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Arasinya
24-10-2007, 22:00
Regarding trading/saving...

How do you know what charms to keep/sell/trade?

Is there some basic formula that will tell you what charms are elligible for reroll/useful/etc?

tigercan
24-10-2007, 22:14
I think it was Corax who had a great guide a while back suggesting things to look out for with charms.
Can't find the link but here's what I snipped out of his guide:


Small Charms

Cobalt: resist cold +8-9%, ilvl 41
Worth keeping with any half-decent suffix, still not worthwhile plain

Sapphire: resist cold +10-11%, ilvl 54
Now, these are more significant. Any small charm with +10-11% resist to a single element is worth keeping, even with no suffix. These are often tradable, also. With a good suffix, these can make for very valuable charms.

Amber: resist lightning +10-11%, ilvl 54
Now, the difference between these and the Sapphire/Crimson charms, is that lightning resistance is generally considered one of the most important resistances in Hell. Why? Two main reasons: lightning enchanted enemies that shoot bolts out in all directions, that are almost impossible to avoid, and Gloams. Hell Gloams deal insane amounts of lightning damage, in piercing bolts that are very difficult to dodge. This makes lightning resistance more important than the rest, and as such, Amber small charms are worth the most out of all the single-element resist charms. While a Sapphire small charm with a good suffix makes for an excellent charm, an Amber small charm with a good suffix makes for an outstanding one.

Shimmering: all resistances +3-5%, ilvl 47
Shimmering small charms are both very valuable and very useful. Even a 3% shimmering small charm with no suffix is worth keeping, and ones with 5% and suffixes are tradable for exceptional uniques, at least. In Hell resists are always a problem, and the more you can make up with charms, is the less equipment slots you need to waste on them.

Bronze: +6-12 to attack rating, ilvl 35
Useful with a good suffix. Otherwise don't bother keeping these.

Iron: +13-24 to attack rating, ilvl 53
Same as Bronze, useful with a good suffix.

Steel: +25-36 to attack rating, ilvl 71
Now, these can be useful on their own. In particular, Steel small charms with over 30 AR can be quite valuable, even more so if they have a suffix of any use. Attack rating, however, is one of the few areas where a larger charm surpasses a smaller one for value per inventory space - Steel grand charms are often your best bet here.

Fine: +(10-20) to attack rating, +(1-3) to maximum damage, ilvl 42
An excellent prefix for any melee character, and at a relatively low ilvl, too. Fine small charms with +3 to min damage are quite valuable by themselves. It’s only the really low-end (+1 min damage, less than 15 AR) charms I’d consider throwing away, and then only if they have no suffix.

Snowy: Adds (1-2)-(2-4) Cold Damage Over 1 Seconds, ilvl 41
Worthless. Except to one character - the Frostmaiden. In Hell freeze duration is cut to 1/4 normal, making the Frostmaiden's Freezing Arrow much less useful. Every cold mod on every charm she uses adds 1 second to that, before the difficulty penalty, so 4 Snowflake small charms would add a second of freeze duration in Hell. Keep them if you're making a Frostmaiden, or know someone who is.

Hibernal: Adds (8-10)-(15-20) Cold Damage Over 1 Seconds, ilvl 95
One of the hardest prefixes to find, due to the insane ilvl of 95. Only Hell Baal can drop charms with this ilvl, making these rather scarce. Even plain, these are worth keeping. With a good suffix, these are very valuable indeed.

Smoldering: Adds (2-3)-(4-10) Fire Damage, ilvl 54
These are good with good suffixes, not worthwhile plain.

Smoking: Adds (4-9)-(11-19) Fire Damage, ilvl 78
Even plain, these are worth keeping unless they're extremely low-end. Anything +5 min/+15 max and over is useful by itself. Lower than that and they need a suffix to be worth hanging on to.

Flaming: Adds (10-19)-(20-29) Fire Damage, ilvl 94
Another prefix only hell Diablo and Baal can drop, these are very valuable, even plain. With a good suffix, you're sitting on one gem of a charm.

Static: Adds 1-(6-11) Lightning Damage, ilvl 37
You'll notice immediately that the lightning damage charms have much higher maximum damage than the other elements, making them more valuable on average. They also have lower minimum damages, but the significantly higher maximum makes up for this. A Static small charm is worth keeping with any good suffix.

