Category:Charms

From Hollow Knight Wiki
Revision as of 10:40, 1 September 2024 by Sumwan (talk | contribs) (rewrote (parts of) page for seo)
(diff) ← Older revision | Latest revision (diff) | Newer revision → (diff)
Jump to navigation Jump to search
Charms are gorgeous, mystical, one-of-a-kind accessories with a spark of power woven into their cores. Just wearing one is enough to change your life! You'll do things you never thought possible!
A white silhouette of the Knight sitting on a bench with a Charm above them. An arrow points towards two Charms
Tutorial illustration showing how to equip Charms

Charms are unique Items in Hollow Knight that grant different abilities and advantages. Charms use Notches when equipped. Equipping and unequipping them is only possible while sitting on a Bench.

A total of 45 Charms exist. However, only up to 40 can be held at the same time, since 5 of them can be exchanged for different Charms throughout the game:

Notches

Charm Notch icon

To equip Charms, Charm Notches are required. Each Charm needs a specific number of Notches to be equipped. The Knight begins with 3 Notches, and 8 additional Notches can be acquired throughout the game, for a maximum of 11 Notches.

When a Charm Notch is obtained, the Knight's health is completely replenished.

List of Charm Notches
Source Conditions / Requirements Location
1. Sold by Salubra in the Forgotten Crossroads for  120. Acquire 5 Charms.
2. Sold by Salubra in the Forgotten Crossroads for  500. Acquire 10 Charms.
3. Sold by Salubra in the Forgotten Crossroads for  900. Acquire 18 Charms.
4. Sold by Salubra in the Forgotten Crossroads for  1400. Acquire 25 Charms.
5. North-east of Cornifer in Fog Canyon in a hidden area. Obtain Isma's Tear or Monarch Wings.
6. Found in Fungal Wastes. Defeat 2 Shrumal Ogres.
7. Reward in Colosseum of Fools. Complete the Trial of the Warrior.
8. In Dirtmouth, inside the tent of the Grimm Troupe content Grimm Troupe. Defeat Grimm.

Overcharmed

If the Knight has free Notches but not enough remaining to equip a desired Charm, the Knight can be Overcharmed by selecting a Charm that requires more than the remaining Notches. The first time this is done, the Charm has to be selected 5 times, with the Charm "breaking" into place and causing purple cracks in the loadout. After this, only one attempt is needed to Overcharm.

When Overcharmed, all damage the Knight takes is doubled, except for environmental damage taken while invulnerable.

Overcharming is beneficial in areas where the player is confident in avoiding damage or in situations where there is enough time to heal. It is especially effective for Radiant fights in the Godmaster content Hall of Gods, since the Knight will die in a single hit regardless of damage multipliers.

Charm Synergies

Main article: Charm Synergies

Some Charms offer unique effects when worn at the same time, beyond their usual expected benefts such as additional Lifeblood Hearts or extended Nail range. For a complete list, see Charm Synergies.

List of Charms

Item Description Location Notches

Wayward Compass
Whispers its location to the bearer whenever a map is open, allowing wanderers to pinpoint their current location. Sold by Iselda for  220, after encountering Cornifer.

Gathering Swarm
A swarm will follow the bearer and gather up any loose Geo.

Useful for those who can't bear to leave anything behind, no matter how insignificant.

Sold by Sly for  300.

Stalwart Shell
Builds resilience. When recovering from damage, the bearer will remain invulnerable for longer.

Makes it easier to escape from dangerous situations.

Sold by Sly for  200.

Soul Catcher
Used by shamans to draw more SOUL from the world around them.

Increases the amount of SOUL gained when striking an enemy with the nail.

Ancestral Mound, west of Elder Baldur.

Shaman Stone
Said to contain the knowledge of past generations of shaman.

Increases the power of spells, dealing more damage to foes.

Sold by Salubra for  220.

Soul Eater
Forgotten shaman artifact, used to draw SOUL from still-living creatures.

Greatly increases the amount of SOUL gained when striking an enemy with the nail.

Resting Grounds.
Requires Desolate Dive.

Dashmaster
Bears the likeness of an eccentric bug known only as 'The Dashmaster'.

The bearer will be able to dash more often as well as dash downwards. Perfect for those who want to move around as quickly as possible.

Fungal Wastes, south of Mantis Village.

