Charm Guide, Final Version (hopefully)

corax1

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Charm Guide, Final Version (hopefully)

Please Don't Post Until I have finished sticking it all up. thanks!

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Charms in 1.10
Written by Kronos, Revised by Corax with the help of the SPF

A guide to charms in 1.10
By Kronos


Charms are something a lot of players underestimate the worth of. There is at times a good deal of confusion as to what constitutes a good, great or fantastic charm, and how to go about getting them.

Most new players disregard charms entirely, focusing on accumulating their hoard of sets/uniques, and can often sell/not pick up/give away a great deal of wealth inadvertently by doing so. This guide aims at educating those who never really paid much attention to charms, about what mods are considered valuable, and how to get them.


Disclaimer
I do not intend this guide to become any sort of currency-definition when dealing with charms. It was not made to be used as a law of trade values, to be referred to when so-and-so player refuses to trade you his Stormlash for a Pestilent small charm of Anthrax. The values I have given to each prefix and suffix are my opinion only, backed up by a long time playing the game and an understanding of generally what is worth what in a good trading community. The intention of this guide is to give those who've never really understood the value of charms an understanding of what is worth keeping or throwing away, what to cube for, and roughly what to expect to be able to trade them for. Keep in mind different people value things differently, and you should never insist a charm is worth something in a trade just because I have suggested it is here. Now, with that out of the way, let's proceed.


Now, there are three basic ways of getting good charms:

1) Finding them yourself.
2) Trading for them.
3) Using the 3-perfect gem Horadric Cube recipe to "cube" them (when you transmute 3 perfect gems of any type with a magical item - such as a charm - you randomly re-roll the magic item's prefixes and suffixes).

When cubing, the important thing to keep in mind is the item level (abbreviated to ilvl) of the magic item you're cubing - it will determine what prefixes and suffixes the resulting item can have. In this guide I've listed the ilvl of every prefix and suffix of note, so if you're searching for a particular sort of charm, you know what ilvl to start with.

Its also my hope that by using this guide, a player who never really considered charms as something of value, can identify which charms should be kept and which thrown away, and set accurate trade values for them.

This guide is broken up into three segments, one for each category of charm - small, large, and grand - and for each I'll list all the available prefixes and suffixes and their relative worth, ilvl, and some notes about their use. After which there is a section on cubing guidelines, followed by some information about the two unique charms in 1.10, Annihilus and Gheed's Fortune.

Note: The charm analysis was based with twinking in mind, so charms listed as 'worthless' can still be very valuable to an untwinked player for that little bit of extra damage or an easy way to stop monster regeneration.

Getting Prefix’s and Suffix’s
A standard (blue) magic charm can have up to two mods on it. A prefix and an affix. This is determined randomly when the item is dropped but the odds are along the lines of:
50% Suffix only
25% Prefix only
25% Prefix & Suffix

Small Charms
Its often surprising to new players, but small charms can often be more valuable than any of their larger cousins. Why? Because the benefits they provide from their prefixes and suffixes available are better per inventory space than those provided by the larger charms. You'll get far more life, for instance, from 3 small charms of Vita than from one grand charm of Vita, which occupies the same amount of space. This makes certain mods more valuable to have on a small charm than any other.
Note: Due to the Qlvl of SC's any charms found that are under ilvl 28 can all spawn with the following mods: (For simplicity’s sake they will be listed as ilvl 1 as they can be found anywhere in the game).
Stout (1st one)
Rugged (1st one)
Bronze (1st one)
Azure/Lapis
Crimson/Russet
Tangerine/Ocher
Beryl/Viridian
of Strength (1st one)
of Dexterity (1st one)
of Life
of Frost
of Flame
of Shock
of Blight
of Greed

Some More Things of Note: This guide uses the ilvl required for the charms rather than the alvl, which is why it may differ from those listed at other sites.

Prefixes:

Azure: resist cold +3-5%, ilvl 1
Only worthwhile with a very good suffix, otherwise worthless

Lapis: resist cold +6-7%, ilvl 1
Again, good with a good suffix, not really worthwhile without it.

Cobalt: resist cold +8-9%, ilvl 41
Worth keeping with any half-decent suffix, still not worthwhile plain

Sapphire: resist cold +10-11%, ilvl 54
Now, these are more significant. Any small charm with +10-11% resist to a single element is worth keeping, even with no suffix. These are often tradable, also. With a good suffix, these can make for very valuable charms.

Russet: resist fire +3-5%, ilvl 1
See Azure.

Garnet: resist fire +6-7%, ilvl 1
See Lapis.

Ruby: resist fire +8-9%, ilvl 41
See Cobalt.

Crimson: resist fire +10-11%, ilvl 54
See Sapphire.

Tangerine: resist lightning +3-5%, ilvl 1
See Azure.

Ocher: resist lightning +6-7%, ilvl 1
See Lapis.

Coral: resist lightning +8-9%, ilvl 41
See Cobalt.

Amber: resist lightning +10-11%, ilvl 54
Now, the difference between these and the Sapphire/Crimson charms, is that lightning resistance is generally considered one of the most important resistances in Hell. Why? Two main reasons: lightning enchanted enemies that shoot bolts out in all directions, that are almost impossible to avoid, and Gloams. Hell Gloams deal insane amounts of lightning damage, in piercing bolts that are very difficult to dodge. This makes lightning resistance more important than the rest, and as such, Amber small charms are worth the most out of all the single-element resist charms. While a Sapphire small charm with a good suffix makes for an excellent charm, an Amber small charm with a good suffix makes for an outstanding one.

Beryl: resist poison +3-5%, ilvl 1
See Azure.

Viridian: resist poison +6-7%, ilvl 1
See Lapis.

Jade: resist poison +8-9%, ilvl 41
See Cobalt.

Emerald: resist poison +10-11%, ilvl 54
Just as Lightning resistance is considered the most important, poison is considered the least. A character will very rarely die from poison, no matter how strong it is. One of the most potent poisons you'll run across in Hell is from Achmel the Cursed, one of Baal's minions, and in that instance all that's needed is to drink a single Antidote potion. You can survive in Hell with negative poison resist quite easily, but not with negatives in any of the others, and this makes Emerald small charms worth considerably less than Sapphire ones, and a lot less than Amber ones.

Shimmering: all resistances +3-5%, ilvl 47
Shimmering small charms are both very valuable and very useful. Even a 3% shimmering small charm with no suffix is worth keeping, and ones with 5% and suffixes are tradable for exceptional uniques, at least. In Hell resists are always a problem, and the more you can make up with charms, is the less equipment slots you need to waste on them.

Bronze: +2-4 to attack rating, ilvl 1
Bronze: +6-12 to attack rating, ilvl 35

Useful with a good suffix. Otherwise don't bother keeping these.

Iron: +13-24 to attack rating, ilvl 53

Same as Bronze, useful with a good suffix.

Steel: +25-36 to attack rating, ilvl 71
Now, these can be useful on their own. In particular, Steel small charms with over 30 AR can be quite valuable, even more so if they have a suffix of any use. Attack rating, however, is one of the few areas where a larger charm surpasses a smaller one for value per inventory space - Steel grand charms are often your best bet here.

Red: +1 to minimum damage, ilvl 95
Almost impossible to find, due to the massive ilvl. Despite that, by itself it isn't really worthwhile, as its far surpassed by the (much easier to get) Fine small charm. But if you find/cube one with a good suffix, this could be very valuable.

Jagged: +1 to maximum damage, ilvl 90
Practically the same as the Red mod, except +minimum damage tends to be harder to get than +maximum, making this worth slightly less

Fine: +(10-20) to attack rating, +(1-3) to maximum damage, ilvl 42
An excellent prefix for any melee character, and at a relatively low ilvl, too. Fine small charms with +3 to min damage are quite valuable by themselves. It’s only the really low-end (+1 min damage, less than 15 AR) charms I’d consider throwing away, and then only if they have no suffix.

