Rosaries 101 — Patch‑Adjusted Prices, Best Uses, and Safe Stashes

Rosaries 101 — Patch‑Adjusted Prices, Best Uses, and Safe Stashes
Post‑patch rosary budgeting: what got cheaper, what to unlock first, and how to “bank” beads with strings/necklaces so boss runs don’t wipe your wallet. (Image credit: Team Cherry)

How to spend less and keep more in Pharloom’s economy after Patch 1 (v1.0.28470)


Silksong loves two things: elegant platforming and making you sweat about your wallet. Rosary beads are everywhere and worth everything—benches, bells, maps, tools—and for the first week of launch they felt tight. Team Cherry’s first patch eased that squeeze a bit, but you’ll still want a plan. This guide breaks down what changed, where to spend first, and how to stash beads safely so a bad run doesn’t bankrupt your pilgrimage.


What changed in Patch 1 (at a glance)

Team Cherry’s first post‑launch update (v1.0.28470) focused on smoothing the early game and lightening the mid‑game economy. Highlights relevant to your rosary strategy:

  • “Slight reduction” to mid‑game Bellway and Bell Bench prices.
  • Slight increase in rosary payouts from relics and psalm cylinders (sellables/turn‑ins).
  • Small difficulty trims on a couple of early bosses and a few bugfixes/QoL bits.

The changes don’t rewrite the economy, but they do make building out your fast‑travel network and resting spots more attainable once you’re beyond Act 1.


Rosary basics (and why you feel poor)

  • Rosaries are Silksong’s currency. You trade them for map tools, tolls, benches, keys, etc. On death, you drop your beads and leave a silk cocoon. Break the cocoon to reclaim them—just like Hollow Knight’s shade, but faster.
  • Denominations exist. You’ll see single beads and higher‑value beads (shell/pearl) that add up faster as you progress.
  • Strings/Necklaces are your “bank.” You can convert loose beads into Rosary Strings or Rosary Necklaces—consumables that don’t drop on death and can be cracked later to “withdraw” a fixed amount.
    • Typical conversions you’ll find early: 80→60 (String) and 140→120 (Necklace). Think of it as paying ~25% or ~14% “fees” to secure your cash. You’ll also find heavier necklaces later.

Takeaway: You only permanently lose rosaries if you die before reclaiming the cocoon. Strings/necklaces are insurance for risky excursions and boss runs.


Patch‑adjusted prices: benches, bells, and what they actually cost

Bellways (fast travel)

  • Unlock cost: 50 rosaries per Bellway station. Unlock two and you can ride the Bell Beast between them. Patching didn’t change the early unlock price, but made mid‑game bell tolls a touch gentler overall.

Ventrica (the tube system)

  • Mid‑game you’ll meet Ventrica lifts/tubes that connect hubs (e.g., Grand Bellway ⇄ Terminus). Expect costs like 80 rosaries to activate certain links—useful for banking runs and for moving farmed beads safely.

Benches (and the “Bell Benches”)

  • Many benches are free; toll benches require beads to activate (and sometimes to “unstick”). Examples you’ll actually see:
    • 30 for early Deep Docks bench activation.
    • 60 for the Sinner’s Road bench (and a small puzzle to make it usable).
    • 80 for an early “don’t pay this yet” bench near Shakra—save that money for maps (see priorities below).
  • The patch slightly reduced some mid‑game Bell Bench prices, but Team Cherry did not publish new per‑bench numbers; the relief is noticeable but not dramatic—plan your routes accordingly.

Tip: Ring‑to‑rest “Bell Benches” show up often. If one looks suspicious or newly expensive, scout a few screens—there’s frequently a cheaper/free alternative or a lever that unlocks a shortcut to make the toll worth it. Articles on Hunter’s March and Sinner’s Road benches explain the trickery (and how to fix it).


What to buy first (Act 1 priorities)

Silksong’s world opens up fastest when you can actually read your map. Buy out Shakra, the yodeling cartographer you meet early in The Marrow, in roughly this order:

  1. Map of The Marrow — 50
  2. Map of Mosslands (aka Moss Grotto) — 50
  3. Compass — 70 (lets you see yourself on the map; equip at a bench)
  4. Quill — 50 (draws in explored rooms)
  5. Bench Pins — 60 (reveals found/rest spots)
  6. Shell Marker — 40 (optional early)

Total: ~320 rosaries. It stings now, but this pays you back in time saved and death avoided all game long.

