Trammel Despise Wisp
Written by: Nox
The Mysterious Wisp
The Mysterious Wisp stands at the entrance of the Despise dungeon on the trammel map. To reach this dungeon there is a gate in the Despise dungeon on the felucca map. Double clicking it starts a conversation, or you can buy items with Dungeon Crystal Points.
Thou art corporeal-emotional. We shall make a bargain with thee.
Then comes a series of questions and answers:
Corporeal?
Thou art corporeal, we are not.
Emotional?
Thou art emotional. We are emotional.
Bargain?
We learn. Thou teachest. We may trade with thee.
Learn? Teach?
We wish to learn of evil and of good. Thou teachest evil or good
Good and evil?
Thou guidest us. We follow.
Guide?
Thou showest us why thou fightest. We bind ourselves to the mind of the one who fights.
Follow?
Thou showest us how the fight is fought. We give commands to the mind of the one who fights.
Fight?
Here upon the earth, find the shrine that resonates. There, ask, and we shall join thee.
Resonate?
Good or evil, which one resonates within thee?
Join?
We shall create a corporeal presence thou canst touch. By touch thou shalt command us. We shall obey thy commands and learn
Command?
Command us to bind ourselves to the mind of the one who fights. Tell us where and when we shall fight.
Trade?
Gather the foul putrid hearts for us. In return we shall give thee the items of magic
What does it mean?
The 'corporeal presence' you touch is a Wisp Orb. The 'shrine that resonates' is the shrine (shrine/ankh) matching your karma, and 'trade' refers to the backpack that opens up. It holds randomly generated, short-lived armour and weapons; you can buy them with the
Putrid Hearts that you obtain while fighting. To turn the hearts into 'Dungeon Crystal Points of Despise', double click them and the hearts disappear. The higher the power level of the creature killed, the more hearts you get. On top of the creature you control, you are only allowed a single follower taking up one slot.
Where to Start
On entering the dungeon you first have to find the right ankh. Characters with negative (-) karma should take the stairs going down, and characters with positive (+) karma the stairs going up. The map below shows where the ankhs are. As usual, they can be used through their menu to resurrect, to lock karma and to make a donation. There are three pairs of moongates that can be used to move between the floors, marked on the map.
Wisp Orb
Once you reach the right shrine, double click the Ankh. A Wisp Orb will appear in your backpack and the message 'I will follow thy guidance' will be shown. You can only get one Orb, and with it you can control one creature.
When you double click the Orb it tells you to 'target a creature to possess'. Choose your companion carefully. Good creatures trained by a character with positive karma, like evil creatures trained by a character with negative karma, can reach level 10 at most. But evil creatures trained by a positive karma character, or good creatures trained by a negative karma character, can reach level 15. Taking the path that changes the creature's karma takes some care, because until the karma change happens with the message below your creature is not attacked, and afterwards you are exposed to attacks from the other creatures on that floor.
“Your possessed creature has changed alignment! It may now become more powerful, and you may now add it to your army.”
Wisp Orb Colours
Creatures
Controlling the Creature
Once you have chosen your creature, double clicking the Wisp Orb gives you the following messages:
Target an object or creature to set the link
Target the Wisp Orb to change the leash setting
Target the creature you possess to change its aggression
Use these options to control the creature, switching between them for different results. All creatures start at the first power level and gain experience as they fight. You can heal your creature using magic or veterinary skills.
Warnings:
When a player damages any orb-controlled creature, that player will take retaliation damage and will deal less than normal damage to the orb-controlled creature. Orb-controlled creatures also get a damage bonus against players.
Creature Power Levels
Entering the Battle Area
While training your creature you will often see this message “The Call to Arms has sounded, but your forces are not yet strong enough to heed it” . If you think your creature is ready, you can answer this call from the menu that comes up when you single click the Wisp Orb. This menu offers the 'Conscript' or 'Release' option. Choose 'Conscript' when you feel ready to go on. Down below you will meet stronger creatures that let you train your creature faster.
The Call to Arms comes like this:
“The forces of your alignment are strong and you have been called to battle! You will be teleported into the depths of the dungeon within 60 seconds to heed the Call To Arms, unless you release your conscripted creature or it dies.”
After being teleported you will see the message below.
“You have been called to assist in a fight of good versus evil. Fight your way to the Lake, and defeat the enemy overlord and its lieutenants!
The Overlord is shielded from all attacks by players, but not by creatures possessed by the Wisp Orbs. You must protect your controlled creature as it fights.
The Lieutenants are vulnerable to your attacks. If you die during this battle, your possessed creature will fall. Furthermore, your ghost and your corpse will be teleported back to your home base.”
The Mysterious Wisp
The Mysterious Wisp stands at the entrance of the Despise dungeon on the trammel map. To reach this dungeon there is a gate in the Despise dungeon on the felucca map. Double clicking it starts a conversation, or you can buy items with Dungeon Crystal Points.
Thou art corporeal-emotional. We shall make a bargain with thee.
Then comes a series of questions and answers:
Corporeal?
Thou art corporeal, we are not.
Emotional?
Thou art emotional. We are emotional.
Bargain?
We learn. Thou teachest. We may trade with thee.
Learn? Teach?
We wish to learn of evil and of good. Thou teachest evil or good
Good and evil?
Thou guidest us. We follow.
Guide?
Thou showest us why thou fightest. We bind ourselves to the mind of the one who fights.
Follow?
Thou showest us how the fight is fought. We give commands to the mind of the one who fights.
Fight?
Here upon the earth, find the shrine that resonates. There, ask, and we shall join thee.
