIF.gif|&#039;&#039;&#039;Combustion Relic&#039;&#039;&#039;&amp;lt;br /&amp;gt;(click to preview)&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;The new Aesthetic relics are here!&#039;&#039;&#039; Below you will see how to obtain each of the four relics. Ascension is on the donation vendor Nadine. Bloody Explosion is gained as a reward from doing monster contracts for Heracles. Chicken Dinner is on the gold sink vendor Sasha. Combustion is a drop from defeating the Warden boss in [[Asylum]].&lt;br /&gt;
&lt;br /&gt;
&amp;lt;gallery class=&amp;quot;center&amp;quot; widths=&amp;quot;250px&amp;quot; heights=&amp;quot;250px&amp;quot;&amp;gt;&lt;br /&gt;
File:AscensionVendo.PNG|&#039;&#039;&#039;Ascension Vendor&#039;&#039;&#039;&amp;lt;br /&amp;gt;(Donation Coins)&lt;br /&gt;
File:BloodyExploVendo.PNG|&#039;&#039;&#039;Bloody Explosion Vendor&#039;&#039;&#039;&amp;lt;br /&amp;gt;(Contracts)&lt;br /&gt;
File:ChickenDinnerVendor.PNG|&#039;&#039;&#039;Chicken Dinner Vendor&#039;&#039;&#039;&amp;lt;br /&amp;gt;(Gold Sink)&lt;br /&gt;
File:CombustionBoss.PNG|&#039;&#039;&#039;Combustion Relic Boss&#039;&#039;&#039;&amp;lt;br /&amp;gt;(Warden Boss Drop)&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Idol of the Magi == &lt;br /&gt;
[[File:magetali.png|left]] The Idol of the Magi, informally known as Meta Mage, provides a spell damage bonuses and mana cost reduction for offensive spells against creatures. The ten levels of the talisman average a 20% bonus per level. The mana cost reduction is calculated by the talisman level, number of relics applied, and spirit speak.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Levelling ===&lt;br /&gt;
While levelling, your talisman experience gains are reduced if you are wearing armor. The penalty is 1.6% per AR. There is however no range penalty for Meta Mages. You can therefore stand at a safe distance while firing your lightning bolts at those big ugly creatures! &lt;br /&gt;
&lt;br /&gt;
=== Spirit Speak ===&lt;br /&gt;
Spirit Speak reduces the cost of spells. With the talisman at level 10 with four relics applied an energy bolt will cost as little as 10 mana with 100 Spirit Speak, 14 mana with 50 Spirit Speak and 16 mana with 0 Spirit Speak.&lt;br /&gt;
&lt;br /&gt;
=== Relics ===&lt;br /&gt;
; Dispersion&lt;br /&gt;
: Dispersion provides a chance for spell damage to be dispersed to nearby enemies. There is a 10% chance for an offensive spell to damage level-dependent number of creatures within a 3 tile radius. At level one, the damage can disperse onto one additional creature and the cool down is 60 seconds. At level ten, the damage can spread to up to ten additional creatures and the cool down is 45 seconds. &lt;br /&gt;
&lt;br /&gt;
; Focus&lt;br /&gt;
: Focus provides a chance for increased spell damage. Spell damage can do (Focus Level / 20) additional damage to the target creature. For example, at level 1, this would be 0.05% (1/20) additional damage. An offensive spell that hits for 100 will therefore generate an additional 5 damage, shown as a separate damage number. In the same scenario, at level 10, focus can generate an additional 50 spell damage. The Focus relic cooldown begins with a base of 35 seconds and falls 2 seconds per relic level for a total of 15 seconds at Level 10. The chance of activation is 95% after the cooldown expires.&lt;br /&gt;
&lt;br /&gt;
; Shadow Disciple&lt;br /&gt;
: Shadow Disciple provides a chance to return some mana and temporarily lower 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)).&lt;br /&gt;
&lt;br /&gt;
; Vivify&lt;br /&gt;
: Vivify provides a chance to enhance the skills and stats of an 8th circle creature summon. This applies to summoned daemons and elementals but not to energy vortexes or blade spirits. At level 1, vivify can be triggered every 60 seconds there is a 60% chance to summon an enhanced creature. 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.&lt;br /&gt;
&lt;br /&gt;
=== Tips, Tricks and Templates ===&lt;br /&gt;
&lt;br /&gt;
When completing the initial quest line, you may want to consider switching your character to a warrior or tank mage to complete killing the 100 evil creatures. Alternatively, make use of slayer spell books to kill the evil creatures as a pure mage but note that this can be somewhat laborious as you cannot use summons to help you.&lt;br /&gt;
&lt;br /&gt;
The Meta Mage is arguably the most laborious of all the talisman. You should therefore make best use of all things that improve levelling efficiency:&lt;br /&gt;
* Don&#039;t wear any or very minimal armor. Leather bought from NPCs with slayer properties applied will provide the best balance for damage mitigation and experience gains.&lt;br /&gt;
* Level up Spirit Speak to 100 for spell cost reduction. &lt;br /&gt;
* Use Slayer Spell books to increase spell damage and therefore experience gains &#039;&#039;but&#039;&#039; be aware that at higher levels when you start dishing out some serious damage and killing monsters quickly, you may be better off using weaker spells or dropping the slayer spellbook to eek out the maximum possible experience per monsters. Note: Unlike normal spellbooks, crafted slayer spell can be stolen.&lt;br /&gt;
* Apply the Shadow Disciple relic first as it provides both increased damage and returns mana.&lt;br /&gt;
* Kill the biggest creatures you can find. If you are struggling, ask a friendly tamer or bard if you can follow them around and cast spells on the creatures they are killing.&lt;br /&gt;
&lt;br /&gt;
Common templates are:&lt;br /&gt;
* Magery, Evaluating Intelligence, Healing, Anatomy, Spirit Speak, Meditation, Resisting Spells - This provides defensive wresting through Evaluating Intelligence and Anatomy, allows bandages to be used to heal and therefore save mana and Spirit Speak to conserve mana. Resisting Spells is useful to mitigate interruptions from poisons and paralyze spells.&lt;br /&gt;
* Magery, Evaluating Intelligence, Spirit Speak, Wrestling, Inscription, Meditation, Resisting Spells - Inscription lets you craft your own slayer spell books and number of spells that can be reflected with the Magic Reflection spell.&lt;br /&gt;
&lt;br /&gt;
== Phylactery of Resilience ==&lt;br /&gt;
[[File:defencetali.png]]The Phylactery of Resilience, informally known as the Defence Talisman, offers increased protection from melee and magical damage from creatures. There are ten levels of the talisman and on average you gain 5% protection per level. &lt;br /&gt;
&lt;br /&gt;
=== Leveling ===&lt;br /&gt;
You gain experience with this talisman by doing damage to creatures. The amount you gain is penalized by wearing too little armor. To ensure maximum experience gains, keep your armor at or above 80. The amount of experience gained is also affected by distance from the creature. The penalty is 20% for each tile beyond 1.5. Stay close, be well armored and crush those evil creatures!&lt;br /&gt;
&lt;br /&gt;
=== Arms Lore ===&lt;br /&gt;
The wielder of an active Phylactery of Resilience or Totem of the Berserker with 100 Arms Lore and 100 Weapon Skill receives an increased Minimum Hit Chance. You will only get this increase if you are wielding a weapon relevant to your chosen Weapon Skill. For example, against a creature with 100 wrestling, a normal warrior with 100 Swordsmanship wielding a katana has a 50% chance to hit the creature. With the talisman and 100 Arms Lore, this increases to ~63%. Note, however, that this does not raise your Hit Chance by a flat amount it just raises it to ~63% if you are currently below that. If you intend to kill only lowly ogres and ettins, you can probably skip Arms Lore. If however you want to take on bigger monsters such as with 100 or greater wrestling, such as dungeon bosses, then consider fitting this into your template.&lt;br /&gt;
&lt;br /&gt;
=== Relics ===&lt;br /&gt;
; Leech&lt;br /&gt;
: Leech provides the ability for the player to sap small amounts of health from nearby creature when damaged. The amount per creature is capped at the skill level and is a random value from 1 to relic level. The chance to activate and cool down are affected by gaining levels.&lt;br /&gt;
&lt;br /&gt;
; Quench&lt;br /&gt;
: Quench provides a chance to resist fire breath. Once triggered it provides protection against fire breath for a period of time determined by the relic level. The duration lasts for (Level * 5) seconds. The cooldown decreases by 90 - (Level * 2).&lt;br /&gt;
&lt;br /&gt;
; Recoil&lt;br /&gt;
: Recoil provides a chance for melee damage done to a player to reflect back on the attacking creature. When it activates, it returns 2x base damage to the creature. There is a 25% chance to turn an opponent&#039;s attack onto him. At Level 1 it starts with a 30 second cooldown. With each level the cooldown reduces by 1 second, resulting in a 20 second cooldown at Level 10.&lt;br /&gt;
&lt;br /&gt;
; Remedy&lt;br /&gt;
: Remedy provides a chance to resist poison from a melee hit, such as a scorpion&#039;s sting, for a period of time determined by the relic level. There is a 25% chance to become immune to poison for (Level * 4) seconds. The cooldown decreases by 90 - (Level * 3).&lt;br /&gt;
&lt;br /&gt;
; Shield Bash&lt;br /&gt;
: Shield Bash does a mighty stunning bash to your enemy. Factoring in your skill in parry and your relic level at level 10 it provides a 3x modifier in damage based of your weapon. Including the damage it also stuns your target for 5 seconds. The cooldown decreases by 30 - (Level * 1).&lt;br /&gt;
&lt;br /&gt;
=== Tips, Tricks and Templates ===&lt;br /&gt;
&lt;br /&gt;
The defence talisman is the most casual to level, sitting comfortably between the fast, furious zerker and the laborious, cautious meta mage. While you may need to pay slightly less attention to your health bar than the other talismans, you can&#039;t completely disengage. Keep the following things in mind:&lt;br /&gt;
* Keep your armor at or above 80 at all times. Regularly check armor damage as you will be taking some big blows from the level of creature you will be fighting. A character with blacksmith will come in handy for repairs or you will need to stock up on repair deeds.&lt;br /&gt;
* Strongly consider including [[Parrying]] in your template to protect your armor and provide extra damage mitigation. This is particularly useful at lower levels.&lt;br /&gt;
* Consider using a Swamp Dragon for even more damage mitigation.&lt;br /&gt;
* If you can afford it, consider adding some [[Slayer_Armor|slayer properties]] to your armor.&lt;br /&gt;
* Quench and Remedy are best applied early on as they provide excellent protection and can take quite some time to level up.&lt;br /&gt;
&lt;br /&gt;
A classic template is:&lt;br /&gt;
* Weapon Skill, Parrying, Healing, Anatomy, Resisting Spells, Tactics and either:&lt;br /&gt;
** Magery for overall utility. The ability to use Reactive Armor, Recall, Cure, Reflect, and Teleport are all very useful.&lt;br /&gt;
** Arms Lore to increase your hit chance (Using runebooks loaded with recalls to travel around).&lt;br /&gt;
&lt;br /&gt;
== Totem of the Berserker ==&lt;br /&gt;
[[File:zerkertali.png|Left]]The Totem of the Berserker, informally known as the Berserker or Zerk Talisman, provides offensive damage bonuses for melee skills, including archery. There are ten levels of the talisman and on average you gain 5% damage per level.&lt;br /&gt;
&lt;br /&gt;
=== Levelling ===&lt;br /&gt;
The more armor you wear, the less experience you gain for damaging creatures at a rate of 1% per AR. As with the Defence Talisman, there is a distance penalty on experience gained of 20% per tile beyond 1.5 tiles.&lt;br /&gt;
&lt;br /&gt;
=== Arms Lore ===&lt;br /&gt;
Arms Lore has the same effect Minimum Hit Chance increease for the Totem of the Berserker as it does for a Phylactery of Resilience Talisman. Further details are provided in the [[#Phylactery_of_Resilience|Phylactery of Resilience]] section.&lt;br /&gt;
&lt;br /&gt;
=== Relics ===&lt;br /&gt;
; Double Strike&lt;br /&gt;
: When invoked the berserker will double swing on the creature. It 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 ability lowers the cooldown and increases the chance of activation.&lt;br /&gt;
&lt;br /&gt;
; Infected Wounds&lt;br /&gt;
: If the user is carrying poison potions they have a chance to charge their weapon with poison and infect creatures with the consumed level of poison. As Infected Wounds levels up, the cool down is reduced and the number of infections available per potion is increased. This works with any weapon including two handed weapons such as axes and bows. The [[Poisoning]] skill gives a bonus to the number of infections per potion and also gives a chance for the poison to be upgraded one level higher, making lethal poison a possibility. The higher your poisoning, the more likely you are to get an upgrade in the poison level.&lt;br /&gt;
&lt;br /&gt;
; Phase Shift&lt;br /&gt;
: Upon attacking a creature at range the berserker teleport attacks to the targeted creature. 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. Originally, the ability received an additional phase jump for every other level gained for a maximum of 3 and each shift consumes 10 stamina but this was modified as it was teleporting players into some dangerous situations! Phase Shift now teleports to a single target. Each level lowers the cooldown. 100 [[Hiding]] and [[Stealth]] will provide 50% bonus damage when phase shifting while hidden.&lt;br /&gt;
&lt;br /&gt;
; Tread&lt;br /&gt;
: The berserker can trample an enemy either on foot or while mounted. Full stamina is required and the weight of the character is taken into account. Carrying 314 stone is considered full weight and will provide maximum damage for your level. At level 10 the ability can provide up to a maximum of 300 damage. It has 100% chance to activate if the ability is available and the bersker&#039;s stamina is full.&lt;br /&gt;
&lt;br /&gt;
; Primal Scream&lt;br /&gt;
: After attacking a target the berserker will let out a scream applying a debuff called Armor Abrogate to all targets in a substantially large area. When activated it will disable all armor to targets with the debuff for 15 seconds at level 10. The cooldown at level 10 is 50 seconds.&lt;br /&gt;
&lt;br /&gt;
=== Tips, Tricks and Templates ===&lt;br /&gt;
&lt;br /&gt;
Buy refresh potions, lots and lots of refresh potions.&lt;br /&gt;
&lt;br /&gt;
The Zerker talisman is fun and engaging to level. As long as you follow these basic rules, you should be able to quickly progress through the levels:&lt;br /&gt;
&lt;br /&gt;
* Like the Meta Mage and in keeping with your title, a berserker should wear little or no armor for maximum gains. Leather bought from NPCs with [[Slayer_Armor|slayer properties]] applied will provide the best balance for damage mitigation and experience gains.&lt;br /&gt;
* Unlike the Meta Mage, you do not have the luxury of standing at range and if you cannot afford a full set of slayer armor, you may need to resort to jousting.&lt;br /&gt;
* As you may need to joust, Arms Lore is very useful for efficient levelling to provide a greater chance for a successful hit.&lt;br /&gt;
* Definitely do not use a shield or [[parrying]], your armor will be too high reducing your experience gains.&lt;br /&gt;
* Use slayer weapons to ensure you get maximum damage.&lt;br /&gt;
* Double Strike is the best relic to start with.&lt;br /&gt;
* Use a Swamp Dragon to reduce damage taken.&lt;br /&gt;
&lt;br /&gt;
There are many different ways to play a Zerker but here are a few suggestions to get you started:&lt;br /&gt;
&lt;br /&gt;
* Weapon Skill, Tactics, Anatomy, Healing, Resist, Arms Lore and either:&lt;br /&gt;
** Magery for overall utility. The ability to use Reactive Armor, Recall, Cure, Reflect, and Teleport are all very useful&lt;br /&gt;
** Lumberjacking for even more damage if you opt for Swordsmanship.&lt;br /&gt;
** Hiding for a quick escape to avoid really nasty creatures (and players).&lt;br /&gt;
&lt;br /&gt;
== Shadow of the Rogue ==&lt;br /&gt;
[[File:zerkertali.png|Left]]The Shadow Of The Rogue talisman is a take on the classic RPG rogue class. It includes four new relics and an entirely new relic leveling concept. The talisman itself levels in the same manner of the existing talismans. &#039;&#039;&#039;This talisman and relics are available on the gold sink vendor. The talisman itself for 1m gold and each relic for 4m. You do not need to complete the talisman quest to obtain this talisman.&#039;&#039;&#039; The built in bonuses are:&lt;br /&gt;
* Knives get a Level * 20% bonus to knife weapons (i.e. 200% at Level 10)&lt;br /&gt;
* Crossbows get a Level * 13% (i.e. 130% bonus at Level 10)&lt;br /&gt;
* The wearer gains the ability to run while stealth to a distance of 5 * Level tiles (i.e. 50 tiles at Level 10)&lt;br /&gt;
&lt;br /&gt;
The relic leveling mechanic is designed to make the leveling process much less cumbersome and yet reward those that dedicate themselves to using this talisman.&lt;br /&gt;
&lt;br /&gt;
The talisman relics track kills of all creatures that have over 100 max hit points. The relic levels of the talisman are based on the number of kills recorded. 20 kills for level 2 relics, 50 kills for level 3 relics, 90 kills for level 4 relics, 150 for 5, 300 for 6, etc. You will have level 10 relics with 700 stored kills. Every 24 hours 25 kills will decay from the total kill count. You can build up to 800 kills, but the total will be capped at that number. This will allow you talisman 4 days of not being used before it reverts down to level 9 relics on 5th day.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Levelling ===&lt;br /&gt;
The more armor you wear, the less experience you gain for damaging creatures at a rate of 1% per AR. As with the Defence Talisman, there is a distance penalty on experience gained of 20% per tile beyond 1.5 tiles.&lt;br /&gt;
&lt;br /&gt;
=== Arms Lore ===&lt;br /&gt;
Arms Lore has the same effect Minimum Hit Chance increase for the Shadow of the Rogue as it does for a Phylactery of Resilience and Berserker Talisman. Further details are provided in the [[#Phylactery_of_Resilience|Phylactery of Resilience]] section.&lt;br /&gt;
&lt;br /&gt;
=== Relics ===&lt;br /&gt;
; Disembowel&lt;br /&gt;
: Bleed attack that does 10 ticks of relic level damage every 30 seconds&lt;br /&gt;
&lt;br /&gt;
; Elude&lt;br /&gt;
: Damage absorption of relic level * 2% every 30 seconds that lasts up to 20 seconds per activation&lt;br /&gt;
&lt;br /&gt;
; Ruthless&lt;br /&gt;
: This is a passive relic that gives relic level * 2% bonus damage to poisoned targets. This is always on and does not give trigger notifications.&lt;br /&gt;
&lt;br /&gt;
; Shadow Dance&lt;br /&gt;
: Area effect attack that hits up to 4 nearby creatures with bonus damage based on relic level&lt;br /&gt;
&lt;br /&gt;
=== Tips, Tricks and Templates ===&lt;br /&gt;
&lt;br /&gt;
The Rogue talisman is fun and engaging to level. As long as you follow these basic rules, you should be able to progress through the levels:&lt;br /&gt;
&lt;br /&gt;
* Like the Meta Mage and Berserker, wear little or no armor for maximum gains. Leather bought from NPCs with [[Slayer_Armor|slayer properties]] applied will provide the best balance for damage mitigation and experience gains.&lt;br /&gt;
* Unlike the Meta Mage, you do not have the luxury of standing at range and if you cannot afford a full set of slayer armor, you may need to resort to jousting.&lt;br /&gt;
* As you may need to joust, Arms Lore is very useful for efficient leveling to provide a greater chance for a successful hit.&lt;br /&gt;
* Definitely do not use a shield or [[parrying]], your armor will be too high reducing your experience gains.&lt;br /&gt;
* Use slayer weapons to ensure you get maximum damage.&lt;br /&gt;
* Use a Swamp Dragon to reduce damage taken.&lt;br /&gt;
&lt;br /&gt;
There are many different ways to play a Rogue but here are a few suggestions to get you started:&lt;br /&gt;
&lt;br /&gt;
* Weapon Skill, Tactics, Anatomy, Healing, Resist, Arms Lore and either:&lt;br /&gt;
** Magery for overall utility. The ability to use Reactive Armor, Recall, Cure, Reflect, and Teleport are all very useful&lt;br /&gt;
** Hiding for a quick escape to avoid really nasty creatures (and players).&lt;br /&gt;
* The Weapon Skill should ideally by Fencing (with Daggers), Swords (with Knives) or Archery (with regular crossbows) to benefit from the increased damage.&lt;br /&gt;
&lt;br /&gt;
==Artifact of the Marksman==&lt;br /&gt;
[[File:AOM Symbol.png|Left]] Artifact of the Marksman is an Archery focused talisman. It provides multiple options to suit your playstyle  by providing Area of Effect (AOE) and Crowd Control (CC) options. It also increases single target damage by amplifying damage output and attack speed.&lt;br /&gt;
&lt;br /&gt;
===Amplified Damage===&lt;br /&gt;
Artifact of the Marksman increases damage as the Talisman levels&lt;br /&gt;
&lt;br /&gt;
*Level 1: 104%&lt;br /&gt;
*Level 2:&lt;br /&gt;
*Level 3: &lt;br /&gt;
*Level 4: &lt;br /&gt;
*Level 5: &lt;br /&gt;
*Level 6: &lt;br /&gt;
*Level 7: &lt;br /&gt;
*Level 8: &lt;br /&gt;
*Level 9: &lt;br /&gt;
*Level 10: 180%&lt;br /&gt;
&lt;br /&gt;
===Relics===&lt;br /&gt;
Artifact of the Marksman has 7 relics available and you can enable 4 at a time. This talisman has two types of relics: active and passive. Passive relics provide advantages or abilities by simply having them enabled on your talisman. Active Relics can be used by selecting them from your Talisman Ability Gump.&lt;br /&gt;
&lt;br /&gt;
Notes: &lt;br /&gt;
*Current relic color is a placeholder and will be changed.&lt;br /&gt;
*Certain mobs will be immune to CC (crowd control) effects such as champs or higher level paragons. &lt;br /&gt;
&lt;br /&gt;
; Concussive Blast&lt;br /&gt;
: Relic Type: Active&lt;br /&gt;
: Cooldown: 65 seconds&lt;br /&gt;
: Applies Silence that lasts 5 seconds per Relic level, at max level will last 50 seconds (currently). Silence applies a debuff which prevents spell casting. Applying this debuff to a mob will interrupt their current spell channeling and prevent them from casting for the duration of the Silence&lt;br /&gt;
&lt;br /&gt;
; Knee Strike&lt;br /&gt;
: Relic Type: Passive &amp;amp; Active&lt;br /&gt;
: Passively debuffs your target, lowering their movement speed while auto attacking every 3 seconds and applies Knee Strike charges. Knee’s strike’s active ability consumes your Knee Strike charges and applies an even more powerful slow on your next attack. The amplified slow increases depending on the number of charges you have with 10 being the max. Each charge will reduce movespeed by 1/4.&lt;br /&gt;
&lt;br /&gt;
; Pinning Lob&lt;br /&gt;
: Relic Type: Active&lt;br /&gt;
: Cooldown: 15 seconds&lt;br /&gt;
: Pushes the first mob that the arrow collides into back 3 tiles. If the mob collides with an obstacle or another mob, it will stun the mob for 1 second per level. If it is pushed into a mob, the mob it collides with will also be stunned for the same duration.&lt;br /&gt;
&lt;br /&gt;
; Volley&lt;br /&gt;
: Relic Type: Active&lt;br /&gt;
: Cooldown: 65 seconds&lt;br /&gt;
: Your player will begin shooting massive amount arrows into the air at a target location every seconds for 10 seconds. Volley will be interrupted if you move or do not have enough arrows. Damage dealt 3 * Level and will be modified by arrow type modifiers.&lt;br /&gt;
&lt;br /&gt;
; Piercing Shot&lt;br /&gt;
: Relic Type: Active&lt;br /&gt;
: Cooldown: 15 seconds&lt;br /&gt;
: Fire an arrow towards the selected target which pierces through all mobs for 14 tiles dealing Level * 3 damage. &lt;br /&gt;
&lt;br /&gt;
; Hunter’s Focus&lt;br /&gt;
: Relic Type: Passive&lt;br /&gt;
: Cooldown: 35 seconds&lt;br /&gt;
: Provides a buff which greatly increases the attack speed for 5 seconds. You will receive 40 dex/stam per level. The buff will automatically be removed during PvP.&lt;br /&gt;
&lt;br /&gt;
; Reclamation&lt;br /&gt;
: Relic Type: Active&lt;br /&gt;
: Reclamation is a passive relic which automatically picks arrows up as they are being shot or from Active Relic abilities. Currently, it picks arrows up within the Relic’s level +1 tiles of your character. So, at level 1 it will pick up arrows within 2 tiles and at level 10 it will pick up arrows within 11 tiles. This includes arrows from the Volley relic.&lt;br /&gt;
&lt;br /&gt;
==Quest Line==&lt;br /&gt;
Be forewarned, the quest to obtain a Meta Talisman is not for the impatient, frugal or faint of heart! You may complete the quest multiple times on one character but you will only be able to wield one talisman at a time. A helpful video guide can be found [https://www.youtube.com/watch?v=Oo7yjlU_O-Y | here]. &lt;br /&gt;
&lt;br /&gt;
To begin the multi-part quest you must travel just west of the Valor Shrine where there is a tall statue:&lt;br /&gt;
&lt;br /&gt;
[[File:Talisman_statue.png]]&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;1. Beginning the quest:&#039;&#039;&#039; Stepping in front of the statue and speaking out loud will offer a quest gump. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;2. A dull stone:&#039;&#039;&#039; Accepting this quest will give you with a dull stone that must be empowered with Vanquishing weapons. The absorb a Vanquishing weapon into to the stone, double click it and target the weapon. &#039;&#039;The stone can only be charged with true instruments of war. Daggers, cleavers, knives and pitchforks cannot power it.&#039;&#039; After 30 Vanquishing weapons have been absorbed by the stone, you can return to the statue.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;3. Evil creatures:&#039;&#039;&#039;  Speaking to the statue again will empower the stone, opening the second part of the quest. You must now kill 100 &amp;quot;evil&amp;quot; creatures. These creatures must have a minimum fame level to be accepted by the stone. Creatures of this stature include Dragons, Drakes, Daemons, Ogre Lords, Lich Lords, Deep Earth Elementals, Orc Mine Overseers, Paragon Lichs etc. Note that you will have to kill these creatures by yourself. The level of &amp;quot;evilness&amp;quot; is determined by the monster&#039;s health points which must be 400 or higher. Some Deep Earth Elementals, for example, will be just below the required level of &amp;quot;evil&amp;quot; because they have less than 400 health points. Once you&#039;ve killed those creatures and the stone is filled, return to the statue and speak again.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;4. Daemon archlord:&#039;&#039;&#039; Now you have to visit the Daemon Archlord&#039;s lair! Also known as the [[Dungeon_Bosses#Arch_Demon|Arch Demon]], he is located in Wrong on level 3. In the center of the room you will find a small red statue. Double click that to collect the Arch Demon&#039;s blood. Be cautious however, if the Arch Demon is around, you will have a hard time getting to the statue! If you want to take on the boss himself, it is recommended that you familiarise yourself with his attack mechanics first.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;5. Choosing your talisman:&#039;&#039;&#039; Speak once more to the statue with your purified stone and you will be able to choose one of the three talismans. Choose wisely!&lt;/div&gt;</summary>
		<author><name>Teto</name></author>
	</entry>
	<entry>
		<id>https://uoforever.com/wiki/index.php?title=Meta_Talismans&amp;diff=6980</id>
		<title>Meta Talismans</title>
		<link rel="alternate" type="text/html" href="https://uoforever.com/wiki/index.php?title=Meta_Talismans&amp;diff=6980"/>
		<updated>2022-04-27T02:28:08Z</updated>

		<summary type="html">&lt;p&gt;Teto: /* Relics */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[image:talisman_phase_shift.gif|thumb|300px|An example of Phase Shift ability (Click to see)]]&lt;br /&gt;
__TOC__&lt;br /&gt;
==Description==&lt;br /&gt;
The Meta Talisman is a wearable item obtained by completing a [[#Quest_Line|quest line]] which begins at a mysterious Ancient Statue of Power near Valor Shrine. The Meta Talisman gives warrior, archer, and mage style players special abilities as their talisman levels. Each talisman has a passive property and active abilities that are obtainable through relics. The talisman levels up as you kill creatures and the [[#Relics_and_Abilities|abilities]] of your talisman become stronger.&lt;br /&gt;
&lt;br /&gt;
The more recently added Shadow of the Rogue talisman does not require a user to run through the Quest Line but is instead available from the Gold Sink vendor in Britain.&lt;br /&gt;
&lt;br /&gt;
With these bonuses come some limitations:&lt;br /&gt;
* The talisman cannot be equipped by any character with greater than 50 in any bard skills (e.g. music, provocation, peacemaking, discordance) or greater than 50 taming.&lt;br /&gt;
* Upon equipping a talisman there is a fifteen minute cool down before the skills or bonuses become active. To avoid this cool down, you can return to the Ancient Statue of Power and speak the words &amp;quot;I wish to pay tribute&amp;quot; which will take 10,000 gold pieces from your bank.&lt;br /&gt;
* There are armor and distance restrictions for each type. This are detailed further below for each type of talisman.&lt;br /&gt;
* The talisman skills and bonuses are not applicable against other players or pets.&lt;br /&gt;
* Talisman experience and relic ability gains are not possible in houses or on boats.  A message will appear saying &amp;quot;You feel and icy chill as your talisman drains of some of its power&amp;quot;. Monsters on boats will also not give gains.&lt;br /&gt;
* There is a maximum experience amount per creature that can be awarded to a given talisman. The bigger the creature, the greater the experience!&lt;br /&gt;
&lt;br /&gt;
The experience required per level is:&lt;br /&gt;
# 20,000&lt;br /&gt;
# 32,000&lt;br /&gt;
# 48,000&lt;br /&gt;
# 64,000&lt;br /&gt;
# 80,000&lt;br /&gt;
# 96,000&lt;br /&gt;
# 112,000&lt;br /&gt;
# 128,000&lt;br /&gt;
# 144,000&lt;br /&gt;
* Total: 724,000 XP​&lt;br /&gt;
&lt;br /&gt;
==Relics and Abilities==&lt;br /&gt;
Abilities are applied to the talisman by finding relics at events, dungeon bosses, monster of the month spawns and at the [[Dungeon_Bosses#Arch_Demon|Arch Demon]] and Lich Khan dungeon bosses. Each talisman has a maximum of four relic slots and aesthetic relic slots. The aesthetic slots are usable at any time and you get relic slots at levels: 1, 4, 7, 10.&lt;br /&gt;
&lt;br /&gt;
[[File:tread_relic.png|Example Relic]]&lt;br /&gt;
&lt;br /&gt;
There are currently four or five unique relics for each type of talisman which are detailed further below. Each relic has ten levels and leveling may lower the skill cooldown, raise the chance to activate, or provide other ability specific bonuses. These abilities typically have a random chance to activate on damage and a cooldown to only allow them to be activated at certain intervals.&lt;br /&gt;
&lt;br /&gt;
To add a relic to your talisman, double click the relic and then select your talisman. Be sure to stand in a safe place while doing this as relics can be stolen!&lt;br /&gt;
&lt;br /&gt;
With the recent change you are now able to swap your active relics, double click your Meta Talisman and then click on the [ - ] symbol next to the relic you wish to remove from the active relic list (highlighted in yellow in screenshot). Once you have an open unused slot available you will be able to hit the [ - ] symbol next to relics in the inactive list to make it an active relic (highlighted in red in screenshot). Keep in mind if you swap frequently in a short amount of time it will put it into cooldown.&lt;br /&gt;
&lt;br /&gt;
[[File:RelicSwap2.PNG|275px|Relic Swap]]&lt;br /&gt;
&lt;br /&gt;
Note that you will have to be quite lucky for all your talisman&#039;s relics drop for you. You may need to frequent the [http://www.uoforum.com/forums/buying.14/ Buying] and [http://www.uoforum.com/forums/selling.15/ Selling] forums to find your relics. Keep in mind that certain relics are more popular than others and can therefore be expensive to purchase. Being part of a larger guild can also provide a useful avenue for getting relics at a reduced rate.&lt;br /&gt;
&lt;br /&gt;
==Aesthetic Relics==&lt;br /&gt;
As mentioned there are currently four different aesthetic relics that apply to your Meta Talismans or [[Meta Pets]]. Pets require to be either a max evolution dragon (after feeding it fruit), at least a level 6 spider, or at least a level 6 steed.&lt;br /&gt;
&lt;br /&gt;
Aesthetic relic activation percentage is essentially an average of all aesthetics currently applied and online. The average percentage of having all four online is 10%. This means 10% of your kills will result in one of the four activating, they can not double activate on the same kill.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;gallery class=&amp;quot;center&amp;quot; widths=&amp;quot;250px&amp;quot; heights=&amp;quot;250px&amp;quot;&amp;gt;&lt;br /&gt;
File:AscensionGIF.gif|&#039;&#039;&#039;Ascension Relic&#039;&#039;&#039;&amp;lt;br /&amp;gt;(click to preview)&lt;br /&gt;
File:BloodyExplosionGIF.gif|&#039;&#039;&#039;Bloody Explosion Relic&#039;&#039;&#039;&amp;lt;br /&amp;gt;(click to preview)&lt;br /&gt;
File:ChickenDinnerGIF.gif|&#039;&#039;&#039;Chicken Dinner Relic&#039;&#039;&#039;&amp;lt;br /&amp;gt;(click to preview)&lt;br /&gt;
File:CombustionGIF.gif|&#039;&#039;&#039;Combustion Relic&#039;&#039;&#039;&amp;lt;br /&amp;gt;(click to preview)&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;The new Aesthetic relics are here!&#039;&#039;&#039; Below you will see how to obtain each of the four relics. Ascension is on the donation vendor Nadine. Bloody Explosion is gained as a reward from doing monster contracts for Heracles. Chicken Dinner is on the gold sink vendor Sasha. Combustion is a drop from defeating the Warden boss in [[Asylum]].&lt;br /&gt;
&lt;br /&gt;
&amp;lt;gallery class=&amp;quot;center&amp;quot; widths=&amp;quot;250px&amp;quot; heights=&amp;quot;250px&amp;quot;&amp;gt;&lt;br /&gt;
File:AscensionVendo.PNG|&#039;&#039;&#039;Ascension Vendor&#039;&#039;&#039;&amp;lt;br /&amp;gt;(Donation Coins)&lt;br /&gt;
File:BloodyExploVendo.PNG|&#039;&#039;&#039;Bloody Explosion Vendor&#039;&#039;&#039;&amp;lt;br /&amp;gt;(Contracts)&lt;br /&gt;
File:ChickenDinnerVendor.PNG|&#039;&#039;&#039;Chicken Dinner Vendor&#039;&#039;&#039;&amp;lt;br /&amp;gt;(Gold Sink)&lt;br /&gt;
File:CombustionBoss.PNG|&#039;&#039;&#039;Combustion Relic Boss&#039;&#039;&#039;&amp;lt;br /&amp;gt;(Warden Boss Drop)&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Idol of the Magi == &lt;br /&gt;
[[File:magetali.png|left]] The Idol of the Magi, informally known as Meta Mage, provides a spell damage bonuses and mana cost reduction for offensive spells against creatures. The ten levels of the talisman average a 20% bonus per level. The mana cost reduction is calculated by the talisman level, number of relics applied, and spirit speak.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Levelling ===&lt;br /&gt;
While levelling, your talisman experience gains are reduced if you are wearing armor. The penalty is 1.6% per AR. There is however no range penalty for Meta Mages. You can therefore stand at a safe distance while firing your lightning bolts at those big ugly creatures! &lt;br /&gt;
&lt;br /&gt;
=== Spirit Speak ===&lt;br /&gt;
Spirit Speak reduces the cost of spells. With the talisman at level 10 with four relics applied an energy bolt will cost as little as 10 mana with 100 Spirit Speak, 14 mana with 50 Spirit Speak and 16 mana with 0 Spirit Speak.&lt;br /&gt;
&lt;br /&gt;
=== Relics ===&lt;br /&gt;
; Dispersion&lt;br /&gt;
: Dispersion provides a chance for spell damage to be dispersed to nearby enemies. There is a 10% chance for an offensive spell to damage level-dependent number of creatures within a 3 tile radius. At level one, the damage can disperse onto one additional creature and the cool down is 60 seconds. At level ten, the damage can spread to up to ten additional creatures and the cool down is 45 seconds. &lt;br /&gt;
&lt;br /&gt;
; Focus&lt;br /&gt;
: Focus provides a chance for increased spell damage. Spell damage can do (Focus Level / 20) additional damage to the target creature. For example, at level 1, this would be 0.05% (1/20) additional damage. An offensive spell that hits for 100 will therefore generate an additional 5 damage, shown as a separate damage number. In the same scenario, at level 10, focus can generate an additional 50 spell damage. The Focus relic cooldown begins with a base of 35 seconds and falls 2 seconds per relic level for a total of 15 seconds at Level 10. The chance of activation is 95% after the cooldown expires.&lt;br /&gt;
&lt;br /&gt;
; Shadow Disciple&lt;br /&gt;
: Shadow Disciple provides a chance to return some mana and temporarily lower 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)).&lt;br /&gt;
&lt;br /&gt;
; Vivify&lt;br /&gt;
: Vivify provides a chance to enhance the skills and stats of an 8th circle creature summon. This applies to summoned daemons and elementals but not to energy vortexes or blade spirits. At level 1, vivify can be triggered every 60 seconds there is a 60% chance to summon an enhanced creature. 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.&lt;br /&gt;
&lt;br /&gt;
=== Tips, Tricks and Templates ===&lt;br /&gt;
&lt;br /&gt;
When completing the initial quest line, you may want to consider switching your character to a warrior or tank mage to complete killing the 100 evil creatures. Alternatively, make use of slayer spell books to kill the evil creatures as a pure mage but note that this can be somewhat laborious as you cannot use summons to help you.&lt;br /&gt;
&lt;br /&gt;
The Meta Mage is arguably the most laborious of all the talisman. You should therefore make best use of all things that improve levelling efficiency:&lt;br /&gt;
* Don&#039;t wear any or very minimal armor. Leather bought from NPCs with slayer properties applied will provide the best balance for damage mitigation and experience gains.&lt;br /&gt;
* Level up Spirit Speak to 100 for spell cost reduction. &lt;br /&gt;
* Use Slayer Spell books to increase spell damage and therefore experience gains &#039;&#039;but&#039;&#039; be aware that at higher levels when you start dishing out some serious damage and killing monsters quickly, you may be better off using weaker spells or dropping the slayer spellbook to eek out the maximum possible experience per monsters. Note: Unlike normal spellbooks, crafted slayer spell can be stolen.&lt;br /&gt;
* Apply the Shadow Disciple relic first as it provides both increased damage and returns mana.&lt;br /&gt;
* Kill the biggest creatures you can find. If you are struggling, ask a friendly tamer or bard if you can follow them around and cast spells on the creatures they are killing.&lt;br /&gt;
&lt;br /&gt;
Common templates are:&lt;br /&gt;
* Magery, Evaluating Intelligence, Healing, Anatomy, Spirit Speak, Meditation, Resisting Spells - This provides defensive wresting through Evaluating Intelligence and Anatomy, allows bandages to be used to heal and therefore save mana and Spirit Speak to conserve mana. Resisting Spells is useful to mitigate interruptions from poisons and paralyze spells.&lt;br /&gt;
* Magery, Evaluating Intelligence, Spirit Speak, Wrestling, Inscription, Meditation, Resisting Spells - Inscription lets you craft your own slayer spell books and number of spells that can be reflected with the Magic Reflection spell.&lt;br /&gt;
&lt;br /&gt;
== Phylactery of Resilience ==&lt;br /&gt;
[[File:defencetali.png]]The Phylactery of Resilience, informally known as the Defence Talisman, offers increased protection from melee and magical damage from creatures. There are ten levels of the talisman and on average you gain 5% protection per level. &lt;br /&gt;
&lt;br /&gt;
=== Leveling ===&lt;br /&gt;
You gain experience with this talisman by doing damage to creatures. The amount you gain is penalized by wearing too little armor. To ensure maximum experience gains, keep your armor at or above 80. The amount of experience gained is also affected by distance from the creature. The penalty is 20% for each tile beyond 1.5. Stay close, be well armored and crush those evil creatures!&lt;br /&gt;
&lt;br /&gt;
=== Arms Lore ===&lt;br /&gt;
The wielder of an active Phylactery of Resilience or Totem of the Berserker with 100 Arms Lore and 100 Weapon Skill receives an increased Minimum Hit Chance. You will only get this increase if you are wielding a weapon relevant to your chosen Weapon Skill. For example, against a creature with 100 wrestling, a normal warrior with 100 Swordsmanship wielding a katana has a 50% chance to hit the creature. With the talisman and 100 Arms Lore, this increases to ~63%. Note, however, that this does not raise your Hit Chance by a flat amount it just raises it to ~63% if you are currently below that. If you intend to kill only lowly ogres and ettins, you can probably skip Arms Lore. If however you want to take on bigger monsters such as with 100 or greater wrestling, such as dungeon bosses, then consider fitting this into your template.&lt;br /&gt;
&lt;br /&gt;
=== Relics ===&lt;br /&gt;
; Leech&lt;br /&gt;
: Leech provides the ability for the player to sap small amounts of health from nearby creature when damaged. The amount per creature is capped at the skill level and is a random value from 1 to relic level. The chance to activate and cool down are affected by gaining levels.&lt;br /&gt;
&lt;br /&gt;
; Quench&lt;br /&gt;
: Quench provides a chance to resist fire breath. Once triggered it provides protection against fire breath for a period of time determined by the relic level. The duration lasts for (Level * 5) seconds. The cooldown decreases by 90 - (Level * 2).&lt;br /&gt;
&lt;br /&gt;
; Recoil&lt;br /&gt;
: Recoil provides a chance for melee damage done to a player to reflect back on the attacking creature. When it activates, it returns 2x base damage to the creature. There is a 25% chance to turn an opponent&#039;s attack onto him. At Level 1 it starts with a 30 second cooldown. With each level the cooldown reduces by 1 second, resulting in a 20 second cooldown at Level 10.&lt;br /&gt;
&lt;br /&gt;
; Remedy&lt;br /&gt;
: Remedy provides a chance to resist poison from a melee hit, such as a scorpion&#039;s sting, for a period of time determined by the relic level. There is a 25% chance to become immune to poison for (Level * 4) seconds. The cooldown decreases by 90 - (Level * 3).&lt;br /&gt;
&lt;br /&gt;
; Shield Bash&lt;br /&gt;
: Shield Bash does a mighty stunning bash to your enemy. Factoring in your skill in parry and your relic level at level 10 it provides a 3x modifier in damage based of your weapon. Including the damage it also stuns your target for 5 seconds. The cooldown decreases by 30 - (Level * 1).&lt;br /&gt;
&lt;br /&gt;
=== Tips, Tricks and Templates ===&lt;br /&gt;
&lt;br /&gt;
The defence talisman is the most casual to level, sitting comfortably between the fast, furious zerker and the laborious, cautious meta mage. While you may need to pay slightly less attention to your health bar than the other talismans, you can&#039;t completely disengage. Keep the following things in mind:&lt;br /&gt;
* Keep your armor at or above 80 at all times. Regularly check armor damage as you will be taking some big blows from the level of creature you will be fighting. A character with blacksmith will come in handy for repairs or you will need to stock up on repair deeds.&lt;br /&gt;
* Strongly consider including [[Parrying]] in your template to protect your armor and provide extra damage mitigation. This is particularly useful at lower levels.&lt;br /&gt;
* Consider using a Swamp Dragon for even more damage mitigation.&lt;br /&gt;
* If you can afford it, consider adding some [[Slayer_Armor|slayer properties]] to your armor.&lt;br /&gt;
* Quench and Remedy are best applied early on as they provide excellent protection and can take quite some time to level up.&lt;br /&gt;
&lt;br /&gt;
A classic template is:&lt;br /&gt;
* Weapon Skill, Parrying, Healing, Anatomy, Resisting Spells, Tactics and either:&lt;br /&gt;
** Magery for overall utility. The ability to use Reactive Armor, Recall, Cure, Reflect, and Teleport are all very useful.&lt;br /&gt;
** Arms Lore to increase your hit chance (Using runebooks loaded with recalls to travel around).&lt;br /&gt;
&lt;br /&gt;
== Totem of the Berserker ==&lt;br /&gt;
[[File:zerkertali.png|Left]]The Totem of the Berserker, informally known as the Berserker or Zerk Talisman, provides offensive damage bonuses for melee skills, including archery. There are ten levels of the talisman and on average you gain 5% damage per level.&lt;br /&gt;
&lt;br /&gt;
=== Levelling ===&lt;br /&gt;
The more armor you wear, the less experience you gain for damaging creatures at a rate of 1% per AR. As with the Defence Talisman, there is a distance penalty on experience gained of 20% per tile beyond 1.5 tiles.&lt;br /&gt;
&lt;br /&gt;
=== Arms Lore ===&lt;br /&gt;
Arms Lore has the same effect Minimum Hit Chance increease for the Totem of the Berserker as it does for a Phylactery of Resilience Talisman. Further details are provided in the [[#Phylactery_of_Resilience|Phylactery of Resilience]] section.&lt;br /&gt;
&lt;br /&gt;
=== Relics ===&lt;br /&gt;
; Double Strike&lt;br /&gt;
: When invoked the berserker will double swing on the creature. It 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 ability lowers the cooldown and increases the chance of activation.&lt;br /&gt;
&lt;br /&gt;
; Infected Wounds&lt;br /&gt;
: If the user is carrying poison potions they have a chance to charge their weapon with poison and infect creatures with the consumed level of poison. As Infected Wounds levels up, the cool down is reduced and the number of infections available per potion is increased. This works with any weapon including two handed weapons such as axes and bows. The [[Poisoning]] skill gives a bonus to the number of infections per potion and also gives a chance for the poison to be upgraded one level higher, making lethal poison a possibility. The higher your poisoning, the more likely you are to get an upgrade in the poison level.&lt;br /&gt;
&lt;br /&gt;
; Phase Shift&lt;br /&gt;
: Upon attacking a creature at range the berserker teleport attacks to the targeted creature. 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. Originally, the ability received an additional phase jump for every other level gained for a maximum of 3 and each shift consumes 10 stamina but this was modified as it was teleporting players into some dangerous situations! Phase Shift now teleports to a single target. Each level lowers the cooldown. 100 [[Hiding]] and [[Stealth]] will provide 50% bonus damage when phase shifting while hidden.&lt;br /&gt;
&lt;br /&gt;
; Tread&lt;br /&gt;
: The berserker can trample an enemy either on foot or while mounted. Full stamina is required and the weight of the character is taken into account. Carrying 314 stone is considered full weight and will provide maximum damage for your level. At level 10 the ability can provide up to a maximum of 300 damage. It has 100% chance to activate if the ability is available and the bersker&#039;s stamina is full.&lt;br /&gt;
&lt;br /&gt;
; Primal Scream&lt;br /&gt;
: After attacking a target the berserker will let out a scream applying a debuff called Armor Abrogate to all targets in a substantially large area. When activated it will disable all armor to targets with the debuff for 15 seconds at level 10. The cooldown at level 10 is 50 seconds.&lt;br /&gt;
&lt;br /&gt;
=== Tips, Tricks and Templates ===&lt;br /&gt;
&lt;br /&gt;
Buy refresh potions, lots and lots of refresh potions.&lt;br /&gt;
&lt;br /&gt;
The Zerker talisman is fun and engaging to level. As long as you follow these basic rules, you should be able to quickly progress through the levels:&lt;br /&gt;
&lt;br /&gt;
* Like the Meta Mage and in keeping with your title, a berserker should wear little or no armor for maximum gains. Leather bought from NPCs with [[Slayer_Armor|slayer properties]] applied will provide the best balance for damage mitigation and experience gains.&lt;br /&gt;
* Unlike the Meta Mage, you do not have the luxury of standing at range and if you cannot afford a full set of slayer armor, you may need to resort to jousting.&lt;br /&gt;
* As you may need to joust, Arms Lore is very useful for efficient levelling to provide a greater chance for a successful hit.&lt;br /&gt;
* Definitely do not use a shield or [[parrying]], your armor will be too high reducing your experience gains.&lt;br /&gt;
* Use slayer weapons to ensure you get maximum damage.&lt;br /&gt;
* Double Strike is the best relic to start with.&lt;br /&gt;
* Use a Swamp Dragon to reduce damage taken.&lt;br /&gt;
&lt;br /&gt;
There are many different ways to play a Zerker but here are a few suggestions to get you started:&lt;br /&gt;
&lt;br /&gt;
* Weapon Skill, Tactics, Anatomy, Healing, Resist, Arms Lore and either:&lt;br /&gt;
** Magery for overall utility. The ability to use Reactive Armor, Recall, Cure, Reflect, and Teleport are all very useful&lt;br /&gt;
** Lumberjacking for even more damage if you opt for Swordsmanship.&lt;br /&gt;
** Hiding for a quick escape to avoid really nasty creatures (and players).&lt;br /&gt;
&lt;br /&gt;
== Shadow of the Rogue ==&lt;br /&gt;
[[File:zerkertali.png|Left]]The Shadow Of The Rogue talisman is a take on the classic RPG rogue class. It includes four new relics and an entirely new relic leveling concept. The talisman itself levels in the same manner of the existing talismans. &#039;&#039;&#039;This talisman and relics are available on the gold sink vendor. The talisman itself for 1m gold and each relic for 4m. You do not need to complete the talisman quest to obtain this talisman.&#039;&#039;&#039; The built in bonuses are:&lt;br /&gt;
* Knives get a Level * 20% bonus to knife weapons (i.e. 200% at Level 10)&lt;br /&gt;
* Crossbows get a Level * 13% (i.e. 130% bonus at Level 10)&lt;br /&gt;
* The wearer gains the ability to run while stealth to a distance of 5 * Level tiles (i.e. 50 tiles at Level 10)&lt;br /&gt;
&lt;br /&gt;
The relic leveling mechanic is designed to make the leveling process much less cumbersome and yet reward those that dedicate themselves to using this talisman.&lt;br /&gt;
&lt;br /&gt;
The talisman relics track kills of all creatures that have over 100 max hit points. The relic levels of the talisman are based on the number of kills recorded. 20 kills for level 2 relics, 50 kills for level 3 relics, 90 kills for level 4 relics, 150 for 5, 300 for 6, etc. You will have level 10 relics with 700 stored kills. Every 24 hours 25 kills will decay from the total kill count. You can build up to 800 kills, but the total will be capped at that number. This will allow you talisman 4 days of not being used before it reverts down to level 9 relics on 5th day.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Levelling ===&lt;br /&gt;
The more armor you wear, the less experience you gain for damaging creatures at a rate of 1% per AR. As with the Defence Talisman, there is a distance penalty on experience gained of 20% per tile beyond 1.5 tiles.&lt;br /&gt;
&lt;br /&gt;
=== Arms Lore ===&lt;br /&gt;
Arms Lore has the same effect Minimum Hit Chance increase for the Shadow of the Rogue as it does for a Phylactery of Resilience and Berserker Talisman. Further details are provided in the [[#Phylactery_of_Resilience|Phylactery of Resilience]] section.&lt;br /&gt;
&lt;br /&gt;
=== Relics ===&lt;br /&gt;
; Disembowel&lt;br /&gt;
: Bleed attack that does 10 ticks of relic level damage every 30 seconds&lt;br /&gt;
&lt;br /&gt;
; Elude&lt;br /&gt;
: Damage absorption of relic level * 2% every 30 seconds that lasts up to 20 seconds per activation&lt;br /&gt;
&lt;br /&gt;
; Ruthless&lt;br /&gt;
: This is a passive relic that gives relic level * 2% bonus damage to poisoned targets. This is always on and does not give trigger notifications.&lt;br /&gt;
&lt;br /&gt;
; Shadow Dance&lt;br /&gt;
: Area effect attack that hits up to 4 nearby creatures with bonus damage based on relic level&lt;br /&gt;
&lt;br /&gt;
=== Tips, Tricks and Templates ===&lt;br /&gt;
&lt;br /&gt;
The Rogue talisman is fun and engaging to level. As long as you follow these basic rules, you should be able to progress through the levels:&lt;br /&gt;
&lt;br /&gt;
* Like the Meta Mage and Berserker, wear little or no armor for maximum gains. Leather bought from NPCs with [[Slayer_Armor|slayer properties]] applied will provide the best balance for damage mitigation and experience gains.&lt;br /&gt;
* Unlike the Meta Mage, you do not have the luxury of standing at range and if you cannot afford a full set of slayer armor, you may need to resort to jousting.&lt;br /&gt;
* As you may need to joust, Arms Lore is very useful for efficient leveling to provide a greater chance for a successful hit.&lt;br /&gt;
* Definitely do not use a shield or [[parrying]], your armor will be too high reducing your experience gains.&lt;br /&gt;
* Use slayer weapons to ensure you get maximum damage.&lt;br /&gt;
* Use a Swamp Dragon to reduce damage taken.&lt;br /&gt;
&lt;br /&gt;
There are many different ways to play a Rogue but here are a few suggestions to get you started:&lt;br /&gt;
&lt;br /&gt;
* Weapon Skill, Tactics, Anatomy, Healing, Resist, Arms Lore and either:&lt;br /&gt;
** Magery for overall utility. The ability to use Reactive Armor, Recall, Cure, Reflect, and Teleport are all very useful&lt;br /&gt;
** Hiding for a quick escape to avoid really nasty creatures (and players).&lt;br /&gt;
* The Weapon Skill should ideally by Fencing (with Daggers), Swords (with Knives) or Archery (with regular crossbows) to benefit from the increased damage.&lt;br /&gt;
&lt;br /&gt;
==Artifact of the Marksman==&lt;br /&gt;
[[File:AOM Symbol.png|Left]] Artifact of the Marksman is an Archery focused talisman. It provides multiple options to suit your playstyle  by providing Area of Effect (AOE) and Crowd Control (CC) options. It also increases single target damage by amplifying damage output and attack speed.&lt;br /&gt;
&lt;br /&gt;
===Amplified Damage===&lt;br /&gt;
Artifact of the Marksman increases damage as the Talisman levels&lt;br /&gt;
&lt;br /&gt;
*Level 1: 104%&lt;br /&gt;
*Level 2:&lt;br /&gt;
*Level 3: &lt;br /&gt;
*Level 4: &lt;br /&gt;
*Level 5: &lt;br /&gt;
*Level 6: &lt;br /&gt;
*Level 7: &lt;br /&gt;
*Level 8: &lt;br /&gt;
*Level 9: &lt;br /&gt;
*Level 10: 180%&lt;br /&gt;
&lt;br /&gt;
===Relics===&lt;br /&gt;
Artifact of the Marksman currently has 7 relics available and you can enable 4 at a time. This talisman has two types of relics: active and passive. Passive relics provide advantages or abilities by simply having them enabled on your talisman. Active Relics can be used by selecting them from your Talisman Ability Gump.&lt;br /&gt;
&lt;br /&gt;
Notes: &lt;br /&gt;
*Current relic color is a placeholder and will be changed.&lt;br /&gt;
*Certain mobs will be immune to CC (crowd control) effects such as champs or higher level paragons. &lt;br /&gt;
&lt;br /&gt;
; Concussive Blast&lt;br /&gt;
: Relic Type: Active&lt;br /&gt;
: Cooldown: 65 seconds&lt;br /&gt;
: Applies Silence that lasts 5 seconds per Relic level, at max level will last 50 seconds (currently). Silence applies a debuff which prevents spell casting. Applying this debuff to a mob will interrupt their current spell channeling and prevent them from casting for the duration of the Silence&lt;br /&gt;
&lt;br /&gt;
; Knee Strike&lt;br /&gt;
: Relic Type: Passive &amp;amp; Active&lt;br /&gt;
: Passively debuffs your target, lowering their movement speed while auto attacking every 3 seconds and applies Knee Strike charges. Knee’s strike’s active ability consumes your Knee Strike charges and applies an even more powerful slow on your next attack. The amplified slow increases depending on the number of charges you have with 10 being the max. Each charge will reduce movespeed by 1/4.&lt;br /&gt;
&lt;br /&gt;
; Pinning Lob&lt;br /&gt;
: Relic Type: Active&lt;br /&gt;
: Cooldown: 15 seconds&lt;br /&gt;
: Pushes the first mob that the arrow collides into back 3 tiles. If the mob collides with an obstacle or another mob, it will stun the mob for 1 second per level. If it is pushed into a mob, the mob it collides with will also be stunned for the same duration.&lt;br /&gt;
&lt;br /&gt;
; Volley&lt;br /&gt;
: Relic Type: Active&lt;br /&gt;
: Cooldown: 65 seconds&lt;br /&gt;
: Your player will begin shooting massive amount arrows into the air at a target location every seconds for 10 seconds. Volley will be interrupted if you move or do not have enough arrows. Damage dealt 3 * Level and will be modified by arrow type modifiers.&lt;br /&gt;
&lt;br /&gt;
; Piercing Shot&lt;br /&gt;
: Relic Type: Active&lt;br /&gt;
: Cooldown: 15 seconds&lt;br /&gt;
: Fire an arrow towards the selected target which pierces through all mobs for 14 tiles dealing Level * 3 damage. &lt;br /&gt;
&lt;br /&gt;
; Hunter’s Focus&lt;br /&gt;
: Relic Type: Passive&lt;br /&gt;
: Cooldown: 35 seconds&lt;br /&gt;
: Provides a buff which greatly increases the attack speed for 5 seconds. You will receive 40 dex/stam per level. The buff will automatically be removed during PvP.&lt;br /&gt;
&lt;br /&gt;
; Reclamation&lt;br /&gt;
: Relic Type: Active&lt;br /&gt;
: Reclamation is a passive relic which automatically picks arrows up as they are being shot or from Active Relic abilities. Currently, it picks arrows up within the Relic’s level +1 tiles of your character. So, at level 1 it will pick up arrows within 2 tiles and at level 10 it will pick up arrows within 11 tiles. This includes arrows from the Volley relic.&lt;br /&gt;
&lt;br /&gt;
==Quest Line==&lt;br /&gt;
Be forewarned, the quest to obtain a Meta Talisman is not for the impatient, frugal or faint of heart! You may complete the quest multiple times on one character but you will only be able to wield one talisman at a time. A helpful video guide can be found [https://www.youtube.com/watch?v=Oo7yjlU_O-Y | here]. &lt;br /&gt;
&lt;br /&gt;
To begin the multi-part quest you must travel just west of the Valor Shrine where there is a tall statue:&lt;br /&gt;
&lt;br /&gt;
[[File:Talisman_statue.png]]&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;1. Beginning the quest:&#039;&#039;&#039; Stepping in front of the statue and speaking out loud will offer a quest gump. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;2. A dull stone:&#039;&#039;&#039; Accepting this quest will give you with a dull stone that must be empowered with Vanquishing weapons. The absorb a Vanquishing weapon into to the stone, double click it and target the weapon. &#039;&#039;The stone can only be charged with true instruments of war. Daggers, cleavers, knives and pitchforks cannot power it.&#039;&#039; After 30 Vanquishing weapons have been absorbed by the stone, you can return to the statue.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;3. Evil creatures:&#039;&#039;&#039;  Speaking to the statue again will empower the stone, opening the second part of the quest. You must now kill 100 &amp;quot;evil&amp;quot; creatures. These creatures must have a minimum fame level to be accepted by the stone. Creatures of this stature include Dragons, Drakes, Daemons, Ogre Lords, Lich Lords, Deep Earth Elementals, Orc Mine Overseers, Paragon Lichs etc. Note that you will have to kill these creatures by yourself. The level of &amp;quot;evilness&amp;quot; is determined by the monster&#039;s health points which must be 400 or higher. Some Deep Earth Elementals, for example, will be just below the required level of &amp;quot;evil&amp;quot; because they have less than 400 health points. Once you&#039;ve killed those creatures and the stone is filled, return to the statue and speak again.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;4. Daemon archlord:&#039;&#039;&#039; Now you have to visit the Daemon Archlord&#039;s lair! Also known as the [[Dungeon_Bosses#Arch_Demon|Arch Demon]], he is located in Wrong on level 3. In the center of the room you will find a small red statue. Double click that to collect the Arch Demon&#039;s blood. Be cautious however, if the Arch Demon is around, you will have a hard time getting to the statue! If you want to take on the boss himself, it is recommended that you familiarise yourself with his attack mechanics first.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;5. Choosing your talisman:&#039;&#039;&#039; Speak once more to the statue with your purified stone and you will be able to choose one of the three talismans. Choose wisely!&lt;/div&gt;</summary>
		<author><name>Teto</name></author>
	</entry>
	<entry>
		<id>https://uoforever.com/wiki/index.php?title=Meta_Talismans&amp;diff=6979</id>
		<title>Meta Talismans</title>
		<link rel="alternate" type="text/html" href="https://uoforever.com/wiki/index.php?title=Meta_Talismans&amp;diff=6979"/>
		<updated>2022-04-27T02:26:28Z</updated>

