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Arnaya's Array of Talisman Scroll

Lore, history and other content by the citizens of Underlight preserved for posterity.
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Arnaya
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Arnaya's Array of Talisman Scroll

Post by Arnaya »

Welcome to Arnaya's Array of Talisman.

This is a basic primer on the functions and colours of the different talisman available in our fair city. Since I'm apparently overly fond of making bundles of these scrolls.... I'll be doing it again with this one. To start with....The most fundamental basics of the different talisman.... again. Since I know I'm not the only one that's put one of these primers in here.

Genned Talisman:
This is the category of items that the city generators, and that drop from the lesser mares (presumably things they've absorbed from the gens that most of the guard).

Chakrams: These are highly sought after Talisman that fire a flame like projectile, most often more highly concentrated than the equivalent level flame. Limited by charges. Level refers to the minimum Focus Art level required to use the item.

Shields: Pretty much what you'd expect. They help protect you from damage and break apart when they take more than their structure's can bear.

Elems: Concentrated doses of different focus elements that can be drawn on to replenish your own energies (or, if your unlucky with you genning... are vacuum like structures that siphon away your energies when used). Limited by charges.

Alterors: Contain different effects that are applied to the items user. Most often, these are defensive effects like Free Action or Chamele. If your unlucky when your genning... expect a nastier effect such as Poison or Blind.

Charms: Basically, the ranged version of an alteror. Rarely you will find a cursed version that can have the same nasty effects as noted with the Alterors. Each charm also has a level that refers to the minimum focus art level required to use the talisman.

Codex: Basically, a small scroll item. These items only "Gen" in a few select areas, most notably the Codi of Learning that pop up in the Threshold Rooms of the different houses.

Dreamer Created Talisman:
Yes, dreamers can create different sorts of talisman... and not just with Forge.

Focus Blades: Everyone should be acquainted with these. They are created with your blade art, cannot be given to anyone, and cannot be recharged or combined. Also unlimited in charges, but vanish after a duration defined by your blade art Plateau.

Chaos Wells: Created by the art "Chaos Well". These talisman absorb regular, cleansed, banished, and imprisoned mare essences. Capacity is determined by the creators art level and colours are based on the creators Gear and Garment colours (colours have ZERO bearing on the wells function).

Codex: Created by the art "Inscribe", same as genned codi but with author defined colours and text.

Everything Else: Created by the art "Forge" and can have effects wildly deviating from their appearance.

Next instalments of this article will have details of the different talisman colours and their meanings.
~Arnaya
The most important lesson I've learned over this past year, is not to let anyone make you cruel. No matter how badly you want to give the world a taste of it's own bitter medicine, it is never worth losing yourself.
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Re: Arnaya's Array of Talisman Scroll

Post by Arnaya »

Art Created Talisman:

There are a number of different talisman besides the ones I previously listed, but they're pretty limited in scope and use. Still, its a good idea to know what's out there.

Teacher Arts:

Quest: Creates a specialized Codex that allows the training of a specific art to a specified dreamer. These talisman cannot drop from your pack unless deliberately dropped by the holder.

Support Train: This art creates a small token (Ribbon) that can be used by a Master Teacher to self Train an art. The token is destroyed after successful training.

Support Sphere: This art creates a small token (Ribbon) that is required for a dreamer to be granted sphere's higher than 3rd. Token is destroyed after successful sphering.


Leadership Arts:

Initiate: Creates the dreamers House ID (Ribbon) that is required for demotion of the dreamer by Rulers or guardians.

Support Ascension: Creates a Support (Ribbon) for a dreamer to ascended to ruler or Guardian of a house. Destroyed on use.

Support Demotion: Creates a red and black talisman required to demote a guardian or ruler of a house by another guardian/ruler.

Power Token: Creates a Power Token. Can only be evoked while holding a prime artifact, and creates a token of the primes house.

Create ID: Another art that creates a dreamers House ID (Ribbon). Requires one of the dreamers essences.


