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[[File:Annotation 2020-01-20 130317.png|thumb|300px|right]] |
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− | The talisman is a returning feature in Frostborn Wrath from 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 |
+ | The talisman is a returning feature in Frostborn Wrath from 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 to it. 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 with high payments of shadow cores. |
+ | ==Unlock Costs== |
||
+ | 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. |
||
+ | {| border="1" cellspacing="1" cellpadding="1" style="width:100%;" class="article-table" |
||
+ | |9000 |
||
+ | |3000 |
||
+ | |1000 |
||
+ | |3600 |
||
+ | |10000 |
||
⚫ | |||
+ | |4200 |
||
+ | |200 |
||
+ | |0 |
||
+ | |300 |
||
+ | |4800 |
||
+ | |- |
||
+ | |1200 |
||
+ | |0 |
||
+ | |0 |
||
+ | |0 |
||
+ | |1400 |
||
+ | |- |
||
+ | |5400 |
||
+ | |400 |
||
+ | |0 |
||
+ | |500 |
||
+ | |6000 |
||
+ | |- |
||
+ | |11000 |
||
+ | |7200 |
||
+ | |1600 |
||
+ | |7800 |
||
+ | |12000 |
||
+ | |} |
||
+ | In order to unlock all talisman slots, it will cost 90600 shadow cores. |
||
+ | |||
+ | ==Drop Rules== |
||
+ | 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 the battle started with an unopened stash then the number of fragments which will be dropped from monsters will be capped at 3. |
||
+ | {| border="1" cellspacing="1" cellpadding="1" style="width:100%;" class="article-table" |
||
+ | |- |
||
+ | ! scope="col"|Fragment number |
||
+ | ! scope="col"|Chance of dropping |
||
+ | ! scope="col"| |
||
+ | Minimum number of waves needed |
||
+ | ! scope="col"|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. |
||
+ | {| border="1" cellspacing="1" cellpadding="1" style="width:100%;" class="article-table" |
||
+ | |- |
||
+ | ! scope="col"|Wizard Level |
||
+ | ! scope="col"|Inner Chance |
||
+ | ! scope="col"|Edge Chance |
||
+ | ! scope="col"|Corner Chance |
||
+ | |- |
||
+ | |1-35 |
||
+ | |1 |
||
+ | |0 |
||
+ | |0 |
||
+ | |- |
||
+ | |36-70 |
||
+ | |1/3 |
||
+ | |2/3 |
||
+ | |0 |
||
+ | |- |
||
+ | |71+ |
||
+ | |1/3 |
||
+ | |1/3 |
||
+ | |1/3 |
||
+ | |} |
||
+ | |||
+ | == Rarity distribution == |
||
+ | 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 (GCFW)|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 (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: |
||
+ | |||
+ | [[File:GcfwTalismanFragmentDistribution.png|527x527px]] |
||
+ | |||
+ | 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. |
||
+ | |||
+ | 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. |
||
+ | |||
+ | [[File:GcfwTalismanFragmentDistribution95.png|529x529px]] |
||
+ | |||
+ | ==Runes== |
||
+ | 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. |
||
+ | |||
+ | ===Rune Bonuses=== |
||
+ | |||
+ | 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. |
||
+ | {| border="1" cellspacing="1" cellpadding="1" style="width:100%;" class="article-table" |
||
+ | |- |
||
+ | ! scope="col"|Highest Rune Count |
||
+ | ! scope="col"|Rarity Multiplier |
||
+ | |- |
||
+ | |0-2 |
||
+ | |0% |
||
+ | |- |
||
+ | |3 |
||
+ | |50% |
||
+ | |- |
||
+ | |4 |
||
+ | |60% |
||
+ | |- |
||
+ | |5 |
||
+ | |70% |
||
+ | |} |
||
+ | 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: |
||
+ | {| border="1" cellspacing="1" cellpadding="1" style="width:100%;" class="article-table" |
||
+ | |- |
||
+ | ! scope="col"|Different Runes |
||
+ | ! scope="col"|Rarity Multiplier |
||
+ | |- |
||
+ | |0-2 |
||
+ | |0% |
||
+ | |- |
||
+ | |3 |
||
+ | |100% |
||
+ | |- |
||
+ | |4 |
||
+ | |120% |
||
+ | |- |
||
+ | |5 |
||
+ | |140% |
||
+ | |} |
||
+ | |||
+ | ===Rune Types=== |
