Charms

Charms
Attach charms to creatures for offensive, defensive and passive effects.
Charm points and charms
Completing a creature in the Bestiary gives you charm points. Charm points buy charms in the Cyclopedia; a charm is then attached to one creature whose Bestiary is complete and works only against (or when hit by) that creature. Offensive charms trigger on your hits, defensive charms when the creature hits you, passive charms improve something about you while fighting it.
Charm points are spent once to unlock a charm. Attaching a charm to a creature, or moving it to another creature, is done in the Cyclopedia.
Available charms
Offensive
| Charm | Cost | Effect |
|---|---|---|
| Wound | 120 points | Triggers on a creature with 5% chance and deals 5% of its initial hit points as physical damage once. |
| Enflame | 160 points | Triggers on a creature with 5% chance and deals 5% of its initial hit points as fire damage once. |
| Poison | 160 points | Triggers on a creature with 5% chance and deals 5% of its initial hit points as earth damage once. |
| Zap | 160 points | Triggers on a creature with 5% chance and deals 5% of its initial hit points as energy damage once. |
| Cripple | 120 points | Cripples the creature with 3% chance when you hit it or when it hits you, paralyzing it for 6 seconds. |
Defensive
| Charm | Cost | Effect |
|---|---|---|
| Parry | 200 points | Any damage taken is reflected to the aggressor with 5% chance. |
| Dodge | 200 points | Dodges an attack with a 5% chance without taking any damage at all. |
| Adrenaline Burst | 100 points | Bursts of adrenaline enhance your reflexes with 5% chance after you get hit and let you move faster for 10 seconds. |
| Cleanse | 120 points | After you get hit, there is a 5% chance to cleanse and remove one random active negative status effect and temporarily make you immune against it. |
Passive
| Charm | Cost | Effect |
|---|---|---|
| Gut | 160 points | Enhances your chance of additional loot drops from Star Monsters (elite creatures) by +20%. Only on the creature the charm is attached to, and only when it is a Star Monster. |
| Low Blow | 300 points | Adds 8% critical hit chance to attacks with critical hit weapons. |
| Vampiric Embrace | 300 points | Adds 4% Life Leech amount to attacks if wearing equipment that provides life leech. |
| Void's Call | 300 points | Adds 2% Mana Leech amount to attacks if wearing equipment that provides mana leech. |
Not available
These charms exist in the reference design but are not active on Old-Pythera. They appear greyed out in the Cyclopedia and cannot be unlocked:
- Freeze – ice damage does not exist in this engine
- Curse – death damage does not exist in this engine
- Divine Wrath – holy damage does not exist in this engine
- Numb – REMOVED by the user
- Bless – decision pending: 0.8% relative to the loss
- Scavenge – depends on a skinning/dusting system that does not exist yet
Notes
- Chances and magnitudes in the tables are the current server values; a few defensive charms (Cripple, Parry, Dodge, Adrenaline Burst, Cleanse) use provisional magnitudes that may still be tuned.
- Gut only works on Star Monsters of the creature it is attached to and raises the chance of non-gold loot by 20%.
- Low Blow, Vampiric Embrace and Void's Call need equipment with Critical Hit, Life Leech or Mana Leech Attribution respectively.



