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Player Guide

Talisman Making

Author: wiki.warac.cn 11-16-2008


Talisman Making turns magical fragments into useful Talismans. It requires fragments from Salvaging, so the two skills are often paired together. Talisman Making is taught by trainers found in early chapters. Unlike all other tradeskills, Talisman Making is not taught by a NPC whose title matches the skill: Talisman-making trainers are titled "Hedge Wizard".

  • Capital cities
    • Order -
    • Destruction -
  • Ch 2 camps
    • Dark Elf - Mistwood - Ezkar Cleaveheart
    • Dwarf - Redhammer Station - Dani Binasdotr (by the fireplace)
    • Empire - Grey Lady Coaching Inn - Aidan Bond (around the left side of the inn)
    • High Elf - Adunei - Drilian Lightpath
    • Greenskin - Da War Maker - Dripnose Shinymaka (in a hut to the southwest)
  • Ch 11 camps

How To Make Talismans

First off, get a fragment from Salvaging, the Auction House or for low level fragments, from Merchants. Then collect the basic items needed for a talisman: a container, gold dust and magic essence.

You can also optionally use a curio - while curios are not needed to create a Talisman, they do increase the potential quality of the final product - "That Bar" (see below) will increase its highest point in response to slotting an appropriate curio into a make.

All of these are available on the Hedge Wizard that trained you, though they aren't the highest quality. Standard merchants also carry the basic items. Open the window and put the container in the upper left corner. Next, add your fragment. Then you can add the dust, essence, and a curio if you have one. Hit fuse, and you're done! Note that the box must be inserted in its corresponding slot first, then the fragment. The last three may be inserted in any order.

That Bar

The bar will predict the power of the talisman if all ingredients are in place. Also a text will appear which also states the power of the talisman. (inferior, weak, etc) There are two competing theories. The answer will either have to come out of a grab bag or through statistical analysis of actual cases.

  1. Crafting talismans when the bar is at the top or bottom does not change the strength of your talisman, only different component will. Neither starting crafting when the bar is at the top, nor having the crafting finish at the top makes a difference. It seems to be more of a 'fuzzy' way of showing you the strength instead of something static.
  2. When you put all of the components of the talisman into the window, a bar will appear on the upper right hand side. Its level will go up and down with time. Your goal is to make it at the highest time.
  • You have to start the talisman making when the bar is lowest.
  • The talisman making should end when the bar is highest.

The bar position can be measured in animation "steps". All white level 1s with no curio is as low as it can go, which bounces from 0-6: a total of 7 frames starting at 0 pixels of blue.

  • R/1 essence adds +2 / +2
  • R/25 essence adds +5 / +5
  • C/1 gold adds +2 / +2

Quality

Better ingredients let you make better talismans that last longer and are more powerful. The effect of the talisman is dependent on the fragment. The quality of the talisman is theoretically based upon both the quality of the fragment. It is poorly understood whether only the fragment or all talisman crafting components affect the quality of the talisman, as is the nature of the effect which each component has on the final product. The quality affects the duration:

  • White - 8 hours
  • Green - 2 days
  • Blue - 5 days
  • Purple - Permanent

The curio possibly seems to affect your critical rate. When you critical, you craft a talisman of the next highest quality from what the talisman would normally be (ex. 2 days rather than 8 hours). The other two optional components possibly seem to affect the magnitude of the buff (ex. increasing the extra strength granted by the talisman).

Items

Fragments

Fragment names are formed by combining the rarity prefix, skill prefix, and fragment suffix. The fragment suffix varies according to rules that are not yet known. So far, at most three possible suffixes have been seen per stat. It is guessed that the additional suffixes listed in the below table may be associated with fragments which state in the tooltip "... still retain some power ... could be used in a charm".

