poe2-build-mcp
# poe2-build-mcp
[](https://github.com/MaxWilk/poe2-build-mcp/releases/latest)
[](LICENSE)

> A **Path of Exile 2** build assistant for LLMs. It pairs a queryable game corpus with a
> **Path-of-Building–faithful calculation engine**, so an AI can import your build, answer
> questions, and theorycraft against **real, computed numbers — never invented ones.**
Install it as a one-click `.mcpb` in Claude Desktop and ask things like:
- *"Import this PoB code — where's my DPS bottlenecked, and what's the cheapest fix?"*
- *"Build me a level-90 Witchhunter Detonate Living and make sure it caps resistances."*
- *"What supports should Spark use, and how much does each one actually add?"*
- *"Is this build tanky enough for endgame bosses? What's my weakest defensive layer?"*
Every DPS / EHP / resistance figure it reports is computed by a real headless Path of Building,
not guessed. When PoB can't model something, it says so instead of making a number up.
## Install (Claude Desktop)
1. Download the `.mcpb` for your OS from the [latest release](https://github.com/MaxWilk/poe2-build-mcp/releases/latest).
2. Open it with Claude Desktop and install it when prompted (extensions are managed under **Settings → Extensions**).
3. Start asking build questions. The first call boots the engine (a few seconds to load game
data); everything after is fast.
The bundle ships the PoB engine, LuaJIT, the game-data corpus, and Python deps. You need
**Python 3.11+** available on your system. The corpus and engine **self-update** from validated
GitHub releases into a writable user-data folder, so the data stays current without a reinstall
(server *code* updates land when you install a newer `.mcpb`). See [PACKAGING.md](PACKAGING.md).
### Starting a session
Once the extension is enabled, just ask a Path of Exile 2 question — Claude will reach for the
tools. To kick off explicitly, pick the **`start_build_session`** prompt from Claude Desktop's
prompt menu (or a task-specific one: `analyze_build`, `build_from_goal`, `audit_defenses`). In
Claude Code, configure the server (see [Build from source](#build-from-source-development)) and,
if you like, add a line to your `CLAUDE.md` such as *"For Path of Exile 2 build questions, use the
poe2-build MCP tools."* so it prefers them automatically.
## What it can do
**Import & analyze** a build from a PoB share code, a pobb.in/pastebin link, or raw PoB XML —
then read back computed DPS, EHP, resistances, life/ES, and more.
**Create, craft & max** builds from scratch: set class/ascendancy, level, skills, gear, config, and
the passive tree, validating every change on the engine. Optimizers craft blended best-in-slot gear
and jewels, auto-base and plan a whole gear set that caps resists (with an EHP floor), pick the
strongest support set (engine-measured), surface build-defining uniques, and rank what to upgrade
next — plus a greedy passive optimizer and an A/B `compare_to`.
> From-scratch construction yields a *complete, resist-capped, engine-verified* build that clears
> most endgame. The absolute 600k–1M-DPS meta ceiling comes from expert archetype synthesis, perfect
> gear/uniques, and a few mechanics PoB doesn't yet model (e.g. energy-meta triggers) — for that,
> `import_build` an established build and **verify + improve** it with the same tools.
**Look things up** offline: items, skill/support gems, affixes, uniques, passives, ascendancies
— a bundled SQLite/FTS corpus, no network needed.
**Reason well**, not just compute: `build_advice` and `explain_mechanic` provide durable PoE2
optimization principles and mechanics references (see
[server/BUILD_ADVICE.md](server/BUILD_ADVICE.md)) so the assistant knows *what* to change; the
engine confirms the effect.
