Charm Slots

This idea was brought up in a different thread, and I'm re-posting it here to get more input and hopefully G3 input. The idea is that charms, just like amulets and rings, have to be on the body to work, therefore there are 1 or 2 charm slots on the body. This takes away from them cluttering up inventory. Also the idea was slightly discussed about charms being craft-able or imbue-able with special items acquired from boss fights or other big battles. Something like, you acquire the pinkie of this boss, and the eye of this boss, and the hair of this hard monster, take them to a certain NPC and they combine it for a charm.
The path of exile holds him, not at all twisted gold, a frozen spirit, not the bounty of the earth.
This thread has been automatically archived. Replies are disabled.
Played a MUD many moons ago that had a similar slot. Rare drops off a particular boss mob or a craft from rare components to fit in the slot sounds cool. The "charm" slot would be an empty slot that you likely wouldn't fill for awhile.

But, if there is a good craft system in PoE then you don't really need a separate charm slot. Just have rare craftables?
If you do make a "charm" only slot I think it should hold more than one charm. In fact, I'd prefer it hold many. I'd rather have a large number of lower powered charms that I can customize than 1 better charm that restricts choices.
"
sodahucker wrote:
If you do make a "charm" only slot I think it should hold more than one charm. In fact, I'd prefer it hold many. I'd rather have a large number of lower powered charms that I can customize than 1 better charm that restricts choices.

This sounds a lot like the talisman from D3.

Aren't charms really just amulets? One is a charm that you wear around your neck and the other is a charm that you don't.

The ability to craft charms/amulets from really really rare themed drops could be cool.
Forum Sheriff
The creator of the thread "skunkmunkee" was referring to charms that lie in your inventory space. He recommended one charm slot on the player rather than using inventory space. I don't agree. The fun thing about charms was that you could have so many of them.
If charms are really unavoidable, I vote for wearable ones.
"I am The Banisher, the ill will that snuffs the final candle." - Seal of Doom (MTG)
"
tormenta wrote:
If charms are really unavoidable, I vote for wearable ones.

Yeah me too, i like the talisman idea in D3 but i don't know how G3 will implement charms.
El infierno es vivir cada día, sin saber la razón de tu existencia.
Titan Quest uses that "gather stuff to craft a charm" thing. Tought the charm is called Arcane Formula in TQ, if im not mistaken.

Its pretty cool. You have to gather:
The formula of the charm;
One relic (wich is composed of 3 farely rare drops);
And 2 charms (wich drops from weaker mobs more often, you need 5 drops to form each of this charms, tought).

The whole process doesnt matter actually, its just to point out a way of building a charm. The important is for it to be a later ingame acomplishment. Like FruitLord
allreaddy said:
"
The "charm" slot would be an empty slot that you likely wouldn't fill for awhile.

"It's not a sign of good health to be well adjusted to a profoundly sick society."
www.thezeitgeistmovement.com
www.thevenusproject.com
www.zeitnews.org
Titan Quest did charms perfectly. Some of the higher end charms even required other charms which made them really rare to come by. But at the same time, you can still manage to get through all game difficulties without one. It'd be much more difficult without a high end charm, but still possible. If PoE is gonna do charms they should consider going TQ's direction.
The inventory from the screenshot has 60 slots, so unless GGG decides to go with wearable charms I imagine it'll be similar to Diablo. You just make the decision whether or not you're going to sacrifice the pack space to carry a couple of charms around with you. Wearable charms just limits you to only a couple of rings an amulet.

That said I do like the idea of a charm being a high-end later-game accomplishment that you work toward crafting over the long run.

Report Forum Post

Report Account:

Report Type

Additional Info