Snowy: Adds (1-2)-(2-4) Cold Damage Over 1 Seconds, ilvl 41
Worthless. Except to one character - the Frostmaiden. In Hell freeze duration is cut to 1/4 normal, making the Frostmaiden's Freezing Arrow much less useful. Every cold mod on every charm she uses adds 1 second to that, before the difficulty penalty, so 4 Snowflake small charms would add a second of freeze duration in Hell. Keep them if you're making a Frostmaiden, or know someone who is.

Shivering: Adds (3-4)-(5-8) Cold Damage Over 1 Seconds, ilvl 56
A bit more significant damage here, might be worthwhile with a good suffix, still worthless plain. Remember Frostmaidens though.

Boreal: Adds (5-7)-(9-14) Cold Damage Over 1 Seconds, ilvl 80
These still need a suffix to really be worthwhile, though a perfect one would be worth keeping plain. And those Frostmaidens...

Hibernal: Adds (8-10)-(15-20) Cold Damage Over 1 Seconds, ilvl 95
One of the hardest prefixes to find, due to the insane ilvl of 95. Only Hell Baal can drop charms with this ilvl, making these rather scarce. Even plain, these are worth keeping. With a good suffix, these are very valuable indeed.

Fiery: Adds 1-(2-3) Fire Damage, ilvl 35
Utterly worthless.

Smoldering: Adds (2-3)-(4-10) Fire Damage, ilvl 54
These are good with good suffixes, not worthwhile plain.

Smoking: Adds (4-9)-(11-19) Fire Damage, ilvl 78
Even plain, these are worth keeping unless they're extremely low-end. Anything +5 min/+15 max and over is useful by itself. Lower than that and they need a suffix to be worth hanging on to.

Flaming: Adds (10-19)-(20-29) Fire Damage, ilvl 94
Another prefix only hell Diablo and Baal can drop, these are very valuable, even plain. With a good suffix, you're sitting on one gem of a charm.

Static: Adds 1-(6-11) Lightning Damage, ilvl 37
You'll notice immediately that the lightning damage charms have much higher maximum damage than the other elements, making them more valuable on average. They also have lower minimum damages, but the significantly higher maximum makes up for this. A Static small charm is worth keeping with any good suffix.

Glowing: Adds 1-(12-24) Lightning Damage, ilvl 55
Again, worth keeping with any good suffix, or even plain if its close to perfect.

Arcing: Adds 1-(25-43) Lightning Damage, ilvl 79
Now, these pack some serious lightning damage. Even a plain, low-end Arcing small charm is worthwhile, a perfect one is very valuable, and a perfect one with a good suffix is awesome. Hang on to these.

Shocking: Adds 1-(44-71) Lightning Damage, ilvl 95
Absolutely insane lightning damage, and a very rare prefix to find. Even a plain, 1-44 Shocking small charm is valuable, a perfect one is incredible, and a perfect one with a good suffix would be beyond belief.

Septic: +15 poison damage over 3 seconds, ilvl 32
Not really worthwhile.

Foul: +50 Poison Damage Over 4 Seconds, ilvl 53
You'll notice the theme with the poison charms - much higher damage than any of the others, but delayed, over a period of time. This can be very useful for some characters, and useless for others. A zealot, for example, hits so fast that he'll be continuously resetting the poison damage, making it much less potent. In addition, because he's hitting so fast, he'd be much better off with elemental damage that deals a flat-out amount on striking, like the lightning, cold, and fire charms. A whirlwind barbarian, however, might find this very useful, since when whirling through mobs he often hits an enemy two or three times, enough to bring its life down considerably but not quite kill it. This is where poison can kick in, effectively making sure that anything hit a few times dies, even while you're off whirling through he next mob. Foul small charms only deal enough damage to be worthwhile in the earlier difficulties, though, but combined with a good poison suffix they can be quite worthwhile.

Toxic: +100 Poison Damage Over 5 Seconds, ilvl 77
These, on the other hand, are very valuable, even plain. 10 of these makes for 1000 poison damage over time, easily enough to kill off anything you bring down to less than half life in Hell. With a good second mod, these are significantly valuable, and with a good poison suffix to enhance their damage they are insane.

Pestilent: +175 Poison Damage Over 6 Seconds, ilvl 94
Very sought-after charms, these. The ultimate poison charm, the Pestilent small charm of Anthrax are extremely valuable.

Lizard’s: +(1-2) to Mana, ilvl 30
Lizard's: +(3-7) to mana, ilvl 30

Worthless beyond low level untwinked.

Snake's: +(8-12) to mana, ilvl 46
This can be worthwhile with a good suffix, especially Vita. Not worth keeping on its own though.

Serpent's: +(13-17) to mana, ilvl 62
A perfect Serpent's small charm might be worth keeping on its own - otherwise it needs a useful suffix. This is the +mana equivalent of the Vita suffix, so in particular Serpent's small charms of Vita are very useful, as literally any character can benefit from them.

Stout: +1 Defense, ilvl 1
Stout: +(4-8) Defense, ilvl 35

Practically worthless, don't bother with these.

Burly: +15-20 Defense, ilvl 50
Might be worth keeping if coupled with a useful suffix, otherwise don't bother.

Stalwart: +20-30 Defense, ilvl 62
Now, this bonus is more considerable. There might even be some wacky Defiant Paladin or Ironbarb player out there who collects them (hmm, that gives me an idea... ). These combine perfectly with things like Ribcracker, which increase total defense by a percentage, including the defense of charms. A perfect (+30 def) stalwart small charm is worth keeping on its own - any less and it generally needs a useful suffix to be worth much.

Rugged: +(4-8) max stamina, ilvl 1
Rugged: +(9-16) max stamina, ilvl 35

Worthless.
 
Suffixes:

Strength: +1 To Strength, ilvl 1
Strength: +2 To Strength, ilvl 36

The value per inventory space of these is less than their large charm big brothers, so this suffix isn't so valuable on a small charm. It can, however, still add to the value of a good prefix.

Dexterity: +1 To Dexterity, ilvl 1
Dexterity: +2 To Dexterity, ilvl 36

See Strength

Life: +(5-10) Life, ilvl 1
Not worth anything without a good prefix.

Sustenance: +(11-15) Life, ilvl 37
Still worthless without a good prefix, but whereas a Life suffix only adds marginally to a charm's worth, a Sustenance suffix could potentially double it, if paired with an excellent suffix. A 5% res all Shimmering small charm, for example, would easily be worth double what it would have been plain if it also had the Sustenance suffix.

Vita: +(16-20) Life, ilvl 61

Worth keeping on their own, even if not quite tradable. Small charms provide more life per inventory space with the Vita suffix than any other, so this suffix is very valuable. Plain small charms of Vita might even be tradable if they provide the full +20 life, and this suffix enhances the worth of a good prefix even more than the Sustenance suffix does.

Craftsmanship: +1 To Maximum Damage, ilvl 92
A very good suffix to have on most any small charm with a good prefix. A small charm of craftsmanship isn't worth anything by itself, but this suffix can greatly enhance a good prefix. A Fine small charm of Craftsmanship, for example, is an excellent charm.

Frost: Adds 1-2 Cold Damage Over 1 Seconds, ilvl 1
Worthless alone, and only very marginally contributing to a good prefix's worth.

Icicle: Adds 2-(3-4) Cold Damage Over 1 Seconds, ilvl 35
Not much better.

Glacier: Adds 3-(5-6) Cold Damage Over 1 Seconds, ilvl 47
Good with a very good prefix, still worthless alone. In particular, with a strong elemental damage prefix this can be quite valuable.

Winter: Adds (4-5)-(7-9) Cold Damage Over 1 Seconds, ilvl 60
Still worthless alone, but this would contribute significantly to a good prefix's worth, particularly a strong elemental damage prefix.

Flame: Adds 1-2 Fire Damage, ilvl 1
Worthless.