Grimm Troupe content Sprintmaster
Bears the likeness of a strange bug known only as 'The Sprintmaster'.

Increases the running speed of the bearer, allowing them to avoid danger or overtake rivals.

Sold by Sly for  400.
Requires Shopkeeper's Key.

Grubsong
Contains the gratitude of freed grubs.

Gain SOUL when taking damage.

Reward from Grubfather for freeing 10 Grubs.

Grubberfly's Elegy
Contains the gratitude of grubs who will move to the next stage of their lives. Imbues weapons with a holy strength.

When the bearer is at full health, they will fire beams of white-hot energy from their nail.

Reward from Grubfather for freeing all Grubs.

Fragile Heart
Increases the health of the bearer, allowing them to take more damage.

This charm is fragile, and will break if its bearer is killed.

Sold by Leg Eater for  350/Geo cost with Defender's Crest equipped 280.

Grimm Troupe content Unbreakable Heart
Increases the health of the bearer, allowing them to take more damage.

This charm is unbreakable.

Received from Grimm Troupe content Divine for  12000.
Requires Fragile Heart.

Fragile Greed
Causes the bearer to find more Geo when defeating enemies.

This charm is fragile, and will break if its bearer is killed.

Sold by Leg Eater for  250/Geo cost with Defender's Crest equipped 200.

Grimm Troupe content Unbreakable Greed
Causes the bearer to find more Geo when defeating enemies.

This charm is unbreakable.

Received from Grimm Troupe content Divine for  9000.
Requires Fragile Greed.

Fragile Strength
Strengthens the bearer, increasing the damage they deal to enemies with their nail.

This charm is fragile, and will break if its bearer is killed.

Sold by Leg Eater for  600/Geo cost with Defender's Crest equipped 480.

Grimm Troupe content Unbreakable Strength
Strengthens the bearer, increasing the damage they deal to enemies with their nail.

This charm is unbreakable.

Received from Grimm Troupe content Divine for  15000.
Requires Fragile Strength.

Spell Twister
Reflecting the desires of the Soul Sanctum for mastery over SOUL, it improves the bearer's ability to cast spells.

Reduces the SOUL cost of casting spells.

Soul Sanctum, in the room before encountering Soul Master.

Steady Body
Keeps its bearer from recoiling backwards when they strike an enemy with a nail.

Allows one to stay steady and keep attacking.

Sold by Salubra for  120.

Heavy Blow
Formed from the nails of fallen warriors.

Increases the force of the bearer's nail, causing enemies to recoil further when hit.

Sold by Sly for  350.
Requires Shopkeeper's Key.

Quick Slash
Born from imperfect, discarded nails that have fused together. The nails still long to be wielded.

Allows the bearer to slash much more rapidly with their nail.

Kingdom's Edge, south of Oro's hut.

Longnail
Increases the range of the bearer's nail, allowing them to strike foes from further away. Sold by Salubra for  300.

Mark of Pride
Freely given by the Mantis Tribe to those they respect.

Greatly increases the range of the bearer's nail, allowing them to strike foes from further away.

Mantis Village, northeast of the Mantis Lords room.
Requires defeating the Mantis Lords.

Fury of the Fallen
Embodies the fury and heroism that comes upon those who are about to die.

When close to death, the bearer's strength will increase.

King's Pass, east of the starting room.

Thorns of Agony
Senses the pain of its bearer and lashes out at the world around them.

When taking damage, sprout thorny vines that damage nearby foes.

Greenpath, middle of area.
Requires Mothwing Cloak.

Baldur Shell
Protects its bearer with a hard shell while focusing SOUL.

The shell is not indestructible and will shatter if it absorbs too much damage.

Howling Cliffs, in a chest to the south.

Flukenest
Living charm born in the gut of a Flukemarm.

Transforms the Vengeful Spirit spell into a horde of volatile baby flukes.

Dropped by Flukemarm.

Defender's Crest
Unique charm bestowed by the King of Hallownest to his most loyal knight. Scratched and dirty, but still cared for.

Causes the bearer to emit a heroic odour.

Dropped by Dung Defender.

Glowing Womb
Drains the SOUL of its bearer and uses it to birth hatchlings.

The hatchlings have no desire to eat or live, and will sacrifice themselves to protect their parent.

