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 either: completing a quest line which begins at a mysterious Ancient Statue of Power near Valor Shrine ( Idol of the Magi, Phylactery of Resilience, Totem of the Berserker, Artifact of the Marksman, or Antique of the Artisan), completing a quest line which involves gathering crystals from cemeteries ( Idol of Forbidden Magic), or by purchase from the gold sink vendors ( Shadow of the Rogue). The meta talisman gives PvM and crafting 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.

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, except for the Antique of the Artisan talisman and associated relics.
  • 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 (or your backpack, if available).
  • DO NOT train your meta talismans or meta relics unattended. (Source: https://uoforever.com/rules/)

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

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 specific to the Relic which can be by activating the relic or doing something while a Relic is activated. Levels and experience are tracked individually for each applied Relic and once the experience for that Relic Level's 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 experience required 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.
  • You can no longer gain XP if you have not cast a spell or melee attacked a mob within the last 3 minutes.
  • 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.

Relic Qualities

Relics will have 4 qualities; Crumbling, Flawed, Perfect, and Flawless(currently not yet available!). Relics will now have separate Maximum Level Thresholds based on their Quality Level, and can be used to increase to a current maximum level of an equipped relic, and now be used with different Power Scrolls amounts based on quality level on Relic Fragment Systems. The Transmutation cube can be used to convert 8 Crumbling Relics of the SAME QUALITY TYPE into a Flawed Relic version, however be extremely careful to make sure that all 8 Crumbling Relics are of the same quality and belong to the same type of Relic otherwise YOU WILL LOSE ALL ITEMS IF THE RECIPE FAILS!!!.

The Known Relic Qualities are:

  • Crumbling Relic - Will increase a current maximum relic level by 1, up to level 6. Can be used as 1 Power Scroll worth of points on relic fragment systems.
  • Flawed Relic - Will increase a current maximum relic level by 2, up to level 10. Can be used as 10 Power Scrolls worth of points on relic fragment systems.
  • Perfect Relic - Will increase a current maximum relic level to 10, and will not go beyond level 10. Can NOT be used as points on relic fragment systems.
  • Flawless(not currently yet available!) - Will increase a current maximum level by 1. Can only be used from level 10 to level 15. Can be used as 20 Power Scrolls worth of points on the relic fragment system.

An Imbueologist Relic of Crumbling Quality. An Imbueologist Relic of Flawed Quality.

Meta Talisman Relics can be used to add to the maximum level of your current relic. This is a Recycler Relic of "Crumbling Relic" quality being applied to the Antique of the Artisan. Here the Maximum level is being increased from 2 to 3.

Relic Fragments

Small Relic Fragments
Small Relic Fragments can be used to build Relics of Crumbling Relic Quality. Small Relic Fragments will have a specific Relic they originally belong to and start with 1 point in their Relic Fragment System. These Small Relic Fragments can be used to absorb Power Scrolls to add 1 point to their Relic System, or absorb Relics for points listed in Relic Qualities.
An Imbueologist Relic Small Relic Fragment.
Relic Fragments
There are other Relic Fragments can be purchased from the Gold Sink Vendor that can be used with the Meta Spider Pet, Meta Crab Pet, or Meta Mantis Pet. Relic Fragments will have a specific Relic they originally belong to and start with 0 points in their Relic Fragment System. These Relic Fragments can be used to absorb Power Scrolls to add 1 point to their Relic System, or absorb Relics for points listed in Relic Qualities. Each Relic Fragment may have a different total amounts to reach before they can be applied to a Meta Spider Pet, Meta Crab Pet, or Meta Mantis Pet and you can read more about the relic totals in their respective sections.
A Necrosis Relic Fragment and Brood Relic Fragment.

Relic Changes

Content releases that has come after the 10th Anniversary has brought some changes to the way relics gain levels, where they come from, and new functionality such as combining different relics together. This is a community driven FAQ to cover all the changes related to a Major Patch releases:

What changed about relics?

Relics now have four levels: Crumbling, Flawed, Flawless (not yet released), and Perfect. Perfect relics are those which are unchanged from the recent update...spider, archery, and rogue relics.

What do the different levels mean?

When a relic is applied to a talisman or pet, it starts with zero experience and a maximum level cap. That level cap is determined by the level and number of relics you have applied.

  • Crumbling relics add +1 to the relic level cap, up to a max of level six.
  • Flawed relics add +2 to the relic level cap, up to a max of level 10.
  • Flawless relics will add +1 to the relic level cap, from level 11 to level 15 (not currently available).
  • Perfect relics will add +10 to the relic level cap, to a max of level 10.

Relics added must be of the same type. For example, if you have a tread relic with a level cap of 2, you need to add more tread relics to increase the level cap.

Relics can gain experience past their level cap, but will not exceed their current max. For example, if your relic is at 2/2 and says 0/1600 xp, you can still earn xp until it says 1600/1600 but cannot proceed to the next level until you have applied another relic to increase your cap to 2/3.

I hear that relics will be able to go as high as level 15. How do I do that?

That is a separate change coming at an undetermined date in the future. When that happens, flawless relics will be added which will increase your relic level cap by +1 and is the only relic type that can be used to increase level caps beyond 10.

Once that change is implemented in the future, a typical progression would look like this: six crumbling relics to have a level cap of six, two flawed relics to increase the level cap to 10, then five flawless relics to reach a final level cap of 15.

If I already had a relic applied to my talisman before this update, did anything change?

No. If you already had a relic applied to your pet or talisman before this update, you already had a relic level cap of 10 and that did not change. This change only applied to relics that were not already applied to a pet or talisman.

