Talisman: Digital Edition

Talisman: Digital Edition

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The Roleplayer’s Guide to Talisman Inventing
(1 of 3)

Hi all, I’ve been messing around with the Clockwork expansion’s inventions system, and I thought I’d report in and share what I've learned about the system’s various elements.

Of course, there’s nothing mysterious about the main process—combining different material cards to create inventions with desired game effects—because each effect is written on its corresponding material card. Nothing funky there. (Though there are some undocumented and/or glitchy oddities; see below.) The Harmony mechanic is also straightforward: some materials have different effects when combined ("Harmonized") with certain other materials. Other elements, however, aren’t as transparent. The inventions’ names, appearances, visual effects, etc., are also determined by the materials used, but experimentation is required to figure out the logic behind them. Hopefully the following results will be helpful, or at least interesting, to some.

(I call this a “Roleplayer’s” guide because manipulating most of these elements has no effect whatsoever on gameplay. If all you care about is an invention's abilities, the bulk of this information will be of no interest. Rather, this is about customizing each invention’s ‘flavor’ to be more appropriate to how you imagine your character. I get a big kick out of such imagining, and I know there are others who do as well. For example, regardless of a weapon's game effects, if I’m playing as the Ogre Chieftain, I’m gonna want a big, primitive-looking bone to pound monsters with, whereas as the Pirate, I’d prefer a cutlass. Or, sometimes I want my nice new armor to be “of Flexibility” instead of “Leather” (because I don't imagine it being leather), even though both of those names confer the exact same game effect. Similarly, though their game effects are exactly the same, there’s a world of imaginative difference between a Sentient Globe of the Valley and an Eternal Automaton of Lightning (each of which, again, provides the exact same game effects): I imagine the former to be an intelligent floating orb that advises me on matters of the Inner Realm, while the other evokes the image of a lumbering bodyguard of unknown age and powered by unknown forces. By manipulating the elements broken down below, you can exert some 'roleplaying flavor control' over your inventions, above and beyond their game effects.)

The basic mechanics are very simple. Each invention is composed of three materials, each of which affects the invention in multiple ways. (Note – I haven’t experimented with the Engineer’s ability to craft inventions from two materials instead of three.) Those ways include:
  • the invention's game effects, obviously
  • the basic item type: axe, tiara, jewel, etc.
  • the prefix of the invention's name: "Engraved [item]", "Harmonic [item]", etc.
  • the suffix of the invention's name: "[item] of Fire", "[item] of Strength", etc.
  • the color of the invention's aura/glow
  • the color and texture of the invention's background
  • ...perhaps other, subtler, elements? If you find something else, let me know and I'll update.
The first of those elements concerns gameplay, and is, again, trivial to figure out. You don't even need to be in the game to plan out desired item effects; just take a look at the cards in the "Browse Pack" option in the game setup and you'll see all you need to know. If you're like me, you have more fun figuring things out as you go rather than examining the "Browse Pack" option, but the mechanics are no less straightforward. I've gone ahead and provided a breakdown of the item effects in part 2 of this guide, purely for the sake of completion, but the guide overall is more focused on the other elements. The game effects can also be seen in the big consolidated breakdown in part 3.

That leaves all of the other, non-gameplay, elements...and they are all dictated by one simple mechanic: the order in which the materials are combined. That's it. For example, if you click on the Cold Iron material as the first material being combined, you will end up with a Winter Sword, regardless of everything else. If you click on Cold Iron as the second material, you will end up with a "Frozen" item, regardless of everything else, and the item's background will be light-grey stone. If you click on Cold Iron as the third material, you will end up with an item "of Ice", and it will have a light blue aura. With this simple tool in hand, you can control a number of the cosmetic elements of your inventions.

Here's how it all breaks down.

