Meta Talismans

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An example of Phase Shift ability (Click to see)

Description

The Meta Talisman is a wearable item obtained by completing a 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 abilities of your talisman become stronger.

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.

With these bonuses come some limitations:

  • 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.
  • The talisman skills and bonuses are not applicable against other players or pets.
  • Talisman experience and relic ability gains are not possible in houses.
  • 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 "I wish to pay tribute" which will take 10,000 gold pieces from your bank.

Training Meta Talismans

The 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!

Phylactery of Resilience Meta Talisman
Level Experience Required
1 0 XP
2 20,000 XP
3 32,000 XP
4 48,000 XP
5 64,000 XP
6 80,000 XP
7 96,000 XP
8 112,000 XP
9 128,000 XP
10 144,000 XP
Total 724,000 XP



Meta Talismans also have 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 "procs" 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.

Notes

  • There is a maximum experience amount per creature that can be awarded to a given talisman. The bigger the creature, the greater the experience!
  • There are Consumable Perks that can be used to increase experience gain while leveling.
  • During Special Events where Double Experience is given, the 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.
  • Talisman experience and relic ability gains are not possible in houses or on boats.
  • 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 "I wish to pay tribute" which will take 10,000 gold pieces from your bank.

Relics and Abilities

Abilities are applied to the talisman by finding relics at events, dungeon bosses, monster of the month spawns and at the 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.

Example Relic

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.

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!

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.

Relic Swap

Note that you will have to be quite lucky for all your talisman's relics drop for you. You may need to frequent the Buying and 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.

Aesthetic Relics

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.

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.

The new Aesthetic relics are here! 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.

Idol of the Magi

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.


Levelling

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!

Spirit Speak

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.

Relics

Dispersion
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.
Focus
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.
Shadow Disciple
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)).
Vivify
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.

Tips, Tricks and Templates

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.

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:

  • Don'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.
  • Level up Spirit Speak to 100 for spell cost reduction.
  • Use Slayer Spell books to increase spell damage and therefore experience gains but 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.
  • Apply the Shadow Disciple relic first as it provides both increased damage and returns mana.
  • 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.

Common templates are:

  • 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.
  • 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.

Phylactery of Resilience

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.

Leveling

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!

Arms Lore

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.

Relics

Leech
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.
Quench
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).
Recoil
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'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.
Remedy
Remedy provides a chance to resist poison from a melee hit, such as a scorpion'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).
Shield Bash
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).

Tips, Tricks and Templates

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't completely disengage. Keep the following things in mind:

  • 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.
  • Strongly consider including Parrying in your template to protect your armor and provide extra damage mitigation. This is particularly useful at lower levels.
  • Consider using a Swamp Dragon for even more damage mitigation.
  • If you can afford it, consider adding some slayer properties to your armor.
  • Quench and Remedy are best applied early on as they provide excellent protection and can take quite some time to level up.

A classic template is:

  • Weapon Skill, Parrying, Healing, Anatomy, Resisting Spells, Tactics and either:
    • Magery for overall utility. The ability to use Reactive Armor, Recall, Cure, Reflect, and Teleport are all very useful.
    • Arms Lore to increase your hit chance (Using runebooks loaded with recalls to travel around).

Totem of the Berserker

LeftThe 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.

Levelling

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.

Arms Lore

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 section.

Relics

Double Strike
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.
Infected Wounds
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.
Phase Shift
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.
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. 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's stamina is full.
Primal Scream
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.

Tips, Tricks and Templates

Buy refresh potions, lots and lots of refresh potions.

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:

  • 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 properties applied will provide the best balance for damage mitigation and experience gains.
  • 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.
  • As you may need to joust, Arms Lore is very useful for efficient levelling to provide a greater chance for a successful hit.
  • Definitely do not use a shield or parrying, your armor will be too high reducing your experience gains.
  • Use slayer weapons to ensure you get maximum damage.
  • Double Strike is the best relic to start with.
  • Use a Swamp Dragon to reduce damage taken.

There are many different ways to play a Zerker but here are a few suggestions to get you started:

  • Weapon Skill, Tactics, Anatomy, Healing, Resist, Arms Lore and either:
    • Magery for overall utility. The ability to use Reactive Armor, Recall, Cure, Reflect, and Teleport are all very useful
    • Lumberjacking for even more damage if you opt for Swordsmanship.
    • Hiding for a quick escape to avoid really nasty creatures (and players).