Forgotten Crossroads, east of the False Knight.
Requires Crystal Heart.

Quick Focus
A charm containing a crystal lens.

Increases the speed of focusing SOUL, allowing the bearer to heal damage faster.

Sold by Salubra for  800.

Deep Focus
Naturally formed within a crystal over a long period. Draws in SOUL from the surrounding air.

The bearer will focus SOUL at a slower rate, but the healing effect will double.

Crystal Peak, south of Cornifer.
Requires Crystal Heart.

Lifeblood Heart
Contains a living core that seeps precious lifeblood.

When resting, the bearer will gain a coating of lifeblood that protects from a modest amount of damage.

Sold by Salubra for  250.

Lifeblood Core
Contains a living core that bleeds precious lifeblood.

When resting, the bearer will gain a coating of lifeblood that protects from a large amount of damage.

The Abyss, on the west wall.
Requires 14 Lifeblood masks (15 if Joni's Blessing is equipped).

Joni's Blessing
Blessed by Joni, the kindly heretic. Transfigures vital fluids into blue lifeblood.

The bearer will have a healthier shell and can take more damage, but they will not be able to heal themselves by focusing SOUL.

Joni's Repose.

Hiveblood
Golden nugget of the Hive's precious hardened nectar.

Heals the bearer's wounds over time, allowing them to regain health without focusing SOUL.

The Hive, south of Hive Knight.
Requires defeating Hive Knight.

Spore Shroom
Composed of living fungal matter. Scatters spores when exposed to SOUL.

When focusing SOUL, emit a spore cloud that slowly damages enemies

Fungal Wastes, west end, near the entrance to Queen's Gardens.

Sharp Shadow
Contains a forbidden spell that transforms shadows into deadly weapons.

When using Shadow Dash, the bearer's body will sharpen and damage enemies.

Deepnest, southeast of the Hot Spring.
Requires Shade Cloak.

Shape of Unn
Reveals the form of Unn within the bearer.

While focusing SOUL, the bearer will take on a new shape and can move freely to avoid enemies.

Lake of Unn.
Requires Isma's Tear.

Nailmaster's Glory
Contains the passion, skill and regrets of a Nailmaster.

Increases the bearer's mastery of Nail Arts, allowing them to focus their power faster and unleash arts sooner.

Given by Sly after acquiring all 3 Nail Arts.

Grimm Troupe content Weaversong
Silken charm containing a song of farewell, left by the Weavers who departed Hallownest for their old home.

Summons weaverlings to give the lonely bearer some companionship and protection.

Weavers' Den.

Dream Wielder
Transient charm created for those who wield the Dream Nail and collect Essence.

Allows the bearer to charge the Dream Nail faster and collect more SOUL when striking foes.

Given by Seer for gathering 500 Essence.

Grimm Troupe content Dreamshield
Defensive charm once wielded by a tribe that could shape dreams.

Conjures a shield that follows the bearer and attempts to protect them.

Resting Grounds, south of Seer.

Grimm Troupe content Grimmchild
Worn by those who take part in the Grimm Troupe's Ritual.

The bearer must seek the Grimmkin and collect their flames. Uncollected flames will appear on the bearer's map.

Given by Grimm Troupe content Troupe Master Grimm.

Grimm Troupe content Carefree Melody
Token commemorating the start of a friendship.

Contains a song of protection that may defend the bearer from damage.

Given by Grimm Troupe content Nymm in Dirtmouth.
Requires banishing the Grimm Troupe.

Kingsoul
Holy charm symbolising a union between higher beings. The bearer will slowly absorb the limitless SOUL contained within.

Opens the way to a birthplace.

One half given by the White Lady.
One half found at the end the White Palace.

Void Heart
An emptiness that was hidden within, now unconstrained. Unifies the void under the bearer's will.

This charm is a part of its bearer and can not be unequipped.

Birthplace.
Requires having Kingsoul equipped.
-

Gallery

Achievements

Charmed
Acquire your first Charm.
5G
Enchanted
Acquire half of Hallownest's Charms.
10G
Blessed
Acquire all Charms and receive Salubra's Blessing.
15G

Trivia

  • The Charm system draws inspiration from the badges from Paper Mario.[1] Similar to Charms, badges offer various effects when equipped, such as increased stats, additional abilities, or new moves.[2]

References