		<summary type="html">&lt;p&gt;Teto: /* Amplified Damage= */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[image:talisman_phase_shift.gif|thumb|300px|An example of Phase Shift ability (Click to see)]]&lt;br /&gt;
__TOC__&lt;br /&gt;
==Description==&lt;br /&gt;
The Meta Talisman is a wearable item obtained by completing a [[#Quest_Line|quest line]] which begins at a mysterious Ancient Statue of Power near Valor Shrine. The Meta Talisman gives warrior, archer, and mage style players special abilities as their talisman levels. Each talisman has a passive property and active abilities that are obtainable through relics. The talisman levels up as you kill creatures and the [[#Relics_and_Abilities|abilities]] of your talisman become stronger.&lt;br /&gt;
&lt;br /&gt;
The more recently added Shadow of the Rogue talisman does not require a user to run through the Quest Line but is instead available from the Gold Sink vendor in Britain.&lt;br /&gt;
&lt;br /&gt;
With these bonuses come some limitations:&lt;br /&gt;
* The talisman cannot be equipped by any character with greater than 50 in any bard skills (e.g. music, provocation, peacemaking, discordance) or greater than 50 taming.&lt;br /&gt;
* Upon equipping a talisman there is a fifteen minute cool down before the skills or bonuses become active. To avoid this cool down, you can return to the Ancient Statue of Power and speak the words &amp;quot;I wish to pay tribute&amp;quot; which will take 10,000 gold pieces from your bank.&lt;br /&gt;
* There are armor and distance restrictions for each type. This are detailed further below for each type of talisman.&lt;br /&gt;
* The talisman skills and bonuses are not applicable against other players or pets.&lt;br /&gt;
* Talisman experience and relic ability gains are not possible in houses or on boats.  A message will appear saying &amp;quot;You feel and icy chill as your talisman drains of some of its power&amp;quot;. Monsters on boats will also not give gains.&lt;br /&gt;
* There is a maximum experience amount per creature that can be awarded to a given talisman. The bigger the creature, the greater the experience!&lt;br /&gt;
&lt;br /&gt;
The experience required per level is:&lt;br /&gt;
# 20,000&lt;br /&gt;
# 32,000&lt;br /&gt;
# 48,000&lt;br /&gt;
# 64,000&lt;br /&gt;
# 80,000&lt;br /&gt;
# 96,000&lt;br /&gt;
# 112,000&lt;br /&gt;
# 128,000&lt;br /&gt;
# 144,000&lt;br /&gt;
* Total: 724,000 XP​&lt;br /&gt;
&lt;br /&gt;
==Relics and Abilities==&lt;br /&gt;
Abilities are applied to the talisman by finding relics at events, dungeon bosses, monster of the month spawns and at the [[Dungeon_Bosses#Arch_Demon|Arch Demon]] and Lich Khan dungeon bosses. Each talisman has a maximum of four relic slots and aesthetic relic slots. The aesthetic slots are usable at any time and you get relic slots at levels: 1, 4, 7, 10.&lt;br /&gt;
&lt;br /&gt;
[[File:tread_relic.png|Example Relic]]&lt;br /&gt;
&lt;br /&gt;
There are currently four or five unique relics for each type of talisman which are detailed further below. Each relic has ten levels and leveling may lower the skill cooldown, raise the chance to activate, or provide other ability specific bonuses. These abilities typically have a random chance to activate on damage and a cooldown to only allow them to be activated at certain intervals.&lt;br /&gt;
&lt;br /&gt;
To add a relic to your talisman, double click the relic and then select your talisman. Be sure to stand in a safe place while doing this as relics can be stolen!&lt;br /&gt;
&lt;br /&gt;
With the recent change you are now able to swap your active relics, double click your Meta Talisman and then click on the [ - ] symbol next to the relic you wish to remove from the active relic list (highlighted in yellow in screenshot). Once you have an open unused slot available you will be able to hit the [ - ] symbol next to relics in the inactive list to make it an active relic (highlighted in red in screenshot). Keep in mind if you swap frequently in a short amount of time it will put it into cooldown.&lt;br /&gt;
&lt;br /&gt;
[[File:RelicSwap2.PNG|275px|Relic Swap]]&lt;br /&gt;
&lt;br /&gt;
Note that you will have to be quite lucky for all your talisman&#039;s relics drop for you. You may need to frequent the [http://www.uoforum.com/forums/buying.14/ Buying] and [http://www.uoforum.com/forums/selling.15/ Selling] forums to find your relics. Keep in mind that certain relics are more popular than others and can therefore be expensive to purchase. Being part of a larger guild can also provide a useful avenue for getting relics at a reduced rate.&lt;br /&gt;
&lt;br /&gt;
==Aesthetic Relics==&lt;br /&gt;
As mentioned there are currently four different aesthetic relics that apply to your Meta Talismans or [[Meta Pets]]. Pets require to be either a max evolution dragon (after feeding it fruit), at least a level 6 spider, or at least a level 6 steed.&lt;br /&gt;
&lt;br /&gt;
Aesthetic relic activation percentage is essentially an average of all aesthetics currently applied and online. The average percentage of having all four online is 10%. This means 10% of your kills will result in one of the four activating, they can not double activate on the same kill.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;gallery class=&amp;quot;center&amp;quot; widths=&amp;quot;250px&amp;quot; heights=&amp;quot;250px&amp;quot;&amp;gt;&lt;br /&gt;
File:AscensionGIF.gif|&#039;&#039;&#039;Ascension Relic&#039;&#039;&#039;&amp;lt;br /&amp;gt;(click to preview)&lt;br /&gt;
File:BloodyExplosionGIF.gif|&#039;&#039;&#039;Bloody Explosion Relic&#039;&#039;&#039;&amp;lt;br /&amp;gt;(click to preview)&lt;br /&gt;
File:ChickenDinnerGIF.gif|&#039;&#039;&#039;Chicken Dinner Relic&#039;&#039;&#039;&amp;lt;br /&amp;gt;(click to preview)&lt;br /&gt;
File:CombustionGIF.gif|&#039;&#039;&#039;Combustion Relic&#039;&#039;&#039;&amp;lt;br /&amp;gt;(click to preview)&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;The new Aesthetic relics are here!&#039;&#039;&#039; Below you will see how to obtain each of the four relics. Ascension is on the donation vendor Nadine. Bloody Explosion is gained as a reward from doing monster contracts for Heracles. Chicken Dinner is on the gold sink vendor Sasha. Combustion is a drop from defeating the Warden boss in [[Asylum]].&lt;br /&gt;
&lt;br /&gt;
&amp;lt;gallery class=&amp;quot;center&amp;quot; widths=&amp;quot;250px&amp;quot; heights=&amp;quot;250px&amp;quot;&amp;gt;&lt;br /&gt;
File:AscensionVendo.PNG|&#039;&#039;&#039;Ascension Vendor&#039;&#039;&#039;&amp;lt;br /&amp;gt;(Donation Coins)&lt;br /&gt;
File:BloodyExploVendo.PNG|&#039;&#039;&#039;Bloody Explosion Vendor&#039;&#039;&#039;&amp;lt;br /&amp;gt;(Contracts)&lt;br /&gt;
File:ChickenDinnerVendor.PNG|&#039;&#039;&#039;Chicken Dinner Vendor&#039;&#039;&#039;&amp;lt;br /&amp;gt;(Gold Sink)&lt;br /&gt;
File:CombustionBoss.PNG|&#039;&#039;&#039;Combustion Relic Boss&#039;&#039;&#039;&amp;lt;br /&amp;gt;(Warden Boss Drop)&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Idol of the Magi == &lt;br /&gt;
[[File:magetali.png|left]] The Idol of the Magi, informally known as Meta Mage, provides a spell damage bonuses and mana cost reduction for offensive spells against creatures. The ten levels of the talisman average a 20% bonus per level. The mana cost reduction is calculated by the talisman level, number of relics applied, and spirit speak.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Levelling ===&lt;br /&gt;
While levelling, your talisman experience gains are reduced if you are wearing armor. The penalty is 1.6% per AR. There is however no range penalty for Meta Mages. You can therefore stand at a safe distance while firing your lightning bolts at those big ugly creatures! &lt;br /&gt;
&lt;br /&gt;
=== Spirit Speak ===&lt;br /&gt;
Spirit Speak reduces the cost of spells. With the talisman at level 10 with four relics applied an energy bolt will cost as little as 10 mana with 100 Spirit Speak, 14 mana with 50 Spirit Speak and 16 mana with 0 Spirit Speak.&lt;br /&gt;
&lt;br /&gt;
=== Relics ===&lt;br /&gt;
; Dispersion&lt;br /&gt;
: Dispersion provides a chance for spell damage to be dispersed to nearby enemies. There is a 10% chance for an offensive spell to damage level-dependent number of creatures within a 3 tile radius. At level one, the damage can disperse onto one additional creature and the cool down is 60 seconds. At level ten, the damage can spread to up to ten additional creatures and the cool down is 45 seconds. &lt;br /&gt;
&lt;br /&gt;
; Focus&lt;br /&gt;
: Focus provides a chance for increased spell damage. Spell damage can do (Focus Level / 20) additional damage to the target creature. For example, at level 1, this would be 0.05% (1/20) additional damage. An offensive spell that hits for 100 will therefore generate an additional 5 damage, shown as a separate damage number. In the same scenario, at level 10, focus can generate an additional 50 spell damage. The Focus relic cooldown begins with a base of 35 seconds and falls 2 seconds per relic level for a total of 15 seconds at Level 10. The chance of activation is 95% after the cooldown expires.&lt;br /&gt;
&lt;br /&gt;
; Shadow Disciple&lt;br /&gt;
: Shadow Disciple provides a chance to return some mana and temporarily lower 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)).&lt;br /&gt;
&lt;br /&gt;
; Vivify&lt;br /&gt;
: Vivify provides a chance to enhance the skills and stats of an 8th circle creature summon. This applies to summoned daemons and elementals but not to energy vortexes or blade spirits. At level 1, vivify can be triggered every 60 seconds there is a 60% chance to summon an enhanced creature. 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.&lt;br /&gt;
&lt;br /&gt;
=== Tips, Tricks and Templates ===&lt;br /&gt;
&lt;br /&gt;
When completing the initial quest line, you may want to consider switching your character to a warrior or tank mage to complete killing the 100 evil creatures. Alternatively, make use of slayer spell books to kill the evil creatures as a pure mage but note that this can be somewhat laborious as you cannot use summons to help you.&lt;br /&gt;
&lt;br /&gt;
The Meta Mage is arguably the most laborious of all the talisman. You should therefore make best use of all things that improve levelling efficiency:&lt;br /&gt;
* Don&#039;t wear any or very minimal armor. Leather bought from NPCs with slayer properties applied will provide the best balance for damage mitigation and experience gains.&lt;br /&gt;
* Level up Spirit Speak to 100 for spell cost reduction. &lt;br /&gt;
* Use Slayer Spell books to increase spell damage and therefore experience gains &#039;&#039;but&#039;&#039; be aware that at higher levels when you start dishing out some serious damage and killing monsters quickly, you may be better off using weaker spells or dropping the slayer spellbook to eek out the maximum possible experience per monsters. Note: Unlike normal spellbooks, crafted slayer spell can be stolen.&lt;br /&gt;
* Apply the Shadow Disciple relic first as it provides both increased damage and returns mana.&lt;br /&gt;
* Kill the biggest creatures you can find. If you are struggling, ask a friendly tamer or bard if you can follow them around and cast spells on the creatures they are killing.&lt;br /&gt;
&lt;br /&gt;
Common templates are:&lt;br /&gt;
* Magery, Evaluating Intelligence, Healing, Anatomy, Spirit Speak, Meditation, Resisting Spells - This provides defensive wresting through Evaluating Intelligence and Anatomy, allows bandages to be used to heal and therefore save mana and Spirit Speak to conserve mana. Resisting Spells is useful to mitigate interruptions from poisons and paralyze spells.&lt;br /&gt;
* Magery, Evaluating Intelligence, Spirit Speak, Wrestling, Inscription, Meditation, Resisting Spells - Inscription lets you craft your own slayer spell books and number of spells that can be reflected with the Magic Reflection spell.&lt;br /&gt;
&lt;br /&gt;
== Phylactery of Resilience ==&lt;br /&gt;
[[File:defencetali.png]]The Phylactery of Resilience, informally known as the Defence Talisman, offers increased protection from melee and magical damage from creatures. There are ten levels of the talisman and on average you gain 5% protection per level. &lt;br /&gt;
&lt;br /&gt;
=== Leveling ===&lt;br /&gt;
You gain experience with this talisman by doing damage to creatures. The amount you gain is penalized by wearing too little armor. To ensure maximum experience gains, keep your armor at or above 80. The amount of experience gained is also affected by distance from the creature. The penalty is 20% for each tile beyond 1.5. Stay close, be well armored and crush those evil creatures!&lt;br /&gt;
&lt;br /&gt;
=== Arms Lore ===&lt;br /&gt;
The wielder of an active Phylactery of Resilience or Totem of the Berserker with 100 Arms Lore and 100 Weapon Skill receives an increased Minimum Hit Chance. You will only get this increase if you are wielding a weapon relevant to your chosen Weapon Skill. For example, against a creature with 100 wrestling, a normal warrior with 100 Swordsmanship wielding a katana has a 50% chance to hit the creature. With the talisman and 100 Arms Lore, this increases to ~63%. Note, however, that this does not raise your Hit Chance by a flat amount it just raises it to ~63% if you are currently below that. If you intend to kill only lowly ogres and ettins, you can probably skip Arms Lore. If however you want to take on bigger monsters such as with 100 or greater wrestling, such as dungeon bosses, then consider fitting this into your template.&lt;br /&gt;
&lt;br /&gt;
=== Relics ===&lt;br /&gt;
; Leech&lt;br /&gt;
: Leech provides the ability for the player to sap small amounts of health from nearby creature when damaged. The amount per creature is capped at the skill level and is a random value from 1 to relic level. The chance to activate and cool down are affected by gaining levels.&lt;br /&gt;
&lt;br /&gt;
; Quench&lt;br /&gt;
: Quench provides a chance to resist fire breath. Once triggered it provides protection against fire breath for a period of time determined by the relic level. The duration lasts for (Level * 5) seconds. The cooldown decreases by 90 - (Level * 2).&lt;br /&gt;
&lt;br /&gt;
; Recoil&lt;br /&gt;
: Recoil provides a chance for melee damage done to a player to reflect back on the attacking creature. When it activates, it returns 2x base damage to the creature. There is a 25% chance to turn an opponent&#039;s attack onto him. At Level 1 it starts with a 30 second cooldown. With each level the cooldown reduces by 1 second, resulting in a 20 second cooldown at Level 10.&lt;br /&gt;
&lt;br /&gt;
; Remedy&lt;br /&gt;
: Remedy provides a chance to resist poison from a melee hit, such as a scorpion&#039;s sting, for a period of time determined by the relic level. There is a 25% chance to become immune to poison for (Level * 4) seconds. The cooldown decreases by 90 - (Level * 3).&lt;br /&gt;
&lt;br /&gt;
; Shield Bash&lt;br /&gt;
: Shield Bash does a mighty stunning bash to your enemy. Factoring in your skill in parry and your relic level at level 10 it provides a 3x modifier in damage based of your weapon. Including the damage it also stuns your target for 5 seconds. The cooldown decreases by 30 - (Level * 1).&lt;br /&gt;
&lt;br /&gt;
=== Tips, Tricks and Templates ===&lt;br /&gt;
&lt;br /&gt;
The defence talisman is the most casual to level, sitting comfortably between the fast, furious zerker and the laborious, cautious meta mage. While you may need to pay slightly less attention to your health bar than the other talismans, you can&#039;t completely disengage. Keep the following things in mind:&lt;br /&gt;
* Keep your armor at or above 80 at all times. Regularly check armor damage as you will be taking some big blows from the level of creature you will be fighting. A character with blacksmith will come in handy for repairs or you will need to stock up on repair deeds.&lt;br /&gt;
* Strongly consider including [[Parrying]] in your template to protect your armor and provide extra damage mitigation. This is particularly useful at lower levels.&lt;br /&gt;
* Consider using a Swamp Dragon for even more damage mitigation.&lt;br /&gt;
* If you can afford it, consider adding some [[Slayer_Armor|slayer properties]] to your armor.&lt;br /&gt;
* Quench and Remedy are best applied early on as they provide excellent protection and can take quite some time to level up.&lt;br /&gt;
&lt;br /&gt;
A classic template is:&lt;br /&gt;
* Weapon Skill, Parrying, Healing, Anatomy, Resisting Spells, Tactics and either:&lt;br /&gt;
** Magery for overall utility. The ability to use Reactive Armor, Recall, Cure, Reflect, and Teleport are all very useful.&lt;br /&gt;
** Arms Lore to increase your hit chance (Using runebooks loaded with recalls to travel around).&lt;br /&gt;
&lt;br /&gt;
== Totem of the Berserker ==&lt;br /&gt;
[[File:zerkertali.png|Left]]The Totem of the Berserker, informally known as the Berserker or Zerk Talisman, provides offensive damage bonuses for melee skills, including archery. There are ten levels of the talisman and on average you gain 5% damage per level.&lt;br /&gt;
&lt;br /&gt;
=== Levelling ===&lt;br /&gt;
The more armor you wear, the less experience you gain for damaging creatures at a rate of 1% per AR. As with the Defence Talisman, there is a distance penalty on experience gained of 20% per tile beyond 1.5 tiles.&lt;br /&gt;
&lt;br /&gt;
=== Arms Lore ===&lt;br /&gt;
Arms Lore has the same effect Minimum Hit Chance increease for the Totem of the Berserker as it does for a Phylactery of Resilience Talisman. Further details are provided in the [[#Phylactery_of_Resilience|Phylactery of Resilience]] section.&lt;br /&gt;
&lt;br /&gt;
=== Relics ===&lt;br /&gt;
; Double Strike&lt;br /&gt;
: When invoked the berserker will double swing on the creature. It 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 ability lowers the cooldown and increases the chance of activation.&lt;br /&gt;
&lt;br /&gt;
; Infected Wounds&lt;br /&gt;
: If the user is carrying poison potions they have a chance to charge their weapon with poison and infect creatures with the consumed level of poison. As Infected Wounds levels up, the cool down is reduced and the number of infections available per potion is increased. This works with any weapon including two handed weapons such as axes and bows. The [[Poisoning]] skill gives a bonus to the number of infections per potion and also gives a chance for the poison to be upgraded one level higher, making lethal poison a possibility. The higher your poisoning, the more likely you are to get an upgrade in the poison level.&lt;br /&gt;
&lt;br /&gt;
; Phase Shift&lt;br /&gt;
: Upon attacking a creature at range the berserker teleport attacks to the targeted creature. 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. Originally, the ability received an additional phase jump for every other level gained for a maximum of 3 and each shift consumes 10 stamina but this was modified as it was teleporting players into some dangerous situations! Phase Shift now teleports to a single target. Each level lowers the cooldown. 100 [[Hiding]] and [[Stealth]] will provide 50% bonus damage when phase shifting while hidden.&lt;br /&gt;
&lt;br /&gt;
; Tread&lt;br /&gt;
: The berserker can trample an enemy either on foot or while mounted. Full stamina is required and the weight of the character is taken into account. Carrying 314 stone is considered full weight and will provide maximum damage for your level. At level 10 the ability can provide up to a maximum of 300 damage. It has 100% chance to activate if the ability is available and the bersker&#039;s stamina is full.&lt;br /&gt;
&lt;br /&gt;
; Primal Scream&lt;br /&gt;
: After attacking a target the berserker will let out a scream applying a debuff called Armor Abrogate to all targets in a substantially large area. When activated it will disable all armor to targets with the debuff for 15 seconds at level 10. The cooldown at level 10 is 50 seconds.&lt;br /&gt;
&lt;br /&gt;
=== Tips, Tricks and Templates ===&lt;br /&gt;
&lt;br /&gt;
Buy refresh potions, lots and lots of refresh potions.&lt;br /&gt;
&lt;br /&gt;
The Zerker talisman is fun and engaging to level. As long as you follow these basic rules, you should be able to quickly progress through the levels:&lt;br /&gt;
&lt;br /&gt;
* Like the Meta Mage and in keeping with your title, a berserker should wear little or no armor for maximum gains. Leather bought from NPCs with [[Slayer_Armor|slayer properties]] applied will provide the best balance for damage mitigation and experience gains.&lt;br /&gt;
* Unlike the Meta Mage, you do not have the luxury of standing at range and if you cannot afford a full set of slayer armor, you may need to resort to jousting.&lt;br /&gt;
* As you may need to joust, Arms Lore is very useful for efficient levelling to provide a greater chance for a successful hit.&lt;br /&gt;
* Definitely do not use a shield or [[parrying]], your armor will be too high reducing your experience gains.&lt;br /&gt;
* Use slayer weapons to ensure you get maximum damage.&lt;br /&gt;
* Double Strike is the best relic to start with.&lt;br /&gt;
* Use a Swamp Dragon to reduce damage taken.&lt;br /&gt;
&lt;br /&gt;
There are many different ways to play a Zerker but here are a few suggestions to get you started:&lt;br /&gt;
&lt;br /&gt;
* Weapon Skill, Tactics, Anatomy, Healing, Resist, Arms Lore and either:&lt;br /&gt;
** Magery for overall utility. The ability to use Reactive Armor, Recall, Cure, Reflect, and Teleport are all very useful&lt;br /&gt;
** Lumberjacking for even more damage if you opt for Swordsmanship.&lt;br /&gt;
** Hiding for a quick escape to avoid really nasty creatures (and players).&lt;br /&gt;
&lt;br /&gt;
== Shadow of the Rogue ==&lt;br /&gt;
[[File:zerkertali.png|Left]]The Shadow Of The Rogue talisman is a take on the classic RPG rogue class. It includes four new relics and an entirely new relic leveling concept. The talisman itself levels in the same manner of the existing talismans. &#039;&#039;&#039;This talisman and relics are available on the gold sink vendor. The talisman itself for 1m gold and each relic for 4m. You do not need to complete the talisman quest to obtain this talisman.&#039;&#039;&#039; The built in bonuses are:&lt;br /&gt;
* Knives get a Level * 20% bonus to knife weapons (i.e. 200% at Level 10)&lt;br /&gt;
* Crossbows get a Level * 13% (i.e. 130% bonus at Level 10)&lt;br /&gt;
* The wearer gains the ability to run while stealth to a distance of 5 * Level tiles (i.e. 50 tiles at Level 10)&lt;br /&gt;
&lt;br /&gt;
The relic leveling mechanic is designed to make the leveling process much less cumbersome and yet reward those that dedicate themselves to using this talisman.&lt;br /&gt;
&lt;br /&gt;
The talisman relics track kills of all creatures that have over 100 max hit points. The relic levels of the talisman are based on the number of kills recorded. 20 kills for level 2 relics, 50 kills for level 3 relics, 90 kills for level 4 relics, 150 for 5, 300 for 6, etc. You will have level 10 relics with 700 stored kills. Every 24 hours 25 kills will decay from the total kill count. You can build up to 800 kills, but the total will be capped at that number. This will allow you talisman 4 days of not being used before it reverts down to level 9 relics on 5th day.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Levelling ===&lt;br /&gt;
The more armor you wear, the less experience you gain for damaging creatures at a rate of 1% per AR. As with the Defence Talisman, there is a distance penalty on experience gained of 20% per tile beyond 1.5 tiles.&lt;br /&gt;
&lt;br /&gt;
=== Arms Lore ===&lt;br /&gt;
Arms Lore has the same effect Minimum Hit Chance increase for the Shadow of the Rogue as it does for a Phylactery of Resilience and Berserker Talisman. Further details are provided in the [[#Phylactery_of_Resilience|Phylactery of Resilience]] section.&lt;br /&gt;
&lt;br /&gt;
=== Relics ===&lt;br /&gt;
; Disembowel&lt;br /&gt;
: Bleed attack that does 10 ticks of relic level damage every 30 seconds&lt;br /&gt;
&lt;br /&gt;
; Elude&lt;br /&gt;
: Damage absorption of relic level * 2% every 30 seconds that lasts up to 20 seconds per activation&lt;br /&gt;
&lt;br /&gt;
; Ruthless&lt;br /&gt;
: This is a passive relic that gives relic level * 2% bonus damage to poisoned targets. This is always on and does not give trigger notifications.&lt;br /&gt;
&lt;br /&gt;
; Shadow Dance&lt;br /&gt;
: Area effect attack that hits up to 4 nearby creatures with bonus damage based on relic level&lt;br /&gt;
&lt;br /&gt;
=== Tips, Tricks and Templates ===&lt;br /&gt;
&lt;br /&gt;
The Rogue talisman is fun and engaging to level. As long as you follow these basic rules, you should be able to progress through the levels:&lt;br /&gt;
&lt;br /&gt;
* Like the Meta Mage and Berserker, wear little or no armor for maximum gains. Leather bought from NPCs with [[Slayer_Armor|slayer properties]] applied will provide the best balance for damage mitigation and experience gains.&lt;br /&gt;
* Unlike the Meta Mage, you do not have the luxury of standing at range and if you cannot afford a full set of slayer armor, you may need to resort to jousting.&lt;br /&gt;
* As you may need to joust, Arms Lore is very useful for efficient leveling to provide a greater chance for a successful hit.&lt;br /&gt;
* Definitely do not use a shield or [[parrying]], your armor will be too high reducing your experience gains.&lt;br /&gt;
* Use slayer weapons to ensure you get maximum damage.&lt;br /&gt;
* Use a Swamp Dragon to reduce damage taken.&lt;br /&gt;
&lt;br /&gt;
There are many different ways to play a Rogue but here are a few suggestions to get you started:&lt;br /&gt;
&lt;br /&gt;
* Weapon Skill, Tactics, Anatomy, Healing, Resist, Arms Lore and either:&lt;br /&gt;
** Magery for overall utility. The ability to use Reactive Armor, Recall, Cure, Reflect, and Teleport are all very useful&lt;br /&gt;
** Hiding for a quick escape to avoid really nasty creatures (and players).&lt;br /&gt;
* The Weapon Skill should ideally by Fencing (with Daggers), Swords (with Knives) or Archery (with regular crossbows) to benefit from the increased damage.&lt;br /&gt;
&lt;br /&gt;
==Artifact of the Marksman==&lt;br /&gt;
[[File:AOM Symbol.png|Left]] Artifact of the Marksman is an Archery focused talisman. It provides multiple options to suit your playstyle  by providing Area of Effect (AOE) and Crowd Control (CC) options. It also increases single target damage by amplifying damage output and attack speed.&lt;br /&gt;
&lt;br /&gt;
===Amplified Damage===&lt;br /&gt;
Artifact of the Marksman increases damage as the Talisman levels&lt;br /&gt;
&lt;br /&gt;
*Level 1: 104%&lt;br /&gt;
*Level 2:&lt;br /&gt;
*Level 3: &lt;br /&gt;
*Level 4: &lt;br /&gt;
*Level 5: &lt;br /&gt;
*Level 6: &lt;br /&gt;
*Level 7: &lt;br /&gt;
*Level 8: &lt;br /&gt;
*Level 9: &lt;br /&gt;
*Level 10: 180%&lt;br /&gt;
&lt;br /&gt;
===Relics===&lt;br /&gt;
Artifact of the Marksman currently has 7 relics available and you can enable 4 at a time. This talisman has two types of relics: active and passive. Passive relics provide advantages or abilities by simply having them enabled on your talisman. Active Relics can be used by selecting them from your Talisman Ability Gump.&lt;br /&gt;
&lt;br /&gt;
Notes: &lt;br /&gt;
*Current relic color is a placeholder and will be changed.&lt;br /&gt;
*Certain mobs will be immune to CC (crowd control) effects such as champs or higher level paragons. &lt;br /&gt;
&lt;br /&gt;
; Concussive Blast&lt;br /&gt;
: Relic Type: Active&lt;br /&gt;
: Applies Silence that lasts 5 seconds per Relic level, at max level will last 50 seconds (currently). Silence applies a debuff which prevents spell casting. Applying this debuff to a mob will interrupt their current spell channeling and prevent them from casting for the duration of the Silence&lt;br /&gt;
&lt;br /&gt;
; Knee Strike&lt;br /&gt;
: Relic Type: Passive &amp;amp; Active&lt;br /&gt;
: Passively debuffs your target, lowering their movement speed while auto attacking every 3 seconds and applies Knee Strike charges. Knee’s strike’s active ability consumes your Knee Strike charges and applies an even more powerful slow on your next attack. The amplified slow increases depending on the number of charges you have with 10 being the max. Each charge will reduce movespeed by 1/4.&lt;br /&gt;
&lt;br /&gt;
; Pinning Lob&lt;br /&gt;
: Relic Type: Active&lt;br /&gt;
: Cooldown: 15 seconds&lt;br /&gt;
: Pushes the first mob that the arrow collides into back 3 tiles. If the mob collides with an obstacle or another mob, it will stun the mob for 1 second per level. If it is pushed into a mob, the mob it collides with will also be stunned for the same duration.&lt;br /&gt;
&lt;br /&gt;
; Volley&lt;br /&gt;
: Relic Type: Active&lt;br /&gt;
: Cooldown: 65 seconds&lt;br /&gt;
: Your player will begin shooting massive amount arrows into the air at a target location every seconds for 10 seconds. Volley will be interrupted if you move or do not have enough arrows. Damage dealt 3 * Level and will be modified by arrow type modifiers.&lt;br /&gt;
&lt;br /&gt;
; Piercing Shot&lt;br /&gt;
: Relic Type: Active&lt;br /&gt;
: Cooldown: 15 seconds&lt;br /&gt;
: Fire an arrow towards the selected target which pierces through all mobs for 14 tiles dealing Level * 3 damage. &lt;br /&gt;
&lt;br /&gt;
; Hunter’s Focus&lt;br /&gt;
: Relic Type: Passive&lt;br /&gt;
: Cooldown: 35 seconds&lt;br /&gt;
: Provides a buff which greatly increases the attack speed for 5 seconds. You will receive 40 dex/stam per level. The buff will automatically be removed during PvP.&lt;br /&gt;
&lt;br /&gt;
; Reclamation&lt;br /&gt;
: Relic Type: Active&lt;br /&gt;
: Reclamation is a passive relic which automatically picks arrows up as they are being shot or from Active Relic abilities. Currently, it picks arrows up within the Relic’s level +1 tiles of your character. So, at level 1 it will pick up arrows within 2 tiles and at level 10 it will pick up arrows within 11 tiles. This includes arrows from the Volley relic.&lt;br /&gt;
&lt;br /&gt;
==Quest Line==&lt;br /&gt;
Be forewarned, the quest to obtain a Meta Talisman is not for the impatient, frugal or faint of heart! You may complete the quest multiple times on one character but you will only be able to wield one talisman at a time. A helpful video guide can be found [https://www.youtube.com/watch?v=Oo7yjlU_O-Y | here]. &lt;br /&gt;
&lt;br /&gt;
To begin the multi-part quest you must travel just west of the Valor Shrine where there is a tall statue:&lt;br /&gt;
&lt;br /&gt;
[[File:Talisman_statue.png]]&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;1. Beginning the quest:&#039;&#039;&#039; Stepping in front of the statue and speaking out loud will offer a quest gump. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;2. A dull stone:&#039;&#039;&#039; Accepting this quest will give you with a dull stone that must be empowered with Vanquishing weapons. The absorb a Vanquishing weapon into to the stone, double click it and target the weapon. &#039;&#039;The stone can only be charged with true instruments of war. Daggers, cleavers, knives and pitchforks cannot power it.&#039;&#039; After 30 Vanquishing weapons have been absorbed by the stone, you can return to the statue.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;3. Evil creatures:&#039;&#039;&#039;  Speaking to the statue again will empower the stone, opening the second part of the quest. You must now kill 100 &amp;quot;evil&amp;quot; creatures. These creatures must have a minimum fame level to be accepted by the stone. Creatures of this stature include Dragons, Drakes, Daemons, Ogre Lords, Lich Lords, Deep Earth Elementals, Orc Mine Overseers, Paragon Lichs etc. Note that you will have to kill these creatures by yourself. The level of &amp;quot;evilness&amp;quot; is determined by the monster&#039;s health points which must be 400 or higher. Some Deep Earth Elementals, for example, will be just below the required level of &amp;quot;evil&amp;quot; because they have less than 400 health points. Once you&#039;ve killed those creatures and the stone is filled, return to the statue and speak again.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;4. Daemon archlord:&#039;&#039;&#039; Now you have to visit the Daemon Archlord&#039;s lair! Also known as the [[Dungeon_Bosses#Arch_Demon|Arch Demon]], he is located in Wrong on level 3. In the center of the room you will find a small red statue. Double click that to collect the Arch Demon&#039;s blood. Be cautious however, if the Arch Demon is around, you will have a hard time getting to the statue! If you want to take on the boss himself, it is recommended that you familiarise yourself with his attack mechanics first.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;5. Choosing your talisman:&#039;&#039;&#039; Speak once more to the statue with your purified stone and you will be able to choose one of the three talismans. Choose wisely!&lt;/div&gt;</summary>
		<author><name>Teto</name></author>
	</entry>
	<entry>
		<id>https://uoforever.com/wiki/index.php?title=Meta_Talismans&amp;diff=6978</id>
		<title>Meta Talismans</title>
		<link rel="alternate" type="text/html" href="https://uoforever.com/wiki/index.php?title=Meta_Talismans&amp;diff=6978"/>
		<updated>2022-04-27T02:26:09Z</updated>

		<summary type="html">&lt;p&gt;Teto: /* Artifact of the Marksman */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[image:talisman_phase_shift.gif|thumb|300px|An example of Phase Shift ability (Click to see)]]&lt;br /&gt;
__TOC__&lt;br /&gt;
==Description==&lt;br /&gt;
The Meta Talisman is a wearable item obtained by completing a [[#Quest_Line|quest line]] which begins at a mysterious Ancient Statue of Power near Valor Shrine. The Meta Talisman gives warrior, archer, and mage style players special abilities as their talisman levels. Each talisman has a passive property and active abilities that are obtainable through relics. The talisman levels up as you kill creatures and the [[#Relics_and_Abilities|abilities]] of your talisman become stronger.&lt;br /&gt;
&lt;br /&gt;
The more recently added Shadow of the Rogue talisman does not require a user to run through the Quest Line but is instead available from the Gold Sink vendor in Britain.&lt;br /&gt;
&lt;br /&gt;
With these bonuses come some limitations:&lt;br /&gt;
* The talisman cannot be equipped by any character with greater than 50 in any bard skills (e.g. music, provocation, peacemaking, discordance) or greater than 50 taming.&lt;br /&gt;
* Upon equipping a talisman there is a fifteen minute cool down before the skills or bonuses become active. To avoid this cool down, you can return to the Ancient Statue of Power and speak the words &amp;quot;I wish to pay tribute&amp;quot; which will take 10,000 gold pieces from your bank.&lt;br /&gt;
* There are armor and distance restrictions for each type. This are detailed further below for each type of talisman.&lt;br /&gt;
* The talisman skills and bonuses are not applicable against other players or pets.&lt;br /&gt;
* Talisman experience and relic ability gains are not possible in houses or on boats.  A message will appear saying &amp;quot;You feel and icy chill as your talisman drains of some of its power&amp;quot;. Monsters on boats will also not give gains.&lt;br /&gt;
* There is a maximum experience amount per creature that can be awarded to a given talisman. The bigger the creature, the greater the experience!&lt;br /&gt;
&lt;br /&gt;
The experience required per level is:&lt;br /&gt;
# 20,000&lt;br /&gt;
# 32,000&lt;br /&gt;
# 48,000&lt;br /&gt;
# 64,000&lt;br /&gt;
# 80,000&lt;br /&gt;
# 96,000&lt;br /&gt;
# 112,000&lt;br /&gt;
# 128,000&lt;br /&gt;
# 144,000&lt;br /&gt;
* Total: 724,000 XP​&lt;br /&gt;
&lt;br /&gt;
==Relics and Abilities==&lt;br /&gt;
Abilities are applied to the talisman by finding relics at events, dungeon bosses, monster of the month spawns and at the [[Dungeon_Bosses#Arch_Demon|Arch Demon]] and Lich Khan dungeon bosses. Each talisman has a maximum of four relic slots and aesthetic relic slots. The aesthetic slots are usable at any time and you get relic slots at levels: 1, 4, 7, 10.&lt;br /&gt;
&lt;br /&gt;
[[File:tread_relic.png|Example Relic]]&lt;br /&gt;
&lt;br /&gt;
There are currently four or five unique relics for each type of talisman which are detailed further below. Each relic has ten levels and leveling may lower the skill cooldown, raise the chance to activate, or provide other ability specific bonuses. These abilities typically have a random chance to activate on damage and a cooldown to only allow them to be activated at certain intervals.&lt;br /&gt;
&lt;br /&gt;
To add a relic to your talisman, double click the relic and then select your talisman. Be sure to stand in a safe place while doing this as relics can be stolen!&lt;br /&gt;
&lt;br /&gt;
With the recent change you are now able to swap your active relics, double click your Meta Talisman and then click on the [ - ] symbol next to the relic you wish to remove from the active relic list (highlighted in yellow in screenshot). Once you have an open unused slot available you will be able to hit the [ - ] symbol next to relics in the inactive list to make it an active relic (highlighted in red in screenshot). Keep in mind if you swap frequently in a short amount of time it will put it into cooldown.&lt;br /&gt;
&lt;br /&gt;
[[File:RelicSwap2.PNG|275px|Relic Swap]]&lt;br /&gt;
&lt;br /&gt;
Note that you will have to be quite lucky for all your talisman&#039;s relics drop for you. You may need to frequent the [http://www.uoforum.com/forums/buying.14/ Buying] and [http://www.uoforum.com/forums/selling.15/ Selling] forums to find your relics. Keep in mind that certain relics are more popular than others and can therefore be expensive to purchase. Being part of a larger guild can also provide a useful avenue for getting relics at a reduced rate.&lt;br /&gt;
&lt;br /&gt;
==Aesthetic Relics==&lt;br /&gt;
As mentioned there are currently four different aesthetic relics that apply to your Meta Talismans or [[Meta Pets]]. Pets require to be either a max evolution dragon (after feeding it fruit), at least a level 6 spider, or at least a level 6 steed.&lt;br /&gt;
&lt;br /&gt;
Aesthetic relic activation percentage is essentially an average of all aesthetics currently applied and online. The average percentage of having all four online is 10%. This means 10% of your kills will result in one of the four activating, they can not double activate on the same kill.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;gallery class=&amp;quot;center&amp;quot; widths=&amp;quot;250px&amp;quot; heights=&amp;quot;250px&amp;quot;&amp;gt;&lt;br /&gt;
File:AscensionGIF.gif|&#039;&#039;&#039;Ascension Relic&#039;&#039;&#039;&amp;lt;br /&amp;gt;(click to preview)&lt;br /&gt;
File:BloodyExplosionGIF.gif|&#039;&#039;&#039;Bloody Explosion Relic&#039;&#039;&#039;&amp;lt;br /&amp;gt;(click to preview)&lt;br /&gt;
File:ChickenDinnerGIF.gif|&#039;&#039;&#039;Chicken Dinner Relic&#039;&#039;&#039;&amp;lt;br /&amp;gt;(click to preview)&lt;br /&gt;
File:CombustionGIF.gif|&#039;&#039;&#039;Combustion Relic&#039;&#039;&#039;&amp;lt;br /&amp;gt;(click to preview)&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;The new Aesthetic relics are here!&#039;&#039;&#039; Below you will see how to obtain each of the four relics. Ascension is on the donation vendor Nadine. Bloody Explosion is gained as a reward from doing monster contracts for Heracles. Chicken Dinner is on the gold sink vendor Sasha. Combustion is a drop from defeating the Warden boss in [[Asylum]].&lt;br /&gt;
&lt;br /&gt;
&amp;lt;gallery class=&amp;quot;center&amp;quot; widths=&amp;quot;250px&amp;quot; heights=&amp;quot;250px&amp;quot;&amp;gt;&lt;br /&gt;
File:AscensionVendo.PNG|&#039;&#039;&#039;Ascension Vendor&#039;&#039;&#039;&amp;lt;br /&amp;gt;(Donation Coins)&lt;br /&gt;
File:BloodyExploVendo.PNG|&#039;&#039;&#039;Bloody Explosion Vendor&#039;&#039;&#039;&amp;lt;br /&amp;gt;(Contracts)&lt;br /&gt;
File:ChickenDinnerVendor.PNG|&#039;&#039;&#039;Chicken Dinner Vendor&#039;&#039;&#039;&amp;lt;br /&amp;gt;(Gold Sink)&lt;br /&gt;
File:CombustionBoss.PNG|&#039;&#039;&#039;Combustion Relic Boss&#039;&#039;&#039;&amp;lt;br /&amp;gt;(Warden Boss Drop)&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Idol of the Magi == &lt;br /&gt;
[[File:magetali.png|left]] The Idol of the Magi, informally known as Meta Mage, provides a spell damage bonuses and mana cost reduction for offensive spells against creatures. The ten levels of the talisman average a 20% bonus per level. The mana cost reduction is calculated by the talisman level, number of relics applied, and spirit speak.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Levelling ===&lt;br /&gt;
While levelling, your talisman experience gains are reduced if you are wearing armor. The penalty is 1.6% per AR. There is however no range penalty for Meta Mages. You can therefore stand at a safe distance while firing your lightning bolts at those big ugly creatures! &lt;br /&gt;
&lt;br /&gt;
=== Spirit Speak ===&lt;br /&gt;
Spirit Speak reduces the cost of spells. With the talisman at level 10 with four relics applied an energy bolt will cost as little as 10 mana with 100 Spirit Speak, 14 mana with 50 Spirit Speak and 16 mana with 0 Spirit Speak.&lt;br /&gt;
&lt;br /&gt;
=== Relics ===&lt;br /&gt;
; Dispersion&lt;br /&gt;
: Dispersion provides a chance for spell damage to be dispersed to nearby enemies. There is a 10% chance for an offensive spell to damage level-dependent number of creatures within a 3 tile radius. At level one, the damage can disperse onto one additional creature and the cool down is 60 seconds. At level ten, the damage can spread to up to ten additional creatures and the cool down is 45 seconds. &lt;br /&gt;
&lt;br /&gt;
; Focus&lt;br /&gt;
: Focus provides a chance for increased spell damage. Spell damage can do (Focus Level / 20) additional damage to the target creature. For example, at level 1, this would be 0.05% (1/20) additional damage. An offensive spell that hits for 100 will therefore generate an additional 5 damage, shown as a separate damage number. In the same scenario, at level 10, focus can generate an additional 50 spell damage. The Focus relic cooldown begins with a base of 35 seconds and falls 2 seconds per relic level for a total of 15 seconds at Level 10. The chance of activation is 95% after the cooldown expires.&lt;br /&gt;
&lt;br /&gt;
; Shadow Disciple&lt;br /&gt;
: Shadow Disciple provides a chance to return some mana and temporarily lower 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)).&lt;br /&gt;
&lt;br /&gt;
; Vivify&lt;br /&gt;
: Vivify provides a chance to enhance the skills and stats of an 8th circle creature summon. This applies to summoned daemons and elementals but not to energy vortexes or blade spirits. At level 1, vivify can be triggered every 60 seconds there is a 60% chance to summon an enhanced creature. 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.&lt;br /&gt;
&lt;br /&gt;
=== Tips, Tricks and Templates ===&lt;br /&gt;
&lt;br /&gt;
When completing the initial quest line, you may want to consider switching your character to a warrior or tank mage to complete killing the 100 evil creatures. Alternatively, make use of slayer spell books to kill the evil creatures as a pure mage but note that this can be somewhat laborious as you cannot use summons to help you.&lt;br /&gt;
&lt;br /&gt;
The Meta Mage is arguably the most laborious of all the talisman. You should therefore make best use of all things that improve levelling efficiency:&lt;br /&gt;
* Don&#039;t wear any or very minimal armor. Leather bought from NPCs with slayer properties applied will provide the best balance for damage mitigation and experience gains.&lt;br /&gt;
* Level up Spirit Speak to 100 for spell cost reduction. &lt;br /&gt;
* Use Slayer Spell books to increase spell damage and therefore experience gains &#039;&#039;but&#039;&#039; be aware that at higher levels when you start dishing out some serious damage and killing monsters quickly, you may be better off using weaker spells or dropping the slayer spellbook to eek out the maximum possible experience per monsters. Note: Unlike normal spellbooks, crafted slayer spell can be stolen.&lt;br /&gt;
* Apply the Shadow Disciple relic first as it provides both increased damage and returns mana.&lt;br /&gt;
* Kill the biggest creatures you can find. If you are struggling, ask a friendly tamer or bard if you can follow them around and cast spells on the creatures they are killing.&lt;br /&gt;
&lt;br /&gt;
Common templates are:&lt;br /&gt;
* Magery, Evaluating Intelligence, Healing, Anatomy, Spirit Speak, Meditation, Resisting Spells - This provides defensive wresting through Evaluating Intelligence and Anatomy, allows bandages to be used to heal and therefore save mana and Spirit Speak to conserve mana. Resisting Spells is useful to mitigate interruptions from poisons and paralyze spells.&lt;br /&gt;
* Magery, Evaluating Intelligence, Spirit Speak, Wrestling, Inscription, Meditation, Resisting Spells - Inscription lets you craft your own slayer spell books and number of spells that can be reflected with the Magic Reflection spell.&lt;br /&gt;
&lt;br /&gt;
== Phylactery of Resilience ==&lt;br /&gt;
[[File:defencetali.png]]The Phylactery of Resilience, informally known as the Defence Talisman, offers increased protection from melee and magical damage from creatures. There are ten levels of the talisman and on average you gain 5% protection per level. &lt;br /&gt;
&lt;br /&gt;
=== Leveling ===&lt;br /&gt;
You gain experience with this talisman by doing damage to creatures. The amount you gain is penalized by wearing too little armor. To ensure maximum experience gains, keep your armor at or above 80. The amount of experience gained is also affected by distance from the creature. The penalty is 20% for each tile beyond 1.5. Stay close, be well armored and crush those evil creatures!&lt;br /&gt;
&lt;br /&gt;
=== Arms Lore ===&lt;br /&gt;
The wielder of an active Phylactery of Resilience or Totem of the Berserker with 100 Arms Lore and 100 Weapon Skill receives an increased Minimum Hit Chance. You will only get this increase if you are wielding a weapon relevant to your chosen Weapon Skill. For example, against a creature with 100 wrestling, a normal warrior with 100 Swordsmanship wielding a katana has a 50% chance to hit the creature. With the talisman and 100 Arms Lore, this increases to ~63%. Note, however, that this does not raise your Hit Chance by a flat amount it just raises it to ~63% if you are currently below that. If you intend to kill only lowly ogres and ettins, you can probably skip Arms Lore. If however you want to take on bigger monsters such as with 100 or greater wrestling, such as dungeon bosses, then consider fitting this into your template.&lt;br /&gt;
&lt;br /&gt;
=== Relics ===&lt;br /&gt;
; Leech&lt;br /&gt;
: Leech provides the ability for the player to sap small amounts of health from nearby creature when damaged. The amount per creature is capped at the skill level and is a random value from 1 to relic level. The chance to activate and cool down are affected by gaining levels.&lt;br /&gt;
&lt;br /&gt;
; Quench&lt;br /&gt;
: Quench provides a chance to resist fire breath. Once triggered it provides protection against fire breath for a period of time determined by the relic level. The duration lasts for (Level * 5) seconds. The cooldown decreases by 90 - (Level * 2).&lt;br /&gt;
&lt;br /&gt;
; Recoil&lt;br /&gt;
: Recoil provides a chance for melee damage done to a player to reflect back on the attacking creature. When it activates, it returns 2x base damage to the creature. There is a 25% chance to turn an opponent&#039;s attack onto him. At Level 1 it starts with a 30 second cooldown. With each level the cooldown reduces by 1 second, resulting in a 20 second cooldown at Level 10.&lt;br /&gt;
&lt;br /&gt;
; Remedy&lt;br /&gt;
: Remedy provides a chance to resist poison from a melee hit, such as a scorpion&#039;s sting, for a period of time determined by the relic level. There is a 25% chance to become immune to poison for (Level * 4) seconds. The cooldown decreases by 90 - (Level * 3).&lt;br /&gt;
&lt;br /&gt;
; Shield Bash&lt;br /&gt;
: Shield Bash does a mighty stunning bash to your enemy. Factoring in your skill in parry and your relic level at level 10 it provides a 3x modifier in damage based of your weapon. Including the damage it also stuns your target for 5 seconds. The cooldown decreases by 30 - (Level * 1).&lt;br /&gt;
&lt;br /&gt;
=== Tips, Tricks and Templates ===&lt;br /&gt;
&lt;br /&gt;
The defence talisman is the most casual to level, sitting comfortably between the fast, furious zerker and the laborious, cautious meta mage. While you may need to pay slightly less attention to your health bar than the other talismans, you can&#039;t completely disengage. Keep the following things in mind:&lt;br /&gt;
* Keep your armor at or above 80 at all times. Regularly check armor damage as you will be taking some big blows from the level of creature you will be fighting. A character with blacksmith will come in handy for repairs or you will need to stock up on repair deeds.&lt;br /&gt;
* Strongly consider including [[Parrying]] in your template to protect your armor and provide extra damage mitigation. This is particularly useful at lower levels.&lt;br /&gt;
* Consider using a Swamp Dragon for even more damage mitigation.&lt;br /&gt;
* If you can afford it, consider adding some [[Slayer_Armor|slayer properties]] to your armor.&lt;br /&gt;
* Quench and Remedy are best applied early on as they provide excellent protection and can take quite some time to level up.&lt;br /&gt;
&lt;br /&gt;
A classic template is:&lt;br /&gt;
* Weapon Skill, Parrying, Healing, Anatomy, Resisting Spells, Tactics and either:&lt;br /&gt;
** Magery for overall utility. The ability to use Reactive Armor, Recall, Cure, Reflect, and Teleport are all very useful.&lt;br /&gt;
** Arms Lore to increase your hit chance (Using runebooks loaded with recalls to travel around).&lt;br /&gt;
&lt;br /&gt;
== Totem of the Berserker ==&lt;br /&gt;
[[File:zerkertali.png|Left]]The Totem of the Berserker, informally known as the Berserker or Zerk Talisman, provides offensive damage bonuses for melee skills, including archery. There are ten levels of the talisman and on average you gain 5% damage per level.&lt;br /&gt;
&lt;br /&gt;
=== Levelling ===&lt;br /&gt;
The more armor you wear, the less experience you gain for damaging creatures at a rate of 1% per AR. As with the Defence Talisman, there is a distance penalty on experience gained of 20% per tile beyond 1.5 tiles.&lt;br /&gt;
&lt;br /&gt;
=== Arms Lore ===&lt;br /&gt;
Arms Lore has the same effect Minimum Hit Chance increease for the Totem of the Berserker as it does for a Phylactery of Resilience Talisman. Further details are provided in the [[#Phylactery_of_Resilience|Phylactery of Resilience]] section.&lt;br /&gt;
&lt;br /&gt;
=== Relics ===&lt;br /&gt;
; Double Strike&lt;br /&gt;
: When invoked the berserker will double swing on the creature. It 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 ability lowers the cooldown and increases the chance of activation.&lt;br /&gt;
&lt;br /&gt;
; Infected Wounds&lt;br /&gt;
: If the user is carrying poison potions they have a chance to charge their weapon with poison and infect creatures with the consumed level of poison. As Infected Wounds levels up, the cool down is reduced and the number of infections available per potion is increased. This works with any weapon including two handed weapons such as axes and bows. The [[Poisoning]] skill gives a bonus to the number of infections per potion and also gives a chance for the poison to be upgraded one level higher, making lethal poison a possibility. The higher your poisoning, the more likely you are to get an upgrade in the poison level.&lt;br /&gt;
&lt;br /&gt;
; Phase Shift&lt;br /&gt;
: Upon attacking a creature at range the berserker teleport attacks to the targeted creature. 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. Originally, the ability received an additional phase jump for every other level gained for a maximum of 3 and each shift consumes 10 stamina but this was modified as it was teleporting players into some dangerous situations! Phase Shift now teleports to a single target. Each level lowers the cooldown. 100 [[Hiding]] and [[Stealth]] will provide 50% bonus damage when phase shifting while hidden.&lt;br /&gt;
&lt;br /&gt;
; Tread&lt;br /&gt;
: The berserker can trample an enemy either on foot or while mounted. Full stamina is required and the weight of the character is taken into account. Carrying 314 stone is considered full weight and will provide maximum damage for your level. At level 10 the ability can provide up to a maximum of 300 damage. It has 100% chance to activate if the ability is available and the bersker&#039;s stamina is full.&lt;br /&gt;
&lt;br /&gt;
; Primal Scream&lt;br /&gt;
: After attacking a target the berserker will let out a scream applying a debuff called Armor Abrogate to all targets in a substantially large area. When activated it will disable all armor to targets with the debuff for 15 seconds at level 10. The cooldown at level 10 is 50 seconds.&lt;br /&gt;
&lt;br /&gt;
=== Tips, Tricks and Templates ===&lt;br /&gt;
&lt;br /&gt;
Buy refresh potions, lots and lots of refresh potions.&lt;br /&gt;
&lt;br /&gt;
The Zerker talisman is fun and engaging to level. As long as you follow these basic rules, you should be able to quickly progress through the levels:&lt;br /&gt;
&lt;br /&gt;
* Like the Meta Mage and in keeping with your title, a berserker should wear little or no armor for maximum gains. Leather bought from NPCs with [[Slayer_Armor|slayer properties]] applied will provide the best balance for damage mitigation and experience gains.&lt;br /&gt;
* Unlike the Meta Mage, you do not have the luxury of standing at range and if you cannot afford a full set of slayer armor, you may need to resort to jousting.&lt;br /&gt;
* As you may need to joust, Arms Lore is very useful for efficient levelling to provide a greater chance for a successful hit.&lt;br /&gt;
* Definitely do not use a shield or [[parrying]], your armor will be too high reducing your experience gains.&lt;br /&gt;
* Use slayer weapons to ensure you get maximum damage.&lt;br /&gt;
* Double Strike is the best relic to start with.&lt;br /&gt;
* Use a Swamp Dragon to reduce damage taken.&lt;br /&gt;
&lt;br /&gt;
There are many different ways to play a Zerker but here are a few suggestions to get you started:&lt;br /&gt;
&lt;br /&gt;
* Weapon Skill, Tactics, Anatomy, Healing, Resist, Arms Lore and either:&lt;br /&gt;
** Magery for overall utility. The ability to use Reactive Armor, Recall, Cure, Reflect, and Teleport are all very useful&lt;br /&gt;
** Lumberjacking for even more damage if you opt for Swordsmanship.&lt;br /&gt;
** Hiding for a quick escape to avoid really nasty creatures (and players).&lt;br /&gt;
&lt;br /&gt;
== Shadow of the Rogue ==&lt;br /&gt;
[[File:zerkertali.png|Left]]The Shadow Of The Rogue talisman is a take on the classic RPG rogue class. It includes four new relics and an entirely new relic leveling concept. The talisman itself levels in the same manner of the existing talismans. &#039;&#039;&#039;This talisman and relics are available on the gold sink vendor. The talisman itself for 1m gold and each relic for 4m. You do not need to complete the talisman quest to obtain this talisman.&#039;&#039;&#039; The built in bonuses are:&lt;br /&gt;
* Knives get a Level * 20% bonus to knife weapons (i.e. 200% at Level 10)&lt;br /&gt;
* Crossbows get a Level * 13% (i.e. 130% bonus at Level 10)&lt;br /&gt;
* The wearer gains the ability to run while stealth to a distance of 5 * Level tiles (i.e. 50 tiles at Level 10)&lt;br /&gt;
&lt;br /&gt;
The relic leveling mechanic is designed to make the leveling process much less cumbersome and yet reward those that dedicate themselves to using this talisman.&lt;br /&gt;
&lt;br /&gt;
The talisman relics track kills of all creatures that have over 100 max hit points. The relic levels of the talisman are based on the number of kills recorded. 20 kills for level 2 relics, 50 kills for level 3 relics, 90 kills for level 4 relics, 150 for 5, 300 for 6, etc. You will have level 10 relics with 700 stored kills. Every 24 hours 25 kills will decay from the total kill count. You can build up to 800 kills, but the total will be capped at that number. This will allow you talisman 4 days of not being used before it reverts down to level 9 relics on 5th day.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Levelling ===&lt;br /&gt;
The more armor you wear, the less experience you gain for damaging creatures at a rate of 1% per AR. As with the Defence Talisman, there is a distance penalty on experience gained of 20% per tile beyond 1.5 tiles.&lt;br /&gt;
&lt;br /&gt;
=== Arms Lore ===&lt;br /&gt;
Arms Lore has the same effect Minimum Hit Chance increase for the Shadow of the Rogue as it does for a Phylactery of Resilience and Berserker Talisman. Further details are provided in the [[#Phylactery_of_Resilience|Phylactery of Resilience]] section.&lt;br /&gt;
&lt;br /&gt;
=== Relics ===&lt;br /&gt;
; Disembowel&lt;br /&gt;
: Bleed attack that does 10 ticks of relic level damage every 30 seconds&lt;br /&gt;
&lt;br /&gt;
; Elude&lt;br /&gt;
: Damage absorption of relic level * 2% every 30 seconds that lasts up to 20 seconds per activation&lt;br /&gt;
&lt;br /&gt;
; Ruthless&lt;br /&gt;
: This is a passive relic that gives relic level * 2% bonus damage to poisoned targets. This is always on and does not give trigger notifications.&lt;br /&gt;
&lt;br /&gt;
; Shadow Dance&lt;br /&gt;
: Area effect attack that hits up to 4 nearby creatures with bonus damage based on relic level&lt;br /&gt;
&lt;br /&gt;
=== Tips, Tricks and Templates ===&lt;br /&gt;
&lt;br /&gt;
The Rogue talisman is fun and engaging to level. As long as you follow these basic rules, you should be able to progress through the levels:&lt;br /&gt;
&lt;br /&gt;
* Like the Meta Mage and Berserker, wear little or no armor for maximum gains. Leather bought from NPCs with [[Slayer_Armor|slayer properties]] applied will provide the best balance for damage mitigation and experience gains.&lt;br /&gt;
* Unlike the Meta Mage, you do not have the luxury of standing at range and if you cannot afford a full set of slayer armor, you may need to resort to jousting.&lt;br /&gt;
* As you may need to joust, Arms Lore is very useful for efficient leveling to provide a greater chance for a successful hit.&lt;br /&gt;
* Definitely do not use a shield or [[parrying]], your armor will be too high reducing your experience gains.&lt;br /&gt;
* Use slayer weapons to ensure you get maximum damage.&lt;br /&gt;
* Use a Swamp Dragon to reduce damage taken.&lt;br /&gt;
&lt;br /&gt;
There are many different ways to play a Rogue but here are a few suggestions to get you started:&lt;br /&gt;
&lt;br /&gt;
* Weapon Skill, Tactics, Anatomy, Healing, Resist, Arms Lore and either:&lt;br /&gt;
** Magery for overall utility. The ability to use Reactive Armor, Recall, Cure, Reflect, and Teleport are all very useful&lt;br /&gt;
** Hiding for a quick escape to avoid really nasty creatures (and players).&lt;br /&gt;
* The Weapon Skill should ideally by Fencing (with Daggers), Swords (with Knives) or Archery (with regular crossbows) to benefit from the increased damage.&lt;br /&gt;
&lt;br /&gt;
==Artifact of the Marksman==&lt;br /&gt;
[[File:AOM Symbol.png|Left]] Artifact of the Marksman is an Archery focused talisman. It provides multiple options to suit your playstyle  by providing Area of Effect (AOE) and Crowd Control (CC) options. It also increases single target damage by amplifying damage output and attack speed.&lt;br /&gt;
&lt;br /&gt;
==Amplified Damage===&lt;br /&gt;
Artifact of the Marksman increases damage as the Talisman levels&lt;br /&gt;
&lt;br /&gt;
*Level 1: 104%&lt;br /&gt;
*Level 2:&lt;br /&gt;
*Level 3: &lt;br /&gt;
*Level 4: &lt;br /&gt;
*Level 5: &lt;br /&gt;
*Level 6: &lt;br /&gt;
*Level 7: &lt;br /&gt;
*Level 8: &lt;br /&gt;
*Level 9: &lt;br /&gt;
*Level 10: 180%&lt;br /&gt;
&lt;br /&gt;
===Relics===&lt;br /&gt;
Artifact of the Marksman currently has 7 relics available and you can enable 4 at a time. This talisman has two types of relics: active and passive. Passive relics provide advantages or abilities by simply having them enabled on your talisman. Active Relics can be used by selecting them from your Talisman Ability Gump.&lt;br /&gt;
&lt;br /&gt;
Notes: &lt;br /&gt;
*Current relic color is a placeholder and will be changed.&lt;br /&gt;
*Certain mobs will be immune to CC (crowd control) effects such as champs or higher level paragons. &lt;br /&gt;
&lt;br /&gt;
; Concussive Blast&lt;br /&gt;
: Relic Type: Active&lt;br /&gt;
: Applies Silence that lasts 5 seconds per Relic level, at max level will last 50 seconds (currently). Silence applies a debuff which prevents spell casting. Applying this debuff to a mob will interrupt their current spell channeling and prevent them from casting for the duration of the Silence&lt;br /&gt;
&lt;br /&gt;
; Knee Strike&lt;br /&gt;
: Relic Type: Passive &amp;amp; Active&lt;br /&gt;
: Passively debuffs your target, lowering their movement speed while auto attacking every 3 seconds and applies Knee Strike charges. Knee’s strike’s active ability consumes your Knee Strike charges and applies an even more powerful slow on your next attack. The amplified slow increases depending on the number of charges you have with 10 being the max. Each charge will reduce movespeed by 1/4.&lt;br /&gt;
&lt;br /&gt;
; Pinning Lob&lt;br /&gt;
: Relic Type: Active&lt;br /&gt;
: Cooldown: 15 seconds&lt;br /&gt;
: Pushes the first mob that the arrow collides into back 3 tiles. If the mob collides with an obstacle or another mob, it will stun the mob for 1 second per level. If it is pushed into a mob, the mob it collides with will also be stunned for the same duration.&lt;br /&gt;
&lt;br /&gt;
; Volley&lt;br /&gt;
: Relic Type: Active&lt;br /&gt;
: Cooldown: 65 seconds&lt;br /&gt;
: Your player will begin shooting massive amount arrows into the air at a target location every seconds for 10 seconds. Volley will be interrupted if you move or do not have enough arrows. Damage dealt 3 * Level and will be modified by arrow type modifiers.&lt;br /&gt;
&lt;br /&gt;
; Piercing Shot&lt;br /&gt;
: Relic Type: Active&lt;br /&gt;
: Cooldown: 15 seconds&lt;br /&gt;
: Fire an arrow towards the selected target which pierces through all mobs for 14 tiles dealing Level * 3 damage. &lt;br /&gt;
&lt;br /&gt;
; Hunter’s Focus&lt;br /&gt;
: Relic Type: Passive&lt;br /&gt;
: Cooldown: 35 seconds&lt;br /&gt;
: Provides a buff which greatly increases the attack speed for 5 seconds. You will receive 40 dex/stam per level. The buff will automatically be removed during PvP.&lt;br /&gt;
&lt;br /&gt;
; Reclamation&lt;br /&gt;
: Relic Type: Active&lt;br /&gt;
: Reclamation is a passive relic which automatically picks arrows up as they are being shot or from Active Relic abilities. Currently, it picks arrows up within the Relic’s level +1 tiles of your character. So, at level 1 it will pick up arrows within 2 tiles and at level 10 it will pick up arrows within 11 tiles. This includes arrows from the Volley relic.&lt;br /&gt;
&lt;br /&gt;
==Quest Line==&lt;br /&gt;
Be forewarned, the quest to obtain a Meta Talisman is not for the impatient, frugal or faint of heart! You may complete the quest multiple times on one character but you will only be able to wield one talisman at a time. A helpful video guide can be found [https://www.youtube.com/watch?v=Oo7yjlU_O-Y | here]. &lt;br /&gt;
&lt;br /&gt;
To begin the multi-part quest you must travel just west of the Valor Shrine where there is a tall statue:&lt;br /&gt;
&lt;br /&gt;
[[File:Talisman_statue.png]]&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;1. Beginning the quest:&#039;&#039;&#039; Stepping in front of the statue and speaking out loud will offer a quest gump. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;2. A dull stone:&#039;&#039;&#039; Accepting this quest will give you with a dull stone that must be empowered with Vanquishing weapons. The absorb a Vanquishing weapon into to the stone, double click it and target the weapon. &#039;&#039;The stone can only be charged with true instruments of war. Daggers, cleavers, knives and pitchforks cannot power it.&#039;&#039; After 30 Vanquishing weapons have been absorbed by the stone, you can return to the statue.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;3. Evil creatures:&#039;&#039;&#039;  Speaking to the statue again will empower the stone, opening the second part of the quest. You must now kill 100 &amp;quot;evil&amp;quot; creatures. These creatures must have a minimum fame level to be accepted by the stone. Creatures of this stature include Dragons, Drakes, Daemons, Ogre Lords, Lich Lords, Deep Earth Elementals, Orc Mine Overseers, Paragon Lichs etc. Note that you will have to kill these creatures by yourself. The level of &amp;quot;evilness&amp;quot; is determined by the monster&#039;s health points which must be 400 or higher. Some Deep Earth Elementals, for example, will be just below the required level of &amp;quot;evil&amp;quot; because they have less than 400 health points. Once you&#039;ve killed those creatures and the stone is filled, return to the statue and speak again.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;4. Daemon archlord:&#039;&#039;&#039; Now you have to visit the Daemon Archlord&#039;s lair! Also known as the [[Dungeon_Bosses#Arch_Demon|Arch Demon]], he is located in Wrong on level 3. In the center of the room you will find a small red statue. Double click that to collect the Arch Demon&#039;s blood. Be cautious however, if the Arch Demon is around, you will have a hard time getting to the statue! If you want to take on the boss himself, it is recommended that you familiarise yourself with his attack mechanics first.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;5. Choosing your talisman:&#039;&#039;&#039; Speak once more to the statue with your purified stone and you will be able to choose one of the three talismans. Choose wisely!&lt;/div&gt;</summary>
		<author><name>Teto</name></author>
	</entry>
	<entry>
		<id>https://uoforever.com/wiki/index.php?title=Meta_Talismans&amp;diff=6977</id>
		<title>Meta Talismans</title>
		<link rel="alternate" type="text/html" href="https://uoforever.com/wiki/index.php?title=Meta_Talismans&amp;diff=6977"/>
		<updated>2022-04-27T02:25:32Z</updated>