Essence Arts:

Banish Nightmare: Creates a 0 Strength Nightmare Essence token (Star, called a Banished Essence) from a regular maren essence.

Cleanse Nightmare: Creates a 0 Strength Nightmare Essence token (Star, called a Cleansed Essence) from a regular maren essence.

Imprison Nightmare: Creates a 0 Strength Nightmare Essence token (Star, called an Imprisoned Essence) from a regular maren essence.

Corrupt Essence: A house art of the Keepers of the Eternal Shadow. Turns a dreamers essence into an Essence token capable of being processed by a prime artifact.

Sacrifice: A house art of the Alliance of the Eclipse. Turns a chakram, Blade, or Charm into an Essence token capable of being processed by a prime artifact.


GK Arts:

Ward: The talisman created by this art vanish from your pack as soon as they are created, but they are technically a talisman. For some old uses of this art, see the scroll Jorryn wrote about Pocket Wards.

Amulet: This art creates a (you guessed it) Amulet. Amulets allows the bearer to bypass the amulet creators wards as long as the amulet is in the bearers pack.


That concludes the odd randomness that is art created talisman.
~Arnaya, Soulmistress
The most important lesson I've learned over this past year, is not to let anyone make you cruel. No matter how badly you want to give the world a taste of it's own bitter medicine, it is never worth losing yourself.
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Re: Arnaya's Array of Talisman Scroll

Post by Arnaya »

Chakrams:

General:
The first colour of a chakram determines what focus can use it, while the 2nd colour indicates any particular effects that the chakram holds. The first colours also indicate an overall hierarchy of the chakram in terms of quality as indicated on the following:

- First Range: Blood (GK), Teal (DS), Plum (SM), Tan (FS): between 0 and 27 in levels (could possibly come in 30's range, but have not been find any examples. Usually found in the 0-15 range). Always Minimum (Usually), Very Slow (Often), or Slow (Rarely) in speed. Never found with effects. Found in low level gens guarded by Emphants and Bogroms, those same mares often drop these chakrams.

- Second Range: Fire (GK), Cyan (DS), Berry (SM), Earth (FS): Between 9 and 46 in levels (usually found in the 20 to 40 range). Always V.slow (Sometimes), Slow (Often), or Moderate (Often) in speed. Never found with effects. Found from mid-level gens guarded be Bogroms (Rarely) all the way up to high level gens guarded by Shamblix. Also dropped by those same mares. Best source of quality chakrams of this level are Agoknights.

- Third Range: Gold (GK), Azure (DS), Sand (SM), Abyss (FS): Between 19 and 50 in levels (usually found in the 27-46 range). All speeds possible, though... Minimum (Rarely), Very Slow (Rarely), Slow (Occasionally), Moderate (Occasionally), Fast (Often), Very Fast (Occasionally), Fastest (Occasionally). Often have effects. Top tier gens guarded by Shamblix and Horron only, also dropped by those same mares.

Effects:
As noted, only third range chakrams gen with effects. The following second colors indicate what effect a chakram has.

- Chalk: None
- Earth: Bleed (Low damage over time effect, stacks with Poison, blocked by Protection)
- Night: Deafen (Prevents target from hearing speech, causes annoying buzzing in ears)
- Azure: Stagger (Causes target to stumble around without control. Blocked by Free Action)
- Plum: Scare (Causes target to flee in terror. Blocked by Resist Fear)
- Berry: Poison (Causes target significant Damage over time. Blocked by Sable Shield)
- Sand: Curse (Causes targets arts to fail more frequently. Blocked by Protection)
- Beige: Blind (Causes target to be unable to see anything, including other peoples actions. Blocked by Vision)
- Tan: Paralyse (Causes target to be unable to move or evoke hostile arts. Can still use talisman. Blocked by Free Action)

Colours by Focus:
GK:
- Blood (Range 1)
- Fire (Range 2)
- Gold (Range 3)

DS:
- Teal (Range 1)
- Cyan (Range 2)
- Azure (Range 3)

SM:
- Plum (Range 1)
- Berry (Range 2)
- Abyss (Range 3)

