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Charms can be found on the [[Bazaar/The_Armory/Modify/Equipped|Modify]] screen of [[The Armory]], after selecting an equipment under the Modify tab.
Charms can be found on the [[Bazaar/The_Armory/Modify/Equipped|Modify]] screen of [[The Armory]], after selecting an equipment under the Modify tab.


They come in "Lesser" and "Greater" variants, where the latter variant is more expensive to slot but gives a more substantial bonus.
They come in "Lesser" and "Greater" variants. Greater charms are more expensive to slot but give a larger bonus.


Every equipment has a number of "Charm Slots", as well as a base number of "Charm Points"; both depend on the quality of the equipment. You can boost the number of Charm Points with Upgrades and clearing levels in the [[Item World]], each of which adds +1 point.
Each equipment piece has a number of Charm Slots, as well as a base number of Charm Points; both depend on the quality of the equipment. You can boost the number of Charm Points by clearing levels in the [[Item World]] and upgrading, each of which adds +1 charm point.


Charms are consumables, and will (normally) wear out over time; the [[condition]] is visible in the charm selector on the modify screen. This works the same as regular equipment damage, except it is not affected by Repair Bear. If the Charm is exposed, it will take condition loss equal to the base equipment [[condition]] loss. Lesser Charms wear out twice as fast as Greater Charms.
Charms are consumables, and will wear out over time without sufficient protection; the [[condition]] is visible in the charm selector on the modify screen. This works the same as regular equipment damage, except it is not affected by the Repair Bear [[Hath Perk]]. If the Charm is exposed, it will take condition loss equal to the base equipment condition loss. Lesser Charms wear out twice as fast as Greater Charms.


[[Condition|Wear]] can be reduced by using a [[Pouches|Pouch]], which can be swapped with more durable [[Pouches|pouches]] - and possibly in the future, pouches with other special effects. All Charms come inside a free Silk [[Pouches|Pouch]].
Wear can be reduced by using a [[Pouches|Pouch]]. All Charms come inside a free Silk [[Pouches|Pouch]].


* Silk [[Pouches]] reduce wear by 50%; the [[Pouches|pouch]] will always be destroyed if it takes damage on defeat.
* Silk Pouches reduce wear by 50%; the pouch will always be destroyed if it takes damage on defeat.


* Kevlar [[Pouches]] reduce wear by 90%; the [[Pouches|pouch]] has a 20% chance of being destroyed if it takes damage on defeat.
* Kevlar Pouches reduce wear by 90%; the pouch has a 20% chance of being destroyed if it takes damage on defeat.


* Mithril [[Pouches]] fully eliminate wear, and the [[Pouches|pouch]] itself is indestructible.
* Mithril Pouches fully eliminate wear, and the pouch itself is indestructible.


When a Charm reaches 20% [[condition]], it is considered worn and becomes replaceable. You can either manually replace damaged charms and [[Pouches|pouches]] from the charm selector, or automatically by repairing it with the Repair button on the [[Modify]] page or via the Repair tab. Once a Charm Reaches 20% Condition, its Pouch cannot be replaced without also replacing the Charm.
When a Charm reaches 20% condition, it is considered worn and becomes replaceable. You can either manually replace damaged charms and pouches from the charm selector, or automatically by repairing it with the Repair button on the [[Bazaar/The_Armory/Modify/Equipped|Modify]] page or via the [[Bazaar/The_Armory/Repair/New|Repair]] tab. Once a Charm Reaches 20% Condition, its Pouch cannot be replaced without also replacing the Charm.


While above 20% Condition, it is possible to replace a Charm inside of a Pouch without destroying the latter. Apropos, although that should be obvious, it is also possible to replace a Pouch with a "higher" (or lower for Charm Point saving purposes) tier one without destroying/replacing the Charm as long as the condition does not fall below 20%.
While above 20% Condition, it is possible to replace a Charm inside of a Pouch without destroying the latter. It is also possible to replace a Pouch with a "higher" (or lower for Charm Point saving purposes) tier one without destroying/replacing the Charm as long as the condition does not fall below 20%.