||
+ | {| class="article-table" |
||
+ | |+ |
||
+ | !Rune |
||
+ | !Probability |
||
+ | |- |
||
+ | |0 |
||
+ | |7.4% |
||
+ | |- |
||
+ | |1 |
||
+ | |10.7% |
||
+ | |- |
||
+ | |2 |
||
+ | |11.1% |
||
+ | |- |
||
+ | |3 |
||
+ | |11.5% |
||
+ | |- |
||
+ | |4 |
||
+ | |9.3% |
||
+ | |- |
||
+ | |None |
||
+ | |49.9% |
||
+ | |} |
||
+ | 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.<gallery orientation="none"> |
||
+ | Rune0.png|Rune 0 |
||
+ | Rune1.png|Rune 1 |
||
+ | Rune2.png|Rune 2 |
||
+ | Rune3.png|Rune 3 |
||
+ | Rune4.png|Rune 4 |
||
+ | </gallery> |
||
⚫ | |||
− | ==Talisman Symbols== |
||
− | A new addition to the talisman system in this game is the symbols etched to them. By placing talismans having the same symbols horizontally and different symbols vertically, wizards obtain additional bonuses such as multiplied starting mana and additional mana for every wave respectively. The amount of bonus obtained depends on the sum of talisman rarity level in each row and/or column. |
||
⚫ | |||
{| border="1" cellspacing="1" cellpadding="1" style="width:100%;" class="article-table" |
{| border="1" cellspacing="1" cellpadding="1" style="width:100%;" class="article-table" |
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|- |
|- |
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Line 96: | Line 285: | ||
{| border="1" cellspacing="1" cellpadding="1" style="width:100%;" class="article-table" |
{| border="1" cellspacing="1" cellpadding="1" style="width:100%;" class="article-table" |
||
|- |
|- |
||
+ | ! scope="col"|ID |
||
! scope="col"|Property |
! scope="col"|Property |
||
! scope="col"|Maximum Value |
! scope="col"|Maximum Value |
||
Line 103: | Line 293: | ||
! scope="col"|Minimum Rarity |
! scope="col"|Minimum Rarity |
||
|- |
|- |
||
+ | | 0 |
||
| +x to construction skill levels |
| +x to construction skill levels |
||
|1 |
|1 |
||
Line 110: | Line 301: | ||
|60 |
|60 |
||
|- |
|- |
||
+ | | 1 |
||
| +x to component skill levels |
| +x to component skill levels |
||
|1 |
|1 |
||
Line 117: | Line 309: | ||
|60 |
|60 |
||
|- |
|- |
||
+ | | 2 |
||
| +x to focus skill levels |
| +x to focus skill levels |
||
|1 |
|1 |
||
Line 124: | Line 317: | ||
|60 |
|60 |
||
|- |
|- |
||
+ | | 3 |
||
| +x to enhancement spell skill levels |
| +x to enhancement spell skill levels |
||
|1 |
|1 |
||
Line 131: | Line 325: | ||
|60 |
|60 |
||
|- |
|- |
||
+ | | 4 |
||
| +x to strike spell skill levels |
| +x to strike spell skill levels |
||
|1 |
|1 |
||
Line 138: | Line 333: | ||
|60 |
|60 |
||
|- |
|- |
||
+ | | 5 |
||
| +x to wrath skill levels |
| +x to wrath skill levels |
||
|1 |
|1 |
||
Line 145: | Line 341: | ||
|60 |
|60 |
||
|- |
|- |
||
+ | | 6 |
||
| +x to all skill levels |
| +x to all skill levels |
||
|1 |
|1 |
||
Line 152: | Line 349: | ||
|71 |
|71 |
||
|- |
|- |
||
+ | | 7 |
||
| +x% damage to swarmlings |
| +x% damage to swarmlings |
||
|25 |
|25 |
||
Line 159: | Line 357: | ||
|0 |
|0 |
||
|- |
|- |
||
+ | |8 |
||
| |
| |
||
− | +x% damage to |
+ | +x% damage to reavers |
|25 |
|25 |
||
|Yes |
|Yes |
||
Line 167: | Line 366: | ||
|0 |
|0 |
||
|- |
|- |
||
+ | | 9 |
||
| +x% damage to giants |
| +x% damage to giants |
||
|25 |
|25 |
||
Line 174: | Line 374: | ||
|0 |
|0 |
||
|- |
|- |
||
+ | | 10 |
||
| +x% xp gained |
| +x% xp gained |
||
|25 |
|25 |
||
Line 181: | Line 382: | ||
|0 |
|0 |
||
|- |
|- |
||
+ | | 11 |
||
| +x% of wizard level goes to initial xp and mana |
| +x% of wizard level goes to initial xp and mana |
||
|45 |
|45 |
||
Line 188: | Line 390: | ||
|0 |
|0 |
||
|- |
|- |
||
+ | | 12 |
||
| +x initial mana |
| +x initial mana |
||
|200 |
|200 |
||
Line 195: | Line 398: | ||
|0 |
|0 |
||
|- |
|- |
||