Glowing: Adds 1-(12-24) Lightning Damage, ilvl 55
Again, worth keeping with any good suffix, or even plain if its close to perfect.

Arcing: Adds 1-(25-43) Lightning Damage, ilvl 79
Now, these pack some serious lightning damage. Even a plain, low-end Arcing small charm is worthwhile, a perfect one is very valuable, and a perfect one with a good suffix is awesome. Hang on to these.

Shocking: Adds 1-(44-71) Lightning Damage, ilvl 95
Absolutely insane lightning damage, and a very rare prefix to find. Even a plain, 1-44 Shocking small charm is valuable, a perfect one is incredible, and a perfect one with a good suffix would be beyond belief.

Toxic: +100 Poison Damage Over 5 Seconds, ilvl 77
These, on the other hand, are very valuable, even plain. 10 of these makes for 1000 poison damage over time, easily enough to kill off anything you bring down to less than half life in Hell. With a good second mod, these are significantly valuable, and with a good poison suffix to enhance their damage they are insane.

Pestilent: +175 Poison Damage Over 6 Seconds, ilvl 94
Very sought-after charms, these. The ultimate poison charm, the Pestilent small charm of Anthrax are extremely valuable.

Snake's: +(8-12) to mana, ilvl 46
This can be worthwhile with a good suffix, especially Vita. Not worth keeping on its own though.

Serpent's: +(13-17) to mana, ilvl 62
A perfect Serpent's small charm might be worth keeping on its own - otherwise it needs a useful suffix. This is the +mana equivalent of the Vita suffix, so in particular Serpent's small charms of Vita are very useful, as literally any character can benefit from them.

Stalwart: +20-30 Defense, ilvl 62
Now, this bonus is more considerable. There might even be some wacky Defiant Paladin or Ironbarb player out there who collects them (hmm, that gives me an idea... ). These combine perfectly with things like Ribcracker, which increase total defense by a percentage, including the defense of charms. A perfect (+30 def) stalwart small charm is worth keeping on its own - any less and it generally needs a useful suffix to be worth much.

Sustenance: +(11-15) Life, ilvl 37
Still worthless without a good prefix, but whereas a Life suffix only adds marginally to a charm's worth, a Sustenance suffix could potentially double it, if paired with an excellent suffix. A 5% res all Shimmering small charm, for example, would easily be worth double what it would have been plain if it also had the Sustenance suffix.

Vita: +(16-20) Life, ilvl 61
Worth keeping on their own, even if not quite tradable. Small charms provide more life per inventory space with the Vita suffix than any other, so this suffix is very valuable. Plain small charms of Vita might even be tradable if they provide the full +20 life, and this suffix enhances the worth of a good prefix even more than the Sustenance suffix does.

Craftsmanship: +1 To Maximum Damage, ilvl 92
A very good suffix to have on most any small charm with a good prefix. A small charm of craftsmanship isn't worth anything by itself, but this suffix can greatly enhance a good prefix. A Fine small charm of Craftsmanship, for example, is an excellent charm.


Thunder: Adds 1-(11-18) Lightning Damage, ilvl 47
Coupled with an elemental damage prefix, this suffix is very nice indeed. A perfect one might even be worth keeping plain, though it wouldn't be tradable.

Storms: Adds 1-(19-28) Lightning Damage, ilvl 59
This could easily double the value of any elemental damage charm, and make otherwise worthless prefixes valuable. Worth keeping even plain, though still not tradable unless paired with a half-decent prefix.

Venom: +15 Poison Damage Over 4 Seconds, ilvl 34
Now, this is a much more worthwhile suffix to find. Worthless on anything but a charm with a poison prefix, it can enhance the damage on one of those significantly. There's a lot of obscure maths behind how poison damage is calculated - if you'd like to learn about it, I recommend reading the Tao of Poison - but suffice to say, the damage from a Venom suffix isn't simply added to an existing poison prefix. A toxic small charm of venom, for instance, deals 214 damage over 9 seconds, not 115. This makes the Venom suffix FAR more useful than it seems, so long as it’s coupled with a good poison prefix. The basic rule of thumb about poison suffixes: they're only worthwhile if coupled with a poison prefix.

