Charms are small things on a cord that hang from your coat. Each one changes how something works: how you fish, grow crops, fight, get by or carry things. You can wear two at once. You tie them at the Charm Table, and you also find them on creatures, in chests and on your fishing line.
CONTENTS
Wearing charms
- Your pack has two charm pockets. A charm in either pocket is worn.
- The numbers of two charms add together. Two Fighter's Charms with Keen 8% and Keen 10% give Keen 18%.
- An effect that is simply on or off (such as Iron Gut) does nothing more for being on both charms.
- Two of the same creature charm give the effect once, not twice.
- Ward from both charms together stops at 75% less damage.
- Worn charms show as little pendants swinging from your coat.
The Charm Table
The Charm Table is a building piece. It costs 5 Wood, 2 Stone, 3 Any Grass, 2 Water Spirits and 1 Earth Spirit. E at it to tie charms. It has two pages: CHARMS (the five crafted charms) and CREATURE (the ten creature charms).
The table can be upgraded twice: to the Jeweller's Table, then the Enchanter's Table. Each upgrade makes charms take less (85%, then 70% of what they took) and come out finer: every number effect on a charm made there is 5% to 10% stronger at the Jeweller's Table and 10% to 15% stronger at the Enchanter's Table. See Table Upgrades.
Metals
Every charm comes in five metals: Bone, Bronze, Iron, Steel and Endurium. For the five crafted charms, the metal sets how many effects the charm rolls and how strong they are. For every charm, it sets the stat traits.
| Metal | Effects (crafted charms) | Each stat trait |
|---|---|---|
| Bone | 1 | +1% to +3% |
| Bronze | 1 (2 in 35% of charms) | +2% to +5% |
| Iron | 2 (1 in 25% of charms) | +3% to +7% |
| Steel | 2 (3 in 35% of charms) | +5% to +10% |
| Endurium | 3 (2 in 25% of charms) | +7% to +14% |
Stat traits
Every charm also rolls 0 to 5 stat traits, each on a different one of the eight stats (health, stamina, defense, attack, speed, jump, swim, endurance). Better metals tend to roll more of them. They add to your coat's stats the same way (see Raincoats). A charm with all 5 is called Storied, as in Storied Iron Fighter's Charm. At the Augmentation Table, new stat traits on a charm roll in its metal's range.
Crafted charms (the CHARMS page)
Each crafted charm rolls its effects from its own list, with no effect twice. The ranges below are for Bone, Bronze, Iron, Steel and Endurium in turn. Effects marked "rarer" come up less often than the rest.
Angler's Charm
Changes how your fishing pole works.
| Effect | What it does | Bone · Bronze · Iron · Steel · Endurium |
|---|---|---|
| Long Line | Your casts reach further | 10-18 · 18-28 · 26-38 · 34-48 · 42-58 |
| Quick Reel | You reel in faster | 15-25% · 23-37% · 31-49% · 39-61% · 47-73% |
| Hard Yank | Each yank hauls further | 25-45% · 37-63% · 49-81% · 61-99% · 73-117% |
| Lucky Water | Better odds of something good on the line | 10-20% · 16-30% · 22-40% · 28-50% · 34-60% |
| Lure of Steel | Weapons and tools come up more often | 60-100% · 90-150% · 120-200% · 150-250% · 180-300% |
| Lure of Oilcloth | Raincoats come up more often | 60-100% · 90-150% · 120-200% · 150-250% · 180-300% |
| Lure of Stone | Materials come up more often | 60-100% · 90-150% · 120-200% · 150-250% · 180-300% |
| Lure of Light | Spirits come up more often | 60-100% · 90-150% · 120-200% · 150-250% · 180-300% |
| Lure of Scales | Fish come up more often | 40-70% · 60-100% · 80-130% · 100-160% · 120-190% |
Gardener's Charm
Changes how you grow things.
| Effect | What it does | Bone · Bronze · Iron · Steel · Endurium |
|---|---|---|
| Bottomless (rarer) | A watering can you fill stays full until the next dawn | On or off |
| Green Thumb (rarer) | What you grow comes up one grade better | On or off |
| Thrift | A share of the seeds you sow aren't used up | 12-20% · 16-26% · 20-32% · 24-38% · 28-44% |
| Bramble Bed | Beds you till hurt night creatures standing on them, this much a second | 1-2 · 1-3 · 1-4 · 1-5 · 1-6 |
| Quickening | What you sow grows faster | 10-18% · 16-28% · 22-38% · 28-48% · 34-58% |
| Plenty | Chance of one more at every harvest | 15-30% · 23-42% · 31-54% · 39-66% · 47-78% |
| Easy Hands | Your hoe, can and sickle work faster | 15-25% · 21-35% · 27-45% · 33-55% · 39-65% |
Fighter's Charm
Changes how you fight.
| Effect | What it does | Bone · Bronze · Iron · Steel · Endurium |
|---|---|---|
| Fourth Blow (rarer) | Your weapon's combo gains a fourth blow: a second, heavier finisher | On or off |
| Whirling Way (rarer) | Every blow of your combo hits all the way around you, at slightly less damage | On or off |
| Overflow | Charges fill faster, spins and plunges reach further, and the parry's window lasts longer, all by this much | 12-20% · 17-28% · 22-36% · 27-44% · 32-52% |
| Last Light | Below 30% health you strike this much harder and swing faster | 30-45% · 42-63% · 54-81% · 66-99% · 78-117% |
| Bane | More damage to one kind of creature | 25-45% · 37-63% · 49-81% · 61-99% · 73-117% |
| Ward | Less damage from one kind of creature | 15-25% · 21-35% · 27-45% · 33-55% · 39-65% |
| Thirst | This share of the damage you deal heals you | 3-5% · 5-8% · 7-11% · 9-14% · 11-17% |
| Keen | This share of your blows deal 50% more damage | 6-10% · 9-15% · 12-20% · 15-25% · 18-30% |
Bane and Ward each pick one kind of creature when the charm is made: gnawlings, longlegs or the Hollow Stag.
