Build workbench
Build workbench
Collect a run's decisions in the order you make them, then let the rules check what can be checked: whether every record still exists in this version, whether the bag layout is legal and whether the hard mode plan fits its budget. Nothing here scores how strong a build is.
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How the pieces of a run fit together
A run is not a list of good names. The costume you start in is the only thing that changes your own stats before the first room, and every one of them gives something up to do it. The starting weapon commits you to one upgrade branch, and the artifacts you carry only pay off in the bag slots the tablets around them actually cover. Hard mode sits on top of all of it: the pressure you buy is also what funds the talents you start with. Planning one of these in isolation is what makes a promising run fall apart in the middle.
How to use this workbench
Fill the sections in the order a run really decides them:
- 1
Set the costume and the starting weapon first: one changes your own stats, the other commits you to a single upgrade branch.
- 2
Add the skills, talents and artifacts you intend to keep, then pull in the layout and hard mode plan you already made in the two planners.
- 3
Read the rule check: it reports records this version no longer has, bag pieces outside your capacity and a point spend over budget, and it never scores the build.