Name | Level | Description | Weight |
---|---|---|---|
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 |
of the Elementalist | 45 | Cannot take Reflected Elemental Damage | int_animal_charm 500 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.