Overview
This guide is to list all Charms, their effects, and all the Charm combination recipe’s.I think there might be some spoilers. Maybe.Work in Progress!
Intro (Excuses, Excuses)
This is my first “real” guide trying to explain game mechanics in detail. I’m pretty new to Popup Dungeon, but I’m loving it. I saw a lack of a Steam guide for this element, so I thought about making one. Then I decided not to because it would be a fair amount of work.
But apparently I changed my mind, because here it is, and here I am making it.
By necessity, this guide will also have to explain various game mechanics.
It’s very much a Work In Progress.
I don’t have all Charms available listed, nor what they do, etc. It’s pretty much just an outline for now, but I’ll update it as fast as I can. Hopefully any criticism will be constructive, which I welcome. If I don’t explain correctly a game mechanic or something, let me know. Especially if you see any typo’s or grammar errors, leave a comment. This guide will likely only be finished with help, I’m sure.
Sorry for the extremely rough state it’s in, as I said it’s my first guide, plus I’ve just begun writing it for a couple hours. Give me a couple days.
~After a full day of around 12 hours of working on this, plus a couple the night before, I’ve made significant progress. I have most of the Charms listed. I now need to craft them at each Rank and fill in the variable numbers they have at those ranks.
~Yet another day: OKAY! I’ve laid the groundwork, and I have pretty good layout. Most sections are close to where I want them. I’ll delete these intro notes eventually, and write some other stuff. I’ve put the Recipe list now. There’s at least 1 type of Charm I don’t have the recipe for still. I’m just rambling here. I also want to go in and add notes on the game mechanics that Charms affect, at least for a handfull of them.
~Wow. It’s been a week. I should really clean up my notes (meaning delete them) to make the guide look better. My intro section has become more like a diary. I’ve mostly plugged in a few numbers here and there since the last paragraph.
What Are Charms & What Is the Necklace
This whole section is still a rough idea.
Tokens & Ball Machine – Gaining Charms
Section to explain what Charms are available at each Rank, and Token / Ball Machine mechanics.
A limited selection (2 unique Charms that I know of) can be earned through gameplay.
All the rest are obtained either by crafting by Combining 2 existing Charms into a higher Rank Charm, or randomly through the Ball Machine. To get Charms from the Ball Machine, you use Tokens you earn by either finishing a run, whether successfully or getting TPK’d. Or, more often, buying Tokens of a Rank you choose from the Token Machine with gold. You earn gold by playing the game, whether you won or got TPK’d, at the end of a run you’ll earn some, and/or through Reward Codes. You’ll have to look elsewhere for info about Reward Codes.
Tokens have a chance to upgrade to the next higher Rank. I’ve read the chance is 15%.
This may happen multiple times per token.
Each Tier is 2x the cost of the previous tier.
Plastic ~ 1,000
Painted ~ 2,000
Bronze ~ 4,000
Silver ~ 8,000
Gold ~ 16,000
Flawed Crystal ~ 32,000
Crystal ~ 64,000
Rough Emerald ~ 128,000
Flawed Emerald ~ 256,000
Emerald ~ 512,000
Rough Sapphire ~ 1,024,000
…more to come, this is all I can afford for now.
Plastic ~ Only “Base Charms” obtainable:
Defense, Health, Power, or Speed.
Painted ~ “Base Charms” Plus those craftable with them:
Aim, Armor Penetration, Cover, Critical Chance, Damage Reflect, Evasion, Focus, Haste, Healing/Heal, Healing Received, Initiative, Life Siphon, Mobility, Reflexes, Resistance, Stability, Support.
Bronze ~ All Charms Obtainable, I Believe.
~Though “Imbue Kill” is crafted from Bronze Rank Charms, so there may be a selection that only start being obtainable at Silver. Will need more research.
Charm List Info
Format:
…………………………………………………………………………………………………………………………………………..
Picture (editing note: pictures to be added much later.)
Charm Name ~ Recipe
“Game text / function”
~Notes of my personal view on the charm, and/or its uses, if I have any.
Number Variable at Each Rank List
…………………………………………………………………………………………………………………………………………..
Charm Name List Without Details & Recipe’s:
Aim
Armor Penetration
Back Defense
Back Power
Clock
Cover
Critical Chance
Damage Absorption / Absorb
~Charm named “Charm of Damage Absorption”, recipe lists as “Absorb”.
Damage Reflect
Defense
Energy Defense
Evasion
Flank Defense
Flank Power
Front Defense
Front Power
Focus
Haste
Healing / Heal
~Charm named “Charm of Healing”, recipe lists as “Heal”.
