Charms

GUIDEGEAR

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
  1. Wearing charms
  2. The Charm Table
  3. Metals
  4. Crafted charms (the CHARMS page)
  5. Creature charms (the CREATURE page)
  6. Finding charms
  7. Legendary charms
  8. Tips

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.

MetalEffects (crafted charms)Each stat trait
Bone1+1% to +3%
Bronze1 (2 in 35% of charms)+2% to +5%
Iron2 (1 in 25% of charms)+3% to +7%
Steel2 (3 in 35% of charms)+5% to +10%
Endurium3 (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.

EffectWhat it doesBone · Bronze · Iron · Steel · Endurium
Long LineYour casts reach further10-18 · 18-28 · 26-38 · 34-48 · 42-58
Quick ReelYou reel in faster15-25% · 23-37% · 31-49% · 39-61% · 47-73%
Hard YankEach yank hauls further25-45% · 37-63% · 49-81% · 61-99% · 73-117%
Lucky WaterBetter odds of something good on the line10-20% · 16-30% · 22-40% · 28-50% · 34-60%
Lure of SteelWeapons and tools come up more often60-100% · 90-150% · 120-200% · 150-250% · 180-300%
Lure of OilclothRaincoats come up more often60-100% · 90-150% · 120-200% · 150-250% · 180-300%
Lure of StoneMaterials come up more often60-100% · 90-150% · 120-200% · 150-250% · 180-300%
Lure of LightSpirits come up more often60-100% · 90-150% · 120-200% · 150-250% · 180-300%
Lure of ScalesFish come up more often40-70% · 60-100% · 80-130% · 100-160% · 120-190%

Gardener's Charm

Changes how you grow things.

EffectWhat it doesBone · Bronze · Iron · Steel · Endurium
Bottomless (rarer)A watering can you fill stays full until the next dawnOn or off
Green Thumb (rarer)What you grow comes up one grade betterOn or off
ThriftA share of the seeds you sow aren't used up12-20% · 16-26% · 20-32% · 24-38% · 28-44%
Bramble BedBeds you till hurt night creatures standing on them, this much a second1-2 · 1-3 · 1-4 · 1-5 · 1-6
QuickeningWhat you sow grows faster10-18% · 16-28% · 22-38% · 28-48% · 34-58%
PlentyChance of one more at every harvest15-30% · 23-42% · 31-54% · 39-66% · 47-78%
Easy HandsYour hoe, can and sickle work faster15-25% · 21-35% · 27-45% · 33-55% · 39-65%

Fighter's Charm

Changes how you fight.

EffectWhat it doesBone · Bronze · Iron · Steel · Endurium
Fourth Blow (rarer)Your weapon's combo gains a fourth blow: a second, heavier finisherOn or off
Whirling Way (rarer)Every blow of your combo hits all the way around you, at slightly less damageOn or off
OverflowCharges fill faster, spins and plunges reach further, and the parry's window lasts longer, all by this much12-20% · 17-28% · 22-36% · 27-44% · 32-52%
Last LightBelow 30% health you strike this much harder and swing faster30-45% · 42-63% · 54-81% · 66-99% · 78-117%
BaneMore damage to one kind of creature25-45% · 37-63% · 49-81% · 61-99% · 73-117%
WardLess damage from one kind of creature15-25% · 21-35% · 27-45% · 33-55% · 39-65%
ThirstThis share of the damage you deal heals you3-5% · 5-8% · 7-11% · 9-14% · 11-17%
KeenThis share of your blows deal 50% more damage6-10% · 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.

EffectWhat it doesBone · Bronze · Iron · Steel · Endurium
Full BellyFor this long after eating, your stamina stays full60-120 s · 100-180 s · 140-240 s · 180-300 s · 220-360 s
Iron GutPoison does nothing to youOn or off
Clear HeadNothing makes you queasy or hauntedOn or off
Drowned Man's Stone (rarer)You never run out of breath underwaterOn or off
HearthstoneIn a house closed on every side (walls, floor and roof), health and stamina come back this share of their maximum a second0.3-0.5% · 0.5-0.7% · 0.6-0.9% · 0.8-1.1% · 0.9-1.3%
Charm of LightThe charm gives off light, this far12-20 · 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.

EffectWhat it doesBone · Bronze · Iron · Steel · Endurium
Deep Pockets (always)More pockets in your pack+3 · +4 · +6 · +8 · +10
Packed TightYour stacks hold more10-20% · 18-32% · 26-44% · 34-56% · 42-68%
Long ArmsThings lying about come to you from further off30-50% · 45-75% · 60-100% · 75-125% · 90-150%
Taking off a Packer's Charm takes away its pockets and stack room. Anything that no longer fits is set down at your feet; nothing is lost.

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.

MetalCord and metal
Bone3 Any Grass
Bronze2 Any Grass, 2 Bronze Ingot
Iron2 Any Grass, 2 Iron Ingot
Steel2 Any Grass, 2 Steel Ingot
Endurium2 Any Grass, 1 Iron Ingot, 1 Endurium Ingot
CharmIts part (every metal)
Angler's3 Fishbones
Gardener's3 Grass, 1 Blue Flower
Fighter's2 Any Tooth
Wanderer's2 Stone, 1 Feathers
Packer's2 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).

CharmPartAlways
Yeti TuskYeti Tusk from the YetiYour blows knock things back 50% further (not bosses)
Wyvern TalonWyvern Talon from the Crag WyvernPlunges do 25% more damage
Werewolf FangWerewolf Fang from the Werewolf15% more damage at night
Raker TalonRaker Talon from the RakerRunning attacks do 20% more damage
Gnawmother FangGnawmother Fang from the GnawmotherYour companion does 20% more damage
Grave Knight's SigilGrave Knight's Sigil from the Grave KnightGuarding costs 25% less stamina
Gargoyle ShardGargoyle Shard from the Gargoyle20% less damage taken while standing still
Chupacabra QuillChupacabra Quill from the ChupacabraDodges cost 20% less stamina
Bat WingBat Wing from the FlitterbatsYour light reaches 25% further
Rime FeatherRime Feather from the Rime OwlJumps go 20% further

Costs

Each creature charm takes 1 of its part, plus:

MetalAlso takes
Bone3 Any Grass
Bronze2 Any Grass, 3 Copper Ore
Iron2 Any Grass, 3 Iron Ore
Steel2 Any Grass, 3 Iron Ore, 1 Any Big Bone
Endurium2 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.
In online play the other Wanderers see your worn charms swinging from your coat. Your creature charms' extra damage and the Yeti Tusk's knockback are worked out in your own game and sent with your blow, so they count in full on creatures another player's game runs. Defensive effects, such as the Gargoyle Shard, work in your own game on every blow that lands on you.

See also