MAKING CULTURAL CHARMS

Where's the harm, in wearing a charm? -- Bonzz

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Below are recipe grids and information on making the cultural charms.

They are made with the Pottery skill, using most any Pottery Wheel and Kiln. Special cultural combine containers and tools are not required for the below combines.

Any race can make the basic "Unfired" charms. However, the finished products can only be made by the applicable race.

Cultural Charms require two (2) racial ingredients and can be expensive to make. In all honesty, they really are not worth the expense and effort as there are many better charms in the game.

The various charm patterns are crafted. For the recipe, click here.

The pattern you use will determine the "level" of the charm (such as eminent patterns), which will also play into the charms name (it will have "Eminent" in its name when you use an Eminent Charm Pattern).

The name of the Charm will also be determined by race (example, Half Elf Charms will have the word "Adaptation" in the name).

The type of Symbol used to make the charm will also have a role in the Charms name, as well. Example, using the Symbol of Derived Unity and the charm will have the term, "Derived" in its name.

All these factors will combine to provide the full name of the charm. In the case of the noted examples, you will get an "Eminent Charm of Derived Adaptation."

All charms allow for a Slot 7 augmentation. The Elegant and Stalwart charms additionally allow for a Slot 9 augmentation.

NOTE: The October 2007 Patch changed the original recipes for charms.

NOTE: These charms vary in stats, based on how much cultural armor you are wearing. Maximum stats require that you have a full set of the related cultural armor.

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CHARM PATTERNS

The charm patterns are made twenty (20) at a time along with the various Symbol patterns.

This is accomplished by combining a Large Bottle of Ink (Weight 0.5); a Quill (Magic, Weight 0.1);  one of the Vellum roll types; a Compacted Backpack (Weight 3.0); and one of your Cultural Books, inside a Book Binding (No Trade, Weight 8.0, 10-slot Large).

All but the quested book are sold by Sansus Rasumus and / or Scholar Klaz in the Plane of Knowledge.

The charm patterns are not named consistently with the armor or the books. The following Cultural books (and the type of Vellum needed) will make the following Charm pattern types:

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UNFIRED CHARMS

The unfired charms can be made by any race.

They are made using a Pottery Wheel and combining a Water Flask, A Small Block of Magic Clay and any cultural charm pattern (Simple, Ornate, Intricate, etc.) (Pottery Trivial range of 70, 111, 152, 195, 83, 96, 99, 99 & 99... respectively) (yes, the trivial sequence is correct, oddly enough).

Most of the Unfired Charms, themselves, can also be made two (2) or three (3) at a time by simply doubling or tripling the number of the ingredients used.

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FIRED CHARMS

The final combine is accomplished in a Kiln.

The completed (fired) charms are race specific. They are also class-category specific (see below).

There are four (4) types of charms that are specific (usable) to certain player classes. This type is determined by the vendor sold "Symbol" that you use in the combine (sold in the Plane of Knowledge by Amile Pitt).

The four (4) types of symbols are:

The "Elaborate" charms require an additional ingredient (see chart below), which are found as a rare ground spawn in Undershore, while the Elegant and Stalwart Charms require and foraged/dropped component (from SoD & UF zones).

The below recipes use the Loam, the Spinneret or the Marrow… not all three.

The metal types can vary in name, by race.

Charm Type

Unfired

Charm

Any one of

four

Symbols

(noted above)

Racial Metal Bar

(1)

(Metal)

Type of Loam

(1)

(Leather)

Type of Marrow

(1)

(Cloth)

Type of Spinneret

(1)

Other

Ingredient

Simple Charm

(Trivial 139)

(4AC, 18 HP, 16 Mana, etc.)

1

1

Crude

Alkaline

Dusty

Sullied

N/A

Ornate Charm

(Trivial 222)

(7AC, 36 HP, 32 Mana, etc.)

1

1

Fair

Malleable

Damp

Crude

N/A

Intricate Charm

(Trivial 304)

(11AC, 54 HP, 48 Mana, etc.)

1

1

Malleable

Bonded

Hemic

Fine

N/A

Elaborate Charm

(Trivial 388)

(18AC, 90 HP, 80 Mana, etc.)

1

1

Ductile

Soluble

Excellent

Superb

Large Corathus Fungus

Elegant Charm

(Trivial 460)

(30AC, 415 HP, 300 Mana, etc.)

1

1

Ossified

Porous

Exquisite

Exquisite

Dweric Powder

Stalwart Charm

(Trivial 500)

(60AC,  865 HP, 750 Mana, overcaps, bonus effects, etc.)

1

1

Steely

Spongy

Immaculate

Immaculate

Cosgrove Powder

Extravagant Charm

(Trivial 503)

(73AC,  1,390 HP, 1,205 Mana, overcaps, bonus effects, etc.)

1 1 Indurate Shimmering Fantastic Fantastic Dream Dust 

Glorious Charm

(Trivial 503)

(73AC,  1,900 HP, 1,645 Mana, overcaps, bonus effects, etc.)

1 1 Glossy Mysterious Exotic Exotic Essence of Alaris

Regal Charm

(Trivial 503)

(92AC,  2,177 HP, 2,066 Mana, overcaps, bonus effects, etc.)

1 1 Luminescent Corrupted Befouled Befouled Planar Energy Shard

If you note any errors, misspellings, item name errors, misinformation or anything that needs addressing on this page -- PLEASE let me know via an in-game EQ Message (Bonzz on the Bertoxxulous server), or post on Bonzz's Discord Server!

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This Page Last Updated March 16, 2023

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