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 |
---|---|---|---|
Juggernaut's | 70 | Movement Speed cannot be modified to below base value | str_animal_charm 100 default 0 |
of the Juggernaut | 81 | 2% of Armour applies to Fire, Cold and Lightning Damage taken from Hits | str_animal_charm 20 default 0 |
of the Juggernaut | 83 | 3% of Armour applies to Fire, Cold and Lightning Damage taken from Hits | str_animal_charm 10 default 0 |
Juggernaut's | 1 | (10–19)% chance to gain an Endurance Charge when you Stun an Enemy | str_animal_charm 1000 default 0 |
Juggernaut's | 60 | (20–30)% chance to gain an Endurance Charge when you Stun an Enemy | str_animal_charm 500 default 0 |
Juggernaut's | 1 | (3–4)% increased Area of Effect per Endurance Charge | str_animal_charm 1000 default 0 |
Juggernaut's | 60 | (5–6)% increased Area of Effect per Endurance Charge | str_animal_charm 500 default 0 |
Juggernaut's | 1 | (10–19)% chance to gain an Endurance Charge when you are Hit | str_animal_charm 1000 default 0 |
Juggernaut's | 60 | (20–30)% chance to gain an Endurance Charge when you are Hit | str_animal_charm 500 default 0 |
of the Juggernaut | 1 | +(2–3)% to Chaos Resistance per Endurance Charge | str_animal_charm 1000 default 0 |
of the Juggernaut | 60 | +(4–5)% to Chaos Resistance per Endurance Charge | str_animal_charm 500 default 0 |
of the Juggernaut | 45 | (10–15)% increased Life Regeneration rate | str_animal_charm 500 default 0 |
of the Juggernaut | 72 | (16–20)% increased Life Regeneration rate | str_animal_charm 250 default 0 |
of the Chieftain | 45 | Totems Taunt Enemies around them for 2 seconds when Summoned | str_animal_charm 500 default 0 |
of the Chieftain | 1 | Recoup (5–7)% of Damage Taken by your Totems as Life | str_animal_charm 1000 default 0 |
of the Chieftain | 60 | Recoup (8–12)% of Damage Taken by your Totems as Life | str_animal_charm 500 default 0 |
Chieftain's | 70 | Enemies you or your Totems Kill have 1% chance to Explode, dealing 500% of their maximum Life as Fire Damage | str_animal_charm 100 default 0 |
Chieftain's | 45 | (5–10)% chance to Cover Rare or Unique Enemies in Ash for 10 Seconds on Hit | str_animal_charm 500 default 0 |
Chieftain's | 72 | (11–20)% chance to Cover Rare or Unique Enemies in Ash for 10 Seconds on Hit | str_animal_charm 250 default 0 |
Chieftain's | 1 | (3–5)% increased Strength | str_animal_charm 1000 default 0 |
Chieftain's | 60 | (6–8)% increased Strength | str_animal_charm 500 default 0 |
of the Chieftain | 45 | +1% to maximum Fire Resistance | str_animal_charm 500 default 0 |
of the Chieftain | 72 | +2% to maximum Fire Resistance | str_animal_charm 250 default 0 |
of the Chieftain | 1 | (20–30)% reduced Ignite Duration on you | str_animal_charm 1000 default 0 |
of the Chieftain | 60 | (31–50)% reduced Ignite Duration on you | str_animal_charm 500 default 0 |
of the Berserker | 45 | Cannot be Stunned while you have at least 25 Rage | str_animal_charm 500 default 0 |
Berserker's | 1 | Adds (5–7) to (14–17) Physical Damage if you've dealt a Critical Strike Recently | str_animal_charm 1000 default 0 |
Berserker's | 60 | Adds (8–12) to (18–22) Physical Damage if you've dealt a Critical Strike Recently | str_animal_charm 500 default 0 |
Berserker's | 1 | +(2–3) to Maximum Rage | str_animal_charm 1000 default 0 |
Berserker's | 60 | +(4–5) to Maximum Rage | str_animal_charm 500 default 0 |
Berserker's | 1 | Warcries grant (2–3) Rage per 5 Power if you have less than 25 Rage | str_animal_charm 1000 default 0 |
Berserker's | 60 | Warcries grant (4–5) Rage per 5 Power if you have less than 25 Rage | str_animal_charm 500 default 0 |
of the Berserker | 45 | (3–5)% of Leech is Instant | str_animal_charm 500 default 0 |
of the Berserker | 72 | (6–8)% of Leech is Instant | str_animal_charm 250 default 0 |
of the Berserker | 1 | 1% of Attack Damage Leeched as Life and Mana if you've Killed Recently | str_animal_charm 1000 default 0 |
of the Berserker | 60 | 2% of Attack Damage Leeched as Life and Mana if you've Killed Recently | str_animal_charm 500 default 0 |
Berserker's | 70 | Nearby corpses Explode when you Warcry, dealing (3–4)% of their Life as Physical Damage | str_animal_charm 100 default 0 |
Berserker's | 81 | Nearby corpses Explode when you Warcry, dealing (5–6)% of their Life as Physical Damage | str_animal_charm 50 default 0 |
of the Champion | 70 | Cannot be Stunned while Fortified | dex_animal_charm 50 str_animal_charm 50 default 0 |
Champion's | 1 | (10–19)% chance to Taunt on Hit | dex_animal_charm 500 str_animal_charm 500 default 0 |
Champion's | 60 | (20–30)% chance to Taunt on Hit | dex_animal_charm 250 str_animal_charm 250 default 0 |
Champion's | 45 | Banner Skills have no Reservation | dex_animal_charm 250 str_animal_charm 250 default 0 |
of the Champion | 1 | When you create a Banner, it gains (10–15)% of the Stages of your placed Banner | dex_animal_charm 500 str_animal_charm 500 default 0 |
