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Build Configurator

Assemble a loadout: two weapons, shield, armor, rings, and food, then optimize it for your priorities.

Priorities

Pick the damage type this build should maximize. Choose a primary type, and optionally a secondary — the optimizer weights the primary more heavily, then fills every slot with the best items for those damage types.

Building a wand or staff caster? Pick a Magic type — those weight the INT-scaling magic-element stats your spells deal, plus every base-element buff that boosts them.

Leave secondary on “None” for a single-type build. Then click Optimize Loadout.

What should this build maximize?

Playstyle

Many gem bonuses only activate on an event — landing a hit, killing an enemy, sprinting, blocking. The optimizer can't know how often you trigger each one, so it estimates.

Each slider is the chance, from 0% to 100%, that a trigger fires often enough to matter. Raise the ones that match how you play and lower the rest. A triggered bonus contributes its full value multiplied by this chance.

Permanent gear bonuses and always bonuses are unaffected — they always count in full.

How often do your triggers fire? Only affects situational bonuses.

Adjust trigger chances

Offense

  • Fires whenever you land an attack. Happens almost constantly in combat.
    95%
  • A critical hit dealt with a Cutting-damage weapon. Needs both the crit and the weapon type.
    35%
  • Any critical hit, regardless of weapon. Fires at your crit rate — common with crit-focused gear.
    40%
  • Fires each time you kill an enemy. Regular in sustained fights.
    60%
  • A kill landed with a Blunt-damage weapon. Gated on the weapon type.
    40%

Defense

  • Fires when you block an incoming attack. Frequency depends on how defensively you play.
    40%
  • Fires when you block or while aiming a ranged weapon. Aiming is common for bow and staff builds.
    65%
  • An attack landed on an enemy that is currently blocking. Situational.
    30%

Mobility

  • Fires when you dodge-roll away from an attack. Common in active combat.
    45%
  • Fires while sprinting. Frequent for mobile playstyles.
    55%
  • Fires shortly after gliding. Rarely lined up with combat.
    15%
  • Active while you are off the ground. Uncommon during a fight.
    20%

Stealth

  • An attack landed from behind an enemy. Requires positioning.
    30%
  • A stealth opener or a Merciless-perk attack. Situational, usually a fight starter.
    35%

Elemental

  • Fires when you deal Fire damage. Depends on a fire-focused build.
    40%
  • Fires when you deal Piercing damage. Depends on a piercing-focused build.
    40%

Conditional

  • A kill made during the in-game night. Gated to roughly half the day cycle.
    30%
  • A kill made while your Shroud timer is low. A rare, risky window.
    15%
  • An attack landed while an Elixir buff is active. Needs the elixir kept up.
    40%
  • Active while wet or soaked. Environmental — rarely sustained in combat.
    20%

Gear

Every slot in your loadout: two weapons (one ranged, one melee), a shield, the five armor pieces, two rings, food, and consumables.

Fill them by hand, or set your priorities above and let Optimize pick the highest-scoring items. An equipped weapon gets a level slider and perk toggles; every other slot lists the bonuses it contributes.

Weapons, shield, armor, rings, food, consumables.

Show slots

Ranged Weapon

Weapon
Gem

Melee Weapon

Weapon
Gem

Off-hand

Shield

Armor

Head
Upper Body
Arm
Lower Body
Foot

Rings

Ring 1
Ring 2

Food

Food 1
Food 2
Food 3
Food 4

Consumables

Consumable 1
Consumable 2

Talents

Set how many talent points you have and the optimizer spends them on the talents your build rewards most — paying the real cost of pathing to each through the skill wheel (you must enter via the inner circle, then branch out). The picks fold into Loadout Totals.

Damage type and weapon family are pre-selected from your build (the from build chips); add who you fight and how you play. It spends only on talents that serve the objective — leftover points are yours for utility or survivability, and you can respec as you earn more.

Spends your points on the best talents for this build, pathing cost and all.

Talent plan — 10/184 pts

Weapon

Damage type

Target

Style

Spends 10 of 184 points on this build. The other 174 are yours for utility or survivability.

  • Double JumpCenter · 4ptsutility
  • UpdraftAssassin · 4ptsutility

Loadout Totals

Select items in the slots above to see aggregated stat totals.