Healing Received
Health
Imbue Dispel
Imbue Kill
Imbued Damage
Imbued Statistic
~This one is actually a bunch of Charms, each with different variables, so it has its own section.
Imbued Status
~This one is actually a bunch of Charms, each with different variables, so it has its own section.
Initiative
Life Siphon
Mobility
Mundane Defense
Physical Defense
Power
Purging
Reflexes
Resistance
Speed
Stability
Status Defense
Sumo
Support
(editing note: There’s a character limit to each section I accidentally ran into, so now I must reformat my guide into more sections. The detailed Charms in this one will be copy/pasted into others then deleted from here. At first I thought my keyboard was failing because it wouldn’t let me type more. LOL)
Ignore Me Section.
I plan to list what each charm does at each tier, this a list I can copy/paste from later.
Plastic
Painted
Bronze
Silver
Gold
Flawed Crystal
Crystal
Rough Emerald
Flawed Emerald
Emerald
Rough Sapphire
Charms: Aim – Critical Chance
Aim ~ Power + Speed
“Increase aim of all party members by [variable]%.”
Plastic ~ NA
Painted ~ 27%
Bronze ~ 40%
Silver ~ 53%
Gold ~ 67%
Flawed Crystal
Crystal
Rough Emerald
Flawed Emerald ~ 120%
Emerald
Rough Sapphire
Armor Penetration ~ Power + Defense
“Increase armor penetration of all party members by [variable].”
Plastic ~ NA
Painted ~ 27
Bronze ~ 40
Silver ~ 53
Gold ~ 67
Flawed Crystal
Crystal ~ 93
Rough Emerald
Flawed Emerald
Emerald
Rough Sapphire
Back Defense ~ Damage Reflect x2
“Increase back defense of all party members by [variable].”
Plastic ~ NA
Painted ~ NA
Bronze ~ 80
Silver ~ 107
Gold ~ 133
Flawed Crystal ~ 160
Crystal
Rough Emerald
Flawed Emerald
Emerald
Rough Sapphire
Back Power ~ Armor Penetration x2
“Increase back power of all party members by [variable].”
Plastic ~ NA
Painted ~ NA
Bronze ~ 30
Silver ~ 40
Gold ~ 50
Flawed Crystal ~ 60
Crystal
Rough Emerald ~ 80
Flawed Emerald
Emerald
Rough Sapphire
Clock ~ Speed + Haste OR Haste + Speed
“Increase Speed by [variable] & Haste by [variable]%.”
Plastic ~ NA
Painted ~ NA
Bronze ~ 0.75 & 13%
Silver ~ 1 & 17%
Gold
Flawed Crystal
Crystal
Rough Emerald
Flawed Emerald
Emerald
Rough Sapphire
Cover ~ Speed + Defense
“Increase cover of all party members by [variable]%.”
Plastic ~ NA
Painted ~ 40%
Bronze ~ 60%
Silver ~ 80%
Gold ~ 100%
Flawed Crystal ~ 120
Crystal
Rough Emerald
Flawed Emerald
Emerald
Rough Sapphire
Critical Chance ~ Power x2
“Increase critical Chance of all party members by [variable]%.”
Plastic ~ NA
Painted ~ 17%
Bronze ~ 25%
Silver ~ 33%
Gold ~ 42%
Flawed Crystal ~ 50%
Crystal
Rough Emerald ~ 67%
Flawed Emerald
Emerald
Rough Sapphire
Charms: Damage Absorption – Focus
Damage Absorption ~ Mobility x2
“Party members absorb [variable] damage per turn.”
~Absorb is essentially a shield that takes damage for the party member hit and gets drained from them. Only once it has run out will any damage above its current value remove points from your Health (HP). So if a character has Absorb 72 and takes 100 damage, it will stop 72, then you will lose 28 points from their Health.
~Characters do not start a battle with absorb; it is received at start of their first turn, & each turn thereafter.
~Unless you have something, like this Charm, that gives you an amount of Absorb per turn, it will not restore its points. But thankfully that’s what this Charm is for.
Plastic ~ NA
Painted ~ NA
Bronze ~ 72
Silver ~ 108
Gold ~ 150
Flawed Crystal ~ 198
Crystal
Rough Emerald
Flawed Emerald ~ 377
Emerald
Rough Sapphire
Flawed Sapphire 612
Damage Reflect ~ Defense + Power
“Increase damage reflect of all party members by [variable]%.”
