poe2-build-planner
Server Configuration
Describes the environment variables required to run the server.
| Name | Required | Description | Default |
|---|---|---|---|
No arguments | |||
Instructions
Guidance the server publishes about itself, which clients place ahead of the tool catalog so the model reads it before choosing anything.
This server publishes no instructions, or was last inspected before Glama recorded them.
Capabilities
Features and capabilities supported by this server
Protocol revision2025-11-25
| Capability | Details |
|---|---|
| tools | {
"listChanged": true
} |
Tools
Functions exposed to the LLM to take actions
| Name | Description |
|---|---|
| data_statusB | Where the game data is cached, when each file was last checked, and whether it loaded. |
| list_classesB | Playable classes with their released ascendancies and starting attributes. |
| search_skillsA | Find active and spirit skill gems by gem tags, skill types, name words or description text. |
| compatible_supportsA | Support gems that can support a skill, ranked: the game's own recommendations first, then tag matches. Each result explains why. Lineage supports are rare drops (expensive for a budget build). |
| gem_detailsA | Everything about one skill, spirit or support gem: tags, skill types (what supports and passives key off), description, what it does at gem levels 1 and 20, Spirit cost, attribute weighting, weapon requirements, earliest character level, support family, and the supports the game recommends for it. Pass the exact name or gemId. |
| find_passivesA | Notables, keystones and ascendancy notables whose text matches what the build scales. Give the class (and ascendancy) to get distances from the class start and that ascendancy's nodes. Terms are words from passive text, e.g. fire, spell, cast speed, critical, ignite, minion, projectile, area of effect, energy shield, life. Set listAscendancy to get every node of the ascendancy (no terms needed), to see all 8-point options. |
| plan_passive_treeA | Connect the class start to the chosen passives using as few points as possible, in a sensible order, and say the character level each point can be taken at. Also paths the ascendancy nodes (8 points). Pass passives by key, id or exact name. |
| evaluate_buildA | Real numbers from Path of Building's calculation engine for a planned build at a character level: damage against normal monsters and against a boss, seconds to kill a normal/rare monster and a boss, hits you survive from monsters and bosses, life, energy shield, resistances (with the campaign's resistance penalty and only the quest rewards earned by that level), Spirit and attributes, plus a verdict band (Comfortable / Workable / Borderline / Not yet) with the weak point and what to fix first. Level 65+ is judged for early maps, T15 and juiced T16 (and pinnacle bosses when that's the goal). With |
| build_intakeA | The questions to ask the player before planning anything, in one short message: their fantasy, league start or existing character, what the build is for (campaign, fast mapping, bossing, balanced), how far they realistically want to push (campaign … pinnacle bosses), how many buttons they want to press, budget, softcore/hardcore, and dislikes. Skip anything they already said. Pass the answers as |
| optimize_buildA | Tries likely changes to a build in Path of Building, one at a time, and keeps what measurably helps: support swaps on the main skill (or adding one to a free socket), notables that scale the build or its defences, Spirit skills, and an amulet anoint. |
| compare_buildsA | Calculate 2–4 variants of a build the same way and compare them: e.g. two-handed vs one-handed + shield Titan, two ascendancies for the same theme, or a build with and without a key unique. Each variant is a full build (same fields as evaluate_build) with a label; usually they share most fields and differ in weapons, items, passives, skills or ascendancy. Returns damage, kill times, survival, life/ES, resistances, attribute shortfalls and verdicts per variant, the change against the first variant, and which is best for clearing, bossing and survival. Windows only for now. |
| suggest_extrasA | Suggestions beyond the main skill at a character level: persistent skills (auras, heralds, buffs) that fit the build and what they cost against the Spirit available by then (quests plus any gear Spirit you give), with a pick that fits — and which ones a Lament, Portent or Absent Amulet grants with no Spirit cost (freeWithAmulet, and the amuletSkills section); the best jewel type and its mods, plus fitting unique jewels; the best life and mana flask for the level, useful flask mods, charms, and fitting unique flasks and charms; amulet anoints (notables and their Liquid Emotions recipe, with cost) and the helmet instill (a Raven-Touched Shard in the helmet allows a second notable); and runes, soul cores and idols per gear slot. Costs are in Exalted Orbs from the official Currency Exchange (last full hour) when it can be reached. Try any of these in evaluate_build (anoint, helmetInstill, socketables, amuletSkill, flasks). |
