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