no edit summary
No edit summary |
|||
| Line 13: | Line 13: | ||
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. | 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= | ==Magic Prefixes== | ||
These are the prefixes that can spawn on a charm. The bonuses can stack with suffixes of similar type. | These are the prefixes that can spawn on a charm. The bonuses can stack with suffixes of similar type. | ||
| Line 23: | Line 23: | ||
[1] = bonus | [1] = bonus | ||
==+ Defense== | ===+ Defense=== | ||
{| | {| | ||
| Line 44: | Line 44: | ||
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. | 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== | ===+ Base Damage=== | ||
{| | {| | ||
| Line 62: | Line 62: | ||
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. | 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== | ===Stamina=== | ||
{| | {| | ||
| Line 76: | Line 76: | ||
Few characters are so in need of stamina that they resort to boosting it with charms. | Few characters are so in need of stamina that they resort to boosting it with charms. | ||
==+ Attack Rating== | ===+ Attack Rating=== | ||
{| | {| | ||
| Line 103: | Line 103: | ||
Attack Rating is seldom sought on charms, but the fact that it often occurs with damage makes for a nice double combat boost. | Attack Rating is seldom sought on charms, but the fact that it often occurs with damage makes for a nice double combat boost. | ||
==+ Mana== | ===+ Mana=== | ||
{| | {| | ||
| Line 125: | Line 125: | ||
Pretty straightforward bonuses. Useful for sorceresses and necromancers who require more mana. Grand charms potentially provide the most mana boost per inventory space. | 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== | ===+ All Resistances=== | ||
{| | {| | ||
| Line 139: | Line 139: | ||
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. | 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== | ===Elemental Resistances=== | ||
'''+ Cold Resistance''' | '''+ Cold Resistance''' | ||
| Line 239: | Line 239: | ||
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. | 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== | ===+ Elemental Damage=== | ||
'''Cold''' | '''Cold''' | ||
| Line 349: | Line 349: | ||
* These charms give bonuses only to physical damage, not to any poison spell. | * These charms give bonuses only to physical damage, not to any poison spell. | ||
=Magic Suffixes= | ==Magic Suffixes== | ||
==+Base damage== | ===+Base damage=== | ||
{| | {| | ||
| Line 365: | Line 365: | ||
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. | 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=== | ||
{| | {| | ||
| Line 379: | Line 379: | ||
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. | 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== | ===+Gold from monsters=== | ||
{| | {| | ||
| Line 393: | Line 393: | ||
The tiny bonuses from these charms make them not worth carrying, generally speaking. | The tiny bonuses from these charms make them not worth carrying, generally speaking. | ||
==+Magic | ===+Magic Find=== | ||
{| | {| | ||
| Line 411: | Line 411: | ||
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. | 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. | ||
==+Life== | ===+Life=== | ||
{| | {| | ||
| Line 434: | Line 434: | ||
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. | 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=== | ||
{| | {| | ||
| Line 448: | Line 448: | ||
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. | 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 | ===+Faster Run/Walk=== | ||
{| | {| | ||
| Line 462: | Line 462: | ||
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. | 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== | ===+Elemental Damage=== | ||
{| | {| | ||
| Line 565: | Line 565: | ||
* The fact that medium sized charms are called "large" is taken as a sure sign that Diablo II was designed by men. | * The fact that medium sized charms are called "large" is taken as a sure sign that Diablo II was designed by men. | ||
=Magic Prefixes= | ==Magic Prefixes== | ||
==Defense== | ===Defense=== | ||
{| | {| | ||
| Line 587: | Line 587: | ||
|} | |} | ||
==+ | ===+ Base Damage=== | ||
{| | {| | ||
! Magic Prefixes | ! Magic Prefixes | ||
| Line 610: | Line 610: | ||
|} | |} | ||
==+Stamina== | ===+Stamina=== | ||
{| | {| | ||
! Magic Prefixes | ! Magic Prefixes | ||
| Line 622: | Line 622: | ||
==+Attack rating== | ===+Attack rating=== | ||
{| | {| | ||
! Magic Prefixes | ! Magic Prefixes | ||
| Line 650: | Line 650: | ||
==+Magic Find== | ===+Magic Find=== | ||
{| | {| | ||
! Magic Prefixes | ! Magic Prefixes | ||
| Line 663: | Line 663: | ||
==+Mana== | ===+Mana=== | ||
{| | {| | ||
! Magic Prefixes | ! Magic Prefixes | ||
| Line 683: | Line 683: | ||
Grand charms are a better bet for adding substantial mana bonuses from charms, with up to 60, or 20 per inventory space. | 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 | ! Magic Prefixes | ||
| Line 695: | Line 695: | ||
== +Elemental resist== | === +Elemental resist=== | ||
{| | {| | ||
! Magic Prefixes | ! Magic Prefixes | ||
| Line 767: | Line 767: | ||
==+Elemental | ===+Elemental Damage=== | ||
{| | {| | ||
! Magic Prefixes | ! Magic Prefixes | ||
| Line 839: | Line 839: | ||
=Magic Suffixes= | ==Magic Suffixes== | ||
==+Base damage== | ===+Base damage=== | ||
{| | {| | ||
! Magic Suffixes | ! Magic Suffixes | ||
| Line 856: | Line 856: | ||
==+Dexterity== | ===+Dexterity=== | ||
{| | {| | ||
! Magic Suffixes | ! Magic Suffixes | ||
| Line 869: | Line 869: | ||
==+Strength== | ===+Strength=== | ||
{| | {| | ||
! Magic Suffixes | ! Magic Suffixes | ||
| Line 882: | Line 882: | ||
==+Faster | ===+Faster Hit Recovery=== | ||
{| | {| | ||
! Magic Suffixes | ! Magic Suffixes | ||
| Line 894: | Line 894: | ||
==+Gold | ===+Gold Find=== | ||
{| | {| | ||
! Magic Suffixes | ! Magic Suffixes | ||
| Line 906: | Line 906: | ||
==+Life== | ===+Life=== | ||
{| | {| | ||
! Magic Suffixes | ! Magic Suffixes | ||
| Line 927: | Line 927: | ||
==+Faster Run/ Walk== | ===+Faster Run/Walk=== | ||
{| | {| | ||
! Magic Suffixes | ! Magic Suffixes | ||
| Line 939: | Line 939: | ||
==+Elemental | ===+Elemental Damage=== | ||
{| | {| | ||
! Magic Suffixes | ! Magic Suffixes | ||
