Mod:Nightmare Spark
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
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). | |
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. | |
Decreases the cooldown time for the flame trail from 1.75s to 1s. | |
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. | |
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). | |
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. | |
When paired with Carefree Melody, replaces the 8 Grimm spikes with 12 Nightmare King Grimm spikes which deal 30 damage a hit. | |
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:
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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. |