The talisman is a returning feature in GemCraft Lost Chapter: Frostborn Wrath, which was introduced in GemCraft Chapter 2: Chasing Shadows. The format is quite different however as each fragment is shaped like a jigsaw puzzle piece and can hold up to 25 fragments. Each fragment can have symbols etched on it, known as runes. All of the talisman properties from Chasing Shadows return here, but there are also additional new properties unique to Frostborn Wrath. Players start with 5 talisman slots available, with additional slots unlocked by high payments of Shadow Cores.
The following is a table of the costs to unlock the slots of the talisman. Slots with a cost of 0 are unlocked at the start.
In order to unlock all talisman slots, it will cost 90,600 shadow cores.
The number of waves a battle has is used to determine how many fragments will be dropped from monsters. These fragments will be dropped by monsters in waves with numbers between 45% and 90% of the total number of waves. If you haven't opened a stash on the field the battle is being played on, regardless of the mode the stash is in or whether the stash even exists at all, then the number of fragments which will be dropped from monsters will be capped at 3.
|Fragment number||Chance of dropping||
Minimum number of waves needed
|Number of waves needed to guarantee drop|
|1||waves / 40||1||40|
|2||(waves - 20) / 60||21||80|
|3||(waves - 60) / 80||61||140|
|4||(waves - 100) / 100||101||200|
|5||(waves - 170) / 150||171||320|
|6||(waves - 250) / 250||251||500|
When a fragment drops from a monster, the chances of it being each fragment type are determined by your wizard level.
|Wizard Level||Inner Chance||Edge Chance||Corner Chance|
When a battle is started, the rarity of any fragments dropped in a battle is set to a range. The following factors affect the range:
- The first wave HP of the field (with 0.8 multiplier in endurance and 0.76 in other modes).
- The value of the selected battle traits. Higher level battle traits increase it more (roughly N*(N+1)/2).
- The number of waves (for endurance, the maximum of the wave count of the field and the endurance wave count up to 500)
There is at least a difference of 15 between the minimum and the maximum. The minimum caps out at 85.
When a fragment is dropped, its rarity is chosen according to the formula X+(Y-X)*max(A*B, C*D) where X and Y are the minimum and maximum rarity and A, B, C, D are random numbers between 0 and 1. This results in the following distribution:
Note that when the minimum is pushed higher, the distribution doesn't change, so with a range of 85-100 there is a very low chance to actually get a rarity 100 fragment. However, the chances of obtaining a rarity 100 fragment is significantly higher with the booster.
When a rarity booster is added (costing 100 shadow cores per fragment), the rarity is increased by 10 after the initial calculation based on the range, with the result capped at 100. This means that using a booster with a 85-100 range drastically increases the chance of getting a rarity 100 fragment.
A new addition to the talisman system in this game is the runes that some fragments have. A fragment has a 50% chance of having a rune, independent of the rarity and type of the fragment, and there are 5 different runes. When a row has at least 3 fragments in it with the same rune, the lights on the sides of that row will turn on and a percentage bonus to initial mana is granted. When a column has fragments with at least 3 different runes, the lights on the sides of that column will turn on and an amount of mana will be granted every time a new wave starts in a battle.
The row bonus is based on the most common rune in that row. The percentage initial mana bonus is calculated by adding together the rarities of the fragments with the relevant rune and multiplying them by number based on how many of the relevant rune is in the row.
|Highest Rune Count||Rarity Multiplier|
The mana per wave given by the column bonus is equal to the sum of the rarities of the fragments in that column with a rune (even those which have the same rune as another in that column) multiplied by a number which depends on the number of different runes in that column:
|Different Runes||Rarity Multiplier|
Because of the skewed probabilities, it is easier to fill the middle rows with runes 0 and 4 rather than waiting for the corresponding top/bottom edge and corner fragments to drop.