**Stay current**: live currency/unique prices, corpus freshness checks, and one-click self-update.
### The toolset (64 MCP tools)
*Build / compute — real Path of Building numbers:*
- `import_build(source)` — PoB share code, pobb.in/pastebin link, or raw XML
- `get_build_stats(keys?)` — computed stats (DPS, EHP, resistances, life/ES/mana, …)
- `get_build()` / `export_build()` — full read-back / export as a PoB import code
- `get_defenses()` — resists (+over-cap), EHP, and the active resistance-penalty assumption
- `set_class(class, ascendancy?)` · `set_level(level)` · `set_skill(skill)` · `set_config(…)`
- `add_skill_group(skill)` — add an aura/herald/buff (e.g. Archmage) that buffs the build without replacing the main skill
- `equip_item(raw)` · `unequip_item(slot)` · `list_config_options(query?)`
- `list_jewel_sockets()` / `equip_jewel(raw, socket?)` — list tree jewel sockets / socket a jewel
- `apply_combat_profile(tier, …)` — switch on a realistic boss-fight profile (shock/curse/charges) in one call
- `evaluate_build(goals)` — pass/fail against numeric goals · `compare_to(source)` — A/B deltas
- `pinnacle_readiness(min_dps?, min_ehp?)` — gate a build against the endgame checklist (resists + chaos + EHP + DPS)
- `list_reference_builds(query?)` / `benchmark_build()` — browse / calibrate against engine-verified reference builds (calibration only)
- `solve_for(metric, target, lever)` — root-find the modifier magnitude needed to hit a stat target
- `rank_levers(metric?, unit?, levers?)` — rank stat levers by marginal gain; the min/max "where to invest next" tool
- `list_levers()` — the named levers `solve_for`/`rank_levers` accept
- `search_passives(query?, node_type?)` / `get_passive(node)`
- `alloc_passive(node)` / `dealloc_passive(node)` — allocate/route by id or name, with deltas
- `optimize_passives(metric, points, goals?, require?)` — greedy allocation: one stat, `"balanced"`, or weighted `goals` (e.g. Life+Crit); can `require` nodes
- `optimize_item(slot, metric?, goals?)` — craft a best-in-slot rare for one metric or a weighted `goals` blend (damage+defense); reports per-affix attainability (ilvl/tier) + craft-effort
- `craft_item(slot, metric?, goals?)` — best-in-slot using the FULL crafting system: runes/soul cores + Perfect essences (beyond-pool mods) + corruptions, each engine-valued
- `optimize_jewel(metric?, base?, goals?)` — craft the best rare jewel (then socket with `equip_jewel`)
- `optimize_supports(metric?, goals?)` — pick the best support-gem set, measured on the engine
- `rank_upgrades(metric?, goals?)` — rank gear slots by recraft gain ("what to upgrade next")
- `plan_gear(dps_weight?)` — plan a whole gear set: damage-max with resists capped (cross-slot budget allocation)
- `optimize_build(metric?, min_ehp?, levers?, try_uniques?, archetypes?)` — the holistic whole-build optimizer: archetype-seeded commit-and-max across tree + gear + jewels + supports (does the synthesis the per-slot tools can't); leaves the best build loaded
- `scaffold_gear(pool?, target_resist?)` — fill empty defensive slots to close resist/pool gaps (baseline, not optimal)
- `new_build()` — reset to a blank build (clean from-scratch start)
- `engine_health()` — engine + install diagnostics (liveness, LuaJIT/tree/data/server versions)
*Corpus / knowledge — bundled SQLite + FTS, no engine needed:*
- `search_items(query, item_class?)` / `get_item(name_or_id)`
- `find_skills(query?, gem_type?, tag?, color?)` / `get_gem(name_or_id)` / `find_supports_for(skill)`
- `build_advice(topic?)` — evergreen build-optimization principles
- `explain_mechanic(topic)` — our principle + the matching auto-refreshed wiki page (attributed)
- `search_mechanics(query)` — full-text search the bundled wiki mechanics tier
- `relevant_mechanics()` — mechanics worth reading for the *active* build + the engine damage diagnostic
- `search_mods(query, item_tag?, mod_type?)` / `reverse_lookup(stat)`
- `search_uniques(query, item_type?)` / `get_unique(name)`
- `relevant_uniques()` — unique items + unique jewels that synergize with the *active* build (build-defining gear a rare-only build misses; corpus suggestions, verify on the engine)
- `parse_item(text)` — parse an item's text → affix tiers (T1=best) + open prefix/suffix slots
- `list_ascendancies(character?)` / `corpus_info()`
*Live ops & self-update — network:*
- `get_prices(query, kind, league?)` — poe2scout currency/unique prices · `list_price_leagues()`
- `get_meta_builds(league?)` — live ascendancy popularity (poe.ninja; context, not a recommendation)
- `lookup_mechanic(topic)` — fetch a mechanic/skill/item live from the PoE2 Wiki (long-tail fallback)
- `check_for_updates()` / `apply_updates()` — pull validated engine + corpus releases
- `check_data_version()` / `update_corpus(rebuild_from_source?)`
The connector also ships an LLM-facing operating guide (delivered via the MCP `instructions`
channel, from [server/ASSISTANT_GUIDE.md](server/ASSISTANT_GUIDE.md)) plus workflow prompts
(`analyze_build`, `build_from_goal`, `audit_defenses`) so the assistant uses the tools cohesively.