Do the new relic types also raise my current level?

No. The relics simply increase the level cap of the relic, they do not replace the experience that has to be earned to achieve each level.

Which relic types can be used to charge spider relics?

Any! Now both pet and talisman relics can be used to charge spider relics. Crumbling relics are equivalent to 1 Power Scroll, flawed relics are equivalent to 10 Power Scrolls, flawless relics will be equivalent to 20 Power Scrolls, perfect relics (spider, archery, rogue) cannot be used to charge spider relics.

How do I find these relics?

Craft Relics
Bulk Order Deed turn-ins will have a chance to drop small relic fragments for the Artifact of the Artisan. The character turning in the Bulk Order Deed must have the Artifact of the Artisan equipped to have a chance at small relic fragments. The chance of getting a small relic fragment from Bulk Order Deed turn-ins is about 1%.
Small relic fragments can be combined with additional small relic fragments to create a crumbling relic. Each fragment is worth one point and a total of 12 need to be combined to make the Crumbling Relic. Power scrolls and other relics can also be added to a small relic fragment to create a Crumbling Relic. Power scrolls are equivalent to one point, Crumbling Relics are equivalent to 1 point, and Flawed Relics are worth 10 points. Perfect Relics cannot be combined with small relic fragments.
When small relic fragments are combined, the final Crumbling Relic that is created will match the fragment which you double clicked. For example, if you double click a small Recycler Relic fragment and target 11 small Imbueologist Relic fragments, the resulting Crumbling Relic will be a Recycler Relic type.
Other Relics:
Monster of the Week mobs, World Objectives (such as necromancer cemetery mobs), Treasure Maps, Messages in a Bottle, Whirlpools and Paragon Chests have a chance to drop Crumbling Relics (not including crafting relics). The chance of getting a Crumbling Relic can include either Meta Talisman Relics and Meta Pet Relics.
Dungeon Bosses and Champion Bosses have a chance to drop Flawed Relics.
Flawed Relics (all types) can also be created by using the transmutation cube (available on the gold sink vendors) and a new recipe to combine 8 Crumbling Relics. The 8 Crumbling Relics must all be of the same type.
It is unknown at this time how Flawess Relics will be obtained.

Have the aesthetic relics changed at all?

Yes! Previously, aesthetic relics could be applied to a talisman at any time and meta pets that had met specific level requirements. Now, aesthetic relics can be applied to a talisman or meta pet at any time, no matter what level they are. Aesthetic relics cannot be used to charge spider relics or combined with small relic fragments to create crumbling relics.

Activatable Relics

Activatable Macro Commands

While most Relics are passively used, meaning that you do not have control over when a Relic will Proc, some Relics(such as the Artifact of the Marksman Relics) are now having the ability to be manually activated with a newly added "Relic Ability Macro". Here is an overview on how to add these new macro commands to your client:

'Slot 1' is just the talisman itself so make sure you always choose Slot 1. The ability number depends on where the relic is in the order from top to bottom on the talisman. As you can see on mine, Concussive Blast is the fourth relic down. But, it's the third relic that has an active ability so I've chosen 'Ability 3' in the second dropdown menu above. The game doesn't count Reclamation because that has a passive ability and doesn't need to be activated to work. So because I chose 'Ability 3' for this macro, the macro is going to look for the third active relic and use that one. If my relics were in a different order, such as concussive blast, reclamation, knee strike, then volley and I want the macro to activate concussive blast, I'd choose 'Ability 1' because it is the first active relic in the list. If I wanted a macro/hotkey for volley in that scenario, I'd choose 'Ability 3'. Even though volley would be fourth down in the list, it's only the third active relic so it needs to be 'Ability 3'.

Activatable Menu Bar

There is also a Menu Bar for Activatable Relics which will fill up for you to click on when your Meta Talisman detects a Relic with an Activatable Ability. In this example you will see the Vivify Relic which is an Activatable Relic that needs to choose a valid Summoned Pet in order to be used.

  • If you can't find your Abilities Menu, you can find it in your client options, Combat-Spells, Then "Reset the Abilities Menu Position" button at the bottom.

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.

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.

Quest Line

Be forewarned, the quest to obtain a Meta Talisman is not for the impatient, frugal or faint of heart! To begin the multi-part quest you must travel just west of the Valor Shrine where the Forgotten Warrior statue awaits:

In order to begin a questline with the Forgotten Warrior statue, you will need to stand on the tile by the foot of the statue and speak any words to it:

You can then select one of the quests listed in this popup menu:

  1. The Art of War
    1. Idol of the Magi (Mage Tali)
    2. Phylactery of Resilience (Defense Tali)
    3. Totem of the Berserker (Zerker Tali)
    4. Artifact of the Marksman (Archer Tali)
  2. Lessons of the Past
    1. Antique of the Artisan (Crafter Tali)

The Art of War

The Art of War is a test of valor in which you must prove your worth as a true warrior. You must first sacrifice your most powerful weapons, then slay 100 evil Cceatures and finally fearlessly enter the Daemon Archlord's Lair. To track your progress, the Forgotten Warrior has given you a stone in which to empower with your deeds of valor.

