Talisman

icon-wp_physicalAttack.png
52 physical_defense-shield-icon.jpg 25
icon-magicbonus.png
-
magic_defense-shield-icon.jpg
15
icon-firebonus.png
-
fire_defense-shield-icon.jpg
10
icon-lightningbonus.png
- lightning_defense-shield-icon.jpg 10
icon-darkbonus.png
-
icon_weight.png
15
critical.png
100 icon-wp_stability.png 10
icon_weight.png 0.5
icon-durabilitiy.png
50
Aux None 100
Requirements & Bonus
icon-strength_22.png
icon-dexterity_22.png
icon-intelligence_22.png
icon-faith_22.png

4

E

- -

10

B

weapon_type-icon.jpg Talisman damage_type-icon.jpg Strike/Thrust
skill-icon.jpg Unfaltering Prayer icon_fp_cost.png 8 (-/-)

Talisman is a Weapon in Dark Souls 3.

 

Talisman for casting miracles of the Gods. Once a very common item among the ranks of the old Way of White.

Equip a Talisman or a sacred chime to cast miracles. Miracles must be attuned at a bonfire before use.

Skill: Unfaltering Prayer
Temporarily increase poise while casting miracles, preventing enemy attacks from interrupting prayer. Works while equipped in either hand.

Notes and Tips:

  • Cannot be Infused or Buffed.
  • Reinforced with Titanite.
  • At 60 FTH it has a spellbuff of 226.



Location/Where to Find




Youtube Moveset and Location Videos:

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  • ??
  • ??

 

 

Talisman Upgrade Table

Requires ?? souls and ?? ore to + ?? (upgrade information here)

  Attack ValuesBonus Parameter Bonus Auxiliary Effects Damage Reduction (%)
Name
icon-wp_physicalAttack.png
icon-magicbonus.png
icon-firebonus.png
icon-lightningbonus.png
icon-darkbonus.png
Strength Bonus
Dexterity Bonus
Intelligence Bonus
Faith Bonus
icon-wp_poisonbld.png
frost.png
icon-wp_bleed.png
icon-wp_physicaldef.png
icon-wp_magicdef.png
icon-wp_firedef.png
icon-wp_lightningdef.png
icon-wp_darkdef.png
Regular 52 - - - - E - - B - - - 25 15 10 15 15
Regular +1 58 - - - - D - - A - - - 25 15 10 15 15
Regular +2 65 - - - - D - - A - - - 25 15 10 15 15
Regular +3 71 - - - - D - - A - - - 25 15 10 15 15
Regular +4 78 - - - - D - - A - - - 25 15 10 15 15
Regular +5 84 - - - - D - - A - - - 25 15 10 15 15
Regular +6 91 - - - - D - - A - - - 25 15 10 15 15
Regular +7 97 - - - - D - - A - - - 25 15 10 15 15
Regular +8 104 - - - - D - - A - - - 25 15 10 15 15
Regular +9 110 - - - - D - - A - - - 25 15 10 15 15
Regular +10 117 - - - - D - - A - - - 25 15 10 15 15

 




Table Key

 

Requirement Parameter Bonus Attack Values Damage Reduction % Auxiliary Effects Others
icon-strength_22.png Strength
icon-strength_22.png Strength
icon-wp_physicalAttack.png Physical  Physical icon-wp_bleed.png Bleeding  Durability
icon-dexterity_22.png Dexterity
icon-dexterity_22.png Dexterity
icon-magicbonus.png Magic  Magic icon-wp_poisonbld.png Poison

 Weight

icon-intelligence_22.png Intelligence
icon-intelligence_22.png Intelligence
icon-firebonus.png Fire  Fire Frost Frost  
icon-faith_22.png Faith
icon-faith_22.png Faith
icon-lightningbonus.png Lightning  Lightning  Curse  
    icon-darkbonus.png Dark  Dark    
    Critical Critical
 Stability
   
    Spell Buff Spell Buff
     
     Range      

Parameter Bonus: Strength, Dexterity,Magic, Fire, Lightning and Dark bonuses - The scaling multiplier applied to the [Attack: stat]. Scaling quality is from highest to lowest as follows: S/A/B/C/D/E.The higher the player's [Str, Dex, Mag, Fire, Light] stat, the higher the [Attack Bonus: Stat] is (found on the player status screen). The higher the scaling letter, the higher the percent multiplier applied to the [Attack: Stat].This resulting bonus damage is added to the base physical damage of the weapon and is shown in the equipment screen in blue numbers as a "+ X". 
Durability: The weapon's HP, when the durability hits 0, the effectiveness of its attacks become weakened to the point of almost uselessness. When an items durability is low, a message will come up saying "Weapon At Risk!" at this point the weapon does not perform at it's best.
Weight: How much the item weights when equipped. 
Stability: How well the player keeps stance after being hit
Attack Type: Defines what kind of swing set the weapon has: Regular(R), Thrust(T), Slash(Sl), Strike(St)

 

 




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