  • The first material chosen determines the invention's item type and base appearance, like so:
    • Adamantite = Rod
    • Blackpowder = Bomb
    • Bone = Bone (a primitive club-like weapon)
    • Bronze = Axe
    • Cold Iron = Winter Sword
    • Crystal = Crystal
    • Dark Steel = Cutlass
    • Demonic Hide = Grimoire
    • Draconic Scale = Scale Shield
    • Ent Wood = Wand
    • Eternal Fire = Talisman
    • Faerie Dust = Tiara
    • Geode = Jewel
    • Glimmer Cloth = Hood
    • Gold = Treasure (a statuette)
    • Holy Blood = Lance
    • Ivory = Horn (a tusk-like musical instrument)
    • Leather = Pauldrons (shoulder armor)
    • Mythril = Armour (metallic breastplate and helmet)
    • Nymph Hair = Weaving (a braid of hair with feathers)
    • Parchment = Scroll
    • Pegasus Feather = Wings
    • Resonant Quartz = Timepiece (a pocket watch)
    • Rune Stone = Power Stone (a chunk of rock with an inscribed rune)
    • Soul Stone = Automaton (a simple robot)
    • Storm Core = Globe
    • Tanglethorn: Wreath (a crown of thorns)
    • Venom = Arrow (including a vial of poison)
    • Void Rock = Amulet
    • Wood = Staff
    So, that means that choosing Bronze as the first material in the combination will always produce an Axe of some sort, independent of the name's prefix or suffix, and independent of the invention's non-Bronze gameplay effects. If you want the effects of Bronze in the invention (a weapon with +1 to Strength in battle) but you'd rather not have an axe, simply click on the Bronze material as your second or third material, not the first.

  • The second material chosen determines two things: the invention's name prefix and background color & texture. For the latter, the color and texture are exactly those shown on the material card itself, so I haven't bothered to describe them here.
    • Adamantite = "Indestructible _____"
    • Blackpowder = "Explosive _____"
    • Bone = "Tribal _____"
    • Bronze = "Bronze _____"
    • Cold Iron = "Frozen _____"
    • Crystal = "Crystalline _____"
    • Dark Steel = "Dark _____"
    • Demonic Hide = "Demonic _____"
    • Draconic Scale = "Draconic _____"
    • Ent Wood = "Engraved _____"
    • Eternal Fire = "Eternal _____"
    • Faerie Dust = "Twinkling _____"
    • Geode = "Shiny _____"
    • Glimmer Cloth = "Cloaking _____"
    • Gold = "Coveted _____"
    • Holy Blood = "Holy _____"
    • Ivory = "Ivory _____"
    • Leather = "Leather _____"
    • Mythril = "Shimmering _____"
    • Nymph Hair = "Lucky _____"
    • Parchment = "Insightful _____"
    • Pegasus Feather = "Flying _____"
    • Resonant Quartz = "Harmonic _____"
    • Rune Stone = "Runic _____"
    • Soul Stone = "Sentient _____"
    • Storm Core = "Energised _____"
    • Tanglethorn = "Spiked _____"
    • Venom = "Toxic _____"
    • Void Rock = "Anti-Magic _____"
    • Wood = "Wooden _____"
    So, that means that choosing Bronze as the second material in the combination will always produce an invention that is a "Bronze _____ of _____", independent of the item type or suffix and independent of the invention's non-Bronze gameplay effects. If you want that '+1 Strength in battle' effect but don't want a "Bronze" item, make sure not to choose Bronze as the second material.

  • The third material chosen determines two things: the invention's name suffix and aura color, like so:
    • Adamantite = "_____ of Indestructibility", with a blue-grey aura
    • Blackpowder = "_____ of Destruction", with a yellow-orange aura
    • Bone = "_____ of Bones", with a pale yellow aura
    • Bronze = "_____ of Strength", with a bright orange aura
    • Cold Iron = "_____ of Ice", with a light blue aura
    • Crystal = "_____ of Clarity", with a neon blue aura
    • Dark Steel = "_____ of Darkness", with a blue aura
    • Demonic Hide = "_____ of Evil", with a blood-red aura
    • Draconic Scale = "_____ of Fire", with a green aura (yep, green)
    • Ent Wood = "_____ of Power", with an orange aura
    • Eternal Fire = "_____ of the Valley", with a bright red aura
    • Faerie Dust = "_____ of Grace", with a pink aura
    • Geode = "_____ of Beauty", with a dull lavender aura
    • Glimmer Cloth = "_____ of Invisibility", with a purple aura
    • Gold = "_____ of Intrigue", with a yellow-gold aura
    • Holy Blood = "_____ of Purity", with a lavender aura
    • Ivory = "_____ of Summoning", with a white aura
    • Leather = "_____ of Flexibility", with a dull orange aura
    • Mythril = "_____ of Protection", with a grey-blue aura
    • Nymph Hair = "_____ of Luck", with a white-yellow aura
    • Parchment = "_____ of Insight", with a cream aura
    • Pegasus Feather = "_____ of Flight", with a pale pink aura
    • Resonant Quartz = "_____ of Harmony", with a purple aura
    • Rune Stone = "_____ of Runes", with a white/grey aura
    • Soul Stone = "_____ of Wit", with a green aura
    • Storm Core = "_____ of Lightning", with a pale green aura
    • Tanglethorn = "_____ of Thorns", with a yellow-orange aura
    • Venom = "_____ of Poison", with a green aura
    • Void Rock = "_____ of Nullification", with a neon green aura
    • Wood = "_____ of Dullness", with an orange aura
    So, that means that choosing Bronze as the third material in the combination will always produce an invention that is "_____ _____ of Strength", independent of the item type or prefix and independent of the invention's non-Bronze gameplay effects. If you want that '+1 Strength in battle' effect but don't want an item "of Strength", make sure not to choose Bronze as the third material.

