Talisman of Beasts

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Original PS3

In Game Description[edit]

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.


There are two ways to obtain this talisman per game.

General Information[edit]

Image Name MagAdjust MrclAdjust Damage Durability Weight Stats Needed
Stat Bonuses
Talisman of Beasts.jpg Talisman of Beasts 121 ? 50/0/0 150 0.2 4/0/18/18
  • 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.

Hidden Resistances[edit]

These resistances aren't reported by the stats in the weapon or in the player's total resistance. However, according to the game data for the weapon, these resistances are applied.

Poison Resistance Plague Resistance Bleed Resistance
30 30 30

Cracked Talisman of Beasts[edit]

  • If you don’t meet the Magic stat for the Talisman, Cursed Weapon will drain your health by 1 HP/second, rather than the usual 1%/second.
  • This is called a "Cracked" Talisman of Beasts.
  • It is often used by melee players that utilize Cursed Weapon and non-scaling Spells/Miracles like Second Chance and Warding.
  • Note - If you meet the Magic requirement but do not meet the other requirements, you will take normal 1%/second damage.

Special Notes[edit]

  • 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 Talisman of Beasts with Magic 30 and Faith 30, as opposed to Magic 40 and Faith 20 or Magic 20 Faith 40 for instance.
  • Allows casting of both Spells and Miracles, though Miracle power is less because of the Talisman of Beasts' low Miracle assist.
  • 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.


This talisman cannot be upgraded


  • 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 Weight 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.
  • Stats Needed
  • The Stats Needed 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:
  • 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 Magic damage of the weapon.
  • Also keep in mind that your character gains a 50% bo [[nus to Strength by wielding a weapon with both hands, thus reducing the actual Strength required. For example, a character with 18 Strength can wield a Great Axe (Requires 26 Strength) properly if the weapon is held with both hands.
  • (18 x 1.5 = 27)
  • Stat Bonuses
  • The Stat Bonuses rating indicates the level of bonus damage you do with the weapon, based on the associated Stat.
  • 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.