Talisman

**Talisman** is a wearable Cultivation Item that can affect various Character Properties when equipped and activated.

*See also: Talismans for Beginners*

## Limitations

* While six can be equipped, only three can be active at a time, with the exception of Incarnated Sentient Talisman Spirit who can activate up to four.
* Only Outer Disciples (mortals), Xiandao and Shendao Cultivators can use Talismans. Physical Cultivators cannot.

## Drawing Talismans

A talisman has to be hand drawn at least the first time, after which, it is possible to "Instant Draw" for a 5% quality loss. Unlike other items in the game, the talisman's Quality is based on the hand drawing of the player, rather than the skill of the character drawing.

### Hand drawing

The ink drips and blots as if it were real ink, as long as you hold your mouse down. There is no drawing order, or direction, unless you impose one yourself. The only thing that matters is how close your ink is to the original. A common technique to improve the quality is to only use clicks (drawing with points) and not to slide the mouse.

You can draw on free hand (resulting in either a Fake or random talisman), or use one of the templates (called "patterns" by the game) provided after the character learns the Manual for the talisman.

### Instant Draw

Draw a talisman without having to hand-draw it, at 95% quality of your best ever drawing.

You are reminded what your best quality drawing was next to the "Instant Draw" button.

A good option when mass producing a talisman that isn't too important to get right. Like Departing Shadow, and Spiritual Travelling for overmap travel speed, or Heavenly Heart and Oblivion Comprehension to get everybody cultivating a bit faster. Maybe even Diligence for all of your outers.

### Natal Talisman

For the Primordial Symbols Law's Talisman Drawing Breakthrough, you have to Tattoo a talisman on to yourself, with your cultivator's Max Qi used as ink. See the breakthrough page for detailed mechanics.

## Talisman Effect Strength

**A talisman's effect is mostly based on its Tier, and quality of drawing.**

### Talisman Tier

The talisman strength depends on the tier of the Talisman Paper is is drawn on. Upgrading a talisman tier after it's drawn does nothing. The default talisman tiers are :

* Talisman Paper : T2, costs Cinnabar, water and Wood.
* Blood Talisman : T4, costs Cinnabar, 2 Beast Blood and Goldwood.
* Sacred Talisman : T6, costs Cinnabar, 1 Serenity Soul Gem and Goldwood.

These can then be further Specter Refined to Tier 12. It is recommended to use Sacred, as Specter Refining is more expensive than talismans.

The Tier can again be improved by 1 through Illumination. This costs a Primordial Soul Gem, for each try, although another can be extracted through Soul Chant afterwards.

You can again improve the tier by incarnating the illuminated Talisman (costs a Fortune Seed) raising it to Golden Core (+1 tier), or to Demi-God (+1 tier), and then killing to get back the "body" (Talisman Paper), for a total of +3 tiers (+1 from illumination, +1 from Golden Core, +1 from Demi-God). A guide on that topic can be found on the Incarnated Sentient Spirit page.

### Talisman strength

Talismans scale linearly, with no limit on them, though the game may limit the stat they affect on a character. The strength is defined with the following formulas :

* **Perfect Talisman :**

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{\displaystyle (2+Tier)\*BaseEffect}

, where BaseEffect is the effect per tier.
* **Imperfect Talisman :**

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{\displaystyle (2+Tier)\*BaseEffect\*Quality\*FakeMultiplier\*QualityMultiplier}

with :

* FakeMultiplier equal to 0.6 if it's a fake talisman, 1 otherwise,
* QualityMultiplier depending on the Quality, as detailed below :
	+ if tier is "exquisite" (quality >90%) : 1
	+ otherwise :

	1
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	2.4

	{\displaystyle {\frac {1+Quality}{2.4}}}

	, with quality treated as a fraction.

    With practice, drawing over an Exquisite talisman should not be hard. So the QualityMultiplier can be ignored.