  1. Surrender Your Weapons: You are given a dull stone that must be empowered with vanquishing weapons. This stone absorbs a vanquishing weapon's power by double clicking this stone and targeting the weapon. The stone can only be charged with true instruments of war... daggers, cleavers, knives, and pitchforks cannot power it. Once 30 vanquishing weapons have been absorbed by the stone, you must return to the Forgotten Warrior statue and present your empowered stone.
  2. Slay Evil Creatures: The Forgotten Warrior witness your stone and tell you to prove yourself by slaying 100 "evil" creatures. Creatures of this stature include dragons, drakes, daemons, ogre lords, lich lords, deep earth elementals, orc mine overseers, paragon liches etc. 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.
  3. Enter the Daemon Archlord's Lair: Now you have to visit the Arch Demon's lair! He is located in Wrong on level 3. YOU DO NOT NEED TO FIGHT THE ARCH DEMON! 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 familiarize yourself with his attack mechanics first.
  4. Choose your Path: With the Arch Demon's blood in your bag, double click your stone and select the blood to purify the stone. Now you can speak once more to the statue with your purified stone and you will be able to choose one of the four talismans:
    1. Idol of the Magi (Mage Tali)
    2. Phylactery of Resilience (Defense Tali)
    3. Totem of the Berserker (Zerker Tali)
    4. Artifact of the Marksman (Archer Tali)

Notes

  • You may complete the quest multiple times on one character but you will only be able to wield one talisman at a time.
  • When killing these evil creatures, you need to the source of damage that obtains looting rights in order for the kill to count. You cannot use summons(such as energy vortex or bladed spirits) or pets/hirelings.

Lessons of the Past

Lessons of the Past is a test of valor in which you must prove your dedication to the arts as a mythical craftsman. You must first consult with the Spirits of the Great Professions of the past to gain their knowledge and then gain their extraordinary powers into your skilled hands. You must then sacrifice corresponding resources to the tools enchanted by these great spirits. Only after all the Spirits of the Great Professions are sated will the Forgotten Warrior provide you with a Talisman of Power.

  1. Spirits of Great Profession: The statue will tell you to visit the Spirits of the Great Professions of the past, which will imbue your stone into a tool. Each spirit is in a location famous for its trade skills, the first is the blacksmith located at the Britain Crafting Area. These spirits will only be visible to you if you are on that part of the questline, no one else will see these spirits. You will need to absorb their knowledge into your stone by double clicking the stone and selecting the spirit.
  2. Sacrifices to the Tool: The spirits will require a sacrifice of the type of resources commonly used in their great profession. The first is ingots to the blacksmithing profession, which you will have to provide all the ingots requested to the tool by double clicking the tool and selecting a pile of ingots from your bags or from the bank box.
  3. Repetition, Consistency, Success: Once this is fulfilled you will need to show your dedication to the Forgotten Warrior and they will appoint your another Spirit of the Great Profession to track down and sacrifice the corresponding resources to the tool used by the Spirit of the Great Profession. Once all 8 spirits have been pacified with the ritual the Forgotten Warrior will offer you the Antique of the Artisan Talisman of Power.

Notes:

  • When looking for the spirits, they will be found inside a building related to their profession. They will only be visible to you(and others on the same step) and invulnerable, so check for yellow names!
  • When sacrificing resources, you can place the resources in the bank and then use the tool to target the stack in your open bank.

Abandoning a Questline

You can abandon a previously empty or partially completed questline by using the context menu and selecting the "Abandon Quest".

After the context menu option has been selected you will see a prompt that will require you to type "I Agree" into the field then select "Continue".

Arms Lore

The wielder of any active talisman 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, such as when you are fighting monsters with 70+ wrestling. 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, consider fitting this into your template.

Monster's Weapon Skill Hit Chance without Arms Lore Hit Chance with Arms Lore Increased Hit Rate From Arms Lore
50 75% 75% 0%
60 68.10% 68.10% 0%
70 62.50% 63% 0.80%
80 57.70% 63% 9.10%
90 53.60% 63% 17.50%
100 50.00% 63% 26.00%
110 46.88% 63% 34.39%
120 44.10% 63% 42.86%
130 41.66% 63% 51.22%

UO Overdrive Note: The Reforged (https://uooverdrive.com/overdrive-reforged-expansion/) expansion on UO Overdrive made hit chance (accuracy) a flat 75% so Arms Lore no longer has any effect on hit chance when used with a talisman on UO Overdrive.

Idol of the Magi

The Idol of the Magi provides a spell damage bonus and mana cost reduction for offensive spells. The relics also provide more ways to reduce mana costs, boost damage, and use summons to tank through the active use of vivify to heal and return mana to your summons. Flawed Talisman Relics can be found as possible drops from Dungeon Bosses while Crumbling Talisman Relics can be found on Monster of the Week mobs, World Objectives (such as necromancer cemetery mobs), Treasure Maps, Messages in a Bottle, Whirlpools and Paragon Chests.

Benefits

Amplified Damage

Idol of the Magi increases offensive spell damage as the talisman levels at 20% per level.

Level Bonus Spell Damage
1 20%
2 40%
3 60%
4 80%
5 100%
6 120%
7 140%
8 160%
9 180%
10 200%

Mana Reduction

Idol of the Magi offers a few ways to reduce mana cost which is calculated by the talisman level, number of relics applied, and Spirit Speak:

  • (Spirit Speak Skill/4)% e.g.: 25% mana reduction at 100 Spirit Speak, 12.5% at 50.
  • (Talisman Level)% e.g.: 1% at level 1, 10% at level 10.
  • Bonus 10% reduction when four relics are enabled.
  • These bonuses are all additive, meaning if you have GM Spirit Speak, a level 10 Talisman, and four relics enabled, your spell's cost will be reduced from 45% (mana costs are rounded up to the next whole number!)
  • It is also worth noting the Transcendence relic reduces the base cost of spells by (relic level), which these percentage reductions then apply to.

