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.
Name | Level | Description | Weight |
---|---|---|---|
of the Inquisitor | 1 | +(20–30) to Strength and Intelligence | int_animal_charm 500 str_animal_charm 500 default 0 |
of the Inquisitor | 60 | +(31–40) to Strength and Intelligence | int_animal_charm 250 str_animal_charm 250 default 0 |
Inquisitor's | 1 | (20–30)% increased Effect of non-Damaging Ailments you inflict with Critical Strikes | int_animal_charm 500 str_animal_charm 500 default 0 |
Inquisitor's | 60 | (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 Inquisitor | 70 | Effects of Consecrated Ground you create Linger for 2 seconds | int_animal_charm 50 str_animal_charm 50 default 0 |
Inquisitor's | 45 | Consecrated Ground you create applies (5–6)% increased Damage taken to Enemies | int_animal_charm 250 str_animal_charm 250 default 0 |
Inquisitor's | 72 | Consecrated Ground you create applies (7–10)% increased Damage taken to Enemies | int_animal_charm 125 str_animal_charm 125 default 0 |
Inquisitor's | 1 | Damage Penetrates (3–4)% of Enemy Elemental Resistances | int_animal_charm 500 str_animal_charm 500 default 0 |
Inquisitor's | 60 | Damage Penetrates (5–6)% of Enemy Elemental Resistances | int_animal_charm 250 str_animal_charm 250 default 0 |
of the Inquisitor | 1 | (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 Inquisitor | 60 | (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's | 1 | (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's | 60 | (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 Hierophant | 70 | (1–2)% of Damage is taken from Mana before Life | int_animal_charm 50 str_animal_charm 50 default 0 |
of the Hierophant | 81 | 3% of Damage is taken from Mana before Life | int_animal_charm 25 str_animal_charm 25 default 0 |
Hierophant's | 45 | (4–7)% increased Mana Reservation Efficiency of Skills | int_animal_charm 250 str_animal_charm 250 default 0 |
Hierophant's | 72 | (8–12)% increased Mana Reservation Efficiency of Skills | int_animal_charm 125 str_animal_charm 125 default 0 |
of the Hierophant | 1 | Gain (2–3)% of Maximum Mana as Extra Maximum Energy Shield | int_animal_charm 500 str_animal_charm 500 default 0 |
of the Hierophant | 60 | Gain (4–5)% of Maximum Mana as Extra Maximum Energy Shield | int_animal_charm 250 str_animal_charm 250 default 0 |
Hierophant's | 70 | Gain Arcane Surge when you or your Totems Hit an Enemy with a Spell | int_animal_charm 50 str_animal_charm 50 default 0 |
Hierophant's | 1 | Non-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's | 60 | Non-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 Hierophant | 1 | (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 Hierophant | 60 | 3% 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 Hierophant | 70 | +1 to Minimum Endurance Charges +1 to Minimum Power Charges | int_animal_charm 50 str_animal_charm 50 default 0 |
Hierophant's | 1 | Skills 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's | 60 | Skills 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 Guardian | 1 | If 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 Guardian | 60 | If 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 Guardian | 1 | If 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 Guardian | 60 | If 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 Guardian | 45 | Every 4 seconds, remove Curses and Elemental Ailments from you | int_animal_charm 250 str_animal_charm 250 default 0 |
Guardian's | 45 | Grants 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's | 72 | Grants 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 Guardian | 45 | Enemies in your Link Beams cannot apply Elemental Ailments | int_animal_charm 250 str_animal_charm 250 default 0 |
Guardian's | 1 | Every 4 seconds, Regenerate 10% of Life over one second | int_animal_charm 500 str_animal_charm 500 default 0 |
Guardian's | 60 | Every 4 seconds, Regenerate 20% of Life over one second | int_animal_charm 250 str_animal_charm 250 default 0 |
Guardian's | 45 | Nearby Enemies cannot gain Power, Frenzy or Endurance Charges | int_animal_charm 250 str_animal_charm 250 default 0 |
Guardian's | 45 | While there are at least five nearby Allies, you and nearby Allies have Onslaught | int_animal_charm 250 str_animal_charm 250 default 0 |
Elementalist's | 1 | Exposure you inflict applies an extra (-5–-4)% to the affected Resistance | int_animal_charm 1000 default 0 |
Elementalist's | 60 | Exposure you inflict applies an extra (-7–-6)% to the affected Resistance | int_animal_charm 500 default 0 |
Elementalist's | 81 | All Damage can Ignite | int_animal_charm 20 default 0 |
