Board Thread:General Discussion/@comment-40112086-20200105173709

Several of us have discussed in some past threads that we'd like to better understand how to use tailismans. I volunteered to start the discussion sharing how I use them. A few disclaimers: 1) I am by no means an expert so please feel free to chime in other thoughts and tips. I learn something here everyday 2) I am writing on laptop and my game is on my phone so I'm not including pictures of each tailisman. 3) I do NOT activiate tailismans when I am planning to primarily play the event room. My reasoning is becuase it costs the least in energy, rewards the least in experience and coins. There are no "extra" CIs to obtain and the event quest CIs will drop long before I finish the event. So the only value in playing the event location is the banishers and according to people much smarter than me who have tested it extensively, the banishers do not fall faster/better with tailismans. 4) This is likely to be long. End disclaimers.

I think a good understanding of tailismans includes what they do and for how long. I rarely play for any length of time without activating tailismans so I tend to think in terms of how long I have to play - and how many of each tailisman I have. I also tend to activate tailismans in groups. I figure if I'm planning to play for 30 minutes, or for two hours, I want to get as much out of it as possible.

When you look at your tailisman tab (click it, click a different tab and then click back - this will show your inventory "in order"), it shows the tailismans in order of what they do by time for the "main 12." The first row shows the owl, the ancient scroll and the magic folio. All of these increase experience gained. The owl 15% for 30 minutes; the scroll 20% for 1.5 hours and the folio 100% for 2 hours. The next row increases your chances of receiving CIs - the seeing eye 20% for 30 mintes; eagle eye - 50% for 1.5 hours and the Seekers Star (SS) 90% for two hours. The third row is to increase coins - lucky coin 20% for 30 minutes; piggy bank 25% for 1.5 hours and magic ingot 100% for 2 hours. FInally the last row is energy regeneration - the spinning top 3x faster for  30 minutes; the thunder amuet 5x faster for 1.5 hours and the fire crystal 10x faster for 2 hours.

So as long as I have the inventory, I decide how long I think I can play and activate one from each group. Again, maybe I don't really NEED coins but they don't hurt so why not earn more while playing. To this end, if I'm playing for 1.5 hours or 2 hours, I'll also activate a clairvoyants lantern or gem-encrusted horn to increase my keys and diagrams (to craft more tailismans!) Those are toward the bottom of your tailismans tab

Now even TTers need to pay attention to energy when activating tailimans. Often I will run out of energy playing 1.5 hours or 2 hours. So I try to plan ahead - I pay attention to where I'm at on leveling up, I keep locations nearly ready to level up, etc. I also keep monsters to banish, crafted items waiting to be traded with the townspeople, etc. It's just staying aware of it. The gold hummingbird is 1.5 hours of reduced energy 30% and the gold scarab is decreased 50% for two hours. Those tails are not craftable so I use them sparingly. I only have 6 hummingbirds and 2 scarabs at the moment. I will often activate a set of two-hour tailismans and use a Star of Vigor in the second hour. (Star of Vigor - SOV - free energy for an hour)

The 24-hour tailismans that come from the artifacts follow the same pattern - one for experience; one for CIs, one for coins; one for keys/diagrams; one for rune/flask/flowers; one for faster energy regeneration. Again, if you plan to play A LOT in that 24 hours - and you have them - might as well go all out. Especially for TTers, it is good to use at once. Now, something I learned from Howard is NOT to activate the energy regeneration until you use all your energy the first time because the tailisman also fully restores energy - an immediate pay off.

I've already written a ton and this is just the beginning. I'm going to save the mini tailismans (15 minute ones), the ones that help with the games and the speciality tailismans (combined benefits) for part two later this week.

I've spent a lot of money on this game in the past. I still buy but on a budget now. The things I've found the most valuable are the two Stars of Vigor for $2.99 that is often offered for me as the first part of the daily double. You do not have to buy the second part (took me a while to learn this) and the second chest if I think I have time to play emerald - the clairvoyant lanterns and the keys/diagrams are really great for crafting tailismans. And of course that deal Opal helped us get last month. Let's hope that might be a trend.

So questions, comments and other ideas on the "main" tailimans will be Part one. There will be at least a part two and maybe even three. Okay? 