Leveling

Talisman experience is gained through damage that gets converted into experience. The levels are calculated with a "Base Value" and a "Per Level Power" in the formula: "Base Value" * (Level ^ "Per Level Power"). The Base Value for the talisman is 10000 and the Per Level Power is a factor of 1.3. The following table explains the experience required to gain talisman Levels:

Level Experience Required
1 10,000
2 24,623
3 41,712
4 60,629
5 81,033
6 102,706
7 125,495
8 149,285
9 173,986
10 199,526

Penalties

While leveling, 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

Idol of the Magi has 5 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. Flawed Talisman Relics can be found as possible drops from Dungeon Bosses while Crumbling Talisman Relics can be found on Monster of the Week mobs, World Objectives (such as necromancer cemetery mobs), Treasure Maps, Messages in a Bottle, Whirlpools and Paragon Chests.

Dispersion

Relic Type: Passive

Proc Chance: Greater than 10%

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.

Level Experience Required Cooldown Additional Creatures
1 200 60 1
2 546 58 2
3 984 56 3
4 1,493 55 4
5 2,063 53 5
6 2,688 51 6
7 3,361 50 7
8 4,079 48 8
9 4,838 46 9
10 5,637 45 10

Focus

Relic Type: Passive

Proc Chance: 95%

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 5% (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.

Level Experience Required Cooldown Bonus Damage
1 200 35 5%
2 546 32 10%
3 984 30 15%
4 1,493 28 20%
5 2,063 26 25%
6 2,688 23 30%
7 3,361 21 35%
8 4,079 19 40%
9 4,838 17 45%
10 5,637 15 50%

Shadow Disciple

Relic Type: Passive

Proc Chance: Very Low

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)). The Cooldown starts at 1 minute and reduces 2 seconds per level. It has a very low proc chance.

Level Experience Required Mana Recovery Target New Resist Cooldown
1 200 12% of damage done 88% of maximum 60 seconds
2 546 14% of damage done 86% of maximum 58 seconds
3 984 16% of damage done 84% of maximum 56 seconds
4 1,493 18% of damage done 82% of maximum 54 seconds
5 2,063 20% of damage done 80% of maximum 52 seconds
6 2,688 22% of damage done 78% of maximum 50 seconds
7 3,361 24% of damage done 76% of maximum 48 seconds
8 4,079 26% of damage done 74% of maximum 46 seconds
9 4,838 28% of damage done 72% of maximum 44 seconds
10 5,637 30% of damage done 70% of maximum 42 seconds

Transcendence

Relic Type: Active

Cooldown: 100 seconds

Duration: 10 seconds

When this relic is activated, your character will go into a trance, be covered in a blue aura, and be able to cast hostile spells(such as Lightning) in a frenzy for up to 10 seconds. This is similar to how the Quicksilver relic works where instead of increasing the attack speed, this relic will increase the casting speed! The casting time for a spell becomes 1/(relic Level +1) of its original casting time. So for level 1, your casting time is 1/2 or a 50% increase in casting speed and at level 9 it would be 1/10 or a 90% increase. The secondary effect for the speed up in casting is the reduce cost in mana so that these spells which each Level of this relic provides a relic level amount reduction in the spells cost. A level 10 relic would make a lightning strike 1 mana for instance. If you enter into PVP(Player vs Player) combat during this trance, the relic will deactivate. You cannot target a player while the under the the effects of Transcendence. Experience is gained through damage done while under the effects of Transcendence.

Level Experience Required New Casting Time Casting Speed Increase Mana Cost Reduction
1 600 50% of the original casting time 200% Faster than normal 1 mana
2 1,639 33% of the original casting time 303% Faster than normal 2 mana
3 2,951 25% of the original casting time 400% Faster than normal 3 mana
4 4,479 20% of the original casting time 500% Faster than normal 4 mana
5 6,190 17% of the original casting time 588% Faster than normal 5 mana
6 8,063 14% of the original casting time 714% Faster than normal 6 mana
7 10,082 13% of the original casting time 769% Faster than normal 7 mana
8 12,236 12% of the original casting time 833% Faster than normal 8 mana
9 14,515 10% of the original casting time 1000% Faster than normal 9 mana
10 16,910 9% of the original casting time 1111% Faster than normal 10 mana

Vivify

Relic Type: Active

Cooldown: 30 seconds

Duration: 8 minutes

This Activatable Relic is used to buff a summoned creature that you can control(such as a daemon or elemental but not Energy Vortexes or Bladed Spirits). The cooldown for this relic is 30 seconds. The ability has a channeling time, which means the summoned creature needs to stay within 3 tiles of the targeted location that the spell began before the Vivify buff can be applied. If the target stays within the location until the end of the animation, then the following buffs will be applied:

  • Increase in skills and stats equal to Relic level * 6.66% .
  • Armor increased by relic Level * 4.44%.
  • Duration that the summon will stay active is increased to eight minutes.
  • The chance to dispel a summoned creature will be reduced, which will be the Normal Dispel Chance / (Relic Level + 1). Higher levels means lower chances to dispel this vivified target.
  • Vivified targets will be dyed a random metallic color, unless your meta talisman has been dyed. Dyed meta talismans will apply their colors to vivified targets.
  • If the target is already vivified, the target's health, mana, and stamina will be restored by a set amount, repeatedly for a short duration. This also applies to non-vivified summons!

