[[Image:Charms.jpg|right|frame]]Charms are small items that, when identified and placed in a character's inventory, provide a steady, passive benefit. Charms boost things like resistance, hit points, hit recovery time, damage, accuracy, magic find, and grand charms can even give +1 to entire skill trees. Charms are only magical, or unique. There are no rare, set, or crafted charms.
How much inventory space a player devotes to their charms depends on their goals. PVPers entirely fill their inventories with charms, since they want every bit of bonus and aren't picking up any loot. Magic finders use a lot of charms, but must save some space to retrieve their finds. Players leveling up normally use the good charms they find, and replace them as their characters grow in strength and levels.
Each of the three sizes of charm has strengths and weaknesses that are elaborated on below.
=Small Charms=
Small charms require only a 1x1 inventory space, and their small size makes them very useful to make up shortcomings in a character's equipment. Small charms are excellent ways to add hit points, resistance (especially to individual elements), and damage/attack rating. It's generally easier to find 2 small charms with better mods than 1 large charm, and 3 small charms will almost always beat out 1 grand charm. However, there are mods that can spawn on larger charms that can not be found on small charms, such as +1 to a skill tree on grands. Small charms can add more magic find than large or grand charms, per inventory space.
=Magic Prefixes=
These are the prefixes that can spawn on a charm. The bonuses can stack with suffixes of similar type.
'''Key''':
==+ Defense==
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Defense bonus on charms is usually sought after by melee duelers when going against other melee characters. Barbs for example These bonuses are more effective when boosted by other skills; Barbarians can benefit more from double these charms as their warcry, shout, can increase the effectiveness two fold. The bonus gained from dexterity is applied at the same time as shoutbonuses with Iron Skin, so it increases the effectiveness of the charm furtherthen quadruple them with Shout.
==+ Base Damage==
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With high clvl requirements, these charms may not be attractive at first, but these charms, unlike bonuses gained from jewel, add onto keep in mind that the base bonus damage of is added to the weapon before the skill being modified by other skills and stat bonuses are applied. Therefore, depending on the weapons and stats, the maximum gain can shoot up to 20+states. +
==Stamina==
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It is useful to have some extra Few characters are so in need of stamina for lower level characters on larger maps. However, it’s not an essential bonus considering that using other they resort to boosting it with charms with other bonuses can be more worthwhile.
==+ Attack Rating==
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Attack Rating is also seldom sought after by many melee characters. The classes that benefits the most from these charms are werewolf druid and assassin as their melee skill centers around getting as many hits as possible as fast as possible (therefore requiring more chance to hit). These attack rating on charms also get boosted by stat / skill bonuses. However, these charms are usually but the fact that it often occurs with damage makes for a waste for classes like amazon (who already has high attack rating due to investments in dexterity) or casting classes such as sorceress and necromancersnice double combat boost.
==+ Mana==
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Pretty straightforward bonuses. Useful for sorceresses and necromancers who require more mana. But for high level characters, these Grand charms become pretty much useless unless paired up with other useful suffixpotentially provide the most mana boost per inventory space.
==+ All Resistances==
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These Shimmering small charms are popular among all classes in terms of PvM difficult to find, but quite useful when stacked up. It's much easier to get +9-11% to a single element from a small charm (and PvPmore useful, since some resistances are more important than others). With 5You will more commonly find large charms with around 8% resist all , or grand charms, one can quickly fill with up the resistance that is much needed in nightmare and hell mode. Howeverto 15% resist all, they are pretty hard to come by and cost a lot for tradingthan 2 or 3 small charms with equivalent bonuses.