Plastic ~ NA
Painted ~ 20%
Bronze ~ 30%
Silver ~ 40%
Gold ~ 50%
Flawed Crystal ~ 60%
Crystal
Rough Emerald
Flawed Emerald
Emerald
Rough Sapphire
Defense ~ Base Charm
“Increase defense of all party members by [variable].”
Plastic ~ 6.7
Painted ~ 13
Bronze ~ 20
Silver ~ 27
Gold ~ 33
Flawed Crystal
Crystal
Rough Emerald
Flawed Emerald
Emerald
Rough Sapphire ~ 73
Elemental Defense ~ Energy Defense + Physical Defense OR Physical Defense + Energy Defense
“Increase elemental defense of all party members by [variable].”
Plastic ~ NA
Painted ~ NA
Bronze ~
Silver ~ 80
Gold ~
Flawed Crystal
Crystal
Rough Emerald
Flawed Emerald
Emerald
Rough Sapphire
Energy Defense ~ Haste x2
“Increase energy defense of all party members by [variable].”
Plastic ~ NA
Painted ~ NA
Bronze ~ 60
Silver ~ 80
Gold ~ 100
Flawed Crystal
Crystal
Rough Emerald
Flawed Emerald
Emerald
Rough Sapphire
Evasion ~ Defense x2
“Increase evasion of all party members by [variable]%.”
Plastic ~ NA
Painted ~ 17%
Bronze ~ 25%
Silver ~ 33%
Gold ~ 42%
Flawed Crystal
Crystal
Rough Emerald
Flawed Emerald
Emerald
Rough Sapphire
Flank Defense ~ Reflex x2
“Increase flank defense of all party members by [variable].”
Plastic ~ NA
Painted ~ NA
Bronze ~ 40
Silver ~ 53
Gold ~ 67
Flawed Crystal ~ 80
Crystal ~ 93
Rough Emerald
Flawed Emerald
Emerald
Rough Sapphire
Flank Power ~ Focus x2
“Increase flank power of all party members by [variable].”
Plastic ~ NA
Painted ~ NA
Bronze ~ 23
Silver ~ 30
Gold ~ 38
Flawed Crystal
Crystal ~ 53
Rough Emerald ~ 60
Flawed Emerald
Emerald
Rough Sapphire
Front Defense ~ Cover x2
“Increase front defense of all party members by [variable].”
Plastic ~ NA
Painted ~ NA
Bronze ~ 30
Silver ~ 40
Gold ~ 50
Flawed Crystal ~ 60
Crystal
Rough Emerald
Flawed Emerald
Emerald
Rough Sapphire
Front Power ~ Aim x2
“Increase of all party members by [variable].”
Plastic ~ NA
Painted ~ NA
Bronze
Silver ~ 28
Gold ~ 34
Flawed Crystal ~ 41
Crystal
Rough Emerald
Flawed Emerald
Emerald
Rough Sapphire
Focus ~ Power + Health
“Increase focus of all party members by [variable]%.”
Plastic ~ NA
Painted ~ 27%
Bronze ~ 40%
Silver ~ 53%
Gold ~ 67%
Flawed Crystal ~ 80%
Crystal
Rough Emerald
Flawed Emerald
Emerald
Rough Sapphire
Charms: Haste – Imbued Damage
Hammer ~
“Increase Power by [variable] & Armor Penetration by [variable].”
Plastic ~ NA
Painted ~ NA
Bronze ~
Silver ~ 10 & 27
Gold ~
Flawed Crystal
Crystal
Rough Emerald
Flawed Emerald
Emerald
Rough Sapphire
Haste ~ Speed + Power
“Increase haste of all party members by [variable]%.”
Plastic ~ NA
Painted ~ 17%
Bronze
Silver ~ 33%
Gold
Flawed Crystal
Crystal
Rough Emerald
Flawed Emerald
Emerald
Rough Sapphire
Healing / Heal ~ Healing Received x2
“Party members heal [variable] per round.”
~Charm named “Charm of Healing”, recipe lists as “Heal Charm”
Plastic ~ NA
Painted ~ NA
Bronze ~ 63
Silver ~ 94
Gold ~ 131
Flawed Crystal
Crystal
Rough Emerald ~ 273
Flawed Emerald
Emerald
Rough Sapphire
Healing Received ~ Health x2
“Increase healing received of all party members by [variable]%.”
