Craft single-skill charms at the Smithy early on. In the endgame, 9★ Tempered quests drop Glowing Stones and 10★ Arch-Tempered quests drop Timeworn Charms, both appraised into talismans with random skills and slots. Melt the duds in the Melding Pot in Suja for new stones.
Your talisman is the one piece of gear that’s pure build-crafting. No defense, no looks, just skills. You can only wear one at a time, so picking the right one matters, and in the endgame chasing the perfect roll turns into a hobby of its own. Here’s how the whole system works, from your first crafted charm to Timeworn Charms.
Crafted talismans
Gemma at the Smithy forges talismans. They’re called something Charm and each one gives exactly one skill. You craft level I first, then upgrade one level at a time, and the charm’s level is the skill’s level. The Fitness Charm, for example, goes up to level V and gives Constitution.
They’re reliable and easy to plan around, which makes them the go-to choice for most of the story.
Appraised talismans
The endgame talismans come out of appraisal. You get an item from a hunt, it’s appraised when the quest ends, and it turns into a talisman with random skills and random decoration slots. One talisman can carry both weapon skills and armor skills.
| Rarity | Name |
|---|---|
| 5 | Unknown Charm |
| 6 | Historical Charm |
| 7 | Secret Charm |
| 8 | Golden Age Charm |
A rarity 8 talisman has one level 1 weapon slot and up to two level 1 armor slots.
Glowing Stones (9★ quests)
Added in Ver.1.021. Glowing Stones drop as rewards from ★9 Tempered monster quests, which you get from HR 100: Tempered Rey Dau, Uth Duna, Nu Udra, Jin Dahaad, Gore Magala, Arkveld, Mizutsune, Lagiacrus and Seregios. The stone is appraised automatically when the quest ends.
Keep your expectations in check. A Glowing Stone turns into a rarity 8 talisman only about 3% of the time. Most of what you get will be melt fodder.
The Melding Pot
That’s where the junk goes. The Melding Pot in Suja takes appraised talismans you don’t want and turns them into points:
| Talisman rarity | Points |
|---|---|
| 5 | 1 |
| 6 | 3 |
| 7 | 6 |
| 8 | 10 |
Ten points makes a new Glowing Stone, appraised on the spot. So every bad roll is still a step towards the next one.
The Melding Pot also has a Use Items option where one Gold Talisman Ticket becomes 10 Timeworn Charms, appraised right away.
Mark the keepers as Favorites (added in Ver.1.021). They get a star, can be sorted, and the game asks before you sell or meld them, so a good roll won’t end up in the pot by accident.
Timeworn Charms (10★ quests)
Ver.1.041 (February 2026) added the Timeworn Charm, a rarity 8 appraisal item with a better chance at high-rarity talismans than a Glowing Stone. Capcom says the possible talisman attributes themselves didn’t change, only the odds. It drops from the ★10 Arch-Tempered quests: Rey Dau, Uth Duna, Nu Udra, Jin Dahaad and Arkveld.
The best way to farm talismans
- Before HR 100: craft and upgrade the charms your build needs at the Smithy.
- HR 100: farm ★9 Tempered hunts for Glowing Stones. Keep the good rolls, meld the rest into new stones.
- When you can handle them: run the ★10 Arch-Tempered quests for Timeworn Charms, your best shot at a top roll.
See our endgame guide for what unlocks when, and how to farm decorations to fill those slots.