## How it works
Two layers behind one Python server:
- **Compute** — a vendored [PathOfBuilding-PoE2](https://github.com/PathOfBuildingCommunity/PathOfBuilding-PoE2)
fork run headless under LuaJIT as a persistent JSON-RPC subprocess (loads game data once,
answers many calls cheaply). PoB is pinned to a release tag and bumped deliberately behind
golden-build tests.
- **Knowledge** — a bundled, read-only SQLite/FTS corpus built offline from RePoE/poe2db, plus a
wiki-sourced **mechanics** tier (PoE2 Wiki). Both refresh **without a new install**: the server
pulls validated corpus + engine on startup, and a scheduled CI job rebuilds the corpus from
upstream when it actually changes — so game data and mechanics stay current automatically.
Knowledge code never imports compute code; cross-layer orchestration lives in `server/main.py`.
See [PLAN.md](PLAN.md) for the full design and [CLAUDE.md](CLAUDE.md) for engineering conventions.
## Build from source (development)
Prerequisites: **Python 3.11+**, **uv** (`python -m pip install uv`), and **LuaJIT 2.1**
(Windows via MSYS2: `pacman -S mingw-w64-ucrt-x86_64-luajit`; auto-detected at
`C:\msys64\ucrt64\bin\luajit.exe`, override with the `POB_LUAJIT` env var). Then clone the
git-ignored PoB working copy (pinned in [pob/PINNED.md](pob/PINNED.md)):
```sh
git clone --depth 1 --branch dev \
https://github.com/PathOfBuildingCommunity/PathOfBuilding-PoE2.git \
pob/PathOfBuilding-PoE2
```
Set up and verify:
```sh
uv sync # create venv, install deps
uv run python -m pipeline.build_corpus # build data/corpus.sqlite from RePoE (network)
uv run pytest # golden-build suite (engine + corpus)
uv run python scripts/smoke_mcp_client.py # full MCP protocol over stdio (all tool groups)
```
The `scripts/smoke_*.py` files cover each tool group individually; `pytest` is the pinned
golden-value regression suite (see `tests/`). On Windows, run the smoke scripts with
`PYTHONUTF8=1` to avoid code-page issues with some item/skill names (the server itself is
unaffected). Lint/type with `uv run ruff check . && uv run mypy server`.
To run from source in Claude Desktop, add to `claude_desktop_config.json`:
```json
{
"mcpServers": {
"poe2-build": {
"command": "C:\\Users\\<you>\\AppData\\Roaming\\Python\\Python312\\Scripts\\uv.exe",
"args": ["run", "--directory", "W:\\GitHub\\poe2-build-mcp", "python", "-m", "server.main"]
}
}
}
```
## Data & credit
Game data is GGG's IP, redistributed as *derived* data within established community-tool norms —
with credit to the [RePoE fork](https://repoe-fork.github.io/poe2/) and poe2db. Build numbers come
from the [PathOfBuilding-PoE2](https://github.com/PathOfBuildingCommunity/PathOfBuilding-PoE2)
community fork. Mechanics pages are sourced from the [PoE2 Wiki](https://www.poe2wiki.net/),
licensed **CC BY-NC-SA 3.0**; they're kept in a separate, attributed corpus tier (each entry
carries its source link + license). This is a free, non-commercial tool, and is not affiliated
with or endorsed by Grinding Gear Games.
TDQS
Scored across 64 tools
Most tools have distinct purposes, but the optimization sub-tools (optimize_build, plan_gear, optimize_item, optimize_passives, optimize_supports) overlap in intent and could confuse an agent on which to call for a given task. Detailed descriptions help, but boundaries are not always crisp.
Tool names consistently use snake_case and follow a verb_noun pattern (e.g., alloc_passive, optimize_item, search_mods). A few exceptions like corpus_info are noun_noun but rare. Overall highly predictable.
64 tools is far beyond the typical 3-15 range. While the complexity of Path of Exile 2 justifies many tools, the count feels bloated with many specialized utilities (e.g., separate tools for each search type). Could be consolidated.
The tool set covers almost all aspects of PoE2 build theorycrafting: passive tree, skills, gear, jewels, support gems, statistics, optimization, comparisons, market prices, mechanics explanations, and imports/exports. Minor gaps like no tree visualization or explicit tool for managing tree data, but core workflows are supported.