Talisman Of Beasts
talisman of beasts at the ready
A ToB in the right hand

In Game Description

An old wooden amulet resembling the Old One.

It can utilize both miracles and spells.

The symbol of God was nothing more than the Image of the Old One.

Availability

There are two ways to obtain this talisman per game.

General Information

The Talisman of Beasts is a multifunction item which serves as a Catalyst and Talisman at the same time. It is convenient to cast Miracle and Magic spells without having to switch between a Catalyst and Talisman and does of course leave a weapon slot available should you need use both types of Spell.

It is the second strongest in Magic Power and in most cases it will do more damage with Spells than anything but the Insanity Catalyst. Miracles which don't rely on a stat like Second Chance or Evacuate are especially useful when the minimum Faith stat for the weapon is maintained.

Image Name MagAdjust MrclAdjust Damage Durability Weight Stats Needed
Stat Bonuses
Damage
Reduction %
Guard Break
Reduction
talisman-of-beasts.jpg Talisman of Beasts 121 ? 50/0/0 150 0.2 4/0/18/18
D/-/C/C
30.0/10.0 20

Special Notes:

  • Allows casting of both Spells and Miracles, though Miracle power is less because of the Talisman of Beasts' low Miracle assist.
  • The HP drain of Cursed Weapon is diminished from 1% health drain per second to 1 HP drain per second when used without meeting the Magic or Faith stat requirement of the Talisman of Beasts. This is called a "Cracked" Talisman of Beasts and works well for melee players that utilize Cursed Weapon and non-scaling Spells/Miracles like Second Chance and Warding. You can however, use a regular Catalyst or Talisman for which you do meet the requirements and not suffer a penalty to your other Spells.
  • Since the Talisman of Beasts has a C/C rating in Magic and Faith, Spell power scales with both stats. Spells will deal more damage when using a ToB with Magic 30 and Faith 30, as opposed to Magic 40 and Faith 20 or Magic 20 Faith 40 for instance.

    As a general rule, if your Faith and Magic stats are equal then the Talisman of Beasts will deal roughly the same damage as the Insanity Catalyst with all spells except Light Weapon. At Magic 43 and Faith 43, the Talisman of Beasts begins to out damage the Insanity Catalyst, though from Magic 35 and Faith 35 and higher the two weapons have very little difference in damage output. 'Pushing' both Magic and Faith Stats in this way creates the "Pushed" Talisman of Beasts that is sometimes referred to.

    Therefore, if you are pumping both Magic and Faith with Talisman of Beasts instead of just Magic with Insanity Catalyst, the damage per stat point is less. However at max stats Talisman of Beasts is still stronger than Insanity Catalyst.
  • While the Talisman of Beasts has a requirement of Faith 18, lacking this requirement doesn't impair the output of Enchant Weapon or Light Weapon specifically, as they only scale from the talisman's MagAdjust. Testing with Magic and Faith at 18/16 has confirmed that the MagAdjust is not affected by the penalty to MrclAdjust when casting these spells.

Upgrades

This talisman cannot be upgraded


Key

Name: Names displayed are according to the Atlus (NA) version of the game. Name changes from the Asian version, if any, will appear in parentheses.
MagAdjust: The Magic Power of the catalyst. This value scales with the user's Magic stat, according to the catalyst's Stat Bonuses. Hence, the values displayed in the table are taken with 18 Magic.
MrclAdjust: The Miracle Power of the talisman. This value scales with the user's Faith stat, according to the talisman's Stat Bonuses. Hence, the values displayed in the table are taken with 18 Faith.
Damage:

The Damage stat dictates how much damage the weapon does. The Damage stats for a weapon are X / Y / Z:

  • X is Physical Damage
  • Y is Magical Damage
  • Z is Fire Damage

Bleed, Poison and Plague are bonus damage over a period of 60 seconds. So, if a weapon has "Bleed 120", the victim will suffer 120 damage over 60 seconds, or 2 damage per second.

Each weapon has one or more physical damage types:

  • Normal
  • Blunt
  • Slashing
  • Piercing

Certain enemies are weak or strong against different types of damage types.

Durability: The durability of the weapon. The effectiveness of the weapon will severely deteriorate when the durability falls below 30%.
Weight: The Weight of the weapon. Note that carrying over 50% of your Equip Burden will reduce the speed of your rolls, while going over 100% will reduce your regular speed to walking and attempts to roll or backstep will leave you momentarily stunned.
Requirements:

The Requirements determines how high various Stats must be in order to wield the weapon effectively. The Requirement stats for an weapon are W / X / Y / Z:

  • W is the Strength required
  • X is the Dexterity required
  • Y is the Magic required
  • Z is the Faith required

Wielding a weapon without the required Strength and/or Dexterity will incur a penalty to the Physical damage of the weapon, while lower-than-required Magic and/or Faith will reduce the spell damage.

Stat Bonuses: The Stat Bonuses rating indicates the level of bonus you receive based on the associated Stat when you use a weapon. This rating can be S, A, B, C, D, or E (in order from most to least bonus for the associated skill).
Damage Reduction %:

The Damage Reduction % of the weapon. It dictates how much damage the weapon mitigates while blocking. The Damage Reduction % stats for a shield are X / Y / Z:

  • X is Physical Damage
  • Y is Magical Damage
  • Z is Fire Damage
Guard Break Reduction: The Guard Break Reduction determines the amount of stamina expended to block an incoming attack. A higher Guard Break Reduction also allows you to block stronger attacks without breaking guard and reduces the amount of stamina depleted from blocking attacks.
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