POB-MCP
Load, inspect, and optimize Path of Exile 2 builds using Path of Building's real calculation engine.
Documentation
pob-mcp
pob-mcp is an MCP server. It lets an LLM load, inspect, change, and improve Path of Exile 2 builds. It uses the real calculation engine from Path of Building Community (PoE2 fork). It does not reimplement that engine.
pob-mcp runs a real, headless copy of PoB (a Lua program) as a background process. It talks to that process over a small JSON-RPC protocol. Every stat you get back is a number PoB itself calculated.
How it works
MCP client (Claude Desktop, Cursor, ...)
| MCP over stdio
v
pob-mcp (Python) -- tools_*.py, optimizer/
| JSON-RPC over stdio
v
lua/pob_bridge.lua (running under `luajit`)
| dofile()
v
Path of Building - PoE2's own Lua source (Launch.lua, Main.lua, ...)
lua/pob_bridge.lua is a fork of PoB's own src/HeadlessWrapper.lua, which
PoB uses for its test suite. pob-mcp does not depend on that file directly.
Installed copies of PoB leave HeadlessWrapper.lua out (see
manifest.cfg), so pob-mcp brings its own version instead. This means
pob-mcp works the same way against a git checkout of PathOfBuilding-PoE2 and
against an installed release build.
Before you start
You need four things:
- A way to install a Python package. We recommend
uv — it's the fastest path and what the
rest of this README shows first. Don't want another tool on your machine?
Plain
pipand a virtual environment work fine too; see the alternate commands below. - LuaJIT, a 5.1-compatible build. Put it on your
PATHasluajit, or point to it withPOB_MCP_LUAJIT. You need this separately from PoB itself: PoB's own runtime only shipslua51.dll/SimpleGraphic.dllfor its graphical app. It does not ship a command-line interpreter you can run on its own.- Windows: install it with Scoop
(
scoop install luajit), Chocolatey (choco install luajit), or a portable build. - macOS:
brew install luajit. - Linux:
apt install luajit, the equivalent for your distribution, or build it from source.
- Windows: install it with Scoop
(
- A Path of Building - PoE2 install. This can be a git checkout (this repo, or your own clone) or an installed release build. See "Point pob-mcp at a PoB install" below.
- zlib. pob-mcp needs this to read and write build codes, and to
calculate Timeless Jewel data. On Windows, you already have this: PoB
bundles
zlib1.dll(inruntime/for a checkout, or alongside everything else for an installed release). On Linux and macOS, install your system'szlib/libzpackage if you don't have it already (most systems do). If pob-mcp can't find zlib, everything still works except pasted or shared build codes and Timeless Jewel calculations. Load and export builds as.xmlfiles instead.
Point pob-mcp at a PoB install
pob-mcp needs to know where your Path of Building - PoE2 install keeps its Lua source, because that's what the bridge process runs against. There are two ways to point it there. Note that the two have different layouts on disk — pob-mcp detects which one you're using automatically.
- Dev checkout mode. Set
POB_MCP_SOURCE_DIRto a PathOfBuilding-PoE2 git checkout — either its root folder, or itssrcfolder directly. This layout keeps the Lua source undersrc/, and keeps the native runtime (LuaJIT DLLs, zlib, the bundled Lua libraries) in a separateruntime/folder next to it. - Release mode. Set
POB_MCP_INSTALL_DIRto the root folder of an installed release. On Windows, this is usually%APPDATA%\Path of Building Community (PoE2). An installed release puts everything in one folder —Launch.lua,Modules/,zlib1.dll, the bundledlua/libraries — instead of splitting it up. (We checked this against a real install. We didn't just guess from the repo's packaging config.)
If you don't set either variable, pob-mcp checks a few common install locations for your operating system, and gives you a clear error if it can't find one. On Windows, this already finds a normal installer-installed copy without any setup on your part.
Install pob-mcp
git clone <this repo, or wherever you put pob-mcp> pob-mcp
cd pob-mcp
uv sync
Don't want to use uv? You don't need it. pob-mcp is a normal Python
package — plain pip works too:
git clone <this repo, or wherever you put pob-mcp> pob-mcp
cd pob-mcp
python -m venv .venv
.venv/bin/pip install -e . # Windows: .venv\Scripts\pip install -e .
Run it on its own (for testing)
POB_MCP_SOURCE_DIR=/path/to/PathOfBuilding-PoE2 uv run pob-mcp
# or, against an installed release:
POB_MCP_INSTALL_DIR="C:\Users\you\AppData\Roaming\Path of Building Community (PoE2)" uv run pob-mcp
With a plain pip install, the same thing looks like:
POB_MCP_SOURCE_DIR=/path/to/PathOfBuilding-PoE2 .venv/bin/pob-mcp # Windows: .venv\Scripts\pob-mcp.exe
This starts the MCP server over stdio. You won't see much happen — MCP servers talk to MCP clients, not directly to you. See "Check that it works," below, for a way to try it out without a full client.
