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Chaospedia > Talismans

Your staff and bodygear each has 3 slots for talismans. These are activated when the equipment reaches levels 11, 22 and 33. Only a talisman of the same type as the slot on the equipment can be used with the equipment.

Minor Buff

These talismans will buff some stats of creatures or certain types of creatures. For example, a buff talisman might give neutral creatures +20% magic power.

Atilor

Boosts all creatures attack by 20%

Defelor

Boosts all creatures defence by 20%

Agilor

Boosts all creatures agility by 35%

Magilor

Boosts all creatures magic power by 20%

Gardilor

Boosts all creatures defence by 10% and magic power by 10%

Offilor

Boosts all creatures attack by 10% and agility by 20%

Gorminlaw

Boosts law creatures defence by 20% and magic power by 20%

Arntaos

Boosts chaos creatures attack by 20% and agility by 30%

Xantral

Boosts neutral creatures agility by 30% and magic power by 20%

Aerolix

Boosts flying creatures defence by 20% and agility by 30%

Tranzor

Boosts mounts attack by 20%, agility by 20% and magic power by 10%

Penetral

Boosts shooters defence by 20% and magic power by 20%

Mortor

Boosts undead creatures defence by 15% and magic power by 20%

Rapidor

Boosts speedy creatures attack by 20% and agility by 30%

Major Buff

Major buffs are more powerful versions of the minor buffs, but they cost mana points to activate them. In some cases they can be really quite powerful, if you have to mana to use them.

Destronus

Boosts all creatures attack by 30%. 20 Mana to activate

Defronus

Boosts all creatures defence by 30%. 20 Mana to activate

Sprylonus

Boosts all creatures agility by 50%. 15 Mana to activate

Magilonus

Boosts all creatures magic power by 30%. 25 Mana to activate

Archilonus

Boosts all creatures attack by 35% and agility by 25%. 25 Mana to activate

Paronus

Boosts all creatures defence by 35% and magic power by 15%. 25 Mana to activate

Leavenlaw

Boosts law creatures defence by 30% and magic power by 15%. 15 Mana to activate

Rentaos

Boosts chaos creatures attack by 30% and agility by 30%. 15 Mana to activate

Midtral

Boosts neutral creatures agility by 30% and magic power by 40%. 15 Mana to activate

Aeronus

Boosts flying creatures defence by 30%, agility by 30% and magic power by 20%. 15 Mana to activate

Transonus

Boosts mounts attack by 15%, agility by 30% and magic power by 20%. 15 Mana to activate

Penetronus

Boosts shooters defence by 30%, agility by 30% and magic power by 20%. 15 Mana to activate

Mortefact

Boosts undead creatures attack by 30% and magic power by 20%. 15 Mana to activate

Rapidornus

Boosts speedy creatures attack by 30% and agility by 50%. 15 Mana to activate

Megamorus

Boosts all creatures attack by 50%, defence by 25% and agility by 50%. 50 Mana to activate

Megamagimus

Boosts all creatures attack by 25%, defence by 25%, agility by 25% and magic power by 50%. 50 Mana to activate

Mana Binding

The mana binding talismans will generate mana points at the moment they are activated, and they can only be activated once. Thus you have to decided the best moment to use them. The mana is generated according to certain conditions in the battle, such as the number of living creatures, and so on (they are based on the old mechanics of the hats).

Mana Acculum

Receive 1 mana for turns passed (up to 25)

Mana Mortificum

Receive 4 mana for creatures killed. Mana = killed * 6, divided by players (up to 30)

Mana Fantisium

Receive mana for illusions disbelieved/killed. Mana = illusions killed/disbelieved * 10, divided by players (up to 30)

Mana Vitatis

Receive mana for all creatures/wizards in battle. Mana = Units * 4, divided by players (up to 30)

Mana Corruptus

Receive mana for law/chaos shift. Mana = Law/Chaos divided by number of players (up to 30)

Valor

The valor talismans affect stats, creatures and add abilities to your wizards. They tend to focus on combat, movement and other basic mechanics in the game.

Shadoron

Wizard can't be engaged. 20 Mana to activate

Bellivent

Retreat to evade ranged attacks. 20 Mana to activate

Pontacto

+1 to wizard ranged attack and +10% attack. 30 Mana to activate

Metafortis

Wizard gains multiattack. 40 Mana to activate

Invigoratum

Reactivate a moved creature. 15 Mana to activate then 5 more each time. Max 5 times.

Retrigarum

Wizard gains retaliate ability. 30 Mana to activate

Abashivor

Wizard gains shatter ability. 10 Mana to activate

Celeris

Wizard gains +1 movement. 30 Mana to activate

Televortis

Wizard can teleport on to a mount. 10 Mana to activate then 5 more each time. Max 5 times.

