Difference between revisions of "Talismans (manual)"

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(New page: Go back to Game Manual Intellectual Headband Talismans are very special items: they're the source of your hero's power. All heroes start the game wi...)
 
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Go back to [[Game Manual]]
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{{Game Manual}}
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===Talismans===
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{{ManualImage|Headband.gif|Intellectual<br>Headband|right}}Talismans are very special items: they're the source of your hero's power. All heroes start the game with one talisman and must always have one (and only one) on them at all times. There are others that can be found or earned and your hero will have the option to pick which they want to use. Besides letting your character be a super hero, each talisman always has at least one benefit and one weakness. {{ManualImage|shark-necklace.gif|Shark's<br>Tooth<br>Necklace|left}}Powerful talismans may have several of each. Which you choose is up to you, and you can switch them at any time, but the switch comes with a terrible price: part of your experience is locked up inside the talisman you wear, and switching to another drains your hero of 10% of his or her experience points (capped at 20,000 XP). The hero does not lose any skills or levels, but must regain the XP before being able to advance any further.<br>
  
[[image:Headband.gif|right|frame|Intellectual Headband]]
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{{ManualImage|wrench.gif|Swedish<br>Navy<br>Wrench|right}}There is also a Talisman Transmogrifier in the Hideout, which allows your hero to drastically alter their starting talisman, an act so drastic it changes the hero's class and resets your hero all the way to level 1.
Talismans are very special items: they're the source of your hero's power. All heroes start the game with one talisman and must always have one (and only one) on them at all times. There are others that can be found or earned and your hero will have the option to pick which they want to use. Besides letting your character be a super hero, each talisman always has at least one benefit and one
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==Notes==
[[image:shark-necklace.gif|left|frame|Shark's Tooth Necklace]]
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* See [[Talismans (hideout)]] for the hideout options.
weakness. Powerful talismans may have several of each. Which you choose is up to you, and you can switch them at any time, but the switch comes with a terrible price: part of your experience is locked up inside the talisman you wear, and switching to another drains your hero of 10% of his or her experience points. (The hero does not lose any skills or levels, but must regain the XP before being able to advance any further.)
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* See [[Talisman Summary Table]] for a list of talismans and their effects.
[[image:wrench.gif|right|frame|Swedish Navy Wrench]]
 
 
 
=When in Hideout=
 
 
 
Talisman Tabernacle and Transmogrifier
 
Talisman Tabernacle
 
This little nook is where you store your talismans.
 
 
 
Your current talisman is: (Current Talisman)
 
 
 
You have no other talismans and thus cannot switch them (OR) You have X Talisman(s).
 
 
 
Talisman Transmogrifier:
 
This is an insidious little device that you put together one evening when you'd had too much caffeine and couldn't think of anything else to do. From the outside it looks a bit like a cardboard box with a few wires and knobs coming out of it, and one really large "Transmogrify" button.
 
 
 
To be honest, the [[transmogrifier]] kind of scares you. Your notes suggest that anything put inside the box will be bombarded with some kind of horrible ray unknown to most scientists. You've tested it on a few mundane objects, and they've basically disintegrated. In theory if you put some sort of super-powerful object inside, such as, say, a talisman it might survive the ordeal but come out drastically altered. Unfortunately there's also no telling what might happen to the person who was fundamentally tied to the talisman at the time. There's a very good chance that you could lose most or even all of your powers and end up starting over from scratch -- barely more powerful than the average mortal.
 
 
 
On the other hand, change is fun, and it might let you see things from a different perspective.
 
 
 
Your current talisman is: (Current Talisman)
 
 
 
You can transmogrify this talisman into: (X Talisman)
 
'''Transmogrify it'''
 
 
 
=List of Talismans=
 
[[Ember in a Bottle]]
 
 
 
[[Thunder in a Bottle]]
 
 
 
[[Lug-Nut Keychain]]
 
 
 
[[Swedish Navy Wrench]]
 
 
 
[[Shark's Tooth Necklace]]
 
 
 
[[Astral Monkey's Paw Necklace]]
 
 
 
[[Intellectual Headband]]
 
 
 
[[Orb of Insight]]
 
 
 
[[Abaddon Charm]]
 
 
 
[[Paradox Naught]]
 
 
 
[[Ebon Eye of the Deep]]
 
 
 
----
 
 
 
Part of your [[Hideout]].
 
 
 
[[Category: Guides]]
 

Latest revision as of 00:34, 31 May 2010

Game Manual

Character Stats and Info
Classes
Skills
Items
Talismans
The Map
Time, Turns, and Adventures
Combat
Player vs. Player (PvP)
Journal & Quests
Hideout
Sidekicks
Auctions & Trade
Mall & Player Shops
Chat
Retcon
Getting Started
FAQ
Credits

Talismans

Headband.gif
Intellectual
Headband
Talismans are very special items: they're the source of your hero's power. All heroes start the game with one talisman and must always have one (and only one) on them at all times. There are others that can be found or earned and your hero will have the option to pick which they want to use. Besides letting your character be a super hero, each talisman always has at least one benefit and one weakness.
Shark-necklace.gif
Shark's
Tooth
Necklace
Powerful talismans may have several of each. Which you choose is up to you, and you can switch them at any time, but the switch comes with a terrible price: part of your experience is locked up inside the talisman you wear, and switching to another drains your hero of 10% of his or her experience points (capped at 20,000 XP). The hero does not lose any skills or levels, but must regain the XP before being able to advance any further.
Wrench.gif
Swedish
Navy
Wrench
There is also a Talisman Transmogrifier in the Hideout, which allows your hero to drastically alter their starting talisman, an act so drastic it changes the hero's class and resets your hero all the way to level 1.


Notes