Elementalist's | 45 | Shocks from your Hits always increase Damage taken by at least (5–7)% | int_animal_charm 500 default 0 |
Elementalist's | 72 | Shocks from your Hits always increase Damage taken by at least (8–10)% | int_animal_charm 250 default 0 |
of the Elementalist | 45 | Chills from your Hits always reduce Action Speed by at least (3–4)% | int_animal_charm 500 default 0 |
of the Elementalist | 72 | Chills from your Hits always reduce Action Speed by at least (5–6)% | int_animal_charm 250 default 0 |
of the Elementalist | 1 | (15–20)% increased Effect of Buffs granted by your Golems | int_animal_charm 1000 default 0 |
of the Elementalist | 60 | (21–35)% increased Effect of Buffs granted by your Golems | int_animal_charm 500 default 0 |
Elementalist's | 1 | (10–15)% chance to Freeze, Shock and Ignite | int_animal_charm 1000 default 0 |
Elementalist's | 60 | (16–25)% chance to Freeze, Shock and Ignite | int_animal_charm 500 default 0 |
of the Elementalist | 45 | Cannot take Reflected Elemental Damage | int_animal_charm 500 default 0 |
Occultist's | 45 | Your Hexes can affect Hexproof Enemies | int_animal_charm 500 default 0 |
Occultist's | 70 | Cursed 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's | 81 | Cursed 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's | 1 | (2–3)% increased Area of Effect per Power Charge | int_animal_charm 1000 default 0 |
Occultist's | 60 | 4% increased Area of Effect per Power Charge | int_animal_charm 500 default 0 |
Occultist's | 1 | (3–5)% increased Effect of your Curses | int_animal_charm 1000 default 0 |
Occultist's | 60 | (6–8)% increased Effect of your Curses | int_animal_charm 500 default 0 |
of the Occultist | 70 | Nearby Enemies are Chilled | int_animal_charm 100 default 0 |
of the Occultist | 1 | Regenerate (1–1.5)% of Energy Shield per second | int_animal_charm 1000 default 0 |
of the Occultist | 60 | Regenerate (2–3)% of Energy Shield per second | int_animal_charm 500 default 0 |
of the Occultist | 1 | (10–19)% chance to Hinder Enemies on Hit with Spells | int_animal_charm 1000 default 0 |
of the Occultist | 60 | (20–30)% chance to Hinder Enemies on Hit with Spells | int_animal_charm 500 default 0 |
Necromancer's | 1 | Minions have (10–19)% chance to gain Unholy Might for 4 seconds on Kill | int_animal_charm 1000 default 0 |
Necromancer's | 60 | Minions have (20–30)% chance to gain Unholy Might for 4 seconds on Kill | int_animal_charm 500 default 0 |
Necromancer's | 1 | Your Offerings have (15–20)% increased Effect on you | int_animal_charm 1000 default 0 |
Necromancer's | 60 | Your Offerings have (21–30)% increased Effect on you | int_animal_charm 500 default 0 |
of the Necromancer | 1 | Regenerate (2–3)% of Mana over 2 seconds when you Consume a corpse | int_animal_charm 1000 default 0 |
of the Necromancer | 60 | Regenerate (4–5)% of Mana over 2 seconds when you Consume a corpse | int_animal_charm 500 default 0 |
of the Necromancer | 1 | Regenerate (2–3)% of Energy Shield over 2 seconds when you Consume a corpse | int_animal_charm 1000 default 0 |
of the Necromancer | 60 | Regenerate (4–5)% of Energy Shield over 2 seconds when you Consume a corpse | int_animal_charm 500 default 0 |
of the Necromancer | 1 | You and nearby Allies have +(10–14)% to Elemental Resistances | int_animal_charm 1000 default 0 |
of the Necromancer | 60 | You and nearby Allies have +(15–20)% to Elemental Resistances | int_animal_charm 500 default 0 |
Necromancer's | 45 | Minions gain Added Physical Damage equal to (3–5)% of Maximum Energy Shield on your Equipped Helmet | int_animal_charm 500 default 0 |
Necromancer's | 72 | Minions gain Added Physical Damage equal to (6–10)% of Maximum Energy Shield on your Equipped Helmet | int_animal_charm 250 default 0 |
Necromancer's | 45 | Corpses you Spawn have (5–10)% increased Maximum Life | int_animal_charm 500 default 0 |
Necromancer's | 72 | Corpses you Spawn have (11–20)% increased Maximum Life | int_animal_charm 250 default 0 |
of the Necromancer | 1 | Minions have (5–8)% additional Physical Damage Reduction | int_animal_charm 1000 default 0 |
of the Necromancer | 60 | Minions have (9–12)% additional Physical Damage Reduction | int_animal_charm 500 default 0 |
Assassin's | 1 | (10–15)% chance to gain a Power Charge on Critical Strike | int_animal_charm 500 dex_animal_charm 500 default 0 |
Assassin's | 60 | (16–25)% chance to gain a Power Charge on Critical Strike | int_animal_charm 250 dex_animal_charm 250 default 0 |
Assassin's | 1 | +(2–3)% to Critical Strike Multiplier per Power Charge | int_animal_charm 500 dex_animal_charm 500 default 0 |
Assassin's | 60 | +(4–5)% to Critical Strike Multiplier per Power Charge | int_animal_charm 250 dex_animal_charm 250 default 0 |