Why not spend on benches first? Early on, a poor bench choice can drain 60–80 beads you needed for Shakra. One Polygon guide even advises skipping an 80‑bead bench right next to Shakra and buying the map kit instead. Smart call.


Mid‑game unlocks: where beads go next

After Shakra, your next big sinks are mobility and logistics:

  • Bellways: keep unlocking the 50‑bead stations as you push into new biomes. The ability to warp back to town to cash bead strings/necklaces or to a nearby bench before a boss saves real money.
  • Ventrica links: opening strategic tubes (e.g., Grand Bellway⇄Terminus) turns scary gauntlets into single‑screen errands. The ~80‑bead links you’ll see in Choral Chambers are worth it—especially if you’re farming there (see below).
  • Keys/quests: A handful of wishes and keys unlock vendors and upgrades that lead to bigger income (e.g., Pale Oil routes, silk crafting). Prices vary—prioritize anything that expands movement or lets you recover faster between attempts.

Banking your beads: Strings vs. Necklaces

How conversions work

  • Rosary String — costs 80 to create; crack to get 60 back later (~25% fee). Common, available early (e.g., Bone Bottom shop). Cap of 20 in your inventory.
  • Rosary Necklace — costs 140 to create; crack for 120 (~14% fee, far more efficient). You’ll also find necklaces as rewards/loot without paying the fee. Cap of 20. Heavier necklaces (e.g., 220, 340) appear later.

When to string, when to spend

  • Going into a new, nasty biome or a boss run with >150 beads in pocket? Convert enough loose beads to two Strings (120 secured) or one Necklace (120 secured) so a double‑death doesn’t zero you out.
  • Traveling between towns/benches with hazards on both sides? Favor a Necklace—you get better efficiency per secured bead once that option is available.
  • Shopping trip incoming? Keep loose beads; strings cost efficiency. Convert after buying essentials if you expect a rough trek to the next bench.

Pro tip: Early on, don’t over‑string. Parking 120–240 beads in secure items is usually enough to keep you afloat for tolls, maps, and a panic bench.


Keeping your beads after death (advanced safety)

  • Break the cocoon first. When you re‑enter a boss room, rush to your cocoon for instant bead recovery; i‑frames typically give you room for one mistake. If that’s dicey—or you died in a horrible platforming gauntlet—use a Silkeater consumable to retrieve your cocoon remotely. Save these for emergencies; they’re too useful to waste.
  • (Optional) Save‑&‑Quit trick: If you’re truly hanging by a thread and far from your cocoon, saving and quitting can pop you back to the last bench without dropping your held beads—a trick Steam forum posters and guides note. It’s not necessary if you plan well, but it’s there.

Smart routes to your first 500–1000 beads

If rosaries feel scarce, it’s not your imagination—many early enemies drop little. Here are efficient, low‑risk loops players have verified:

  • Act 1: Greymoor (Halfway Home loop) — Farm the zealots near the Halfway Home bench; rest to respawn; repeat. Reported yield is ~300 beads per five minutes once you learn the loop—enough to buy out Shakra and a Bellway or two.
  • Act 2: Choral Chambers (Songclave loop) — From the First Shrine/Songclave bench, sprint a short corridor and clear three big enemies that drop ~32 each; reset at the bench and repeat for ~3,500 beads/hour. Opens right into a boss door if you want to combine farming with progression. Pair this with Ventrica to bank gains between runs.

Even with Patch 1’s mild economy buffs, these loops pay for themselves in travel unlocks and tool upgrades.


“Should I pay this bench?”—a quick decision tree

  1. Is this your first time in the area and is the bench expensive (60–80)?
    • Check the next two screens for a free/cheaper bench or a levered shortcut. Early guides explicitly tell you to skip the 80‑bead bench near Shakra and spend on maps instead.
  2. Is the bench part of a puzzle (Sinner’s Road/Hunter’s March)?
    • Pay once if the path to “fix” it is clear and affordable. Otherwise, scout the fix, then commit.
  3. Are you carrying >150 loose beads?
    • Secure a String or Necklace first, then pay. If you die twice on the way back, you’ll still have a toll fund.

Best day‑to‑day uses of rosaries (ranked)

  1. Shakra’s Map Kit (Act 1). Your #1 ROI: it prevents aimless deaths and unlocks productive routes. Buy these ASAP.
  2. Fast‑travel spine (Bellways). 50 beads per station is a bargain that compounds: easier banking, safer boss runs, faster errands.
  3. Bench unlocks that shorten run‑backs. Pay when the station saves multiple rooms of traps/enemies or sits before a boss you’re learning (especially the Sinner’s Road/Hunter’s March types once “fixed”).
  4. A modest bead “bank.” Keep 1–2 Strings or one Necklace on hand. The efficiency loss is worth the reduced anxiety—especially in new biomes.
  5. Mobility/logistics upgrades. Keys, tubes, and select tools that reduce travel risk or open new money routes (Pale Oil routes, etc.).

