Charm: Difference between revisions
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* Lupine Charm - [[Dexterity]] - [[Ranger]], [[Duelist]], [[Shadow]] | * Lupine Charm - [[Dexterity]] - [[Ranger]], [[Duelist]], [[Shadow]] | ||
* Corvine Charm - [[Intelligence]] - [[Witch]], [[Templar]], [[Shadow]] | * Corvine Charm - [[Intelligence]] - [[Witch]], [[Templar]], [[Shadow]] | ||
==List of charms== | |||
{{Item table | {{Item table |
Revision as of 01:47, 3 December 2023
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.
Tinctures are unmodifiable and are always found at magic rarity and can have up to two random modifiers based on stats from regular ascendancy classes. Each charm base type corresponds to a specific attribute and can only roll ascendancy modifiers from classes that possess that attribute.
- Ursine Charm - Strength - Marauder, Duelist, Templar
- Lupine Charm - Dexterity - Ranger, Duelist, Shadow
- Corvine Charm - Intelligence - Witch, Templar, Shadow
List of charms
Item | Stats |
---|---|
Lupine CharmLupine CharmUnmodifiablePlace into an allocated Charm Socket on the Wildwood Primalist Passive Skill Tree. Right click to remove from the Socket. | N/A |
Ursine CharmUrsine CharmUnmodifiablePlace into an allocated Charm Socket on the Wildwood Primalist Passive Skill Tree. Right click to remove from the Socket. | N/A |
Corvine CharmCorvine CharmUnmodifiablePlace into an allocated Charm Socket on the Wildwood Primalist Passive Skill Tree. Right click to remove from the Socket. | N/A |
Version history
Version | Changes |
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3.23.0 |
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