+ | | 13 |
||
| +x% damage to flying ones |
| +x% damage to flying ones |
||
|15 |
|15 |
||
Line 202: | Line 406: | ||
|0 |
|0 |
||
|- |
|- |
||
+ | | 14 |
||
| +x% damage to buildings |
| +x% damage to buildings |
||
|15 |
|15 |
||
Line 209: | Line 414: | ||
|0 |
|0 |
||
|- |
|- |
||
+ | | 15 |
||
| +x% tower beam damage |
| +x% tower beam damage |
||
|20 |
|20 |
||
Line 216: | Line 422: | ||
|30 |
|30 |
||
|- |
|- |
||
+ | | 16 |
||
| +x% tower bolt damage |
| +x% tower bolt damage |
||
|20 |
|20 |
||
Line 223: | Line 430: | ||
|30 |
|30 |
||
|- |
|- |
||
+ | | 17 |
||
| +x% tower barrage damage |
| +x% tower barrage damage |
||
|20 |
|20 |
||
Line 230: | Line 438: | ||
|30 |
|30 |
||
|- |
|- |
||
+ | | 18 |
||
| +x% freeze duration |
| +x% freeze duration |
||
|12 |
|12 |
||
Line 237: | Line 446: | ||
|70 |
|70 |
||
|- |
|- |
||
+ | | 19 |
||
| +x% whiteout duration |
| +x% whiteout duration |
||
|16 |
|16 |
||
Line 244: | Line 454: | ||
|70 |
|70 |
||
|- |
|- |
||
+ | | 20 |
||
− | | +x% ice shards health loss |
||
+ | | +x extra hp taken by ice shards |
||
⚫ | |||
+ | |10000 |
||
|No |
|No |
||
|No |
|No |
||
Line 251: | Line 462: | ||
|70 |
|70 |
||
|- |
|- |
||
+ | | 21 |
||
| +x% maximum freeze charge |
| +x% maximum freeze charge |
||
|20 |
|20 |
||
Line 258: | Line 470: | ||
|30 |
|30 |
||
|- |
|- |
||
+ | | 22 |
||
| +x% maximum whiteout charge |
| +x% maximum whiteout charge |
||
|20 |
|20 |
||
Line 265: | Line 478: | ||
|30 |
|30 |
||
|- |
|- |
||
+ | | 23 |
||
| +x% maximum ice shards charge |
| +x% maximum ice shards charge |
||
|20 |
|20 |
||
Line 272: | Line 486: | ||
|30 |
|30 |
||
|- |
|- |
||
+ | | 24 |
||
| +x% maximum bolt charge |
| +x% maximum bolt charge |
||
|20 |
|20 |
||
Line 279: | Line 494: | ||
|30 |
|30 |
||
|- |
|- |
||
+ | | 25 |
||
| +x% maximum beam charge |
| +x% maximum beam charge |
||
|20 |
|20 |
||
Line 286: | Line 502: | ||
|30 |
|30 |
||
|- |
|- |
||
+ | | 26 |
||
| +x% maximum barrage charge |
| +x% maximum barrage charge |
||
|20 |
|20 |
||
Line 293: | Line 510: | ||
|30 |
|30 |
||
|- |
|- |
||
+ | | 27 |
||
| +x% maximum shrine charge |
| +x% maximum shrine charge |
||
|20 |
|20 |
||
Line 300: | Line 518: | ||
|50 |
|50 |
||
|- |
|- |
||
+ | | 28 |
||
| +x% mana for starting waves early |
| +x% mana for starting waves early |
||
|35 |
|35 |
||
Line 307: | Line 526: | ||
|0 |
|0 |
||
|- |
|- |
||
+ | |29 |
||
|x% chance that gem bomb blasts summon +1 gem wasp |
|x% chance that gem bomb blasts summon +1 gem wasp |
||
|6 |
|6 |
||
Line 314: | Line 534: | ||
|30 |
|30 |
||
|- |
|- |
||
+ | | 30 |
||
| +x% slower killchain counter cooldown |
| +x% slower killchain counter cooldown |
||
|8 |
|8 |
||
Line 321: | Line 542: | ||
|30 |
|30 |
||
|- |
|- |
||
+ | | 31 |
||
− | | +x% heavier orblets |
+ | | +x% heavier [[Orblet|orblets]] |
|10 |
|10 |
||
|Yes |
|Yes |
||
Line 328: | Line 550: | ||
|30 |
|30 |
||
|- |
|- |
||
+ | | 32 |
||
| +x% faster orblet rollback |
| +x% faster orblet rollback |
||
|10 |
|10 |
||
Line 335: | Line 558: | ||
|30 |
|30 |
||
|- |
|- |
||
+ | | 33 |
||
| +x% mana shard harvesting speed |
| +x% mana shard harvesting speed |
||
|15 |
|15 |
||
Line 342: | Line 566: | ||
|30 |
|30 |
||
|- |
|- |
||
+ | |34 |
||
|gem wasps attack +x% faster |
|gem wasps attack +x% faster |
||
|10 |
|10 |
||
Line 349: | Line 574: | ||
|50 |
|50 |
||
|- |
|- |
||
+ | | 35 |
||
| +x% armor tearing gem effect on frozen enemies |
| +x% armor tearing gem effect on frozen enemies |
||
|5 |
|5 |
||
Line 356: | Line 582: | ||
|50 |
|50 |
||
|- |
|- |
||
+ | |36 |
||
|critical hits deal +x% damage on frozen enemies |
|critical hits deal +x% damage on frozen enemies |
||
|6 |
|6 |
||
Line 363: | Line 590: | ||
|50 |
|50 |
||
