Skip to Builder
TL HELPERBuild Optimizer
Weapon Set
{{ weaponSetLabel }}
Combat Power
{{ combatPower }}
{{ kicker }}

{{ title }}

{{ subtitle }}

Item Potentials are excluded from calculations and recommendations in this release. The Overall Mastery named Potential is a separate system.

Gear locked in. Finalizing mastery & passive skills — stats and the mastery panel update in a moment.
Scenario totals: {{ resultScenarioSummary }}
This is a selected-timestamp result. Save as preset and Use in Armory store the build only; Armory recalculates persistent static totals without this combat scenario or its evaluation-instant skill event.
Save & Use unlock once mastery is finalized
Priority stats · nothing is saved by comparing
Stat Current Armory Preset This result {{ row.rank }}. {{ row.name }} {{ row.armory }} {{ row.armoryDelta }} {{ row.preset }} {{ row.presetDelta }} {{ row.result }}
Deltas show how this result compares with each stored build (green = result is higher). Stored builds use persistent static totals; a scenario-scored result may differ in-scenario.
{{ resultActionMessage }}
1

Weapon Pairing

Two families
2

Ranked Stat Priorities

Drag to reorder

The optimizer weights these in order. Priority 1 is protected hardest. These become your favourite stats on the result screen.

{{ p.rank }}
{{ p.name }}
{{ p.hint }}
Included in this priority
{{ component.name }}
Pick your two weapons above first — then we'll suggest the best stats for your build.
Your role
Presetloads a ranked build — fine-tune below
{{ cs.name }} · soon
Add a priority
{{ priorityResultTitle }}
{{ priorityResultHint }}
{{ priorityResultCount }} results
{{ group.name }}
Included in this priority
{{ component.name }}
No available stats match that search.
Select several stats, then rank them above.
3

Availability Rules

What the search may use
{{ r.tip }}
Set preferences How the search treats set bonuses
4

Combat Scenario

Optional conditional scoring

Score decoded conditional effects for one explicit situation. Health and Mana may be left blank; effects that require an unspecified value fail closed instead of assuming one.

5

Attribute Budget

{{ attrBudget }} pts

The optimizer distributes {{ attrBudget }} points across STR · DEX · WIS · PER · FOR and searches breakpoint activations to satisfy your ranked goals. At least is a hard floor that still rewards more — a high-ranked At least goal can keep absorbing score far past its floor and starve lower priorities. Target is a hard floor that stops rewarding that stat once reached — use it when "enough is enough".

6

Passive Skills & Mastery

Calculator evaluated

The Forge selects eight passive skills and allocates each weapon's available Mastery points around your ranked stats. Active and defensive skills are deliberately excluded because they are combat actions rather than permanent sheet-stat sources.

Forging

{{ progressPhase }}

{{ progressMsg }}

{{ candidates }} candidates evaluated {{ progress }}%
{{ s.label }}

Runs in cooperative chunks and yields to the browser between passes — the page stays responsive and cancellable.

Heroic Builder

{{ drawerTitle }}

Pick the Heroic you own — its traits prefill so you only adjust what differs. Prefilled to typical max rolls · tweak any tier, level or rune to match your real item.
Filtered to your {{ drawerWeaponFamilies }} pairing. Incompatible weapon types are hidden.
{{ di.name }}
{{ di.meta }}
{{ di.inherentText }} · Set: {{ di.set }}
{{ draftName }}
{{ draftMeta }} · {{ draftSlot }} · Set: {{ draftSet }}
{{ draftInherent }}
Traits prefill at max tier — adjust any that don't match your item. Effect roll levels stay Unknown until you set them.
Owned Traits{{ traitCount }} / 3
{{ t.value }}
Heroic Trait
{{ uniqueValue }}
Heroic Effect Groups
Grp {{ ef.grp }} {{ ef.value }}
Lv {{ ef.level }} / {{ ef.max }}
Value at level {{ ef.level }} · roll chance {{ ef.prob }}
Level unknown — TL Helper only knows which effect was selected; value calculated at base level.
Trait Resonance · optional
{{ resonanceValue }}
Rune SocketsChoose the exact owned rune, stat roll, and level
Lv {{ rr.level }} {{ rr.runeTier }} Empty socket allowed
◆ Rune Synergy · {{ runeSynergy }}
🔒This exact item — traits, Heroic effects, effect levels, resonance and runes — locks into your build and is never replaced.
{{ drawerWarning }}
Select a Heroic above to configure it

