Fashionista: Stalzone artifact build finder

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

What does Fashionista do?

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.

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How Fashionista finds builds
TL;DR

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 100 / 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; a run that finishes inside the server's limits returns the same result on any machine). Once a set meets the targets, each slot's tier is lowered as far as the targets still allow, one step at a time and slot by slot, so a build may mix one high-tier artifact with several minimum-tier ones. Nothing makes the slots share a tier: if the mix meets your targets, it is a real build. The descent stops at the average-tier minimum you set. The step lowers tiers, not prices, so re-sort by estimated price when price is what you care about. 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. Every artifact in the game All 103, minus anything you excluded. A required artifact holds a slot in every build, and the search may still add a second copy of it.
  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 slot comes down on its own, so one build can mix tiers, 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. If one required artifact is the cause, it is usually named.

How builds are ordered

Builds are ordered by average tier, lowest first, so the lowest-tier 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

The result is exact: nothing is sampled or guessed. The search draws from all 103 artifacts, minus anything you excluded, so impossible is not a statement about a shortlist. Impossible is only claimed by a run that covered every combination; a run that ended at the server's limit says it ended early instead. One more thing bounds what impossible means: 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.

On a very broad search the shown list is bounded: every matching build is counted, and only the best few thousand are kept. The kept set holds the best builds for each desired attribute in your priority order, plus the cheapest. The found count and the impossible verdict stay exact.