FS:
- Tan (Range 1)
- Earth (Range 2)
- Abyss (Range 3)

NOTES: Chakrams can be forged with any number of colours and do NOT follow these rules. Also note that level 60 chakrams can be found, but only drop from darkmares and other higher sphere (usually visiting) dreamers.
The most important lesson I've learned over this past year, is not to let anyone make you cruel. No matter how badly you want to give the world a taste of it's own bitter medicine, it is never worth losing yourself.
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Elemens

Post by Arnaya »

Elemens
Elemens basically hold concentrated doses of the different focus elements, and using these talisman restores a certain amount of the elemens element to the user. The exact amount restored varies by Elemen colour. First colour of an elemen determines its restored Element, while Second colour determines the amount restored per use. All elemens fall into one of three ranges in a very similar manner to chakrams. So a Blood Earth, or Berry Earth elemen both restore a flat 25, as does any other 2nd tier elemen of earth 2nd colour.

These are the tiers, and the first colours that make up that range. In each range are broken down the secondary colour ranges (Note that cursed elems do NOT follow these ranges)

1st Tier: Chalk (Dreamsoul); Gold (Will); Cyan (Insight); Plum (Resilience); Beige (Lucidity)
2nd Colour:
Chalk: 1-8; Blood: 1-4; Fire: 4-7; Gold: 1-6 or 1-20; Jade: 1-30; Teal: 7-12; Cyan: 2-20; Night: 6-15; Azure: 4-10; Plum: 3-24; Berry: 3-30; Sand: 5-25; Beige: 5-10; Tan: 7-14; Earth: 4-16 or 10-20; Abyss: 5-15 or 10-30

2nd Tier: Blood (Dreamsoul); Jade (Will); Night (Insight); Berry (Resilience); Tan (Lucidity)
2nd Colour:
Chalk, Blood: 1-30; Fire: 1-40; Gold, Jade, Teal: 2-20; Cyan, Night: 12-40; Azure, Plum: 4-8; Berry, Sand: 10-30; Beige: 35; Tan: 30; Earth, Abyss: 25

3rd Tier: Fire (Dreamsoul); Teal (Will); Azure (Insight); Sand (Resilience); Earth (Lucidity)
2nd Colour:
Chalk, Blood, Fire, Gold: 1-50; Jade, Teal, Cyan: 2-6; Night, Azure, Plum: 2-40; Berry, Sand, Beige: 3-6; Tan, Earth, Abyss: 4-8

NOTE: The Teal and Sand entries for the 3rd Tier are anecdotal based on the patterns of the elems since I haven’t been able to find even a single un-cursed example of these elems.
The most important lesson I've learned over this past year, is not to let anyone make you cruel. No matter how badly you want to give the world a taste of it's own bitter medicine, it is never worth losing yourself.
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Shields

Post by Arnaya »

Shields are protective devices, meant to absorb a certain percentage (determined by the Shields 1st colour) of incoming damage. Like anything, they can only take a certain amount of punishment before they break though (Determined by the 2nd colour). A couple of us are in the process of updating this chart of shields statistics per colour, (There seems to be a little bit of variance from this chart, but what we have so far indicates that this is pretty accurate) but it is unlikely to be completed for a month or so. I'll update this once we have the chart completed.

Item Statistics:
Chalk: Absorption: 2 to 4 %; Durability: 10 to 13
Blood: Absorption: 5 to 9%; Durability: 14 to 17
Fire: Absorption: 10 to 14%; Durability: 18 to 23
Gold: Absorption: 15 to 19%; Durability: 24 to 29
Jade: Absorption: 20 to 24%; Durability: 30 to 35
Teal: Absorption: 25 to 29%; Durability: 36 to 40
Cyan: Absorption: 30 to 35%; Durability: 41 to 45
Night: Absorption: 36 to 40%; Durability: 46 to 51
Azure: Absorption: 41 to 45%; Durability: 51 to 59
Plum: Absorption: 46 to 50 %; Durability: 56 to 60
Berry: Absorption: 51 to 55%; Durability: 61 to 65
Sand: Absorption: 56 to 60%; Durability: 66 to 70
Beige: Absorption: 61 to 65%; Durability: 71 to 78
Tan: Absorption: 66 to 70%; Durability: 79 to 85
Earth: Absorption: 71 to 74%; Durability: 86 to 92
Abyss: Absorption: 75%; Durability: 93 to 99

