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.
- A critical hit dealt with a Cutting-damage weapon. Needs both the crit and the weapon type.
- Fires each time you kill an enemy. Regular in sustained fights.
- A kill landed with a Blunt-damage weapon. Gated on the weapon type.
Defense
- Fires when you block an incoming attack. Frequency depends on how defensively you play.
- Fires when you block or while aiming a ranged weapon. Aiming is common for bow and staff builds.
- An attack landed on an enemy that is currently blocking. Situational.
Mobility
- Fires when you dodge-roll away from an attack. Common in active combat.
- Fires while sprinting. Frequent for mobile playstyles.
- Fires shortly after gliding. Rarely lined up with combat.
- Active while you are off the ground. Uncommon during a fight.
Stealth
- An attack landed from behind an enemy. Requires positioning.
- A stealth opener or a Merciless-perk attack. Situational, usually a fight starter.
Elemental
- Fires when you deal Fire damage. Depends on a fire-focused build.
- Fires when you deal Piercing damage. Depends on a piercing-focused build.
Conditional
- A kill made during the in-game night. Gated to roughly half the day cycle.
- A kill made while your Shroud timer is low. A rare, risky window.
- An attack landed while an Elixir buff is active. Needs the elixir kept up.
- Active while wet or soaked. Environmental — rarely sustained in combat.
Ranged Weapon
Melee Weapon
Off-hand
Armor
Rings
Food
Loadout Totals
Select items in the slots above to see aggregated stat totals.