Monk Charm Guide
All 25 charms ranked for Monks with optimal unlock paths and farming routes
Why Charms Matter for Monks
Charms are passive and offensive abilities you unlock by completing Bestiary entries. Once unlocked, you assign a charm to specific creatures, and every attack against that creature has a chance to trigger the charm effect. With 14 Major Charms and 11 Minor Charms available, choosing the right ones in the right order is critical for efficient progression.
Monks benefit more from charms than most vocations. Your melee-range combat means you take more hits (making defensive charms like Dodge essential), and your fast builder/spender rotation generates more attack events per second (increasing offensive charm proc rates). This guide ranks every charm for Monks and provides the optimal unlock path.
How Charms Work for Monks
Mechanics and proc rates
Charms are unlocked by spending Charm Points (for Major Charms) or Minor Charm Echoes (for Minor Charms). You earn Charm Points by completing Bestiary entries -- killing enough of a specific creature to fully document it. Each creature awards points based on its difficulty tier.
Charm System Basics
- Major Charms: 14 total, cost Charm Points. Include offensive, defensive, and passive types
- Minor Charms: 11 total, cost Minor Charm Echoes. Utility and sustain effects
- 3 Stages Each: Every charm has 3 upgrade stages with increasing costs and effects
- Bestiary Assignment: You must complete a creature's Bestiary entry before assigning charms to it
- Multiple Charms per Creature: You can assign multiple different charms to the same creature
Bestiary Point Tiers
- Easy Creatures: ~5 Charm Points per entry
- Medium Creatures: ~15 Charm Points per entry
- Hard Creatures: ~25 Charm Points per entry
- Challenging Creatures: ~50 Charm Points per entry
Why Monks Get More Value from Charms
1. Melee Range = More Hits Taken
Monks fight at melee range, taking significantly more attacks per second than Paladins or Mages. This makes defensive charms like Dodge (11% chance to avoid an attack) and Parry (11% chance to reflect damage) proc far more often.
2. Fast Attack Rotation = More Procs
The Monk builder/spender system ( Flurry of Blows into Sweeping Takedown) generates more attack events per second than other vocations. Each attack event has an independent chance to trigger offensive charms like Wound or Overpower.
3. Critical Hit Synergy
Low Blow and Savage Blow stack with the Strike imbuement and Wheel of Destiny augmentations (Sweeping Takedown +25% critical extra damage). This creates a multiplicative critical hit scaling that no other vocation achieves as efficiently.
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Charm Assignment Strategy
Assign your best charms to creatures you hunt most frequently. There is no point having Dodge assigned to a creature you never fight. Reassign charms whenever you change your primary hunting spawn.
S-Tier Charms
Must-have for every Monk
These charms provide the highest impact for Monks and should be your top unlock priorities. Low Blow and Savage Blow together transform your critical hit damage, while Dodge is the single most important defensive charm for any melee vocation.
Low Blow (Passive) -- 6,000 Total Points
Adds critical hit chance when using weapons with the Critical Hit modifier. At Stage 3, this provides +9% critical hit chance on top of your base critical rate from Strike imbuement.
| Stage | Effect | Cost |
|---|---|---|
| Stage 1 | +4% crit chance | 800 points |
| Stage 2 | +8% crit chance | 1,200 points |
| Stage 3 | +9% crit chance | 4,000 points |
Type: Passive | Total: 800 + 1,200 + 4,000 = 6,000 Charm Points
Savage Blow (Passive) -- 6,000 Total Points
Increases the extra damage dealt by critical hits. At Stage 3, this provides +44% critical extra damage. Combined with Low Blow, your crits become devastating. This effect is multiplicative with the Sweeping Takedown augmentation (+25% critical extra damage from the Wheel of Destiny).
