PoE Corvine Charm Mods 3.25

Corvine Charm

A charm is an item obtainable from Affliction encounters. Charms act functionally like jewels and must be socketed into a Charm Socket to activate its effects. To use a charm, a player must first choose the "Wildwood Primalist" Wildwood ascendancy class and allocate a Charm Socket ascendancy passive.

Charms are unmodifiable and are always found at magic rarity and have one or two random modifiers based on a notable/major node from regular ascendancy classes. These random modifiers can have multiple tiers like most item attributes. Tier 1 modifiers, the most powerful tier, are about third as strong as the ascendancy notable node that they are based off of. Each charm base type corresponds to a specific attribute and can only roll ascendancy modifiers from classes that possess that attribute. It is possible for a single charm to have two modifiers from the same ascendancy.

To obtain charms, players must obtain primal (blue) Wisps from Affliction encounters and then find the Primal Huntress within the same encounter to use the shop. Charms are tradeable.

List of PoE Corvine Charm Mods

Name
Level
Description
Weight
of the Inquisitor1+(20–30) to Strength and Intelligence int_animal_charm 500
str_animal_charm 500
default 0
of the Inquisitor60+(31–40) to Strength and Intelligence int_animal_charm 250
str_animal_charm 250
default 0
Inquisitor's1(20–30)% increased Effect of non-Damaging Ailments you inflict with Critical Strikes int_animal_charm 500
str_animal_charm 500
default 0
Inquisitor's60(31–40)% increased Effect of non-Damaging Ailments you inflict with Critical Strikes int_animal_charm 250
str_animal_charm 250
default 0
of the Inquisitor70Effects of Consecrated Ground you create Linger for 2 seconds int_animal_charm 50
str_animal_charm 50
default 0
Inquisitor's45Consecrated Ground you create applies (5–6)% increased Damage taken to Enemies int_animal_charm 250
str_animal_charm 250
default 0
Inquisitor's72Consecrated Ground you create applies (7–10)% increased Damage taken to Enemies int_animal_charm 125
str_animal_charm 125
default 0
Inquisitor's1Damage Penetrates (3–4)% of Enemy Elemental Resistances int_animal_charm 500
str_animal_charm 500
default 0
Inquisitor's60Damage Penetrates (5–6)% of Enemy Elemental Resistances int_animal_charm 250
str_animal_charm 250
default 0
of the Inquisitor1(10–19)% chance to create Consecrated Ground when you Hit a Rare or Unique Enemy, lasting 8 seconds int_animal_charm 500
str_animal_charm 500
default 0
of the Inquisitor60(20–30)% chance to create Consecrated Ground when you Hit a Rare or Unique Enemy, lasting 8 seconds int_animal_charm 250
str_animal_charm 250
default 0
Inquisitor's1(50–70)% increased Critical Strike Chance if you haven't dealt a Critical Strike Recently int_animal_charm 500
str_animal_charm 500
default 0
Inquisitor's60(71–100)% increased Critical Strike Chance if you haven't dealt a Critical Strike Recently int_animal_charm 250
str_animal_charm 250
default 0
of the Hierophant70(1–2)% of Damage is taken from Mana before Life int_animal_charm 50
str_animal_charm 50
default 0
of the Hierophant813% of Damage is taken from Mana before Life int_animal_charm 25
str_animal_charm 25
default 0
Hierophant's45(4–7)% increased Mana Reservation Efficiency of Skills int_animal_charm 250
str_animal_charm 250
default 0
Hierophant's72(8–12)% increased Mana Reservation Efficiency of Skills int_animal_charm 125
str_animal_charm 125
default 0
of the Hierophant1Gain (2–3)% of Maximum Mana as Extra Maximum Energy Shield int_animal_charm 500