|- |
|- |
||
+ | | 37 |
||
| +x% frozen corpse explosion damage |
| +x% frozen corpse explosion damage |
||
|5 |
|5 |
||
Line 370: | Line 598: | ||
|50 |
|50 |
||
|- |
|- |
||
+ | | 38 |
||
| +x% poison damage on enemies in whiteout |
| +x% poison damage on enemies in whiteout |
||
|12 |
|12 |
||
Line 377: | Line 606: | ||
|30 |
|30 |
||
|- |
|- |
||
+ | | 39 |
||
| +x% mana leeching effect on enemies in whiteout |
| +x% mana leeching effect on enemies in whiteout |
||
|6 |
|6 |
||
Line 384: | Line 614: | ||
|50 |
|50 |
||
|- |
|- |
||
+ | | 40 |
||
| +x% xp for enemies killed in whiteout |
| +x% xp for enemies killed in whiteout |
||
|20 |
|20 |
||
Line 391: | Line 622: | ||
|50 |
|50 |
||
|- |
|- |
||
+ | |41 |
||
|ice shards takes +x% hit points |
|ice shards takes +x% hit points |
||
|4 |
|4 |
||
Line 398: | Line 630: | ||
|70 |
|70 |
||
|- |
|- |
||
+ | |42 |
||
|ice shards shreds +x% armor |
|ice shards shreds +x% armor |
||
|8 |
|8 |
||
Line 405: | Line 638: | ||
|70 |
|70 |
||
|- |
|- |
||
+ | | 43 |
||
| +x% bleeding gem effect on enemies hit by ice shards |
| +x% bleeding gem effect on enemies hit by ice shards |
||
|2 |
|2 |
||
Line 412: | Line 646: | ||
|50 |
|50 |
||
|- |
|- |
||
+ | | 44 |
||
| +x% slowing gem effect on enemies hit by ice shards |
| +x% slowing gem effect on enemies hit by ice shards |
||
|8 |
|8 |
||
Line 421: | Line 656: | ||
|} |
|} |
||
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. |
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. |
||
+ | [[Category:GemCraft Lost Chapter: Frostborn Wrath]] |
Revision as of 23:14, 14 January 2021
The talisman is a returning feature in Frostborn Wrath from 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 to it. 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 with high payments of shadow cores.
Unlock Costs
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.
9000 | 3000 | 1000 | 3600 | 10000 |
4200 | 200 | 0 | 300 | 4800 |
1200 | 0 | 0 | 0 | 1400 |
5400 | 400 | 0 | 500 | 6000 |
11000 | 7200 | 1600 | 7800 | 12000 |
In order to unlock all talisman slots, it will cost 90600 shadow cores.
Drop Rules
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 the battle started with an unopened stash 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 |
---|---|---|---|
1-35 | 1 | 0 | 0 |
36-70 | 1/3 | 2/3 | 0 |
71+ | 1/3 | 1/3 | 1/3 |
Rarity distribution
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 (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.
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.
Runes
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.
Rune Bonuses
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 |
---|---|
0-2 | 0% |
3 | 50% |
4 | 60% |
5 | 70% |
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 |
---|---|
0-2 | 0% |
3 | 100% |
4 | 120% |
5 | 140% |
Rune Types
Rune | Probability |
---|---|
0 | 7.4% |
1 | 10.7% |
2 | 11.1% |
3 | 11.5% |
4 | 9.3% |
None | 49.9% |
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
Rarity | Inner Properties | Edge Properties | Corner Properties | Skills Bonus | All Skills Chance |
---|---|---|---|---|---|
1-9 | 1 | 1 | 1 | No | 0% |
10-19 | 2 | 2 | 2 | No | 0% |
20-29 | 3 | 3 | 3 | No | 0% |
30-39 | 4 | 4 | 4 | No | 0% |
40-49 | 5 | 5 | 5 | No | 0% |
50-59 | 6 | 7 | 8 | No | 0% |
60-69 | 7 | 8 | 9 | Yes | 0% |
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) |
100 | 11 | 12 | 13 | Yes | 100% |
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).
Properties
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 |
8 |
+x% damage to reavers |
25 | Yes | Yes | Yes | 0 |
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 |
50 |
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.