Mechanic

Charm

A Charm is a charged trinket that activates automatically when its implicit condition is met. Charms are equipped in slots supplied mainly by belts and provide a timed defensive, utility, or reward effect without being pressed manually.
0.5.4d
Current data

Catalog version 0.5.4d

No direct 0.5 patch change is linked to this page. The displayed values are current for catalog version 0.5.4d.

What Charm does

Current rules

Equip the Charm in a Charm slot, keep enough charges for one use, and let its listed condition activate it. The Charm spends its stated charges, applies its effect for the listed duration, and cannot activate again until that duration ends. Kills grant Charm charges equal to half the monster's Power, while checkpoints and Wells refill equipped Charms completely.

Activation is automatic
A Charm cannot be activated manually. Its implicit modifier states the condition that uses it, such as becoming Frozen, starting to Bleed, taking Fire damage from a Hit, or killing a Rare or Unique enemy.
Charges pay for each use
The Charm must hold at least its listed charges per use when the condition occurs. Monsters grant Charm charges equal to half their Power. Checkpoints and Wells refill equipped Charms completely, passive generation can add charges when explicitly stated, and unequipping a Charm removes its stored charges.
Duration prevents immediate reuse
After activation, the Charm grants its listed effect for its Charm duration and cannot activate again until that duration expires. Increased Charm Effect Duration keeps the protection active longer but also delays the earliest possible next use.
Identical types activate in sequence
If two Charms of the same type are equipped, only one activates when their shared condition is met. Charms of different types can activate at the same time when each condition is satisfied and each Charm has enough charges.
Belts supply most slots
A belt below item level 30 grants one Charm slot. Belts from item level 30 to 59 can grant one or two through their implicit, and belts at item level 60 or higher can grant one to three. Additional Charm Slot explicit modifiers no longer roll on new belts, though an item such as Bijouborne can state an exception.
Three Charms is the current cap
The character can currently equip at most three Charms. Ancient Vows grants one additional Charm Slot together with a choice between increased Charm Charges gained and increased Charm Effect Duration, but extra sources do not raise the current equipped cap above three.
Quality increases duration
Charm Quality increases the duration of the Charm's effect by the same percentage. Glassblower's Bauble applies only to Flasks, so a Charm must already drop with Quality or gain it through a valid corruption outcome.
Charm rarity stops at Magic
A non-unique Charm can be Normal or Magic, and a Charm can also be Unique. Charms cannot be Rare, so their modifier and crafting expectations differ from ordinary Rare equipment.
Charms are not Flasks
Both systems use charges and refill at checkpoints or Wells, but Charms activate automatically from conditions while Life and Mana Flasks are normally used manually. Charm-only and Flask-only modifiers apply only to the named item class unless the wording explicitly includes both.

Charm bases and connected systems

9 cases
01
Elemental and Chaos protection

Ruby, Sapphire, and Topaz Charms activate after a Fire, Cold, or Lightning Hit and grant the matching resistance. Amethyst Charm activates after a Chaos Hit and grants Chaos Resistance.

Related: Ruby Charm, Sapphire Charm, Topaz Charm, Amethyst Charm
02
Ailment and status protection

Thawing, Staunching, Antidote, Dousing, and Grounding Charms react to Freeze, Bleeding, Poison, Ignite, and Shock. Stone Charm reacts to Stun, while Silver Charm reacts to a Slow.

Related: Thawing Charm, Staunching Charm, Antidote Charm, Dousing Charm, Grounding Charm, Stone Charm, Silver Charm
04
Unique Charms

Unique Charms retain a base Charm's automatic condition and add their own effect. Examples can grant charges, Rage, Onslaught, recovery, ground effects, Energy Shield Recharge, or an Azmeri Spirit when used.

Related: Breath of the Mountains, Ngamahu's Chosen, Valako's Roar, For Utopia, Nascent Hope, Sanguis Heroum, Arakaali's Gift, Beira's Anguish, The Black Cat, Forsaken Bangle, Rite of Passage
05
Slots and Ancient Vows

Check the belt's item level and implicit before planning the loadout. Ancient Vows can add one slot plus either charge gain or effect duration, while Bijouborne is an explicit unique-item exception to ordinary belt slot generation.

Related: Bijouborne, Browse Belts, Ancient Vows
06
Charge generation

Monster kills grant charges through Monster Power. Bounty supports can increase charges from supported kills, Dread Banner can grant Charm charges while its Aura is active, and Charm modifiers can provide passive charge generation.

Related: Power, Bounty I, Bounty II, Dread Banner
07
Charm modifiers

Charm modifiers can change duration, maximum charges, charges per use, charges gained, passive generation, or the reward produced when the Charm activates. Compare capacity, use cost, trigger frequency, and effect together.

Related: Browse Charm modifiers

Limits and exceptions

9 rules
  • A Charm cannot be activated manually.
  • The trigger condition does nothing when the Charm lacks enough charges for one use.
  • A Charm cannot activate again while its current effect duration is still running.
  • Two Charms of the same type do not activate together from the same condition.
  • Unequipping a Charm removes its stored charges, and a Charm outside a Charm slot cannot hold charges.
  • The current equipped Charm cap is three even when a character has more sources of Charm slots.
  • Quality changes effect duration, not charge capacity, charges per use, or the magnitude of the listed effect.
  • There are no Rare Charms, and Glassblower's Bauble does not add Quality to them.
  • Charm and Flask modifiers remain separate unless the wording names both systems.

Quest involvement

1 quests