There we go! What this means from a top-down view is that for every single unique combination of item effects, there are six different names & item types/colors/etc. possible. (Assuming three different materials are being combined, of course. Only three options exist when two of the materials are the same, and only a single option if three copies of the same material are being combined.) For example, the combination of Crystal, Rune Stone, and Ent Wood could result in:
  • a Runic Crystal of Power (Crystal + Rune Stone + Ent Wood)
  • a Crystalline Power Stone of Power (Rune Stone + Crystal + Ent Wood)
  • a Crystalline Wand of Runes (Ent Wood + Crystal + Rune Stone)
  • an Engraved Crystal of Runes (Crystal + Ent Wood + Rune Stone)
  • an Engraved Power Stone of Clarity (Rune Stone + Ent Wood + Crystal)
  • a Runic Wand of Clarity (Ent Wood + Rune Stone + Crystal)
When combining these three materials, armed with the above information, you can choose the exact item type that sounds coolest or most character-appropriate. Fun!

Perhaps there are other elements that are determined by other factors, but this is what I've observed so far. Let me know if you spot others! Devs, I'd love it if some additional cosmetic touches could be added down the road: say, if crafting an invention in the Woodland realm added a leaf motif, or if crafting an invention in the Graveyard added a skull, etc. (Ditto for gameplay additions: perhaps an invention crafted in the Graveyard could have an added "+1 to attack roll against Spirits" effect, for example.) ...of course I'm just pipe-dreaming here.
Last edited by Lochlann; Sep 6 @ 3:25am
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(2 of 3)

For the sake of completion, I've also included a breakdown of each material's gameplay effects, though that doesn't concern roleplaying. I've categorized them by type of effect rather than by material so it's easier to find the effect you're looking for. The order of combination makes no difference here; the effects are the same regardless of all of the above cosmetic elements.