		<summary type="html">&lt;p&gt;Teto: /* Relics */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[image:talisman_phase_shift.gif|thumb|300px|An example of Phase Shift ability (Click to see)]]&lt;br /&gt;
__TOC__&lt;br /&gt;
==Description==&lt;br /&gt;
The Meta Talisman is a wearable item obtained by completing a [[#Quest_Line|quest line]] which begins at a mysterious Ancient Statue of Power near Valor Shrine. The Meta Talisman gives warrior, archer, and mage style players special abilities as their talisman levels. Each talisman has a passive property and active abilities that are obtainable through relics. The talisman levels up as you kill creatures and the [[#Relics_and_Abilities|abilities]] of your talisman become stronger.&lt;br /&gt;
&lt;br /&gt;
The more recently added Shadow of the Rogue talisman does not require a user to run through the Quest Line but is instead available from the Gold Sink vendor in Britain.&lt;br /&gt;
&lt;br /&gt;
With these bonuses come some limitations:&lt;br /&gt;
* The talisman cannot be equipped by any character with greater than 50 in any bard skills (e.g. music, provocation, peacemaking, discordance) or greater than 50 taming.&lt;br /&gt;
* Upon equipping a talisman there is a fifteen minute cool down before the skills or bonuses become active. To avoid this cool down, you can return to the Ancient Statue of Power and speak the words &amp;quot;I wish to pay tribute&amp;quot; which will take 10,000 gold pieces from your bank.&lt;br /&gt;
* There are armor and distance restrictions for each type. This are detailed further below for each type of talisman.&lt;br /&gt;
* The talisman skills and bonuses are not applicable against other players or pets.&lt;br /&gt;
* Talisman experience and relic ability gains are not possible in houses or on boats.  A message will appear saying &amp;quot;You feel and icy chill as your talisman drains of some of its power&amp;quot;. Monsters on boats will also not give gains.&lt;br /&gt;
* There is a maximum experience amount per creature that can be awarded to a given talisman. The bigger the creature, the greater the experience!&lt;br /&gt;
&lt;br /&gt;
The experience required per level is:&lt;br /&gt;
# 20,000&lt;br /&gt;
# 32,000&lt;br /&gt;
# 48,000&lt;br /&gt;
# 64,000&lt;br /&gt;
# 80,000&lt;br /&gt;
# 96,000&lt;br /&gt;
# 112,000&lt;br /&gt;
# 128,000&lt;br /&gt;
# 144,000&lt;br /&gt;
* Total: 724,000 XP​&lt;br /&gt;
&lt;br /&gt;
==Relics and Abilities==&lt;br /&gt;
Abilities are applied to the talisman by finding relics at events, dungeon bosses, monster of the month spawns and at the [[Dungeon_Bosses#Arch_Demon|Arch Demon]] and Lich Khan dungeon bosses. Each talisman has a maximum of four relic slots and aesthetic relic slots. The aesthetic slots are usable at any time and you get relic slots at levels: 1, 4, 7, 10.&lt;br /&gt;
&lt;br /&gt;
[[File:tread_relic.png|Example Relic]]&lt;br /&gt;
&lt;br /&gt;
There are currently four or five unique relics for each type of talisman which are detailed further below. Each relic has ten levels and leveling may lower the skill cooldown, raise the chance to activate, or provide other ability specific bonuses. These abilities typically have a random chance to activate on damage and a cooldown to only allow them to be activated at certain intervals.&lt;br /&gt;
&lt;br /&gt;
To add a relic to your talisman, double click the relic and then select your talisman. Be sure to stand in a safe place while doing this as relics can be stolen!&lt;br /&gt;
&lt;br /&gt;
With the recent change you are now able to swap your active relics, double click your Meta Talisman and then click on the [ - ] symbol next to the relic you wish to remove from the active relic list (highlighted in yellow in screenshot). Once you have an open unused slot available you will be able to hit the [ - ] symbol next to relics in the inactive list to make it an active relic (highlighted in red in screenshot). Keep in mind if you swap frequently in a short amount of time it will put it into cooldown.&lt;br /&gt;
&lt;br /&gt;
[[File:RelicSwap2.PNG|275px|Relic Swap]]&lt;br /&gt;
&lt;br /&gt;
Note that you will have to be quite lucky for all your talisman&#039;s relics drop for you. You may need to frequent the [http://www.uoforum.com/forums/buying.14/ Buying] and [http://www.uoforum.com/forums/selling.15/ Selling] forums to find your relics. Keep in mind that certain relics are more popular than others and can therefore be expensive to purchase. Being part of a larger guild can also provide a useful avenue for getting relics at a reduced rate.&lt;br /&gt;
&lt;br /&gt;
==Aesthetic Relics==&lt;br /&gt;
As mentioned there are currently four different aesthetic relics that apply to your Meta Talismans or [[Meta Pets]]. Pets require to be either a max evolution dragon (after feeding it fruit), at least a level 6 spider, or at least a level 6 steed.&lt;br /&gt;
&lt;br /&gt;
Aesthetic relic activation percentage is essentially an average of all aesthetics currently applied and online. The average percentage of having all four online is 10%. This means 10% of your kills will result in one of the four activating, they can not double activate on the same kill.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;gallery class=&amp;quot;center&amp;quot; widths=&amp;quot;250px&amp;quot; heights=&amp;quot;250px&amp;quot;&amp;gt;&lt;br /&gt;
File:AscensionGIF.gif|&#039;&#039;&#039;Ascension Relic&#039;&#039;&#039;&amp;lt;br /&amp;gt;(click to preview)&lt;br /&gt;
File:BloodyExplosionGIF.gif|&#039;&#039;&#039;Bloody Explosion Relic&#039;&#039;&#039;&amp;lt;br /&amp;gt;(click to preview)&lt;br /&gt;
File:ChickenDinnerGIF.gif|&#039;&#039;&#039;Chicken Dinner Relic&#039;&#039;&#039;&amp;lt;br /&amp;gt;(click to preview)&lt;br /&gt;
File:CombustionGIF.gif|&#039;&#039;&#039;Combustion Relic&#039;&#039;&#039;&amp;lt;br /&amp;gt;(click to preview)&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;The new Aesthetic relics are here!&#039;&#039;&#039; Below you will see how to obtain each of the four relics. Ascension is on the donation vendor Nadine. Bloody Explosion is gained as a reward from doing monster contracts for Heracles. Chicken Dinner is on the gold sink vendor Sasha. Combustion is a drop from defeating the Warden boss in [[Asylum]].&lt;br /&gt;
&lt;br /&gt;
&amp;lt;gallery class=&amp;quot;center&amp;quot; widths=&amp;quot;250px&amp;quot; heights=&amp;quot;250px&amp;quot;&amp;gt;&lt;br /&gt;
File:AscensionVendo.PNG|&#039;&#039;&#039;Ascension Vendor&#039;&#039;&#039;&amp;lt;br /&amp;gt;(Donation Coins)&lt;br /&gt;
File:BloodyExploVendo.PNG|&#039;&#039;&#039;Bloody Explosion Vendor&#039;&#039;&#039;&amp;lt;br /&amp;gt;(Contracts)&lt;br /&gt;
File:ChickenDinnerVendor.PNG|&#039;&#039;&#039;Chicken Dinner Vendor&#039;&#039;&#039;&amp;lt;br /&amp;gt;(Gold Sink)&lt;br /&gt;
File:CombustionBoss.PNG|&#039;&#039;&#039;Combustion Relic Boss&#039;&#039;&#039;&amp;lt;br /&amp;gt;(Warden Boss Drop)&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Idol of the Magi == &lt;br /&gt;
[[File:magetali.png|left]] The Idol of the Magi, informally known as Meta Mage, provides a spell damage bonuses and mana cost reduction for offensive spells against creatures. The ten levels of the talisman average a 20% bonus per level. The mana cost reduction is calculated by the talisman level, number of relics applied, and spirit speak.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Levelling ===&lt;br /&gt;
While levelling, your talisman experience gains are reduced if you are wearing armor. The penalty is 1.6% per AR. There is however no range penalty for Meta Mages. You can therefore stand at a safe distance while firing your lightning bolts at those big ugly creatures! &lt;br /&gt;
&lt;br /&gt;
=== Spirit Speak ===&lt;br /&gt;
Spirit Speak reduces the cost of spells. With the talisman at level 10 with four relics applied an energy bolt will cost as little as 10 mana with 100 Spirit Speak, 14 mana with 50 Spirit Speak and 16 mana with 0 Spirit Speak.&lt;br /&gt;
&lt;br /&gt;
=== Relics ===&lt;br /&gt;
; Dispersion&lt;br /&gt;
: Dispersion provides a chance for spell damage to be dispersed to nearby enemies. There is a 10% chance for an offensive spell to damage level-dependent number of creatures within a 3 tile radius. At level one, the damage can disperse onto one additional creature and the cool down is 60 seconds. At level ten, the damage can spread to up to ten additional creatures and the cool down is 45 seconds. &lt;br /&gt;
&lt;br /&gt;
; Focus&lt;br /&gt;
: Focus provides a chance for increased spell damage. Spell damage can do (Focus Level / 20) additional damage to the target creature. For example, at level 1, this would be 0.05% (1/20) additional damage. An offensive spell that hits for 100 will therefore generate an additional 5 damage, shown as a separate damage number. In the same scenario, at level 10, focus can generate an additional 50 spell damage. The Focus relic cooldown begins with a base of 35 seconds and falls 2 seconds per relic level for a total of 15 seconds at Level 10. The chance of activation is 95% after the cooldown expires.&lt;br /&gt;
&lt;br /&gt;
; Shadow Disciple&lt;br /&gt;
: Shadow Disciple provides a chance to return some mana and temporarily lower 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)).&lt;br /&gt;
&lt;br /&gt;
; Vivify&lt;br /&gt;
: Vivify provides a chance to enhance the skills and stats of an 8th circle creature summon. This applies to summoned daemons and elementals but not to energy vortexes or blade spirits. At level 1, vivify can be triggered every 60 seconds there is a 60% chance to summon an enhanced creature. 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.&lt;br /&gt;
&lt;br /&gt;
=== Tips, Tricks and Templates ===&lt;br /&gt;
&lt;br /&gt;
When completing the initial quest line, you may want to consider switching your character to a warrior or tank mage to complete killing the 100 evil creatures. Alternatively, make use of slayer spell books to kill the evil creatures as a pure mage but note that this can be somewhat laborious as you cannot use summons to help you.&lt;br /&gt;
&lt;br /&gt;
The Meta Mage is arguably the most laborious of all the talisman. You should therefore make best use of all things that improve levelling efficiency:&lt;br /&gt;
* Don&#039;t wear any or very minimal armor. Leather bought from NPCs with slayer properties applied will provide the best balance for damage mitigation and experience gains.&lt;br /&gt;
* Level up Spirit Speak to 100 for spell cost reduction. &lt;br /&gt;
* Use Slayer Spell books to increase spell damage and therefore experience gains &#039;&#039;but&#039;&#039; be aware that at higher levels when you start dishing out some serious damage and killing monsters quickly, you may be better off using weaker spells or dropping the slayer spellbook to eek out the maximum possible experience per monsters. Note: Unlike normal spellbooks, crafted slayer spell can be stolen.&lt;br /&gt;
* Apply the Shadow Disciple relic first as it provides both increased damage and returns mana.&lt;br /&gt;
* Kill the biggest creatures you can find. If you are struggling, ask a friendly tamer or bard if you can follow them around and cast spells on the creatures they are killing.&lt;br /&gt;
&lt;br /&gt;
Common templates are:&lt;br /&gt;
* Magery, Evaluating Intelligence, Healing, Anatomy, Spirit Speak, Meditation, Resisting Spells - This provides defensive wresting through Evaluating Intelligence and Anatomy, allows bandages to be used to heal and therefore save mana and Spirit Speak to conserve mana. Resisting Spells is useful to mitigate interruptions from poisons and paralyze spells.&lt;br /&gt;
* Magery, Evaluating Intelligence, Spirit Speak, Wrestling, Inscription, Meditation, Resisting Spells - Inscription lets you craft your own slayer spell books and number of spells that can be reflected with the Magic Reflection spell.&lt;br /&gt;
&lt;br /&gt;
== Phylactery of Resilience ==&lt;br /&gt;
[[File:defencetali.png]]The Phylactery of Resilience, informally known as the Defence Talisman, offers increased protection from melee and magical damage from creatures. There are ten levels of the talisman and on average you gain 5% protection per level. &lt;br /&gt;
&lt;br /&gt;
=== Leveling ===&lt;br /&gt;
You gain experience with this talisman by doing damage to creatures. The amount you gain is penalized by wearing too little armor. To ensure maximum experience gains, keep your armor at or above 80. The amount of experience gained is also affected by distance from the creature. The penalty is 20% for each tile beyond 1.5. Stay close, be well armored and crush those evil creatures!&lt;br /&gt;
&lt;br /&gt;
=== Arms Lore ===&lt;br /&gt;
The wielder of an active Phylactery of Resilience or Totem of the Berserker with 100 Arms Lore and 100 Weapon Skill receives an increased Minimum Hit Chance. You will only get this increase if you are wielding a weapon relevant to your chosen Weapon Skill. For example, against a creature with 100 wrestling, a normal warrior with 100 Swordsmanship wielding a katana has a 50% chance to hit the creature. With the talisman and 100 Arms Lore, this increases to ~63%. Note, however, that this does not raise your Hit Chance by a flat amount it just raises it to ~63% if you are currently below that. If you intend to kill only lowly ogres and ettins, you can probably skip Arms Lore. If however you want to take on bigger monsters such as with 100 or greater wrestling, such as dungeon bosses, then consider fitting this into your template.&lt;br /&gt;
&lt;br /&gt;
=== Relics ===&lt;br /&gt;
; Leech&lt;br /&gt;
: Leech provides the ability for the player to sap small amounts of health from nearby creature when damaged. The amount per creature is capped at the skill level and is a random value from 1 to relic level. The chance to activate and cool down are affected by gaining levels.&lt;br /&gt;
&lt;br /&gt;
; Quench&lt;br /&gt;
: Quench provides a chance to resist fire breath. Once triggered it provides protection against fire breath for a period of time determined by the relic level. The duration lasts for (Level * 5) seconds. The cooldown decreases by 90 - (Level * 2).&lt;br /&gt;
&lt;br /&gt;
; Recoil&lt;br /&gt;
: Recoil provides a chance for melee damage done to a player to reflect back on the attacking creature. When it activates, it returns 2x base damage to the creature. There is a 25% chance to turn an opponent&#039;s attack onto him. At Level 1 it starts with a 30 second cooldown. With each level the cooldown reduces by 1 second, resulting in a 20 second cooldown at Level 10.&lt;br /&gt;
&lt;br /&gt;
; Remedy&lt;br /&gt;
: Remedy provides a chance to resist poison from a melee hit, such as a scorpion&#039;s sting, for a period of time determined by the relic level. There is a 25% chance to become immune to poison for (Level * 4) seconds. The cooldown decreases by 90 - (Level * 3).&lt;br /&gt;
&lt;br /&gt;
; Shield Bash&lt;br /&gt;
: Shield Bash does a mighty stunning bash to your enemy. Factoring in your skill in parry and your relic level at level 10 it provides a 3x modifier in damage based of your weapon. Including the damage it also stuns your target for 5 seconds. The cooldown decreases by 30 - (Level * 1).&lt;br /&gt;
&lt;br /&gt;
=== Tips, Tricks and Templates ===&lt;br /&gt;
&lt;br /&gt;
The defence talisman is the most casual to level, sitting comfortably between the fast, furious zerker and the laborious, cautious meta mage. While you may need to pay slightly less attention to your health bar than the other talismans, you can&#039;t completely disengage. Keep the following things in mind:&lt;br /&gt;
* Keep your armor at or above 80 at all times. Regularly check armor damage as you will be taking some big blows from the level of creature you will be fighting. A character with blacksmith will come in handy for repairs or you will need to stock up on repair deeds.&lt;br /&gt;
* Strongly consider including [[Parrying]] in your template to protect your armor and provide extra damage mitigation. This is particularly useful at lower levels.&lt;br /&gt;
* Consider using a Swamp Dragon for even more damage mitigation.&lt;br /&gt;
* If you can afford it, consider adding some [[Slayer_Armor|slayer properties]] to your armor.&lt;br /&gt;
* Quench and Remedy are best applied early on as they provide excellent protection and can take quite some time to level up.&lt;br /&gt;
&lt;br /&gt;
A classic template is:&lt;br /&gt;
* Weapon Skill, Parrying, Healing, Anatomy, Resisting Spells, Tactics and either:&lt;br /&gt;
** Magery for overall utility. The ability to use Reactive Armor, Recall, Cure, Reflect, and Teleport are all very useful.&lt;br /&gt;
** Arms Lore to increase your hit chance (Using runebooks loaded with recalls to travel around).&lt;br /&gt;
&lt;br /&gt;
== Totem of the Berserker ==&lt;br /&gt;
[[File:zerkertali.png|Left]]The Totem of the Berserker, informally known as the Berserker or Zerk Talisman, provides offensive damage bonuses for melee skills, including archery. There are ten levels of the talisman and on average you gain 5% damage per level.&lt;br /&gt;
&lt;br /&gt;
=== Levelling ===&lt;br /&gt;
The more armor you wear, the less experience you gain for damaging creatures at a rate of 1% per AR. As with the Defence Talisman, there is a distance penalty on experience gained of 20% per tile beyond 1.5 tiles.&lt;br /&gt;
&lt;br /&gt;
=== Arms Lore ===&lt;br /&gt;
Arms Lore has the same effect Minimum Hit Chance increease for the Totem of the Berserker as it does for a Phylactery of Resilience Talisman. Further details are provided in the [[#Phylactery_of_Resilience|Phylactery of Resilience]] section.&lt;br /&gt;
&lt;br /&gt;
=== Relics ===&lt;br /&gt;
; Double Strike&lt;br /&gt;
: When invoked the berserker will double swing on the creature. It 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 ability lowers the cooldown and increases the chance of activation.&lt;br /&gt;
&lt;br /&gt;
; Infected Wounds&lt;br /&gt;
: If the user is carrying poison potions they have a chance to charge their weapon with poison and infect creatures with the consumed level of poison. As Infected Wounds levels up, the cool down is reduced and the number of infections available per potion is increased. This works with any weapon including two handed weapons such as axes and bows. The [[Poisoning]] skill gives a bonus to the number of infections per potion and also gives a chance for the poison to be upgraded one level higher, making lethal poison a possibility. The higher your poisoning, the more likely you are to get an upgrade in the poison level.&lt;br /&gt;
&lt;br /&gt;
; Phase Shift&lt;br /&gt;
: Upon attacking a creature at range the berserker teleport attacks to the targeted creature. 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. Originally, the ability received an additional phase jump for every other level gained for a maximum of 3 and each shift consumes 10 stamina but this was modified as it was teleporting players into some dangerous situations! Phase Shift now teleports to a single target. Each level lowers the cooldown. 100 [[Hiding]] and [[Stealth]] will provide 50% bonus damage when phase shifting while hidden.&lt;br /&gt;
&lt;br /&gt;
; Tread&lt;br /&gt;
: The berserker can trample an enemy either on foot or while mounted. Full stamina is required and the weight of the character is taken into account. Carrying 314 stone is considered full weight and will provide maximum damage for your level. At level 10 the ability can provide up to a maximum of 300 damage. It has 100% chance to activate if the ability is available and the bersker&#039;s stamina is full.&lt;br /&gt;
&lt;br /&gt;
; Primal Scream&lt;br /&gt;
: After attacking a target the berserker will let out a scream applying a debuff called Armor Abrogate to all targets in a substantially large area. When activated it will disable all armor to targets with the debuff for 15 seconds at level 10. The cooldown at level 10 is 50 seconds.&lt;br /&gt;
&lt;br /&gt;
=== Tips, Tricks and Templates ===&lt;br /&gt;
&lt;br /&gt;
Buy refresh potions, lots and lots of refresh potions.&lt;br /&gt;
&lt;br /&gt;
The Zerker talisman is fun and engaging to level. As long as you follow these basic rules, you should be able to quickly progress through the levels:&lt;br /&gt;
&lt;br /&gt;
* Like the Meta Mage and in keeping with your title, a berserker should wear little or no armor for maximum gains. Leather bought from NPCs with [[Slayer_Armor|slayer properties]] applied will provide the best balance for damage mitigation and experience gains.&lt;br /&gt;
* Unlike the Meta Mage, you do not have the luxury of standing at range and if you cannot afford a full set of slayer armor, you may need to resort to jousting.&lt;br /&gt;
* As you may need to joust, Arms Lore is very useful for efficient levelling to provide a greater chance for a successful hit.&lt;br /&gt;
* Definitely do not use a shield or [[parrying]], your armor will be too high reducing your experience gains.&lt;br /&gt;
* Use slayer weapons to ensure you get maximum damage.&lt;br /&gt;
* Double Strike is the best relic to start with.&lt;br /&gt;
* Use a Swamp Dragon to reduce damage taken.&lt;br /&gt;
&lt;br /&gt;
There are many different ways to play a Zerker but here are a few suggestions to get you started:&lt;br /&gt;
&lt;br /&gt;
* Weapon Skill, Tactics, Anatomy, Healing, Resist, Arms Lore and either:&lt;br /&gt;
** Magery for overall utility. The ability to use Reactive Armor, Recall, Cure, Reflect, and Teleport are all very useful&lt;br /&gt;
** Lumberjacking for even more damage if you opt for Swordsmanship.&lt;br /&gt;
** Hiding for a quick escape to avoid really nasty creatures (and players).&lt;br /&gt;
&lt;br /&gt;
== Shadow of the Rogue ==&lt;br /&gt;
[[File:zerkertali.png|Left]]The Shadow Of The Rogue talisman is a take on the classic RPG rogue class. It includes four new relics and an entirely new relic leveling concept. The talisman itself levels in the same manner of the existing talismans. &#039;&#039;&#039;This talisman and relics are available on the gold sink vendor. The talisman itself for 1m gold and each relic for 4m. You do not need to complete the talisman quest to obtain this talisman.&#039;&#039;&#039; The built in bonuses are:&lt;br /&gt;
* Knives get a Level * 20% bonus to knife weapons (i.e. 200% at Level 10)&lt;br /&gt;
* Crossbows get a Level * 13% (i.e. 130% bonus at Level 10)&lt;br /&gt;
* The wearer gains the ability to run while stealth to a distance of 5 * Level tiles (i.e. 50 tiles at Level 10)&lt;br /&gt;
&lt;br /&gt;
The relic leveling mechanic is designed to make the leveling process much less cumbersome and yet reward those that dedicate themselves to using this talisman.&lt;br /&gt;
&lt;br /&gt;
The talisman relics track kills of all creatures that have over 100 max hit points. The relic levels of the talisman are based on the number of kills recorded. 20 kills for level 2 relics, 50 kills for level 3 relics, 90 kills for level 4 relics, 150 for 5, 300 for 6, etc. You will have level 10 relics with 700 stored kills. Every 24 hours 25 kills will decay from the total kill count. You can build up to 800 kills, but the total will be capped at that number. This will allow you talisman 4 days of not being used before it reverts down to level 9 relics on 5th day.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Levelling ===&lt;br /&gt;
The more armor you wear, the less experience you gain for damaging creatures at a rate of 1% per AR. As with the Defence Talisman, there is a distance penalty on experience gained of 20% per tile beyond 1.5 tiles.&lt;br /&gt;
&lt;br /&gt;
=== Arms Lore ===&lt;br /&gt;
Arms Lore has the same effect Minimum Hit Chance increase for the Shadow of the Rogue as it does for a Phylactery of Resilience and Berserker Talisman. Further details are provided in the [[#Phylactery_of_Resilience|Phylactery of Resilience]] section.&lt;br /&gt;
&lt;br /&gt;
=== Relics ===&lt;br /&gt;
; Disembowel&lt;br /&gt;
: Bleed attack that does 10 ticks of relic level damage every 30 seconds&lt;br /&gt;
&lt;br /&gt;
; Elude&lt;br /&gt;
: Damage absorption of relic level * 2% every 30 seconds that lasts up to 20 seconds per activation&lt;br /&gt;
&lt;br /&gt;
; Ruthless&lt;br /&gt;
: This is a passive relic that gives relic level * 2% bonus damage to poisoned targets. This is always on and does not give trigger notifications.&lt;br /&gt;
&lt;br /&gt;
; Shadow Dance&lt;br /&gt;
: Area effect attack that hits up to 4 nearby creatures with bonus damage based on relic level&lt;br /&gt;
&lt;br /&gt;
=== Tips, Tricks and Templates ===&lt;br /&gt;
&lt;br /&gt;
The Rogue talisman is fun and engaging to level. As long as you follow these basic rules, you should be able to progress through the levels:&lt;br /&gt;
&lt;br /&gt;
* Like the Meta Mage and Berserker, wear little or no armor for maximum gains. Leather bought from NPCs with [[Slayer_Armor|slayer properties]] applied will provide the best balance for damage mitigation and experience gains.&lt;br /&gt;
* Unlike the Meta Mage, you do not have the luxury of standing at range and if you cannot afford a full set of slayer armor, you may need to resort to jousting.&lt;br /&gt;
* As you may need to joust, Arms Lore is very useful for efficient leveling to provide a greater chance for a successful hit.&lt;br /&gt;
* Definitely do not use a shield or [[parrying]], your armor will be too high reducing your experience gains.&lt;br /&gt;
* Use slayer weapons to ensure you get maximum damage.&lt;br /&gt;
* Use a Swamp Dragon to reduce damage taken.&lt;br /&gt;
&lt;br /&gt;
There are many different ways to play a Rogue but here are a few suggestions to get you started:&lt;br /&gt;
&lt;br /&gt;
* Weapon Skill, Tactics, Anatomy, Healing, Resist, Arms Lore and either:&lt;br /&gt;
** Magery for overall utility. The ability to use Reactive Armor, Recall, Cure, Reflect, and Teleport are all very useful&lt;br /&gt;
** Hiding for a quick escape to avoid really nasty creatures (and players).&lt;br /&gt;
* The Weapon Skill should ideally by Fencing (with Daggers), Swords (with Knives) or Archery (with regular crossbows) to benefit from the increased damage.&lt;br /&gt;
&lt;br /&gt;
==Artifact of the Marksman==&lt;br /&gt;
[[File:AOM Symbol.png|Left]] Artifact of the Marksman is an Archery focused talisman. It provides multiple options to suit your playstyle  by providing Area of Effect and Crowd Control options. It also increases single target damage by amplifying damage output and attack speed.&lt;br /&gt;
&lt;br /&gt;
==Amplified Damage===&lt;br /&gt;
Artifact of the Marksman increases damage as the Talisman levels&lt;br /&gt;
&lt;br /&gt;
*Level 1: 104%&lt;br /&gt;
*Level 2:&lt;br /&gt;
*Level 3: &lt;br /&gt;
*Level 4: &lt;br /&gt;
*Level 5: &lt;br /&gt;
*Level 6: &lt;br /&gt;
*Level 7: &lt;br /&gt;
*Level 8: &lt;br /&gt;
*Level 9: &lt;br /&gt;
*Level 10: 180%&lt;br /&gt;
&lt;br /&gt;
===Relics===&lt;br /&gt;
Artifact of the Marksman currently has 7 relics available and you can enable 4 at a time. This talisman has two types of relics: active and passive. Passive relics provide advantages or abilities by simply having them enabled on your talisman. Active Relics can be used by selecting them from your Talisman Ability Gump.&lt;br /&gt;
&lt;br /&gt;
Notes: &lt;br /&gt;
*Current relic color is a placeholder and will be changed.&lt;br /&gt;
*Certain mobs will be immune to CC (crowd control) effects such as champs or higher level paragons. &lt;br /&gt;
&lt;br /&gt;
; Concussive Blast&lt;br /&gt;
: Relic Type: Active&lt;br /&gt;
: Applies Silence that lasts 5 seconds per Relic level, at max level will last 50 seconds (currently). Silence applies a debuff which prevents spell casting. Applying this debuff to a mob will interrupt their current spell channeling and prevent them from casting for the duration of the Silence&lt;br /&gt;
&lt;br /&gt;
; Knee Strike&lt;br /&gt;
: Relic Type: Passive &amp;amp; Active&lt;br /&gt;
: Passively debuffs your target, lowering their movement speed while auto attacking every 3 seconds and applies Knee Strike charges. Knee’s strike’s active ability consumes your Knee Strike charges and applies an even more powerful slow on your next attack. The amplified slow increases depending on the number of charges you have with 10 being the max. Each charge will reduce movespeed by 1/4.&lt;br /&gt;
&lt;br /&gt;
; Pinning Lob&lt;br /&gt;
: Relic Type: Active&lt;br /&gt;
: Cooldown: 15 seconds&lt;br /&gt;
: Pushes the first mob that the arrow collides into back 3 tiles. If the mob collides with an obstacle or another mob, it will stun the mob for 1 second per level. If it is pushed into a mob, the mob it collides with will also be stunned for the same duration.&lt;br /&gt;
&lt;br /&gt;
; Volley&lt;br /&gt;
: Relic Type: Active&lt;br /&gt;
: Cooldown: 65 seconds&lt;br /&gt;
: Your player will begin shooting massive amount arrows into the air at a target location every seconds for 10 seconds. Volley will be interrupted if you move or do not have enough arrows. Damage dealt 3 * Level and will be modified by arrow type modifiers.&lt;br /&gt;
&lt;br /&gt;
; Piercing Shot&lt;br /&gt;
: Relic Type: Active&lt;br /&gt;
: Cooldown: 15 seconds&lt;br /&gt;
: Fire an arrow towards the selected target which pierces through all mobs for 14 tiles dealing Level * 3 damage. &lt;br /&gt;
&lt;br /&gt;
; Hunter’s Focus&lt;br /&gt;
: Relic Type: Passive&lt;br /&gt;
: Cooldown: 35 seconds&lt;br /&gt;
: Provides a buff which greatly increases the attack speed for 5 seconds. You will receive 40 dex/stam per level. The buff will automatically be removed during PvP.&lt;br /&gt;
&lt;br /&gt;
; Reclamation&lt;br /&gt;
: Relic Type: Active&lt;br /&gt;
: Reclamation is a passive relic which automatically picks arrows up as they are being shot or from Active Relic abilities. Currently, it picks arrows up within the Relic’s level +1 tiles of your character. So, at level 1 it will pick up arrows within 2 tiles and at level 10 it will pick up arrows within 11 tiles. This includes arrows from the Volley relic.&lt;br /&gt;
&lt;br /&gt;
==Quest Line==&lt;br /&gt;
Be forewarned, the quest to obtain a Meta Talisman is not for the impatient, frugal or faint of heart! You may complete the quest multiple times on one character but you will only be able to wield one talisman at a time. A helpful video guide can be found [https://www.youtube.com/watch?v=Oo7yjlU_O-Y | here]. &lt;br /&gt;
&lt;br /&gt;
To begin the multi-part quest you must travel just west of the Valor Shrine where there is a tall statue:&lt;br /&gt;
&lt;br /&gt;
[[File:Talisman_statue.png]]&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;1. Beginning the quest:&#039;&#039;&#039; Stepping in front of the statue and speaking out loud will offer a quest gump. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;2. A dull stone:&#039;&#039;&#039; Accepting this quest will give you with a dull stone that must be empowered with Vanquishing weapons. The absorb a Vanquishing weapon into to the stone, double click it and target the weapon. &#039;&#039;The stone can only be charged with true instruments of war. Daggers, cleavers, knives and pitchforks cannot power it.&#039;&#039; After 30 Vanquishing weapons have been absorbed by the stone, you can return to the statue.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;3. Evil creatures:&#039;&#039;&#039;  Speaking to the statue again will empower the stone, opening the second part of the quest. You must now kill 100 &amp;quot;evil&amp;quot; creatures. These creatures must have a minimum fame level to be accepted by the stone. Creatures of this stature include Dragons, Drakes, Daemons, Ogre Lords, Lich Lords, Deep Earth Elementals, Orc Mine Overseers, Paragon Lichs etc. Note that you will have to kill these creatures by yourself. The level of &amp;quot;evilness&amp;quot; is determined by the monster&#039;s health points which must be 400 or higher. Some Deep Earth Elementals, for example, will be just below the required level of &amp;quot;evil&amp;quot; because they have less than 400 health points. Once you&#039;ve killed those creatures and the stone is filled, return to the statue and speak again.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;4. Daemon archlord:&#039;&#039;&#039; Now you have to visit the Daemon Archlord&#039;s lair! Also known as the [[Dungeon_Bosses#Arch_Demon|Arch Demon]], he is located in Wrong on level 3. In the center of the room you will find a small red statue. Double click that to collect the Arch Demon&#039;s blood. Be cautious however, if the Arch Demon is around, you will have a hard time getting to the statue! If you want to take on the boss himself, it is recommended that you familiarise yourself with his attack mechanics first.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;5. Choosing your talisman:&#039;&#039;&#039; Speak once more to the statue with your purified stone and you will be able to choose one of the three talismans. Choose wisely!&lt;/div&gt;</summary>
		<author><name>Teto</name></author>
	</entry>
	<entry>
		<id>https://uoforever.com/wiki/index.php?title=Meta_Talismans&amp;diff=6976</id>
		<title>Meta Talismans</title>
		<link rel="alternate" type="text/html" href="https://uoforever.com/wiki/index.php?title=Meta_Talismans&amp;diff=6976"/>
		<updated>2022-04-27T02:24:28Z</updated>

		<summary type="html">&lt;p&gt;Teto: /* Relics */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[image:talisman_phase_shift.gif|thumb|300px|An example of Phase Shift ability (Click to see)]]&lt;br /&gt;
__TOC__&lt;br /&gt;
==Description==&lt;br /&gt;
The Meta Talisman is a wearable item obtained by completing a [[#Quest_Line|quest line]] which begins at a mysterious Ancient Statue of Power near Valor Shrine. The Meta Talisman gives warrior, archer, and mage style players special abilities as their talisman levels. Each talisman has a passive property and active abilities that are obtainable through relics. The talisman levels up as you kill creatures and the [[#Relics_and_Abilities|abilities]] of your talisman become stronger.&lt;br /&gt;
&lt;br /&gt;
The more recently added Shadow of the Rogue talisman does not require a user to run through the Quest Line but is instead available from the Gold Sink vendor in Britain.&lt;br /&gt;
&lt;br /&gt;
With these bonuses come some limitations:&lt;br /&gt;
* The talisman cannot be equipped by any character with greater than 50 in any bard skills (e.g. music, provocation, peacemaking, discordance) or greater than 50 taming.&lt;br /&gt;
* Upon equipping a talisman there is a fifteen minute cool down before the skills or bonuses become active. To avoid this cool down, you can return to the Ancient Statue of Power and speak the words &amp;quot;I wish to pay tribute&amp;quot; which will take 10,000 gold pieces from your bank.&lt;br /&gt;
* There are armor and distance restrictions for each type. This are detailed further below for each type of talisman.&lt;br /&gt;
* The talisman skills and bonuses are not applicable against other players or pets.&lt;br /&gt;
* Talisman experience and relic ability gains are not possible in houses or on boats.  A message will appear saying &amp;quot;You feel and icy chill as your talisman drains of some of its power&amp;quot;. Monsters on boats will also not give gains.&lt;br /&gt;
* There is a maximum experience amount per creature that can be awarded to a given talisman. The bigger the creature, the greater the experience!&lt;br /&gt;
&lt;br /&gt;
The experience required per level is:&lt;br /&gt;
# 20,000&lt;br /&gt;
# 32,000&lt;br /&gt;
# 48,000&lt;br /&gt;
# 64,000&lt;br /&gt;
# 80,000&lt;br /&gt;
# 96,000&lt;br /&gt;
# 112,000&lt;br /&gt;
# 128,000&lt;br /&gt;
# 144,000&lt;br /&gt;
* Total: 724,000 XP​&lt;br /&gt;
&lt;br /&gt;
==Relics and Abilities==&lt;br /&gt;
Abilities are applied to the talisman by finding relics at events, dungeon bosses, monster of the month spawns and at the [[Dungeon_Bosses#Arch_Demon|Arch Demon]] and Lich Khan dungeon bosses. Each talisman has a maximum of four relic slots and aesthetic relic slots. The aesthetic slots are usable at any time and you get relic slots at levels: 1, 4, 7, 10.&lt;br /&gt;
&lt;br /&gt;
[[File:tread_relic.png|Example Relic]]&lt;br /&gt;
&lt;br /&gt;
There are currently four or five unique relics for each type of talisman which are detailed further below. Each relic has ten levels and leveling may lower the skill cooldown, raise the chance to activate, or provide other ability specific bonuses. These abilities typically have a random chance to activate on damage and a cooldown to only allow them to be activated at certain intervals.&lt;br /&gt;
&lt;br /&gt;
To add a relic to your talisman, double click the relic and then select your talisman. Be sure to stand in a safe place while doing this as relics can be stolen!&lt;br /&gt;
&lt;br /&gt;
With the recent change you are now able to swap your active relics, double click your Meta Talisman and then click on the [ - ] symbol next to the relic you wish to remove from the active relic list (highlighted in yellow in screenshot). Once you have an open unused slot available you will be able to hit the [ - ] symbol next to relics in the inactive list to make it an active relic (highlighted in red in screenshot). Keep in mind if you swap frequently in a short amount of time it will put it into cooldown.&lt;br /&gt;
&lt;br /&gt;
[[File:RelicSwap2.PNG|275px|Relic Swap]]&lt;br /&gt;
&lt;br /&gt;
Note that you will have to be quite lucky for all your talisman&#039;s relics drop for you. You may need to frequent the [http://www.uoforum.com/forums/buying.14/ Buying] and [http://www.uoforum.com/forums/selling.15/ Selling] forums to find your relics. Keep in mind that certain relics are more popular than others and can therefore be expensive to purchase. Being part of a larger guild can also provide a useful avenue for getting relics at a reduced rate.&lt;br /&gt;
&lt;br /&gt;
==Aesthetic Relics==&lt;br /&gt;
As mentioned there are currently four different aesthetic relics that apply to your Meta Talismans or [[Meta Pets]]. Pets require to be either a max evolution dragon (after feeding it fruit), at least a level 6 spider, or at least a level 6 steed.&lt;br /&gt;
&lt;br /&gt;
Aesthetic relic activation percentage is essentially an average of all aesthetics currently applied and online. The average percentage of having all four online is 10%. This means 10% of your kills will result in one of the four activating, they can not double activate on the same kill.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;gallery class=&amp;quot;center&amp;quot; widths=&amp;quot;250px&amp;quot; heights=&amp;quot;250px&amp;quot;&amp;gt;&lt;br /&gt;
File:AscensionGIF.gif|&#039;&#039;&#039;Ascension Relic&#039;&#039;&#039;&amp;lt;br /&amp;gt;(click to preview)&lt;br /&gt;
File:BloodyExplosionGIF.gif|&#039;&#039;&#039;Bloody Explosion Relic&#039;&#039;&#039;&amp;lt;br /&amp;gt;(click to preview)&lt;br /&gt;
File:ChickenDinnerGIF.gif|&#039;&#039;&#039;Chicken Dinner Relic&#039;&#039;&#039;&amp;lt;br /&amp;gt;(click to preview)&lt;br /&gt;
File:CombustionGIF.gif|&#039;&#039;&#039;Combustion Relic&#039;&#039;&#039;&amp;lt;br /&amp;gt;(click to preview)&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;The new Aesthetic relics are here!&#039;&#039;&#039; Below you will see how to obtain each of the four relics. Ascension is on the donation vendor Nadine. Bloody Explosion is gained as a reward from doing monster contracts for Heracles. Chicken Dinner is on the gold sink vendor Sasha. Combustion is a drop from defeating the Warden boss in [[Asylum]].&lt;br /&gt;
&lt;br /&gt;
&amp;lt;gallery class=&amp;quot;center&amp;quot; widths=&amp;quot;250px&amp;quot; heights=&amp;quot;250px&amp;quot;&amp;gt;&lt;br /&gt;
File:AscensionVendo.PNG|&#039;&#039;&#039;Ascension Vendor&#039;&#039;&#039;&amp;lt;br /&amp;gt;(Donation Coins)&lt;br /&gt;
File:BloodyExploVendo.PNG|&#039;&#039;&#039;Bloody Explosion Vendor&#039;&#039;&#039;&amp;lt;br /&amp;gt;(Contracts)&lt;br /&gt;
File:ChickenDinnerVendor.PNG|&#039;&#039;&#039;Chicken Dinner Vendor&#039;&#039;&#039;&amp;lt;br /&amp;gt;(Gold Sink)&lt;br /&gt;
File:CombustionBoss.PNG|&#039;&#039;&#039;Combustion Relic Boss&#039;&#039;&#039;&amp;lt;br /&amp;gt;(Warden Boss Drop)&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Idol of the Magi == &lt;br /&gt;
[[File:magetali.png|left]] The Idol of the Magi, informally known as Meta Mage, provides a spell damage bonuses and mana cost reduction for offensive spells against creatures. The ten levels of the talisman average a 20% bonus per level. The mana cost reduction is calculated by the talisman level, number of relics applied, and spirit speak.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Levelling ===&lt;br /&gt;
While levelling, your talisman experience gains are reduced if you are wearing armor. The penalty is 1.6% per AR. There is however no range penalty for Meta Mages. You can therefore stand at a safe distance while firing your lightning bolts at those big ugly creatures! &lt;br /&gt;
&lt;br /&gt;
=== Spirit Speak ===&lt;br /&gt;
Spirit Speak reduces the cost of spells. With the talisman at level 10 with four relics applied an energy bolt will cost as little as 10 mana with 100 Spirit Speak, 14 mana with 50 Spirit Speak and 16 mana with 0 Spirit Speak.&lt;br /&gt;
&lt;br /&gt;
=== Relics ===&lt;br /&gt;
; Dispersion&lt;br /&gt;
: Dispersion provides a chance for spell damage to be dispersed to nearby enemies. There is a 10% chance for an offensive spell to damage level-dependent number of creatures within a 3 tile radius. At level one, the damage can disperse onto one additional creature and the cool down is 60 seconds. At level ten, the damage can spread to up to ten additional creatures and the cool down is 45 seconds. &lt;br /&gt;
&lt;br /&gt;
; Focus&lt;br /&gt;
: Focus provides a chance for increased spell damage. Spell damage can do (Focus Level / 20) additional damage to the target creature. For example, at level 1, this would be 0.05% (1/20) additional damage. An offensive spell that hits for 100 will therefore generate an additional 5 damage, shown as a separate damage number. In the same scenario, at level 10, focus can generate an additional 50 spell damage. The Focus relic cooldown begins with a base of 35 seconds and falls 2 seconds per relic level for a total of 15 seconds at Level 10. The chance of activation is 95% after the cooldown expires.&lt;br /&gt;
&lt;br /&gt;
; Shadow Disciple&lt;br /&gt;
: Shadow Disciple provides a chance to return some mana and temporarily lower 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)).&lt;br /&gt;
&lt;br /&gt;
; Vivify&lt;br /&gt;
: Vivify provides a chance to enhance the skills and stats of an 8th circle creature summon. This applies to summoned daemons and elementals but not to energy vortexes or blade spirits. At level 1, vivify can be triggered every 60 seconds there is a 60% chance to summon an enhanced creature. 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.&lt;br /&gt;
&lt;br /&gt;
=== Tips, Tricks and Templates ===&lt;br /&gt;
&lt;br /&gt;
When completing the initial quest line, you may want to consider switching your character to a warrior or tank mage to complete killing the 100 evil creatures. Alternatively, make use of slayer spell books to kill the evil creatures as a pure mage but note that this can be somewhat laborious as you cannot use summons to help you.&lt;br /&gt;
&lt;br /&gt;
The Meta Mage is arguably the most laborious of all the talisman. You should therefore make best use of all things that improve levelling efficiency:&lt;br /&gt;
* Don&#039;t wear any or very minimal armor. Leather bought from NPCs with slayer properties applied will provide the best balance for damage mitigation and experience gains.&lt;br /&gt;
* Level up Spirit Speak to 100 for spell cost reduction. &lt;br /&gt;
* Use Slayer Spell books to increase spell damage and therefore experience gains &#039;&#039;but&#039;&#039; be aware that at higher levels when you start dishing out some serious damage and killing monsters quickly, you may be better off using weaker spells or dropping the slayer spellbook to eek out the maximum possible experience per monsters. Note: Unlike normal spellbooks, crafted slayer spell can be stolen.&lt;br /&gt;
* Apply the Shadow Disciple relic first as it provides both increased damage and returns mana.&lt;br /&gt;
* Kill the biggest creatures you can find. If you are struggling, ask a friendly tamer or bard if you can follow them around and cast spells on the creatures they are killing.&lt;br /&gt;
&lt;br /&gt;
Common templates are:&lt;br /&gt;
* Magery, Evaluating Intelligence, Healing, Anatomy, Spirit Speak, Meditation, Resisting Spells - This provides defensive wresting through Evaluating Intelligence and Anatomy, allows bandages to be used to heal and therefore save mana and Spirit Speak to conserve mana. Resisting Spells is useful to mitigate interruptions from poisons and paralyze spells.&lt;br /&gt;
* Magery, Evaluating Intelligence, Spirit Speak, Wrestling, Inscription, Meditation, Resisting Spells - Inscription lets you craft your own slayer spell books and number of spells that can be reflected with the Magic Reflection spell.&lt;br /&gt;
&lt;br /&gt;
== Phylactery of Resilience ==&lt;br /&gt;
[[File:defencetali.png]]The Phylactery of Resilience, informally known as the Defence Talisman, offers increased protection from melee and magical damage from creatures. There are ten levels of the talisman and on average you gain 5% protection per level. &lt;br /&gt;
&lt;br /&gt;
=== Leveling ===&lt;br /&gt;
You gain experience with this talisman by doing damage to creatures. The amount you gain is penalized by wearing too little armor. To ensure maximum experience gains, keep your armor at or above 80. The amount of experience gained is also affected by distance from the creature. The penalty is 20% for each tile beyond 1.5. Stay close, be well armored and crush those evil creatures!&lt;br /&gt;
&lt;br /&gt;
=== Arms Lore ===&lt;br /&gt;
The wielder of an active Phylactery of Resilience or Totem of the Berserker with 100 Arms Lore and 100 Weapon Skill receives an increased Minimum Hit Chance. You will only get this increase if you are wielding a weapon relevant to your chosen Weapon Skill. For example, against a creature with 100 wrestling, a normal warrior with 100 Swordsmanship wielding a katana has a 50% chance to hit the creature. With the talisman and 100 Arms Lore, this increases to ~63%. Note, however, that this does not raise your Hit Chance by a flat amount it just raises it to ~63% if you are currently below that. If you intend to kill only lowly ogres and ettins, you can probably skip Arms Lore. If however you want to take on bigger monsters such as with 100 or greater wrestling, such as dungeon bosses, then consider fitting this into your template.&lt;br /&gt;
&lt;br /&gt;
=== Relics ===&lt;br /&gt;
; Leech&lt;br /&gt;
: Leech provides the ability for the player to sap small amounts of health from nearby creature when damaged. The amount per creature is capped at the skill level and is a random value from 1 to relic level. The chance to activate and cool down are affected by gaining levels.&lt;br /&gt;
&lt;br /&gt;
; Quench&lt;br /&gt;
: Quench provides a chance to resist fire breath. Once triggered it provides protection against fire breath for a period of time determined by the relic level. The duration lasts for (Level * 5) seconds. The cooldown decreases by 90 - (Level * 2).&lt;br /&gt;
&lt;br /&gt;
; Recoil&lt;br /&gt;
: Recoil provides a chance for melee damage done to a player to reflect back on the attacking creature. When it activates, it returns 2x base damage to the creature. There is a 25% chance to turn an opponent&#039;s attack onto him. At Level 1 it starts with a 30 second cooldown. With each level the cooldown reduces by 1 second, resulting in a 20 second cooldown at Level 10.&lt;br /&gt;
&lt;br /&gt;
; Remedy&lt;br /&gt;
: Remedy provides a chance to resist poison from a melee hit, such as a scorpion&#039;s sting, for a period of time determined by the relic level. There is a 25% chance to become immune to poison for (Level * 4) seconds. The cooldown decreases by 90 - (Level * 3).&lt;br /&gt;
&lt;br /&gt;
; Shield Bash&lt;br /&gt;
: Shield Bash does a mighty stunning bash to your enemy. Factoring in your skill in parry and your relic level at level 10 it provides a 3x modifier in damage based of your weapon. Including the damage it also stuns your target for 5 seconds. The cooldown decreases by 30 - (Level * 1).&lt;br /&gt;
&lt;br /&gt;
=== Tips, Tricks and Templates ===&lt;br /&gt;
&lt;br /&gt;
The defence talisman is the most casual to level, sitting comfortably between the fast, furious zerker and the laborious, cautious meta mage. While you may need to pay slightly less attention to your health bar than the other talismans, you can&#039;t completely disengage. Keep the following things in mind:&lt;br /&gt;
* Keep your armor at or above 80 at all times. Regularly check armor damage as you will be taking some big blows from the level of creature you will be fighting. A character with blacksmith will come in handy for repairs or you will need to stock up on repair deeds.&lt;br /&gt;
* Strongly consider including [[Parrying]] in your template to protect your armor and provide extra damage mitigation. This is particularly useful at lower levels.&lt;br /&gt;
* Consider using a Swamp Dragon for even more damage mitigation.&lt;br /&gt;
* If you can afford it, consider adding some [[Slayer_Armor|slayer properties]] to your armor.&lt;br /&gt;
* Quench and Remedy are best applied early on as they provide excellent protection and can take quite some time to level up.&lt;br /&gt;
&lt;br /&gt;
A classic template is:&lt;br /&gt;
* Weapon Skill, Parrying, Healing, Anatomy, Resisting Spells, Tactics and either:&lt;br /&gt;
** Magery for overall utility. The ability to use Reactive Armor, Recall, Cure, Reflect, and Teleport are all very useful.&lt;br /&gt;
** Arms Lore to increase your hit chance (Using runebooks loaded with recalls to travel around).&lt;br /&gt;
&lt;br /&gt;
== Totem of the Berserker ==&lt;br /&gt;
[[File:zerkertali.png|Left]]The Totem of the Berserker, informally known as the Berserker or Zerk Talisman, provides offensive damage bonuses for melee skills, including archery. There are ten levels of the talisman and on average you gain 5% damage per level.&lt;br /&gt;
&lt;br /&gt;
=== Levelling ===&lt;br /&gt;
The more armor you wear, the less experience you gain for damaging creatures at a rate of 1% per AR. As with the Defence Talisman, there is a distance penalty on experience gained of 20% per tile beyond 1.5 tiles.&lt;br /&gt;
&lt;br /&gt;
=== Arms Lore ===&lt;br /&gt;
Arms Lore has the same effect Minimum Hit Chance increease for the Totem of the Berserker as it does for a Phylactery of Resilience Talisman. Further details are provided in the [[#Phylactery_of_Resilience|Phylactery of Resilience]] section.&lt;br /&gt;
&lt;br /&gt;
=== Relics ===&lt;br /&gt;
; Double Strike&lt;br /&gt;
: When invoked the berserker will double swing on the creature. It 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 ability lowers the cooldown and increases the chance of activation.&lt;br /&gt;
&lt;br /&gt;
; Infected Wounds&lt;br /&gt;
: If the user is carrying poison potions they have a chance to charge their weapon with poison and infect creatures with the consumed level of poison. As Infected Wounds levels up, the cool down is reduced and the number of infections available per potion is increased. This works with any weapon including two handed weapons such as axes and bows. The [[Poisoning]] skill gives a bonus to the number of infections per potion and also gives a chance for the poison to be upgraded one level higher, making lethal poison a possibility. The higher your poisoning, the more likely you are to get an upgrade in the poison level.&lt;br /&gt;
&lt;br /&gt;
; Phase Shift&lt;br /&gt;
: Upon attacking a creature at range the berserker teleport attacks to the targeted creature. 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. Originally, the ability received an additional phase jump for every other level gained for a maximum of 3 and each shift consumes 10 stamina but this was modified as it was teleporting players into some dangerous situations! Phase Shift now teleports to a single target. Each level lowers the cooldown. 100 [[Hiding]] and [[Stealth]] will provide 50% bonus damage when phase shifting while hidden.&lt;br /&gt;
&lt;br /&gt;
; Tread&lt;br /&gt;
: The berserker can trample an enemy either on foot or while mounted. Full stamina is required and the weight of the character is taken into account. Carrying 314 stone is considered full weight and will provide maximum damage for your level. At level 10 the ability can provide up to a maximum of 300 damage. It has 100% chance to activate if the ability is available and the bersker&#039;s stamina is full.&lt;br /&gt;
&lt;br /&gt;
; Primal Scream&lt;br /&gt;
: After attacking a target the berserker will let out a scream applying a debuff called Armor Abrogate to all targets in a substantially large area. When activated it will disable all armor to targets with the debuff for 15 seconds at level 10. The cooldown at level 10 is 50 seconds.&lt;br /&gt;
&lt;br /&gt;
=== Tips, Tricks and Templates ===&lt;br /&gt;
&lt;br /&gt;
Buy refresh potions, lots and lots of refresh potions.&lt;br /&gt;
&lt;br /&gt;
The Zerker talisman is fun and engaging to level. As long as you follow these basic rules, you should be able to quickly progress through the levels:&lt;br /&gt;
&lt;br /&gt;
* Like the Meta Mage and in keeping with your title, a berserker should wear little or no armor for maximum gains. Leather bought from NPCs with [[Slayer_Armor|slayer properties]] applied will provide the best balance for damage mitigation and experience gains.&lt;br /&gt;
* Unlike the Meta Mage, you do not have the luxury of standing at range and if you cannot afford a full set of slayer armor, you may need to resort to jousting.&lt;br /&gt;
* As you may need to joust, Arms Lore is very useful for efficient levelling to provide a greater chance for a successful hit.&lt;br /&gt;
* Definitely do not use a shield or [[parrying]], your armor will be too high reducing your experience gains.&lt;br /&gt;
* Use slayer weapons to ensure you get maximum damage.&lt;br /&gt;
* Double Strike is the best relic to start with.&lt;br /&gt;
* Use a Swamp Dragon to reduce damage taken.&lt;br /&gt;
&lt;br /&gt;
There are many different ways to play a Zerker but here are a few suggestions to get you started:&lt;br /&gt;
&lt;br /&gt;
* Weapon Skill, Tactics, Anatomy, Healing, Resist, Arms Lore and either:&lt;br /&gt;
** Magery for overall utility. The ability to use Reactive Armor, Recall, Cure, Reflect, and Teleport are all very useful&lt;br /&gt;
** Lumberjacking for even more damage if you opt for Swordsmanship.&lt;br /&gt;
** Hiding for a quick escape to avoid really nasty creatures (and players).&lt;br /&gt;
&lt;br /&gt;
== Shadow of the Rogue ==&lt;br /&gt;
[[File:zerkertali.png|Left]]The Shadow Of The Rogue talisman is a take on the classic RPG rogue class. It includes four new relics and an entirely new relic leveling concept. The talisman itself levels in the same manner of the existing talismans. &#039;&#039;&#039;This talisman and relics are available on the gold sink vendor. The talisman itself for 1m gold and each relic for 4m. You do not need to complete the talisman quest to obtain this talisman.&#039;&#039;&#039; The built in bonuses are:&lt;br /&gt;
* Knives get a Level * 20% bonus to knife weapons (i.e. 200% at Level 10)&lt;br /&gt;
* Crossbows get a Level * 13% (i.e. 130% bonus at Level 10)&lt;br /&gt;
* The wearer gains the ability to run while stealth to a distance of 5 * Level tiles (i.e. 50 tiles at Level 10)&lt;br /&gt;
&lt;br /&gt;
The relic leveling mechanic is designed to make the leveling process much less cumbersome and yet reward those that dedicate themselves to using this talisman.&lt;br /&gt;
&lt;br /&gt;
The talisman relics track kills of all creatures that have over 100 max hit points. The relic levels of the talisman are based on the number of kills recorded. 20 kills for level 2 relics, 50 kills for level 3 relics, 90 kills for level 4 relics, 150 for 5, 300 for 6, etc. You will have level 10 relics with 700 stored kills. Every 24 hours 25 kills will decay from the total kill count. You can build up to 800 kills, but the total will be capped at that number. This will allow you talisman 4 days of not being used before it reverts down to level 9 relics on 5th day.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Levelling ===&lt;br /&gt;
The more armor you wear, the less experience you gain for damaging creatures at a rate of 1% per AR. As with the Defence Talisman, there is a distance penalty on experience gained of 20% per tile beyond 1.5 tiles.&lt;br /&gt;
&lt;br /&gt;
=== Arms Lore ===&lt;br /&gt;
Arms Lore has the same effect Minimum Hit Chance increase for the Shadow of the Rogue as it does for a Phylactery of Resilience and Berserker Talisman. Further details are provided in the [[#Phylactery_of_Resilience|Phylactery of Resilience]] section.&lt;br /&gt;
&lt;br /&gt;
=== Relics ===&lt;br /&gt;
; Disembowel&lt;br /&gt;
: Bleed attack that does 10 ticks of relic level damage every 30 seconds&lt;br /&gt;
&lt;br /&gt;
; Elude&lt;br /&gt;
: Damage absorption of relic level * 2% every 30 seconds that lasts up to 20 seconds per activation&lt;br /&gt;
&lt;br /&gt;
; Ruthless&lt;br /&gt;
: This is a passive relic that gives relic level * 2% bonus damage to poisoned targets. This is always on and does not give trigger notifications.&lt;br /&gt;
&lt;br /&gt;
; Shadow Dance&lt;br /&gt;
: Area effect attack that hits up to 4 nearby creatures with bonus damage based on relic level&lt;br /&gt;
&lt;br /&gt;
=== Tips, Tricks and Templates ===&lt;br /&gt;
&lt;br /&gt;
The Rogue talisman is fun and engaging to level. As long as you follow these basic rules, you should be able to progress through the levels:&lt;br /&gt;
&lt;br /&gt;
* Like the Meta Mage and Berserker, wear little or no armor for maximum gains. Leather bought from NPCs with [[Slayer_Armor|slayer properties]] applied will provide the best balance for damage mitigation and experience gains.&lt;br /&gt;
* Unlike the Meta Mage, you do not have the luxury of standing at range and if you cannot afford a full set of slayer armor, you may need to resort to jousting.&lt;br /&gt;
* As you may need to joust, Arms Lore is very useful for efficient leveling to provide a greater chance for a successful hit.&lt;br /&gt;
* Definitely do not use a shield or [[parrying]], your armor will be too high reducing your experience gains.&lt;br /&gt;
* Use slayer weapons to ensure you get maximum damage.&lt;br /&gt;
* Use a Swamp Dragon to reduce damage taken.&lt;br /&gt;
&lt;br /&gt;
There are many different ways to play a Rogue but here are a few suggestions to get you started:&lt;br /&gt;
&lt;br /&gt;
* Weapon Skill, Tactics, Anatomy, Healing, Resist, Arms Lore and either:&lt;br /&gt;
** Magery for overall utility. The ability to use Reactive Armor, Recall, Cure, Reflect, and Teleport are all very useful&lt;br /&gt;
** Hiding for a quick escape to avoid really nasty creatures (and players).&lt;br /&gt;
* The Weapon Skill should ideally by Fencing (with Daggers), Swords (with Knives) or Archery (with regular crossbows) to benefit from the increased damage.&lt;br /&gt;
&lt;br /&gt;
==Artifact of the Marksman==&lt;br /&gt;
[[File:AOM Symbol.png|Left]] Artifact of the Marksman is an Archery focused talisman. It provides multiple options to suit your playstyle  by providing Area of Effect and Crowd Control options. It also increases single target damage by amplifying damage output and attack speed.&lt;br /&gt;
&lt;br /&gt;
==Amplified Damage===&lt;br /&gt;
Artifact of the Marksman increases damage as the Talisman levels&lt;br /&gt;
&lt;br /&gt;
*Level 1: 104%&lt;br /&gt;
*Level 2:&lt;br /&gt;
*Level 3: &lt;br /&gt;
*Level 4: &lt;br /&gt;
*Level 5: &lt;br /&gt;
*Level 6: &lt;br /&gt;
*Level 7: &lt;br /&gt;
*Level 8: &lt;br /&gt;
*Level 9: &lt;br /&gt;
*Level 10: 180%&lt;br /&gt;
&lt;br /&gt;
===Relics===&lt;br /&gt;
Artifact of the Marksman currently has 7 relics available and you can enable 4 at a time. This talisman has two types of relics: active and passive. Passive relics provide advantages or abilities by simply having them enabled on your talisman. Active Relics can be used by selecting them from your Talisman Ability Gump.&lt;br /&gt;
&lt;br /&gt;
Notes: &lt;br /&gt;
*Current relic color is a placeholder and will be changed.&lt;br /&gt;
*Certain mobs will be immune to CC (crowd control) effects such as champs or higher level paragons. &lt;br /&gt;
&lt;br /&gt;
; Concussive Blast&lt;br /&gt;
: Relic Type: Active&lt;br /&gt;
: Applies Silence that lasts 5 seconds per Relic level, at max level will last 50 seconds (currently). Silence applies a debuff which prevents spell casting. Applying this debuff to a mob will interrupt their current spell channeling and prevent them from casting for the duration of the Silence&lt;br /&gt;
&lt;br /&gt;
; Knee Strike&lt;br /&gt;
: Relic Type: Passive &amp;amp; Active&lt;br /&gt;
: Passively debuffs your target, lowering their movement speed while auto attacking every 3 seconds and applies Knee Strike charges. Knee’s strike’s active ability consumes your Knee Strike charges and applies an even more powerful slow on your next attack. The amplified slow increases depending on the number of charges you have with 10 being the max. Each charge will reduce movespeed by 1/4.&lt;br /&gt;
&lt;br /&gt;
; Pinning Lob&lt;br /&gt;
: Relic Type: Active&lt;br /&gt;
: Pushes the first mob that the arrow collides into back 3 tiles. If the mob collides with an obstacle or another mob, it will stun the mob for 1 second per level. If it is pushed into a mob, the mob it collides with will also be stunned for the same duration.&lt;br /&gt;
&lt;br /&gt;
; Volley&lt;br /&gt;
: Relic Type: Active&lt;br /&gt;
: Cooldown: 65 seconds&lt;br /&gt;
: Your player will begin shooting massive amount arrows into the air at a target location every seconds for 10 seconds. Volley will be interrupted if you move or do not have enough arrows. Damage dealt 3 * Level and will be modified by arrow type modifiers.&lt;br /&gt;
&lt;br /&gt;
; Piercing Shot&lt;br /&gt;
: Relic Type: Active&lt;br /&gt;
: Cooldown: 15 seconds&lt;br /&gt;
: Fire an arrow towards the selected target which pierces through all mobs for 14 tiles dealing Level * 3 damage. &lt;br /&gt;
&lt;br /&gt;
; Hunter’s Focus&lt;br /&gt;
: Relic Type: Passive&lt;br /&gt;
: Cooldown: 35 seconds&lt;br /&gt;
: Provides a buff which greatly increases the attack speed for 5 seconds. You will receive 40 dex/stam per level. The buff will automatically be removed during PvP.&lt;br /&gt;
&lt;br /&gt;
; Reclamation&lt;br /&gt;
: Relic Type: Active&lt;br /&gt;
: Reclamation is a passive relic which automatically picks arrows up as they are being shot or from Active Relic abilities. Currently, it picks arrows up within the Relic’s level +1 tiles of your character. So, at level 1 it will pick up arrows within 2 tiles and at level 10 it will pick up arrows within 11 tiles. This includes arrows from the Volley relic.&lt;br /&gt;
&lt;br /&gt;
==Quest Line==&lt;br /&gt;
Be forewarned, the quest to obtain a Meta Talisman is not for the impatient, frugal or faint of heart! You may complete the quest multiple times on one character but you will only be able to wield one talisman at a time. A helpful video guide can be found [https://www.youtube.com/watch?v=Oo7yjlU_O-Y | here]. &lt;br /&gt;
&lt;br /&gt;
To begin the multi-part quest you must travel just west of the Valor Shrine where there is a tall statue:&lt;br /&gt;
&lt;br /&gt;
[[File:Talisman_statue.png]]&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;1. Beginning the quest:&#039;&#039;&#039; Stepping in front of the statue and speaking out loud will offer a quest gump. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;2. A dull stone:&#039;&#039;&#039; Accepting this quest will give you with a dull stone that must be empowered with Vanquishing weapons. The absorb a Vanquishing weapon into to the stone, double click it and target the weapon. &#039;&#039;The stone can only be charged with true instruments of war. Daggers, cleavers, knives and pitchforks cannot power it.&#039;&#039; After 30 Vanquishing weapons have been absorbed by the stone, you can return to the statue.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;3. Evil creatures:&#039;&#039;&#039;  Speaking to the statue again will empower the stone, opening the second part of the quest. You must now kill 100 &amp;quot;evil&amp;quot; creatures. These creatures must have a minimum fame level to be accepted by the stone. Creatures of this stature include Dragons, Drakes, Daemons, Ogre Lords, Lich Lords, Deep Earth Elementals, Orc Mine Overseers, Paragon Lichs etc. Note that you will have to kill these creatures by yourself. The level of &amp;quot;evilness&amp;quot; is determined by the monster&#039;s health points which must be 400 or higher. Some Deep Earth Elementals, for example, will be just below the required level of &amp;quot;evil&amp;quot; because they have less than 400 health points. Once you&#039;ve killed those creatures and the stone is filled, return to the statue and speak again.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;4. Daemon archlord:&#039;&#039;&#039; Now you have to visit the Daemon Archlord&#039;s lair! Also known as the [[Dungeon_Bosses#Arch_Demon|Arch Demon]], he is located in Wrong on level 3. In the center of the room you will find a small red statue. Double click that to collect the Arch Demon&#039;s blood. Be cautious however, if the Arch Demon is around, you will have a hard time getting to the statue! If you want to take on the boss himself, it is recommended that you familiarise yourself with his attack mechanics first.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;5. Choosing your talisman:&#039;&#039;&#039; Speak once more to the statue with your purified stone and you will be able to choose one of the three talismans. Choose wisely!&lt;/div&gt;</summary>
		<author><name>Teto</name></author>
	</entry>
	<entry>
		<id>https://uoforever.com/wiki/index.php?title=Meta_Talismans&amp;diff=6975</id>
		<title>Meta Talismans</title>
		<link rel="alternate" type="text/html" href="https://uoforever.com/wiki/index.php?title=Meta_Talismans&amp;diff=6975"/>
		<updated>2022-04-27T02:18:10Z</updated>