Resonate?
Good or evil, which one resonates within thee?
Join?
We shall create a corporeal presence thou canst touch. By touch thou shalt command us. We shall obey thy commands and learn
Command?
Command us to bind ourselves to the mind of the one who fights. Tell us where and when we shall fight.
Trade?
Gather the foul putrid hearts for us. In return we shall give thee the items of magic
What does it mean?
The 'corporeal presence' you touch is a Wisp Orb. The 'shrine that resonates' is the shrine (shrine/ankh) matching your karma, and 'trade' refers to the backpack that opens up. It holds randomly generated, short-lived armour and weapons; you can buy them with the
Putrid Hearts that you obtain while fighting. To turn the hearts into 'Dungeon Crystal Points of Despise', double click them and the hearts disappear. The higher the power level of the creature killed, the more hearts you get. On top of the creature you control, you are only allowed a single follower taking up one slot.Where to Start
On entering the dungeon you first have to find the right ankh. Characters with negative (-) karma should take the stairs going down, and characters with positive (+) karma the stairs going up. The map below shows where the ankhs are. As usual, they can be used through their menu to resurrect, to lock karma and to make a donation. There are three pairs of moongates that can be used to move between the floors, marked on the map.
Wisp Orb
Once you reach the right shrine, double click the Ankh. A Wisp Orb will appear in your backpack and the message 'I will follow thy guidance' will be shown. You can only get one Orb, and with it you can control one creature.
When you double click the Orb it tells you to 'target a creature to possess'. Choose your companion carefully. Good creatures trained by a character with positive karma, like evil creatures trained by a character with negative karma, can reach level 10 at most. But evil creatures trained by a positive karma character, or good creatures trained by a negative karma character, can reach level 15. Taking the path that changes the creature's karma takes some care, because until the karma change happens with the message below your creature is not attacked, and afterwards you are exposed to attacks from the other creatures on that floor.
“Your possessed creature has changed alignment! It may now become more powerful, and you may now add it to your army.”
Wisp Orb Colours
Colours​ | Meanings​ |
|---|---|
| Your Wisp Orb is not controlling any creature. You can take control of a creature by double clicking the orb and targeting the creature. |
| Your creature's aggression level is set to Defensive. It will not start an attack on other creatures, but it will defend itself when attacked. You can change the aggression level by double clicking the orb and targeting the creature. |
| Your creature's aggression level is set to Aggressive. It will attack other creatures. You can change the aggression level by double clicking the orb and targeting the creature. |
| The controlled creature is currently in combat. |
| The controlled creature is currently following you. |
Creatures
Good​ | Evil​ | Behaviour​ |
|---|---|---|
| Phantom | Sileni | Bard – Casts discord on the boss and the wisp, but it has to be the main target. If it is not the main target it will not cast discord. |
| Naba | Nymph | Mage – Can poison the boss. Usually “Deadly poison” |
| Darkmane | Unicorn | Hits with Armor Ignore. |
| Skeletrex | Sagittari | Archer – If the other creatures in the party are melee fighters, an archer can be a good choice. |
| Hellion | Ursadane | Melee fighter – Hits with Crushing Blow. |
| Echidnite | Divine Guardian | Melee fighter – Hits with Crushing Blow. |
| Birling Blades | Dendrite | Melee fighter – Hits with Double Strike. |
| Prometheoid | Fairy | Healer – Heals nearby creatures for a significant amount. |
Controlling the Creature
Once you have chosen your creature, double clicking the Wisp Orb gives you the following messages:
Target an object or creature to set the link
Target the Wisp Orb to change the leash setting
Target the creature you possess to change its aggression
Use these options to control the creature, switching between them for different results. All creatures start at the first power level and gain experience as they fight. You can heal your creature using magic or veterinary skills.
Warnings:
When a player damages any orb-controlled creature, that player will take retaliation damage and will deal less than normal damage to the orb-controlled creature. Orb-controlled creatures also get a damage bonus against players.
Creature Power Levels
- 1 – 3 Normal
- 4 – 6 Improved
- 7 – 8 Heightened
- 9 – 10 Magnified
- 11 – 12 Amplified
- 13 – 14 Inspired
- 15 Galvanised
Entering the Battle Area
While training your creature you will often see this message “The Call to Arms has sounded, but your forces are not yet strong enough to heed it” . If you think your creature is ready, you can answer this call from the menu that comes up when you single click the Wisp Orb. This menu offers the 'Conscript' or 'Release' option. Choose 'Conscript' when you feel ready to go on. Down below you will meet stronger creatures that let you train your creature faster.
The Call to Arms comes like this:
“The forces of your alignment are strong and you have been called to battle! You will be teleported into the depths of the dungeon within 60 seconds to heed the Call To Arms, unless you release your conscripted creature or it dies.”
After being teleported you will see the message below.
“You have been called to assist in a fight of good versus evil. Fight your way to the Lake, and defeat the enemy overlord and its lieutenants!
The Overlord is shielded from all attacks by players, but not by creatures possessed by the Wisp Orbs. You must protect your controlled creature as it fights.
The Lieutenants are vulnerable to your attacks. If you die during this battle, your possessed creature will fall. Furthermore, your ghost and your corpse will be teleported back to your home base.”
- Strengthen your creature before facing your enemy and its followers in the centre.
- Negative karma characters fight Adrian the Glorious Lord and the Ensorcelled Wisp.
- Positive karma characters fight Andros the Dread Lord and the Corrupted Wisp.
- The wisps can be killed by players and their corpses looted. But they are resurrected again by the Lord.
Source: Quingis UO