Tools
How It Works
How the wiki's tools work their numbers out. Every rule is read from the game's code; each tool keeps a line and a beside the numbers that need it, and they lead here.
Best in Slot
Open Best in SlotEach piece is judged by the hero's whole Stats window, worked out as the Party Builder works it out: the hero's base stats and level, the gear's stats and the sockets, and with your save the skills, the Engraving and the pets. So a piece is judged together with the rest: a percent bonus is worth more on top of a large flat one.
Damage is one hit on the monsters of a stage you pick, normal ones or the boss. It is worked out as the game works it out, then averaged over the stage's monsters (the game's rules: Battle Rules):
- ATK, raised by Boss DMG against a boss, then by Basic ATK DMG or Skill DMG.
- Each part of the hit (physical, magical or an element) at its share; an element adds its DMG Bonus.
- A crit, at CRIT Rate less the monster's CRIT RES, multiplies the hit by CRIT DMG.
- The monster's DEF, less your P.PEN or M.PEN, cuts physical and magical parts by DEF ÷ (DEF + the stage's defense modifier), at most 75%. Its resistance cuts an element's part.
Basic attacks, damage a second: a hero waits 0.2 s, then swings for 1 s (every hero's attack animation is 1 s long), and ATK SPD speeds up both, so a basic attack comes every 1.2 s ÷ ATK SPD. Chopper's two-blade attack hits twice for half the damage each. A skill is one hit at the skill's top level. Elemental DMG only helps skills with an element; basic attacks are physical.
DPS with skills (the default) adds the hero's three equipped skills: how often each goes off (its cooldown cut by Skill Haste, or every few basic attacks), how long its cast keeps the hero from attacking (its animation, sped up by ATK SPD), and what a cast deals. The skills are the ones equipped in your save, the ones you click, or else those that give the most (up to three: one that adds nothing, such as a heal, is left out). Damage is to one enemy: a skill that hits an area or a line hits each enemy there for the same. Not counted: skills that go off on a battle event (a crit, a kill), heals, shields and buffs such as King's Wrath (their casts still take time), a skill whose code is not read yet, and walking.
- The set starts empty; slot by slot it takes the piece that raises the stat most with the other slots as they are, and goes round again until nothing changes. Each list then ranks every piece for its slot with the best set in the other nine.
- Only what the hero can wear: its own weapons, pieces whose required level it has reached, up to the grade you pick. A slot no piece improves stays empty.
- "Fill every socket" puts in each socket the attachment and the bonus that help most for that kind of gear, at the top of its roll. A real socket rolls one of the attachment's bonuses at random, so this is the best case. With "Only gear I have", every piece keeps the sockets it has in your save.
Left out, as in the Party Builder: what changes in battle (buffs from skills, Gluttony stacks, shields, Brand), and the rounding of each hit. The rules were read from the game's code and checked by the wiki's own tests; the numbers have not yet been compared with the game's Stats window or with real hits on a real save.
Gear, attachments, skills, runes, pets, stages and monsters: the game client, v1.0.2. The hit is read from the game's code (GetUserDamage, Damage.Build, ResolveIncomingDamage). Where each rule comes from: the wiki's data.
Party Builder
Open Party BuilderEvery rule here is read from the game's code (v1.0.2): each bonus is a stat with a kind (flat, percent, multiplier or fixed) and counts either for its hero or for the whole squad; each stat starts from the hero's base and adds its bonuses the way the game adds them. ATK goes through its layers in order (Base ATK, then DMG). The rows, their order, their rounding and the caps are the game's Stats window's.
- Each level past the first adds 5% HP; each skill level takes one skill point (Skills).
- Squad passives count for every hero in the squad. Every pet owned counts, whether or not it follows you.
- The Engraving counts for every hero. The squad starts with one slot; Formation runes open the others.
- A socket's bonus depends on the gear it sits in (weapon, armor or accessory) and on the value it rolled.
