Prepare

Build Workshop

Choose a class, fill its slots, and watch the capacity and affinity checks respond. Every option is real registered Human content and every limit comes from the game's own registries.

This is a rules preview, not a combat simulation. It tells you what the registries and documented slot limits say about your selection. It does not compute stats, damage or outcomes — the game resolves those in a battle.
How your affinity constrains the rest of the build

You bond one affinity. That single choice decides the other three affinity-linked slots, because each affinity owns a curse, has a matching rune, and gates an ultimate. The workshop enforces the first two outright and advises on the third:

1
AffinityYou bond exactly one — this is the choice that drives everything else.
2
CurseYour affinity owns one curse. A curse from a different affinity is rejected.
3
RuneOne rune per affinity. A matching bond reaches the bonded effect; a mismatch still works, at the weaker unbonded tier.
4
UltimateAt most one, and it must match your bonded affinity. A mismatch is rejected.

Runes are raid-exclusive: a build needs the Rune Master class to equip one. Validator messages always name the conflicting affinities, so a rejection tells you why rather than just refusing.

See all 16 affinity chains →  ·  Read the affinities guide →

1 Class

2 Loadout

Choose a class on the left to begin.

3 Summary

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4 Saved builds

Stored in this browser only. There is no account and no sync: a saved build is never uploaded, and it stays across reloads until you delete it or clear site data. It does not follow you to another device — use Copy as text to move one.

No saved builds yet.

    Restore from text

    Paste a build copied from this page. Every entry is checked against the current registries before it is applied, and anything no longer valid is reported rather than silently dropped.