		<summary type="html">&lt;p&gt;Teto: /* Artifact of the Marksman */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[image:talisman_phase_shift.gif|thumb|300px|An example of Phase Shift ability (Click to see)]]&lt;br /&gt;
__TOC__&lt;br /&gt;
==Description==&lt;br /&gt;
The Meta Talisman is a wearable item obtained by completing a [[#Quest_Line|quest line]] which begins at a mysterious Ancient Statue of Power near Valor Shrine. The Meta Talisman gives warrior, archer, and mage style players special abilities as their talisman levels. Each talisman has a passive property and active abilities that are obtainable through relics. The talisman levels up as you kill creatures and the [[#Relics_and_Abilities|abilities]] of your talisman become stronger.&lt;br /&gt;
&lt;br /&gt;
The more recently added Shadow of the Rogue talisman does not require a user to run through the Quest Line but is instead available from the Gold Sink vendor in Britain.&lt;br /&gt;
&lt;br /&gt;
With these bonuses come some limitations:&lt;br /&gt;
* The talisman cannot be equipped by any character with greater than 50 in any bard skills (e.g. music, provocation, peacemaking, discordance) or greater than 50 taming.&lt;br /&gt;
* Upon equipping a talisman there is a fifteen minute cool down before the skills or bonuses become active. To avoid this cool down, you can return to the Ancient Statue of Power and speak the words &amp;quot;I wish to pay tribute&amp;quot; which will take 10,000 gold pieces from your bank.&lt;br /&gt;
* There are armor and distance restrictions for each type. This are detailed further below for each type of talisman.&lt;br /&gt;
* The talisman skills and bonuses are not applicable against other players or pets.&lt;br /&gt;
* Talisman experience and relic ability gains are not possible in houses or on boats.  A message will appear saying &amp;quot;You feel and icy chill as your talisman drains of some of its power&amp;quot;. Monsters on boats will also not give gains.&lt;br /&gt;
* There is a maximum experience amount per creature that can be awarded to a given talisman. The bigger the creature, the greater the experience!&lt;br /&gt;
&lt;br /&gt;
The experience required per level is:&lt;br /&gt;
# 20,000&lt;br /&gt;
# 32,000&lt;br /&gt;
# 48,000&lt;br /&gt;
# 64,000&lt;br /&gt;
# 80,000&lt;br /&gt;
# 96,000&lt;br /&gt;
# 112,000&lt;br /&gt;
# 128,000&lt;br /&gt;
# 144,000&lt;br /&gt;
* Total: 724,000 XP​&lt;br /&gt;
&lt;br /&gt;
==Relics and Abilities==&lt;br /&gt;
Abilities are applied to the talisman by finding relics at events, dungeon bosses, monster of the month spawns and at the [[Dungeon_Bosses#Arch_Demon|Arch Demon]] and Lich Khan dungeon bosses. Each talisman has a maximum of four relic slots and aesthetic relic slots. The aesthetic slots are usable at any time and you get relic slots at levels: 1, 4, 7, 10.&lt;br /&gt;
&lt;br /&gt;
[[File:tread_relic.png|Example Relic]]&lt;br /&gt;
&lt;br /&gt;
There are currently four or five unique relics for each type of talisman which are detailed further below. Each relic has ten levels and leveling may lower the skill cooldown, raise the chance to activate, or provide other ability specific bonuses. These abilities typically have a random chance to activate on damage and a cooldown to only allow them to be activated at certain intervals.&lt;br /&gt;
&lt;br /&gt;
To add a relic to your talisman, double click the relic and then select your talisman. Be sure to stand in a safe place while doing this as relics can be stolen!&lt;br /&gt;
&lt;br /&gt;
With the recent change you are now able to swap your active relics, double click your Meta Talisman and then click on the [ - ] symbol next to the relic you wish to remove from the active relic list (highlighted in yellow in screenshot). Once you have an open unused slot available you will be able to hit the [ - ] symbol next to relics in the inactive list to make it an active relic (highlighted in red in screenshot). Keep in mind if you swap frequently in a short amount of time it will put it into cooldown.&lt;br /&gt;
&lt;br /&gt;
[[File:RelicSwap2.PNG|275px|Relic Swap]]&lt;br /&gt;
&lt;br /&gt;
Note that you will have to be quite lucky for all your talisman&#039;s relics drop for you. You may need to frequent the [http://www.uoforum.com/forums/buying.14/ Buying] and [http://www.uoforum.com/forums/selling.15/ Selling] forums to find your relics. Keep in mind that certain relics are more popular than others and can therefore be expensive to purchase. Being part of a larger guild can also provide a useful avenue for getting relics at a reduced rate.&lt;br /&gt;
&lt;br /&gt;
==Aesthetic Relics==&lt;br /&gt;
As mentioned there are currently four different aesthetic relics that apply to your Meta Talismans or [[Meta Pets]]. Pets require to be either a max evolution dragon (after feeding it fruit), at least a level 6 spider, or at least a level 6 steed.&lt;br /&gt;
&lt;br /&gt;
Aesthetic relic activation percentage is essentially an average of all aesthetics currently applied and online. The average percentage of having all four online is 10%. This means 10% of your kills will result in one of the four activating, they can not double activate on the same kill.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;gallery class=&amp;quot;center&amp;quot; widths=&amp;quot;250px&amp;quot; heights=&amp;quot;250px&amp;quot;&amp;gt;&lt;br /&gt;
File:AscensionGIF.gif|&#039;&#039;&#039;Ascension Relic&#039;&#039;&#039;&amp;lt;br /&amp;gt;(click to preview)&lt;br /&gt;
File:BloodyExplosionGIF.gif|&#039;&#039;&#039;Bloody Explosion Relic&#039;&#039;&#039;&amp;lt;br /&amp;gt;(click to preview)&lt;br /&gt;
File:ChickenDinnerGIF.gif|&#039;&#039;&#039;Chicken Dinner Relic&#039;&#039;&#039;&amp;lt;br /&amp;gt;(click to preview)&lt;br /&gt;
File:CombustionGIF.gif|&#039;&#039;&#039;Combustion Relic&#039;&#039;&#039;&amp;lt;br /&amp;gt;(click to preview)&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;The new Aesthetic relics are here!&#039;&#039;&#039; Below you will see how to obtain each of the four relics. Ascension is on the donation vendor Nadine. Bloody Explosion is gained as a reward from doing monster contracts for Heracles. Chicken Dinner is on the gold sink vendor Sasha. Combustion is a drop from defeating the Warden boss in [[Asylum]].&lt;br /&gt;
&lt;br /&gt;
&amp;lt;gallery class=&amp;quot;center&amp;quot; widths=&amp;quot;250px&amp;quot; heights=&amp;quot;250px&amp;quot;&amp;gt;&lt;br /&gt;
File:AscensionVendo.PNG|&#039;&#039;&#039;Ascension Vendor&#039;&#039;&#039;&amp;lt;br /&amp;gt;(Donation Coins)&lt;br /&gt;
File:BloodyExploVendo.PNG|&#039;&#039;&#039;Bloody Explosion Vendor&#039;&#039;&#039;&amp;lt;br /&amp;gt;(Contracts)&lt;br /&gt;
File:ChickenDinnerVendor.PNG|&#039;&#039;&#039;Chicken Dinner Vendor&#039;&#039;&#039;&amp;lt;br /&amp;gt;(Gold Sink)&lt;br /&gt;
File:CombustionBoss.PNG|&#039;&#039;&#039;Combustion Relic Boss&#039;&#039;&#039;&amp;lt;br /&amp;gt;(Warden Boss Drop)&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Idol of the Magi == &lt;br /&gt;
[[File:magetali.png|left]] The Idol of the Magi, informally known as Meta Mage, provides a spell damage bonuses and mana cost reduction for offensive spells against creatures. The ten levels of the talisman average a 20% bonus per level. The mana cost reduction is calculated by the talisman level, number of relics applied, and spirit speak.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Levelling ===&lt;br /&gt;
While levelling, your talisman experience gains are reduced if you are wearing armor. The penalty is 1.6% per AR. There is however no range penalty for Meta Mages. You can therefore stand at a safe distance while firing your lightning bolts at those big ugly creatures! &lt;br /&gt;
&lt;br /&gt;
=== Spirit Speak ===&lt;br /&gt;
Spirit Speak reduces the cost of spells. With the talisman at level 10 with four relics applied an energy bolt will cost as little as 10 mana with 100 Spirit Speak, 14 mana with 50 Spirit Speak and 16 mana with 0 Spirit Speak.&lt;br /&gt;
&lt;br /&gt;
=== Relics ===&lt;br /&gt;
; Dispersion&lt;br /&gt;
: Dispersion provides a chance for spell damage to be dispersed to nearby enemies. There is a 10% chance for an offensive spell to damage level-dependent number of creatures within a 3 tile radius. At level one, the damage can disperse onto one additional creature and the cool down is 60 seconds. At level ten, the damage can spread to up to ten additional creatures and the cool down is 45 seconds. &lt;br /&gt;
&lt;br /&gt;
; Focus&lt;br /&gt;
: Focus provides a chance for increased spell damage. Spell damage can do (Focus Level / 20) additional damage to the target creature. For example, at level 1, this would be 0.05% (1/20) additional damage. An offensive spell that hits for 100 will therefore generate an additional 5 damage, shown as a separate damage number. In the same scenario, at level 10, focus can generate an additional 50 spell damage. The Focus relic cooldown begins with a base of 35 seconds and falls 2 seconds per relic level for a total of 15 seconds at Level 10. The chance of activation is 95% after the cooldown expires.&lt;br /&gt;
&lt;br /&gt;
; Shadow Disciple&lt;br /&gt;
: Shadow Disciple provides a chance to return some mana and temporarily lower 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)).&lt;br /&gt;
&lt;br /&gt;
; Vivify&lt;br /&gt;
: Vivify provides a chance to enhance the skills and stats of an 8th circle creature summon. This applies to summoned daemons and elementals but not to energy vortexes or blade spirits. At level 1, vivify can be triggered every 60 seconds there is a 60% chance to summon an enhanced creature. 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.&lt;br /&gt;
&lt;br /&gt;
=== Tips, Tricks and Templates ===&lt;br /&gt;
&lt;br /&gt;
When completing the initial quest line, you may want to consider switching your character to a warrior or tank mage to complete killing the 100 evil creatures. Alternatively, make use of slayer spell books to kill the evil creatures as a pure mage but note that this can be somewhat laborious as you cannot use summons to help you.&lt;br /&gt;
&lt;br /&gt;
The Meta Mage is arguably the most laborious of all the talisman. You should therefore make best use of all things that improve levelling efficiency:&lt;br /&gt;
* Don&#039;t wear any or very minimal armor. Leather bought from NPCs with slayer properties applied will provide the best balance for damage mitigation and experience gains.&lt;br /&gt;
* Level up Spirit Speak to 100 for spell cost reduction. &lt;br /&gt;
* Use Slayer Spell books to increase spell damage and therefore experience gains &#039;&#039;but&#039;&#039; be aware that at higher levels when you start dishing out some serious damage and killing monsters quickly, you may be better off using weaker spells or dropping the slayer spellbook to eek out the maximum possible experience per monsters. Note: Unlike normal spellbooks, crafted slayer spell can be stolen.&lt;br /&gt;
* Apply the Shadow Disciple relic first as it provides both increased damage and returns mana.&lt;br /&gt;
* Kill the biggest creatures you can find. If you are struggling, ask a friendly tamer or bard if you can follow them around and cast spells on the creatures they are killing.&lt;br /&gt;
&lt;br /&gt;
Common templates are:&lt;br /&gt;
* Magery, Evaluating Intelligence, Healing, Anatomy, Spirit Speak, Meditation, Resisting Spells - This provides defensive wresting through Evaluating Intelligence and Anatomy, allows bandages to be used to heal and therefore save mana and Spirit Speak to conserve mana. Resisting Spells is useful to mitigate interruptions from poisons and paralyze spells.&lt;br /&gt;
* Magery, Evaluating Intelligence, Spirit Speak, Wrestling, Inscription, Meditation, Resisting Spells - Inscription lets you craft your own slayer spell books and number of spells that can be reflected with the Magic Reflection spell.&lt;br /&gt;
&lt;br /&gt;
== Phylactery of Resilience ==&lt;br /&gt;
[[File:defencetali.png]]The Phylactery of Resilience, informally known as the Defence Talisman, offers increased protection from melee and magical damage from creatures. There are ten levels of the talisman and on average you gain 5% protection per level. &lt;br /&gt;
&lt;br /&gt;
=== Leveling ===&lt;br /&gt;
You gain experience with this talisman by doing damage to creatures. The amount you gain is penalized by wearing too little armor. To ensure maximum experience gains, keep your armor at or above 80. The amount of experience gained is also affected by distance from the creature. The penalty is 20% for each tile beyond 1.5. Stay close, be well armored and crush those evil creatures!&lt;br /&gt;
&lt;br /&gt;
=== Arms Lore ===&lt;br /&gt;
The wielder of an active Phylactery of Resilience or Totem of the Berserker with 100 Arms Lore and 100 Weapon Skill receives an increased Minimum Hit Chance. You will only get this increase if you are wielding a weapon relevant to your chosen Weapon Skill. For example, against a creature with 100 wrestling, a normal warrior with 100 Swordsmanship wielding a katana has a 50% chance to hit the creature. With the talisman and 100 Arms Lore, this increases to ~63%. Note, however, that this does not raise your Hit Chance by a flat amount it just raises it to ~63% if you are currently below that. If you intend to kill only lowly ogres and ettins, you can probably skip Arms Lore. If however you want to take on bigger monsters such as with 100 or greater wrestling, such as dungeon bosses, then consider fitting this into your template.&lt;br /&gt;
&lt;br /&gt;
=== Relics ===&lt;br /&gt;
; Leech&lt;br /&gt;
: Leech provides the ability for the player to sap small amounts of health from nearby creature when damaged. The amount per creature is capped at the skill level and is a random value from 1 to relic level. The chance to activate and cool down are affected by gaining levels.&lt;br /&gt;
&lt;br /&gt;
; Quench&lt;br /&gt;
: Quench provides a chance to resist fire breath. Once triggered it provides protection against fire breath for a period of time determined by the relic level. The duration lasts for (Level * 5) seconds. The cooldown decreases by 90 - (Level * 2).&lt;br /&gt;
&lt;br /&gt;
; Recoil&lt;br /&gt;
: Recoil provides a chance for melee damage done to a player to reflect back on the attacking creature. When it activates, it returns 2x base damage to the creature. There is a 25% chance to turn an opponent&#039;s attack onto him. At Level 1 it starts with a 30 second cooldown. With each level the cooldown reduces by 1 second, resulting in a 20 second cooldown at Level 10.&lt;br /&gt;
&lt;br /&gt;
; Remedy&lt;br /&gt;
: Remedy provides a chance to resist poison from a melee hit, such as a scorpion&#039;s sting, for a period of time determined by the relic level. There is a 25% chance to become immune to poison for (Level * 4) seconds. The cooldown decreases by 90 - (Level * 3).&lt;br /&gt;
&lt;br /&gt;
; Shield Bash&lt;br /&gt;
: Shield Bash does a mighty stunning bash to your enemy. Factoring in your skill in parry and your relic level at level 10 it provides a 3x modifier in damage based of your weapon. Including the damage it also stuns your target for 5 seconds. The cooldown decreases by 30 - (Level * 1).&lt;br /&gt;
&lt;br /&gt;
=== Tips, Tricks and Templates ===&lt;br /&gt;
&lt;br /&gt;
The defence talisman is the most casual to level, sitting comfortably between the fast, furious zerker and the laborious, cautious meta mage. While you may need to pay slightly less attention to your health bar than the other talismans, you can&#039;t completely disengage. Keep the following things in mind:&lt;br /&gt;
* Keep your armor at or above 80 at all times. Regularly check armor damage as you will be taking some big blows from the level of creature you will be fighting. A character with blacksmith will come in handy for repairs or you will need to stock up on repair deeds.&lt;br /&gt;
* Strongly consider including [[Parrying]] in your template to protect your armor and provide extra damage mitigation. This is particularly useful at lower levels.&lt;br /&gt;
* Consider using a Swamp Dragon for even more damage mitigation.&lt;br /&gt;
* If you can afford it, consider adding some [[Slayer_Armor|slayer properties]] to your armor.&lt;br /&gt;
* Quench and Remedy are best applied early on as they provide excellent protection and can take quite some time to level up.&lt;br /&gt;
&lt;br /&gt;
A classic template is:&lt;br /&gt;
* Weapon Skill, Parrying, Healing, Anatomy, Resisting Spells, Tactics and either:&lt;br /&gt;
** Magery for overall utility. The ability to use Reactive Armor, Recall, Cure, Reflect, and Teleport are all very useful.&lt;br /&gt;
** Arms Lore to increase your hit chance (Using runebooks loaded with recalls to travel around).&lt;br /&gt;
&lt;br /&gt;
== Totem of the Berserker ==&lt;br /&gt;
[[File:zerkertali.png|Left]]The Totem of the Berserker, informally known as the Berserker or Zerk Talisman, provides offensive damage bonuses for melee skills, including archery. There are ten levels of the talisman and on average you gain 5% damage per level.&lt;br /&gt;
&lt;br /&gt;
=== Levelling ===&lt;br /&gt;
The more armor you wear, the less experience you gain for damaging creatures at a rate of 1% per AR. As with the Defence Talisman, there is a distance penalty on experience gained of 20% per tile beyond 1.5 tiles.&lt;br /&gt;
&lt;br /&gt;
=== Arms Lore ===&lt;br /&gt;
Arms Lore has the same effect Minimum Hit Chance increease for the Totem of the Berserker as it does for a Phylactery of Resilience Talisman. Further details are provided in the [[#Phylactery_of_Resilience|Phylactery of Resilience]] section.&lt;br /&gt;
&lt;br /&gt;
=== Relics ===&lt;br /&gt;
; Double Strike&lt;br /&gt;
: When invoked the berserker will double swing on the creature. It 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 ability lowers the cooldown and increases the chance of activation.&lt;br /&gt;
&lt;br /&gt;
; Infected Wounds&lt;br /&gt;
: If the user is carrying poison potions they have a chance to charge their weapon with poison and infect creatures with the consumed level of poison. As Infected Wounds levels up, the cool down is reduced and the number of infections available per potion is increased. This works with any weapon including two handed weapons such as axes and bows. The [[Poisoning]] skill gives a bonus to the number of infections per potion and also gives a chance for the poison to be upgraded one level higher, making lethal poison a possibility. The higher your poisoning, the more likely you are to get an upgrade in the poison level.&lt;br /&gt;
&lt;br /&gt;
; Phase Shift&lt;br /&gt;
: Upon attacking a creature at range the berserker teleport attacks to the targeted creature. 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. Originally, the ability received an additional phase jump for every other level gained for a maximum of 3 and each shift consumes 10 stamina but this was modified as it was teleporting players into some dangerous situations! Phase Shift now teleports to a single target. Each level lowers the cooldown. 100 [[Hiding]] and [[Stealth]] will provide 50% bonus damage when phase shifting while hidden.&lt;br /&gt;
&lt;br /&gt;
; Tread&lt;br /&gt;
: The berserker can trample an enemy either on foot or while mounted. Full stamina is required and the weight of the character is taken into account. Carrying 314 stone is considered full weight and will provide maximum damage for your level. At level 10 the ability can provide up to a maximum of 300 damage. It has 100% chance to activate if the ability is available and the bersker&#039;s stamina is full.&lt;br /&gt;
&lt;br /&gt;
; Primal Scream&lt;br /&gt;
: After attacking a target the berserker will let out a scream applying a debuff called Armor Abrogate to all targets in a substantially large area. When activated it will disable all armor to targets with the debuff for 15 seconds at level 10. The cooldown at level 10 is 50 seconds.&lt;br /&gt;
&lt;br /&gt;
=== Tips, Tricks and Templates ===&lt;br /&gt;
&lt;br /&gt;
Buy refresh potions, lots and lots of refresh potions.&lt;br /&gt;
&lt;br /&gt;
The Zerker talisman is fun and engaging to level. As long as you follow these basic rules, you should be able to quickly progress through the levels:&lt;br /&gt;
&lt;br /&gt;
* Like the Meta Mage and in keeping with your title, a berserker should wear little or no armor for maximum gains. Leather bought from NPCs with [[Slayer_Armor|slayer properties]] applied will provide the best balance for damage mitigation and experience gains.&lt;br /&gt;
* Unlike the Meta Mage, you do not have the luxury of standing at range and if you cannot afford a full set of slayer armor, you may need to resort to jousting.&lt;br /&gt;
* As you may need to joust, Arms Lore is very useful for efficient levelling to provide a greater chance for a successful hit.&lt;br /&gt;
* Definitely do not use a shield or [[parrying]], your armor will be too high reducing your experience gains.&lt;br /&gt;
* Use slayer weapons to ensure you get maximum damage.&lt;br /&gt;
* Double Strike is the best relic to start with.&lt;br /&gt;
* Use a Swamp Dragon to reduce damage taken.&lt;br /&gt;
&lt;br /&gt;
There are many different ways to play a Zerker but here are a few suggestions to get you started:&lt;br /&gt;
&lt;br /&gt;
* Weapon Skill, Tactics, Anatomy, Healing, Resist, Arms Lore and either:&lt;br /&gt;
** Magery for overall utility. The ability to use Reactive Armor, Recall, Cure, Reflect, and Teleport are all very useful&lt;br /&gt;
** Lumberjacking for even more damage if you opt for Swordsmanship.&lt;br /&gt;
** Hiding for a quick escape to avoid really nasty creatures (and players).&lt;br /&gt;
&lt;br /&gt;
== Shadow of the Rogue ==&lt;br /&gt;
[[File:zerkertali.png|Left]]The Shadow Of The Rogue talisman is a take on the classic RPG rogue class. It includes four new relics and an entirely new relic leveling concept. The talisman itself levels in the same manner of the existing talismans. &#039;&#039;&#039;This talisman and relics are available on the gold sink vendor. The talisman itself for 1m gold and each relic for 4m. You do not need to complete the talisman quest to obtain this talisman.&#039;&#039;&#039; The built in bonuses are:&lt;br /&gt;
* Knives get a Level * 20% bonus to knife weapons (i.e. 200% at Level 10)&lt;br /&gt;
* Crossbows get a Level * 13% (i.e. 130% bonus at Level 10)&lt;br /&gt;
* The wearer gains the ability to run while stealth to a distance of 5 * Level tiles (i.e. 50 tiles at Level 10)&lt;br /&gt;
&lt;br /&gt;
The relic leveling mechanic is designed to make the leveling process much less cumbersome and yet reward those that dedicate themselves to using this talisman.&lt;br /&gt;
&lt;br /&gt;
The talisman relics track kills of all creatures that have over 100 max hit points. The relic levels of the talisman are based on the number of kills recorded. 20 kills for level 2 relics, 50 kills for level 3 relics, 90 kills for level 4 relics, 150 for 5, 300 for 6, etc. You will have level 10 relics with 700 stored kills. Every 24 hours 25 kills will decay from the total kill count. You can build up to 800 kills, but the total will be capped at that number. This will allow you talisman 4 days of not being used before it reverts down to level 9 relics on 5th day.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Levelling ===&lt;br /&gt;
The more armor you wear, the less experience you gain for damaging creatures at a rate of 1% per AR. As with the Defence Talisman, there is a distance penalty on experience gained of 20% per tile beyond 1.5 tiles.&lt;br /&gt;
&lt;br /&gt;
=== Arms Lore ===&lt;br /&gt;
Arms Lore has the same effect Minimum Hit Chance increase for the Shadow of the Rogue as it does for a Phylactery of Resilience and Berserker Talisman. Further details are provided in the [[#Phylactery_of_Resilience|Phylactery of Resilience]] section.&lt;br /&gt;
&lt;br /&gt;
=== Relics ===&lt;br /&gt;
; Disembowel&lt;br /&gt;
: Bleed attack that does 10 ticks of relic level damage every 30 seconds&lt;br /&gt;
&lt;br /&gt;
; Elude&lt;br /&gt;
: Damage absorption of relic level * 2% every 30 seconds that lasts up to 20 seconds per activation&lt;br /&gt;
&lt;br /&gt;
; Ruthless&lt;br /&gt;
: This is a passive relic that gives relic level * 2% bonus damage to poisoned targets. This is always on and does not give trigger notifications.&lt;br /&gt;
&lt;br /&gt;
; Shadow Dance&lt;br /&gt;
: Area effect attack that hits up to 4 nearby creatures with bonus damage based on relic level&lt;br /&gt;
&lt;br /&gt;
=== Tips, Tricks and Templates ===&lt;br /&gt;
&lt;br /&gt;
The Rogue talisman is fun and engaging to level. As long as you follow these basic rules, you should be able to progress through the levels:&lt;br /&gt;
&lt;br /&gt;
* Like the Meta Mage and Berserker, wear little or no armor for maximum gains. Leather bought from NPCs with [[Slayer_Armor|slayer properties]] applied will provide the best balance for damage mitigation and experience gains.&lt;br /&gt;
* Unlike the Meta Mage, you do not have the luxury of standing at range and if you cannot afford a full set of slayer armor, you may need to resort to jousting.&lt;br /&gt;
* As you may need to joust, Arms Lore is very useful for efficient leveling to provide a greater chance for a successful hit.&lt;br /&gt;
* Definitely do not use a shield or [[parrying]], your armor will be too high reducing your experience gains.&lt;br /&gt;
* Use slayer weapons to ensure you get maximum damage.&lt;br /&gt;
* Use a Swamp Dragon to reduce damage taken.&lt;br /&gt;
&lt;br /&gt;
There are many different ways to play a Rogue but here are a few suggestions to get you started:&lt;br /&gt;
&lt;br /&gt;
* Weapon Skill, Tactics, Anatomy, Healing, Resist, Arms Lore and either:&lt;br /&gt;
** Magery for overall utility. The ability to use Reactive Armor, Recall, Cure, Reflect, and Teleport are all very useful&lt;br /&gt;
** Hiding for a quick escape to avoid really nasty creatures (and players).&lt;br /&gt;
* The Weapon Skill should ideally by Fencing (with Daggers), Swords (with Knives) or Archery (with regular crossbows) to benefit from the increased damage.&lt;br /&gt;
&lt;br /&gt;
==Artifact of the Marksman==&lt;br /&gt;
[[File:AOM Symbol.png|Left]] Artifact of the Marksman is an Archery focused talisman. It provides multiple options to suit your playstyle  by providing Area of Effect and Crowd Control options. It also increases single target damage by amplifying damage output and attack speed.&lt;br /&gt;
&lt;br /&gt;
==Amplified Damage===&lt;br /&gt;
Artifact of the Marksman increases damage as the Talisman levels&lt;br /&gt;
&lt;br /&gt;
*Level 1: 104%&lt;br /&gt;
*Level 2:&lt;br /&gt;
*Level 3: &lt;br /&gt;
*Level 4: &lt;br /&gt;
*Level 5: &lt;br /&gt;
*Level 6: &lt;br /&gt;
*Level 7: &lt;br /&gt;
*Level 8: &lt;br /&gt;
*Level 9: &lt;br /&gt;
*Level 10: 180%&lt;br /&gt;
&lt;br /&gt;
===Relics===&lt;br /&gt;
Artifact of the Marksman currently has 7 relics available and you can enable 4 at a time. This talisman has two types of relics: active and passive. Passive relics provide advantages or abilities by simply having them enabled on your talisman. Active Relics can be used by selecting them from your Talisman Ability Gump.&lt;br /&gt;
&lt;br /&gt;
Notes: &lt;br /&gt;
*Current relic color is a placeholder and will be changed.&lt;br /&gt;
*Certain mobs will be immune to CC (crowd control) effects such as champs or higher level paragons. &lt;br /&gt;
&lt;br /&gt;
; Concussive Blast&lt;br /&gt;
: Relic Type: Active&lt;br /&gt;
: Applies Silence that lasts 5 seconds per Relic level, at max level will last 50 seconds (currently). Silence applies a debuff which prevents spell casting. Applying this debuff to a mob will interrupt their current spell channeling and prevent them from casting for the duration of the Silence&lt;br /&gt;
&lt;br /&gt;
==Quest Line==&lt;br /&gt;
Be forewarned, the quest to obtain a Meta Talisman is not for the impatient, frugal or faint of heart! You may complete the quest multiple times on one character but you will only be able to wield one talisman at a time. A helpful video guide can be found [https://www.youtube.com/watch?v=Oo7yjlU_O-Y | here]. &lt;br /&gt;
&lt;br /&gt;
To begin the multi-part quest you must travel just west of the Valor Shrine where there is a tall statue:&lt;br /&gt;
&lt;br /&gt;
[[File:Talisman_statue.png]]&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;1. Beginning the quest:&#039;&#039;&#039; Stepping in front of the statue and speaking out loud will offer a quest gump. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;2. A dull stone:&#039;&#039;&#039; Accepting this quest will give you with a dull stone that must be empowered with Vanquishing weapons. The absorb a Vanquishing weapon into to the stone, double click it and target the weapon. &#039;&#039;The stone can only be charged with true instruments of war. Daggers, cleavers, knives and pitchforks cannot power it.&#039;&#039; After 30 Vanquishing weapons have been absorbed by the stone, you can return to the statue.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;3. Evil creatures:&#039;&#039;&#039;  Speaking to the statue again will empower the stone, opening the second part of the quest. You must now kill 100 &amp;quot;evil&amp;quot; creatures. These creatures must have a minimum fame level to be accepted by the stone. Creatures of this stature include Dragons, Drakes, Daemons, Ogre Lords, Lich Lords, Deep Earth Elementals, Orc Mine Overseers, Paragon Lichs etc. Note that you will have to kill these creatures by yourself. The level of &amp;quot;evilness&amp;quot; is determined by the monster&#039;s health points which must be 400 or higher. Some Deep Earth Elementals, for example, will be just below the required level of &amp;quot;evil&amp;quot; because they have less than 400 health points. Once you&#039;ve killed those creatures and the stone is filled, return to the statue and speak again.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;4. Daemon archlord:&#039;&#039;&#039; Now you have to visit the Daemon Archlord&#039;s lair! Also known as the [[Dungeon_Bosses#Arch_Demon|Arch Demon]], he is located in Wrong on level 3. In the center of the room you will find a small red statue. Double click that to collect the Arch Demon&#039;s blood. Be cautious however, if the Arch Demon is around, you will have a hard time getting to the statue! If you want to take on the boss himself, it is recommended that you familiarise yourself with his attack mechanics first.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;5. Choosing your talisman:&#039;&#039;&#039; Speak once more to the statue with your purified stone and you will be able to choose one of the three talismans. Choose wisely!&lt;/div&gt;</summary>
		<author><name>Teto</name></author>
	</entry>
	<entry>
		<id>https://uoforever.com/wiki/index.php?title=Meta_Talismans&amp;diff=6974</id>
		<title>Meta Talismans</title>
		<link rel="alternate" type="text/html" href="https://uoforever.com/wiki/index.php?title=Meta_Talismans&amp;diff=6974"/>
		<updated>2022-04-27T02:12:37Z</updated>