| Stage | Effect | Cost |
|---|---|---|
| Stage 1 | +20% crit extra damage | 800 points |
| Stage 2 | +40% crit extra damage | 1,200 points |
| Stage 3 | +44% crit extra damage | 4,000 points |
Type: Passive | Total: 800 + 1,200 + 4,000 = 6,000 Charm Points
Dodge (Defensive) -- 1,800 Total Points
Gives a chance to completely avoid an incoming attack. At Stage 3, this is an 11% chance per hit. For melee Monks who take dozens of hits per minute, this translates to significant effective HP over a hunting session. The cheapest S-Tier charm and the best first unlock for any Monk.
| Stage | Effect | Cost |
|---|---|---|
| Stage 1 | 5% dodge chance | 240 points |
| Stage 2 | 10% dodge chance | 360 points |
| Stage 3 | 11% dodge chance | 1,200 points |
Type: Defensive | Total: 240 + 360 + 1,200 = 1,800 Charm Points
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Low Blow + Savage Blow = Crit Machine
When both Low Blow Stage 3 (+9% crit chance) and Savage Blow Stage 3 (+44% crit extra damage) are active, combined with Strike imbuement and the Sweeping Takedown augmentation (+25% critical extra damage), your critical hits become your primary damage source. This combination costs 12,000 total Charm Points but defines endgame Monk DPS.
A-Tier Charms
High-value picks after S-Tier
A-Tier charms provide strong, consistent value for Monks. These should be unlocked after Dodge and before you invest in the expensive Low Blow + Savage Blow combination.
Wound (Offensive) -- 1,800 Total Points
At Stage 3, provides an 11% chance to deal 5% of the monster's HP as Physical Damage. Physical matches most Monk weapon base damage, making Wound the universal offensive charm choice. At the same cost as Dodge (1,800 points), this is the most point-efficient damage charm available.
Overpower (Offensive) -- 4,500 Total Points
At Stage 3, provides an 11% chance to deal 5% of your max HP as damage (capped at 8% of the monster's HP). Scales with your max HP, making it stronger as you level up and gain more HP from equipment and Wheel of Destiny Dedication perks.
Vampiric Embrace (Minor) -- 475 Total Echoes
Adds 3.2% Life Leech to your attacks at Stage 3. This passive sustain stacks with the Vampirism imbuement and the Flurry of Blows augmentation (+5% life leech from Wheel of Destiny). For Monks who are constantly attacking, the consistent healing adds up fast.
💡 TIP
Wound Before Overpower
Wound and Overpower both deal percentage-based damage, but Wound costs only 1,800 points compared to Overpower's 4,500. Unlock Wound first for immediate offensive value, then save for Overpower when you have more Bestiary completed.
B-Tier Charms
Solid situational picks
B-Tier charms are good but situational. Elemental charms are strong when assigned to creatures weak to that element, and utility charms provide quality-of-life improvements.
Elemental Charms (Ranked by Monk Hunting Frequency)
| Charm | Element | Stage 3 Effect | Total Cost | Monk Relevance |
|---|---|---|---|---|
| Poison | Earth | 11% chance, 5% HP as Earth | 1,800 | High -- Earth weapon bonds common |
| Freeze | Ice | 11% chance, 5% HP as Ice | 2,400 | High -- many Ice-weak spawns |
| Zap | Energy | 11% chance, 5% HP as Energy | 2,400 | Medium -- Energy weapon bonds exist |
| Enflame | Fire | 11% chance, 5% HP as Fire | 3,000 | Low -- expensive, niche |
Other B-Tier Charms
Carnage (Offensive) -- 4,500 Total Points
At Stage 3, a 22% chance on kill to deal 15% of the monster's max HP as Physical AoE damage. Strong for large box pulls where you kill creatures quickly. The AoE splash accelerates clear speed when chaining kills. Stage costs: 600 + 900 + 3,000 = 4,500 points.
Parry (Defensive) -- 3,000 Total Points
At Stage 3, an 11% chance to reflect received damage back to the attacker. Less valuable than Dodge since it does not prevent the damage to you, but the reflected damage is free bonus DPS. Stage costs: 400 + 600 + 2,000 = 3,000 points.