  • Item types
    • Objects (the invention will be an Object if all three components are from this list)
      • Adamantite, Blackpowder, Bone, Bronze, Geode, Gold, Ivory, Leather, Resonant Quartz, Tanglethorn, Venom, Void Rock, Wood
    • Magic Objects (the invention will be a Magic Object if one or more of its components is from this list)
      • Cold Iron, Crystal, Dark Steel, Demonic Hide, Draconic Steel, Ent Wood, Faerie Dust, Glimmer Cloth, Holy Blood, Mythril, Nymph Hair, Parchment, Pegasus Feather, Rune Stone, Soul Stone, Storm Core
    • Followers (the invention will be a Follower if one or more of its components is from this list)
      • Soul Stone
    • Trinket (the invention will function as a Trinket if one or more of its components is from this list)
      • Faerie Dust
    • Armour (the invention will function as Armour if one or more of its components is from this list)
      • Demonic Hide (unless in Harmony with Holy Blood)
      • Draconic Scale (if in Harmony with Leather or Mythril)
      • Leather
      • Mythril
    • Weapons (the invention will function as a Weapon if one or more of its components is from this list)
      • Bronze
      • Cold Iron
      • Dark Steel
      • Ent Wood
      • Holy Blood
      • Rune Stone (unless in Harmony with another Rune Stone)
  • Combat effects – stats (many, perhaps all, of these are stackable when combined with identical or similar effects)
    • +1 to Strength in battle
      • Bronze
      • Cold Iron
    • +2 to Strength in battle
      • Dark Steel (unless in Harmony with Bronze or Cold Iron)
    • +4 to Strength in battle
      • Dark Steel (if in Harmony with Bronze or Cold Iron)
    • +1 to Craft in psychic combat
      • Ent Wood (unless in Harmony with Wood)
      • Parchment (unless in Harmony with Crystal or Rune Stone)
      • Rune Stone (unless in Harmony with another Rune Stone)
    • +3 to Craft in psychic combat
      • Ent Wood (if in Harmony with Wood)
    • +3 to Strength or Craft in (either type of) combat against Demons, Dragons, Spirits, and Undead
      • Holy Blood (unless in Harmony with Demonic Hide)
    • +3 to attack roll in (either type of) combat
      • Tanglethorn (if in Harmony with Blackpowder) – usable once per battle; requires dismantling
      • Soul Stone (if in Harmony with Demonic Hide)
    • +5 to attack roll in (either type of) combat
      • Blackpowder (unless in Harmony with Eternal Fire) – usable once per battle; requires dismantling
  • Combat effects – victory
    • If you win in psychic combat with this equipped, you may take a Spell card
      • Rune Stone (unless in Harmony with another Rune Stone)
    • If you defeat another character in battle or psychic combat, they must miss their next turn
      • Cold Iron
    • If you defeat another character in battle or psychic combat and cause them to lose a Life, you may force them to lose 1 additional Life
      • Venom (unless in Harmony with Tanglethorn)
  • Combat effects – defeat
    • If you are defeated in battle and lost a Life, roll 1 die; on a 6+ roll, you do not lose a life, but you still lose the battle
      • Leather
    • If you are defeated in battle and lost a Life, roll 1 die; on a 4+ roll, you do not lose a life, but you still lose the battle
      • Draconic Scale (if in Harmony with Leather or Mythril)
      • Mythril
    • If you are defeated in psychic combat and lost a Life, roll 1 die; on a 5+ roll, you do not lose a life, but you still lose the battle
      • Demonic Hide (unless in Harmony with Holy Blood)
    • If you are defeated by another character in battle and would lose a Life, they must lose 1 Life as well
      • Venom (if in Harmony with Tanglethorn)
    • If you lose an attack against another character, they must take this invention instead of their normal reward
      • Gold
  • Combat effects – other
    • You may evade in battle or psychic combat
      • Glimmer Cloth (unless in Harmony with Mythril)
    • When you engage another character in battle, you may roll 1 die; if the result is 6, they lose 1 Life
      • Draconic Scale (unless in Harmony with Leather or Mythril)
    • When you attack another character or creature in battle, they may not roll a die to add to their Strength
      • Glimmer Cloth (if in Harmony with Mythril)
    • Immunity to Dragons' breath attacks
      • Draconic Scale (if in Harmony with Leather or Mythril)
  • Spell effects
    • Spell limit is increased by 1
      • Crystal
    • You may gain 1 Spell at the start of your turn, Craft allowing
      • Rune Stone (if in Harmony with another Rune Stone)
    • Whenever you draw a Spell you do not wish to keep, you may discard it and draw another one to replace it, which you must keep
      • Parchment (if in Harmony with Crystal or Rune Stone)
    • If you win in psychic combat with this equipped, you may take a Spell card
      • Rune Stone (unless in Harmony with another Rune Stone)
    • Immunity to Spells (other than the Command Spell)
      • Void Rock (if in Harmony with Crystal, Ent Wood, or Rune Stone)
    • Immunity to Spells (other than the Command Spell) and inability to cast Spells
      • Void Rock (unless in Harmony with Crystal, Ent Wood, or Rune Stone)
  • Dismantle effects
    • The invention cannot be dismantled
      • Adamantite
    • You must immediately dismantle the invention
      • Holy Blood (if in Harmony with Demonic Hide)
    • You must immediately dismantle the invention and lose 1 Life
      • Blackpowder (if in Harmony with Eternal Fire)
  • Other
    • Acts as a Talisman (allows the bearer to enter the Valley of Fire)
      • Eternal Fire
    • At the start of your turn, you may cross the Storm River instead of your normal move
