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Build Configurator

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

Priorities

Priorities tell the optimizer which stats matter to you. Give each stat a weight: a higher number means the optimizer favors that stat more.

Weights are relative — a stat weighted 2 counts twice as much as one weighted 1, and 5 counts five times as much. A weight of 0 (or leaving a stat off the list) means ignore it. There is no maximum; only the ratio between weights matters.

Then click Optimize Loadout to fill every slot with the highest-scoring items for those priorities.

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.

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%
  • 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%

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

Loadout Totals

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