Fire: Adds 2-(3-4) Fire Damage, ilvl 34

Not much better, again.

Burning: Adds (3-4)-(5-8) Fire Damage, ilvl 46
Would contribute to the value of a good prefix, worthless alone.

Incineration: Adds (5-7)-(9-13) Fire Damage, ilvl 59
Would contribute significantly to the value of a good prefix, still worthless alone.

Shock: Adds 1-(3-6) Lightning Damage, ilvl 1
Its amazing how far lightning charms surpass fire and cold, isn't it? The weakest lightning suffix, dealing more damage than the second fire suffix. This is worthless alone, but would add to the value of any good suffix.

Lightning: Adds 1-(7-10) Lightning Damage, ilvl 35
Adds significantly to the value of a good prefix, particularly an elemental damage one. Not worthwhile plain.

Thunder: Adds 1-(11-18) Lightning Damage, ilvl 47
Coupled with an elemental damage prefix, this suffix is very nice indeed. A perfect one might even be worth keeping plain, though it wouldn't be tradable.

Storms: Adds 1-(19-28) Lightning Damage, ilvl 59
This could easily double the value of any elemental damage charm, and make otherwise worthless prefixes valuable. Worth keeping even plain, though still not tradable unless paired with a half-decent prefix.

Blight: +6 poison Damage Over 3 Seconds, ilvl 1
Far too little poison damage to be of much worth. This might still enhance a charm with a good poison prefix, though.

Venom: +15 Poison Damage Over 4 Seconds, ilvl 34
Now, this is a much more worthwhile suffix to find. Worthless on anything but a charm with a poison prefix, it can enhance the damage on one of those significantly. There's a lot of obscure maths behind how poison damage is calculated - if you'd like to learn about it, I recommend reading the Tao of Poison - but suffice to say, the damage from a Venom suffix isn't simply added to an existing poison prefix. A toxic small charm of venom, for instance, deals 214 damage over 9 seconds, not 115. This makes the Venom suffix FAR more useful than it seems, so long as it’s coupled with a good poison prefix. The basic rule of thumb about poison suffixes: they're only worthwhile if coupled with a poison prefix.

Pestilence: +25 Poison Damage Over 5 Seconds, ilvl 46
An excellent suffix for any poison charm. A toxic small charm of pestilence is very tradable, and worth at least a TC72 elite unique. It’s difficult to find the player that values them, though.

Anthrax: +50 Poison Damage Over 6 Seconds, ilvl 58
With a good poison prefix, this suffix is godly. As mentioned before, the ultimate poison charm, a Pestilent small charm of Anthrax could easily be worth a TC87 elite unique. The damage on these can get near the 400 mark. What I wouldn't give to play a bowazon with an inventory full of these...

Inertia: 3% Faster Run/Walk, ilvl 49
Even cut down from the 5% they used to have in 1.09, this suffix is very valuable to have on a small charm with a good prefix, though not quite worthwhile plain. Faster run/walk speed is always useful, allowing characters to dodge ranged attacks and Gloam bolts easier, get places faster, and pwn in PvP ;D. This is another suffix worth more on small charms than any other.

Balance: 5% Faster Hit Recovery, ilvl 51
Another excellent suffix that greatly increases the value of any charm with a good prefix its found on. The Balance suffix is worth more per inventory space on small charms than any other.

Greed: (5-10)% More Gold from monsters, ilvl 1
There aren't many gold-finders out there, but there are a few. Gambling is a good way to get some nice rares in 1.10, and that takes a lot of money, so the Greed suffix on a charm with a good prefix does increase its value. Though this is one of the instances where the benefits per inventory space are surpassed by large and grand charms - the Greed suffix is worth more on them.

Fortune: (3-5)% Better Chance Of Getting Magic Items, ilvl 45
This suffix is always useful, as everyone can always use a bit more Magic Find. Plain small charms of Fortune with 5% Magic Find are worth keeping by themselves, while any less than that generally needs a good prefix to be valuable. Any charms of fortune are worthwhile when just starting out though, since you need as much Magic Find as you can get to net those early riches.

Good Luck: (6-7)% Better Chance Of Getting Magic Items, ilvl 61
Now, this suffix is excellent. Even plain small charms of Good Luck with 6% MF are worth keeping, and plain ones with 7% are tradable and often in demand. With a good prefix and the full 7% MF, one of these could easily be worth an elite unique.
 
Large Charms
Large charms are often the most overlooked of all 3 kinds, since small charms are more often than not worth more per inventory space, and only grand charms can be skillers. There are times when the large charm is worthwhile, though. Not all that often, mind, but there are times. I'll go through all the available prefixes and suffixes available on large charms, with a brief comparison of value between them and the small/grand charm equivalents.
Note: Due to the Qlvl of LC’s any found with an ilvl under 14 can spawn the following mods: (For simplicity’s sake they will be listed as ilvl 1 as they can be found anywhere in the game)
Azure
Crimson
Tangerine
Beryl
Bronze (1st and 2nd)
Lizard's (1st one)
Stout (1st one)
of Strength (1st one)
of Dexterity (1st one)
of Flame
of Shock
of Blight
of Greed (1st one)


Prefixes:

Azure: Cold Resist +(4-7)%, ilvl 1
Lapis: Cold Resist +(8-10)%, ilvl 23
Cobalt: Cold Resist +(11-12)%, ilvl 32
Sapphire: Cold Resist +(13-15)%, ilvl 42


Crimson: Fire Resist +(4-7)%, ilvl 1
Russet: Fire Resist +(8-10)%, ilvl 23
Garnet: Fire Resist +(11-12)%, ilvl 32
Ruby: Fire Resist +(13-15)%, ilvl 42


Tangerine: Lightning Resist +(4-7)%, ilvl 1
Ocher: Lightning Resist +(8-10)%, ilvl 23
Coral: Lightning Resist +(11-12)%, ilvl 32
Amber: Lightning Resist +(13-15)%, ilvl 42

Beryl: Poison Resist +(4-7)%, ivl 1
Viridian: Poison Resist +(8-10)%, ilvl 23
Jade: Poison Resist +(11-12)%, ilvl 32
Emerald: Poison Resist +(13-15)%, ilvl 42

All the single-element resist prefixes. I'm summarising them all here for one good reason – they all compare poorly to other charms. Small and grand charms do the job so much better that there can be no comparison. If you get a Sapphire, Ruby, or Amber large charm with a very good suffix it might be worth hanging on to it if you don't have enough single-resist small or grand charms, but it'll never be worth much, no matter what suffix you find on it.

Shimmering: All Resistances +(3-5)%, ilvl 24
Shimmering: All Resistances +(6-8)%, ilvl 41

Even though the benefits are surpassed by those of a small or grand charm, the Shimmering mod is so useful these are worth keeping anyway. Only valuable if at 6% res all or higher and with a worthwhile suffix, though.

Bronze: +(4-8) To Attack Rating, ilvl 1
Bronze: +(6-12) To Attack Rating, ilvl 1
Bronze: +(13-25) To Attack Rating, ilvl 23

Might be worth keeping with a Vita suffix, otherwise worthless.

Iron: +(26-38) To Attack Rating, ilvl 32
Iron: +(39-51) To Attack Rating, ilvl 41
These can actually be quite good for melee characters without much twinking material, it'll help keep AR up later in the game when hitting things starts becoming difficult. Generally only useful with a good suffix, unless you're just starting out.

Steel: +(52-64) To Attack Rating, ilvl 50
Steel: +(65-77) To Attack Rating, ilvl 59
Arreat Summit actually has incorrect information about these. They list the max AR they can reach as 64, when in fact it is 77. This makes Steel large charms worth more per inventory space than small, but still less than Grand. Nonetheless, an excellent prefix to have, and definitely worth keeping.

Red: +1 To Minimum Damage, ilvl 37
All the considerable physical damage mods are prefixes, so this won't stack with anything, and is thus worthless.

Sanguinary: +2 To Minimum Damage, ilvl 67
Likewise.

