Talismans
A talisman is a specific piece of equipment that takes its own equipment slot, shown in the upper right area of the paperdoll. There are four different talisman forms, but functionally there is no difference between them. Talismans can be dyed using a cloth dye tub, and can be be blessed using a clothing bless deed.
Once equipped, a talisman is bound to its owner. Henceforth the talisman cannot be worn by any other player. If you see a talisman for sale and it says "Owned By" and someone's name, don't buy it!.
There are two types of talismans on ABCUO.
Type 1
One type of talisman is effectively the same as standard talismans on official shards. They can be found as loot on named monsters ML dungeons, as well as in craftsman satchels from quests. On these talismans you may have one or many of the following properties:
Usage Effect - A talisman may have one usage effect; double click on the talisman to invoke the effect. Some talismans are self-recharging (equip the talisman to begin recharge), while others hold a number of instant charges and are recharged by using a runed switch on it. The possible usage effects are:
- Summon Materials - Summons a small quantity of a specific material: bandages, boards, ingots, arrows, bolts, magery reagents, or necromancer reagents. 10 minute recharge time.
- Summon Creature - Summons a pet creature. 20 minute recharge time.
- Damage Removal - Removes bleed effect and mortal strike from the target. 20 minute recharge time.
- Curse Removal - Removes curses such as evil omen and corpse skin from the target. 20 minute recharge time.
- Ward Removal - Removes wards such as reactive armor and transformations from the target. 20 minute recharge time.
Crafting Success Bonus - Provides a bonus to your chance of successfully crafting an item using the specified craft skill. The possible craft skills are: alchemy, blacksmithy, carpentry, cartography, cooking, fletching, glassblowing, inscription, masonry, tailoring, and tinkering. Note that you do not receive this bonus if your normal success chance is 0%.
Crafting Exceptional Bonus - Provides a bonus to your chance of crafting an exceptional item using the specified craft skill. The skill type is always the same as the crafting success bonus skill. Note that you do not receive this bonus if your normal exceptional chance is 0%.
Slayer - Applies double damage when attacking with weapons against the given creature group. The slayer groups are: bear, vermin, bat, mage, beetle, bird, ice, flame, or bovine.
Killer - Applies bonus damage (10%-100%) when attacking with weapons against the given creature type.
Protection - Creatures of the given type will do reduced weapon damage to you (5%-60%).
Type 2
The other type of talisman is quite different, bearing more similarity to jewelry than to talismans. These talismans can only be found as loot on named monsters in ML dungeons. The chance of finding one of these talismans varies depending on the monster. Your character's luck does not affect the talisman's magical properties.
On these talismans you may find one or many of the following properties:
Usage Effect - A talisman may have one usage effect, the same as those of type 1 talismans, except these talismans will never have a summon creature effect. Also, these talismans are always self-recharging.
Skill Bonus - All talismans provide a skill bonus (not over your skill cap). It is always 10 total points, in one or two skills.
Luck - Some talismans may have luck, up to a maximum of 100.
Stat Bonus - Some talismans may provide a bonus of up to 5 in one stat: strength, dexterity, or intelligence.
Bonus Property - Some talismans may provide one of the following bonuses:
- Lower Mana Cost (1-8)
- Lower Reagent Cost (1-20)
- Hit Chance Increase (1-15)
- Defense Chance Increase (1-15)
- Damage Increase (1-25)
- Spell Damage Increase (1-12)
- Mana Increase (1-8)
- Stamina Increase (1-8)
- Hit Point Increase (1-8)
- Faster Cast Recovery (1-3)
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