Shadow of the Rogue

LeftThe 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. 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. The built in bonuses are:

  • Knives get a Level * 20% bonus to knife weapons (i.e. 200% at Level 10)
  • Crossbows get a Level * 13% (i.e. 130% bonus at Level 10)
  • The wearer gains the ability to run while stealth to a distance of 5 * Level tiles (i.e. 50 tiles at Level 10)

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.

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.


Levelling

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.

Arms Lore

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 section.

Relics

Disembowel
Bleed attack that does 10 ticks of relic level damage every 30 seconds
Elude
Damage absorption of relic level * 2% every 30 seconds that lasts up to 20 seconds per activation
Ruthless
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.
Shadow Dance
Area effect attack that hits up to 4 nearby creatures with bonus damage based on relic level

Tips, Tricks and Templates

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:

  • Like the Meta Mage and Berserker, wear little or no armor for maximum gains. Leather bought from NPCs with slayer properties applied will provide the best balance for damage mitigation and experience gains.
  • 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.
  • As you may need to joust, Arms Lore is very useful for efficient leveling to provide a greater chance for a successful hit.
  • Definitely do not use a shield or parrying, your armor will be too high reducing your experience gains.
  • Use slayer weapons to ensure you get maximum damage.
  • Use a Swamp Dragon to reduce damage taken.

There are many different ways to play a Rogue but here are a few suggestions to get you started:

  • Weapon Skill, Tactics, Anatomy, Healing, Resist, Arms Lore and either:
    • Magery for overall utility. The ability to use Reactive Armor, Recall, Cure, Reflect, and Teleport are all very useful
    • Hiding for a quick escape to avoid really nasty creatures (and players).
  • The Weapon Skill should ideally by Fencing (with Daggers), Swords (with Knives) or Archery (with regular crossbows) to benefit from the increased damage.

Artifact of the Marksman

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.

Levelling

While levelling, you have no penalty for having any amount of AR unlike other Talismans.

Arms Lore

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 section.

Amplified Damage

Artifact of the Marksman increases damage as the Talisman levels

  • Level 1: 104%
  • Level 2:
  • Level 3:
  • Level 4:
  • Level 5:
  • Level 6:
  • Level 7:
  • Level 8:
  • Level 9:
  • Level 10: 180%

Decrease Arrows Destroyed

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.

Relics

Artifact of the Marksman has 7 relics available and you can enable up to 4 at a time depending on the Talisman'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.

Notes:

  • Current relic color is a placeholder and will be changed.
  • Certain mobs will be immune to CC (crowd control) effects such as champs or higher level paragons.
Concussive Blast
Relic Type: Active
Cooldown: 65 seconds
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
Knee Strike
Relic Type: Passive & Active
Passive Cooldown: 3 seconds
Active Cooldown: 65 seconds
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.
Pinning Lob
Relic Type: Active
Cooldown: 15 seconds
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.
Volley
Relic Type: Active
Cooldown: 65 seconds
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.
Piercing Shot
Relic Type: Active
Cooldown: 15 seconds
Fire an arrow towards the selected target which pierces through all mobs for 14 tiles dealing Level * 3 damage.
Hunter’s Focus
Relic Type: Passive
Cooldown: 30 seconds
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.
Reclamation
Relic Type: Active
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.

Quest Line

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 | here.

To begin the multi-part quest you must travel just west of the Valor Shrine where there is a tall statue:

1. Beginning the quest: Stepping in front of the statue and speaking out loud will offer a quest gump.

2. A dull stone: 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. The stone can only be charged with true instruments of war. Daggers, cleavers, knives and pitchforks cannot power it. After 30 Vanquishing weapons have been absorbed by the stone, you can return to the statue.

3. Evil creatures: Speaking to the statue again will empower the stone, opening the second part of the quest. You must now kill 100 "evil" 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 "evilness" is determined by the monster's health points which must be 400 or higher. Some Deep Earth Elementals, for example, will be just below the required level of "evil" because they have less than 400 health points. Once you've killed those creatures and the stone is filled, return to the statue and speak again.

4. Daemon archlord: Now you have to visit the Daemon Archlord's lair! Also known as the 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'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.

5. Choosing your talisman: Speak once more to the statue with your purified stone and you will be able to choose one of the three talismans. Choose wisely!