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Overview
Charms are equippable items specific to Koo in Beast of Reincarnation. Where Emma customises her combat profile through Spirit Stones, Koo customises his through Charms. Each Charm provides a unique passive bonus that affects Koo's behaviour, abilities, or the effects of his Bloom Arts. Charms are found through exploration rather than purchased or crafted, rewarding players who investigate the game's environments thoroughly.
Role in Customization
Beast of Reincarnation uses a three-layer customization system. Skill Trees set the broad direction of a build. Spirit Stones (for Emma) and Charms (for Koo) provide the fine-tuning layer, modifying specific stats and behaviours. Bloom Arts mods add a third dimension by altering individual ability effects. Together, these three layers create a build-crafting system where no two players' setups will be identical.
Charms occupy the same strategic role for Koo that Spirit Stones fill for Emma, with one important difference: Koo wears exactly one charm at a time. Where Emma composes a loadout across several sockets, Koo's charm is a single choice, swapped from his equipment tab in the pause menu.
The Fifteen Charms
The roster is five stat lines in three tiers each, marked with a numeral. The tier sets the size of the stat boost, and it is a large jump rather than a marginal one at the top end.
Charm | Tier I | Tier II | Tier III |
|---|---|---|---|
HP Charm | Max HP +20% | Max HP +40% | Max HP +70% |
ATK Charm | Attack +3% | Attack +5% | Attack +7% |
DEF Charm | Defense +20% | Defense +40% | Defense +70% |
Skill Charm | Skill Power +10% | Skill Power +15% | Skill Power +20% |
Critical Charm | Critical Rate +3% | Critical Rate +5% | Critical Rate +8% |
Secondary Effects
The stat boost is only half of what a charm is. Each one also rolls a secondary effect, and two charms of the same name and tier can carry different ones, which is the reason to keep duplicates rather than treat the roster as fifteen items.
Effect | What It Does |
|---|---|
Corrode | Koo's normal attacks inflict corrosion and raise its build-up |
Poison | Normal attacks inflict poison and raise its build-up |
Drain | Koo recovers HP equal to a share of the damage he deals |
Crit Blast | An enemy killed by one of Koo's critical hits explodes |
Extra Hit, Follow-Up | Adds an additional strike or a follow-up attack |
Burn, Lightning, Shock, Oil, Drench, Storm | Attach an elemental effect or set up a secondary reaction |
Lucky, Experience | Raise Amber or experience gain |
Crit Boost, Critical, Crit Regen, Perfect Dodge, Entangle, Puppet | Modify critical behaviour, dodge windows or the Entanglement economy |
As of mid-August 2026 there is no way to sell, scrap or drop an unwanted charm, so duplicates accumulate in the inventory. Guide material treats that as a gap rather than a design decision, and it may not survive a later patch.
Charms Versus Spirit Stones
Layer | Charms (Koo) | |
|---|---|---|
Carrier | Koo wears Charms as his equipment-customization slot. | Emma slots Spirit Stones into her armor, with the slot count set by the armor piece rather than by a tier. |
Trigger style | Passive bonuses that shape how Koo moves, casts, or amplifies a command from Emma. | Effects keyed to successful Parry System timing, with multiple stones compounding when parries chain together. |
Acquisition | Found through exploration. Off-path zones, ruined structures, and side-pocket geometry around the main route are the main hiding places. | Found and upgraded through exploration as well, with category-specific stones (HP, Attack, Defense, Skill Power, Critical Rate) layered onto the same armour piece. |
Build identity | Shapes the dog half of the duo. A defensive Charm set turns Koo into a survival anchor; an aggressive set turns him into a forward damage extension of Emma's combo loop. | Shapes the sword half of the duo. Stone choice locks in whether a parry rewards burst damage, sustain, or pressure on the enemy. |
Discovery Through Exploration
Charms are scattered throughout the game's districts and zones, hidden in locations that reward careful exploration. The world is structured as a linear journey from the countryside toward the Capital, but each zone offers room for side exploration using Plant Abilities like vine grapples and wall climbing. Charms serve as one of the primary rewards for going off the main path and investigating optional areas.
A player who rushes through the main story will have access to fewer Charms, and therefore fewer customization options for Koo. Players who take time to explore will find more Charms, enabling more specialized and powerful builds. The system incentivizes thorough exploration without gating story progression behind it.
Confirmed Cosmetic Charms
A small number of named cosmetic items shipped as edition bonuses, separate from the gameplay charms above.
Item | Source | Notes |
|---|---|---|
Brown Shiba Skin (for Koo) | Pre-order bonus across all editions. | Cosmetic skin that re-colours Koo. Bundled with an Amber stipend in the same pre-order package. |
Black Shiba Skin (for Koo) | Deluxe Edition. | Additional cosmetic skin available only in the Deluxe SKU. |
Oni's Hat | Deluxe Edition. | Cosmetic head accessory listed alongside the Deluxe skin set. |
See Editions and Pre-Order Bonuses for the full per-SKU breakdown of cosmetic bonuses.
Build Pairings
Aggressive parry loop. Spirit Stones tuned for critical-rate compounding pair with Charms that amplify Koo's offensive Bloom Arts, so a parry both spikes Emma's damage and accelerates Koo's next command.
Defensive sustain. Defensive Spirit Stones pair with Charms that lean Koo toward support behaviours, smoothing out the exchange of damage in extended fights.
Ranged pivot. A long-range build leaning on bow and crossbow leans on Charms that keep Koo useful while Emma is at distance, since Spirit Stone parry triggers fire less often outside katana range.