Icon
Stat Common Uncommon Rare Epic 1 25 50 75 100 125 150 175 200 Suffix 1 Suffix 2 Suffix 3
Strength Barbarous Savage Fierce Rugged Sturdy Potent Mighty Puissant Rugged Debris Ash Slag
 Ballistic Skill Snarling Baying Sorrel Russet Umber Bister Amber Sorrel Heart Essence Core
 Intelligence Venomous Murderous Grim Lavendar Orchid Perse Amethyst Lavender Frost Chill
 Toughness Deviant Fevered Frenzied Insulating Protective Warding Guarding Shielding Insulating Brand Aspect Visage
Weapon Skill Sparking Burning Carmine Scarlet Vermillion Sanguine Crimson Ingot Combine
Initiative Blurred Dusky Slate Smokey Leaden Ashen Fiber Pattern
Willpower Wispy Tuft of Strand of Indigo Viridian Azure Cerulean Sapphire Indigo Veridian Azure Haze Gloom Cloud
Wounds Coarse,Callous Stony Hardened Charcoal Ebon Sable Jet Obsidian Charcoal Ebon Sand Stone
Corporeal Resist Noble Majestic Entrancing Mystic Gauze Satin
Elemental Resist Nascent Animated Breathing Beryl Malachite Nephrite Emerald Jade Stone Dust
Spiritual Resist Flickering Sparkling Incandescent Lucid Fiery Fervent Glimmer Radiance

Curios

Skill Common Uncommon Rare Very Rare
1 Mojo Coin Gold Skeleton Key Heirloom Pocketwatch Family Signet
25 Rabbit's Foot Thrown Horseshoe Diviner's Soothsaying Dice Auspicious Scarab
50 Ghostly Knucklebones Lich Finger Lovelost Amulet Everliving Eye
75 Bizarre Pendant Oddly Glowing Gem Arcane Brooch Cathayan Jade Figurine
100 Thaumaturgic Seal Hexxing Doll Shrunken Head Canopic Jar
125 Pilgrim's Prayer Beads Ecclesiastic Symbol Horned Effigy Timeworn Statuette
150 Timeworn Statuette Primeval Spinel Primeval Spinel Eight Leaf Clover
175 Sabretusk Canine Griffon Talon Fetish Rhinox Horn Carnosaur Stinger
200 Forgotten Soldier's Insignia Memento of Home War-Hardened Heart Paragon's Ashes
200 Bitterstone Arrowhead Ashlar of Eight Peaks Lahmian Charm Bracelet

Essences

Item names are formed by combining the skill prefix with the rarity suffix. For example, an uncommon lv25 essence would be "Dormant Whisper." Note that echos and whispers cannot be used to make talismans. They are combined to form the next tier.

Skill 1 25 50 75 100 125 150 175 200
Prefix Silent Dormant Subdued Murmuring Humming Chattering Clamoring Singing Harmonious
Rarity Common Uncommon Rare Very Rare
Suffix Echo Whisper Essence  ??
# to combine 10 5 n/a n/a

Gold

Template:Research neededItem names are formed by combining the skill prefix with the rarity suffix. For example, an uncommon lv25 gold would be "Leaden Golden Essence"

Skill 1 25 50 75 100 125 150 175 200
Prefix Murky Leaden Impure Glinting Glimmering Sparkling Scintillating Brilliant Luminous
Rarity Common Uncommon Rare Very Rare
Suffix Golden Core Golden Essence  ??  ??

Bonus Formulas

These formulas are the best theories we have at this time, based on the data in the Recipes table below and other sources

The talisman depends on 3 factors:

  • rarity of the talisman
  • quality of the talisman - likely related to your skill and the skill level of the items. The quality appears in the bottom of the talisman making window.
  • type of the fragment used in the talisman

A critical success ("You have made something better.") increases the quality of the talisman by 1 without changing its rarity. A super critical success ("You have made something awesome!") increases the rarity of the talisman by 1 without changing its quality. It is unknown at this time what the results of a super critical success is with a purple fragment. The stat bonus starts with the rarity value. Each increase in gives +3 to the result.

Rarity Common Uncommon Rare Very Rare
Value 7 10 13 16

Next, add or subtract a value for the quality.

Quality Feeble Weak Inferior Lesser Minor -------- Major Greater Superior
Value -5 -4 -3 -2 -1 +0 +1 +2 +3
Sum of component levels 3  ?? 100- 250-  ??  ??  ??  ?? 475

Apply a multiplier

Bonus Value
Resistances (CR, SR, ER) x10
All Others x1

Duration is purely dependent on rarity.

Rarity Common Uncommon Rare Very Rare
Value 8 hours 2 days 5 days permanent

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