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 mastery | Term |
|---|---|
| 1–2 | 30 days |
| 3–4 | 45 days |
| 5–6 | 60 days |
| 7–8 | 75 days |
| 9–10 | 90 days |
| Materials for a charm | Stone dust: 15; Glowbloom: 2 |
|---|---|
| Needed | an 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.
See also
