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pob-mcp

by juddisjudd

pob-mcp

License: MIT Python 3.12+ PRs welcome Support on Ko-fi

pob-mcp is an MCP server. It lets an LLM load, inspect, change, and improve Path of Exile 2 builds. It uses the real calculation engine from Path of Building Community (PoE2 fork). It does not reimplement that engine.

pob-mcp runs a real, headless copy of PoB (a Lua program) as a background process. It talks to that process over a small JSON-RPC protocol. Every stat you get back is a number PoB itself calculated.

How it works

MCP client (Claude Desktop, Cursor, ...)
        |  MCP over stdio
        v
   pob-mcp (Python)  -- tools_*.py, optimizer/
        |  JSON-RPC over stdio
        v
   lua/pob_bridge.lua  (running under `luajit`)
        |  dofile()
        v
   Path of Building - PoE2's own Lua source (Launch.lua, Main.lua, ...)

lua/pob_bridge.lua is a fork of PoB's own src/HeadlessWrapper.lua, which PoB uses for its test suite. pob-mcp does not depend on that file directly. Installed copies of PoB leave HeadlessWrapper.lua out (see manifest.cfg), so pob-mcp brings its own version instead. This means pob-mcp works the same way against a git checkout of PathOfBuilding-PoE2 and against an installed release build.

Related MCP server: poe2-mcp-server

Before you start

You need four things:

  1. A way to install a Python package. We recommend uv — it's the fastest path and what the rest of this README shows first. Don't want another tool on your machine? Plain pip and a virtual environment work fine too; see the alternate commands below.

  2. LuaJIT, a 5.1-compatible build. Put it on your PATH as luajit, or point to it with POB_MCP_LUAJIT. You need this separately from PoB itself: PoB's own runtime only ships lua51.dll/SimpleGraphic.dll for its graphical app. It does not ship a command-line interpreter you can run on its own.

    • Windows: install it with Scoop (scoop install luajit), Chocolatey (choco install luajit), or a portable build.

    • macOS: brew install luajit.

    • Linux: apt install luajit, the equivalent for your distribution, or build it from source.

  3. A Path of Building - PoE2 install. This can be a git checkout (this repo, or your own clone) or an installed release build. See "Point pob-mcp at a PoB install" below.

  4. zlib. pob-mcp needs this to read and write build codes, and to calculate Timeless Jewel data. On Windows, you already have this: PoB bundles zlib1.dll (in runtime/ for a checkout, or alongside everything else for an installed release). On Linux and macOS, install your system's zlib/libz package if you don't have it already (most systems do). If pob-mcp can't find zlib, everything still works except pasted or shared build codes and Timeless Jewel calculations. Load and export builds as .xml files instead.

Point pob-mcp at a PoB install

pob-mcp needs to know where your Path of Building - PoE2 install keeps its Lua source, because that's what the bridge process runs against. There are two ways to point it there. Note that the two have different layouts on disk — pob-mcp detects which one you're using automatically.

  • Dev checkout mode. Set POB_MCP_SOURCE_DIR to a PathOfBuilding-PoE2 git checkout — either its root folder, or its src folder directly. This layout keeps the Lua source under src/, and keeps the native runtime (LuaJIT DLLs, zlib, the bundled Lua libraries) in a separate runtime/ folder next to it.

  • Release mode. Set POB_MCP_INSTALL_DIR to the root folder of an installed release. On Windows, this is usually %APPDATA%\Path of Building Community (PoE2). An installed release puts everything in one folder — Launch.lua, Modules/, zlib1.dll, the bundled lua/ libraries — instead of splitting it up. (We checked this against a real install. We didn't just guess from the repo's packaging config.)

If you don't set either variable, pob-mcp checks a few common install locations for your operating system, and gives you a clear error if it can't find one. On Windows, this already finds a normal installer-installed copy without any setup on your part.

Install pob-mcp

git clone <this repo, or wherever you put pob-mcp> pob-mcp
cd pob-mcp
uv sync

Don't want to use uv? You don't need it. pob-mcp is a normal Python package — plain pip works too:

git clone <this repo, or wherever you put pob-mcp> pob-mcp
cd pob-mcp
python -m venv .venv
.venv/bin/pip install -e .        # Windows: .venv\Scripts\pip install -e .

Run it on its own (for testing)

POB_MCP_SOURCE_DIR=/path/to/PathOfBuilding-PoE2 uv run pob-mcp
# or, against an installed release:
POB_MCP_INSTALL_DIR="C:\Users\you\AppData\Roaming\Path of Building Community (PoE2)" uv run pob-mcp

With a plain pip install, the same thing looks like:

POB_MCP_SOURCE_DIR=/path/to/PathOfBuilding-PoE2 .venv/bin/pob-mcp   # Windows: .venv\Scripts\pob-mcp.exe

This starts the MCP server over stdio. You won't see much happen — MCP servers talk to MCP clients, not directly to you. See "Check that it works," below, for a way to try it out without a full client.

