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