Jagged: +1 To Maximum Damage, ilvl 29
Unless you name your character Mick and find the pun worth hours of entertainment, see above.

Forked: +2 To Maximum Damage, ilvl 59
Meh.

Fine: +(10-20) To Attack Rating, +(1-3) To Maximum Damage, ilvl 26
Utterly worthless, as the bonuses are equalled by a small charm that takes up half the space.

Sharp: +(21-48) To Attack Rating, +(4-6) To Maximum Damage, ilvl 35Now, these are quite useful. Per inventory space, these charms surpass the benefits provided by Fine small charms, but fall behind those provided by Sharp grand charms. Good sharp large charms are always a nice thing to have, especially with good suffixes, but the benefits are surpassed by grand charms.

Snowy: Adds (2-3)-(3-5) Cold Damage Over 1 Seconds, ilvl 25
Shivering: Adds (4-5)-(6-10) Cold Damage Over 1 Seconds, ilvl 36
Boreal: Adds (6-10)-(11-20) Cold Damage Over 1 Seconds, ilvl 56
The three lowest cold damage prefixes, all worthless on a large charm, as they're easily surpassed by those on small charms. And what was said previously about Frostmaidens no longer applies here - if you're looking to fill an inventory purely for freeze duration increase, you want as many sources of cold damage as possible, and that means small charms. Don't bother keeping anything larger just for a Frostmaiden.

Hibernal: Adds (11-15)-(21-30) Cold Damage Over 1 Seconds, ilvl 76The highest cold damage prefix, this one is actually worthwhile. The damage on a perfect Hibernal large charm slightly exceeds that on two perfect Boreal small charms, making this often the best option. Worth keeping plain, and quite valuable with a good suffix.

Fiery: Adds 1-(2-3) Fire Damage, ilvl 20
Smouldering: Adds (2-3)-(4-12) Fire Damage, ilvl 34
Smoking: Adds (4-9)-(13-27) Fire Damage, ilvl 54
The three lowest fire damage mods, and not really worthwhile without a very good suffix. Still fairly useful for untwinked builds though.

Flaming: Adds (10-27)-(28-43) Fire Damage, ilvl 74
These far surpass the damage available on a Smoking small charm, and considering the fact that Flaming small charms are obscenely difficult to find whereas Flaming large charms are very easy, these charms are very useful. Worth keeping plain, valuable with a good suffix.

Static: Adds 1-(5-9) Lightning Damage, ilvl 21
Glowing: Adds 1-(10-26) Lightning Damage, ilvl 35
Arcing: Adds 1-(27-58) Lightning Damage, ilvl 55
The three lowest lightning damage mods, again easily surpassed by the small charms, but still providing a large enough damage boost to be useful.

Shocking: Adds 1-(59-90) Lightning Damage, ilvl 75
Following the theme, these are valuable because of their relative ease to find compared to a Shocking small charm, whilst providing more damage per inventory space than the next prefix down, Arcing. Two perfect arcing small charms are surpassed by a perfect Shocking large charm, making these very worthwhile indeed. Valuable on its own, very valuable with a good suffix.

Septic: +10 Poison Damage Over 3 Seconds, ilvl 16
Foul: +30 Poison Damage Over 4 Seconds, ilvl 33
Toxic: +90 Poison Damage Over 5 Seconds, ilvl 53

Less damage than the small charm equivalents, at twice the space. Worthless beyond preventing monster regen.

Pestilent: +175 Poison Damage Over 6 Seconds, ilvl 73

This still provides only half the poison damage two pestilent small charms would, and less than even two toxic's, but people who don't have many good poison charms will still value them. Worth keeping for potential trades, especially with a poison suffix.

Lizard's: +(2-4) Mana, ilvl 1
Lizard's: +(5-7) Mana, ilvl 16
Lizard's: +(8-12) Mana, ilvl 24

Worthless.

Snake's: +(13-18) Mana, ilvl 32
Snake's: +(19-23) Mana, ilvl 40

Only worthwhile with a good suffix, and even in that instance not very valuable. Anyone moderately well off would be best re-cubing or throwing these away.

Serpent's: +(24-29) Mana, ilvl 48
Serpent's: +(30-34) Mana, ilvl 56

Only slightly less mana provided than on small charms, with these. The problem being that the best suffix to couple it with, Vita, provides less life per inventory space on large charms than small, making the Serpent's suffix considerably less valuable here than on small charms. Worth keeping with a good suffix, but still not particularly valuable.

Stout: +(2-3) Defense, ilvl 1
Stout: +(4-6) Defense, ilvl 21
Stout: +(8-12) Defense, ilvl 27

Was worthless on a small charm, is worse here.

Burly: +(13-18) Defense, ilvl 33
Burly: +(20-30) Defense, ilvl 39

Not even worthwhile with a good suffix.

Stalwart: +(30-40) Defense, ilvl 45
Stalwart: +(45-60) Defense, ilvl 52

Strangely enough, here the large charm equals the small in value per inventory space. A perfect Stalwart large charm would be worth keeping by itself, even though you'll likely never use it unless you're as interested in odd builds as me and want to play a Defiant with an inventory full :p. Otherwise this needs a good suffix to be worthwhile.

Rugged: +(8-16) Maximum Stamina, ilvl 8
Rugged: +(17-25) Maximum Stamina, ilvl 14
Rugged: +(26-32) Maximum Stamina, ilvl 28

Worthless past the very early stages of Normal, where it might be of some temporary help in running for long durations. If you come across one in this time, all well and good.

Lucky: 1% Better Chance Of Getting Magic Items, ilvl 41
Lucky: (2-3)% Better Chance Of Getting Magic Items, ilvl 58
Lucky: (4-6)% Better Chance Of Getting Magic Items, ilvl 60

So far surpassed by small charms as to be worthless.
 
Suffixes:

Strength: +(2-3) To Strength, ilvl 1
Strength: +(4-5) To Strength, ilvl 25

One of the rare occasions when a large charm surpasses both small and grand for value per inventory space. Perfect large charms of strength are worth keeping on their own, and can be valuable with a good suffix. Not worth keeping with any less than +4 to Str, though.

Dexterity: +(2-3) To Dexterity, ilvl 1
Dexterity: +(4-5) To Dexterity, ilvl 25

As per Strength.

Life: +(6-10) Life, ilvl 8
Life: +(11-15) Life, ilvl 19

Untwinked players can make great use of these on low levels allowing them to pump stats other than vit. Not really tradeable though.


Sustenance: +(16-20) Life, ilvl 33
Sustenance: +(21-25) Life, ilvl 49

Adds to the value of a good prefix.

Vita: +(26-30) Life, ilvl 65
Vita: +(31-35) Life, ilvl 79

These provide less life per inventory space than small charms do, so even a perfect one isn't worth keeping plain unless you're just starting out. With a good prefix, though, this can make a large charm quite valuable. A Sharp large charm of Vita, for instance is definitely worth hanging on to.

Craftsmanship: +1 To Maximum Damage, ilvl 33
Very valuable on a Sharp large charm, adds to the value of a Hibernal, Flaming or Shocking prefix, worthless on anything else.

Quality: +2 To Maximum Damage, ilvl 63
Very valuable paired with any good suffix. A perfect or near-perfect Sharp large charm of Quality would be obscenely valuable, and it pairs very very well with the Hibernal, Flaming, and Shocking prefixes too.

Frost: Adds 1-(2-3) Cold Damage Over 1 Seconds, ilvl 16
Icicle: Adds 2-(4-5) Cold Damage Over 1 Seconds, ilvl 22
Glacier: Adds 3-(6-8) Cold Damage Over 1 Seconds, ilvl 32
Winter: Adds (4-6)-(9-12) Cold Damage Over 1 Seconds, ilvl 42

All the cold damage suffixes. Any of these would add to the value of a Sharp, Hibernal, Flaming, or Shocking large charm, and all are worthless by themselves. If you get one of these suffixes coupled with the above prefixes, you have an excellent charm on your hands, but none really contribute enough to the charm's worth that you should go seeking after them.