		<summary type="html">&lt;p&gt;Teto: /* Artifact of the Marksman */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[image:talisman_phase_shift.gif|thumb|300px|An example of Phase Shift ability (Click to see)]]&lt;br /&gt;
__TOC__&lt;br /&gt;
==Description==&lt;br /&gt;
The Meta Talisman is a wearable item obtained by completing a [[#Quest_Line|quest line]] which begins at a mysterious Ancient Statue of Power near Valor Shrine. The Meta Talisman gives warrior, archer, and mage style players special abilities as their talisman levels. Each talisman has a passive property and active abilities that are obtainable through relics. The talisman levels up as you kill creatures and the [[#Relics_and_Abilities|abilities]] of your talisman become stronger.&lt;br /&gt;
&lt;br /&gt;
The more recently added Shadow of the Rogue talisman does not require a user to run through the Quest Line but is instead available from the Gold Sink vendor in Britain.&lt;br /&gt;
&lt;br /&gt;
With these bonuses come some limitations:&lt;br /&gt;
* The talisman cannot be equipped by any character with greater than 50 in any bard skills (e.g. music, provocation, peacemaking, discordance) or greater than 50 taming.&lt;br /&gt;
* Upon equipping a talisman there is a fifteen minute cool down before the skills or bonuses become active. To avoid this cool down, you can return to the Ancient Statue of Power and speak the words &amp;quot;I wish to pay tribute&amp;quot; which will take 10,000 gold pieces from your bank.&lt;br /&gt;
* There are armor and distance restrictions for each type. This are detailed further below for each type of talisman.&lt;br /&gt;
* The talisman skills and bonuses are not applicable against other players or pets.&lt;br /&gt;
* Talisman experience and relic ability gains are not possible in houses or on boats.  A message will appear saying &amp;quot;You feel and icy chill as your talisman drains of some of its power&amp;quot;. Monsters on boats will also not give gains.&lt;br /&gt;
* There is a maximum experience amount per creature that can be awarded to a given talisman. The bigger the creature, the greater the experience!&lt;br /&gt;
&lt;br /&gt;
The experience required per level is:&lt;br /&gt;
# 20,000&lt;br /&gt;
# 32,000&lt;br /&gt;
# 48,000&lt;br /&gt;
# 64,000&lt;br /&gt;
# 80,000&lt;br /&gt;
# 96,000&lt;br /&gt;
# 112,000&lt;br /&gt;
# 128,000&lt;br /&gt;
# 144,000&lt;br /&gt;
* Total: 724,000 XP​&lt;br /&gt;
&lt;br /&gt;
==Relics and Abilities==&lt;br /&gt;
Abilities are applied to the talisman by finding relics at events, dungeon bosses, monster of the month spawns and at the [[Dungeon_Bosses#Arch_Demon|Arch Demon]] and Lich Khan dungeon bosses. Each talisman has a maximum of four relic slots and aesthetic relic slots. The aesthetic slots are usable at any time and you get relic slots at levels: 1, 4, 7, 10.&lt;br /&gt;
&lt;br /&gt;
[[File:tread_relic.png|Example Relic]]&lt;br /&gt;
&lt;br /&gt;
There are currently four or five unique relics for each type of talisman which are detailed further below. Each relic has ten levels and leveling may lower the skill cooldown, raise the chance to activate, or provide other ability specific bonuses. These abilities typically have a random chance to activate on damage and a cooldown to only allow them to be activated at certain intervals.&lt;br /&gt;
&lt;br /&gt;
To add a relic to your talisman, double click the relic and then select your talisman. Be sure to stand in a safe place while doing this as relics can be stolen!&lt;br /&gt;
&lt;br /&gt;
With the recent change you are now able to swap your active relics, double click your Meta Talisman and then click on the [ - ] symbol next to the relic you wish to remove from the active relic list (highlighted in yellow in screenshot). Once you have an open unused slot available you will be able to hit the [ - ] symbol next to relics in the inactive list to make it an active relic (highlighted in red in screenshot). Keep in mind if you swap frequently in a short amount of time it will put it into cooldown.&lt;br /&gt;
&lt;br /&gt;
[[File:RelicSwap2.PNG|275px|Relic Swap]]&lt;br /&gt;
&lt;br /&gt;
Note that you will have to be quite lucky for all your talisman&#039;s relics drop for you. You may need to frequent the [http://www.uoforum.com/forums/buying.14/ Buying] and [http://www.uoforum.com/forums/selling.15/ Selling] forums to find your relics. Keep in mind that certain relics are more popular than others and can therefore be expensive to purchase. Being part of a larger guild can also provide a useful avenue for getting relics at a reduced rate.&lt;br /&gt;
&lt;br /&gt;
==Aesthetic Relics==&lt;br /&gt;
As mentioned there are currently four different aesthetic relics that apply to your Meta Talismans or [[Meta Pets]]. Pets require to be either a max evolution dragon (after feeding it fruit), at least a level 6 spider, or at least a level 6 steed.&lt;br /&gt;
&lt;br /&gt;
Aesthetic relic activation percentage is essentially an average of all aesthetics currently applied and online. The average percentage of having all four online is 10%. This means 10% of your kills will result in one of the four activating, they can not double activate on the same kill.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;gallery class=&amp;quot;center&amp;quot; widths=&amp;quot;250px&amp;quot; heights=&amp;quot;250px&amp;quot;&amp;gt;&lt;br /&gt;
File:AscensionGIF.gif|&#039;&#039;&#039;Ascension Relic&#039;&#039;&#039;&amp;lt;br /&amp;gt;(click to preview)&lt;br /&gt;
File:BloodyExplosionGIF.gif|&#039;&#039;&#039;Bloody Explosion Relic&#039;&#039;&#039;&amp;lt;br /&amp;gt;(click to preview)&lt;br /&gt;
File:ChickenDinnerGIF.gif|&#039;&#039;&#039;Chicken Dinner Relic&#039;&#039;&#039;&amp;lt;br /&amp;gt;(click to preview)&lt;br /&gt;
File:CombustionGIF.gif|&#039;&#039;&#039;Combustion Relic&#039;&#039;&#039;&amp;lt;br /&amp;gt;(click to preview)&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;The new Aesthetic relics are here!&#039;&#039;&#039; Below you will see how to obtain each of the four relics. Ascension is on the donation vendor Nadine. Bloody Explosion is gained as a reward from doing monster contracts for Heracles. Chicken Dinner is on the gold sink vendor Sasha. Combustion is a drop from defeating the Warden boss in [[Asylum]].&lt;br /&gt;
&lt;br /&gt;
&amp;lt;gallery class=&amp;quot;center&amp;quot; widths=&amp;quot;250px&amp;quot; heights=&amp;quot;250px&amp;quot;&amp;gt;&lt;br /&gt;
File:AscensionVendo.PNG|&#039;&#039;&#039;Ascension Vendor&#039;&#039;&#039;&amp;lt;br /&amp;gt;(Donation Coins)&lt;br /&gt;
File:BloodyExploVendo.PNG|&#039;&#039;&#039;Bloody Explosion Vendor&#039;&#039;&#039;&amp;lt;br /&amp;gt;(Contracts)&lt;br /&gt;
File:ChickenDinnerVendor.PNG|&#039;&#039;&#039;Chicken Dinner Vendor&#039;&#039;&#039;&amp;lt;br /&amp;gt;(Gold Sink)&lt;br /&gt;
File:CombustionBoss.PNG|&#039;&#039;&#039;Combustion Relic Boss&#039;&#039;&#039;&amp;lt;br /&amp;gt;(Warden Boss Drop)&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Idol of the Magi == &lt;br /&gt;
[[File:magetali.png|left]] The Idol of the Magi, informally known as Meta Mage, provides a spell damage bonuses and mana cost reduction for offensive spells against creatures. The ten levels of the talisman average a 20% bonus per level. The mana cost reduction is calculated by the talisman level, number of relics applied, and spirit speak.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Levelling ===&lt;br /&gt;
While levelling, your talisman experience gains are reduced if you are wearing armor. The penalty is 1.6% per AR. There is however no range penalty for Meta Mages. You can therefore stand at a safe distance while firing your lightning bolts at those big ugly creatures! &lt;br /&gt;
&lt;br /&gt;
=== Spirit Speak ===&lt;br /&gt;
Spirit Speak reduces the cost of spells. With the talisman at level 10 with four relics applied an energy bolt will cost as little as 10 mana with 100 Spirit Speak, 14 mana with 50 Spirit Speak and 16 mana with 0 Spirit Speak.&lt;br /&gt;
&lt;br /&gt;
=== Relics ===&lt;br /&gt;
; Dispersion&lt;br /&gt;
: Dispersion provides a chance for spell damage to be dispersed to nearby enemies. There is a 10% chance for an offensive spell to damage level-dependent number of creatures within a 3 tile radius. At level one, the damage can disperse onto one additional creature and the cool down is 60 seconds. At level ten, the damage can spread to up to ten additional creatures and the cool down is 45 seconds. &lt;br /&gt;
&lt;br /&gt;
; Focus&lt;br /&gt;
: Focus provides a chance for increased spell damage. Spell damage can do (Focus Level / 20) additional damage to the target creature. For example, at level 1, this would be 0.05% (1/20) additional damage. An offensive spell that hits for 100 will therefore generate an additional 5 damage, shown as a separate damage number. In the same scenario, at level 10, focus can generate an additional 50 spell damage. The Focus relic cooldown begins with a base of 35 seconds and falls 2 seconds per relic level for a total of 15 seconds at Level 10. The chance of activation is 95% after the cooldown expires.&lt;br /&gt;
&lt;br /&gt;
; Shadow Disciple&lt;br /&gt;
: Shadow Disciple provides a chance to return some mana and temporarily lower 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)).&lt;br /&gt;
&lt;br /&gt;
; Vivify&lt;br /&gt;
: Vivify provides a chance to enhance the skills and stats of an 8th circle creature summon. This applies to summoned daemons and elementals but not to energy vortexes or blade spirits. At level 1, vivify can be triggered every 60 seconds there is a 60% chance to summon an enhanced creature. 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.&lt;br /&gt;
&lt;br /&gt;
=== Tips, Tricks and Templates ===&lt;br /&gt;
&lt;br /&gt;
When completing the initial quest line, you may want to consider switching your character to a warrior or tank mage to complete killing the 100 evil creatures. Alternatively, make use of slayer spell books to kill the evil creatures as a pure mage but note that this can be somewhat laborious as you cannot use summons to help you.&lt;br /&gt;
&lt;br /&gt;
The Meta Mage is arguably the most laborious of all the talisman. You should therefore make best use of all things that improve levelling efficiency:&lt;br /&gt;
* Don&#039;t wear any or very minimal armor. Leather bought from NPCs with slayer properties applied will provide the best balance for damage mitigation and experience gains.&lt;br /&gt;
* Level up Spirit Speak to 100 for spell cost reduction. &lt;br /&gt;
* Use Slayer Spell books to increase spell damage and therefore experience gains &#039;&#039;but&#039;&#039; be aware that at higher levels when you start dishing out some serious damage and killing monsters quickly, you may be better off using weaker spells or dropping the slayer spellbook to eek out the maximum possible experience per monsters. Note: Unlike normal spellbooks, crafted slayer spell can be stolen.&lt;br /&gt;
* Apply the Shadow Disciple relic first as it provides both increased damage and returns mana.&lt;br /&gt;
* Kill the biggest creatures you can find. If you are struggling, ask a friendly tamer or bard if you can follow them around and cast spells on the creatures they are killing.&lt;br /&gt;
&lt;br /&gt;
Common templates are:&lt;br /&gt;
* Magery, Evaluating Intelligence, Healing, Anatomy, Spirit Speak, Meditation, Resisting Spells - This provides defensive wresting through Evaluating Intelligence and Anatomy, allows bandages to be used to heal and therefore save mana and Spirit Speak to conserve mana. Resisting Spells is useful to mitigate interruptions from poisons and paralyze spells.&lt;br /&gt;
* Magery, Evaluating Intelligence, Spirit Speak, Wrestling, Inscription, Meditation, Resisting Spells - Inscription lets you craft your own slayer spell books and number of spells that can be reflected with the Magic Reflection spell.&lt;br /&gt;
&lt;br /&gt;
== Phylactery of Resilience ==&lt;br /&gt;
[[File:defencetali.png]]The Phylactery of Resilience, informally known as the Defence Talisman, offers increased protection from melee and magical damage from creatures. There are ten levels of the talisman and on average you gain 5% protection per level. &lt;br /&gt;
&lt;br /&gt;
=== Leveling ===&lt;br /&gt;
You gain experience with this talisman by doing damage to creatures. The amount you gain is penalized by wearing too little armor. To ensure maximum experience gains, keep your armor at or above 80. The amount of experience gained is also affected by distance from the creature. The penalty is 20% for each tile beyond 1.5. Stay close, be well armored and crush those evil creatures!&lt;br /&gt;
&lt;br /&gt;
=== Arms Lore ===&lt;br /&gt;
The wielder of an active Phylactery of Resilience or Totem of the Berserker with 100 Arms Lore and 100 Weapon Skill receives an increased Minimum Hit Chance. You will only get this increase if you are wielding a weapon relevant to your chosen Weapon Skill. For example, against a creature with 100 wrestling, a normal warrior with 100 Swordsmanship wielding a katana has a 50% chance to hit the creature. With the talisman and 100 Arms Lore, this increases to ~63%. Note, however, that this does not raise your Hit Chance by a flat amount it just raises it to ~63% if you are currently below that. If you intend to kill only lowly ogres and ettins, you can probably skip Arms Lore. If however you want to take on bigger monsters such as with 100 or greater wrestling, such as dungeon bosses, then consider fitting this into your template.&lt;br /&gt;
&lt;br /&gt;
=== Relics ===&lt;br /&gt;
; Leech&lt;br /&gt;
: Leech provides the ability for the player to sap small amounts of health from nearby creature when damaged. The amount per creature is capped at the skill level and is a random value from 1 to relic level. The chance to activate and cool down are affected by gaining levels.&lt;br /&gt;
&lt;br /&gt;
; Quench&lt;br /&gt;
: Quench provides a chance to resist fire breath. Once triggered it provides protection against fire breath for a period of time determined by the relic level. The duration lasts for (Level * 5) seconds. The cooldown decreases by 90 - (Level * 2).&lt;br /&gt;
&lt;br /&gt;
; Recoil&lt;br /&gt;
: Recoil provides a chance for melee damage done to a player to reflect back on the attacking creature. When it activates, it returns 2x base damage to the creature. There is a 25% chance to turn an opponent&#039;s attack onto him. At Level 1 it starts with a 30 second cooldown. With each level the cooldown reduces by 1 second, resulting in a 20 second cooldown at Level 10.&lt;br /&gt;
&lt;br /&gt;
; Remedy&lt;br /&gt;
: Remedy provides a chance to resist poison from a melee hit, such as a scorpion&#039;s sting, for a period of time determined by the relic level. There is a 25% chance to become immune to poison for (Level * 4) seconds. The cooldown decreases by 90 - (Level * 3).&lt;br /&gt;
&lt;br /&gt;
; Shield Bash&lt;br /&gt;
: Shield Bash does a mighty stunning bash to your enemy. Factoring in your skill in parry and your relic level at level 10 it provides a 3x modifier in damage based of your weapon. Including the damage it also stuns your target for 5 seconds. The cooldown decreases by 30 - (Level * 1).&lt;br /&gt;
&lt;br /&gt;
=== Tips, Tricks and Templates ===&lt;br /&gt;
&lt;br /&gt;
The defence talisman is the most casual to level, sitting comfortably between the fast, furious zerker and the laborious, cautious meta mage. While you may need to pay slightly less attention to your health bar than the other talismans, you can&#039;t completely disengage. Keep the following things in mind:&lt;br /&gt;
* Keep your armor at or above 80 at all times. Regularly check armor damage as you will be taking some big blows from the level of creature you will be fighting. A character with blacksmith will come in handy for repairs or you will need to stock up on repair deeds.&lt;br /&gt;
* Strongly consider including [[Parrying]] in your template to protect your armor and provide extra damage mitigation. This is particularly useful at lower levels.&lt;br /&gt;
* Consider using a Swamp Dragon for even more damage mitigation.&lt;br /&gt;
* If you can afford it, consider adding some [[Slayer_Armor|slayer properties]] to your armor.&lt;br /&gt;
* Quench and Remedy are best applied early on as they provide excellent protection and can take quite some time to level up.&lt;br /&gt;
&lt;br /&gt;
A classic template is:&lt;br /&gt;
* Weapon Skill, Parrying, Healing, Anatomy, Resisting Spells, Tactics and either:&lt;br /&gt;
** Magery for overall utility. The ability to use Reactive Armor, Recall, Cure, Reflect, and Teleport are all very useful.&lt;br /&gt;
** Arms Lore to increase your hit chance (Using runebooks loaded with recalls to travel around).&lt;br /&gt;
&lt;br /&gt;
== Totem of the Berserker ==&lt;br /&gt;
[[File:zerkertali.png|Left]]The Totem of the Berserker, informally known as the Berserker or Zerk Talisman, provides offensive damage bonuses for melee skills, including archery. There are ten levels of the talisman and on average you gain 5% damage per level.&lt;br /&gt;
&lt;br /&gt;
=== Levelling ===&lt;br /&gt;
The more armor you wear, the less experience you gain for damaging creatures at a rate of 1% per AR. As with the Defence Talisman, there is a distance penalty on experience gained of 20% per tile beyond 1.5 tiles.&lt;br /&gt;
&lt;br /&gt;
=== Arms Lore ===&lt;br /&gt;
Arms Lore has the same effect Minimum Hit Chance increease for the Totem of the Berserker as it does for a Phylactery of Resilience Talisman. Further details are provided in the [[#Phylactery_of_Resilience|Phylactery of Resilience]] section.&lt;br /&gt;
&lt;br /&gt;
=== Relics ===&lt;br /&gt;
; Double Strike&lt;br /&gt;
: When invoked the berserker will double swing on the creature. It 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 ability lowers the cooldown and increases the chance of activation.&lt;br /&gt;
&lt;br /&gt;
; Infected Wounds&lt;br /&gt;
: If the user is carrying poison potions they have a chance to charge their weapon with poison and infect creatures with the consumed level of poison. As Infected Wounds levels up, the cool down is reduced and the number of infections available per potion is increased. This works with any weapon including two handed weapons such as axes and bows. The [[Poisoning]] skill gives a bonus to the number of infections per potion and also gives a chance for the poison to be upgraded one level higher, making lethal poison a possibility. The higher your poisoning, the more likely you are to get an upgrade in the poison level.&lt;br /&gt;
&lt;br /&gt;
; Phase Shift&lt;br /&gt;
: Upon attacking a creature at range the berserker teleport attacks to the targeted creature. 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. Originally, the ability received an additional phase jump for every other level gained for a maximum of 3 and each shift consumes 10 stamina but this was modified as it was teleporting players into some dangerous situations! Phase Shift now teleports to a single target. Each level lowers the cooldown. 100 [[Hiding]] and [[Stealth]] will provide 50% bonus damage when phase shifting while hidden.&lt;br /&gt;
&lt;br /&gt;
; Tread&lt;br /&gt;
: The berserker can trample an enemy either on foot or while mounted. Full stamina is required and the weight of the character is taken into account. Carrying 314 stone is considered full weight and will provide maximum damage for your level. At level 10 the ability can provide up to a maximum of 300 damage. It has 100% chance to activate if the ability is available and the bersker&#039;s stamina is full.&lt;br /&gt;
&lt;br /&gt;
; Primal Scream&lt;br /&gt;
: After attacking a target the berserker will let out a scream applying a debuff called Armor Abrogate to all targets in a substantially large area. When activated it will disable all armor to targets with the debuff for 15 seconds at level 10. The cooldown at level 10 is 50 seconds.&lt;br /&gt;
&lt;br /&gt;
=== Tips, Tricks and Templates ===&lt;br /&gt;
&lt;br /&gt;
Buy refresh potions, lots and lots of refresh potions.&lt;br /&gt;
&lt;br /&gt;
The Zerker talisman is fun and engaging to level. As long as you follow these basic rules, you should be able to quickly progress through the levels:&lt;br /&gt;
&lt;br /&gt;
* Like the Meta Mage and in keeping with your title, a berserker should wear little or no armor for maximum gains. Leather bought from NPCs with [[Slayer_Armor|slayer properties]] applied will provide the best balance for damage mitigation and experience gains.&lt;br /&gt;
* Unlike the Meta Mage, you do not have the luxury of standing at range and if you cannot afford a full set of slayer armor, you may need to resort to jousting.&lt;br /&gt;
* As you may need to joust, Arms Lore is very useful for efficient levelling to provide a greater chance for a successful hit.&lt;br /&gt;
* Definitely do not use a shield or [[parrying]], your armor will be too high reducing your experience gains.&lt;br /&gt;
* Use slayer weapons to ensure you get maximum damage.&lt;br /&gt;
* Double Strike is the best relic to start with.&lt;br /&gt;
* Use a Swamp Dragon to reduce damage taken.&lt;br /&gt;
&lt;br /&gt;
There are many different ways to play a Zerker but here are a few suggestions to get you started:&lt;br /&gt;
&lt;br /&gt;
* Weapon Skill, Tactics, Anatomy, Healing, Resist, Arms Lore and either:&lt;br /&gt;
** Magery for overall utility. The ability to use Reactive Armor, Recall, Cure, Reflect, and Teleport are all very useful&lt;br /&gt;
** Lumberjacking for even more damage if you opt for Swordsmanship.&lt;br /&gt;
** Hiding for a quick escape to avoid really nasty creatures (and players).&lt;br /&gt;
&lt;br /&gt;
== Shadow of the Rogue ==&lt;br /&gt;
[[File:zerkertali.png|Left]]The Shadow Of The Rogue talisman is a take on the classic RPG rogue class. It includes four new relics and an entirely new relic leveling concept. The talisman itself levels in the same manner of the existing talismans. &#039;&#039;&#039;This talisman and relics are available on the gold sink vendor. The talisman itself for 1m gold and each relic for 4m. You do not need to complete the talisman quest to obtain this talisman.&#039;&#039;&#039; The built in bonuses are:&lt;br /&gt;
* Knives get a Level * 20% bonus to knife weapons (i.e. 200% at Level 10)&lt;br /&gt;
* Crossbows get a Level * 13% (i.e. 130% bonus at Level 10)&lt;br /&gt;
* The wearer gains the ability to run while stealth to a distance of 5 * Level tiles (i.e. 50 tiles at Level 10)&lt;br /&gt;
&lt;br /&gt;
The relic leveling mechanic is designed to make the leveling process much less cumbersome and yet reward those that dedicate themselves to using this talisman.&lt;br /&gt;
&lt;br /&gt;
The talisman relics track kills of all creatures that have over 100 max hit points. The relic levels of the talisman are based on the number of kills recorded. 20 kills for level 2 relics, 50 kills for level 3 relics, 90 kills for level 4 relics, 150 for 5, 300 for 6, etc. You will have level 10 relics with 700 stored kills. Every 24 hours 25 kills will decay from the total kill count. You can build up to 800 kills, but the total will be capped at that number. This will allow you talisman 4 days of not being used before it reverts down to level 9 relics on 5th day.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Levelling ===&lt;br /&gt;
The more armor you wear, the less experience you gain for damaging creatures at a rate of 1% per AR. As with the Defence Talisman, there is a distance penalty on experience gained of 20% per tile beyond 1.5 tiles.&lt;br /&gt;
&lt;br /&gt;
=== Arms Lore ===&lt;br /&gt;
Arms Lore has the same effect Minimum Hit Chance increase for the Shadow of the Rogue as it does for a Phylactery of Resilience and Berserker Talisman. Further details are provided in the [[#Phylactery_of_Resilience|Phylactery of Resilience]] section.&lt;br /&gt;
&lt;br /&gt;
=== Relics ===&lt;br /&gt;
; Disembowel&lt;br /&gt;
: Bleed attack that does 10 ticks of relic level damage every 30 seconds&lt;br /&gt;
&lt;br /&gt;
; Elude&lt;br /&gt;
: Damage absorption of relic level * 2% every 30 seconds that lasts up to 20 seconds per activation&lt;br /&gt;
&lt;br /&gt;
; Ruthless&lt;br /&gt;
: This is a passive relic that gives relic level * 2% bonus damage to poisoned targets. This is always on and does not give trigger notifications.&lt;br /&gt;
&lt;br /&gt;
; Shadow Dance&lt;br /&gt;
: Area effect attack that hits up to 4 nearby creatures with bonus damage based on relic level&lt;br /&gt;
&lt;br /&gt;
=== Tips, Tricks and Templates ===&lt;br /&gt;
&lt;br /&gt;
The Rogue talisman is fun and engaging to level. As long as you follow these basic rules, you should be able to progress through the levels:&lt;br /&gt;
&lt;br /&gt;
* Like the Meta Mage and Berserker, wear little or no armor for maximum gains. Leather bought from NPCs with [[Slayer_Armor|slayer properties]] applied will provide the best balance for damage mitigation and experience gains.&lt;br /&gt;
* Unlike the Meta Mage, you do not have the luxury of standing at range and if you cannot afford a full set of slayer armor, you may need to resort to jousting.&lt;br /&gt;
* As you may need to joust, Arms Lore is very useful for efficient leveling to provide a greater chance for a successful hit.&lt;br /&gt;
* Definitely do not use a shield or [[parrying]], your armor will be too high reducing your experience gains.&lt;br /&gt;
* Use slayer weapons to ensure you get maximum damage.&lt;br /&gt;
* Use a Swamp Dragon to reduce damage taken.&lt;br /&gt;
&lt;br /&gt;
There are many different ways to play a Rogue but here are a few suggestions to get you started:&lt;br /&gt;
&lt;br /&gt;
* Weapon Skill, Tactics, Anatomy, Healing, Resist, Arms Lore and either:&lt;br /&gt;
** Magery for overall utility. The ability to use Reactive Armor, Recall, Cure, Reflect, and Teleport are all very useful&lt;br /&gt;
** Hiding for a quick escape to avoid really nasty creatures (and players).&lt;br /&gt;
* The Weapon Skill should ideally by Fencing (with Daggers), Swords (with Knives) or Archery (with regular crossbows) to benefit from the increased damage.&lt;br /&gt;
&lt;br /&gt;
==Artifact of the Marksman==&lt;br /&gt;
[[File:AOM Symbol.png|Left]] Artifact of the Marksman is an Archery focused talisman. It provides multiple options to suit your playstyle  by providing Area of Effect and Crowd Control options. It also increases single target damage by amplifying damage output and attack speed.&lt;br /&gt;
&lt;br /&gt;
==Quest Line==&lt;br /&gt;
Be forewarned, the quest to obtain a Meta Talisman is not for the impatient, frugal or faint of heart! You may complete the quest multiple times on one character but you will only be able to wield one talisman at a time. A helpful video guide can be found [https://www.youtube.com/watch?v=Oo7yjlU_O-Y | here]. &lt;br /&gt;
&lt;br /&gt;
To begin the multi-part quest you must travel just west of the Valor Shrine where there is a tall statue:&lt;br /&gt;
&lt;br /&gt;
[[File:Talisman_statue.png]]&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;1. Beginning the quest:&#039;&#039;&#039; Stepping in front of the statue and speaking out loud will offer a quest gump. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;2. A dull stone:&#039;&#039;&#039; Accepting this quest will give you with a dull stone that must be empowered with Vanquishing weapons. The absorb a Vanquishing weapon into to the stone, double click it and target the weapon. &#039;&#039;The stone can only be charged with true instruments of war. Daggers, cleavers, knives and pitchforks cannot power it.&#039;&#039; After 30 Vanquishing weapons have been absorbed by the stone, you can return to the statue.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;3. Evil creatures:&#039;&#039;&#039;  Speaking to the statue again will empower the stone, opening the second part of the quest. You must now kill 100 &amp;quot;evil&amp;quot; creatures. These creatures must have a minimum fame level to be accepted by the stone. Creatures of this stature include Dragons, Drakes, Daemons, Ogre Lords, Lich Lords, Deep Earth Elementals, Orc Mine Overseers, Paragon Lichs etc. Note that you will have to kill these creatures by yourself. The level of &amp;quot;evilness&amp;quot; is determined by the monster&#039;s health points which must be 400 or higher. Some Deep Earth Elementals, for example, will be just below the required level of &amp;quot;evil&amp;quot; because they have less than 400 health points. Once you&#039;ve killed those creatures and the stone is filled, return to the statue and speak again.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;4. Daemon archlord:&#039;&#039;&#039; Now you have to visit the Daemon Archlord&#039;s lair! Also known as the [[Dungeon_Bosses#Arch_Demon|Arch Demon]], he is located in Wrong on level 3. In the center of the room you will find a small red statue. Double click that to collect the Arch Demon&#039;s blood. Be cautious however, if the Arch Demon is around, you will have a hard time getting to the statue! If you want to take on the boss himself, it is recommended that you familiarise yourself with his attack mechanics first.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;5. Choosing your talisman:&#039;&#039;&#039; Speak once more to the statue with your purified stone and you will be able to choose one of the three talismans. Choose wisely!&lt;/div&gt;</summary>
		<author><name>Teto</name></author>
	</entry>
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		<title>Meta Talismans</title>
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&lt;div&gt;[[image:talisman_phase_shift.gif|thumb|300px|An example of Phase Shift ability (Click to see)]]&lt;br /&gt;
__TOC__&lt;br /&gt;
==Description==&lt;br /&gt;
The Meta Talisman is a wearable item obtained by completing a [[#Quest_Line|quest line]] which begins at a mysterious Ancient Statue of Power near Valor Shrine. The Meta Talisman gives warrior, archer, and mage style players special abilities as their talisman levels. Each talisman has a passive property and active abilities that are obtainable through relics. The talisman levels up as you kill creatures and the [[#Relics_and_Abilities|abilities]] of your talisman become stronger.&lt;br /&gt;
&lt;br /&gt;
The more recently added Shadow of the Rogue talisman does not require a user to run through the Quest Line but is instead available from the Gold Sink vendor in Britain.&lt;br /&gt;
&lt;br /&gt;
With these bonuses come some limitations:&lt;br /&gt;
* The talisman cannot be equipped by any character with greater than 50 in any bard skills (e.g. music, provocation, peacemaking, discordance) or greater than 50 taming.&lt;br /&gt;
* Upon equipping a talisman there is a fifteen minute cool down before the skills or bonuses become active. To avoid this cool down, you can return to the Ancient Statue of Power and speak the words &amp;quot;I wish to pay tribute&amp;quot; which will take 10,000 gold pieces from your bank.&lt;br /&gt;
* There are armor and distance restrictions for each type. This are detailed further below for each type of talisman.&lt;br /&gt;
* The talisman skills and bonuses are not applicable against other players or pets.&lt;br /&gt;
* Talisman experience and relic ability gains are not possible in houses or on boats.  A message will appear saying &amp;quot;You feel and icy chill as your talisman drains of some of its power&amp;quot;. Monsters on boats will also not give gains.&lt;br /&gt;
* There is a maximum experience amount per creature that can be awarded to a given talisman. The bigger the creature, the greater the experience!&lt;br /&gt;
&lt;br /&gt;
The experience required per level is:&lt;br /&gt;
# 20,000&lt;br /&gt;
# 32,000&lt;br /&gt;
# 48,000&lt;br /&gt;
# 64,000&lt;br /&gt;
# 80,000&lt;br /&gt;
# 96,000&lt;br /&gt;
# 112,000&lt;br /&gt;
# 128,000&lt;br /&gt;
# 144,000&lt;br /&gt;
* Total: 724,000 XP​&lt;br /&gt;
&lt;br /&gt;
==Relics and Abilities==&lt;br /&gt;
Abilities are applied to the talisman by finding relics at events, dungeon bosses, monster of the month spawns and at the [[Dungeon_Bosses#Arch_Demon|Arch Demon]] and Lich Khan dungeon bosses. Each talisman has a maximum of four relic slots and aesthetic relic slots. The aesthetic slots are usable at any time and you get relic slots at levels: 1, 4, 7, 10.&lt;br /&gt;
&lt;br /&gt;
[[File:tread_relic.png|Example Relic]]&lt;br /&gt;
&lt;br /&gt;
There are currently four or five unique relics for each type of talisman which are detailed further below. Each relic has ten levels and leveling may lower the skill cooldown, raise the chance to activate, or provide other ability specific bonuses. These abilities typically have a random chance to activate on damage and a cooldown to only allow them to be activated at certain intervals.&lt;br /&gt;
&lt;br /&gt;
To add a relic to your talisman, double click the relic and then select your talisman. Be sure to stand in a safe place while doing this as relics can be stolen!&lt;br /&gt;
&lt;br /&gt;
With the recent change you are now able to swap your active relics, double click your Meta Talisman and then click on the [ - ] symbol next to the relic you wish to remove from the active relic list (highlighted in yellow in screenshot). Once you have an open unused slot available you will be able to hit the [ - ] symbol next to relics in the inactive list to make it an active relic (highlighted in red in screenshot). Keep in mind if you swap frequently in a short amount of time it will put it into cooldown.&lt;br /&gt;
&lt;br /&gt;
[[File:RelicSwap2.PNG|275px|Relic Swap]]&lt;br /&gt;
&lt;br /&gt;
Note that you will have to be quite lucky for all your talisman&#039;s relics drop for you. You may need to frequent the [http://www.uoforum.com/forums/buying.14/ Buying] and [http://www.uoforum.com/forums/selling.15/ Selling] forums to find your relics. Keep in mind that certain relics are more popular than others and can therefore be expensive to purchase. Being part of a larger guild can also provide a useful avenue for getting relics at a reduced rate.&lt;br /&gt;
&lt;br /&gt;
==Aesthetic Relics==&lt;br /&gt;
As mentioned there are currently four different aesthetic relics that apply to your Meta Talismans or [[Meta Pets]]. Pets require to be either a max evolution dragon (after feeding it fruit), at least a level 6 spider, or at least a level 6 steed.&lt;br /&gt;
&lt;br /&gt;
Aesthetic relic activation percentage is essentially an average of all aesthetics currently applied and online. The average percentage of having all four online is 10%. This means 10% of your kills will result in one of the four activating, they can not double activate on the same kill.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;gallery class=&amp;quot;center&amp;quot; widths=&amp;quot;250px&amp;quot; heights=&amp;quot;250px&amp;quot;&amp;gt;&lt;br /&gt;
File:AscensionGIF.gif|&#039;&#039;&#039;Ascension Relic&#039;&#039;&#039;&amp;lt;br /&amp;gt;(click to preview)&lt;br /&gt;
File:BloodyExplosionGIF.gif|&#039;&#039;&#039;Bloody Explosion Relic&#039;&#039;&#039;&amp;lt;br /&amp;gt;(click to preview)&lt;br /&gt;
File:ChickenDinnerGIF.gif|&#039;&#039;&#039;Chicken Dinner Relic&#039;&#039;&#039;&amp;lt;br /&amp;gt;(click to preview)&lt;br /&gt;
File:CombustionGIF.gif|&#039;&#039;&#039;Combustion Relic&#039;&#039;&#039;&amp;lt;br /&amp;gt;(click to preview)&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;The new Aesthetic relics are here!&#039;&#039;&#039; Below you will see how to obtain each of the four relics. Ascension is on the donation vendor Nadine. Bloody Explosion is gained as a reward from doing monster contracts for Heracles. Chicken Dinner is on the gold sink vendor Sasha. Combustion is a drop from defeating the Warden boss in [[Asylum]].&lt;br /&gt;
&lt;br /&gt;
&amp;lt;gallery class=&amp;quot;center&amp;quot; widths=&amp;quot;250px&amp;quot; heights=&amp;quot;250px&amp;quot;&amp;gt;&lt;br /&gt;
File:AscensionVendo.PNG|&#039;&#039;&#039;Ascension Vendor&#039;&#039;&#039;&amp;lt;br /&amp;gt;(Donation Coins)&lt;br /&gt;
File:BloodyExploVendo.PNG|&#039;&#039;&#039;Bloody Explosion Vendor&#039;&#039;&#039;&amp;lt;br /&amp;gt;(Contracts)&lt;br /&gt;
File:ChickenDinnerVendor.PNG|&#039;&#039;&#039;Chicken Dinner Vendor&#039;&#039;&#039;&amp;lt;br /&amp;gt;(Gold Sink)&lt;br /&gt;
File:CombustionBoss.PNG|&#039;&#039;&#039;Combustion Relic Boss&#039;&#039;&#039;&amp;lt;br /&amp;gt;(Warden Boss Drop)&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Idol of the Magi == &lt;br /&gt;
[[File:magetali.png|left]] The Idol of the Magi, informally known as Meta Mage, provides a spell damage bonuses and mana cost reduction for offensive spells against creatures. The ten levels of the talisman average a 20% bonus per level. The mana cost reduction is calculated by the talisman level, number of relics applied, and spirit speak.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Levelling ===&lt;br /&gt;
While levelling, your talisman experience gains are reduced if you are wearing armor. The penalty is 1.6% per AR. There is however no range penalty for Meta Mages. You can therefore stand at a safe distance while firing your lightning bolts at those big ugly creatures! &lt;br /&gt;
&lt;br /&gt;
=== Spirit Speak ===&lt;br /&gt;
Spirit Speak reduces the cost of spells. With the talisman at level 10 with four relics applied an energy bolt will cost as little as 10 mana with 100 Spirit Speak, 14 mana with 50 Spirit Speak and 16 mana with 0 Spirit Speak.&lt;br /&gt;
&lt;br /&gt;
=== Relics ===&lt;br /&gt;
; Dispersion&lt;br /&gt;
: Dispersion provides a chance for spell damage to be dispersed to nearby enemies. There is a 10% chance for an offensive spell to damage level-dependent number of creatures within a 3 tile radius. At level one, the damage can disperse onto one additional creature and the cool down is 60 seconds. At level ten, the damage can spread to up to ten additional creatures and the cool down is 45 seconds. &lt;br /&gt;
&lt;br /&gt;
; Focus&lt;br /&gt;
: Focus provides a chance for increased spell damage. Spell damage can do (Focus Level / 20) additional damage to the target creature. For example, at level 1, this would be 0.05% (1/20) additional damage. An offensive spell that hits for 100 will therefore generate an additional 5 damage, shown as a separate damage number. In the same scenario, at level 10, focus can generate an additional 50 spell damage. The Focus relic cooldown begins with a base of 35 seconds and falls 2 seconds per relic level for a total of 15 seconds at Level 10. The chance of activation is 95% after the cooldown expires.&lt;br /&gt;
&lt;br /&gt;
; Shadow Disciple&lt;br /&gt;
: Shadow Disciple provides a chance to return some mana and temporarily lower 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)).&lt;br /&gt;
&lt;br /&gt;
; Vivify&lt;br /&gt;
: Vivify provides a chance to enhance the skills and stats of an 8th circle creature summon. This applies to summoned daemons and elementals but not to energy vortexes or blade spirits. At level 1, vivify can be triggered every 60 seconds there is a 60% chance to summon an enhanced creature. 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.&lt;br /&gt;
&lt;br /&gt;
=== Tips, Tricks and Templates ===&lt;br /&gt;
&lt;br /&gt;
When completing the initial quest line, you may want to consider switching your character to a warrior or tank mage to complete killing the 100 evil creatures. Alternatively, make use of slayer spell books to kill the evil creatures as a pure mage but note that this can be somewhat laborious as you cannot use summons to help you.&lt;br /&gt;
&lt;br /&gt;
The Meta Mage is arguably the most laborious of all the talisman. You should therefore make best use of all things that improve levelling efficiency:&lt;br /&gt;
* Don&#039;t wear any or very minimal armor. Leather bought from NPCs with slayer properties applied will provide the best balance for damage mitigation and experience gains.&lt;br /&gt;
* Level up Spirit Speak to 100 for spell cost reduction. &lt;br /&gt;
* Use Slayer Spell books to increase spell damage and therefore experience gains &#039;&#039;but&#039;&#039; be aware that at higher levels when you start dishing out some serious damage and killing monsters quickly, you may be better off using weaker spells or dropping the slayer spellbook to eek out the maximum possible experience per monsters. Note: Unlike normal spellbooks, crafted slayer spell can be stolen.&lt;br /&gt;
* Apply the Shadow Disciple relic first as it provides both increased damage and returns mana.&lt;br /&gt;
* Kill the biggest creatures you can find. If you are struggling, ask a friendly tamer or bard if you can follow them around and cast spells on the creatures they are killing.&lt;br /&gt;
&lt;br /&gt;
Common templates are:&lt;br /&gt;
* Magery, Evaluating Intelligence, Healing, Anatomy, Spirit Speak, Meditation, Resisting Spells - This provides defensive wresting through Evaluating Intelligence and Anatomy, allows bandages to be used to heal and therefore save mana and Spirit Speak to conserve mana. Resisting Spells is useful to mitigate interruptions from poisons and paralyze spells.&lt;br /&gt;
* Magery, Evaluating Intelligence, Spirit Speak, Wrestling, Inscription, Meditation, Resisting Spells - Inscription lets you craft your own slayer spell books and number of spells that can be reflected with the Magic Reflection spell.&lt;br /&gt;
&lt;br /&gt;
== Phylactery of Resilience ==&lt;br /&gt;
[[File:defencetali.png]]The Phylactery of Resilience, informally known as the Defence Talisman, offers increased protection from melee and magical damage from creatures. There are ten levels of the talisman and on average you gain 5% protection per level. &lt;br /&gt;
&lt;br /&gt;
=== Leveling ===&lt;br /&gt;
You gain experience with this talisman by doing damage to creatures. The amount you gain is penalized by wearing too little armor. To ensure maximum experience gains, keep your armor at or above 80. The amount of experience gained is also affected by distance from the creature. The penalty is 20% for each tile beyond 1.5. Stay close, be well armored and crush those evil creatures!&lt;br /&gt;
&lt;br /&gt;
=== Arms Lore ===&lt;br /&gt;
The wielder of an active Phylactery of Resilience or Totem of the Berserker with 100 Arms Lore and 100 Weapon Skill receives an increased Minimum Hit Chance. You will only get this increase if you are wielding a weapon relevant to your chosen Weapon Skill. For example, against a creature with 100 wrestling, a normal warrior with 100 Swordsmanship wielding a katana has a 50% chance to hit the creature. With the talisman and 100 Arms Lore, this increases to ~63%. Note, however, that this does not raise your Hit Chance by a flat amount it just raises it to ~63% if you are currently below that. If you intend to kill only lowly ogres and ettins, you can probably skip Arms Lore. If however you want to take on bigger monsters such as with 100 or greater wrestling, such as dungeon bosses, then consider fitting this into your template.&lt;br /&gt;
&lt;br /&gt;
=== Relics ===&lt;br /&gt;
; Leech&lt;br /&gt;
: Leech provides the ability for the player to sap small amounts of health from nearby creature when damaged. The amount per creature is capped at the skill level and is a random value from 1 to relic level. The chance to activate and cool down are affected by gaining levels.&lt;br /&gt;
&lt;br /&gt;
; Quench&lt;br /&gt;
: Quench provides a chance to resist fire breath. Once triggered it provides protection against fire breath for a period of time determined by the relic level. The duration lasts for (Level * 5) seconds. The cooldown decreases by 90 - (Level * 2).&lt;br /&gt;
&lt;br /&gt;
; Recoil&lt;br /&gt;
: Recoil provides a chance for melee damage done to a player to reflect back on the attacking creature. When it activates, it returns 2x base damage to the creature. There is a 25% chance to turn an opponent&#039;s attack onto him. At Level 1 it starts with a 30 second cooldown. With each level the cooldown reduces by 1 second, resulting in a 20 second cooldown at Level 10.&lt;br /&gt;
&lt;br /&gt;
; Remedy&lt;br /&gt;
: Remedy provides a chance to resist poison from a melee hit, such as a scorpion&#039;s sting, for a period of time determined by the relic level. There is a 25% chance to become immune to poison for (Level * 4) seconds. The cooldown decreases by 90 - (Level * 3).&lt;br /&gt;
&lt;br /&gt;
; Shield Bash&lt;br /&gt;
: Shield Bash does a mighty stunning bash to your enemy. Factoring in your skill in parry and your relic level at level 10 it provides a 3x modifier in damage based of your weapon. Including the damage it also stuns your target for 5 seconds. The cooldown decreases by 30 - (Level * 1).&lt;br /&gt;
&lt;br /&gt;
=== Tips, Tricks and Templates ===&lt;br /&gt;
&lt;br /&gt;
The defence talisman is the most casual to level, sitting comfortably between the fast, furious zerker and the laborious, cautious meta mage. While you may need to pay slightly less attention to your health bar than the other talismans, you can&#039;t completely disengage. Keep the following things in mind:&lt;br /&gt;
* Keep your armor at or above 80 at all times. Regularly check armor damage as you will be taking some big blows from the level of creature you will be fighting. A character with blacksmith will come in handy for repairs or you will need to stock up on repair deeds.&lt;br /&gt;
* Strongly consider including [[Parrying]] in your template to protect your armor and provide extra damage mitigation. This is particularly useful at lower levels.&lt;br /&gt;
* Consider using a Swamp Dragon for even more damage mitigation.&lt;br /&gt;
* If you can afford it, consider adding some [[Slayer_Armor|slayer properties]] to your armor.&lt;br /&gt;
* Quench and Remedy are best applied early on as they provide excellent protection and can take quite some time to level up.&lt;br /&gt;
&lt;br /&gt;
A classic template is:&lt;br /&gt;
* Weapon Skill, Parrying, Healing, Anatomy, Resisting Spells, Tactics and either:&lt;br /&gt;
** Magery for overall utility. The ability to use Reactive Armor, Recall, Cure, Reflect, and Teleport are all very useful.&lt;br /&gt;
** Arms Lore to increase your hit chance (Using runebooks loaded with recalls to travel around).&lt;br /&gt;
&lt;br /&gt;
== Totem of the Berserker ==&lt;br /&gt;
[[File:zerkertali.png|Left]]The Totem of the Berserker, informally known as the Berserker or Zerk Talisman, provides offensive damage bonuses for melee skills, including archery. There are ten levels of the talisman and on average you gain 5% damage per level.&lt;br /&gt;
&lt;br /&gt;
=== Levelling ===&lt;br /&gt;
The more armor you wear, the less experience you gain for damaging creatures at a rate of 1% per AR. As with the Defence Talisman, there is a distance penalty on experience gained of 20% per tile beyond 1.5 tiles.&lt;br /&gt;
&lt;br /&gt;
=== Arms Lore ===&lt;br /&gt;
Arms Lore has the same effect Minimum Hit Chance increease for the Totem of the Berserker as it does for a Phylactery of Resilience Talisman. Further details are provided in the [[#Phylactery_of_Resilience|Phylactery of Resilience]] section.&lt;br /&gt;
&lt;br /&gt;
=== Relics ===&lt;br /&gt;
; Double Strike&lt;br /&gt;
: When invoked the berserker will double swing on the creature. It 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 ability lowers the cooldown and increases the chance of activation.&lt;br /&gt;
&lt;br /&gt;
; Infected Wounds&lt;br /&gt;
: If the user is carrying poison potions they have a chance to charge their weapon with poison and infect creatures with the consumed level of poison. As Infected Wounds levels up, the cool down is reduced and the number of infections available per potion is increased. This works with any weapon including two handed weapons such as axes and bows. The [[Poisoning]] skill gives a bonus to the number of infections per potion and also gives a chance for the poison to be upgraded one level higher, making lethal poison a possibility. The higher your poisoning, the more likely you are to get an upgrade in the poison level.&lt;br /&gt;
&lt;br /&gt;
; Phase Shift&lt;br /&gt;
: Upon attacking a creature at range the berserker teleport attacks to the targeted creature. 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. Originally, the ability received an additional phase jump for every other level gained for a maximum of 3 and each shift consumes 10 stamina but this was modified as it was teleporting players into some dangerous situations! Phase Shift now teleports to a single target. Each level lowers the cooldown. 100 [[Hiding]] and [[Stealth]] will provide 50% bonus damage when phase shifting while hidden.&lt;br /&gt;
&lt;br /&gt;
; Tread&lt;br /&gt;
: The berserker can trample an enemy either on foot or while mounted. Full stamina is required and the weight of the character is taken into account. Carrying 314 stone is considered full weight and will provide maximum damage for your level. At level 10 the ability can provide up to a maximum of 300 damage. It has 100% chance to activate if the ability is available and the bersker&#039;s stamina is full.&lt;br /&gt;
&lt;br /&gt;
; Primal Scream&lt;br /&gt;
: After attacking a target the berserker will let out a scream applying a debuff called Armor Abrogate to all targets in a substantially large area. When activated it will disable all armor to targets with the debuff for 15 seconds at level 10. The cooldown at level 10 is 50 seconds.&lt;br /&gt;
&lt;br /&gt;
=== Tips, Tricks and Templates ===&lt;br /&gt;
&lt;br /&gt;
Buy refresh potions, lots and lots of refresh potions.&lt;br /&gt;
&lt;br /&gt;
The Zerker talisman is fun and engaging to level. As long as you follow these basic rules, you should be able to quickly progress through the levels:&lt;br /&gt;
&lt;br /&gt;
* Like the Meta Mage and in keeping with your title, a berserker should wear little or no armor for maximum gains. Leather bought from NPCs with [[Slayer_Armor|slayer properties]] applied will provide the best balance for damage mitigation and experience gains.&lt;br /&gt;
* Unlike the Meta Mage, you do not have the luxury of standing at range and if you cannot afford a full set of slayer armor, you may need to resort to jousting.&lt;br /&gt;
* As you may need to joust, Arms Lore is very useful for efficient levelling to provide a greater chance for a successful hit.&lt;br /&gt;
* Definitely do not use a shield or [[parrying]], your armor will be too high reducing your experience gains.&lt;br /&gt;
* Use slayer weapons to ensure you get maximum damage.&lt;br /&gt;
* Double Strike is the best relic to start with.&lt;br /&gt;
* Use a Swamp Dragon to reduce damage taken.&lt;br /&gt;
&lt;br /&gt;
There are many different ways to play a Zerker but here are a few suggestions to get you started:&lt;br /&gt;
&lt;br /&gt;
* Weapon Skill, Tactics, Anatomy, Healing, Resist, Arms Lore and either:&lt;br /&gt;
** Magery for overall utility. The ability to use Reactive Armor, Recall, Cure, Reflect, and Teleport are all very useful&lt;br /&gt;
** Lumberjacking for even more damage if you opt for Swordsmanship.&lt;br /&gt;
** Hiding for a quick escape to avoid really nasty creatures (and players).&lt;br /&gt;
&lt;br /&gt;
== Shadow of the Rogue ==&lt;br /&gt;
[[File:zerkertali.png|Left]]The Shadow Of The Rogue talisman is a take on the classic RPG rogue class. It includes four new relics and an entirely new relic leveling concept. The talisman itself levels in the same manner of the existing talismans. &#039;&#039;&#039;This talisman and relics are available on the gold sink vendor. The talisman itself for 1m gold and each relic for 4m. You do not need to complete the talisman quest to obtain this talisman.&#039;&#039;&#039; The built in bonuses are:&lt;br /&gt;
* Knives get a Level * 20% bonus to knife weapons (i.e. 200% at Level 10)&lt;br /&gt;
* Crossbows get a Level * 13% (i.e. 130% bonus at Level 10)&lt;br /&gt;
* The wearer gains the ability to run while stealth to a distance of 5 * Level tiles (i.e. 50 tiles at Level 10)&lt;br /&gt;
&lt;br /&gt;
The relic leveling mechanic is designed to make the leveling process much less cumbersome and yet reward those that dedicate themselves to using this talisman.&lt;br /&gt;
&lt;br /&gt;
The talisman relics track kills of all creatures that have over 100 max hit points. The relic levels of the talisman are based on the number of kills recorded. 20 kills for level 2 relics, 50 kills for level 3 relics, 90 kills for level 4 relics, 150 for 5, 300 for 6, etc. You will have level 10 relics with 700 stored kills. Every 24 hours 25 kills will decay from the total kill count. You can build up to 800 kills, but the total will be capped at that number. This will allow you talisman 4 days of not being used before it reverts down to level 9 relics on 5th day.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Levelling ===&lt;br /&gt;
The more armor you wear, the less experience you gain for damaging creatures at a rate of 1% per AR. As with the Defence Talisman, there is a distance penalty on experience gained of 20% per tile beyond 1.5 tiles.&lt;br /&gt;
&lt;br /&gt;
=== Arms Lore ===&lt;br /&gt;
Arms Lore has the same effect Minimum Hit Chance increase for the Shadow of the Rogue as it does for a Phylactery of Resilience and Berserker Talisman. Further details are provided in the [[#Phylactery_of_Resilience|Phylactery of Resilience]] section.&lt;br /&gt;
&lt;br /&gt;
=== Relics ===&lt;br /&gt;
; Disembowel&lt;br /&gt;
: Bleed attack that does 10 ticks of relic level damage every 30 seconds&lt;br /&gt;
&lt;br /&gt;
; Elude&lt;br /&gt;
: Damage absorption of relic level * 2% every 30 seconds that lasts up to 20 seconds per activation&lt;br /&gt;
&lt;br /&gt;
; Ruthless&lt;br /&gt;
: This is a passive relic that gives relic level * 2% bonus damage to poisoned targets. This is always on and does not give trigger notifications.&lt;br /&gt;
&lt;br /&gt;
; Shadow Dance&lt;br /&gt;
: Area effect attack that hits up to 4 nearby creatures with bonus damage based on relic level&lt;br /&gt;
&lt;br /&gt;
=== Tips, Tricks and Templates ===&lt;br /&gt;
&lt;br /&gt;
The Rogue talisman is fun and engaging to level. As long as you follow these basic rules, you should be able to progress through the levels:&lt;br /&gt;
&lt;br /&gt;
* Like the Meta Mage and Berserker, wear little or no armor for maximum gains. Leather bought from NPCs with [[Slayer_Armor|slayer properties]] applied will provide the best balance for damage mitigation and experience gains.&lt;br /&gt;
* Unlike the Meta Mage, you do not have the luxury of standing at range and if you cannot afford a full set of slayer armor, you may need to resort to jousting.&lt;br /&gt;
* As you may need to joust, Arms Lore is very useful for efficient leveling to provide a greater chance for a successful hit.&lt;br /&gt;
* Definitely do not use a shield or [[parrying]], your armor will be too high reducing your experience gains.&lt;br /&gt;
* Use slayer weapons to ensure you get maximum damage.&lt;br /&gt;
* Use a Swamp Dragon to reduce damage taken.&lt;br /&gt;
&lt;br /&gt;
There are many different ways to play a Rogue but here are a few suggestions to get you started:&lt;br /&gt;
&lt;br /&gt;
* Weapon Skill, Tactics, Anatomy, Healing, Resist, Arms Lore and either:&lt;br /&gt;
** Magery for overall utility. The ability to use Reactive Armor, Recall, Cure, Reflect, and Teleport are all very useful&lt;br /&gt;
** Hiding for a quick escape to avoid really nasty creatures (and players).&lt;br /&gt;
* The Weapon Skill should ideally by Fencing (with Daggers), Swords (with Knives) or Archery (with regular crossbows) to benefit from the increased damage.&lt;br /&gt;
&lt;br /&gt;
==Artifact of the Marksman==&lt;br /&gt;
&lt;br /&gt;
==Quest Line==&lt;br /&gt;
Be forewarned, the quest to obtain a Meta Talisman is not for the impatient, frugal or faint of heart! You may complete the quest multiple times on one character but you will only be able to wield one talisman at a time. A helpful video guide can be found [https://www.youtube.com/watch?v=Oo7yjlU_O-Y | here]. &lt;br /&gt;
&lt;br /&gt;
To begin the multi-part quest you must travel just west of the Valor Shrine where there is a tall statue:&lt;br /&gt;
&lt;br /&gt;
[[File:Talisman_statue.png]]&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;1. Beginning the quest:&#039;&#039;&#039; Stepping in front of the statue and speaking out loud will offer a quest gump. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;2. A dull stone:&#039;&#039;&#039; Accepting this quest will give you with a dull stone that must be empowered with Vanquishing weapons. The absorb a Vanquishing weapon into to the stone, double click it and target the weapon. &#039;&#039;The stone can only be charged with true instruments of war. Daggers, cleavers, knives and pitchforks cannot power it.&#039;&#039; After 30 Vanquishing weapons have been absorbed by the stone, you can return to the statue.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;3. Evil creatures:&#039;&#039;&#039;  Speaking to the statue again will empower the stone, opening the second part of the quest. You must now kill 100 &amp;quot;evil&amp;quot; creatures. These creatures must have a minimum fame level to be accepted by the stone. Creatures of this stature include Dragons, Drakes, Daemons, Ogre Lords, Lich Lords, Deep Earth Elementals, Orc Mine Overseers, Paragon Lichs etc. Note that you will have to kill these creatures by yourself. The level of &amp;quot;evilness&amp;quot; is determined by the monster&#039;s health points which must be 400 or higher. Some Deep Earth Elementals, for example, will be just below the required level of &amp;quot;evil&amp;quot; because they have less than 400 health points. Once you&#039;ve killed those creatures and the stone is filled, return to the statue and speak again.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;4. Daemon archlord:&#039;&#039;&#039; Now you have to visit the Daemon Archlord&#039;s lair! Also known as the [[Dungeon_Bosses#Arch_Demon|Arch Demon]], he is located in Wrong on level 3. In the center of the room you will find a small red statue. Double click that to collect the Arch Demon&#039;s blood. Be cautious however, if the Arch Demon is around, you will have a hard time getting to the statue! If you want to take on the boss himself, it is recommended that you familiarise yourself with his attack mechanics first.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;5. Choosing your talisman:&#039;&#039;&#039; Speak once more to the statue with your purified stone and you will be able to choose one of the three talismans. Choose wisely!&lt;/div&gt;</summary>
		<author><name>Teto</name></author>
	</entry>
	<entry>
		<id>https://uoforever.com/wiki/index.php?title=Donations_(Overdrive)&amp;diff=6954</id>
		<title>Donations (Overdrive)</title>
		<link rel="alternate" type="text/html" href="https://uoforever.com/wiki/index.php?title=Donations_(Overdrive)&amp;diff=6954"/>
		<updated>2022-04-16T13:20:11Z</updated>

		<summary type="html">&lt;p&gt;Teto: /* Housing */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Overdrive is completely free to play but donations are always appreciated. Donations cover everything you see - paying staff, server fee&#039;s, ads, you name it. The reason UOForever has lasted so long (9+ Years) is because it has always invested directly back into the community and server ensuring longevity. We offer only offer aesthetic or quality of life items and do not provide items which will give other players advantages (no pay 2 win).&lt;br /&gt;
&lt;br /&gt;
==Purchasing and Receiving Overdrive Coins==&lt;br /&gt;
You can purchase them from https://www.uooverdrive.com/store.php &lt;br /&gt;
&lt;br /&gt;
Please ensure you fill out your exact account and character name. We use paypal, however you do not need a paypal account to purchase, just a valid email and CC.&lt;br /&gt;
&lt;br /&gt;
Once you purchase, the coins will be placed in your characters bank within 24-48 hours (normally within 5 hrs.).&lt;br /&gt;
&lt;br /&gt;
==Donation Vendor==&lt;br /&gt;
You can find the Donation Vendor just outside West Brit Bank. Once you buy an item it will go into your bank.&lt;br /&gt;
&lt;br /&gt;
[[File:Donation Vendor.JPG]]&lt;br /&gt;
&lt;br /&gt;
==Current Donation Items==&lt;br /&gt;
===Ethereal Mounts===&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! style=&amp;quot;font-weight: bold;&amp;quot; | Item&lt;br /&gt;
! style=&amp;quot;font-weight: bold;&amp;quot; | Cost&lt;br /&gt;
|-&lt;br /&gt;
|| &amp;lt;div style=&amp;quot;text-align: center;&amp;quot;&amp;gt;Ethereal Horse&amp;lt;/div&amp;gt;&lt;br /&gt;
|&amp;lt;div style=&amp;quot;text-align: center;&amp;quot;&amp;gt;1000&amp;lt;/div&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
|| &amp;lt;div style=&amp;quot;text-align: center;&amp;quot;&amp;gt;Ethereal Llama&amp;lt;/div&amp;gt;&lt;br /&gt;
|&amp;lt;div style=&amp;quot;text-align: center;&amp;quot;&amp;gt;1000&amp;lt;/div&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
|| &amp;lt;div style=&amp;quot;text-align: center;&amp;quot;&amp;gt;Ethereal Desert Ostard&amp;lt;/div&amp;gt;&lt;br /&gt;
|&amp;lt;div style=&amp;quot;text-align: center;&amp;quot;&amp;gt;1500&amp;lt;/div&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
|| &amp;lt;div style=&amp;quot;text-align: center;&amp;quot;&amp;gt;Ethereal Frenzied Ostard&amp;lt;/div&amp;gt;&lt;br /&gt;
|&amp;lt;div style=&amp;quot;text-align: center;&amp;quot;&amp;gt;2000&amp;lt;/div&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===Useables===&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! style=&amp;quot;font-weight: bold;&amp;quot; | Item&lt;br /&gt;
! style=&amp;quot;font-weight: bold;&amp;quot; | Cost&lt;br /&gt;
! style=&amp;quot;font-weight: bold;&amp;quot; | Note&lt;br /&gt;
|-&lt;br /&gt;
|| &amp;lt;div style=&amp;quot;text-align: center;&amp;quot;&amp;gt;Black Dye Tub&amp;lt;/div&amp;gt;&lt;br /&gt;
|&amp;lt;div style=&amp;quot;text-align: center;&amp;quot;&amp;gt;2000&amp;lt;/div&amp;gt;&lt;br /&gt;
|&amp;lt;div style=&amp;quot;text-align: center;&amp;quot;&amp;gt;Unlimited uses&amp;lt;/div&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
|| &amp;lt;div style=&amp;quot;text-align: center;&amp;quot;&amp;gt;Furniture Dye Tub&amp;lt;/div&amp;gt;&lt;br /&gt;
|&amp;lt;div style=&amp;quot;text-align: center;&amp;quot;&amp;gt;2000&amp;lt;/div&amp;gt;&lt;br /&gt;
|&amp;lt;div style=&amp;quot;text-align: center;&amp;quot;&amp;gt;Unlimited uses&amp;lt;/div&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
|| &amp;lt;div style=&amp;quot;text-align: center;&amp;quot;&amp;gt;Leather Dye Tub&amp;lt;/div&amp;gt;&lt;br /&gt;
|&amp;lt;div style=&amp;quot;text-align: center;&amp;quot;&amp;gt;2000&amp;lt;/div&amp;gt;&lt;br /&gt;
|&amp;lt;div style=&amp;quot;text-align: center;&amp;quot;&amp;gt;Unlimited uses&amp;lt;/div&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
|| &amp;lt;div style=&amp;quot;text-align: center;&amp;quot;&amp;gt;Treasure Map Book Dye Tub&amp;lt;/div&amp;gt;&lt;br /&gt;
|&amp;lt;div style=&amp;quot;text-align: center;&amp;quot;&amp;gt;2000&amp;lt;/div&amp;gt;&lt;br /&gt;
|&amp;lt;div style=&amp;quot;text-align: center;&amp;quot;&amp;gt;Unlimited uses&amp;lt;/div&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
|| &amp;lt;div style=&amp;quot;text-align: center;&amp;quot;&amp;gt;Bulk Order Book Dye Tub&amp;lt;/div&amp;gt;&lt;br /&gt;
|&amp;lt;div style=&amp;quot;text-align: center;&amp;quot;&amp;gt;3000&amp;lt;/div&amp;gt;&lt;br /&gt;
|&amp;lt;div style=&amp;quot;text-align: center;&amp;quot;&amp;gt;Unlimited uses&amp;lt;/div&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
|| &amp;lt;div style=&amp;quot;text-align: center;&amp;quot;&amp;gt;Rune Book Dye Tub&amp;lt;/div&amp;gt;&lt;br /&gt;
|&amp;lt;div style=&amp;quot;text-align: center;&amp;quot;&amp;gt;2000&amp;lt;/div&amp;gt;&lt;br /&gt;
|&amp;lt;div style=&amp;quot;text-align: center;&amp;quot;&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
|| &amp;lt;div style=&amp;quot;text-align: center;&amp;quot;&amp;gt;Use ID Wand&amp;lt;/div&amp;gt;&lt;br /&gt;
|&amp;lt;div style=&amp;quot;text-align: center;&amp;quot;&amp;gt;5000&amp;lt;/div&amp;gt;&lt;br /&gt;
|&amp;lt;div style=&amp;quot;text-align: center;&amp;quot;&amp;gt;50,000 charges&amp;lt;/div&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===Consumables===&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! style=&amp;quot;font-weight: bold;&amp;quot; | Item&lt;br /&gt;
! style=&amp;quot;font-weight: bold;&amp;quot; | Cost&lt;br /&gt;
! style=&amp;quot;font-weight: bold;&amp;quot; | Note&lt;br /&gt;
|-&lt;br /&gt;
|| &amp;lt;div style=&amp;quot;text-align: center;&amp;quot;&amp;gt;Gender Change Deed&amp;lt;/div&amp;gt;&lt;br /&gt;
|&amp;lt;div style=&amp;quot;text-align: center;&amp;quot;&amp;gt;500&amp;lt;/div&amp;gt;&lt;br /&gt;
|&amp;lt;div style=&amp;quot;text-align: center;&amp;quot;&amp;gt;1 charge&amp;lt;/div&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
|| &amp;lt;div style=&amp;quot;text-align: center;&amp;quot;&amp;gt;Pet Bonding Deed&amp;lt;/div&amp;gt;&lt;br /&gt;
|&amp;lt;div style=&amp;quot;text-align: center;&amp;quot;&amp;gt;1000&amp;lt;/div&amp;gt;&lt;br /&gt;
|&amp;lt;div style=&amp;quot;text-align: center;&amp;quot;&amp;gt;Auto-bonds any pet without waiting a week&amp;lt;/div&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
|| &amp;lt;div style=&amp;quot;text-align: center;&amp;quot;&amp;gt;Jewelry Bless Deed&amp;lt;/div&amp;gt;&lt;br /&gt;
|&amp;lt;div style=&amp;quot;text-align: center;&amp;quot;&amp;gt;2000&amp;lt;/div&amp;gt;&lt;br /&gt;
|&amp;lt;div style=&amp;quot;text-align: center;&amp;quot;&amp;gt;Will bless 1 piece of jewelry&amp;lt;/div&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
|| &amp;lt;div style=&amp;quot;text-align: center;&amp;quot;&amp;gt;Clothing Bless Deed&amp;lt;/div&amp;gt;&lt;br /&gt;
|&amp;lt;div style=&amp;quot;text-align: center;&amp;quot;&amp;gt;1000&amp;lt;/div&amp;gt;&lt;br /&gt;
|&amp;lt;div style=&amp;quot;text-align: center;&amp;quot;&amp;gt;Will bless 1 piece of clothing&amp;lt;/div&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
|| &amp;lt;div style=&amp;quot;text-align: center;&amp;quot;&amp;gt;Beard Restyle Deed&amp;lt;/div&amp;gt;&lt;br /&gt;
|&amp;lt;div style=&amp;quot;text-align: center;&amp;quot;&amp;gt;500&amp;lt;/div&amp;gt;&lt;br /&gt;
|&amp;lt;div style=&amp;quot;text-align: center;&amp;quot;&amp;gt;Restyle your beard 1 time&amp;lt;/div&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
|| &amp;lt;div style=&amp;quot;text-align: center;&amp;quot;&amp;gt;Pet Summoning Ball&amp;lt;/div&amp;gt;&lt;br /&gt;
|&amp;lt;div style=&amp;quot;text-align: center;&amp;quot;&amp;gt;1500&amp;lt;/div&amp;gt;&lt;br /&gt;
|&amp;lt;div style=&amp;quot;text-align: center;&amp;quot;&amp;gt;When bonded to a pet, will summon your pets to your location. 9/20 charges on purchase&amp;lt;/div&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
|| &amp;lt;div style=&amp;quot;text-align: center;&amp;quot;&amp;gt;Powder of Translocation&amp;lt;/div&amp;gt;&lt;br /&gt;
|&amp;lt;div style=&amp;quot;text-align: center;&amp;quot;&amp;gt;100&amp;lt;/div&amp;gt;&lt;br /&gt;
|&amp;lt;div style=&amp;quot;text-align: center;&amp;quot;&amp;gt;Replenishes 1 Pet Summoning Ball charge&amp;lt;/div&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
|| &amp;lt;div style=&amp;quot;text-align: center;&amp;quot;&amp;gt;Runebook Copy Pen&amp;lt;/div&amp;gt;&lt;br /&gt;
|&amp;lt;div style=&amp;quot;text-align: center;&amp;quot;&amp;gt;2000&amp;lt;/div&amp;gt;&lt;br /&gt;
|&amp;lt;div style=&amp;quot;text-align: center;&amp;quot;&amp;gt;Copies fully marked runebook. 10 charges.&amp;lt;/div&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
|| &amp;lt;div style=&amp;quot;text-align: center;&amp;quot;&amp;gt;Special Hair Dye&amp;lt;/div&amp;gt;&lt;br /&gt;
|&amp;lt;div style=&amp;quot;text-align: center;&amp;quot;&amp;gt;1000&amp;lt;/div&amp;gt;&lt;br /&gt;
|&amp;lt;div style=&amp;quot;text-align: center;&amp;quot;&amp;gt;Multiple selection neon hair dye. 1 Charge&amp;lt;/div&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
|| &amp;lt;div style=&amp;quot;text-align: center;&amp;quot;&amp;gt;Special Beard Dye&amp;lt;/div&amp;gt;&lt;br /&gt;
|&amp;lt;div style=&amp;quot;text-align: center;&amp;quot;&amp;gt;1000&amp;lt;/div&amp;gt;&lt;br /&gt;
|&amp;lt;div style=&amp;quot;text-align: center;&amp;quot;&amp;gt;Multiple selection neon beard dye. 1 Charge&amp;lt;/div&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===Wearables===&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! style=&amp;quot;font-weight: bold;&amp;quot; | Item&lt;br /&gt;
! style=&amp;quot;font-weight: bold;&amp;quot; | Cost&lt;br /&gt;
! style=&amp;quot;font-weight: bold;&amp;quot; | Note&lt;br /&gt;
|-&lt;br /&gt;
|| &amp;lt;div style=&amp;quot;text-align: center;&amp;quot;&amp;gt;Special Colored Masks&amp;lt;/div&amp;gt;&lt;br /&gt;
|&amp;lt;div style=&amp;quot;text-align: center;&amp;quot;&amp;gt;5000&amp;lt;/div&amp;gt;&lt;br /&gt;
|&amp;lt;div style=&amp;quot;text-align: center;&amp;quot;&amp;gt;Bear, Deer, Orc, Tribal, &amp;amp; Skull&amp;lt;/div&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
|| &amp;lt;div style=&amp;quot;text-align: center;&amp;quot;&amp;gt;Special Colored Hats&amp;lt;/div&amp;gt;&lt;br /&gt;
|&amp;lt;div style=&amp;quot;text-align: center;&amp;quot;&amp;gt;25000&amp;lt;/div&amp;gt;&lt;br /&gt;
|&amp;lt;div style=&amp;quot;text-align: center;&amp;quot;&amp;gt;Kasa&amp;lt;/div&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
|| &amp;lt;div style=&amp;quot;text-align: center;&amp;quot;&amp;gt;Ankh Necklace&amp;lt;/div&amp;gt;&lt;br /&gt;
|&amp;lt;div style=&amp;quot;text-align: center;&amp;quot;&amp;gt;3500&amp;lt;/div&amp;gt;&lt;br /&gt;
|&amp;lt;div style=&amp;quot;text-align: center;&amp;quot;&amp;gt;A blessed pure white ankh necklace&amp;lt;/div&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
|| &amp;lt;div style=&amp;quot;text-align: center;&amp;quot;&amp;gt;Special Colored Spell Channeling Lantern&amp;lt;/div&amp;gt;&lt;br /&gt;
|&amp;lt;div style=&amp;quot;text-align: center;&amp;quot;&amp;gt;10000&amp;lt;/div&amp;gt;&lt;br /&gt;
|&amp;lt;div style=&amp;quot;text-align: center;&amp;quot;&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
|| &amp;lt;div style=&amp;quot;text-align: center;&amp;quot;&amp;gt;Special Colored Empty Spell Book&amp;lt;/div&amp;gt;&lt;br /&gt;
|&amp;lt;div style=&amp;quot;text-align: center;&amp;quot;&amp;gt;5000&amp;lt;/div&amp;gt;&lt;br /&gt;
|&amp;lt;div style=&amp;quot;text-align: center;&amp;quot;&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
|| &amp;lt;div style=&amp;quot;text-align: center;&amp;quot;&amp;gt;Soiled Loincloth&amp;lt;/div&amp;gt;&lt;br /&gt;
|&amp;lt;div style=&amp;quot;text-align: center;&amp;quot;&amp;gt;5000&amp;lt;/div&amp;gt;&lt;br /&gt;
|&amp;lt;div style=&amp;quot;text-align: center;&amp;quot;&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
|| &amp;lt;div style=&amp;quot;text-align: center;&amp;quot;&amp;gt;Forever Cape&amp;lt;/div&amp;gt;&lt;br /&gt;
|&amp;lt;div style=&amp;quot;text-align: center;&amp;quot;&amp;gt;5000&amp;lt;/div&amp;gt;&lt;br /&gt;
|&amp;lt;div style=&amp;quot;text-align: center;&amp;quot;&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
|| &amp;lt;div style=&amp;quot;text-align: center;&amp;quot;&amp;gt;Special Colored Quiver&amp;lt;/div&amp;gt;&lt;br /&gt;
|&amp;lt;div style=&amp;quot;text-align: center;&amp;quot;&amp;gt;5000&amp;lt;/div&amp;gt;&lt;br /&gt;
|&amp;lt;div style=&amp;quot;text-align: center;&amp;quot;&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
|| &amp;lt;div style=&amp;quot;text-align: center;&amp;quot;&amp;gt;Special Colored Blessed Sandles&amp;lt;/div&amp;gt;&lt;br /&gt;
|&amp;lt;div style=&amp;quot;text-align: center;&amp;quot;&amp;gt;15000&amp;lt;/div&amp;gt;&lt;br /&gt;
|&amp;lt;div style=&amp;quot;text-align: center;&amp;quot;&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===Housing===&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! style=&amp;quot;font-weight: bold;&amp;quot; | Item&lt;br /&gt;
! style=&amp;quot;font-weight: bold;&amp;quot; | Cost&lt;br /&gt;
! style=&amp;quot;font-weight: bold;&amp;quot; | Note&lt;br /&gt;
|-&lt;br /&gt;
|| &amp;lt;div style=&amp;quot;text-align: center;&amp;quot;&amp;gt;A Butler Contract&amp;lt;/div&amp;gt;&lt;br /&gt;
|&amp;lt;div style=&amp;quot;text-align: center;&amp;quot;&amp;gt;25000&amp;lt;/div&amp;gt;&lt;br /&gt;
|&amp;lt;div style=&amp;quot;text-align: center;&amp;quot;&amp;gt;NPC placed in your home which holds most of your resources for you. Makes restocking take a single click.&amp;lt;/div&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
|| &amp;lt;div style=&amp;quot;text-align: center;&amp;quot;&amp;gt;Davies&#039; Locker&amp;lt;/div&amp;gt;&lt;br /&gt;
|&amp;lt;div style=&amp;quot;text-align: center;&amp;quot;&amp;gt;10000&amp;lt;/div&amp;gt;&lt;br /&gt;
|&amp;lt;div style=&amp;quot;text-align: center;&amp;quot;&amp;gt;Store all your MIB&#039;s and Maps.&amp;lt;/div&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
|| &amp;lt;div style=&amp;quot;text-align: center;&amp;quot;&amp;gt;Royal Decorating Tool&amp;lt;/div&amp;gt;&lt;br /&gt;
|&amp;lt;div style=&amp;quot;text-align: center;&amp;quot;&amp;gt;1500&amp;lt;/div&amp;gt;&lt;br /&gt;
|&amp;lt;div style=&amp;quot;text-align: center;&amp;quot;&amp;gt;A much improved decorating tool. Can move items items within your own home.&amp;lt;/div&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
|| &amp;lt;div style=&amp;quot;text-align: center;&amp;quot;&amp;gt;Commodity Deed Box&amp;lt;/div&amp;gt;&lt;br /&gt;
|&amp;lt;div style=&amp;quot;text-align: center;&amp;quot;&amp;gt;1000&amp;lt;/div&amp;gt;&lt;br /&gt;
|&amp;lt;div style=&amp;quot;text-align: center;&amp;quot;&amp;gt;Used to undeed commodity deeds in your house.&amp;lt;/div&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
|| &amp;lt;div style=&amp;quot;text-align: center;&amp;quot;&amp;gt;Skill Scroll Storage Bookshelf&amp;lt;/div&amp;gt;&lt;br /&gt;
|&amp;lt;div style=&amp;quot;text-align: center;&amp;quot;&amp;gt;2000&amp;lt;/div&amp;gt;&lt;br /&gt;
|&amp;lt;div style=&amp;quot;text-align: center;&amp;quot;&amp;gt;Helps organize your individual skill scrolls&amp;lt;/div&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
|| &amp;lt;div style=&amp;quot;text-align: center;&amp;quot;&amp;gt;+25 House Friend Increase Deed&amp;lt;/div&amp;gt;&lt;br /&gt;
|&amp;lt;div style=&amp;quot;text-align: center;&amp;quot;&amp;gt;2000&amp;lt;/div&amp;gt;&lt;br /&gt;
|&amp;lt;div style=&amp;quot;text-align: center;&amp;quot;&amp;gt;Increase your house max friend limit by 25.&amp;lt;/div&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
|| &amp;lt;div style=&amp;quot;text-align: center;&amp;quot;&amp;gt;+15 Co Owner Addon Deed&amp;lt;/div&amp;gt;&lt;br /&gt;
|&amp;lt;div style=&amp;quot;text-align: center;&amp;quot;&amp;gt;2000&amp;lt;/div&amp;gt;&lt;br /&gt;
|&amp;lt;div style=&amp;quot;text-align: center;&amp;quot;&amp;gt;Increase the max co-owners to a house by 15.&amp;lt;/div&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===Starter Packs===&lt;br /&gt;
See the [[Starter Pack]] article for details of what items each pack provides. All starter packs come with the same Limited Skillbook (image shown below). &lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! style=&amp;quot;font-weight: bold;&amp;quot; | Item&lt;br /&gt;
! style=&amp;quot;font-weight: bold;&amp;quot; | Cost&lt;br /&gt;
! style=&amp;quot;font-weight: bold;&amp;quot; | Note&lt;br /&gt;
|-&lt;br /&gt;
|| &amp;lt;div style=&amp;quot;text-align: center;&amp;quot;&amp;gt;Bard&#039;s Starter Pack&amp;lt;/div&amp;gt;&lt;br /&gt;
|&amp;lt;div style=&amp;quot;text-align: center;&amp;quot;&amp;gt;6000&amp;lt;/div&amp;gt;&lt;br /&gt;
|&amp;lt;div style=&amp;quot;text-align: center;&amp;quot;&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
|| &amp;lt;div style=&amp;quot;text-align: center;&amp;quot;&amp;gt;Magicians&#039;s Starter Pack&amp;lt;/div&amp;gt;&lt;br /&gt;
|&amp;lt;div style=&amp;quot;text-align: center;&amp;quot;&amp;gt;6000&amp;lt;/div&amp;gt;&lt;br /&gt;
|&amp;lt;div style=&amp;quot;text-align: center;&amp;quot;&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
|| &amp;lt;div style=&amp;quot;text-align: center;&amp;quot;&amp;gt;Warrior&#039;s Starter Pack&amp;lt;/div&amp;gt;&lt;br /&gt;
|&amp;lt;div style=&amp;quot;text-align: center;&amp;quot;&amp;gt;6000&amp;lt;/div&amp;gt;&lt;br /&gt;
|&amp;lt;div style=&amp;quot;text-align: center;&amp;quot;&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
[[File:OD Starter Skill Pack.png]]&lt;br /&gt;
&lt;br /&gt;
==House Add Ons==&lt;br /&gt;
You can purchase special adds on for your homes with donation coins. The gate to the House Add On Shop is located next to Donation Vendor at West Britain Bank.&lt;br /&gt;
&lt;br /&gt;
The Shop shows you all the cool add ons you can purchase for your home. To make a purchase, you double click the pedestal and approve the purchase. The deed to the add on will be sent to your bank.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;gallery class=&amp;quot;center&amp;quot; widths=&amp;quot;250px&amp;quot; heights=&amp;quot;250px&amp;quot;&amp;gt;&lt;br /&gt;
File:House Add On Portal.JPG|&#039;&#039;&#039;House Add On Shop Location&#039;&#039;&#039;&lt;br /&gt;
File:House Add On Confirmation.JPG|&#039;&#039;&#039;Purchasing an Add On&#039;&#039;&#039;&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==FAQ==&lt;br /&gt;
*Can I sell Overdrive coins to other players in game on Overdrive? Yes, you can sell the coins to other players if you wish for gold (which helps those who may not be able to donate).&lt;br /&gt;
*Can I trade Overdrive coins for UOForever coins or vice versa? No form of cross server trading is not allowed.&lt;br /&gt;
*Can I trade items on UOForever for Overdrive coin? No form of cross server trading is not allowed.&lt;/div&gt;</summary>
		<author><name>Teto</name></author>
	</entry>
	<entry>
		<id>https://uoforever.com/wiki/index.php?title=Donations_(Overdrive)&amp;diff=6953</id>
		<title>Donations (Overdrive)</title>
		<link rel="alternate" type="text/html" href="https://uoforever.com/wiki/index.php?title=Donations_(Overdrive)&amp;diff=6953"/>
		<updated>2022-04-16T12:59:27Z</updated>