Pestilence: +25 Poison Damage Over 5 Seconds, ilvl 46
An excellent suffix for any poison charm. A toxic small charm of pestilence is very tradable, and worth at least a TC72 elite unique. It’s difficult to find the player that values them, though.

Anthrax: +50 Poison Damage Over 6 Seconds, ilvl 58
With a good poison prefix, this suffix is godly. As mentioned before, the ultimate poison charm, a Pestilent small charm of Anthrax could easily be worth a TC87 elite unique. The damage on these can get near the 400 mark. What I wouldn't give to play a bowazon with an inventory full of these...

Inertia: 3% Faster Run/Walk, ilvl 49
Even cut down from the 5% they used to have in 1.09, this suffix is very valuable to have on a small charm with a good prefix, though not quite worthwhile plain. Faster run/walk speed is always useful, allowing characters to dodge ranged attacks and Gloam bolts easier, get places faster, and pwn in PvP ;D. This is another suffix worth more on small charms than any other.

Balance: 5% Faster Hit Recovery, ilvl 51
Another excellent suffix that greatly increases the value of any charm with a good prefix its found on. The Balance suffix is worth more per inventory space on small charms than any other.

Fortune: (3-5)% Better Chance Of Getting Magic Items, ilvl 45
This suffix is always useful, as everyone can always use a bit more Magic Find. Plain small charms of Fortune with 5% Magic Find are worth keeping by themselves, while any less than that generally needs a good prefix to be valuable. Any charms of fortune are worthwhile when just starting out though, since you need as much Magic Find as you can get to net those early riches.

Good Luck: (6-7)% Better Chance Of Getting Magic Items, ilvl 61
Now, this suffix is excellent. Even plain small charms of Good Luck with 6% MF are worth keeping, and plain ones with 7% are tradable and often in demand. With a good prefix and the full 7% MF, one of these could easily be worth an elite unique.

Large Charms

Large charms are often the most overlooked of all 3 kinds, since small charms are more often than not worth more per inventory space, and only grand charms can be skillers. There are times when the large charm is worthwhile, though. Not all that often, mind, but there are times. I'll go through all the available prefixes and suffixes available on large charms, with a brief comparison of value between them and the small/grand charm equivalents.


Shimmering: All Resistances +(3-5)%, ilvl 24
Shimmering: All Resistances +(6-8)%, ilvl 41
Even though the benefits are surpassed by those of a small or grand charm, the Shimmering mod is so useful these are worth keeping anyway. Only valuable if at 6% res all or higher and with a worthwhile suffix, though.

Iron: +(26-38) To Attack Rating, ilvl 32
Iron: +(39-51) To Attack Rating, ilvl 41These can actually be quite good for melee characters without much twinking material, it'll help keep AR up later in the game when hitting things starts becoming difficult. Generally only useful with a good suffix, unless you're just starting out.

Steel: +(52-64) To Attack Rating, ilvl 50
Steel: +(65-77) To Attack Rating, ilvl 59Arreat Summit actually has incorrect information about these. They list the max AR they can reach as 64, when in fact it is 77. This makes Steel large charms worth more per inventory space than small, but still less than Grand. Nonetheless, an excellent prefix to have, and definitely worth keeping.

Sharp: +(21-48) To Attack Rating, +(4-6) To Maximum Damage, ilvl 35Now, these are quite useful. Per inventory space, these charms surpass the benefits provided by Fine small charms, but fall behind those provided by Sharp grand charms. Good sharp large charms are always a nice thing to have, especially with good suffixes, but the benefits are surpassed by grand charms.

Hibernal: Adds (11-15)-(21-30) Cold Damage Over 1 Seconds, ilvl 76The highest cold damage prefix, this one is actually worthwhile. The damage on a perfect Hibernal large charm slightly exceeds that on two perfect Boreal small charms, making this often the best option. Worth keeping plain, and quite valuable with a good suffix.

Flaming: Adds (10-27)-(28-43) Fire Damage, ilvl 74
These far surpass the damage available on a Smoking small charm, and considering the fact that Flaming small charms are obscenely difficult to find whereas Flaming large charms are very easy, these charms are very useful. Worth keeping plain, valuable with a good suffix.

