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Talisman are unlocked at Level 38. To collect Talisman, you can either wait for the free Basic talisman every 24hrs (Uncommon or Rare) and free Advanced Talisman every 3 days (Rare or Epic) or use 50 diamonds per Basic or 150 diamonds per Advanced to receive random Talisman. Every Talisman gathered or sold also gives Talisman points, which can be traded for Talisman by pressing the swap button.


Equipping Talismans Edit

One Talisman equip slot unlocks with Fortitude level, so initially you can equip one and at Fortitude 200 you can equip two and three at 350 Fortitude. You can't equip two Talisans of the same kind, there are also specific restrictions to some that cannot be equipped together.


Talisman Edit

Talismans are currently available in four types (with 1 more to follow):

  • I - Uncommon - These are the most easy to obtain but also the least powerful.
  • II - Rare - These are more powerful than the uncommon, not quiet as easily obtained however.
  • III - Epic - Very rare, most players than have these fitted to all mercs are Diamond/Pay players.
  • IV - Legendary - Currently most powerful talismens in the game. Can only be obtained through Talisman points swap and Events
  •  ? - Special - Not yet available


Talisman Name Description I II III IV
BackBash Enemy takes x% of the damage they deal 15% 20% 25% 30%

Invisibilty

Begin [the] battle with Invisibility for 2 turns. Invisible units cannot be attacked but Speed and Atk are reduced by x%. 50% 40% 30% 20%
Chain Strike x% chance to deliver a second strike for 75% DMG when attacking. 10% 12% 15% 18%
Chain Spell x% chance to deliver a second magical strike at 75% MDMG. 10% 12% 15% 18%
Retaliate When attacked, x% chance to retaliate with a standard physical attack. 10% 15% 20% 25%
MAtk Counter When attacked, x% chance to retaliate with a standard magic attack. 10% 15% 20% 25%
Follow Strike After killing an enemy, attack another random target for x% damage. 40% 45% 50% 55%
Charge Forth x% chance to stun the target for 1 turn after a crit. 30% 36% 42% 48%
False Death Chance to revive with x% health starting on the forth turn after death. Friendlies with False Death talisman do not heal. Cannot be equiped with Blessing. 30% 40% 50% 60%
Dispel Illusion +x% DMG against mercs with False Death. Those who are killed by Dispel Illusion cannot be revived 30% 40% 50% 60%
Blessing 10% chance to revive after death with x% HP (cannot equip with False Death) 30% 40% 50% 60%
Deadly Fear +x% DMG against mercs with Blessing  30% 40%  50% 60%
Corrosion x% chance to reduce 25 enemy Mana 10% 15% 20% 25%
Miracle x% chance to reduce DMG received to 1 5% 8% 12% 15%
Rebirth recover x% HP each turn 3% 4% 5% 6%
Demon Bane x% chance to resist MDMG 8% 10% 12% 15%
Self Destruct Explode upon dying, dealing x% DMG to the enemy 40% 48% 56% 64%
Terror x% to stagger the attacked target for the next round 8% 10% 12% 15%
Felix Blocks enemy Crit, but -x% PDEF/MDEF 15% 12% 9% 5%
Grim Luck x% chance to remove enemy 'Felix' status 40% 45% 52% 60%
Breakthrough x% chance to ignore enemy DEF and deal true DMG 6% 8% 12% 15%
God Strength Damage dealt +x% with no chance to inflict crit damage  5% 10% 20% 30%
Iron Wall

x% chance to resist PATK

8% 10%

12%

15%
Sneak Attack Ignore Backbash - - - -
Heightened Sense Can attack Invisible enemies - - - -
Clairvoyance Mana consumption -x% - - - 25%

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