WILLOW VILLAGE / THE WORKBENCH
Build your adventurer.
Choose your gear. Work the forge. Find your balance.
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.
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.
| Contribution | Offense | Defense | Utility |
|---|
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 / passive | Offense | Defense | Utility |
|---|---|---|---|
| Contact damage | 2 | 0 | 0 |
| Reach (px) | 0.03 | 0 | 0.12 |
| Launch speed (px/s) | 0.01 | 0 | 0.015 |
| Return speed (px/s) | 0.01 | 0 | 0.015 |
| Spin duration (s) | 4 | 0 | 1 |
| Spin tick interval (s) | 6 | 0 | 0 |
| Spin damage multiplier | 15 | 0 | 0 |
| Catch cooldown (s) | 10 | 0 | 2 |
| Outbound radius (px) | 0.25 | 0 | 0.1 |
| Recall radius (px) | 0.2 | 0 | 0.1 |
| Spin radius (px) | 0.4 | 0 | 0.3 |
| Critical chance | 80 | 0 | 0 |
| Critical multiplier | 10 | 0 | 0 |
| Outbound damage bonus | 40 | 0 | 0 |
| Return damage bonus | 20 | 0 | 0 |
| health | 0 | 0.2 | 0 |
| defense | 0 | 4 | 0 |
| movement | 0 | 5 | 50 |
| pickup | 0 | 0 | 0.25 |
| Bladed String damage bonus | 30 | 0 | 0 |
| String width (px) | 0.5 | 0 | 0.5 |
| Barrier HP per outbound hit | 0 | 3 | 0 |
| Enemy attack weakening | 0 | 80 | 5 |
| Critical chance per focus stack | 160 | 0 | 0 |
| Return ward damage reduction | 0 | 70 | 0 |
| Physical vulnerability per spin stack | 200 | 0 | 0 |
| Damage per alternating-hit stack | 150 | 0 | 0 |
| Spell damage per heat | 100 | 0 | 0 |
| Defense while spinning | 0 | 3 | 0 |
| Spell haste | 20 | 0 | 30 |
| Blood drop chance | 0 | 80 | 10 |
| Static charge damage | 2 | 0 | 1 |
| Spin damage per soul | 150 | 0 | 0 |
| Coin drop chance | 0 | 0 | 100 |
| Movement bonus | 0 | 5 | 50 |
| Pickup bonus | 0 | 0 | 0.25 |
| Thorns damage | 2 | 0.5 | 0 |