Calculators · Charm Optimizer
Charm Optimizer
Paste your session data, pick a vocation and level, mark which charms you own and at what level, and each killed monster is matched to the charm that deals the most damage. No charm is reused across monsters.
| Monster | Kills | HP | Recommended charm | Type | Dmg / proc | Exp. dmg / attack |
|---|
How this is calculated
- Player HP and Mana are derived from vocation and level: every vocation starts at level 8 with 185 HP and 90 Mana, then gains per-level values (Knight 15/5, Paladin 10/15, Monk 10/10, Druid & Sorcerer 5/30). Use the Health/Mana override checkboxes to enter a custom value if your character gets HP or Mana from additional sources (gear, bonuses, etc.).
- Only charms you mark as owned are used, each at its selected level. Damage-charm proc chance is 5% / 10% / 11% at levels 1 / 2 / 3; the payload itself does not change with level.
- Element charms (Wound, Poison, Freeze, Zap, Curse, Enflame, Divine Wrath): 5% of the creature’s max HP, scaled by that element’s resistance (percent damage taken).
- Overpower: 5% of player max HP, capped at 8% of monster HP, treated as neutral damage.
- Overflux: 2.5% of player max Mana, capped at 8% of monster HP, treated as neutral damage.
- No charm is reused: monsters are processed most-killed first, and each takes the single best charm it doesn’t already share with a higher-priority monster. Your main monster always keeps its top charm; lower-priority monsters fall back to their next-best. Monsters beyond the number of owned damage charms get none.
- Low Blow, Savage Blow and Parry have no per-attack payload, so they are assigned directly — but only if you own them: Low Blow targets the most-killed monster, Savage Blow the second most-killed (only available when Low Blow is on), and Parry targets the monster you select.
- For Knights, Combat Mastery multiplies all charm damage: level 1 +4.1%/+8.2%, level 2 +5%/+10%, level 3 +6.25%/+12.5% (1-handed / 2-handed). The bonus is taken against a monster at ~50% health, used as a fight average since the real bonus scales with the target’s current health.