Charm

Old: chuanhsing 2023-12-04 08:42:14

New: chuanhsing 2023-12-04 08:43:40

OldNewDifferences
1-# Tincture
1+# Charm
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3-A tincture is an item obtainable from Affliction encounters that can be equipped in a flask slot and toggled on to enhance a character's weapons with special bonuses. To use a tincture, a player must first choose the "Warden of the Maji" Wildwood ascendancy class and allocate the Coated Blade notable ascendancy passive. Only a single tincture effect can be active at once, though multiple tinctures can be equipped. Tincture effects only apply to hits with weapons. Unarmed skills, shield skills, and non-attack hits like spells are unable to benefit from tincture effects.
3+A charm is an item obtainable from Affliction encounters. Charms act functionally like jewels and must be socketed into a Charm Socket to activate its effects. To use a charm, a player must first choose the "Wildwood Primalist" Wildwood ascendancy class and allocate a Charm Socket ascendancy passive.
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5-Tinctures are not considered flasks and can be used in the fifth flask slot while having a [[Micro-Distillery Belt]]
6- equipped without any downsides. Tinctures are considered as occupying a flask slot for the purposes of The Traitor or Enduring Suffusion.
5+Tinctures are unmodifiable and are always found at magic rarity and can have up to two random modifiers based on stats from regular ascendancy classes. Each charm base type corresponds to a specific attribute and can only roll ascendancy modifiers from classes that possess that attribute.
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8-* [[Oakbranch Tincture]]
9-* [[Ironwood Tincture]]
10-* [[Poisonberry Tincture]]
11-* [[Ashbark Tincture]]
7+* [[Ursine Charm]] - Strength - [[Marauder]], [[Duelist]], [[Templar]]
8+* [[Lupine Charm]] - Dexterity - [[Ranger]], [[Duelist]], [[Shadow]]
9+* [[Corvine Charm]] - Intelligence - [[Witch]], [[Templar]], [[Shadow]]