Independent datamined reference
Every figure on this site is read straight out of the game's own configuration tables and decompiled code — the same files the client reads at runtime. Nothing here is estimated, inferred from testing, or translated by hand.
Load two builds and simulate a thousand 1v1 fights on the game’s own turn clock.
Four against four on the battle grid, with real players’ sheets and equipped skills.
This week’s real Tournament bracket, every match played on the team engine from the preliminaries to the grand final.
The Techniques and Charms people run for each class and game mode, with the reason for every pick. Up-vote, comment, post yours.
CommunityOpinion pieces with the numbers attached: where a tank’s next point should go, and more to come. Anonymous comments.
OpinionPut your sheet in and see which stat actually buys the most damage — and where Elemental Mastery stops being the answer.
Every step of a single hit, in order, with a worked example using real player and monster stats.
CombatWhy your Mastery number means nothing on its own, and the hidden per-rank value it is measured against.
CombatSpeed is not initiative — it buys turn frequency, on a square root. What that actually costs.
CombatAll 328 class skills across seven tiers, with a stepper that walks each one from Rare to Immortal.
SkillsAll 75 cumulative spending tiers, $5 to $150,000, with every reward and its real icon.
EconomySeason score, grade and Primostars for any season, and the realm swings, tools and days each target costs.
InteractiveEvery relic with its icon, element stat and effect at any level and star, its set and set bonuses, and the map it comes from.
InteractiveStatue of the Brave visits, the Statue of Witch script, Lost Goddess rewards and Goddess Statues, with the odds of every outcome.
What a swing pays at every promotion, the fight that opens each realm level, and every relic level’s cost on the normal and season ladders.
ProgressionMost guides for this game describe what a stat feels like. This one shows the line of code that uses it. Several mechanics turn out to work very differently from how they are usually explained — Elemental Mastery is scored against a hidden per-rank value rather than used raw, SPD scales on a square root so doubling your turns costs four times the stat, and the flat "+1K" versions of Crit and Effect stats decay hard as you rank up.
Everything is dated and sourced. Game balance changes with patches. Each page states which client build its numbers came from, and the Method page documents exactly how the files were read, so anything here can be re-checked or challenged.
Equipment and relic sets, monster stat tables, and the drop rules behind them.
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