If you replace a [[condition|worn or torn]] charm with an identical charm, it will not charge upkeep [[materials]], and any remaining [[condition]] will be added to the new charm. So if the old Charm had 10% [[condition]] remaining, the replacement charm will initially be at 110% [[condition]].
If you replace a [[condition|worn or torn]] charm with an identical charm, it will not charge upkeep [[materials]], and any remaining condition will be added to the new charm. So if the old Charm had 10% condition remaining, the replacement charm will initially be at 110% condition.


Charms also require upkeep [[Items|items]]. For example, strike charms and proof charms require elemental [[infusions]], while charms based on the old enchantments use those items as upkeep. Charms with no special requirements use Energy Cells instead. This is charged as part of the slotting and repair costs.
Charms also require upkeep [[Items]]. Elemental Charms require elemental [[infusions]], Voidseeker charms require [[Items|Voidseeker Shards]], Featherweight Charms need [[Items|Featherweight Shards]], and Aether Charms require [[Items|Aether Shards]]. Other Charms use Energy Cells. This is charged as part of the slotting and repair costs.


Charms can be obtained by clearing [[Item World|Item Worlds]]; however, they are not automatically attached to the cleared equipment. Charms and [[Pouches|pouches]] can also be obtained by offering [[trophies]] in [https://ehwiki.org/wiki/Shrine The Shrine], and can be traded in [[The Market]].
Charms can be obtained by clearing [[Item World|Item Worlds]]; however, they are not automatically attached to the cleared equipment. Charms and [[Pouches|pouches]] can also be obtained by offering [[trophies]] in [[The Shrine]], and can be traded in [[The Market]].


===  Charm Point costs and details ===
===  Charm Point costs and details ===

Revision as of 14:04, 14 June 2026

CHARACTER

BAZAAR

BATTLE

 

Stamina: 99

Normal Lv.123

Persistent

NewOne-HandedTwo-HandedStaffsShieldClothLightHeavySalvaged

Charms can be found on the Modify screen of The Armory, after selecting an equipment under the Modify tab.

They come in "Lesser" and "Greater" variants. Greater charms are more expensive to slot but give a larger bonus.

Each equipment piece has a number of Charm Slots, as well as a base number of Charm Points; both depend on the quality of the equipment. You can boost the number of Charm Points by clearing levels in the Item World and upgrading, each of which adds +1 charm point.

Charms are consumables, and will wear out over time without sufficient protection; the condition is visible in the charm selector on the modify screen. This works the same as regular equipment damage, except it is not affected by the Repair Bear Hath Perk. If the Charm is exposed, it will take condition loss equal to the base equipment condition loss. Lesser Charms wear out twice as fast as Greater Charms.

Wear can be reduced by using a Pouch. All Charms come inside a free Silk Pouch.

  • Silk Pouches reduce wear by 50%; the pouch will always be destroyed if it takes damage on defeat.
  • Kevlar Pouches reduce wear by 90%; the pouch has a 20% chance of being destroyed if it takes damage on defeat.
  • Mithril Pouches fully eliminate wear, and the pouch itself is indestructible.

When a Charm reaches 20% condition, it is considered worn and becomes replaceable. You can either manually replace damaged charms and pouches from the charm selector, or automatically by repairing it with the Repair button on the Modify page or via the Repair tab. Once a Charm Reaches 20% Condition, its Pouch cannot be replaced without also replacing the Charm.

While above 20% Condition, it is possible to replace a Charm inside of a Pouch without destroying the latter. It is also possible to replace a Pouch with a "higher" (or lower for Charm Point saving purposes) tier one without destroying/replacing the Charm as long as the condition does not fall below 20%.

If you replace a worn or torn charm with an identical charm, it will not charge upkeep materials, and any remaining condition will be added to the new charm. So if the old Charm had 10% condition remaining, the replacement charm will initially be at 110% condition.

Charms also require upkeep Items. Elemental Charms require elemental infusions, Voidseeker charms require Voidseeker Shards, Featherweight Charms need Featherweight Shards, and Aether Charms require Aether Shards. Other Charms use Energy Cells. This is charged as part of the slotting and repair costs.

