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Charms and Adornments
Charms are enchantment-like buffs and de-buffs. Charmed items are items that contain one or more charms. Silver Coins, Gold Coins, Rubies and Sapphires can contain charms. There are two types of charms and charmed items - Standard and Special. Standard charmed items are dynamically generated in treasure chests\loot tables and can not be accessed in the Treasure tab. Special charmed items are specific, rare items with multiple standard and special level (and beyond) charms.
Charms have a "Uses" or "Amount" value, which dictates how many times a charm can be used or how much of something (ex. hearts) a charm can provide. Currently, charms can not be recharged, so once its amount is depleted, it no longer works.
Ex. A level 1 healing charm can provide a total of 20 hearts, replenishing at a rate of 0.5 hearts/second.
An empty charmed coin can still be cast into a well, as it is still a coin.
Spoiler Alert! - This section contains information that is meant to be discovered during the course of playing the mod.
( this chart may be out of date with version 1.15.0)
# | Name | # of Charms | Levels |
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1 | Silver Coin | 1 | 1, 2 |
2 | Gold Coin | 2 | 1, 2, 3 |
3 | Ruby | 1 | 4 |
4 | Sapphire | - | - |
Version 1.15.0 introduced Adornments. Adornments are small items that someone typically wears on their person - rings, amulets, bracelets, etc. In Treasure2, you can "wear" an adornment by placing it in your hotbar. Adornments contain slots in which a Charm can be added to. To do this, place the adornment and a charmed item on an anvil. The charms in the charmed item will be transferred to the adornment. The number of charms transferred depends on the number of slots available. The number of slots available will be reduced by the number of charms transferred. When a charm runs out, the slot will remain unavailable. To make the slot available again, place the adornment and a gem (ruby or sapphire) on an anvil. Adornments can not contain multiple of the same charm type. Ex. cannot contain 2 healing charms.
# | Name | Image | Max. Slots |
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1 | Silver Ring | 1 | |
2 | Gold Ring | 2 | |
3 | Silver Signet Ring | 1 | |
4 | Onyx Ring | 2 | |
5 | Diamond Ring | 2 | |
6 | Emerald Ring | 2 | |
7 | Ruby Ring | 3 | |
8 | Sapphire Ring | 3 | |
9 | Castle Ring | 2 | |
10 | Bracelet | 4 | |
11 | Sapphire Amulet | 4 |
As of version 1.15.0, Charms use a level system that determines their name. (This general naming system can be overridden with charm-specific names by editing/adding to the .lang file(s).)
Level | Prefix | Suffix |
---|---|---|
1 | Lesser | - |
2 | - | - |
3 | Greater | - |
4 | Grand | - |
5 | Huge | - |
6 | Massive | - |
7 | (forgot to add it!) | - |
8 | Giant | - |
9 | Cyclopean | - |
10 | Colossal | - |
11 | - | of the Leviathan |
12 | - | of the Demogorgon |
13 | - | of the Whale |
Ex. Greater Healing, Huge Healing, Healing of the Whale.
This is a list of the the Charms currently in Treasure2.
# | Charm | Description | Units | Level 1 | Level 2 | Level 3 | Level 4 | ||||||||||||||||
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1 | Healing | heals 0.5 hearts/sec | Hearts |
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2 | Shielding | absorbs x% of damage | Damage |
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3 | Fullness | restores 0.5 hunger/sec | Hunger |
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4 | Harvesting | multiplies the drops x times | Drops |
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5 | Illumination | illuminates every 5 sec | Torches |
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6 | Decay | decays 1 heart/5 sec | Hearts |
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7 | Absolute Shielding (v1.15+) |
absorbs 100% of damage | Damage | - | - | - | - | ||||||||||||||||
8 | Fire Resistance (v1.15+) |
absorbs x% of fire damage | Damage | - | - | - | - | ||||||||||||||||
9 | Fire Immunity (v1.15+) |
absorbs 100% of fire damage | Damage | - | - | - | - | ||||||||||||||||
10 | Life Strike (v1.15+) |
inflicts +x% of damage for 1 heart | Damage | - | - | - | - | ||||||||||||||||
11 | Reflection (v1.15+) |
reflects x% of damage to all mobs in y radius | Damage | - | - | - | - | ||||||||||||||||
12 | Drain (v1.15+) |
drains 0.5 hearts from all mobs in y radius | - | - | - | - | |||||||||||||||||
13 | Ruin (v1.15+) |
damages 1 durability of equipment | Durability | - | - | - | - | ||||||||||||||||
14 | Decrepit (v1.15+) |
mobs deal +x% damage | Damage | - | - | - | - | ||||||||||||||||
15 | Dirt (v1.15+) |
Dirt | Dirt | - | - | - | - |
# | Charm | Description | Units | Level X | ||||
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1 | Salandaar's Charm of Convalescence | heals 0.5 hearts/sec | Hearts |
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2 | Shield of the Armadillo | absorbs x% of damage | Damage |
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3 | Bursting Fullness | restores 0.5 hunger/sec | Hunger |
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4 | Glorious Harvesting | harvests x times the drop | Drops |
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5 | Glorious Illumination | illuminates every 5 sec | Torches |
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# | Name | Item | Charms | Level |
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1 | Fool's Coin | Silver Coin | Healing, Decay | 2, 2 |
2 | Angle Blessed Gem | Ruby | Healing, Shielding, Fullness | 4, 4, 4 |
3 | Miner's Friend | Ruby | Illumination, Harvesting | 4, 4 |
4 | Medic's Token | Gold Coin | Sal'andaar's Charm of Convalescence | X |
5 | Sal'andaar's Ward | Gold Coin | Shield of the Armadillo | X |
6 | Dwarven Talisman | Gold Coin | Glorious Harvesting | X |
7 | Adephagia's Bounty | Gold Coin | Bursting Fullness | X |
8 | Mirtha's Torch | Gold Coin | Glorious Illumination | X |