Flame: Adds 1-2 Fire Damage, ilvl 1
Fire: Adds 2-(3-5) Fire Damage, ilvl 21
Burning: Adds (3-5)-(6-11) Fire Damage, ilvl 31
Incineration: Adds (6-10)-(12-17) Fire Damage, ilvl 41

As per Cold Suffixes

Shock: Adds 1-(3-5) Lightning Damage, ilvl 1
Lightning: Adds 1-(6-13) Lightning Damage, ilvl 21
Thunder: Adds 1-(14-25) Lightning Damage, ilvl 31
Storms: Adds 1-(26-38) Lightning Damage, ilvl 41

As per Cold Suffixes

Blight: +6 Poison Damage Over 3 Seconds, ilvl 1
Venom: +15 Poison Damage Over 4 Seconds, ilvl 20
Pestilence: +25 Poison Damage Over 5 Seconds, ilvl 30
Anthrax: +50 Poison Damage Over 6 Seconds, ilvl 40

Generally only worthwhile when added to a good poison prefix and then really only pestilence and anthrax would be worth much for trading.

Inertia: 5% Faster Run/Walk, ilvl 31
Less per inventory space than small charms, this adds to a good prefix's value, but is worthless plain.

Balance: 8% Faster Hit Recovery, ilvl 26
Would add to the value of a good suffix, though this provides less FHR than two small charms of balance would.


Greed: +(5-10)% Extra Gold From Monsters, ilvl 1
Greed: +(11-22)% Extra Gold From Monsters, ilvl 27

A perfect large charm of greed would be worth keeping, as it has a higher maximum than two small charms of greed provide. Otherwise it only adds slightly to a good prefix's worth.
 
Grand Charms
The favourite of many, since skillers are almost universally popular. In some instances the benefits on a grand charm can surpass those on 3 small charms, and sometimes the reverse, though in almost all instances a grand will surpass a large. The one major difference between Grand and small charms is that, above ilvl 50, grand charms don't really have any truly excellent prefixes or suffixes to aim for, whereas Small charms are the reverse. I'll list all the prefixes and suffixes available on grand charms and give a brief note about the usefulness of each.

Prefixes:

Azure: Cold Resist +(7-15)%, ilvl 1
Lapis:Cold Resist +(16-20)%, ilvl 10
Cobalt: Cold Resist +(21-25)%, ilvl 20

The three lowest cold resist prefixes, none of which are really worthwhile, even with a good suffix.
Sapphire: Resist Cold +(26-30)%, ilvl 30
Only slightly behind 3 Sapphire small charms, these are definitely worth keeping, even more so if they have a good suffix, though not as often tradable as the small charm equivalents.

Crimson: Fire Resist +(7-15)%, ilvl 1
Russet: Fire Resist +(16-20)%, ilvl 10
Garnet: Fire Resist +(21-25)%, ilvl 20

The three lowest fire resist prefixes, none of which are really worthwhile, even with a good suffix.
Ruby: Resist Fire +(26-30)%, ilvl 30
See Sapphire.

Tangerine: Lightning Resist +(7-15)%, ilvl 1
Ocher: Lightning Resist +(16-20)%, ilvl 10
Coral: Lightning Resist +(21-25)%, ilvl 20

The three lowest lightning resist prefixes, none of which are really worthwhile, even with a good suffix.
Amber: Resist Lightning +(26-30)%, ilvl 30
See Sapphire.

Beryl: Poison Resist +(7-15)%, ilvl 1
Viridian: Poison Resist +(16-20)%, ilvl 10
Jade: Poison Resist +(21-25)%, ilvl 20

The three lowest poison resist prefixes, none of which are really worthwhile, even with a good suffix.
Emerald: Resist Poison +(26-30)%, ilvl 30
See Sapphire. Keep in mind that poison resist is the least important of all the elements, making Emerald grand charms worth less than Sapphire, Ruby or Amber ones.

Shimmering: All Resistances +(3-6)%, ilvl 8
Shimmering: All Resistances +(8-12)%, ilvl 14
Shimmering: All Resistances +(13-15)%, ilvl 35

A much lower minimum, but an exactly equal maximum resist-all bonus to those provided by 3 small charms. Valuable if at 13% res-all or higher, and very valuable with a good suffix.

Bronze: +(6-12) To Attack Rating, ilvl 1
Bronze: +(13-27) To Attack Rating, ilvl 7
Bronze: +(28-42) To Attack Rating, ilvl 13

More AR than 3 bronze small charms, but whereas those 3 charms can come with 3 suffixes, this can only have one, and is thus worth less than 3 good suffixed SC’s.

Iron: +(43-57) To Attack Rating, ilvl 19
Iron: +(58-72) To Attack Rating, ilvl 25
Iron: +(73-87) To Attack Rating, ilvl 31

Might be worth hanging on to with a good suffix, otherwise best sold or re-cubed.

Steel: +(88-102) To Attack Rating, ilvl 37
Steel: +(103-117) To Attack Rating, ilvl 43
Steel: +(118-132) To Attack Rating, ilvl 49

Now we're talking! The AR on these surpasses both small and large equivalents, making these quite valuable. Any Steel grand charm with more than 100 AR is worth keeping, and often tradable too, particularly if coupled with a half-decent suffix.

Red: +1 To Minimum Damage, ilvl 15

As with large charms, all the significant physical damage mods are prefixes, so this has nothing to stack with, and is thus worthless.

Sanguinary: +2 To Minimum Damage, ilvl 45
See above.

Bloody: +3 To Minimum Damage, ilvl 75
This seems excellent, until you remember the benefits are FAR surpassed by the Sharp prefix, and it has nothing to stack with. Again worthless.

Jagged: +1 To Maximum Damage, ilvl 7
Maybe you could name your character Rolling, and wear items like Stone Crusher, Stone Armor, etc... Hmmm, nah, doesn't work as well as the Mick joke. Oh, and if you have no idea what I’m talking about, just leave it that this prefix is useless

Forked: +2 To Maximum Damage, ilvl 37
Useless, for the above reasons.

Serrated: +3 To Maximum Damage, ilvl 67
Same as above.

Fine: +(10-20) To Attack Rating, +(1-3) Maximum Damage, ilvl 15
Fine: +(21-48) To Attack Rating, +(4-6) Maximum Damage, ilvl 22

Good for low Level melee until you can get some serious AR in your gear

Sharp: +(49-76) To Attack Rating +(7-10) Maximum Damage, ilvl 29
Another excellent prefix, surpassing the benefits of Sharp large charms and Fine small charms by a good amount. Perfect or near-perfect Sharp grand charms are almost always tradable, and with a good suffix they can be very valuable. Superb charms to have.

Snowy: Adds 1-(2-3) Cold Damage Over 1 Seconds, ilvl 9
Shivering: Adds (2-4)-(4-8) Cold Damage Over 1 Seconds, ilvl 15
Boreal: Adds (5-7)-(9-15) Cold Damage Over 1 Seconds, ilvl 30
Hibernal: Adds (8-13)-(16-25) Cold Damage Over 1 Seconds, ilvl 45
Fiery: Adds 1-(2-3) Fire Damage, ilvl 5
Smoldering: Adds (2-3)-(4-7) Fire Damage, ilvl 15
Smoking: Adds (4-7)-(8-19) Fire Damage, ilvl 28
Flaming: Adds (8-18)-(20-36) Fire Damage, ilvl 43
Static: Adds 1-(4-5) Lightning Damage, ilvl 7
Glowing: Adds 1-(6-17) Lightning Damage, ilvl 14
Arcing: Adds 1-(18-44) Lightning Damage, ilvl 29
Shocking: Adds 1-(45-79) Lightning Damage, ilvl 44

Equivalent large charms surpass them in almost every instance, unless they possess a very good suffix. These mods can be very useful for low levels characters who won’t have access to the superior large charms until much higher levels.