Shocking: Adds 1-(59-90) Lightning Damage, ilvl 75
Following the theme, these are valuable because of their relative ease to find compared to a Shocking small charm, whilst providing more damage per inventory space than the next prefix down, Arcing. Two perfect arcing small charms are surpassed by a perfect Shocking large charm, making these very worthwhile indeed. Valuable on its own, very valuable with a good suffix.

Strength: +(4-5) To Strength, ilvl 25
One of the rare occasions when a large charm surpasses both small and grand for value per inventory space. Perfect large charms of strength are worth keeping on their own, and can be valuable with a good suffix. Not worth keeping with any less than +4 to Str, though.

Dexterity: +(4-5) To Dexterity, ilvl 25
As per Strength.

Vita: +(26-30) Life, ilvl 65
Vita: +(31-35) Life, ilvl 79
These provide less life per inventory space than small charms do, so even a perfect one isn't worth keeping plain unless you're just starting out. With a good prefix, though, this can make a large charm quite valuable. A Sharp large charm of Vita, for instance is definitely worth hanging on to.

Craftsmanship: +1 To Maximum Damage, ilvl 33
Very valuable on a Sharp large charm, adds to the value of a Hibernal, Flaming or Shocking prefix, worthless on anything else.

Quality: +2 To Maximum Damage, ilvl 63
Very valuable paired with any good prefix. A perfect or near-perfect Sharp large charm of Quality would be obscenely valuable, and it pairs very very well with the Hibernal, Flaming, and Shocking prefixes too.

Frost: Adds 1-(2-3) Cold Damage Over 1 Seconds, ilvl 16
Icicle: Adds 2-(4-5) Cold Damage Over 1 Seconds, ilvl 22
Glacier: Adds 3-(6-8) Cold Damage Over 1 Seconds, ilvl 32
Winter: Adds (4-6)-(9-12) Cold Damage Over 1 Seconds, ilvl 42
All the cold damage suffixes. Any of these would add to the value of a Sharp, Hibernal, Flaming, or Shocking large charm, and all are worthless by themselves. If you get one of these suffixes coupled with the above prefixes, you have an excellent charm on your hands, but none really contribute enough to the charm's worth that you should go seeking after them.

Grand Charms
The favourite of many, since skillers are almost universally popular. In some instances the benefits on a grand charm can surpass those on 3 small charms, and sometimes the reverse, though in almost all instances a grand will surpass a large. The one major difference between Grand and small charms is that, above ilvl 50, grand charms don't really have any truly excellent prefixes or suffixes to aim for, whereas Small charms are the reverse. I'll list all the prefixes and suffixes available on grand charms and give a brief note about the usefulness of each.

Prefixes:

Sapphire: Resist Cold +(26-30)%, ilvl 30
Only slightly behind 3 Sapphire small charms, these are definitely worth keeping, even more so if they have a good suffix, though not as often tradable as the small charm equivalents.

Ruby: Resist Fire +(26-30)%, ilvl 30
See Sapphire.

Amber: Resist Lightning +(26-30)%, ilvl 30
See Sapphire.

Shimmering: All Resistances +(13-15)%, ilvl 35
A much lower minimum, but an exactly equal maximum resist-all bonus to those provided by 3 small charms. Valuable if at 13% res-all or higher, and very valuable with a good suffix.

Steel: +(88-102) To Attack Rating, ilvl 37
Steel: +(103-117) To Attack Rating, ilvl 43
Steel: +(118-132) To Attack Rating, ilvl 49
Now we're talking! The AR on these surpasses both small and large equivalents, making these quite valuable. Any Steel grand charm with more than 100 AR is worth keeping, and often tradable too, particularly if coupled with a half-decent suffix.

Sharp: +(49-76) To Attack Rating +(7-10) Maximum Damage, ilvl 29
Another excellent prefix, surpassing the benefits of Sharp large charms and Fine small charms by a good amount. Perfect or near-perfect Sharp grand charms are almost always tradable, and with a good suffix they can be very valuable. Superb charms to have.

Serpent's: +(40-46) Mana, ilvl 37
Serpent's: +(47-52) Mana, ilvl 43
Serpent's: +(53-59) Mana, ilvl 49
Here Grand charms surpass small in +mana. Perfect or near-perfect Serpent's grand charms would be worth keeping, and might even be valuable with a good suffix. Not worthwhile plain and less than near perfect, though.

