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.

ItemPrice
Charmstone (empty)1,000,000 Bounty Points
Tier 1 charm200,000 Bounty Points
Tier 2 charm300,000 Bounty Points
Tier 3 charm500,000 Bounty Points

Activating a Charm

  1. Purchase a Charmstone (empty).
  2. Purchase the charm you want to activate.
  3. Use the charm on the empty Charmstone.
  4. The loose charm is consumed, and the stone becomes a charged Charmstone matching the charm's tier.
  5. The charm's effect becomes active for one hour.

Only one charm may be active at once.

TierCharged Charmstone color
Tier 1Blue
Tier 2Yellow
Tier 3Red

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

Tier 113 charms
CharmEffect
Charm of CorruptionIncreases Prayer experience gained from all Prayer-training methods by 5%. This works alongside other Prayer experience effects.
Charm of DeterminationGrants a 5% chance for a Slayer kill not to reduce the remaining task count.
Five-finger CharmIncreases the chance of successfully thieving by 5%.
Flameproof CharmReduces the chance of burning food by 10%.
Greenfinger CharmPrevents crops from becoming diseased and increases harvested produce by 15%.
Knockout CharmIncreases accuracy by 20% against targets below 10% health.
Lumberjack CharmIncreases the chance of successfully chopping logs by 10%.
Charm of the DwarfDoubles cannon capacity and automatically reloads the cannon using cannonballs from the player's inventory.
Charm of Poison PurityConverts poison and venom damage into healing. Healing from venom is capped at 10 Hitpoints.
Charm of Runic PowerIncreases the accuracy of damaging spells by 3%.
Sharpshooter CharmIncreases ranged accuracy by 5%.
Charm of the Long HuntIncreases the size of newly assigned Slayer tasks by 25%. This also applies to supported custom task-selection methods.
Warrior's CharmIncreases melee accuracy by 3%.

Tier 2 Charms

Tier 216 charms
CharmEffect
Surefooted CharmAllows the player to use Agility shortcuts without meeting their Agility requirement.
Berserker CharmIncreases melee accuracy by 5%.
Charm of GraceAwards five marks of grace whenever the player would normally receive one.
Master Hunter CharmAdds two extra chinchompas to every successful catch after other quantity multipliers are applied.
Wisdom Challenge CharmGain 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 CharmRestores Prayer points equal to 5% of damage dealt.
Vampyrism CharmRestores Hitpoints equal to 5% of damage dealt.
Cryptseeker CharmGrants 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 CharmIncreases Smite's Prayer drain from 25% to 35% of damage dealt.
Headsman's CharmOnce a superior Slayer creature reaches half health, the player's next successful damaging hit executes it.
Eagle-eye CharmIncreases ranged accuracy by 7.5%.
Arcanist's CharmIncreases damaging-spell accuracy by 5%, but reduces defence rolls against all combat styles by 5%.
Serpent's CharmPrevents venom inflicted by Zulrah and her snakelings. This works silently to avoid repetitive chat messages.
Sherlock's CharmAdds one additional standard reward roll when opening any clue casket.
Alchemist's Bounty CharmDoubles Mox, Aga and Lye resin rewards and DMM point progress from completed Mixology orders. It does not double Herblore experience.
Master Contractor's CharmDoubles Carpenter points and DMM point progress from completed Mahogany Homes contracts. It does not double Construction experience.

Tier 3 Charms

Tier 312 charms
CharmEffect
Maniac CharmIncreases magic accuracy by 10%, but reduces defence rolls against all combat styles by 10%.
Berserker Charm (i)Increases melee accuracy by 10%.
Invigoration CharmImmediately restores 5% special attack energy after using a special attack that costs at least 25%.
Wisdom CharmIncreases all experience gained by 10%.
Reverence CharmReduces the drain rate of active prayers by 50%.
Mahjarrat CharmIncreases Ancient Magicks freeze durations by 10%. This stacks with the ancient sceptre.
Divine Echo CharmGrants 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 CharmIncreases ranged accuracy by 10%.
Charm of DoomIncreases damage dealt during the Doom encounter by 15%.
Spiritbreaker CharmIncreases melee damage dealt to the Corporeal Beast by 15%.
Corporeal Fortune CharmGrants a 20% chance to receive a second independent Corporeal Beast loot roll. A message is displayed only when it activates.
Breachborn CharmIncreases 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.

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