Talisman

Old: Yueren 2021-08-25 13:36:54

New: Yueren 2021-08-25 14:58:17

OldNewDifferences
1-# Duelist
2-The** Duelist** is Path of Exile's [[strength]]/[[dexterity]] hybrid class, making him unmatched at dealing and avoiding damage. He can effectively use a shield, but is equally comfortable slashing away with a powerful two-hander or fighting with weapons in both hands. His powerful arms can draw the strings of the heaviest and most lethal longbows. His highly honed reflexes give him a cat-like ability to dodge and parry incoming attacks, be they arrows or axe swings. The Duelist is a daunting foe, and his reputation as a ruthless killer is well deserved.
1+# Talisman
2+A **talisman** is a type of [[amulet]]. Talismans have their own implicit [[modifiers]] that are typically more powerful than those of ordinary amulets. Talismans are inherently [[corrupted]], and therefore cannot be modified with crafting orbs.
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4-The equipment associated with the Duelist's strength and dexterity are Helmets, Scale/Bridagines/Doublets/Lamellar, Scale Gauntlets, Scale Boots, and Round Shields.
4+## Item acquisition
5+Unlike most other amulets, Talismans don't drop as a regular world drop. Currently, Talismans can only be acquired through specific means:
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6-## Base stats
7+- [[Call to the First Ones]] divination card (tier 1 talisman only)
8+- certain method of obtaining league-specific item (for unique talisman only)
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8-**Stat** |**Value**
9--|-
10-Intelligence |14
11-Dexterity |23
12-Strength |23
13-Life |62
14-Mana |47
15-Damage per second |4.3
16-Chance to hit |89%
17-Attacks per second* |1.2
18-Main hand total combined damage |2-6
19-Main hand physical damage |2-6
20-Main hand accuracy rating |46
21-Main hand critical strike damage multiplier* |150%
22-Endurance charges* |0/3
23-Physical damage reduction per endurance charge* |4%
24-Additional elemental reduction per endurance charge* |4%
25-Frenzy charges* |0/3
26-Attack speed increase per frenzy charge* |4%
27-Cast speed increase per frenzy charge* |4%
28-Damage modifier per frenzy charge* |4% more
29-Power charges* |0/3
30-Critical strike chance increase per power charge* |50%
31-Evasion rating |59
32-Chance to evade* |32%
33-Fire resistance* |0%
34-Cold resistance* |0%
35-Lightning resistance* |0%
36-Chaos resistance* |0%
37-Mana regen per second |0.8
10+These methods of acquisition were specific to certain (former) league mechanics:
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39-* Same for all classes
12+- The [[Jeweller's Workshop]] room (and its upgraded variant) in the Temple of Atzoatl (rarely)
13+- Ritual Grounds node in the [[Azurite Mine]]
14+- Chests in the [[Immortal Syndicate]] Transportation safehouse if Jorgin was stationed
15+- A crafting bench in the Syndicate Research station can transform a non-corrupted, non-influenced amulet into a random talisman if Jorgin was stationed there, keeping the explicit mods of the ingredient
16+- Chests, War Hoards, and Sergeants with the Talisman symbol through [[Legion]]s
17+- [[Primal Incubator]]
18+- Chests, with the Talisman symbol through Blights
19+- [[Delirium]]
20+- Rarely appears as loot from chests in [[Heist]]s
21+- Purchasing from [[Ritual]]s using Tribute
22+- *Distant memories containing Talismans in Synthesis league (**no longer available**)*
23+- *Beastcrafting recipe during Bestiary league (**no longer available**)*
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41-# <center>Ascendancy classes</center>
25+### In Talisman league
26+**This section addresses how talismans were obtained in the Talisman league. This is not applicable to the current leagues.**
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43-<div class="A">
44-<table style="margin:auto; padding:20px">
45-<tbody><tr>
46-<td align="center" valign="center">[[Slayer]]</td>
47-<td align="center" valign="center">[[Gladiator]]</td>
48-<td align="center" valign="center">[[Champion]]</td>
49-</tr>
28+Talismans were encountered in the wild as a monster 'possessed' by a talisman, visually similar to possession by a Tormented Spirit. Talismans can possess any rarity of enemy and will always spawn possessing one. When the monster is killed, the talisman drops as an item – but if it is not picked up quickly by the player, it will attract another enemy and possess that enemy instead. Each type of talisman grants the monster it possesses extra combat abilities related to its implicit modifier. Monsters only pick up talismans if they're in the Talisman league or an area that normally drops talismans.
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51-<td align="center" valign="center"><img align="center" valign="center" src="https://i.imgur.com/UMAd0yL.png" alt="" decoding="async" width="84" height="65"><br></td>
52-<td align="center" valign="center"><img align="center" valign="center" src="https://i.imgur.com/F3FQxV4.png" alt="" decoding="async" width="84" height="65"><br></td>
53-<td align="center" valign="center"><img align="center" valign="center" src="https://i.imgur.com/ltGrJ1K.png" alt="" decoding="async" width="84" height="65"><br></td></tr>
54-<tr>
30+There are four tiers of talismans. A talisman's tier level can be determined by the colour of the string in the item graphic: tier 1 talismans have a white string, tier 2 talismans have a black string, tier 3 talismans have a red string and tier 4 talismans have a blue string. Only tier 1 talismans are found in the wild; upgrading to a next tier can be done with placing five of them them into a Stone Altar. Tier 2 talismans are obtained by sacrificing tier 1 talismans, tier 3 talismans are obtained by sacrificing tier 2 talismans, and tier 4 talismans are obtained by sacrificing tier 3 talismans and then fighting the boss, Rigwald, the Wolven King.
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32+The Wereclaw and Monkey Twins talismans can only spawn in the standard version of Talisman League. The Clutching]] and Longtooth talismans can only spawn in the hardcore version of Talisman League.
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34+Talismans obtained in the world follow the normal item drop rules. From normal monsters they are the same item level as the area, +1 level from magic monsters, and +2 from rares and uniques.
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36+When sacrificing 5 talismans, each talisman adds a 20% chance of a Talisman of its rarity being the resultant one. So if you sacrifice one white, one magic, two rare and one unique, your odds are a 20% chance of a white talisman, 20% chance of a magic, 40% chance of a rare, and 20% chance of a unique.
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38+Talismans obtained from stone altars are an average of the talismans used, where
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40+- The highest-level talisman is counted three times, ![](https://wikimedia.org/api/rest_v1/media/math/render/png/00914a3121fed4718165261363334c6a649a02dd) .
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42+- The middle three talismans are counted twice, ![](https://wikimedia.org/api/rest_v1/media/math/render/png/be31245145b1fe2ca1a7b896a6571a9bf3932f45) .
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44+- The lowest-level talisman is counted once, ![](https://wikimedia.org/api/rest_v1/media/math/render/png/9bd129c2f70edec629d93fb01df61ae9fd57860f) .
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46+The obtained item level can be expressed as:
47+
48+![](https://wikimedia.org/api/rest_v1/media/math/render/png/580305ab79ec2d5f06ca604e91d9fddc62918876)
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