str_animal_charm 500
default 0
of the Hierophant60Gain (4–5)% of Maximum Mana as Extra Maximum Energy Shield int_animal_charm 250
str_animal_charm 250
default 0
Hierophant's70Gain Arcane Surge when you or your Totems Hit an Enemy with a Spell int_animal_charm 50
str_animal_charm 50
default 0
Hierophant's1Non-Damaging Ailments have (20–30)% reduced Effect on you while you have Arcane Surge int_animal_charm 500
str_animal_charm 500
default 0
Hierophant's60Non-Damaging Ailments have (31–40)% reduced Effect on you while you have Arcane Surge int_animal_charm 250
str_animal_charm 250
default 0
of the Hierophant1(1–2)% of Damage from Hits is taken from your nearest Totem's Life before you int_animal_charm 500
str_animal_charm 500
default 0
of the Hierophant603% of Damage from Hits is taken from your nearest Totem's Life before you int_animal_charm 250
str_animal_charm 250
default 0
of the Hierophant70+1 to Minimum Endurance Charges
+1 to Minimum Power Charges
int_animal_charm 50
str_animal_charm 50
default 0
Hierophant's1Skills that would Summon a Totem have (20–30)% chance to Summon two Totems instead int_animal_charm 500
str_animal_charm 500
default 0
Hierophant's60Skills that would Summon a Totem have (31–50)% chance to Summon two Totems instead int_animal_charm 250
str_animal_charm 250
default 0
of the Guardian1If you've Attacked Recently, you and nearby Allies have +(4–5)% Chance to Block Attack Damage int_animal_charm 500
str_animal_charm 500
default 0
of the Guardian60If you've Attacked Recently, you and nearby Allies have +(6–8)% Chance to Block Attack Damage int_animal_charm 250
str_animal_charm 250
default 0
of the Guardian1If you've Cast a Spell Recently, you and nearby Allies have +(4–5)% Chance to Block Spell Damage int_animal_charm 500
str_animal_charm 500
default 0
of the Guardian60If you've Cast a Spell Recently, you and nearby Allies have +(6–8)% Chance to Block Spell Damage int_animal_charm 250
str_animal_charm 250
default 0
of the Guardian45Every 4 seconds, remove Curses and Elemental Ailments from you int_animal_charm 250
str_animal_charm 250
default 0
Guardian's45Grants Armour equal to (3–4)% of your Reserved Mana to you and nearby Allies int_animal_charm 250
str_animal_charm 250
default 0
Guardian's72Grants Armour equal to (5–6)% of your Reserved Mana to you and nearby Allies int_animal_charm 125
str_animal_charm 125
default 0
of the Guardian45Enemies in your Link Beams cannot apply Elemental Ailments int_animal_charm 250
str_animal_charm 250
default 0
Guardian's1Every 4 seconds, Regenerate 10% of Life over one second int_animal_charm 500
str_animal_charm 500
default 0
Guardian's60Every 4 seconds, Regenerate 20% of Life over one second int_animal_charm 250
str_animal_charm 250
default 0
Guardian's45Nearby Enemies cannot gain Power, Frenzy or Endurance Charges int_animal_charm 250
str_animal_charm 250
default 0
Guardian's45While there are at least five nearby Allies, you and nearby Allies have Onslaught int_animal_charm 250
str_animal_charm 250
default 0
Elementalist's1Exposure you inflict applies an extra (-5–-4)% to the affected Resistance int_animal_charm 1000
default 0
Elementalist's60Exposure you inflict applies an extra (-7–-6)% to the affected Resistance int_animal_charm 500
default 0
Elementalist's81All Damage can Ignite int_animal_charm 20
default 0
Elementalist's45Shocks from your Hits always increase Damage taken by at least (5–7)% int_animal_charm 500
default 0
Elementalist's72Shocks from your Hits always increase Damage taken by at least (8–10)% int_animal_charm 250
default 0
