Charms Unique /12
Used when you become Frozen
(20–25)% Chance to gain a Charge when you Kill an Enemy
Used when you start Bleeding
Creates Consecrated Ground on use
Gains (0.15–0.2) Charges per Second
charm create consecrated ground when used duration ms [4000]
charm create consecrated ground when used radius [14]
Used when you become Poisoned
Recover Life equal to (15–20)% of Mana Flask's Recovery Amount when used
Recover Mana equal to (15–20)% of Life Flask's Recovery Amount when used
Used when you become Ignited
(20–25)% Chance to gain a Charge when you Kill an Enemy
Ignite Enemies in Presence as though dealing Fire damage equal to 500% of your maximum Life when used
Used when you become Shocked
(10–20)% increased Duration
Lightning Damage of Enemies Hitting you is Unlucky during effect
Used when you become Stunned
Defend with 200% of Armour during effect
Used when you are affected by a Slow
Grants Onslaught during effect
Used when you take Fire damage from a Hit
(30–40)% increased Charges
Grants up to your maximum Rage on use
Used when you take Cold damage from a Hit
(10–15)% reduced Charges per use
Grants a Power Charge on use
Used when you take Lightning damage from a Hit
(30–40)% increased Charges gained
Grants a Frenzy Charge on use
Used when you take Chaos damage from a Hit
(15–25)% increased Duration
50% of Chaos damage you prevent when Hit Recouped as Life and Mana during effect
Used when you Kill a Rare or Unique Enemy
Possessed by Spirit Of The [Azmeri Spirit] for (10–20) seconds on use
Charms Item /12
Charms
Charms are protective trinkets you can equip that automatically trigger a defensive effect when a specific condition is met. Similar to Flasks, Charms require charges to trigger. Charm charges can be regained by killing monsters, granting charges equal to half of the monster's Power. Checkpoints and Wells completely recharge Charms when activated.

The maximum number of Charm slots is capped at 3.
Thawing Charm
Lasts 3 Second
Consumes 40 of 40 Charges on use
Currently has 40 Charges
Grants Immunity to Freeze
Requires: Level 12
Used when you become Frozen
Staunching Charm
Lasts 3 Second
Consumes 30 of 40 Charges on use
Currently has 40 Charges
Grants Immunity to Bleeding
Requires: Level 18
Used when you start Bleeding
Antidote Charm
Lasts 3 Second
Consumes 20 of 40 Charges on use
Currently has 40 Charges
Grants Immunity to Poison
Requires: Level 24
Used when you become Poisoned
Dousing Charm
Lasts 3 Second
Consumes 30 of 40 Charges on use
Currently has 40 Charges
Grants Immunity to Ignite
Requires: Level 32
Used when you become Ignited
Grounding Charm
Lasts 3 Second
Consumes 30 of 40 Charges on use
Currently has 40 Charges
Grants Immunity to Shock
Requires: Level 32
Used when you become Shocked
Stone Charm
Lasts 3 Second
Consumes 20 of 40 Charges on use
Currently has 40 Charges
Cannot be Stunned
Requires: Level 8
Used when you become Stunned
Silver Charm
Lasts 3 Second
Consumes 20 of 40 Charges on use
Currently has 40 Charges
Your speed is unaffected by Slows
Requires: Level 10
Used when you are affected by a Slow
Ruby Charm
Lasts 4 Second
Consumes 20 of 40 Charges on use
Currently has 40 Charges
Requires: Level 5
Used when you take Fire damage from a Hit
Sapphire Charm
Lasts 4 Second
Consumes 20 of 40 Charges on use
Currently has 40 Charges
Requires: Level 5
Used when you take Cold damage from a Hit
Topaz Charm
Lasts 4 Second
Consumes 20 of 40 Charges on use
Currently has 40 Charges
Requires: Level 5
Used when you take Lightning damage from a Hit
Amethyst Charm
Lasts 4 Second
Consumes 30 of 40 Charges on use
Currently has 40 Charges
Requires: Level 40
Used when you take Chaos damage from a Hit
Golden Charm
Lasts 1 Second
Consumes 80 of 80 Charges on use
Currently has 80 Charges
15% increased Rarity of Items found
Requires: Level 50
Used when you Kill a Rare or Unique Enemy
Weight information cannot be obtained. According to the information compiled by Krakenbul, the author of Prohibited Library Discord Channel #poe2-recombinator-chat Weight SpreadSheets.
Charm Ref /16
Charms
Charms are protective trinkets you can equip that automatically trigger a defensive effect when a specific condition is met. Similar to Flasks, Charms require charges to trigger. Charm charges can be regained by killing monsters, granting charges equal to half of the monster's Power. Checkpoints and Wells completely recharge Charms when activated.

The maximum number of Charm slots is capped at 3.
(50–80)% increased Evasion Rating
+(20–30) to Dexterity
Charms gain 0.5 charges per Second
+1 Charm Slot
(200–300)% increased Armour and Evasion
+(10–20)% to all Elemental Resistances
Charms use no Charges
Has (1–3) Charm Slot
(20–30)% increased Stun Threshold
+(10–30) to Strength
Corrupted Blood cannot be inflicted on you
50% of charges used by Charms granted to your Life Flasks
(10–30)% increased Charm Charges used
Has (1–3) Charm Slot
20% of Flask Recovery applied Instantly
(-20–20)% reduced Charm Charges gained
(-10–10)% reduced Charm Charges used
(20–30)% increased bonuses gained from left Equipped Ring
(20–30)% increased bonuses gained from right Equipped Ring
Grants Skill: Level 11 Cast on Charm Use
Has (1–3) Charm Slot
(20–30)% increased Charm Charges gained
+(50–100) to maximum Mana
(10–50)% reduced Charm Effect Duration
+2 Charm Slots
+(15–25) to Dexterity
(20–30)% increased Charm Charges gained
Supports any Skill that Hits Enemies, causing Enemies it kills to grant more Charm charges.
20% increased Flask and Charm Charges gained
40% increased Life and Mana Recovery from Flasks while you have an active Charm
40% increased Charm Effect Duration
40% increased Charm Charges gained
Charms gain 0.15 charges per Second
20% chance for Charms you use to not consume Charges
Recover 5% of maximum Mana when a Charm is used
30% increased Damage while you have an active Charm
6% increased Movement Speed while you have an active Charm
Charms applied to you have 25% increased Effect
Cannot use Charms
30% more Recovery from Flasks
Ascendancy: Ritualist
Character: Huntress
+1 Charm Slot
20% more Charm Charges gained
Ascendancy: Ritualist
Character: Huntress
Can instead consume 25% of maximum Mana to trigger Charms with insufficient charges
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