Use it with Claude Desktop, Cursor, or another MCP client

Add an entry to your client's MCP server config. For Claude Desktop, this is claude_desktop_config.json. For Cursor, it's mcp.json.

{
  "mcpServers": {
    "pob-mcp": {
      "command": "uv",
      "args": ["--directory", "/absolute/path/to/pob-mcp", "run", "pob-mcp"],
      "env": {
        "POB_MCP_SOURCE_DIR": "/absolute/path/to/PathOfBuilding-PoE2"
      }
    }
  }
}

For release mode, use POB_MCP_INSTALL_DIR instead. Point it to the root folder of your installed release — on Windows, usually %APPDATA%\Path of Building Community (PoE2):

{
  "mcpServers": {
    "pob-mcp": {
      "command": "uv",
      "args": ["--directory", "C:\\path\\to\\pob-mcp", "run", "pob-mcp"],
      "env": {
        "POB_MCP_INSTALL_DIR": "C:\\Users\\you\\AppData\\Roaming\\Path of Building Community (PoE2)"
      }
    }
  }
}

Restart your client after you edit its config. You don't need to close Path of Building itself. pob-mcp only reads game data from the install folder. It never writes to it, so it runs fine alongside the app.

With a plain pip install (no uv), point command straight at the executable pip created in your virtual environment instead — no args needed:

{
  "mcpServers": {
    "pob-mcp": {
      "command": "C:\\path\\to\\pob-mcp\\.venv\\Scripts\\pob-mcp.exe",
      "env": {
        "POB_MCP_INSTALL_DIR": "C:\\Users\\you\\AppData\\Roaming\\Path of Building Community (PoE2)"
      }
    }
  }
}

(On macOS/Linux, that's /path/to/pob-mcp/.venv/bin/pob-mcp.)

Environment variables

Variable

What it does

POB_MCP_SOURCE_DIR

Path to a PathOfBuilding-PoE2 git checkout (its root folder or src/)

POB_MCP_INSTALL_DIR

Path to the root folder of an installed release

POB_MCP_LUAJIT

Path to a luajit executable, if it isn't on PATH

POB_MCP_ZLIB_PATH

Path or name to load zlib from, if pob-mcp can't find it on its own

POB_MCP_BUILDS_DIR

Path to your PoB Builds folder, for list_local_builds

POB_MCP_LOG_LEVEL

Log level for the Python side (default INFO); the bridge's own output is logged at DEBUG

What you can do with it

Once your client is connected, start with load_build. Then use the other tools to inspect, change, and improve the build. Every tool that changes the build also returns its updated stats, so you don't need a separate get_stats call to see the effect of a change. Each tool's full description (parameters, behavior, edge cases) shows up in your MCP client — the lists below are just names and a one-line summary, to help you find the right one.

A note on ids: gems and classes are identified by an internal id, not their display name. Fireball's gem id, for example, is "Metadata/Items/Gems/SkillGemFireball", and select_class takes an internal class id, not a simple 0-based index. Use list_gems and list_classes to look these up rather than guessing — a wrong gem id doesn't raise an error, it just silently fails to resolve, so the gem does nothing.

Tool

What it does

load_build

Load a build from a PoB export code, a pobb.in/Maxroll/poe.ninja/poe2db.tw/Pastebin.com/Rentry.co link, a local .xml path, or raw XML text

new_build

Start a brand-new, blank build (default class, no items or skills)

list_local_builds

List .xml files in your PoB Builds folder

Tool

What it does

get_stats

Get calculated stats (life, ES, mana, resistances, DPS, EHP, etc.) from PoB's real engine

list_stat_keys

List every stat key available from get_stats for this build

get_character

Get class, ascendancy, and level

list_classes

List every class and its ascendancies, for use with select_class

get_tree_state

Get allocated passive tree node ids and count

node_info

Get details for one passive tree node

search_tree

Search the passive tree by name, stat text, type, or ascendancy

get_items

List every gear/jewel slot and what's in it

get_skills

List skill/socket groups and their gems

list_gems

Look up a gem's internal id, for use with add_gem

get_config

Get current configuration option values

list_config_options

List every configuration option PoB supports

sanity_check

Run defensive sanity checks (uncapped resists, low life, etc.)