		<summary type="html">&lt;p&gt;Teto: /* House Add Ons */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Overdrive is completely free to play but donations are always appreciated. Donations cover everything you see - paying staff, server fee&#039;s, ads, you name it. The reason UOForever has lasted so long (9+ Years) is because it has always invested directly back into the community and server ensuring longevity. We offer only offer aesthetic or quality of life items and do not provide items which will give other players advantages (no pay 2 win).&lt;br /&gt;
&lt;br /&gt;
==Purchasing and Receiving Overdrive Coins==&lt;br /&gt;
You can purchase them from https://www.uooverdrive.com/store.php &lt;br /&gt;
&lt;br /&gt;
Please ensure you fill out your exact account and character name. We use paypal, however you do not need a paypal account to purchase, just a valid email and CC.&lt;br /&gt;
&lt;br /&gt;
Once you purchase, the coins will be placed in your characters bank within 24-48 hours (normally within 5 hrs.).&lt;br /&gt;
&lt;br /&gt;
==Donation Vendor==&lt;br /&gt;
You can find the Donation Vendor just outside West Brit Bank. Once you buy an item it will go into your bank.&lt;br /&gt;
&lt;br /&gt;
[[File:Donation Vendor.JPG]]&lt;br /&gt;
&lt;br /&gt;
==Current Donation Items==&lt;br /&gt;
===Ethereal Mounts===&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! style=&amp;quot;font-weight: bold;&amp;quot; | Item&lt;br /&gt;
! style=&amp;quot;font-weight: bold;&amp;quot; | Cost&lt;br /&gt;
|-&lt;br /&gt;
|| &amp;lt;div style=&amp;quot;text-align: center;&amp;quot;&amp;gt;Ethereal Horse&amp;lt;/div&amp;gt;&lt;br /&gt;
|&amp;lt;div style=&amp;quot;text-align: center;&amp;quot;&amp;gt;1000&amp;lt;/div&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
|| &amp;lt;div style=&amp;quot;text-align: center;&amp;quot;&amp;gt;Ethereal Llama&amp;lt;/div&amp;gt;&lt;br /&gt;
|&amp;lt;div style=&amp;quot;text-align: center;&amp;quot;&amp;gt;1000&amp;lt;/div&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
|| &amp;lt;div style=&amp;quot;text-align: center;&amp;quot;&amp;gt;Ethereal Desert Ostard&amp;lt;/div&amp;gt;&lt;br /&gt;
|&amp;lt;div style=&amp;quot;text-align: center;&amp;quot;&amp;gt;1500&amp;lt;/div&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
|| &amp;lt;div style=&amp;quot;text-align: center;&amp;quot;&amp;gt;Ethereal Frenzied Ostard&amp;lt;/div&amp;gt;&lt;br /&gt;
|&amp;lt;div style=&amp;quot;text-align: center;&amp;quot;&amp;gt;2000&amp;lt;/div&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===Useables===&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! style=&amp;quot;font-weight: bold;&amp;quot; | Item&lt;br /&gt;
! style=&amp;quot;font-weight: bold;&amp;quot; | Cost&lt;br /&gt;
! style=&amp;quot;font-weight: bold;&amp;quot; | Note&lt;br /&gt;
|-&lt;br /&gt;
|| &amp;lt;div style=&amp;quot;text-align: center;&amp;quot;&amp;gt;Black Dye Tub&amp;lt;/div&amp;gt;&lt;br /&gt;
|&amp;lt;div style=&amp;quot;text-align: center;&amp;quot;&amp;gt;2000&amp;lt;/div&amp;gt;&lt;br /&gt;
|&amp;lt;div style=&amp;quot;text-align: center;&amp;quot;&amp;gt;Unlimited uses&amp;lt;/div&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
|| &amp;lt;div style=&amp;quot;text-align: center;&amp;quot;&amp;gt;Furniture Dye Tub&amp;lt;/div&amp;gt;&lt;br /&gt;
|&amp;lt;div style=&amp;quot;text-align: center;&amp;quot;&amp;gt;2000&amp;lt;/div&amp;gt;&lt;br /&gt;
|&amp;lt;div style=&amp;quot;text-align: center;&amp;quot;&amp;gt;Unlimited uses&amp;lt;/div&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
|| &amp;lt;div style=&amp;quot;text-align: center;&amp;quot;&amp;gt;Leather Dye Tub&amp;lt;/div&amp;gt;&lt;br /&gt;
|&amp;lt;div style=&amp;quot;text-align: center;&amp;quot;&amp;gt;2000&amp;lt;/div&amp;gt;&lt;br /&gt;
|&amp;lt;div style=&amp;quot;text-align: center;&amp;quot;&amp;gt;Unlimited uses&amp;lt;/div&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
|| &amp;lt;div style=&amp;quot;text-align: center;&amp;quot;&amp;gt;Treasure Map Book Dye Tub&amp;lt;/div&amp;gt;&lt;br /&gt;
|&amp;lt;div style=&amp;quot;text-align: center;&amp;quot;&amp;gt;2000&amp;lt;/div&amp;gt;&lt;br /&gt;
|&amp;lt;div style=&amp;quot;text-align: center;&amp;quot;&amp;gt;Unlimited uses&amp;lt;/div&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
|| &amp;lt;div style=&amp;quot;text-align: center;&amp;quot;&amp;gt;Bulk Order Book Dye Tub&amp;lt;/div&amp;gt;&lt;br /&gt;
|&amp;lt;div style=&amp;quot;text-align: center;&amp;quot;&amp;gt;3000&amp;lt;/div&amp;gt;&lt;br /&gt;
|&amp;lt;div style=&amp;quot;text-align: center;&amp;quot;&amp;gt;Unlimited uses&amp;lt;/div&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
|| &amp;lt;div style=&amp;quot;text-align: center;&amp;quot;&amp;gt;Rune Book Dye Tub&amp;lt;/div&amp;gt;&lt;br /&gt;
|&amp;lt;div style=&amp;quot;text-align: center;&amp;quot;&amp;gt;2000&amp;lt;/div&amp;gt;&lt;br /&gt;
|&amp;lt;div style=&amp;quot;text-align: center;&amp;quot;&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
|| &amp;lt;div style=&amp;quot;text-align: center;&amp;quot;&amp;gt;Use ID Wand&amp;lt;/div&amp;gt;&lt;br /&gt;
|&amp;lt;div style=&amp;quot;text-align: center;&amp;quot;&amp;gt;5000&amp;lt;/div&amp;gt;&lt;br /&gt;
|&amp;lt;div style=&amp;quot;text-align: center;&amp;quot;&amp;gt;50,000 charges&amp;lt;/div&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===Consumables===&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! style=&amp;quot;font-weight: bold;&amp;quot; | Item&lt;br /&gt;
! style=&amp;quot;font-weight: bold;&amp;quot; | Cost&lt;br /&gt;
! style=&amp;quot;font-weight: bold;&amp;quot; | Note&lt;br /&gt;
|-&lt;br /&gt;
|| &amp;lt;div style=&amp;quot;text-align: center;&amp;quot;&amp;gt;Gender Change Deed&amp;lt;/div&amp;gt;&lt;br /&gt;
|&amp;lt;div style=&amp;quot;text-align: center;&amp;quot;&amp;gt;500&amp;lt;/div&amp;gt;&lt;br /&gt;
|&amp;lt;div style=&amp;quot;text-align: center;&amp;quot;&amp;gt;1 charge&amp;lt;/div&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
|| &amp;lt;div style=&amp;quot;text-align: center;&amp;quot;&amp;gt;Pet Bonding Deed&amp;lt;/div&amp;gt;&lt;br /&gt;
|&amp;lt;div style=&amp;quot;text-align: center;&amp;quot;&amp;gt;1000&amp;lt;/div&amp;gt;&lt;br /&gt;
|&amp;lt;div style=&amp;quot;text-align: center;&amp;quot;&amp;gt;Auto-bonds any pet without waiting a week&amp;lt;/div&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
|| &amp;lt;div style=&amp;quot;text-align: center;&amp;quot;&amp;gt;Jewelry Bless Deed&amp;lt;/div&amp;gt;&lt;br /&gt;
|&amp;lt;div style=&amp;quot;text-align: center;&amp;quot;&amp;gt;2000&amp;lt;/div&amp;gt;&lt;br /&gt;
|&amp;lt;div style=&amp;quot;text-align: center;&amp;quot;&amp;gt;Will bless 1 piece of jewelry&amp;lt;/div&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
|| &amp;lt;div style=&amp;quot;text-align: center;&amp;quot;&amp;gt;Clothing Bless Deed&amp;lt;/div&amp;gt;&lt;br /&gt;
|&amp;lt;div style=&amp;quot;text-align: center;&amp;quot;&amp;gt;1000&amp;lt;/div&amp;gt;&lt;br /&gt;
|&amp;lt;div style=&amp;quot;text-align: center;&amp;quot;&amp;gt;Will bless 1 piece of clothing&amp;lt;/div&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
|| &amp;lt;div style=&amp;quot;text-align: center;&amp;quot;&amp;gt;Beard Restyle Deed&amp;lt;/div&amp;gt;&lt;br /&gt;
|&amp;lt;div style=&amp;quot;text-align: center;&amp;quot;&amp;gt;500&amp;lt;/div&amp;gt;&lt;br /&gt;
|&amp;lt;div style=&amp;quot;text-align: center;&amp;quot;&amp;gt;Restyle your beard 1 time&amp;lt;/div&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
|| &amp;lt;div style=&amp;quot;text-align: center;&amp;quot;&amp;gt;Pet Summoning Ball&amp;lt;/div&amp;gt;&lt;br /&gt;
|&amp;lt;div style=&amp;quot;text-align: center;&amp;quot;&amp;gt;1500&amp;lt;/div&amp;gt;&lt;br /&gt;
|&amp;lt;div style=&amp;quot;text-align: center;&amp;quot;&amp;gt;When bonded to a pet, will summon your pets to your location. 9/20 charges on purchase&amp;lt;/div&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
|| &amp;lt;div style=&amp;quot;text-align: center;&amp;quot;&amp;gt;Powder of Translocation&amp;lt;/div&amp;gt;&lt;br /&gt;
|&amp;lt;div style=&amp;quot;text-align: center;&amp;quot;&amp;gt;100&amp;lt;/div&amp;gt;&lt;br /&gt;
|&amp;lt;div style=&amp;quot;text-align: center;&amp;quot;&amp;gt;Replenishes 1 Pet Summoning Ball charge&amp;lt;/div&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
|| &amp;lt;div style=&amp;quot;text-align: center;&amp;quot;&amp;gt;Runebook Copy Pen&amp;lt;/div&amp;gt;&lt;br /&gt;
|&amp;lt;div style=&amp;quot;text-align: center;&amp;quot;&amp;gt;2000&amp;lt;/div&amp;gt;&lt;br /&gt;
|&amp;lt;div style=&amp;quot;text-align: center;&amp;quot;&amp;gt;Copies fully marked runebook. 10 charges.&amp;lt;/div&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
|| &amp;lt;div style=&amp;quot;text-align: center;&amp;quot;&amp;gt;Special Hair Dye&amp;lt;/div&amp;gt;&lt;br /&gt;
|&amp;lt;div style=&amp;quot;text-align: center;&amp;quot;&amp;gt;1000&amp;lt;/div&amp;gt;&lt;br /&gt;
|&amp;lt;div style=&amp;quot;text-align: center;&amp;quot;&amp;gt;Multiple selection neon hair dye. 1 Charge&amp;lt;/div&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
|| &amp;lt;div style=&amp;quot;text-align: center;&amp;quot;&amp;gt;Special Beard Dye&amp;lt;/div&amp;gt;&lt;br /&gt;
|&amp;lt;div style=&amp;quot;text-align: center;&amp;quot;&amp;gt;1000&amp;lt;/div&amp;gt;&lt;br /&gt;
|&amp;lt;div style=&amp;quot;text-align: center;&amp;quot;&amp;gt;Multiple selection neon beard dye. 1 Charge&amp;lt;/div&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===Wearables===&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! style=&amp;quot;font-weight: bold;&amp;quot; | Item&lt;br /&gt;
! style=&amp;quot;font-weight: bold;&amp;quot; | Cost&lt;br /&gt;
! style=&amp;quot;font-weight: bold;&amp;quot; | Note&lt;br /&gt;
|-&lt;br /&gt;
|| &amp;lt;div style=&amp;quot;text-align: center;&amp;quot;&amp;gt;Special Colored Masks&amp;lt;/div&amp;gt;&lt;br /&gt;
|&amp;lt;div style=&amp;quot;text-align: center;&amp;quot;&amp;gt;5000&amp;lt;/div&amp;gt;&lt;br /&gt;
|&amp;lt;div style=&amp;quot;text-align: center;&amp;quot;&amp;gt;Bear, Deer, Orc, Tribal, &amp;amp; Skull&amp;lt;/div&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
|| &amp;lt;div style=&amp;quot;text-align: center;&amp;quot;&amp;gt;Special Colored Hats&amp;lt;/div&amp;gt;&lt;br /&gt;
|&amp;lt;div style=&amp;quot;text-align: center;&amp;quot;&amp;gt;25000&amp;lt;/div&amp;gt;&lt;br /&gt;
|&amp;lt;div style=&amp;quot;text-align: center;&amp;quot;&amp;gt;Kasa&amp;lt;/div&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
|| &amp;lt;div style=&amp;quot;text-align: center;&amp;quot;&amp;gt;Ankh Necklace&amp;lt;/div&amp;gt;&lt;br /&gt;
|&amp;lt;div style=&amp;quot;text-align: center;&amp;quot;&amp;gt;3500&amp;lt;/div&amp;gt;&lt;br /&gt;
|&amp;lt;div style=&amp;quot;text-align: center;&amp;quot;&amp;gt;A blessed pure white ankh necklace&amp;lt;/div&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
|| &amp;lt;div style=&amp;quot;text-align: center;&amp;quot;&amp;gt;Special Colored Spell Channeling Lantern&amp;lt;/div&amp;gt;&lt;br /&gt;
|&amp;lt;div style=&amp;quot;text-align: center;&amp;quot;&amp;gt;10000&amp;lt;/div&amp;gt;&lt;br /&gt;
|&amp;lt;div style=&amp;quot;text-align: center;&amp;quot;&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
|| &amp;lt;div style=&amp;quot;text-align: center;&amp;quot;&amp;gt;Special Colored Empty Spell Book&amp;lt;/div&amp;gt;&lt;br /&gt;
|&amp;lt;div style=&amp;quot;text-align: center;&amp;quot;&amp;gt;5000&amp;lt;/div&amp;gt;&lt;br /&gt;
|&amp;lt;div style=&amp;quot;text-align: center;&amp;quot;&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
|| &amp;lt;div style=&amp;quot;text-align: center;&amp;quot;&amp;gt;Soiled Loincloth&amp;lt;/div&amp;gt;&lt;br /&gt;
|&amp;lt;div style=&amp;quot;text-align: center;&amp;quot;&amp;gt;5000&amp;lt;/div&amp;gt;&lt;br /&gt;
|&amp;lt;div style=&amp;quot;text-align: center;&amp;quot;&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
|| &amp;lt;div style=&amp;quot;text-align: center;&amp;quot;&amp;gt;Forever Cape&amp;lt;/div&amp;gt;&lt;br /&gt;
|&amp;lt;div style=&amp;quot;text-align: center;&amp;quot;&amp;gt;5000&amp;lt;/div&amp;gt;&lt;br /&gt;
|&amp;lt;div style=&amp;quot;text-align: center;&amp;quot;&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
|| &amp;lt;div style=&amp;quot;text-align: center;&amp;quot;&amp;gt;Special Colored Quiver&amp;lt;/div&amp;gt;&lt;br /&gt;
|&amp;lt;div style=&amp;quot;text-align: center;&amp;quot;&amp;gt;5000&amp;lt;/div&amp;gt;&lt;br /&gt;
|&amp;lt;div style=&amp;quot;text-align: center;&amp;quot;&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
|| &amp;lt;div style=&amp;quot;text-align: center;&amp;quot;&amp;gt;Special Colored Blessed Sandles&amp;lt;/div&amp;gt;&lt;br /&gt;
|&amp;lt;div style=&amp;quot;text-align: center;&amp;quot;&amp;gt;15000&amp;lt;/div&amp;gt;&lt;br /&gt;
|&amp;lt;div style=&amp;quot;text-align: center;&amp;quot;&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===Housing===&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! style=&amp;quot;font-weight: bold;&amp;quot; | Item&lt;br /&gt;
! style=&amp;quot;font-weight: bold;&amp;quot; | Cost&lt;br /&gt;
! style=&amp;quot;font-weight: bold;&amp;quot; | Note&lt;br /&gt;
|-&lt;br /&gt;
|| &amp;lt;div style=&amp;quot;text-align: center;&amp;quot;&amp;gt;A Butler Contract&amp;lt;/div&amp;gt;&lt;br /&gt;
|&amp;lt;div style=&amp;quot;text-align: center;&amp;quot;&amp;gt;25000&amp;lt;/div&amp;gt;&lt;br /&gt;
|&amp;lt;div style=&amp;quot;text-align: center;&amp;quot;&amp;gt;NPC placed in your home which holds most of your resources for you. Makes restocking take a single click.&amp;lt;/div&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
|| &amp;lt;div style=&amp;quot;text-align: center;&amp;quot;&amp;gt;Davies&#039; Locker&amp;lt;/div&amp;gt;&lt;br /&gt;
|&amp;lt;div style=&amp;quot;text-align: center;&amp;quot;&amp;gt;10000&amp;lt;/div&amp;gt;&lt;br /&gt;
|&amp;lt;div style=&amp;quot;text-align: center;&amp;quot;&amp;gt;Store all your MIB&#039;s and Maps.&amp;lt;/div&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
|| &amp;lt;div style=&amp;quot;text-align: center;&amp;quot;&amp;gt;Royal Decorating Tool&amp;lt;/div&amp;gt;&lt;br /&gt;
|&amp;lt;div style=&amp;quot;text-align: center;&amp;quot;&amp;gt;1500&amp;lt;/div&amp;gt;&lt;br /&gt;
|&amp;lt;div style=&amp;quot;text-align: center;&amp;quot;&amp;gt;A much improved decorating tool. Can move items items within your own home.&amp;lt;/div&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
|| &amp;lt;div style=&amp;quot;text-align: center;&amp;quot;&amp;gt;Commodity Deed Box&amp;lt;/div&amp;gt;&lt;br /&gt;
|&amp;lt;div style=&amp;quot;text-align: center;&amp;quot;&amp;gt;1000&amp;lt;/div&amp;gt;&lt;br /&gt;
|&amp;lt;div style=&amp;quot;text-align: center;&amp;quot;&amp;gt;Used to undeed commodity deeds in your house.&amp;lt;/div&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
|| &amp;lt;div style=&amp;quot;text-align: center;&amp;quot;&amp;gt;Skill Scroll Storage Bookshelf&amp;lt;/div&amp;gt;&lt;br /&gt;
|&amp;lt;div style=&amp;quot;text-align: center;&amp;quot;&amp;gt;1000&amp;lt;/div&amp;gt;&lt;br /&gt;
|&amp;lt;div style=&amp;quot;text-align: center;&amp;quot;&amp;gt;Helps organize your individual skill scrolls&amp;lt;/div&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
|| &amp;lt;div style=&amp;quot;text-align: center;&amp;quot;&amp;gt;+25 House Friend Increase Deed&amp;lt;/div&amp;gt;&lt;br /&gt;
|&amp;lt;div style=&amp;quot;text-align: center;&amp;quot;&amp;gt;2000&amp;lt;/div&amp;gt;&lt;br /&gt;
|&amp;lt;div style=&amp;quot;text-align: center;&amp;quot;&amp;gt;Increase your house max friend limit by 25.&amp;lt;/div&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
|| &amp;lt;div style=&amp;quot;text-align: center;&amp;quot;&amp;gt;+15 Co Owner Addon Deed&amp;lt;/div&amp;gt;&lt;br /&gt;
|&amp;lt;div style=&amp;quot;text-align: center;&amp;quot;&amp;gt;2000&amp;lt;/div&amp;gt;&lt;br /&gt;
|&amp;lt;div style=&amp;quot;text-align: center;&amp;quot;&amp;gt;Increase the max co-owners to a house by 15.&amp;lt;/div&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===Starter Packs===&lt;br /&gt;
See the [[Starter Pack]] article for details of what items each pack provides. All starter packs come with the same Limited Skillbook (image shown below). &lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! style=&amp;quot;font-weight: bold;&amp;quot; | Item&lt;br /&gt;
! style=&amp;quot;font-weight: bold;&amp;quot; | Cost&lt;br /&gt;
! style=&amp;quot;font-weight: bold;&amp;quot; | Note&lt;br /&gt;
|-&lt;br /&gt;
|| &amp;lt;div style=&amp;quot;text-align: center;&amp;quot;&amp;gt;Bard&#039;s Starter Pack&amp;lt;/div&amp;gt;&lt;br /&gt;
|&amp;lt;div style=&amp;quot;text-align: center;&amp;quot;&amp;gt;6000&amp;lt;/div&amp;gt;&lt;br /&gt;
|&amp;lt;div style=&amp;quot;text-align: center;&amp;quot;&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
|| &amp;lt;div style=&amp;quot;text-align: center;&amp;quot;&amp;gt;Magicians&#039;s Starter Pack&amp;lt;/div&amp;gt;&lt;br /&gt;
|&amp;lt;div style=&amp;quot;text-align: center;&amp;quot;&amp;gt;6000&amp;lt;/div&amp;gt;&lt;br /&gt;
|&amp;lt;div style=&amp;quot;text-align: center;&amp;quot;&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
|| &amp;lt;div style=&amp;quot;text-align: center;&amp;quot;&amp;gt;Warrior&#039;s Starter Pack&amp;lt;/div&amp;gt;&lt;br /&gt;
|&amp;lt;div style=&amp;quot;text-align: center;&amp;quot;&amp;gt;6000&amp;lt;/div&amp;gt;&lt;br /&gt;
|&amp;lt;div style=&amp;quot;text-align: center;&amp;quot;&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
[[File:OD Starter Skill Pack.png]]&lt;br /&gt;
&lt;br /&gt;
==House Add Ons==&lt;br /&gt;
You can purchase special adds on for your homes with donation coins. The gate to the House Add On Shop is located next to Donation Vendor at West Britain Bank.&lt;br /&gt;
&lt;br /&gt;
The Shop shows you all the cool add ons you can purchase for your home. To make a purchase, you double click the pedestal and approve the purchase. The deed to the add on will be sent to your bank.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;gallery class=&amp;quot;center&amp;quot; widths=&amp;quot;250px&amp;quot; heights=&amp;quot;250px&amp;quot;&amp;gt;&lt;br /&gt;
File:House Add On Portal.JPG|&#039;&#039;&#039;House Add On Shop Location&#039;&#039;&#039;&lt;br /&gt;
File:House Add On Confirmation.JPG|&#039;&#039;&#039;Purchasing an Add On&#039;&#039;&#039;&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==FAQ==&lt;br /&gt;
*Can I sell Overdrive coins to other players in game on Overdrive? Yes, you can sell the coins to other players if you wish for gold (which helps those who may not be able to donate).&lt;br /&gt;
*Can I trade Overdrive coins for UOForever coins or vice versa? No form of cross server trading is not allowed.&lt;br /&gt;
*Can I trade items on UOForever for Overdrive coin? No form of cross server trading is not allowed.&lt;/div&gt;</summary>
		<author><name>Teto</name></author>
	</entry>
	<entry>
		<id>https://uoforever.com/wiki/index.php?title=Donations_(Overdrive)&amp;diff=6952</id>
		<title>Donations (Overdrive)</title>
		<link rel="alternate" type="text/html" href="https://uoforever.com/wiki/index.php?title=Donations_(Overdrive)&amp;diff=6952"/>
		<updated>2022-04-16T12:58:16Z</updated>

		<summary type="html">&lt;p&gt;Teto: /* House Add Ons */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Overdrive is completely free to play but donations are always appreciated. Donations cover everything you see - paying staff, server fee&#039;s, ads, you name it. The reason UOForever has lasted so long (9+ Years) is because it has always invested directly back into the community and server ensuring longevity. We offer only offer aesthetic or quality of life items and do not provide items which will give other players advantages (no pay 2 win).&lt;br /&gt;
&lt;br /&gt;
==Purchasing and Receiving Overdrive Coins==&lt;br /&gt;
You can purchase them from https://www.uooverdrive.com/store.php &lt;br /&gt;
&lt;br /&gt;
Please ensure you fill out your exact account and character name. We use paypal, however you do not need a paypal account to purchase, just a valid email and CC.&lt;br /&gt;
&lt;br /&gt;
Once you purchase, the coins will be placed in your characters bank within 24-48 hours (normally within 5 hrs.).&lt;br /&gt;
&lt;br /&gt;
==Donation Vendor==&lt;br /&gt;
You can find the Donation Vendor just outside West Brit Bank. Once you buy an item it will go into your bank.&lt;br /&gt;
&lt;br /&gt;
[[File:Donation Vendor.JPG]]&lt;br /&gt;
&lt;br /&gt;
==Current Donation Items==&lt;br /&gt;
===Ethereal Mounts===&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! style=&amp;quot;font-weight: bold;&amp;quot; | Item&lt;br /&gt;
! style=&amp;quot;font-weight: bold;&amp;quot; | Cost&lt;br /&gt;
|-&lt;br /&gt;
|| &amp;lt;div style=&amp;quot;text-align: center;&amp;quot;&amp;gt;Ethereal Horse&amp;lt;/div&amp;gt;&lt;br /&gt;
|&amp;lt;div style=&amp;quot;text-align: center;&amp;quot;&amp;gt;1000&amp;lt;/div&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
|| &amp;lt;div style=&amp;quot;text-align: center;&amp;quot;&amp;gt;Ethereal Llama&amp;lt;/div&amp;gt;&lt;br /&gt;
|&amp;lt;div style=&amp;quot;text-align: center;&amp;quot;&amp;gt;1000&amp;lt;/div&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
|| &amp;lt;div style=&amp;quot;text-align: center;&amp;quot;&amp;gt;Ethereal Desert Ostard&amp;lt;/div&amp;gt;&lt;br /&gt;
|&amp;lt;div style=&amp;quot;text-align: center;&amp;quot;&amp;gt;1500&amp;lt;/div&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
|| &amp;lt;div style=&amp;quot;text-align: center;&amp;quot;&amp;gt;Ethereal Frenzied Ostard&amp;lt;/div&amp;gt;&lt;br /&gt;
|&amp;lt;div style=&amp;quot;text-align: center;&amp;quot;&amp;gt;2000&amp;lt;/div&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===Useables===&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! style=&amp;quot;font-weight: bold;&amp;quot; | Item&lt;br /&gt;
! style=&amp;quot;font-weight: bold;&amp;quot; | Cost&lt;br /&gt;
! style=&amp;quot;font-weight: bold;&amp;quot; | Note&lt;br /&gt;
|-&lt;br /&gt;
|| &amp;lt;div style=&amp;quot;text-align: center;&amp;quot;&amp;gt;Black Dye Tub&amp;lt;/div&amp;gt;&lt;br /&gt;
|&amp;lt;div style=&amp;quot;text-align: center;&amp;quot;&amp;gt;2000&amp;lt;/div&amp;gt;&lt;br /&gt;
|&amp;lt;div style=&amp;quot;text-align: center;&amp;quot;&amp;gt;Unlimited uses&amp;lt;/div&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
|| &amp;lt;div style=&amp;quot;text-align: center;&amp;quot;&amp;gt;Furniture Dye Tub&amp;lt;/div&amp;gt;&lt;br /&gt;
|&amp;lt;div style=&amp;quot;text-align: center;&amp;quot;&amp;gt;2000&amp;lt;/div&amp;gt;&lt;br /&gt;
|&amp;lt;div style=&amp;quot;text-align: center;&amp;quot;&amp;gt;Unlimited uses&amp;lt;/div&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
|| &amp;lt;div style=&amp;quot;text-align: center;&amp;quot;&amp;gt;Leather Dye Tub&amp;lt;/div&amp;gt;&lt;br /&gt;
|&amp;lt;div style=&amp;quot;text-align: center;&amp;quot;&amp;gt;2000&amp;lt;/div&amp;gt;&lt;br /&gt;
|&amp;lt;div style=&amp;quot;text-align: center;&amp;quot;&amp;gt;Unlimited uses&amp;lt;/div&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
|| &amp;lt;div style=&amp;quot;text-align: center;&amp;quot;&amp;gt;Treasure Map Book Dye Tub&amp;lt;/div&amp;gt;&lt;br /&gt;
|&amp;lt;div style=&amp;quot;text-align: center;&amp;quot;&amp;gt;2000&amp;lt;/div&amp;gt;&lt;br /&gt;
|&amp;lt;div style=&amp;quot;text-align: center;&amp;quot;&amp;gt;Unlimited uses&amp;lt;/div&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
|| &amp;lt;div style=&amp;quot;text-align: center;&amp;quot;&amp;gt;Bulk Order Book Dye Tub&amp;lt;/div&amp;gt;&lt;br /&gt;
|&amp;lt;div style=&amp;quot;text-align: center;&amp;quot;&amp;gt;3000&amp;lt;/div&amp;gt;&lt;br /&gt;
|&amp;lt;div style=&amp;quot;text-align: center;&amp;quot;&amp;gt;Unlimited uses&amp;lt;/div&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
|| &amp;lt;div style=&amp;quot;text-align: center;&amp;quot;&amp;gt;Rune Book Dye Tub&amp;lt;/div&amp;gt;&lt;br /&gt;
|&amp;lt;div style=&amp;quot;text-align: center;&amp;quot;&amp;gt;2000&amp;lt;/div&amp;gt;&lt;br /&gt;
|&amp;lt;div style=&amp;quot;text-align: center;&amp;quot;&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
|| &amp;lt;div style=&amp;quot;text-align: center;&amp;quot;&amp;gt;Use ID Wand&amp;lt;/div&amp;gt;&lt;br /&gt;
|&amp;lt;div style=&amp;quot;text-align: center;&amp;quot;&amp;gt;5000&amp;lt;/div&amp;gt;&lt;br /&gt;
|&amp;lt;div style=&amp;quot;text-align: center;&amp;quot;&amp;gt;50,000 charges&amp;lt;/div&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===Consumables===&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! style=&amp;quot;font-weight: bold;&amp;quot; | Item&lt;br /&gt;
! style=&amp;quot;font-weight: bold;&amp;quot; | Cost&lt;br /&gt;
! style=&amp;quot;font-weight: bold;&amp;quot; | Note&lt;br /&gt;
|-&lt;br /&gt;
|| &amp;lt;div style=&amp;quot;text-align: center;&amp;quot;&amp;gt;Gender Change Deed&amp;lt;/div&amp;gt;&lt;br /&gt;
|&amp;lt;div style=&amp;quot;text-align: center;&amp;quot;&amp;gt;500&amp;lt;/div&amp;gt;&lt;br /&gt;
|&amp;lt;div style=&amp;quot;text-align: center;&amp;quot;&amp;gt;1 charge&amp;lt;/div&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
|| &amp;lt;div style=&amp;quot;text-align: center;&amp;quot;&amp;gt;Pet Bonding Deed&amp;lt;/div&amp;gt;&lt;br /&gt;
|&amp;lt;div style=&amp;quot;text-align: center;&amp;quot;&amp;gt;1000&amp;lt;/div&amp;gt;&lt;br /&gt;
|&amp;lt;div style=&amp;quot;text-align: center;&amp;quot;&amp;gt;Auto-bonds any pet without waiting a week&amp;lt;/div&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
|| &amp;lt;div style=&amp;quot;text-align: center;&amp;quot;&amp;gt;Jewelry Bless Deed&amp;lt;/div&amp;gt;&lt;br /&gt;
|&amp;lt;div style=&amp;quot;text-align: center;&amp;quot;&amp;gt;2000&amp;lt;/div&amp;gt;&lt;br /&gt;
|&amp;lt;div style=&amp;quot;text-align: center;&amp;quot;&amp;gt;Will bless 1 piece of jewelry&amp;lt;/div&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
|| &amp;lt;div style=&amp;quot;text-align: center;&amp;quot;&amp;gt;Clothing Bless Deed&amp;lt;/div&amp;gt;&lt;br /&gt;
|&amp;lt;div style=&amp;quot;text-align: center;&amp;quot;&amp;gt;1000&amp;lt;/div&amp;gt;&lt;br /&gt;
|&amp;lt;div style=&amp;quot;text-align: center;&amp;quot;&amp;gt;Will bless 1 piece of clothing&amp;lt;/div&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
|| &amp;lt;div style=&amp;quot;text-align: center;&amp;quot;&amp;gt;Beard Restyle Deed&amp;lt;/div&amp;gt;&lt;br /&gt;
|&amp;lt;div style=&amp;quot;text-align: center;&amp;quot;&amp;gt;500&amp;lt;/div&amp;gt;&lt;br /&gt;
|&amp;lt;div style=&amp;quot;text-align: center;&amp;quot;&amp;gt;Restyle your beard 1 time&amp;lt;/div&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
|| &amp;lt;div style=&amp;quot;text-align: center;&amp;quot;&amp;gt;Pet Summoning Ball&amp;lt;/div&amp;gt;&lt;br /&gt;
|&amp;lt;div style=&amp;quot;text-align: center;&amp;quot;&amp;gt;1500&amp;lt;/div&amp;gt;&lt;br /&gt;
|&amp;lt;div style=&amp;quot;text-align: center;&amp;quot;&amp;gt;When bonded to a pet, will summon your pets to your location. 9/20 charges on purchase&amp;lt;/div&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
|| &amp;lt;div style=&amp;quot;text-align: center;&amp;quot;&amp;gt;Powder of Translocation&amp;lt;/div&amp;gt;&lt;br /&gt;
|&amp;lt;div style=&amp;quot;text-align: center;&amp;quot;&amp;gt;100&amp;lt;/div&amp;gt;&lt;br /&gt;
|&amp;lt;div style=&amp;quot;text-align: center;&amp;quot;&amp;gt;Replenishes 1 Pet Summoning Ball charge&amp;lt;/div&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
|| &amp;lt;div style=&amp;quot;text-align: center;&amp;quot;&amp;gt;Runebook Copy Pen&amp;lt;/div&amp;gt;&lt;br /&gt;
|&amp;lt;div style=&amp;quot;text-align: center;&amp;quot;&amp;gt;2000&amp;lt;/div&amp;gt;&lt;br /&gt;
|&amp;lt;div style=&amp;quot;text-align: center;&amp;quot;&amp;gt;Copies fully marked runebook. 10 charges.&amp;lt;/div&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
|| &amp;lt;div style=&amp;quot;text-align: center;&amp;quot;&amp;gt;Special Hair Dye&amp;lt;/div&amp;gt;&lt;br /&gt;
|&amp;lt;div style=&amp;quot;text-align: center;&amp;quot;&amp;gt;1000&amp;lt;/div&amp;gt;&lt;br /&gt;
|&amp;lt;div style=&amp;quot;text-align: center;&amp;quot;&amp;gt;Multiple selection neon hair dye. 1 Charge&amp;lt;/div&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
|| &amp;lt;div style=&amp;quot;text-align: center;&amp;quot;&amp;gt;Special Beard Dye&amp;lt;/div&amp;gt;&lt;br /&gt;
|&amp;lt;div style=&amp;quot;text-align: center;&amp;quot;&amp;gt;1000&amp;lt;/div&amp;gt;&lt;br /&gt;
|&amp;lt;div style=&amp;quot;text-align: center;&amp;quot;&amp;gt;Multiple selection neon beard dye. 1 Charge&amp;lt;/div&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===Wearables===&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! style=&amp;quot;font-weight: bold;&amp;quot; | Item&lt;br /&gt;
! style=&amp;quot;font-weight: bold;&amp;quot; | Cost&lt;br /&gt;
! style=&amp;quot;font-weight: bold;&amp;quot; | Note&lt;br /&gt;
|-&lt;br /&gt;
|| &amp;lt;div style=&amp;quot;text-align: center;&amp;quot;&amp;gt;Special Colored Masks&amp;lt;/div&amp;gt;&lt;br /&gt;
|&amp;lt;div style=&amp;quot;text-align: center;&amp;quot;&amp;gt;5000&amp;lt;/div&amp;gt;&lt;br /&gt;
|&amp;lt;div style=&amp;quot;text-align: center;&amp;quot;&amp;gt;Bear, Deer, Orc, Tribal, &amp;amp; Skull&amp;lt;/div&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
|| &amp;lt;div style=&amp;quot;text-align: center;&amp;quot;&amp;gt;Special Colored Hats&amp;lt;/div&amp;gt;&lt;br /&gt;
|&amp;lt;div style=&amp;quot;text-align: center;&amp;quot;&amp;gt;25000&amp;lt;/div&amp;gt;&lt;br /&gt;
|&amp;lt;div style=&amp;quot;text-align: center;&amp;quot;&amp;gt;Kasa&amp;lt;/div&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
|| &amp;lt;div style=&amp;quot;text-align: center;&amp;quot;&amp;gt;Ankh Necklace&amp;lt;/div&amp;gt;&lt;br /&gt;
|&amp;lt;div style=&amp;quot;text-align: center;&amp;quot;&amp;gt;3500&amp;lt;/div&amp;gt;&lt;br /&gt;
|&amp;lt;div style=&amp;quot;text-align: center;&amp;quot;&amp;gt;A blessed pure white ankh necklace&amp;lt;/div&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
|| &amp;lt;div style=&amp;quot;text-align: center;&amp;quot;&amp;gt;Special Colored Spell Channeling Lantern&amp;lt;/div&amp;gt;&lt;br /&gt;
|&amp;lt;div style=&amp;quot;text-align: center;&amp;quot;&amp;gt;10000&amp;lt;/div&amp;gt;&lt;br /&gt;
|&amp;lt;div style=&amp;quot;text-align: center;&amp;quot;&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
|| &amp;lt;div style=&amp;quot;text-align: center;&amp;quot;&amp;gt;Special Colored Empty Spell Book&amp;lt;/div&amp;gt;&lt;br /&gt;
|&amp;lt;div style=&amp;quot;text-align: center;&amp;quot;&amp;gt;5000&amp;lt;/div&amp;gt;&lt;br /&gt;
|&amp;lt;div style=&amp;quot;text-align: center;&amp;quot;&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
|| &amp;lt;div style=&amp;quot;text-align: center;&amp;quot;&amp;gt;Soiled Loincloth&amp;lt;/div&amp;gt;&lt;br /&gt;
|&amp;lt;div style=&amp;quot;text-align: center;&amp;quot;&amp;gt;5000&amp;lt;/div&amp;gt;&lt;br /&gt;
|&amp;lt;div style=&amp;quot;text-align: center;&amp;quot;&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
|| &amp;lt;div style=&amp;quot;text-align: center;&amp;quot;&amp;gt;Forever Cape&amp;lt;/div&amp;gt;&lt;br /&gt;
|&amp;lt;div style=&amp;quot;text-align: center;&amp;quot;&amp;gt;5000&amp;lt;/div&amp;gt;&lt;br /&gt;
|&amp;lt;div style=&amp;quot;text-align: center;&amp;quot;&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
|| &amp;lt;div style=&amp;quot;text-align: center;&amp;quot;&amp;gt;Special Colored Quiver&amp;lt;/div&amp;gt;&lt;br /&gt;
|&amp;lt;div style=&amp;quot;text-align: center;&amp;quot;&amp;gt;5000&amp;lt;/div&amp;gt;&lt;br /&gt;
|&amp;lt;div style=&amp;quot;text-align: center;&amp;quot;&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
|| &amp;lt;div style=&amp;quot;text-align: center;&amp;quot;&amp;gt;Special Colored Blessed Sandles&amp;lt;/div&amp;gt;&lt;br /&gt;
|&amp;lt;div style=&amp;quot;text-align: center;&amp;quot;&amp;gt;15000&amp;lt;/div&amp;gt;&lt;br /&gt;
|&amp;lt;div style=&amp;quot;text-align: center;&amp;quot;&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===Housing===&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! style=&amp;quot;font-weight: bold;&amp;quot; | Item&lt;br /&gt;
! style=&amp;quot;font-weight: bold;&amp;quot; | Cost&lt;br /&gt;
! style=&amp;quot;font-weight: bold;&amp;quot; | Note&lt;br /&gt;
|-&lt;br /&gt;
|| &amp;lt;div style=&amp;quot;text-align: center;&amp;quot;&amp;gt;A Butler Contract&amp;lt;/div&amp;gt;&lt;br /&gt;
|&amp;lt;div style=&amp;quot;text-align: center;&amp;quot;&amp;gt;25000&amp;lt;/div&amp;gt;&lt;br /&gt;
|&amp;lt;div style=&amp;quot;text-align: center;&amp;quot;&amp;gt;NPC placed in your home which holds most of your resources for you. Makes restocking take a single click.&amp;lt;/div&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
|| &amp;lt;div style=&amp;quot;text-align: center;&amp;quot;&amp;gt;Davies&#039; Locker&amp;lt;/div&amp;gt;&lt;br /&gt;
|&amp;lt;div style=&amp;quot;text-align: center;&amp;quot;&amp;gt;10000&amp;lt;/div&amp;gt;&lt;br /&gt;
|&amp;lt;div style=&amp;quot;text-align: center;&amp;quot;&amp;gt;Store all your MIB&#039;s and Maps.&amp;lt;/div&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
|| &amp;lt;div style=&amp;quot;text-align: center;&amp;quot;&amp;gt;Royal Decorating Tool&amp;lt;/div&amp;gt;&lt;br /&gt;
|&amp;lt;div style=&amp;quot;text-align: center;&amp;quot;&amp;gt;1500&amp;lt;/div&amp;gt;&lt;br /&gt;
|&amp;lt;div style=&amp;quot;text-align: center;&amp;quot;&amp;gt;A much improved decorating tool. Can move items items within your own home.&amp;lt;/div&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
|| &amp;lt;div style=&amp;quot;text-align: center;&amp;quot;&amp;gt;Commodity Deed Box&amp;lt;/div&amp;gt;&lt;br /&gt;
|&amp;lt;div style=&amp;quot;text-align: center;&amp;quot;&amp;gt;1000&amp;lt;/div&amp;gt;&lt;br /&gt;
|&amp;lt;div style=&amp;quot;text-align: center;&amp;quot;&amp;gt;Used to undeed commodity deeds in your house.&amp;lt;/div&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
|| &amp;lt;div style=&amp;quot;text-align: center;&amp;quot;&amp;gt;Skill Scroll Storage Bookshelf&amp;lt;/div&amp;gt;&lt;br /&gt;
|&amp;lt;div style=&amp;quot;text-align: center;&amp;quot;&amp;gt;1000&amp;lt;/div&amp;gt;&lt;br /&gt;
|&amp;lt;div style=&amp;quot;text-align: center;&amp;quot;&amp;gt;Helps organize your individual skill scrolls&amp;lt;/div&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
|| &amp;lt;div style=&amp;quot;text-align: center;&amp;quot;&amp;gt;+25 House Friend Increase Deed&amp;lt;/div&amp;gt;&lt;br /&gt;
|&amp;lt;div style=&amp;quot;text-align: center;&amp;quot;&amp;gt;2000&amp;lt;/div&amp;gt;&lt;br /&gt;
|&amp;lt;div style=&amp;quot;text-align: center;&amp;quot;&amp;gt;Increase your house max friend limit by 25.&amp;lt;/div&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
|| &amp;lt;div style=&amp;quot;text-align: center;&amp;quot;&amp;gt;+15 Co Owner Addon Deed&amp;lt;/div&amp;gt;&lt;br /&gt;
|&amp;lt;div style=&amp;quot;text-align: center;&amp;quot;&amp;gt;2000&amp;lt;/div&amp;gt;&lt;br /&gt;
|&amp;lt;div style=&amp;quot;text-align: center;&amp;quot;&amp;gt;Increase the max co-owners to a house by 15.&amp;lt;/div&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===Starter Packs===&lt;br /&gt;
See the [[Starter Pack]] article for details of what items each pack provides. All starter packs come with the same Limited Skillbook (image shown below). &lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! style=&amp;quot;font-weight: bold;&amp;quot; | Item&lt;br /&gt;
! style=&amp;quot;font-weight: bold;&amp;quot; | Cost&lt;br /&gt;
! style=&amp;quot;font-weight: bold;&amp;quot; | Note&lt;br /&gt;
|-&lt;br /&gt;
|| &amp;lt;div style=&amp;quot;text-align: center;&amp;quot;&amp;gt;Bard&#039;s Starter Pack&amp;lt;/div&amp;gt;&lt;br /&gt;
|&amp;lt;div style=&amp;quot;text-align: center;&amp;quot;&amp;gt;6000&amp;lt;/div&amp;gt;&lt;br /&gt;
|&amp;lt;div style=&amp;quot;text-align: center;&amp;quot;&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
|| &amp;lt;div style=&amp;quot;text-align: center;&amp;quot;&amp;gt;Magicians&#039;s Starter Pack&amp;lt;/div&amp;gt;&lt;br /&gt;
|&amp;lt;div style=&amp;quot;text-align: center;&amp;quot;&amp;gt;6000&amp;lt;/div&amp;gt;&lt;br /&gt;
|&amp;lt;div style=&amp;quot;text-align: center;&amp;quot;&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
|| &amp;lt;div style=&amp;quot;text-align: center;&amp;quot;&amp;gt;Warrior&#039;s Starter Pack&amp;lt;/div&amp;gt;&lt;br /&gt;
|&amp;lt;div style=&amp;quot;text-align: center;&amp;quot;&amp;gt;6000&amp;lt;/div&amp;gt;&lt;br /&gt;
|&amp;lt;div style=&amp;quot;text-align: center;&amp;quot;&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
[[File:OD Starter Skill Pack.png]]&lt;br /&gt;
&lt;br /&gt;
==House Add Ons==&lt;br /&gt;
You can purchase special adds on for your homes with donation coins. The gate to the House Add On Shop is located next to Donation Vendor at West Britain Bank.&lt;br /&gt;
&lt;br /&gt;
The Shop shows you all the cool add ons you can purchase for your home. To make a purchase, you double click the pedestal and approve the purchase. The deed to the add on will be sent to your bank.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;gallery class=&amp;quot;center&amp;quot; widths=&amp;quot;250px&amp;quot; heights=&amp;quot;250px&amp;quot;&amp;gt;&lt;br /&gt;
File:House Add On Portal.JPG|&#039;&#039;&#039;House Add On Gate Location&#039;&#039;&#039;&lt;br /&gt;
File:House Add On Confirmation.JPG|&#039;&#039;&#039;Purchasing an Add On&#039;&#039;&#039;&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==FAQ==&lt;br /&gt;
*Can I sell Overdrive coins to other players in game on Overdrive? Yes, you can sell the coins to other players if you wish for gold (which helps those who may not be able to donate).&lt;br /&gt;
*Can I trade Overdrive coins for UOForever coins or vice versa? No form of cross server trading is not allowed.&lt;br /&gt;
*Can I trade items on UOForever for Overdrive coin? No form of cross server trading is not allowed.&lt;/div&gt;</summary>
		<author><name>Teto</name></author>
	</entry>
	<entry>
		<id>https://uoforever.com/wiki/index.php?title=Donations_(Overdrive)&amp;diff=6951</id>
		<title>Donations (Overdrive)</title>
		<link rel="alternate" type="text/html" href="https://uoforever.com/wiki/index.php?title=Donations_(Overdrive)&amp;diff=6951"/>
		<updated>2022-04-16T12:56:43Z</updated>

		<summary type="html">&lt;p&gt;Teto: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Overdrive is completely free to play but donations are always appreciated. Donations cover everything you see - paying staff, server fee&#039;s, ads, you name it. The reason UOForever has lasted so long (9+ Years) is because it has always invested directly back into the community and server ensuring longevity. We offer only offer aesthetic or quality of life items and do not provide items which will give other players advantages (no pay 2 win).&lt;br /&gt;
&lt;br /&gt;
==Purchasing and Receiving Overdrive Coins==&lt;br /&gt;
You can purchase them from https://www.uooverdrive.com/store.php &lt;br /&gt;
&lt;br /&gt;
Please ensure you fill out your exact account and character name. We use paypal, however you do not need a paypal account to purchase, just a valid email and CC.&lt;br /&gt;
&lt;br /&gt;
Once you purchase, the coins will be placed in your characters bank within 24-48 hours (normally within 5 hrs.).&lt;br /&gt;
&lt;br /&gt;
==Donation Vendor==&lt;br /&gt;
You can find the Donation Vendor just outside West Brit Bank. Once you buy an item it will go into your bank.&lt;br /&gt;
&lt;br /&gt;
[[File:Donation Vendor.JPG]]&lt;br /&gt;
&lt;br /&gt;
==Current Donation Items==&lt;br /&gt;
===Ethereal Mounts===&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! style=&amp;quot;font-weight: bold;&amp;quot; | Item&lt;br /&gt;
! style=&amp;quot;font-weight: bold;&amp;quot; | Cost&lt;br /&gt;
|-&lt;br /&gt;
|| &amp;lt;div style=&amp;quot;text-align: center;&amp;quot;&amp;gt;Ethereal Horse&amp;lt;/div&amp;gt;&lt;br /&gt;
|&amp;lt;div style=&amp;quot;text-align: center;&amp;quot;&amp;gt;1000&amp;lt;/div&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
|| &amp;lt;div style=&amp;quot;text-align: center;&amp;quot;&amp;gt;Ethereal Llama&amp;lt;/div&amp;gt;&lt;br /&gt;
|&amp;lt;div style=&amp;quot;text-align: center;&amp;quot;&amp;gt;1000&amp;lt;/div&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
|| &amp;lt;div style=&amp;quot;text-align: center;&amp;quot;&amp;gt;Ethereal Desert Ostard&amp;lt;/div&amp;gt;&lt;br /&gt;
|&amp;lt;div style=&amp;quot;text-align: center;&amp;quot;&amp;gt;1500&amp;lt;/div&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
|| &amp;lt;div style=&amp;quot;text-align: center;&amp;quot;&amp;gt;Ethereal Frenzied Ostard&amp;lt;/div&amp;gt;&lt;br /&gt;
|&amp;lt;div style=&amp;quot;text-align: center;&amp;quot;&amp;gt;2000&amp;lt;/div&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===Useables===&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! style=&amp;quot;font-weight: bold;&amp;quot; | Item&lt;br /&gt;
! style=&amp;quot;font-weight: bold;&amp;quot; | Cost&lt;br /&gt;
! style=&amp;quot;font-weight: bold;&amp;quot; | Note&lt;br /&gt;
|-&lt;br /&gt;
|| &amp;lt;div style=&amp;quot;text-align: center;&amp;quot;&amp;gt;Black Dye Tub&amp;lt;/div&amp;gt;&lt;br /&gt;
|&amp;lt;div style=&amp;quot;text-align: center;&amp;quot;&amp;gt;2000&amp;lt;/div&amp;gt;&lt;br /&gt;
|&amp;lt;div style=&amp;quot;text-align: center;&amp;quot;&amp;gt;Unlimited uses&amp;lt;/div&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
|| &amp;lt;div style=&amp;quot;text-align: center;&amp;quot;&amp;gt;Furniture Dye Tub&amp;lt;/div&amp;gt;&lt;br /&gt;
|&amp;lt;div style=&amp;quot;text-align: center;&amp;quot;&amp;gt;2000&amp;lt;/div&amp;gt;&lt;br /&gt;
|&amp;lt;div style=&amp;quot;text-align: center;&amp;quot;&amp;gt;Unlimited uses&amp;lt;/div&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
|| &amp;lt;div style=&amp;quot;text-align: center;&amp;quot;&amp;gt;Leather Dye Tub&amp;lt;/div&amp;gt;&lt;br /&gt;
|&amp;lt;div style=&amp;quot;text-align: center;&amp;quot;&amp;gt;2000&amp;lt;/div&amp;gt;&lt;br /&gt;
|&amp;lt;div style=&amp;quot;text-align: center;&amp;quot;&amp;gt;Unlimited uses&amp;lt;/div&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
|| &amp;lt;div style=&amp;quot;text-align: center;&amp;quot;&amp;gt;Treasure Map Book Dye Tub&amp;lt;/div&amp;gt;&lt;br /&gt;
|&amp;lt;div style=&amp;quot;text-align: center;&amp;quot;&amp;gt;2000&amp;lt;/div&amp;gt;&lt;br /&gt;
|&amp;lt;div style=&amp;quot;text-align: center;&amp;quot;&amp;gt;Unlimited uses&amp;lt;/div&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
|| &amp;lt;div style=&amp;quot;text-align: center;&amp;quot;&amp;gt;Bulk Order Book Dye Tub&amp;lt;/div&amp;gt;&lt;br /&gt;
|&amp;lt;div style=&amp;quot;text-align: center;&amp;quot;&amp;gt;3000&amp;lt;/div&amp;gt;&lt;br /&gt;
|&amp;lt;div style=&amp;quot;text-align: center;&amp;quot;&amp;gt;Unlimited uses&amp;lt;/div&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
|| &amp;lt;div style=&amp;quot;text-align: center;&amp;quot;&amp;gt;Rune Book Dye Tub&amp;lt;/div&amp;gt;&lt;br /&gt;
|&amp;lt;div style=&amp;quot;text-align: center;&amp;quot;&amp;gt;2000&amp;lt;/div&amp;gt;&lt;br /&gt;
|&amp;lt;div style=&amp;quot;text-align: center;&amp;quot;&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
|| &amp;lt;div style=&amp;quot;text-align: center;&amp;quot;&amp;gt;Use ID Wand&amp;lt;/div&amp;gt;&lt;br /&gt;
|&amp;lt;div style=&amp;quot;text-align: center;&amp;quot;&amp;gt;5000&amp;lt;/div&amp;gt;&lt;br /&gt;
|&amp;lt;div style=&amp;quot;text-align: center;&amp;quot;&amp;gt;50,000 charges&amp;lt;/div&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===Consumables===&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! style=&amp;quot;font-weight: bold;&amp;quot; | Item&lt;br /&gt;
! style=&amp;quot;font-weight: bold;&amp;quot; | Cost&lt;br /&gt;
! style=&amp;quot;font-weight: bold;&amp;quot; | Note&lt;br /&gt;
|-&lt;br /&gt;
|| &amp;lt;div style=&amp;quot;text-align: center;&amp;quot;&amp;gt;Gender Change Deed&amp;lt;/div&amp;gt;&lt;br /&gt;
|&amp;lt;div style=&amp;quot;text-align: center;&amp;quot;&amp;gt;500&amp;lt;/div&amp;gt;&lt;br /&gt;
|&amp;lt;div style=&amp;quot;text-align: center;&amp;quot;&amp;gt;1 charge&amp;lt;/div&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
|| &amp;lt;div style=&amp;quot;text-align: center;&amp;quot;&amp;gt;Pet Bonding Deed&amp;lt;/div&amp;gt;&lt;br /&gt;
|&amp;lt;div style=&amp;quot;text-align: center;&amp;quot;&amp;gt;1000&amp;lt;/div&amp;gt;&lt;br /&gt;
|&amp;lt;div style=&amp;quot;text-align: center;&amp;quot;&amp;gt;Auto-bonds any pet without waiting a week&amp;lt;/div&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
|| &amp;lt;div style=&amp;quot;text-align: center;&amp;quot;&amp;gt;Jewelry Bless Deed&amp;lt;/div&amp;gt;&lt;br /&gt;
|&amp;lt;div style=&amp;quot;text-align: center;&amp;quot;&amp;gt;2000&amp;lt;/div&amp;gt;&lt;br /&gt;
|&amp;lt;div style=&amp;quot;text-align: center;&amp;quot;&amp;gt;Will bless 1 piece of jewelry&amp;lt;/div&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
|| &amp;lt;div style=&amp;quot;text-align: center;&amp;quot;&amp;gt;Clothing Bless Deed&amp;lt;/div&amp;gt;&lt;br /&gt;
|&amp;lt;div style=&amp;quot;text-align: center;&amp;quot;&amp;gt;1000&amp;lt;/div&amp;gt;&lt;br /&gt;
|&amp;lt;div style=&amp;quot;text-align: center;&amp;quot;&amp;gt;Will bless 1 piece of clothing&amp;lt;/div&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
|| &amp;lt;div style=&amp;quot;text-align: center;&amp;quot;&amp;gt;Beard Restyle Deed&amp;lt;/div&amp;gt;&lt;br /&gt;
|&amp;lt;div style=&amp;quot;text-align: center;&amp;quot;&amp;gt;500&amp;lt;/div&amp;gt;&lt;br /&gt;
|&amp;lt;div style=&amp;quot;text-align: center;&amp;quot;&amp;gt;Restyle your beard 1 time&amp;lt;/div&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
|| &amp;lt;div style=&amp;quot;text-align: center;&amp;quot;&amp;gt;Pet Summoning Ball&amp;lt;/div&amp;gt;&lt;br /&gt;
|&amp;lt;div style=&amp;quot;text-align: center;&amp;quot;&amp;gt;1500&amp;lt;/div&amp;gt;&lt;br /&gt;
|&amp;lt;div style=&amp;quot;text-align: center;&amp;quot;&amp;gt;When bonded to a pet, will summon your pets to your location. 9/20 charges on purchase&amp;lt;/div&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
|| &amp;lt;div style=&amp;quot;text-align: center;&amp;quot;&amp;gt;Powder of Translocation&amp;lt;/div&amp;gt;&lt;br /&gt;
|&amp;lt;div style=&amp;quot;text-align: center;&amp;quot;&amp;gt;100&amp;lt;/div&amp;gt;&lt;br /&gt;
|&amp;lt;div style=&amp;quot;text-align: center;&amp;quot;&amp;gt;Replenishes 1 Pet Summoning Ball charge&amp;lt;/div&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
|| &amp;lt;div style=&amp;quot;text-align: center;&amp;quot;&amp;gt;Runebook Copy Pen&amp;lt;/div&amp;gt;&lt;br /&gt;
|&amp;lt;div style=&amp;quot;text-align: center;&amp;quot;&amp;gt;2000&amp;lt;/div&amp;gt;&lt;br /&gt;
|&amp;lt;div style=&amp;quot;text-align: center;&amp;quot;&amp;gt;Copies fully marked runebook. 10 charges.&amp;lt;/div&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
|| &amp;lt;div style=&amp;quot;text-align: center;&amp;quot;&amp;gt;Special Hair Dye&amp;lt;/div&amp;gt;&lt;br /&gt;
|&amp;lt;div style=&amp;quot;text-align: center;&amp;quot;&amp;gt;1000&amp;lt;/div&amp;gt;&lt;br /&gt;
|&amp;lt;div style=&amp;quot;text-align: center;&amp;quot;&amp;gt;Multiple selection neon hair dye. 1 Charge&amp;lt;/div&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
|| &amp;lt;div style=&amp;quot;text-align: center;&amp;quot;&amp;gt;Special Beard Dye&amp;lt;/div&amp;gt;&lt;br /&gt;
|&amp;lt;div style=&amp;quot;text-align: center;&amp;quot;&amp;gt;1000&amp;lt;/div&amp;gt;&lt;br /&gt;
|&amp;lt;div style=&amp;quot;text-align: center;&amp;quot;&amp;gt;Multiple selection neon beard dye. 1 Charge&amp;lt;/div&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===Wearables===&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! style=&amp;quot;font-weight: bold;&amp;quot; | Item&lt;br /&gt;
! style=&amp;quot;font-weight: bold;&amp;quot; | Cost&lt;br /&gt;
! style=&amp;quot;font-weight: bold;&amp;quot; | Note&lt;br /&gt;
|-&lt;br /&gt;
|| &amp;lt;div style=&amp;quot;text-align: center;&amp;quot;&amp;gt;Special Colored Masks&amp;lt;/div&amp;gt;&lt;br /&gt;
|&amp;lt;div style=&amp;quot;text-align: center;&amp;quot;&amp;gt;5000&amp;lt;/div&amp;gt;&lt;br /&gt;
|&amp;lt;div style=&amp;quot;text-align: center;&amp;quot;&amp;gt;Bear, Deer, Orc, Tribal, &amp;amp; Skull&amp;lt;/div&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
|| &amp;lt;div style=&amp;quot;text-align: center;&amp;quot;&amp;gt;Special Colored Hats&amp;lt;/div&amp;gt;&lt;br /&gt;
|&amp;lt;div style=&amp;quot;text-align: center;&amp;quot;&amp;gt;25000&amp;lt;/div&amp;gt;&lt;br /&gt;
|&amp;lt;div style=&amp;quot;text-align: center;&amp;quot;&amp;gt;Kasa&amp;lt;/div&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
|| &amp;lt;div style=&amp;quot;text-align: center;&amp;quot;&amp;gt;Ankh Necklace&amp;lt;/div&amp;gt;&lt;br /&gt;
|&amp;lt;div style=&amp;quot;text-align: center;&amp;quot;&amp;gt;3500&amp;lt;/div&amp;gt;&lt;br /&gt;
|&amp;lt;div style=&amp;quot;text-align: center;&amp;quot;&amp;gt;A blessed pure white ankh necklace&amp;lt;/div&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
|| &amp;lt;div style=&amp;quot;text-align: center;&amp;quot;&amp;gt;Special Colored Spell Channeling Lantern&amp;lt;/div&amp;gt;&lt;br /&gt;
|&amp;lt;div style=&amp;quot;text-align: center;&amp;quot;&amp;gt;10000&amp;lt;/div&amp;gt;&lt;br /&gt;
|&amp;lt;div style=&amp;quot;text-align: center;&amp;quot;&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
|| &amp;lt;div style=&amp;quot;text-align: center;&amp;quot;&amp;gt;Special Colored Empty Spell Book&amp;lt;/div&amp;gt;&lt;br /&gt;
|&amp;lt;div style=&amp;quot;text-align: center;&amp;quot;&amp;gt;5000&amp;lt;/div&amp;gt;&lt;br /&gt;
|&amp;lt;div style=&amp;quot;text-align: center;&amp;quot;&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
|| &amp;lt;div style=&amp;quot;text-align: center;&amp;quot;&amp;gt;Soiled Loincloth&amp;lt;/div&amp;gt;&lt;br /&gt;
|&amp;lt;div style=&amp;quot;text-align: center;&amp;quot;&amp;gt;5000&amp;lt;/div&amp;gt;&lt;br /&gt;
|&amp;lt;div style=&amp;quot;text-align: center;&amp;quot;&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
|| &amp;lt;div style=&amp;quot;text-align: center;&amp;quot;&amp;gt;Forever Cape&amp;lt;/div&amp;gt;&lt;br /&gt;
|&amp;lt;div style=&amp;quot;text-align: center;&amp;quot;&amp;gt;5000&amp;lt;/div&amp;gt;&lt;br /&gt;
|&amp;lt;div style=&amp;quot;text-align: center;&amp;quot;&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
|| &amp;lt;div style=&amp;quot;text-align: center;&amp;quot;&amp;gt;Special Colored Quiver&amp;lt;/div&amp;gt;&lt;br /&gt;
|&amp;lt;div style=&amp;quot;text-align: center;&amp;quot;&amp;gt;5000&amp;lt;/div&amp;gt;&lt;br /&gt;
|&amp;lt;div style=&amp;quot;text-align: center;&amp;quot;&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
|| &amp;lt;div style=&amp;quot;text-align: center;&amp;quot;&amp;gt;Special Colored Blessed Sandles&amp;lt;/div&amp;gt;&lt;br /&gt;
|&amp;lt;div style=&amp;quot;text-align: center;&amp;quot;&amp;gt;15000&amp;lt;/div&amp;gt;&lt;br /&gt;
|&amp;lt;div style=&amp;quot;text-align: center;&amp;quot;&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===Housing===&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! style=&amp;quot;font-weight: bold;&amp;quot; | Item&lt;br /&gt;
! style=&amp;quot;font-weight: bold;&amp;quot; | Cost&lt;br /&gt;
! style=&amp;quot;font-weight: bold;&amp;quot; | Note&lt;br /&gt;
|-&lt;br /&gt;
|| &amp;lt;div style=&amp;quot;text-align: center;&amp;quot;&amp;gt;A Butler Contract&amp;lt;/div&amp;gt;&lt;br /&gt;
|&amp;lt;div style=&amp;quot;text-align: center;&amp;quot;&amp;gt;25000&amp;lt;/div&amp;gt;&lt;br /&gt;
|&amp;lt;div style=&amp;quot;text-align: center;&amp;quot;&amp;gt;NPC placed in your home which holds most of your resources for you. Makes restocking take a single click.&amp;lt;/div&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
|| &amp;lt;div style=&amp;quot;text-align: center;&amp;quot;&amp;gt;Davies&#039; Locker&amp;lt;/div&amp;gt;&lt;br /&gt;
|&amp;lt;div style=&amp;quot;text-align: center;&amp;quot;&amp;gt;10000&amp;lt;/div&amp;gt;&lt;br /&gt;
|&amp;lt;div style=&amp;quot;text-align: center;&amp;quot;&amp;gt;Store all your MIB&#039;s and Maps.&amp;lt;/div&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
|| &amp;lt;div style=&amp;quot;text-align: center;&amp;quot;&amp;gt;Royal Decorating Tool&amp;lt;/div&amp;gt;&lt;br /&gt;
|&amp;lt;div style=&amp;quot;text-align: center;&amp;quot;&amp;gt;1500&amp;lt;/div&amp;gt;&lt;br /&gt;
|&amp;lt;div style=&amp;quot;text-align: center;&amp;quot;&amp;gt;A much improved decorating tool. Can move items items within your own home.&amp;lt;/div&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
|| &amp;lt;div style=&amp;quot;text-align: center;&amp;quot;&amp;gt;Commodity Deed Box&amp;lt;/div&amp;gt;&lt;br /&gt;
|&amp;lt;div style=&amp;quot;text-align: center;&amp;quot;&amp;gt;1000&amp;lt;/div&amp;gt;&lt;br /&gt;
|&amp;lt;div style=&amp;quot;text-align: center;&amp;quot;&amp;gt;Used to undeed commodity deeds in your house.&amp;lt;/div&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
|| &amp;lt;div style=&amp;quot;text-align: center;&amp;quot;&amp;gt;Skill Scroll Storage Bookshelf&amp;lt;/div&amp;gt;&lt;br /&gt;
|&amp;lt;div style=&amp;quot;text-align: center;&amp;quot;&amp;gt;1000&amp;lt;/div&amp;gt;&lt;br /&gt;
|&amp;lt;div style=&amp;quot;text-align: center;&amp;quot;&amp;gt;Helps organize your individual skill scrolls&amp;lt;/div&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
|| &amp;lt;div style=&amp;quot;text-align: center;&amp;quot;&amp;gt;+25 House Friend Increase Deed&amp;lt;/div&amp;gt;&lt;br /&gt;
|&amp;lt;div style=&amp;quot;text-align: center;&amp;quot;&amp;gt;2000&amp;lt;/div&amp;gt;&lt;br /&gt;
|&amp;lt;div style=&amp;quot;text-align: center;&amp;quot;&amp;gt;Increase your house max friend limit by 25.&amp;lt;/div&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
|| &amp;lt;div style=&amp;quot;text-align: center;&amp;quot;&amp;gt;+15 Co Owner Addon Deed&amp;lt;/div&amp;gt;&lt;br /&gt;
|&amp;lt;div style=&amp;quot;text-align: center;&amp;quot;&amp;gt;2000&amp;lt;/div&amp;gt;&lt;br /&gt;
|&amp;lt;div style=&amp;quot;text-align: center;&amp;quot;&amp;gt;Increase the max co-owners to a house by 15.&amp;lt;/div&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===Starter Packs===&lt;br /&gt;
See the [[Starter Pack]] article for details of what items each pack provides. All starter packs come with the same Limited Skillbook (image shown below). &lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! style=&amp;quot;font-weight: bold;&amp;quot; | Item&lt;br /&gt;
! style=&amp;quot;font-weight: bold;&amp;quot; | Cost&lt;br /&gt;
! style=&amp;quot;font-weight: bold;&amp;quot; | Note&lt;br /&gt;
|-&lt;br /&gt;
|| &amp;lt;div style=&amp;quot;text-align: center;&amp;quot;&amp;gt;Bard&#039;s Starter Pack&amp;lt;/div&amp;gt;&lt;br /&gt;
|&amp;lt;div style=&amp;quot;text-align: center;&amp;quot;&amp;gt;6000&amp;lt;/div&amp;gt;&lt;br /&gt;
|&amp;lt;div style=&amp;quot;text-align: center;&amp;quot;&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
|| &amp;lt;div style=&amp;quot;text-align: center;&amp;quot;&amp;gt;Magicians&#039;s Starter Pack&amp;lt;/div&amp;gt;&lt;br /&gt;
|&amp;lt;div style=&amp;quot;text-align: center;&amp;quot;&amp;gt;6000&amp;lt;/div&amp;gt;&lt;br /&gt;
|&amp;lt;div style=&amp;quot;text-align: center;&amp;quot;&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
|| &amp;lt;div style=&amp;quot;text-align: center;&amp;quot;&amp;gt;Warrior&#039;s Starter Pack&amp;lt;/div&amp;gt;&lt;br /&gt;
|&amp;lt;div style=&amp;quot;text-align: center;&amp;quot;&amp;gt;6000&amp;lt;/div&amp;gt;&lt;br /&gt;
|&amp;lt;div style=&amp;quot;text-align: center;&amp;quot;&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
[[File:OD Starter Skill Pack.png]]&lt;br /&gt;
&lt;br /&gt;
==House Add Ons==&lt;br /&gt;
You can purchase special adds on for your homes with donation coins. The gate to the House Add On Showroom is located next to Donation Vendor at West Britain Bank.&lt;br /&gt;
&lt;br /&gt;
This area shows you all the cool add ons you can purchase for your home. To make a purchase, you double click the pedestal and approve the purchase. The deed to the add on will be sent to your bank.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;gallery class=&amp;quot;center&amp;quot; widths=&amp;quot;250px&amp;quot; heights=&amp;quot;250px&amp;quot;&amp;gt;&lt;br /&gt;
File:House Add On Portal.JPG|&#039;&#039;&#039;House Add On Gate Location&#039;&#039;&#039;&lt;br /&gt;
File:House Add On Confirmation.JPG|&#039;&#039;&#039;Purchasing an Add On&#039;&#039;&#039;&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==FAQ==&lt;br /&gt;
*Can I sell Overdrive coins to other players in game on Overdrive? Yes, you can sell the coins to other players if you wish for gold (which helps those who may not be able to donate).&lt;br /&gt;
*Can I trade Overdrive coins for UOForever coins or vice versa? No form of cross server trading is not allowed.&lt;br /&gt;
*Can I trade items on UOForever for Overdrive coin? No form of cross server trading is not allowed.&lt;/div&gt;</summary>
		<author><name>Teto</name></author>
	</entry>
	<entry>
		<id>https://uoforever.com/wiki/index.php?title=File:House_Add_On_Portal.JPG&amp;diff=6950</id>
		<title>File:House Add On Portal.JPG</title>
		<link rel="alternate" type="text/html" href="https://uoforever.com/wiki/index.php?title=File:House_Add_On_Portal.JPG&amp;diff=6950"/>
		<updated>2022-04-16T12:54:33Z</updated>

