How Talismans work as well as how they’re acquired has always differed in Monster Hunter from game to game. InMonster Hunter: Rise, and by extensionSunbreak, Talisman Melding is the main method.
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Now, when players first start out inMonster Hunter: Rise, a perfectly balanced Talisman isn’t exactly needed. Really anything works all the way until High Rank, and at that point, players might want to start learning how Talisman Melding works (as well as the Transmog system). To make this process a bit easier, let’s go through Talisman Melding as a whole.
What Talismans Are
To put it bluntly, Talismans are just another piece ofEquipmentlike theplayer’sArmorandWeapons, but they don’t provide anything like Attack or Defense. Instead, while equipped,Talismans will grant the players the Skill (or Skills) that are embedded within them. Not only that but as their Rarity increases, Talismans can only have up to 3 Decoration Slots of varying Slot Levels.
So, after players have sunk hundreds of hours intoRiseand are at the ‘true’ endgame, their Talismans are more important not only due to the Skills within them, but because every extra Decoration Slot, regardless of rarity, can have a massive impact on a build, especially sowith certain Skills for the Ranged Weapons.

How Talismans Are Made
To start things off, how are Talismans made inMH: Rise? Well, They’re made in the Melding Pot,accessible at any Merchant in the gamesuch as theGuild Store,Kageroin the Steelworks, orOboroin Elgado. It’s a rather easy process thatfans are hoping returns in futureMonster Huntergames. This Melding Pot has a variety of different methods of Melding, such as:
10 Per Talisman
100
Choose from a list of Skills, then create a Talisman with a chance to have that Skill on it, with the Skill Obtention Chance being dependant on the Skill chosen.

Available when the Melding Pot feature is unlocked after reachingHigh Rank 3Hub Progress orHigh Rank 5Village Progress
40 Per Talisman
Almost the exact same asReflecting Pool, but with a different list of more advanced Skill options.
150 Per Talisman
100 for 1-2 or 200 for all 3
Same as bothReflecting PoolandHazebut with a different list of Skill options and can Meld a maximum of three Talisman in one Melding Process

100 per Talisman
Melds up to 5 Talismans at a time, depending on Materials used, but the Skills and Rarity of these Talismans are completely random and have a maximum Rarity of 7.

N/A
500
Salvages 20 player-selected Talismans to create 3 more Talismans of Rarity 7 or lower. Used primarily to get rid of unwanted Talisman.

200 Per Talisman
Works the same asWisp of Mystery,but only uses Master Rank Materials and can Meld Talisman up to a maximum of Rarity 10.
Works the same asRebirth, but only uses Talismans of Rarity 8 or higher, has a higher cost, and can create Talisman up to a maximum of Rarity 10.

300 Per Talisman
Works similarly toMoonbow, but with a different list of Skills. Also allows players to choose 1 Skill to guarantee on the resulting Talismans. Only uses Master Rank Materials and generates up to Rarity 10 Talisman max.
DefeatChaotic Gore MagalainMaster Rank 6Hub Quest"Falling into Chaos"
Each of these Melding Processes costs both Monster Materials and Kamura Points to use.Each Monster Materialhas a numerical ‘Value’ attached to it, and players need to throw in enough to reach the threshold seen in the Deliver/Required section on the far right.
After doing this and confirming, the Melding Process has started. Now,players will need to go and either complete or fail a Hunt for Melding to progress.After doing so, 1 out of the possible 10 Melding Processes will be complete, with another one being completed with each subsequent mission. The primary reason why the later Melding Processes are so useful, outside of creating higher-Rarity Talisman, is that they typically create more than one Talisman at a time. For example, since one Process of the Meld of Mystery can create 5 Talismans, that’s 5 Talismans generated for every 1 Hunt completed.