Stalwart: +33-100 Defense, ilvl 42
*wakes up* Here is one instance where a grand charm surpasses everything else in value per inventory space. Perfect Stalwart grand charms might even be tradeable to the right players, and are definitely worth hanging on to, particularly if you get a good suffix too.


Now we get into what makes grand charms unique. Having +1 to a skill tree from a charm is an incredible bonus, and almost all skillers are valuable.

Fletcher's: +1 Amazon Bow and Crossbow Skills, ilvl 50
Fletcher's is a relatively poor-valued skiller to have, though, since Bowazons are nowhere near as popular in 1.10 as they were in 1.09. Still definitely worth keeping, and valuable with a good suffix.

Acrobat's: +1 Amazon Passive Skills, ilvl 50
Valued by most Amazons too help boost up her AR, dodging skills or valk.

Harpoonist's: +1 Amazon Javelin and Spear Skills, ilvl 50
The most valuable Amazon skiller, since javazons make up the vast bulk of Amazons out there.

Entrapping: +1 Assassin Traps, ilvl 50
Useful to the trapassin, which are quite common, so fairly high demand.

Mentalist's: +1 Assassin Shadow Disciplines, ilvl 50
Not of the greatest use in PvM, since there isn't really anything significant enough in the Shadow Disciplines tree to base a PvM character around, Mentalist's skills are sought-after for PvP, to boost Fade and Venom. Useful if you play PvP, or can trade with those who do. Sniper Viper's also use these, though they are far from common these days.

Shogukusha's: +1 Assassin Martial Arts, ilvl 50
Useful skiller as there are lots of MA assassin builds that relying on elemental damage and the +skills that fuel it. Valuable.

Expert's: +1 Barbarian Combat Skills, ilvl 50
Useful to any barbarian but a Singer, these are relatively valuable.

Fanatic: +1 Barbarian Combat Masteries, ilvl 50
Often, these will provide a much bigger bonus to a melee barbarian than an Expert's skiller would, especially if he's invested in a weapon mastery. Not very often in demand though, but useful nonetheless.

Sounding: +1 Barbarian Warcries, ilvl 50
Fantastically useful to a Singer barb, somewhat useful to a berserker who relies on War Cry, only marginally useful to any other barbarian.

Trainer's: +1 Druid Summoning, ilvl 50
Not overly valuable as most druid’s rely more on elemental skillers, shape shifters or sharps for their damage than these

Spiritual: +1 Druid Shapeshifting, ilvl 50
Not in the highest of demand but can be valuable to fireclaws/rabies fans.

Nature's: +1 Druid Elemental, ilvl 50
One of the strongest characters in 1.10 is the Wind Druid, and this skiller directly boosts their power, making these very valuable. There are less Wind Druids out there than Hammerdins, but these skiller are almost as valuable as the Lion Branded.

Hexing: +1 Necromancer Curses, ilvl 50
Most necromancer players don't really care enough about the duration of their curses to waste space on Hexing skillers, so these aren't very valuable. Keep them, though - there are always they exceptions.

Fungal: +1 Necromancer Poison and Bone Spells, ilvl 50
Very highly in demand, and always tradeable. Venomancers and Bonemages are very popular, and these skillers help both considerably, making them very valuable. With a good suffix, these can fetch quite high prices.

Graverobber's: +1 Necromancer Summoning Spells, ilvl 50
Another very valuable skiller, as its the rare necro that doesn't invest a fair amount of skillpoints in summons. Normally only sought-after by specialist summoners though

Lion Branded: +1 Paladin Combat Skills, ilvl 50
Potentially the most valuable skiller in 1.10. Hammerdins are recognized as one of the most powerful characters in the game, and these directly boost their killing ability, making Lion Branded skillers incredibly tradeable. With a good suffix, these can be obscenely valuable. A Lion Branded grand charm of Vita, for instance, could easily go for an elite unique.

Captain's: +1 Paladin Offensive Auras, ilvl 50
Useful to fanatic zealots, frost zealots, and tesladins, these skillers are valuable, but nowhere near the degree Lion Branded skillers are. Still definitely worth hanging on to, and potentially very valuable to the right player with the right suffix.

