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Charms & notches

The signature loadout system. ~45 charms, each with a notch cost from 1 to 5. The Knight has a notch budget that grows from 3 to 11 over the game. Pick which charms fit. Most builds carry 4–6.

Hollow Knight Charms screen — 3 equipped charms (top-left), notch row showing 5 of 11 used, full grid of ~45 charms below, Longnail tooltip on the right reading "Increases the range of the bearer's nail, allowing them to strike foes from further away"The Charms screen — the canonical Hollow Knight loadout shot. Top-left: 3 equipped charms (visible icons). Below: the notch row with 5 of 11 notches in use. Bottom: the full charm grid (~45 of them). Right: the selected charm's tooltip — Longnail costs 2 notches, "Increases the range of the bearer's nail, allowing them to strike foes from further away." Source: Game UI Database.

The notch budget

NotchesWhenHow
3Game startDefault
+1Salubra (4 charms collected → +1 notch)Buy from Salubra
+1Salubra (10, 18, 25, 40 charms → +1 notch each)Same vendor
+1Hidden notches (Grimm Troupe quests, Salubra blessing, etc.)Various
11 maxLate gameAll sources combined

The budget grows over the game, but slowly enough that you're always making real cuts. A 5-notch Quick Slash eats almost half your early budget; equipping it forecloses 4–5 small charms.

Charm cost as the budget axis

Each charm has a notch cost:

  • 1-notch: Cheap utility charms (Wayward Compass, Steady Body, Mark of Pride). Slot multiple.
  • 2–3 notch: Most major charms. The bulk of build choices live here.
  • 4–5 notch: Build-defining or expensive offense (Shaman Stone, Quick Slash, Joni's Blessing, Soul Eater).

So a typical build at 11 notches is one expensive charm + 3–4 cheap ones OR two mid-cost charms + 2 cheap. Different ratios produce visibly different playstyles.

This is loadout-as-budget in its purest numeric form — no spatial tetris (Sparklite), no draw-from-deck combinatorial (Spire), no polarity-matching (Warframe). Just N notches, items have integer costs, fit what you can.

Bonus-with-drawback charms — the build-defining commits

Several charms have explicit drawbacks; these are the ones that define identity-builds:

CharmBonusDrawback
Joni's BlessingReplaces blue Lifeblood masks with white permanent ones; +40% max HPCannot heal with Soul (no Focus possible)
Defender's CrestSpawns smell cloud that damages enemies in radiusNPCs comment that you smell terrible; some characters react to it
Glowing WombSpawns Hatchlings to fight for you, costs Soul over timeSoul drain means less Focus available
GrubsongGain Soul when you take damageOnly useful if you take damage — it's an explicit "tank" commitment
Heavy BlowKnockback enemies further with nailPushes them out of follow-up attack range
Fragile Heart / Strength / Greed+HP, +damage, +Geo earnedShatter on death — you must pay 200/350/450 Geo to repair them

Joni's Blessing is the canonical case: trade your healing system entirely for a 40% HP boost. Builds with Joni's are pure-aggression — you can't recover, so you must not get hit. Anti-Joni's builds use Soul Eater + Quick Focus to heal often. Different playstyles, not different power levels.

This is structural bonus-with-drawback — the trade is the design.

Overcharming — the opt-in extension

If you have more charms equipped than you have notches for (overcharming), you can confirm overcharm by holding the equip button. Overcharmed:

  • All your charms work normally.
  • You take double damage until you remove charms.

So overcharming is another bonus-with-drawback layer: cram the build you want now, accept the damage penalty. Most challenging-content runners overcharm aggressively because boss fights with 1 extra charm > boss fights without it, even at 2× damage taken.

The game doesn't require this. It's available as a player skill flex.

Inventory context

Hollow Knight inventory screen — Geo counter (2157), Pale Ore (17), spell row (Vengeful Spirit, Shade Soul-style, Howling Wraiths), Mask Shards icon, Vessel Fragments, Shade Cloak description on the right reading "Cloak formed from the substance of the Abyss. Allows the wearer to dash through enemies and their attacks without taking damage"The inventory shows the Knight's other progression axes — Geo currency (2157), Pale Ore (17, used to upgrade the Nail), the spells row (Vengeful Spirit, etc.), Mask Shards (4 = +1 max HP at the Mask Maker), Vessel Fragments (3 = +1 Soul vessel). Each is a separate progression axis layered on top of the Charm system. Source: Game UI Database.

This is also nested-progression-graph territory — Charms aren't the only build axis, just the most visible. Mask Shards (HP), Vessel Fragments (Soul capacity), Pale Ore (Nail damage upgrades), and Spells (3 main + their stronger variants) all stack independently.

What this teaches

  • A simple integer-budget loadout can carry an entire metroidvania's build identity. No need for grid-tetris or polarity-matching; just costs that don't fit.
  • Charm-style drawbacks define playstyles, not power tiers. Joni's Blessing isn't better than Soul Eater; they're different. Build identity > stat-stacking.
  • Overcharming as opt-in friction is elegant. It lets the player break the budget at a known cost, instead of telling them no.
  • Layer multiple budgets with different scopes. Charms (resettable per session), Mask Shards (permanent HP), Pale Ore (permanent Nail) — each has different commitment timescales. Nested.

Patterns this exemplifies

  • loadout-as-budget — pure numeric notch budget, the minimalist version of the pattern.
  • bonus-with-drawback — Joni's Blessing, Defender's Crest, Fragile family, overcharming. Several at once.
  • opportunity-cost-loadout — every charm slotted is a charm not slotted. Builds commit; you don't carry one of everything.

Released under the MIT License.