Meta Talismans: Difference between revisions

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===Totem of the Berserker===
===Totem of the Berserker===
Damage output is increased with advancement. Bonus decreases with armor rating and distance from attacker
Provides offensive bonuses in exchange for an armor penalty. The more armor you wear, the less experience you gain for damaging creatures at a rate of 1% per AR. There is also a distance penalty of 20% per tile beyond 1.5 tiles. There are ten levels of the talisman and on average you gain 5% damage per level.
*Double Strike - When invoked the berserker will double swing on the creature
*Double Strike - does an instant swing following a normal swing and starts with a 25% chance to activate with a 30 second cooldown. The damage is recalculated for the second strike so the damage number will almost certainly differ. Leveling this skill lowers the cooldown and increases the chance of activation.
*Infected Wounds - When using a poisoned weapon, if an attack successfully poisons a creature the poison will be incurable (this does not apply to pets)
*Infected Wounds - makes any poison on the users weapon become incurable when applied to a creature. This means that the weapon must be poisonable and all normal rules of poison application apply. Infected Wounds also starts with a 60 second cooldown and a 25% chance to activate.
*Phase Shift - Upon attacking a creature the berserker has the chance to do a teleporting attack to all creatures nearby. The hiding and stealth skills are taken into account when performing this attack. It also uses stamina for each leap.
*Phase Shift - allows the activator to teleport to a creature or multiple creatures from a distance and hit them. The cooldown starts at 60 seconds but has a guaranteed activation on attack. The target must reside on a tile that can be walked on and more than 7 tiles away. The skills receives an additional phase jump for every other level gained for a maximum of 5 and each shift consumes 10 stamina. The damage per creature is lowered by dividing by the number of phase jumps being performed. Each level lowers the cooldown.
*Tread - 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.
*Tread - damages creatures when pushing them out of the way. The more weight a character is holding, the more damage is done. 300 stone is considered full weight. The standard pushing mechanic remains which means this skill requires full stamina. The damage can be quite good at top level with a maximum of 300.  The cooldown starts at 30 seconds and lowers while the chance to activate starts at 20% and increases.


==Quest Line==
==Quest Line==

Revision as of 19:43, 9 March 2015

An example of Phase Shift ability (Click to see)

Description

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

Talismans

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

Idol of the Magi

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

  • Dispersion - every 60 seconds there is a 10% chance for an offensive spell to damage level # of creatures in a 3 tile radius.
  • Focus - Every 60 seconds there is a chance to do (Level / 20) additional damage to the creature.
  • Shadow Disciple - Every 60 seconds gives a 10% chance to receive a mana shield from a hit by a creature. The rate is (damage/level) for mana cost.
  • Vivify - Every 60 seconds there is a 60% chance to vivify and 8th circle creature summon. Energy vortexes are not included. Stats for the creature are scaled by 1.0 + (Level / 35.0) and skills are scaled by 1.0 + (Level / 20.0). Any creature that receives the bonus is given a new metallic hue.

Phylactery of Resilience

Damage from spells and melee are reduced with advancement. The protection is scaled upward by armor rating and distance.

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

Totem of the Berserker

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

  • Double Strike - does an instant swing following a normal swing and starts with a 25% chance to activate with a 30 second cooldown. The damage is recalculated for the second strike so the damage number will almost certainly differ. Leveling this skill lowers the cooldown and increases the chance of activation.
  • Infected Wounds - makes any poison on the users weapon become incurable when applied to a creature. This means that the weapon must be poisonable and all normal rules of poison application apply. Infected Wounds also starts with a 60 second cooldown and a 25% chance to activate.
  • Phase Shift - allows the activator to teleport to a creature or multiple creatures from a distance and hit them. The cooldown starts at 60 seconds but has a guaranteed activation on attack. The target must reside on a tile that can be walked on and more than 7 tiles away. The skills receives an additional phase jump for every other level gained for a maximum of 5 and each shift consumes 10 stamina. The damage per creature is lowered by dividing by the number of phase jumps being performed. Each level lowers the cooldown.
  • Tread - damages creatures when pushing them out of the way. The more weight a character is holding, the more damage is done. 300 stone is considered full weight. The standard pushing mechanic remains which means this skill requires full stamina. The damage can be quite good at top level with a maximum of 300. The cooldown starts at 30 seconds and lowers while the chance to activate starts at 20% and increases.

Quest Line

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