==Elemental Resistances==
'''+ Cold Resistance'''
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'''+ Fire Resistance'''
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'''+ Lightning Resistance'''
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'''+Poison Resistance'''
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Individual resistance charms are pretty common to come by and are generally used when one needs specific needs for resistancequite useful.For example, a player might want Many players use several of these to stock up on perfect lightning and fire resistance charms when facing Diablo to compensate the damage received. On the other hand, when a player is going against frozen orb sorceresses, who has cold mastery that cuts into cold boost resistance, he / she might want to stock up on as much cold charm as possible. These charms are pretty flexible, but shouldn’t be valued too much. It is generally recommended to use individual elements their other charms that gives bonus to life or damage while saving the resistance charms in the stash for laterequipment doesn't cover.
==+ Elemental Damage==
'''Cold'''
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Cold At least one type of cold damage charms are good is essential for most combat characters, simply for increasing the chilling and freezing duration. The damage done isn’t too bad either. Stock up slowing effect being chilled has on few of these and you’ll find that monsters are slowed longer and die faster. The class that benefits the most from these Multiple sources of cold damage (charms is probably , weapons, equipment, skills, etc) stack up the Frostmaiden – amazon who uses cold skill for her main weaponchill time, especially the freezing arrowso several of these can be quite useful in hell, as the 1 second chilling duration adds onto the freezing duration as wellwhen monsters thaw out much more quickly. * These charms give bonus bonuses only to physical damage dealth, not to any cold spell.
'''Fire'''
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Fire charms do more damage then cold charms generally, but doesn’t do not slow the enemy down at the same time, so are not widely used. The inventory spaces are better spent on either cold or lightning * These charms as lightning charms do more give bonuses only to physical damage and , not to any cold charms gives you chilling effectspell.
'''Lightning'''
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Lightning charms are deal the best in terms highest average damage of damage dealt. A lot any of players stock up on these the elemental charms to increase their maximum damage. * These prefixes are more valuable when paired up with other suffix that deals poison charms give bonuses only to physical damage or , not to any cold damagespell.
'''Poison'''
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Poison prefixes damage bonuses are the most popular for dealing damage for several reasonsquite useful in Diablo II. The Poisoned monsters do not heal, and poison damage cancels out monster healingand duration stacks between multiple items, which is a problem in hell mode since monsters regenerate so fast. Also, not many monsters are immune to poison in hardest areas of the game – such as Throne of Destruction or Chaos Sanctuary. On top with several sources of that, poison damage dealt doesn’t get PvP penalty (penalty which decreases all the damage done to 1/4) so duelers like to stock adding up on lot of these. One other interesting thing about these prefixes is that if , a single hit can keep a monster from healing for quite a charm is spawned with longer duration than 2 seconds, the damage doesn’t increase linearlywhile. In fact, it These can spawn with range of poison damage that’s be very useful to deal a slow death in a lot larger than the listed damagePVP duel as well. For example, toxic prefixes have been known * These charms give bonuses only to spawn poison physical damage anywhere from 50 , not to 100 with duration ranging from 4 to 5 seconds. Most common duration range for any prefixes is from 4 to 10 secondscold spell.
=Magic Suffixes=
==+Base damage==
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This is a nice suffix that can stack on the prefixes that adds on the base damage of the weapon. It works exactly like its prefix counter-part, adding onto base weapon damage before other bonuses are applied. At the same time, it has lower level requirement than the prefixes – making it accessible by most characters faster.
==+Faster hit recovery==
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Faster hit recovery bonus allows a player to recover faster from the stun animation. These stun animations activate after either spells or physical attack hits a character. This becomes important in areas where monsters hit fast and hard, such as cow level and throne of destruction. In dueling, stocking up on these charms can be the difference between winning or losing. There are many factors that can stun will save you from being stunlocked inside a player or even put them into a stunlock. Stunlock is a situation where character is stunned and cannot be maneuvered by the player temporarily because the damage received is larger than 1/12 mob of their life or the character receives series of attacks that has inherent stunning property (for example, assassin’s lightning sentry and mind blast hitting a character at the same time will cause stun lock). Usually, the stun length is proportional to the damage received – so larger the damage, the longer a character stays stunned. Considering these facts, this suffix can be important in duelingenemies.
