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Charm Affixes

44 bytes added, 03:07, 3 August 2019
Remove gratuitous sexist remark
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.
[1] = bonus
===+ Defense===
{|
| Stout
| +1-8 Defense
| (1)[1](1520)[4100-8200]
|-
| Burly
Defense bonus on charms is usually sought after by melee duelers when going against other melee characters. These bonuses are more effective when boosted by other skills; Barbarians can double these bonuses with Iron Skin, then quadruple them with Shout.
 ===+ Base Damage===
{|
With high clvl requirements, these charms may not be attractive at first, but keep in mind that the bonus damage is added to the weapon before being modified by other skills and states.
===Stamina===
{|
Few characters are so in need of stamina that they resort to boosting it with charms.
===+ Attack Rating===
{|
Attack Rating is seldom sought on charms, but the fact that it often occurs with damage makes for a nice double combat boost.
===+ Mana===
{|
Pretty straightforward bonuses. Useful for sorceresses and necromancers who require more mana. Grand charms potentially provide the most mana boost per inventory space.
===+ All Resistances===
{|
Shimmering small charms are 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 more useful, since some resistances are more important than others). You will more commonly find large charms with around 8% resist all, or grand charms with up to 15% resist all, than 2 or 3 small charms with equivalent bonuses.
===Elemental Resistances===
'''+ Cold Resistance'''
Individual resistance charms are common and quite useful. Many players use several of these to boost resistance to individual elements their other equipment doesn't cover.
===+ Elemental Damage===
'''Cold'''
| Smoking
| +4-9 Minimum and +11-19 Maximum Fire Damage
| (64)
|-
| Flaming
|-
| Septic
| +6 [[Poison Damage damage]] Over 2 Seconds
| (18)
|-
| Foul
| +9 [[Poison Damage damage]] Over 2 Seconds
| (39)
|-
| Toxic
| +18 [[Poison Damage damage]] Over 2 Seconds
| (63)
|-
| Pestilent
| +24 [[Poison Damage damage]] Over 2 Seconds
| (88)
|}
[[Poison damage ]] bonuses are quite useful in Diablo II. Poisoned monsters do not heal, and [[poison damage ]] and duration stacks between multiple items, so with though not directly. With several sources of poison adding up, a single hit can keep a monster from healing for quite a while. These can be very useful to deal a slow death in a PVP duel as well.
* These charms give bonuses only to physical damage, not to any poison spell.
==Magic Suffixes==
===+Base damage===
{|
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.
===+Faster hit recovery===
{|
Faster hit recovery bonus allows a player to recover faster from the stun animation, and will save you from being stunlocked inside a mob of enemies.
===+Gold from monsters===
{|
The tiny bonuses from these charms make them not worth carrying, generally speaking.
===+Magic findFind===
{|
|}
Small charms rule the magic find potential, with up to 7% per inventory space. Large charms (6%, or 3% per space) and grand charms (12%, 4% per space) can not add nearly as much magic find, and most .
===+Life===
{|
inventory space (large: 17.5 per space, grand 16.7 per space), and even though +20s are very rare, the benefits from 2 or 3 +hps small charms, with a second mod on each, will almost always outweigh the bonuses from a single large or grand +hps charm.
===+Strength===
{|
Strength charms are seldom used except to meet the minimum requirements of a new piece of equipment. Large charms provide the most potential str bonus per inventory space.
===+Faster walkRun/Walk===
{|
Useful for all characters, but not generally considered essential. Some duelers load up on these charms to give their characters an unexpected and deadly speed boost.
===+Elemental Damage===
{|
|-
| Blight
| +3 [[Poison Damage damage]] Over 2 Seconds
| (9)
|-
| Venom
| +6 [[Poison Damage damage]] Over 2 Seconds
| (20)
|-
| Pestilence
| +8 [[Poison Damage damage]] Over 2 Seconds
| (32)
|-
| Anthrax
| +50 [[Poison Damage damage]] Over 6 Seconds
| (44)
|}
These mods can stack with the [[poison damage ]] prefixes, giving a single small charm huge poison damage potential.
{|
Lightning damage can potentially be the largest elemental damage found 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.
==Magic Prefixes==
===Defense===
{|
|}
===+ Base Damage===
{|
! Magic Prefixes
|}
===+Stamina===
{|
! Magic Prefixes
===+Attack rating===
{|
! Magic Prefixes
===+Magic Find===
{|
! Magic Prefixes
===+Mana===
{|
! Magic Prefixes
Grand charms are a better bet for adding substantial mana bonuses from charms, with up to 60, or 20 per inventory space.
===+ All resist===
{|
! Magic Prefixes
=== +Elemental resist===
{|
! Magic Prefixes
===+Elemental damageDamage===
{|
! Magic Prefixes
==Magic Suffixes=====+Base damage===
{|
! Magic Suffixes
===+Dexterity===
{|
! Magic Suffixes
===+Strength===
{|
! Magic Suffixes
===+Faster hit recoveryHit Recovery===
{|
! Magic Suffixes
===+Gold findFind===
{|
! Magic Suffixes
===+Life===
{|
! Magic Suffixes
===+Faster Run/ Walk===
{|
! Magic Suffixes
===+Elemental damageDamage===
{|
! Magic Suffixes
| Grand Charms(71)
|-
| ! colspan="3" | + Dexterity
|-
| Dexterity
| Grand Charms(1)[3-4](14)[5-6]
|-
| ! colspan="3" | + Faster Hit Recovery
|-
| Balance
| Grand Charms(1)
|-
| ! colspan="3" | + Gold Find
|-
| Greed
| Grand Charms(77)[36-40](91)[41-45](110)[46-50]
|-
| ! colspan="3" | + Strength
|-
| Strength
| Grand Charms(1)[3-4](14)[5-6]
|-
| ! colspan="3" | + Faster Run/Walk
|-
| Inertia
[[Category:Modifiers]]
[[category:charms]]
 
 
 
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