#### Drawing Quality

It is possible to have multiple talismans of the same "Quality", but having a slightly different effect. This is because the Quality seen in the item description is rounded to an integer, while the stored value is more precise. To get a "100" Quality, you need to draw a talisman of 99.5%+ Accuracy. for 99 Quality, it's 98.5%-99.49% accuracy, etc.

Even so, it is still possible to get a "perfect" effect, not that one is needed in most circumstances. As an example, despite clearly not being "perfect", the drawing on the left not only has 100 Quality, but also has "100% Effect" (+50.40 Mental State at Tier 12). This means that the talisman's evaluation is at 99.99% accuracy.

#### Fake Talisman

It is possible to draw talismans on a "Blank" talisman without learning it first. The effect is 60% of what it would normally be regardless of drawing quality, and "Fake" gets added to the start of the talisman name. You can't equip a fake and true physical talisman on a cultivator at the same time.

### Example

In this example, a Cave Mind talisman (previous name of Talisman of Divine Comprehension) has a base effect of 3.6. Our effect is thus :

```
(2 + 2 [Tier]) * 3.6 [BaseEffect] * 0.78 [Quality] * 0.6 [Fake] * (1 + 0.78) / 2.4 [QualityMultiplier] = 5.00

```

where a quality of 77% would be 4.93, so we can assess that our actual quality is about 77.6%.

A Perfect T2 Talisman would be +14.4 Base Mental state, so we get about 35% of the original effect, compared to the theoretical maximum of 60%.

It is mostly used for early game, or to stack the same talisman on a Primordial Symbols cultivator.

## Random Talismans

These are just nonsense talismans. Draw whatever you like, and get a random effect. These can also happen if you somehow draw a normal talisman badly enough (below 45% accuracy), and it can't match it to any known talisman in the database. You can also obtain them from Invaders. The list of possible effects is :

* Overall Work Efficiency (`GlobalEfficiency`)
* Medicine Craft Speed (`DrugProductSpeed`)
* Healing Estimate (`TreatmentExpectQuality`)
* Cooking Speed (`CookingSpeed`)
* Butchering Speed (`ButcherSpeed`)
* Butchering Yield (`ButcherYieldEfficiency`)
* Stoneworking Speed (`StoneWorkSpeed`)
* Building Speed (`ConstructionSpeed`)
* Farming Speed (`PlantWorkSpeed`)
* Harvesting Speed (`PlantHarvestSpeed`)
* Harvest Yield (`PlantHarvestYieldEfficiency`)
* Mining Speed (`MiningSpeed`)
* Mining Yield (`MiningYieldEfficiency`)
* Crafting Quality Gains (`MadeQualityAddValue`)
* Forging Speed (`SmithingSpeed`)
* Handicraft Speed (`HandworkSpeed`)
* Sewing Speed (`TailoringSpeed`)
* Cutting Speed (`CuttingSpeed`)
* Firefighting Speed (`DisasterFightingSpeed`)
* Cleaning Speed (`CleanSpeed`)
* Base Mood Value (`BaseEmotionAddV`)
* Move Speed (`MoveSpeed`)
* Lowest Temperature Tolerance (`ToleranceTMin`)
* Highest Temperature Tolerance (`ToleranceTMax`)
* Lowest Temperature Tolerance (`ToleranceTMin`)
* Highest Temperature Tolerance (`ToleranceTMax`)
* Natural Resilience (`RecoveryPower`)
* Pain Tolerance (`PainTolerance`)
* Learning Speed (`IntelligenceSkillEXPConstant`)
* Nightmare Occurring Chance (`NightmareHappenPercent`)
* Sweetdream Occurring Chance (`NiceDreamHappenPercent`)
* Energy Consumption Bonus (`FatigueConsumeConstant`)
* Energy Replenishment Bonus (`FatigueRecoveryConstant`)
* Food Consumption Bonus (`NutritionConsumeConstant`)
* Food Replenishment Bonus (`NutritionRecoveryConstant`)
* Water Consumption Bonus (`WaterConsumeConstant`)
* Water Replenishment Bonus (`WaterRecoveryConstant`)
* Recreation Consumption Bonus (`HappyConsumeConstant`)
* Recreation Replenishment Bonus (`HappyRecoveryConstant`)
* Essence Consumption Bonus (`PracticeFoodConsumeConstant`)
* Stamina Replenishment Bonus (`PracticeFoodRecoveryConstant`)
* Potential Bonus (`PotentialOfBasepracticeAddValue`)
* Cultivation Speed Bonus (`DeepPracticeSpeedSpecialCoefficient`)
* Base Mental State (`MindStateBaseValue`)
* Comprehension Intelligence Multiplier (`InspirationCoefficient`)
* Artifact Crafting Speed Bonus (`FabaoMake_SpeedAddV`)
* Artifact Crafting Success Rate Bonus (`FabaoMake_SuccessRateAddV`)
* Artifact Crafting Grade Bonus (`FabaoMake_LingInheritRateAddV`)
* Artifact Crafting Quality Bonus (`FabaoMake_QualityAddV`)
* Base artifact crafting success rate (`FabaoMake_TwelveRateChance`)
* Alchemy Speed Bonus (`DanMake_SpeedAddV`)
* Alchemy Success Rate Bonus (`DanMake_SuccessRateAddV`)
* Alchemy Yield Bonus (`DanMake_YieldAddP`)
* Breakthrough Chance Bonus (`PracticeRateAddPFromDan`)
* Adventure Fly Speed Bonus (`WorldMapFlySpeedAddP`)
* Attainment Bonus (`AbilityLvAddV`): the values are negative, so it reduces Attainment.
* Accuracy in Battle (`NpcFight_BaseHitChance`)
* Dodge in Battle (`NpcFight_BaseDodgeChance`)