Septic: +5 Poison Damage Over 3 Seconds, ilvl 1
Foul: +15 Poison Damage Over 4 Seconds, ilvl 12
Toxic: +50 Poison Damage Over 5 Seconds, ilvl 27

Worthless.
Pestilent: +100 Poison Damage Over 6 Seconds, ilvl 42
What the hell is this? Almost half the damage of the small charm equivalent, at 3x the size. Worthless.

Lizard's: +(3-7) Mana, ilvl 1
Lizard's: +(8-13) Mana, ilvl 7
Lizard's: +(14-20) Mana, ilvl 13

Worthless.

Snake's: +(21-26) Mana, ilvl 19
Snake's: +(27-33) Mana, ilvl 25
Snake's: +(34-39) Mana, ilvl 31

Roughly comparable to the bonus provided by 3 small charms, again the major drawback here is that you can't get 3 suffixes to go with that, and its not really worthwhile on its own.

Serpent's: +(40-46) Mana, ilvl 37
Serpent's: +(47-52) Mana, ilvl 43
Serpent's: +(53-59) Mana, ilvl 49

Here Grand charms surpass small in +mana. Perfect or near-perfect Serpent's grand charms would be worth keeping, and might even be valuable with a good suffix. Not worthwhile plain and less than near perfect, though.

Stout: +(3-5) Defense, ilvl 1
Stout: +(6-9) Defense, ilvl 7
Stout: +(10-12) Defense, ilvl 12
Burly: +(13-15) Defense, ilvl 17
Burly: +(16-22) Defense, ilvl 22
Burly: +(23-30) Defense, ilvl 27

*yawn*
*snore*

Stalwart: +(33-40) Defense, ilvl 32
Stalwart: +44-50) Defense, ilvl 37
Stalwart: +33-100 Defense, ilvl 42

*wakes up* Here is one instance where a grand charm surpasses everything else in value per inventory space. Perfect Stalwart grand charms might even be tradeable to the right players, and are definitely worth hanging on to, particularly if you get a good suffix too.

Rugged: +(12-24)% To Maximum Stamina, ilvl 1
Rugged: +(25-36)% To Maximum Stamina, ilvl 7
Rugged: +(37-50)% To Maximum Stamina, ilvl 21

Utterly useless.

Lucky: (1-4)% Better Chance of Getting Magic Items, ilvl 21
Lucky: (5-7)% Better Chance of Getting Magic Items, ilvl 38
Lucky: (8-12)% Better Chance of Getting Magic Items, ilvl 55

MF as you level up characters to save you sending in high level MF’ers to find low TC items
 
Now we get into what makes grand charms unique. Having +1 to a skill tree from a charm is an incredible bonus, and almost all skillers are valuable.


Fletcher's: +1 Amazon Bow and Crossbow Skills, ilvl 50
Fletcher's is a relatively poor-valued skiller to have, though, since Bowazons are nowhere near as popular in 1.10 as they were in 1.09. Still definitely worth keeping, and valuable with a good suffix.

Acrobat's: +1 Amazon Passive Skills, ilvl 50
Valued by most Amazons too help boost up her AR, dodging skills or valk.

Harpoonist's: +1 Amazon Javelin and Spear Skills, ilvl 50
The most valuable Amazon skiller, since javazons make up the vast bulk of Amazons out there.

Entrapping: +1 Assassin Traps, ilvl 50
Useful to the trapassin, which are quite common, so fairly high demand.

Mentalist's: +1 Assassin Shadow Disciplines, ilvl 50
Not of the greatest use in PvM, since there isn't really anything significant enough in the Shadow Disciplines tree to base a PvM character around, Mentalist's skills are sought-after for PvP, to boost Fade and Venom. Useful if you play PvP, or can trade with those who do. Sniper Viper's also use these, though they are far from common these days.

Shogukusha's: +1 Assassin Martial Arts, ilvl 50
Useful skiller as there are lots of MA assassin builds that relying on elemental damage and the +skills that fuel it. Valuable.

Expert's: +1 Barbarian Combat Skills, ilvl 50
Useful to any barbarian but a Singer, these are relatively valuable.

Fanatic: +1 Barbarian Combat Masteries, ilvl 50
Often, these will provide a much bigger bonus to a melee barbarian than an Expert's skiller would, especially if he's invested in a weapon mastery. Not very often in demand though, but useful nonetheless.

Sounding: +1 Barbarian Warcries, ilvl 50
Fantastically useful to a Singer barb, somewhat useful to a berserker who relies on War Cry, only marginally useful to any other barbarian.

Trainer's: +1 Druid Summoning, ilvl 50
Not overly valuable as most druid’s rely more on elemental skillers, shape shifters or sharps for their damage than these

Spiritual: +1 Druid Shapeshifting, ilvl 50
Not in the highest of demand but can be valuable to fireclaws/rabies fans.

Nature's: +1 Druid Elemental, ilvl 50
One of the strongest characters in 1.10 is the Wind Druid, and this skiller directly boosts their power, making these very valuable. There are less Wind Druids out there than Hammerdins, but these skiller are almost as valuable as the Lion Branded.

Hexing: +1 Necromancer Curses, ilvl 50
Most necromancer players don't really care enough about the duration of their curses to waste space on Hexing skillers, so these aren't very valuable. Keep them, though - there are always they exceptions.

Fungal: +1 Necromancer Poison and Bone Spells, ilvl 50
Very highly in demand, and always tradeable. Venomancers and Bonemages are very popular, and these skillers help both considerably, making them very valuable. With a good suffix, these can fetch quite high prices.

Graverobber's: +1 Necromancer Summoning Spells, ilvl 50
Another very valuable skiller, as its the rare necro that doesn't invest a fair amount of skillpoints in summons. Normally only sought-after by specialist summoners though

Lion Branded: +1 Paladin Combat Skills, ilvl 50
Potentially the most valuable skiller in 1.10. Hammerdins are recognized as one of the most powerful characters in the game, and these directly boost their killing ability, making Lion Branded skillers incredibly tradeable. With a good suffix, these can be obscenely valuable. A Lion Branded grand charm of Vita, for instance, could easily go for an elite unique.

Captain's: +1 Paladin Offensive Auras, ilvl 50
Useful to fanatic zealots, frost zealots, and tesladins, these skillers are valuable, but nowhere near the degree Lion Branded skillers are. Still definitely worth hanging on to, and potentially very valuable to the right player with the right suffix.

Preserver's: +1 Paladin Defensive Auras, ilvl 50
Only of use to the rare Cleric and Defiant builds, making these the least valuable of all paladin skillers.

Burning: +1 Sorceress Fire Skills, ilvl 50
Definitely valuable. Many sorceresses use Fire as their secondary attack, and some as their primary.

Sparking: +1 Sorceress Lightning Skills, ilvl 50
Lightning secondary attacks are much rarer to see, though a few select Chain Lightning as their main attack, making these valuable.

Chilling: +1 Sorceress Cold Skills, ilvl 50
Definitely the most valuable sorceress skiller, as practically every sorc out there uses cold, and either Blizzard or Frozen Orb is almost universal. A very valuable skiller indeed.
 
Suffixes:

Strength: +(3-4) To Strength, ilvl 1
Strength: +(5-6) To Strength, ilvl 14

Large charms are far better. However, these can be valuable coupled with a good prefix, skillers in particular.

Dexterity: +(3-4) To Dexterity, ilvl 1
Dexterity: +(5-6) To Dexterity, ilvl 14

As per Strength.


Life: +(5-10) Life, ilvl 1
Life: +(11-15) Life, ilvl 9
Life: +(16-20) Life, ilvl 19

Utterly worthless by itself, it'll still add considerably to a very good prefix's worth. A Lion Branded of Life, for instance, would be pure gold.