Charms can be obtained by clearing Item Worlds; however, they are not automatically attached to the cleared equipment. Charms and pouches can also be obtained by offering trophies in The Shrine, and can be traded in The Market.

Charm Point costs and details

Charm Charm Point Cost Effects Material Costs Slot
Lesser Featherweight Charm 5 Reduces Burden and Interference Featherweight Shard x10 All
Greater Featherweight Charm 15 Reduces Burden and Interference Featherweight Shard x20 All
Lesser Hollowforged Charm 15 Turns damage into Void and Adds 30% Void Strike Energy Cells x10 Weapon
Greater Hollowforged Charm 25 Turns damage into Void and Adds 50% Void Strike Energy Cells x20 Weapon
Lesser Fire Strike Charm 10 Adds 30% Fire Strike Infusion of Flames x10 Weapon
Greater Fire Strike Charm 20 Adds 50% Fire Strike Infusion of Flames x20 Weapon
Lesser Cold Strike Charm 10 Adds 30% Cold Strike Infusion of Frost x10 Weapon
Greater Cold Strike Charm 20 Adds 50% Cold Strike Infusion of Frost x20 Weapon
Lesser Lightning Strike Charm 10 Adds 30% Lightning Strike Infusion of Lightning x10 Weapon
Greater Lightning Strike Charm 20 Adds 50% Lightning Strike Infusion of Lightning x20 Weapon
Lesser Wind Strike Charm 10 Adds 30% Wind Strike Infusion of Storms x10 Weapon
Greater Wind Strike Charm 20 Adds 50% Wind Strike Infusion of Storms x20 Weapon
Lesser Holy Strike Charm 10 Adds 30% Holy Strike Infusion of Divinity x10 Weapon
Greater Holy Strike Charm 20 Adds 50% Holy Strike Infusion of Divinity x20 Weapon
Lesser Dark Strike Charm 10 Adds 30% Dark Strike Infusion of Darkness x10 Weapon
Greater Dark Strike Charm 20 Adds 50% Dark Strike Infusion of Darkness x20 Weapon
Lesser Butcher Charm 15 Increases Attack Damage Energy Cells x10 Weapon
Greater Butcher Charm 30 Increases Attack Damage Energy Cells x20 Weapon
Lesser Swiftness Charm 10 Increases Attack Speed Energy Cells x10 Weapon
Greater Swiftness Charm 20 Increases Attack Speed Energy Cells x20 Weapon
Lesser Fatality Charm 10 Increases Attack Critical Strike Damage Energy Cells x10 Weapon
Greater Fatality Charm 20 Increases Attack Critical Strike Damage Energy Cells x20 Weapon
Lesser Overpower Charm 5 Adds 12% Counter-Parry Energy Cells x10 Weapon
Greater Overpower Charm 10 Adds 20% Counter-Parry Energy Cells x20 Weapon
Lesser Voidseeker Charm 15 Turns damage into Void, Increases Accuracy, and Adds 30% Void Strike Voidseeker Shard x10 Weapon
Greater Voidseeker Charm 30 Turns damage into Void, Increases Accuracy, and Adds 50% Void Strike Voidseeker Shard x20 Weapon
Lesser Archmage Charm 20 Increases Magic Damage Energy Cells x10 Weapon
Greater Archmage Charm 40 Increases Magic Damage Energy Cells x20 Weapon
Lesser Economizer Charm 15 Adds 10% Mana Conservation for One-Handed and 15% for Two-Handed Energy Cells x10 Weapon
Greater Economizer Charm 30 Adds 15% Mana Conservation for One-Handed and 25% for Two-Handed Energy Cells x20 Weapon
Lesser Spellweaver Charm 10 Increases Cast Speed by 5% Energy Cells x10 Weapon
Greater Spellweaver Charm 20 Increases Cast Speed by 7.5% Energy Cells x20 Weapon
Lesser Annihilator Charm 15 Increases Magic Critical Strike Damage Energy Cells x10 Weapon
Greater Annihilator Charm 30 Increases Magic Critical Strike Damage Energy Cells x20 Weapon
Lesser Penetrator Charm 15 Adds 12% Counter-Resist Energy Cells x10 Weapon
Greater Penetrator Charm 30 Adds 20% Counter-Resist Energy Cells x20 Weapon
Lesser Aether Charm 15 Increases Accuracy and adds Mana Conservation Aether Shard x10 Weapon
Greater Aether Charm 30 Increases Accuracy and adds Mana Conservation Aether Shard x20 Weapon
Lesser Fire-proof Charm 10 Increases Fire Mitigation depending on the equipment slot1 Infusion of Flames x10 Armour/Shield
Greater Fire-proof Charm 20 Increases Fire Mitigation depending on the equipment slot1 Infusion of Flames x20 Armour/Shield
Lesser Cold-proof Charm 10 Increases Cold Mitigation depending on the equipment slot1 Infusion of Frost x10 Armour/Shield
Greater Cold-proof Charm 20 Increases Cold Mitigation depending on the equipment slot1 Infusion of Frost x20 Armour/Shield
Lesser Lightning-proof Charm 10 Increases Lightning Mitigation depending on the equipment slot1 Infusion of Lightning x10 Armour/Shield
Greater Lightning-proof Charm 20 Increases Lightning Mitigation depending on the equipment slot1 Infusion of Lightning x20 Armour/Shield
Lesser Wind-proof Charm 10 Increases Wind Mitigation depending on the equipment slot1 Infusion of Storms x10 Armour/Shield
Greater Wind-proof Charm 20 Increases Wind Mitigation depending on the equipment slot1 Infusion of Storms x20 Armour/Shield
Lesser Holy-proof Charm 10 Increases Holy Mitigation depending on the equipment slot1 Infusion of Divinity x10 Armour/Shield
Greater Holy-proof Charm 20 Increases Holy Mitigation depending on the equipment slot1 Infusion of Divinity x20 Armour/Shield
Lesser Dark-proof Charm 10 Increases Dark Mitigation depending on the equipment slot1 Infusion of Darkness x10 Armour/Shield
Greater Dark-proof Charm 20 Increases Dark Mitigation depending on the equipment slot1 Infusion of Darkness x20 Armour/Shield
Lesser Juggernaut Charm 20 Increases HP depending on the equipment slot1 Energy Cells x10 Armour/Shield
Greater Juggernaut Charm 40 Increases HP depending on the equipment slot1 Energy Cells x20 Armour/Shield
Lesser Capacitor Charm 10 Increases MP depending on the equipment slot1 Energy Cells x10 Armour/Shield
Greater Capacitor Charm 20 Increases MP depending on the equipment slot1 Energy Cells x20 Armour/Shield

