We would like to take this opportunity to welcome you to our guide on Charms for Diablo II: Resurrected Patch 2.5 and Ladder Season 2. These are portable Magic items that come in three different sizes and can be carried in your inventory to provide a buff to the characters you control. These include a wide variety of potential magic prefixes and suffixes that can be added to words in order to confer additional properties, some of which are useful while others are not. Charms were initially made available to players as part of the Lord of Destruction (LoD) expansion. As a result, players who do not have the expansion features enabled will not have access to these items.
In the Resurrected Patch 2.5 and Ladder Season 2 of Diablo II, Charms can be found
Charms are wonderful items because they are standalone items that allow you to add abilities and properties to your gear on an ad hoc basis. You do not have to reroll undamaged items to add a property to your gear. This feature was removed from Diablo III and replaced with the Enchanter, allowing players to re-roll individual properties on their armor. Charms are the mechanism in Diablo II that is responsible for allowing for flexibility and tuning.
Charms are available in three sizes, each of which can be paired with one of three distinct random icons. There is no correlation between the icon and the properties in any way.
When Using Charms, the Size of the Charm Is Important
Although it might not make sense at first glance, Small Charms almost always have a much higher value than Large or Grand Charms do. Diablo 2 Charms with a smaller profile take up much less room in your inventory, but they typically pack a much bigger punch than their larger counterparts. In addition, their effectiveness improves with increasing level. Small Charms gain access to some of their most potent scaling well above iLvl 50, in contrast to Grand Charms, which typically do not improve significantly after reaching that iLvl.
For instance, one of the activities in which players frequently amass a large number of Charms is called Magic Find. The ability to find X-X% more magic items can only be found as a prefix or suffix on Grand or Large Charms, and only as a prefix or suffix on Small Charms. These are examples of different values that could be used. Take note of the different iLvls that the D2R ladder items and the requirements have:
- +1% (at iLvl 34+), +2-3% (at iLvl 53+), and +4-6% (at iLvl 51+) with the Lucky Large Charm
- Increasing your chance of good fortune by +3-5% (iLvl 31+)
However, even just two Small Charms with the Magic Find ability can easily outperform the best Grand Charm, even though the latter only takes up two inventory slots rather than three. In addition, you can fit three Small Charms of Good Luck into the same space as one Lucky Grand Charm, which results in a total of 18-21% additional Magic Find rather than the usual 8-12%. In this particular scenario, Large Charms have very little place in the equation. You should make use of them if you have them, but in most situations, the math and the space in your inventory do not support using Large Charms for Magic Find.
To put it another way, you shouldn’t automatically assume that the larger Charm will have the larger qualities. A combination of Small Charms that share the same properties can frequently result in greater rewards. It is not always the case that you will have three Small Charms that will be better than one Grand Charm, but you need to weigh what you have every time you make decisions about which ones to carry. In other words, it is not always the case that you will have three Small Charms that will be better than one Grand Charm.
One of the most beneficial aspects of Charms is a bonus to the user’s class skills, which can only be found on 1×3 Grand Charms (more information can be found in the section devoted to Grand Charms). Because they are in such high demand, many retailers keep multiples of them in stock at all times. Due to the fact that 1×1 Small Charms can now be placed underneath 1×3 +Skill Charms, their value has increased as a direct result of this development.
Putting Different Charms Side-by-Side
If you are having trouble determining whether the properties of a Charm provide more value depending on the Charm size, divide the numerical value of the trait by the number of slots the Charm takes up (3 for Grand, 2 for Large, and 1 for Small). This should help you determine whether the properties of a Charm provide more value. Make use of that number when making a value per slot (VPS) comparison. For instance, if you are researching Faster Run/Walk Charms, you will discover that the Grand Charm of Inertia at 7% has a VPS of 2.3, whereas the Large Charm of Inertia has a VPS of 2.5. This difference can be seen when comparing the two sizes of the charm. The Small Charm of Inertia with 3% Faster Run/Walk has a higher value per point than either of them, coming in at 3. You will need to utilize all of the resources at your disposal in order to make the most informed decisions possible given that the majority of Charms do not provide a definitive answer to this question due to the random nature of the properties and the fact that there are both Prefixes and Suffixes.
You may obtain a high-level Charm that has terrible properties on occasion. This is typically the result of a very low roll or lower-quality Prefixes or Suffixes. Using the following recipe for a Horadric Cube will allow you to reroll any Charms that have the Magic quality but are not Unique. The properties you receive will be completely at random, but there is a chance that they will be a significant upgrade from what you initially received. By far the most common items to be converted into this form are jewelry and charms of a small size.
Only Grand Charms offer bonuses to a character’s Class Skills.
The terms “Grand” and “Large” both have the Magic Find prefix attached to them. It is added to Small Charms as a suffix.Around the mid-levels, the value of Grand Charms begins to decline more rapidly, and Small Charms begin to take their place.
Certain affix properties display a possible range, such as 5-10%, for example. The Charm will generate a number between those given ranges, but it will always be the same number.
In the sections that follow, titled “Prefix” and “Suffix,” you’ll find a discussion of each Charm affix, along with some suggestions regarding their value or application. Because charms are also frequently traded, it is important for you to be aware of which ones are in the highest demand.
Your Attack Rating dictates the percentage chance you have of hitting the monster (or player, in the case of PvP) that you have targeted. A low attack rating can lead to a high number of missed attacks. Having a high Dexterity also helps you improve your Attack Rating, so make sure you work on both! If you find yourself frequently attempting to kill mobs with a higher level than your own, or if you are concerned about missing a lot of opportunities in PvP, you should probably think about improving this stat. One of the very few instances in which this is the case, the highest ranked Steel prefix provides a significantly higher VPS when used as a Grand Charm rather than a Small Charm.
Lightning contributes the most to the total damage of the four, but any of them can be useful to the right build if it’s designed properly. High-iLvl, high-damage elemental damageCharms are beneficial, highly tradable items that, when given the appropriate suffix, have the potential to become incredible.
The duration of the +Poison Charms is problematic, and this is the only issue with them. When compared to the other types of elemental damage, the numbers appear to be absurdly high; however, the higher the Charm’s iLvl, the longer it takes to deliver the full amount of damage. This is effective against builds such as the Zealadin (a build for the Paladin based on the Zealot class), which rely on frequent hits to keep resetting the poison counter and reduce the amount of damage poison deals significantly. It functions more effectively with builds that have an area of effect, in which a character may hit multiple targets at once, but not the same one so frequently that the counter is reset.
When used in normal gameplay, defense charms of lower levels aren’t very useful, especially if they lack a good suffix. At higher levels, these have the potential to be very useful for tank classes, especially for those who play in groups. When playing Hardcore as a melee class, these take on a significantly greater amount of importance.