Sorcery

These talismans are focussed on manipulating spells, some of their effects, and manipulating decks and hands of spells.

Volaticus Duplus

Clone an adjacent creature. 35 Mana to activate then 10 more each time. Max 5 times.

Cantio Obligo

Bound spells start in hand.

Baculum Obligo

3 spells matching staff start in hand.

Megacarmen

Boost magic power by 50%. 30 Mana to activate

Exemplum Funus

Gain spell of next killed creature. 5 Mana to activate then 5 more each time. Max 5 times.

Cantio Compositus

Shuffle hand into deck and redraw. 10 Mana to activate then 5 more each time. Max 5 times.

Cantio Secutus

All spells gain +1 range. 30 Mana to activate

Bestiae Secutus

Creature/Structure summons gain +1 range. 20 Mana to activate

Transmutation

These are all about changing something into something else, or changing the nature of your wizard.

Aelfscyne

Transforms magic trees into elves. 60 Mana to activate (Single Use).

Gobelinus

Transforms shadow trees into goblins. 30 Mana to activate (Single Use).

Draugar

Wizard gains leach ability. 35 Mana to activate

Argento

Law/Chaos balance is flipped. 25 Mana to activate (Single Use).

Clementine

Law/Chaos balance is set to neutral. 10 Mana to activate then 5 more each time. Max 5 times.

Aconite

Transforms tangle vines into spiders. 55 Mana to activate

Romero

Wizard becomes undead. 55 Mana to activate

Garivano

Transform trees into blobs, these will auto-spread. 45 Mana to activate (Single Use).

Spell Binding

Spell binding talismans are linked to a specific spell, and they guarantee that the spell is included in your deck. Thus equipping a Vampire binding talisman will guarantee that a Vampire is included in your deck.

Bind Elf

Binds an Elf spell to your deck

Bind Lion

Binds a Lion spell to your deck

Bind Giant

Binds a Giant spell to your deck

Bind Dwarf

Binds a Dwarf spell to your deck

Bind Spider

Binds a Spider spell to your deck

Bind Vampire

Binds a Vampire spell to your deck

Bind Skeleton

Binds a Skeleton spell to your deck

Bind Goblin

Binds a Goblin spell to your deck

Bind Sapphire Dragon

Binds a Sapphire Dragon spell to your deck

Bind Unicorn

Binds a Unicorn spell to your deck

Bind Eagle

Binds an Eagle spell to your deck

Bind Gooey Blob

Binds a Gooey Blob spell to your deck

Bind Tangle Vine

Binds a Tangle Vine spell to your deck

Bind Shadow Wood

Binds a Shadow Wood spell to your deck

Bind Magic Sword

Binds a Magic Sword spell to your deck

Bind Magic Shield

Binds a Magic Shield spell to your deck

Bind Magic Bow

Binds a Magic Bow spell to your deck

Bind Subversion

Binds a Subversion spell to your deck

Bind Magic Attack: Decree

Binds a Magic Attack: Decree to your deck

Bind Magic Attack: Vegeance

Binds a Magic Attack: Vengeance spell to your deck

Bind Magic Attack: Justice

Binds a Magic Attack: Justice spell to your deck

Bind Magic Attack: Damnation

Binds a Magic Attack: Damnation spell to your deck

Bind Magic Bolt

Binds a Magic Bolt spell to your deck

Bind Law Shift

Binds a Law Shift spell to your deck

Bind Chaos Shift

Binds a Chaos Shift spell to your deck

Bind Manticore

Binds a Manticore spell to your deck

Bind Elephant

Binds an Elephant spell to your deck

Bind Pegasus

Binds a Pegasus spell to your deck

Bind Hydra

Binds a Hydra spell to your deck

Bind Hellhound

Binds a Hellhound spell to your deck

Bind Rat Pack

Binds a Rat Pack spell to your deck

Bind Paladin

Binds a Paladin spell to your deck

Bind Magic Wood

Binds a Magic Wood to your deck

Bind Raise Dead

Binds a Raise Dead spell to your deck

Bind Teleport

Binds a Teleport spell to your deck

Bind Bloodlust Totem

Binds a Bloodlust Totem spell to your deck

Bind Guardian Totem

Binds a Guardian Totem spell to your deck

Bind Fountain of Life

Binds a Fountain of Life spell to your deck

Bind Wind Walker

Binds a Wind Walker spell to your deck

Bind Zombies

Binds a Zombies spell to your deck

Bind Paralyse

Binds a Paralyse spell to your deck

Bind Bolt Tower

Binds a Bolt Tower spell to your deck

Bind Icarus Tower

Binds an Incarus Tower to your deck

Bind Meteor Shower

Binds a Meteor Shower spell to your deck

Bind Air Elemental

Binds an Air Elemental spell to your deck

Bind Crystal Wall

Binds a Crystal Wall spell to your deck