Preserver's: +1 Paladin Defensive Auras, ilvl 50
Only of use to the rare Cleric and Defiant builds, making these the least valuable of all paladin skillers.

Burning: +1 Sorceress Fire Skills, ilvl 50
Definitely valuable. Many sorceresses use Fire as their secondary attack, and some as their primary.

Sparking: +1 Sorceress Lightning Skills, ilvl 50
Lightning secondary attacks are much rarer to see, though a few select Chain Lightning as their main attack, making these valuable.

Chilling: +1 Sorceress Cold Skills, ilvl 50
Definitely the most valuable sorceress skiller, as practically every sorc out there uses cold, and either Blizzard or Frozen Orb is almost universal. A very valuable skiller indeed.


Sustenance: +(21-25) Life, ilvl 31
Sustenance: +(26-30) Life, ilvl 45
Sustenance: +(31-35) Life, ilvl 61
Surpassed by both large and small charms, this would still add greatly to a very good prefix's worth, especially skillers. As a basic rule of thumb: any skiller with any life suffix is a keeper.

Vita: +(36-40) Life, ilvl 77
Vita: +(41-45) Life, ilvl 91
Vita: +(46-50 Life, ilvl 110
This prefix is a little misleading. In truth, at ilvl 77 the max +life you can get is +40, and at ilvl 91 +45. +50 is only possible at ilvl 110 according to Arreat Summit, which is of course impossible. Strange people at Blizzard. Anyhaps, this suffix can almost double the value of a good prefix its coupled with, especially a skiller, but isn't really worthwhile on its own, as small charms surpass it.

Craftsmanship: +1 To Maximum Damage, ilvl 1
Adds to the value of any good prefix, worthless otherwise.

Maiming: +(3-4) To Maximum Damage, ilvl 71
As above, but almost doubling the value of any prefix.


Cubing Summary
The above lists should help with valuing the mods on the charms you find - this section will provide some basic guidelines to cubing for valuable charms. For each category of charm, there are certain ilvl milestones in which the majority of useful prefixes and suffixes are attainable, and when cubing you'll want to look for charms that reach these milestones, and decide whether you want to try for a charm with the mods available. If all you're after is Fine small charms of Fortune, for example, you'd lower your chances immensely by using ilvl 99 small charms dropped from Baal. Use the following milestones to guide your charm-hunting efforts to make sure you're using charms with an ilvl that suits your purpose. For each milestone, I’ll also include the areas best to search for charms of that ilvl. The areas listed all have an area level equal or slightly above the ilvl, meaning that all normal monsters in them will drop exactly that ilvl.
Any area’s past the areas mentioned for charm milestones can also spawn or be rolled to have those mods but are less likely to give you the desired result as there are generally more mods that can be rolled.

Small charm milestones
You may wonder why I don't list when Boreal, Smoking, and Arcing become available. This is for one good reason - you're far better off cubing Hibernal, Flaming, and Shocking large charms. If you run across a Boreal/Smoking/Arcing small charm that's excellent, but don't go out of your way to cube them.

Ilvl 47
All the good low-level charms become available by ilvl 47, including the Fine, Shimmering, Fortune and Sustenance mods. To get charms of ilvl 47, the optimal places to search are:
*Act 2 Nightmare, Claw Viper Temple and the Palace Cellars, are the earliest areas to find ilvl 47+ charms. Any of the areas after the palace cellars are either ilvl 48 or 49 so are good hunting places too.

Ilvl 54
All the 10-11% single-resist small charms become available at this point, as well as the Balance mod. To get charms of ilvl 54, the optimal places to search are:
*Act 3 Nightmare, The 6 Temples, sewers level 1&2, Travincal and the Durance Of Hate.