of the Elementalist45Chills from your Hits always reduce Action Speed by at least (3–4)% int_animal_charm 500
default 0
of the Elementalist72Chills from your Hits always reduce Action Speed by at least (5–6)% int_animal_charm 250
default 0
of the Elementalist1(15–20)% increased Effect of Buffs granted by your Golems int_animal_charm 1000
default 0
of the Elementalist60(21–35)% increased Effect of Buffs granted by your Golems int_animal_charm 500
default 0
Elementalist's1(10–15)% chance to Freeze, Shock and Ignite int_animal_charm 1000
default 0
Elementalist's60(16–25)% chance to Freeze, Shock and Ignite int_animal_charm 500
default 0
of the Elementalist45Cannot take Reflected Elemental Damage int_animal_charm 500
default 0
Occultist's45Your Hexes can affect Hexproof Enemies int_animal_charm 500
default 0
Occultist's70Cursed Enemies you or your Minions Kill have a (6–10)% chance to Explode, dealing a quarter of their maximum Life as Chaos Damage int_animal_charm 100
default 0
Occultist's81Cursed Enemies you or your Minions Kill have a (11–15)% chance to Explode, dealing a quarter of their maximum Life as Chaos Damage int_animal_charm 50
default 0
Occultist's1(2–3)% increased Area of Effect per Power Charge int_animal_charm 1000
default 0
Occultist's604% increased Area of Effect per Power Charge int_animal_charm 500
default 0
Occultist's1(3–5)% increased Effect of your Curses int_animal_charm 1000
default 0
Occultist's60(6–8)% increased Effect of your Curses int_animal_charm 500
default 0
of the Occultist70Nearby Enemies are Chilled int_animal_charm 100
default 0
of the Occultist1Regenerate (1–1.5)% of Energy Shield per second int_animal_charm 1000
default 0
of the Occultist60Regenerate (2–3)% of Energy Shield per second int_animal_charm 500
default 0
of the Occultist1(10–19)% chance to Hinder Enemies on Hit with Spells int_animal_charm 1000
default 0
of the Occultist60(20–30)% chance to Hinder Enemies on Hit with Spells int_animal_charm 500
default 0
Necromancer's1Minions have (10–19)% chance to gain Unholy Might for 4 seconds on Kill int_animal_charm 1000
default 0
Necromancer's60Minions have (20–30)% chance to gain Unholy Might for 4 seconds on Kill int_animal_charm 500
default 0
Necromancer's1Your Offerings have (15–20)% increased Effect on you int_animal_charm 1000
default 0
Necromancer's60Your Offerings have (21–30)% increased Effect on you int_animal_charm 500
default 0
of the Necromancer1Regenerate (2–3)% of Mana over 2 seconds when you Consume a corpse int_animal_charm 1000
default 0
of the Necromancer60Regenerate (4–5)% of Mana over 2 seconds when you Consume a corpse int_animal_charm 500
default 0
of the Necromancer1Regenerate (2–3)% of Energy Shield over 2 seconds when you Consume a corpse int_animal_charm 1000
default 0
of the Necromancer60Regenerate (4–5)% of Energy Shield over 2 seconds when you Consume a corpse int_animal_charm 500
default 0
of the Necromancer1You and nearby Allies have +(10–14)% to Elemental Resistances int_animal_charm 1000
default 0
of the Necromancer60You and nearby Allies have +(15–20)% to Elemental Resistances int_animal_charm 500
default 0
Necromancer's45Minions gain Added Physical Damage equal to (3–5)% of Maximum Energy Shield on your Equipped Helmet int_animal_charm 500
default 0
Necromancer's72Minions gain Added Physical Damage equal to (6–10)% of Maximum Energy Shield on your Equipped Helmet int_animal_charm 250
default 0
Necromancer's45Corpses you Spawn have (5–10)% increased Maximum Life int_animal_charm 500
default 0
Necromancer's72Corpses you Spawn have (11–20)% increased Maximum Life int_animal_charm 250
