Charm: Difference between revisions

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'''Charm''' is an [[item class]] of [[trinket]]s that function somewhat similarly to utility [[flask]]s. Charms gain charges from killing monsters or refilling at [[well]]s and will trigger automatically to grant defensive bonuses or immunities to negative status effects.
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__TOC__
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==Mechanics==
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Charms cannot be activated manually. While a charm has sufficient charges, it is used automatically when it meets the conditions specified by its implicit modifier. When used, they will grant its effect for the listed charm duration. It cannot be reused until the duration expires.
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If two charms of the same type are equipped, meeting the activation requirements will only activate one charm at a time. Different charm types can activate simultaneously.
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Charms gain charges from killing monsters, using the [[Well]], or activating a checkpoint, the same way [[flask]]s do. Charms can also roll a modifier that grants a small number of charges each second. Unequipping a charm will remove all charges on the charm.
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Charm slots are primarily granted by [[belt]]s, which grant one to three charm slots when equipped, indicated by its implicit mod. Additional charm slots can also be obtained from certain passive skills and belt explicit mods. Up to 3 charm can be equipped at a time.
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The number of charm slots a belt can provide depend on its [[item level]]:
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{| class="wikitable"
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! Item Level
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! Charm slots
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|-
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| 1-29
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| 1
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|-
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| 30-59
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| 1-2
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|-
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| 60+
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| 1-3
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|}
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Charms can only be {{c|normal|[[rarity|normal]]}}, {{c|magic|[[rarity|magic]]}} or {{c|unique|[[rarity|unique]]}}. There are no {{c|rare|[[rarity|rare]]}} charms.
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[[Quality]] on charms increases the duration of the charm's effect by the quality percentage. Currently, the only way to obtain a charm with quality is to have it drop randomly with quality or by [[Corrupted|corrupting]] it.
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==List of charms==
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{{main|List of charms}}
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There are {{Drop enabled base item count|where=items.class_id="UtilityFlask"}} charm base types that can drop.
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{{:List of charms}}
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==List of unique charms==
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{{main|List of unique charms}}
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There are {{Drop enabled unique item count|where=items.class_id="UtilityFlask"}} unique charms that can drop.
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{{:List of unique charms}}
 
==List of charm modifiers==
{{main|List of modifiers for charms}}
 
==Related unique items==
There are non-charm unique items have effects related to charms:
{{Drop enabled unique item table
|where=items.class_id != "UtilityFlask" AND items.explicit_stat_text LIKE "%charm%"
|large=1
|base_item=1
|level=1
|stat=1
}}
 
==Version history==
{{Version history table header}}
{{Version history table row|0.2.0f|
* Belts level 30 and above now have implicit modifiers with 1-2 Charm Slots, while Belts level 60 and above now have implicit modifiers with 1-3 Charm Slots. This only affects new Belts found after this patch has been deployed.
* The explicit modifiers for additional Charm Slots on Belts can no longer roll.
* Massively increased the values on the Prefixes that Restore Life, Mana or grant Guard when Charms are used. You can update existing items to the new values with a {{il|Divine Orb}}.
* All Charms but the {{il|Golden Charm}} have had their maximum Charges halved and their Charges per Use Halved, making them refill more quickly.
* Fixed a bug where Unique Charms could not be chanced.
}}
{{Version history table row|0.1.1c|
* Added Charms to the controller HUD.
}}
{{Version history table row|0.1.1|
* Charms now play an effect on your character when they are automatically used.
* Charms now display their number of charges and when they're active.
}}
{{Version history table row|0.1.0e|
* The Charm helper text has been updated to indicate that you cannot have more than three Charm Slots unlocked, so that we can add more sources of it in the future.
}}
{{Version history table row|0.1.0|
* Introduced to the game.
}}
{{Version history table end}}
 
{{Navbox Items}}
[[Category:Charms]]
[[Category:Item classes]]

Revision as of 22:21, 29 July 2025