      • Pegasus Feather
    • Gain an additional Fate whenever gaining Fate
      • Nymph Hair
    • Replenish 1 Fate when landing on the Woods or Forest
      • Faerie Dust (if in Harmony with Nymph Hair)
    • While visiting the Alchemist, you may discard to gain 4 Gold
      • Geode
    • You may dismantle to immediately end your turn and take an additional turn after this one
      • Storm Core (if in Harmony with Cold Iron)
    • You may dismantle to take an additional turn after this one
      • Storm Core (unless in Harmony with Cold Iron)
    • You may discard a drawn Enemy and replace it with any other faceup Enemy on the board with higher Strength or Craft
      • Ivory
    • You may discard any Followers to add 1 to Strength and Craft until the end of the turn
      • Demonic Hide (if in Harmony with Holy Blood) – you must dismantle immediately
    • Triggers Harmonies on the other Materials used
      • Resonant Quartz
    • Null
      • Bone
      • Wood
Many of these effects are stackable, with powerful results. For example:
  • combining Dark Steel, Dark Steel, and Bronze produces a weapon with +9 to Strength in battle
  • combining three Crystals together produces an item that raises your spell limit by 3
  • combining Mythril, Draconic Scale, and Glimmer Cloth produces armour that saves you on a roll of 1+ (plus renders you immune to dragons' breath and prevents attacked enemies from rolling a die to add to their Strength)
There are even some undocumented synergies: combining Gold and Geode together raises the turn-in Gold amount from 4 to 11(!), despite this being mentioned nowhere in the descriptions of those materials. (Combining 2 Geodes with Gold raises the amount to 15, not the 8 you would expect from the documentation.) More bizarrely, and perhaps (probably?) the result of a glitch, combining Gold, Draconic Scale, and Cold Iron forces a character who rolls a 6 in battle to lose 6 life(!). I haven't tested the latter in play; I'm just going by what is printed on the invention.
Last edited by Lochlann; Sep 5 @ 6:06am
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Right, so! Putting all of these roleplaying and gameplay mechanics together on a material-by-material basis produces the following:
  • Adamantite (x1)
    • game effect: prevents the invention from being dismantled
    • chosen first in the combo: sets base item type to Rod
    • chosen second in the combo:
      • sets name prefix to "Indestructible _____"
      • provides Adamantite's background color & texture
    • chosen third in the combo:
      • sets name suffix to "_____ of Indestructibility"
      • adds a blue-grey aura
  • Blackpowder (x1)
    • game effect: dismantle to add 5 to attack roll, once per battle; if Harmonized with Eternal Fire, the invention must be immediately dismantled with a loss of 1 Life
    • chosen first in the combo: sets base item type to Bomb
    • chosen second in the combo:
      • sets name prefix to "Explosive _____"
      • provides Blackpowder's background color & texture
    • chosen third in the combo:
      • sets name suffix to "_____ of Destruction"
      • adds a yellow-orange aura
  • Bone (x3)
    • game effect: none
    • chosen first in the combo: sets base item type to Bone (a primitive club-like weapon)
    • chosen second in the combo:
      • sets name prefix to "Tribal _____"
      • provides Bone's background color & texture
    • chosen third in the combo:
      • sets name suffix to "_____ of Bones"
      • adds a pale yellow aura
  • Bronze (x5)
    • game effect: adds +1 to Strength in battle (stackable); makes the item a Weapon
    • chosen first in the combo: sets base item type to Axe
    • chosen second in the combo:
      • sets name prefix to "Bronze _____"
      • provides Bronze's background color & texture
    • chosen third in the combo:
      • sets name suffix to "_____ of Strength"
      • adds a bright orange aura
  • Cold Iron (x2)
    • game effect: adds +1 to Strength in battle (stackable); when used to defeat another character in battle or psychic combat, they must miss the next turn; makes the item a Weapon and a Magic Object
    • chosen first in the combo: sets base item type to Winter Sword
    • chosen second in the combo:
      • sets name prefix to "Frozen _____"
      • provides Cold Iron's background color & texture
    • chosen third in the combo:
      • sets name suffix to "_____ of Ice"
      • adds a light blue aura
  • Crystal (x3)
    • game effect: raises Spell limit by 1 (stackable); makes the invention a Magic Object
    • chosen first in the combo: sets base item type to Crystal
    • chosen second in the combo:
      • sets name prefix to "Crystalline _____"
      • provides Crystal's background color & texture
    • chosen third in the combo:
      • sets name suffix to "_____ of Clarity"
      • adds a neon blue aura
  • Dark Steel (x2)
    • game effect: adds +2 to Strength in battle (+4 if Harmonized with Bronze or Cold Iron) (stackable); makes the item a Weapon and a Magic Object
    • chosen first in the combo: sets base item type to Cutlass
    • chosen second in the combo:
      • sets name prefix to "Dark _____"
      • provides Dark Steel's background color & texture
    • chosen third in the combo:
      • sets name suffix to "_____ of Darkness"
      • adds a blue aura
  • Demonic Hide (x2)
    • game effect: saves loss of Life in psychic combat defeat on a roll of 5+ (stackable) and makes the item Armour and a Magic Object, unless Harmonized with Holy Blood (in which case the item is immediately dismantled and Followers can be discarded to add +1 Strength and Craft until the end of the turn)
    • chosen first in the combo: sets base item type to Grimoire
