
Straight Pin
Light throwing tool designed for rapid attacks.
Act 1 • The Marrow
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Light throwing tool designed for rapid attacks.
Act 1 • The Marrow
Flat, layered pin thrown as a set.
Act 2 • Greymoor
Lethal trap of tightly bound blades; pierces enemies who step on it.
Act 3 • Deep Docks
Vendor: Forge Daughter
Cost: 140 Rosaries • 1 Craftmetal
Arched sharpbone used to bring down flying prey.
Act 2 • Hunter's March
Vendor: Mottled Skarr
Cost: 140 Rosaries
Weighted pin and haft formed to pierce tough shells.
Act 2 • Pilgrim's Rest
Vendor: Mort
Cost: 160 Rosaries
Scatter short pins on the ground to harm stepping enemies.
Act 1 • Sinner's Road
Radial sharpbone for skilled hunters against dangerous prey.
Act 2 • Far Fields
Hardened throwing ring that rebounds between enemies and surfaces.
Act 2 • Bellhart
Vendor: Shakra
Explosive pouch that detonates on impact.
Act 2 • Greymoor
Slow, slug-like projectile repaired by Forge Daughter. Moderate damage with generous ammo for sustained routes.
Act 2 • Deep Docks
Vendor: Forge Daughter
Spinning conch blade thrown forward and back.
Act 2 • Far Fields
Downward spinning drill attack dealing piercing damage (~25-35 base) to enemies below while providing platforming utility.
Act 1 • Underworks
Deploy a wire snare that roots targets.
Act 2 • Bilewater
Temporarily super-heats the Needle—slashes ignite and deal +50% damage. Fire-imbued melee enhancement.
Act 2 • Deep Docks
Fires a burst at the cost of Rosaries.
Act 3 • Deep Docks
Extended claw for longer reach strikes. Increases Needle attack range by 20-30% for safer combat positioning.
Act 2 • Putrefied Ducts
Vendor: Huntress
Summons flying cogwork companions that automatically seek and attack nearby enemies (~20-30 damage + poison DoT).
Act 2 • High Halls
Charged filament that zaps nearby enemies.
Act 3 • Voltnest
Reveals threats and weak points; subtle warding effect.
Act 2 • Far Fields
Vendor: Frey
Cost: 220 Rosaries
Companion set of eyes heightening awareness.
Act 2 • Far Fields
Bell that radiates heat, warding minor threats.
Act 2 • Blasted Steps
Shields against one critical/lethal hit, then shatters. Provides +1 Mask Shard equivalent in health but breaks after one critical hit, requiring bench repair to restore.
Act 1 • Hunter's March
Vendor: Mottled Skarr
Provides a one-hit shield during Bind healing animation. Prevents damage and knocks back enemies in the wild, though the heal is still interrupted and silk is consumed.
Act 1 • Far Fields
Stores multiple Bind charges for quicker recovery.
Act 2 • Weavers’ Nook
Reserve of silk for emergency binds.
Act 2 • Verdant Hall
Improves bind efficiency; wastes less silk.
Act 2 • Verdant Hall
Vendor: Herbalist
Cost: 260 Rosaries
Repels Muckmaggots, preventing Silk drain in Bilewater areas. Provides timed protection (~10 seconds) then breaks, requiring bench repair to reuse.
Act 1 • Putrified Ducts
Hardened barrier to block incoming attacks.
Act 3 • Cathedral
Powerful mending weave; faster binding at a cost.
Act 3 • Cathedral
Phial for instant minor recovery.
Act 2 • Shellwood
Brew that slowly restores vitality.
Act 2 • Greymoor
Advanced phial infused with volatile essence.
Act 3 • High Halls
Marks your position on the map and reduces wayfinding time.
Act 1 • Shellwood
Vendor: Shakra
Cost: 80 Rosaries
Pulls pickups from further away.
Act 2 • Far Fields
Vendor: Mort
Cost: 120 Rosaries
Retains more Rosaries after defeat.
Act 2 • Far Fields
Vendor: Mort
Cost: 180 Rosaries
Lucky dice; modest boost to resource yields.
Act 2 • Far Fields
Extra storage for materials and trinkets.
Act 2 • Weavers' Nook
Vendor: Weaver
Cost: 160 Rosaries
Marks important NPCs and locations on the map.
Act 1 • Underworks
Vendor: Tinkerer
Cost: 60 Rosaries
Pendant that glows near secrets.
Act 2 • Greymoor
Lantern improves visibility and reveals routes.
Act 1 • Underworks
Vendor: Tinkerer
Cost: 220 Rosaries
Faster tool use and recovery.
Act 2 • Spireworks
Enhanced climbing grip for tougher routes.
Act 2 • Greymoor
Light anklets that increase sprint speed.
Act 2 • Far Fields
Expands and strengthens the effects of your Needolin tool, increasing its range and making it easier to trigger interactions with NPCs. Perfect for exploration and puzzle-solving.
Act 2 • Songclave
Vendor: Jubilana
Cost: 320 Rosaries
Improves recoil/retreat control to reposition.
Act 2 • Shellwood
Barbed bracer adds chip damage on contact.
Act 2 • Weavers’ Nook
Increases poise; reduces knockback.
Act 2 • Cathedral
Reveals hidden paths or past echoes.
Act 3 • Choral Chambers
Crystallized memory used to attune certain devices.
Act 3 • Memorium
Increases Rosary drops by ~60% but causes you to lose 15-20% of current Rosaries when taking damage. Perfect for skilled farmers seeking maximum efficiency.
Act 1 • Blasted Steps
Vendor: Grindle
Cost: 350 Rosaries
Accelerates passive Silk regeneration by +20-50% and adds +1 Silk Heart equivalent. Found in Weavenest Atla hidden area after defeating Moss Mothers.
Act 1 • Weavenest Atla
Increases maximum Silk capacity by +3 segments. Stacks with Spool Fragments to reach important thresholds like two consecutive binds.
Act 2 • Songclave
Vendor: Jubilana
Cost: 720 Rosaries
A set of mirrors enabling echo-based navigation.
Act 3 • Choral Chambers
At full health, Silk Skills cost 3 instead of 4 (25% savings). Lose the effect when you take damage; it returns when fully healed.
Act 1 • The Marrow → Greymoor
Vendor: Grishkin (Flea Caravan)
Regenerates silk slightly faster.
Act 2 • Weavers’ Nook
Vendor: Weaver
Cost: 200 Rosaries
Top picks for different playstyles and situations.
Straight Pin
Longclaw
Wreath of Purity