default 0
of the Necromancer1Minions have (5–8)% additional Physical Damage Reduction int_animal_charm 1000
default 0
of the Necromancer60Minions have (9–12)% additional Physical Damage Reduction int_animal_charm 500
default 0
Assassin's1(10–15)% chance to gain a Power Charge on Critical Strike int_animal_charm 500
dex_animal_charm 500
default 0
Assassin's60(16–25)% chance to gain a Power Charge on Critical Strike int_animal_charm 250
dex_animal_charm 250
default 0
Assassin's1+(2–3)% to Critical Strike Multiplier per Power Charge int_animal_charm 500
dex_animal_charm 500
default 0
Assassin's60+(4–5)% to Critical Strike Multiplier per Power Charge int_animal_charm 250
dex_animal_charm 250
default 0
Assassin's1+(0.4–0.6)% Critical Strike Chance while at maximum Power Charges int_animal_charm 500
dex_animal_charm 500
default 0
Assassin's60+(0.61–1)% Critical Strike Chance while at maximum Power Charges int_animal_charm 250
dex_animal_charm 250
default 0
Assassin's45Critical Strikes have Culling Strike int_animal_charm 250
dex_animal_charm 250
default 0
Assassin's1(80–120)% increased Critical Strike Chance against Enemies on Full Life int_animal_charm 500
dex_animal_charm 500
default 0
Assassin's60(130–160)% increased Critical Strike Chance against Enemies on Full Life int_animal_charm 250
dex_animal_charm 250
default 0
of the Assassin45Damage from your Critical Strikes cannot be Reflected int_animal_charm 250
dex_animal_charm 250
default 0
of the Assassin45(10–15)% increased Elusive Effect int_animal_charm 250
dex_animal_charm 250
default 0
of the Assassin72(16–25)% increased Elusive Effect int_animal_charm 125
dex_animal_charm 125
default 0
of the Assassin70You take no Extra Damage from Critical Strikes while Elusive int_animal_charm 50
dex_animal_charm 50
default 0
Assassin's1(1–2)% increased Poison Duration for each Poison you have inflicted Recently, up to a maximum of 100% int_animal_charm 500
dex_animal_charm 500
default 0
Assassin's603% increased Poison Duration for each Poison you have inflicted Recently, up to a maximum of 100% int_animal_charm 250
dex_animal_charm 250
default 0
of the Saboteur45Cannot be Blinded int_animal_charm 250
dex_animal_charm 250
default 0
of the Saboteur1(5–10)% Global chance to Blind Enemies on hit int_animal_charm 500
dex_animal_charm 500
default 0
of the Saboteur60(11–15)% Global chance to Blind Enemies on hit int_animal_charm 250
dex_animal_charm 250
default 0
Saboteur's1(20–30)% increased Effect of Auras from Mines int_animal_charm 500
dex_animal_charm 500
default 0
Saboteur's60(31–50)% increased Effect of Auras from Mines int_animal_charm 250
dex_animal_charm 250
default 0
of the Saboteur45(5–6)% chance to take 50% less Area Damage from Hits int_animal_charm 250
dex_animal_charm 250
default 0
of the Saboteur72(7–10)% chance to take 50% less Area Damage from Hits int_animal_charm 125
dex_animal_charm 125
default 0
Saboteur's1Hits have (5–6)% chance to deal 50% more Area Damage int_animal_charm 500
dex_animal_charm 500
default 0
Saboteur's60Hits have (7–10)% chance to deal 50% more Area Damage int_animal_charm 250
dex_animal_charm 250
default 0
Saboteur's70(5–8)% increased Cooldown Recovery Rate int_animal_charm 50
dex_animal_charm 50
default 0
Saboteur's81(9–12)% increased Cooldown Recovery Rate int_animal_charm 25
dex_animal_charm 25
default 0
Saboteur's1(2–3)% chance to throw up to 4 additional Traps int_animal_charm 500
dex_animal_charm 500
default 0
Saboteur's60(4–5)% chance to throw up to 4 additional Traps int_animal_charm 250
dex_animal_charm 250
default 0