Plastic ~ NA
Painted ~ 40%
Bronze ~ 60%
Silver ~ 80%
Gold ~ 100%
Flawed Crystal
Crystal
Rough Emerald
Flawed Emerald
Emerald
Rough Sapphire
Health ~ Base Charm
“Increase health of all party members by [variable]”
Plastic ~ 50
Painted ~ 100
Bronze ~ 150
Silver ~ 200
Gold ~
Flawed Crystal ~ 300
Crystal ~ 350
Rough Emerald ~ 400
Flawed Emerald ~
Emerald ~
Rough Sapphire ~
Imbue Dispel ~ Imbued Damage + Purging OR Purging + Imbued Damage
“Damage dealt by party members dispels [variable] buff potency per damage dealt.”
Plastic ~ NA
Painted ~ NA
Bronze
Silver ~ 1.7
Gold ~ 2.1
Flawed Crystal
Crystal ~ 2.9
Rough Emerald ~ 3.3
Flawed Emerald
Emerald
Rough Sapphire
Imbue Kill ~ Imbue Damage x2
“Damage dealt by party members has a [variable]% chance of killing per damage dealt.”
Plastic ~ NA
Painted ~ NA
Bronze
Silver ~ 0.03%
Gold ~ 0.04%
Flawed Crystal ~ 0.05%
Crystal ~ 0.06%
Rough Emerald 0.07%
Flawed Emerald
Emerald
Rough Sapphire
^Mundane is square / Magical is circle^ (editing note: ID magical pic soon)
Imbued Damage: [Mundane/Magical][Damage Type] ~ Critical Chance x2
“Damage dealt by party members deals an additional [variable][Mundane/Magical][damage type]% damage.”
~Example: Mundane Slashing, Mundane Earth, or Magical Fire.
~(editing note: test if this only affects that damage type or if it adds damage of the type to any attack)
Plastic ~ NA
Painted ~ NA
Bronze ~ 13%
Silver ~ 17%
Gold ~ 21%
Flawed Crystal ~ 25%
Crystal ~ 29%
Rough Emerald ~ 33%
Flawed Emerald
Emerald
Rough Sapphire
Charms: Imbued Statistic
Imbued Statistic: [Statistic] is “one Charm” in the game’s recipe list.
Like the “Imbued Damage” Charm; They are obtained or crafted with a random statistic/status it affects. Unlike “Imbued Damage” Charm which has the same variable for each damage type it can be obtained with; Each one has their own variable number for its statistic’s Charm. This one will be extremely difficult to completely fill the variables for each Rank of each statistic Charm on my own.
…………………………………………………………………………………………………………………………………………..
This is my template/format to copy/paste:
Imbued Statistic: [Statistic] ~ Life Siphon x2
“Damage dealt by party members lowers targets [Statistic] by [variable] per damage dealt.”
Plastic ~ NA
Painted ~ NA
Bronze ~
Silver ~
Gold ~
Flawed Crystal ~
Crystal ~
Rough Emerald ~
Flawed Emerald ~
Emerald ~
Rough Sapphire ~
…………………………………………………………………………………………………………………………………………..
Imbued Statistic: Defense ~ Life Siphon x2
“Damage dealt by party members lowers targets Defense by [variable] per damage dealt.”
Plastic ~ NA
Painted ~ NA
Bronze ~
Silver ~ 0.22
Gold ~
Flawed Crystal ~
Crystal ~
Rough Emerald ~
Flawed Emerald ~
Emerald ~
Rough Sapphire ~
Imbued Statistic: Haste ~ Life Siphon x2
“Damage dealt by party members lowers targets Haste by [variable]% per damage dealt.”
Plastic ~ NA
Painted ~ NA
Bronze ~
Silver ~ 0.67%
Gold ~
Flawed Crystal ~
Crystal ~
Rough Emerald ~
Flawed Emerald ~
Emerald ~
Rough Sapphire ~
Imbued Statistic: Health ~ Life Siphon x2
“Damage dealt by party members lowers targets Health by [variable] per damage dealt.”
Plastic ~ NA
Painted ~ NA
Bronze ~ 0.23
Silver ~ 0.3
Gold ~ 0.38
Flawed Crystal ~ 0.45
Crystal ~
Rough Emerald ~
Flawed Emerald ~
Emerald ~
Rough Sapphire ~
Imbued Statistic: Power ~ Life Siphon x2
“Damage dealt by party members lowers targets Power by [variable] per damage dealt.”
Plastic ~ NA
Painted ~ NA
Bronze ~
Silver ~ 0.17
Gold ~
Flawed Crystal ~
Crystal ~
Rough Emerald ~
Flawed Emerald ~
Emerald ~
Rough Sapphire ~
Imbued Statistic: Reflexes ~ Life Siphon x2
“Damage dealt by party members lowers targets Reflexes by [variable]% per damage dealt.”