Assassin's | 1 | +(0.4–0.6)% Critical Strike Chance while at maximum Power Charges | int_animal_charm 500 dex_animal_charm 500 default 0 |
Assassin's | 60 | +(0.61–1)% Critical Strike Chance while at maximum Power Charges | int_animal_charm 250 dex_animal_charm 250 default 0 |
Assassin's | 45 | Critical Strikes have Culling Strike | int_animal_charm 250 dex_animal_charm 250 default 0 |
Assassin's | 1 | (80–120)% increased Critical Strike Chance against Enemies on Full Life | int_animal_charm 500 dex_animal_charm 500 default 0 |
Assassin's | 60 | (130–160)% increased Critical Strike Chance against Enemies on Full Life | int_animal_charm 250 dex_animal_charm 250 default 0 |
of the Assassin | 45 | Damage from your Critical Strikes cannot be Reflected | int_animal_charm 250 dex_animal_charm 250 default 0 |
of the Assassin | 45 | (10–15)% increased Elusive Effect | int_animal_charm 250 dex_animal_charm 250 default 0 |
of the Assassin | 72 | (16–25)% increased Elusive Effect | int_animal_charm 125 dex_animal_charm 125 default 0 |
of the Assassin | 70 | You take no Extra Damage from Critical Strikes while Elusive | int_animal_charm 50 dex_animal_charm 50 default 0 |
Assassin's | 1 | (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's | 60 | 3% 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 Saboteur | 45 | Cannot be Blinded | int_animal_charm 250 dex_animal_charm 250 default 0 |
of the Saboteur | 1 | (5–10)% Global chance to Blind Enemies on hit | int_animal_charm 500 dex_animal_charm 500 default 0 |
of the Saboteur | 60 | (11–15)% Global chance to Blind Enemies on hit | int_animal_charm 250 dex_animal_charm 250 default 0 |
Saboteur's | 1 | (20–30)% increased Effect of Auras from Mines | int_animal_charm 500 dex_animal_charm 500 default 0 |
Saboteur's | 60 | (31–50)% increased Effect of Auras from Mines | int_animal_charm 250 dex_animal_charm 250 default 0 |
of the Saboteur | 45 | (5–6)% chance to take 50% less Area Damage from Hits | int_animal_charm 250 dex_animal_charm 250 default 0 |
of the Saboteur | 72 | (7–10)% chance to take 50% less Area Damage from Hits | int_animal_charm 125 dex_animal_charm 125 default 0 |
Saboteur's | 1 | Hits have (5–6)% chance to deal 50% more Area Damage | int_animal_charm 500 dex_animal_charm 500 default 0 |
Saboteur's | 60 | Hits have (7–10)% chance to deal 50% more Area Damage | int_animal_charm 250 dex_animal_charm 250 default 0 |
Saboteur's | 70 | (5–8)% increased Cooldown Recovery Rate | int_animal_charm 50 dex_animal_charm 50 default 0 |
Saboteur's | 81 | (9–12)% increased Cooldown Recovery Rate | int_animal_charm 25 dex_animal_charm 25 default 0 |
Saboteur's | 1 | (2–3)% chance to throw up to 4 additional Traps | int_animal_charm 500 dex_animal_charm 500 default 0 |
Saboteur's | 60 | (4–5)% chance to throw up to 4 additional Traps | int_animal_charm 250 dex_animal_charm 250 default 0 |
Saboteur's | 1 | +(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's | 60 | +(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's | 1 | (40–60)% increased Charge Duration | int_animal_charm 500 dex_animal_charm 500 default 0 |
Trickster's | 60 | (61–100)% increased Charge Duration | int_animal_charm 250 dex_animal_charm 250 default 0 |
of the Trickster | 1 | Recover 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 Trickster | 60 | Recover 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 Trickster | 45 | (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 Trickster | 72 | (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's | 45 | (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's | 72 | (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 Trickster | 1 | +(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 Trickster | 60 | +(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 Trickster | 70 | Prevent +(3–4)% of Suppressed Spell Damage while on Full Energy Shield | int_animal_charm 50 dex_animal_charm 50 default 0 |
of the Trickster | 81 | Prevent +(5–6)% of Suppressed Spell Damage while on Full Energy Shield | int_animal_charm 25 dex_animal_charm 25 default 0 |
Trickster's | 1 | (0.5–1)% of Damage Leeched as Energy Shield | int_animal_charm 500 dex_animal_charm 500 default 0 |
Trickster's | 60 | (1.1–2)% of Damage Leeched as Energy Shield | int_animal_charm 250 dex_animal_charm 250 default 0 |
of the Trickster | 1 | (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 Trickster | 60 | (7–10)% chance to Recover 10% of Mana when you use a Skill | int_animal_charm 250 dex_animal_charm 250 default 0 |
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 | ![]() |
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.