Notes:

  • The target will receive a buff relative to the level of the Relic, the higher the level, the better the buffs.
  • Only while the target is vivified will relic XP be granted after killing a sufficiently difficult monster of which there will need to be a minimum amount of 1 damage done by that summoned creature.
  • Vivify XP gains will also include the damage from the vivify owner. As long as the vivify summon has dealt 1 damage to a target, the vivify XP gained will be calculated as if all damage from the vivify owner is from the vivify summon.
  • If you enter into PVP(Player vs Player) combat, Vivify will deactivate.
Level Experience Required Bonus Skills and Stats Bonus Armor Dispel Chance Reduction
1 4500 6.66% 4.44% Normal Dispel Chance / 2
2 12,294 13.32% 8.88% Normal Dispel Chance / 3
3 22,133 19.98% 13.32% Normal Dispel Chance / 4
4 33,589 26.64% 17.76% Normal Dispel Chance / 5
5 46,421 33.3% 22.2% Normal Dispel Chance / 6
6 60,469 39.96% 26.64% Normal Dispel Chance / 7
7 75,614 46.62% 31.08% Normal Dispel Chance / 8
8 91,768 53.28% 35.52% Normal Dispel Chance / 9
9 108,859 59.94% 39.96% Normal Dispel Chance / 10
10 126,827 66.6% 44.4% Normal Dispel Chance / 11

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.

You should make best use of all things that improve leveling 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 spell book to eek out the maximum possible experience per monsters. Note: Unlike normal spell books, crafted slayer spell books can be stolen, unless a bless deed is used on them.
  • 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, also known as the defense talisman, offers increased survivability in combat.

Benefits

Reduced Damage

The Phylactery of Resilience offers increased protection from melee and magical damage from creatures. There are ten levels of the talisman and on average you gain 5% damage reduction per level.

Level Bonus Protection
1 5%
2 10%
3 15%
4 20%
5 25%
6 30%
7 35%
8 40%
9 45%
10 50%

Leveling

Talisman experience is gained through damage that gets converted into experience. The levels are calculated with a "Base Value" and a "Per Level Power" in the formula: "Base Value" * (Level ^ "Per Level Power"). The Base Value for the talisman is 10000 and the Per Level Power is a factor of 1.3. The following table explains the experience required to gain talisman Levels:

Level Experience Required
1 10,000
2 24,623
3 41,712
4 60,629
5 81,033
6 102,706
7 125,495
8 149,285
9 173,986
10 199,526

Penalties

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!

Relics

Phylactery of Resilience has 5 relics available to reduce incoming damage from fire breath and poison damage, as well as, provide retaliation attacks such as reflected damage, stuns, and even the ability to steal hit points from nearby creatures. Flawed Talisman Relics can be found as possible drops from Dungeon Bosses while Crumbling Talisman Relics can be found on Monster of the Week mobs, World Objectives (such as necromancer cemetery mobs), Treasure Maps, Messages in a Bottle, Whirlpools and Paragon Chests.

Leech

Relic Type: Passive

Cooldown: ???

Proc Chance: ???

Leech provides the ability for the player to sap small amounts of health from nearby creatures 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.

Level Experience Required Range of Health Sapped
1 200 1
2 546 1-2
3 984 1-3
4 1,493 1-4
5 2,063 1-5
6 2,688 1-6
7 3,361 1-7
8 4,079 1-8
9 4,838 1-9
10 5,637 1-10

Quench

Relic Type: Passive

Proc Chance: ???

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).

Level Experience Required Duration Cooldown
1 200 5 seconds 88 seconds
2 546 10 seconds 86 seconds
3 984 15 seconds 84 seconds
4 1,493 20 seconds 82 seconds
5 2,063 25 seconds 80 seconds
6 2,688 30 seconds 78 seconds
7 3,361 35 seconds 76 seconds
8 4,079 40 seconds 74 seconds
9 4,838 45 seconds 72 seconds
10 5,637 50 seconds 70 seconds

Recoil

Relic Type: Passive

Proc Chance: 25%

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.

Level Experience Required Cooldown
1 200 29 seconds
2 546 28 seconds
3 984 27 seconds
4 1,493 26 seconds
5 2,063 25 seconds
6 2,688 24 seconds
7 3,361 23 seconds
8 4,079 22 seconds
9 4,838 21 seconds
10 5,637 20 seconds

Remedy

Relic Type: Passive

Proc Chance: 25%

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).

Level Experience Required Duration Cooldown
1 100 87 seconds 4 seconds
2 273 84 seconds 8 seconds
3 492 81 seconds 12 seconds
4 746 78 seconds 16 seconds
5 1,032 75 seconds 20 seconds
6 1,344 72 seconds 24 seconds
7 1,680 69 seconds 28 seconds
8 2,039 66 seconds 32 seconds
9 2,419 63 seconds 36 seconds
10 2,818 60 seconds 40 seconds

Shield Bash

Relic Type: Passive

Proc Chance: ???

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).

Level Experience Required Cooldown
1 200 29 seconds
2 546 28 seconds
3 984 27 seconds
4 1,493 26 seconds
5 2,063 25 seconds
6 2,688 24 seconds
7 3,361 23 seconds
8 4,079 22 seconds
9 4,838 21 seconds
10 5,637 20 seconds

Tips, Tricks, and Templates

The defense 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

The Totem of the Berserker, also known as the zerker, provides increase offensive bonuses in combat. While typically used with melee weapons, this damage bonus can be applied to Archery, however only up to 2 tiles away, so it is recommended to use Artifact of the Marksman to get the most out of ranged combat!

Benefits

Increased Damage

Totem of the Berserker provides a damage bonus of 5% per level.

