Charm System
Charms are powerful temporary upgrades activated through a Charmstone. Only one charm can be active at a time, and every charm remains active for one real-time hour.
Getting Started
The DMMPS Charm Manager can be found at the Grand Exchange. His Charm Store uses the same Bounty Points balance as the Emblem Trader.
You need a Charmstone (empty) before you can activate a charm.
| Item | Price |
|---|---|
| Charmstone (empty) | 1,000,000 Bounty Points |
| Tier 1 charm | 200,000 Bounty Points |
| Tier 2 charm | 300,000 Bounty Points |
| Tier 3 charm | 500,000 Bounty Points |
Activating a Charm
- Purchase a Charmstone (empty).
- Purchase the charm you want to activate.
- Use the charm on the empty Charmstone.
- The loose charm is consumed, and the stone becomes a charged Charmstone matching the charm's tier.
- The charm's effect becomes active for one hour.
Only one charm may be active at once.
| Tier | Charged Charmstone color |
|---|---|
| Tier 1 | Blue |
| Tier 2 | Yellow |
| Tier 3 | Red |
Releasing or Destroying a Charm
A charged Charmstone has a Release charm option. Releasing it shows a warning before proceeding, immediately ends the effect, turns the released charm to dust, and returns the stone to Charmstone (empty).
Destroying a charged Charmstone also ends its active effect immediately and notifies you. Unlike releasing it, destroying the stone does not return an empty Charmstone.
Tier 1 Charms
| Charm | Effect |
|---|---|
| Charm of Corruption | Increases Prayer experience gained from all Prayer-training methods by 5%. This works alongside other Prayer experience effects. |
| Charm of Determination | Grants a 5% chance for a Slayer kill not to reduce the remaining task count. |
| Five-finger Charm | Increases the chance of successfully thieving by 5%. |
| Flameproof Charm | Reduces the chance of burning food by 10%. |
| Greenfinger Charm | Prevents crops from becoming diseased and increases harvested produce by 15%. |
| Knockout Charm | Increases accuracy by 20% against targets below 10% health. |
| Lumberjack Charm | Increases the chance of successfully chopping logs by 10%. |
| Charm of the Dwarf | Doubles cannon capacity and automatically reloads the cannon using cannonballs from the player's inventory. |
| Charm of Poison Purity | Converts poison and venom damage into healing. Healing from venom is capped at 10 Hitpoints. |
| Charm of Runic Power | Increases the accuracy of damaging spells by 3%. |
| Sharpshooter Charm | Increases ranged accuracy by 5%. |
| Charm of the Long Hunt | Increases the size of newly assigned Slayer tasks by 25%. This also applies to supported custom task-selection methods. |
| Warrior's Charm | Increases melee accuracy by 3%. |
Tier 2 Charms
| Charm | Effect |
|---|---|
| Surefooted Charm | Allows the player to use Agility shortcuts without meeting their Agility requirement. |
| Berserker Charm | Increases melee accuracy by 5%. |
| Charm of Grace | Awards five marks of grace whenever the player would normally receive one. |
| Master Hunter Charm | Adds two extra chinchompas to every successful catch after other quantity multipliers are applied. |
| Wisdom Challenge Charm | Gain 50,000 experience in 10 different eligible skills during the active hour to earn a 750,000 XP lamp. Each qualifying skill must be at least level 30. |
| Prayer Vampyrism Charm | Restores Prayer points equal to 5% of damage dealt. |
| Vampyrism Charm | Restores Hitpoints equal to 5% of damage dealt. |
| Cryptseeker Charm | Grants one additional Barrows unique roll after completing a chest with all six brothers defeated. If the additional roll awards a unique, the player is notified that the charm provided it. |
| Profane Charm | Increases Smite's Prayer drain from 25% to 35% of damage dealt. |
| Headsman's Charm | Once a superior Slayer creature reaches half health, the player's next successful damaging hit executes it. |
| Eagle-eye Charm | Increases ranged accuracy by 7.5%. |
| Arcanist's Charm | Increases damaging-spell accuracy by 5%, but reduces defence rolls against all combat styles by 5%. |
| Serpent's Charm | Prevents venom inflicted by Zulrah and her snakelings. This works silently to avoid repetitive chat messages. |
| Sherlock's Charm | Adds one additional standard reward roll when opening any clue casket. |
| Alchemist's Bounty Charm | Doubles Mox, Aga and Lye resin rewards and DMM point progress from completed Mixology orders. It does not double Herblore experience. |
| Master Contractor's Charm | Doubles Carpenter points and DMM point progress from completed Mahogany Homes contracts. It does not double Construction experience. |
Tier 3 Charms
| Charm | Effect |
|---|---|
| Maniac Charm | Increases magic accuracy by 10%, but reduces defence rolls against all combat styles by 10%. |
| Berserker Charm (i) | Increases melee accuracy by 10%. |
| Invigoration Charm | Immediately restores 5% special attack energy after using a special attack that costs at least 25%. |
| Wisdom Charm | Increases all experience gained by 10%. |
| Reverence Charm | Reduces the drain rate of active prayers by 50%. |
| Mahjarrat Charm | Increases Ancient Magicks freeze durations by 10%. This stacks with the ancient sceptre. |
| Divine Echo Charm | Grants a 2% chance to duplicate a unique drop from a God Wars Dungeon boss, including Nex. A message is displayed only when it activates. |
| Deadeye Charm | Increases ranged accuracy by 10%. |
| Charm of Doom | Increases damage dealt during the Doom encounter by 15%. |
| Spiritbreaker Charm | Increases melee damage dealt to the Corporeal Beast by 15%. |
| Corporeal Fortune Charm | Grants a 20% chance to receive a second independent Corporeal Beast loot roll. A message is displayed only when it activates. |
| Breachborn Charm | Increases damage dealt to breach monsters by 10% and grants 10% additional breach points. Bonus points do not count toward the normal daily breach-point limit, although the overall lifetime limit still applies. |
Wisdom Challenge Details
Wisdom Challenge Charm
Gain at least 50,000 experience in 10 different eligible skills while the charm is active. A skill qualifies only if you are at least level 30 in it, and progress is tracked separately for each skill.
- You receive a progress message whenever another skill reaches 50,000 experience.
- Reaching 10/10 completes the challenge, but does not award the lamp immediately.
- The 750,000 XP lamp is awarded only when the charm's one-hour duration expires naturally.
- If your inventory is full at that moment, the lamp is sent directly to your bank and you are notified.
- The lamp can be used on one skill of at least level 30.
- It awards exactly 750,000 experience and is unaffected by experience multipliers.
- The lamp is untradeable, manually unbankable and always kept on death.
- The lamp disappears after use.
- Releasing or destroying the Wisdom Challenge Charm before expiry cancels its progress and does not award the lamp.
Important Behavior Notes
- Only one charm may be active at a time.
- Charm effects stop immediately when the charm expires, is released, or its charged Charmstone is destroyed.
- Chance-based effects only send special messages when useful. Serpent's Charm blocks venom silently to prevent spam.
- Extra-loot effects are independent bonus rolls rather than guaranteed duplicated uniques unless explicitly stated.
- Breachborn bonus points are calculated accurately across the encounter, including small hits.
- Activity reward charms double their named currencies and DMM point progress, not their related skill experience.