Plastic ~ NA
Painted ~ NA
Bronze ~
Silver ~ 0.67%
Gold ~ 0.83%
Flawed Crystal ~
Crystal ~
Rough Emerald ~
Flawed Emerald ~
Emerald ~
Rough Sapphire ~
Imbued Statistic: Resistance ~ Life Siphon x2
“Damage dealt by party members lowers targets Resistance by [variable] per damage dealt.”
Plastic ~ NA
Painted ~ NA
Bronze ~
Silver ~
Gold ~
Flawed Crystal ~
Crystal ~ 0.58
Rough Emerald ~
Flawed Emerald ~
Emerald ~
Rough Sapphire ~
Imbued Statistic: Speed ~ Life Siphon x2
“Damage dealt by party members lowers targets Speed by [variable] per damage dealt.”
Plastic ~ NA
Painted ~ NA
Bronze ~ 0.01
Silver ~ 0.02
Gold ~
Flawed Crystal ~
Crystal ~
Rough Emerald ~
Flawed Emerald ~
Emerald ~
Rough Sapphire ~
Charms: Imbued Status
Imbued Status: [Status] is “one Charm” in the game’s recipe list.
Like the “Imbued Damage” Charm; It is obtained or crafted with a random statistic/status it affects. Unlike “Imbued Damage” Charm which has the same variable for each damage type it can be obtained with; Each one has their own variable number for its statistic’s Charm. This one will be extremely difficult to completely fill the variables for each Rank of each statistic Charm on my own.
This is my template/format to copy/paste:
Imbued Status: [Status] ~ Support x2
“Damage dealt by party members has a [variable]% chance of [Status]ing per damage dealt.”
Plastic ~ NA
Painted ~ NA
Bronze ~
Silver ~
Gold ~
Flawed Crystal ~
Crystal ~
Rough Emerald ~
Flawed Emerald ~
Emerald ~
Rough Sapphire ~
…………………………………………………………………………………………………………………………………………..
Imbued Status: Charm ~ Support x2
“Damage dealt by party members has a [variable]% chance of Charming per damage dealt.”
Plastic ~ NA
Painted ~ NA
Bronze ~
Silver ~ 0.07%
Gold ~
Flawed Crystal ~
Crystal ~
Rough Emerald ~
Flawed Emerald ~
Emerald ~
Rough Sapphire ~
Imbued Status: Detaunt ~ Support x2
“Damage dealt by party members has a [variable]% chance of Detaunting per damage dealt.”
Plastic ~ NA
Painted ~ NA
Bronze ~
Silver ~ 0.33
Gold ~
Flawed Crystal ~
Crystal ~
Rough Emerald ~
Flawed Emerald ~
Emerald ~
Rough Sapphire ~
Imbued Status: Stun ~ Support x2
“Damage dealt by party members has a [variable]% chance of Stunning per damage dealt.”
Plastic ~ NA
Painted ~ NA
Bronze ~ 0.1%
Silver ~
Gold ~ 0.17%
Flawed Crystal ~
Crystal ~ 0.23%
Rough Emerald ~
Flawed Emerald ~
Emerald ~
Rough Sapphire ~
Imbued Status: Taunt ~ Support x2
“Damage dealt by party members has a [variable]% chance of Taunting per damage dealt.”
Plastic ~ NA
Painted ~ NA
Bronze ~
Silver ~ 0.67%
Gold ~
Flawed Crystal ~
Crystal ~
Rough Emerald ~
Flawed Emerald ~
Emerald ~
Rough Sapphire ~
Charms: Initiative – Mundane Defense
Initiative ~ Speed x2
“Increase of all party members by [variable]”
Plastic ~ NA
Painted ~ 4
Bronze ~ 6
Silver ~ 8
Gold
Flawed Crystal
Crystal
Rough Emerald ~ 16
Flawed Emerald
Emerald
Rough Sapphire
Juggernaut ~
“Increase Mobility by [variable]% & Stability by [variable].”
Plastic ~ NA
Painted ~ NA
Bronze ~
Silver ~ 27% & 200
Gold ~
Flawed Crystal
Crystal
Rough Emerald
Flawed Emerald
Emerald
Rough Sapphire
Life Siphon ~ Health + Defense
“Increase life siphon of all party members by [variable]%.”
Plastic ~ NA
Painted ~ 27%
Bronze ~ 40%
Silver ~ 53%
Gold
Flawed Crystal
Crystal
Rough Emerald ~ 107%
Flawed Emerald
Emerald
Rough Sapphire
Lucky ~
“Increase Critical Chance by [variable]% & Evasion by [variable]%.”