Level Bonus Damage
1 5%
2 10%
3 15%
4 20%
5 25%
6 30%
7 35%
8 40%
9 45%
10 50%

Leveling

Talisman experience is gained through damage that gets converted into experience. The levels are calculated with a "Base Value" and a "Per Level Power" in the formula: "Base Value" * (Level ^ "Per Level Power"). The Base Value for the talisman is 10000 and the Per Level Power is a factor of 1.3. The following table explains the experience required to gain talisman Levels:

Level Experience Required
1 10,000
2 24,623
3 41,712
4 60,629
5 81,033
6 102,706
7 125,495
8 149,285
9 173,986
10 199,526

Penalties

The more armor you wear, the less experience you gain for damaging creatures at a rate of 1% per AR. As with the defense talisman, there is a distance penalty on experience gained of 20% per tile beyond 1.5 tiles.

Relics

Totem of the Berserker has 5 relics available to increase offensive bonuses in combat. Flawed Talisman Relics can be found as possible drops from Dungeon Bosses while Crumbling Talisman Relics can be found on Monster of the Week mobs, World Objectives (such as necromancer cemetery mobs), Treasure Maps, Messages in a Bottle, Whirlpools and Paragon Chests.

Double Strike

Relic Type: Passive

On a successful swing this relic may activate which 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.

Level Experience Required Proc Chance Cooldown
1 200 25% 30 seconds
2 546 ??? 28 seconds
3 984 ??? 27 seconds
4 1,493 ??? 26 seconds
5 2,063 ??? 25 seconds
6 2,688 ??? 24 seconds
7 3,361 ??? 23 seconds
8 4,079 ??? 22 seconds
9 4,838 ??? 21 seconds
10 5,637 ??? 20 seconds

Infected Wounds

Relic Type: Passive

Proc Chance: ???

When this relic activates on a hit, the target becomes infected with a special debuff that increases the damage that the target takes from this Relic. When a target has the Infected Wounds debuff active, it will begin to take damage every 0.5 seconds for 3 seconds which the damage will increase as the target loses hit points. The damage calculation per 0.5 seconds is based on relic level and the current missing hit points, which is the lowest value of either 10% of the targets missing health or the Infected Wounds relic level * 4 in damage. AKA Damage Calculation = Smaller of (10% of missing health or Level * 4).

Level Experience Required Cooldown
1 300 60 seconds
2 820 57 seconds
3 1,476 55 seconds
4 2,239 53 seconds
5 3,095 51 seconds
6 4,031 49 seconds
7 5,041 47 seconds
8 6,118 45 seconds
9 7,257 43 seconds
10 8,455 41 seconds

Phase Shift

Relic Type: Passive

Proc Chance: 100%

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. Phase Shift teleports to a single target. Each level lowers the cooldown. 100 Hiding and Stealth will provide 50% bonus damage when phase shifting while hidden.

Level Experience Required GM Hiding and Stealth Bonus Damage while Hidden Cooldown
1 200 50% 60 seconds
2 546 50% 56 seconds
3 984 50% 52 seconds
4 1,493 50% 48 seconds
5 2,063 50% 44 seconds
6 2,688 50% 40 seconds
7 3,361 50% 36 seconds
8 4,079 50% 32 seconds
9 4,838 50% 28 seconds
10 5,637 50% 24 seconds

Primal Scream

Relic Type: Active

Cooldown: 30 seconds

Duration: 5 seconds

You can activate a scream every 30 seconds that will provide yourself with a buff to both your Dexterity and Stamina of the Primal Scream relic level times 40 for a total of 5 seconds. This will increase your swing speed as Dexterity and current Stamina are a factor in determining how fast a weapon swings in your hands! Experience is gained while fighting under the effects of Primal Scream instead of by activation counts.

Level Experience Required Dexterity and Stamina Increase
1 200 40
2 546 80
3 984 120
4 1,493 160
5 2,063 200
6 2,688 240
7 3,361 280
8 4,079 320
9 4,838 360
10 5,637 400

Tread

Relic Type: Passive

Proc Chance: 100%

Cooldown: 30 seconds

The berserker can trample an enemy either on foot or while mounted. Full stamina is required and the Strength of the character is taken into account where 120 Strength is considered full strength 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 berserker's stamina is full.

Level Experience Required Maximum Damage
1 200 ???
2 546 ???
3 984 ???
4 1,493 ???
5 2,063 ???
6 2,688 ???
7 3,361 ???
8 4,079 ???
9 4,838 ???
10 5,637 300

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 leveling to provide a greater chance for a successful hit.
  • Definitely do not use a shield or Parry, your armor will be too high reducing your experience gains.
  • Use slayer weapons to ensure you get maximum damage.
  • Primal Scream is a good choice for a first relic to start out with, it gives a great damage boost which levels the talisman faster and is an Activatable Relic so there are no wasted procs, plus it's fun!
  • 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

The Shadow Of The Rogue talisman is a take on the classic RPG rogue class. The talisman and relics level in the same manner of the existing talismans. The talisman and relics are available on the gold sink vendor for 1,000,000 gp for the talisman and 100K gold per crumbling relic or 800K gold per flawed relic. This talisman does not require the completion the talisman quest in order to begin using these benefits or applying relics.

Benefits

Amplified Damage

  • Knives and Daggers 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)
Level Knife Bonus Damage Crossbow Bonus Damage
1 20% 13%
2 40% 26%
3 60% 39%
4 80% 52%
5 100% 65%
6 120% 78%
7 140% 91%
8 160% 104%
9 180% 117%
10 200% 130%

Running Stealth

The wearer gains the ability to run while stealth to a distance of 5 * level tiles (i.e. 50 tiles at Level 10)

Updates

There were some past changes to the Shadow of the Rogue talisman as indicated in the following patch notes:

Additional new updates have been made to the Rogue Talisman, including the addition of three new relics:

Leveling

The talisman and relics level in the same manner of the existing talismans.