		<summary type="html">&lt;p&gt;Teto: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&lt;/div&gt;</summary>
		<author><name>Teto</name></author>
	</entry>
	<entry>
		<id>https://uoforever.com/wiki/index.php?title=File:House_Add_On_Confirmation.JPG&amp;diff=6949</id>
		<title>File:House Add On Confirmation.JPG</title>
		<link rel="alternate" type="text/html" href="https://uoforever.com/wiki/index.php?title=File:House_Add_On_Confirmation.JPG&amp;diff=6949"/>
		<updated>2022-04-16T12:54:18Z</updated>

		<summary type="html">&lt;p&gt;Teto: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&lt;/div&gt;</summary>
		<author><name>Teto</name></author>
	</entry>
	<entry>
		<id>https://uoforever.com/wiki/index.php?title=Bounty_System&amp;diff=6948</id>
		<title>Bounty System</title>
		<link rel="alternate" type="text/html" href="https://uoforever.com/wiki/index.php?title=Bounty_System&amp;diff=6948"/>
		<updated>2022-04-15T16:10:05Z</updated>

		<summary type="html">&lt;p&gt;Teto: /* Notes */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[image:Bountyoffer.jpg|thumb|300px|An example of a bounty offering.]]&lt;br /&gt;
__TOC__&lt;br /&gt;
==Description==&lt;br /&gt;
The Bounty System allows players to place a bounty on wanted Murderers. The Murderer has the choice to pay this bounty or faces temporary stat and skill loss.&lt;br /&gt;
&lt;br /&gt;
==How it Works==&lt;br /&gt;
If you die as a red character, your body can be cut and head can be taken by any player. From there, the player in possession of the head has a few options of what to do with it.&lt;br /&gt;
&lt;br /&gt;
#The player can keep the head as a trophy and it will decay and become useless after 10 hours. Decayed heads turn green.&lt;br /&gt;
#The player can double click the head and send a Bounty Offer to the red character to purchase their head back. The red character can accept, counter, or decline the offer. The maximum Bounty a player can offer is 25,000 gold. If the red character declines the offer, they will receive stat loss. Red characters can also initiate a bounty offer by saying the phrase &amp;quot;I wish to buy my head&amp;quot; to see if any players are in possession of one of their heads.&lt;br /&gt;
#The player can take the head to and turn it into a Guard by dropping it onto the Guard. Once initiated, the red character will be notified via a System Message and has 4 minutes to purchase their head back at the cost of 35,000 gold. The red character purchases their head back by saying the phrase &amp;quot;I wish to buy my head&amp;quot;. If you choose to not purchase your head back or you miss the 4 minute window to purchase your head, you will receive stat loss.&lt;br /&gt;
&lt;br /&gt;
==Stat Loss==&lt;br /&gt;
When a player chooses to not purchase their head back or misses the 4 minute buy back window from the Guards, they will be penalized with Stat and Skill loss.&lt;br /&gt;
&lt;br /&gt;
Each murder a criminal has equals 30 minutes of stat/skill loss with the maximum stat loss time being 48 hours.&lt;br /&gt;
&lt;br /&gt;
==Commands==&lt;br /&gt;
*I must consider my sins | Shows total kill counts of red character&lt;br /&gt;
*I wish to buy my head | Purchases your head back from Guards or sees if any player is in possession of your head so you may send a Bounty Offer.&lt;br /&gt;
&lt;br /&gt;
==No Cut Zones==&lt;br /&gt;
PK&#039;s can avoid having their head cut in certain areas of the map:&lt;br /&gt;
&lt;br /&gt;
===The Bloody Fields===&lt;br /&gt;
[[File:Bloody Fields.JPG|500x500px]]&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;NOTE:&#039;&#039;&#039; You can be cut on farm land/soil within the Bloody Fields so avoid PvPing these areas&lt;br /&gt;
&lt;br /&gt;
===Orc Dungeon===&lt;br /&gt;
&lt;br /&gt;
===Orc Fort Region===&lt;br /&gt;
&lt;br /&gt;
==Notes==&lt;br /&gt;
*To see how many kills a criminal has, you can check your local Bounty Board.&lt;br /&gt;
*One murder for a criminal will decay every 24 Hours.&lt;br /&gt;
*If you are Player Killed you will have an option to give a murder count.&lt;/div&gt;</summary>
		<author><name>Teto</name></author>
	</entry>
	<entry>
		<id>https://uoforever.com/wiki/index.php?title=Bounty_System&amp;diff=6947</id>
		<title>Bounty System</title>
		<link rel="alternate" type="text/html" href="https://uoforever.com/wiki/index.php?title=Bounty_System&amp;diff=6947"/>
		<updated>2022-04-15T16:09:23Z</updated>

		<summary type="html">&lt;p&gt;Teto: /* Stat Loss */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[image:Bountyoffer.jpg|thumb|300px|An example of a bounty offering.]]&lt;br /&gt;
__TOC__&lt;br /&gt;
==Description==&lt;br /&gt;
The Bounty System allows players to place a bounty on wanted Murderers. The Murderer has the choice to pay this bounty or faces temporary stat and skill loss.&lt;br /&gt;
&lt;br /&gt;
==How it Works==&lt;br /&gt;
If you die as a red character, your body can be cut and head can be taken by any player. From there, the player in possession of the head has a few options of what to do with it.&lt;br /&gt;
&lt;br /&gt;
#The player can keep the head as a trophy and it will decay and become useless after 10 hours. Decayed heads turn green.&lt;br /&gt;
#The player can double click the head and send a Bounty Offer to the red character to purchase their head back. The red character can accept, counter, or decline the offer. The maximum Bounty a player can offer is 25,000 gold. If the red character declines the offer, they will receive stat loss. Red characters can also initiate a bounty offer by saying the phrase &amp;quot;I wish to buy my head&amp;quot; to see if any players are in possession of one of their heads.&lt;br /&gt;
#The player can take the head to and turn it into a Guard by dropping it onto the Guard. Once initiated, the red character will be notified via a System Message and has 4 minutes to purchase their head back at the cost of 35,000 gold. The red character purchases their head back by saying the phrase &amp;quot;I wish to buy my head&amp;quot;. If you choose to not purchase your head back or you miss the 4 minute window to purchase your head, you will receive stat loss.&lt;br /&gt;
&lt;br /&gt;
==Stat Loss==&lt;br /&gt;
When a player chooses to not purchase their head back or misses the 4 minute buy back window from the Guards, they will be penalized with Stat and Skill loss.&lt;br /&gt;
&lt;br /&gt;
Each murder a criminal has equals 30 minutes of stat/skill loss with the maximum stat loss time being 48 hours.&lt;br /&gt;
&lt;br /&gt;
==Commands==&lt;br /&gt;
*I must consider my sins | Shows total kill counts of red character&lt;br /&gt;
*I wish to buy my head | Purchases your head back from Guards or sees if any player is in possession of your head so you may send a Bounty Offer.&lt;br /&gt;
&lt;br /&gt;
==No Cut Zones==&lt;br /&gt;
PK&#039;s can avoid having their head cut in certain areas of the map:&lt;br /&gt;
&lt;br /&gt;
===The Bloody Fields===&lt;br /&gt;
[[File:Bloody Fields.JPG|500x500px]]&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;NOTE:&#039;&#039;&#039; You can be cut on farm land/soil within the Bloody Fields so avoid PvPing these areas&lt;br /&gt;
&lt;br /&gt;
===Orc Dungeon===&lt;br /&gt;
&lt;br /&gt;
===Orc Fort Region===&lt;br /&gt;
&lt;br /&gt;
==Notes==&lt;br /&gt;
*To see how many kills a criminal has, you can check your local Bounty Board.&lt;br /&gt;
*You can view your total murder counts by saying &amp;quot;I must consider my sins&amp;quot;&lt;br /&gt;
*Each murder a criminal has equals 30 minutes of stat/skill loss.&lt;br /&gt;
*One murder for a criminal will decay every 24 Hours.&lt;br /&gt;
*If you are Player Killed you will have an option to give a murder count.&lt;br /&gt;
*Severed heads will rot (turn green) after 10 hours, making them useless to turn in.&lt;br /&gt;
*Stat/Skill loss percentage is 40%.&lt;br /&gt;
*There is a maximum stat loss of 48 hours.&lt;br /&gt;
*Stat loss is only implemented on a player when their severed head is dropped onto one of the bounty collectors.&lt;/div&gt;</summary>
		<author><name>Teto</name></author>
	</entry>
	<entry>
		<id>https://uoforever.com/wiki/index.php?title=Bounty_System&amp;diff=6946</id>
		<title>Bounty System</title>
		<link rel="alternate" type="text/html" href="https://uoforever.com/wiki/index.php?title=Bounty_System&amp;diff=6946"/>
		<updated>2022-04-15T16:08:45Z</updated>

		<summary type="html">&lt;p&gt;Teto: /* The Bloody Fields */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[image:Bountyoffer.jpg|thumb|300px|An example of a bounty offering.]]&lt;br /&gt;
__TOC__&lt;br /&gt;
==Description==&lt;br /&gt;
The Bounty System allows players to place a bounty on wanted Murderers. The Murderer has the choice to pay this bounty or faces temporary stat and skill loss.&lt;br /&gt;
&lt;br /&gt;
==How it Works==&lt;br /&gt;
If you die as a red character, your body can be cut and head can be taken by any player. From there, the player in possession of the head has a few options of what to do with it.&lt;br /&gt;
&lt;br /&gt;
#The player can keep the head as a trophy and it will decay and become useless after 10 hours. Decayed heads turn green.&lt;br /&gt;
#The player can double click the head and send a Bounty Offer to the red character to purchase their head back. The red character can accept, counter, or decline the offer. The maximum Bounty a player can offer is 25,000 gold. If the red character declines the offer, they will receive stat loss. Red characters can also initiate a bounty offer by saying the phrase &amp;quot;I wish to buy my head&amp;quot; to see if any players are in possession of one of their heads.&lt;br /&gt;
#The player can take the head to and turn it into a Guard by dropping it onto the Guard. Once initiated, the red character will be notified via a System Message and has 4 minutes to purchase their head back at the cost of 35,000 gold. The red character purchases their head back by saying the phrase &amp;quot;I wish to buy my head&amp;quot;. If you choose to not purchase your head back or you miss the 4 minute window to purchase your head, you will receive stat loss.&lt;br /&gt;
&lt;br /&gt;
==Stat Loss==&lt;br /&gt;
When a player chooses to not purchase their head back or misses the 4 minute buy back window from the Guards, they will be penalized with Stat and Skill loss.&lt;br /&gt;
&lt;br /&gt;
==Commands==&lt;br /&gt;
*I must consider my sins | Shows total kill counts of red character&lt;br /&gt;
*I wish to buy my head | Purchases your head back from Guards or sees if any player is in possession of your head so you may send a Bounty Offer.&lt;br /&gt;
&lt;br /&gt;
==No Cut Zones==&lt;br /&gt;
PK&#039;s can avoid having their head cut in certain areas of the map:&lt;br /&gt;
&lt;br /&gt;
===The Bloody Fields===&lt;br /&gt;
[[File:Bloody Fields.JPG|500x500px]]&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;NOTE:&#039;&#039;&#039; You can be cut on farm land/soil within the Bloody Fields so avoid PvPing these areas&lt;br /&gt;
&lt;br /&gt;
===Orc Dungeon===&lt;br /&gt;
&lt;br /&gt;
===Orc Fort Region===&lt;br /&gt;
&lt;br /&gt;
==Notes==&lt;br /&gt;
*To see how many kills a criminal has, you can check your local Bounty Board.&lt;br /&gt;
*You can view your total murder counts by saying &amp;quot;I must consider my sins&amp;quot;&lt;br /&gt;
*Each murder a criminal has equals 30 minutes of stat/skill loss.&lt;br /&gt;
*One murder for a criminal will decay every 24 Hours.&lt;br /&gt;
*If you are Player Killed you will have an option to give a murder count.&lt;br /&gt;
*Severed heads will rot (turn green) after 10 hours, making them useless to turn in.&lt;br /&gt;
*Stat/Skill loss percentage is 40%.&lt;br /&gt;
*There is a maximum stat loss of 48 hours.&lt;br /&gt;
*Stat loss is only implemented on a player when their severed head is dropped onto one of the bounty collectors.&lt;/div&gt;</summary>
		<author><name>Teto</name></author>
	</entry>
	<entry>
		<id>https://uoforever.com/wiki/index.php?title=Bounty_System&amp;diff=6945</id>
		<title>Bounty System</title>
		<link rel="alternate" type="text/html" href="https://uoforever.com/wiki/index.php?title=Bounty_System&amp;diff=6945"/>
		<updated>2022-04-15T16:07:58Z</updated>

		<summary type="html">&lt;p&gt;Teto: /* The Bloody Fields */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[image:Bountyoffer.jpg|thumb|300px|An example of a bounty offering.]]&lt;br /&gt;
__TOC__&lt;br /&gt;
==Description==&lt;br /&gt;
The Bounty System allows players to place a bounty on wanted Murderers. The Murderer has the choice to pay this bounty or faces temporary stat and skill loss.&lt;br /&gt;
&lt;br /&gt;
==How it Works==&lt;br /&gt;
If you die as a red character, your body can be cut and head can be taken by any player. From there, the player in possession of the head has a few options of what to do with it.&lt;br /&gt;
&lt;br /&gt;
#The player can keep the head as a trophy and it will decay and become useless after 10 hours. Decayed heads turn green.&lt;br /&gt;
#The player can double click the head and send a Bounty Offer to the red character to purchase their head back. The red character can accept, counter, or decline the offer. The maximum Bounty a player can offer is 25,000 gold. If the red character declines the offer, they will receive stat loss. Red characters can also initiate a bounty offer by saying the phrase &amp;quot;I wish to buy my head&amp;quot; to see if any players are in possession of one of their heads.&lt;br /&gt;
#The player can take the head to and turn it into a Guard by dropping it onto the Guard. Once initiated, the red character will be notified via a System Message and has 4 minutes to purchase their head back at the cost of 35,000 gold. The red character purchases their head back by saying the phrase &amp;quot;I wish to buy my head&amp;quot;. If you choose to not purchase your head back or you miss the 4 minute window to purchase your head, you will receive stat loss.&lt;br /&gt;
&lt;br /&gt;
==Stat Loss==&lt;br /&gt;
When a player chooses to not purchase their head back or misses the 4 minute buy back window from the Guards, they will be penalized with Stat and Skill loss.&lt;br /&gt;
&lt;br /&gt;
==Commands==&lt;br /&gt;
*I must consider my sins | Shows total kill counts of red character&lt;br /&gt;
*I wish to buy my head | Purchases your head back from Guards or sees if any player is in possession of your head so you may send a Bounty Offer.&lt;br /&gt;
&lt;br /&gt;
==No Cut Zones==&lt;br /&gt;
PK&#039;s can avoid having their head cut in certain areas of the map:&lt;br /&gt;
&lt;br /&gt;
===The Bloody Fields===&lt;br /&gt;
[[File:Bloody Fields.JPG|500x500px]]&lt;br /&gt;
&lt;br /&gt;
**Note** you can be cut on farm land/soil within the Bloody Fields so avoid those regions at all cost)&lt;br /&gt;
&lt;br /&gt;
===Orc Dungeon===&lt;br /&gt;
&lt;br /&gt;
===Orc Fort Region===&lt;br /&gt;
&lt;br /&gt;
==Notes==&lt;br /&gt;
*To see how many kills a criminal has, you can check your local Bounty Board.&lt;br /&gt;
*You can view your total murder counts by saying &amp;quot;I must consider my sins&amp;quot;&lt;br /&gt;
*Each murder a criminal has equals 30 minutes of stat/skill loss.&lt;br /&gt;
*One murder for a criminal will decay every 24 Hours.&lt;br /&gt;
*If you are Player Killed you will have an option to give a murder count.&lt;br /&gt;
*Severed heads will rot (turn green) after 10 hours, making them useless to turn in.&lt;br /&gt;
*Stat/Skill loss percentage is 40%.&lt;br /&gt;
*There is a maximum stat loss of 48 hours.&lt;br /&gt;
*Stat loss is only implemented on a player when their severed head is dropped onto one of the bounty collectors.&lt;/div&gt;</summary>
		<author><name>Teto</name></author>
	</entry>
	<entry>
		<id>https://uoforever.com/wiki/index.php?title=Bounty_System&amp;diff=6944</id>
		<title>Bounty System</title>
		<link rel="alternate" type="text/html" href="https://uoforever.com/wiki/index.php?title=Bounty_System&amp;diff=6944"/>
		<updated>2022-04-15T16:07:42Z</updated>

		<summary type="html">&lt;p&gt;Teto: /* The Bloody Fields */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[image:Bountyoffer.jpg|thumb|300px|An example of a bounty offering.]]&lt;br /&gt;
__TOC__&lt;br /&gt;
==Description==&lt;br /&gt;
The Bounty System allows players to place a bounty on wanted Murderers. The Murderer has the choice to pay this bounty or faces temporary stat and skill loss.&lt;br /&gt;
&lt;br /&gt;
==How it Works==&lt;br /&gt;
If you die as a red character, your body can be cut and head can be taken by any player. From there, the player in possession of the head has a few options of what to do with it.&lt;br /&gt;
&lt;br /&gt;
#The player can keep the head as a trophy and it will decay and become useless after 10 hours. Decayed heads turn green.&lt;br /&gt;
#The player can double click the head and send a Bounty Offer to the red character to purchase their head back. The red character can accept, counter, or decline the offer. The maximum Bounty a player can offer is 25,000 gold. If the red character declines the offer, they will receive stat loss. Red characters can also initiate a bounty offer by saying the phrase &amp;quot;I wish to buy my head&amp;quot; to see if any players are in possession of one of their heads.&lt;br /&gt;
#The player can take the head to and turn it into a Guard by dropping it onto the Guard. Once initiated, the red character will be notified via a System Message and has 4 minutes to purchase their head back at the cost of 35,000 gold. The red character purchases their head back by saying the phrase &amp;quot;I wish to buy my head&amp;quot;. If you choose to not purchase your head back or you miss the 4 minute window to purchase your head, you will receive stat loss.&lt;br /&gt;
&lt;br /&gt;
==Stat Loss==&lt;br /&gt;
When a player chooses to not purchase their head back or misses the 4 minute buy back window from the Guards, they will be penalized with Stat and Skill loss.&lt;br /&gt;
&lt;br /&gt;
==Commands==&lt;br /&gt;
*I must consider my sins | Shows total kill counts of red character&lt;br /&gt;
*I wish to buy my head | Purchases your head back from Guards or sees if any player is in possession of your head so you may send a Bounty Offer.&lt;br /&gt;
&lt;br /&gt;
==No Cut Zones==&lt;br /&gt;
PK&#039;s can avoid having their head cut in certain areas of the map:&lt;br /&gt;
&lt;br /&gt;
===The Bloody Fields===&lt;br /&gt;
[[File:Bloody Fields.JPG|500x500px]]&lt;br /&gt;
(Note you can be cut on farm land/soil within the Bloody Fields so avoid those regions at all cost&lt;br /&gt;
&lt;br /&gt;
===Orc Dungeon===&lt;br /&gt;
&lt;br /&gt;
===Orc Fort Region===&lt;br /&gt;
&lt;br /&gt;
==Notes==&lt;br /&gt;
*To see how many kills a criminal has, you can check your local Bounty Board.&lt;br /&gt;
*You can view your total murder counts by saying &amp;quot;I must consider my sins&amp;quot;&lt;br /&gt;
*Each murder a criminal has equals 30 minutes of stat/skill loss.&lt;br /&gt;
*One murder for a criminal will decay every 24 Hours.&lt;br /&gt;
*If you are Player Killed you will have an option to give a murder count.&lt;br /&gt;
*Severed heads will rot (turn green) after 10 hours, making them useless to turn in.&lt;br /&gt;
*Stat/Skill loss percentage is 40%.&lt;br /&gt;
*There is a maximum stat loss of 48 hours.&lt;br /&gt;
*Stat loss is only implemented on a player when their severed head is dropped onto one of the bounty collectors.&lt;/div&gt;</summary>
		<author><name>Teto</name></author>
	</entry>
	<entry>
		<id>https://uoforever.com/wiki/index.php?title=Bounty_System&amp;diff=6943</id>
		<title>Bounty System</title>
		<link rel="alternate" type="text/html" href="https://uoforever.com/wiki/index.php?title=Bounty_System&amp;diff=6943"/>
		<updated>2022-04-15T16:07:03Z</updated>

		<summary type="html">&lt;p&gt;Teto: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[image:Bountyoffer.jpg|thumb|300px|An example of a bounty offering.]]&lt;br /&gt;
__TOC__&lt;br /&gt;
==Description==&lt;br /&gt;
The Bounty System allows players to place a bounty on wanted Murderers. The Murderer has the choice to pay this bounty or faces temporary stat and skill loss.&lt;br /&gt;
&lt;br /&gt;
==How it Works==&lt;br /&gt;
If you die as a red character, your body can be cut and head can be taken by any player. From there, the player in possession of the head has a few options of what to do with it.&lt;br /&gt;
&lt;br /&gt;
#The player can keep the head as a trophy and it will decay and become useless after 10 hours. Decayed heads turn green.&lt;br /&gt;
#The player can double click the head and send a Bounty Offer to the red character to purchase their head back. The red character can accept, counter, or decline the offer. The maximum Bounty a player can offer is 25,000 gold. If the red character declines the offer, they will receive stat loss. Red characters can also initiate a bounty offer by saying the phrase &amp;quot;I wish to buy my head&amp;quot; to see if any players are in possession of one of their heads.&lt;br /&gt;
#The player can take the head to and turn it into a Guard by dropping it onto the Guard. Once initiated, the red character will be notified via a System Message and has 4 minutes to purchase their head back at the cost of 35,000 gold. The red character purchases their head back by saying the phrase &amp;quot;I wish to buy my head&amp;quot;. If you choose to not purchase your head back or you miss the 4 minute window to purchase your head, you will receive stat loss.&lt;br /&gt;
&lt;br /&gt;
==Stat Loss==&lt;br /&gt;
When a player chooses to not purchase their head back or misses the 4 minute buy back window from the Guards, they will be penalized with Stat and Skill loss.&lt;br /&gt;
&lt;br /&gt;
==Commands==&lt;br /&gt;
*I must consider my sins | Shows total kill counts of red character&lt;br /&gt;
*I wish to buy my head | Purchases your head back from Guards or sees if any player is in possession of your head so you may send a Bounty Offer.&lt;br /&gt;
&lt;br /&gt;
==No Cut Zones==&lt;br /&gt;
PK&#039;s can avoid having their head cut in certain areas of the map:&lt;br /&gt;
&lt;br /&gt;
===The Bloody Fields===&lt;br /&gt;
[[File:Bloody Fields.JPG|500x500px]]&lt;br /&gt;
&lt;br /&gt;
===Orc Dungeon===&lt;br /&gt;
&lt;br /&gt;
===Orc Fort Region===&lt;br /&gt;
&lt;br /&gt;
==Notes==&lt;br /&gt;
*To see how many kills a criminal has, you can check your local Bounty Board.&lt;br /&gt;
*You can view your total murder counts by saying &amp;quot;I must consider my sins&amp;quot;&lt;br /&gt;
*Each murder a criminal has equals 30 minutes of stat/skill loss.&lt;br /&gt;
*One murder for a criminal will decay every 24 Hours.&lt;br /&gt;
*If you are Player Killed you will have an option to give a murder count.&lt;br /&gt;
*Severed heads will rot (turn green) after 10 hours, making them useless to turn in.&lt;br /&gt;
*Stat/Skill loss percentage is 40%.&lt;br /&gt;
*There is a maximum stat loss of 48 hours.&lt;br /&gt;
*Stat loss is only implemented on a player when their severed head is dropped onto one of the bounty collectors.&lt;/div&gt;</summary>
		<author><name>Teto</name></author>
	</entry>
	<entry>
		<id>https://uoforever.com/wiki/index.php?title=Bounty_System&amp;diff=6942</id>
		<title>Bounty System</title>
		<link rel="alternate" type="text/html" href="https://uoforever.com/wiki/index.php?title=Bounty_System&amp;diff=6942"/>
		<updated>2022-04-15T16:03:49Z</updated>

		<summary type="html">&lt;p&gt;Teto: /* How it Works */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[image:Bountyoffer.jpg|thumb|300px|An example of a bounty offering.]]&lt;br /&gt;
__TOC__&lt;br /&gt;
==Description==&lt;br /&gt;
The Bounty System allows players to place a bounty on wanted Murderers. The Murderer has the choice to pay this bounty or faces temporary stat and skill loss.&lt;br /&gt;
&lt;br /&gt;
==How it Works==&lt;br /&gt;
If you die as a red character, your body can be cut and head can be taken by any player. From there, the player in possession of the head has a few options of what to do with it.&lt;br /&gt;
&lt;br /&gt;
#The player can keep the head as a trophy and it will decay and become useless after 10 hours. Decayed heads turn green.&lt;br /&gt;
#The player can double click the head and send a Bounty Offer to the red character to purchase their head back. The red character can accept, counter, or decline the offer. The maximum Bounty a player can offer is 25,000 gold. If the red character declines the offer, they will receive stat loss. Red characters can also initiate a bounty offer by saying the phrase &amp;quot;I wish to buy my head&amp;quot; to see if any players are in possession of one of their heads.&lt;br /&gt;
#The player can take the head to and turn it into a Guard by dropping it onto the Guard. Once initiated, the red character will be notified via a System Message and has 4 minutes to purchase their head back at the cost of 35,000 gold. The red character purchases their head back by saying the phrase &amp;quot;I wish to buy my head&amp;quot;. If you choose to not purchase your head back or you miss the 4 minute window to purchase your head, you will receive stat loss.&lt;br /&gt;
&lt;br /&gt;
==Usage==&lt;br /&gt;
*Double-click the head of the criminal to bring up the negotiation gump.&lt;br /&gt;
*Enter the amount and a message and press okay.&lt;br /&gt;
*The criminal will be notified (A pop up gump will appear on their screen)&lt;br /&gt;
*The criminal can negotiate a lower price and enter a message.&lt;br /&gt;
*If there is no negotiation, the head can be turned into the guards.&lt;br /&gt;
*If the head is turned in, the criminal will take a 40% stat/skill loss based on their counts.&lt;br /&gt;
&lt;br /&gt;
==No Cut Zones==&lt;br /&gt;
PK&#039;s can avoid having their head cut in certain areas of the map:&lt;br /&gt;
&lt;br /&gt;
===The Bloody Fields===&lt;br /&gt;
[[File:Bloody Fields.JPG|500x500px]]&lt;br /&gt;
&lt;br /&gt;
===Orc Dungeon===&lt;br /&gt;
&lt;br /&gt;
===Orc Fort Region===&lt;br /&gt;
&lt;br /&gt;
==Notes==&lt;br /&gt;
*To see how many kills a criminal has, you can check your local Bounty Board.&lt;br /&gt;
*You can view your total murder counts by saying &amp;quot;I must consider my sins&amp;quot;&lt;br /&gt;
*Each murder a criminal has equals 30 minutes of stat/skill loss.&lt;br /&gt;
*One murder for a criminal will decay every 24 Hours.&lt;br /&gt;
*If you are Player Killed you will have an option to give a murder count.&lt;br /&gt;
*Severed heads will rot (turn green) after 10 hours, making them useless to turn in.&lt;br /&gt;
*Stat/Skill loss percentage is 40%.&lt;br /&gt;
*There is a maximum stat loss of 48 hours.&lt;br /&gt;
*Stat loss is only implemented on a player when their severed head is dropped onto one of the bounty collectors.&lt;/div&gt;</summary>
		<author><name>Teto</name></author>
	</entry>
	<entry>
		<id>https://uoforever.com/wiki/index.php?title=Bounty_System&amp;diff=6941</id>
		<title>Bounty System</title>
		<link rel="alternate" type="text/html" href="https://uoforever.com/wiki/index.php?title=Bounty_System&amp;diff=6941"/>
		<updated>2022-04-15T16:03:02Z</updated>

		<summary type="html">&lt;p&gt;Teto: /* How it Works */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[image:Bountyoffer.jpg|thumb|300px|An example of a bounty offering.]]&lt;br /&gt;
__TOC__&lt;br /&gt;
==Description==&lt;br /&gt;
The Bounty System allows players to place a bounty on wanted Murderers. The Murderer has the choice to pay this bounty or faces temporary stat and skill loss.&lt;br /&gt;
&lt;br /&gt;
==How it Works==&lt;br /&gt;
If you die as a red character, your body can be cut and head can be taken by any player. From there, the player in possession of the head has a few options of what to do with it.&lt;br /&gt;
&lt;br /&gt;
#The player can keep the head as a trophy and it will decay and become useless after 10 hours. Decayed heads turn green.&lt;br /&gt;
#The player can double click the head and send a Bounty Offer to the red character to purchase their head back. The red character can accept, counter, or decline the offer. The maximum Bounty a player can offer is 25,000 gold. If the red character declines the offer, they will receive stat loss.&lt;br /&gt;
#The player can take the head to and turn it into a Guard by dropping it onto the Guard. Once initiated, the red character will be notified via a System Message and has 4 minutes to purchase their head back at the cost of 35,000 gold. The red character purchases their head back by saying the phrase &amp;quot;I wish to buy my head&amp;quot;. If you choose to not purchase your head back or you miss the 4 minute window to purchase your head, you will receive stat loss.&lt;br /&gt;
&lt;br /&gt;
==Usage==&lt;br /&gt;
*Double-click the head of the criminal to bring up the negotiation gump.&lt;br /&gt;
*Enter the amount and a message and press okay.&lt;br /&gt;
*The criminal will be notified (A pop up gump will appear on their screen)&lt;br /&gt;
*The criminal can negotiate a lower price and enter a message.&lt;br /&gt;
*If there is no negotiation, the head can be turned into the guards.&lt;br /&gt;
*If the head is turned in, the criminal will take a 40% stat/skill loss based on their counts.&lt;br /&gt;
&lt;br /&gt;
==No Cut Zones==&lt;br /&gt;
PK&#039;s can avoid having their head cut in certain areas of the map:&lt;br /&gt;
&lt;br /&gt;
===The Bloody Fields===&lt;br /&gt;
[[File:Bloody Fields.JPG|500x500px]]&lt;br /&gt;
&lt;br /&gt;
===Orc Dungeon===&lt;br /&gt;
&lt;br /&gt;
===Orc Fort Region===&lt;br /&gt;
&lt;br /&gt;
==Notes==&lt;br /&gt;
*To see how many kills a criminal has, you can check your local Bounty Board.&lt;br /&gt;
*You can view your total murder counts by saying &amp;quot;I must consider my sins&amp;quot;&lt;br /&gt;
*Each murder a criminal has equals 30 minutes of stat/skill loss.&lt;br /&gt;
*One murder for a criminal will decay every 24 Hours.&lt;br /&gt;
*If you are Player Killed you will have an option to give a murder count.&lt;br /&gt;
*Severed heads will rot (turn green) after 10 hours, making them useless to turn in.&lt;br /&gt;
*Stat/Skill loss percentage is 40%.&lt;br /&gt;
*There is a maximum stat loss of 48 hours.&lt;br /&gt;
*Stat loss is only implemented on a player when their severed head is dropped onto one of the bounty collectors.&lt;/div&gt;</summary>
		<author><name>Teto</name></author>
	</entry>
	<entry>
		<id>https://uoforever.com/wiki/index.php?title=Bounty_System&amp;diff=6940</id>
		<title>Bounty System</title>
		<link rel="alternate" type="text/html" href="https://uoforever.com/wiki/index.php?title=Bounty_System&amp;diff=6940"/>
		<updated>2022-04-15T16:02:42Z</updated>

		<summary type="html">&lt;p&gt;Teto: /* How it Works */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[image:Bountyoffer.jpg|thumb|300px|An example of a bounty offering.]]&lt;br /&gt;
__TOC__&lt;br /&gt;
==Description==&lt;br /&gt;
The Bounty System allows players to place a bounty on wanted Murderers. The Murderer has the choice to pay this bounty or faces temporary stat and skill loss.&lt;br /&gt;
&lt;br /&gt;
==How it Works==&lt;br /&gt;
If you die as a red character, your body can be cut and head can be taken by any player. From there, the player in possession of the head has a few options of what to do with it.&lt;br /&gt;
&lt;br /&gt;
#The player can keep the head as a trophy and it will decay and become useless after 10 hours. Decayed heads turn green.&lt;br /&gt;
#The player can double click the head and send a Bounty Offer to the red character. The red character can accept, counter, or decline the offer. The maximum Bounty a player can offer is 25,000 gold. If the red character declines the offer, they will receive stat loss.&lt;br /&gt;
#The player can take the head to and turn it into a Guard by dropping it onto the Guard. Once initiated, the red character will be notified via a System Message and has 4 minutes to purchase their head back at the cost of 35,000 gold. The red character purchases their head back by saying the phrase &amp;quot;I wish to buy my head&amp;quot;. If you choose to not purchase your head back or you miss the 4 minute window to purchase your head, you will receive stat loss.&lt;br /&gt;
&lt;br /&gt;
==Usage==&lt;br /&gt;
*Double-click the head of the criminal to bring up the negotiation gump.&lt;br /&gt;
*Enter the amount and a message and press okay.&lt;br /&gt;
*The criminal will be notified (A pop up gump will appear on their screen)&lt;br /&gt;
*The criminal can negotiate a lower price and enter a message.&lt;br /&gt;
*If there is no negotiation, the head can be turned into the guards.&lt;br /&gt;
*If the head is turned in, the criminal will take a 40% stat/skill loss based on their counts.&lt;br /&gt;
&lt;br /&gt;
==No Cut Zones==&lt;br /&gt;
PK&#039;s can avoid having their head cut in certain areas of the map:&lt;br /&gt;
&lt;br /&gt;
===The Bloody Fields===&lt;br /&gt;
[[File:Bloody Fields.JPG|500x500px]]&lt;br /&gt;
&lt;br /&gt;
===Orc Dungeon===&lt;br /&gt;
&lt;br /&gt;
===Orc Fort Region===&lt;br /&gt;
&lt;br /&gt;
==Notes==&lt;br /&gt;
*To see how many kills a criminal has, you can check your local Bounty Board.&lt;br /&gt;
*You can view your total murder counts by saying &amp;quot;I must consider my sins&amp;quot;&lt;br /&gt;
*Each murder a criminal has equals 30 minutes of stat/skill loss.&lt;br /&gt;
*One murder for a criminal will decay every 24 Hours.&lt;br /&gt;
*If you are Player Killed you will have an option to give a murder count.&lt;br /&gt;
*Severed heads will rot (turn green) after 10 hours, making them useless to turn in.&lt;br /&gt;
*Stat/Skill loss percentage is 40%.&lt;br /&gt;
*There is a maximum stat loss of 48 hours.&lt;br /&gt;
*Stat loss is only implemented on a player when their severed head is dropped onto one of the bounty collectors.&lt;/div&gt;</summary>
		<author><name>Teto</name></author>
	</entry>
	<entry>
		<id>https://uoforever.com/wiki/index.php?title=Bounty_System&amp;diff=6939</id>
		<title>Bounty System</title>
		<link rel="alternate" type="text/html" href="https://uoforever.com/wiki/index.php?title=Bounty_System&amp;diff=6939"/>
		<updated>2022-04-15T16:01:15Z</updated>

		<summary type="html">&lt;p&gt;Teto: /* How it Works */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[image:Bountyoffer.jpg|thumb|300px|An example of a bounty offering.]]&lt;br /&gt;
__TOC__&lt;br /&gt;
==Description==&lt;br /&gt;
The Bounty System allows players to place a bounty on wanted Murderers. The Murderer has the choice to pay this bounty or faces temporary stat and skill loss.&lt;br /&gt;
&lt;br /&gt;
==How it Works==&lt;br /&gt;
If you die as a red character, your body can be cut and head can be taken. From there, any player in possession of the head has a few options of what to do with it.&lt;br /&gt;
&lt;br /&gt;
#The player can keep the head as a trophy and it will decay and become useless after 10 hours. Decayed heads turn green.&lt;br /&gt;
#The player can double click the head and send a Bounty Offer to the red character. The red character can accept, counter, or decline the offer. The maximum Bounty a player can offer is 25,000 gold. If the red character declines the offer, they will receive stat loss.&lt;br /&gt;
#The player can take the head to and turn it into a Guard by dropping it onto the Guard. Once initiated, the red character will be notified via a System Message and has 4 minutes to purchase their head back at the cost of 35,000 gold. The red character purchases their head back by saying the phrase &amp;quot;I wish to buy my head&amp;quot;. If you choose to not purchase your head back or you miss the 4 minute window to purchase your head, you will receive stat loss.&lt;br /&gt;
&lt;br /&gt;
==Usage==&lt;br /&gt;
*Double-click the head of the criminal to bring up the negotiation gump.&lt;br /&gt;
*Enter the amount and a message and press okay.&lt;br /&gt;
*The criminal will be notified (A pop up gump will appear on their screen)&lt;br /&gt;
*The criminal can negotiate a lower price and enter a message.&lt;br /&gt;
*If there is no negotiation, the head can be turned into the guards.&lt;br /&gt;
*If the head is turned in, the criminal will take a 40% stat/skill loss based on their counts.&lt;br /&gt;
&lt;br /&gt;
==No Cut Zones==&lt;br /&gt;
PK&#039;s can avoid having their head cut in certain areas of the map:&lt;br /&gt;
&lt;br /&gt;
===The Bloody Fields===&lt;br /&gt;
[[File:Bloody Fields.JPG|500x500px]]&lt;br /&gt;
&lt;br /&gt;
===Orc Dungeon===&lt;br /&gt;
&lt;br /&gt;
===Orc Fort Region===&lt;br /&gt;
&lt;br /&gt;
==Notes==&lt;br /&gt;
*To see how many kills a criminal has, you can check your local Bounty Board.&lt;br /&gt;
*You can view your total murder counts by saying &amp;quot;I must consider my sins&amp;quot;&lt;br /&gt;
*Each murder a criminal has equals 30 minutes of stat/skill loss.&lt;br /&gt;
*One murder for a criminal will decay every 24 Hours.&lt;br /&gt;
*If you are Player Killed you will have an option to give a murder count.&lt;br /&gt;
*Severed heads will rot (turn green) after 10 hours, making them useless to turn in.&lt;br /&gt;
*Stat/Skill loss percentage is 40%.&lt;br /&gt;
*There is a maximum stat loss of 48 hours.&lt;br /&gt;
*Stat loss is only implemented on a player when their severed head is dropped onto one of the bounty collectors.&lt;/div&gt;</summary>
		<author><name>Teto</name></author>
	</entry>
	<entry>
		<id>https://uoforever.com/wiki/index.php?title=Bounty_System&amp;diff=6938</id>
		<title>Bounty System</title>
		<link rel="alternate" type="text/html" href="https://uoforever.com/wiki/index.php?title=Bounty_System&amp;diff=6938"/>
		<updated>2022-04-15T16:00:46Z</updated>

		<summary type="html">&lt;p&gt;Teto: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[image:Bountyoffer.jpg|thumb|300px|An example of a bounty offering.]]&lt;br /&gt;
__TOC__&lt;br /&gt;
==Description==&lt;br /&gt;
The Bounty System allows players to place a bounty on wanted Murderers. The Murderer has the choice to pay this bounty or faces temporary stat and skill loss.&lt;br /&gt;
&lt;br /&gt;
==How it Works==&lt;br /&gt;
If you die as a red character, your body can be cut and head can be taken. From there, any player in possession of the head has a few options of what to do with it.&lt;br /&gt;
&lt;br /&gt;
#The player can keep the head as a trophy and it will decay and become useless after 10 hours. Decayed heads turn green.&lt;br /&gt;
#The player can double click the head and send a Bounty Offer to the red character. The red character can accept, counter, or decline the offer. The maximum Bounty a player can offer is 25,000 gold. If the red character declines the offer, they will receive stat loss.&lt;br /&gt;
#The player can take the head to and turn it into a Guard by dropping it onto the Guard. Once initiated, the red character will be notified via a System Message and has 4 minutes to purchase their head back at the cost of 35,000 gold. The red character purchases their head back by saying the phrase &amp;quot;I wish to buy my head&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
==Usage==&lt;br /&gt;
*Double-click the head of the criminal to bring up the negotiation gump.&lt;br /&gt;
*Enter the amount and a message and press okay.&lt;br /&gt;
*The criminal will be notified (A pop up gump will appear on their screen)&lt;br /&gt;
*The criminal can negotiate a lower price and enter a message.&lt;br /&gt;
*If there is no negotiation, the head can be turned into the guards.&lt;br /&gt;
*If the head is turned in, the criminal will take a 40% stat/skill loss based on their counts.&lt;br /&gt;
&lt;br /&gt;
==No Cut Zones==&lt;br /&gt;
PK&#039;s can avoid having their head cut in certain areas of the map:&lt;br /&gt;
&lt;br /&gt;
===The Bloody Fields===&lt;br /&gt;
[[File:Bloody Fields.JPG|500x500px]]&lt;br /&gt;
&lt;br /&gt;
===Orc Dungeon===&lt;br /&gt;
&lt;br /&gt;
===Orc Fort Region===&lt;br /&gt;
&lt;br /&gt;
==Notes==&lt;br /&gt;
*To see how many kills a criminal has, you can check your local Bounty Board.&lt;br /&gt;
*You can view your total murder counts by saying &amp;quot;I must consider my sins&amp;quot;&lt;br /&gt;
*Each murder a criminal has equals 30 minutes of stat/skill loss.&lt;br /&gt;
*One murder for a criminal will decay every 24 Hours.&lt;br /&gt;
*If you are Player Killed you will have an option to give a murder count.&lt;br /&gt;
*Severed heads will rot (turn green) after 10 hours, making them useless to turn in.&lt;br /&gt;
*Stat/Skill loss percentage is 40%.&lt;br /&gt;
*There is a maximum stat loss of 48 hours.&lt;br /&gt;
*Stat loss is only implemented on a player when their severed head is dropped onto one of the bounty collectors.&lt;/div&gt;</summary>
		<author><name>Teto</name></author>
	</entry>
	<entry>
		<id>https://uoforever.com/wiki/index.php?title=Bounty_System&amp;diff=6937</id>
		<title>Bounty System</title>
		<link rel="alternate" type="text/html" href="https://uoforever.com/wiki/index.php?title=Bounty_System&amp;diff=6937"/>
		<updated>2022-04-12T23:02:40Z</updated>

		<summary type="html">&lt;p&gt;Teto: /* Description */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[image:Bountyoffer.jpg|thumb|300px|An example of a bounty offering.]]&lt;br /&gt;
__TOC__&lt;br /&gt;
==Description==&lt;br /&gt;
The Bounty System allows players to place a bounty on wanted Murderers. The Murderer has the choice to pay this bounty or faces temporary stat and skill loss.&lt;br /&gt;
&lt;br /&gt;
==Usage==&lt;br /&gt;
*Double-click the head of the criminal to bring up the negotiation gump.&lt;br /&gt;
*Enter the amount and a message and press okay.&lt;br /&gt;
*The criminal will be notified (A pop up gump will appear on their screen)&lt;br /&gt;
*The criminal can negotiate a lower price and enter a message.&lt;br /&gt;
*If there is no negotiation, the head can be turned into the guards.&lt;br /&gt;
*If the head is turned in, the criminal will take a 40% stat/skill loss based on their counts.&lt;br /&gt;
&lt;br /&gt;
==No Cut Zones==&lt;br /&gt;
PK&#039;s can avoid having their head cut in certain areas of the map:&lt;br /&gt;
&lt;br /&gt;
===The Bloody Fields===&lt;br /&gt;
[[File:Bloody Fields.JPG|500x500px]]&lt;br /&gt;
&lt;br /&gt;
===Orc Dungeon===&lt;br /&gt;
&lt;br /&gt;
===Orc Fort Region===&lt;br /&gt;
&lt;br /&gt;
==Notes==&lt;br /&gt;
*To see how many kills a criminal has, you can check your local Bounty Board.&lt;br /&gt;
*You can view your total murder counts by saying &amp;quot;I must consider my sins&amp;quot;&lt;br /&gt;
*Each murder a criminal has equals 30 minutes of stat/skill loss.&lt;br /&gt;
*One murder for a criminal will decay every 24 Hours.&lt;br /&gt;
*If you are Player Killed you will have an option to give a murder count.&lt;br /&gt;
*Severed heads will rot (turn green) after 10 hours, making them useless to turn in.&lt;br /&gt;
*Stat/Skill loss percentage is 40%.&lt;br /&gt;
*There is a maximum stat loss of 48 hours.&lt;br /&gt;
*Stat loss is only implemented on a player when their severed head is dropped onto one of the bounty collectors.&lt;/div&gt;</summary>
		<author><name>Teto</name></author>
	</entry>
	<entry>
		<id>https://uoforever.com/wiki/index.php?title=Bounty_System&amp;diff=6936</id>
		<title>Bounty System</title>
		<link rel="alternate" type="text/html" href="https://uoforever.com/wiki/index.php?title=Bounty_System&amp;diff=6936"/>
		<updated>2022-04-12T20:32:11Z</updated>

		<summary type="html">&lt;p&gt;Teto: /* No Cut Zones */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[image:Bountyoffer.jpg|thumb|300px|An example of a bounty offering.]]&lt;br /&gt;
__TOC__&lt;br /&gt;
==Description==&lt;br /&gt;
The bounty system allows for players to negotiate prices on the heads of criminals. When a criminal player is killed, they will be facing temporary stat loss before their head is turned into the guards. This can be avoided by paying the requested bounty to the person who is turning in your head.&lt;br /&gt;
&lt;br /&gt;
==Usage==&lt;br /&gt;
*Double-click the head of the criminal to bring up the negotiation gump.&lt;br /&gt;
*Enter the amount and a message and press okay.&lt;br /&gt;
*The criminal will be notified (A pop up gump will appear on their screen)&lt;br /&gt;
*The criminal can negotiate a lower price and enter a message.&lt;br /&gt;
*If there is no negotiation, the head can be turned into the guards.&lt;br /&gt;
*If the head is turned in, the criminal will take a 40% stat/skill loss based on their counts.&lt;br /&gt;
&lt;br /&gt;
==No Cut Zones==&lt;br /&gt;
PK&#039;s can avoid having their head cut in certain areas of the map:&lt;br /&gt;
&lt;br /&gt;
===The Bloody Fields===&lt;br /&gt;
[[File:Bloody Fields.JPG|500x500px]]&lt;br /&gt;
&lt;br /&gt;
===Orc Dungeon===&lt;br /&gt;
&lt;br /&gt;
===Orc Fort Region===&lt;br /&gt;
&lt;br /&gt;
==Notes==&lt;br /&gt;
*To see how many kills a criminal has, you can check your local Bounty Board.&lt;br /&gt;
*You can view your total murder counts by saying &amp;quot;I must consider my sins&amp;quot;&lt;br /&gt;
*Each murder a criminal has equals 30 minutes of stat/skill loss.&lt;br /&gt;
*One murder for a criminal will decay every 24 Hours.&lt;br /&gt;
*If you are Player Killed you will have an option to give a murder count.&lt;br /&gt;
*Severed heads will rot (turn green) after 10 hours, making them useless to turn in.&lt;br /&gt;
*Stat/Skill loss percentage is 40%.&lt;br /&gt;
*There is a maximum stat loss of 48 hours.&lt;br /&gt;
*Stat loss is only implemented on a player when their severed head is dropped onto one of the bounty collectors.&lt;/div&gt;</summary>
		<author><name>Teto</name></author>
	</entry>
	<entry>
		<id>https://uoforever.com/wiki/index.php?title=Bounty_System&amp;diff=6935</id>
		<title>Bounty System</title>
		<link rel="alternate" type="text/html" href="https://uoforever.com/wiki/index.php?title=Bounty_System&amp;diff=6935"/>
		<updated>2022-04-12T20:30:36Z</updated>

		<summary type="html">&lt;p&gt;Teto: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[image:Bountyoffer.jpg|thumb|300px|An example of a bounty offering.]]&lt;br /&gt;
__TOC__&lt;br /&gt;
==Description==&lt;br /&gt;
The bounty system allows for players to negotiate prices on the heads of criminals. When a criminal player is killed, they will be facing temporary stat loss before their head is turned into the guards. This can be avoided by paying the requested bounty to the person who is turning in your head.&lt;br /&gt;
&lt;br /&gt;
==Usage==&lt;br /&gt;
*Double-click the head of the criminal to bring up the negotiation gump.&lt;br /&gt;
*Enter the amount and a message and press okay.&lt;br /&gt;
*The criminal will be notified (A pop up gump will appear on their screen)&lt;br /&gt;
*The criminal can negotiate a lower price and enter a message.&lt;br /&gt;
*If there is no negotiation, the head can be turned into the guards.&lt;br /&gt;
*If the head is turned in, the criminal will take a 40% stat/skill loss based on their counts.&lt;br /&gt;
&lt;br /&gt;
==No Cut Zones==&lt;br /&gt;
PK&#039;s can avoid having their head cut in certain areas of the map:&lt;br /&gt;
&lt;br /&gt;
===The Bloody Fields===&lt;br /&gt;
[[File:Bloody Fields.JPG|500x500px]]&lt;br /&gt;
&lt;br /&gt;
==Notes==&lt;br /&gt;
*To see how many kills a criminal has, you can check your local Bounty Board.&lt;br /&gt;
*You can view your total murder counts by saying &amp;quot;I must consider my sins&amp;quot;&lt;br /&gt;
*Each murder a criminal has equals 30 minutes of stat/skill loss.&lt;br /&gt;
*One murder for a criminal will decay every 24 Hours.&lt;br /&gt;
*If you are Player Killed you will have an option to give a murder count.&lt;br /&gt;
*Severed heads will rot (turn green) after 10 hours, making them useless to turn in.&lt;br /&gt;
*Stat/Skill loss percentage is 40%.&lt;br /&gt;
*There is a maximum stat loss of 48 hours.&lt;br /&gt;
*Stat loss is only implemented on a player when their severed head is dropped onto one of the bounty collectors.&lt;/div&gt;</summary>
		<author><name>Teto</name></author>
	</entry>
	<entry>
		<id>https://uoforever.com/wiki/index.php?title=No_Cut_Zones&amp;diff=6934</id>
		<title>No Cut Zones</title>
		<link rel="alternate" type="text/html" href="https://uoforever.com/wiki/index.php?title=No_Cut_Zones&amp;diff=6934"/>
		<updated>2022-04-12T20:28:44Z</updated>

		<summary type="html">&lt;p&gt;Teto: Created page with &amp;quot;Not Cut Zones are areas which you cannot be cut thus can avoid the Bounty System stat loss as a Player Killer.  ==Bloody Fields== The Bloody Fields are located outside Bri...&amp;quot;&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Not Cut Zones are areas which you cannot be cut thus can avoid the [[Bounty System]] stat loss as a Player Killer.&lt;br /&gt;
&lt;br /&gt;
==Bloody Fields==&lt;br /&gt;
The Bloody Fields are located outside Britain&lt;br /&gt;
&lt;br /&gt;
[[File:Bloody Fields.JPG]]&lt;/div&gt;</summary>
		<author><name>Teto</name></author>
	</entry>
	<entry>
		<id>https://uoforever.com/wiki/index.php?title=File:Bloody_Fields.JPG&amp;diff=6933</id>
		<title>File:Bloody Fields.JPG</title>
		<link rel="alternate" type="text/html" href="https://uoforever.com/wiki/index.php?title=File:Bloody_Fields.JPG&amp;diff=6933"/>
		<updated>2022-04-12T20:28:19Z</updated>

		<summary type="html">&lt;p&gt;Teto: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&lt;/div&gt;</summary>
		<author><name>Teto</name></author>
	</entry>
	<entry>
		<id>https://uoforever.com/wiki/index.php?title=Thieves_Guild&amp;diff=6932</id>
		<title>Thieves Guild</title>
		<link rel="alternate" type="text/html" href="https://uoforever.com/wiki/index.php?title=Thieves_Guild&amp;diff=6932"/>
		<updated>2022-04-11T19:42:40Z</updated>

		<summary type="html">&lt;p&gt;Teto: /* Joining */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;=Description=&lt;br /&gt;
[[File:VandorenthiefGM.png|right|300px]] Being a member of the Thieves Guild allows you to use disguise kits and steal from other innocent characters. If you do not join the Thieves Guild you may still steal from enemy players, creatures and criminals freely.&lt;br /&gt;
&lt;br /&gt;
==Joining==&lt;br /&gt;
Go to any Thieves Guild Master and say the Guild Masters Name + Join (e.g. Vandoren join). They will tell how you much. Simply drag the amount onto the NPC and enjoy your new guild benefits. To quit, simply replace the join with quit!&lt;br /&gt;
&lt;br /&gt;
While in the Thieves Guild, you will not be able to give Player Killers murder counts if they kill you. You cannot be a murderer and stay in the Thieves Guild.&lt;br /&gt;
&lt;br /&gt;
There is a Thief Guild Master conveniently located near West Britain Bank, as shown in the image to the right. As well as allowing you to join the Thieves Guild, the NPC can also teach you most common thief skills.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Your character must be 7 days old and have at least 60 skill points in Stealing to join.&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
==Disguise Kit==&lt;br /&gt;
Disguise Kits can be purchased from the NPC Thief Guild Master for 700 gold by saying &amp;quot;disguise&amp;quot; near the Thief Guild Master and then dragging the payment onto the NPC.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Note:&#039;&#039;&#039; If you log out with a disguise active, the name of your disguised character in place of your character. This also creates a folder for that character in you UO Desktop without macros. It is recommended that you remove the disguise before logging out. The disguise can be removed by ... dying.&lt;/div&gt;</summary>
		<author><name>Teto</name></author>
	</entry>
	<entry>
		<id>https://uoforever.com/wiki/index.php?title=Slayer_Deeds&amp;diff=6931</id>
		<title>Slayer Deeds</title>
		<link rel="alternate" type="text/html" href="https://uoforever.com/wiki/index.php?title=Slayer_Deeds&amp;diff=6931"/>
		<updated>2022-04-11T17:51:53Z</updated>