| item_pricesA | Current prices from the official Currency Exchange (the last full hour) for stackable items: currency orbs, runes, soul cores, idols, Liquid Emotions, omens, catalysts, essences, the Raven-Touched Shard and so on. Prices are in Exalted Orbs (and Divine Orbs for expensive items), estimated from what actually traded. Uniques and rares aren't on the exchange: use trade_links. |
| trade_linksA | Links to pre-filled searches on the official trade site that the player opens in their own browser (this tool never contacts the trade site). Rare items: give the slot or item class and the mods to look for (e.g. the assumed gear from evaluate_build or stat_priorities picks); each mod is searched at 80% of its value or better ( |
| stat_prioritiesA | For each gear slot (and jewels), the random modifiers that match what the build scales, best first, plus a defence baseline for the build's defence style. Terms are words from mod text (e.g. fire, spell, cast speed, critical, minion, projectile, area of effect, attack speed). Use |
| find_uniquesA | Unique items whose mods match what the build scales, with their full current mods, level requirement and where they drop. No prices here: treat boss-only drops (bossDrop: true) as likely expensive and prefer common uniques for budget builds. For a price, use trade_links (and, if this chat has a browser tool, offer to check a few prices with the player's OK). Slots: Helmet, Body Armour, Gloves, Boots, Amulet, Ring, Belt, Shield, Focus, Quiver, Wand, Staff, Sceptre, Bow, Crossbow, One Hand Mace, Two Hand Mace, Spear, Quarterstaff, Talisman, Jewel, Flask, Charm. |
| leveling_phasesA | Campaign and end-game phases for a league-start character (Act 1 … Interludes, early maps, end-game), with approximate level ranges, a checkpoint level to run check_build at, passive points and quest Spirit by then, the highest gem level usable, and the quest rewards in each phase (resistances, Spirit, life, and choices). Level ranges come from quest area levels. |
| check_buildA | Rule-based checks for a planned build at a given character level: which skills are usable yet (and from what level), gem attribute requirements vs Strength/Dexterity/Intelligence from the class, passives and gear (and how to spend "+5 to any Attribute" passives), weapon attribute requirements (give |
| create_build_guideA | Write a full build guide as a local web page and open it in the player's browser (like a Maxroll or Mobalytics guide): overview, strengths and weaknesses, a tab per phase (skills and supports, key passives with levels, ascendancy, gear to look for, quest rewards, a checklist before moving on, when to switch setups), automatic checks per phase, a zoomable passive tree highlighting each phase, and a downloadable Build Planner file per phase. When the Path of Building engine is available, each phase also gets real numbers and a verdict band at its last level. Use after planning; ask the player first. passivePlan is the plan_passive_tree output (id + takeAtLevel); phases split it by level. Give a phase its own passives only when it respecs. Gear slots use stat_priorities names (Ring, Wand, Focus…). |
| export_buildA | Write the finished build as a .build file into Path of Exile 2's BuildPlanner folder, where the game picks it up (passives with the level to take them, skills and supports with level ranges, and gear stat priorities per slot). Ask the player before writing. If the game folder isn't found, the file contents are returned to save manually. Gear slots: Main Hand, Off Hand, Weapon Swap Main Hand, Weapon Swap Off Hand, Helmet, Body Armour, Gloves, Boots, Amulet, Left Ring, Right Ring, Belt. |
Prompts
Interactive templates invoked by user choice
| Name | Description |
|---|---|
No prompts | |
Resources
Contextual data attached and managed by the client
| Name | Description |
|---|---|
No resources | |
TDQS
Scored across 20 tools
Most tools map to clearly distinct stages (search, evaluate, optimize, price, export) with richly detailed descriptions that explain boundaries. The main risk is an agent conflating evaluate_build, check_build, optimize_build, and compare_builds, since all deal with build analysis, though the descriptions do differentiate numbers vs rules vs search vs variants. No true duplicates exist.
All names use consistent snake_case with no camelCase mixing, and most follow a readable verb_noun pattern (evaluate_build, search_skills, export_build). A handful are noun-only (data_status, gem_details, item_prices, leveling_phases), which is a minor deviation but still predictable and scannable.
At 20 tools the set sits at the upper end of the comfortable range, but the PoE2 build-planning domain is broad (intake, data lookup, skill/passive search, evaluation, optimization, pricing, trade, guide, export) and each tool earns its place. It is slightly heavy rather than bloated.
The surface covers the full lifecycle: gathering player goals, browsing game data, searching skills/passives/uniques, evaluating and comparing builds, optimizing, pricing and trading, checking leveling phases, generating a guide, and exporting to the game. No obvious dead ends or missing operations in the stated purpose.