Tips:
Select your shields for the situations you usually find yourself in. Recommended shield types for different purposes are below:
- Light Combat/General Wear: Gold or Jade first colour, Tan or darker for 2nd colour.
- Heavy Combat/Ambush expectation: Tan or Darker on both colours
- Datoken/Shamblix hunting: Cyan, Night, Azure, or Plum first colour. Tan or darker for 2nd colour.

Arnaya Advice:
If your one of those that doesn't usually wear shields because traditionally recommended shields vape too fast, or you think your too tough to have to worry about one.... there is now someone running around shooting a level 90 chakram. This chakram does roughly 10 to 99 dreamsoul in damage with every shot... which means he can theoretically one shot an unshielded 9th sphere.

So, Arnaya recommends that everyone carry at least a Fire or Gold first colour... and Earth or Abyss 2nd colour shield. Ideally a couple of them. These shields can take a lot of punishment even from an opponent like I mentioned above, and will usually keep you coherant against any one shot (assume the shield has 10% absorption, a 99 damage shot will only deal 88 to 89 to the shields wearer).
The most important lesson I've learned over this past year, is not to let anyone make you cruel. No matter how badly you want to give the world a taste of it's own bitter medicine, it is never worth losing yourself.
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Alterors

Post by Arnaya »

Alterors:

Alterors are talisman that grant a certain effect on the user of the Alteror. While most are beneficial, curse alterors are not uncommon... though tend to have fairly short durations. The affect applied depends on the 2nd colour of the Alteror, as detailed below:

- Jade: Free Action (Protects against Paralize and Stagger effects)
- Blood: Vision (Protects against Blindness, penetrates Chamele and Invisibility)
- Gold: Protection (Prevents Curse and Bleed)
- Fire: Resist Fear (Protects against Scare effects)
- Teal: Chamele (Invisibility, broken when any offensive act is taken).

The 1st Colour of an alteror determines the duration of its effect (Note: Using an alteror while already under the effects it grants, halves the duration listed. So, if you are already protected by Free Action, using the best Beige Jade alteror would result in you only gaining 10 to 20 minutes more duration instead of the normal 20 to 40 minutes). Please refer to the following colour chart to see the ranges for each colour:

NOTE: if a range is given, the actual duration of the effect is random within that range every time the alteror is used. If several ranges are listed, it means that any given alteror has ONE of those ranges and its duration is always within its set range. Identify the alteror to get its exact statistics.

- Chalk: 40 seconds
- Blood: 1 to 10 seconds
- Fire: 1 to 30 seconds
- Gold: 15 to 30 seconds OR 30 to 60 seconds
- Jade: 15 seconds OR 20 seconds OR 30 seconds
- Teal: 1 to 10 seconds OR 1 to 15 seconds OR 45 seconds
- Cyan: 10 to 20 seconds OR 1 to 45 seconds
- Night: 15 to 30 seconds
- Azure: 50 seconds
- Plum: 1 to 45 seconds OR 10 to 20 seconds
- Berry: 30 to 60 seconds OR 30 to 90 seconds
- Sand: 1 to 2 minutes OR 1 to 4 minutes
- Beige: 10 to 20 minutes OR 10 to 30 minutes OR 20 to 40 minutes
- Tan: 3 to 6 minutes OR 4 to 9 minutes OR 5 to 10 minutes
- Earth: 1 to 4 minutes OR 1 to 10 minutes OR 1 to 30 minutes
- Abyss: 30 to 95 seconds OR 1 to 2 minutes

NOTE: This list was compiled after extensive testing over several weeks, but it is quite possible you may find an alteror of a given colour with a different range than what I have noted. If you do, please let me know so I can update the list. Thank you.

