Name | Level | Description | Weight |
---|---|---|---|
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 |
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 |
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.