    • chosen second in the combo:
      • sets name prefix to "Demonic _____"
      • provides Demonic Hide's background color & texture
    • chosen third in the combo:
      • sets name suffix to "_____ of Evil"
      • adds a blood-red aura
  • Draconic Scale (x2)
    • game effect: characters engaged in battle lose 1 Life on a roll of 6; instead, if Harmonized with Leather or Mythril, saves loss of Life in battle defeat on a roll of 4+ (stackable) and makes the item Armour; makes the item a Magic Object
    • chosen first in the combo: sets base item type to Scale Shield
    • chosen second in the combo:
      • sets name prefix to "Draconic _____"
      • provides Draconic Scale's background color & texture
    • chosen third in the combo:
      • sets name suffix to "_____ of Fire"
      • adds a green aura
  • Ent Wood (x2)
    • game effect: adds +1 to Craft in psychic combat (+3 if Harmonized with Wood) (stackable); makes the item a Weapon and a Magic Object
    • chosen first in the combo: sets base item type to Wand
    • chosen second in the combo:
      • sets name prefix to "Engraved _____"
      • provides Ent Wood's background color & texture
    • chosen third in the combo:
      • sets name suffix to "_____ of Power"
      • adds an orange aura
  • Eternal Fire (x1)
    • game effect: acts as a Talisman; makes the item a Magic Object
    • chosen first in the combo: sets base item type to Talisman
    • chosen second in the combo:
      • sets name prefix to "Eternal _____"
      • provides Eternal Fire's background color & texture
    • chosen third in the combo:
      • sets name suffix to "_____ of the Valley"
      • adds a bright red aura
  • Faerie Dust (x2)
    • game effect: makes the item a Trinket and Magic Object; if Harmonized with Nymph Hair, it also allows you to replenish 1 Fate in the Woods and Forest
    • chosen first in the combo: sets base item type to Tiara
    • chosen second in the combo:
      • sets name prefix to "Twinkling _____"
      • provides Faerie Dust's background color & texture
    • chosen third in the combo:
      • sets name suffix to "_____ of Grace"
      • adds a pink aura
  • Geode (x4)
    • game effect: can be exchanged for 4 gold at the Alchemist's (stackable, and heightened when combined with Gold (undocumented))
    • chosen first in the combo: sets base item type to Jewel
    • chosen second in the combo:
      • sets name prefix to "Shiny _____"
      • provides Geode's background color & texture
    • chosen third in the combo:
      • sets name suffix to "_____ of Beauty"
      • adds a dull lavender aura
  • Glimmer Cloth (x1)
    • game effect: allows evasion from battle; instead, if Harmonized with Mythril, prevents characters and creatures from rolling a die to add to Strength in combat; makes the item a Magic Object
    • chosen first in the combo: sets base item type to Hood
    • chosen second in the combo:
      • sets name prefix to "Cloaking _____"
      • provides Glimmer Cloth's background color & texture
    • chosen third in the combo:
      • sets name suffix to "_____ of Invisibility"
      • adds a purple aura
  • Gold (x1)
    • game effect: when an attack is lost against another player, they must take this item instead of their normal reward; also increases the value of Geode's gold exchange (undocumented)
    • chosen first in the combo: sets base item type to Treasure (a statuette)
    • chosen second in the combo:
      • sets name prefix to "Coveted _____"
      • provides Gold's background color & texture
    • chosen third in the combo:
      • sets name suffix to "_____ of Intrigue"
      • adds a yellow-gold aura
  • Holy Blood (x2)
    • game effect: adds 3 to Strength or Craft when fighting Demons, Dragons, Spirits, and Undead (although if Harmonized with Demonic Hide, it must be immediately dismantled); makes the item a Weapon and a Magic Object
    • chosen first in the combo: sets base item type to Lance
    • chosen second in the combo:
      • sets name prefix to "Holy _____"
      • provides Holy Blood's background color & texture
    • chosen third in the combo:
      • sets name suffix to "_____ of Purity"
      • adds a lavender aura
  • Ivory (x1)
    • game effect: drawn Enemies may be discarded and replaced with another faceup Enemy of higher Strength or Craft
    • chosen first in the combo: sets base item type to Horn (of the drinking/blowing variety)
    • chosen second in the combo:
      • sets name prefix to "Ivory _____"
      • provides Ivory's background color & texture
    • chosen third in the combo:
      • sets name suffix to "_____ of Summoning"
      • adds a white aura
  • Leather (x5)
    • game effect: saves loss of Life in battle defeat on a roll of 6+ (stackable); makes the item Armour
    • chosen first in the combo: sets base item type to Pauldrons (shoulder armor)
    • chosen second in the combo:
      • sets name prefix to "Leather _____"
      • provides Leather's background color & texture
    • chosen third in the combo:
      • sets name suffix to "_____ of Flexibility"
      • adds a dull orange aura
  • Mythril (x1)
    • game effect: saves loss of Life in battle defeat on a roll of 4+ (stackable); makes the item Armour and a Magic Object
    • chosen first in the combo: sets base item type to Armor (metallic breastplate and helmet)
    • chosen second in the combo:
      • sets name prefix to "Shimmering _____"
      • provides Mythril's background color & texture
    • chosen third in the combo:
      • sets name suffix to "_____ of Protection"
      • adds a grey-blue aura
  • Nymph Hair (x2)
    • game effect: gain an additional Fate upon gaining Fate; makes the item a Magic Object