Left out: what changes in battle (buffs from skills, Gluttony stacks, shields) and damage per second (Best in Slot works that out). HP shows its maximum. The rules were read from the code and checked by the wiki's own tests; the totals have not yet been compared with the game's Stats window on a real save, so treat a number that differs from your game as the wiki's mistake.
Where each rule comes from: the wiki's data. Gear, attachments, skills, runes and pets: the game client, v1.0.2.
Skills
Open SkillsSkill points: a hero gets one a level past the first, so 100 at Lv.101, and each skill level takes one. Learning every skill of a hero to its top level takes 182 points, so no hero learns them all: you choose where the points go.
Locks: an active skill opens at a hero level ("Unlocks at Lv.8"). A passive opens at a hero level and once the passive before it in its branch reaches a level ("Unlocks at Bullheart Lv.7"); the first passive leads to three branches. A hero equips up to 3 learned active skills, and each goes off by itself when its trigger is met.
Values at a level: an active skill's value is its stored value plus its level-up value for each level above 1, which matched the game for the demo's Ravenous Feast – Gula at 5/5 (86%): In-game Skills window (screenshot shared by the wiki's owner) (read 2026-11-09). A passive's is its value plus its per-level value for each level above 1, which matches the game's window at Lv.1; higher levels are not checked in the game yet.
Skills, levels, links and points: Game client, full game build 26611958 (read 2026-11-13).
Farming
Open FarmingRead from the game's code, step by step:
- A run is every wave of the stage, each spawning its own number of normal monsters, elites and bosses. With Repeat stage on, the squad plays it again and again. Wave Skip from the Engraving starts each run that many waves later.
- Each kill gives every hero in the squad the wave's EXP in full (it is not shared), raised by EXP on Kill, and Soul raised by Soul on Kill, rounded to a whole number.
- Boxes: each kill rolls the stage's chance: the normal chance for normal monsters, the boss chance for elites and bosses, raised by the Engraving's Chest Drop Rate (at most 100%). A box that finds its rack full is lost (Drops and Boxes).
- Offline Rewards pay the stage's reward for up to 8 hours away, a share for less (nothing under 1%), raised by Offline Rewards and then by Offline EXP or Offline Soul. Each hero takes EXP only up to the stage's level; past it, a fifth of the EXP (averaged over the squad) comes back as Soul. They pay at the stage the squad is on when you quit.
- Every pet you own counts, not only the one following you. Per hour needs your pace: the save's average is your kills over your play time, so it mixes every stage you have played; time a few runs in the game for a better number.
Not counted: monsters a boss calls in during the fight, the First Clear Reward (Soul Stone, paid once per stage, so it cannot be farmed), and how fast your squad clears a stage (the wiki does not simulate fights).
Stages, waves, rewards and chances: the game client, v1.0.2. The rules: the game's code, as the wiki read it.
Drops and Boxes
Open the Drop Finder- Each kill rolls for a box: normal monsters at the stage's normal chance, elites and bosses at its boss chance, each raised by the Engraving's Chest Drop Rate (at most 100%).
- Weapon or not: of those boxes, the stage's weapon share is a weapon box of one hero in your squad, picked at random among them; the rest is the stage's box of armor (Elite Chests add accessories). A hero outside the squad gets no weapon boxes.
- The rack: a box goes to the rack of its rarity (Normal Chest for Common, Boss Chest for Uncommon, Elite Chest for Rare). A full rack takes no more, and the box is lost; a full Boss Chest rack also blocks boss stages ("Cannot enter. Boss Chest storage is full."). The Engraving makes racks bigger and opens boxes by itself every few seconds.
- Opening: a box gives one of its items, each at its weight over the box's total (each box's page shows every reward's share). The game rolls it from a seed the server sets, so it cannot be predicted, but each item keeps exactly that chance.
Not counted: a cap the server can set on how many boxes of a kind you get in a while (its numbers are not in the game files), and monsters a boss calls in.
Read from the game's code (DropController, DropManager, SeedRoller) and its stage and box tables, the game client, v1.0.2.