The Laboratory

Charms and their term

A second socket for a term — and what happens if you do not extend the charm

An enchanter opens a second, charmed socket in an item — for a term. While the charm lasts, one more gem works there.

The term of a charm

Enchanter's masteryTerm
1–230 days
3–445 days
5–660 days
7–875 days
9–1090 days
Materials for a charmStone dust: 15; Glowbloom: 2
Neededan open permanent socket

Vesta casts it for 120 sparks — for 45 days, with her own materials

Extending

A charm is extended at the charm table or by Vesta on any day before the term ends. The new term counts from that day; if the old one was longer, it is not cut short.

If you do not extend it

The term is over and the charm is not extended — the gem in the second socket burns up. It cannot be brought back.

The game warns you in advance — 7 days before, 3 days before and on the last day: on the hero tab, in the smithy and in the “What now” hint.

The gem in the permanent socket stays where it is.