of the Champion | 60 | When you create a Banner, it gains (16–25)% of the Stages of your placed Banner | dex_animal_charm 250 str_animal_charm 250 default 0 |
Champion's | 70 | Gain Adrenaline for 4 seconds when you reach Low Life | dex_animal_charm 50 str_animal_charm 50 default 0 |
Champion's | 81 | Impales you inflict last 1 additional Hit | dex_animal_charm 10 str_animal_charm 10 default 0 |
of the Champion | 45 | Melee Hits have (5–10)% chance to Fortify | dex_animal_charm 250 str_animal_charm 250 default 0 |
of the Champion | 72 | Melee Hits have (11–20)% chance to Fortify | dex_animal_charm 125 str_animal_charm 125 default 0 |
Gladiator's | 70 | Bleeding Enemies you Kill Explode, dealing (2–3)% of their Maximum Life as Physical Damage | dex_animal_charm 50 str_animal_charm 50 default 0 |
Gladiator's | 81 | Bleeding Enemies you Kill Explode, dealing (4–5)% of their Maximum Life as Physical Damage | dex_animal_charm 25 str_animal_charm 25 default 0 |
Gladiator's | 1 | Attack Hits against Bleeding Enemies have (10–19)% chance to Blind | dex_animal_charm 500 str_animal_charm 500 default 0 |
Gladiator's | 60 | Attack Hits against Bleeding Enemies have (20–30)% chance to Blind | dex_animal_charm 250 str_animal_charm 250 default 0 |
Gladiator's | 1 | Attack Hits against Blinded Enemies have (10–19)% chance to Maim | dex_animal_charm 500 str_animal_charm 500 default 0 |
Gladiator's | 60 | Attack Hits against Blinded Enemies have (20–30)% chance to Maim | dex_animal_charm 250 str_animal_charm 250 default 0 |
of the Gladiator | 45 | Cannot be Stunned by Hits you Block | dex_animal_charm 250 str_animal_charm 250 default 0 |
of the Gladiator | 45 | +(1–2)% to maximum Chance to Block Attack Damage | dex_animal_charm 250 str_animal_charm 250 default 0 |
of the Gladiator | 72 | +3% to maximum Chance to Block Attack Damage | dex_animal_charm 125 str_animal_charm 125 default 0 |
Gladiator's | 1 | Hits ignore Enemy Monster Physical Damage Reduction if you've Blocked in the past 20 seconds | dex_animal_charm 500 str_animal_charm 500 default 0 |
of the Gladiator | 1 | +(3–4) to Armour and Evasion Rating per 1% Chance to Block Attack Damage | dex_animal_charm 500 str_animal_charm 500 default 0 |
of the Gladiator | 60 | +(5–6) to Armour and Evasion Rating per 1% Chance to Block Attack Damage | dex_animal_charm 250 str_animal_charm 250 default 0 |
of the Gladiator | 1 | +(3–4)% Chance to Block Attack Damage | dex_animal_charm 500 str_animal_charm 500 default 0 |
of the Gladiator | 60 | +(5–6)% Chance to Block Attack Damage | dex_animal_charm 250 str_animal_charm 250 default 0 |
Slayer's | 1 | Gain (4–7)% increased Attack Speed for 20 seconds when you Kill a Rare or Unique Enemy | dex_animal_charm 500 str_animal_charm 500 default 0 |
Slayer's | 60 | Gain (8–12)% increased Attack Speed for 20 seconds when you Kill a Rare or Unique Enemy | dex_animal_charm 250 str_animal_charm 250 default 0 |
of the Slayer | 45 | Cannot take Reflected Physical Damage | dex_animal_charm 250 str_animal_charm 250 default 0 |
of the Slayer | 70 | Cannot be Stunned while Leeching | dex_animal_charm 50 str_animal_charm 50 default 0 |
of the Slayer | 70 | You are Unaffected by Bleeding while Leeching | dex_animal_charm 50 str_animal_charm 50 default 0 |
of the Slayer | 1 | (4–7)% of Overkill Damage is Leeched as Life | dex_animal_charm 500 str_animal_charm 500 default 0 |
of the Slayer | 60 | (8–12)% of Overkill Damage is Leeched as Life | dex_animal_charm 250 str_animal_charm 250 default 0 |
Slayer's | 45 | (10–20)% increased Maximum Recovery per Life Leech | dex_animal_charm 250 str_animal_charm 250 default 0 |
Slayer's | 72 | (21–30)% increased Maximum Recovery per Life Leech | dex_animal_charm 125 str_animal_charm 125 default 0 |
Slayer's | 1 | (4–7)% increased Area of Effect if you've Killed Recently | dex_animal_charm 500 str_animal_charm 500 default 0 |
Slayer's | 60 | (8–12)% increased Area of Effect if you've Killed Recently | dex_animal_charm 250 str_animal_charm 250 default 0 |
Slayer's | 45 | Culling Strike | dex_animal_charm 250 str_animal_charm 250 default 0 |
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 |
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 |
---|---|---|
Juggernaut’s Ursine Charm of the Champion | ![]() |
Melee Hits have 16% chance to Fortify Movement Speed cannot be modified to below base value Unmodifiable Place into an allocated Charm Socket on the Wildwood Primalist Passive Skill Tree. Right click to remove from the Socket. |
Charms are magic items and are aligned with different attributes. For example, this Ursine Charm is strength-aligned, and has gotten the "Melee Hits have a chance to Fortify" stat from the Champion, and the ability to stop your movement speed going below base from the Juggernaut.