Tool

What it does

alloc_node / dealloc_node

Allocate or deallocate a passive tree node (path auto-computed)

node_path_cost

Get the point cost to reach a node, without allocating it

select_class

Change class and/or ascendancy

equip_item_raw / unequip_item

Equip raw in-game item text into a slot, or remove what's there

add_socket_group

Create a new, empty skill/socket group

set_main_skill

Set which socket group is used for DPS calculations

add_gem / remove_gem / set_gem

Add, remove, or edit a gem's level/quality/enabled state

list_valid_supports

List support gems PoB considers valid for a skill

set_config

Set a configuration option

A build can hold several named passive tree specs and several named gear sets, and switch between them. Once you switch one, every other tool (get_tree_state, get_items, and so on) acts on the one you switched to.

Tool

What it does

list_specs

List the build's passive tree specs

select_spec

Switch the active passive tree spec

create_spec

Create a new, blank passive tree spec

copy_spec

Duplicate a passive tree spec

rename_spec

Rename a passive tree spec

delete_spec

Delete a passive tree spec (a build always needs at least one)

list_item_sets

List the build's gear sets

select_item_set

Switch the active gear set

create_item_set

Create a new, empty gear set

copy_item_set

Duplicate a gear set

rename_item_set

Rename a gear set

delete_item_set

Delete a gear set (a build always needs at least one)

Tool

What it does

optimize_build

Run a goal-directed (damage/defence/balanced) search over the passive tree, support gems, and local unique items, scoring every candidate change against PoB's real engine

Tool

What it does

compare_builds

Diff two builds side by side, without touching the build loaded in this session

export_build

Export the loaded build as XML or a shareable code

What this doesn't do (on purpose)

These are choices, not bugs:

  • The optimizer never changes configuration options (buffs, curses, enemy stats, map mods). If it could, it could raise its own score by assuming an unrealistic scenario. Call set_config yourself first if you want to optimize for one specific scenario.

  • Item and jewel search only uses PoB's local database. The items scope of optimize_build tries items from PoB's own bundled unique database, for the same slot. It doesn't check trade-site prices, and it doesn't search rare-item crafting options.

  • The optimizer doesn't search jewels on its own. Matching a jewel to the right socket isn't reliable enough yet. You can still try a specific jewel by hand: use list_uniques_for_slot, then equip_item_raw.

  • The optimizer is a greedy search, not a perfect solver. It only adds tree nodes — it never removes or replaces existing ones — and it only swaps one gem or item at a time. It can get stuck on a good-but-not-best answer that a wider search might beat.

  • pob-mcp can't import a live poe.ninja character profile. It can import a poe.ninja pob-link just like any other supported site, but a live character profile is different: it needs the official character API, and this version doesn't talk to that API yet. Export the character to a PoB code or link first, and use that instead.

  • pob-mcp doesn't watch your Builds folder for changes. list_local_builds lists what's there when you call it. It doesn't push updates when something changes. For an LLM-driven session, calling the tool again is simpler, and works just as well.

Check that it works

Automated tests (run with uv run pytest) come in two groups:

  • Tests that don't touch PoB at all (test_importers.py, test_optimizer_goals.py, test_optimizer_moves.py, test_locate.py). These run anywhere — you don't need LuaJIT or a PoB install.

  • test_bridge_protocol.py runs a real bridge process from start to finish: it starts a new build, searches the tree, allocates and deallocates nodes, saves and reloads, lists config options, and runs a sanity check. If it can't find POB_MCP_SOURCE_DIR, POB_MCP_INSTALL_DIR, or a luajit executable, it skips itself and tells you why. Set those environment variables to actually run it.

To try the bridge by hand, without a full MCP client:

cd /path/to/PathOfBuilding-PoE2/src
luajit /absolute/path/to/pob-mcp/lua/pob_bridge.lua

Then type (or pipe in) JSON-RPC requests, one per line:

{"id": 1, "method": "new_build", "params": {}}
{"id": 2, "method": "get_stats", "params": {}}

Each one should print back a {"id": ..., "result": {...}} line.

Where things live

pob-mcp/
  lua/
    json.lua          # self-contained JSON codec for the bridge protocol
    pob_bridge.lua     # the headless PoB bridge + JSON-RPC loop
  src/pob_mcp/
    server.py          # MCP server entrypoint, tool registration
    bridge.py           # subprocess + JSON-RPC client for pob_bridge.lua
    locate.py           # finds a PoB install + luajit
    sites.py            # pobb.in/Maxroll/poe.ninja/etc. URL -> build code
    importers.py         # unifies code/URL/file/XML into one load_build path
    tools_*.py            # MCP tool definitions, grouped by area
    optimizer/             # goal-directed build search
  tests/
A
license - permissive license
-
quality - not tested
B
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