Equipment

Hover · click to lock
{{ it.level }} 🔒 {{ it.slotLabel }} {{ it.name }}
🔒 {{ w.role }} {{ w.name }} {{ w.dmg }}
Artifacts
🔒
Attributes
{{ attrBudget }} points allocated · hover a track for breakpoint rewards
{{ at.total }}
{{ at.abbr }}
{{ at.name }} +{{ at.allocated }} pts
+{{ at.dist }}
to next
{{ at.name }} · {{ at.total }} next breakpoint at {{ at.nextBp }}
{{ rw.bp }} {{ rw.text }} {{ rw.state }}
Weapons
{{ s.tag }} {{ s.name }} {{ s.value }}
Explore alternative builds
Adjust a priority to switch between fully calculated finalists. No new search is required.
{{ tuningCount }} alternatives
Every position is a complete recalculated build. Change weapons, locks, or search rules to run a new optimization.
Passive Skills & Mastery
Selected passives{{ passiveSkillCount }}/8 permanent-effect loadout
{{ skill.level }} {{ skill.name }}{{ skill.weapon }}
{{ group.weapon }}{{ group.nodeCount }} nodes{{ group.points }}/{{ group.available }}
{{ node.name }} {{ node.level }}
Overall Mastery{{ overallMasteryCount }}/4 selected using unlock threshold {{ resultOverallMasteryLevel }}
{{ mastery.name }}{{ mastery.classification }}
{{ mastery.explanation }}
No Overall Mastery node was selected for these priorities.
Every permanent mastery and passive contribution is included in the stat source breakdown. Conditional combat-only effects remain visible here but are not invented as always-on totals.
Sets & Runes
{{ st.name }} {{ st.count }}
{{ st.bonus }}
Rune synergies
{{ rc.slot }}
{{ rc.statsText }}
No equipment set bonus or rune synergy is active in this loadout.
Your Priority Stats
{{ f.rank }} {{ f.name }} {{ f.value }}
{{ pt.name }} {{ pt.value }}
{{ activeTabName }}
{{ source.name }}{{ source.value }}
Where to get this gear
Each piece in equipment order, with where to get it — farm it, buy it, or craft it.
Est. build cost
Lucent{{ guideCostLucent }} Check prices + {{ guideCostSollant }}
{{ g.slot }}
{{ g.name }}
{{ g.sourceTag }}
Lucent{{ g.sourceDetail }}
{{ g.raidLabel }}
Drops from the raid {{ g.raidDropPct }}
Buy with {{ g.raidStoreCurrency }}
at the {{ g.raidMerchant }}
Drops from
{{ d.name }} {{ d.prob }}
Craft{{ g.craftCost }}{{ g.craftUpgrade }}
{{ ing.qty }}{{ ing.name }}
Market Lucent{{ g.marketPriceText }}{{ g.marketStock }} {{ g.marketOther }}
Loading item sourcing…
Selected Passive Skills{{ passiveSkillCount }} / 8
Optimizer-selected permanent-effect loadout
Passive Skills
Only passive skills are selected by Build from Scratch. Active and defensive skills are combat actions and are not invented by a permanent-stat optimizer.
{{ hover.name }}
{{ hover.meta }}
Stats
{{ row.name }}{{ row.value }}
Traits
{{ row.name }}{{ row.value }}
Heroic Effects
{{ row.grp }}{{ row.name }}{{ row.value }}
Runes
{{ rune.level }}
{{ rune.type }}{{ rune.grade }}
{{ rune.contribution }}
Set Effects
{{ hover.setName }}
{{ b.req }}{{ b.text }}
Click item to {{ hover.lockVerb }}