Use it with Claude Desktop, Cursor, or another MCP client
Add an entry to your client's MCP server config. For Claude Desktop, this
is claude_desktop_config.json. For Cursor, it's mcp.json.
{
"mcpServers": {
"pob-mcp": {
"command": "uv",
"args": ["--directory", "/absolute/path/to/pob-mcp", "run", "pob-mcp"],
"env": {
"POB_MCP_SOURCE_DIR": "/absolute/path/to/PathOfBuilding-PoE2"
}
}
}
}
For release mode, use POB_MCP_INSTALL_DIR instead. Point it to the root
folder of your installed release — on Windows, usually
%APPDATA%\Path of Building Community (PoE2):
{
"mcpServers": {
"pob-mcp": {
"command": "uv",
"args": ["--directory", "C:\\path\\to\\pob-mcp", "run", "pob-mcp"],
"env": {
"POB_MCP_INSTALL_DIR": "C:\\Users\\you\\AppData\\Roaming\\Path of Building Community (PoE2)"
}
}
}
}
Restart your client after you edit its config. You don't need to close Path of Building itself. pob-mcp only reads game data from the install folder. It never writes to it, so it runs fine alongside the app.
With a plain pip install (no uv), point command straight at the
executable pip created in your virtual environment instead — no args
needed:
{
"mcpServers": {
"pob-mcp": {
"command": "C:\\path\\to\\pob-mcp\\.venv\\Scripts\\pob-mcp.exe",
"env": {
"POB_MCP_INSTALL_DIR": "C:\\Users\\you\\AppData\\Roaming\\Path of Building Community (PoE2)"
}
}
}
}
(On macOS/Linux, that's /path/to/pob-mcp/.venv/bin/pob-mcp.)
Environment variables
| Variable | What it does |
|---|---|
POB_MCP_SOURCE_DIR | Path to a PathOfBuilding-PoE2 git checkout (its root folder or src/) |
POB_MCP_INSTALL_DIR | Path to the root folder of an installed release |
POB_MCP_LUAJIT | Path to a luajit executable, if it isn't on PATH |
POB_MCP_ZLIB_PATH | Path or name to load zlib from, if pob-mcp can't find it on its own |
POB_MCP_BUILDS_DIR | Path to your PoB Builds folder, for list_local_builds |
POB_MCP_LOG_LEVEL | Log level for the Python side (default INFO); the bridge's own output is logged at DEBUG |
What you can do with it
Once your client is connected, start with load_build. Then use the other
tools to inspect, change, and improve the build. Every tool that changes the
build also returns its updated stats, so you don't need a separate
get_stats call to see the effect of a change. Each tool's full description
(parameters, behavior, edge cases) shows up in your MCP client — the lists
below are just names and a one-line summary, to help you find the right one.
A note on ids: gems and classes are identified by an internal id, not their
display name. Fireball's gem id, for example, is
"Metadata/Items/Gems/SkillGemFireball", and select_class takes an
internal class id, not a simple 0-based index. Use list_gems and
list_classes to look these up rather than guessing — a wrong gem id
doesn't raise an error, it just silently fails to resolve, so the gem does
nothing.
Load a build (3 tools)
| Tool | What it does |
|---|---|
load_build | Load a build from a PoB export code, a pobb.in/Maxroll/poe.ninja/poe2db.tw/Pastebin.com/Rentry.co link, a local .xml path, or raw XML text |
new_build | Start a brand-new, blank build (default class, no items or skills) |
list_local_builds | List .xml files in your PoB Builds folder |
Inspect a build (13 tools)
| Tool | What it does |
|---|---|
get_stats | Get calculated stats (life, ES, mana, resistances, DPS, EHP, etc.) from PoB's real engine |
list_stat_keys | List every stat key available from get_stats for this build |
get_character | Get class, ascendancy, and level |
list_classes | List every class and its ascendancies, for use with select_class |
get_tree_state | Get allocated passive tree node ids and count |
node_info | Get details for one passive tree node |
search_tree | Search the passive tree by name, stat text, type, or ascendancy |
get_items | List every gear/jewel slot and what's in it |
get_skills | List skill/socket groups and their gems |
list_gems | Look up a gem's internal id, for use with add_gem |
get_config | Get current configuration option values |
list_config_options | List every configuration option PoB supports |
sanity_check | Run defensive sanity checks (uncapped resists, low life, etc.) |
Change a build (13 tools)
| Tool | What it does |
|---|---|
alloc_node / dealloc_node | Allocate or deallocate a passive tree node (path auto-computed) |
node_path_cost | Get the point cost to reach a node, without allocating it |
select_class | Change class and/or ascendancy |
equip_item_raw / unequip_item | Equip raw in-game item text into a slot, or remove what's there |
add_socket_group | Create a new, empty skill/socket group |
set_main_skill | Set which socket group is used for DPS calculations |
add_gem / remove_gem / set_gem | Add, remove, or edit a gem's level/quality/enabled state |
list_valid_supports | List support gems PoB considers valid for a skill |
set_config | Set a configuration option |
Manage tree specs and gear sets (12 tools)
A build can hold several named passive tree specs and several named gear
sets, and switch between them. Once you switch one, every other tool
(get_tree_state, get_items, and so on) acts on the one you switched to.