Plastic ~ NA
Painted ~ NA
Bronze ~
Silver ~ 17% & 17%
Gold ~
Flawed Crystal
Crystal
Rough Emerald
Flawed Emerald
Emerald
Rough Sapphire
Mobility ~ Health + Speed
“Increase mobility of all party members by [variable]%.”
Plastic ~ NA
Painted ~ 27%
Bronze ~
Silver ~ 53%
Gold
Flawed Crystal ~ 80%
Crystal
Rough Emerald
Flawed Emerald
Emerald
Rough Sapphire
Mundane Defense ~ Evasion x2
“Increase mundane defense of all party members by [variable].”
Plastic ~ NA
Painted ~ NA
Bronze ~ 40
Silver ~ 53
Gold
Flawed Crystal
Crystal ~ 93
Rough Emerald
Flawed Emerald
Emerald
Rough Sapphire
Charms: Physical Defense – Resistance
Physical Defense ~ Initiative x2
“Increase physical defense of all party members by [variable].”
Plastic ~ NA
Painted ~ NA
Bronze ~ 60
Silver ~ 80
Gold
Flawed Crystal ~ 120
Crystal
Rough Emerald ~ 160
Flawed Emerald
Emerald
Rough Sapphire
Power ~ Base Charm
“Increase power of all party members by [variable]”
Plastic ~ 5
Painted ~ 10
Bronze ~ 15
Silver ~ 20
Gold ~ 25
Flawed Crystal ~ 30
Crystal ~ 35
Rough Emerald ~ 40
Flawed Emerald
Emerald ~ 50
Rough Sapphire
Purging ~ Resistance x2
“Party members purge [variable] debuff potency per round.”
Plastic ~ NA
Painted ~ NA
Bronze ~ 450
Silver ~ 675
Gold ~ 940
Flawed Crystal
Crystal
Rough Emerald
Flawed Emerald
Emerald
Rough Sapphire
Reflexes ~ Speed + Health
“Increase reflexes of all party members by [variable]%.”
Plastic ~ NA
Painted ~ 40%
Bronze ~ 60%
Silver
Gold ~ 100%
Flawed Crystal
Crystal
Rough Emerald
Flawed Emerald
Emerald
Rough Sapphire
Resistance ~ Defense + Health
“Increase resistance of all party members by [variable].”
Plastic ~ NA
Painted ~ 40
Bronze ~ 60
Silver
Gold ~ 100
Flawed Crystal
Crystal
Rough Emerald ~ 160
Flawed Emerald
Emerald
Rough Sapphire
Charms: Speed – Support
Speed ~ Base Charm
“Increase speed of all party members by [variable].”
Plastic ~ 0.5
Painted ~ 1
Bronze ~ 1.5
Silver ~ 2
Gold ~ 2.5
Flawed Crystal ~ 3
Crystal ~ 3.5
Rough Emerald
Flawed Emerald
Emerald
Rough Sapphire
Stability ~ Defense + Speed
“Increase stability of all party members by [variable].”
Plastic ~ NA
Painted ~ 200
Bronze ~ 300
Silver ~ 400
Gold ~ 500
Flawed Crystal
Crystal
Rough Emerald
Flawed Emerald
Emerald
Rough Sapphire
Status Defense ~
“Increase status of all party members by [variable].”
Plastic ~ NA
Painted ~
Bronze
Silver
Gold ~ 333
Flawed Crystal ~ 400
Crystal ~ 467
Rough Emerald
Flawed Emerald ~ 600
Emerald
Rough Sapphire
Flawed Sapphire ~ 800
Sumo ~ Health + Evasion OR Evasion + Health
“Increase Health by [variable] & Evasion by [variable]%.”
Plastic ~ NA
Painted ~ NA
Bronze ~ 75 & 13%
Silver ~ 100 & 17%
Gold ~
Flawed Crystal
Crystal
Rough Emerald
Flawed Emerald
Emerald
Rough Sapphire
Support ~ Health + Power
“Increase support of all party members by [variable].”
Plastic ~ NA
Painted ~ 15
Bronze ~ 23
Silver ~ 30
Gold ~ 38
Flawed Crystal
Crystal
Rough Emerald
Flawed Emerald
Emerald
Rough Sapphire
Unique Charms
Format:
Picture (editing note: pictures to be added much later.)
Charm Name ~ Recipe
“Game text / function”
~Notes of my personal view on the charm, and/or its uses, if I have any.