Sustenance: +(21-25) Life, ilvl 31
Sustenance: +(26-30) Life, ilvl 45
Sustenance: +(31-35) Life, ilvl 61

Surpassed by both large and small charms, this would still add greatly to a very good prefix's worth, especially skillers. As a basic rule of thumb: any skiller with any life suffix is a keeper.

Vita: +(36-40) Life, ilvl 77
Vita: +(41-45) Life, ilvl 91
Vita: +(46-50 Life, ilvl 110

This prefix is a little misleading. In truth, at ilvl 77 the max +life you can get is +40, and at ilvl 91 +45. +50 is only possible at ilvl 110 according to Arreat Summit, which is of course impossible. Strange people at Blizzard. Anyhaps, this suffix can almost double the value of a good prefix its coupled with, especially a skiller, but isn't really worthwhile on its own, as small charms surpass it.

Craftsmanship: +1 To Maximum Damage, ilvl 1
Adds to the value of any good prefix, worthless otherwise.

Quality: +2 To Maximum Damage, ilvl 41

As above, but adds significantly to the worth of any prefix.

Maiming: +(3-4) To Maximum Damage, ilvl 71
As above, but almost doubling the value of any prefix.

Inertia: 7% Faster Run/Walk, ilvl 19
Adds to the value of a good prefix, worthless on its own. Again, small charms provide much more per inventory space.

Balance: 12% Faster Hit Recovery, ilvl 1
Adds significantly to the value of any good prefix, not worthwhile on its own. Small charms provide more FHR per inventory space, but these are still useful.

Greed: (10-20)% Extra Gold From Monsters, ilvl 1
Greed: (21-30)% Extra Gold From Monsters, ilvl 7
Greed: (31-40% Extra Gold From Monsters, ilvl 19

Here grand charms could provide more benefit than 3 small charms, though a grand charm of Greed would only be worth keeping if perfect. Otherwise, it only adds slightly to the value of a prefix, and isn't worth keeping without one.

Frost: Adds 1-2 Cold Damage Over 1 Seconds, ilvl 5
Icicle: Adds 2-(3-4) Cold Damage Over 1 Seconds, ilvl 8
Glacier: Adds 3-(5-7) Cold Damage Over 1 Seconds, ilvl 15
Winter: Adds (4-6)-(8-11) Cold Damage Over 1 Seconds, ilvl 23
Flame: Adds 1-2 Fire Damage, ilvl 3
Fire: Adds (1-2)-3 Fire Damage, ilvl 8
Burning: Adds (2-3)-(4-7) Fire Damage, ilvl 14
Incineration: Adds (4-7)-(8-14) Fire Damage, ilvl 22
Shock: Adds 1-(2-3) Lightning Damage, ilvl 4
Lightning: Adds 1-(4-7) Lightning Damage, ilvl 7
Thunder: Adds 1-(8-21) Lightning Damage, ilvl 15
Storms: Adds 1-(22-33) Lightning Damage, ilvl 22
Blight: +6 Poison Damage Over 3 Seconds, ilvl 1
Venom: +15 Poison Damage Over 4 Seconds, ilvl 6
Pestilence: +25 Poison Damage Over 5 Seconds, ilvl 14
Anthrax: +50 Poison Damage Over 6 Seconds. Ilvl 21

Yes, they are all worthless too. Leave elemental damage to the world of small charms. An elemental affix could add slightly to the value of a high quality GC, like a skiller with a perfect ‘of storms’ Suffix.
 
Cubing Summary
The above lists should help with valuing the mods on the charms you find - this section will provide some basic guidelines to cubing for valuable charms. For each category of charm, there are certain ilvl milestones in which the majority of useful prefixes and suffixes are attainable, and when cubing you'll want to look for charms that reach these milestones, and decide whether you want to try for a charm with the mods available. If all you're after is Fine small charms of Fortune, for example, you'd lower your chances immensely by using ilvl 99 small charms dropped from Baal. Use the following milestones to guide your charm-hunting efforts to make sure you're using charms with an ilvl that suits your purpose. For each milestone, I’ll also include the areas best to search for charms of that ilvl. The areas listed all have an area level equal or slightly above the ilvl, meaning that all normal monsters in them will drop exactly that ilvl.
Any area’s past the areas mentioned for charm milestones can also spawn or be rolled to have those mods but are less likely to give you the desired result as there are generally more mods that can be rolled.

Small charm milestones
You may wonder why I don't list when Boreal, Smoking, and Arcing become available. This is for one good reason - you're far better off cubing Hibernal, Flaming, and Shocking large charms. If you run across a Boreal/Smoking/Arcing small charm that's excellent, but don't go out of your way to cube them.

Ilvl 47
All the good low-level charms become available by ilvl 47, including the Fine, Shimmering, Fortune and Sustenance mods. To get charms of ilvl 47, the optimal places to search are:
*Act 2 Nightmare, Claw Viper Temple and the Palace Cellars, are the earliest areas to find ilvl 47+ charms. Any of the areas after the palace cellars are either ilvl 48 or 49 so are good hunting places too.

Ilvl 54
All the 10-11% single-resist small charms become available at this point, as well as the Balance mod. To get charms of ilvl 54, the optimal places to search are:
*Act 3 Nightmare, The 6 Temples, sewers level 1&2, Travincal and the Durance Of Hate.

Ilvl 62
Stalwart, Serpent's, Vita, Inertia, all the poison suffixes and Storms are all available here. To get charms of ilvl 62, the optimal places to search are:
*Act 5 Nightmare, Ancients way, Icy Cellar, Nihlathak’s lair

Ilvl 94/5
Here all the "impossibles" become available: Hibernal, Flaming, Shocking, and Pestilent. All incredible if you can get them, all damn difficult too. To get charms of ilvl 94, the optimal places to search are:
*Hell Diablo (can’t drop SC’s high enough to get Hibernal or Shocking)
*Hell Baal


Large charm milestones

Ilvl 41
Sharp, Shimmering, Craftsmanship, Balance, Sustenance and Inertia are all available at this point. For most people, this is the highest ilvl large charm you'd ever want to cube. To get charms of ilvl 41, the optimal places to search are:
*Act 1 Nightmare, Countess tower level 4&5, Jail levels 1,2,3 and Inner Cloister

Ilvl 76
For those who want lots of elemental damage charms, cubing Ilvl 76 large charms is your best bet. Here Hibernal, Flaming, Shocking and Quality mods become available. Note that anything much over Ilvl 76 is a waste. To get charms of ilvl 76, the optimal places to search are:
*Act 1 Hell, Tristram
*Act 2 Hell, Dry Hills and Far Oasis


Grand charm milestones

Ilvl 49
Here Stalwart, Steel, Sharp, Serpent's, Shimmering, Quality, Balance, Sustenance, Inertia and all the 30% single-resist mods are available. To get charms of ilvl 41, the optimal places to search are:
*Act 2 Nightmare, Tal Rasha’s Tombs, Duriels Lair (bug squishing fun)
*Act 3 Nightmare, Spider Forest


Ilvl 50
Here all the skillers become available. The problem with cubing skillers at ilvl 50 is the absence of the really powerful suffix’s like Vita that can make a good skiller worth an entire kingdom. To get charms of ilvl 50, the optimal places to search are:
*Act 3 Nightmare, Great Marsh, Flayer Jungle, Spider Cavern and Arachnid Lair


Ilvl 77
Here two important suffixes become available: Vita and Maiming, both capable of turning any good prefix into a monster of a charm. If you're aiming for the very best, this is where you'll find it. These are the two highest ilvl requiring mods so any charms ilvl 77 and up can get these. To get charms of ilvl 77, the optimal places to search are:
*Act 1 Hell, Countess tower level 3 and cave level 1 (in the cold plains)
*Act 2 Hell, Lost City


1.10 New Unique Charms
No 1.10 charm guide would be complete without a brief section on Gheed's Fortune and Annihilus, the only unique charms. Of the two, only Gheed's can be found in Single Player. Annihilus can only be dropped from 'Uber Diablo' on the Battle.net Realms. Here are the stats for the two:

Annihilus
Required Level: 70
+1 To All Skills
+(10-20) To All Attributes (varies)
All Resistances +(10-20) (varies)
+(5-10)% To Experience Gained (varies)

Gheed's Fortune
Required Level: 62
(80-160)% Extra Gold From Monsters (varies)
Reduces All Vendor Prices (10-15)% (varies)
(20-40)% Better Chance of Getting Magic Items (varies)


I'll not go into detail about how to get to Uber Diablo to get the Annihilus, as this guide is more focused on Single Player, but there is information about it at http://www.purediablo.com/battlenet/world-event.php.


