WILLOW VILLAGE / THE WORKBENCH

Build your adventurer.

Choose your gear. Work the forge. Find your balance.

A planning sandbox. All items are available; purchases change this build only.

01 / EQUIPMENT

Assemble your kit

Forge upgrades
Forge upgrades
Forge upgrades
Forge upgrades
Forge upgrades

03 / TALENTS & MAGIC

Make it your own

Up to 60 points, matching a level 61 character. Tier gates, prerequisites and one final specialization follow the game. Refunds must keep the build valid.

Assign talents

Granted spells

Active passives

Stats for nerdsSpin geometry · damage scenarios · scoring ledger

Every throw, explained.

Spin area and reachA scaled top-down diagram of the selected weapon's reach and spin radius.

Scenario controls

A full-range primary throw, one outbound and recall contact per target, full spin contact, no walls. Expected physical damage includes critical chance. Enemies have no vulnerability or damage reduction.

These baseline calculations exclude conditional stacks, copies, shards, auras, timed recalls, enemy motion, spells, barriers, wards, weakening, lifesteal and revives. Bladed String is shown separately: tether contact is not guaranteed. The defensive examples use raw incoming damage before armor; Bullet Hell applies its 35% armor floor. Healing and hurt protection are excluded from hit counts.

Scoring ledger

Version 1 planning weights. Offense values damage potential; defense values survival; utility values reach, handling, control and collection. Scores add the rows below. Conditional passives receive a heuristic rating and do not imply permanent uptime. Zero contributions are intentional. Stat-changing upgrades and talents affect their resulting stat rows; conditional talents and unlocked abilities have separate rows.

ContributionOffenseDefenseUtility
All stat & passive weights

Points per unit of the source value. Cooldown and tick interval use 1 ÷ seconds; critical multiplier uses multiplier − 1. Movement uses its bonus fraction. Health includes the base 100 HP. Spell offense = listed damage ÷ effective cooldown × 3; defense = 5 if blood on kill; utility = radius × 0.05 + max targets (default 1) + 8 for Frost Snap + coins per hit × 2. Field spell damage is per tick, not a complete cast. Upgrade ratings are the change in the combined score.

Stat / passiveOffenseDefenseUtility
Contact damage200
Reach (px)0.0300.12
Launch speed (px/s)0.0100.015
Return speed (px/s)0.0100.015
Spin duration (s)401
Spin tick interval (s)600
Spin damage multiplier1500
Catch cooldown (s)1002
Outbound radius (px)0.2500.1
Recall radius (px)0.200.1
Spin radius (px)0.400.3
Critical chance8000
Critical multiplier1000
Outbound damage bonus4000
Return damage bonus2000
health00.20
defense040
movement0550
pickup000.25
Bladed String damage bonus3000
String width (px)0.500.5
Barrier HP per outbound hit030
Enemy attack weakening0805
Critical chance per focus stack16000
Return ward damage reduction0700
Physical vulnerability per spin stack20000
Damage per alternating-hit stack15000
Spell damage per heat10000
Defense while spinning030
Spell haste20030
Blood drop chance08010
Static charge damage201
Spin damage per soul15000
Coin drop chance00100
Movement bonus0550
Pickup bonus000.25
Thorns damage20.50