| Tool | What it does |
|---|---|
list_specs | List the build's passive tree specs |
select_spec | Switch the active passive tree spec |
create_spec | Create a new, blank passive tree spec |
copy_spec | Duplicate a passive tree spec |
rename_spec | Rename a passive tree spec |
delete_spec | Delete a passive tree spec (a build always needs at least one) |
list_item_sets | List the build's gear sets |
select_item_set | Switch the active gear set |
create_item_set | Create a new, empty gear set |
copy_item_set | Duplicate a gear set |
rename_item_set | Rename a gear set |
delete_item_set | Delete a gear set (a build always needs at least one) |
Improve a build (1 tool)
| Tool | What it does |
|---|---|
optimize_build | Run a goal-directed (damage/defence/balanced) search over the passive tree, support gems, and local unique items, scoring every candidate change against PoB's real engine |
Compare or export (2 tools)
| Tool | What it does |
|---|---|
compare_builds | Diff two builds side by side, without touching the build loaded in this session |
export_build | Export the loaded build as XML or a shareable code |
What this doesn't do (on purpose)
These are choices, not bugs:
- The optimizer never changes configuration options (buffs, curses,
enemy stats, map mods). If it could, it could raise its own score by
assuming an unrealistic scenario. Call
set_configyourself first if you want to optimize for one specific scenario. - Item and jewel search only uses PoB's local database. The
itemsscope ofoptimize_buildtries items from PoB's own bundled unique database, for the same slot. It doesn't check trade-site prices, and it doesn't search rare-item crafting options. - The optimizer doesn't search jewels on its own. Matching a jewel to
the right socket isn't reliable enough yet. You can still try a specific
jewel by hand: use
list_uniques_for_slot, thenequip_item_raw. - The optimizer is a greedy search, not a perfect solver. It only adds tree nodes — it never removes or replaces existing ones — and it only swaps one gem or item at a time. It can get stuck on a good-but-not-best answer that a wider search might beat.
- pob-mcp can't import a live poe.ninja character profile. It can import a poe.ninja pob-link just like any other supported site, but a live character profile is different: it needs the official character API, and this version doesn't talk to that API yet. Export the character to a PoB code or link first, and use that instead.
- pob-mcp doesn't watch your Builds folder for changes.
list_local_buildslists what's there when you call it. It doesn't push updates when something changes. For an LLM-driven session, calling the tool again is simpler, and works just as well.
Check that it works
Automated tests (run with uv run pytest) come in two groups:
- Tests that don't touch PoB at all (
test_importers.py,test_optimizer_goals.py,test_optimizer_moves.py,test_locate.py). These run anywhere — you don't need LuaJIT or a PoB install. test_bridge_protocol.pyruns a real bridge process from start to finish: it starts a new build, searches the tree, allocates and deallocates nodes, saves and reloads, lists config options, and runs a sanity check. If it can't findPOB_MCP_SOURCE_DIR,POB_MCP_INSTALL_DIR, or aluajitexecutable, it skips itself and tells you why. Set those environment variables to actually run it.
To try the bridge by hand, without a full MCP client:
cd /path/to/PathOfBuilding-PoE2/src
luajit /absolute/path/to/pob-mcp/lua/pob_bridge.lua
Then type (or pipe in) JSON-RPC requests, one per line:
{"id": 1, "method": "new_build", "params": {}}
{"id": 2, "method": "get_stats", "params": {}}
Each one should print back a {"id": ..., "result": {...}} line.
Where things live
pob-mcp/
lua/
json.lua # self-contained JSON codec for the bridge protocol
pob_bridge.lua # the headless PoB bridge + JSON-RPC loop
src/pob_mcp/
server.py # MCP server entrypoint, tool registration
bridge.py # subprocess + JSON-RPC client for pob_bridge.lua
locate.py # finds a PoB install + luajit
sites.py # pobb.in/Maxroll/poe.ninja/etc. URL -> build code
importers.py # unifies code/URL/file/XML into one load_build path
tools_*.py # MCP tool definitions, grouped by area
optimizer/ # goal-directed build search
tests/