		<summary type="html">&lt;p&gt;Teto: /* Description */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;__TOC__&lt;br /&gt;
==Description==&lt;br /&gt;
Slayer deeds were added in January 2018 to create a new method for players to apply a slayer property to runic weapons. They are available via the [[Tinkering]] menu and can only be applied to runic blacksmith weapons. Unlike normally crafted slayers, the deed applies a limited number of slayer charges to the runic weapon and will break when the charges are exhausted. 105 Tinkering is required to be able to create these deeds. The success chance will show 0% but you still have a very small chance to craft them. It is recommended to not attempt crafting these until you&#039;re at least at 115 skill. &lt;br /&gt;
&lt;br /&gt;
Slayer deeds are also usable on wooden exceptionally crafted weapons as long as they have at least two magic attributes.&lt;br /&gt;
&lt;br /&gt;
Super Slayers where changed with this addition to do 20% less damage then the lesser slayer weapon categories.&lt;br /&gt;
&lt;br /&gt;
[[File:SlayerDeeds.png|center|Slayer Deed Menu]]&lt;/div&gt;</summary>
		<author><name>Teto</name></author>
	</entry>
	<entry>
		<id>https://uoforever.com/wiki/index.php?title=Mesozoic_Lands&amp;diff=6926</id>
		<title>Mesozoic Lands</title>
		<link rel="alternate" type="text/html" href="https://uoforever.com/wiki/index.php?title=Mesozoic_Lands&amp;diff=6926"/>
		<updated>2022-04-08T21:23:57Z</updated>

		<summary type="html">&lt;p&gt;Teto: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;The Mesozoic Lands is a [[Dungeon]] filed with tribal warriors, dinosaurs, and more!&lt;br /&gt;
&lt;br /&gt;
==Location==&lt;br /&gt;
Mesozoic Lands are located towards the middle of [[Booty Island]].&lt;br /&gt;
&lt;br /&gt;
[[File:MesozoicEntrance.JPG]]&lt;br /&gt;
&lt;br /&gt;
[[Category:Dungeons]]&lt;/div&gt;</summary>
		<author><name>Teto</name></author>
	</entry>
	<entry>
		<id>https://uoforever.com/wiki/index.php?title=Meta_Pets&amp;diff=6925</id>
		<title>Meta Pets</title>
		<link rel="alternate" type="text/html" href="https://uoforever.com/wiki/index.php?title=Meta_Pets&amp;diff=6925"/>
		<updated>2022-04-08T21:19:16Z</updated>

		<summary type="html">&lt;p&gt;Teto: /* Meta Mantis */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[image:dragon_egg.png|frame|A Dragon Egg]]&lt;br /&gt;
__TOC__&lt;br /&gt;
==Description==&lt;br /&gt;
Meta Pets are special bonded pets which become stronger as they gain levels killing creatures and were first introduced in Publish 4 on September 5th, 2014, starting with Meta Dragons. There are currently four [[Meta Pets|Meta Pet]] types: Meta Dragon, Steed, Spider, and Crab. &lt;br /&gt;
&lt;br /&gt;
Meta Pets can learn abilities from Meta Relics which, in the case of Meta Steeds and Dragons, can be obtained from [[Random Dungeon Adventure|Random Dungeon Adventures]], invasion rewards and monster of the month drops. Meta Dragons and Spiders can hold a total of four Meta Relics at once. Meta Steeds can only hold three relics - A small trade-off for being able to also mount the beastly creature! More information can be found in [[Meta_Pets#Meta_Relics|Meta Relics]].&lt;br /&gt;
&lt;br /&gt;
Each relic ability has different effects, cool downs and application rates. The abilities will only work against untamed creatures and they will not be usable against players or other tamed creatures. Meta Skills can be applied with a Meta Stone. Purchased either from the gold sink vendor or from [shop using donation coins.&lt;br /&gt;
&lt;br /&gt;
[[image:MetaStone3.PNG|Meta Stone]]&lt;br /&gt;
&lt;br /&gt;
Meta Pets level up by killing creatures. All damage done to a creature is saved and then given out to damaging Meta Pets upon their death. Experience cannot be gained while in a house. A creature cannot give total experience greater than its maximum hit points. This means that you cannot farm the same creature for an indefinite amount of time. The owner of the Meta Pet must be in the general vicinity of the pet for it to gain experience. If a Meta Pet dies, it will lose experience equal to the amount of remaining hit points on the creature it was fighting. If the Meta Pet is transferred to another player, all experience progress on the current level will be lost.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;span style=&amp;quot;color:red&amp;quot;&amp;gt;&#039;&#039;&#039;Meta pet owners will be required to meet the taming requirement of the next pet level for the pet to evolve to that level. Example: 120 taming is required to evolve a level 6 dragon to level 7. A level 7 dragon can be evolved by a 120 tamer and later transferred to a 115 tamer, though a fresh level 7 will struggle to listen.&amp;lt;/span&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Protecting Your Pet===&lt;br /&gt;
&amp;lt;span style=&amp;quot;color:red&amp;quot;&amp;gt;&#039;&#039;&#039;Warning:&#039;&#039;&#039;&amp;lt;/span&amp;gt; Meta Pets are very attractive targets for pet trappers who will try to lure your pets to their house to trap it. Depending on the level of your pet, you will need to pay a fee to regain access to the pet. For more information please see the [[Protecting Your Pets]] page.&lt;br /&gt;
&lt;br /&gt;
==Meta Stone==&lt;br /&gt;
[[File:metastonegump.png|right|100px]] The Meta Stone is an item purchased from the [[Wearables Vendor]] or the [[Unique Wares Vendor]]. At time of writing, it cost 3 million gold pieces from the vendor. It is used to apply Meta Relics to your Meta Pet, as well as view it&#039;s level progress of Relic Skills making it an essential part of Meta Pet trainer&#039;s toolkit.&lt;br /&gt;
&lt;br /&gt;
The Meta Stone will also display the taming requirement of the Meta Pet. This taming requirement can drop 0.5 every time the Meta Pet XP &amp;quot;rolls over&amp;quot; at max level. For example, a fresh Level 7 Meta Dragon will have a taming requirement of 120. If you gain another 2 million XP on the Meta Dragon, its XP will roll over and the taming requirement will be reduced by 0.5. After 8 roll overs, the taming requirement will no longer reduce. The lowest taming requirement for a Level 7 Meta Dragon is therefore 116.&lt;br /&gt;
&lt;br /&gt;
==Meta Relics==&lt;br /&gt;
Meta Relics are add-ons for Meta Pets. Relics are dropped as rare loot by a variety of bosses around the world. They are one-time use only - once applied to a meta pet, the relic is gone forever but lives on as a skill for the meta pet. Meta Relics can never be removed, however they can be disabled. If a Meta Relic is disabled, all progress in that Relic&#039;s skill will remain saved, and the Relic will be shown in the &amp;quot;Disabled Relics&amp;quot; area. Returning the Relic to the Meta Pet can be done by clicking the minus sign again, and all of the previous skill will return to the Meta Pet.&lt;br /&gt;
&lt;br /&gt;
[[File:Meta_Pet_Relic_Removal.gif]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[Meta_Talismans#Aesthetic_Relics|Aesthetic Relics]] can now be applied to pets as well, but have some requirements to be met first. Pets require to be either a max evolution dragon (after feeding it fruit), at least a level 6 spider, or at least a level 6 steed.&lt;br /&gt;
&lt;br /&gt;
==Meta Dragon==&lt;br /&gt;
Meta Dragons are the highest single DPS Meta Pet but will require more attention for healing.&lt;br /&gt;
&lt;br /&gt;
===How To Obtain===&lt;br /&gt;
Meta Dragons can be obtained by killing the [[Random_Dungeon_Adventure#Dragon_Progenitor|Dragon Progenitor]] in a [[Random_Dungeon_Adventure|Random Dungeon Adventure]] or by killing [[Dungeon_Bosses#Akor|Akor]] one of the [[Dungeon_Bosses|Dungeon Bosses]]. Once you&#039;ve killed the [[Random_Dungeon_Adventure#Dragon_Progenitor|Dragon Progenitor]], he has a chance to drop a Dragon Egg. After killing [[Dungeon_Bosses#Akor|Akor]] there is a chance an egg will drop and if it drops, it will appear on the ground under the top level of the temple. The Dragon Egg comes in a variety of hues and determines the color of the Meta Dragon that it hatches.&lt;br /&gt;
&lt;br /&gt;
===Follower/Control Slots===&lt;br /&gt;
Meta Dragon requires 3 Follower Slots&lt;br /&gt;
&lt;br /&gt;
===Hues===&lt;br /&gt;
Meta Dragons are hued based on the hue of the Dragon Egg obtained from the [[Random_Dungeon_Adventure#Dragon_Progenitor|Dragon Progenitor]]. The following hues are possible drops:&lt;br /&gt;
*1109, 1154, 1173, 2655, 2963, 1155, 1284, 971, 972, 691, 742, 811, 900&lt;br /&gt;
&lt;br /&gt;
===Meta Relics===&lt;br /&gt;
You man apply one relic at levels 2, 4, 6, 7 for a total off four relics on a Level 7 pet.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Molten Breath&#039;&#039;&#039;&lt;br /&gt;
:Chance to breath fire in a line at your current combatant. All creatures within this line will take moderate damage. When the line of fire hits its target, a small explosion takes place and damage all enemies within a small radius of the impact location.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Noxious Blood&#039;&#039;&#039;&lt;br /&gt;
:A poisonous explosion of your pets blood will take place on a small chance whenever it is damaged. All creatures within the vicinity of your pet will be poisoned.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Quicksilver&#039;&#039;&#039;&lt;br /&gt;
:Your pet gains a burst of speed while attacking, greatly increasing his dexterity and returning all of his stamina. This lasts for a very short time.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Gold&#039;&#039;&#039;&lt;br /&gt;
:Your pet has a chance to turn monsters that attack it into a paragon.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Bloody Talons&#039;&#039;&#039;&lt;br /&gt;
:Your pet has a chance to apply a small damage over time to its combatant. This ticks once every 0.5 seconds for a total of 10 ticks.&lt;br /&gt;
&lt;br /&gt;
===Stages===&lt;br /&gt;
&lt;br /&gt;
Some suggested creatures to hunt have been listed with each level. Depending on your relics and character skills, you may be able to take on bigger and nastier creatures. [[Provocation]] is particularly useful to allow your pet to chip away at big monsters while their tear each other apart.&lt;br /&gt;
&lt;br /&gt;
{| cellpadding=&amp;quot;5&amp;quot; cellspacing=&amp;quot;0&amp;quot; border=&amp;quot;1&amp;quot; width=&amp;quot;70%&amp;quot;&lt;br /&gt;
! style=&amp;quot;background-color:#000; color:#FFFFFF;&amp;quot; width=&amp;quot;5%&amp;quot; | Level&lt;br /&gt;
! style=&amp;quot;background-color:#000; color:#FFFFFF;&amp;quot; width=&amp;quot;65%&amp;quot; | Description&lt;br /&gt;
! style=&amp;quot;background-color:#000; color:#FFFFFF;&amp;quot; width=&amp;quot;20%&amp;quot; | Image (Hue 1284)&lt;br /&gt;
! style=&amp;quot;background-color:#000; color:#FFFFFF;&amp;quot; width=&amp;quot;5%&amp;quot; | Taming&lt;br /&gt;
! style=&amp;quot;background-color:#000; color:#FFFFFF;&amp;quot; width=&amp;quot;5%&amp;quot; | Exp&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
|1&lt;br /&gt;
| style=&amp;quot;text-align: left;&amp;quot; |&#039;&#039;&#039;Dragon Hatchling: &#039;&#039;&#039;This is when your Meta-Dragon is at his weakest. He cannot yet cast spells but applies lesser poison on hit. This pet looks like a snake.&amp;lt;br/&amp;gt;&amp;lt;br/&amp;gt; You are best off levelling on lowly forest creatures and weaker opponents such as ettins and ogres.&lt;br /&gt;
| [[image:dragon_hatchling.png|Dragon Hatchling]]&lt;br /&gt;
|50&lt;br /&gt;
|0&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
|2&lt;br /&gt;
| style=&amp;quot;text-align: left;&amp;quot; |&#039;&#039;&#039;Dragon Hatchling (Phase 2): &#039;&#039;&#039;Your dragon is still quite weak but has doubled in strength and gained his first relic ability slot. He will now use normal poison while attacking. This pet looks like a larger snake. &amp;lt;br/&amp;gt;&amp;lt;br/&amp;gt; You can now step up to some tougher monsters such as ettin and ogre paragons, mummies, efreets and dull copper elementals. Stay close and keep your pet healed up.&lt;br /&gt;
| [[image:dragon_hatchling2.png|Dragon Hatchling (Phase 2)]]&lt;br /&gt;
|60&lt;br /&gt;
|25K&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
|3&lt;br /&gt;
| style=&amp;quot;text-align: left;&amp;quot; |&#039;&#039;&#039;Dragon Youngling: &#039;&#039;&#039;Your pet has once again become stronger. He still does not know any magic but can now use greater poison when it striker. He has grown legs and looks like a komodo dragon. &amp;lt;br/&amp;gt;&amp;lt;br/&amp;gt; You should now able to to tackle daemons and dragons. &lt;br /&gt;
| [[image:dragon_youngling.png|Dragon Youngling ]]&lt;br /&gt;
|85&lt;br /&gt;
|75K&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
|4&lt;br /&gt;
| style=&amp;quot;text-align: left;&amp;quot; |&#039;&#039;&#039;Dragon Whelpling: &#039;&#039;&#039;Your dragon has finally gained magic but at the cost of poisoning on hit. His AI has changed from melee to mage. He has also gained the ability to breath fire and a second relic ability slot is gained at this level. Your pet is finally starting to look like a dragon and takes on the form of a swamp dragon. &amp;lt;br/&amp;gt;&amp;lt;br/&amp;gt;Titans, dragons and daemons will continue to give good experience but you can now also mix in heavier hitters like Ogre Lords.&lt;br /&gt;
| [[image:dragon_whelp.png|Dragon Whelpling]]&lt;br /&gt;
|90&lt;br /&gt;
|250K&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
|5&lt;br /&gt;
| style=&amp;quot;text-align: left;&amp;quot; |&#039;&#039;&#039;Young Dragon: &#039;&#039;&#039;Your dragon has gained in size, skills and strength. He has taken on the form of a young dragon.&amp;lt;br/&amp;gt;&amp;lt;br/&amp;gt;Keep on those titans, dragons and daemons. Balrons, Ogre Lord Paragons, Shadow Wryms and Vampires should be manageable now.&lt;br /&gt;
| [[image:youngdragon.png|Young Dragon]]&lt;br /&gt;
|100&lt;br /&gt;
|750K&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
|6&lt;br /&gt;
| style=&amp;quot;text-align: left;&amp;quot; |&#039;&#039;&#039;Mature Dragon: &#039;&#039;&#039;Your dragon has once again gained in strength and unlocked a third relic ability slot. He is now a larger form of dragon. &amp;lt;br/&amp;gt;&amp;lt;br/&amp;gt; Much the same as level 5 but you may want to explore even harder hitters like ancient wyrms if you have provocation.&lt;br /&gt;
| [[image:dragon.png|Mature Dragon]]&lt;br /&gt;
|110&lt;br /&gt;
|1.5M&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
|7&lt;br /&gt;
| style=&amp;quot;text-align: left;&amp;quot; |&#039;&#039;&#039;Elder Dragon: &#039;&#039;&#039;Your pet has achieved even higher strength. It has gained its fourth and final relic ability slot. In rare cases, the Elder Dragon may take the form of a mongbat [[File:mongbat_1284.png|15px|mongbat]]. &amp;lt;br/&amp;gt;&amp;lt;br/&amp;gt; Keep on chipping away with those big creatures. Paragons should now be easier to handle and you should be able to tackle some big monsters without provocation.&lt;br /&gt;
| [[image:elder_dragon.png|Elder Dragon]]&lt;br /&gt;
|120&lt;br /&gt;
|3M&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
|7.5&lt;br /&gt;
| style=&amp;quot;text-align: left;&amp;quot; |&#039;&#039;&#039;Evolved Elder Dragon: &#039;&#039;&#039;Your pet has entered its final form. It has altered its physical form to epic proportions. All skills, abilities, and strength remain the same once you have achieved this form. &amp;lt;br/&amp;gt;&amp;lt;br/&amp;gt; [[File:DragonFruit.PNG|Dragon Fruit]]. &amp;lt;br/&amp;gt;&amp;lt;br/&amp;gt; To gain this final form you will need to accumulate 4,500 dragon fruit. This is done by killing monsters that have 400 or more HP and using a level 7 Elder Dragon that has two or more rollovers. &#039;&#039;&#039;Once your dragon reaches this form it will no longer create dragon fruit.&#039;&#039;&#039;&lt;br /&gt;
| [[image:7.5DragonEvo.png|Evolved Elder Dragon]]&lt;br /&gt;
|120&lt;br /&gt;
|*Fruit*&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Meta Spider==&lt;br /&gt;
Meta Spiders are the tankiest Meta Pet while still delivering good damage.&lt;br /&gt;
&lt;br /&gt;
===How to Obtain===&lt;br /&gt;
Unlike other Meta Pets, the Meta Spider is purchased from the Unique Wares Vendor near West Britain bank:&lt;br /&gt;
&lt;br /&gt;
[[image:uniquewares_spider.png|Unique Wares Vendor]]&lt;br /&gt;
&lt;br /&gt;
It can be purchased at a cost of 10 million gold. Each relic will cost 50,000 gold and must be strengthened with powerscrolls.​ This meta pet also has the [[Tameables#Pack_Instinct|pack instinct]] trait for arachnid.&lt;br /&gt;
&lt;br /&gt;
===Follower/Control Slots===&lt;br /&gt;
Meta Spider requires 4 Follower Slots&lt;br /&gt;
&lt;br /&gt;
===Hues===&lt;br /&gt;
Meta Spiders are hued by request by GameMasters The following hues are possible:&lt;br /&gt;
* 1935, 2727, 1938, 1461, 1366, 1955, 1920, 2949, 1175&lt;br /&gt;
&lt;br /&gt;
[[File:spiderhue.jpg|thumb|none]]&lt;br /&gt;
&lt;br /&gt;
===Meta Relics===&lt;br /&gt;
You man apply one relic at levels 2, 4, 6, 7 for a total off four relics on a Level 7 pet.&lt;br /&gt;
&lt;br /&gt;
Meta dragon and steed relics can also be used instead of power scrolls to charge the spider relics. Each dragon or steed relic is worth 10 power scrolls.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Brood&#039;&#039;&#039;&lt;br /&gt;
:Summons smaller spiders to fight alongside your pet. As it levels the number of summoned spiders increases. Requires 150 power scrolls.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Carapace&#039;&#039;&#039;&lt;br /&gt;
:Increases the spider&#039;s armor for a duration and refreshes its stamina. Requires 200 power scrolls.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Dessicate [sic]&#039;&#039;&#039;&lt;br /&gt;
:Similar to bloody talons for Meta Dragon and Meta Steed but it does not have a fixed amount of damage. Every tick varies, this can be lower than talons, but also much higher. It also heals the spider for 50% of the damage dealt. Requires 200 power scrolls.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Necrosis&#039;&#039;&#039;&lt;br /&gt;
:Provides a similar effect to Meta Dragon&#039;s molten relic except the damage is a circular range. Requires 200 power scrolls.&lt;br /&gt;
&lt;br /&gt;
===Stages===&lt;br /&gt;
{| cellpadding=&amp;quot;5&amp;quot; cellspacing=&amp;quot;0&amp;quot; border=&amp;quot;1&amp;quot; width=&amp;quot;70%&amp;quot;&lt;br /&gt;
! style=&amp;quot;background-color:#000; color:#FFFFFF;&amp;quot; width=&amp;quot;5%&amp;quot; | Level&lt;br /&gt;
! style=&amp;quot;background-color:#000; color:#FFFFFF;&amp;quot; width=&amp;quot;65%&amp;quot; | Description&lt;br /&gt;
! style=&amp;quot;background-color:#000; color:#FFFFFF;&amp;quot; width=&amp;quot;20%&amp;quot; | Image&lt;br /&gt;
! style=&amp;quot;background-color:#000; color:#FFFFFF;&amp;quot; width=&amp;quot;5%&amp;quot; | Taming Skill&lt;br /&gt;
! style=&amp;quot;background-color:#000; color:#FFFFFF;&amp;quot; width=&amp;quot;5%&amp;quot; | Exp&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
|1&lt;br /&gt;
| style=&amp;quot;text-align: left;&amp;quot; | &#039;&#039;&#039;Spider Hatchling: &#039;&#039;&#039;Doesn&#039;t look much like a spider? Don&#039;t tell it that!&lt;br /&gt;
! [[image:spider_hatchling.png|Spider Hatchling]]&lt;br /&gt;
|50&lt;br /&gt;
|0&lt;br /&gt;
|-  align=&amp;quot;center&amp;quot;&lt;br /&gt;
|2&lt;br /&gt;
| style=&amp;quot;text-align: left;&amp;quot; | &#039;&#039;&#039;Spiderling: &#039;&#039;&#039;That&#039;s a spider!  Although small, he can eat a lot, including his first relic!&lt;br /&gt;
! [[image:spiderling.png|Spiderling]]&lt;br /&gt;
|60&lt;br /&gt;
|25K&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
|3&lt;br /&gt;
| style=&amp;quot;text-align: left;&amp;quot; | &#039;&#039;&#039;Nymphal Instar: &#039;&#039;&#039;Your meta spider gains in power...&lt;br /&gt;
! [[image:nymphal_instar.png|Nymphal Instar ]]&lt;br /&gt;
|85&lt;br /&gt;
|75K&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
|4&lt;br /&gt;
| style=&amp;quot;text-align: left;&amp;quot; | &#039;&#039;&#039;Spider Pupae: &#039;&#039;&#039;Your meta spider gains in power... And demands a second relic.&lt;br /&gt;
! [[image:spider_pupae.png|Spider Pupae]]&lt;br /&gt;
|90&lt;br /&gt;
|250K&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
|5&lt;br /&gt;
| style=&amp;quot;text-align: left;&amp;quot; | &#039;&#039;&#039;Molting Spider: &#039;&#039;&#039;Your meta spider gains in power...&lt;br /&gt;
! [[image:molting_spider.png|Molting Spider]]&lt;br /&gt;
|100&lt;br /&gt;
|750K&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
|6&lt;br /&gt;
| style=&amp;quot;text-align: left;&amp;quot; | &#039;&#039;&#039;Mature Spider: &#039;&#039;&#039;Your meta spider gains in power... And demands a third relic.&lt;br /&gt;
! [[image:mature_spider.png|Mature Spider]]&lt;br /&gt;
|110&lt;br /&gt;
|1.5M&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
|7&lt;br /&gt;
| style=&amp;quot;text-align: left;&amp;quot; | &#039;&#039;&#039;Ancient Spider: &#039;&#039;&#039;Your meta spider gains in power... You do not want to be caught in a dark room with this. A fourth relic can now be applied. In rare cases, the Ancient Spider may take the form of a wolf spider as seen at Level 2.&lt;br /&gt;
! [[image:ancient_spider.png|Ancient Spider]]&lt;br /&gt;
|120&lt;br /&gt;
|3M&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
|7.5&lt;br /&gt;
| style=&amp;quot;text-align: left;&amp;quot; | &#039;&#039;&#039;Evolved Ancient Spider: &#039;&#039;&#039;This is the final form of the meta spider... Beware that which stalks in the darkness and is forever hungry... &amp;lt;br/&amp;gt;&amp;lt;br/&amp;gt; [[File:SpiderMolter.PNG|150px|Spider Molter]] &amp;lt;br/&amp;gt;&amp;lt;br/&amp;gt; To gain this final form you will need to acquire and fill a Spider Molter. You must feed this item powerscrolls up to 750 points to then upgrade your spiders physical image.&lt;br /&gt;
The Points are as follows:&lt;br /&gt;
&lt;br /&gt;
105 = 1, 110 = 2, 115 = 3, 120 = 4&lt;br /&gt;
! [[image:7.5SpiderEvo.PNG|Evolved Ancient Spider]]&lt;br /&gt;
|120&lt;br /&gt;
|*Molter*&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Meta Crab==&lt;br /&gt;
Meta Crabs are high DPS Meta Pets that are frequently used with other Meta Pets as they have low Follower Slots and has the [[Tameables#Pack_Instinct|pack instinct]] trait. It is not uncommon for a tamer to have 5 level 6 Meta Crabs.&lt;br /&gt;
&lt;br /&gt;
===How to Obtain===&lt;br /&gt;
The Meta Crab Egg is gained from defeating the New Shipwrecked RDA boss.&lt;br /&gt;
&lt;br /&gt;
===Follower/Control Slots===&lt;br /&gt;
Meta Crab requires 1 Follower Slot from levels 1-6. At Level 7 it requires 3 Follower Slots.&lt;br /&gt;
&lt;br /&gt;
===Hues===&lt;br /&gt;
The following hues are possible:&lt;br /&gt;
* Adventurers are still collecting these ancient secrets&lt;br /&gt;
&lt;br /&gt;
===Meta Relics===&lt;br /&gt;
You may apply up to two relic between levels 2 and 6. At level 7 four relics will be allowed to be applied.&lt;br /&gt;
&lt;br /&gt;
The meta crab will be a mountable pet for levels 5 &amp;amp; 6 and loses the ability to be mounted at level 7.&lt;br /&gt;
*&#039;&#039;&#039;Brood&#039;&#039;&#039;&lt;br /&gt;
:Summons smaller crabs to fight alongside your pet. As it levels the number of summoned crabs increases. Requires 150 power scrolls.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Carapace&#039;&#039;&#039;&lt;br /&gt;
:Increases the crab&#039;s armor for a duration and refreshes its stamina. Requires 200 power scrolls.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Cloud Burst&#039;&#039;&#039;&lt;br /&gt;
:Similar to bloody talons for Meta Dragon but is an AOE based damage over time to those mobs afflicted by the relic. Relic triggers from having received damage to the crab.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Tidal Wave&#039;&#039;&#039;&lt;br /&gt;
:Sends out a wave to damage a target if it hits a single target it bounces back to the meta crab and heal it. If there are several targets available it will bounce to additional targets after hitting the first.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Calming Tide&#039;&#039;&#039;&lt;br /&gt;
:Provides a mana returning wave that is sent to the meta crab owner once that placer drops below their max available mana.&lt;br /&gt;
&lt;br /&gt;
===Stages===&lt;br /&gt;
{| cellpadding=&amp;quot;5&amp;quot; cellspacing=&amp;quot;0&amp;quot; border=&amp;quot;1&amp;quot; width=&amp;quot;70%&amp;quot;&lt;br /&gt;
! style=&amp;quot;background-color:#000; color:#FFFFFF;&amp;quot; width=&amp;quot;5%&amp;quot; | Level&lt;br /&gt;
! style=&amp;quot;background-color:#000; color:#FFFFFF;&amp;quot; width=&amp;quot;65%&amp;quot; | Description&lt;br /&gt;
! style=&amp;quot;background-color:#000; color:#FFFFFF;&amp;quot; width=&amp;quot;20%&amp;quot; | Image&lt;br /&gt;
! style=&amp;quot;background-color:#000; color:#FFFFFF;&amp;quot; width=&amp;quot;5%&amp;quot; | Taming Skill&lt;br /&gt;
! style=&amp;quot;background-color:#000; color:#FFFFFF;&amp;quot; width=&amp;quot;5%&amp;quot; | Exp&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
|1&lt;br /&gt;
| style=&amp;quot;text-align: left;&amp;quot; | &#039;&#039;&#039;Crab Hatchling: &#039;&#039;&#039;Enter the crab attack, it is cute isn&#039;t it?  While not poisonous, this hatchling can cast simple magic spells.&lt;br /&gt;
! [[image:Lvl1X.PNG|Crab]]&lt;br /&gt;
|50&lt;br /&gt;
|0&lt;br /&gt;
|-  align=&amp;quot;center&amp;quot;&lt;br /&gt;
|2&lt;br /&gt;
| style=&amp;quot;text-align: left;&amp;quot; | &#039;&#039;&#039;Crab Hatchling: &#039;&#039;&#039;Holy crab cakes! You can now attach the first relic! This hatchling loses the ability to cast spells but gains the ability to apply poison on hit.&lt;br /&gt;
! [[image:Lvl2X.PNG|Crab]]&lt;br /&gt;
|60&lt;br /&gt;
|25K&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
|3&lt;br /&gt;
| style=&amp;quot;text-align: left;&amp;quot; | &#039;&#039;&#039;Crab: &#039;&#039;&#039;Your meta crab gains in power... Now has the ability to apply deadly poison on hit.&lt;br /&gt;
! [[image:Lvl3X.PNG|Crab ]]&lt;br /&gt;
|75&lt;br /&gt;
|75K&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
|4&lt;br /&gt;
| style=&amp;quot;text-align: left;&amp;quot; | &#039;&#039;&#039;Malleable Crab: &#039;&#039;&#039;Your meta crab gains in power... While losing the ability to poison on hit, the crab can now cast magic spells again.&lt;br /&gt;
! [[image:Lvl4X.PNG|Crab]]&lt;br /&gt;
|90&lt;br /&gt;
|250K&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
|5&lt;br /&gt;
| style=&amp;quot;text-align: left;&amp;quot; | &#039;&#039;&#039;Hardened Crab: &#039;&#039;&#039;Your meta crab gains in power... And demands a second relic.&lt;br /&gt;
&lt;br /&gt;
Crab can be mounted now.&lt;br /&gt;
! [[image:Lvl5X.PNG|Hardened Crab]]&lt;br /&gt;
|100&lt;br /&gt;
|750K&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
|6&lt;br /&gt;
| style=&amp;quot;text-align: left;&amp;quot; | &#039;&#039;&#039;Rock Crab: &#039;&#039;&#039;Your meta crab gains in power... &lt;br /&gt;
&lt;br /&gt;
Crab is still able to be mounted.&lt;br /&gt;
! [[image:Lvl6X.PNG|Rock Crab]]&lt;br /&gt;
|110&lt;br /&gt;
|2M&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
|7&lt;br /&gt;
| style=&amp;quot;text-align: left;&amp;quot; | &#039;&#039;&#039;Giant Crab: &#039;&#039;&#039;Your meta crab gains in power... This makes you think twice before swimming out into the ocean. All four relics can now be applied. In rare cases, the Giant Crab may take on one of two forms besides the default giant crab and one form is much more rare.&lt;br /&gt;
&lt;br /&gt;
To gain the level 7 form it must be fed crab cakes at level 6 and also be 120 taming. This will allow it to evolve into its level 7 form.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Your Crab loses the ability to be mounted.&lt;br /&gt;
! [[image:Lvl7X.PNG|Giant Crab]]&lt;br /&gt;
|120&lt;br /&gt;
|3M&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Meta Mantis==&lt;br /&gt;
&lt;br /&gt;
===How to Obtain===&lt;br /&gt;
Meta Mantis can be obtained through defeating the boss of the [[Mesozoic Lands]]. The boss has a small percent chance to drop an Insect Egg.&lt;br /&gt;
&lt;br /&gt;
===Follower/Control Slots===&lt;br /&gt;
Meta Mantis requires 4 Follower Slots&lt;br /&gt;
&lt;br /&gt;
===Meta Relics===&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Carapace&#039;&#039;&#039;&lt;br /&gt;
:Increases the Mantis&#039; armor for a duration and refreshes its stamina. Requires 200 power scrolls.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Counter Attack&#039;&#039;&#039;&lt;br /&gt;
:Periodically defends you when a combatant attacks you&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Magmatic Blast&#039;&#039;&#039;&lt;br /&gt;
:Throws a projectile at the target leaving lava on the ground providing AOE damage.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Mantis Strike&#039;&#039;&#039;&lt;br /&gt;
:Occasional empowered attack with amplified damage.&lt;br /&gt;
&lt;br /&gt;
===Stages===&lt;br /&gt;
{| cellpadding=&amp;quot;5&amp;quot; cellspacing=&amp;quot;0&amp;quot; border=&amp;quot;1&amp;quot; width=&amp;quot;70%&amp;quot;&lt;br /&gt;
! style=&amp;quot;background-color:#000; color:#FFFFFF;&amp;quot; width=&amp;quot;5%&amp;quot; | Level&lt;br /&gt;
! style=&amp;quot;background-color:#000; color:#FFFFFF;&amp;quot; width=&amp;quot;65%&amp;quot; | Description&lt;br /&gt;
! style=&amp;quot;background-color:#000; color:#FFFFFF;&amp;quot; width=&amp;quot;20%&amp;quot; | Image&lt;br /&gt;
! style=&amp;quot;background-color:#000; color:#FFFFFF;&amp;quot; width=&amp;quot;5%&amp;quot; | Taming Skill&lt;br /&gt;
! style=&amp;quot;background-color:#000; color:#FFFFFF;&amp;quot; width=&amp;quot;5%&amp;quot; | Exp&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
|1&lt;br /&gt;
| style=&amp;quot;text-align: left;&amp;quot; | &#039;&#039;&#039;Mantis Larva (Small) &#039;&#039;&#039;&lt;br /&gt;
! [[image:Mantis stage1.JPG|Mantis]]&lt;br /&gt;
|TBD&lt;br /&gt;
|TBD&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
|2&lt;br /&gt;
| style=&amp;quot;text-align: left;&amp;quot; | &#039;&#039;&#039;Mantis Larva (Large) &#039;&#039;&#039;&lt;br /&gt;
! [[image:Mantis stage2.JPG|Mantis]]&lt;br /&gt;
|TBD&lt;br /&gt;
|TBD&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
|3&lt;br /&gt;
| style=&amp;quot;text-align: left;&amp;quot; | &#039;&#039;&#039;Mantis Shrimp &#039;&#039;&#039;&lt;br /&gt;
! [[image:Mantis stage3.JPG|Mantis]]&lt;br /&gt;
|TBD&lt;br /&gt;
|TBD&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
|4&lt;br /&gt;
| style=&amp;quot;text-align: left;&amp;quot; | &#039;&#039;&#039;Mantis Nymph &#039;&#039;&#039;&lt;br /&gt;
! [[image:Mantis stage4.JPG|Mantis]]&lt;br /&gt;
|TBD&lt;br /&gt;
|TBD&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
|5&lt;br /&gt;
| style=&amp;quot;text-align: left;&amp;quot; | &#039;&#039;&#039;Mantis &#039;&#039;&#039;&lt;br /&gt;
! [[image:Mantis stage5.JPG|Mantis]]&lt;br /&gt;
|TBD&lt;br /&gt;
|TBD&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
|6&lt;br /&gt;
| style=&amp;quot;text-align: left;&amp;quot; | &#039;&#039;&#039;Armored Mantis &#039;&#039;&#039;&lt;br /&gt;
! [[image:Mantis stage 6.JPG|Mantis]]&lt;br /&gt;
|TBD&lt;br /&gt;
|TBD&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Meta Steeds==&lt;br /&gt;
Meta Steeds are ridable Meta Pets. Currently selections are the Mammal and Reptile version. &lt;br /&gt;
&lt;br /&gt;
Firebreath damage was added to meta steeds in December 2018. Damage is calculated as level x 2.&lt;br /&gt;
&lt;br /&gt;
====How to Obtain====&lt;br /&gt;
Meta Steed eggs can be obtained using crystal fragments obtained during [[Invasions|Invasion]] events. The menu for [[Invasions|Invasion]] rewards can be accessed by typing the [rewards [[Server_Commands|command]]. [[File:invasionsMenuSteed.png|thumb|200px|Invasion reward menu]]&lt;br /&gt;
&lt;br /&gt;
===Follower/Control Slots===&lt;br /&gt;
Meta Steeds requires 2 Follower Slots&lt;br /&gt;
&lt;br /&gt;
===Hues===&lt;br /&gt;
The following may not be a definitive list as new hues are added regularly.&lt;br /&gt;
* From Invasion Rewards: 2500 (Newspaper) &amp;amp; 2503 (Ember).&lt;br /&gt;
&lt;br /&gt;
===Meta Relics===&lt;br /&gt;
You man apply one relic at levels 2, 4 and 6 for a total off three relics on a Level 6 pet.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Bloody Talons&#039;&#039;&#039;&lt;br /&gt;
:Your pet has a chance to apply a small damage over time to its combatant. This ticks once ever 0.5 seconds for a total of 10 ticks.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Gold&#039;&#039;&#039;&lt;br /&gt;
:Your pet has a chance to turn monsters that attack it into a paragon.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Paralytic Venom&#039;&#039;&#039;&lt;br /&gt;
:Your pet has a chance to temporarily reduce a creature&#039;s dexterity and intelligence.&lt;br /&gt;
&lt;br /&gt;
===Stages===&lt;br /&gt;
====Mammal====&lt;br /&gt;
{| cellpadding=&amp;quot;5&amp;quot; cellspacing=&amp;quot;0&amp;quot; border=&amp;quot;1&amp;quot; width=&amp;quot;70%&amp;quot;&lt;br /&gt;
! style=&amp;quot;background-color:#000; color:#FFFFFF;&amp;quot; width=&amp;quot;5%&amp;quot; | Level&lt;br /&gt;
! style=&amp;quot;background-color:#000; color:#FFFFFF;&amp;quot; width=&amp;quot;65%&amp;quot; | Description&lt;br /&gt;
! style=&amp;quot;background-color:#000; color:#FFFFFF;&amp;quot; width=&amp;quot;20%&amp;quot; | Image (Hue 2503)&lt;br /&gt;
! style=&amp;quot;background-color:#000; color:#FFFFFF;&amp;quot; width=&amp;quot;5%&amp;quot; | Taming Skill&lt;br /&gt;
! style=&amp;quot;background-color:#000; color:#FFFFFF;&amp;quot; width=&amp;quot;5%&amp;quot; | Exp&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
|1&lt;br /&gt;
| style=&amp;quot;text-align: left;&amp;quot; |&#039;&#039;&#039;Kitty: &#039;&#039;&#039;A cute little kitty cat.  I hope it bites!&lt;br /&gt;
| [[image:Meta_Steed_Level_Mammal1.png|Kitty]]&lt;br /&gt;
|50&lt;br /&gt;
|0&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
|2&lt;br /&gt;
| style=&amp;quot;text-align: left;&amp;quot; |&#039;&#039;&#039;Dog: &#039;&#039;&#039;Your best friend. It will be by your side, and devour your enemies for you and accepts its first relic has a treat.&lt;br /&gt;
| [[image:Meta_Steed_Level_Mammal2.png|Dog]]&lt;br /&gt;
|60&lt;br /&gt;
|25K&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
|3&lt;br /&gt;
| style=&amp;quot;text-align: left;&amp;quot; |&#039;&#039;&#039;Horse: &#039;&#039;&#039;Your meta is now a ridable steed!&lt;br /&gt;
| [[image:Meta_Steed_Level_Mammal3.png|Horse]]&lt;br /&gt;
|75&lt;br /&gt;
|75K&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
|4&lt;br /&gt;
| style=&amp;quot;text-align: left;&amp;quot; |&#039;&#039;&#039;Mythical Beast: &#039;&#039;&#039;Your meta gains in power... And craves a second relic.&lt;br /&gt;
| [[image:Meta_Steed_Level_Mammal4.png|Mythical Beast]]&lt;br /&gt;
|90&lt;br /&gt;
|250K&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
|5&lt;br /&gt;
| style=&amp;quot;text-align: left;&amp;quot; |&#039;&#039;&#039;Skeletal Steed: &#039;&#039;&#039;Your meta gains in power...&lt;br /&gt;
| [[image:Meta_Steed_Level_Mammal5.png|Skeletal Steed]]&lt;br /&gt;
|100&lt;br /&gt;
|750K&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
|6&lt;br /&gt;
| style=&amp;quot;text-align: left;&amp;quot; |&#039;&#039;&#039;War Horse: &#039;&#039;&#039;This is the final form of your mammal meta steed. This majestic creature can now make use of its third and final relic ability.&lt;br /&gt;
| [[image:Meta_Steed_Level_Mammal6.png|War Horse]]&lt;br /&gt;
|110&lt;br /&gt;
|1.5M&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
====Reptile====&lt;br /&gt;
{| cellpadding=&amp;quot;5&amp;quot; cellspacing=&amp;quot;0&amp;quot; border=&amp;quot;1&amp;quot; width=&amp;quot;70%&amp;quot;&lt;br /&gt;
! style=&amp;quot;background-color:#000; color:#FFFFFF;&amp;quot; width=&amp;quot;5%&amp;quot; | Level&lt;br /&gt;
! style=&amp;quot;background-color:#000; color:#FFFFFF;&amp;quot; width=&amp;quot;65%&amp;quot; | Description&lt;br /&gt;
! style=&amp;quot;background-color:#000; color:#FFFFFF;&amp;quot; width=&amp;quot;20%&amp;quot; | Image (Hue 2963)&lt;br /&gt;
! style=&amp;quot;background-color:#000; color:#FFFFFF;&amp;quot; width=&amp;quot;5%&amp;quot; | Taming Skill&lt;br /&gt;
! style=&amp;quot;background-color:#000; color:#FFFFFF;&amp;quot; width=&amp;quot;5%&amp;quot; | Exp&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
|1&lt;br /&gt;
| style=&amp;quot;text-align: left;&amp;quot; |&#039;&#039;&#039;Frog: &#039;&#039;&#039;A newly hatched frog.  I hope it can eat more than flies!&lt;br /&gt;
| [[image:Meta_Steed_Level_Reptile1.png|Frog]]&lt;br /&gt;
|50&lt;br /&gt;
|0&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
|2&lt;br /&gt;
| style=&amp;quot;text-align: left;&amp;quot; |&#039;&#039;&#039;Giant Toad: &#039;&#039;&#039;Now we&#039;re talking.  Big toad means it can kill bigger enemies and make use of its first relic ability.&lt;br /&gt;
| [[image:Meta_Steed_Level_Reptile2.png|Giant Toad]]&lt;br /&gt;
|60&lt;br /&gt;
|25K&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
|3&lt;br /&gt;
| style=&amp;quot;text-align: left;&amp;quot; |&#039;&#039;&#039;Raptor: &#039;&#039;&#039;Your meta has evolved so you can now ride it!  Watch out for the claws!&lt;br /&gt;
| [[image:Meta_Steed_Level_Reptile3.png|Raptor]]&lt;br /&gt;
|75&lt;br /&gt;
|75K&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
|4&lt;br /&gt;
| style=&amp;quot;text-align: left;&amp;quot; |&#039;&#039;&#039;Reptilian Pupa: &#039;&#039;&#039;Your meta gains in power... And is hungry for a second relic.&lt;br /&gt;
| [[image:Meta_Steed_Level_Reptile4.png|Reptilian Pupa]]&lt;br /&gt;
|90&lt;br /&gt;
|250K&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
|5&lt;br /&gt;
| style=&amp;quot;text-align: left;&amp;quot; |&#039;&#039;&#039;Hiryu: &#039;&#039;&#039;Your meta gains in power...&lt;br /&gt;
| [[image:Meta_Steed_Level_Reptile5.png|Hiryu]]&lt;br /&gt;
|100&lt;br /&gt;
|750K&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
|6&lt;br /&gt;
| style=&amp;quot;text-align: left;&amp;quot; |&#039;&#039;&#039;Reptalon: &#039;&#039;&#039;This is the final form of your reptile meta steed. This powerful ally can now make use of its third and final relic ability.&lt;br /&gt;
| [[image:Meta_Steed_Level_Reptile6.png|Reptalon]]&lt;br /&gt;
|110&lt;br /&gt;
|1.5M&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
[[Category:Player vs Monster]]&lt;/div&gt;</summary>
		<author><name>Teto</name></author>
	</entry>
	<entry>
		<id>https://uoforever.com/wiki/index.php?title=Mesozoic_Lands&amp;diff=6924</id>
		<title>Mesozoic Lands</title>
		<link rel="alternate" type="text/html" href="https://uoforever.com/wiki/index.php?title=Mesozoic_Lands&amp;diff=6924"/>
		<updated>2022-04-08T21:18:32Z</updated>

		<summary type="html">&lt;p&gt;Teto: Created page with &amp;quot;The Mesozoic Lands is a Dungeon filed with tribal warriors, dinosaurs, and more!  ==Location== Mesozoic Lands are located towards the middle of Booty Island.  File:M...&amp;quot;&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;The Mesozoic Lands is a [[Dungeon]] filed with tribal warriors, dinosaurs, and more!&lt;br /&gt;
&lt;br /&gt;
==Location==&lt;br /&gt;
Mesozoic Lands are located towards the middle of [[Booty Island]].&lt;br /&gt;
&lt;br /&gt;
[[File:MesozoicEntrance.JPG]]&lt;/div&gt;</summary>
		<author><name>Teto</name></author>
	</entry>
	<entry>
		<id>https://uoforever.com/wiki/index.php?title=File:MesozoicEntrance.JPG&amp;diff=6923</id>
		<title>File:MesozoicEntrance.JPG</title>
		<link rel="alternate" type="text/html" href="https://uoforever.com/wiki/index.php?title=File:MesozoicEntrance.JPG&amp;diff=6923"/>
		<updated>2022-04-08T21:18:07Z</updated>

		<summary type="html">&lt;p&gt;Teto: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&lt;/div&gt;</summary>
		<author><name>Teto</name></author>
	</entry>
	<entry>
		<id>https://uoforever.com/wiki/index.php?title=Militias&amp;diff=6922</id>
		<title>Militias</title>
		<link rel="alternate" type="text/html" href="https://uoforever.com/wiki/index.php?title=Militias&amp;diff=6922"/>
		<updated>2022-04-08T16:20:54Z</updated>

		<summary type="html">&lt;p&gt;Teto: /* Militia Silver */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Militias Overview ==&lt;br /&gt;
&lt;br /&gt;
The Militia system was introduced in October 2017 to replace [[Factions]]. The system&#039;s code was completely rewritten as the overly complex nature of Factions severely restricted the developers abilities to expand and enhance Factions. You must be in a guild to join the guild&#039;s militia. &lt;br /&gt;
&lt;br /&gt;
&amp;lt;gallery class=&amp;quot;center&amp;quot; widths=&amp;quot;250px&amp;quot; heights=&amp;quot;250px&amp;quot;&amp;gt;&lt;br /&gt;
File:JoinMilita.PNG|&#039;&#039;&#039;How to Join&#039;&#039;&#039;&amp;lt;br /&amp;gt;(click to preview)&lt;br /&gt;
File:MilitaTab1.PNG|&#039;&#039;&#039;Active Militia Member&#039;&#039;&#039;&amp;lt;br /&amp;gt;(click to preview)&lt;br /&gt;
File:Capture Point.JPG|&#039;&#039;&#039;Courage Capture Point&#039;&#039;&#039;&amp;lt;br /&amp;gt;(click to preview)&lt;br /&gt;
File:MilitiaSeekEnemies.png|&#039;&#039;&#039;Seeking Enemies&#039;&#039;&#039;&amp;lt;br /&amp;gt;(click to preview)&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Joining / Leaving  ===&lt;br /&gt;
&lt;br /&gt;
To join your guild&#039;s militia, open the Guild menu and select the Militia button and then click Join! There will be a small amount of skill loss for two minutes when you first join a militia. As the number of players in a guild&#039;s militia is capped at 30, there is also an option for managing the Militia roster to kick members from the militia.&lt;br /&gt;
&lt;br /&gt;
[[File: ManageRoster.PNG]]&lt;br /&gt;
&lt;br /&gt;
You can leave a militia through the same menu but note that there is a delay before you leave and you will not be able to re-join any militia for 12 hours. Presently when you &amp;quot;leave guild&amp;quot; it will also instantly remove you from militia.&lt;br /&gt;
&lt;br /&gt;
=== Finding your foes ===&lt;br /&gt;
&lt;br /&gt;
To track down enemy militia that are nearby, speak the phrase &amp;quot;I seek my enemies&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
[[File:SeekEnemies.PNG]]&lt;br /&gt;
&lt;br /&gt;
=== Bounty Points ===&lt;br /&gt;
&lt;br /&gt;
Bounty points can be earned by:&lt;br /&gt;
* Killing enemy militia members&lt;br /&gt;
* Holding special Capture Points around the lands.&lt;br /&gt;
&lt;br /&gt;
=== Individual Perks ===&lt;br /&gt;
&lt;br /&gt;
[[File:MilitiaPurchase.PNG]]&lt;br /&gt;
&lt;br /&gt;
As a militia member, you will be able to use your hard-earned personal militia points to:&lt;br /&gt;
&lt;br /&gt;
* Create special shrouded robes from a menu with a variety of hues. This sets the hue for all the militia in the guild.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;gallery class=&amp;quot;left&amp;quot; widths=&amp;quot;250px&amp;quot; heights=&amp;quot;250px&amp;quot;&amp;gt;&lt;br /&gt;
File:MilitiaShroudHues.PNG|&#039;&#039;&#039;Milita Shroud Hues&#039;&#039;&#039;&amp;lt;br /&amp;gt;(click to preview)&lt;br /&gt;
File:MilitiaShroud3AR.PNG|&#039;&#039;&#039;Militia Shroud&#039;&#039;&#039;&amp;lt;br /&amp;gt;(click to preview)&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
&lt;br /&gt;
* Temporarily Sanctify (bless) weapons for 5 days&lt;br /&gt;
&lt;br /&gt;
[[File:SanctifyWeapon5D.PNG]]&lt;br /&gt;
&lt;br /&gt;
* Temporarily Sanctify (bless) armor for 24 hours&lt;br /&gt;
&lt;br /&gt;
[[File:SantifyArmor1D.PNG]]&lt;br /&gt;
&lt;br /&gt;
=== Guild Perks ===&lt;br /&gt;
&lt;br /&gt;
[[File:GuildPerks.PNG]]&lt;br /&gt;
&lt;br /&gt;
As a militia guild, you will be able to use your hard-earned guild militia points to:&lt;br /&gt;
&lt;br /&gt;
* Activate guild pet resurrection for a gold cost at milita stable masters. This allows tamers to avoid skill point loss on pet death.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;NOTE: The Pet Res perk is PASSIVE and you do not need to click the button to activate this perk. So, always keep 1,670 bounty points in your Guild&#039;s bank and you&#039;ll be able to res pets without penalty.&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
: [[File:PetRezMilitia.PNG]]&lt;br /&gt;
&lt;br /&gt;
* Activate evil monster kills, that provide 1 guild bounty for each monster kill made deposited to the guild bounty pool.&lt;br /&gt;
&lt;br /&gt;
: [[File:Evilmonsterbounty.PNG]]&lt;br /&gt;
&lt;br /&gt;
* Activate reduced reagent purchase cost in towns.&lt;br /&gt;
&lt;br /&gt;
: [[File:ReducedRegs.PNG]]&lt;br /&gt;
&lt;br /&gt;
* Activate increased champion spawn score.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Passive benefits of being a militia member include:&lt;br /&gt;
&lt;br /&gt;
* The use of wands for those currently in militia. While this applies to all wands that are available the main wands used include Lightning, Mana Drain and Greater Healing. These wands strength are tied to players Magery/Evaluating Intelligence. They do not use mana, useable while running and can&#039;t be interrupted when hit. There are use limitations when using lightning wands and the explosion spell.&lt;br /&gt;
&lt;br /&gt;
: [[File: WANDS.PNG]]&lt;br /&gt;
&lt;br /&gt;
* Notification of capture points being assaulted&lt;br /&gt;
&lt;br /&gt;
: [[File: MilitiaJournalAssault.png]]&lt;br /&gt;
&lt;br /&gt;
* Notification of murders (Approximate locations provided)&lt;br /&gt;
&lt;br /&gt;
: [[File: MilitaMurderHunting.PNG]]&lt;br /&gt;
&lt;br /&gt;
* Ability to use previously collected Faction Shrouds. Compared to militia shrouds, faction shrouds will not decay and will not cost bounty. Player must be in Militia to initially equip these shrouds. Thanks to Tarek#6446 for collecting all the hues and screenshots!&lt;br /&gt;
&lt;br /&gt;
: [[File:FactionShroudsV2.PNG]]&lt;br /&gt;
: [[File:FactionHues.PNG]]&lt;br /&gt;
&lt;br /&gt;
=== Capture Points ===&lt;br /&gt;
&lt;br /&gt;
There are three Capture Points: West Britain, Mystery Location #1, &amp;amp; Mystery Location #2. These Capture Points are the main source of Bounty to your individual and guild bounty pool.&lt;br /&gt;
&lt;br /&gt;
Each Capture Point nets you 75 individual and guild Bounty Points and can be recaptured every hour. Total distributed based on your militia bounty tax setting.&lt;br /&gt;
&lt;br /&gt;
* Courage - Britain&lt;br /&gt;
* Force - Minoc&lt;br /&gt;
* Wisdom - Moonglow&lt;br /&gt;
&lt;br /&gt;
&amp;lt;gallery class=&amp;quot;center&amp;quot; widths=&amp;quot;250px&amp;quot; heights=&amp;quot;250px&amp;quot;&amp;gt;&lt;br /&gt;
File:Courage Capture Point.JPG|&#039;&#039;&#039;Courage - Britain&#039;&#039;&#039;&lt;br /&gt;
File:Minoc Capture Point.JPG|&#039;&#039;&#039;Force - Minoc&#039;&#039;&#039;&lt;br /&gt;
File:Wisdom Capture Point2.JPG|&#039;&#039;&#039;Wisdom - Moonglow&#039;&#039;&#039;&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Ascension==&lt;br /&gt;
Militia Ascension is a system where you find special items called Runes placed on Rune Altars deep within dangerous dungeons around the world. Your goal is to transport these runes back to your chosen Guild Sanctuary to gain Rune Rewards. Rune Rewards provide extremely valuable perks such as choosing next Militia Dungeon, becoming the Militia Dungeon Master, or becoming the Militia Dungeon Treasurer. In addition to Rune Rewards, Militia members gain Militia Silver by participating in dungeons designated as Militia Dungeons which can also be redeemed for rewards. &lt;br /&gt;
&lt;br /&gt;
===Unlocking Ascension For Your Militia===&lt;br /&gt;
Guild leaders can unlock Ascension through the Ascension tab of their Guild Menu. From here, place a Sergeant at Arms NPC at one of your houses. Your Sergeant at Arms can be customized and will represent your Militia for Ascension. It can also be summoned to any guild house of your choosing. &lt;br /&gt;
&lt;br /&gt;
Once your Sergeant at Arms is placed, you&#039;ll need to select 1 of the 4 available Guild Sanctum to release the power of the Runes. Be careful with your choice as you cannot change Guild Sanctum locations. Once selected, your Militia will now be able to obtain Runes.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;gallery class=&amp;quot;center&amp;quot; widths=&amp;quot;250px&amp;quot; heights=&amp;quot;250px&amp;quot;&amp;gt;&lt;br /&gt;
File:SergeantOfArmsMenu.png|&#039;&#039;&#039;Militia Ascension Menu&#039;&#039;&#039;&lt;br /&gt;
File:SergeantOfArmsDressRedeem.png|&#039;&#039;&#039;How to Redress and Redeem Rewards&#039;&#039;&#039;&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Sanctum Locations===&lt;br /&gt;
*Sanctum of Deceit - Near the entrance of Deceit &lt;br /&gt;
*Sanctum of Dominance - Near the entrance of Wrong&lt;br /&gt;
*Sanctum of Imperium - Near the entrance of Hythloth&lt;br /&gt;
*Sanctum of Supremacy - Near the entrance of Destard&lt;br /&gt;
&lt;br /&gt;
===Obtaining, Transporting, and Releasing Runes===&lt;br /&gt;
Runes will spawn in dungeons around the world every 4-6 hours in a Rune Altar. Your goal is to pick the Rune up and safely transport it to your assigned Guild&#039;s Sanctum. Guild Sanctums are locations of great power and natural lava flow which is great for working on ancient relics.&lt;br /&gt;
&lt;br /&gt;
Be careful on your journey though! Once you pick up a Rune, you will be unable to Recall or Gate Travel. You will also not be able to enter houses or non public areas. Additionally, a message is sent to other Militias and they will try to hunt and kill you for your Rune. If killed, your Rune will drop and any player can pick it up to transport to their Guild Sanctum. If you&#039;re a coward, you can drop the Rune 60 seconds after you pick it up.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;gallery class=&amp;quot;center&amp;quot; widths=&amp;quot;250px&amp;quot; heights=&amp;quot;250px&amp;quot;&amp;gt;&lt;br /&gt;
File:RuneAltar.png|&#039;&#039;&#039;Rune Altar&#039;&#039;&#039;&lt;br /&gt;
File:AscensionRune.png|&#039;&#039;&#039;Transporting a Rune to Guild Sanctum&#039;&#039;&#039;&lt;br /&gt;
File:GuildSanctum.png|&#039;&#039;&#039;Guild Sanctum&#039;&#039;&#039;&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
&lt;br /&gt;
After the Rune reaches the inner hall of your Guild’s Sanctum, it will summon your Guild’s Sergeant at Arms, which will begin attempting release the power from within the Rune. You will need to protect your Sergeant at Arms from death as he channels for 10 minutes to release the power of the Rune. Just as when you picked the Rune up, a message is sent to Militias when a Rune is placed for channeling so be prepared for battle! If successful, you’ll receive a Rune Reward. If your Sergeant At Arms is killed, the Rune will be sent back to the Rune Altar.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;gallery class=&amp;quot;center&amp;quot; widths=&amp;quot;250px&amp;quot; heights=&amp;quot;250px&amp;quot;&amp;gt;&lt;br /&gt;
File:RealingRunePower.png|&#039;&#039;&#039;Releasing the Power of the Rune&#039;&#039;&#039;&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
&lt;br /&gt;
====Tracking a Rune====&lt;br /&gt;
Once a rune has been obtained, you can track the location of the Rune by saying the phrase &amp;quot;I seek the objective&amp;quot;. This is very important for enemy Militia members who want to steal the rune or kill the Sergeant at Arms. A minimap will pop up if you are over 300 tiles away from the Rune with a red marker indicating it&#039;s current location. If you&#039;re within 300 tiles you&#039;ll be given the direction of the Rune above your head.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;gallery class=&amp;quot;center&amp;quot; widths=&amp;quot;250px&amp;quot; heights=&amp;quot;250px&amp;quot;&amp;gt;&lt;br /&gt;
File:Enemy Militia 1.png|&#039;&#039;&#039;Seeking Rune Beyond 300 Tiles&#039;&#039;&#039;&lt;br /&gt;
File:Enemy Militia 2.png|&#039;&#039;&#039;Seeking Rune Within 300 Tiles&#039;&#039;&#039;&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Rune Rewards===&lt;br /&gt;
====Rune Rewards====&lt;br /&gt;
Each Rune will provide different rewards, and there will be more Runes added over time.&lt;br /&gt;
&lt;br /&gt;
* Rune of Domination: This Rune will allow your guild to redeem 1 raffle ticket for choosing next week’s Militia Dungeon.&lt;br /&gt;
* Rune of Preparation: This Rune will enter your guild to be next week’s Militia Dungeon Master.&lt;br /&gt;
* Rune of Balance: This Rune will enter your guild to be the next week’s Militia Dungeon Treasurer.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;gallery class=&amp;quot;center&amp;quot; widths=&amp;quot;250px&amp;quot; heights=&amp;quot;250px&amp;quot;&amp;gt;&lt;br /&gt;
File:RuneofDomination.png|&#039;&#039;&#039;Rune of Domination&#039;&#039;&#039;&lt;br /&gt;
File:RuneofPreparation.png|&#039;&#039;&#039;Rune of Preparation&#039;&#039;&#039;&lt;br /&gt;
File:RuneofBalance.png|&#039;&#039;&#039;Rune of Balance&#039;&#039;&#039;&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
&lt;br /&gt;
====Militia Dungeon, Dungeon Master, &amp;amp; Treasurer====&lt;br /&gt;
Every Sunday at 6pm (server time) a draw will pick where the next week’s Militia Dungeon, Dungeon Master, and Dungeon Treasurer.&lt;br /&gt;
&lt;br /&gt;
*Militia Dungeon&lt;br /&gt;
**Designated dungeon where Militia members can gain Militia Silver. Militia members will receive a notification when they enter a Militia Dungeon&lt;br /&gt;
&lt;br /&gt;
*Militia Dungeon Master&lt;br /&gt;
**The Dungeon Master can place traps throughout the dungeon which gives them the upper hand to dominate rival Militias. Traps are made from [[Tinkering]].&lt;br /&gt;
***Current Traps: Gas Trap, Saw Trap, Spike Trap, &amp;amp; Explosion Trap&lt;br /&gt;
&lt;br /&gt;
*Militia Treasurer&lt;br /&gt;
**The Militia Treasurer’s Guild will automatically collect a percentage of Silver obtained from their guild throughout the dungeon. This will be able to be retrieved from your Sergeant of Arms at the end of the week.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;gallery class=&amp;quot;center&amp;quot; widths=&amp;quot;250px&amp;quot; heights=&amp;quot;250px&amp;quot;&amp;gt;&lt;br /&gt;
File:MilitiaDungeon.png|&#039;&#039;&#039;Entering a Militia Dungeon&#039;&#039;&#039;&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Militia Silver===&lt;br /&gt;
Militia Members can hunt in the designated Militia Dungeon to collect Militia Silver. Militia Silver is automatically put into your pack as you kill monsters. A new Militia Dungeon will be selected each week. Any Militia member of any guild can hunt in the Militia Dungeon. &lt;br /&gt;
&lt;br /&gt;
There will be seasons with the silver, it will change every 6 months. Each time the season changes you will be able to redeem them for new rewards including exclusive hued wearables.&lt;br /&gt;
&lt;br /&gt;
====Militia Silver Shop====&lt;br /&gt;
&lt;br /&gt;
You can spend your Militia Silver at the Militia Shop near WBB.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;gallery class=&amp;quot;center&amp;quot; widths=&amp;quot;250px&amp;quot; heights=&amp;quot;250px&amp;quot;&amp;gt;&lt;br /&gt;
File:Militia Shop.JPG|&#039;&#039;&#039;Militia Shop&#039;&#039;&#039;&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;/div&gt;</summary>
		<author><name>Teto</name></author>
	</entry>
</feed>