Ilvl 62
Stalwart, Serpent's, Vita, Inertia, all the poison suffixes and Storms are all available here. To get charms of ilvl 62, the optimal places to search are:
*Act 5 Nightmare, Ancients way, Icy Cellar, Nihlathak’s lair

Ilvl 94/5
Here all the "impossibles" become available: Hibernal, Flaming, Shocking, and Pestilent. All incredible if you can get them, all damn difficult too. To get charms of ilvl 94, the optimal places to search are:
*Hell Diablo (can’t drop SC’s high enough to get Hibernal or Shocking)
*Hell Baal

Large charm milestones

Ilvl 41
Sharp, Shimmering, Craftsmanship, Balance, Sustenance and Inertia are all available at this point. For most people, this is the highest ilvl large charm you'd ever want to cube. To get charms of ilvl 41, the optimal places to search are:
*Act 1 Nightmare, Countess tower level 4&5, Jail levels 1,2,3 and Inner Cloister

Ilvl 76
For those who want lots of elemental damage charms, cubing Ilvl 76 large charms is your best bet. Here Hibernal, Flaming, Shocking and Quality mods become available. Note that anything much over Ilvl 76 is a waste. To get charms of ilvl 76, the optimal places to search are:
*Act 1 Hell, Tristram
*Act 2 Hell, Dry Hills and Far Oasis

Grand charm milestones

Ilvl 49
Here Stalwart, Steel, Sharp, Serpent's, Shimmering, Quality, Balance, Sustenance, Inertia and all the 30% single-resist mods are available. To get charms of ilvl 41, the optimal places to search are:
*Act 2 Nightmare, Tal Rasha’s Tombs, Duriels Lair (bug squishing fun)
*Act 3 Nightmare, Spider Forest

Ilvl 50
Here all the skillers become available. The problem with cubing skillers at ilvl 50 is the absence of the really powerful suffix’s like Vita that can make a good skiller worth an entire kingdom. To get charms of ilvl 50, the optimal places to search are:
*Act 3 Nightmare, Great Marsh, Flayer Jungle, Spider Cavern and Arachnid Lair


Ilvl 77
Here two important suffixes become available: Vita and Maiming, both capable of turning any good prefix into a monster of a charm. If you're aiming for the very best, this is where you'll find it. These are the two highest ilvl requiring mods so any charms ilvl 77 and up can get these. To get charms of ilvl 77, the optimal places to search are:
*Act 1 Hell, Countess tower level 3 and cave level 1 (in the cold plains)
*Act 2 Hell, Lost City

tigercan
24-10-2007, 22:15
and the rest of it:
Actually, come to think of it, the entire thing may be stickied over at the SPF


1.10 New Unique Charms
No 1.10 charm guide would be complete without a brief section on Gheed's Fortune and Annihilus, the only unique charms. Of the two, only Gheed's can be found in Single Player. Annihilus can only be dropped from 'Uber Diablo' on the Battle.net Realms. Here are the stats for the two:

Annihilus
Required Level: 70
+1 To All Skills
+(10-20) To All Attributes (varies)
All Resistances +(10-20) (varies)
+(5-10)% To Experience Gained (varies)

Gheed's Fortune
Required Level: 62
(80-160)% Extra Gold From Monsters (varies)
Reduces All Vendor Prices (10-15)% (varies)
(20-40)% Better Chance of Getting Magic Items (varies)


I'll not go into detail about how to get to Uber Diablo to get the Annihilus, as this guide is more focused on Single Player, but there is information about it at http://www.diabloii.net/battlenet/world-event.php.


Gheed's is obviously highly valued as a big boost to Magic Find from a charm alone. Keep in mind that you can only have 1 of each of these charms in your inventory at a time, so if you have a Gheed's on your character and another drops, you will be unable to pick it up. The only way to accumulate multiple Gheed's is to use what's come to be called "Hot Muling" - minimising the game, opening ATMA, muling your existing Gheed's to a stash or another character, returning to the game and picking up the one that just dropped. A Gheed's Fortune is something virtually every character uses once they reach the clvl requirement, so its important to get one as close to perfect (40% MF) as possible, and this means being able to accumulate several of them. Some people consider Hot Muling to be somewhat cheesy, and if the first Gheed's you find is a relatively good one you may not want to bother. Battle.net players have an easier time as they can bring a friend in to hold the game open while you leave to get a mule character for it.
The best places to find a Gheed's include:
*Hell Duriel
*Hell Andariel
*Hell Baal
*Hell Diablo
*Hell Mephisto
*NM Baal
Remember Gheed's is a unique, so the more Magic Find you have on your character, the higher your chances of finding it will be.