Gheed's is obviously highly valued as a big boost to Magic Find from a charm alone. Keep in mind that you can only have 1 of each of these charms in your inventory at a time, so if you have a Gheed's on your character and another drops, you will be unable to pick it up. The only way to accumulate multiple Gheed's is to use what's come to be called "Hot Muling" - minimising the game, opening ATMA, muling your existing Gheed's to a stash or another character, returning to the game and picking up the one that just dropped. A Gheed's Fortune is something virtually every character uses once they reach the clvl requirement, so its important to get one as close to perfect (40% MF) as possible, and this means being able to accumulate several of them. Some people consider Hot Muling to be somewhat cheesy, and if the first Gheed's you find is a relatively good one you may not want to bother. Battle.net players have an easier time as they can bring a friend in to hold the game open while you leave to get a mule character for it.
The best places to find a Gheed's include:
*Hell Duriel
*Hell Andariel
*Hell Baal
*Hell Diablo
*Hell Mephisto
*NM Baal

Remember Gheed's is a unique, so the more Magic Find you have on your character, the higher your chances of finding it will be.

Conclusion
I hope you find this guide useful and informative. If you have any questions, comments or constructive criticism(or even just want to abuse me some for being so damn awesome), you can contact Corax at [email protected]. Thank you for taking the time to read this guide.


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alright pick it apart in 3...2...1.....GOAT!!!!!!!!!
 
Great guide, thanks for all the work :thumbsup:

One thing I would like to see in the summary section is about the most rolled charms, the grand charms to get skillers. What is the chance difference in getting a skiller at ilvl 50 compared to 77 compared to 99. Some people always use ilvl 50 to maximize the chance of a skiller, but others like me use ilvl 99 to have a chance of a skiller with +45 life.
 
whinge whine never happy are ya tweety :lol:

nah mine good suggestion i shall see what can be done
 
If someone would be good enough to check the maths for me i'd be grateful. its been too long since ive used anything more mathematical than addition...


-------------------------------------------

Skiller Summary

Skiller’s are generally the most sort after mod on a grand charm and the most sought after second mod tends to be “Of Vitaâ€.
So I’ll just run through the odds of the three ‘tiers’ of skillers with life.
ilvl 50, lifeless skiller
ilvl 77, vita skiller
ilvl 91, vita skiller


ilvl 50, Pure skiller.
Using the lowest ilvl possible increases the odds of rolling a skiller but cuts down the number of useful suffix’s available.
There is a 50% chance of rolling a charm with skiller, 25% prefix only and 25% prefix and suffix.

There are 74 non-skill prefix’s available and 21 skill prefix’s = 95 in total.
21/95 = ~0.22
But given that there is only a 50% chance for a prefix to show up we halve that number
= ~0.11.
Therefore out of 10,000 rerolls (30,000 pgems) 1100 should come up with skill mods.
Thus there is a ~ 1/10 chance of a skiller at ilvl 50

ilvl 77, Skiller with +(36-40) vita
Only a 25% chance of getting a prefix & a suffix on the same roll.
98 prefix’s available, 21 of which are skill’s,
21/98 = ~ 0.21
35 suffix’s available at ilvl 77 with only 1 being vita.
1/35 = ~ 0.03
So multiplying these two odds together with give us the chance of getting a skiller of vita
0.03 x 0.21 = 0.0063
Then add in the 25% chance of turning up with dual mod
0.0063 x 0.25 = ~0.0016
Therefore out of 10,000 rerolls (30,000) gems ~16 should come up with a skill and vita
Thus there is a ~1/625 chance of getting a skiller of vita at ilvl 77

Ilvl 91, skiller with +(36-45) vita
Only a 25% chance of getting a prefix and a suffix on the same roll.
98 prefix’s available, 21 of which are skill’s,
21/98 = ~ 0.21
36 suffix’s available at ilvl 91 with only 2 being vita.
2/36 = ~ 0.056
So multiplying these two odds together with give us the chance of getting a skiller of vita
0.21 x 0.056 = ~0.012
Then add in the 25% chance of a dual modder turning up
0.012 x .25 = ~ 0.003
Therefore out of 10,000 rerolls (30,000 pgems) ~ 30 should come up with a skill and vita.
Thus there is a ~1/333 chance of getting a skiller of vita at ilvl 91.

Conclusion:
From this we see that if you aren’t too worried about second mods then ilvl 50 skillers are the way too go but if you want to get a vita suffix then using ilvl 91+ charms will be more beneficial.
 
Nice work. :thumbsup:

About the math. I gave it a brief look an I think it looks fine. But probability calcs are tricky and things that seem absolutely logical when first viewed can show up to be wrong. So I won't judge it.

One question though. Are you sure that all (say prefixes) have the same probability to spawn?
 
fairly certain but not 100%
 
Could you(corax) do some more math and tell us the probability of getting

A skiller @ ilvl 77/91 with AND without vita mod. Then tell us of all the skillers how many % are vita skillers.

That would be a better ground of comparison for different ilvl GCs. You know what I mean, right?
 
Possible Typo?

Grand charm milestones

Ilvl 49
Here Stalwart, Steel, Sharp, Serpent's, Shimmering, Quality, Balance, Sustenance, Inertia and all the 30% single-resist mods are available. To get charms of ilvl 41, the optimal places to search are:
*Act 2 Nightmare, Tal Rasha’s Tombs, Duriels Lair (bug squishing fun)
*Act 3 Nightmare, Spider Forest
 
GG 'rax. 2 things maybe worth noting:

1. Maybe the next revision should also list the Clvl required to use certain affixes on different size charms. For example, although you can get the most benefit per inventory space with Large Charms of Strength, grand charms of strength have a lower clvl required (so if you're trying to boost your strength as early as possible so you can twink on Sigon's set, the grand charms can be of good use to you). The same is true with many other affixes.

2. If you twink, at low levels it is very worthwhile to equip a bunch of low damage elemental small charms. Personally I use 3 cold charms (for chilling effect), 1 poison (for PMH), and as many lightning charms as I can carry. It can be worthwile the first couple of acts to just be a melee char and rely on your charms to do a lot of the work - and there are very few monsters with immunities in the early game, so the increased damage is effective against almost everything.
 
Great work Corax :clap: Thank you very much.

I've updated the link in the SPF FAQ.
 
corax said:
fairly certain but not 100%

Different affixes have different chances to spawn, I'm afraid.

So for the examples you mentioned:

ilvl 50
1/461 chance to get a specific plain skiller, so ~ 21/461 for any skiller.

ilvl 77
1/485 chance to get a specific plain skiller.
1/23233 chance to get a specific skiller of vita(+40 life).

ilvl 91+
1/485 chance to get a specific plain skiller.
1/24201 chance to get a specific skiller of Vita(+45 life).

All calculations came from [highlight]Link to competing D2 forum deleted - AlterEgo[/highlight] so blame them if they are wrong... :innocent:

EDIT: AE, the link is listed in the Statistics Forum FAQ, so I guess it's OK? [highlight]Unfortunately, no. Despite the fact that it's linked there, it's still against forum rules. And, before you say it, yes it is inconsistent that I will delete it here while it's allowed in the Stat Forum. All I can say is just be glad that it's available there... AlterEgo[/highlight]
 
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