Difference between revisions of "Category:Talismans"
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<tr> | <tr> | ||
<td>Gatekeeper</td> | <td>[[Gatekeeper]]</td> | ||
<td>Blood</td> | <td>Blood</td> | ||
<td> </td> | <td> </td> | ||
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</tr> | </tr> | ||
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<td>Dreamseer</td> | <td>[[Dreamseer]]</td> | ||
<td>Teal</td> | <td>Teal</td> | ||
<td> </td> | <td> </td> | ||
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</tr> | </tr> | ||
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<td>Soulmaster</td> | <td>[[Soulmaster]]</td> | ||
<td>Plum</td> | <td>Plum</td> | ||
<td> </td> | <td> </td> | ||
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</tr> | </tr> | ||
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<td>Fatesender</td> | <td>[[Fatesender]]</td> | ||
<td>Tan</td> | <td>Tan</td> | ||
<td> </td> | <td> </td> |
Revision as of 18:19, 11 May 2019
Tables originally posted on Dranak's Underlight site found here: http://www.angelfire.com/ab7/dranak/index.html
Each talisman has two colors. For chakrams, elemens, and charms the first of the two colors denotes which focus may use that talisman.
Shields
There are two elements of a shield. The first color denotes absorption and the second denotes the durability.
Color | Absorption | Durability |
Chalk | 2-4% | 10-13 |
Blood | 5-9% | 14-17 |
Fire | 10-14% | 18-23 |
Gold | 15-19% | 24-29 |
Jade | 20-24% | 30-35 |
Teal | 25-29% | 36-40 |
Cyan | 30-35% | 41-45 |
Night | 36-40% | 46-51 |
Azure | 41-45% | 51-59 |
Plum | 46-50% | 56-60 |
Berry | 51-55% | 61-65 |
Sand | 56-60% | 66-70 |
Beige | 61-65% | 71-78 |
Tan | 66-70% | 79-85 |
Earth | 71-74% | 86-92 |
Abyss | 75% | 93-99 |
Chakrams
These are your projectile weapons. The first color denotes which focus may use the item, and provides a general guideline to the strength and requirements of the chakram. Higher colors (Gold, Azure, Sand and Abyss) generally suggest a more powerful chakram that requires high levels in the focus arts.
The second color shows whether it has a secondary effect or not. If the second color is chalk there is no secondary effect. These are listed below. This talisman is superior to the focus flame arts because of the possibility of secondary effects and the lack of any evoke time, meaning they may be used on the move.
Only Chakrams of Gold, Night, Sand, and Abyss can have a second effect. They are noted below by an asterisk (*) and the 2nd colors with corresponding effects are listed below.
Focus | Color | Effect |
Gatekeeper | Blood | |
Fire | ||
Gold | * | |
Dreamseer | Teal | |
Cyan | ||
Night | * | |
Soulmaster | Plum | |
Berry | ||
Sand | * | |
Fatesender | Tan | |
Earth | ||
Abyss | * |
2nd Color | Effect |
Chalk | none |
Night | Deafen |
Azure | Stagger |
Plum | Scare |
Berry | Poison |
Sand | Curse |
Beige | Blind |
Tan | Paralyze |
Earth | Bleed |
Elemens
These items will regenerate your stat points. However, they may also be cursed and do the opposite of what you expect. You can discover, and avoid using, a cursed item by first evoking the Insight art of Identify.
Stat | 1st Color |
Dreamsoul | Chalk |
Fire | |
Blood | |
Will | Jade |
Teal | |
Gold | |
Insight | Azure |
Cyan | |
Night | |
Resilience | Berry |
Plum | |
Sand | |
Lucidity | Tan |
Earth | |
Beige |
Alterors
An alteror grants the user the effect of a particular art, determined by the second color. The first color determines the duration of the effect, according to the color wheel (see the section on shields).
2nd Color | Effect |
Blood | Vision |
Fire | Resist Fear |
Gold | Protection |
Jade | Free Action |
Teal | Chamele |
Charms
Charms serve a similar purpose to alterors, but launch a ball of flame (similar to chakrams) which bestows the effect upon others. The flame deals no damage.
In the same way as alterors, the second color of charms determines the effect that will be granted (see the section on alterors for the effects). The first color in this case determines the focus that is required to use the charm. All charms require only a level of 0 in the focus arts.
1st Color | Focus |
Chalk | Gatekeeper |
Jade | Dreamseer |
Azure | Soulmaster |
Beige | Fatesender |
Pages in category "Talismans"
The following 50 pages are in this category, out of 50 total.