Permanent Experience Method

Talisman experience is gained through damage that gets converted into experience. The levels are calculated with a "Base Value" and a "Per Level Power" in the formula: "Base Value" * (Level ^ "Per Level Power"). The Base Value for the talisman is 10000 and the Per Level Power is a factor of 1.3. The following table explains the experience required to gain Talisman Levels:

Level Experience Required
1 10,000
2 24,623
3 41,712
4 60,629
5 81,033
6 102,706
7 125,495
8 149,285
9 173,986
10 199,526

Penalties

The more armor you wear, the less experience you gain for damaging creatures at a rate of 1% per AR. As with the defense talisman, there is a distance penalty on experience gained of 20% per tile beyond 1.5 tiles.

Relics

Relics can be purchased directly from the gold sink vendor for 100K gold per crumbling relic or 800K gold per flawed relic and the relics are leveled through damage when activated or by the activation itself.

Disembowel

Relic Type: Passive

Cooldown: 30 seconds

Duration: 20 seconds

Bleed attack that does 10 ticks of relic level damage every 30 seconds.

Level Experience Required Bonus Damage per 10 Ticks
1 200 10
2 546 20
3 984 30
4 1,493 40
5 2,063 50
6 2,688 60
7 3,361 70
8 4,079 80
9 4,838 90
10 5,637 100

Elude

Relic Type: Passive

Cooldown: 30 seconds

Duration: 20 seconds

Damage absorption of relic level * 2% every 30 seconds that lasts up to 20 seconds per activation.

Level Experience Required Damage Absorption
1 200 2%
2 546 4%
3 984 6%
4 1,493 8%
5 2,063 10%
6 2,688 12%
7 3,361 14%
8 4,079 16%
9 4,838 18%
10 5,637 20%

Ruthless

Relic Type: Passive

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.

Level Experience Required Bonus Damage
1 1200 2%
2 3,278 4%
3 5,902 6%
4 8,957 8%
5 12,379 10%
6 16,125 12%
7 20,164 14%
8 24,472 16%
9 29,029 18%
10 33,821 20%

Shadow Dance

Relic Type: Passive

Cooldown: 30 seconds

Area effect attack that hits up to 4 nearby creatures with bonus damage based on relic level

Shadow Dance at level 10.

Level Experience Required
1 200
2 546
3 984
4 1,493
5 2,063
6 2,688
7 3,361
8 4,079
9 4,838
10 5,637

Smoke Bomb

Relic Type: Active

Cooldown: 15 seconds

Being inside the effected area will periodically make your character invisible

Tick rate = 2.5 - (0.15 * level) seconds

Smoke Bomb in use.


Level Experience Required Tick Rate
1 ? 2.35 second
2 ? 2.20 second
3 ? 2.05 second
4 ? 1.90 second
5 ? 1.75 second
6 ? 1.60 second
7 ? 1.45 second
8 ? 1.30 second
9 ? 1.15 second
10 ? 1 second

Sneak Attack

Relic Type: Passive

This will grant you an additional 5 * Level% damage when you attack an opponent from hidden

Level Experience Required Damage Bonus
1 ? 5%
2 ? 10%
3 ? 15%
4 ? 20%
5 ? 25%
6 ? 30%
7 ? 35%
8 ? 40%
9 ? 45%
10 ? 50%

Finesse

Relic Type: Passive

This will grant you a stacking buff which reduces your swing speed. Maximum stacks are the same as the level of this relic. The buff is attached to the weapon you're using, if you switch it then you will lose all stacks.

Formula is now speed / (1 + (Stacks * 0.3)

Finesse after gaining 10 stacks with a dagger.


Level Experience Required
1 ?
2 ?
3 ?
4 ?
5 ?
6 ?
7 ?
8 ?
9 ?
10 ?

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 zerker, 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

Artifact of the Marksman Talisman is an archery focused talisman which 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. The talisman is received as a reward for completing the Art of War Questline.

Benefits

Amplified Damage

Artifact of the Marksman increases damage as the talisman levels levels by 5% per level when using Archery based weapons.

Level Bonus Archery Damage
1 5%
2 10%
3 15%
4 20%
5 25%
6 30%
7 35%
8 40%
9 45%
10 50%

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.

Leveling

Talisman experience is gained through damage that gets converted into experience. The levels are calculated with a "Base Value" and a "Per Level Power" in the formula: "Base Value" * (Level ^ "Per Level Power"). The Base Value for the talisman is 10000 and the Per Level Power is a factor of 1.3. The following table explains the experience required to gain Talisman Levels:

Level Experience Required
1 10,000
2 24,623
3 41,712
4 60,629
5 81,033
6 102,706
7 125,495
8 149,285
9 173,986
10 199,526

Penalties

There are no restrictions to leveling with this talisman. Armor and distance are not a factor when attempting to train this talisman!

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. All relics can be purchased directly from the gold sink vendor for 100K gold per crumbling relic or 800K gold per flawed relic.

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: 20 seconds

Applies a silence to the target that lasts 2 seconds per relic level which is 20 seconds at max level. The silence applies a debuff which prevents spell casting and also interrupts their current spell channeling at the time of the concussive blast.