Conclusion
I hope you find this guide useful and informative. If you have any questions, comments or constructive criticism(or even just want to abuse me some for being so damn awesome), you can contact Corax at traviswood@gmail.com. Thank you for taking the time to read this guide.

Merick
25-10-2007, 03:10
I'd add that 10% gold find small charms and 40% gold find grand charms are useful for gold finders.

mephiztophelez
25-10-2007, 04:47
and dont forget the LLD'ers (duelling with characters of level 30 or lower).

a 3max/20ar/15life Small Charm, or a 10max/ar/6str or 25lifer Grand Charm is worth a MINT when sold to a dedicated lld'er.

plain 15life sc's are a staple of LLD.

on another note, the mythical 14max GC's and 4max SC's are also worth a fortune to the right buyer.

Arasinya
26-10-2007, 21:48
item levels and level required are obviously different - but how do you know the item level just by looking at it?

I mean, how do you know if the charm is "cubable" for someone?

thegiantturtle
26-10-2007, 21:52
item levels and level required are obviously different - but how do you know the item level just by looking at it?

I mean, how do you know if the charm is "cubable" for someone?You don't know item level by looking at it. You know item level by knowing where it dropped. ilvl = mlvl. In nightmare and hell, normal monster mlvl = area_lvl.

Arasinya
27-10-2007, 00:58
how does the person your trading it to know where it was dropped? i mean, i could say anything... how would they be able to verify?

What if i dont remember where it drops?

helvete
27-10-2007, 18:11
Well, the only legit way to determine it is if the charm already has an affix which require a certain ilvl. For small charms, pestilent, shocking, red, and a few others are proof of being ilvl 95 (or whatever that prefix requires). For grand charms, you'll need 36-40 life (ilvl 77 iirc) or 41-45 life to prove high ilvl.

ZealotBoy
27-10-2007, 21:09
Is the Shimmering prefix for small charms really ilvl = 47? According to Arreat Summit its ilvl = 33. Likewise, Good Luck and Vita are ilvl = 47 on AS but are ilvl = 61 on the above list.

helvete
28-10-2007, 21:47
Is the Shimmering prefix for small charms really ilvl = 47? According to Arreat Summit its ilvl = 33. Likewise, Good Luck and Vita are ilvl = 47 on AS but are ilvl = 61 on the above list.

AS lists affix levels, not item level. The guide lists the item level the charm has to be, which for grand charms is the same as the affix level, but which for small charms is not.

mephiztophelez
29-10-2007, 01:15
fyi: the AS is very, very, very wrong about a lot of things.

BobCox
29-10-2007, 01:36
I love the good grands, & large, they generaly are not kept by people unless they are skillers and so are easy to pick up, they can have just as good mods as 3 smalls often with lower level requirements. I have a shimmering grand 15% Resist all, and 2 at 9 & 8 % in large etc. Single resist grands with a 2nd mod can be very usefull as well 4 can take care of everthing you need, and they make is easy to move stuff around in inventory/cube when picking things up or if you want to stock up on 1 resist at the expense of another.

ZealotBoy
29-10-2007, 01:52
About the ilvl, what does that mean exactly? For example, skill GCs have an ilvl of 50, so that would mean the best places to find skill-rerolling charms are the four level 50 areas of Act 3, Nightmare (as stated in the above list). But does the level of the monster that drops the charm have anything to do with the GC's rerollability (most of the monsters in these four areas are level 50+, but there are a few that are level 49)?

Basically what I'm asking is: would you still be able to reroll for skillers using GCs dropped by these level 49 monsters?

Thanks.

helvete
29-10-2007, 12:52
A GC _MUST_ come from a monster lvl 50+ to be able to get +1 skilltab. However, even though the ilvl 50 ones are the most likely to be skillers (1/22 iirc) the really worthwile charms are the ilvl 77+ and ilvl 90+ ones because of the chance for a good life suffix in combination with the skill tab prefix.

krischan
29-10-2007, 16:27
fyi: the AS is very, very, very wrong about a lot of things.

I guess helvete is quite aware about what's wrong on AS and what's correct. In fact, AS is probably wrong about less things than most forum members here :azn:

Regarding affix levels, AS is correct. It's not correct regarding their level reqs, however.