Section to list Unique Charms which cannot be combined to gain.
Unique Charms cannot be obtained by combining others, you must either randomly gain them from the Ball Machine, or through earning them through specific gameplay.
Emerald
Binoculars ~ Random Chance via Ball Machine.
“Increase max range of all abilities by 1.”
~Very usefull! This means all melee characters/abilities can now hit at 1-2, so you can attack via a diagonal, instead of only cardinal directions. Good for choke-pointing doorways.
Crystal
Bull ~ Random Chance via Ball Machine.
“Significantly increases evasion and mobility for the first round of combat.
Removes the ability to position party members prior to starting combat.”
~Not sure what to think of this one yet as I haven’t seen how much it increases evasion & mobility. Sometimes starting position makes absolutely no difference, sometimes it’s what makes a fight winable.
M.I.N.E.D.~ Earned after completing Run Home Story campaign.
“Increase Aim & Focus by 75%.
Grants 1 temporary ability at the start of a party member’s turn.”
~ Personally I like this charm as it adds random variety to every characters turn.
~Could have increased usefulness when using the Enchantress, or similar characters, due to her not having any damaging abilities by default, making it literally impossible to win a fight with her as the only one left standing without added damaging abilities.
Gold
Arsenal ~ Random Chance via Ball Machine.
“Increases rank of starting equipment by 2.
Increases chance of finding preferred equipment.”
~(editing note: copy/paste Rank explanation from Treasure Hunter’s)
~I LOVE this charm. 10/10. Starting with upgraded equipment means the party members start with extra abilities!
Blacksmith’s ~ Random Chance via Ball Machine.
“Prevents equipment quality from degrading and and improves equipment upgrade hammers.
Increases chance to find higher quality equipment.”
~ “Quality” is the +/- number to the right of the equipment name. It affects how good the stats are on equipment for better or worse. As equipment Quality degrades after fights, so does its stats. Increasing the Quality will usually increase the stats on that piece of equipment.
~Equipment degradation is annoying AF. I don’t know why it’s even a game mechanic. Someone supposed that it’s to force the player into switching equipment. For now, this is one of my go-to charms along with Arsenal. They seem to go hand-in-hand.
Fortunate ~ Random Chance via Ball Machine.
Increased received gold 100%
~Does not appear to affect Reward Codes. Probably for the best.
Knight’s ~ Random Chance via Ball Machine.
“Increase statistics gained by equipment by 50%”
Prodigious ~ Random Chance via Ball Machine.
“Increases amount of level up tomes received, as well as adding 1 additional option per tome.”
Shape Shifter’s ~ Random Chance via Ball Machine.
“All charms which affect party members also affect their transformations.”
~Limited use. Most Transformations on characters seem to be on death auto-activated.
~Seems good if you’re using Urson the Druid, and also usefull for Markus the Engineer’s Suit Up ability, and his on death Transformation if you have access to it. You might also want to use Summoner’s Charm with the Druid since his beehive form Summons bees which won’t gain the benefits of stat increases without both, and will only gain start of turn benefits, like Absorb, once he reverts to his original form if you only have Summoner’s.
Summoner’s ~ Random Chance via Ball Machine.
“All charms which affect party members also affect their summons.”
~Seems fantastic if you’re using Nictodemus the Necromancer, Yuki the Summoner, Inuk the Shaman, or Markus the Engineer, who use summons as their primary abilities.
~Does NOT work for Urson the Druid’s bee summons from his Beehive Transformation form. However, if a bee starts its turn after the Druid has reverted to his original form, the bee will gain start of turn buffs such as an Absorb Charm buff. Stats, however, will not be gained later; they must apply at time of summoning. So a summoned bee will not go from 259 max HP to 659 max HP (with a +400 max HP from Rough Emerald Charm of Health) at the start of its turn after the Druid reverts to original form.
~Having both Summoner’s and Shape Shifter’s charms equipped will cause bees summoned during beehive Transformation to gain all charm effects.
Sweet Water ~ Earned after completing Sweetwater Story campaign.
“Resurrect & Confuse fallen party members once per battle.”
~Best Charm. 10/10. Seemingly mandatory many times. Works once per party member per battle.
~I recommend finishing the Sweetwater campaign ASAP.
Tactician’s ~ Random Chance via Ball Machine.
“Increases deployment distance and protects against effects that lower it.
Deployment ignores obstacles.
Allows for the destruction of props during deployment phase.
Enemies always roll 1 for initiative, while party members always roll 10.”
~Has definite possibilities. Ensuring you always, or almost always, go first is a huge boon.