Melding Processes Skill Obtention Rate
Half of these Melding Processes allow players to choose what Skill to ‘aim’ for with the resulting Talisman. But, the only ones that guarantee that those Skills appear every time are the Reflecting Pool (depending on the Skill chosen) and Aurora Melding Processes.
Every other Process that has players choose a Skillwill also note how likely it is that the chosen Skill will actually be on the finished product.With that in mind, here are the general obtention percentages for each Melding Process:
Reflecting Pool
70-100 Percent
Constitution, Stamina Thief, Affinity Sliding, Horn Maestro, Recovery Up, Recovery Speed, Fire Resistance, Water Resistance, Ice Resistance, Thunder Resistance, Dragon Resistance, Poison Resistance, Paralysis Resistance, Sleep Resistance, Muck Resistance, Blast Resistance, Botanist, Geologist, Bombardier, Item Prolonger, Free Meal, Fortify, Carving Pro, Hunger Resistance, Leap of Faith, Diversion, Master Mounter, Wirebug Whisperer, Wall Runner.
Haze
30-50 Percent
Fire Attack, Water Attack, Ice Attack, Thunder Attack, Dragon Attack, Poison Attack, Constitution, Quick Sheath, Slugger, Stamina Thief, Affinity Sliding, Horn Maestro, Reload Speed, Recoil Down, Steadiness, Defense Boost, Divine Blessing, Recovery Up, Recovery Speed, Speed Eating, Windproof, Bubbly Dance, Windproof, Partbreaker, Speed Sharpening, Bombardier, Item Prolonger, Wide-Range, Free Meal, Fortify, Flinch Free, Hunger Resistance, Master Mounter, Wirebug Whisperer, Wall Runner, Counterstrike, Rapid Morph.
Moonbow
10-40 Percent
Critical Eye, Weakness Exploit, Fire Attack, Water Attack, Ice Attack, Thunder Attack, Dragon Attack, Poison Attack, Razor Sharp, Spare Shot, Bludgeoner, Punishing Draw, Quick Sheath, Slugger, Reload Speed, Defense Boost, Divine Blessing, Speed Eating, Earplugs, Tremor Resistance, Evade Window, Evade Extender, Stun Resistance, Speed Sharpening, Rapid Morph.
Aurora
Player-Chosen Skill 100 Percent, Second Skill Is Completely Random
Attack Boost, Peak Performance, Resuscitate, Burst (previously Chain Crit), Latent Power, Critical Element, Handicraft, Spare Shot, Mind’s Eye, Power Prolonger, Constituion, Guard, Offensive Guard, Punishing Draw, Slugger, Agitator, Resentment, Critical Eye, Weakness Exploit, Maximum Might, Master’s Touch, Razor Sharp, Protective Polish, Focus, Marathon Runner, Stamina Surge, Guard Up, Critical Draw, Quick Sheathe, Artillery, Load Shells, Pierce Up, Ammo Up, Earplugs, Evade Extender, Mushroomancer, Wirebug Whisperer, Rapid Morph, Coalescence, Foray, Grinder (S), Critical Boost, Normal/Rapid Up, Spread Up, Rapid Fire Up, Evade Window, Partbreaker, Heroics, Counterstrike, Hellfire Cloak, Charge Master, Tune-Up, Bladescale Hone.
Which Melding Should You Be Using?
Now, this may all seem like an overwhelming amount of information, but it’s actually not too complex. The generally accepted recommendation for Melding is as such:
The reasoning for this is simple,with every new Melding Process unlocked the upper limit of the Talisman this new Process can create increases.So, there’s no reason to use the old methods once new ones are offered.
Other Sunbreak-Exclusive Mechanics
Now, there are a variety of other Melding mechanics the Sunbreak expansion adds, such asMP Accelerantand newMelding Materials. Even at the time of writing this, Free Title Update 5 is promising more Melding Methods and available Skills.
MP Accelerant
This is essentially just a consumable item that players will have the option of using in the confirmation window for any Melding Process while they have at least one Accelerant.
If used,the Melding Process will be instantly completely, the Accelerant will be used, and players will be able to immediately see the results of said Process.
New Melding Material
In baseRise, players primarily farmed easy-to-beatHigh Rankmonsters like Thunder Serpent Narwa for their Materials to use in Melding. Now, inSunbreak, there are a lot more Materials to use as well as the new Melding-specific Materials such as:
50
200
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Monster Hunter Riseis currently available for PC, PS4, PS5, Switch, Xbox One, and Xbox Series X/S.