What are you enchanting?
Using a Malogia / Untaris / Forax / Katalund (Alien Technology) artifact grants temporary Alien access on any item, regardless of these toggles — and that access reaches both Alien and Neo Alien onshoot mods, so either can be rolled onto non-Alien / non-Neo gear while such an artifact is selected. These toggles model the item's real nature (for rolling without an artifact); the Alien Technology artifacts are what open up the Alien/Neo onshoot mods otherwise.
Off by default, and only shown for armor and abilities — those are the only slots that ever carry a Summon Power stat. Tick it for Summoner robes and Summoner abilities to make Summon Power −Stat Mod Mult Tradeoff eligible for the pool.
Your item
Search a slot to set an exact enchant (this locks it automatically), or hit Roll to randomly fill every unlocked slot — exactly how the game resolves it, banning each new label category as it lands. Lock any slot to freeze it, then Roll again to only reroll the rest.
Exact odds of a specific enchant
Add one or more enchants — the calculator gives the chance that any of them lands somewhere among your remaining unlocked slots. Useful when several variants would all make you happy (e.g. 5 of the 7 "Wisdom −X" tradeoffs).
Route planner — cheapest way to your desired item
Add one or more items — each item gets its own goals and its own set of routes. Click an item to expand it, set what it is (type, slots, dust colour, alien nature), and list its goals. Each goal = one slot you want filled. Put ONE enchant in a goal if you want exactly that enchant. Put several in the same goal only if landing any one of them would satisfy you for that slot (e.g. "any or all of these Wisdom tradeoffs"). If you want multiple different enchants on the item, they must each be their own goal. For every item the planner finds up to 5 genuinely different strategies: Route 1 is the overall cheapest, and each later route avoids the key artifacts of the routes before it — real alternatives if you don't own something. The plan also tells you which landed goals are worth locking and which to reroll away, since every lock doubles the cost of later rolls. Limited-edition/event artifacts (engravings, Freezing Core, Permafrost Snowflake, Nightmatter Core, etc.) are left out of plans by default — tick "Include limited-edition artifacts" below if you own the ones from your events.
Full candidate pool for this item
Every enchant currently eligible for this item type + tags, with its pool-adjusted weight. This is the pool each unlocked slot draws from before label-exclusions are applied.
| Enchant | Labels | Base weight | Pool weight | Share of pool |
|---|
Build library — best-in-slot loadouts
These builds come from a meta builds guide I wrote. Pick a class, open a build, and send any single item — or the whole build — straight to the route planner. Each item shows its minimum rarity (Uncommon = 1 slot, Rare = 2, Legendary = 3, Divine = 4). That's the fewest slots you need — a higher-rarity item of the same type has more slots and works just as well, so "min. Rare" also means Legendary and Divine are fine.
How to read a build
Every item's enchants are already resolved to real game enchants, and each goal is one slot. Shorthand like Wisdom Tradeoff IV covers all 7 Wisdom −X variants minus the ones that build tells you to avoid — hover any enchant to see exactly what it covers and what was ruled out.
A dashed chip with a −N badge means N options were cut by the build's guide note, shown in red at the top of the build. Items the guide left blank stay blank. Rows asking for enchants the game can never grant together are flagged in red.