Common mistakes (and how to avoid them)

  • Paying big bench tolls before buying maps. Don’t. It delays your most powerful QoL upgrades.
  • Carrying 300+ loose beads into a platforming gauntlet. Convert some to a necklace first or take a safer route via Bellways/Ventrica.
  • Ignoring Silkeaters. When your cocoon is parked in a boss arena you’re still mastering, a Silkeater can be the difference between broke and flush.
  • Assuming every bench is forever “safe.” Silksong plays tricks: a few benches are traps or require puzzle work before they behave. Read the room, look for levers, and listen for bells.

A sample money plan (first 4–6 hours)

  1. Greymoor loop to ~350 beads, then buy Marrow + Mosslands maps, Compass, Quill (skip Shell Marker if short).
  2. Unlock your first two Bellways (50 each) and consider one Rosary Necklace (140→120) before a tough area.
  3. Pay a bench that materially shortens a run‑back (30–60 range). If a bench wants 80 this early, look around first.
  4. Push into Choral Chambers and set up Ventrica there if you’re comfortable. Farm a little if you hit a brick wall: Songclave loop ~3,500/hour quickly funds tools and travel links.

Final thoughts

Patch 1 didn’t hand out beads; it rebalanced just enough to reward smart planning. If you buy Shakra early, prioritize your travel spine, and secure a small stash before high‑risk pushes, you’ll stop feeling broke and start feeling deliberate. Pharloom is still tough—but now you’re budgeting like a royal.


References for key changes, prices & routes

  • Patch 1 notes (mid‑game bench/Bellway cuts; relic/psalm cylinder payouts up).
  • Bellway unlock price (50 beads).
  • Sinner’s Road bench cost/fix (60 beads).
  • Early 30‑bead bench example (Deep Docks).
  • Skip the 80‑bead bench near Shakra; map kit first.
  • Shakra map kit item list and prices.
  • String/Necklace conversions and capacities.
  • Silkeater (retrieve cocoon remotely).
  • Act 1 farm (~300/5min) and Act 2 farm (~3,500/hour).

3 “What to buy first” checklists (quick copy‑paste for your notes)

Speedrunner’s Minimalist (≈220–270 beads):

  • The Marrow Map (50), Mosslands Map (50), Compass (70), Quill (50).
  • Optional: Bench Pins (60) if you get turned around easily.

Cartographer’s Comfort (≈320 beads):

  • All of the above + Bench Pins (60) + Shell Marker (40).

Safety‑first Explorer (~460–600 beads):

  • Cartographer’s Comfort + 1 Necklace (140→120) before a new biome, or 2 Strings (160→120) if Necklaces aren’t available yet.

Alternate stashes that are worth it (once available)

  • 120‑bead Necklaces (140 cost) are more efficient than 60‑bead Strings (80 cost)—use necklaces as your main “savings account” once you reach a vendor/machine that crafts them. Keep a couple of Strings for small change.

3 “panic scenarios” and what to do

  1. You died twice on a boss and lost a few hundred beads.
    • Farm Greymoor Halfway Home to 300–400; buy the essentials at Shakra; return smarter.
  2. You’re deep in Choral Chambers with 300 loose beads and no safe route back.
    • Ventrica link + Songclave farm, buy a Necklace, then push the boss door at the end of the corridor.
  3. Your cocoon is across a death gauntlet.
    • Silkeater it back; don’t throw good beads after bad.

3 quick farming routes to bookmark

  • Greymoor Halfway Home (Act 1): ~300/5min.
  • Songclave corridor (Act 2): ~3,500/hour and right next to progression.
  • Quest rewards: Food/collection quests (e.g., Choral Chambers) often drop Rosary Necklaces—do them when nearby to top up safely.

3‑line summary

  • Buy Shakra’s kit first (maps/compass/quill) to stop wasting beads on getting lost.
  • Build your travel spine (Bellways, Ventrica) so banking and boss runs are cheap and safe.
  • Secure 120–240 beads in Strings/Necklaces before risky pushes; reclaim cocoons or use Silkeater in emergencies.

Note: All specific prices, farms, and patch changes are current as of Patch 1 (v1.0.28470).



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