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Fashionista BETA

Select your desired stats, run the search, and see generated builds that match your query.

This feature is in BETA TESTING. The builds may be broken, just plainly wrong, or we may skip some results. We take no responsibility, and we give no guarantees! Double-check your build on Stalzone.wiki before you buy the artifacts in-game.
🧪 How do we simulate builds?
How Fashionista finds builds
TL;DR

You tell Fashionista the combined stats you want (eHP, carry weight, stamina regen, and so on). It returns artifact builds that meet those stats, ordered with the lowest overall tiers first. If nothing can reach your targets, it reports the build as impossible.

The key fact: a fully upgraded artifact is the strongest that artifact can be on every stat you asked to be high. Hazards run the other way, so one dial stays in play: an artifact's radiation, temperature or psy emission is at its worst on a top-quality roll and eases off as quality drops. So the first pass only picks which artifacts fill the slots; a second pass settles each slot's tier and quality. Upgrade level stays at +15 throughout, since coming down off it only switches off hazard-reducing bonuses.

Two artifacts are handled specially. Polyhedron is a triggered shield: its “Triggers when 90 / Reduces damage by 45” numbers describe an ability, not stats that add up, so read them as a description of the effect rather than as something to aim at. Rubik has no fixed stats; it rolls a random set of bonuses. A full roll is strong enough to dominate every search, so Rubik appears as a locked, system-excluded artifact that cannot be re-enabled. It may return later as an opt-in.

How it works

The problem

A normal calculator runs forward: pick artifacts, read the resulting stats. Fashionista runs backward: you name the combined stats you want, and it finds the artifact sets that deliver them. Each combined stat is the sum of what every slot contributes, so the task is to choose artifacts for the slots so that every target stat is met and every hazard stays within your body's buffer.

Why it does not check every combination

Per slot the choice is artifact (103) times tier (6) times level (16) times quality. Quality is not continuous: it is rolled in hundredths of a percent (for example 100.10 or 165.02), so the space is finite. Even setting quality aside, the rest is astronomically large:

slots Nartifact·tier·level ^Nartifact multisets
39.7×10¹¹1.9×10⁵
59.5×10¹⁹1.1×10⁸
79.2×10²⁷3.0×10¹⁰

The shortcut

For any fixed set of artifacts, setting every slot to its highest tier, highest quality, and +15 makes every beneficial stat as large as it gets, hazard reductions included. What it does not do is make the build safe: an emission is at its worst there too, so a set that emits too much is not ruled out, it is one whose quality has to come down. Tier and upgrade level move no emission at all, so they drop out of the feasibility question; quality stays in, as a per-slot dial applied once the artifacts are chosen.

Finding realistic builds

The search walks through sets of artifacts, discarding any partial choice that could not reach the targets even in the best case, and runs across your CPU cores for speed (more cores finish faster but never change the result). Once a set meets the targets, each slot's tier is lowered as far as the targets still allow, while keeping the slots within one tier of each other, so no build comes back as one very high-tier item beside several minimum-tier ones. Then each slot's quality is walked down, but only where a lower quality actually helps: it eases an emission that is over your limit, and it lightens the cost a few artifacts carry on a stat you asked for. Every build is shown at the quality it was proved safe at, which is why a result may read quality 165 rather than 175.

A search, end to end
  1. Your targets Every stat you asked for, the hazard limits your body absorbs, and the container and gear you are wearing.
  2. The artifacts worth trying Only the ones that advance a target or counter a hazard, minus anything you excluded. Pinned artifacts sit in every build.
  3. Every combination of them Slot by slot, each set counted once. A partial set is dropped the moment even a perfect finish could not reach a target.
  4. Tier and quality, slot by slot Each surviving set is banded down to its cheapest tier, then quality is walked down until every hazard is inside your limits.
Ranked builds Cheapest first, each shown at the tier and quality it was proved at.
Impossible Nothing survived, at any setting the last step could reach.

How builds are ordered

Builds are ordered by average tier, lowest first, so the cheapest and easiest-to-get loadouts lead. You can re-sort the list from its header by estimated market price or by any single stat.

Special artifacts

Polyhedron is a triggered shield. Its “Triggers when / Reduces damage by / Reload / Charge required” numbers describe an ability, not stats that add up: two Polyhedrons do not block twice the damage, and quality does not scale a reload. They are still listed and summed like any other number, so read those four rows as a description of the effect and never aim a target at one.

Rubik has no base stats; it rolls a random subset of 24 possible bonuses. Its best case (all 24 bonuses at once, what a persistent grind can reach) is strong enough to dominate every search, so it appears in the Excluded artifacts list as a locked, system entry that cannot be removed. It may return later as an opt-in.

What it can and cannot promise

Within the artifacts it searches, the result is exact: nothing is sampled or guessed. Two things bound what impossible means. The first is the pool: the search draws from the artifacts most relevant to your targets, a wide pool but not all 103 stacked at once, so a niche generalist could in principle be missed. The second is the quality pass: it walks the slots once, over a few quality points each, so a build that would need two slots lowered together further than that reach is reported impossible rather than shown at a setting it is not safe at.