TIP:
Hostile art effects reduce the duration of your protective arts by 3 times the hostile arts normal duration (roughly). So if a hostile effect normally lasts for 30 seconds, you lose a minute and half of your protective art duration everytime that hostile art hits you. If the hostile art reduces your protective duration to nothing, the hostile art will affect you. So, general terms... it is nearly useless to carry any alteror that does not have at least a couple minutes duration to it. My personal guideline, is Beige all the way. If I need an alteror, my fall back colour is usually Tan, though Earth and Sand are still usable without having to drain the alteror completely for a single fight.
~Arnaya, Soulmistress
The most important lesson I've learned over this past year, is not to let anyone make you cruel. No matter how badly you want to give the world a taste of it's own bitter medicine, it is never worth losing yourself.
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Charms

Post by Arnaya »

Charms:

An often under valued talisman, these very slow or minimum speed projectiles bestow a personal effect (Such as Free Action, Protection, or Vision) on the target hit by them. These projectiles do not do any damage. While few people carry charms on them routinely, they can be immensely useful in preparing a large number of people for battle... and some Forgers make use of this by creating Charms as they are needed for arting their supported parties. Durations per shot tend to be fairly low (usually seems to be about 2 minutes per projectile hit, half duration increase if target is already under the effect of that art).

The First colour of a charm determines what focus can use the charm as follows:
- Chalk: Gatekeeper
- Jade: Dreamseer
- Azure: Soulmaster
- Beige: Fatesender

The 2nd colour determines what effect is bestowed by the projectile.
- Blood: Vision (Prevents Blindness, allows affected to see through Chamele and Invisibility)
- Fire: Resist Fear (Prevents scare effects)
- Jade: Free Action (Prevents Paralize and Stagger effects)
- Gold: Protection (Blocks Curse and Bleed effects)
- Teal: Chamele (Invisibility, penetrated by Vision. Broken by any offensive action).

~Arnaya, Soulmistress
The most important lesson I've learned over this past year, is not to let anyone make you cruel. No matter how badly you want to give the world a taste of it's own bitter medicine, it is never worth losing yourself.
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Arnaya
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Update: Talisman after Dream shift - Elemen

Post by Arnaya »

I've been working on this for a bit now, pretty much since the shift in gens and talisman brought about by Purple Lace and others work a couple of months ago. The biggest changes to talisman were to Elems, Alterors, and Chakrams. Other talisman types don't seem to have been affected.

I am leaving the old statistics up for posterity, and simply adding to the scrolls. This one is the new Elemen ranges (As of Oct.03/2017). I'll include the cursed elem ranges where I've been able to find examples of them.