Found in AmazingCultivationSimulator\Settings\Practice\Spell\RandomLable.txt

## Talismans by source

### Starting Talismans

Any disciple can always draw these talismans:

* Agility Talisman
* Cold-resistant Talisman
* Heat-resistant Talisman
* Story Talisman
* Talisman of Invisibility

### Talisman of Divinity Mind

The Talisman of Divinity Mind cannot be cannot be drawn on paper, only found as already-drawn object. It is the reward for the Special Adventure Jade Immortal Abode.

### Manuals

The rest of the Talismans are taught by Manuals.

## Code

### Talismans

The talisman effects can be found in in the main <ACS Install Directory>/Settings/Practice/Spell/Spell.xml

You multiply by 0.3 get the per-Tier perfect talisman values

ie: the Story talisman is called Spell\_ReadNovel. And it has BaseEmotionAddV = 35.

35 \* 0.3 = 10.5 mood per Tier.

List of Random Effects (Wild Talismans) found in <ACS Install Directory>/Settings/Practice/Spell/RandomLable.txt

### Talisman Manuals

The talisman manuals can be found in <ACS Install Directory>/Settings/Esoterica/Esoterica\_Spell.xml

## Mods

### GreatPainter

GreatPainter (Mod) simplifies Talisman drawing by allowing you to choose the quality of #Instant Draw, effectively bypassing the actual drawing process.

It also includes 100% chance options for Spiritual and Specter Refinement.

## References

1. ↑ `XiaWorld.UILogicMode_IndividualCommand.Apply2Thing()` for the `g_emIndividualCommandType.PaintCharm` case generates the items, where the quality and fakeness is given by `Wnd.FuPatinter.OnInit()` in the `UIInfo.m_n51.onClick` event handler.
2. ↑ `Wnd_FuPaitinter.QuickP()`
3. ↑ `XiaWorld.UILogicMode_IndividualCommand.GetFuItem() & XiaWorld.PracticeMgr.RandomSpellItem()`
4. ↑ `XiaWorld.ItemThing.GetQualityEquipValue()`, where the value is divided by the 1.2 from exquisite quality as this is what is used for base per-tier effect on this page.