Charm: Difference between revisions

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A '''charm''' is an item obtainable from [[Affliction]] encounters. Charms act functionally like [[jewel]]s 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.  
A '''charm''' is an item obtainable from [[Affliction]] encounters. Charms act functionally like [[jewel]]s 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 class]]es. 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 [[class]]es that possess that attribute. It is possible for a single charm to have two modifiers from the same ascendancy.
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 class]]es. 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 [[class]]es 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) [[Wisp]]s from Affliction encounters and then find the [[Primal Huntress]] within the same encounter to use the shop. Charms are tradeable.


* Ursine Charm - [[Strength]] - [[Marauder]], [[Duelist]], [[Templar]]
* Ursine Charm - [[Strength]] - [[Marauder]], [[Duelist]], [[Templar]]

Revision as of 16:49, 8 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.

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.

List of charms

ItemStats
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
3.23.0
  • Introduced to the game.