|Rarity||Inner Properties||Edge Properties||Corner Properties||Skills Bonus||All Skills Chance|
|70-79||8||9||10||Yes||10% + 1.5% * (rarity - 70)|
|80-89||9||10||11||Yes||25% + 2.5% * (rarity - 80)|
|90-99||10||11||12||Yes||50% + 5% * (rarity - 90)|
Inner properties, edge properties and corner properties are the number of properties a talisman fragment would have if it was an inner, edge or corner fragment respectively and the maximum upgrade level of a talisman fragment is 1 more than the number of properties it has. Skills bonus is whether one of a talisman fragment's properties will be one of the skill increasing properties and all skills chance is the probability of this skill increasing property increasing all skills (Note that even though the table suggests otherwise, a rarity 70 fragment will never have all skills since only rarity 71+ fragments can have it).
|ID||Property||Maximum Value||Inner||Edge||Corner||Minimum Rarity|
|0||+x to construction skill levels||1||Yes||Yes||Yes||60|
|1||+x to component skill levels||1||Yes||Yes||Yes||60|
|2||+x to focus skill levels||1||Yes||Yes||Yes||60|
|3||+x to enhancement spell skill levels||1||Yes||Yes||Yes||60|
|4||+x to strike spell skill levels||1||Yes||Yes||Yes||60|
|5||+x to wrath skill levels||1||Yes||Yes||Yes||60|
|6||+x to all skill levels||1||Yes||Yes||Yes||71|
|7||+x% damage to swarmlings||25||Yes||Yes||Yes||0|
+x% damage to reavers
|9||+x% damage to giants||25||Yes||Yes||Yes||0|
|10||+x% xp gained||25||Yes||Yes||Yes||0|
|11||+x% of wizard level goes to initial xp and mana||45||Yes||Yes||Yes||0|
|12||+x initial mana||200||Yes||Yes||Yes||0|
|13||+x% damage to flying ones||15||Yes||Yes||Yes||0|
|14||+x% damage to buildings||15||Yes||Yes||No||0|
|15||+x% tower beam damage||20||Yes||Yes||Yes||30|
|16||+x% tower bolt damage||20||Yes||Yes||Yes||30|
|17||+x% tower barrage damage||20||Yes||Yes||Yes||30|
|18||+x% freeze duration||12||No||No||Yes||70|
|19||+x% whiteout duration||16||No||No||Yes||70|
|20||+x extra hp taken by ice shards||10000||No||No||Yes||70|
|21||+x% maximum freeze charge||20||No||Yes||Yes||30|
|22||+x% maximum whiteout charge||20||No||Yes||Yes||30|
|23||+x% maximum ice shards charge||20||No||Yes||Yes||30|
|24||+x% maximum bolt charge||20||No||Yes||Yes||30|
|25||+x% maximum beam charge||20||No||Yes||Yes||30|
|26||+x% maximum barrage charge||20||No||Yes||Yes||30|
|27||+x% maximum shrine charge||20||No||Yes||Yes||50|
|28||+x% mana for starting waves early||35||Yes||Yes||Yes||0|
|29||x% chance that gem bomb blasts summon +1 gem wasp||6||Yes||No||Yes||30|
|30||+x% slower killchain counter cooldown||8||Yes||No||Yes||30|
|31||+x% heavier orblets||10||Yes||Yes||No||30|
|32||+x% faster orblet rollback||10||Yes||Yes||No||30|
|33||+x% mana shard harvesting speed||15||Yes||Yes||No||30|
|34||gem wasps attack +x% faster||10||Yes||No||Yes||50|
|35||+x% armor tearing gem effect on frozen enemies||5||Yes||Yes||No||50|
|36||critical hits deal +x% damage on frozen enemies||6||Yes||No||No||50|
|37||+x% frozen corpse explosion damage||5||Yes||Yes||No||50|
|38||+x% poison damage on enemies in whiteout||12||Yes||Yes||Yes||30|
|39||+x% mana leeching effect on enemies in whiteout||6||No||No||Yes||50|
|40||+x% xp for enemies killed in whiteout||20||Yes||No||Yes||50|
|41||ice shards takes +x% hit points||4||No||No||Yes||70|
|42||ice shards shreds +x% armor||8||No||No||Yes||70|
|43||+x% bleeding gem effect on enemies hit by ice shards||2||No||No||Yes||50|
|44||+x% slowing gem effect on enemies hit by ice shards||8||No||No||Yes||
All properties except for the skill increasing ones have no rules dictating which combinations they can appear in other than having fragment type and rarity restrictions.