Charm planner
Tap charms to wear them. The planner counts notches the way the game does, tells you when you’re overcharmed, and shows what the build does to your nail, soul, healing and movement, with every number read from the Knight’s own code.
Charms
Your numbers
| Stat | No charms | This build |
|---|---|---|
| Nail damage per hit | 21 | 21 |
| Nail reach | 1× | 1× |
| Time between swings | 0.41 s | 0.41 s |
| Swing duration | 0.35 s | 0.35 s |
| Soul per nail hit | 11 | 11 |
| Soul per hit, main vessel full | 6 | 6 |
| Soul per spell | 33 | 33 |
| Time to focus one heal | 0.891 s | 0.891 s |
| Masks healed per focus | 1 | 1 |
| Masks | 9 | 9 |
| Lifeblood masks | 0 | 0 |
| Damage taken per hit | 1× | 1× |
| Invulnerability after a hit | 1.3 s | 1.3 s |
| Run speed | 8.3 | 8.3 |
| Dash cooldown | 0.6 s | 0.6 s |
| Nail Art charge time | 1.35 s | 1.35 s |
The rules, from the game
- You can put a charm on only while at least one notch is free, whatever it costs. If the total then goes over your notches you’re overcharmed and take 2× damage from every hit. So with 11 notches, 10 used and a 4-notch charm left, you can still wear it.
- Nail damage by upgrade: 5, 9, 13, 17, 21. Fragile Strength multiplies it by 1.5, rounded to the nearest whole number (halves to even, as Unity’s Mathf.RoundToInt does); Fury of the Fallen multiplies the hit by 1.75 at one mask.
- Soul per nail hit: 11, +3 with Soul Catcher and +8 with Soul Eater; once your main vessel is full the game gives 6 (+2, +6) into the reserve vessels.
- Focus drains 33 soul at 0.027 s per point (0.018 s with Quick Focus); Deep Focus makes it 1.65× slower and heals 2 masks.
- Speeds: running 8.3 units/s, 10 with Sprintmaster and 11.5 with Dashmaster too; dash cooldown 0.6 s, 0.4 s with Dashmaster.
Spell damage and summons (Glowing Womb, Weaversong, Grimmchild, Dreamshield) live in separate objects the planner doesn’t read yet, so their charms show their in-game text only.