    • chosen first in the combo: sets base item type to Weaving (a braid of hair with feathers)
    • chosen second in the combo:
      • sets name prefix to "Lucky _____"
      • provides Nymph Hair's background color & texture
    • chosen third in the combo:
      • sets name suffix to "_____ of Luck"
      • adds a white-yellow aura
  • Parchment (x4)
    • game effect: adds +1 to Craft in psychic combat (stackable); instead, if Harmonized with Crystal or Rune Stone, allows you to discard a drawn Spell and choose a new one; makes the item a Magic Object
    • chosen first in the combo: sets base item type to Scroll
    • chosen second in the combo:
      • sets name prefix to "Insightful _____"
      • provides Parchment's background color & texture
    • chosen third in the combo:
      • sets name suffix to "_____ of Insight"
      • adds a cream aura
  • Pegasus Feather (x1)
    • game effect: permits crossing of the Storm River instead of a normal move; makes the item a Magic Object
    • chosen first in the combo: sets base item type to Wings
    • chosen second in the combo:
      • sets name prefix to "Flying _____"
      • provides Pegasus Feather's background color & texture
    • chosen third in the combo:
      • sets name suffix to "_____ of Flight"
      • adds a pale pink aura
  • Resonant Quartz (x1)
    • game effect: triggers Harmonies on other materials being combined
    • chosen first in the combo: sets base item type to Timepiece (a pocket watch)
    • chosen second in the combo:
      • sets name prefix to "Harmonic _____"
      • provides Resonant Quartz's background color & texture
    • chosen third in the combo:
      • sets name suffix to "_____ of Harmony"
      • adds a purple aura
  • Rune Stone (x3)
    • game effect: adds +1 to Craft in psychic combat (stackable), gives a Spell when used in a victory in psychic combat, and makes the item a Weapon; instead, if Harmonized with another Rune Stone, grants 1 Spell at the start of the turn (Craft allowing); makes the item a Magic Object
    • chosen first in the combo: sets base item type to Power Stone (a rock with a carved rune)
    • chosen second in the combo:
      • sets name prefix to "Runic _____"
      • provides Rune Stone's background color & texture
    • chosen third in the combo:
      • sets name suffix to "_____ of Runes"
      • adds a white/grey aura
  • Soul Stone (x1)
    • game effect: makes the invention a Follower; also, if Harmonized with Demonic Hide, adds +3 to attack roll (in battle and psychic combat)
    • chosen first in the combo: sets base item type to Automaton (a simple robot)
    • chosen second in the combo:
      • sets name prefix to "Sentient _____"
      • provides Soul Stone's background color & texture
    • chosen third in the combo:
      • sets name suffix to "_____ of Wit"
      • adds a green aura
  • Storm Core (x2)
    • game effect: dismantling the item provides an additional turn; also, if Harmonized with Cold Iron, immediately ends the current turn before the bonus turn; makes the item a Magic Object
    • chosen first in the combo: sets base item type to Globe
    • chosen second in the combo:
      • sets name prefix to "Energised _____"
      • provides Storm Core's background color & texture
    • chosen third in the combo:
      • sets name suffix to "_____ of Lightning"
      • adds a pale green aura
  • Tanglethorn (x1)
    • game effect: if Harmonized with Blackpowder, the item can be dismantled once per battle to add +3 to your attack roll
    • chosen first in the combo: sets base item type to Wreath (crown of thorns)
    • chosen second in the combo:
      • sets name prefix to "Spiked _____"
      • provides Tanglethorn's background color & texture
    • chosen third in the combo:
      • sets name suffix to "_____ of Thorns"
      • adds a yellow-orange aura
  • Venom (x2)
    • game effect: when your defeat of another character forces them to lose a Life, they must lose 1 additional Life; instead, if Harmonized with Tanglethorn, characters who defeat you and take a Life must also lose 1 Life
    • chosen first in the combo: sets base item type to Arrow (with a vial of poison)
    • chosen second in the combo:
      • sets name prefix to "Toxic _____"
      • provides Venom's background color & texture
    • chosen third in the combo:
      • sets name suffix to "_____ of Poison"
      • adds a green aura
  • Void Rock (x1)
    • game effect: grants immunity to Spells (except the Command Spell) but—unless Harmonized with Crystal, Ent Wood, or Rune Stone—prevents you from casting any Spells
    • chosen first in the combo: sets base item type to Amulet
    • chosen second in the combo:
      • sets name prefix to "Anti-Magic _____"
      • provides Void Rock's background color & texture
    • chosen third in the combo:
      • sets name suffix to "_____ of Nullification"
      • adds a neon green aura
  • Wood (x4)
    • game effect: none
    • chosen first in the combo: sets base item type to Staff
    • chosen second in the combo:
      • sets name prefix to "Wooden _____"
      • provides Wood's background color & texture
    • chosen third in the combo:
      • sets name suffix to "_____ of Dullness"
      • adds an orange aura
Right! I hope this has been interesting, entertaining, and/or useful. Happy inventing and roleplaying! If anything here is incomplete, please let me know and I'll be happy to update it.
Bravo! This deserves to be pinned, if not included in the game itself!
Thanks! Perhaps if others find it helpful, an admin could pin it, yeah. I didn't set out to make this as exhaustive as it is, but it just kept on growing...
Last edited by Lochlann; Sep 5 @ 6:09am
That's some huge work!

