Hogwarts Legacy: Charms Class Walkthrough
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Learn about Charms Class in Hogwarts Legacy. This includes a walkthrough chart for Charms Class, rewards, summoning matches, unlockables, and strategy points.
Tutorial | Defense Against the Dark Arts Class |
Charms Class Walkthrough Chart
Charms Class Walkthrough Steps | |
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1 | Go to the Charms Classroom and start the quest |
2 | Learn Accio |
3 | Practice summoning matches with Accio |
4 | Clear the Summoner's Court |
Go to the Charms Classroom and start the quest
To start the Charms Class quest, examine the glowing ring at the entrance of Professor Ronen's classroom. To reach the classroom, go from the Central Hall to the shortcut at the Defense Against the Dark Arts Tower and enter the Astronomy Tower. Climb the stairs to the top floor.
Use the compass if you get lost
If you don't know the way to the classroom, select "Charms Class" from the quest in the Field Guide and use the magic compass. A beam of light will appear and guide you to your destination.
Learn Accio
While starting the quest and watching the cutscene, the spell-learning minigame will begin. Trace the trajectory of the spell just like in the tutorial and learn the summoning spell "Accio".
Tutorial Walkthrough Chart |
List of Magic Acquisition Methods and Effects |
Practice with Accio
Once you have mastered "Accio," you will move on to more lessons and start a mini-game called "Summoner's Court." Since there's no opponent for the first three shots, try casting "Accio" to see how the ball behaves.
Hold down the button to raise your wand and select the spell
To cast "Accio," hold down the same button or key as the Basic Cast to raise your wand. Keep the ball you want to move in the center by manipulating the camera. While holding your wand, continue pressing the assigned button or key to cast "Accio."
Effects and Unlocking Conditions of Accio |
Clearing the Summoner's Court
After the practice, a showdown with your classmate Natsai Onai will begin, and when the second match is over, the quest will be cleared. Whether you win or lose, the quest reward will not change, so if you just want to progress the story, it's okay to lose.
Classroom conversations will vary depending on the outcome
The conversation with Natsai and Professor Ronen in the classroom will change slightly depending on the result of the second match. If you're curious about their reactions, try aiming for victory in the Summoner's Court.
Tips for Winning in the Summoner's Court
Dispel the spell near the start of the yellow area
To aim for 50 points in the Summoner's Court, it's recommended to dispel the "Accio" spell around the area where the ball enters the yellow area. The ball stops around the middle of the blue are so if there are no obstacles, you can consistently score 50 points.
Effects and Release Conditions of Accio |
Aim for 50 points while obstructing the opponent in the first match
Natsai, who will be your opponent in the first match, is a formidable enemy who consistently scores 50 or 30 points. To win, either aim for 50 points with all three balls or move your ball towards the opponent's ball that has entered the 50-point area and try to knock it out of bounds to obstruct them.
Cast until collision for easier knockouts
If you want to move your own ball to a specific position or knock out the opponent's ball that has stopped at 50 points, cast "Accio" for a longer time until the balls collide. The balls are quite heavy, and if you release the "Accio" spell before the collision, you won't have enough force to knock them out.
Effects and Release Conditions of Accio |
Avoid the wooden crates in the second match
In the second match, there will be two wooden crates moving left and right. If the ball collides with the crates, its momentum weakens and its trajectory is ruined. Therefore, try to cast "Accio" and time it when the ball won't collide with the crates. Other than avoiding the crates, you can approach the match in the same way as the first one.
Effects and Release Conditions of Accio |
Load Auto Save if Failed
Once the first match begins, an auto save is created. If you're not satisfied with the outcome of the match, you can load the auto save after the match ends and start again from the beginning.
Summoned Match: Conditions for the First Match |
Tutorial | Defense Against Dark Arts Class |
The Room of Requirement | |
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The Hunt for the Missing Pages | Scrope's Last Hope |
Ollivander's Heirloom | Prisoner of Love |
Jackdaw's Rest | Flying Class |
Room of Requirement | In the Shadow of the Undercroft |
Until the 1st Trial | |
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The Map Chamber | Percival Rackham's Trial |
Until the 3rd Trial | |
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Fire and Vice | It's All Gobbledegook |
In the Shadow of the Mine | The Headmistress Speaks |
The Polyjuice Plot | Niamh Fitzgerald's Trial |
Until the 4th Trial | |
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In the Shadow of the Mountain | Lodgok's Loyalty |
San Bakar's Trial |
Until the Final Boss | |
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Wand Mastery | The Final Repository |
How to Defeat the Final Boss |
Post-Game Quests and Ending | |
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Clear Time and Recommended Level | Summary of Post-Game Quests |
Endings | Second Playthrough or New Game+ |
The House Cup |