1st Tier: Chalk, Gold, Cyan, Plum, Beige First Colours (Found from Emphants, Bogroms, and associated Gens)
  • 2nd Colour:
  • Chalk: 4-7 or -1-8(Emphants), 9-16 or -4-7 (Bogroms)
  • Blood: 4-7 or -1-8 (Emphants), 9-16 (Bogroms)
  • Fire: 1-6 or -1-8 (Emphants), 9-16 (Bogroms)
  • Gold: 4-9 (Emphants) or 9-16 (Bogroms)
  • Jade: 7-12 (Emphants), 9-16 (Bogroms)
  • Teal: 5-12 (Emphants), 2-16 (Bogroms)
  • Cyan: 6-15, 2-16, or -9-16
  • Night: 2-16, 4-10 or -9-16
  • Azure: 3-30, 4-10
  • Plum: 3-30, 5-15
  • Berry: 10-22, 5-25
  • Sand: 3-9, 7-14
  • Beige: 5-14, 10-20, or -2-16
  • Tan: 10-20, 4-12
  • Earth: 4-16, 10-30
  • Abyss: 5-15, 10-30, or -2-16
2nd Tier: Blood, Jade, Night, Berry, Tan First Colours (Found from Agoknights and associated gens)
  • 2nd Colour:
  • Chalk: 10-22, or -1-8
  • Blood: 10-22
  • Fire: 10-22
  • Gold: 10-22
  • Jade: 10-22
  • Teal: 12-40, or -9-16
  • Cyan: 12-40, or -9-16
  • Night: 12-40, or -9-16
  • Azure: 10-30
  • Plum: 10-30, or -1-20
  • Berry: 10-30
  • Sand: 10-30
  • Beige: flat 35
  • Tan: flat 30 or -2-16
  • Earth: Flat 25
  • Abyss: Flat 25 or -2-16
3rd Tier: Fire, Teal, Azure, Sand, Earth First Colours (Found from Shamblix, Horrons, and associated gens)
  • 2nd Colour:
  • Chalk: Unknown (Believed to be 1-50), or -1-20
  • Blood: 1-50
  • Fire: 1-50
  • Gold: Unknown (Believed to be 1-50)
  • Jade: 1-50
  • Teal: 10-30
  • Cyan: Unknown (Believed to be 10-30)
  • Night: Unknown (Believed to be 10-30), or -9-16
  • Azure: 1-50
  • Plum: Unknown (Believed to be 2-40 or 10-30)
  • Berry: 2-40, or -1-20
  • Sand: 2-40
  • Beige: 7-22
  • Tan: 7-22
  • Earth: 12-40
  • Abyss: Flat 25
This will be updated as further information is gathered.
~ Arnaya, Soulmistress
The most important lesson I've learned over this past year, is not to let anyone make you cruel. No matter how badly you want to give the world a taste of it's own bitter medicine, it is never worth losing yourself.
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Re: Arnaya's Array of Talisman Scroll

Post by Arnaya »

Here's an updated listing of the Alterors effects after the shift. Again, I've included the Cursed ranges where known. NOTE: Cursed Alterors seem to have nearly any effect, though I will list the ones I've most commonly seen with each types where available.

2nd Colour still determines the overall effect as Follows:
- Blood = Vision
- Fire = Resist Fear
- Gold = Protection
- Jade = Free Action
- Teal = Chamele

First Colours continue to determine duration ranges as follows (Cursed durations are noted with a "*" before the range:
  • Duration Ranges by Colour:
  • Chalk: 1-2 min, 1-3 min, 1-4 min
  • Blood: 45 sec, 50 sec, 1-3 min, 1-5 min
  • Fire: 30-90 sec, 1-2 min
  • Gold: 1-2 min,1-3 min, 5-10 min, or *15 sec (Most common effect found: Stagger)
  • Teal: 1-2 min, 1-4 min, or *45 sec, *50 sec (Most common effects found: Blind, Curse)
  • Cyan: 1-2 min
  • Night: 1-2 min
  • Azure: 1-2 min, 5-10 min, Or *20 sec, *30 sec, or *40 sec (Most common effects found: Curse, Paralize, Poison)
  • Plum: 1-3 min, or *1-15 sec (most common effect seen: Blind)
  • Berry: 1-4 min, or *10-20 sec, *1-30 sec, *1-45 sec (Most common effects found: Deafen, Bleed, Poison, Curse, Paralize)
  • Sand: 1-5 min, or *15-30 sec, *20-40 sec, *30-60 sec (Most common effects found: Curse, Stagger, Paralize, Poison)
  • Beige: 20-40 min, or *5-10 min (most common effect found: Deafen)
  • Tan: 20-40 min, or *1-15 sec, *45 sec (Most common effects found: Poison, Curse)
  • Earth: 5-10 min, 5-15 min
  • Abyss: 3-6 min, or *15-30 sec, *30-60 sec (Most common effects found: Bleed, Paralize)
As always, if ranges or common effects are found outside of those given, Please send me a pigeon or let me know in the city so I can update this listing.

Thank you,
Aranya, Soulmistress
The most important lesson I've learned over this past year, is not to let anyone make you cruel. No matter how badly you want to give the world a taste of it's own bitter medicine, it is never worth losing yourself.
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