==+Gold from monsters==
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This suffix is useful when one needs lots of gold quick. HoweverThe tiny bonuses from these charms make them not worth carrying, items like tarnhelm or goldwrap - which are common unique items that anyone can have access to have way more gold find % that makes this suffix looks sad. It’s generally recommended to drop or sell these charms for more useful charmsspeaking.
==+Magic find==
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This is possibly the suffix with most trade value since it helps one of Small charms rule the most popular routines in d2x, magic find runspotential, with up to 7% per inventory space. Since a character can have as much as 40 small Large charms in the inventory(8%, the maximum magic find gain that one can achieve is 280or 4% per space) and grand charms (12%, which is a lot considering the best MF item in the game, Skulder’s Ire, only gives 123.75 4% per space) can not add nearly as much magic find at level 99. For more information about MF , and specific chance for each items to drop, check on our magic find section.most
==+Life==
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These suffixes aren’t exactly valued unless a charm with perfect vita suffix is spawned. It’s always nice Small charms are very useful to have extra add life as . The potential hit point gain from all three sizes of charms is identical: 20 hps per inventory space, but it makes 's generally easier to find 2 or 3 small charms with around 15hps each, and a character last longer. Howeversecond useful mod, than it is recommended not to go overboard find a large or grand charm with stocking up these charms since the life boost isn’t that huge. Only exception is barbarians same hps per space and druids who shoot for the highest life gained for dueling purposes. Barbarians and druids can gain huge life bonus from battle order and oak sage respectively, boosting the use of these suffixes furthera second useful mod.
==+Strength==
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Strength charms have no particular use are seldom used except boosting to meet the base stats far enough so one can use items that require more strength than minimum requirements of a character hasnew piece of equipment. This suffix is useful for characters like sorceresses or necromancers that may require extra boost in strength department to wear extra heavy armors or other equipments. The damage boost gained from this suffix is minimal, (only 1 ~ 2% Large charms provide the most potential str bonus) so melee characters don’t need to look at this suffix twiceper inventory space.
==+Faster walk==
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Faster walk suffix is useful Useful for most all characters as it increases the speed of walk and run, but not generally considered essential. The bonus gained from this suffix is added with the bonus gained from other items. Stocking Some duelers load up on these charms can make a character super fast. For example, barbarian with 10 points into increased speed and 20 of these charms can run as fast as an arrow fired by amazon. The classes that benefit the most from these charms are melee characters as they have to close in before they can do damage. However, this suffix is useful for all the other give their characters as it allows them to escape the danger faster. There is no known cap on extra an unexpected and deadly speed gainedboost.
==+Elemental Damage==
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Suffix These mods can stack with the prefix, meaning the poison duration / damage could multiply if prefixes, giving a single small charm has both huge poison suffix and prefix. There have been reports of small charms that do as much as 300+ damage over 10 seconds when paired by poison suffix and prefix, which is huge for duelingpotential.
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Generally speaking, the elemental damage gained from suffixes are miniscule compared to the prefix. However, Most useful for the cold chill effect and duration stacks with the prefix, making the cold suffix useful to some extentrather than their damage.
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Fire damage gained from these suffixes is too miniscule to be useful in any situation. Unless these suffixes are spawned with nice prefix, it is recommended to drop Among the charms or sell themleast sought-after charm bonuses.
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Lightning damage can stack nicely with prefix. The lightning damage from these suffixes are best complimented by huge potentially be the largest elemental damage from poison prefixfound on a charm, but it's still not large enough for many players to collect them.
=Large Charms=
Large charms require 2x1 inventory spaces, and are generally less useful than small or grand charms. They can't achieve the highest level mods on grands (such as +1 to a skill tree), but aren't often twice as good as small charms (which they need to be since they take up twice the space).
* The fact that medium sized charms are called "large" is taken as a sure sign that Diablo II was designed by men.
==Defense==
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