Note 1: Values:

  • Shield:
    • X-Proof: Lesser = 12%. Greater = 20%.
    • Juggernaut: Lesser = 6%. Greater = 10%.
    • Capacitor: Lesser = 6%. Greater = 10%.
  • Helmet
    • X-Proof: Lesser = 12%. Greater = 20%.
    • Juggernaut: Lesser = 6%. Greater = 10%.
    • Capacitor: Lesser = 6%. Greater = 10%.
  • Body
    • X-Proof: Lesser = 14.40%. Greater = 24%.
    • Juggernaut: Lesser = 7.20%. Greater = 12%.
    • Capacitor: Lesser = 7.20%. Greater = 12%.
  • Hands
    • X-Proof: Lesser = 10.80%. Greater = 18%.
    • Juggernaut: Lesser = 5.40%. Greater = 9%.
    • Capacitor: Lesser = 5.40%. Greater = 9%.
  • Legs
    • X-Proof: Lesser = 13.20%. Greater = 22%.
    • Juggernaut: Lesser = 6.60%. Greater = 11%.
    • Capacitor: Lesser = 6.60%. Greater = 11%.
  • Feet.
    • X-Proof: Lesser = 9.80%. Greater = 16%.
    • Juggernaut: Lesser = 4.80%. Greater = 8%.
    • Capacitor: Lesser = 4.80%. Greater = 8%.
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