Charm Guide, Final Version (hopefully)
Please Don't Post Until I have finished sticking it all up. thanks!
----------------------------------------------------------------------
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.
Please Don't Post Until I have finished sticking it all up. thanks!
----------------------------------------------------------------------
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.