Void's Call (Minor) -- 475 Total Echoes
Adds 1.6% Mana Leech to attacks at Stage 3. Helps sustain mana for your spell rotation. Less impactful than Vampiric Embrace for survival, but useful for extending hunts without mana potions. Stage costs: 100 + 150 + 225 = 475 Minor Charm Echoes.
DANGER
Do Not Overinvest in Elemental Charms Early
Elemental charms only deal extra damage against the specific creature they are assigned to. If you frequently change hunting spawns, you will need to reassign charms constantly. Prioritize universal charms (Dodge, Wound, Low Blow) before investing in element-specific ones.
C-Tier / Situational
Niche picks and low-priority unlocks
C-Tier charms are either too expensive for their effect, too niche in application, or provide effects that Monks do not benefit from as much as other vocations. These should only be considered after all higher-tier charms are fully upgraded.
Curse (Offensive) -- 2,700 Total Points
11% chance to deal 5% monster HP as Death Damage at Stage 3. Death is a niche element with few common Monk hunting spawns weak to it. At 2,700 points (360 + 540 + 1,800), the cost is high relative to its situational value.
Divine Wrath (Offensive) -- 4,500 Total Points
11% chance to deal 5% monster HP as Holy Damage at Stage 3. The most expensive elemental charm at 4,500 points (600 + 900 + 3,000). Holy-weak creatures are uncommon in typical Monk hunting grounds. Only consider this for dedicated undead farming.
Overflux (Offensive) -- 4,500 Total Points
11% chance to deal 2.5% of your max mana as damage at Stage 3 (capped at 8% monster HP). Since Monks have a smaller mana pool compared to Mages, the damage output is lower. Mages get significantly more value from this charm. Stage costs: 600 + 900 + 3,000 = 4,500 points.
Void Inversion (Minor) -- 475 Echoes
40% chance at Stage 3 to gain mana instead of losing it on Mana Drain attacks. Only useful against creatures that use Mana Drain, which is a limited pool. Situational at best.
Cleanse (Minor) -- 475 Echoes
12% chance at Stage 3 to remove a negative status effect. The proc rate is too low to reliably depend on for crucial moments. Better to rely on potions and spells for condition removal.
Numb (Minor) -- 475 Echoes
12% chance at Stage 3 to paralyse a creature after it attacks you. Monks already have strong sustain and mitigation tools; crowd control from Numb is a luxury rather than a necessity.
Utility Minor Charms (Unlock When Convenient)
| Charm | Stage 3 Effect | Total Cost | Notes |
|---|---|---|---|
| Fatal Hold | 60% prevent fleeing, 30s | 475 echoes | Useful for low-HP creatures that run |
| Gut | +12% creature products | 475 echoes | Profit bonus for loot-focused hunts |
| Scavenge | +120% skin/dust chance | 475 echoes | Good for imbuement material farming |
| Adrenaline Burst | 12% chance, 2.5x speed 10s | 475 echoes | Speed burst for kiting or repositioning |
| Cripple | 12% chance, paralyse 10s | 475 echoes | Crowd control, better than Numb |
| Bless | -12% skill/XP loss on death | 475 echoes | Insurance for dangerous spawns |
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Minor Charm Echoes are Separate
Minor Charms cost Minor Charm Echoes, not Charm Points. Unlocking Minor Charms does not slow down your Major Charm progress. Grab Vampiric Embrace and Void's Call early since they cost a separate currency and provide immediate value.
Charm Point Farming Route
Efficient Bestiary completion strategies
Earning Charm Points requires completing Bestiary entries. The most efficient approach is to focus on creatures with high spawn density, low HP, and that you already encounter during regular hunting. Here is a progression-based farming route.