Saboteur's1+(10–15)% to Critical Strike Multiplier against Burning Enemies
(20–30)% increased Critical Strike Chance against Shocked Enemies
int_animal_charm 500
dex_animal_charm 500
default 0
Saboteur's60+(16–25)% to Critical Strike Multiplier against Burning Enemies
(31–50)% increased Critical Strike Chance against Shocked Enemies
int_animal_charm 250
dex_animal_charm 250
default 0
Trickster's1(40–60)% increased Charge Duration int_animal_charm 500
dex_animal_charm 500
default 0
Trickster's60(61–100)% increased Charge Duration int_animal_charm 250
dex_animal_charm 250
default 0
of the Trickster1Recover 1% of Life on Kill
Recover 1% of Energy Shield on Kill
Recover 1% of Mana on Kill
int_animal_charm 500
dex_animal_charm 500
default 0
of the Trickster60Recover 2% of Life on Kill
Recover 2% of Energy Shield on Kill
Recover 2% of Mana on Kill
int_animal_charm 250
dex_animal_charm 250
default 0
of the Trickster45(5–8)% chance for Energy Shield Recharge to start when you Suppress Spell Damage int_animal_charm 250
dex_animal_charm 250
default 0
of the Trickster72(9–12)% chance for Energy Shield Recharge to start when you Suppress Spell Damage int_animal_charm 125
dex_animal_charm 125
default 0
Trickster's45(7–13)% chance to gain 25% of Non-Chaos Damage with Hits as Extra Chaos Damage int_animal_charm 250
dex_animal_charm 250
default 0
Trickster's72(17–23)% chance to gain 25% of Non-Chaos Damage with Hits as Extra Chaos Damage int_animal_charm 125
dex_animal_charm 125
default 0
of the Trickster1+(1–2) to Evasion Rating per 1 Maximum Energy Shield on Equipped Helmet int_animal_charm 500
dex_animal_charm 500
default 0
of the Trickster60+(3–4) to Evasion Rating per 1 Maximum Energy Shield on Equipped Helmet int_animal_charm 250
dex_animal_charm 250
default 0
of the Trickster70Prevent +(3–4)% of Suppressed Spell Damage while on Full Energy Shield int_animal_charm 50
dex_animal_charm 50
default 0
of the Trickster81Prevent +(5–6)% of Suppressed Spell Damage while on Full Energy Shield int_animal_charm 25
dex_animal_charm 25
default 0
Trickster's1(0.5–1)% of Damage Leeched as Energy Shield int_animal_charm 500
dex_animal_charm 500
default 0
Trickster's60(1.1–2)% of Damage Leeched as Energy Shield int_animal_charm 250
dex_animal_charm 250
default 0
of the Trickster1(4–6)% chance to Recover 10% of Mana when you use a Skill int_animal_charm 500
dex_animal_charm 500
default 0
of the Trickster60(7–10)% chance to Recover 10% of Mana when you use a Skill int_animal_charm 250
dex_animal_charm 250
default 0

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Corvine Charm

The Primal Huntress can teach you to become a Wildwood Primalist. Unlike the other new ascendancy classes, the Primal Huntress lets you customise your tree using Charms that have randomly generated skills from the regular ascendancy classes. Charms are attribute-aligned magic items that can have up to two random modifiers on them.

Name Icon Description
Occultist’s Corvine Charm of the Inquisitor Corvine Charm Cursed Enemies you or your Minions Kill have a 14% chance to Explode, dealing a quarter of their maximum Life as Chaos Damage
Effects of Consecrated Ground you create Linger for 2 seconds
Unmodifiable
Place into an allocated Charm Socket on the Wildwood Primalist Passive Skill Tree. Right click to remove from the Socket.

This Int-aligned Corvine Charm lets you get the stat that makes your consecrated ground effects linger, from the Inquisitor, and the effect that makes cursed enemies explode, from the Occultist.

Corvine Charm

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