Trapper’s ~ Random Chance via Ball Machine.
“Your Trap & Field actions have increased potency.
Protects against harmfull Traps & Fields.”
~Meh. I’m not sure this that useful as I don’t know of any characters that use traps & fields that much, and not that many enemies do. If you know you’re going up against such an enemy then maybe. I could be wrong, but it seems like other Charms would benefit your characters more.
Treasure Hunter’s ~ Random Chance via Ball Machine.
“Increases chance of finding higher ranked equipment.”
~Rank is the number in the colored circle to the left of the equipment name at the top of a card. When a piece of equipment is at a higher Rank, its ability card is unlocked and usable by the wearer. Usually higher Rank will have better stats. Sometimes when you upgrade equipment Rank, one stat actually decreases, but an entirely new stat bonus is gained.
Charm Recipe’s
This Section Will List All Charm Combo Recipe’s In Some Format I’ll Finalize Later.
Be aware that what Charm goes into what slot will in the combining drawer affects the result.
First Charm is top slot, second Charm is bottom slot.
Absorb ~ Mobility x2
Aim ~ Power + Speed
Armor Penetration ~ Power + Defense
Back Defense ~ Damage Reflect x2
Back Power ~ Armor Penetration x2
Cover ~ Speed + Defense
Critical Chance ~ Power x2
Damage Reflect ~ Defense + Power
Energy Defense ~ Haste x2
Evasion ~ Defense x2
Flank Defense ~ Reflexes x2
Flank Power ~ Focus x2
Front Defense ~ Cover x2
Front Power ~ Aim x2
Focus ~ Power + Health
Haste ~ Speed + Power
Healing/Heal ~ Healing Received x2
Healing Received ~ Health x2
Imbue Dispel ~
Imbue Kill ~ Imbued Damage x2
Imbued Damage ~ Critical Chance
Imbued Statistic ~ Life Siphon x2
Imbued Status ~ Support x2
Initiative ~ Speed x2
Life Siphon ~ Health + Defense
Mobility ~ Health + Speed
Mundane Defense ~ Evasion x2
Physical Defense ~ Initiative x2
Purging ~ Resistance x2
Reflexes ~ Speed + Health
Resistance ~ Defense + Health
Stability ~ Defense + Speed
Status Defense ~
Sumo ~ Health + Evasion OR Evasion + Health
Support ~ Health + Power
Random Result Combos
Be aware that what Charm goes into what slot will affect the result.
First Charm is top slot, second Charm is bottom slot.
This section is more for me to remember which I’ve tried.
Aim + Mobility
Armor Penetration + Critical Chance
Back Defense x2
Back Power x2
Critical chance + Armor Penetration
Critical Chance + Health
Critical Chance + Power
Damage Absorb/Absorb x2
Defense + Imbue Status
Energy Defense x2
Evasion + Resistance
Flank Defense x2
Flank Power x2
Front Defense x2
Front Power x2
Front Power + Back Power (editing note: IIRC test again)
Healing/Heal x2
Imbued Statistic x2
Imbued Status x2
Imbued Status + Purging
Magical Defense x2
Mobility + Aim
Mundane Defense x2
Physical Defense x2
Power + Initiative
Purging x2
Purging + Imbued Status
Resistance + Imbue status
Special Thanks
People who have helped with info for this guide.
~G.I.Bill for informing me that recipe’s were different depending on whether you add a specific Charm to the top slot or bottom slot. I probably wouldn’t have noticed on my own.
~Masquerine for helping with various of info. Token costs about Rough Sapphire. A few of the more difficult to figure out Recipe’s I didn’t even know existed.
Info to add to rest of guide later
7 Crystal > common
8 Rough Emerald>uncommon
9 Flawed Emerald>uncommon
10 Emerald > Uncommon
11 Rough Sapphire > Rare
12 Flawed Sapphire > Rare 2,048,000
13 Sapphire > Rare 4,960,000
14 Vivid Sapphire > Rare 8,192,000
15 Rough Alexandrite > Epic 16,384,000
16 Flawed Alexandrite> Epic 32,768,000
17 Alexandrite> Epic 65,536,000
18 Vivid Alexandrite
cover+reflexes = soldier charmReflexes+cover = soldier charm
support + status defense = thuriblestatus
defense + support = thurible
critical chance + evasion = lucky
evasion + critical chance = lucky
power + armor penetration = hammer
armor pen + power = hammer
mobilty + stability = juggernaut
stabiity + mobilty = juggernaut
energy defense + physical defense = elemental defense
physical defense + energy defense = elemental defense