Early Game (Level 8-50): Easy Entries
Focus on common creatures with high spawn counts. Each Easy entry gives approximately 5 Charm Points. Target creatures you pass through anyway during leveling.
Mid Game (Level 50-150): Medium Entries
Medium entries give approximately 15 Charm Points each. Focus on creatures in your primary hunting spawns -- you complete Bestiary passively while gaining experience and loot.
- Dragons -- Darashia, Edron, multiple cave systems
- Giant Spiders -- Port Hope, dense spawn
- Hydras -- Hydra spawns in Tiquanda and Oramond
- Wyrms -- Drefia, Liberty Bay, multiple spawn areas
Late Game (Level 150+): Hard and Challenging Entries
Hard entries give approximately 25 points, and Challenging entries give approximately 50 points each. At this stage, focus on creatures in your regular hunting spawns -- the Bestiary will complete naturally while you grind experience.
- Glooth creatures in Oramond -- multiple entries in one area
- Werecreatures -- several variants, all in Grimvale
- Cobra creatures -- Cobra Bastion, good exp + Bestiary
- Issavi surface creatures -- high density, multiple entries
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Hunt Where You Would Anyway
The most efficient charm farming happens passively. Do not go out of your way to farm Easy creatures at high levels -- the time spent is better used hunting your level-appropriate spawns where you gain experience AND Bestiary progress simultaneously. Check the Monk Vocation Guide for recommended hunting spawns by level.
Budget vs Full Completion
Optimal unlock order and cost breakdown
Not everyone can farm tens of thousands of Charm Points quickly. This section breaks down the optimal unlock path from your very first points to full endgame charm completion.
Recommended Unlock Order
| Priority | Charm | Cost | Running Total | Why |
|---|---|---|---|---|
| 1st | Dodge (Stage 3) | 1,800 | 1,800 | Immediate survival, best point-to-value ratio |
| 2nd | Wound (Stage 3) | 1,800 | 3,600 | Universal damage, Physical matches all Monk weapons |
| 3rd | Low Blow (Stage 3) | 6,000 | 9,600 | Critical hit chance, core of endgame DPS |
| 4th | Savage Blow (Stage 3) | 6,000 | 15,600 | Completes the crit combo with Low Blow |
| 5th | Overpower (Stage 3) | 4,500 | 20,100 | HP-scaling damage, gets stronger with levels |
| 6th | Parry (Stage 3) | 3,000 | 23,100 | Free reflected damage on top of Dodge |
| 7th+ | Elemental charms | Varies | -- | Pick based on your most-hunted spawns |
Budget Milestone Costs
Starter (Dodge only): 1,800 Charm Points -- immediate survivability
Budget DPS (Dodge + Wound): 3,600 Charm Points -- defense + offense covered
Crit Build (+ Low Blow): 9,600 Charm Points -- unlocks crit scaling
Full Crit (+ Savage Blow): 15,600 Charm Points -- endgame DPS online
Full Core (+ Overpower + Parry): 23,100 Charm Points
DANGER
Do Not Skip Stages
It is tempting to unlock multiple charms at Stage 1 instead of maxing one charm to Stage 3. Resist this urge. The jump from Stage 2 to Stage 3 is where the real power comes (e.g., Dodge going from 10% to 11% avoidance, Low Blow from 8% to 9% crit chance). Always fully upgrade a charm before moving to the next one.
💡 TIP
Minor Charms: Free Progress
While saving Charm Points for Major Charms, spend Minor Charm Echoes on Vampiric Embrace (3.2% Life Leech) and Void's Call (1.6% Mana Leech). These cost a separate currency and give immediate value without delaying your Major Charm progress. Check the Monk Imbuement Guide to see how charm leech stacks with imbuement leech.
FAQ
Common questions
What is the best first charm for a Monk?
Should I get Low Blow or Dodge first?
Do charm procs work with Monk spells?
How many Charm Points can I get total?
What elemental charm should I pick for Monk?
Do Minor Charms stack with Major Charms?
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