Wanderer's Charm
Changes how you get by.
| Effect | What it does | Bone · Bronze · Iron · Steel · Endurium |
|---|---|---|
| Full Belly | For this long after eating, your stamina stays full | 60-120 s · 100-180 s · 140-240 s · 180-300 s · 220-360 s |
| Iron Gut | Poison does nothing to you | On or off |
| Clear Head | Nothing makes you queasy or haunted | On or off |
| Drowned Man's Stone (rarer) | You never run out of breath underwater | On or off |
| Hearthstone | In a house closed on every side (walls, floor and roof), health and stamina come back this share of their maximum a second | 0.3-0.5% · 0.5-0.7% · 0.6-0.9% · 0.8-1.1% · 0.9-1.3% |
| Charm of Light | The charm gives off light, this far | 12-20 · 18-30 · 24-40 · 30-50 · 36-60 |
Packer's Charm
Makes room on you. It always has Deep Pockets, which counts as one of its effects.
| Effect | What it does | Bone · Bronze · Iron · Steel · Endurium |
|---|---|---|
| Deep Pockets (always) | More pockets in your pack | +3 · +4 · +6 · +8 · +10 |
| Packed Tight | Your stacks hold more | 10-20% · 18-32% · 26-44% · 34-56% · 42-68% |
| Long Arms | Things lying about come to you from further off | 30-50% · 45-75% · 60-100% · 75-125% · 90-150% |
Costs
Every crafted charm takes a cord and its metal, plus its own part. Each also takes a few spirits, listed on its own page.
| Metal | Cord and metal |
|---|---|
| Bone | 3 Any Grass |
| Bronze | 2 Any Grass, 2 Bronze Ingot |
| Iron | 2 Any Grass, 2 Iron Ingot |
| Steel | 2 Any Grass, 2 Steel Ingot |
| Endurium | 2 Any Grass, 1 Iron Ingot, 1 Endurium Ingot |
| Charm | Its part (every metal) |
|---|---|
| Angler's | 3 Fishbones |
| Gardener's | 3 Grass, 1 Blue Flower |
| Fighter's | 2 Any Tooth |
| Wanderer's | 2 Stone, 1 Feathers |
| Packer's | 2 Hide (Bone) or 2 Leather (Bronze up) |
Creature charms (the CREATURE page)
A creature charm is a part of a creature on a cord. Its effect is fixed, always there, and the same at every metal. The metal only changes the cord's look and the range of its stat traits (0 to 5 of them, as above).
| Charm | Part | Always |
|---|---|---|
| Yeti Tusk | Yeti Tusk from the Yeti | Your blows knock things back 50% further (not bosses) |
| Wyvern Talon | Wyvern Talon from the Crag Wyvern | Plunges do 25% more damage |
| Werewolf Fang | Werewolf Fang from the Werewolf | 15% more damage at night |
| Raker Talon | Raker Talon from the Raker | Running attacks do 20% more damage |
| Gnawmother Fang | Gnawmother Fang from the Gnawmother | Your companion does 20% more damage |
| Grave Knight's Sigil | Grave Knight's Sigil from the Grave Knight | Guarding costs 25% less stamina |
| Gargoyle Shard | Gargoyle Shard from the Gargoyle | 20% less damage taken while standing still |
| Chupacabra Quill | Chupacabra Quill from the Chupacabra | Dodges cost 20% less stamina |
| Bat Wing | Bat Wing from the Flitterbats | Your light reaches 25% further |
| Rime Feather | Rime Feather from the Rime Owl | Jumps go 20% further |
Costs
Each creature charm takes 1 of its part, plus:
| Metal | Also takes |
|---|---|
| Bone | 3 Any Grass |
| Bronze | 2 Any Grass, 3 Copper Ore |
| Iron | 2 Any Grass, 3 Iron Ore |
| Steel | 2 Any Grass, 3 Iron Ore, 1 Any Big Bone |
| Endurium | 2 Any Grass, 1 Iron Ore, 2 Endurium |
Finding charms
- Some night creatures drop a crafted charm now and then: a gnawling 3% of the time, longlegs 7%, and the Hollow Stag 60%.
- Chests can hold charms.
- Charms can come up on a fishing line, tangled in weed.
A charm that is found is rolled just like one you make.
Legendary charms
Legendary charms are gifts of friendship from tenants. They have fixed effects, can't be made at the Charm Table, and are worn in the same two pockets.
Tips
- A Packer's Charm is worth wearing early: even a Bone one gives 3 more pockets.
- Pair a Fighter's Charm with a creature charm that fits your weapon: the Raker Talon for running attacks, the Wyvern Talon for plunges.
- The Gargoyle Shard suits a player who stands and parries; the Chupacabra Quill suits one who dodges.
- Swap to an Angler's or Gardener's Charm at home, and back to fighting charms before you set out.
- Charms you no longer want can go in The Grinder.