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Talismans

377 talisman items. Similar or duplicate names everywhere. Color-coded variants with overlapping effects. 26-level upgrade grinds. The talisman system wasn’t about strategic choice - it was inventory management and wallet extraction.

The Bloat

The database contains 377 talisman-related items. Similar names, overlapping effects, impossible to tell apart:

Name PatternVariantsProblem
Blue Talisman - [Stat]10+ variantsP.Atk, M.Atk, P.Def, M.Def, HP, MP, Evasion…
White Talisman - [Stat]10+ variantsSame stats as Blue, different color
Yellow Talisman - [Stat]10+ variantsSame stats again
Grey Talisman - [Stat]6+ variantsGuard, Denial, Benefaction…
Venir’s Talisman Lv. X26 levelsLv. 1 through Lv. 26
Talisman of Insolence6 levelsI through VI

Four colors. Ten stats each. Twenty-six Venir levels. The same “+3% P.Def” bonus hidden behind different names and icons.

The Switching Meta

Yellow Talismans were designed for mid-combat swapping:

TalismanPurpose
Yellow - P. AtkPhysical damage phases
Yellow - Attack SpeedSkill spam phases
Yellow - M. AtkMagic skill damage
Yellow - Casting SpeedCasting spells
Yellow - M. DefAnti-mage situations
Yellow - AccuracyAutoattacking

You could equip up to 6 talismans at once, but optimal play meant carrying 50+ in your inventory - swapping them out for the right bonus at every moment of gameplay. Not strategic loadout choice before combat - frantic equipment swapping during it. The same problem as weapon-swapping for augmentation effects.

The Slot Machine

Talisman Bracelets unlocked equipment slots. More slots meant more passive bonuses stacked:

Bracelet LevelTalisman SlotsAcquisition
Lv. 11 slotStarter
Lv. 22 slotsUpgrade or purchase
Lv. 33 slotsUpgrade or purchase
Lv. 44 slotsUpgrade or purchase
Lv. 55 slotsUpgrade or purchase
Lv. 66 slotsUpgrade or purchase

Bracelet upgrades were sold for L-Coins. More money, more slots, more power.

The Clan Bracelet of Duty pushed it further - up to 9 talisman slots, but tied to clan progression. Your personal power depended on your guild’s activity level.

Venir’s Talisman: Hunt Pass Paywall

Venir’s Talisman had 26 upgrade levels. The catch? Fragments to upgrade it came primarily from the Hunt Pass premium track - 3,600 L-Coins per month (real money).

Level RangePower IncreaseHow to Get Fragments
1-10MarginalHunt Pass premium or slow field drops
11-20NoticeableHunt Pass premium (months of payments)
21-26Endgame BiSHunt Pass premium + events + luck

Free players got scraps from low drop rates. Paying players got guaranteed fragments every month. The gap widened with every season.

Talisman of Insolence: Gambling Upgrades

Talisman of Insolence used chance-based upgrades. Feed it Talisman Crystals, roll the dice:

UpgradeSuccess RateFailure Result
I → II35%Back to Lv. I
II → III50%Back to Lv. II
III → IV45%Back to Lv. III
IV → V10%Back to Lv. IV
V → VI100%(costs 5,000 crystals)

10% success rate for Lv. V. Failure meant starting over. Classic casino design - the house always wins, especially when crystals come from the cash shop.

Invisible Stats

Most talismans didn’t show their actual effects in tooltips. Bonuses were hidden in skill references - you had to dig through game files to know what +3% P.Def actually meant at your gear level.

The color system made it worse. Blue, Grey, White, Yellow - overlapping effects with different names. No clear hierarchy. No obvious “this one is better.” Just confusion that encouraged collecting everything.


L2Cruma has 6 talismans. Active skills with clear effects. Pick one for your build. No switching. No slot progression. No 26-level grinds.