Charm
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.
- Ursine Charm - Strength - Marauder, Duelist, Templar
- Lupine Charm - Dexterity - Ranger, Duelist, Shadow
- Corvine Charm - Intelligence - Witch, Templar, Shadow
List of charms
Item | Stats |
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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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