imo you should publish this as a Steam guide rather than a simple thread, you will have a lot more visibility that way, and it will last longer too before it is forgotten :)

You would just need some picture (i guess you can take a screenshot of an invention you like), a description, and to cut it down into several sections.

https://steamcommunity.com/app/247000/guides/
Incredible, many thanks for your work! :steamhappy:

And yes, please do as potterman suggests and post this as a guide.
Last edited by cheshirecatgirl; Sep 5 @ 9:24am
Great work indeed!
Tom Young  [developer] Sep 5 @ 9:06am 
This is awesome! Would you be alright with this getting shared on the Nomad Games/Talisman social pages? I think the community would really like this.
This is incredible work, thank you! BRB I'm off to see if I can craft myself a Shiny Bone of Bones.
Last edited by tragedytrousers; Sep 5 @ 10:02am
ratedx73 Sep 5 @ 10:34am 
Originally posted by Tom Young:
This is awesome! Would you be alright with this getting shared on the Nomad Games/Talisman social pages? I think the community would really like this.

I wouldn't mind seeing this pinned, at the very least. I never read it in full, but it looks amazing.
Tom Young  [developer] Sep 5 @ 11:57am 
Originally posted by ratedx73:
Originally posted by Tom Young:
This is awesome! Would you be alright with this getting shared on the Nomad Games/Talisman social pages? I think the community would really like this.

I wouldn't mind seeing this pinned, at the very least. I never read it in full, but it looks amazing.

This has now been pinned! :cozybethesda:
Lochlann Sep 5 @ 12:43pm 
Thanks everyone! I'm glad others are getting a kick out of it.


Originally posted by potterman28wxcv:
imo you should publish this as a Steam guide rather than a simple thread, you will have a lot more visibility that way, and it will last longer too before it is forgotten :)

You would just need some picture (i guess you can take a screenshot of an invention you like), a description, and to cut it down into several sections.

https://steamcommunity.com/app/247000/guides/
Thanks, I'll look into that. I haven't messed around much with the guides, so the idea never crossed my mind, but now that you mention it...yeah, good idea.

Originally posted by Tom Young:
This is awesome! Would you be alright with this getting shared on the Nomad Games/Talisman social pages? I think the community would really like this.
Thanks! Certainly, I'm happy for it to be shared wherever it would help or amuse people.

Originally posted by tragedytrousers:
This is incredible work, thank you! BRB I'm off to see if I can craft myself a Shiny Bone of Bones.
Haha, nice! I recently crafted a nice Demonic Tiara of Wit, literally a devil sitting atop my head and giving me bad advice...and was promptly whisked away to the Warlock, having forgotten that I had an active "Deliver 1 Follower" quest. :/ Oops.
I'm working on converting this to a formal guide, as suggested by others here, but I'm having trouble finding images to use. Is there an online source of relevant images? (Of Cog, various material cards, etc.) I've tried converting the game's .DDS files (found zipped up in the SteamLibrary > steamapps > common > Talisman folder) into file types usable by the guide creator, but none of the dozen or more conversion programs or web pages I've tried seems to work. (I have no idea why. All the images are there, but they're useless to me.) Am I limited to taking in-game screenshots and cropping them down, or is there a repository from which I can grab images? Thanks.
This is amazingly detailed work.
Great job ^_^
Thank for your time Bro :love:
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