Mod:Nightmare Spark

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This page is about a Mod, and is not part of official Hollow Knight or Silksong content.

Return to the Nightmare Lantern upon completion of either ending to the Grimm Troupe questline to receive your reward!

Nightmare Spark is a Mod for Hollow Knight, which adds a Charm by the same name.

Credits

  • Mod by RiverRobot
  • Original mod idea by EchoKnight
  • Charm sprite by Dwarfwoot
  • Shape of Unn interaction ('Shape of Grimm') idea by Ender Onryo

Further thanks to

  • Mulhima for assisting with the mod's creation
  • Dandy for assisting with the mod's creation

Playtesters

  • DwarfWoot (again)
  • Croissant
  • Link459
  • Godfriend
  • RocketFire20

Charm

Nightmare Spark is a Charm added to Hollow Knight by a Mod of the same name. It leaves a trail of damaging fire behind when dashing.

Usefulness

On its own, the Charm produces a Sharp Shadow-like effect - damaging enemies while dashing. Unlike Sharp Shadow, the damage does not scale with Nail damage, and deals a flat 15 damage a hit (or 20 with Shaman Stone). Also unlike Sharp Shadow, Nightmare Spark does not require Shade Cloak and can take effect during regular dashes as well, but due to cooldown times, without Dashmaster Nightmare Spark will always activate during usage of Shade Cloak.

The real power of Nightmare Spark is found in its synergies, as seen below. It empowers other Charms to a great deal at a relatively low notch cost of 2.

How to Acquire

Found beside the Nightmare Lantern once the Grimm Troupe questline is resolved with either ending. Unlocked automatically in Godseeker Mode.

Charm Synergies


Flukenest
Replaces the horde of Flukes with a burst of 3 Fire Bats that deal 15 damage each (20 with Shade Soul; 22 with Shaman Stone; 30 with both).

Defender's Crest
When paired with Flukenest, replaces the horde of Flukes with one massive, slow-moving Fire Bat that deals 52 damage on impact (70 with Shade Soul) and causes an explosion that lasts X[Missing information] seconds and deals 10 damage.

Dashmaster
Decreases the cooldown time for the flame trail from 1.75s to 1s.

Spell Twister
Adds a rain of 5 fireballs which deal 13 damage each at the start of Desolate Dive, or 7 fireballs which deal 18 damage each at the start of Descending Dark.

Shape of Unn
When focusing, turns the Knight into a bat that can fly freely at a speed of 15 (18 with Quick Focus, 9 with Deep Focus, 12 with both), within a limited range of 6 units (5 with Quick Focus, 8 with Deep Focus, 7 with both).

Carefree Melody
When Carefree Melody negates damage, a ring of 8 Grimm spikes will spawn outwards from the location the negation occurred at, which deal 20 damage a hit.

Thorns of Agony
When paired with Carefree Melody, replaces the 8 Grimm spikes with 12 Nightmare King Grimm spikes which deal 30 damage a hit.

Grimmchild
Increases Grimmchild's enemy detection range by 50%. Every third shot Grimmchild fires will have a different effect, based on its distance from the target:
  • Close Range: Grimmchild fires a larger fireball, which explodes on impact into a Flame Pillar that deals 12 damage a hit.
  • Medium Range: Grimmchild fires 3 fireballs, or if Grimmchild is in Phase 4, it fires 5 fireballs in a pattern similar to Grimmkin Master.
  • Long Range: Grimmchild fires 4 fireballs that spiral outwards from its body, which each deal 18 damage a hit.

Sprintmaster
Using Crystal Heart will instead fire out a Grimmkin Novice, which will keep moving horizontally until it hits terrain, where it will leave behind a torch, and the torch on the Knight's back will ignite as an indicator. Using the ability again will teleport the Knight to the torch. Using the ability before the Novice hits terrain will teleport the Knight to its location.