Level Experience Required Silence Length
1 200 2
2 546 4
3 984 6
4 1,493 8
5 2,063 10
6 2,688 12
7 3,361 14
8 4,079 16
9 4,838 18
10 5,637 20

Hunters 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.

Level Experience Required Dex/Stam Bonus
1 400 40
2 1,093 80
3 1,967 120
4 2,986 160
5 4,126 200
6 5,375 240
7 6,721 280
8 8,157 320
9 9,676 360
10 11,274 400

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 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 move speed by 1/4.

Level Experience Required
1 2,000
2 5,464
3 9,837
4 14,929
5 20,632
6 26,875
7 33,606
8 40,786
9 48,382
10 56,368

Piercing Shot

Relic Type: Active

Cooldown: 8 seconds

Fire an arrow towards the selected target which pierces through all mobs for 14 tiles dealing Level * 3 damage.

Level Experience Required Bonus Damage
1 1,000 3
2 2,732 6
3 4,918 9
4 7,464 12
5 10,316 15
6 13,438 18
7 16,803 21
8 20,393 24
9 24,191 27
10 28,184 30

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.

Level Experience Required Stun Length
1 500 1
2 1,366 2
3 2,459 3
4 3,732 4
5 5,158 5
6 6,719 6
7 8,402 7
8 10,196 8
9 12,095 9
10 14,092 10

Reclamation

Relic Type: Passive

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.

Level Experience Required Range Increase
1 3,000 1
2 8,196 2
3 14,755 3
4 22,393 4
5 30,948 5
6 40,313 6
7 50,410 7
8 61,179 8
9 72,573 9
10 84,551 10

Volley

Relic Type: Active

Cooldown: 65 seconds

Your player will begin shooting massive amount arrows into the air at a target location every second 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. The archer must be dismounted to use Volley.

Level Experience Required Bonus Damage
1 2,000 3
2 5,464 6
3 9,837 9
4 14,929 12
5 20,632 15
6 26,875 18
7 33,606 21
8 40,786 24
9 48,382 27
10 56,368 30

Tips, Tricks, and Templates

The marksman talisman is fun and engaging to level. As long as you follow these basic rules, you should be able to progress through the levels:

  • Unlike some of the other talismans, there is no xp penalty when firing at range and no xp penalty related to how much armor you are wearing.
  • Arms Lore is very useful for efficient leveling to provide a greater chance for a successful hit.
  • Use slayer weapons to ensure you get maximum damage.
  • Use a swamp dragon to reduce damage taken. However, an archer should be able to stay out of harm's way when it comes to melee attacks from mobs.

There are many different ways to play a marksman 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).
  • Concussive Blast and Hunter's Focus are the two most recommended relics to start with. Concussive Blast silences a mob from casting spells so it allows the marksman to take on more powerful mobs earlier, which means more xp gained and faster leveling overall. Hunter's Focus adds a dexterity buff which translates to faster shooting and also can help the talisman level faster. Both are great choices for the marksman's first relic.
  • Reclamation is a much more effective alternative to using the scavenger agent in Razor because it does not conflict with other actions, puts arrows back into your backpack faster, and does not conflict with rough terrain. To level reclamation quickly, use the volley relic against a paragon version of an ettin, ogre, or troll. If you can activate a relic xp perk or 2x bonus code at the same time, even better.

Idol of Forbidden Magic

Idol of Forbidden Magic talisman is achieved from collecting and combining 350 Forbidden Knowledge Crystals fragments into 7 complete Forbidden Knowledge Crystals to create the Forbidden Knowledge Stones which is then presented to a necromancer.

Overview

The Idol of Forbidden Magic is one of the most recently discovered meta talismans which can empower the Sosarian with the ability to perform necromantic rituals to reanimate the corpses of recently slain creatures. The focus of this talisman to allow the practice of necromancy to supplement your current playstyle, as this is the most versatile talisman with the least amount of restrictions. The Idol of Forbidden Magic does not restrict you from the animal taming or barding skills, and allows for the Arms Lore Hit Chance baseline. It is a summoner, in which you raise a small, but powerful, army that is under your control. These summons use Pet Control Slots, much like summoned daemons or Energy Vortexes, however there are some key differences in how they function when compared to normal summons or pets/hirelings. Unlike the other meta talisman's questline, there is a unique way to obtain this talisman that involves spending time in the graveyards near the various cities of Britannia and hunting for fragments of this forbidden knowledge.

All the currently known activatable abilities for the Idol of Forbidden Magic

Essentia Tap converts damage that the necromancer using the Idol of Forbidden Magic does into health that is applied to the summons.

More Information

For more information on the Idol of Forbidden Magic:

Antique of the Artisan

Overview

Antique of the Artisan overview from the Talisman scroll. You can see 7 relics, 4 active, 3 suspended.

The Antique of the Artisan is a Meta Talisman designed around the various crafting and trade skills available in Ultima Online. The Talisman gives the ability to craft hundreds of new rare items with the use of Mythic Crafting Recipes. Relics allow for ways to affect your crafts though various ways such as Empowering them to do more damage, reduce resource costs, better chances at exceptional/slayer properties, and NPC Vendor side-deals like offering bulk sale offers or giving up to a 95% discount on the sale.

Antique of the Artisan Applying Empower charges with the Activatable Ability.

More Information

For more information on the Antique of the Artisan:


Contributors

The community would like to thank the following brave adventurers who contributed their time and experiences for others to enjoy:

  • AncientAlien#1933
  • based haze#0610
  • Colin#1767
  • Klap#3049
  • Sift#9219
  • Sidnne#7432
  • Suikoden13 [RiS]#2083
  • Tricky#1574